Adventure Guide Dead in Thay A comprehensive guide to playing the sole dungeon included in Tales of the Yawning Portal, this adventure guide details every room and situation, the creatures you will face there, the treasure they possess and everything in-between. Each encounter automatically includes the first round of initiative, rolled potions, scrolls, gold and treasure the NPC's may have and the special effects of the room or the NPC's, if there are any. Also included are any specific actions an NPC might take, as well as the glyph keys they possess. This guide also includes a primary "cheat sheet" for all rolls and situations that might be met while in the dungeon. by Anthony L. (DM Bahamut) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Dead in Thay Found in the annals of Tales from the Yawning Portal, this adventure is set for 4-5 players leveled 9 or above. It is a great dungeon crawl, but can seem pretty immense when compared to other adventures. When playing through the first couple rooms, the realization dawned that there was a lot of information to take in and it was spread out across over 100 rooms. This guide was created to put the most important information in a more condensed format for more advanced DM's, along with a primary cheat sheet with the dungeon's overall theme and notes. A great guide was put together by Sean McGovern (A Guide to Tales from the Yawning Portal), and I highly recommend it. It goes into detail every adventure in the book and just seemed like too much information for me. This guide is condensed, gives you the notes of each room you walk in to, the creatures inside, their base AC and HP along with special attacks, what initiative I rolled for them, and whether any of the Thayans have potions or scrolls. It also details room events, the lighting for each zone or room and whether doors are locked. Lastly, it details what adjoining hallways have white gates in them. The creatures listed here are very base and you will need to either reference their entries in the Monster Manual or at the back of the book for more details. You can also refer to the Tales from the Yawning Portal Monster/NPC cards made by Lowlight Publications if you'd like something easier to print and/or laminate. I hope you enjoy this adventure guide and that it comes in handy. If you liked it, check out my other creations on DM's Guild: Wand-Wielders wizard class, for Harry Potter fans: http://www.dmsguild.com/product/201747/Wizard-Wand-Magic

Akashic Sensitive Prestige Class, for Star Wars fans: http://www.dmsguild.com/product/193044/Akashic-Sensitive

A remake on how to apply skills and tools/kits: http://www.dmsguild.com/product/193045/Skills-Redux

An adventure meant to teach new players and DM's alike: http://www.dmsguild.com/product/198147/My-First-Adventure

Magic (and more!) Gems and how to socket them: http://www.dmsguild.com/product/210404/Enchanted-Gems-and-Item-Sockets

Mutants, Aliens and Psychics for D&D? Yes please! http://www.dmsguild.com/product/214334/Gifted-Ones-Aliens-Mutants-and-Psychics Credits Homebrewery.naturalcrit.com (AS ALWAYS! Great resource for making your own stuff!)

QalarValar and DracoEXE for their stains on Imgur

WotC and Magic: the Gathering for their photos

Sean McGovern and the Guide to Tales from the Yawning Portal

Lowlight Publications for their Monster / NPC cards DM Bahamut (Anthony L)

DM Cheat Sheet Dungeon Characteristics Nine Sectors; four zones per sector; several "themes" Gate Features DC 10 Intelligence (Arcana) check to assess nature.

If entering gate without Glyph Key, pushed back 10' and 5 (2d4) force damage if first time.

White gates = radiate dim light, heavily obscured.

Black gates = lightly obscured.

To disrupt black gates = DC 15 Intelligence (Arcana) check. On fail, take 7 (2d6) force damage.

Must disrupt six black gates to access Phylactery Vault

Pass attunement = DC 15 Intelligence (Arcana) check. Common Features Ceilings = 20' high

Vaults = 30' high

Caverns = 30' high

Corridors = 20' high Normal Doors. DC 15 Dexterity to pick or DC 20 Strength to break if locked Secret Doors. DC 20 Wisdom (Perception) to find False Doors. DC 20 Intelligence (Investigation) to determine Pit Traps. DC 20 Passive Perception or DC 15 Wisdom (Perception) check within 5' to notice. DC 15 Dexterity check to jam lid shut. DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage and 13 (2d12) piercing damage. Reduced-Threat Monsters Half normal hit points

-2 penalty to attack rolls, ability checks, saving throws and saving throw DC's

1/2 normal XP Alert Level Starts at 0, goes up by 1 every 4 hours inside the dungeon and down 1 every 24 hours outside the dungeon. Alert level also goes up by 1 if Tarul Var becomes aware of party (through Dread Warriors). Add alert level to random encounter type roll. Current Alert Level 0 1 2 3 4 5 6 7 8 9 Random Encounters Roll on Encounter type table: When party enters zone where they previously defeated all the monsters

Party moves between zones with alert level of 6 or higher

Alert level rises (every 4 hours) Lore In the Abyssal Prisons , the maze of undoing (area 15) has no easy exit, but fiends that can climb are said to have somehow escaped the magic there.

, the maze of undoing (area 15) has no easy exit, but fiends that can climb are said to have somehow escaped the magic there. In the Far Realm Cysts , the creatures of chaos keep intruders away from a powerful shrine.

, the creatures of chaos keep intruders away from a powerful shrine. In the Forests of Slaughter , the most cunning hunters seek to steal glyph keys.

, the most cunning hunters seek to steal glyph keys. In the Forests of Slaughter , magic pools can heal creatures that drink from them.

, magic pools can heal creatures that drink from them. In the Golem Laboratories , no Red Wizard will enter the glowing green archways.

, no Red Wizard will enter the glowing green archways. In the Master's Domain , the Temples of Despair are used for the torture and execution of those who oppose Szass Tam.

, the Temples of Despair are used for the torture and execution of those who oppose Szass Tam. In the Master's Domain , necromancy can be reshaped to restore life.

, necromancy can be reshaped to restore life. In the Ooze Grottos , the power of the white pillars can heal or harm.

, the power of the white pillars can heal or harm. In the Predator Pools , the hag seeks allies in her plot against the naga.

, the hag seeks allies in her plot against the naga. In the Predator Pools , vats hold power over life.

, vats hold power over life. The Temples of Extraction aren't temples at all, but research facilities where Szass Tam's followers conduct profane magical experiments. Few know the specifics of what happens there.

aren't temples at all, but research facilities where Szass Tam's followers conduct profane magical experiments. Few know the specifics of what happens there. Only black gates allow access to the Temples of Extraction . Only Szass Tam's most trusted servants have the glyph keys attuned to that sector.

. Only Szass Tam's most trusted servants have the glyph keys attuned to that sector. Szass Tam's latest plan to become a god is his most ambitious. He intends to feed the souls of the Chosen into his phylactery through the Temples of Extraction .

. Szass Tam is making sure that his plan will work by channeling the souls of the Chosen into the phylacteries of his underlings, which are stored in the Phylactery Vault beneath the Doomvault.

beneath the Doomvault. Disrupting the flow of soul energy into the phylacteries should destroy them, dealing an incalculable blow to Szass Tam's power.

Beneath the Doomvault, the demilich Kazit Gul slumbers in his Phylactery Vault .

. Szass Tam repurposed the Phylactery Vault for his own magical experiments.

for his own magical experiments. The phylacteries of the highest-ranking liches in Szass Tam's service rest in the Phylactery Vault , protected by powerful magic. Szass Tam holds the phylacteries there to keep his lackeys in check.

, protected by powerful magic. Szass Tam holds the phylacteries there to keep his lackeys in check. If enough black gates across the Doomvault are disrupted, the black gates in the Temples of Extraction can be forced to connect to the Phylactery Vault.

Abyssal Prisons Notes: Dim light radiates from the walls, floors and ceilings. Fiendish Arena Notes: battle in this zone can be heard in every chamber. 1. Chandelier Chamber Notes: Players can negotiate with Vampire Spawn to pretend they are prisoners (no DC). Encounter Creature AC/HP Initiative Treasure/Special Quasit 13/7 23 Invisible; Scare; Damage and Magic resistance 4x Zombies 8/22 16 Undead Fortitude Vampire Spawn 15/82 14 Grapple/bite Wight 14/45 6 Life Drain 2. Arena Notes: Pit in middle. Non-undead within 10 feet DC 13 Wisdom save or jump in. Negotiate with Vampire Issem to get two pieces of lore and lower alert level by 1. Can also attune with his glyph key if he can drink your blood. White gates to the east and south. Encounter Creature AC/HP Initiative Treasure/Special Issem (Vampire) 16/144 20 Glyph key Pit Encounter Creature AC/HP Initiative Treasure/Special 1/2 Vrock 15/52 14 Spores; Screech; Damage and Magic resistance; -2 to all rolls Commoners 10/4 12 1 dmg per turn Shalendra Floshin (Knight) 18/52 10 10 dmg per turn 3. Issem's Vault Notes: DC 13 Wisdom save if inside the room and can see the prisms. If fail, wraith appears and attacks per PC failure. Treasure. 6x spell scrolls: 3x detect magic, 2x comprehend languages, 1x greater restoration. Glyph key. Temples of Chaos 4. Mystic Circles Notes: Steel double doors are locked. Steel Orb in ceiling 20 feet up, DC 20 Wisdom (Perception) check to see. White gate to west. Mystic Circle Trap. DC 15 Intelligence (Arcana) check to decipher lightning runes on floor. Beginning of 4th round and every 2 after, random circle lights up. At end of round, everyone in room DC 10 Dexterity save or 7 (2d6) lightning damage. DC 15 Intelligence (Arcana) check while touching the orb will disable it for 1d4 rounds. 5. Succubus Vault Notes: If Succy knows you're coming, she will feign innocence. Will provide one piece of lore. Encounter Creature AC/HP Initiative Treasure/Special 4x Thayan Warriors 16/52 20 Pack Tactics; Invisibility Potion Succubus 15/66 13 Feigns innocence; charm Treasure. Glyph key. Gold gorget set with yellow topazes (500gp), matching earrings (250gp), ruby ring (300gp), intricate jade necklace (400gp), two matching jade rings (200gp each), simple gold necklace (250gp), gold bracelet (250gp), silver necklace with a garnet pendant (250gp) and an ivory necklace (100gp). 6. Elemental Furnace Notes: Listening at doors feel heat and hear cracking roar. 3 (1d6) fire damage every turn PC's remain in room. DC 15 Intelligence (Arcana) check discerns bonds on wall. 3x DC 15 Intelligence (Arcana) checks can disrupt the runes. Elemental will follow rescuer. White gate to east. 7. Chaos Rift Notes: DC 10 Intelligence (Arcana) check to realize rift is channeling elemental forces. If DC 15, then PC knows it's dangerous. If PC goes into rift, must return in one round or stuck there. Every round non-elemental players spend in this room, they take 5 (2d4) damage of a random type: 1d10: 1-2, acid; 3-4, cold; 5-6, fire; 7-8, lightning; 9-10, thunder. Abyssal Gate Notes: Tarul Var hangs out in here. 8. Summoning Chamber Notes: If listening at door, can hear shrieks. DC 10 Intelligence (Arcana) check to know how to disrupt circle. If demons are freed, they free the others and cause havoc in zone. White gate north and east. Encounter Creature AC/HP Initiative Treasure/Special 6x Zombies 8/22 15 Undead Fortitude 2x Wights 14/45 9 Life Drain Dread Warrior 18/37 2 3 rounds; Undead Fortitude

