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  Grave Concerns
  
  GRAVE CONCERNS 
  Explore the deadly tomb of an undead warlock 
  necromancer in this single-session adventure for 
  2nd-4th level characters in Waterdeep or any 
  campaign setting!
  The second Emerald Enclave mission in chapter 
  2 of Waterdeep: Dragon Heist has the adventurers 
  spending a tenday’s nights in the City of the Dead 
  waiting to run into a handful of skeletons. 
  Grave Concerns expands the mission into a 4 
  hour adventure exploring a tomb teeming with 
  undead and laced with magical obstacles. 
  Adaptable to other factions, it also provides a tie-
  in to the Dungeon of the Mad Mage.
  CREDITS 
  Crafted by Paul Metzger.  
  metzpaul on twitter and gmail.
  Cover image: A Walk at Dusk Caspar David 
  Friedrich (German, 1774 - 1840) Pubic Domain. 
  Digital image courtesy of the Getty's Open 
  Content Program.
  Maps by Dyson Logos.
  Some artwork courtesy Wizards of the Coast 
  Dungeon Masters Guild Creator Resources.
  Page background and watercolor splashes 
  designed by lifeforstock / Freepik.
  DUNGEONS & DRAGONS, D&D, Wizards of 
  the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries.
  This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such 
  material is used with permission under the 
  Community Content Agreement for Dungeon 
  Masters Guild.
  All other original material in this work is 
  copyright 2019 by Paul Metzger and published 
  under the Community Content Agreement for 
  Dungeon Masters Guild.
  First edition. August 11, 2019. 
  BACKGROUND 
  In life, the halﬂing warlock Losser Mirklav was 
  lax in dedication to his patron, the timeless insane 
  wizard Halaster Blackcloak. This greatly 
  displeased the Mad Mage, who saw to Losser’s 
  untimely demise and then returned him from the 
  dead as an unthinking, and therefore much more 
  obedient, foul undead minion.
  The deathlock Mirklav now diligently obeys his 
  master’s commands. Recently he has been to 
  provide a steady stream of undead fodder for the 
  ﬁrst level of Undermountain.
  The exhumed graves and pillaged mausoleums 
  haven’t gone unnoticed. Sir Ambrose Everdawn, 
  champion of Kelemvor and protector of the city of 
  the dead, also discovered an ancient monument 
  disturbed and has sent word to druids of 
  Phaulkonmere for assistance. 
  OVERVIEW 
  The adventure is divided into these sections:
  Adventure Hooks. Hooks are provided for 
  each of the factions and for expanding the 
  Mausoleum encounter in chapter 4.
  City of the Dead. The adventurers meet Sir 
  Ambrose to investigate missing remains and a 
  disturbed ancient monument.
  Into the Dark Depths. The undead and their 
  deathlock master await deep below in a tomb 
  shrouded by mysterious magical properties. Will 
  the characters return to the surface victorious, 
  ﬁnd themselves stranded in Undermountain, or 
  join the ranks of Halaster’s undead army?
  Magic Items & Monster Stat Blocks. The 
  magic items and monsters in this adventure are 
  presented here for reference in the order they 
  appear.
  �1
  GRAVE CONCERNS
  
  ADVENTURE HOOKS 
  This adventure might take place as a mission 
  issued by a faction or during the Mausoleum 
  encounter in your Waterdeep campaign. It could 
  be placed in a graveyard in any setting. 
  FACTION MISSION 
  Grave Concerns is based on the second Emerald 
  Enclave faction mission in chapter 2 of Waterdeep: 
  Dragon Heist. Each faction has reason to 
  investigate the happenings in the City of the 
  Dead.
  EMERALD ENCLAVE, ET AL 
  The Emerald Enclave sees the undead as an 
  affront to the balance of life and death and moves 
  to help Sir Ambrose by enlisting the adventurers.
  A raven lands on the windowsill of Trollskull manor and 
  pecks at the glass. Upon being let it, in speaks in the 
  droll voice of Melannor Fellbranch: “Sir Ambrose of 
  Kelemvor reports animation of the undead. This 
  cannot stand. Seek him out at the City of the Dead at 
  once.” 
  Force Grey, the Harpers, the Lords’ Alliance, 
  and the Order of the Gauntlet all share the same 
  altruistic motivation: protection of the city. Each 
  faction reaches out to issue this mission in their 
  typical manner.
  BREGAN D’AERTHE 
  Jarlaxle’s spies have learned of Sir Ambrose’s 
  disturbing discoveries before word has spread, 
  and the drow mastermind moves to beat the other 
  factions to the punch.
