TEXT: Divine Contention
  Beyond the Dragon of Icespire Peak - Part III
  The ghosts of the Swords of Leilon have returned to bring warning so you might protect
  their beloved town and prevent two great evils, both competing for the same prize, from
  wiping it from the Sword Coast once more. You must enter the Ethereal Plane, prevent the
  followers of Talos and Myrkul from gaining possession of an artifact of great evil, and
  put down the forces of not one, but two vile deities.
  
  Ebondeath's Lair
  
  Introduction
  D
  ivine Contention is a Dungeons & Dragons
  adventure designed for characters of 11th
  through 12th level set in the Sword Coast
  region of the Forgotten Realms campaign
  setting. By the end of the adventure the
  characters should reach 13th level. You can run
  the adventure for as few as one player or as
  many as six players.
  You can run Divine Contention as a stand-alone adventure
  or as the concluding part in a trilogy called Beyond the
  Dragon of Icespire Peak (of which Storm Lord's Wrath is
  the first adventure and Sleeping Dragon's Wake is the
  second). This adventure trilogy can be played as a sequel to
  Dragon of Icespire Peak, the adventure that comes with the
  D&D Essentials Kit.
  Running the Adventure
  To run this adventure, you need the D&D fifth edition core
  rulebooks: the Player's Handbook, Dungeon Master's
  Guide, and Monster Manual. The Sword Coast
  Adventurer's Guide is helpful but not necessary.
  The Monster Manual contains stat blocks for most of the
  creatures found in this adventure. All the necessary stat
  blocks are included there or in appendix A. When a
  creature's name appears in bold type, that's a visual cue for
  you to look up the creature's stat block in the Monster
  Manual, unless the adventure's text instead refers you to the
  monster appendix in this adventure.
  Spells and equipment mentioned in the adventure are
  described in the Player's Handbook. Magic items are
  described in the Dungeon Master's Guide.
  At various places, the adventure presents descriptive text
  that's meant to be read or paraphrased aloud to the players.
  This read-aloud text is offset in boxes like this one. Boxed text
  is most commonly used to describe locations or present bits
  of scripted dialogue.
  Abbreviations
  The following abbreviations appear in this book:
  hp = hit points
  AC = Armor Class
  DC = Difficulty Class
  XP = experience points
  pp = platinum piece(s)
  gp = gold piece(s)
  ep = electrum piece(s)
  sp = silver piece(s)
  cp = copper piece(s)
  NPC = nonplayer character
  LG = lawful good
  CG = chaotic good
  NG = neutral good
  LN = lawful neutral
  N = neutral
  LE = lawful evil
  CN = chaotic neutral
  CE = chaotic evil
  NE = neutral evil
  DM = Dungeon Master
  Running for One Player
  If you're running this adventure for a single player, you can
  give that player a sidekick as a secondary character. Let the
  player choose one of the pregenerated sidekicks that come
  with this adventure. If a sidekick is lost or no longer needed,
  the player character can return to Leilon and acquire a new
  one.
  Using Sidekicks
  Make sure the player understands the roles and limitations of
  sidekicks in this adventure:
  Sidekicks are stalwart companions who can perform
  tasks both in and out of combat, including things such as
  setting up camp and carrying gear.
  Ideally, a sidekick's abilities should complement those of
  the main character. For example, a spellcaster makes a
  good sidekick for a fighter or rogue.
  Map of the Sword Coast
  The DM's Sword Coast map shows a region of the
  Forgotten Realms called the Sword Coast.This map
  is for the DM's eyes only, as it indicates the
  locations of places described later in this
  adventure. A player-friendly version of the map is
  also included with this adventure. It can be shared
  freely with the players as their characters explore
  the region.
  Geographical locations marked on both the
  DM's map and the players' map are described
  below in alphabetical order. This information is not
  secret and can be shared with players if they
  request details about a location.
  Conyberry
  The Triboar Trail runs right through this abandoned town,
  which was sacked by barbarians years ago and now lies in
  ruins.
  Crags
  These rocky, windswept hills are dotted with old mines that
  have become infested with monsters.
  3
  INTRODUCTION
  
  Map 1: The Sword Coast
  4
  INTRODUCTION
  
  High Road
  This highway hugs the coast, connecting Neverwinter to the
  coastal cities of Luskan to the north and Waterdeep to the
  south. For years, the stretch of road south of Neverwinter fell
  into disuse because of frequent monster attacks. Recently,
  efforts have been made to keep the road safe, with light
  patrols of guards on horseback moving between Neverwinter
  and Leilon.
  Kryptgarden Forest
  This ancient forest tucked behind the Sword Mountains
  contains the ruins of bygone dwarven civilizations. The
  abandoned lair of the green dragon Claugiyliamatar,
  nicknamed the Old Gnawbone, is found in these woods.
  During Sleeping Dragons Wake, Claugiyliamatar was
  possessed by the wraith of the ancient dracolich
  Chardansearavitriol, also known as Ebondeath, which now
  loyally serves the worshipers of Myrkul (see "Mere of Dead
  Men").
  Leilon
  This small town along the High Road has just rebuilt itself
  after being abandoned for years. It serves as the starting
  location for the adventure. For more information, see
  "Welcome to Leilon."
  Mere of Dead Men
  Travelers on the High Road, which skirts the mere to the east,
  must resist being lured into the cold and desolate waters.
  Many have perished in the mere, drawn by tales of ruined
  castles half-sunk in the mire. The Mere of Dead Men contains
  the tomb of the dracolich Chardansearavitriol, which is now
  the headquarters of the cult of Myrkul. For more information
  on this location, see "Ebondeath's Mausoleum."
  Neverwinter
  This city was badly damaged when Mount Hotenow erupted
  some fifty years ago. Now, the City of Skilled Hands works to
  rebuild under the watchful eye of its Lord Protector, Dagult
  Neverember, who rules in the absence of an heir to
  Neverwinter's crown. At present, no legitimate heirs to the
  old Alagondar royal line are known to exist, and many believe
  that the line is ended. Lord Neverember, taking no chances,
  quietly pays off or disposes of anyone claiming a connection
  to the rulers of old.
  Neverwinter Wood
  The forest east of Neverwinter seems to have a magical
  quality about it, or at least an air of mystical secrecy.
  Reclusive spellcasters are rumored to dwell deep within.
  Phandalin
  Nestled in the foothills of the Sword Mountains, Phandalin is
  a sleepy mining settlement that recently had dealings with a
  white dragon named Cryovain. The dragon was dispatched
  by a group of adventurers. For more information, see Dragon
  of Icespire Peak in the D&D Essentials Kit.
  Starmetal Hills
  This range of rocky knolls is so named because the area has
  been the impact site of several meteor showers over
  millennia. The hills are haunted by ruthless barbarian tribes,
  giving others little reason to visit the area.
  Sword Mountains
  These steep, craggy, snow-capped mountains are home to
  scattered tribes of orcs as well as many monsters. Icespire
  Peak is the tallest among them. Their foothills are strewn
  with the ruins of bygone kingdoms, and more than a few half-
  forgotten dungeons and tombs.
  Triboar Trail
  This path south of Neverwinter Wood is the safest route
  between Neverwinter and the town of Triboar, located in the
  Dessarin Valley to the east. The trail is not patrolled, and
  monster attacks are commonplace.
  The Adventure Begins
  The adventure begins in the town of Leilon, which has been
  recently reconstructed after being abandoned for many years.
  The characters can receive quests, choose which ones to
  pursue, and experience encounters in Leilon. While Leilon is
  described in Storm Lord's Wrath and Sleeping Dragon's
  Wake, the settlers from Neverwinter have now finished their
  reconstruction of the town, adding new locations the
  characters can visit.
  The "Adventure Background" section describes the events
  leading up to the adventure and the main threats the
  characters will face. The "Welcome to Leilon" and
  "Exploring Leilon" sections describe the town where the
  adventure begins. Knowing Leilon well ensures a smooth
  start to the adventure.
  Adventure Background
  The ruined town of Leilon was once a fortified settlement on
  the High Road midway between the cities of Neverwinter and
  Waterdeep. The Lord Protector of Neverwinter, Dagult
  Neverember, hired a group of his citizens to rebuild the town,
  a construction project that has recently completed. They hope
  to create a fortified waypoint for travelers and merchants that
  can ward off the threats of the surrounding wilderness.
  Two forces of evil are on the rise nearby, eager to control
  the region around Leilon and eventually the Sword Coast for
  themselves. The first is a cult of Talos, god of storms, led by
  their champion Fheralai Stormsworm. The cult's
  headquarters are inside a death knight dreadnaught, an
  undead galleon, which prowls the coast looking for trade
  ships to plunder.
  Ularan Mortus, a priest of Myrkul, god of death, and his
  followers are raising an army of undead to lay siege to the city
  of Neverwinter. The spirit of the dead black dragon
  Chardansearavitriol, known also as Ebondeath, has recently
  allied with Ularan Mortus to steal a mythical artifact called
  the ruinstone from a tower inside Leilon.
  The people of Leilon have just begun to uncover the threats
  both groups pose to the region. They need the help of
  adventurers if they want their rebuilt settlement to survive
  the danger.
  5
  INTRODUCTION
  
  Upcoming Threats
  Visitors to Leilon soon learn the following troubling rumors.
  Ensure your players are briefed on these threats before they
  choose quests from the quest board.
  Two rival cults, worshipers of Talos, god of storms, and
  Myrkul, god of death, are clashing in the wilds outside
  town.
  If Fheralai Stormsworn died during Sleeping Dragon's
  Wake, word reaches town that Talos has raised her from
  the dead.
  It is said that Myrkul has also performed a miracle to
  grant Ularan Mortus an undead army.
  The town council believes that the cultists are plotting to
  invade Leilon in order to seize control of the High Road.
  Divine Contention as a Stand-Alone
  Some sections of this adventure reference Storm
  Lord's Wrath and Sleeping Dragons Wake, which
  can be run as prequels to Divine Contention. If you
  run Divine Contention as a stand-alone adventure,
  you can ignore the references to the other
  adventures, since all the information you need to
  run Divine Contention is contained in the
  "Adventure Background" section.
  6
  INTRODUCTION
  
  Welcome to Leilon
  L
  eilon was once a mining town that sold copper,
  nickel, and silver to Waterdeep. It was also a
  small port where merchants sometimes
  offloaded goods on barges (since most proper
  ships cannot traverse the town's shallow mud
  flats) to be transported to cities all over the
  Sword Coast.
  Two hundred years ago, the wizard Thalivar made his
  home here and raised a tower at the town center to conduct
  his mystical studies. The House of Thalivar was topped with
  a planar beacon that lured creatures from other planes into
  the structure and trapped them there. After Thalivar
  mysteriously disappeared, the people of Leilon were content
  to leave his tower and the monsters within alone.
  The Spellplague, a divine phenomenon that twisted
  Faerûn's magic, corrupted the tower's defenses. The
  creatures sealed within were freed to attack Leilon, and the
  magic of the planar beacon was redirected back into the
  Material Plane, causing humanoids who looked upon it to
  become paralyzed. Leilon was quickly overrun and
  subsequently abandoned and has remained that way for more
  than a century.
  The first action the soldiery of Neverwinter took in Leilon
  was to destroy the planar beacon inside the House of
  Thalivar. The mage Gallio Elibro has now rebuilt the beacon
  and begun his own studies into the Ethereal Plane. See
  "Thalivar's Beacon" for more information.
  Before its fall, Leilon was defended by a loosely organized
  group of adventurers called the Swords of Leilon. When the
  House of Thalivar released its monsters, the Swords fought
  to cover the escape of the townsfolk. They died and became
  ghosts bound to Leilon's ruins. They now watch the
  rebuilding of the town with caution, hoping that the
  reconstructed tower does not bring similar disaster.
  When you are ready for the adventure to get underway,
  show the Leilon map to the players and read the following
  boxed text aloud:
  The palisade of Leilon forms a semicircle on the northeastern
  side of the town, defended by an earthen rampart. To the
  southwest, docks line the shore of the mere, packed with
  barges ready to cross the marsh and meet merchant ships at
  sea.
  Newly built houses with thatched roofs line Leilon's muddy
  streets. At the center of it all, the House of Thalivar, a tall
  wizard's tower, rises like a beacon, four times the height of
  every other building. The town below is bustling with
  merchants, workers, and adventurers-for-hire.
  Visitors with coin to spend are welcome in Leilon, and
  adventurers are the settlers' favorites. For while there is much
  work to be done within the town, there are deeds to be done
  outside as told by notices on the job board at the fishery.
  When the adventurers are ready to inspect the job board,
  proceed to the "Fishery" section.
  Exploring Leilon
  The characters might wish to explore key establishments
  within Leilon. These locations are marked on the map of
  Leilon.
  Aubrey's Peculiarities Shoppe
  This shop is crammed with curiosities dredged from the
  ruins of Leilon: old fishing rods, swamp idols, mining
  helmets, and other oddities. A whimsical Illuskan human
  male named Aubrey Silverspun runs the store. Roll a d20 on
  Peculiarities table to see what he has on offer when the
  characters visit.
  Peculiarities
  d20
  Pecularity
  Price
  1-5
  Random Magic Item (Table C)
  500 gp
  6-10
  Random Trinket
  10 gp
  11-20 Unique tool kit (engraved, etc)
  50 gp
  A painted tryptic above the counter shows three
  adventurers: a dark-skinned warrior woman, a red-bearded
  dwarf, and a third whose portrait has faded with age. Aubrey
  explains that these are the "Swords of Leilon": an old
  adventuring company local to the area.
  Barge Yard
  Six mud-covered barges are chained together and beached at
  the edge of Leilon where the town meets the marsh. The
  barge master is a gruff elderly female dwarf named Rorsta
  Anvilhand. She rents a barge for a tenday for 10 gp.
  Fishery
  The fishery building serves as the town hall. During the day
  the warehouse hosts several fishing-folk selling their daily
  catches at stalls and merchants who sell and repair fishing
  equipment. At night Leilon's town council gathers within to
  discuss the business of the town and active threats in the
  region. The councilors include:
  Grizzelda Copperwraught. Lord Neverember tasked this
  gruff female dwarf with overseeing Leilon's construction
  work.Now the job is done, some folk whisper that "The
  Growler" should step down from the council, yet nobody
  dares say that to her face.
  Sergeant Hazz Yorrum. This slovenly male Damaran
  human oversees Neverwinter's soldiers but defers to the
  town wizard Gallio Elibro for most decisions. Merrygold
  Brightshine. This amiable male halfling is the local priest of
  Lanthander, god of light. Merrygold helped found the town
  following its reconstruction and is loved by its people.
  Valdi Estapaar. Lord Neverember gave this half-elf female
  the job of overseeing the town's fishing industry. With the
  recent opening of the quayside, she's now one of the most
  important figures in town. Vangol Kuskolt. This fiery male
  dwarf priest stands for Tyr, god of justice, and adjudicates
  most legal disputes in the town.
  7
  WELCOME TO LEILON
  
  A job board outside of the fishery holds notices for
  adventurers looking for work. If the characters inspect the
  job board, proceed to the "The Quest Board" section.
  House of Thalivar
  This wizard's tower has been recently rebuilt as a garrison
  for the Neverwinter soldiery. Gallio Elibro is a brooding
  middle-aged male Rashemi human with the mage statistics
  (except that he has the legend lore spell prepared instead of
  cone of cold). He came to Neverwinter to find and unlock the
  secrets of the House of Thalivar. Gallio has found many
  coded journals inside the ruin, which he decrypted. He has
  now rebuilt the tower's planar beacon and is using it to study
  the creatures of the Ethereal Plane.
  Gallio does not talk much about his work with adventurers
  but is willing to cast spells in exchange for gold. The mage
  casts the legend lore spell for 400 gp.
  Idol Island
  Idol Island rises from the marshes a few yards from Leilon. It
  contains the remains of crumbled statues of forgotten human
  nobles. The settlers claim to hear whispered voices on the
  island at night, inviting them to view their destinies. If they
  characters walk by the island at night, they hear these
  whispers as well.
  A character who spends the night on the island taking a
  long rest has vague, prophetic dreams of adventures to come.
  For instance, the character might view storm clouds swirling
  over Leilon, a galleon made from bones, or a glowing statue
  of a dwarf standing in a canyon. At the end of the rest, the
  character must make a DC 13 Wisdom saving throw. On a
  success, the character is bolstered by the strange dreams and
  gains inspiration. On a failure, the character gains a level of
  exhaustion.
  Knight's Goblet Inn
  This coaching inn lay in ruin for decades, but has recently
  been rebuilt and reopened by Amrisiol Touchfire, a cunning
  half-elf female with the noble statistics. The inn caters to rich
  travelers and the wealthiest of Neverwinter's officers. Visitors
  must surrender their weapons and swear a "knightly oath" on
  entry to treat their fellow guests with honor and respect.
  Those who break their oaths are banned forever from the
  premises.
  Lathander Shrine
  This shrine to Lathander, god of light, was the first temple to
  be reconstructed in Leilon. Merrygold Brightshine, an
  outgoing young female halfling priest, cares for the shrine
  and offers council to any who pray at the small stone altar to
  Lathander within. She conducts services at the shrine each
  day at dawn.
  Merrygold casts the cure wounds spell for a donation of
  10 gp to the shrine and the lesser restoration spell for a
  donation of 20 gp.
  Torver's Post
  Jack Torver is an optimistic young male Turami human who
  just finished building Leilon's new (and currently only)
  general store. He is a devout worshipper of Lathander and
  attends the shrine's services each morning then offers advice
  from the sermons to his customers.
  Jack sells standard adventuring gear, with the exception of
  potions of healing. He directs adventurers looking for
  potions to the Tymora shrine and those looking for armor or
  weapons to the town square.
  Town Gates
  The town's north and south gates have recently been repaired
  and are now manned at all hours by 5 guards and 1 veteran
  guard captain. Each night, the heavy wood gates are pulled
  shut, preventing entry to the town until they are opened again
  at dawn. Travelers passing through town must pay a road toll
  of 1 sp per horse, oxen, cart, or mule that enters the gates.
  Town Square
  The Leilon town square has become a place where local
  vendors and those passing through town can set up stalls to
  sell their wares. One vendor, a female Calishite human
  blacksmith named Zana Taylish, is a resident of Leilon who
  sells armor and weapons. More exotic items (such as spell
  scrolls or other consumable magic items) could be available
  from a traveling merchant in the square at the DMs
  discretion. The cost for such items should be high (and
  perhaps require a favor of the adventurers in addition to an
  exchange of coin).
  Tymora Shrine
  A shrine to Tymora, goddess of luck, was recently erected in
  Leilon. Puck Caribdas, a lithe, rambunctious male elf, runs
  the temple and sells potions for the prices listed on the
  Puck's Potions table. Other than potions of healing, Puck
  only has 1d4 vials of each potion. Each tenday, Puck's
  inventory refreshes, and you can reroll to determine the elf's
  new potion supply.
  Puck's Potions
  Price
  Potion
  50 gp
  Potion of healing
  50 gp
  Potion of climbing
  150 gp
  Potion of growth
  150 gp
  Potion of water breathing
  5,000 gp
  Potion of heroism
  Tyr Shrine
  The shrine to Tyr, god of justice, was recently repaired and
  reopened by Vangol Kuskolt, a male dwarf priest who clanks
  about on an iron peg leg. Many of the town's disputes are
  settled by Kuskolt on the steps outside his shrine. For the
  worst crimes, the dwarf heats his peg leg over the fire and
  brands the offender on the chest before driving them from
  town.
  8
  WELCOME TO LEILON
  