If Demons are freed Creature AC/HP Initiative Treasure/Special 4x Quasits 13/7 23 Invisible; Scare; Damage and magic resistance 1/2 Hezrou 16/68 18 Stench; Damage and Magic resistance; -2 to all rolls 10x Manes 9/9 14 Claws; Damage resistance 1/2 Vrock 15/52 6 Spores; Screech; Damage and Magic resistance; -2 to all rolls 9. Dead End Notes: DC 15 Intelligence (Investigation) or Wisdom (Survival) notes no passage through here in long time. Stunning Shadow Trap. If doors are opened, roll initiative. Darkness out to 20' from door. Non-undead that starts turn inside darkness DC 15 Charisma save or take 7 (2d6) necrotic damage and becomes paralyzed. Darkness goes away when doors are closed. 10. Tarul Var's Quarters Notes: Tarul Var attacks immediately, but tries to negotiate if brought down to 30hp. He offers glyph key attunements, steel key and two pieces of lore. Dread Warriors will drag helpless PC's to pit trap in intersection or to area 9 where they open the doors. Encounter Creature AC/HP Initiative Treasure/Special Tarul Var 16/105 13 Scroll of Invisibility; Potion of Greater Healing; 29gp; Cast spells through Dread Warriors, Glyph key 4x Dread Warriors 18/37 12 +1 battleaxe on one Treasure. Potion of Mind Reading, steel key, glyph key attuned to this zone and to Temples of Anguish (in Temples of Extraction sector). Inside arcane locked drawer (DC 25 Strength check): Gold coffer looks like sleeping dragon with violet garnet eyes (1,000gp), with 200pp and a loadstone inside it. Also has a black box with devil true names on it. DC 10 Intelligence check to remove page with runes on it without it blowing up. If fail, all in 10' DC 15 Dexterity saving throw with reader having disadvantage. 21 (6d6) force damage on fail, half on save and box is destroyed. 11. Torture Chamber Notes: Can hear howls of Glabrezu. Will attack everyone if set free. Will attack any within 5 feet. Creatures using +1 pikes to attack the Glabrezu, but enchantment only lasts 1 hour. Encounter Creature AC/HP Initiative Treasure/Special 7x Skeletons 13/13 15 +1 pikes for 1 hour Wight 14/45 7 Life Drain; +1 pike 1/2 Glabrezu 17/78 0 Attacks only within 5'; no spells or summon; -2 to all rolls Halls of Conditioning 12. False Pit Gauntlet If PC's jump over pit, Reverse Gravity spell takes affect and they take 10 (3d6) piercing damage from the stalactites and are restrained on the roof for one minute before they fall in the middle and take another 10 (3d6) falling damage. Trick is to walk across invisible lid on pit to deactivate for one minute. 13. Sorlan's Haunt Notes: DC 15 Wisdom (Perception) check to notice keyholes in base of door. If other keyholes are picked or door is kicked, all within 10' DC 14 Constitution save (kicker or lock picker with disadvantage), or take 5 (2d4) force damage and knocked prone. Old adventurer Sorlan inside the room as Ghost and attacks. DC 15 Charisma (Persuasion) check to calm him down where he gives two pieces of lore. Also says to avoid Maze of Undoing. Secret door on west wall leads to white gate. Encounter Creature AC/HP Initiative Treasure/Special Ghost 11/45 9 Damage resistances; Horrifying Visage; Possession 14. Demon Cells Notes: These are FULL-POWER DEMONS in here. Conjurer may give up and ask for mercy; he knows the passphrase for the maze. Encounter Creature AC/HP Initiative Treasure/Special Conjurer 12(15)/40 13 19gp, Dispel Magic scroll, Invisibility scroll, glyph key Deathlock Wight 12(15)/37 11 Spells; Life Drain Thayan Apprentice 12(15)/27 7 Spells

Demon Encounter Creature AC/HP Initiative Treasure/Special 8x Quasits 13/7 14 Invisibility; Scare; Damage and Magic resistance 2x Vrocks 15/104 9 Spores/Screech Hezrou 16/136 5 Stench; Damage and Magic resistance 15. Maze of Undoing Notes: Once a PC steps on a number, they roll 1d20 and teleport to the ceiling above that number. Then they need a DC 15 Wisdom save or take 5 (2d4) psychic damage and fall to the "floor", taking another 10 (3d6) falling damage and triggering another teleportation point. If they save, they are good until the end of their turn. Black gate in south Encounter Creature AC/HP Initiative Treasure/Special Glabrezu 17/156 19 Can't leave room Blood Pens Vermin Halls 16. Gallery of Swarms Notes: DC 10 Wisdom (Perception) to hear distant chittering. No lights. Ground is difficult terrain. Pit traps everywhere that can't be found passively; DC 20 Wisdom (Perception) check to locate. If fail Dexterity save, only have damage from all the dead insects in the trap. White gate to the west. Trapped Platforms. Whenever PC steps on platform, DC 10 Constitution save or be engulfed in insects and take 5 (2d4) piercing and 5 (2d4) poison damage and must succeed on a DC 15 Dexterity save or fall off the platform in a random direction. Check for pit trap after falling and PC may suffocate from all the bugs. 17. Crawling Hall Notes: Vermin all over the glowing columns. Each round, a Thayan directs a Giant Spider and Giant Centipede to attack. White gate to the south. Encounter Creature AC/HP Initiative Treasure/Special Giant Spider 14/26 14 Web Giant Centipede 13/4 12 Poison bite 6x Thayan Warriors 16/52 5 Pack Tactics 2x Thayan Apprentices 12(15)/27 2 Spells; Glyph key 18. Barracks Notes: Half of the Thayan's are asleep and take 2 rounds to engage. If group reduced to 3 people, one of them activates the throne trap. Each creature in room takes 9 (2d8) piercing and 9 (2d8) poison damage first round, and 4 (1d8) piercing and 4 (1d8) poison damage every round after for 1 minute. White gate to the west. Encounter Creature AC/HP Initiative Treasure/Special Wight 14/45 17 Life Drain 8x Thayan Warriors 16/52 13 Pack Tactics 6x Thayan Apprentices 12(15)/27 10 Spells; Glyph Key for here and the Hatchery Swine Run 19. Walkway Pen Notes: Hear squealing of pigs. Sooooo, each stairway is blocked by a 5' high slab of stone. DC 20 Strength check to knock down slab, which causes pigs to go crazy. Planks connect to the east slabs and there is a floating disk by the northern-most east entrance that can be commanded to move just by looking at it. If on the planks and falling unconscious, 50% chance to fall in with the pigs, who swarm anyone in the pen. DC 13 Dexterity save at start of turn or take 3 (1d6) bludgeoning and 3 (1d6) piercing damage. If 12 damage is taken, also knocked prone. Pillars that connect the planks cause unconsciousness when touched by humanoid if fail DC 13 Wisdom save. Ultimately, I have PC's make a Dexterity save if they take any physical damage on the planks equal to the damage dealt to not get knocked off; same goes for bad guys. Also have them roll a DC 10 Dexterity save if they run on the planks to avoid falling off, or if they pass by one of the pillars to see if they touch them. Encounter Creature AC/HP Initiative Treasure/Special 3x Deathlock Wights 12(15)/37 20 Spells/Life Drain; each has a glyph key 6x Skeletons 13/13 18 Undead 20. Abattoir Notes: Pigs might come in here and crash into skeletons, knocking half prone. Otyugh will be calm with promise of food and DC 10 Charisma (Persuasion) check. White gate to east and south.