  J.B. Nevercott strolls into Trollskull manor with his 
  usual swagger. “Heroes are needed once again, I’m 
  afraid. A client of mine had the family crypt raided. 
  Most dreadful. Please see about helping a knight 
  named Everdawn solve this mystery in the City of the 
  Dead. I’ll see you are handsomely rewarded!” 
  Jarlaxle’s motivation is twofold. He hopes 
  performing a heroic deed for the city will 
  ingratiate himself to Laeral Silverhand. More 
  importantly, his sources have indicated the Dagult 
  Neverember’s vault of stolen Dragons is buried 
  deep under the city. He hopes that Sir Ambrose’s 
  discovery might lead him to it.
  ZHENTARIM  
  Davil Starsong is worried that word of 
  necromancy in the City of the Dead signals yet 
  another escalation of the Zhentarim/Xanathar 
  gang war. Regardless of whether Xanathar’s or 
  Manshoon’s forces are behind things, Davil wants 
  it stopped. However, the Doom Raiders won’t 
  risk putting assets on the job lest their faction of 
  Zhents ends up taking the blame.
  A winged serpent arrives with a message reading: 
  “Necromancy in the city of the dead. Find out if 
  Xanathar or rival Zhents are behind it. Engage the 
  Kelemvor night if you must, but keep the Doom 
  Raiders’ name clear of things. Any spoils are yours to 
  keep”. 
  DRAGON SEASON 
  The encounter chains in chapter 4 of Dragon Heist 
  feature a Mausoleum in the City of the Dead, 
  providing a convenient opportunity to run this 
  adventure. 
  SUMMER & WINTER 
  Sir Ambrose intercepts the party before they reach 
  the mausoleum, and recognizing them as 
  adventurers begs for the characters’ help.
  Although he knows nothing of the Stone of 
  Golorr or the hoard of gold dragons, Ambrose 
  isn’t above forcefully jumping to the conclusion 
  that it must have something to do with the 
  necromancy and disturbed monument he 
  discovered.  
  GRAVE CONCERNS
  �2
  
  SPRING 
  Sir Ambrose catches the party leaving the 
  mausoleum and ﬁrst assumes the adventurers are 
  his perpetrators. Upon hearing the characters’ 
  explanation, he offers that the key found in the 
  mausoleum must have been dropped by whoever 
  is working beneath the monument. 
  If the characters return without a clue as where 
  to go next, Ambrose suggests the characters 
  inquire about the key at the Metal House of 
  Wonders. If the characters defeat Mirklav, they 
  ﬁnd his hand drawn map to the Converted 
  Windmill.
  Converted Windmill. When he was murdered 
  and turned undead by his patron, Losser Mirklav 
  had been working on building his own army of 
  animated skeletons. Halaster directed the 
  deathlock Mirklov, using its disguise self ability, to 
  continue on in this regard as though nothing had 
  happened. Some of the deathlock Mirklov’s 
  necromancy efforts are still devoted to the project. 
  Halaster plans to march the above ground 
  regiment of skeletons to Undermountain via a 
  ﬂashy show at the Yawning Portal. 
  No changes should be necessary to the 
  Converted Windmill encounter to lead the party to 
  the next encounter in the chain.
  Cellar Complex. Make the following changes to 
  this encounter:
  • Losser Mirklav was a warlock, not a mage, 
  but that’s no longer relevant as he is now 
  undead. If the deathlock Mirklav escapes the 
  adventurers in its tomb lair, it appears here, 
  disguised as its former self.
  • Losser did not have a spellbook.
  • Losser’s apprentices Retchyn and Kreela are 
  human cultists and rather than being killed in 
  area B8 are doing the ﬁghting in area B7.
  • Retchyn and Kreela were in possession of the 
  stone and surrendered it to the kenku. Retchyn 
  possesses the key to area B8.
  • If deathlock Mirklav is here, its sole 
  motivation is to escape back to its lair in the 
  City of the Dead. It attempts to do so without 
  being harmed so as to keep up its disguise. If it 
  is unmasked, it ﬁghts to the death. 
  CITY OF THE DEAD 
  The City of the Dead is a beautiful and well 
  attended city park by day, serene and closed to 
  the public by night. Day or night, it is patrolled by 
  the perpetually sleep-deprived and grumpy Sir 
  Ambrose Everdawn (LG male human knight of 
  Kelemvor) and his yellow faerie dragon 
  companion Stlip. 
