Table of Contents - A handy way to check out my articles by topic
My most recent Guides:
As an Amazon Associate I earn from qualifying purchases.
You can reach me at: powerscorerpg@gmail.com

Saturday, January 2, 2021

Dungeons & Dragons - Mysteries of the Dead Gods

I'm rolling right along with the preparation for my next 5e campaign. I will be running my Tomb/Shiftspice group through a series of old Monte Cook adventures converted to 5th edition.

Here is the plan for my Monte Cook 5e campaign as it stands right now:

I posted the conversion of A Question of Ethics, and I finished The Harrowing. Now we get to another smaller adventure, one that hopefully takes 1-2 sessions to get through.

General Notes

We'll use the damage expression guidelines from the DMG. Levels 11-16:

  • Setback: 4d10
  • Dangerous: 10d10
  • Deadly: 18d10

We'll also use the trap guidelines from the DMG:

  • Setback: Save DC 10-11 Attack Bonus +3 to +5
  • Dangerous: Save DC 12-15 Attack Bonus +6 to +8
  • Deadly: Save DC 16-20 Attack Bonus +9 to +12

To scale encounters, I am using kobold fight club.

Note to Self

Before I start running this one, I'll ask each player to send me one memory that is important to their character. This will be used when they reach the god-isle.

The Plan

So here's my basic idea. In my game, the heroes are trying to figure out what is happening to the multiverse, and what these weird magic sigils are.

They learn of a place that can be used to learn deep secrets of the multiverse - the enormous floating corpse of Maanzecorian, dead god of the illithids, which hovers in the Astral Plane.

My group has a special NPC with them - a githyanki who was "grown" by the lich-queen of the githyanki (this NPC is from Lich-Queen's Begotten). The heroes basically stole her away, and the lich-queen had plans for her.

So when the group goes to the Astral Plane, the githyanki will be hunting them. My group flies around in a spelljamming ship, and I think it will be cool to have them be attacked by a githyanki ship.

The adventure outline looks like this:

  1. Astral Plane: They fly their ship (the Spicejammer) through a color pool to the Astral Plane.
  2. Githyanki Ambush: The group are attacked by a githyanki vessel.
  3. Explore Husk: Land on the god-isle of Maanzecorian and explore it.
  4. Learn Secrets: Figure out how to get the information they want from Maanzecorian's remains.
  5. Defeat Guardian: Defeat the guardian of Maanzecorian - a brainstealer dragon.

I've been digging up info from a lot of different sources.

  • Dead Gods: This Monte Cook adventure actually features a trip to a dead god (The remains of Orcus! Who was dead at the time).
  • A Guide to the Astral Plane: Full of cool ideas (also written by Monte Cook).
  • Secrets of the Astral Sea: Has details on a few githyanki vessels.
  • Garaitha's Anvil: An adventure from the classic 4e Scales of War adventure path, features a githyanki shipyard and a really cool githyanki attack ship. 

Getting to the Astral Plane

How exactly is my group going to get their ship to the Astral Plane? This party mines shiftspice and sells it throughout the planes. Their route goes something like this:

  • Material Plane: Akma'ad (a small githzerai fortress).
  • Material Plane: Dripping Leaves (the elf village from Riddle of the Raven Queen).
  • Material Plane: Port Nyanzaru (the jungle city from Tomb of Annihilation).
  • The Shadowfell: The Village of Broken Dreams (the shadar kai village from Lich-Queen's Begotten)
  • The Astral Plane: Tu'narath (the githyanki city)
  • (base) Quasi-Elemental Plane of Spice: Headquarters (homebrew)

Color Pools

How do you get to the Astral Plane? Color pools! Check out chapter 2 of the DMG.

"Gateways leading from the Astral Plane to other planes appear as two-dimensional pools of rippling colors, 1d6 × 10 feet in diameter. Traveling to another plane requires locating a color pool that leads to the desired plane. These gateways to other planes can be identified by color, as shown on the Astral Color Pools table. Finding the right color pool is a matter of chance: locating the correct one takes 1d4 × 10 hours of travel."

Which Planes? There is a chart in the DMG of 20 planes you can access from the Astral Plane. The Shadowfell and the Elemental Planes are not on it. The book doesn't explicitly say that you can't access these planes from the Astral, though.

Looking at the Shadowfell entry later in the DMG, we see that the Shadowfell overlaps the Material Plane, and that usually you get there through a "shadow crossing" - a gloomy place where the barrier between the two planes is thin. "They manifest only in darkness."

The Inner Planes (the elemental planes) "...surround and enfold the Material Plane and its echoes..."

"These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right."

My homebrewed Quasi-Elemental Plane of Spice would probably be located near the Quasi-Elemental Plane of Ash, right?

Let's look at what Monte Cook's A Guide to the Astral Plane has to say about Color Pools.

"Color pools are doorways to the uppermost layer of any plane that borders the Astral. All of the Outer Planes have color pools leading to them, and all prime-material worlds possess links to the Astral in such a manner as well. While the number of pools is virtually limitless, some places seem to have more of these holes leading to them than others."

We also learn that:

  • "Moving into a color pool is like stepping through a sheet of warm molasses."
  • Color pools are likely the result of damage to the Astral Plane itself.
  • Thoughts seep into the Astral through color pools, might be the cause of psychic winds in the Astral.

Types of portals:

  • One-way: The majority of color pools are one way (from the Astral to another plane).
  • Two-way: Very rare. "The side of the pool that does not open onto the Astral Plane is always invisible."  These have been discovered and catalogued, becoming common trading routes onto and off of the astral. In fact, a few trading towns have been built around these cross over points.

Peering in to a Pool: You can concentrate on a color pool and magically see what lies at its destination point. Only visual information - spells cannot be cast through the color pool. 

Peering through a pool is tiring and can only be done for 10 minutes per point of Constitution (after that, I guess in 5e the exhaustion rules kick in). You need a long rest before you can scry again.

My Plan: The group's ship can't shift between planes on its own. It needs to fly through portals. I am planning on saying that there is a portal to the Astral Plane in the Quasi-Elemental Plane of Spice, which allows the heroes to access the other planes from there via color pools.

I feel a little weird making color pools to the Shadowfell and the elemental planes. It is sort of like I'm "cheating" or doing it wrong. But for now, that's what I think I'm going to do.

The Githyanki Vessel

Our plan is in place. The heroes board their ship, the Spicejammer, and fly through a color pool, taking them to the Astral Plane. 

As they get close to the floating dead gods, a githyanki ship spots them. 

Mordenkainen's Tome of Foes lists three githyanki ships on page 90. An astral skiff, an astral brigg, and a planar raider. The raider is fitted with ballistas and a catapult. 

I don't want to go full-blown sci-fi, but the planar raider seems a bit dull. So let's dig up Garaitha's Anvil (Dungeon #164), which has a really badass githyanki vessel in it. We're going to have to convert it to 5e, but it's worth it to me. Check out the weapons on this thing:

Force Ballista: +8 vs. AC; ranged 40; 3d10 force damage. It can magically generate one force bolt per round.

Spell Turret: This one is harder to convert, and could potentially be abused.

Spell turrets are designed to allow spellcasters to channel magical attacks against other ships and airborne combatants. A character in a spell turret can use the turret to direct any nonweapon ranged or area arcane or divine attack power.

"The magic of  a spell turret doubles the range of arcane and divine powers, and allows powers to target inanimate objects even if they normally cannot do so."

Githyanki War Galleon

  • 30 feet by 115 feet
  • Fly 60 feet (overland 75 feet)
  • Crew: Does not require crew, the role of crew handled by psionic echoes.
  • Ramming prow
  • Can hold 50 creatures & 20 tons of cargo

Psychic Helm: This room is dominated by a complex device made of steel, crystal, and leather. This githyanki psychic helm keeps the ship aloft and maintains its crew of psychic memories. The helm seems to emit a faint screaming sound when in operation. This object requires regular infusions of souls in order to operate, something that can only be done in the docks of Tu’narath, the githyanki capital city on the Astral Plane. If the soul helm is destroyed, the ship’s psychic crew and ability to fly fades after 5 hours.

Crew of Psychic Echoes: Tasks usually handled by normal sailors are accomplished by the psychic echoes of deceased githyanki sailors. Translucent shimmers with no personality or ability to attack, they vanish if the psychic helm is destroyed.

Crenellations: Unlike most traditional ships, the sides of the githyanki war galleon have crenellations to help protect troops. Anyone on the deck has cover from enemies outside the ship who are not attacking from above.

Ramming Spike: Thirty feet long, this sharpened ramming spike is designed to penetrate enemy ships or huge foes. It is wielded by the ship’s pilot in the bridge.

Bridge: The entire ship is steered and controlled from this location. The room is relatively bare, boasting a runic circle on the floor and a ship’s wheel standing before it. Windows around this room allow the captain to see forward and arrow slits allow spellcasters to target attackers to port or starboard outside the ship with superior cover. The pilot of ship can attempt to make attacks against another ship with the ramming spike. 

Stats

One thing I love about modern D&D is that they give the ship a monster stat block! So simple. My group is actually flying around in a "hell ship" they obtained when they played through To Wake the Leviathan. 

I won't reprint the full stat block, but here's the basics: 

AC 17 HP 172 fly 90 ft swim 60 ft
Multiattack: 1 catapult, 2 ballistas

  • Ballista: +8 to hit, rg 500/1500 ft., 13 (2d10+3) bludgeoning dmg
  • Catapult: +8 to hit., rg 800/2400 ft., 16 (3d8+3) bludgeoning dmg

I'll probably use the same basic numbers for the githyanki ship, but I'll swap in the force ballistas and the spell turret.

Since the githyanki ship is crewed by intangible psionic echoes, that means that the actual physical githyanki on board can be however many I want for a single encounter:

  • 4 githyanki warriors (MM pg 160)
  • 1 githyanki anarch (Mordenkainen's pg 205)

I'll also say that a githyanki knight (MM pg 160) is piloting the ship, but they'll plane shift away if things go bad and the vessel is being overtaken/destroyed. 

The anarch will start off by using the spell turret, launching off fireball spells at the Spicejammer. Once the ships get close, the 4 githyanki warriors will fly (everyone can fly in the Astral Plane) and board the group's ship. Maybe the anarch will go invisible, slip onto the heroes' ship and try to kill the pilot (Linnet, the party's wizard). The anarch has good spells and a devastating melee attack: +7/+7, 8 bludgeoning + 18 psychic!