Encounter Creature AC/HP Initiative Treasure/Special 12x Skeletons 13/13 20 Undead Otyugh 14/114 20 Will be calm if given food Wight 14/45 13 Life Drain; glyph key to this zone and Prison of Filth Deathlock Wight 12(15)/37 4 Spells; Life Drain Hatchery 21. Egg Chamber Notes: Steam makes the area lightly obscured. DC 20 Intelligence (Nature) check to determine what an egg is. Encounter Creature AC/HP Initiative Treasure/Special Dread Warrior 18/37 13 3 rounds; Undead Fortitude 6x Skeletons 13/13 13 Undead Enchanter 12(15)/40 6 17gp; Greater Healing Potion, Climbing Potion; glyph key 22. Hatchling Pens Notes: PC at door hears screaming and howling. Red wizard will first unleash the hatchlings, then surrender. She knows pass code for area 23 and one piece of lore. White gates to the east, south and west. Encounter Creature AC/HP Initiative Treasure/Special Transmuter 12(15)/40 17 Spells; Glyph key; 14gp; Potion of Flying 2x Thayan Apprentices 12(15)/27 10 Spells 4x Thayan Warriors 16/52 9 Pack Tactics Dark Gardens 23. Dead Garden Notes: Creatures let pass anyone who looks Thayan or gives the passphrase. Wights will challenge anyone; must pass DC 15 Charisma (Deception, Intimidation or Persuasion). Blood Vine Trap. Once PC's move 10' into room, vines shoot out causing area to become lightly obscured and difficult terrain. DC 13 Dexterity save or become restrained. Afterwards, first round of being restrained PC takes 11 (2d10) piercing damage. DC 13 Dexterity (Acrobatics) check to free self, or DC 13 Strength (Athletics) check to free self or other, or kill vine; AC 15 and 8 HP. Every 5' moved deals 2 (1d4) piercing damage; if moving 15', make DC 13 Dexterity save to not get restrained again. If no vines are restraining someone at end of round, they all die. White gate to the west. Encounter Creature AC/HP Initiative Treasure/Special 2x Wights 14/45 15 Life Drain; Each has a glyph key 7x Zombies 8/22 9 Undead Fortitude 24. Pale Garden Notes: Room is filled with dim light. Garden area is difficult terrain. Shambling Mounds attack if PC's move further than 15' from door. Every round a Shambling Mound is injured, everyone within 5' of a pillar takes 5 (1d10) lightning damage and if a Shambling Mound is within 5', it heals that damage. The skeletons ignore players unless they are attacked. White gate to the west. Encounter Creature AC/HP Initiative Treasure/Special 2x Shambling Mounds 15/136 20 Engulf; lightning heal 12x Skeletons 13/13 1 Undead 25. Dreaming Garden Notes: If enchanter is reduced to 20 HP or less, he surrenders and gives up two pieces of lore and his glyph key attunements. If he leaves, he hunts the PC's down later. After 1 minute in the room, PC's must pass a DC 12 Wisdom save or fall unconscious, repeating the save at the end of each of their turns. White gate to the south. Encounter Creature AC/HP Initiative Treasure/Special 8x Zombies 8/22 17 Undead Fortitude Enchanter 12(15)/40 15 Spells; 22gp; Superior Healing Potion, Greater Healing Potion, Fly scroll and Dispel Magic Scroll; gold circlet set with rubies (1,000gp), gold cuff (100gp); glyph key with attunements to this zone, the Vermin Halls, the Swine Run, the Hatchery, and Temples of Turmoil Black Dragon Wyrmling 17/33 12 Acid Breath 2x Dread Warriors 18/37 3 3 rounds; Undead Fortitude; 1x has a +1 longsword and gold cuff (100gp) Treasure. In desk, Oil of Etherealness and potion of poison disguised as a potion of healing. 100pp and diamond (1,000gp).

Master's Domain Temples of Despair Notes: ALL doors are locked. 26. Temple of Light Notes: Door is locked. On enterting, PC's feel warm and fuzzy. If any contest it, DC 15 Wisdom (Insight) check to realize it's fake. 4x gargoyles animate after a door other than the secret one is opened, +1 gargoyle every time another door is opened until all the gargoyles are used. If PC's touch a pillar, they gain 5 temp HP and one gargoyle respawns in an alcove. There is a Red Wizard here (Vorja) who is unconscious and stable. Healing magic or DC 15 Wisdom (Medicine) check to wake him up. If awake, he gives one piece of lore along with descriptions of Hall of Obedience and Hall of Necromancy. White gate to the north and east. Encounter Creature AC/HP Initiative Treasure/Special 4x Gargoyles 15/63 2 damage resist; +1 claw attack for three attacks 27. Temple of Shadow Notes: PC's can hear faint moaning. Door is locked. Dim light in room. Wailing room causes disadvantage to all non-undead on melee attack rolls, strength and dexterity checks. DC 14 Wisdom or Charisma check to tune it out for 10 minutes. After door other than the secret door is opened, one wraith appears per round until 8 show up. Pillars give undead 5 temp HP if they touch or pass through them, and harm non-undead with 5 (1d10) necrotic and 5 (1d10) cold damage. Encounter Creature AC/HP Initiative Treasure/Special 8x Wraiths 13/67 13 Resistances; Life Drain 28. Temple of Blood Notes: Door is locked. Dim, blood-red light fills room. More than half speed DC 10 Dexterity save or fall prone. After door other than secret door is opened, 2x vampiric mists appear; +1 every time door other than secret one is opened until 8 appear. If non-undead touches pillar, becomes restrained. At start of turn, DC 15 Constitution save or take 5 (1d10) necrotic damage and have HP max lowered by that much. DC 15 Strength check to pull free or other player can help. White gates to the east and south. Encounter Creature AC/HP Initiative Treasure/Special 2x Vampiric Mists 13/45 5 Resistances; Blood Drain Hall of Obedience 29. Conditioning Court Notes: Door is locked. 4x Thayan Warriors are "unconscious" and chained to pillars. If killed, gong sounds. Red Wizard comes out 1 round later and Thayan apprentice comes out round after. Other cells come out in 1d4 + 1 rounds. Apprentice will try to unlock cell C to release 4x other warriors (included below). White gates to the north and east. Encounter Creature AC/HP Initiative Treasure/Special 12x Thayan Warriors 16/52 20 Pack Tactics Illusionist 12(15)/38 8 Spells; Superior Healing Potion, Scroll of Darkness; 35gp Thayan Apprentice 12(15)/27 2 Spells; Potion of Healing 30. Training Floor Notes: Door is locked. Lahnis will talk to PC's after two rounds of combat or when down to 20hp. He attacks the other Thayans if so, and gives two pieces of lore and attunements to his glyph keys. If he joins rebels, alert level goes down by 1. Encounter Creature AC/HP Initiative Treasure/Special 7x Skeleton 13/6 13 Undead Dread Warrior 18/18 7 3 rounds; Undead Fortitude Evoker 13(15)/66 3 Spells; 18gp; Scroll of Detect Magic, Scroll of Hold Person, Ring of Protection; Glyph key attuned to this zone, Hall of Necromancy and Temples of Despair Thayan Warrior 16/26 3 Pack Tactics Treasure. +1 Battleaxe, +1 greatsword, +1 shortbow, armor of vulnerability (slashing) Hall of Necromancy 31. Undying Laboratory Notes: PC's can hear screaming from room. Door is locked. Wight throws urns at PC's. If hit, DC 17 Constitution or Wisdom save or take 10 (3d6) necrotic damage and become paralyzed for one minute, repeat save at the end of turn. If reduced to 0 HP with the urn, die and turn to dust. If Kelson survives, he tells PC's two pieces of lore. White gates to the west and east.

Encounter Creature AC/HP Initiative Treasure/Special Necromancer 12(15)/66 11 Spells; 14gp; +1 dagger, darkvision scroll, water breathing potion; glyph key attuned to this zone and Temples of Oppression 2x 1/2 Wights 14/23 11 Life Drain; -2 to all rolls Deathlock Wight 12(15)/37 8 Spells; Life Drain 32. Wizard's Court Notes: Door is locked. Everyone in courtyard has disadvantage on Strength and Dexterity checks and saving throws. Encounter Creature AC/HP Initiative Treasure/Special 4x Thayan Apprentices 12(15)/27 13 Spells Evoker 12(15)/66 2 Spells; 26gp; Thunderwave Scroll, Cloud of Daggers Scroll Treasure. Tome of the Stilled Tongue, 2x Detect Magic Scrolls, 2x Identify Scrolls, 2x Remove Curse Scrolls, Ritual to return soul-bound undead, glyph key to this zone, two pieces of lore in library Dread Legion Outpost 33. Cavern Guard Post Notes: Door is locked. Blue crystals provide bright light. Encounter Creature AC/HP Initiative Treasure/Special Thayan Warrior 16/52 19 Pack Tactics; Potion of Climbing, glyph key attuned to zone 5x Gnolls 15/22 9 Rampage 5x Orcs 13/15 8 Aggressive 34. Shard Cavern Notes: Door is locked. No light. All except path is difficult terrain. Stone wall is 15' high. Light can be seen from area 35. Shard Storm Trap. After 1 round, shards attack anyone in area. DC 15 Dexterity save for half damage, or take 14 (4d6) piercing damage every round until the area is empty. Path becomes difficult terrain during trap and creatures in areas 33 and 35 become aware of intruders. 35. Dread Legion Barracks Notes: Door is locked. Bright light in area from bonfires and loud talking if surprised. Stone wall to west goes 15' down. White gates to the south and north. Encounter Creature AC/HP Initiative Treasure/Special Thayan Warrior 16/52 18 Pack Tactics; Glyph key to every zone in sector 5x Gnolls 15/22 12 Rampage 5x Orcs 13/15 11 Aggressive Troll 15/84 4 Regenerate; Glyph key to this zone Far Realm Cysts Notes: Unless otherwise noted, all caverns are dark. Lake of Madness 36. Dark Water Notes: Water can be heard rippling in this area before arrival. If not under control, water globes suck in targets they touch if they fail a DC 15 Strength save and can escape as an action if they pass a DC 15 Intelligence check. The aboleth in this room is a reduced-threat and can be persuaded to stand down with a successful DC 20 Charisma (Persuasion) check, but must be freed and given a glyph key. In combat, I can imagine this thing using the water globes to trap PC's. Encounter Creature AC/HP Initiative Treasure/Special 1/2 Aboleth 17/68 16 Enslave; Legendary Actions; -2 to all rolls 37. Compelling Light Notes: Dim light can be seen before the room can. White gate to the west. Compelling Light Trap. Any creature that can see the light from this room must make a DC 13 Wisdom save or enter the cavern and just stand there. At the end of its turn, if a non-undead is in the cavern, it takes 10 (3d6) necrotic damage and can make the save again. The undead also make a save if they take damage or the light is suppressed. Encounter Creature AC/HP Initiative Treasure/Special 2x Dread Warriors 18/37 13 3 rounds; Undead Fortitude; Glyph key to Forest of Death 2x Wights 14/45 5 Life Drain 6x Zombies 8/22 2 Undead Fortitude Warren of Eyes Notes: This zone has a weird, green glow that provides dim light. 38. Sinkhole Cavern Notes: Sinkholes on map restrain PC's if they fall in, needing a DC 13 Strength or Dexterity check to get free. Small PC's have advantage. Any combat here warns the Beholder in area 38. White gate to the west.