  After Ambrose ascertains that the characters are 
  willing to help with his problem, he explains.
  “There’s been an uptick in intrusions and robbery in 
  the past few months. I don’t even like to admit it 
  happens, but really it's not that uncommon. Where I 
  draw the line is at the walking dead.”  
  Ambrose leads the party to a monument 
  consisting of a large boulder resting on seven 
  smaller ones. The large boulder features 
  numerous well weathered but still legible 
  characters representing the number 7 in the 
  common, dwarvish, elvish, draconic, infernal, and 
  celestial scripts. 
  �3
  GRAVE CONCERNS
  
  When he and the party are astride the 
  monument, Ambrose continues. 
  “They say it’s the oldest monument in the City; maybe 
  even older than Waterdeep itself. It used to be solid 
  ground under there, but yesterday I saw a small man 
  and an animated skeleton crawl beneath and never 
  come back out.” 
  The area underneath the large boulder, surrounded by 
  the seven smaller ones, looked normal as you 
  approached, but now that you are closer you notice it 
  looks black. Not like soil, but rather… nothingness. 
  MONUMENT 
  A character can recall that the monument stands 
  for the seven apprentices of Halaster Blackcloak 
  with a successful DC 14 Intelligence (History) 
  check. A character who has lived in Waterdeep for 
  at least 10 years makes the check at advantage. 
  BLACKNESS 
  Any character size Large or smaller can easily ﬁt 
  between the seven small boulders which support 
  the larger boulder ﬁve feet above the ground. The 
  area of blackness covers a 20 foot diameter circle 
  directly under the center of the monument. 
  Magic here conceals and ﬁlls a 15 foot square 
  shaft which extends into the ground an 
  indeterminate distance. This magic also pulls 
  objects downward at a rate of 10 feet per round 
  rather than normal gravity, similar to a gentle 
  river current. The area is otherwise empty 
  breathable air, so the only way to escape the slow 
  pull is with a ﬂying speed or being acted upon by 
  an outside force. 
  Any character who investigates can determine 
  these properties, no check required. The effect is 
  considered to have been created by a 7th level 
  spell for the purposes of dispel magic or similar 
  magic. 
  SIR AMBROSE’S QUEST 
  After allowing the adventurers a moment to 
  inspect the oddity, he implores the party to assist.
  “My vow to Kelemvor demands I keep up my patrol of 
  the City. I beg of you. For the sake of all souls who lay 
  in rest here. Find whatever evil lurks below and 
  vanquish it!” 
  INTO THE  
  DARK DEPTHS 
  Beneath this millennia-old monument to Hallaster 
  Blackcloak’s apprentices, known as The Seven, 
  lies a series of crypts connected to a ﬁfteen foot 
  square shaft. 
  Entombed within these crypts are honored foes 
  of The Seven; adversaries who were deemed 
  worthy of a resting place that would forever 
  haunt their souls with the memory of their defeat.
  Beneath the crypts lies one of the most ancient 
  paths to Undermountain. Halaster has now 
  unsealed this forgotten passageway in order to 
  bring a skeleton army into the the top layer of his 
  massive dungeon.
  DUNGEON FEATURES 
  The following elements are common throughout 
  the dungeon.
  SHAFT 
  The shaft is consumed in magical darkness with a 
  slowed fall as described above. The darkness can 
  only be illuminated with a magical light created 
  by a spell of 2nd level or higher, such as the 
  dimglobe in area 1a. The deathlock Mirklav wields 
  a staff that can reverse the direction of the fall at 
  will.
  STRUCTURE 
  The shaft and crypts were magically carved into 
  stone, leaving smooth ﬂoors, walls, and ceilings 
  throughout. Ceilings are 10 feet high, and 
  doorways 8 feet hight.
  LEDGES 
  Two foot deep stone ledges jut from each opening 
  from the central shaft.
  STONE DOORS 
  Stone doors are carved with two handholds on 
  each side, and can rise into the ceiling above. 
  Lifting a door requires a successful DC 12 
  Strength (Athletics) check. The check must be 
  repeated at the start of each round a character 
  continues to hold open a door. 
  GRAVE CONCERNS
  �4
  
  CRYPTS OF THE SEVEN 
  �5
  GRAVE CONCERNS
  1a
  1b
  1c
  1d
  1e
  1f
  1g
  1g
  1h
  2
  3a
  3c
  3b
  3b
  4a
  4b
  4b
  5
  6a
  6b
  N
  MAP BY DYSON LOGOS
  
  GOING DOWN 
  Note the characters’ marching order both in 
  position and depth as they enter the shaft. After 
  descending 30 feet, a character within 10 feet of 
  area 1a notices a dim green light illuminating an 
  opening in the wall of the shaft.