Once the githyanki threat is dealt with one way or the other, the heroes can fly to the remains of the dead god Maanzecorian. 

Who is Maanzecorian?

The heroes have fought off the githyanki and fly to the dead gods, massive floating islands - the remains of gods who died. Also known as "husks" or "god-isles."

I went through old products and dug up all the information I could find on Maanzecorian.

The Great Modron March

In this adventure, Orcus runs around killing gods with a power called "The Last Word." One such deity is Maanzecorian. In this adventure, the heroes happen to be near a temple of Maanzecorian and witness the fallout of the death of a god. We learn:

  • Maanzecorian was the mind flayer god of knowledge and secrets.
  • Its rival was the other mind flayer deity, Ilsensine.
  • Tenebrous (aka Orcus) attacked Maanzecorian on the plane of Gehenna.
  • Wisps of Maanzecorian's essence scatter from its dying form. Orcus stood over its corpse and was bathed in eons of collected secrets and bits of lore.
  • Maanzecorian's entire Gehennan realm boiled away upon the deity's death.
  • Ilsensine now becomes the unquestioned supreme deity of the mind flayers.

Monster Mythology

Maanzecorian actually has an entry in this 2e book! We learn:

  • Maanzecorian is a vain philosopher-god, has vast library of arcane works in palace.
  • Is a tall illithid, with purple/green skin and yellowed tusks.
  • Has a silver crown that levitates above its head - gem is a gem of brightness.
  • Symbol: Silver crown set with a red gem.
  • Can call down a "weird" spell on a group of creatures.
  • Priests of Maanzecorian pursue knowledge, explore new territory, exploit knowledge.

Drizzt Do'Urden's Guide to the Underdark

This book has a quick mention: The cenotaph of Maanzecorian was once a small house of worship for the cult of the "Philosoflayer."

Volo's Guide to Monsters

Get a load of this. Maanzecorian is in 5e! In Volo's Guide, it is explained that illithid deities are not really gods, but manifestations of ideal psionic and philosophical states that mind flayers revere. 

Maanzecorian:

  • Embodies a complete comprehension of knowledge.
  • "It is a state wherein memories, thoughts, and aptitudes are dredged up from one’s mind not one at a time as needed, but are all laid bare and brought to the fore at once."
  • The perfect memories exhibited by aboleths have long fascinated mind flayers

For my campaign, I'm going to say that Maanzecorian was a physical being. 

Real quick, let's look at the aboleth entry in the Monster Manual:

Eternal Memories: Aboleths have flawless memories. Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. 

So maybe in this adventure, in order for the group to learn secrets from the dead god, they need to re-order their minds and attempt to achieve the "perfect" state of mind known as Maanzecorian.

Dragon Magazine #240 - Mysteries of the Dead Gods

Now we need to detail the god-isle, using material from Monte's article. 

The Goal: My group is coming here to find out what the lifebane is, and how the magic sigils factor into it (all stuff that comes from Labyrinth of Madness, which the group will play through once they hit around 18th level).

Here's the main thing I need to figure out: How do I turn this into multiple encounters? The group will probably fly right for the giant crown with the gem on it (on the head of Maanzecorian), learn what they need, and then leave. 

How do I get them to explore the whole isle without making it feel cheap? I don't want to do a "you must obtain these 5 keys to unlock what you need to know" scenario. 

After a lot of thought and reflection, looking out the window as rain pours down, listening to the call of crows, hearing the faint sounds of a sultry saxophone, I think I've got it. 

Touching the Crown: The heroes arrive. They land on/near the head. They touch the pulsing red gem on the crown. If you have a perfectly-ordered mind, if you have "achieved" Maanzecorian, you can commune with the gem and learn what you want to know. If not, you are hit with a mind blast: 

  • DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Obviously, the heroes don't have a perfectly-ordered mind. The character who touched the red gem will have a vague understanding - only those who can achieve a perfect mind state can commune with it. 

They key to achieving this state lies here on the dead god - though allowing Maanzecorian into your mind could change you profoundly. 

One effect from getting hit with the mind blast is that the characters will have a dull sense of what to do next - the God Husk imparts this knowledge to those strong enough to survive its attack. The group will need to do the following things in order:

  1. See Maanzecorian.
  2. Listen to the Bonethriven.
  3. Smell the Black Lily.
  4. Devour the Godflesh.
  5. Touch the Crown once more.

Exploring the God-Isle: From there, the heroes can explore the island. At least one character will have to consume the energies of the isle, which will re-order their minds, giving them a perfect memory.

Now we can populate the god-isle with my favorite things from Monte's article, making each an encounter of one kind or another. We'll combine it with information from Monte's section on dead gods from A Guide to the Astral Plane.

A Guide to the Astral Plane - Forgotten Husks: Dead Gods

"The corpse of a god is not flesh. Flesh is inconsequential to divinity. The corpse of a god is memories, wars, heroes, regrets, sacrifices, prayers - the stuff of significance."

God-Isles:

  • 1d100 x 50 feet long, 1/4th wide
  • Unique conditions
  • 40% have gravity.

I'll say Maanzecorian is 3,000 feet long, 750 feet wide. Has gravity, though I think that it would be cool for the group to be able to walk around to the "underside/back."

Now I'll go through the article in Dragon, grab the ideas that I like best, and make mini-encounters out of them. I think I'll tie each encounter to one of the senses - See, hear, taste, touch, and smell:

Memory Aura: As the heroes walk on the rocky god isles, a memory aura washes over them - they experience a memory from Maanzecorian's life. I want them to see the gith enslaved, tending to the fields of husks (as described in my guide to the githzerai). I might also want the group to experience Maanzecorian being slain by The Last Word. 

I also like the idea of the group experience each other's memories. Maybe before the session, I'll ask the players each to write down one memory they have - maybe a secret, or something important to them. Then, when they hit the memory aura, each character experiences a memory a random ally. 

Ultimately, I'll have it where the group starts taking psychic damage and will need to will themselves out of the aura, DC 15 CON save each round, something like that.

Mysterious Mineral: This crystal bonethriven, a massive assembly tube with 12 stops plays on its own. The "music" is horribly intense and is imbued with psionic energy. It plays a song of suggestion. As you get close to it, your mind becomes jumbled. Basically, this thing will "Reset" your mind, leaving you under the effects of a confusion spell until you get to the next encounter.

Mysterious Plant: In a field of black grass and ebony trees, there are large, lily-like plants with tendrils that hover and sway. A character who mind has been "reset" must come here, sit down and inhale. The viny tendrils will shoot up into the nose and touch the brain, "re-wiring it."

The character's mind is now becoming able to achieve Maanzecorian. I dug up some info on Illithid psychology from the Illithiad. The character will now struggle with the following thoughts:

  • The Essential Fiction: "Life with the elder brain represents the highest form of being."
  • Dominion is Life: Domination of others is key to success. Having a thrall is very important to a mind flayer.
  • Darken the Light: Sunlight causes discomfort - destroying all suns is an overarching goal.
  • Emotions: They feel primarily frustration, and will continue to do so until they achieve domination and mastery. "Discontent subtly colors every other emotion, thought, and action."
  • Concept of Time: Only the present matters. The past is a fluctuating medium. Only an elder brain records historical events. The future is only an as-yet-unrealized portion of the present.

I don't want the character to turn evil, I just want to emphasize that what they are going through will have profound effects. They are still the same person, but they are now struggling inside with all of these weird new personality quirks and assumptions.

Godquake: The dead god stirs! At this point, there is a "godquake." The husk's natural defenses are starting to kick in, and it is forming a guardian from its godflesh. The godquake is essentially an ongoing earthquake spell.

From a rift rises the guardian - a brainstealer dragon. Maybe more than one (this group has a tendency to polymorph their enemies... I don't want this encounter to be an anti-climax). This monster is from Dragon Magazine #337. The group is 12th level, so we'll re-skin an appropriate monster - an adult green dragon. It's CR 15, which is a "hard" encounter for four 12th level heroes. 

It has tiny pale purple scales, wings are fleshy layers of skin, four long tentacles. Eyes are two white lidless orbs. "Mind flayer breeding programs occasionally create terrors even elder brains cannot control."

Adult Brainstealer Dragon
Huge dragon, Lawful Evil

AC 19 HP 207 (18d12+90) Spd 40 ft., fly 80 ft., swim 40 ft.
STR 23 (+6) DEX 12 (+1) CON 21 (+5) INT 18 (+4) WIS 15 (+2) CHA 17 (+3)

  • Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  • Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
  • Damage Immunities Acid
  • Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon, telepathy 120 ft.

Innate Spellcasting (Psionics). The dragon's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, levitate
  • 1/day each: dominate monster, plane shift (self only)

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tentacles and two with its claws.

Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 18) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +11 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. 

Mind Blast (Recharge 5–6). The dragon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 56 (16d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions
The Adult Brainstealer Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Adult Brainstealer Dragon regains spent legendary actions at the start of their turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Tentacles Attack. The dragon makes a tentacles attack.
  • Extract Brain (Costs 2 Actions). The dragon makes an extract brain attack.

Final Task: Eat some of the brainstealer dragon's brain. The character is essentially consuming godflesh. Doing this allows them to achieve the full state of Maanzecorian.

Using the Crown: Now the characters can return to the crown. Anyone who has acieved the state of Maanzecorian can touch the crown and commune with it. The character can ask 3 questions, to be answered psychically by whatever remains of the mind flayer god.

Here, the group can learn things relevant to the campaign:

What is the Lifebane? Vast dark matter, spreading throughout the planes. A malevolent, semi-sentient entity of chaos and evil, that will slowly corrupt the entire multiverse - ultimately giving demons free reign and utter rulership.

What are the Sigils? The sigils are the multiverse's way of protecting against the lifebane. Acquiring the 20 sigils gives a path to the source of the lifebane and ways to defeat it.

The one thing they can't learn is where the source of the lifebane is. This information is blocked by the lifebane itself.

I might have the god husk point out that right now, the lifebane is corrupting the Graven Ones - the awesome NPCs from the next Monte Cook adventure in this "path" - Demon God's Fane.