  Umber Hulk's Shell Inn
  Alion Malwyn, a kind-heartedhuman, runs this newly
  constructed two-story inn. A bed for the night costs 5 sp,
  while a meal costs 1 sp. If the characters stay here, Alion
  shares a tale from another traveler with them. Roll 1d6 and
  consult the Leilon Tales table to determine which tale Alion
  knows or pick a tale the characters haven't heard yet.
  Leilon Tales
  d6 Tale
  1 "Folk say they've seen Old Gnawbone flying over the
  lowlands. That green dragon usually stays put in her lair
  inside Kryptgarden forest. For her to hunt this far afield
  surely spells trouble."
  2 "Savage half-orcs have been spotted in the wilds
  outside of town, just standing there watching us.
  Trouble's coming, that's for sure."
  3 "There are a couple of fancy pleasure barges anchored
  just off the marsh. City folk no doubt, but why they've
  stopped here is anybody's guess. Strange thing is, the
  crew have only been seen out at night." (If the
  characters investigate the site, see "Icingdeath and
  Twinkle.")
  4 "Fish are dying inside the Mere of Dead Men.
  Something is poisoning the marsh waters and killing
  the animals that dwell within it. Watch what you drink
  here in town!"
  5 "Fisher folk have reported seeing strange fogbanks at
  sea that move against the wind. Those who dared sail
  closer say they heard the sound of drumming from
  somewhere deep within."
  6 "Crazy Gallio has been locked up in his tower for
  weeks now. The sergeant says he doesn't let anyone up
  to the top floor anymore, and strange lights have been
  seen from his windows at night."(If the characters
  investigate the site, see "Thalivar's Beacon.")
  Quayside
  The recently rebuilt quayside has berths for town's many
  barges and fishing vessels. Fishing nets, coils of rope, and
  crab pots are laid out over the jetties, which are busy at most
  hours. Demelza Tackwind, a gruff old female Chondathan
  human scout, serves as the town's harbormaster. Vessels
  unregistered to Leilon must pay a berthing charge of 1 gp per
  day (part of which pays for Demelza's nightly tipple at the
  Umber Hulk's Shell).
  The Quest Board
  The job board outside the fishery is where the adventurers
  can learn about quests. Let the players choose the order in
  which they tackle the quests. If the players don't like a quest,
  they are under no obligation to complete it. However,
  completing quests helps the characters become more
  powerful (see "Leveling Up").
  Most of the notices on the job board are written by
  members of the town council. The council members are
  unable to provide context beyond what is written on the
  board. When the characters return to the fishery after
  completing a quest, the council pays the reward immediately.
  Adventure Locations
  This adventure encourages characters to explore
  locations marked on the DM's map of the Sword
  Coast. When the characters embark on a journey to
  a location, use the section of this adventure that
  describes that location in detail. For instance, if the
  players choose to undertake the Dumathoin's
  Gulch Quest, go to the "Dumathoin's Gulch"
  section. Each location includes an overview that
  briefly describes what the characters can expect to
  find there. This overview is followed by information
  you'll need to run the encounters at that location.
  Starting Quests
  When the characters first visit the job board, there are three
  quests posted. Describe or show each quest so they can
  choose which to pursue.
  Gulch Quest
  "Leilon is threatened with invasion from several cults, one of
  which has an ancient dragon in its employ. The gnomes of
  Gnomengarde have offered to supply a magical weapon to
  drive off this beast should it trouble the town. Meet the
  gnomes at Dumathoin's Gulch, collect the weapon, and
  return to Leilon." If the characters undertake this quest, see
  "Dumathoin's Gulch."
  Icingdeath and Twinkle Quest
  "Two rival factions vie for control of the High Road: the cult of
  Talos, god of storms, and the cult of Myrkul, god of death. An
  emissary representing the Sword Coast's merchants would
  like you to sail to Neverwinter to petition Lord Neverember
  for troops to protect the road. The emissary's ships are
  anchored in a bay near Leilon, and the town council offers a
  reward of 1,500 gp for successfully negotiating aid." If the
  characters undertake this quest, see "Icingdeath and
  Twinkle."
  Thalivar's Beacon Quest
  "Leilon's wizard, Gallio Elibro, has recently rebuilt the planar
  beacon atop his tower and is using it to trap and study
  creatures from across the planes.Gallio has called for your
  help taming these beasts to defend the town against
  invasion." If the characters undertake this quest, see
  "Thalivar's Beacon."
  Leilon Besieged Quest
  There is no job board notice for this quest. Instead, it
  happens automatically after the players have completed two
  of the three starting quests. At this point, the rival cults
  launch their attack on the town to seize the House of Thalivar
  and steal the ruinstone. When the characters undertake this
  quest, see "Leilon Besieged." When this quest becomes
  active, remove the third starting quest from the quest board.
  Follow-Up Quest
  After the characters complete the "Battle for Leilon," the
  following two quests from Lord Neverember are added to the
  job board. Completing both these quests quashes the threat
  to the town and completes the adventure.
  9
  WELCOME TO LEILON
  
  Storm Lord's Hideout Quest
  "Seek out the undead galleon stolen by Fheralai
  Stormsworn, leader of the cult of Talos. Sink it to the bottom
  of the Sea of Swords, and then return to Neverwinter to
  collect a reward of 8,000 gp." If the characters undertake this
  quest, see "Storm Lord's Hideout."
  Ebondeath's Mausoleum Quest
  "The dread mage Ularan Mortus, leader of the cult of Myrkul,
  has roused the spirit of the undead dragon Ebondeath. Seek
  out Ebondeath's mausoleum in the Mere of Dead Men,
  destroy the dragon's spirit, and then return to Neverwinter to
  collect a reward of 8,000 gp." If the characters undertake this
  quest, see "Ebondeath's Mausoleum."
  Leveling Up
  Characters advance in level by completing quests. Regardless
  of the number of characters in the party, the rate of
  advancement is as follows:
  Characters gain a level when they complete the "Leilon
  Besieged" quest.
  Characters gain another level when they complete the
  remaining two follow-up quests in this adventure.
  10
  WELCOME TO LEILON
  
  Dumathoin's Gulch
  "DUMATHOIN'S GULCH" IS BALANCED FOR
  characters of 11th level.
  Location Overview
  Dumathoin's Gulch is a narrow canyon in the Sword
  Mountains, carved into the earth by a small but powerful
  stream that runs into the Mere of Dead Men. The gulch is
  named for the dwarven god of mining and protector of the
  dead, and the place has mysterious powers of its own that
  lead most to avoid it. This location is where the gnomes of
  Gnomengarde agree to meet the party and hand over their
  weapon: the Gnomengarde grenade.
  The product of gnomish ingenuity and a dash of wild
  magic, the Gnomengarde grenade is the invention of two of
  Gnomengarde's most gifted inventors, Fibblestib Pinebark
  and Dabbledob Plasterpatch. Created when their town was
  threatened by the white dragon Cryovain, the grenade
  generates a number of unpredictable magical effects when
  detonated. The gnomes of Gnomengarde have promised the
  grenade to the residents of Leilon to drive off the green
  dragon Old Gnawbones. If delivered safely, the grenade
  should convince any other threats to leave the town in peace,
  not in pieces.
  Quest Goals
  To complete the Gnomengarde's Grenade quest (see "The
  Quest Board"), the adventurers must obtain the magical
  grenade and escape Dumathoin's Gulch without the grenade
  getting stolen or destroyed.
  Travel to the Gulch
  The Leilon authorities provide the party with directions to the
  gulch and explain that three gnomes named Fibblestib,
  Bindlemint, and Dabbledob will meet them there to turn over
  the Gnomengarde grenade. The gulch is situated almost
  twenty miles away, and the journey takes characters traveling
  on foot just over seven hours.
  Encounters on the Way
  The characters have the following encounters as they
  approach Dumathoin's Gulch.
  Panicked Gnome
  The party hears a commotion in the forest as something
  hurries toward them. A gnome, Bindlemint Mincemower,
  emerges from the underbrush. Her clothes are torn and her
  face is bloodied by cuts, and she is terrified to the point of
  exhaustion. She only has enough energy to utter the word
  "beasts" before she collapses at the characters' feet.
  Moments later, a wereboar, plus one wereboar per character,
  including sidekicks, bursts onto the path and attacks.
  Bindlemint is unharmed except for superficial cuts and
  exhaustion, so she can be easily revived. She explains that
  she was making her way to Leilon when the wereboars
  spotted her and gave chase. She was in the process of
  delivering terrible news: Dumathoin's Gulch was attacked
  earlier that day by terrible creatures that stank of death. They
  might have been looking for the grenade, but Bindlemint
  didn't hang around to ascertain their intentions. She fled,
  presuming that her two comrades were dead.
  Gruesome Remains
  When the party gets within 5 miles of Dumathoin's Gulch,
  they discover signs that local wildlife has been slaughtered
  indiscriminately. A cursory investigation reveals that these
  animals—some as large as deer and others as small as hares
  —were killed using sharp swords. None of the animals were
  eaten or skinned; they were just slaughtered brutally and
  without cause.
  Characters who succeed on DC 15 Wisdom (Perception)
  or Intelligence (Nature) check notice a single chipmunk
  watching the party from a tree. The chipmunk witnessed the
  slaughter in this area, and if magic is used to communicate
  with her, she relays that several skeletal creatures killed the
  animals and then continued toward the gulch.
  Arrival
  When the characters arrive at the top of the gulch, read the
  following boxed text aloud:
  A fast-moving stream crashes down the gulch. Tiers of rock
  ascend some seventy feet to the clifftop above, and two stone
  pillars, fifty feet above the gulch floor, are connected by a
  stone arch that spans the middle of the gulch. A crumpled
  gnome figure rests in the center of the arch.
  Near the rear of the gulch, a large glowing purple
  moonstone, carved into the form of a dwarf, stands on a rocky
  ledge. Glowing purple runes, etched into the ground and walls
  of the gulch, encircle the moonstone. Another gnomish figure
  rests, unmoving, with his back against the moonstone. Bones,
  bits of armor, and weapons are scattered around him.
  Exploring the Gulch
  Dumathoin's Gulch was once a dwarven mine, but the
  erosion of the stream exposed it to the sky. The mine
  contained a shrine to Dumathoin, and the power of that deity
  still infuses the area. As the characters explore, they fall prey
  to the undead present here (see "Undead Forces").
  Cliffs
  The gulch walls are uneven and climbable with a successful
  DC 15 Strength (Athletics) check even without proper
  climbing equipment.
  11
  DUMATHOIN'S GULCH
  
  Map 3: Dumathoin's Gulch
  12
  DUMATHOIN'S GULCH
  
  Stone Arch
  The stone arch is slippery. A creature attempting to use the
  Dash action while crossing the arch must succeed on a DC
  15 Dexterity saving throw. On a failed save, the creature slips
  and falls off the arch, taking damage from the fall appropriate
  to the section of the arch it fell from.
  The gnome on the stone arch is Fibblestib Pinebark, and
  she holds the main part of the Gnomengarde grenade. She
  is unconscious when the characters arrive. The grenade has
  a piece of parchment tied to it that bears the following
  message in Common, "Do not teleport or place in
  extradimensional spaces. Keep out of reach of children and
  orcs."
  Gnomengarde grenade
  Wondrous item
  This small metallic object is comprised of rune-
  covered parts made from different metals, linked
  together with a variety of gears, bands, bits, and
  bobs. The metals are all different colors, making
  the grenade shine with a rainbow of color when
  held up in the light.
  As a bonus action, a creature can turn a special
  key to arm the grenade. Once armed, the grenade
  explodes in a matter of seconds. As an action, the
  wielder can hurl the grenade up to 120 feet. At the
  end of their turn, the grenade explodes. All
  creatures within 60 feet of the grenade when it
  explodes suffer the following effects:
  Each creature must make a DC 15 Dexterity
  saving throw, taking 28 (8d6) fire damage on a
  failed save, or half as much fire damage on a
  successful one.
  Each creature must make a DC 15 Constitution
  saving throw. On a failed save, it takes 28 (8d6)
  thunder damage and is stunned until the end of
  its next turn. On a successful save, it takes half
  as much thunder damage and is not stunned.
  The wielder rolls on the chart* for the wand of
  wonder three times, rerolling any duplicate
  results. Any effects that specify a target affect
  all creatures in range of the grenade when it
  explodes. Any effects that would affect the
  wielder of the wand instead affect the closest
  creature to the grenade when it goes off.
  The grenade explodes immediately if a creature
  places it in an extradimensional space or teleports
  while in possession of it. The effects of the
  explosion will be felt at both the origin and
  terminus of the teleportation, but only affecting all
  creatures within 30 feet of either location.
  Stream
  The fast-moving stream at the bottom of the gulch is five feet
  deep and counts as difficult terrain. A creature that enters the
  stream or starts its turn in it must succeed on a DC 10
  Strength saving throw or fall prone due to the current.
  Moonstone
  The carved moonstone dwarf is a sacred statue that can be
  possessed by the resident eidolon (see appendix A) of
  Dumathoin to deal with intruders. Until the statue is
  possessed, it is just an object carved to represent Dumathoin.
  Refer to the "Guardian of the Gulch" section for information
  about awakening the eidolon.
  The gnome resting against the moonstone is Dabbledob
  Plasterpatch. He holds the magical key that must be used to
  wind the grenade before it can be activated (see the
  "Gnomengarde Grenade" sidebar for more information).
  Dabbledob is frozen with fear and is unable to act until the
  undead threat has passed.
  Moon Writing
  The moon writing is magical Dwarven rune script
  left by ancient worshippers of Dumathoin. The
  runes writhe and wriggle until a living creature gets
  within 5 feet of them. The inscription can only be
  read while it is still. To decipher it, a character must
  fulfil at least one of the following requirements:
  Understand Dwarven and succeed on a DC 15
  Intelligence (Religion or Arcana) check.
  Succeed on a DC 25 Intelligence (Religion or
  Arcana) check.
  Belong to the cleric or paladin class and
  worship Dumathoin as a deity.
  A creature that deciphers the moon runes feels
  at one with the moonstone statue. As a bonus
  action, it can attempt a DC 10 Charisma
  (Persuasion) check to command the sacred statue.
  On a success, the creature takes control of the
  statue for its next turn. This is a mental
  compulsion, and the creature doing it does not
  need to speak but must be able to see the statue. If
  the check fails, the statue acts independently on its
  turn.
  Undead Forces
  The following undead are present in the gulch:
  Boneclaw. Near the top of the gulch, a boneclaw (see
  appendix A) is hiding among the shadowy trees. As the
  characters move into the gulch, it rushes from its hiding
  place and attacks. If there are five or more characters in the
  party, including sidekicks, a second boneclaw accompanies
  the first. Boneclaws can teleport using their Shadow Jump
  feature, giving them access to most areas of the gulch—and
  possibly bringing anyone they are grappling with them! You
  can use this ability to trigger other aspects of the encounter
  ahead of time, which could complicate things, but also
  provide some memorable moments.
  13
  DUMATHOIN'S GULCH
  
  Sword Wraith Platoon. When an adventurer enters the
  circle of moon runes, the bits of bone, armor, and weapons fly
  together to form an undead platoon. The platoon is led by a
  sword wraith commander plus one sword wraith warrior
  per character, including sidekicks (see appendix A). The
  moonstone's magic temporarily incapacitated the undead
  here, but the life force of the adventurers brings them back.
  They immediately return to their mission: kill everything in
  the area and recover the Gnomengarde grenade for their
  master Ularan Mortus.
  Gnome Reinforcements
  If the party needs assistance, ten gnomes from
  Gnomengarde arrive at the gulch. They intervene if
  the characters are in trouble, providing healing or
  drawing attacks to allow the characters to escape
  from immediate danger.
  Nine of the gnomes are guards, and the tenth is a
  priest. The priest, Favora Corehoarder, is a follower
  of Garl Glittergold, brave enough to put herself in
  danger to save others.
  Guardian of the Gulch
  When the dwarves abandoned their mine, a particularly
  devout priest of Dumathoin called Sister Silvergranite
  insisted that she stay behind to guard the buried dead. She
  lived a hermit's life until she finally passed on herself.
  Dumathoin blessed her and transformed her spirit into an
  eidolon (see appendix A).
  Sister Silvergranite remained here, even as the mine
  collapsed and became a gulch, exposed to the sky. When
  called upon to defend the area, she inhabits the large
  moonstone statue, which acts as her sacred statue. While
  exposed to the sky, the statue gains a fly speed of 25 feet.
  When characters enter the inner circle of moon runes,
  Sister Silvergranite emerges from the moonstone to assess
  the situation, then withdraws and animates her sacred statue.
  She attacks the nearest creature, either living or undead, but
  ignores the gnomes. If the statue is destroyed, the eidolon
  emerges from the moonstone, appearing as a ghostly dwarf
  dressed in holy raiments of Dumathoin. If any adventurers
  took control of the sacred statue during the battle, the
  eidolon allows the party to leave unharmed. If not, a
  successful DC 15 Charisma (Persuasion) check is required to
  convince Sister Silvergranite that the characters mean no
  harm and are only here to protect the gnomes.
  Conclusion
  If the characters survive the combat and take possession of
  the grenade, they can return to Leilon with one more weapon
  for the impending fight to save the village. When they receive
  the grenade from the gnomes, they're given a thorough
  briefing on what it's capable of, as well as safety cautions
  regarding placing it in an extradimensional space or
  teleportation while the grenade is in one's possession.
  14
  DUMATHOIN'S GULCH
  