Encounter Creature AC/HP Initiative Treasure/Special 8x Zombies 8/22 1 Undead Fortitude 2x Ogre Zombies 8/85 1 Undead Fortitude 39. Beholder's Domain Notes: If the Beholder hears combat in area 38 or is reduced to 50 HP, it flees to area 40. After 2 rounds of combat, the beholder talks to the PC's. It is cursed and can't use glyph keys unless it's removed. Floor is covered in thick 1' slime that makes it difficult terrain and covers sinkholes. If PC falls in a sinkhole or goes prone, they take 4 (1d8) poison damage. Sinkholes can be seen with a DC 20 Perception check. If fail, PC becomes restrained at bottom, unable to breathe and taking poison damage each turn. If restrained, need a DC 15 Strength or Dexterity check to get free, small creatures have advantage. Then they need a DC 10 Strength check to climb out. Beholder Spawn: At the start of every turn, PC's in the cavern must make a DC 12 Wisdom save or suffer one of the effects of the Beholder Spawn. Encounter Creature AC/HP Initiative Treasure/Special 1/2 Beholder 18/90 16 -2 to all rolls; no death ray or disintegration ray 2d4 Beholder Spawn Eye Ray 2-3 Charm. For its turn, the target moves toward its nearest ally and attacks with a weapon or a cantrip. The target can't check for danger as it moves. 4-5 Telekinesis. The target is pushed back 5 feet in a random direction and falls prone. 6-7 Slow. Until the start of its next turn, the target's speed is reduced by 15 feet, and others make attack rolls against the target with advantage. 8 Sleep. The target falls unconscious until the start of its next turn. 40. Slime Slaves Notes: Five bodies in the slime; two wights and three thayan warriors. Wight has a glyph key to this zone. Thayan has a Climbing potion and Greater Healing potion. Slime in here is the same as area 39; a PC prone in the slime takes 4 (1d8) poison damage. White gate to west. Prison of Filth Notes: No light. When non-undead regain HP in this zone, they only regain half as many. 41. Garbage Transfer Notes: 20x skeletons just stand here waiting to pick up garbage and don't attack unless attacked. The doors out of here only open if a skeleton touches them. Encounter Creature AC/HP Initiative Treasure/Special 20x Skeleton 13/13 15 Undead 42. Otyugh Lair Notes: 4x otyugh are in here eating the garbage and can be convinced to stop attacking if the PC's have food or if the other otyugh from area 20 is here. If the PC's attacked the young, its a DC 20 Charisma (Intimidation or Persuasion) check. The waste is difficult terrain. Stench. At the start of every turn, non-undead must pass DC 10 Constitution save or become poisoned until the start of its next turn. If saved, immune for 1 hour. White gates to the east and south. Encounter Creature AC/HP Initiative Treasure/Special 2x 1/2 Otyughs 14/57 8 Can't restrain or tentacle slam; -2 to all attacks 2x Otyughs 14/114 1 Restrain, tentacle slam 43. Summoning Chamber Notes: DC 15 Intelligence (Arcana) check to recognize runes. DC 20 Intelligence (Arcana) check to disable runes. If fail, DC 15 Intelligence save or disadvantage on all Intelligence, Wisdom, and Charisma checks, initiative rolls, and can't maintain concentration until Remove Curse or Greater Restoration is cast on them, or they take a long rest. White gate to the west. Caverns of Chaos Notes: No light. 44. Chaos Lair Notes: PC's can hear the babble of the gibbering mouthers. DC 10 Intelligence check to recognize it as gibberish in different languages. Whenever a PC fails an attack, saving throw or other check in this area, all ongoing spells and magic effects "turn off" until end of next turn. Each ledge is 10' high. Gricks are on level 1 and 2, gibbering mouthers on level 3 and grell on bottom. White gate to west. Encounter Creature AC/HP Initiative Treasure/Special 2x Gibbering Mouthers 9/67 18 Blinding spit, Gibbering; Aberrant ground 4x Gricks 14/27 17 Damage resist; camouflage Grell 12/55 16 Tentacles

45. Eldritch Altar Notes: Lots of stuff on the altar. DC 2o Intelligence (Arcana) check to know what happens when an item is placed on the altar. If magic item is placed on altar for 1 minute, random character's soul is placed into item and they fall unconscious. Identify spell or DC 15 Wisdom (Medicine) check to know they are still alive. Item must be placed in their hands. If separated from item for more than 1 hour or destroyed, PC dies. Remove Curse, Greater Restoration or other magic restores soul. Forests of Slaughter Notes: Caverns are in dim light. Forest of Illusion Notes: When PC ends turn in this area, DC 15 Wisdom save or can't see hostile creatures for 1 minute. Can repeat save at the end of their turn. 46. Hook Horror Nest Notes: DC 15 Wisdom save or can't see hostiles for 1 minute. DC 15 Wisdom (Survival) to recognize gouges in ground as belonging to large bipedal creatures with oversized clawed forelimbs. DC 15 Intelligence (Nature) check to recognize them as Hook Horrors. PC's have advantage on Dexterity (Stealth) checks to sneak by the Hook Horrors because they are lazy. If confronted and PC's speak Undercommon, DC 20 Charisma (Deception, Intimidation or Persuasion) check to have the Hook Horrors stand down for 10 minutes. White gate to the northeast. Encounter Creature AC/HP Initiative Treasure/Special 4x Hook Horrors 15/75 15 Blindsight 47. Cockatrice Roost Notes: DC 15 Wisdom save or can't see hostiles for 1 minute. Cockatrices attack if PC's have no food. Encounter Creature AC/HP Initiative Treasure/Special 8x Cockatrices 11/27 4 Petrify 48. Gorgon Lair Notes: DC 15 Wisdom save or can't see hostiles for 1 minute. White gate to east. Encounter Creature AC/HP Initiative Treasure/Special 2x Gorgons 19/114 2 Petrifying Breath Forest of Recovery Notes: DC 15 Wisdom saving throw at end of turn while in area. On fail, any damage creature deals for 1 minute causes target to gain 5 (1d10) temporary HP per successful attack. PC repeats save at end of each of its turns. 49. Gate Cavern Notes: DC 15 Wisdom save or regain 5 HP for 1 minute. Monsters attack if PC's don't have pig carcasses. Encounter Creature AC/HP Initiative Treasure/Special Helmed Horror 20/60 15 Damage and magic resistance Wight 14/45 3 Life Drain; Glyph key to this zone 50. Barghest Range Notes: DC 15 Wisdom save or regain 5 HP for 1 minute. Creatures hide in tall grass. DC 20 Wisdom (Perception) check for PC's to see them. If PC's offer to free them with DC 20 Charisma (any) check, fiends stand down and want ANY glyph keys the PC's have. White gate to north. Encounter Creature AC/HP Initiative Treasure/Special 2x Barghests 17/90 4 Spells; shapechange 51. Pool of Recovery Notes: Non-undead who drink from the pool regain benefits of short rest only once per tenday. If drink again, max HP reduced in half, third time effects of Harm spell (save DC 15). White gate to east. 52. Displacer Beast Dens Notes: DC 15 Wisdom save or regain 5 HP for 1 minute. Displacer beasts sit on the bone piles. 2 are adults, 3 are reduced threat. All attack when PC's don't give up food. Bone piles are difficult terrain. White gates to the north and east. Encounter Creature AC/HP Initiative Treasure/Special 2x Displacer Beasts 13/83 9 Avoidance; Displacement 2x 1/2 Displacer Beasts 34/42 8 Avoidance; Displacement; -2 to all rolls Forest of Death Notes: While in this area, at end of turn PC's must make DC 15 Constitution save or not be able to regain HP for 10 minutes. 53. Peryton Roost Notes: DC 15 Constitution save or can't heal for 10 minutes. Creatures attack if not given food. White gates to the south and northwest. Encounter Creature AC/HP Initiative Treasure/Special 4x Perytons 13/33 8 Damage resistance; flyby 4x 1/2 Perytons 13/17 3 Damage resistance; flyby; -2 to all rolls