Tuesday, December 15, 2020

Dungeons & Dragons - The Harrowing 5e Conversion

by Stephen Daniele

Later this year, I'm going to be running four old D&D adventures for my group, converted to 5th edition rules. All of these adventures were written by my favorite RPG author, Monte Cook:

I posted the conversion of A Question of Ethics, so now we're going to jump in to The Harrowing!

Where to Buy: You can buy this adventure on amazon. Or you can get a .pdf version of The Harrowing for $5 on the Paizo site.

I figured it might be useful to post my conversion notes, both for my own reference and in case you ever to decide to run one of these adventures for your own group.

The original adventure is for 15th level characters. This conversion is for 12th level characters, as that is the level my group is at.

General Notes

We'll use the damage expression guidelines from the DMG. Levels 11-16:

  • Setback: 4d10
  • Dangerous: 10d10
  • Deadly: 18d10

We'll also use the trap guidelines from the DMG:

  • Setback: Save DC 10-11 Attack Bonus +3 to +5
  • Dangerous: Save DC 12-15 Attack Bonus +6 to +8
  • Deadly: Save DC 16-20 Attack Bonus +9 to +12

Magic Items: 3rd edition adventures give the villains a lot of magic items mostly to adjust for the math in that edition. 5th edition doesn't really need that, so I've discarded most of the stat-boosting magic items from the monsters. For example, one male drow has +1 armor, a +1 shield, and a +1 short sword. If I kept all those in this adventure, the group would end up with a mountain of +1 items.

To scale encounters, I am using kobold fight club.

5e Drow Stats

This is a fantastic opportunity to use the drow featured in Mordenkainen's Tome of Foes:

  • Drow Arachnomancer CR 13
  • Drow Favored Consort CR 18
  • Drow House Captain CR 9
  • Drow Inquisitor CR 14
  • Drow Matron Mother CR 20
  • Drow Shadowblade CR 11

I should probably list the drow in the Monster Manual while I'm at it:

  • Drow CR 1/4
  • Drow Elite Warrior CR 5
  • Drow Mage CR 7
  • Drow Priestess of Lolth CR 8
  • Yochlol CR 10

Waterdeep: Dragon Heist:

  • Drow Gunslinger CR 4

Monster Conversions

The internet is a blessing. There are some monsters in this adventure that don't exist in official 5e books. Luckily, there are intrepid souls out there who have made conversions, saving us a lot of time and effort:

Concern: I am a bit worried about scaling. Some of these drow are probably too powerful for my group.

The thing about this party, though, is that they use a lot of "encounter-ending" abilities. Asana, the monk has stunning strike, and Linnet, the spellcaster, uses polymorph a lot.

Preserving the Monte Cook-ness

Throughout this conversion, I will suggest throwing out encounters. That said, after reading a bunch of these old Monte Cook adventures, I have learned that there are a number of monsters that he uses over and over. I assume he really likes these monsters, so I will always try to keep them in:

  • Hezrou CR 8 (MM pg 60)
  • Gray Render CR 12 (Mordenkainen's pg 209)
  • Retriever CR 14 (Mordenkainen's pg 222)

It also seems like he is a fan of bodaks (Volo's pg 127) and succubi (MM pg 285).

Drow Research


 

I think before we start this conversion, we should dig through some books and see if there's any 5e drow lore we can use to spice things up. 

I actually wrote a guide to the drow, but that doesn't include stuff from Mordenkainen's Tome of Foes:

  • The conflict between Lolth and Corellon led to Lolth taking her elves to the Underdark.
  • They believe they are superior to all other creatures.
  • Non-drow are slaves, fodder, or sacrifices.
  • Lolth sometimes randomly tests her followers by drawing their spirits to the Demonweb. Drow who fail these tests are transformed into a drider.
  • Fitness and physical beauty are highly prized in male drow.
  • When drow go on raids, they are primarily looking to enslave other creatures.
  • Slaves are kept as a sign of status.
  • Drow Trance: Unlike surface elves, when drow trance they simply dwell for a time in darkness and silence.

The Demonweb Connection: Drow do not fear demons. Demons are the highest form of slave that a drow house can own.

  • Draegloths: The offspring of drow and glabrezu. 
  • Yochlols: Personal servants of Lolth, they respond to the will of Lolth alone. All drow assume that some of their friends and neighbors are yochlol in disguise.
  • Arachnomancers: Have a supernatural connection to the spiders of the Demonweb Pits.
  • Inquisitors: Some can summon a yochlol once per day.
  • Shadowblades: These ruthless killers have the power to summon shadow demons.
  • Lolth: She demands sacrifices of treasure and blood.

Overall Story

Laveth's Plan: 

  1. Capture a good cleric for sacrifice.
  2. Gather her four power receptacles (hidden throughout a small area of the Demonweb).
  3. Over the course of 3 days, perform The Harrowing ritual (which involves killing the good cleric).
  4. The ritual will give her power (she will gain 8 levels!), and she will be strong enough to take the Demonweb from her mother.

Laveth's Symbol: Only her most trusted allies wear these. The group will need these symbols in order to pass safely through some of the Demonweb.

Adventure Summary

  1. Rescue: The heroes try to find a kidnapped elf.
  2. Follow Trail: Following a trail of dead birds, the heroes come to a cave.
  3. Portal: In the caves are the abductors - drow. The abducted elf has been taken through a portal in the cave to the Demonweb to be sacrificed as part of a ritual.
  4. Slaads: As the group explore, they see that slaads are attacking the Demonweb (Laveth hired them to provide a distraction while she tries to complete her ritual).
  5. Stop the Ritual: The group goes through the portal to the Demonweb and try to stop Laveth from completing the ritual. They have 3 days to do so.

NPCs

This adventure has a lot of unique villains. Some are loyal to Laveth, others are loyal to Lolth. Those loyal to Lolth could become allies with the adventurers.

Lolth Loyalists

Countess Ullistrin: A vampire that likes to collect corpses and add them to a "party scene" in her home

  • Vagdrioth: Consort of the Countess. He is chaotic-minded, and is in charge of administrative information. Has a pet gray render.
  • Tarestique: 10th level cleric of Lolth, 2nd in command under Countess Ullistrin. 3 large Abyssal Spiders obey her. Keeps 4 elf slaves

Nulise: A blackguard, she is keeping an eye on the yochlol to see if there are traitors in their midst (there are).

  • Bloodlust: Her pet raven, has eyes that glow red.

Laveth Loyalists

Laveth: Laveth is the daughter of Lolth, demon queen of spiders. Her father is a male drow wizard. Laveth wants the demonweb for herself.

  • Four receptacles store her power.
  • She has forged an alliance with slaad mercenaries. She sent them to attack the demonweb.
  • Her drow agents have abducted a cleric of Corellon.
  • Her symbol: Silhouette of a woman with four spidery appendages.

Realthican: Male drow, flesh is scarred in a web-like pattern. His robes have jewels in them set to look like spiders.

Tudrii: A female half-drow/half-demon, Is a rogue/fighter.

Helcav: Male Drow with a spider tattoo on his forehead, wears black and violet robes.

  • Oliclin: A bodak that serves Helcav.

Eaman: A male arachnomancer who likes to add metal blades to living spiders. Laveth's most powerful servant. 

(Mercenary) Gylgurdreg: A death slaad who works with the slaad mercenaries.

Captives

  • Alerian: A cleric of Corellon, god of the elves. Captured, is the key sacrifice in the ritual.
  • Brudis Charif: Half-elf fighter, friend of Alerian, also captured.

(page 26) A Walk in the Woods

The elves have two problems:

  1. There's a lot of dead birds in the woods.
  2. Alerian, their high priest of Corellon, has gone missing (he was abducted by teleporting demons while he slept).

Dead Birds: The birds appear to have burst open from the inside. There are no maggots and no scavengers try to eat the remains.

Follow the Trail: The group follows the trail of dead birds, and notice that they encounter more and more strange tiny spiders. These spiders are black and red, and have tiny spikes and hooks on them.

The heroes can deduce that these spiders are poisonous to eat. The birds are dying because they are trying to eat these little planar spiders from the Abyss.

If the group somehow waited TWO DAYS to start investigating, there is a 30% chance per hour that they encounter a drow raiding party.

Medium 5e encounter:
1 Drow (MM pg 128)
1 Drow Mage (MM pg 129)
3 araneas

(page 25) Infested Cabin

The trail of dead birds leads to this cabin. The spiders cover the door.

Inside are two corpses - a human and a half-elf killed by the spider swarm.

Continuing to follow the path of dead birds leads to a ridge, and the aranea caves.

(pg 25) Aranea Caves

Note About Running the Caves: When I run this, my plan is to skip through most of these encounters. I might keep the ambush in A2 because it seems like a really cool encounter, but I'm ditching almost everything else.

I am worried that the group will get bored with what some might perceive to be "filler" fights. We're here for the demonweb, not araneas.

A1. Outside the Caves: Ridge is 80 feet high. There is a large boulder semi-concealing a cave entrance. You can squeeze past the boulder to get into the cave.

A2. Entry Cave: Ceiling is 40 feet high. 6 Araneas are hiding on the ceiling.

6 araneas

  • Special attack: +5 to hit, a web strand pulls a character up to the ceiling. On the aranea's next turn, it tries to web them to the ceiling (+5 to hit, restrained.

Trap: There is an illusion (detect: Investigation check DC 12)concealing a trench-like spiked pit.

Let's use the spiked pit from the DMG

  • 5d6 bludgeoning damage and 11 (2d10) piercing damage, CON save DC 13 or 22 (4d10) poison damage, half as much on a success.

A3. Storage Cave: 25 bundles (blood-drained corpses of elves, deer, and humans).

A4. Shaft Down: This shaft leads 100 feet deep into an underground river. STR check DC 10 or the current pulls you to A5.

A5. Guardians: The river leads to a pool that is 4 feet deep. The current might pull you into an underwater tunnel that drops you down to area A8. STR check DC 10 each round to resist.

There is a northern ledge. On top of it are a drider and 4 araneas.

Medium encounter:

Note: This one definitely feels like an unnecessary encounter. My plan is to have the drider be here, but not attack. It hates the drow and if anything, will give the heroes information on what the drow are up to (it speaks Elvish and Undercommon).

Also, Laveth has drider servants in her temple (area d12). This drider might have been offered the opportunity to serve her, but turned it down, and has fled through the portal to escape her wrath.

A6. Tyeeinish's Cave: Dark cave with web-filled niches (spider-lairs).