  Ebondeath's Mausoleum
   "EBONDEATH'S MAUSOLEUM" IS BALANCED FOR
  characters of 12th level.
  Location Overview
  Over a thousand years ago, the black dragon
  Chardansearavitriol, commonly known as Ebondeath, settled
  in the Mere of Dead Men, making his lair in the ruined citadel
  of Uthtower. Ebondeath became a dracolich and was
  worshiped by the Cult of the Dragon until the death god
  Myrkul's influence waned across Faerûn and the dragon's
  bones turned to dust.
  With Myrkul's return to the pantheon, his worshipers have
  quested across the seas to rekindle Ebondeath's spirit. Led by
  the death priest Ularan Mortus, they unearthed the dragon's
  mausoleum and awakened its slumbering soul, binding it to
  the unwilling body of the ancient green dragon
  Claugiyliamatar. Ularan Mortus hoped to use the dragon to
  capture the ruinstone, an artifact of great power. While they
  remain on the Sword Coast, Ularan Mortus and his cultists
  have claimed Ebondeath's mausoleum as their headquarters
  in the area.
  Following the "Leilon Besieged" quest, Ebondeath returns
  to the mausoleum: either in spirit form without the artifact, or
  in Claugiyliamatar's body if it succeeded in stealing the
  ruinstone. In response, Lord Protector Neverember of
  Neverwinter offers the characters a purse of 8,000 gp to end
  the threat posed by the dragon.
  Quest Goals
  To succeed in this quest, the characters must break into the
  mausoleum and destroy Ebondeath's malevolent spirit.
  Travel to the Tomb
  Once the party agrees to the contract, sages from Candlekeep
  send a messenger (via teleportation) with written directions
  to Ebondeath's Mausoleum. The mausoleum lies under the
  Uthtower, an ancient keep swallowed by the mere. Trekking
  on foot into the salt marshes is arduous work, with or without
  a barge, and the journey takes well over a day.
  Due to the recent proliferation (and likely destruction) of a
  great deal of undead from this region, the characters are
  likely to simply have a miserable day trudging through the
  muck. However, if you so wish, feel free to through in an
  encounter or two with undead that are fleeing the site of the
  battle at Leilon.
  Arrival
  Uthtower is buried deep beneath the bog. Using undead as
  laborers, Ularan Mortus excavated a deep shaft into the mud,
  shored up with wooden beams. Crude iron rungs were
  hammered into the walls of this pit, providing access to the
  entry hall of the catacombs (area E1). On the surface, the
  entrance looks like nothing more than a timber latrine sitting
  in the middle of nowhere. The shaft inside descends 120 feet
  to the catacombs below.
  Characters who search the surface area and succeed on a
  DC 18 Intelligence (Nature or Investigation) check discern
  that a nearby saltwater lake has been recently disturbed: mud
  is splattered around the shore as though a wave of water was
  violently displaced here. The lake is very deep and connects
  via a murky underwater tunnel to the pool in area E8 of the
  mausoleum below. The dragon uses this route to enter and
  exit its lair.
  Mausoleum Features
  Ebondeath's mausoleum has the following general
  features.
  Lighting. Unless noted otherwise, the
  mausoleum is completely unlit and pitch dark.
  Adventurers require darkvision or their own light
  sources to see in here. Construction. Ceilings,
  walls, and floors throughout the mausoleum are
  made from worked stone lined with granite
  flagstones. Ceilings are 30 feet high inside rooms
  and 20 feet high inside corridors.
  Doors. Doors inside the mausoleum are 12 feet
  high and crafted of ebony engraved with images of
  death. Doors are unlocked but heavy, requiring a
  successful DC 12 Strength check to open. Unless
  otherwise noted, the doors groan loudly when
  opened.
  Rubble. Large sections of the tomb have
  collapsed over the centuries. Areas of loose rubble
  count as difficult terrain and grant half cover to
  creatures hiding there.
  Wards. The mausoleum is under the permanent
  effect of a forbiddance spell that is set to damage
  any fey creatures that enter. When a fey creature
  enters the mausoleum for the first time on a turn
  or starts its turn there, the creature takes 5d10
  necrotic damage.
  Mausoleum Locations
  The following locations are keyed to the map of Ebondeath's
  Mausoleum:
  E1. Entry Hall
  Read the following boxed text aloud when the characters
  descend the shaft into this area:
  The shaft descends into a worked stone hallway. One end of
  the hall has collapsed, and the other terminates in a pair of
  giant ebony doors. A thin layer of mist swirls over the floor and
  the air is unnaturally cold. As you step onto the flagstones, a
  voice from nowhere whispers:
  "Who is dead but cannot die, the Lord of Bones, whose
  embrace is patient but sure?"
  15
  EBONDEATH'S MAUSOLEUM
  
  Map 4: Ebondeath's Mausoleum
  A detect magic spell reveals that the voice is an illusion.
  Characters who succeed on a DC 20 Intelligence (Religion)
  check recognize the "Lord of Bones" as one of the ancient
  titles given to Myrkul, god of the dead. If a character says this
  name aloud, the door at the end of the hallway silently opens.
  E2. Cultist Camp
  This chamber was once a storeroom but is now used as a
  camp for Ularan Mortus's cultists. Bedrolls are laid over the
  floor and a fire burns in a brazier in the center of the room.
  There is one necromancer in here, plus one ghast and one
  priest for every character in the party, including sidekicks.
  The characters surprise the cultists if they sneak up on
  them after silently opening the door from area E1. If combat
  ensues here, any monsters present in areas E3 and E4 are
  alerted to the battle and arrive after 1d4 + 1 rounds. The
  cultists in area E5 remain where they are but begin their
  summoning chant.
  Treasure. The cultists carry 170 gp and 105 ep in loose
  coins, as well as five potions of healing.
  E3. Wine Cellar
  Small, round peg holes on the walls are all that remain of the
  wine racks that once lined this cellar. The cultists use this
  space to house their mindless dead. There is one greater
  zombie in here per character in the party, including
  sidekicks.
  Secret Door. The secret door in here leads to area E6 and
  can be uncovered with a DC 15 Intelligence (Investigation)
  check. To pop it open, a character must twist a torch bracket
  on the wall.
  E4. High Priest's Chamber
  This chamber is used by Ularan Mortus and contains his
  backpack, bedroll, and a casket of treasures. Two giants'
  skulls are mounted to the wall. If Ularan Mortus survived the
  "Leilon Besieged" quest, he is present here. Ularan Mortus
  has the statistics of a war priest. If Ebondeath recovered the
  ruinstone from Leilon, Ularan Mortus wields it in battle here
  (see the "Using the Ruinstone" sidebar).
  Treasure. The death priest's backpack contains 700 gp, 35
  pp, eyes of minute seeing, and the following spell scrolls:
  raise dead, forbiddance, and holy aura.
  Using the Ruinstone
  Once per day as a bonus action, a villain can
  activate the ruinstone to undo one deed they have
  performed. The possibilities here are broad, but in
  combat it's simplest to allow them the opportunity
  to "rewind" one action and take it again, or to reroll
  a failed saving throw (if it can still take actions). .
  Each use of the artifact has a terrible side effect:
  someone known to the wielder is also erased from
  reality. After the villain uses the ruinstone, roll a
  d20: on a 5-20, one of their allies disintegrates, on
  an 1-4, one of the player characters disintegrates. If
  a creature bound its soul to the ruinstone in the
  "Thalivar's Beacon" quest, the artifact explodes
  when used and the creature who is bound to it
  disintegrates.
  16
  EBONDEATH'S MAUSOLEUM
  
  Zombie Lair in Water
  17
  EBONDEATH'S MAUSOLEUM
  
  E5. Ritual Room
  These ancient barracks have been cleared for use as a ritual
  room. A huge circle of ash has been laid out over the floor,
  surrounding a skull design painted in human blood. Around
  the circle, the cultists of Myrkul kneel in prayer for guidance
  from their god.There is one cult fanatic here for every
  character in the party, including sidekicks. Cultists who
  detect trouble nearby chant to their god for aid. If at least one
  cultist chants for three rounds, a bone devil appears in the
  circle to serve the cult.
  Secret Door. The secret door in here leads to area E6 and
  can be uncovered with a DC 12 Intelligence (Perception)
  check. Characters who succeed on this check notice muddy
  scrapes on the floor beneath the concealed door.
  E6. Halls of the Fiend
  The hallways are haunted by the grotesque vestige of
  Ebondeath's first high priest. This creature squirms along the
  passages and can be encountered anywhere in the area or in
  the nearby Vaults of the Uthlords (area E7). The vestige
  appears as a bloated, drowned death knight with horribly
  long arms. Its Longsword attack is replaced with the
  following attack:
  Ghoulish Claws. Melee Weapon Attack: +11 to hit, reach 5
  ft., one target. Hit: 7 (1d4 + 5) slashing damage, plus 18
  (4d8) necrotic damage. If the target is a creature other than
  an undead, it must succeed on a DC 10 Constitution saving
  throw or be paralyzed for 1 minute. The target can repeat
  the saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  E7. Vaults of the Uthlords
  Each of these burial chambers houses the remains of a
  different noble family of Uthtower. Their bones are interred
  inside niches in the walls, which are 3 feet wide, 3 feet high,
  9 feet deep, and stacked three high along the walls.
  When characters who aren't devoted followers of Myrkul
  enter these chambers, the heaped bones begin to quietly stir.
  Characters who succeed on a DC 18 Wisdom (Perception)
  check notice the bone piles shifting. If a character disturbs
  the bones or returns to the same room, the bones arise from
  their niches and form skeletal swarms. Each burial chamber
  contains two skeletal swarms per character in the party,
  including sidekicks.
  E8. Crypt of the First Royals
  If the characters approach this area from the west, read the
  following boxed text aloud:
  Graven steps ascend into a wide, octagonal chamber with a
  high, vaulted ceiling. The mosaic floor is littered with rubble,
  and a pool of murky water floods the far side of the chamber.
  Strange fungi cling to the moist walls.
  To the north, an arched hallway plunges into the dark. As
  you approach, a hollow voice booms from beyond: "Who
  dares disturb the rest of Chardansearavitriol the Ebondeath?"
  The characters now face Ebondeath. If the dragon fled
  Leilon in spirit form (see the "Leilon Besieged" quest), the
  party faces a spectral version of the dragon. This has the
  statistics a ghost, with the following important modifications:
  It has AC 15 and 225 hit points.
  The saving throw DC to resist its Possession power is
  now DC 20. When it possesses a creature, it gains access
  to their knowledge, class features, and proficiencies.
  Legendary Resistance (3/Day). If the dragon fails a saving
  throw, it can choose to succeed instead. Ebondeath uses
  its possession ability to jump between party members and
  turn them against each other. It fights to the end to protect
  its resting place.
  If Ebondeath left the "Leilon Besieged" quest in
  Claugiyliamatar's body, the party is now in trouble.
  Ebondeath has the statistics of Claugiyliamatar, except his
  breath weapon deals necrotic damage instead of poison
  damage due to Ebondeath's possession. If the characters slay
  the dragon, they must then also face the ghost within!
  E9. Ebondeath's Lair
  This ruined burial hall contains a heap of treasures that Cult
  of Myrkul have left as offerings to the dragon.
  Treasure. The treasures gathered here comprise 14,000
  gp, 1,750 pp, ten jet gemstones worth 100 gp each, two
  potions of supreme healing, a potion of storm giant
  strength, and a circlet of blasting.
  Conclusion
  Characters who destroy Ebondeath's spirit can report their
  success to the authorities in Neverwinter, who award them a
  purse of 8,000 gp. If this is the final quest, their adventure
  ends here (see "Ending the Adventure" for more
  information).
  18
  EBONDEATH'S MAUSOLEUM
  
  Icingdeath and Twinkle
   "ICINGDEATH AND TWINKLE" IS BALANCED FOR
  characters of 11th level.
  Location Overview
  Jarlaxle Baenre, a male drow of considerable wealth and
  power, is the secret lord of Luskan and the head of the
  Bregan D'aerthe, a faction of renegade drow. He owns two
  magnificent warships, Icingdeath and Twinkle, named after
  the swords of Jarlaxle's sometimes friend, sometimes enemy,
  Drizzt Do'Urden.
  Jarlaxle has much to gain if Leilon's rebuilding is
  successful, and even more to lose if the followers of Myrkul or
  Talos control the High Road. He sends members of the
  Bregan D'aerthe disguised as human merchants to Leilon
  aboard Icingdeath and Twinkle. The disguised drow beg the
  Leilon town council to entreat Lord Dagult Neverember to
  secure the road with troops from Neverwinter. The town
  council agrees to send the characters with the disguised
  merchants to plead their case.
  In Luskan, pirates belonging to a lowly faction called Ship
  Rethnor plan to improve their station by kidnapping the
  captains of Icingdeath and Twinkle, forcing Jarlaxle to
  bargain for their lives. Galas Windrage, a priest of Talos loyal
  to Ship Rethnor, proposed this plan, knowing that success
  will bring the cult more allies in the battle to conquer Leilon.
  Quest Goals
  To complete the Icingdeath and Twinkle Quest (see "The
  Quest Board"), adventurers must convince Dagult
  Neverember to secure the High Road, then survive the
  journey back to Leilon.
  Arrival
  Icingdeath and Twinkle are anchored near the shore ten
  miles west of Leilon. The characters can travel overland or
  take barges. When they can see the ships, read the following
  boxed text aloud:
  Two magnificent ships are anchored just beyond the marshy
  shore. Both have long strips of decorative cloth stretched
  from the tops of their masts down to the railings around their
  decks. The smaller of the ships is decorated with blue, pink,
  and purple fabric, and has a massive figurehead shaped like a
  charging unicorn with a prominent gold horn. A name on the
  side of this ship reads Twinkle.
  The larger ship is adorned with white and gold fabric, and its
  figurehead looks like a lavender-eyed drow leaping forward to
  attack with twin scimitars. An enormous roaring panther head
  is attached the aft of this ship. The name on its side reads
  Icingdeath.
  If the characters are traveling by barge, they can row to the
  side of the ship, where the ship's captain welcomes them
  aboard. If the characters travel overland to the ships, both
  captains send rowboats to collect them from the shore. The
  characters are free to travel on whichever ship they choose,
  though characters who can cast spells are encouraged to
  travel aboard Icingdeath and meet the ship's mage captain!
  Drow Crews
  Icingdeath and Twinkle each have a crew of forty neutral
  drow sailors. Drow have a reputation as evil, subterranean
  slavers and are not generally trusted by humanoids living on
  the surface. While this is not true of the ships' crews, they
  fear persecution and suspicion, so they are disguised as
  humans thanks to the ship's figureheads (see the "Icingdeath
  and Twinkle Features" sidebar). The sailors are focused on
  the task of sailing the ship and engage with the characters as
  little as possible. While the characters are aboard, the drow
  spend most of their time working on the decks of the ships,
  but might retreat below deck to eat, rest, or get a break from
  the light of day.
  Each ship has six officers: a captain, a first mate, a bosun, a
  quartermaster, a surgeon, and a cook. Each officer is
  disguised as a merchant going to Neverwinter to beg for Lord
  Neverember's aid. The officers and Captain Deloz Montiv of
  Twinkle are neutral drow elite warriors. Captain Xalti
  Tezzan of Icingdeath is a chaotic neutral drow mage. The
  officers can be wherever you choose on the ship and likely
  move about as they spend time with the characters.
  Discovering the Drow
  Any character who spends 1 hour observing a
  ship's crew can make a DC 15 Wisdom
  (Perception) check. On a success, the character
  notices that most crew members speak Common
  with an Elvish accent and exchange hand signals
  when they think no one is looking. A drow
  character recognizes the hand signals as Drow Sign
  Language.
  The changes wrought by the magic of the ships'
  figureheads fail to hold up to physical inspection,
  meaning that characters who physically interact
  with crew members have a chance to notice the
  illusion. Additionally, any drow character who
  boards one of these ships instantly takes on the
  illusory form of a human.
  Meeting the Ship Captains
  Captain Deloz of Twinkle is disguised as a male Rashemi
  human weapon merchant. He is quiet, calculating, and
  observant. The captain often does random inspections of his
  crew, and checks in on his passengers to make sure they're
  comfortable (and not getting into trouble).
  Captain Xalti of Icingdeath is disguised as a male Calishite
  human iron merchant. He is impulsive, nosy, and confident.
  The captain enjoys showing off his magic and making a bet
  on the outcome of almost any event.
  19
  ICINGDEATH AND TWINKLE
  
  Each captain wears a hat of disguise so they can maintain
  their illusionary appearance while not on the ship. The drow
  keep their real identities secret from the characters, but do
  not deny it if they are accused or caught. They're not willing
  to die to keep their identities secret.
  Icingdeath and Twinkle Features
  Both Icingdeath and Twinkle are more prepared for
  battle than they seem and share the following
  general features.
  Ballistas. Both ships have are equipped with
  ballistae. For more information, see "Siege
  Equipment" in chapter 8 of the Dungeon Master's
  Guide.
  Ceilings. The ceilings in the lower deck, holds,
  and cabins of the ships are 8 feet high with 6-foot-
  high doorways.
  Doors. The ships' doors are made of wood and
  have AC 15, 18 hit points, and immunity to poison
  and psychic damage. A lock can be picked with a
  successful DC 15 Dexterity check made using
  thieves' tools, or the door can be forced open with
  a successful DC 20 Strength (Athletics) check.
  Figureheads. A detect magic spell or similar
  magic reveals an aura of illusion magic around
  either ship's figurehead—the effect that makes
  every drow aboard the ship appear as a human. A
  drow's gender, height, and weight are unchanged;
  the illusion affects only appearance, not voice or
  mannerisms. Casting dispel magic on a disguised
  drow causes the illusion around it to wink out, but
  only for a moment. An antimagic field (including the
  one generated by the crystal on Twinkle in area T5)
  suppresses the figurehead's magic within the
  field's area. Destroying the figurehead ends the
  effect throughout the ship. A figurehead has AC
  15, 50 hit points, and immunity to poison and
  psychic damage.
  Light. Hanging lanterns cast bright light
  throughout the ships.
  Rigging. Rigging on the ships can be climbed
  without an ability check. Sails. The ships each have
  three 80-foot-tall masts with sails to catch the
  wind and oars on the lower deck for rowing.
  Statistics. Each ship has the statistics of a
  warship (see "Unusual Environments" in chapter 5
  of the Dungeon Master's Guide).
  Sunshield. The decorative cloth hanging from the
  masts of each ship can be unfurled to create a
  sunshield, shading the deck of the ship in dim light
  and allowing the drow to avoid the penalties from
  their Sunlight Sensitivity feature. It takes one
  creature 1 minute to unfurl all the cloths on a ship.
  Multiple creatures working together can reduce the
  time proportionately.
  Icingdeath Locations
  The following locations are keyed to the map of Icingdeath.
  I1. Icingdeath Main Deck
  A rowboat on this deck of the ship covers a hatch used for
  loading and unloading large cargo into the main hold (area
  I7).
  A 3-foot-high capstan near the middle of the deck is locked
  in place. A character who succeeds on a DC 15 Intelligence
  (Investigation) check finds that one of the capstan's spokes
  has a hidden button. Pressing the button unlocks and locks
  the capstan. While unlocked, a creature can use their action
  to turn the capstan clockwise, raising the six ballistae and the
  ammunition in the cargo hold through the six trap doors
  (three on the port side and three on the starboard side) onto
  the main deck. While the ballistae are raised, turning the
  capstan counterclockwise as an action lowers the weapons
  back into the cargo hold.
  Magic Statue. An 8-foot-tall, 4,000-pound stone statue of
  Drizzt Do'Urden, a famous drow ranger, stands near the front
  of the main deck, posed with hands on the pommels of his
  famous, sheathed scimitars. The statue's mouth is open in a
  goofy grin. A detect magic spell reveals that the statue
  radiates an aura of transmutation magic. Whenever a
  creature on the main deck speaks the statue's command
  word ("Artemis"), the statue animates and obeys the creature
  who animated it. As a bonus action, the creature can direct
  the statue to move up to 30 feet or shoot a stream of water
  out of its mouth at a target within 30 feet of the statue. The
  stream of water has the same effect as the geyser option of a
  decanter of endless water. If the command word is spoken
  by that creature again, the statue returns to its original
  position on the ship and is no longer animate. The statue has
  AC 17, 27 hit points, and immunity to poison and psychic
  damage. Captain Xalti Tezzan (see "Drow Crews") knows
  the statue's command word.
  I2. Icingdeath Forecastle
  This deck contains a ballista and ten bolts for the siege
  weapon, secured with rope.
  I3. Icingdeath Aftercastle
  This deck holds the ship's wheel. A character who makes a
  successful DC 15 Intelligence (Investigation) check finds a
  hidden button on center of the wheel. As an action, a creature
  can press the button, causing the panther head attached to
  the aft of the ship to release a 20-foot-square patch of oil onto
  the surface of the sea, which the head then ignites by
  releasing a jet of flame from its mouth. The oil burns on the
  surface of the water for 1 minute. Creatures and objects that
  enter or start their turn in the burning oil take 18 (4d8) fire
  damage.
  I4. Icingdeath Captain's Cabin
  The door to this cabin is locked (see the "Icingdeath and
  Twinkle Features" sidebar). Captain Xalti Tezzan (see "Drow
  Crews") holds the key. If the characters enter this room, read
  the following boxed text aloud:
  Silk pillows and discarded robes surround a central two-foot-
  high table attached to the floor. At the back of the room, a
  small wooden chest is built into the wall.
  20
  ICINGDEATH AND TWINKLE
  