54. Troll Cavern Notes: DC 15 Constitution save or can't heal for 10 minutes. Trolls will wait to see if they are fed or be given prisoners to play with before attacking. White gate to the south. Encounter Creature AC/HP Initiative Treasure/Special 3x Trolls 15/84 8 Regeneration; Glyph key to this zone 55. Pool of Consumption Notes: Undead creatures heal a short rest when they drink from this water. Non-undead take 22 (4d10) necrotic damage. 56. Behir Lair Notes: DC 15 Constitution save or can't heal for 10 minutes. Behir doesn't attack unless provoked. White gate to the north. Encounter Creature AC/HP Initiative Treasure/Special Behir 17/168 18 Lightning breath; swallow Forest of Weakness Notes: When a creature ends its turn in the zone, DC 15 Strength save or paralyzed for 1 minute, repeating the save at the end of its turn. 57. Leucrotta Lair Notes: DC 15 Strength save or paralyzed for 1 minute. Tracks in ground look like large deer, but DC 25 Intelligence (Nature) check reveals that they are Leucrotta. They sound like pained humans hiding in the trees and attack anyone who approaches. White gates to the north and south. Encounter Creature AC/HP Initiative Treasure/Special 4x Leucrottas 14/67 7 Kicking retreat 58. Pool of Renewal Notes: Pool gives creatures benefit of greater or lesser restoration once per tenday. If drank from again, half total HP and third time harm spell (DC 15 save). 59 Choker Grotto Notes: DC 15 Strength save or paralyzed for 1 minute. Bones of creatures have broken necks, which a PC can determine with a DC 15 Wisdom (Medicine) check. Chokers wait to attack when the PC's come within range and try to pull targets into the trees. Encounter Creature AC/HP Initiative Treasure/Special 6x Chokers 16/13 11 Tentacle; Aberrant Quickness 60. Owlbear Grove Notes: DC 15 Strength save or paralyzed for 1 minute. The adult owlbears wait to see if the PC's give them food. If not, they attack, and the reduced-threat owlbears attack after the parents do. White gate to the east. Encounter Creature AC/HP Initiative Treasure/Special 2x Owlbears 13/59 15 Keen sight 3x 1/2 Owlbears 13/30 13 Keen sight; -2 to all rolls Ooze Grottos Notes: Ooze Prods deal 1d4 force damage and make an ooze's speed 0 until the end of its next turn and can't benefit from bonuses to speed. If used as a weapon against anything other than oozes, the prod breaks on the first 1 rolled to attack. Thayans who surrender here are more inclined to be honest. Sentient oozes here have an Intelligence of 5, understand Common and can be charmed. Augmentation Chambers 61. Bone Room Notes: Piles of bones cost 15' of movement to move 5' and PC's who end their turn in them take 4 (1d8) acid damage. White gate to the northeast. Encounter Creature AC/HP Initiative Treasure/Special Wight 14/45 12 Life Drain 3x Sentient Ochre Jellies 8/45 2 Immunities; Split 62. Ooze Temple Notes: Spilled ooze near the benches make them difficult terrain, and any PC that ends its turn there takes 4 (1d8) acid damage. White gate to the east. Encounter Creature AC/HP Initiative Treasure/Special 2x Deathlock Wight 12(15)/37 16 Spells; Life Drain 2x Sentient Gray Oozes 8/22 14 Resistances; Corrode metal 2x Sentient Ochre Jellies 8/45 2 Immunities; Split

63. Spawn Vats Notes: Undead keep oozes in the vats and challenge the PC's. The transmuter peeks out from the curtain and orders them to attack. The PC's notice with a DC 20 Wisdom (Perception) check. If the enemies are winning, the transmuter gives the PC's the opportunity to surrender. If they do, she lets them go on to area 64. Creatures in the ooze vats take 5 (2d4) necrotic damage and need to save on a DC 11 Constitution save or become paralyzed until the start of its next turn. 2x black puddings, a gray ooze and 3x ochre jellies (all reduced threat) are in the vats and escape every round they aren't prodded. Roll randomly to determine which one comes out. White gate to the south. d6 Ooze 1-2 Black Pudding (1 of 2) 3 Gray Ooze 4-6 Ochre Jelly (1 of 3) Encounter Creature AC/HP Initiative Treasure/Special Deathlock Wight 12(15)/37 20 Spells; Life Drain 2x 1/2 Black Puddings 7/43 13 Immunity; Corrosive; Split; -2 to all rolls 4x Skeletons 13/13 8 Undead Transmuter 12(15)/45 40 Spells; 18gp; Climb Potion, Scroll of Silence, Scroll of Charm Person, Glyph key attuned to this zone, the Immortal Caverns, the Spawning Pools and the Temples of Nature 1/2 Gray Ooze 8/11 1 Resistances; Corrode Metal; -2 to all rolls 3x 1/2 Ochre Jellies 8/23 1 Immunities; Split; -2 to all rolls Treasure. Two pieces of lore, 2x Dispel Magic Scrolls, 2x Greater Restoration Scrolls, Potion of Greater Healing, Potion of Heroism, 6x books worth 120gp each. Immortal Caverns 64. White Maw Notes: After last PC enters, white "stone" covers the doors. White Maw has an Intelligence of 12 and might talk to the PC's for a minute, before its madness takes over and it attacks. The attacks come from the walls and floor. Any creature that touches the black pillar in the middle of the room takes 9 (2d8) psychic damage and is knocked prone. White gates to the north and northeast. Encounter Creature AC/HP Initiative Treasure/Special White Maw 5/217 18 Pseudopod per PC; corrosive 65. Red Master Notes: Ooze Master greets the PCs and thanks them before he attacks. Red Pillar. When a creature starts its turn within 10' of the pillar, DC 15 Constitution save or take 7 (2d6) acid damage. If a creature dies from this, they turn into goo and flow into the pillar. White gate to the southeast. Encounter Creature AC/HP Initiative Treasure/Special Ooze Master 9/138 2 Spells; Corrosive; Charm reaction 66. Black Elder Notes: Bright light. DC 20 Wisdom (Perception) check to notice the water is highly reflective. White Pillar. A creature that starts its turn within 20' of the pillar regains 1d6 HP, unless it restores them to their max. If so, creature must succeed on a DC 15 Constitution save or become blinded until they finish a short rest. Elder black pudding gains surprise unless a PC looks up above the pillar. Encounter Creature AC/HP Initiative Treasure/Special Elder Black Pudding 7/130 18 Immunity; Corrosive; Split Spawning Pools Notes: Loud noise from area 68 of steel grinding flesh and bone, so Thayans can't hear combat from other areas. Every Red Wizard has a glyph key attuned to this zone. 67. Laboratory Barracks Notes: DC 10 Wisdom (Perception) check to notice all the cots are 10' away from the walls. Thayans are all asleep if they haven't been roused but use their cots for cover if they wake. Cursed Mirrors. Mirrors on all walls except 5' from exit points, black gate and secret door. Any humanoid within 5' DC 15 Wisdom save or howling specter emerges and attacks. Only 5 undead come out total. White gates to the west and east. Encounter Creature AC/HP Initiative Treasure/Special Transmuter 12(15)/40 13 Spells; 25gp; Climb Potion; glyph key to this zone Specter 12/22 9 Resistances; Life Drain Thayan Apprentice 12(15)/27 4 Spells

68. Arch of Blades Notes: If PC's watch long enough, they see the Arch of Blades work. Arch of Blades. Non-undead within 5' of the arch must succeed on a DC 15 Wisdom save or run through the arch, unless immune to being charmed. Any creature that goes through must make a DC 15 Dexterity save or take 33 (6d10) slashing damage, half if they save. The creature also has to make another DC 15 Wisdom save or stop within 5' of the arch again. If they pass on two Wisdom saves, they are immune to the effects for 24 hours. White gate to the northeast. Encounter Creature AC/HP Initiative Treasure/Special 6x Skeletons 13/13 12 Undead 2x Thayan Apprentices 12(15)/27 9 Spells Transmuter 12(15)/40 6 Spells; 20gp; Climb Potion, Healing Potion; Glyph key to this zone 69. Spawn Cavern Notes: Containers are full of oozes that can't get out, but a creature that starts its turn within 5' must succeed on DC 13 Dexterity save or take 7 (2d6) acid damage. If a creature enters or starts its turn in a pool, they take 9 (2d8) acid damage. Encounter Creature AC/HP Initiative Treasure/Special Transmuter 12(15)/40 10 Spells; 28gp; glyph key to this zone 2x Thayan Apprentices 12(15)/27 9 Spells Culling Pens 70. Battle Pool Notes: If there are creatures here, PC's can hear the thrashing in liquid. On the 2nd, 4th and 6th round of combat, a reduced-threat black pudding escapes from the pool and attacks. The pool is difficult terrain and if a creature enters or starts its turn in it, they take 13 (3d8) acid damage. If they move 5' in the pool, a black pudding gets to make an opportunity attack on them. White gate to the southwest. Encounter Creature AC/HP Initiative Treasure/Special 2x Thayan Apprentices 12(15)/27 11 Spells 3x 1/2 Black Puddings 7/43 5 Immunity; Corrosive; Split; -2 to all rolls Transmuter 12(15)/40 10 Spells; 29gp; Healing Potion; glyph key to this zone 71. Dead Pool Notes: Combat in areas 72 and 73 can be heard here. The air is acidic; PC's need to roll a DC 10 Constitution save or take 2 (1d4) acid damage, unless they hold their breath or don't need to breath. The ooze pool is 2' deep and difficult terrain. A PC that enters or starts their turn in it takes 9 (2d8) acid and 9 (2d8) poison damage. Any noise in this area alerts the creatures in areas 72 and 73. White gate to the south. 72. Ooze Duel Notes: Thayan warriors and gelatinous cube at half HP, and 2x warriors are inside the cube. If PC's don't look Thayan, they attack. Encounter Creature AC/HP Initiative Treasure/Special Gelatinous Cube 6/42 20 Engulf Transmuter 12(15)/40 16 Spells; 15gp; Identify Scroll; glyph key to this zone 2x Dread Warriors 18/37 7 3 rounds; Undead Fortitude 4x Thayan Warriors 16/26 2 Pack Tactics 73. Jelly Pit Notes: 3x reduced-threat ochre jellies exit the pit within 1d4 rounds. The pit is 3' deep and difficult terrain. If a PC enters or starts its turn inside, they take 9 (2d8) acid damage. Every 5' they move inside the pit causes an ochre jelly to get an opportunity attack on them. White gate to the southeast. Encounter Creature AC/HP Initiative Treasure/Special Transmuter 12(15)/40 16 Spells; 20gp; Fireball Scroll; glyph key to this zone 3x 1/2 Ochre Jellies 8/23 8 Immunities; Split; -2 to all rolls 2x Thayan Apprentices 12(15)/27 1 Spells Predator Pools Notes: Pools are 50' deep and take 5 extra feet to exit from. Creatures here hesitate to attack if the PC's look like Thayans, but when they do attack, they try to drag them into the water. Water globes are 15' in diameter and as an action, a creature can control them as long as they are within 5' of it and succeed on a DC 10 Intelligence check. A creature that touches the globe must pass a DC 15 Strength save or be sucked into it. As an action, they can free themselves with a DC 15 Intelligence check. Anyone who controls the globe can also release whatever is inside it with a DC 10 Intelligence check.