Tyeenish: The aranea ruler, a half-demon. I made her a re-skinned retriever.

Tyeenish
Large beast, lawful evil

Armor Class 15 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 50 ft., fly 50 ft., climb 40 ft.

STR 22(+6) DEX 16(+3) CON 20(+5) INT 18(+4) WIS 11(+0) CHA 4(-3)

Saving Throws Dex +8, Con +10, Wis +5

Skills Perception +5, Stealth +8

Damage Immunities cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15

Languages understands Abyssal, Elvish, and Undercommon but can't speak

Challenge 14 (11,500 XP)

    Shapechange: Tyeenish can use its action to polymorph into a Medium beast or humanoid creature of CR 2 or lower, or from another form back into its own form. Tyeenish retains its Int, Wis, and Cha scores and its current hit points while polymorphed; otherwise, it takes on all the attributes of the adopted form. It can cast spells if the adopted form can provide the spell’s verbal and somatic components, and it retains its paralytic poison trait if the adopted form has a bite attack. A shapechanged aranea reverts to its natural form when slain.

    Spellcasting: Tyeenish uses Intelligence as their casting ability (DC 16, attack +9) and require no material components for their spells. Typical known spells are listed below, but individual aranea can know different spells.

  • Cantrips (at will): dancing lights, mage hand, ray of frost
  • 1st level (4 slots): mage armor, magic missile, shield, silent image, ventriloquism
  • 2nd level (4 slots): invisibility, mirror image
  • 3rd level (3 slots): lightning bolt, 
  • 4th level (2 slots): Stoneskin

    Spider Climb: Tyeenish can climb any surface without making ability checks.

Actions

        Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage,  and the target must make a successful DC 16 Con saving throw or become poisoned (see Paralytic Poison, below).

        Paralytic Poison: The poisoned creature has tactical disadvantage on attack rolls and ability checks. At the end of each of its turns, the poisoned creature must attempt a Con saving throw. On a result of 16 or higher, the poisoned condition ends and the character becomes immune to this aranea’s poison. On a result of 11–15, the poisoned condition continues. On a result of 10 or lower, the creature becomes paralyzed and no more saving throws are needed. Paralysis lasts for 1 hour or until the poison is neutralized

    Webs (recharge 5, 6): Ranged Weapon Attack: +11 to hit (range 30 ft./60 ft.; one creature). Hit: The target is restrained by webs. A webbed creature can use its action to attempt a DC 16 Str (Athletics) check to escape. The web can also be destroyed by 5 points of slashing or fire damage against AC 10.

Large Abyssal Monstrous Spiders: They are just Giant Spiders (mm pg 328) with resistances: cold/fire.

A7. Web Lair: Floor is 100 feet down. Thick webs criss-cross the area. Things are wrapped in cocoon-like sacks.

  • Cave floor is 100 feet down.
  • Sacks: Hold 100+ aranea eggs.
  • Bottom of Cave: a coffer with 240 gp, 10 gems worth 50 gp each, a jewelled bracelet worth 100 gp, and a potion of clairvoyance (DMG pg 187)

A8. Demons at Rest: Pool, column, water pours through hole in west wall.

Lurking here are the villains who actually abducted Alerian.

Hard Encounter: As written, this is a deadly encounter. Let's say that the vrock is a coward and flees. That makes this a "hard" encounter, which sounds right to me.

I envision this as a scene where the group can spy on them and listen to their conversation, learning some details about how soon Laveth will rule the Demonweb. They speculate on how they will be rewarded. They should probably say out loud that the ritual will be done in three days, so tha tthe group is aware that they are on a time limit.

Symbol of Laveth: Ilvadidra has a symbol of Laveth -  a silhouette of a woman with 4 spidery appendages coming out of her sides.

A9. Another Web Lair: Webs, columns.

Hidden in the webs are two spider-silk bags.

  • Bag 1: 12 gems, 50 gp each. 200 gp, 780 sp. Potion of Greater Healing (heals 4d4+4), and a potion of hill giant strength (DMG pg 187).
  • Bag 2: 260 gp, 600 sp, potion of resistance (poison) (DMG pg 188).

A10. The Gate: The portal is a "hole in space" that "leads into a starry, black void."

Those who pass through appear in D1. The gate can only be damaged by Laveth's 4 power receptacles.

Bebilith: A bebilith is guarding the gate. The bebilith is CR 11, which is an easy encounter for a 12th level group. I probably wouldn't use this encounter anyway, so no big deal.

A11. Drow Garrison: In the adventure, there are 7 male drow and 2 spellcasting drow here. That actually scales nicely! It's a hard encounter.

  • 7 Drow (MM pg 128)
  • 2 Drow Mages (MM pg 129)

Treasure: 2 iron boxes (locked and trapped)
Lock: DC 20
Trap: (Spot trap = Investigation DC 20, disable = DEX check w/ tools DC 15) Poison needle. Take 1 piercing dmg and 11 (2d10) poison dmg, and roll a CON save DC 15. Fail = poisoned for 1 hour.

I think that, for my game, I'll just leave this room empty, too.

(pg 30) Demonweb (Areas D1 - D19)

Let's mix in the info on the Demonweb from the DMG:

"Lolth’s layer is an immense network of thick, magical webbing that forms passageways and cocoon-like chambers. Throughout the web, buildings, structures, ships, and other objects hang as if caught in a spider’s snare. The nature of Lolth’s web creates random portals throughout the plane, drawing such objects in from demiplanes and Material Plane worlds that figure into the schemes of the Spider Queen. Lolth’s servants also build dungeons amid the webbing, trapping and hunting Lolth’s hated enemies within crisscrossing corridors of web-mortared stone.

Far beneath these dungeons lie the bottomless Demonweb Pits where the Spider Queen dwells. There, Lolth is surrounded by her handmaidens — yochlol demons created to serve her and which outrank mightier demons while in the Spider Queen’s realm.
"

In this adventure, it says: "Below the Demonweb, in chasms sunken within absolute darkness, lie the dreaded Demonweb Pits."

Stages: In many of these encounters, we are given information on what creatures are in the area depending on what "stage" of the ritual is occurring. The group gets two longs rests... if they take a third, the ritual gets completed and Laveth succeeds in her evil scheme.

In the early stages, the slaads are fighting the drow. In stage 3, the conflict has been decided one way or another.

Power Receptacles: The group is going to need to find the four power receptacles to defeat Laveth. These things are hard to find. Here they are:

  1. D9D. Balcony: Hidden inside a hollow statue.
  2. D14C. The Captain: Embedded in the remains of the captain on the pirate ship.
  3. D18C. Laveth's Chamber: In a hidden compartment in the floor.
  4. P4. The Ritual Chamber: Resting on the altar.

My Campaign: I'm handing out the 20 sigils needed for the Labyrinth of Madness in these adventures, so I am thinking that I'll put one sigil on each of the power receptacles? Or maybe, I'll have a sigil near each  receptacle? So the sigil is subtly guiding the group to their objectives?

Symbols of Laveth: If the group aren't wearing symbols of Laveth, they can't access the final areas. I will be sure to note which areas contain symbols.

Demonweb: The magic of the web creates magic, random portals that draws in buildings, structures, and ships.

  • Doors: Unlocked, wooden doors.
  • Ceilings: 15 feet high.
  • Magic Conditions: Web spells spread out to fill twice the area they normally should.
  • Saves vs. poison are at disadvantage.
  • Spider climb lasts twice as long.

Pathways: Round tubes made of extra-tough webbing.

  • Immune to fire/cold/lightning.
  • Has a damage threshold of 10, has 20 hit points.
  • The area outside the map is a black void filled with strands of webbing in all directions. 
  • Falling: Plunge 10d100 feet before hitting a web strand and becoming caught. Take falling damage as normal.

D1. Arrival: The heroes pass through the gate. Web walls, ceilings and floor show faces of the souls of the damned.

Wall: Damage Threshold 20, HP 200. If broken, 10 chaos specters are released from the interior walls and attack anyone nearby.

10 Chaos Specters: They are normal specters with chaotic alignments. (MM pg 279)

D2. Nexus: Dead slaads. 

  • Stage 2 & 3: corpses are gone.

D3A. Drow Defenders:

  1. Stage 1: 4 drow (MM pg 128) vs 3 green slaad (MM pg 277), 2 blue slaad (MM pg 276)
  2. Stage 2: 5 drow vs 1 red slaad captive (MM pg 276)
  3. Stage 3: 5 drow

Treasure: 5 trunks: 2d6 gems worth 50 gp each

Spellbook: Cover is cornugon hide, pages made of dried webbing.

D3B. Room in Disarray: Weapons, mats. 

Trap: The door to 3c is trapped.

D3C. Priestess's Chamber: Bed suspended by chains, Paintings, Stone, 3 spiders, 4 shackled elves

Door Trap: Glyph of Warding 20 foot radius thunder damage DEX save DC 15 5d8 thunder damage, half on save.

Note: Tarestique is loyal to Lolth and serves the vampire Ullistrin.

Tarestique and the 3 spiders are a medium encounter

  • Tarestique: Drow Priestess (MM pg 129)
  • 3 Large Abyssal Monstrous Spiders: They are Giant Spiders (mm pg 328) with resistances: cold/fire.

Treasure: (cursed) Onyx statue of Lolth (1,000 gp): Curse: When taking a rest, gain no benefits. Remove curse (PH pg 271) ends this effect. Drow are immune to this curse.

Wardrobe: Clothing, perfumes, spyglass, whip, manacles, 3 potions of greater healing (heal 4d4+4), scroll of raise dead, bag with 100 gems worth 10 gp each, coin purse containing 50 pp.

D4. Demon Roost: Bronze trap door. Pull open: Room with a pool and perches. 

(4 vrocks and a hezrou are way too hard. 1 vrock and a hezrou are a medium encounter)

  • 1 Vrock (MM pg 64)
  • 1 Hezrou (MM pg 60)

Treasure: 10, 543 cp, 5,390 sp, ring of resistance (lightning) (DMG pg 192).

D5. Countess Ullistrin's Chambers: Keep in mind that Ullistrin is loyal to Lolth, and will help the group if given the opportunity. 

  • Finding Ullistrin: The group will likely encounter Ullistrin in area D6C., but they might find her resting in her sarcophagus in D5B.
  • Potential Ally: She can tell the group that Laveth has a power receptacle hidden in D18C. Laveth's Chamber.