  The inside lid of the chest is covered by a swarm of insects
  spiders), which attack any creature who opens the chest,
  expect Xalti. The chest contains Xalti's spellbook, which
  includes all the spells he has prepared, as well as detect
  magic, find familiar, and fireball. The inside cover of the
  spellbook also contains the phrase "Artemis animates" in
  Elvish (a clue to animating the statue in area I1).
  I5. Chart Room.
  This cabin contains a 3-foot-high table set with navigator's
  tools, as well as two easels and two frames on the walls
  holding nautical maps of the Sword Coast.
  Secret Door. A character who succeeds on a DC 13
  Wisdom (Perception) check notices the outline of a secret
  door in the wall that leads to area I6.
  I6. Oil Pump Room
  When the characters enter this room, read the following
  boxed text aloud:
  Three brass cylindrical canisters, one at the middle of the
  cabin and two at either end, stand upright, connected to each
  other by long pipes which converge and exit to the aft of the
  ship.
  Each 1-foot-diameter, 2-foot-high, 50-pound canister is filled
  with oil used by the panther head attached to the aft of the
  ship (see area I3). A character can detach a canister of oil
  from the pipes with a successful DC 15 Intelligence check
  using tinker's tools. If more than one oil canister is
  disconnected, the panther head does not function.
  If a canister takes 5 or more points of fire damage from a
  single spell or attack, it explodes in a 10-foot-radius sphere.
  Creatures in the area must make a DC 15 Dexterity saving
  throw, taking 27 (6d8) fire damage on a failed save, or half as
  much damage on a successful one. This also catches the ship
  on fire, and will require immediate attention to keep it from
  spreading any further.
  I7. Icingdeath Main Hold
  The sailors rest in shifts using the sixteen hammocks strung
  up in cabin around many stacked crates. The crates hold
  rations, supplies needed to maintain and repair the ship, and
  small barrels of fresh water and ale.
  There are also six ballistae below deck, each with ten bolts
  of ammunition secured by ropes beneath. When the capstan
  on the main deck (area I1) is turned, a gear wrapped around
  a pillar connected to the capstan also turns, raising the
  ballistae and ammunition to the main deck via rising pillars.
  I8. Icingdeath Galley.
  Crew members converse, play games, and share meals
  around the table and eight chairs attached to the floor of this
  cabin.
  I9. Icingdeath Cargo Cabin
  Several large crates are secured in this cabin. A peek inside
  the crates reveals what appear to be iron ingots, bars of gold
  and silver, and other trade goods. Interacting with these
  objects reveals they are made of painted wood.
  Twinkle Locations
  The following locations are keyed to the map of Twinkle.
  T1. Twinkle Main Deck
  A rowboat on this deck of the ship covers a hatch used for
  loading and unloading large cargo into the main hold (area
  T6).
  T2. Twinkle Forecastle.
  This deck contains a ballista and ten bolts for the siege
  weapon, secured with rope.
  T3. Twinkle Aftercastle
  This deck holds the ship's wheel, which is always operated by
  at least one member of the crew. A trap door in the floor
  opens when the crank in area T5 is pulled, raising the
  antimagic crystal onto this deck.
  T4. Twinkle Captain's Cabin
  The door to this cabin is locked (see the "Icingdeath and
  Twinkle Features" sidebar). Captain Deloz Montiv (see
  "Drow Crews") holds the key. If the characters enter this
  room, read the following boxed text aloud:
  This simple, spotless cabin has a bare desk and chair built into
  the floor at the center of the room. A twin bed at the back of
  the room is covered in plain white sheets.
  A character who searches the drawers of the desk finds
  several maps of the waters around the Sword Coast, quite a
  few romance novels, and a diary written in Elvish tracking
  the tides around Luskan.
  Treasure. A character who searches the bed finds a
  concealed drawer in the bed frame, beneath the sheets.
  Inside the drawer are Deloz's neatly folded clothing and a
  potion of water breathing
  T5. Crystal Chamber
  The door to this cabin is locked (see the "Icingdeath and
  Twinkle Features" sidebar). Captain Deloz Montiv (see
  "Drow Crews") holds the key. If the characters enter this
  room, read the following boxed text aloud:
  A six-foot tall glowing blue crystal stands in the middle of the
  chamber. A three-foot-long lever sticks up from the floor on
  the starboard side of the cabin.
  As an action, a character can pull the lever, causing the floor
  beneath the antimagic crystal to rise on a pillar and the trap
  door in area T3 to open, placing the crystal in area T3.
  Pulling the lever again causes the crystal to drop back into
  this cabin.
  Antimagic Crystal. The antimagic crystal creates a 200-
  foot-radius sphere of antimagic, as in the antimagic field
  spell, centered on the crystal. While inside the cabin, the
  crystal's effect is contained in the room. The crystal has AC
  13, 27 hit points, and immunity to poison and psychic
  damage.
  21
  ICINGDEATH AND TWINKLE
  
  T6. Twinkle Main Hold
  The sailors rest in shifts using the floor and the four
  hammocks strung up in this cabin. Several stacked crates
  near in the fore of the hold contain rations, supplies needed
  to maintain and repair the ship, and small barrels of fresh
  water and ale.
  T7. Twinkle Galley
  Crew members converse, play games, and share meals
  around the table and eight chairs attached to the floor of this
  cabin..
  T8. Twinkle Cargo Cabin
  Several large crates are secured in this cabin. A peek inside
  the crates reveals what appear to be iron ingots, bars of gold
  and silver, and other trade goods. Interacting with these
  objects reveals they are made of painted wood.
  Events
  The following events occur during this quest.
  Journey to Neverwinter
  It takes the ships almost an entire day to travel to
  Neverwinter. Give the characters a chance to explore the
  ship, chat with the captains, and plan what they want to say
  to sway Dagult Neverember to action.
  Audience with Neverember
  After the ships arrive in Neverwinter, the ship captains waste
  no time leading the characters to an audience with Lord
  Dagult Neverember in Castle Never. Read the following
  boxed text aloud to set the scene:
  You stand in the great marble hall of Castle Never, on a red
  carpet that leads up to a throne. Atop the chair sits a serious
  man in shining plate armor and blue cloak with gold trim. Lord
  Dagult Neverember strokes his short, gray beard as he listens
  to the pleas of the captains to secure the High Road and send
  troops to Leilon. When they finish, the lord turns toward you.
  "Each of you make your case. Why should I send my troops
  to Leilon? By all accounts it should be able to defend itself
  now. I've already poured many resources into the town and it
  has yet to pay anything back."
  Encourage each character to make a case to Dagult. After
  making their statement, the character should make a DC 13
  ability check. In cases of simple argument, this is a Charisma
  (Persuasion) check, but allow the characters to get creative.
  For instance, characters who try to scare Dagult with stories
  of their enemies could make a Charisma (Intimidation or
  Performance) check, and characters who try to use a
  historical example or allegory could make an Intelligence
  (History) check. Grant advantage on the check to characters
  who make a well-reasoned or passionate argument.
  If the all the characters succeed on the check,
  Neverember agrees to secure the High Road and Leilon at
  no cost to the town.
  If more than half the characters succeed, Neverember
  agrees to Leilon's demands provided that the Leilon town
  council pays 250 gp to help cover costs.
  If half or fewer (but at least one) of the characters succeed,
  Neverember agrees to Leilon's demands provided that the
  Leilon town council pays 500 gp to help cover costs.
  If none of the characters succeed, Neverember agrees to
  Leilon's demands provided that the Leilon town council
  pays 1,000 gp to help cover costs.
  Journey Back to Leilon
  After the meeting with Dagult Neverember, the captains are
  eager to return the characters to Leilon with news of the
  lord's decision. During the return journey, the characters
  experience the following encounters.
  Invisible Assassins
  The Talos priest Galas Windrage sends invisible stalkers to
  the ship the characters are traveling on, to kill the captains
  and officers before the coming battle. There is one invisible
  stalker per two members of the party, including sidekicks.
  The encounter begins when the characters hear the captain
  yell from his cabin as he is attacked. The stalkers fight to the
  death.
  Storm
  Galas Windrage creates a storm to distract the characters
  and their allies before the coming battle. When the storm
  begins, read the following boxed text aloud:
  Lightning and thunder suddenly crack a dark sky as heavy rain
  pours from above. Cries of, "Hurricane! All hands on deck!"
  can be heard throughout the vessel. The sailors need all the
  help they can get.
  The characters can help the sailors fight the storm by making
  any of the following ability checks:
  Characters who help the sailors push through the storm
  by securing ropes and tying down cargo and equipment
  must make a successful DC 15 Strength (Athletics) check.
  Character who attempt to steer the ship's wheel must
  make a successful DC 15 Dexterity check using water
  vehicles.
  Characters who help the sailors navigate through the
  storm must make a successful DC 15 Intelligence check
  using navigator's tools.
  Allow the characters to attempt other DC 15 ability
  checks that make sense. For instance, a character trying
  to inspire others to work harder without fear of the storm
  could make a DC 15 Charisma (Persuasion) check.
  After each character has had a chance to make an ability
  check, the storm ends. Determine the results of their actions:
  If all the characters succeeded on their checks, the ships
  make it through the storm unscathed.
  22
  ICINGDEATH AND TWINKLE
  
  If half or more of the characters succeeded, their ship
  takes 22 (4d10) bludgeoning damage from the storm.
  If fewer than half of the characters succeeded, their ship
  takes 44 (8d10) bludgeoning damage from the storm.
  Battle on the Sword Sea
  When the storm ends, Icingdeath and Twinkle are within 400
  feet of Throatcutter, a warship, and Thunderstrike, a longship
  (see "Unusual Environments" in chapter 5 of the Dungeon
  Master's Guide for statistics). Read the following boxed text
  aloud to set the scene:
  The sky becomes clear and sunny as the rain begins to clear,
  revealing two nearby ships. The smaller vessel, a longship,
  rows quickly toward you, its crew chanting in prayer. The larger
  vessel, a warship armed with ballista and catapults, has a large
  crow painted on its sails. The officers of your vessels cry, "Ship
  Rethnor! Battle stations!" The ship captain looks at you and
  says, "Direct the siege weapons!"
  Throatcutter has the following crew and weapons:
  Six officers: a captain, a first mate, a bosun, a
  quartermaster, a surgeon, and a cook (chaotic evil bandit
  captains).
  Forty sailors (chaotic evil bandits).
  Two ballista and two mangonels (see "Siege Weapons" in
  chapter 8 of the Dungeon Master's Guide).
  Thunderstrike has the following crew:
  A captain, Galas Windrage, a female chaotic evil war
  priest of Talos (see appendix A).
  Forty sailors (chaotic evil cultists).
  Ten chaotic evil berserkers who attempt to board enemy
  vessels and kill the crew.
  Instead of having each sailor act individually, on each turn
  assume that they move the ship its speed and aim, load, and
  fire its siege weapons. Allow the characters to decide how
  allied ships move and which vessels allied siege weapons
  attack.
  Ending the Battle. If the characters sink Throatcutter and
  Thunderstrike, or kill all the enemy officers, any remaining
  enemies try to retreat by any means necessary. Characters
  who interrogate a captured pirate or cultist learn who is
  behind the attack with a successful DC 15 Charisma
  (Intimidation) check.
  Reward
  When the characters return to Leilon with word of Dagult
  Neverember's decision, they are given a reward of 1,500 gp
  minus the money that must be paid to Neverwinter (see
  "Audience with Neverember").
  23
  ICINGDEATH AND TWINKLE
  
  Leilon Besieged
  "LEILON BESIEGED" IS BALANCED FOR      
  characters of 11th level. The quest is triggered when the
  characters complete two of the three starting quests.
  Quest Overview
  Ularan Mortus, high priest of the death god Myrkul, has
  mustered an undead army to invade Leilon and seize the
  mystical ruinstone from the House of Thalivar. As he makes
  his move, cultists of the storm god Talos, led by Fheralai
  Stormsworn, assault the town to steal the stone before it falls
  into their enemy's hands. Caught in the middle, the
  characters must marshal Leilon's forces and hold the line
  against both armies.
  Quest Goals
  To succeed in this quest, the characters must survive the
  battle. If they achieve any result other than "Crushing
  Defeat," they'll earn a reward from the town council (see
  "Determining Victory" for instructions on calculating victory
  results).
  Running the Battle
  This quest is an epic battle involving hundreds of rival
  combatants. Use the following rules to resolve the conflict.
  Narrative Combat
  Instead of resolving the battle with miniatures, you'll guide
  your players through a series of tough dilemmas, each
  leading to a different battlefield encounter. Their actions on
  the field determine the overall success or failure of the battle.
  Use the Battle Flowchart provided nearby to guide your
  players through the conflict. Each box on the chart introduces
  a different mission, event, or dilemma (see "Battlefield
  Events"). When the players get to the end of the flowchart,
  count their victories to determine the success or failure of the
  overall conflict (see "Determining Victory"). If your players
  use clever tactics during the battle, grant them one or more of
  the following benefits, as appropriate:
  Their enemies are frightened for one or more rounds.
  The players surprise their enemies in the next combat.
  The players gain advantage on any ability checks related
  to their current task.
  Each character gains inspiration.
  If the players fail this objective, their allies still triumph.
  It's possible that your players will veer off from the events
  on the flowchart. In this case, you'll need to improvise
  encounters based on the enemies' plan of attack (see "Order
  of Events"). Feel free to add your own victories if the players
  achieve their chosen goals. Players who split the party are
  likely to be overwhelmed, but that's the risk they take for
  splitting up!
  Random Encounters
  Each time the group undertakes a new challenge on the
  Battle Flowchart, roll a d12 on the Random Encounters
  table. Try to incorporate the resulting event into the scene
  when it feels most appropriate.
  Random Encounters
  d12 Encounter
  1 An allied unit is being overwhelmed, but the nearest
  officer is frozen with fear and won't give the order to
  reinforce them.
  2 Ghouls have surrounded a hospital cart. People are
  dying, but the distraction is giving nearby allied units
  an opportunity to advance.
  3 A mounted group of Neverwinter knights prepare to
  charge valiantly to their doom.
  4 An acolyte of Tymora tries to quash rumors that the
  Maimed God Tyr has promised to turn anyone who
  dies in his name into an angel.
  5 Allied soldiers ask the characters to disciplinegroup
  of deserters hiding out in a nearby barn.
  6 Townsfolk call for the characters' aid as the shrine of
  Tymora goes up in flames.
  7 A cart carrying medical supplies sinks into the mud,
  dragging its oxen down with it.
  8 Lightning ignites the roof of a nearby house. Locals
  are hiding out in the cellar but going to their aid
  could betray their position.
  9 A blackguard cultist yells for a worthy enemy to face
  them in single combat.
  10 A group of routed defenders are busy looting a
  house, supply cart, or command tent.
  11 Nearby troops waver in fear and look to the
  characters for inspiration.
  12 One of the enemies goes berserk and starts cutting
  down enemy and ally alike.
  Resting
  The battle is intense, with no real opportunities for rest. If the
  players insist on taking a short rest, advance to the next box
  on the Battle Flowchart, taking whichever battlefield result is
  least positive. If the characters are resting when they would
  otherwise make a choice, their allies choose for them.
  24
  LEILON BESIEGED
  