  Along the southern wall of the shaft you see the ﬁrst 
  sign of light since you left the surface. An orb the size 
  of an apple sheds dim green light which illuminates an 
  alcove with a small ledge jutting out. 
  Unless otherwise noted, the areas beyond the 
  shaft are not dark, but not magically so. The 
  openings can’t be seen by a character inside of the 
  magical darkness without an adequate magical 
  light source, but they could be felt by the 
  characters or otherwise cleverly detected.
  1. THE FAILED TWINS 
  This uppermost level of the crypts was designed 
  to be found by looters who would be turned to 
  The Seven’s will, one way or another.
  The twins Intri and Pilnac Evenrise served as 
  bodyguards to The Seven, but constantly 
  quarreled over a magic sword that was their 
  birthright. Eventually the two fought and killed 
  one another over the relic. Their nameless squires 
  were executed and also interred here.
  Spatial Anomaly. Distance and direction are 
  warped in this area, allowing opening 1a on the 
  southern wall of the shaft to be be 90 feet above 
  area 1h on the western wall of the shaft. 
  When a character ﬁrst sets foot in area 1 
  beyond 1a or 1h, they must succeed on a DC 14 
  Wisdom saving throw or become confused. While 
  confused in this way a character is overwhelmed 
  by a feeling of vertigo and has disadvantage on 
  ability checks, attack rolls, and saving throws 
  while they remain in area 1. 
  Any character may take an action to investigate 
  the effects of the anomaly. On a successful DC 14 
  Intelligence (Investigation) check, a character can 
  become aware of the nature of the anomaly, which 
  ends the confusion on the character and any 
  others they share the explanation with. 
  1A. INGRESS 
  The green glowing glass orb illuminates a stone slab at 
  the back of the alcove. What appear to be two 
  handholds are carved into the base of the door, about 
  a foot off the ground. As you step into the alcove, you 
  feel a mild wave of dizziness wash over you. 
  Dimglobe. The glass orb emits an eerie green 
  dim magical light in a 10 foot radius. It can be 
  carried or thrown, but if left still it will hover in 
  position. If the dimglobe leaves the crypts the 
  magic dissipates and it becomes an ordinary glass 
  sphere.
  1B. TRAPPED HALLWAY 
  Beyond the doorway is a short hallway which comes to  
  a T. Darkness lies beyond. As you enter the hallway, 
  the sense of vertigo you were feeling suddenly 
  becomes almost overwhelming. 
  The darkness in this area is nonmagical, so the 
  area can be illuminated by a standard light source 
  and darkvision works as normal. 
  Spatial Anomaly. When a character enters this 
  area, they are subject to the effects of the spatial 
  anomaly as described in the beginning of this 
  section.
  Trap. In the ﬂoor ten feet into this area, as the 
  hallway makes a T heading east and west, are a 
  series of six inch diameter holes running from 
  wall to wall. Each hole contains a cylinder made 
  of the same stone as the rest of the structure. The 
  ﬂoor in the space beyond these holes is a pressure 
  plate. 
  The holes and pressure plate can be noticed by 
  a character who is actively looking with a 
  successful DC 16 Wisdom (Perception) check. 
  When the weight of a Small or larger creature is 
  placed on the pressure plate, the stone cylinders 
  instantly rise to the ceiling. These stone bars are 
  spaced wide enough for only a Small or smaller 
  creature (e.g. a gnome or halﬂing) to ﬁt though. 
  The stone bars have AC 17, 25 hp, and are 
  vulnerable to bludgeoning and thunder damage. 
  Triggering the trap alerts the ghouls in area 1e, 
  who move to attack.
  GRAVE CONCERNS
  �6
  
  1C. THE TWINS’ CHALLENGE 
  Beyond another heavy stone door lies a small 
  rectangular room that immediately strikes you as 
  immaculately clean. The ﬂoors, walls, and ceiling are 
  pristine compared to the aged stone you have 
  encountered thus far. 
  A conspicuous hand lever sits on the northern wall to 
  your right. Prose written in common is chiseled into 
  the western wall directly in front of you: 
  “We await your challenge. Light up and down then 
  again. If we are defeated our treasure is yours to carry 
  on our legacy. Fail and you shall join our ranks in 
  Hallaster’s army.” 