D5A. The Endless Gate: Corpses of humanoids (completely drained of blood) are posed as if they are at a party. 2 invisible gray slaads prowl about. 

(2 gray slaads are a hard encounter)

  • 2 Gray Slaads (MM pg 277)

Notes: I'm very worried about this being an unnecessary combat, so I might have the drow atack the slaad no matter what, to show the group that these drow not only hate the slaad, but they are clearly wearing symbols of Lolth.

Treasure: 54 pp, gold ring with ruby (120 gp), silver/gold statuette  (300 gp),

  • Stage 2: 2 gray slaads (MM pg 277) are fighting 6 drow (MM pg 128)
  • Stage 3: 6 drow (MM pg 128)

D5B. Countess Ullistrin's Resting Place: Stone sarcophagus.

Secret Compartment in the Sarcophagus: Trap: 30 ft square poison gas: CON sv DC 15 or 3d12 poison damage, save for half.

Treasure: 300 gp, jeweled scepter (1,000 gp), crystal ball (DMG pg 159).

  • Stage 1: Nobody's here.
  • Stage 2: Countess is in the sarcophagus.
  • Stage 3: Nobody's here.

D6A. Outer Chamber: 8 floating discs, bronze statue of drow on each.

  • 2 discs: have no statues
  • Bronze-topped Wood Desk with papers and files.
  • Cushions

D6B. Trapped Hall: Walls and floors, spider-like frescoes.

Step in from D6A. (Trap): The first person to step on the floor triggers symbol of death that affects only them.

  • Detect: Investigation Check DC 15
  • Disable: Arcana or DEX check with thieves' tools DC 15.
  • Trigger: Touch the door to D6C.
  • Effect: CON save DC 15, 10d10 necrotic damage, half on save.

Door to D6C.(Trap):

  • Detect: Investigation Check DC 15
  • Disable: Arcana or DEX check with thieves' tools DC 15.
  • Trigger: Touch the door to D6C.
  • Effect: Entire hallway filled with a firestorm: DEX save DC 15, 8d6 fire damage, save for half.

D6C. Render's Den: 2 pedestals.

Pedestals: 3 feet wide, 2 feet high. If a battle breaks out, Ullistrin and Vagdrioth each stand on one.

(If all 3 creatures are in here, this is a beyond-deadly encounter. Vagdrioth and the render are a hard encounter alone. The vampire on her own is a medium difficulty encounter!)

  • Ullistrin, Vampire (MM pg 279)
  • Vagdrioth, drow mage (MM pg 129)
  • Gray Render (Mordenkainen's page 209)

D7. Yurganthaor's Lair:

by Stephen Daniele

Globe: AC 18 Damage Threshold 20 HP 150

  • 15 foot diameter black sphere hovering 10 feet off the floor. 
  • Place for the nalfeshnee to sleep among his pile of treasure.
  • If the nalfeshnee dies, it vanishes.

The nalfeshnee has the ability to teleport as an action. So, it can teleport in and out of the globe as it likes.

Hole in Floor: Passage to D18A.

(the nalfeshnee is a medium encounter)

  • Yurganthaor, Nalfeshnee (MM pg 62)

Treasure: 1,320 gp, four 50 gp gems, scrolls of wall of fire (PH pg 285) and telekinesis (PH pg 280).

D8. Upper Chamber: A trap door in the ceiling leads into a little supply room. Empty crates, barrels, and sacks. Good place to rest!

  • Stage 1: Room is empty
  • Stage 2: 2 blue slaads (MM pg 276) (2 slaads is a medium encounter)
  • Stage 3: Room is empty

D9. Crystal Tower of the Yochlol: 100 ft tall tower made of purple crystal. The yochlol here are loyal to Lolth.

Notes: I am very amused at the idea of the heroes meeting with the yochlol and hanging out with them in a sunken pit of gunk in D9C., explaining Laveth's plot and asking for help.

From what I can tell from the text, these yochlols are not loyal to Lolth? I mean, they have one of Laveth's power receptacles stashed in a statue, so yeah they must be. Nulise, a drow blackguard, has been sent by Lolth to check them out. 

This will get weird if the yochlols use detect thoughts on the heroes. The yochlols are very powerful! The group could be in big trouble. Nulise could bail them out, I guess.

Honestly I'm sort of inclined to change this. Maybe one yochlol is a traitor? And that traitor can be rooted out?

by Stephen Daniele

Yochlol Research 

I'm going to dig through the Monster Manual real quick to see what we can learn about yochlols:

  • Handmaidens of Lolth
  • Lolth's spies, taskmasters, and agents. Serve no demon lords except Lolth.
  • Shape Shift: "Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form."
  • True Form: A pillar of yellow slime with a single eye.
  • Poison Touch: Touch is venomous.
  • Spells: Can cast detect thoughts, web, and (1/day) dominate person.
  • Mist Form: Can become a poisonous cloud with flying speed of 30.

D9A. Defenses: (Trap) 5 dragon heads on the floor.

  • Disable: Speak password, or cast Dispel Magic (PH pg 234) Make an ability check using your spellcasting ability DC 15, or destroy heads (see stats below).
  • Trigger: If you enter the tower without speaking the password, the dragon heads all breathe 5-foot wide streams, 1 head per character, per round.

Dragon Head: AC 14 Damage Threshold 10 HP 50 

  1. Red: DEX save DC 12 10d6 fire damage, half on save.
  2. Black: DEX save DC 12 8d6 acid damage half on save.
  3. White: DEX save DC 12 7d6 cold damage, half on save
  4. Blue: DEX save DC 12 9d6 lightning damage, half on save.
  5. Green: DEX save DC 12 8d6 poison damage, half on save.

D9B. Guard Chamber: "Drow matron in spider silk robes" (a yochlol with 2 yochlol nearby in mist form).

  • Detect Thoughts: I am thinking that the yochlol can use detect thoughts to scan a character's mind and will immediately understand why the heroes are here. She could press further, giving the character a WIS save DC 14 to block it. 

Bas-reliefs: Spiders menacing victims caught in giant web.

(2 yochlols is a hard encounter. 3 is deadly!)

  • 3 yochlols (MM pg 65)

D9C. Yochlol Lair: (each lair is home to 3 yochlol)

3 Sunken Pits: Give off a pungent odor. Yochlols are in the pools, giggling.

  • Getting in a Pit: Make a CON save DC 11. Fail: Catch sewer plague. Symptoms manifest in 1d4 days.

Treasure: Small steel boxes (Trap: Glyph of warding. Detect: Investigation check DC 15. Disable DC 15. Effect: 20 foot radius DEX save DC 15 5d8 fire damage, half on save)

  • 2 gems worth 50 gp, 20 pp, small silver brooch of a spider (this grants access to restricted areas)

D9D. Balcony: Drow woman with two-bladed sword on balcony, has a large black raven with black eyes.

  • Nulise: Blackguard (Volo's pg 211)

Notes: As a CR 8, she is not a threat to the party. But this place isn't really about combat - it' about rooting out who is loyal to Laveth, and finding the power receptacle!

For my campaign, which involves the sigils from the Labyrinth of Madness, I might say Nulise has the second sigil on her hand - a clue that she's not the enemy. Maybe I'll put a sigil near each of the power receptacles. Maybe one will be on Alerian.

D9E. Obsidian Queens: 10 obsidian statues depicting female drow.

Statue in Center of Room: (hollow - has a secret latch, splits the statue to reveal the treasure)

  • Treasure: Floating inside the statue is one of the power receptacles. Oblong, faceted green gem worth 5,000 gp

D9F. Shrine of Lolth: Statue of Lolth in her half-spider form. Bowl and a knife nearby.

Animated Statue of Lolth: 10 feet tall, 12 feet wide, painted, (...lunges menacingly at those who peer through the door." Has ruby eyes, each worth 500 gp.

East Brazier: Contains a block of incense: If burned, the statue poses regally and expects a blood sacrifice. If a sacrifice is made, bless spell lasts 24 hours.

Fail to burn incense within 5 rounds or remove an eye: The statue screams. All in the room make a CON sv DC 15 10d8 thunder, save for half.

Notes: There was a curse in the 3e version of this adventure, but I'm going to ignore it. I'll just use the "scream" effect.

D10. Nightmare Assassin: Flat platform of rusty iron, dead slaad.

(The CR 14 retriever is a medium encounter)

  • Retriever (Mordenkainen's page 222)

Over the Edge: Remember, this is on an open platform. A character could fall off the side and into the nothingness.

  • Paralyze: The retriever has a paralyzing beam: "If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed." 
  • Pick Up & Drop: So, it could paralyze a creature, pick it up, move, let go.
  • Falling: Plunge 10d100 feet before hitting a web strand and becoming caught. Take falling damage as normal.

Dead Slaad Treasure: Potion of Invisiblity (DMG pg 188)

D11. Arachnomancer and Rogue: Beds, dishes

  • Stage 1: Realthican and Tudriiare here.
  • Stage 2: Realthican and Tudriiare here.
  • Stage 3: Nobody's here (Realthican and Tudrii are at the ritual).

(These two are a hard encounter)

  • Realthican, Drow Arachnomancer (Mordenkainen's pg 182)
  • Tudrii, "half-drow/half-demon" (cambion, MM pg 36)

Run? Looking at Realthican's spells, it seems like a good bet is to drop an insect plague and then dimension door away. He doesn't have a lot of bombs to drop. 

Symbol of Laveth: Both Tudrii and Realthican have symbols of Laveth -  a silhouette of a woman with 4 spidery appendages coming out of her sides.

Treasure: 2 locked trunks (Open DC 20, 20 pp, four 100 gp gems, jeweled mirror, 3 potions of greater healing (4d4+4), 1 potion of flying (DMG pg 187).

D11B. Open Platform: Suspended wood platform (descends to D12)

D12. Temple of Laveth: Only servants of Laveth and those bearing her secret symbol are allowed. If intruders enter, 2 driders magically appear in the pool and attack.

Anti-Magic Field: Except in the pool.

Pillars: Web patter, leering demonic face at the top.

Mural: Drow woman holding green gem (Laveth holding power receptacle)

Pool: Shallow, 20 feet across, transparent liquid. 1 foot drop. Radiates enchantment magic.