  How Many Combatants?
  The number of NPCs fighting each other in each scene is left
  intentionally vague. By keeping this mysterious, you can
  introduce reinforcements or trigger routs whenever it feels
  most dramatic to do so. Even so, it helps to have a rough idea
  of how each side compares.
  Defenders. Leilon is defended by just over 200
  commoners, guards, and guard veterans. If the players
  negotiated reinforcements in the "Icingdeath and Twinkle"
  quest, an additional 300 guards, knights, and scouts are
  also present.
  Cult of Talos. The war priest Fheralai Stormsworn
  besieges Leilon with an army of 400 cultists, cult priests,
  and anchorites of Talos. Her elite warriors are blackguards
  or half-blue dragon gladiators (see appendix A).
  Cult of Myrkul. The god Myrkul has performed a miracle
  to awaken the undead from the Mere of Dead Men and gifted
  them to his war priest Ularan Mortus. In total, just over 800
  ghouls, ghasts, and zombies bow to his command, with a
  handful of boneclaws and greater zombies at the head (see
  appendix A). His greatest weapon is the ancient green
  dragon Claugiyliamatar, who is possessed by the unholy
  spirit of the dracolich Ebondeath.
  Use of Magic
  Magic plays a powerful role on a fantasy battlefield. A wizard
  armed with fireball or lightning bolt serves as a deadly
  artillery unit, while clerics can roam the battlefield, using
  cure wounds to heal the injured. In the chaos of battle, spells
  such as message, sending, or thaumaturgy can make the
  difference between triumph and disaster.
  In a narrative battle, the simplest way to adjudicate such
  spells outside of combat is to grant an ad-hoc benefit to the
  party (see "Narrative Combat"). If a spell creates a powerful
  effect that sways the course of the battle, consider granting
  the caster's side an additional victory.
  Determining Victory
  At the end of the battle, count the group's victories to
  determine the result of the battle.
  Victory Results
  Victories Result
  0
  Crushing Defeat
  1-2
  Defeat
  3
  Pyrrhic Victory (1,000 gp reward)
  4-5
  Victory (2,500 gp reward)
  6+
  Decisive Victory (5,000 gp reward)
  Crushing Defeat
  Ularan Mortus claims the ruinstone. Leilon is sacked and its
  inhabitants put to the sword. Both enemy generals survive,
  along with the dragon.
  Defeat
  The ruinstone is claimed by the enemy. Leilon fends off the
  attack, but the defenders are decimated. At least one enemy
  general survives.
  Pyrrhic Victory
  The ruinstone remains hidden. Leilon holds, but the
  defenders are decimated. At least one enemy general
  survives.
  Victory
  The ruinstone remains hidden. Leilon holds, and more than
  half the defenders survive. At least one enemy general is
  slain.
  Great Victory
  The ruinstone remains hidden. Leilon holds, and most of the
  defenders survive. Both enemy generals and the dragon are
  slain.
  Order of Events
  The attack begins just before dawn, when Ularan Mortus
  assaults the south gate with a huge force of ghouls. Soon
  after, an even larger force of zombies emerges from the mere
  to invade the quayside. The defenders rally to protect the
  town but are outnumbered.
  While the defenders struggle to hold the perimeter,
  Fheralai Stormsworn's forces breach the north gate and pour
  forward to seize the town square. Ularan Mortus responds by
  deploying his dragon, Ebondeath, which swoops in from the
  east and decimates Stormsworn's forces gathered in the
  square. The cultists of Talos are forced to fall back and
  regroup.
  As Ularan Mortus's army forces its way into Leilon,
  Ebondeath reaches the House of Thalivar and searches for
  the ruinstone. Unless stopped, it claims the stone and flies
  back to its hiding place in the mere. Ularan Mortus
  withdraws in victory to his headquarters. Stormsworn's
  troops intercept his entourage outside town, but her reduced
  forces are beaten back. The remaining members of both
  sides retreat to their respective headquarters.
  The Battle Begins
  When the battle begins, read the following boxed text aloud:
  The night is dark, and torrential rain beats down on the
  rooftops. An hour before dawn, the bell on the newly erected
  south gate begins to toll urgently. A cry goes up from the wall
  as troops dash to man their positions:
  "The dead! The dead are coming!"
  The Battle of Leilon has begun.
  Battlefield Events
  The following events correspond to boxes marked on the
  Battle Flowchart.
  Event 1. Dawn of the Dead
  The battle begins when Ularan Mortus orders his ghoulish
  army to attack the south gate. When the party arrives on the
  scene, the battle is already underway. Read the following
  boxed text aloud:
  25
  LEILON BESIEGED
  
  Battle Flowchart
  The din of battle echoes from the palisade as you approach.
  Through the rain, you see allied troops using spears and bows
  to fend off a horde of ghouls swarming from the darkness. All
  along the ramparts, burning torches struggle to provide
  illumination for your forces. As you watch, these pools of light
  are extinguished one by one as the dead swarm over the walls!
  To triumph in this encounter, the characters must hold the
  line against an ever-growing horde of undead. The palisade is
  soon breached, so it doesn't matter whether the party faces
  their foes on the ramparts or inside the town: more undead
  are always coming!
  26
  LEILON BESIEGED
  
  In the first round, the players face three ghasts per character,
  including sidekicks. At start of each new round thereafter,
  two more ghasts per character enter the fray. To prevail, the
  party must hold out for 8 rounds without retreating (or 5
  rounds if they successfully completed the "Icingdeath and
  Twinkle" quest). After this time, allied reinforcements rally to
  secure the palisade in this section and drive back the undead.
  The party holds the line. Mark one victory and advance to
  Event 2: "The Storm Breaks."
  The party retreats. The undead spill into the town.
  Proceed to Event 5: "Streets of Rage."
  Event 2. The Storm Breaks
  If the defenders hold the line, alarm bells ring out across
  town! Read the following boxed text aloud:
  A man stumbles through the mud, his eyes wide with terror.
  You recognize him as Jack Torver, the owner of Leilon's
  general store.
  "Barbarians at the north gate!" he gasps. "The storm lord's
  berserkers! I was on my way to warn you when I saw the dead
  wading out of the marsh. They're attacking the quayside right
  now!"
  The players must choose what to do next: repel the cultists of
  Talos at the north gate, or stop the zombies from assaulting
  the quayside. Once the players have made their choice, Jack
  gives each character a potion of healing to aid them in the
  battle, and then collapses exhausted in the mud.
  The party moves to the north gate. Go to Event 3: "Against
  the Lightning."
  The party moves to the quayside. Go to Event 4: "Back to
  the Mud."
  Event 3. Against the Lightning
  The characters arrive at the north gate to find it besieged by
  the anchorites of Talos. Read the following boxed text aloud:
  The north gate is on fire! Defenders huddle behind the
  palisade, not daring to peek over the parapet. Every few
  seconds, the gate heaves on its hinges as something heavy
  slams into it from the other side. From beyond, you hear the
  roaring of barbarians.
  The anchorites of Talos are using a battering ram to
  demolish the burning gate. Each time they spot a defender on
  the wall, the barbarians hurl lightning bolts at them. The
  players have one minute to act before the gate is destroyed
  and the barbarians pour through. A large force of anchorites
  is pressing at the gates, numbering at least a hundred. Use
  your judgement to resolve any plans that the players devise
  and award them appropriately (see "Narrative Combat").
  If the gate is demolished, the players must hold the line
  alongside the defenders. In the first round, the players face
  two anchorites of Talos for every character in the party,
  including sidekicks. At the start of every round thereafter, one
  additional anchorite joins the conflict for every character in
  the party. To prevail, the party must hold out for 8 rounds
  without retreating (or 5 rounds if they successfully completed
  the "Icingdeath and Twinkle" quest). After this time, allied
  reinforcements rally to secure the palisade in this section and
  drive back the cultists. Regardless of how the characters fare,
  they hear screams from the quayside: the undead have
  overrun the docks!
  The party holds the line. Mark one victory and advance to
  Event 6: "Rolling Thunder."
  The party retreats. The cultists of Talos surge into the
  town. Go to Event 5: "Streets of Rage."
  Event 4. Back to the Mud
  Ularan Mortus has ordered a large force of zombies to march
  underwater through the marsh and invade the
  quayside.When the characters arrive here, read the following
  boxed text aloud:
  Screams echo across the quayside as zombies emerge from
  the mire! Defenders dash to repel the undead, but they seem
  unprepared for the surprise attack. As you get closer, you see a
  large undead figure with long fingers squatting over an
  upturned rowboat. A woman squirms in the mud underneath,
  trapped by the weight of the boat. You recognize her as Valdi
  Estapaar, the fisherwoman who sits on the town council!
  A boneclaw has cornered Councilor Estapaar and is
  preparing to slay her. Estapaar is a veteran, but she is
  currently restrained underneath the rowboat. To free the
  councilor, characters with a combined Strength score of 15
  or higher must spend an action to heft the boat aside (if they
  attempt this while the boneclaw is perched on the boat, they
  need to muster a combined Strength score of 25 instead). At
  some point during the battle, the characters hear bells
  ringing to the north of town: the barbarians have broken
  through the gates!
  The party defeats the undead and rescues Valdi. The
  surviving defenders rally around them to hold the docks.
  Mark one victory and advance to Event 6: "Rolling
  Thunder."
  The party retreats or Valdi dies. The defenders crumble
  and the zombies advance into the town. Go to Event 5:
  "Streets of Rage."
  Event 5. Streets of Rage
  Overrun by enemies, the party retreats into Leilon's streets.
  Read the following boxed text aloud:
  27
  LEILON BESIEGED
  
  Terror grips Leilon. Townsfolk run screaming from their
  homes, only to be mercilessly cut down by the enemies
  rampaging through the streets. As you push through the
  panicking crowds, you see Sergeant Hazz Yorrum, commander
  of the town guard, shouting at a group of soldiers stationed
  behind a barricade.
  "Retreat! Save yourselves! Leilon is lost!"
  Sergeant Yorrum is a cowardly human male guard. The party
  can defy him and attempt to rally his troops, or retreat with
  him to the town square. If they stay, the players must describe
  what they say or do to rally the troops, and then make an
  appropriate ability check opposed by Yorrum's Charisma
  (Persuasion) check. If the players accrue five successes
  before three failures, Sergeant Yorrum flees and his troops
  rally against the approaching enemies.
  The party rallies the troops. Mark one victory and advance
  to Event 6: "Rolling Thunder."
  The party retreats or fails to rally the troops. The
  characters are pulled along with the crowd into the town
  square. Go to Event 7: "Enter the Dragon."
  Event 6. Rolling Thunder
  As the characters catch their breaths, the cultists of Talos
  unleash a magical storm on the town. Read the following
  boxed text aloud:
  Word reaches you that the enemy has breached the town
  square and the defenders are in dire need of aid. As you
  prepare to respond, you hear war drums beating from just
  outside town. Suddenly a bolt of lightning blasts a nearby
  group of soldiers! The drums reach another crescendo, and a
  second bolt crackles from the clouds to strike the town's
  defenders!
  The party must choose whether to leave town and silence the
  drummers or move to reinforce the town square.
  The party attacks the drummers. Go to Event 8: "Thunder
  Drums."
  The party reinforces the town square. Go to Event 7:
  "Enter the Dragon."
  Event 7. Enter the Dragon
  The dragon attacks the forces gathered in the town square.
  Read the following boxed text aloud:
  Chaos reigns in the town square. On one side, Leilon's
  defenders make a valiant stand against the invaders, while on
  the other, fleeing townsfolk clog the thoroughfare leading out
  of town. Screams of panic suddenly echo through the crowd.
  Looking up, you see a huge green dragon swoop out of the
  storm!
  Ularan Mortus has sent his dragon to crush his enemies.
  Claugiyliamatar is an ancient green dragon, except her
  breath weapon deals necrotic damage instead of poison
  damage as a result of Ebondeath's possession. If the party
  has not yet silenced the drummers (see Event 8: "Thunder
  Drums"), the magic storm cloud above town unleashes
  targeted bolts of lightning during combat. At the end of each
  round, ask each player to roll a d20, and then roll a d20 for
  the dragon. Whoever gets the lowest result is targeted by the
  effect of a call lightning spell.
  The dragon attacks any enemy forces gathered here,
  including cultists of Talos, but switches to attack the party if
  they present a threat. If the dragon loses over 100 hit points
  or is forced to use its Legendary Resistance feature more
  than once, it retreats into the clouds. If the dragon retreats,
  the defenders are inspired to turn the tide of battle against
  their enemies.
  The party drives off the dragon. Mark one victory and go
  to Event 13: "Ghost Tower."
  The party flees from the dragon. Go to Event 11:
  "Exodus."
  Event 8. Thunder Drums
  The party heads outside town to attack the priests playing the
  war drums. Read the following boxed text aloud:
  The first light of dawn paints the landscape in shades of gray,
  yet the wind and rain are worsening. On a crag overlooking the
  town, a line of six savage barbarians beat out a relentless
  rhythm on their war drums. With each crescendo, a bolt of
  lightning slams into the town below!
  Six wereboar drummers perform a magical ritual to bring
  down lightning. Once per round, while at least one wereboar
  is drumming, any one of the drummers can duplicate the
  effect of a call lightning spell, except it has no limit to its
  range. The drummers fight until death and refuse to parley.
  The party silences the drummers. Mark one victory and go
  to Event 9: "Eye of the Storm."
  The party retreats. Go to Event 11: "Exodus."
  Event 9: Eye of the Storm
  As the drums fall silent, read the following boxed text aloud:
  The storm above Leilon breaks as rapidly as it began. Gazing
  out over the town, you see a huge green dragon land on the
  rooftop of the House of Thalivar. On a nearby hilltop, you spot
  another figure glaring at the dragon: a half-orc female dressed
  in boars' skins who clutches a giant hammer in her hands.
  28
  LEILON BESIEGED
  
  Characters who played Sleeping Dragon's Wake recognize
  the figure as Fheralai Stormsworn, the Stormlord of Talos.
  They have an opportunity to strike against her but doing so
  means leaving the dragon to ravage the House of Thalivar.
  The party attacks Fheralai Stormsworn. Go to Event 10:
  "Champion of Storms."
  The party hunts down the dragon. Go to Event 13: "Ghost
  Tower."
  Event 10: Champion of Storms
  The party challenges Fheralai Stormsworn, leader of the cult
  of Talos.
  A towering female half-orc stands on the hilltop. Under her
  boar-skin hood, you see eyes crackling with lightning.
  "You people defy me," she snarls. "Get out of my way, or I'll
  smash your town to twigs."
  As she speaks, scaly, draconic warriors emerge from the
  woods to stand at her side.
  Fheralai is in no mood to exchange words. The storm lord is
  a war priest, and she is accompanied by one half-blue
  dragon gladiator for every two characters in the party,
  including sidekicks.
  The party defeats Fheralai Stormsworn. Mark one victory
  and go to Event 11: "Exodus."
  The party retreats. Go to Event 11: "Exodus."
  Event 11. Exodus
  Heading deeper into town, the characters encounter an
  exodus of refugees. Read the following boxed text aloud:
  The thoroughfare out of town is choked with townfolk fleeing
  Leilon. High above, the green dragon perches atop the House
  of Thalivar. The crowd here is panicking and people are being
  trampled underfoot. Peering through the press of bodies, you
  see the enemy advancing through the streets!
  The party must choose whether to cover the townsfolk's
  retreat or advance on the House of Thalivar to confront the
  dragon.
  The characters choose to cover the retreat. Go to Event
  12: "Last Stand."
  The characters abandon the townsfolk. Go to Event 13:
  "Ghost Tower."
  Event 12. Last Stand
  The party makes a desperate stand to allow the defenders to
  escape. Read the following boxed text aloud:
  As your enemies close in, you position yourselves between
  them and the fleeing townsfolk. Their vanguard spots you
  through the driving rain, and they charge forward to attack!
  To defend the escaping townsfolk, the characters must hold
  the line against a large force of enemies.
  The undead have advanced into the city. The characters
  face one greater zombie for every character in the party,
  including sidekicks.
  The cultists of Talos have advanced into the city. The
  characters face one half-blue dragon gladiator for every
  character in the party, including sidekicks.
  Both factions have invaded. Choose the faction that the
  party has fought the least.
  To allow the townsfolk time to escape, the characters must
  hold out for at least 5 rounds. If they survive this long, the
  townsfolk get to safety, and the characters can retreat if
  needed.
  When the encounter is resolved, count any victories scored
  so far:
  The characters scored fewer than three victories. They
  see the dragon tear down the House of Thalivar and fly
  away! To resolve the quest, go to Event 15: "Divine
  Contention."
  The players scored three or more victories. The town's
  archers drive the dragon away from the tower and it crash-
  lands inside the palisade! Go to Event 14: "Old
  Gnawbone."
  Event 13. Ghost Tower.
  The characters arrive at the House of Thalivar to witness the
  dragon fighting the Swords of Leilon. Read the following
  boxed text aloud:
  The green dragon squats on the distant roof of the House of
  Thalivar. As you draw closer, you see a trio of ghostly warriors
  locked in combat with the beast!
  If the players completed the "House of Thalivar Rebuilt"
  quest or saw the painting at Aubrey's Peculiarities Shoppe,
  they recognize the warriors as the long-dead Swords of
  Leilon! Mysteriously, Aubrey the shopkeeper is fighting
  alongside them. Before reading further, count any victories
  scored so far:
  The party achieved three or more victories. Read the
  following boxed text aloud:
  One of the warriors, a dark-skinned woman dressed in
  chainmail, swings her sword at the dragon. The beast howls in
  pain and for a moment, you see the spectral form of another
  dragon seethe under its skin. The woman glances down at you
  as she readies her next attack.
  "To arms!" she shouts. "Leilon needs you!"
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  29
  LEILON BESIEGED
  
  Ghostly Warrior
  30
  LEILON BESIEGED
  
  Event 14. Old Gnawbone
  The characters corner the dragon where it crashed in the
  ruined streets of Leilon. Read the following boxed text aloud:
  The dragon has crash-landed on Aubrey's Peculiarities Shoppe,
  reducing the building to a pile of broken masonry. Bleeding
  badly and covered with arrows, the dragon struggles to rise to
  its feet. As you approach it, the specter of another dragon
  emerges from its body and flies away to the south, fading from
  sight! As the spirit leaves its body, the dragon slumps
  exhausted to the ground.
  Ebondeath's spirit has fled its host body, leaving
  Claugiyliamatar weakened and vulnerable. The characters
  can slay the dragon here, or at your discretion, negotiate
  terms for her surrender. Claugiyliamatar is an ancient green
  dragon, but she has only 50 hit points and all her attacks are
  made at disadvantage due to her exhausted state. If the party
  survives, mark one victory and proceed to "Conclusion."
  Event 15. Divine Contention
  As Ebondeath's spirit departs with the ruinstone, the
  characters gain an opportunity to strike at Ularan Mortus.
  Read the following aloud:
  A baleful horn sounds over the town and the undead begin to
  shamble back into the marsh. As they withdraw, you spot a
  black-robed figure on a skeletal horse watching the town from
  a nearby hilltop.
  The players can attack Ularan Mortus if they dare. If they
  hold back, the figure rides away and the battle ends here:
  proceed to "Conclusion." Read the following boxed text aloud
  if the characters ascend the hill:
  It seems you aren't the only ones to take your chances with
  the necromancer. As you ascend to the top of the hill, you see
  a magical duel raging around the rider! Barbaric half-orcs hurl
  bolts of lightning and dead men snarl as they fight each other.
  Ularan Mortus and his undead entourage face an elite squad
  of cultists. If Fheralai Stormsworn still lives, she is fighting
  here too.
  Ularan Mortus and Fheralai Stormsworn are both war
  priests.
  Ularan Mortus has one ghast on his side per character in
  the party, including sidekicks.
  Fheralai Stormsworn has one anchorite of Talos for
  every two characters in the party, including sidekicks.
  The villains fight to the death. If the party survives, the
  battle ends here. Mark one victory and proceed to
  "Conclusion."
  Conclusion
  If the characters survive and save Leilon, they become heroes
  of the town. The councilors raise statues in the characters'
  honor, though they remain fearful of the rising cult activity in
  the area. In time, Lord Neverember asks the characters to
  stamp out these threats once and for all by striking at the
  cults' headquarters. This unlocks the final two quests:
  "Ebondeath's Mausoleum" and "Storm Lord's Hideout."
  If Claugiyliamatar surrendered, she ends up indebted to
  the characters. The old wyrm is evil and untrustworthy, but a
  dragon's oath is still worth something. At your discretion, the
  characters could call upon Old Gnawbone's aid in their
  coming adventures.
  Finally, an odd thing happens as the characters return to
  town. During the clean-up, the characters discover that
  nobody in town has ever heard of Aubrey's Peculiarities
  Shoppe—perhaps it was crushed by the dragon and nobody
  seems to care, or the characters mention seeing Aubrey
  fighting atop the tower and nobody remembers who he is.
  Visiting the site of his store, they see that the building was
  never actually restored from its ancient state. All that remains
  in the rubble is the dusty triptych of the Swords of Leilon—
  only now, the third member of the group, Aubrey himself, is
  visible in the portrait.
  31
  LEILON BESIEGED
  