  Lever. The lever on the northern wall resets the 
  trap in area 1b. Filling the ten foot square area 
  between the lever and the door is a very old, very 
  hungry, very patient gelatinous cube. 
  Even though the cube is in plain sight, it takes a 
  DC 15 Wisdom (Perception) check to spot it. A 
  character that tries to enter the cube’s 
  space while unaware of the 
  cube’s presence is surprised in 
  the ﬁrst round of combat. 
  Challenge. The prose refers to 
  lighting the pedestals in 
  areas 1d and 1e. The 
  dimglobe can be used to 
  temporarily light each 
  pedestal. As soon as the 
  dimglobe is removed from a 
  pedestal, the light on that pedestal 
  begins to fade and will go 
  completely dark after one round.
  Once all four pedestals 
  simultaneously remain lit in 
  order: one in area 1d, one in 
  area 1e, one in area 1d, one in area 
  1e (up and down then again) the 
  doors to areas 1g unseal and the 
  twins descend to area 1f to take on 
  their challengers.
  The pedestals then remain lit 
  until the twins are defeated or 
  return to their tombs 
  victorious.
  1D. UPPER PEDESTALS 
  Up the staircase and behind the heavy stone door lies 
  a small room housing twin ﬁve foot high stone 
  pedestals, each with a rounded indentation in the top.  
  1E. LOWER PEDESTALS 
  The end of the long hallway opens into a small room 
  containing twin ﬁve foot high stone pedestals, each 
  with a rounded indentation in the top. 
  If the characters didn’t trigger the trap in area 
  1b, two ghouls awaken and attack when the 
  characters enter this area. 
  1F. SWORD OF THE TWINS 
  Stairs descend into a square room ﬂanked by matching 
  staircases on either side. In the center of the room, a 
  gleaming sword with a jeweled hilt is suspended 
  upright about a foot off the ﬂoor. 
  Sword. The object of the twins 
  desire and ultimate cause of their 
  demise is a sword of vengeance. 
  The sword is magically ﬁxed in 
  place and cannot be moved by 
  any means short of a wish 
  spell unless the twins are 
  defeated. If both twins are 
  slain, the sword falls to the 
  ﬂoor with a clatter.
  Twins.  If the lights in areas 1d 
  and 1e have been lit, the twins 
  descend the stairs from their 
  matching tombs on either side of 
  the room. The pair are sword 
  wraith warriors, and will ﬁght 
  to the death. They will not 
  pursue any character out of area 
  1f, however. 
  Tactics. The twins use their 
  Martial Fury feature when they 
  attack. All attack rolls against the 
  twins are then at advantage.
  If the twins are victorious, 
  they return to their tombs to 
  lie in wait for their next 
  challengers. 
  �7
  GRAVE CONCERNS
  
  1G. TWIN TOMBS 
  The staircase ends at a stone door much like the 
  others, but this one has no hand holds. 
  The doors to the tombs only open when the 
  lights in areas 1d and 1e have been lit. No amount 
  of physical force can open them.
  When opened, the tomb is rather 
  unremarkable. Each contains a simple stone slab 
  for the twins to lay on.
  1H. EGRESS 
  Behind this door is a small alcove with an open 
  doorway to familiar blackness. As you reach out into it 
  you ﬁnd that the current now slowly drifts upward. 
  The direction of ﬂow in the shaft has just 
  changed direction as the deathlock Mirklav is 
  traveling from area 6 to area 5. After traveling up 
  the 30 feet over the course of 3 rounds, the 
  deathlock Mirklav enters area 5 and returns the 
  ﬂow of the shaft downward.  
  2. HALL OF ESTEEMED FOES 
  The dead interred here were adversaries The 
  Seven held in the highest regard. They decreed 
  that these select few should lie protected from 
  desecration.
  This hallway curves to the left and out of sight. In an 
  alcove to your right stands a menacing looking suit of 
  armor. As you approach two red eyes light up from 
  within the helm and a voice rings out: 
  “Beyond lie the remains of the esteemed foes, which 
  shall lie undisturbed for all eternity.” 
  The animated armor leaves the alcove and 
  attacks if any of the cofﬁns in the hallway beyond 
  are disturbed. Otherwise it remains motionless, 
  its eyes continuing to glow red until all the 
  characters have left the area.
  Cofﬁns. The eight accessible alcoves each 
  contain a cofﬁn holding the desiccated remains of 
  a humanoid and 2d6 10 gp gemstones. If any of 
  the cofﬁns are disturbed, the animated armor 
  attacks.