  • Touch Water: CON save DC 15 or stunned for one round. WIS save DC 12 or Laveth controls you. She scars your mind until you save.

(Normally 2 driders is an easy encounter, but the anti-magic field and the pool I think will make up for it)

  • 2 driders (MM pg 120)

D13A. Helcav and Friend: Walls have sculptures of humanoids riding dragons, fighting demons.

  • Stage 1: Helcav and Oliclin.
  • Stage 2: Drow with spider tattoo on forehead.
  • Stage 3: Oliclin is here, Helcav is at ritual.

It's an easy encounter with just the bodak and the mage, so I added some abyssal spiders to bump it up to a medium encounter.

  • Helcav, Drow Mage: (MM pg 129) He has a wand of viscid globs.
  • Oliclin, Bodak: (Volo's pg 127)
  • 3 Large Abyssal Monstrous Spiders: They are just Giant Spiders (mm pg 328) with resistances: cold/fire.

Symbol of Laveth: Helcav has a symbol of Laveth -  a silhouette of a woman with 4 spidery appendages coming out of her sides.

D13B. Helcav's Bedchamber: Bed, tables.

Large Bound Chest: (locked DC 20 to open) Mummified drow hand (a hand of the mage), 10 ivory figurines worth 100 gp each, figurines of spider-faced women doing ballet.

  • Hand of the Mage: This mummified elf hand hangs by a golden chain necklace. It allows the wearer to utilize the cantrip mage hand at will.

D14. The Ship: Large ship, gray sails.

D14A. Rummaging Fiends: 2 hezrou rummaging for food. 

(2 hezrou is a medium encounter)

  • 2 hezrou (MM pg 60) 

Note: While this seems like a superfluous encounter, I do want to make sure the hezrous are present, because they are a Monte Cook favorite and we are running a Monte Cook campaign.

D14B. Doomed Crew: Wrecked ship, ghostly crew materializes.

(easy encounter, I'll probably skip this one).

  • 8 chaos spectres (specters, MM pg 279)

D14C. The Captain: Foul odor, creature with legs molded to the floor - green object in center of body.

Notes: Let's base the Captain's stats on a mummy lord, which is a CR 15 monster - a hard encounter. We'll use the numbers but swap in powers from the adventure. 

This is a weird monster. It doesn't have a melee attack! It has a 0 speed! In the 3e adventure, it has a bunch of spells, but most of them seemed useless, and I figure that the legendary actions make up for it.

One thing I'm a little unsure of is the breath weapon damage. It's a CR 15 monster, so I just lifted the numbers from the adult bronze dragon... but 101, 88 points of damage seems like a lot.

The point of this encounter is just to get in there, grab the gem, and get out.

The Captain 

Medium undead, Chaotic evil

  • Armor Class 17 (natural armor)
  • Hit Points 97 (13d8 + 39)  (If this seems low, you could go with 143 HP max)
  • Speed 0 ft. (yes, zero feet)

STR 18(+4) DEX 10(+0) CON 17(+3) INT 11(+0) WIS 18(+4) CHA 16(+3)

  • Saving Throws Con +8, Int +5, Wis +9, Cha +8
  • Skills History +5, Religion +5 
  • Damage Resistances: cold, fire, acid
  • Damage Immunities: lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Abyssal

Challenge 15 (13,000 XP)

Magic Resistance. The captain has advantage on saving throws against spells and other magical effects.

Death Gaze: When a creature that can see the captain’s eyes starts its turn within 30 feet of the captain, the captain can force it to make a DC 16 Constitution saving throw if the captain isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the captain until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. 

Actions

Dreadful Glare. The captain targets one creature it can see within 60 feet of it. If the target can see the captain, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the captain’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of the captain for the next 24 hours.

Breath Weapon (Recharge 5–6). The captain exhales force energy in a 30-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The captain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The captain regains spent legendary actions at the start of its turn.

  • Blinding Glare. The green power receptacle flares with sickening light. Each creature within 5 feet of the captain must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn.
  • Abyssal Word (Costs 2 Actions). The mummy lord utters an Abyssal word. Each non-undead creature within 10 feet of the captain that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the captain’s next turn.
  • Channel Negative Energy (Costs 2 Actions). The captain magically unleashes negative energy. Creatures within 60 feet of the captain, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.

Treasure: Power Receptacle: Green gem worth 5,000 gp.

D15. Material World Gate: 10 foot platform with runes, swirling column of violet mist.

Column of Mist: Gate to a prime world the Lolth conquered long ago, and has grown bored with. It's a wasteland, with ruined cities overrun by demons, monstrous spiders, and undead. 

  • The world is dark and cold, sun is shrunken and white. Ruined cities, withered plants, undead.
  • The portal/gate brings you to the bottom of a crater.
  • Crater is guarded by an iron golem (MM pg 170) in the shape of a spider. 

(One iron golem is a hard encounter!)

D16. Dimensional Interference: How cool is this? We're about to learn how Lolth pulls things into the Demonweb!

D16A. Abyssal Clock:There's a pit.. and a clock.. see the pic. A pit with 12 numerals around it, lever points at 4.

by Stephen Daniele

Clock: Shaft slowly points to hour.

Pit: Permanent darkness (PH pg 230) spell. 30 feet deep, 10 feet of acid (damage: 10d10 acid). Has 3 tentacles!

Disturb the Clock: 3 large, metal tentacles grapple and try to pull you into the pit. Up to 3 medium creatures at once, or 1 large creature.

Notes: There is actually a similar scenario in the Acquisitions Inc. book that we can draw inspiration from here. The enormous tentacles use the stat block of a giant constrictor snake with these changes:

    It can reach anywhere inside this room.
    It has no bite attack.

Metal Tentacles

AC 12 HP 60 (8d12 + 8) Speed 30 ft., swim 30 ft.
STR 19(+4) DEX 14(+2) CON 12(+1) INT 1(−5) WIS 10(+0) CHA 3(−4)

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages —
Challenge 2 (450 XP)

Damage Immunities: acid

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Actions

Constrict. Melee Weapon Attack: +8 to hit, reach: this room., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the tentacle can’t constrict another target.

A creature grappled by the tentacle is pulled to the edge of the pit. On the next round, if the creature is still grappled, the tentacle pulls it into the acid pit, taking 10d10 acid damage. There, the tentacle has three-quarters cover, and the creature can’t breathe.

D16B. Open Area: 4 obelisks with knobs. Large Iron lever. Floating image of a desert with red sand.

4 Obelisks: Each has a large round knob
  • Generates the floating image
  • Knobs can be turned like dials, bring different worlds/places into view.
  • Only Lolth can use this device accurately. Too difficult to pinpoint a specific person or place.
Large Round Lever: Has 12 notches/settings
  • Numbers correspond with the numbers on the clock in D16A.
  • When the lever is placed at a given position at the clock reaches that hour, whatever is shown in the image is pulled into the Demonweb.
  • There is no control over where in the Demonweb the captured mass appears.
Hazy Image: Floating in the middle of the room hazy image of a desert of red sand.
  • Scene from a random world in the multiverse. Obelisks control what world is shown.

D16C. Vil the Marilith: Bed, draperies.

Marilith (MM pg 61)

Her swords:

  • Shivatri +1 scimitar
  • Kalivos: +1 scimitar
  • Dedrafensor +1 longsword
  • Tyranny +1 longsword
  • Zhul +1 battleaxe
  • (I don't know why she has only 5 magic weapons)

Treasure: 3 golden armbands (50 gp each), gold tiara (250gp), 12 gold bars (300 gp total), coffer containing 250 pp, shield of missile attraction (DMG pg 200).

D17. Barracks: Stone building.

D17A. Terrible Remains: 23 dead drow. 2 dead succubi (all killed by slaad).

Treasure: 33 gp, 89 sp, silver mirror worth 50 gp.

D17B. Large Closet: (Door is locked, open DC 20) Swords, shields, mithral chain.

D17C. Slain Demon: Dead vrock.

D17D. Death on Two Legs: The death slaad who apparently killed all of these drow is here.

Gylgurdreg, death slaad (MM pg 278)

Traitor: Just want to point out that it can shapechange! It could pretend to be a drow, covered in blood. Maybe it even joins the group. then turns against them at an opportune time, using cloudkill, fireball, and invisibility to devastating effect.

(Note: a death slaad is an easy encounter for a lvl 12 group.)

Treasure: 23 pp, 140 gp, jeweled comb (200 gp)

Laveth's Palace: Tall, gothic, doors unlocked.

D18A. Grand Hall: Chandeliers hang from ceiling. Guarded by Laveth's gargantuan spider.

Gargantuan Abyssal Spider

Gargantuan beast, unaligned

  • Armor Class 14 (natural armor)
  • Hit Points 310 (20d20 + 100)
  • Speed 40 ft., climb 40 ft.

STR 22(+6) DEX 16(+3) CON 20(+5) INT 3(−4) WIS 11(+0) CHA 4(−3)

  • Saving Throws Dex +8, Con +10, Wis +5
  • Skills Perception +5, Stealth +8
  • Damage Immunities cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15

Languages understands Abyssal, Elvish, and Undercommon but can't speak

Challenge 14 (11,500 XP)

  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider makes two foreleg attacks and uses its force or paralyzing beam once, if available.

Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Web (Recharge 5–6). Ranged Weapon Attack: +11 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

D18B. Laveth's Right Hand Man: Bedroom, Alchemy stuff, spider parts.

Alchemy: Looks like he is adding metal parts to spiders.

(The arachnomancer is CR 13, a medium encounter).

Eaman, drow arachnomancer (Mordenkainen's pg 182)

Top Shelf of Wardrobe: ornate silver box (worth 100 gp) filled with 230 pp

Symbol of Laveth: Eaman has a symbol of Laveth -  a silhouette of a woman with 4 spidery appendages coming out of her sides.

Treasure: Web Armor

  • Web Armor: Comes in a large flask. Action: Coat body +7 AC (Does not impose Disadvantage on Dexterity (Stealth) checks or have a Strength requirement)., lasts 24 hours and then dissolves (probably dissolves in sunlight after 1 hour).

D18C. Laveth's Chamber: Pillow Floor, dead elf hung from chains, (hidden compartment in floor has receptacle).

Dead Elf: Laveth drank his blood.