  Storm Lord's Hideout
   "STORM LORD'S HIDEOUT" IS BALANCED FOR
  characters of 12th level. Players who've run the second part
  of this trilogy, Sleeping Dragon's Wake, will be familiar with
  Fheralai Stormsworn's headquarters: the undead galleon she
  stole from Ularan Mortus. This time around, they're not the
  only ones seeking revenge!
  Location Overview
  Fheralai Stormsworn, champion of the cult of Talos,
  commandeered this galleon from the dread cultist Ularan
  Mortus. The ship is imbued with the undead spirit of the
  death knight Emberlost, which is bound into the cursed
  bones that comprise the vessel.
  Emberlost's mournful spirit yearns for Anauria, a city long
  since swallowed up by the Anauroch Desert, and it gladly
  serves anyone who can rekindle its memories of its lost
  homeland. In the second part of this trilogy, Sleeping
  Dragon's Wake, Fheralai lost her hold over the ship when
  the party rescued the bard Tarbin Tul from a brig below
  decks. Fheralai has since appeased Emberlost's spirit by
  bringing it treasures from the lost city of Anauria, which she
  stole from the auction houses of Neverwinter. Now her
  cultists ply the oceans for more plunder.
  Following the attack on Leilon, Lord Protector Dagult
  Neverember of Neverwinter offers a purse of 8,000 gp to
  anyone who can track down the undead galleon and sink it to
  the bottom of the Sea of Swords.Fheralai's failure to capture
  Leilon and defeat Ularan Mortus has also angered Talos, and
  the Stormlord means to punish them.
  Travel to the Ship
  The undead galleon sails up and down the Sword Coast,
  preying on merchant ships. While moving, it hides within a
  magical fogbank that moves with it. To catch the ship, the
  party first needs to acquire a means of transportation:
  Characters who played the "Icingdeath and Twinkle"
  quest can call on either captain to help them. For a cut of
  20% of the 8,000 gp reward, the captain offers the services
  of his ship and crew.
  The characters can hire or buy a ship from the shipyards
  of Neverwinter. Chapter 5 of the Dungeon Master's
  Guide contains rules for maritime vessels and a
  breakdown of their costs.
  Characters who spared the green dragon Claugiyliamatar
  in the "Leilon Besieged" quest could compel her to fly
  them out to sea. She refuses to fight on their behalf but
  gladly transports the party to repay her debt.
  Spells such as wind walk or polymorph can grant flight for
  a limited duration.
  Finding the ship isn't easy. Characters must use divination
  magic to locate it, lure it into a trap, or scour the coastal
  taverns for rumors of its location. Let your players hatch their
  own plots and reward them accordingly. Once you (the DM)
  have decidedthe party knows where to look, introduce the
  following encounters on route.
  Roc Patrol
  As the weather worsens, a roc swoops down from the storm
  clouds above. On its back, a half-orc blackguard (see
  appendix A) named Kata Ironhide spits threats at the party.
  Kata is a loyal cultist of Talos and has orders to scare away
  potential threats to the galleon. During combat, the roc tries
  to snatch opponents into the air and drop them (creatures
  hitting the surface of the water from lower than 50 feet take
  half the normal falling damage). If Kata or her roc lose more
  than half of their hit points, they attempt to flee back to the
  galleon.
  Tornado
  When the party nears the galleon, the cultists call upon Talos
  to ravage the intruders with a tornado. Before the twister
  appears, high winds savage the party: if traveling by ship, the
  characters must take action to avoid getting damaged by the
  storm (see the "Icingdeath and Twinkle" quest for
  examples). At the height of the storm, the characters see a
  tornado bearing down on them. Ask each player how they
  mean to evade this threat. If traveling by ship, whoever is
  steering the vessel needs to succeed on three consecutive DC
  18 Dexterity checks using proficiency with water vehicles
  (other actions taken to aid the escape may grant advantage at
  your discretion). On a failure of two consecutive sailing
  checks the ship is swept up by the tornado and destroyed: all
  creatures onboard take 44 (8d10) bludgeoning damage and
  are tossed into the sea.
  Arrival
  The undead galleon is surrounded by a 500-foot-radius
  fogbank at the eye of the storm. Entering this area, the wind
  drops to a dead calm and vision is restricted to just 10 feet.
  Ships that rely on wind for maneuvering are cast adrift,
  unless they also have oar decks and the crew to man them.
  The dreadnaught dwells at the heart of the fogbank, its
  location hinted at by the thundering drums from its oar deck.
  The death knight dreadnaught can perceive through the
  magical fog, but its crew cannot. If the dreadnaught sights an
  unknown ship, it tries to ambush and ram the vessel. The
  attack is designed to strike terror into its enemies: first by
  striking their main deck with a blast from its Hellfire Orb,
  and then by ramming into their flank so to the dreadnaught's
  skeletal figurehead can mop up any crew left alive on deck
  (see "Dreadnaught Locations" for information on both these
  defenses). Characters whose ship was destroyed earlier are
  instead "rescued" by the galleon.
  When the characters sight the vessel, read the following
  boxed text aloud:
  32
  STORM LORD'S HIDEOUT
  
  An armored dreadnaught made from metal and bones ploughs
  through the fog, driven by banks of bonelike oars. Flames leap
  from a brazier mounted to its mainmast and its ragged sails
  are stitched from worn leather. A giant's skeleton clutching a
  halberd is lashed to its bow.
  The cultists of Talos onboard the vessel fight to the death to
  defend it. However, the storm god Talos has his own plans for
  them. When the time seems right, he makes his presence
  known (see "Rise of the Storm Lord").
  Death Knight's Soul
  The soul of the death knight Emberlost is bound into the
  dreadnaught's bones. As a sentient, undead creature,
  Emberlost can see and talk through the skeletal figurehead
  (area D2), his own corpse below deck (area D17), or the
  hellfire orb mounted on the mainmast (area D3). The death
  knight has Wisdom (Perception) modifier of +3 and a passive
  Wisdom (Perception) of 13.
  Dreadnaught Features
  The death knight-dreadnaught is a galleon crafted
  from humanoid bones bound together by plates of
  iron and necromantic magic.
  Ceilings. The lower decks of the vessel are
  cramped, with ceilings just six feet high. Creatures
  taller than this height must stoop to get around.
  Light. The lower decks are lit by oil lamps that
  burn with eerie green flames. These cast dim light
  throughout the vessel's interior, imposing
  disadvantage on Wisdom (Perception) checks that
  rely on sight.
  Unholy Presence. The dreadnaught is imbued
  with the cursed soul of a death knight. All undead
  creatures onboard the vessel or within 60 feet of it
  have advantage on saving throws against features
  that turn undead.
  Dreadnaught Locations
  The following locations are keyed to the map of the death
  knight-dreadnaught.
  D1. Skeletal Figurehead
  The animated skeleton of a stone giant is lashed to the ship's
  bow. This creature has the statistics of a giant skeleton (see
  appendix A) that cannot move and uses the following attack
  in place of a scimitar:
  Halberd. Melee Weapon Attack: +8 to hit, reach 20 ft., one
  target. Hit: 21 (3d10 + 5) slashing damage.
  Once per day, the skeleton can use its action to unleash a
  lightning bolt from its halberd, as though cast using a 5th-
  level spell slot.
  The evil spirit of the death knight can see and speak
  through the skeletal figurehead (see "Death Knight's Soul").
  D2. Upper Deck
  The upper deck contains a set of stairs that descend into the
  bowels of the ship, two ballista mounted on rotating
  platforms, two rear-facing mangonels (see "Siege
  Equipment" in chapter 8 of the Dungeon Master's Guide),
  and hatches that open into the ship's stores and artillery
  magazine. The hatch to the stores can only be opened by
  creatures with a combined Strength score of 18 or more.
  While hidden in the fog cloud, the cultists abandon the
  siege weapons and stay below deck. Instead, a group of
  wraiths defend the upper decks. The players face one wraith
  per character in the party, including sidekicks.
  Treasure. A large roc's nest is nestled at the back of the
  main deck. Characters who search through the bones strewn
  throughout the nest discover a battered helm of telepathy
  and five black pearls worth 500 gp each.
  D3. Hellfire Orb
  The iron brazier mounted on the mainmast contains an ever-
  burning orb of flame. The spirit of the death knight can see
  and talk through this orb, perceiving its surroundings with
  darkvision to a range of 120 feet (see "Death Knight's
  Soul"). Once per day, the death knight can hurl a magical ball
  of fire that explodes at a point it can see within 240 feet of it.
  Each creature in a 20-foot-radius sphere centered on that
  point must make a DC 18 Dexterity saving throw. The sphere
  spreads around corners. A creature takes 35 (10d6) fire
  damage and 35 (10d6) necrotic damage on a failed save, or
  half as much damage on a successful one.
  D4. Shrine to Talos
  This was once the ship's chart room, but the compartment
  has been gutted and turned into a shrine to Talos. Charred
  skulls are heaped around an upright iron spike topped with
  three crudely hammered bolts of lightning.
  Treasure. Five ornate silvered hunting horns have been
  laid out here as offerings to Talos. Each horn is worth 250 gp.
  Any character who takes a horn hears a rumble of thunder as
  they pick it up. When Talos attacks the ship, these characters
  won't find it so easy to escape (see "Rise of the Storm
  Lord").
  D5. Storage Lockers
  These lockers contain supplies for manning the vessel: spare
  rope, buckets, tubs of grease, and other mundane tools. A
  character who hides inside a locker gains advantage on any
  Dexterity (Stealth) checks made to evade the crew.
  D6. Captain's Cabin
  This cabin belongs to Fheralai Stormsworn. Bearskin throws
  cover the floor and the walls are decorated with the mounted,
  charred heads of her enemies.
  33
  STORM LORD'S HIDEOUT
  
  If Fheralai survived the "Leilon Besieged" quest, the
  defeated war priest is found kneeling in here, praying to
  Talos through the dregs of a bottle of rum. Having failed her
  mission, the champion begs her deity's forgiveness. Fheralai
  has no fear of death but is terrified of failing Talos: if the
  characters enter her cabin, she chooses to drunkenly unload
  the details of her plight rather than fight them. Did she not
  honor her god with chaos and ruin? Were her conquests not
  glorious? Fheralai begs the party for advice on how she
  should confess her failures to her god: if they ridicule her or
  show defiance, she throws herself at them in a fight to the
  death. Players who negotiate get to see first-hand how Talos
  responds to their advice (see "Rise of the Storm Lord").
  Treasure. The following treasures looted from Fheralai's
  raids are dumped carelessly around her cabin: 1,500 gp, a 2-
  foot-tall solid gold bull statue worth 3,500 gp, two crystal
  decanters worth 500 gp each, 5 potions of greater healing,
  a spell scroll of chain lightning, and four javelins of
  lightning.
  D7. Oar Deck
  This gloomy oar deck looks like the belly of a whale, with
  gargantuan ribs sweeping from the walls to form rowing
  benches for the undead crew. The deck underfoot is littered
  with humanoid bones to a depth of 1 foot. Two large,
  unmanned drums are positioned to the rear of the deck.
  A rowing crew of fifty skeletons pull the oars in here. Two
  skeleton drummers beat out a rowing rhythm on pair of bone
  drums. The undead attack any intruders who enter here.
  D8. Ironhide's Cabin
  This cabin belongs to Stormsworn's current second-in-
  command, Kata Ironhide, who spends most of her time
  patrolling the skies on her pet roc (see "Travel to the Ship").
  The cabin contains little more than her own bed, a "nest"
  made from the bones of her enemies.
  Treasure. Ironhide keeps a bandolier hung on the door
  containing 3 potions of greater healing and a potion of
  invulnerability. Her nest contains a polished adamantine
  mirror decorated with gold filigree worth 850 gp.
  D9. Magazine
  This chamber holds iron balls, ballista bolts, and rocks for
  the vessel's siege weaponry. A 20-foot-high shaft ascends
  from here to the poop deck (area D7), where a bucket and
  chain dangle from a winch. A character can climb the chain
  to ascend to the poop deck.
  D10. Crew Quarters
  String hammocks are strung up here like cobwebs. Due to
  the awkwardness of this space, any Medium or larger
  creature fighting in here counts as squeezing into a smaller
  space (see "Creature Size" in chapter 9 of the Player's
  Handbook).
  This area, including cabins D15 and D16, is guarded by
  the last of Fheralai's cultists. The players encounter one
  blackguard plus two anchorites of Talos for every character
  in the party, including sidekicks. The cultists fight to the
  death.
  D11. Galley
  The galley contains workspaces for preparing food and stores
  of spices and dried herbs.
  D12. Surgery
  This area was used to treat the sick. The cultists have little
  use for it now, as any cultists who fall ill are lashed to the
  mast during a storm and told to beg Talos's forgiveness for
  their body's weakness.
  D13. Death Knight's Soul
  The corpse of a knight wearing plate armor slumps on a
  throne at the rear of this compartment. The ship's bones spill
  from the knight's chest and are entwined with his body, fusing
  him to the vessel. This is the death knight Emberlost, and his
  corpse houses the cursed soul of the dreadnaught. Emberlost
  can talk through the corpse and see through its eyes, but can't
  animate it. If anyone touches the corpse or strikes it with a
  melee weapon attack, Emberlost withdraws his body into the
  hull, swallowing it in bones.
  Treasures. Emberlost is surrounded by plundered
  treasures from the lost city of Anauria, which Fheralai
  recently stole from the auction houses of Neverwinter. The
  hoard includes four black opals worth 1,000 gp each, a
  golden harp worth 750 gp, an ornamental swan worth 500
  gp, a jewel-encrusted dagger worth 750 gp, and a treasure
  chest containing 8,000 gp.
  D14. Stores
  The dreadnaught's stores contain mundane supplies for the
  journey: barrels of salted meat, cords of wood, nails, and
  cloth.
  D15. Prisoner Cell
  This cell is used to hold captives. It is presently unoccupied.
  D16. Armory
  This armory contains racks of maces, spears, and hammers
  for use by the ship's crew.
  D17. Flooded Hold
  The hold is unlit and flooded to a depth of 3 feet with dark,
  briny water.
  Rise of the Storm Lord
  The god of storms is furious with Fheralai for failing him and
  has sworn to punish her cult. When the time seems right to
  introduce Talos, read the following boxed text aloud:
  Bolts of lightning lash from the heavens, sizzling on the
  surface of the sea. Through the crackling electricity, a giant
  figure emerges from the churning water: a muscular man
  wearing half-plate armor and a stitched leather eyepatch.
  "You have failed your lord!" he cries in a voice that shakes
  the heavens.
  Faced with a god, any cultists of Talos still alive prostrate
  themselves on the decks, and even the undead withdraw back
  into the ship. If Fheralai Stormsworn still lives, Talos
  demands that she explains her failures to him. If the party
  advised her on what to say to her god, she may have a chance
  to placate him—at your discretion! Talos gladly immolates
  her with a stroke of lightning if she lacks the words to
  appease him.
  34
  STORM LORD'S HIDEOUT
  
  Regardless of Fheralai's own survival, Talos punishes her
  crew by summoning a horde of air elementals to wreck the
  vessel.The players face one air elemental myrmidon per
  character in the party, including sidekicks, although many
  more myrmidons are summoned to destroy the rest of the
  crew! If Fheralai still lives, she fights alongside the party to
  prove herself to her god. The goal in this final battle is to
  escape the vessel: make it clear to the players that escaping
  the ship is their only option here! If they survive, they see
  Talos tear the dreadnaught to shreds before he dives back
  under the waves.
  Conclusion
  Characters who make it back to shore can report the sinking
  of the ship to the authorities in Neverwinter, who award them
  their purse of 8,000 gp. If this is the last follow-up quest
  they've played, their adventure ends here (see "Ending the
  Adventure" for more information).
  35
  STORM LORD'S HIDEOUT
  
  Thalivar's Beacon
  "THALIVAR'S BEACON" IS BALANCED FOR     
  characters of 11th level. Players who've run the first part of
  this trilogy, Storm Lord's Wrath, will be familiar with the
  tower and its inhabitants.
  Location Overview
  The wizard Thalivar built a tower at the heart of Leilon as a
  laboratory to study the monsters of the cosmos. Using a
  device called a planar beacon, Thalivar lured his prey into the
  tower and trapped them for his experiments. Disaster struck
  when Thalivar tried using the beacon to acquire a planar
  artifact called the ruinstone and accidentally unleashed the
  contents of his own menagerie. For years, the House of
  Thalivar stood abandoned, and those who dared to enter it
  were lost forever.
  When the Spellplague wracked Toril, the cursed magic of
  the beacon was turned outwards on the town, and the
  monsters lurking within the tower were released. A local
  adventuring party, the Swords of Leilon, died trying to stop
  them from spilling out into the town below. Since then, the
  tower has been haunted by the ghosts of those who died
  within.
  Led by the wizard Gallio Elibro, forces from Neverwinter
  have recently rebuilt the tower for use as a garrison building.
  Gallio has repaired the planar beacon and is continuing
  Thalivar's research into the planes. With the town threatened
  by invasion, the wizard offers to aid the party by summoning
  a cadre of bound monsters to defend the walls. Secretly, he
  has other motives in mind....
  Quest Goals
  To complete the Thalivar's Beacon quest (see "The Quest
  Board"), the adventurers must defeat Gallio's extraplanar
  monsters when they accidentally go on the rampage.
  Travel to the Tower
  The House of Thalivar perches on a rocky crag in the center
  of town. A recently paved trail winds up through shrubs to the
  foot of the tower.
  Arrival
  When the characters arrive at the tower, read the following
  boxed text aloud:
  The House of Thalivar is a tall tower at the heart of the town.
  Recently rebuilt by soldiers, the structure now serves as a
  garrison for Neverwinter's soldiery. Ravens circle the tower's
  pointed roof and warm lantern light shines from its windows.
  At its foot, two arched doorways open into the interior.
  A company of fifteen guards inhabit the tower, led by the
  wizard Gallio Elibro and his guard captain Hazz Yarrum. Two
  halflings serve the household as cooks and porters. Refer to
  "Meeting Gallio Elibro" when the characters present
  themselves for their quest.
  Meeting Gallio Elibro
  Gallio Elibro is a short-tempered Rashemi human male mage
  (with the legend lore spell prepared instead of cone of cold).
  Characters who played the first part of this trilogy, Storm
  Lord's Wrath, likely saved Gallio when Thalivar's restless
  spirit possessed him. If Gallio died during that quest, replace
  him with one of his colleagues from the Order of the Many-
  Starred Cloak.
  Gallio meets the party in the building's entry hall and
  escorts them to his laboratory on the third floor, where he
  explains the mission:
  Gallio has recently repaired Thalivar's planar beacon and
  is using it to trap and bind monsters from beyond this
  plane of existence.
  Once bound, such monsters could serve as useful tools if
  the town is invaded. However, Gallio needs the characters'
  help to trap more of them.
  Gallio wants the characters to travel with him into the
  Ethereal Plane and lure the monsters into the spectral
  light of the planar beacon.
  Gallio can answer any questions the players have about the
  history of the tower or the mission at hand (see "Into the
  Ethereal").
  Gallio's Hidden Agenda
  Gallio has secret orders from his superiors in the
  Order of the Many-Starred Cloak to recover a
  magical artifact called the ruinstone from the
  Ethereal Plane. He intends to use the party to lure
  the ruinstone's guardians away, allowing him to
  seize it for his studies. Gallio doesn't know that the
  artifact is protected by a field of wild magic.
  Touching it unleashes a magical backlash that
  overloads the planar beacon and frees any
  monsters held inside the tower: the same fate that
  befell Thalivar.
  36
  THALIVAR'S BEACON
  