Pools of Devotion 74. Kraken Pool Notes: Anyone who looks over the edge of the pool is attacked by the Malformed Kraken. White gates to the north and to the east. Encounter Creature AC/HP Initiative Treasure/Special Malformed Kraken 17/172 4 Resistances; Lightning immunity; Lightning Storm 75. Dragon Turtle Prison Notes: PC's approaching can hear the rattle and clank of immense chains. The Dragon Turtle will attack immediately unless the PC's mention freedom. The turtle knows that the naga overseer is in area 76 and it can be persuaded to help the PC's attack her with a DC 17 Charisma (Persuasion) check. The chains require 2x DC 20 Dexterity checks to unlock. Whenever the turtle moves, anyone within 10' of it must make a DC 12 Dexterity check or be knocked prone. White gate to the south. Encounter Creature AC/HP Initiative Treasure/Special 1/2 Dragon Turtle 20/170 12 -2 to all rolls; no tail attack; Steam Breath 76. Naga's Den Notes: If the naga is here, the PC's can hear screams of pain. The spirit naga is eating a prisoner. She has 10x commoners around her that are charmed and attack the PC's. The two pools are connected. The southern interior door is locked. In front of it is a glyph that when entered, causes the PC to make a DC 15 Wisdom save or have disadvantage on attack rolls against the naga, and the naga has advantage on save against the creature's capabilities. The curse lasts until the naga dies. There is a white gate to the south. Encounter Creature AC/HP Initiative Treasure/Special 10x Commoners 10/4 14 Charmed Spirit Naga 15/75 5 Spells; Bite; Glyph key attuned to this zone, the Warrior Pools, the Spawn Pools and the Blood Pools Treasure. The naga wears a platinum circlet set with sapphires (1,000gp) and matching earrings (500gp). At the bottom of the pool, there is 200pp, 5x tourmaline jewels (100gp each), +1 Plate, and a sealed ivory case with 7x spell scrolls inside (2x detect magic, 2x identify, 2x lesser restoration and 1x remove curse.) Warrior Pools Notes: Unless noted, this zone has no light sources. 77. Scrag Pools Notes: 2x trolls (scrags) with swim speed of 30' and can breathe underwater are here in the pool. The floor within 5' of the pool is difficult terrain. If a PC makes a Dexterity save while in this area and fails, they fall prone. If they fail by 5 or more, they slide into the pool. White gate to the north. Encounter Creature AC/HP Initiative Treasure/Special 2x Trolls 15/84 14 Regenerate; Swim speed 78. Undead Pool Notes: The ghouls are floating in the pool and attack when they smell the PC's. Any combat here for more than 3x rounds alerts the trolls in area 77. They enter combat on the 5th round. Any PC that makes a radiant damage attack in this area must pass a DC 15 Wisdom save or jump into the pool. A creature that enters the pool or starts its turn there takes 9 (2d8) necrotic damage. White gates to the north and south. Encounter Creature AC/HP Initiative Treasure/Special 8x Ghouls 12/22 20 Paralyzing claws 79. Bone Pool Notes: Bones are spread everywhere and are difficult terrain. Any PC that starts their turn in the pool must pass a DC 10 Constitution save or be poisoned until the start of its next turn. White gate to the south. Encounter Creature AC/HP Initiative Treasure/Special 4x Merrow 13/45 6 Harpoon Spawn Pools Notes: Blue glowing water is spawning essence. A creature that drinks it gets the benefits of a short rest the first time, but must pass a DC 15 Wisdom save or suffer from a confusion spell for one minute the second time. Spawn pools are 10' deep and spawn pits are 5' deep full of predatory fish. A PC that enters or starts its turn in a pit take 2 (1d4) piercing damage from biting fish.

80. Black Gate Pool Notes: The kuo-toa on guard expect to be asked to escort anyone through this area. If not, they attack. 5x are on guard and 4x are sleeping at the bottom of the 50' deep pool. If combat lasts longer than 3 rounds, the creatures in area 81 hear and try to draw the PC's into the spawn pits there. White gate to the north. Encounter Creature AC/HP Initiative Treasure/Special 9x Kuo-toa 13/18 9 Sticky shield; net 81. Spawn Hall Notes: If not escorted by kuo-toa or the sea hag, these creatures attack. Encounter Creature AC/HP Initiative Treasure/Special 2x Wights 14/45 19 Life Drain 4x Zombies 8/22 18 Undead Fortitude Dread Warrior 19/37 14 3 rounds; Undead Fortitude; +1 Chain; Glyph key attuned to this zone 82. Sea Hag Lair Notes: 2x Merrow in the south pool and Sea Hag with 6x Giant Crabs under the water of the north pool. During combat, the Sea Hag will offer a truce if the PC's kill Ihanvas the spirit naga in area 76. She offers 2x pieces of lore and promises her creatures won't attack the PC's (at least until after they kill the spirit naga). If combat goes more than 3 rounds, creatures from 81 attack on the 4th round. The north pool has a magic circle on the bottom of it. 3x DC 20 Intelligence (Arcana) checks to reactivate it, and it goes to sea floor off of Bezantur in the Sea of Fallen Stars. The debris pile is difficult terrain and any PC that starts its turn there needs to save on a DC 10 Constitution save or become poisoned until the start of their next turn. A successful DC 15 Wisdom (Perception) check discovers 5x potions of water breathing and 2x spell scrolls of water walk. White gates to the south and north. Encounter Creature AC/HP Initiative Treasure/Special Sea Hag 14/52 7 Horrific Appearance; Death Glare; black pearl (500gp), gold gorget set with aquamarine (1,000gp), staff of charming; glyph key attuned to this zone and the Pools of Devotion 2x Merrow 13/45 3 Harpoon 6x Giant Crabs 15/13 2 Grapple Blood Pools Notes: Unless otherwise noted, this zone has no lights. 83. Baron's Court Notes: 6x of the Sahugin swim on the surface while the baron and 2x hunter sharks are deeper down. If a PC ends its turn touching the tops of one of the X-marked pillars, they need to make a DC 15 Constitution save or become paralyzed for one minute. If paralyzed, they slip into the water and sink, but can retry the save at the end of each of its turns. White gates behind the secret door to the north and east. Encounter Creature AC/HP Initiative Treasure/Special 6x Sahugin 12/22 20 Blood Frenzy 2x Hunter Sharks 12/45 19 Blood Frenzy Sahugin Baron 16+1/76 17 Blood Frenzy; +1 leather armor; crown-like helm of ivory, coral, leather and gold (500gp); glyph key attuned to this zone Treasure. At bottom of pool is a stone coffer with 100pp, 8x large pearls (100gp each) and a potion of diminution.

84. Altar Pool Notes: If the sahugin are here, the PC's can hear chanting. Sahugin priestess is sacrificing a commoner and is done in 3 rounds. If PC's deal 20 damage to her, she stops. If not, commoner is killed and thrown to sharks and the sahugin on the altar get benefits of aid and bless spells. There are 4x sahugin on the altar and 5x under the water with the 2x hunter sharks. If a PC ends its turn touching the tops of one of the X-marked pillars, they need to make a DC 15 Constitution save or become paralyzed for one minute. If paralyzed, they slip into the water and sink, but can retry the save at the end of each of its turns. A 10' high ledge separates this are from area 85. White gates to the south and the northeast. Encounter Creature AC/HP Initiative Treasure/Special 2x Hunter Sharks 12/45 13 Blood Frenzy Sahugin Priestess 12/33 8 Blood Frenzy; Spells; Dagger of venom; headdress of ivory, coral, leather and gold (500gp); glyph key attuned to this zone 9x Sahugin 12/22 5 Blood Frenzy 85. Prisoner Cavern Notes: 10x commoners around the shrine. Enemies here will not attack unless attacked. A 10' high ledge separates this area from area 84. Black Shrine. Any non-undead that moves within or ends its turn within 20' of the shrine must make a DC 15 Intelligence save. If they fail, lower their Intelligence, Wisdom and Charisma scores by 1d6 every round they are within range. If it reduces a score to 2, the character becomes paralyzed. If they leave the area, they recover in 1 minute. Encounter Creature AC/HP Initiative Treasure/Special 7x Skeletons 13/13 20 Undead Dread Warrior 18/37 1 3 rounds; Undead Fortitude; glyph key to this zone Golem Laboratories Notes: If a golem is inactive, it’s unconscious. If an area is cleared, inactive golems become inert and can't be activated. Flesh Golem Mortuaries 86. Hall of Teleportation Notes: The helmed horrors and flesh golem are reduced threat and inactive, but come to life if attacked or if one of the pillars is activated. Teleporting Pillars. First time a PC moves within 5' of a pillar, must pass a DC 17 Wisdom save of be teleported to a random space and take 5 (2d4) lightning damage. If the destination is the same as the start, damage is doubled. White gate to the east. Encounter Creature AC/HP Initiative Treasure/Special 2x 1/2 Helmed Horrors 20/30 19 Damage resistance; Spell immunity and resistance; -2 to all rolls 1/2 Flesh Golem 9/66 12 Damage immunities; lightning absorption; berserk; -2 to all rolls 87. Golem Vault Notes: Golems here can't be activated. White gate to the east. Encounter Creature AC/HP Initiative Treasure/Special Necromancer 12(15)/66 17 Spells; 19gp; scroll of Detect Magic; glyph key to this zone 4x Skeletons 13/13 11 Undead Ghoul 12/22 9 Paralyzing Claws Thayan Apprentice 12(15)/27 2 Spells Treasure. One table has materials for making golems. A PC who passes on a DC 15 Intelligence (Arcana) check realizes 10lbs of materials is worth 1,500gp. 88. Black Prison Notes: The cages hang 3' above the floor and heal undead inside them for 20 HP per hour. A deathlock wight and 2x wights are inside the cages. Encounter Creature AC/HP Initiative Treasure/Special Deathlock Wight 12(15)/37 9 Spells; Life Drain; Glyph key to this zone and Ooze Grotto 3x Wight 14/45 6 Life Drain; 1x has a glyph key to this zone 8x Zombies 8/22 2 Undead Fortitude Clay Golem Kilns 89. Transmutation Pits Notes: Dwarf priest has been hired by the Thayans but will lie and say he is a prisoner. The wizard or priest can activate the reduced threat clay golem with a DC 15 Intelligence check. Clay Pits. 3' deep pits that turn the wall and floor to clay. If a PC starts its turn in the pit, they must pass a DC 13 Strength or Dexterity save or take 5 (2d4) bludgeoning damage and be restrained until the start of their next turn. They can escape the clay with the save or by taking an action and being successful on a DC 15 Strength or Dexterity check. Another PC can pull the restrained character out by taking an action and succeeding on a DC 15 Strength check.