  • Stage 1: Laveth is here.
  • Stage 2: Laveth is in D18E
  • Stage 3: Laveth is in the ritual chamber.
Stats: I'll put Laveth's stats down in the ritual chamber.

Treasure: In a hidden compartment in the floor is a Power Receptacle (green gem worth 5,000 gp).

D18D. Gas Trap: Walls carved with faces in torment. 4 gold censers hung from ceiling (censers are 20 feet up).

  • Trigger: Cross the room without bearing a symbol of Laveth
  • Effect: Both doors seal with arcane lock (PH pg 215). poison gas billows from the 4 censers. CON save DC 15 10 poison damage per round.
  • Disable Poison: Plug holes in 4 censers takes 4 actions, sleight of hand DC 12.

D18E. The Spider Throne: Ebony throne with two extremely valuable rubies. has eight twitching spider legs.

Throne (Trap): If you sit on the throne or mess with the rubies on it, all 8 legs cast finger of death on the offending creature! CON save DC 15 7d8+30 necrotic damage, half on save.

  • Stage 1: 2 Abyssal Spider Ghosts
  • Stage 2: Laveth on the throne (her stats are in the ritual chamber section below. She can use the throne's attacks!)
  • Stage 3: 2 Abyssal Spider Ghosts

(2 spiders is a super-easy fight, but this room isn't about the monsters. It's about the throne, which is 100% an instant death trap).

Finger of Death: Remember that a humanoid killed by finger of death rises at the start of Laveth's next turn as a zombie that is permanently under her command, following her verbal orders to the best of its ability.

2 Abyssal Spider Ghosts: We can just use phase spider stats (MM pg 334).

Treasure: The 2 rubies are worth 10,000 gp each.

S19. Orifice: Purple light, hole with smoke, strand of web from ceiling drops 1,000 feet down into pit.

This strand lands into a Demonweb Pit (P1. Laveth's Secret Garden)

  • Stage 1: Nobody here.
  • Stage 2: Nobody here.
  • Stage 3: Any villains that the group hasn't encountered yet (Realthican, Tudrii, Helcav [with Oliclin], and Eaman).

Demonweb Pits

These pits collect anything that falls from the demonweb. The sides of the pits are made from semi-solid, impenetrable darkness. You can fly from one pit to another.

P1. Laveth's Secret Garden: Round platform covered in plants (Iron hatch hidden in the ground). Green/yellow bell flowers.

24 Bell-Flower Blooms: If you are not wearing a Laveth symbol, d4 flowers attack each round.

AC 10 HP 10
Damage Immunities: acid
Damage Vulnerabilities: fire, cold

Actions

Melf's acid arrow (PH pg 259): rg 90 +8 to hit. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Iron Hatch: (Locked DC 20) iron ladder.

P2. Norded's Head: Iron ladder 30 ft square room, 20 feet below. 2 barrels, dwarf's head floating. It speaks.

Dwarf Head: Surrounded by a wall of force (PH pg 285). Thunder passes through it.

Nordred's attacks pass through the wall of force. Let's say he can cast a modified version of destructive wave (PH pg 231) at will: Each creature you choose within 30 feet of you must succeed on a Constitution saving throw DC 15 or take 10d6 thunder damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

  • If wall of force is destroyed, it restores itself in d4 rounds.
  • Nordred is churlish. People without a symbol of Laveth can't pass.
  • If the group can get past the wall of force, Nordred is easily defeated. I mean, he's just a head.

Metal Plate: Behind head, bears symbol of Laveth. The plate is not in the wall of force.

  • Touch the plate: Teleported to P3 in a flash of light.

P3. The Prison: Platform suspended by webs. Center cut out. 7 globes, each holding a creature, are floating above the pit.

Plates: One sends you back to P2, the other sends you to P4.

Spheres: Permanent Otiluke's resilient sphere (PH pg 264) Nothing passes through (can breathe, though). The sphere is immune to damage.

  • Disintegrate (PH pg 233) spell destroys a sphere without harming the creature inside. 

Release: Creature will fall into pit, 1,000 feet down. A retriever (Mordenkainen's pg 222) lurking down there will then kill the creature.

  1. Globe 1: Tzarrc: A vrock (MM pg 64) that angered Laveth. Dimensional shackles on legs.
  2. Globe 2: Ghaundan: A drider (MM pg 120) that betrayed Laveth.
  3. Globe 3: Maldorl: Drow (MM pg 128)who tried to spy on Laveth for Lolth.
  4. Globe 4: Esad: Male elf (commoner MM pg 344), sacrifice.
  5. Globe 5: Nariel: Female elf (commoner MM pg 344).
  6. Globe 6: Alerian: Elf cleric of Corellon (priest MM pg 348), the person the group is looking for. (If in stage 3, Alerian's bubble is empty).
  7. Globe 7: Brudis Charif: Half-elf fighter (thug MM pg 350), ally of Alerian.

Treasure in Pit: 230 sp, 60 gp.

P4. The Ritual Chamber:

by Stephen Daniele

(Note: If you're in Stage 3, any receptacles that the group didn't obtain are now here by the altar)

  • The heroes appear on a stone ledge.
  • The ledge overlooks a large chamber filled with huge webs.
  • In the webs, suspended 20 feet above the heroes, is a rusted iron platform
  • On the iron platform is an altar. 
  • Floating above the altar is the final power receptacle.
  • Reaching the platform: Flying and teleporting.
  • Scarlet mist rises from below.

Scarlet Mist: (drow immune). CON save DC 12. Fail: Become incapacitated, Fall into a deep sleep filled with horrible nightmares. Holding your breath gives you advantage on the save.

Ledge: Lined with four horizontal rows of 13 crystalline spiders (52 total). Each embedded in the wall.

  1. Row 1: Flush with the floor.
  2. Row 2: 10 feet above the floor.
  3. Row 3: 30 feet above the floor.
  4. Row 4: 50 feet above the floor.

(Trap) Crystalline Spiders: AC 10 HP 5 (Anyone holding a power receptacle is immune to this trap.)

  • Invisible rays connect one spider to another, forming a lattice. 
  • Detect: Those who can see invisible can see the rays. 
  • Disable: Shattering the spiders shuts down the trap.
  • Deactivate: Say in Drow: "All hail Laveth!"
  • Avoid Rays: Acrobatics check DC 15 to move through without passing through a ray.
  • Pass Through a Ray: Every 5 feet of movement, make a CON save DC 15 or take 4d10 force damage.

Who is here?

  1. Stage 1: Empty
  2. Stage 2: Empty.
  3. Stage 3:

Laveth stands atop the altar, her demonsblood sword drawn. Alerian is lying on the altar, overcome by the scarlet mist.

  1. She must kill him and allow his blood to spill on the altar.
  2. Then she must touch each of the receptacles to the altar. 
  3. As she touches them, each receptacle turns to powder, and Laveth is infused with green energy.

Laveth is an arachnomancer (Mordenkainen's page 182) with a few changes. 

  • AC: She's wearing web armor, which gives her an AC of 20.
  • HP: She has max HP: 250
  • Damage Immunities cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine 
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Immutable Form: Laveth is immune to any spell or effect that would alter her form.
  • (Melee Attack) Demonsblood Sword: +10 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, plus 21 (6d6) poison damage.

Demonsblood Sword: +3 longsword, made of hardened demon's blood.

For the sake of simplicity, let's say that this blade is made from the blood of a yochlol. That gives the blade the yochlol's melee attack effect: longsword damage +3,  plus 21 (6d6) poison damage.

Running the Final Battle: Running just Laveth against the group might be too easy. But if the retriever (Mordenkainen's pg 222) from the pit in P3. joins in, now we have a deadly final battle!

If the Ritual is Completed: Laveth now has the stats of a drow matron mother (Mordenkainen's pg 186)

Concluding the Adventure

If Laveth fails to complete the ritual: Her mother re-takes this portion of the Demonweb, killing her underlinds. Laveth is imprisoned in Lolth's palace.

If Laveth is Killed
: her servants flee to other layers of the Abyss. Lolth will be upset that her daughter was slain, and at some point in the future, sends assassins to kill the adventurers.

If the group escapes with a power receptacle, Laveth sends her minions after the group.

Returning Alerian: The elves are forever grateful. Elven bards sing of their heroism.

Final Note From the Adventure:

"Lolth's own vast palace lies at the center of the web, filled with demons, yochlol, and the most powerful drow servants imaginable, rivaling Laveth in power and ambition - for not just anyone can serve in the sanctum of their goddess."

Sunday, December 13, 2020

Planescape - A Guide to the Incanterium

by Tony DiTerlizzi

After I finished putting together my article on Planescape: Cutters, I was doing more digging. I learned that the Tower Sorcerous from "Cutters" is linked to a 'dead' Sigil faction called the Incanterium. 

I wrote a few sentences about them in my Guide to the Factions of Planescape, but I figure I'll dig up everything I can find, as it might give us more clues and info on what Planescape: Cutters is about.

You could use this in all sorts of ways. Having a few wizards running around in your campaign who sustain themselves by absorbing the magic from spells and magic items could lead to all sorts of cool adventures. An incantifer would make a great patron or a great villain. 

Essential Information

  • Incantifers are wizards who have learned to absorb magic. 
  • They no longer need to eat, sleep, or breathe. All they need is arcane energy.
  • They obsessively hoard magic items.
  • They were a powerful faction in Sigil, lived in the Tower Sorcerous.
  • One day, the tower and most of the incantifers vanished.
  • A few incantifers pop up now and then. They hunt for magic items and are unpleasant to be around.  
  • 5e Absorb Magic: Check out the 5e rod of absorption for a model of how this power might work.
  • Healing: In 3rd edition, it is revealed that they can't be healed by normal means. They have to drain magic to heal their wounds.
  • Magic Items: In 3e it also states that Incantifers can't drain permanent magic items - just potions, scrolls, and charges from wands and staves.

As far as I can tell, there are 3 known named Incantifers

  • Tivvum: Vanished founder of Tivvum's Antiquities in Sigil.
  • Alluvius Ruskin: Current proprietor of Tivvum's Antiquities, former protege of Tivvum.
  • Trikante the Incantifer: Quoted in "Nemesis," from Dungeon Magazine #60.

Planescape Monstrous Compendium II

Incantifer (also known as the Magicians or Wanters)

Magic: The Incaterium believed that the secret to everything was wizardly magic. Magic is so powerful, that archmages change the rules of the worlds they deal with. Gods fear them.