  Map 7: Thalivar's Beacon
  Tower Features
  The House of Thalivar is an 80-foot-tall stone
  tower that serves as a garrison for Leilon's soldiery.
  Its common features are described below.
  Ceilings. Ceilings inside the tower are 20 feet
  high and vaulted.
  Light. By day, sunlight floods the tower through
  its many high windows. Areas without natural light
  are well lit by wall lanterns.
  Doors. Doors are made of wood and kept locked.
  A locked door can be opened with a successful DC
  10 Dexterity check using thieves' tools. A locked
  door can be opened as an action with a successful
  DC 15 Strength (Athletics) check. All the guards
  carry keys for the doors, although only Gallio
  carries keys for the rooms on the third and fourth
  floors.
  Thalivar's Beacon Locations
  The following locations are keyed to the map of the House of
  Thalivar.
  B1. Tower Exterior
  The tower rests on a rocky plateau. A grand portico once
  abutted the building to the west, but it fell long ago and only a
  few broken arches of masonry remain. Arched doorways lead
  into the entry hall.
  B2. Entry Hall
  A large banquet table rests on the floor in here. The guards
  use this chamber as a mess hall and meeting room. Guests
  are also entertained here.
  B3. Supply Room
  This chamber contains supplies for the upkeep of the tower:
  mops, coils of rope, timber, boxes filled with nails, and
  cleaning supplies.
  B4. Kitchen
  The kitchen is in use most hours of the day, as halfling cook
  Tombil Breen prepares food for over a dozen residents. A
  large cooking pot of stew bubbles away over the hearth.
  B5. Servant's Quarters
  These cozy quarters contain beds for the tower's two
  servants, halfling cook Tombil Breen and his brother Tug.
  The adjoining storage closet houses a small shrine to
  Cyrrollalee, halfling god of home and friendship.
  B6. Garrison
  These rooms contain bunks for the tower's soldiers. Foot
  lockers at the end of the bunks hold each soldier's meager
  possessions: letters from Neverwinter, tobacco, hipflasks of
  rum, and other personal effects.
  37
  THALIVAR'S BEACON
  
  B7. Armory
  The armory contains racks of longswords, spears, light
  crossbows, and crossbow bolts: enough to arm a levy army of
  a hundred warriors. Three suits of full plate armor rest on
  dummies by the western wall.
  Weapons Locker. This locker is reinforced with a superior
  lock. To open this door, a character must succeed on a DC 16
  Dexterity check using thieves' tools or force it open as an
  action with a successful DC 20 Strength (Athletics)
  check.Inside, a longsword of warning named Auspex is
  mounted to the wall.
  B8. Guard Room
  The soldiers relax in this chamber when they're not on duty,
  wiling away their downtime by playing cards, drinking, or
  singing. There are 1d4 + 2 guards in here at any time of the
  day or night.
  B9. Yurrum's Office
  This office belongs to Hazz Yurrum, the ineffective sergeant
  of the soldiers. Yurrum is a cowardly human guard. His desk
  contains maps of the region and reports to his superiors with
  inflated accounts of his own prowess. A portrait of Dagult
  Neverember, Lord Protector of Neverwinter, hangs on the
  wall, pockmarked with darts. Sergeant Yurrum flips the
  portrait to face the wall if he knows he has guests coming.
  B10. Laboratory
  The laboratory is crammed with tables bearing alchemical
  gear. Bottles of rare ingredients line the walls, alongside
  strange trinkets and stuffed oddities acquired from other
  worlds. If combat occurs here, any creature that misses with
  a melee weapon attack must roll a d20 on the Alchemical
  Mishaps table.
  Alchemical Mishaps
  d20 Mishap
  1-2 Explosion. All creatures within 10 feet of the
  character must make a DC 12 Dexterity saving throw,
  taking 27 (6d8) fire damage on a failed save, or half
  as much damage on a successful one.
  3-5 Reversed Gravity. Gravity reverses in a 20-foot-radius
  sphere around the character. Any creatures in this
  area fall upwards, taking 2d6 bludgeoning damage as
  they crash headfirst into the ceiling. This effect lasts
  for 1d3 rounds.
  6-9 Flashbang. All creatures within 10 feet of the
  character must make a DC 12 Constitution saving
  throw. On a failed save, they are blinded and
  deafened until the end of their next turn.
  10-
  20
  No effect.
  B11. Gallio's Study
  Gallio sleeps in here, surrounded by books he acquired from
  Thalivar's library. The room contains a bed, a closet, and
  many bookshelves. A letter on the desk contains Gallio's
  orders from the Many-Starred Cloak, which instruct him to
  "recover the ruinstone from the tower's ethereal spire."
  B12. Library
  The library contains dozens of tomes covering a variety of
  esoteric subjects: magic, alchemy, religion, and the cosmos.
  B13. Planar Beacon
  This room is dominated by the planar beacon: a 5-foot-high,
  egg-shaped geode mounted on a rotating bronze pedestal and
  enclosed within a crystal cylinder. A large silver bell is
  mounted to a wall bracket near the room's entrance.
  Dimensional Cells. Eight barred cells line the chamber's
  walls. While the beacon turns, creatures held inside these
  cells are prevented from taking any form of extradimensional
  movement, including teleportation or travel to another plane
  of existence.Bending the bars of a cell requires success on a
  DC 25 Strength check. The cell doors spring open
  automatically if the beacon is disabled. Two paralyzed star
  spawn manglers (see appendix A) occupy the cells when the
  characters first enter the tower.
  B14. Ethereal Spire
  Thalivar built this spire long ago, but it collapsed when the
  town fell into ruin. Its lingering form remains on the Border
  Ethereal, where it appears as any other structure from the
  Material Plane: ghostly and immaterial. A group of four star
  spawn manglers (see appendix A) lurk in the mists
  surrounding this chamber and attack anyone who enters.
  The only object of interest here is the ruinstone a fiery red
  crystal the size of a human palm, which is clasped in the maw
  of a snake-shaped pedestal. The pedestal is enchanted and
  only releases its prize if a long-forgotten command word is
  spoken. Any creature that touches the ruinstone or strikes
  the pedestal with a melee weapon must make a DC 18
  Constitution saving throw or fall unconscious for 1 hour.
  This magical backlash also disables the planar beacon.The
  pedestal has AC 10, 50 hit points, a damage threshold of 10,
  and immunity to poison and psychic damage.
  The Ruinstone
  This evil artifact was created by Netherese wizards
  long ago. Once per day, a creature holding the
  ruinstone can use it to undo one action they
  performed within the past 24 hours, altering reality
  so that any consequences of that action are erased.
  For example, a creature could undo the killing blow
  that they dealt to an enemy, causing that enemy to
  return to life in the position where it died. Each use
  of the artifact has a terrible side effect: one random
  person known to the user is also erased from
  reality. The villains in this adventure both want to
  acquire the ruinstone for their own evil ends. If your
  players decide to claim it themselves, it's up to you
  to determine what calamities befall them!
  38
  THALIVAR'S BEACON
  
  Ruinstone
  Wondrous item, artifact A fiery red crystal the size of a
  human palm.
  Once per day as a bonus action, a villain can activate the
  ruinstone to undo one deed they have performed. The
  possibilities here are broad, but in combat it's simplest to
  allow them the opportunity to "rewind" one action and take it
  again, or to reroll a failed saving throw (if it can still take
  actions).
  Each use of the artifact has a terrible side effect: someone
  known to the wielder is also erased from reality. After the
  villain uses the ruinstone, roll a d20: on a 5-20, one of their
  allies disintegrates, on an 1-4, one of the player characters
  disintegrates.
  If a creature bound its soul to the ruinstone in the
  "Thalivar's Beacon" quest, the artifact explodes when used
  and the creature who is bound to it disintegrates,
  disappearing from reality and can only be brought back with
  a wish spell, or similar magic.
  Into the Ethereal
  Assuming the characters agree to the quest, Gallio leads
  them upstairs to the planar beacon on the fourth floor (area
  B13), where he performs a ten-minute ritual to transport the
  party to the Ethereal Plane.
  Before beginning his ritual, Gallio shows the characters the
  monsters held in his dimensional cells. He reveals that the
  planar beacon freezes any extraplanar beings caught in its
  beam: to bring the monsters home, the characters must grab
  hold of them, then return to this world and imprison the
  monster inside one of his dimensional cells.
  The Ritual
  To perform the ritual, Gallio paints a magic rune on each
  character's forehead and chants an incantation to draw upon
  the power of the planar beacon. When the ritual is complete,
  Gallio asks each character to ring the silver bell mounted on
  the wall. As they do so, they fade from sight and are
  transported into the Ethereal Plane. Read the following
  boxed text aloud when a character first rings the bell.
  As the silver bell is struck, the world fades away. Grey mist
  swirls into view and the temperature drops to a soul-chilling
  cold. Your companions and the tower you just stood in remain
  visible, but appear translucent and oddly distant. In this
  strange world, a beam of blue light spills from the planar
  beacon and sweeps around it in a circle, like a spectral
  lighthouse. Most mysterious of all, a spiral staircase rises from
  an archway in the wall that wasn't present before.
  Anyone who rings the bell enters the Border Ethereal as
  though affected by an etherealness spell. The effect lasts for
  24 hours, during which time a character can pass back and
  forth between worlds by ringing the silver bell, which exists in
  both planes simultaneously. When all the characters have
  passed through, Gallio rings the bell to join them.
  Hunting for Star Spawn
  Gallio leads the characters upstairs to the mysterious
  chamber at the top of the ethereal spire (area B14). As they
  approach the chamber, Gallio casts a greater invisibility
  spell on himself and instructs the characters to lure the
  monsters within into the planar beacon. When the characters
  enter the room, the monsters emerge from the mists to attack
  them. Any interplanar creature that starts its turn inside the
  planar beacon room (area B13) is paralyzed for one minute.
  If a character grabs a paralyzed monster and then rings the
  silver bell, they can drag the creature back to the Material
  Plane and imprison it inside one of the dimensional cells.
  While the characters are dealing with the monsters, Gallio
  tries to unlock the ruinstone from its pedestal. After 5
  rounds, he grabs hold of the stone and tries to remove it by
  force. Read the following boxed text aloud when this occurs:
  Gallio screams from the top of the astral spire. A shockwave
  washes through the mists, and the spectral light of the planar
  beacon flickers and dies. Looking back into your own world,
  you see the trapped monsters awaken and break free from
  their cells!
  Touching the ruinstone triggers a magical backlash that
  disables the planar beacon and frees any creatures trapped in
  its spell. Back on the Material Plane, any captured monsters
  break free from their cells and rampage through the tower,
  including the two that Gallio captured previously. To
  complete their quest, the characters must hunt down and kill
  the monsters. If they succeed, proceed to "Conclusion."
  Conclusion
  If the characters defeat the star spawn, they discover Gallio's
  unconscious body sprawled before the ruinstone. When
  they approach the body, the ghosts of the Swords of Leilon
  appear to issue a warning. Read the following boxed text
  aloud:
  A pair of ghostly figures emerge from the mists: a dark-
  skinned warrior woman dressed in chainmail, and a red-
  bearded dwarf carrying a lute. The woman holds up her hand in
  a sign of peace and speaks in an echoing voice.
  "This is what happens to those who meddle with the
  ruinstone. Leave it here, lest the people of Leilon suffer its
  wrath once more!"
  The ghosts can reveal the following information:
  In life, the ghosts belonged to an adventuring company
  called the Swords of Leilon. The woman was once called
  Augusta Krul and the dwarf was known as Ogri
  Ninebeards.
  When the wizard Thalivar accidentally released the
  monsters trapped in his tower, the Swords of Leilon
  fought and died to hold them back.
  Thalivar spent all his life searching for an artifact called
  the ruinstone. When he finally touched it, its magic broke
  his planar beacon and released his monsters.
  39
  THALIVAR'S BEACON
  
  The ghosts have sensed that evil powers have recently
  learned of the stone and are conspiring to claim it. It must
  not fall into evil hands!
  The ghosts urge the characters to help them protect the
  stone. If a living humanoid willingly binds their soul to the
  ruinstone, the artifact will be destroyed when it's next used—
  but doing so erases the soul from existence. Any creature that
  binds its soul to the artifact suffers no ill effects until the
  artifact is used, at which point the creature disappears from
  reality and can only be brought back with a wish spell, or
  similar magic. If no characters are willing to volunteer their
  souls, the ghosts ask them to stay clear of the tower and leave
  them to guard it.
  When Gallio awakens, he admits to his deception and
  swears never to seek the ruinstone again. The wizard
  resigns from his post at once and returns to Neverwinter to
  face his order.
  40
  THALIVAR'S BEACON
  
  Ending the Adventure
  T
  he adventure ends when the players have
  completed both the follow-up quests and put
  an end to the rival cults threatening Leilon.
  The characters should now be now 13th level.
  Give your players a chance to celebrate their
  victory: a feast in Leilon, or the trust of Lord
  Protector Neverember. If the characters saved
  Leilon, the party is remembered forevermore as their saviors.
  If the worst happens and the characters die, their
  adventure is also over. You can let the players roll up new
  characters and pick up where the last ones left off, or you can
  also start the adventure over with new characters, tweaking
  quests as you see fit to surprise players who might be familiar
  with them.
  You might expand the adventure by inventing new quests
  and new locations. Several other D&D adventures, Out of
  the Abyss, Princes of the Apocalypse, Rise of Tiamat, and
  Waterdeep: Dungeon of the Mad Mage, take place in the
  Forgotten Realms and include challenges for characters of
  11th and higher level.
  41
  ENDING THE ADVENTURE
  
  Appendix A: Creatures
  Air Elemental Myrmidon
  Air Elemental Myrmidon. Elemental myrmidons are
  elementals conjured and bound by magic into ritually created
  suits of plate armor. In this form, they possess no recollection
  of their former existence as free elementals. They exist only
  to follow the commands of their creators.
  Anchorite of Talos
  These religious recluses are granted spellcasting power by
  Talos, the god of storms. Their human ancestors bred with
  orcs, and now all anchorites of Talos are half-orcs.
  42
  Air Elemental
  Myrmidon
  Medium elemental, neutral
  Armor Class 18 (plate armor)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 10 (+0)
  Damage Resistances lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned,
  prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, one language of its creator's
  choice
  Challenge 7 (2,900 XP)
  Magic Weapons. The myrmidon's weapon attacks
  are magical.
  Actions
  Multiattack. The myrmidon makes three flail attacks.
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Lightning Strike (Recharge 6). The myrmidon makes
  one flail attack. On a hit, the target takes an extra
  18 (4d8) lightning damage, and the target must
  succeed on a DC 13 Constitution saving throw or
  be stunned until the end of the myrmidon's next
  turn.
  Anchorite of Talos
  Medium humanoid (half-orc, shapechanger), neutral
  evil
  Armor Class 13 (hide armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 9 (-1) 15 (+2) 12 (+1)
  Skills Nature +1, Stealth +3, Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Orc
  Challenge 3 (700 XP)
  Shapechanger. The anchorite can use its action to
  polymorph into a boar or back into its true form,
  which is humanoid. Its statistics are the same in
  each form. Any equipment it is wearing or carrying
  isn't transformed. It reverts to its true form if it
  dies.
  Innate Spellcasting. The anchorite's innate
  spellcasting ability is Wisdom (spell save DC 12). It
  can innately cast the following spells, requiring no
  material components:
  3/day: thunderwave (2d8 damage) 
  1/day each: augury, bless, lightning bolt (8d6
  damage), revivify
  Actions
  Clawed Gauntlet (Humanoid Form Only). Melee
  Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 5 (1d4 + 3) slashing damage.
  Tusk (Boar Form Only). Melee Weapon Attack: +5 to
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
  damage.
  APPENDIX A: CREATURES
  
  Boneclaw
  Boneclaw. A wizard who tries to become a lich but fails
  might become a boneclaw instead. These hideous, cackling
  undead share a few of the lich's attributes—but where liches
  are immortal masters of the arcane, boneclaws are slaves to
  darkness, hatred, and pain.
  The most important part of the transformation ritual
  occurs when the soul of the aspiring lich migrates to a
  prepared phylactery. If the spellcaster is too physically or
  magically weak to compel the soul into its prison, the soul
  instead seeks out a new master—a humanoid within a few
  miles who has an unusually hate-filled heart. The soul bonds
  itself to the foul essence it finds in that person, and the
  boneclaw becomes forever enslaved to its new master's
  wishes and subconscious whims. It forms near its master,
  sometimes appearing before that individual to receive orders
  and other times simply setting about the fulfillment of its
  master's desires.
  Limited Immortality. A boneclaw can't be destroyed while
  its master lives. No matter what happens to a boneclaw's
  body, it re-forms within hours and returns to whatever duty
  its master assigned.
  The boneclaw can serve only evil. If its master finds
  redemption or sincerely turns away from the path of evil, the
  boneclaw is permanently destroyed.
  Cackling Slayers. Boneclaws delight in murder, and
  nothing pleases them more than causing horrific pain. They
  lurk like spiders in shadowy recesses, waiting for victims to
  approach within reach of their long, bony limbs. Once
  speared, a creature is pulled into the darkness to be sliced
  apart or teleported elsewhere to be tortured to death.
  Dark Reflections. A boneclaw's master might not want
  such a servant or even know it has one. Boneclaws bind to
  petty criminals, bullies, and even particularly cruel children.
  Even if the master is unaware of its new, horrid bodyguard, its
  local area will be plagued by disappearances and grisly
  murders, tied together by the common thread of the master's
  envy or hunger for revenge.
  Undead Nature. A boneclaw doesn't require air, food,
  drink, or sleep.
  43
  Boneclaw
  Large undead, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 127 (17d10 + 34)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1)
  Saving Throws Dex +7, Con +6, Wis +6
  Skills Perception +6, Stealth +7
  Damage Resistances cold, necrotic; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common plus the main language of its
  master
  Challenge 12 (8,400 XP)
  Rejuvenation. While its master lives, a destroyed
  boneclaw gains a new body in 1d10 hours, with all
  its hit points. The new body appears within 1 mile
  of the boneclaw's master.
  Shadow Stealth. While in dim light or darkness, the
  boneclaw can take the Hide action as a bonus
  action.
  Actions
  Multiattack. The boneclaw makes two claw attacks.
  Piercing Claw. Melee Weapon Attack: +8 to hit,
  reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing
  damage. If the target is a creature, the boneclaw
  can pull the target up to 10 feet toward itself, and
  the target is grappled (escape DC 14). The
  boneclaw has two claws. While a claw grapples a
  target, the claw can attack only that target.
  Shadow Jump. If the boneclaw is in dim light or
  darkness, each creature of the boneclaw's choice
  within 5 feet of it must succeed on a DC 14
  Constitution saving throw or take 34 (5d12 + 2)
  necrotic damage. 
  The boneclaw then magically teleports up to 60
  feet to an unoccupied space it can see. It can bring
  one creature it's grappling, teleporting that creature
  to an unoccupied space it can see within 5 feet of
  its destination. The destination spaces of this
  teleportation must be in dim light or darkness.
  Reactions
  Deadly Reach. In response to a visible enemy
  moving into its reach, the boneclaw makes one
  claw attack against that enemy. If the attack hits,
  the boneclaw can make a second claw attack
  against the target.
  APPENDIX A: CREATURES
  