Teleportation Circles. These are disabled. Anyone that enters the circle takes 5 (2d4) force damage and is pushed back 10' and knocked prone. White gate to the west. Encounter Creature AC/HP Initiative Treasure/Special 1/2 Clay Golem 14/67 9 Damage immunities; Acid absorption; Berserk; Magic resistance; -2 to all rolls Transmuter 12(15)/40 8 Spells; 21gp; Superior Healing potion; glyph key to this zone Treasure. One table has materials for making golems. A PC who passes on a DC 15 Intelligence (Arcana) check realizes 15lbs of materials is worth 3,000gp. 90. Golem Pen Notes: Arcane glyphs at the entrances to this room that control the pillars. If a PC touches the glyphs, the pillars flicker. A PC needs a DC 10 Intelligence (Arcana) check or Detect Magic to understand the glyphs. If they come to understand them, they can use an action to subdue them with a DC 10 Intelligence (Arcana) or deactivate them with a DC 15 Intelligence (Arcana) check. Subdued pillars last one minute, the blind DC is reduced to 8 and golems regain 5 (2d4) HP at the start of each of their turns. Deactivated pillars go dark for 1 minute and then go subdued for 1 minute. Clay golem activates when a PC fails a save or modifies the pillars at all. Pillars of Light. Cause disadvantage on ranged attack rolls and ability checks made to search or see in this area when fully activated. When a creature starts its turn in the area, must pass on a DC 13 Constitution save or become blinded until start of its next turn. White gates to the west and southeast. Encounter Creature AC/HP Initiative Treasure/Special Clay Golem 14/133 7 Damage immunities; Acid absorption; Berserk; Magic resistance 91. Hall of Skulls Notes: Secret door in the northwest corner 20' above the floor, requiring a DC 30 Wisdom (Perception) check to notice from the ground. The black gate can be activated with a DC 20 Intelligence (Arcana) check, +2 to the DC each time a character enters a skull. Fiendish Skulls. Any PC that gets within 5' of the entrance must pass a DC 20 Strength save or be pulled into the area, fall prone and take 3 (1d6) bludgeoning damage. Each time a PC enters a mouth, it is teleported to another random one, falling prone and taking 3 (1d6) bludgeoning damage while laughter echoes from the NW corner. They must also pass a DC 15 save or suffer from the door's curse, taking a -1d4 penalty to checks and saves using that ability. If they get more than -5 to one score, they also get the secondary effect. White gate to the southeast. Stone Golem Quarries 92. Timeless Prison Notes: Walls give off dim light at first. Once a PC enters, the column-gargoyles start coming to life, one per turn. As they do, the roof starts collapsing causing difficult terrain around each column and causing PC's to pass a DC 12 Dexterity save if within 5' or take 10 (3d6) bludgeoning damage. Once the sixth one comes to life, it activates the Deva, who will attack everyone. A PC recognizes her statue with a DC 15 Intelligence (Religion) check. A PC recognizes the Deva is crazy with a DC 13 Wisdom (Insight) check. The PC's can convince her to help with a DC 15 Charisma (Persuasion) check. If she is freed, alert level goes down by 1. White gates to the south and west. Encounter Creature AC/HP Initiative Treasure/Special Deva 17/136 15 Damage and magic resistance; healing; Spells 6x Gargoyles 15/63 7 damage resist; +1 claw attack for three attacks 93. Stone Quarry Notes: If the Stone giants are present, PC's can hear them working. They will fight at first, but will listen to offers of freedom. The area within 10' of the pit is difficult terrain. Encounter Creature AC/HP Initiative Treasure/Special 2x Stone Giants 17/126 15 Rock catching 94. Golem Assembly Notes: If the Thayans are here, they can be heard working. If a PC walks through an archway, they are hurled 10' into the room and must pass a DC 15 Constitution save or take 5 (2d4) force damage and fall prone. To negate this, they have to touch the copper on the wall. If they do with their hands, they take 2 (1d4) lightning damage but can go out the archway within 1 turn. The rough stone piles are difficult terrain. The thayans here have hammers instead of daggers. The wizard activates the reduced threat stone golem with a successful DC 15 Intelligence (Arcana) check. Encounter Creature AC/HP Initiative Treasure/Special 2x Thayan Apprentices 12(15)/27 18 Spells; 2x fine chisels (50gp each) Transmuter 12(15)/40 3 Spells; 11gp; glyph key to this zone; fine chisel (50gp) 1/2 Stone Golem 17/89 1 Damage immunities; Magic resistance; Slow spell; -2 to all rolls Treasure. The chisels each creature has, plus materials for making golems. A PC who passes on a DC 15 Intelligence (Arcana) check realizes 10lbs of materials is worth 2,500gp.

Iron Golem Foundries 95. Efreeti Prison Notes: PC's can hear the roar of flames on approach. The Efreeti asks to be freed and if it isn't, attacks any PC's still in the room. It can be charmed with the spell and has disadvantage on the save. It can be freed by knocking it out of the smoke. PC's can jump over the gout of flame into area 97, but take 2 (1d4) fire damage if so. If they enter the fire, they take 21 (6d6) fire damage instead. If they enter the molten pool or start their turn there, they take 35 (10d6) fire damage. White gate to the northwest. Encounter Creature AC/HP Initiative Treasure/Special Efreeti 17/200 19 Spells Treasure. The 2x urns read primordial and when opened, give everyone within 10' resistance to fire for 1 hour. 96. Fire Vortex Notes: 6" deep ash causes the whole floor to be difficult terrain. When a PC reaches the center of the cavern, the walls erupt in elemental fire for 5 rounds. Any creature starting its turn inside must make a DC 15 Dexterity save or take 21 (6d6) fire damage, half on a success. 97. Golem Forge Notes: Thayans working on golems with an Efreeti, who will attack PC's until freed of being charmed or when the Thayans are dead. The PC's can tip over the crucible and burn themselves if they want. White gates to the south and northwest. Encounter Creature AC/HP Initiative Treasure/Special Conjurer 12(15)/40 19 Spells; 21gp; 2x Healing potions, Fog Cloud scroll, Cloud of Daggers scroll; glyph key to this zone Efreeti 17/200 19 Spells 2x Thayan Apprentices 12(15)/27 7 Spells Treasure. Molds and materials for making golems. A PC who passes on a DC 15 Intelligence (Arcana) check realizes 30lbs of materials is worth 5,000gp. Temples of Extraction Notes: The Red Wizards in this zone are all batty and will not willingly surrender, except for Shalok (area 103). All of the doors are locked. There are no random encounters in this area. Only 4x glyph keys attune to this area. There are no contact stones in this area. Shrines of Binding Identifying the Chosen: I decided that PC's might try to determine who the Chosen's deity is by observing the trapped Chosen and what the ambient energies of the room create. An Intelligence (Religion) or Insight (Wisdom) check would tell a PC different things depending on what they roll. A DC 10 will tell the deity's name. A DC 15 will tell the deity's sphere of power and moral alignment (good, neutral or evil). A DC 20 will tell the deity's ethical alignment (chaotic or lawful).

I decided that PC's might try to determine who the Chosen's deity is by observing the trapped Chosen and what the ambient energies of the room create. An Intelligence (Religion) or Insight (Wisdom) check would tell a PC different things depending on what they roll. A DC 10 will tell the deity's name. A DC 15 will tell the deity's sphere of power and moral alignment (good, neutral or evil). A DC 20 will tell the deity's ethical alignment (chaotic or lawful). Stepping on to a shrine: DC 10 Charisma check. 10-14 means the shrine is difficult terrain. 15+ means it's normal terrain. Failure means the creature is knocked prone next to the shrine and takes 5 (2d4) force damage.

DC 10 Charisma check. 10-14 means the shrine is difficult terrain. 15+ means it's normal terrain. Failure means the creature is knocked prone next to the shrine and takes 5 (2d4) force damage. Effects of a shrine: DC 10 Wisdom check to figure out how the shrine works, where the power is going and how to disable it.

DC 10 Wisdom check to figure out how the shrine works, where the power is going and how to disable it. Disabling a shrine: Must stand on the shrine and then complete 3x successful DC 15 ability checks; Strength to smash them, Dexterity to remove elements and deface runes or Intelligence to disrupt the flow of magic. On a fail, the character is pushed off the shrine and knocked prone next to it, taking 5 (2d4) force damage.