They collect magic items and magical lore, storing it all in Sigil's Tower Sorcerous ("a dark fortress of knowledge and ambition").

Vanished: Things were going nicely for the Incanterium until one day, the Tower Sorcerous vanished. Rumors had it that they'd all been mazed by the Lady of Pain, but nobody really knew.

Once in a while, a member shows up in Sigil, still trying to master all the magic of the multiverse.

They are self-centered, ambitious spellcasters who wield great arcane power. Magic has changed and twisted them. Traits:

  • Reeks of magic.
  • Appears old and frail (they use magic to delay death).
  • Their eyes are orbs of blank that shine silver.
  • They have uncanny grace and agility despite their decrepit appearance.
  • They do not need to breathe.
  • Immune to extremes of temperature/environment. 
  • They have incredible strength (18+).
  • All of them are spellcasters of anywhere from 9th level to 18th level.
  • Most are specialists: Wild mages, transmuters, conjurers, and evokers (Volo's Guide to Monsters stat blocks are perfect for this).
  • They often use and cast spells nobody else has ever heard of.

Magic Items: Incantifers carry lots of magic items. The average incantifier has:

  • 2-5 potions (healing, invisibility, invulnerability are common)
  • 1-3 scrolls (flesh to stone, protection)
  • 1-2 rings! (protection, regeneration, wizardry)
  • 1-3 wands
  • 2-5 miscellaneous magic items.
  • Armor: An example of incantifier armor is a mage armor spell, a cloak of displacement, and a ring of protection.

Magic Absorption: Incantifiers have the ability to absorb magic. In 2e terms, this means that if they pass their 'magic resistance' roll, they ignore the effects of the spell and heal 1 HP per spell level absorbed.

  • Absorbing a spell is like a rod of absorption.
  • Even dispel magic can be absorbed.
  • They can't absorb anti-magic auras.

Only a handful of Incantifers walk the planes.

Becoming an Incantifer: "Every so often, an incantifer will consent to teach a talented mage the secrets of their abilities, and cast a series of transformation spells that create a new incantifer."

The transformation requires dozens of dangerous spells and rituals that could take years to complete.
Example: One step might be to capture the flame of a balor from the Abyss. "The DM shouldn't allow player characters to attempt the feat."

Paranoid: They are very paranoid about their caches of magical treasure. They carry as much of their horde on their person as they can.

Anti-social: They have forgotten how to deal with people and see people as potential sources of magic.

Quest Givers: Incantifers often hire people for quests - dangerous quests that involve obtaining powerful magic items.

Absorbing Magic: They must absorb a certain amount of spell levels per month to sustain themselves. A 16th level Incantifer needs to drain 16 spell levels per month. They can also drain magic items. A rough conversion is given, explaining how many spell levels a magic item is worth (In 2e, magic items had an XP value. 500 XP equals 1 spell level).

The Incantifer Sect: They are no longer united, and don't get along. They see each other as rivals.

Philosophy: "Everything in the multiverse can be controlled by magic."

Enemies: They are their own worst enemies.

Alignment: Has to be neutral or evil. "...it's not a good act to turn one's back on humanity and become a devourer of other people's magic."

Uncaged: Faces of Sigil


There is a somewhat famous lanescape NPC named Alluvius Ruskin. She is an incantifer. Alluvius runs Tivvum's Antiquities, the largest supplier of gate keys in Sigil. 

Old: She is a small elderly tiefling who speaks in a shaky voice.

Draining: She can absorb spells or drain the power from a magic item. She has to absorb enough magic each month each month, or else she loses some of her power.

"For an incantifer, magic is the key to everything because if equals might - if a body gets enough of it, he can bend the multiverse to his will."

The Faction: "Centuries ago, the incantifers were a full-fledged faction in Sigil. Called the Incanterium - and nicknamed the Magicians - the magic-eaters grew in power and influence until they could make the other factions jump. Then they just disappeared one day, citadel and all."

Tivvum: One of the remaining incantifers, named Tivvum, took Alluvius under his wing. She spent 12 years going through spells and rituals that transformed her into an Incantifer.

Tivvum eventually vanished. Alluvius took over his shop, Tivvum's Antiquities.

Her Secret Scheme: Alluvius secretly wants to drain Sigil itself of magic. She assumes that the Lady of Pain derives power from the city, and that she will get weaker. Alluvius thinks that if she rules Sigil, with all its portals, she'll effectively rule the multiverse.

Dragon Magazine #339 - Planescape Dead Factions

This article updates some dead factions to 3rd edition rules.

The Incanterium: "The Incanterium believed that arcane amgic is the root of all power. A wizard can carve out his own demiplane or change the laws of reality. Master magic and you master existence."

History: They once controlled a good chunk of Sigil by hoarding power in the Tower Sorcerous and manipulating the other factions. "Then, one otherwise dull morning, the Tower Sorcerous and nearly every member of the Incanterium simply vanished. The Lady of Pain had made her judgment."

Biology: They must consume magical power to stay alive. Their natural processes are driven by raw magic.

Not Friends: They view each other as rivals.

Becoming: The ritual to become an Incantifer now takes only 7 days.

Healing: Incantifers do not heal naturally, and cannot be healed by normal means. Only the act of draining magic replenishes their physical health. 

Arcane Body: No need to eat, drink, or sleep. No negative effects from aging, no maximum age.

Spell Eater: Depends on magic to live, must absorb arcane magic to heal.  "If an arcane spell or spell-like ability does not beat an incantifer's spell resistance, the incantifer absorbs the magic and heals 1d4 hit points per level. Spells that ignore or oversome the incantifer's spell resistance affect him as normal."

"When a spell is negated by the incantifer's spell resistance, he may choose to use either the spell eater or spell leech ability, but not both."

Spell Leech: "If an arcane spell or spell-like ability does not beat the incantifer's spell resistance, the incantifer regains a spell of the absorbed spell's level that he has already cast that day..."

Spell Eater 2: We get some rules on draining magic items. "This ability has no effect on multiple-use items without charges, like magic weapons, armor, or rings."

I can see why they did that. You could end up with characters running around draining other people's magic items, either fellow members of the party, or all the bad guys in your adventure. It takes just one round.

I think if I was making this for 5e, I would definitely allow Incantifers to drain all types of magic items. Just say it takes 5 minutes, or an hour. A short rest, maybe.

Spell Leech 2: At 5th level, an incantifer can drain charges from a staff or wand to regain spells they have already cast. This can only be used on an item the incantifer is holding.

Dead Gods

In Chapter 7 of this adventure, titled "The Ruins of Pelion," the players are meant to make up new characters, who will play through events in the distant past. 

Because it takes place in the past, they can only be members of certain factions, as others didn't exist yet. It says: "Naturally, Sigil did have other factions at that time - including the Expansionists, the Sodkillers, and the Incanterium - but since those groups're long gone, it's easiest to leave them out. The DM's free to allow them if he wants to outline their parameters for the players."

The Planewalker's Handbook

There is a section on sects. "Some are former factions that fell in importance or membership (perhaps because of the Great Upheaval). Others are just groups that espouse ideas unique or limited to a particular plane or realm."

They list some more well-known groups, including: "The Incantifers, who believe that mastering magic is the key to total power.."

Faction War

This adventure is partly about a wizard who nearly killed the Lady of Pain. His mind resides in a magic gem called the Labyrinth Stone. Shattering the stone will activate long dormant magic. 

Alluvius Ruskin, the incantifier, has long sought the Labyrinth Stone. "She knows it contains the spirit of the ancient spellslinger, and she figures he could help her fight the Lady of Pain and ultimately conquer Sigil." 

The Incanterium is mentioned a few other times in the book.

Incanterium Control: "Chant has it that long ago, the Lower Ward was called the Prime Ward. Newcomers settled here. That is, such folks were actually herded here by the Sodkillers or the Incanterium, then-extant factions that didn't want primes wandering around the city and getting in the way of their business."

Alluvius Has Big Drain Ideas: She doesn't want to rule the city so much as drain every last drop of magic out of Sigil.

Her Home: "As an incantifer, Lu has no need to eat, sleep, or breathe. Fact is, her ring of hidden rooms and hallways - entombed in the stone walls of the tower, with no ventilation - contains very little oxygen."

Alluvius has a library. In it is a lot of cool stuff, including a book that lists portals and keys, a manual of golems (creates golems made of rope and portal keys) and:

A History of the Incanterium: Written by Tivvum himself! "Flimsy and faded, the book describes the founding of a faction of mighty spellslingers, the power they wielded in Sigil, and their eventual destruction by the Lady of Pain. (Tivvum survived, obviously, since he wrote about it, and he's the blood who made Lu what she is today.) The book also points out that the Incanterium derived its inspiration from the ancient wizard who challenged the Lady of Pain, only to become trapped in an impenetrable ebony jewel."

Dungeon Magazine #60 - Nemesis

Nemesis actually starts out like this: "Trikante the Incantifer once wrote of Vudra as "a dismal agglomeration of tropical islands choked with impenetrable jungles and surrounded by oceans of heaving blood."

4e Manual of the Planes

Yeah, that's right, Alluvius Ruskin is mentioned in the 4th edition Manual of the Planes! It's pretty much the same info, but here it is:

"Despite the taint of her infernal bloodline, “Lu” (as she is known to her frequent clients) seems innocuous, even charming, coming across as a kindly old person with her customers’ best interests at heart. The reality, though, is that Alluvius is a powerful mage whose magic can raise the trinkets of her store into animate constructs to defend it. What’s more, she’s a member of an ancient, nearly vanished sect called the Incanterium, and long rituals have infused her entire being with arcane magic. Magic sustains her to the exclusion of food and even air, and she’s hungry for more."

Dragon #414 - Bazaar of the Bizarre: From the Attic of Alluvius Ruskin

This article doesn't actually mention the Incanterium, but it gives lots of fun details about Alluvius and her shop.

We learn that she is looking more aged and frail. She sells all sorts of items, including:

  • Mimir: A small floating skull that can record sounds around it and play them back.
  • Karach Armor: Githzerai armor made from the essence of Limbo.
  • Spellsoul Blade: A sword containing a soul, can do damage of different types.
  • Modron Toy: Can summon a modron.

My Other Planescape Articles

Links

Mimir

RPG.net takes a stab at a 5e Incantifer