  Sacred Statue
  It's not just gods that have the power to bind spirits to their
  idols. Beings such as archdevils can do it with the souls of
  their cultists. Moloch, for instance.— MordenkainenSacred
  Statue. See Eidolon for details
  44
  Sacred Statue
  Large construct, as the eidolon's alignment
  Armor Class 19 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 8 (-1) 19 (+4) 14 (+2) 19 (+4) 16 (+3)
  Saving Throws Wis +8
  Damage Resistances acid, fire, lightning;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages the eidolon knew in life
  Challenge —
  False Appearance. While the statue remains
  motionless, it is indistinguishable from a normal
  statue.
  Ghostly Inhabitant. The eidolon that enters the
  sacred statue remains inside it until the statue
  drops to 0 hit points, the eidolon uses a bonus
  action to move out of the statue, or the eidolon is
  turned or forced out by an effect such as the dispel
  evil and good spell. When the eidolon leaves the
  statue, it appears in an unoccupied space within 5
  feet of the statue.
  Inert. When not inhabited by an eidolon, the statue
  is an object.
  Actions
  Multiattack. The statue makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
  one target. Hit: 43 (6d12 + 4) bludgeoning
  damage.
  Rock. Ranged Weapon Attack: +8 to hit, range
  60/240 ft., one target. Hit: 37 (6d10 + 4)
  bludgeoning damage.
  Sword Wraith
  Commander
  Medium undead, lawful evil
  Armor Class 18 (breastplate, shield)
  Hit Points 127 (15d8 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
  Skills Perception +4
  Damage Resistances necrotic; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, frightened,
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 8 (3,900 XP)
  Martial Fury. As a bonus action, the sword wraith
  can make one weapon attack, which deals an extra
  9 (2d8) necrotic damage on a hit. If it does so,
  attack rolls against it have advantage until the start
  of its next turn.
  Turning Defiance. The sword wraith and any other
  sword wraiths within 30 feet of it have advantage
  on saving throws against effects that turn undead.
  Actions
  Multiattack. The sword wraith makes two weapon
  attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 8 (1d8 + 4) slashing damage,
  or 9 (1d10 + 4) slashing damage if used with two
  hands.
  Longbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Call to Honor (1/Day). To use this action, the sword
  wraith must have taken damage during the current
  combat. If the sword wraith can use this action, it
  gives itself advantage on attack rolls until the end
  of its next turn, and 1d4 + 1 sword wraith warriors
  appear in unoccupied spaces within 30 feet of it.
  The warriors last until they drop to 0 hit points, and
  they take their turns immediately after the
  commander's turn on the same initiative count.
  APPENDIX A: CREATURES
  
  Sword Wraith Commander
  Sword Wraith. When a glory-obsessed warrior dies in battle
  without earning the honor it desperately sought, its valor—
  hungry spirit might haunt the battlefield as a sword wraith.
  Brooding Spirits. The most likely spots for encountering
  sword wraiths are scenes of ancient ambushes, battlefields
  where soldiers were felled by magic with no chance to fight
  back, and sites where enemies were hemmed in and
  slaughtered without quarter.
  Honor Above All. Sword wraiths fly into a rage if anyone
  questions their valor. Conversely, they are easily appeased by
  praise. Little pleases them more than hearing a ballad
  performed in their honor. Towns located near ancient
  battlefields hold annual festivals of remembrance to keep
  sword wraiths there placated.
  Undead Nature. A sword wraith doesn't require air, food,
  drink, or sleep.
  45
  APPENDIX A: CREATURES
  
  Appendix B: Sidekicks
  T
  his appendix presents the game statistics for
  sidekicks, of which there are three types:
  Expert, an agile and exceedingly helpful jack
  of all trades
  Spellcaster, a magic-user who can cast spells
  to harm your foes or heal you and your friends
  Warrior, a martial companion who specializes in striking
  your foes or defending you and your allies
  You can tell the players which type of sidekick to use or let
  the players choose. It's up to you and the players to decide
  who controls the sidekick in play.
  If the characters have already played through Storm
  Lord's Wrath or Sleeping Dragon's Wake, they can use the
  same sidekicks from that adventure. This appendix can also
  help you level up those sidekicks.
  Sidekick Cards
  Donnabella Fiasco
  Donnabella Fiasco. Human Spellcaster
  Donnabella is a young magic-user who wears a papier-mâché
  unicorn mask because it makes her feel more magical.
  Use the Spellcaster (Healer) or Spellcaster (Mage)
  sidekick stat block to represent her.
  Personality. "I'd rather talk to a book than most people."
  Ideal. "We all have a little magic in us. The trick is finding
  it and bringing it forth."
  Bond. "I want to join a prestigious wizards' academy one
  day. I just hope they accept unicorns!"
  Flaw. "I can't keep a secret to save my life—or anyone
  else's."
  Galandro Luna
  Galandro Luna. Human Expert
  Galandro's most treasured possession is a fiddle that he
  tunes and plucks constantly.
  Use the Expert sidekick stat block to represent him.
  Personality. "I love a good insult, even one directed at me."
  Ideal. "I like seeing the smiles on people's faces when I
  perform. That plus their adoration is all that matters."
  Bond. "My fiddle was gifted to me by a good friend. I
  cherish it above all other things."
  Flaw. "I'll do anything to win fame and renown."
  46
  APPENDIX B: SIDEKICKS
  
  Inverna Nightbreeze
  Inverna Nightbreeze. Moon Elf Warrior
  Inverna has a scar on her cheek where she was grazed by an
  orc's javelin. She is cautious by nature and suspicious of
  strangers.
  Use the Warrior sidekick stat block to represent her.
  Personality. "I choose my words very carefully. Sarcasm,
  I'm told, is my sharpest weapon."
  Ideal. "All people deserve to be treated with dignity,
  regardless of their station. Of course, orcs aren't people."
  Bond. "Orcs are a blight on the land. For the sake of the
  natural and civilized worlds, I kill them on sight."
  Flaw. "I can't admit when I'm wrong."
  Nib Addlespur
  Nib Addlespur. Lightfoot Halfling Spellcaster
  Nib is a happy-go-lucky gambler who keeps a deck of Three-
  Dragon Ante cards in her vest pocket. She also has a
  goldfinch named Lil.
  Use the Spellcaster (Healer) or Spellcaster (Mage)
  sidekick stat block to represent her.
  Personality. "I can't resist a sure bet or a friendly wager."
  Ideal. "The more complicated the scheme, the better."
  Bond."I love birds and will do what I can to look after
  them."
  Flaw. "Deep water terrifies me. I would rather be
  swallowed by a dragon than get in a boat or go for a swim."
  47
  APPENDIX B: SIDEKICKS
  
  Pickled Pete
  Pickled Pete. Human Expert
  Pete likes ale and tends to function better while tipsy. At his
  best, he's quite the handyman and comes up with all sorts of
  crazy ways to get things done.
  Use the Expert sidekick stat block to represent him.
  Personality. "My friends know they can rely on me, no
  matter what."
  Ideal. "I like coming up with new ways to do things. What
  problem can't be solved with a little ingenuity?"
  Bond. "A full flask of wine is worth ten pockets full of gold."
  Flaw. "All this drinking is bad for my memory. Seriously, I
  can't remember my last name."
  Quinn Hightopple
  Quinn Hightopple. Lightfoot Halfling Warrior
  Quinn is a happy little scrapper who likes to punch people in
  the groin.
  Use the Warrior sidekick stat block to represent him.
  Personality. "Nice set of teeth you got there. Be a shame if
  something bad happened to 'em."
  Ideal. "No challenge is too big to overcome. As Papa
  Bartho always says, the bigger they are, the harder they fall."
  Bond. "Nothing's more important than friendship. That's
  why I'll never leave a friend behind."
  Flaw. "I can't resist punching tall folk in the groin. I call it
  the Halfling Hello."
  48
  APPENDIX B: SIDEKICKS
  
  Ruby Hammerwhacker
  Ruby Hammerwhacker. Shield Dwarf Warrior
  Ruby lacks the customary dwarven stoicism and greets every
  day with a warm smile and a renewed sense of optimism.
  Use the Warrior sidekick stat block to represent her.
  Personality. "Nothing can shake my optimistic attitude."
  Ideal. "We should all seek the betterment of ourselves.
  There's always room for improvement."
  Bond. "I fight for those who cannot fight for themselves"
  Flaw. "Tell me I can't do something, and I must prove you
  wrong."
  Shanjan Kwan
  Shanjan Kwan. Human Spellcaster
  Kwan died and was raised from the dead as an infant,
  whereupon a tiny black glyph—the symbol of necromancy—
  appeared on his forehead.
  Use the Spellcaster (Healer) or Spellcaster (Mage)
  sidekick stat block to represent him.
  Personality. "I've cheated death once. I can do it again."
  Ideal. "Great beauty can hide great ugliness. The reverse is
  also true."
  Bond. "I've been searching my whole life for the answer to
  a simple question: Am I a god?"
  Flaw. "I don't like mysteries. Unraveling them keeps me up
  at night."
  49
  APPENDIX B: SIDEKICKS
  
  Talon Thornwild
  Talon Thornwild. Human Expert
  Talon loves gold and adventure, and dreams of being a
  famous gold prospector.
  Use the Expert sidekick stat block to represent them.
  Personality. "Yes, I eat like a pig and have bad manners,
  but those are my only flaws, I swear. I'm darn near perfect
  otherwise."
  Ideal. "The low are lifted up, and the high and mighty are
  brought down. Change is the nature of things."
  Bond. "I like gold. I like its color, its texture, its majestic
  gleam."
  Flaw. "It's not stealing if I need it more than someone
  else."
  Sidekick Stat Blocks
  The following stat blocks work with any character race. If you
  and the DM agree, you may enhance your sidekick with the
  appropriate racial traits presented in chapter 2 of the
  Player's Handbook.
  50
  Expert
  11th-level Medium humanoid
  Armor Class 17 (studded leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 20 (+5) 12 (+1) 14 (+2) 10 (+0) 14 (+2)
  Saving Throws Dex +9
  Skills Acrobatics +13, Performance +6, Persuasion
  +6, Sleight of Hand +9, Stealth +13
  Senses passive Perception 10
  Languages Common, plus one of your choice
  Challenge —
  Evasion. When the expert is not incapacitated and
  subjected to an effect that allows it to make a
  Dexterity saving throw to take only half damage, it
  instead takes no damage if it succeeds on the
  saving throw, and only half damage if it failed.
  Helpful. The expert can take the Help action as a
  bonus action, and the creature who receives the
  help gains a 1d6 bonus to the d20 roll. If that roll is
  an attack roll, the creature can forgo adding the
  bonus to it, and then if the attack hits, the creature
  can add the bonus to the attack's damage roll
  against one target.
  Reliable Talent. Whenever the expert makes an
  ability check that includes its whole proficiency
  bonus, it can treat a d20 roll of 9 or lower as a 10
  Tools. The expert has thieves' tools and a musical
  instrument.
  Actions
  Extra Attack. The expert can attack twice, instead of
  once, whenever it takes the Attack action on its
  turn.
  Shortsword. Melee Weapon Attack: +9 to hit, reach
  5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 7
  (1d4 + 5) piercing damage.
  Shortbow. Ranged Weapon Attack: +9 to hit, range
  80/320 ft., one target. Hit: 8 (1d6 + 5) piercing
  damage.
  APPENDIX B: SIDEKICKS
  
  51
  Spellcaster (Healer)
  11th-level Medium humanoid
  Armor Class 13 (studded leather armor)
  Hit Points 54 (12d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 15 (+2) 18 (+4) 13 (+1)
  Saving Throws Wis +9
  Skills Arcana +6, Investigation +6, Religion +6
  Senses passive Perception 14
  Languages Common, plus one of your choice
  Challenge —
  Empowered Spells. Whenever the spellcaster casts a
  spell of the evocation school by expending a spell
  slot, the spellcaster can add its spellcasting ability
  modifier to the spell's damage roll or healing roll, if
  any.
  Potent Cantrip. The spellcaster can add its
  spellcasting ability modifier to the damage it deals
  with any cantrip.
  Spellcasting (Healer). The spellcaster's spellcasting
  ability is Wisdom (spell save DC 16, +8 to hit with
  spell attacks). The spellcaster has following cleric
  spells prepared:
  Cantrips (at will): guidance, light, resistance, sacred
  flame, spare the dying 
  1st level (4 slots): bless, cure wounds, shield of
  faith 
  2nd level (3 slots): aid, lesser restoration 
  3rd level (3 slots): protection from energy, revivify 
  4th level (3 slot): banishment, death ward 
  5th level (2 slot): greater restoration, mass cure
  wounds 
  6th level (1 slot): heal
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
  or 4 (1d8) bludgeoning damage if used with two
  hands.
  Spellcaster (Mage)
  11th-level Medium humanoid
  Armor Class 13 (studded leather armor)
  Hit Points 54 (12d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 10 (+0) 18 (+4) 14 (+2) 14 (+2)
  Saving Throws Wis +7
  Skills Arcana +8, Investigation +8, Religion +8
  Senses passive Perception 12
  Languages Common, plus one of your choice
  Challenge —
  Empowered Spells. Whenever the spellcaster casts a
  spell of the evocation school by expending a spell
  slot, the spellcaster can add its spellcasting ability
  modifier to the spell's damage roll or healing roll, if
  any.
  Potent Cantrip. The spellcaster can add its
  spellcasting ability modifier to the damage it deals
  with any cantrip.
  Spellcasting (Mage). The spellcaster's spellcasting
  ability is Intelligence (spell save DC 16, +8 to hit
  with spell attacks). The spellcaster has following
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, minor
  illusion, shocking grasp 
  1st level (4 slots): burning hands, shield, sleep 
  2nd level (3 slots): flaming sphere, invisibility 
  3rd level (3 slots): fireball, fly 
  4th level (3 slot): polymorph, wall of fire 
  5th level (2 slot): cone of cold, hold monster 
  6th level (1 slot): chain lightning
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
  or 4 (1d8) bludgeoning damage if used with two
  hands.
  APPENDIX B: SIDEKICKS
  
  Sidekick Level
  In this adventure a sidekick starts as a 7th-level character. As
  the characters and sidekick adventure together, the sidekick
  gains experience points and reaches new levels the same way
  a player character does, using the rules in the Player's
  Handbook.
  When a sidekick gains a level, look at the sidekick's table
  below, and consult the new level's row, which shows the
  sidekick's new hit point maximum and features.
  Experts Beyond 11th Level
  Level
  Hit
  Points
  New Features
  12th
  71
  (13d8
  + 13)
  Ability Score Improvement. The expert's Cha.
  score increases by 2, raising the modifier by
  1, so increase the following numbers by 1:
  the Cha. saving throw bonus; the
  Performance, and Persuasion bonuses.
  Spellcasters Beyond 11th Level
  Level
  Hit
  Points
  New Features
  12th
  58
  (13d8)
  Ability Score Improvement. The spellcaster's
  Int. (mage) or Wis. (healer) score increases
  by 2, raising the modifier by 1, so increase
  the following numbers by 1: the spellcaster's
  spell save DC and the bonus to hit of spell
  attacks, the bonuses in the Skills entry of the
  mage, the Wisdom saving throw of the
  healer, and the passive Perception of the
  healer.
  Warriors Beyond 11th Level
  Level
  Hit
  Points
  New Features
  12th
  84
  (13d8
  + 26)
  Ability Score Improvement. The warrior's Str.
  score increases by 2, raising the modifier by
  1, so increase the following numbers by 1:
  the Athletics bonus; and the bonuses to hit
  and damage of the warrior's weapon attacks.
  52
  Warrior
  11th-level Medium humanoid
  Armor Class 21 (plate armor, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
  Saving Throws Con +6
  Skills Athletics +8, Perception +5, Survival +5
  Senses passive Perception 15
  Languages Common, plus one of your choice
  Challenge —
  Battle Readiness. The warrior has advantage on
  initiative rolls.
  Improved Critical. The warrior's attack rolls score a
  critical hit on a roll of 19 or 20 on the d20.
  Improved Defense. The warrior's AC increases by 1.
  Indomitable (1/Day). The warrior can reroll a saving
  throw that it fails, but it must use the new result.
  Martial Role. The warrior has one of the following
  traits of your choice:
  Attacker The warrior gains a +2 bonus to attack
  rolls.
  Defender The warrior gains the Protection
  reaction below.
  Second Wind. (Recharges After A Short Or Long
  Rest) The warrior can use a bonus action on its turn
  to regain hit points equal to 1d10 + its level.
  Actions
  Extra Attack. The warrior can attack twice, instead of
  once, whenever it takes the Attack action on its
  turn.
  Longsword. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 8 (1d8 + 4) slashing damage,
  or 9 (1d10 + 4) slashing damage if used with two
  hands.
  Longbow. Ranged Weapon Attack: +6 to hit, range
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
  damage.
  Reactions
  Protection (Defender Only). When a creature the
  warrior can see attacks a target other than the
  warrior that is within 5 feet of the warrior, the
  warrior can use their reaction to impose
  disadvantage on the attack roll. The warrior must be
  wielding a shield.
  APPENDIX B: SIDEKICKS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Divine Contention - Beyond the Dragon of Icespire Peak 3.pdf