Must stand on the shrine and then complete 3x successful DC 15 ability checks; Strength to smash them, Dexterity to remove elements and deface runes or Intelligence to disrupt the flow of magic. On a fail, the character is pushed off the shrine and knocked prone next to it, taking 5 (2d4) force damage. Reaching the Phylactery Vault. After a shrine is disabled, a PC can try a DC 15 Intelligence (Arcana) check to figure out how the shrines and black gates work to shield the Vault. Then they figure out that 6x black gates in other sectors can be overloaded in order for 1x black gate in the Temples of Extraction to automatically send them to the Vault. The Chosen No memories of how they got there and don't know the Vault or any lore. They don't need glyph keys to escape. Helpless Chosen have AC 10, 5 HP and make checks and saves with a +0.

Temples of Anguish 98. Temple of Poison Notes: Door is locked. Dark Mist causes it to be lightly obscured. Chosen of Zehir attacks if it is rescued and realizes that the PC's aren't faithful servants. It turns into snake form in that case. Dark Mist. Poisonous mist. Anyone that starts their turn in it must make a DC 15 Constitution save or become stunned until the start of its next turn. If they save, they are immune for one day and creatures other than constructs and undead gain the following trait: Venomous Touch. When the creature hits with a weapon attack, that attack also deals 5 (2d4) poison damage. Chosen of Zehir. Oussa, evil male Yuan-ti malison (type 3), Chosen of the serpentine God of poison, darkness and murder whose alignment is evil. Encounter Creature AC/HP Initiative Treasure/Special Helmed Horror 20/60 19 Damage and Magic resistance; Spell immunity Necromancer 12(15)/66 2 Spells; 23gp; Climbing potion, Flying potion; glyph key to this zone Yuan-ti Malison 12/66 8 Snake-form 99. Temple of Suffering Notes: Door is locked. Mennek is brainwashed. A PC can intuit this with a successful DC 15 Wisdom (Insight) check. If he is freed, he gives up 2x pieces of lore. Suffering Aura. Whenever a creature damages someone, they make a DC 15 Wisdom save. If they fail, they take 1/4 radiant damage from the strongest attack they made that turn. If they save, they heal 1/4 HP they dealt from the strongest attack they made that turn. Chosen of Ilmater. Kieren, lawful good human male, Chosen of the God of suffering, martyrdom and perseverance, whose alignment is lawful good. White gates to the south and east. Encounter Creature AC/HP Initiative Treasure/Special Thayan Apprentice 12(15)/27 6 Spells Enchanter 12(15)/40 3 Spells; 32gp; glyph key and skeleton key to locked doors in this zone; Wand of binding, Scroll of Invisibility Dread Warrior 18/37 1 3 rounds; Undead Fortitude; +1 whip 100. Temple of Pain Notes: Door is locked. Web of Pain. When a non-undead takes damage, it must pass a DC 15 Constitution save or have disadvantage on attack rolls, Strength and Dexterity saves and all ability checks until the end of its next turn. Attacks against the effected creature are also made with advantage. Chosen of Loviatar. Irisoth, lawful evil half-elf female, Chosen of the God of hurt and agony, patron of torturers, whose alignment is lawful evil. Encounter Creature AC/HP Initiative Treasure/Special 4x Shadows 12/16 18 Damage resistance; Strength drain Wraith 13/77 9 Damage resistance; Life drain Deathlock Wight 12(15)/37 3 Spells; Life Drain Temples of Oppression 101. Temple of Ooze Notes: Door is locked. If the Chosen is freed, he kills himself and 2x gray oozes come out of the walls to attack. Ooze Walls. If a creature moves within 15' of a wall, the wall attacks with advantage like a gray ooze. Chosen of Ghaunadaur. Therzt, chaotic evil drow male, Chosen of the Drow God of living sacrifice and destruction, whose alignment is chaotic evil. White gate to the west. Encounter Creature AC/HP Initiative Treasure/Special Transmuter 12(15)/40 20 Spells; 26gp; Scroll of identify, scroll of detect magic; glyph key and skeleton key to locked doors in this zone 2x Sentient Ochre Jellies 8/45 19 Damage immunities; Split Wight 14/45 5 Life Drain 2x Sentient Gray Oozes 8/22 7 Corrode metal 2x Gray Oozes 8/22 15 Corrode metal

102. Temple of Shadows Notes: Door is locked. No light, and any light brought in by anything less than a 3rd level spell becomes dim light. Poisoned Shadows. Whenever a non-undead creature takes damage, it must make a DC 15 Wisdom save or take 5 (2d4) poison damage and be blinded for 1 minute. They can repeat the save at the end of their turn. Chosen of Ibrandul. Ashdra, chaotic evil drow female, Chosen of the God of darkness and underground places, whose alignment is chaotic neutral. White gate to the south. Encounter Creature AC/HP Initiative Treasure/Special 6x Shadows 12/26 2 Damage resistance; Strength drain Temples of Turmoil 103. Temple of Fortune Notes: Door is locked. Shalok, the necromancer, will give up if he starts losing the battle. If he is able to surrender, he gives up a piece of lore and his skeleton key. Curse of Fortune. Attack: Natural 1 = attacker takes damage.

Attack: Natural 20 = deal two extra damage dice.

Save: Natural 1 = worse possible effect (max damage).

Save: Natural 20 = creator takes the effect instead.

Ability check: Natural 1 = worse outcome.

Ability check: Natural 20 = spectacular outcome. Chosen of Tymora. Curran Corvalin, chaotic good halfling male, Chosen of the Goddess of fortune, skill and victory, whose alignment is chaotic good. Encounter Creature AC/HP Initiative Treasure/Special Necromancer 12(15)/66 4 Spells; 23gp; glyph key and skeleton key to locked doors in this zone Flesh Golem 9/132 14 Damage immunities; Berserk; Lightning absorption; Magic resistance 104. Temple of Savagery Notes: Door is locked. Shadow at each pillar. Curse of Bloodlust. During combat, if a creature attacks and doesn't deal damage, they take 5 (2d4) psychic damage at the end of their turn. Curse of Betrayal. A creature that ends its turn in this area must make a DC 15 Charisma save or treat all other creatures as enemies for the purpose of opportunity attacks, which they have advantage on with the attack, until the end of their next turn. Chosen of Bhaal. Torlin Silvershield, neutral evil wight, Chosen of the God of murder, whose alignment is lawful evil. If freed, he attacks the PC's. White gate to the east. Encounter Creature AC/HP Initiative Treasure/Special Evoker 12(15)/66 18 Spells; 21gp; Scroll of thunderwave; glyph key to this zone 2x Dread Warriors 18/37 17 3 rounds; Undead Fortitude 4x Shadows 12/26 3 Damage resistance; Strength drain Wight 14/45 3 Life Drain Temples of Nature 105. Temple of Plague Notes: Door is locked. Necromancer will flee through the black gate if the fight is going badly. The room is lightly obscured by the poisonous mist. PC's have disadvantage on death saves in this area. Plague Mist. Each creature that starts its turn in the room must make a DC 13 Constitution save, or take 5 (2d4) poison damage and spend its turn incapacitated and retching. If it fails three times, their HP total is reduced by the amount of poison damage they took. If they pass three times, they are immune for 4 hours. Chosen of Yurtrus. Bandagh, neutral evil orc male, Chosen of the Orc God of disease, decay, rot and death. White gate to the west.

Encounter Creature AC/HP Initiative Treasure/Special Deathlock Wight 12(15)/37 11 Spells; Life Drain Dread Warrior 18/37 3 3 rounds; Undead Fortitude Necromancer 14(16)/66 1 Spells; 24gp; Remove Curse scroll, Speak with Dead scroll, Bracers of Defense, Invisibility potion, Climbing potion; glyph key and skeleton key to locked doors in this zone 4x Zombies 8/22 1 Undead Fortitude 106. Temple of the Forest Notes: Door is locked. Wisps are invisible. Clutching Vines. A creature that moves more than half speed or misses an attack causes all the branches within 5' to grasp out. Everyone in the area must pass a DC 13 Strength save or become restrained. The area becomes difficult terrain. A restrained creature can make a DC 13 Strength check as an action to free themselves. Chosen of Rillifane Rallathil. Eira, neutral good wood elf female Druid, Chosen of the Elven God of the woodlands and harmony with nature, whose alignment is chaotic good. If freed, she wants to join the party and is at half HP. During combat, the Chosen of Talona that was bonded with her contests for control (1d4 roll; 1-2 for normal, 3-4 for Talona). If Talona takes control, she attacks the closest creature. While contesting for control, she reveals one piece of lore. If reduced to 0 HP, she turns to ash. Encounter Creature AC/HP Initiative Treasure/Special Wraith 13/67 5 Damage Resistance; Life Drain 3x Will-o'-wisps 19/22 15 Damage immunities and resistances; invisibility 107. Temple of Winter Notes: Door is locked. Chosen has become a Deathlock Wight. Chill Metal Aura. A creature within 10' of the braziers ignores this. Anyone wielding a metal weapon or wearing metal armor must pass a DC 13 Constitution save at the start of their turn or take 5 (2d4) cold damage. If the save fails by 5+, they also have disadvantage on Strength and Dexterity based attack rolls, ability checks and saves until the start of their next turn. Chosen of Auril. Hedrun Arnsfirth, chaotic evil human female, Chosen of the Goddess of bringing winter, whose alignment is neutral evil. If freed, she attacks the PC's. Encounter Creature AC/HP Initiative Treasure/Special Thayan Apprentice 12(15)/27 11 Spells Evoker 12(15)/66 5 Spells; 26gp; Robe of Summer; glyph key and skeleton key to locked doors in this zone 3x Yetis 12/51 4 Chilling Gaze Deathlock Wight 12(15)/37 9 Spells; Life Drain