  Cave-in. The corridor ends in a pile of rubble 
  and is impassible. 
  GRAVE CONCERNS
  �8
  
  3. ANIMATED ADVERSARIES 
  Fierce warriors defeated by The Seven were 
  animated and left here as punishment upon their 
  souls. Unable to move unless disturbed, they stay 
  frozen in eternal torture.
  3A. SKELETON HALLWAY 
  The three alcoves along this hallway each contain an 
  unusual skeleton standing rigidly upright. Two extra 
  arms have been grafted on, and each of its four hands 
  clenches a rusted scimitar. Gleaming amethyst 
  gemstones are set into the eye sockets, which seem to 
  stare blankly ahead. 
  The three dread skeleton warriors attack only 
  if the gemstones are disturbed. Each of the 
  amethyst gemstones is worth 100 gp.
  3B. MUMMY VAULTS 
  The mummies here were fated to lie in stone 
  sarcophagi until released. The door to the intact 
  vault contains no handholds and can only be 
  opened by using the dimglobe to illuminate the 
  two pedestals in area 3c in a manner similar to 
  area 1 of the tombs.
  The ravages of time have caused the door to the 
  far vault to crumble, releasing one mummy to 
  enter area 3c.
  If the intact vault is opened, the mummy inside 
  spends its action in the ﬁrst round of combat 
  emerging from its sarcophagus.
  Treasure. Each vault contains 2d4 25 gp art 
  objects.
  3C. DARKENED CHAMBER 
  Beyond this door lies darkness that can only be 
  penetrated by magic. 
  If the characters bring the dimglobe through the 
  doorway:
  The dim green light from the orb reveals a short 
  pedestal, behind which sits a stone door bereft of 
  handles. The light seems to have drawn attention, as a 
  linen wrapped form lurches at you from darkness! 
  Unless the party found a way to spot the 
  mummy before it spotted them, the characters are 
  surprised in the ﬁrst round of combat.
  �9
  GRAVE CONCERNS
  
  4. SKELETON STORAGE 
  The skeletons that originally occupied this crypt 
  have been animated and joined by those 
  deathlock Mirklav has stolen from other tombs in 
  the City of the Dead. The skeletons all stand 
  docile, waiting to be called forward.
  4A. ACTIVATION PEDESTAL 
  After a few paces, this hallway splits in two directions, 
  continuing forward and a staircase to the right leading 
  down. In each direction, you see a mass of of 
  skeletons, all standing motionless. Between these 
  hallways sits a ﬁve foot high stone pedestal with a 
  rounded indentation in the top. 
  If the dimglobe is placed on the pedestal, the 
  doors in areas 4b open, and the horde of skeletons 
  begins to march forward in an orderly manner.  If 
  the dimglobe is removed, the light of the pedestal 
  fades after one round and the skeletons once 
  again become inert. 
  If allowed to pass, the skeletons enter the shaft 
  and descend to Undermountain. The skeletons 
  attack any character who stands in their way, but 
  only engage in combat if their path to the shaft is 
  obstructed. 
  4B. SKELETON ARMY 
  Aside from the stairs, every space in these areas is 
  occupied by a skeleton, including the tombs 
  sealed behind doors. They number 24 in total.
  If not activated by the pedestal in area 4a, the 
  skeletons remain motionless, even if attacked.
  5. DEATHLOCK’S WORKSHOP 
  Two stone pedestals are illuminated on either side of a 
  staircase that descends in a small room where a 
  halﬂing is working at a bench strewn with books, 
  parchments, and odd baubles of glass and metal. He 
  turns to look up at you. 
  “Begone interlopers. I have no quarrel with you unless 
  you desire one.” 
  The halﬂing is the deathlock Mirklav, who has 
  used its disguise self ability to appear as it did in 
  life as Losser Mirklav. 
  If the adventurers attempt to reason with the 
  deathlock Mirklav, it takes the opportunity to cast 
  mage armor and issues a ﬁnal warning before 
  engaging the characters in combat.
  “You shall not disrupt the designs of Hallaster 
  Blackcloak! Leave now lest you join the ranks of the 
  army I assemble for him!” 
  Tactics. The deathlock Mirklav takes advantage 
  of the high ceiling in the lower part of this area by 
  casting spider climb in the ﬁrst round of combat to 
  position himself where he can make ranged 
  attacks with his eldritch blast cantrip.
  If the deathlock Mirklav is reduced to half its 
  hit points, it retreats to area 6b. If it still has a 
  climb speed, it reverses the ﬂow in the shaft 
  immediately upon entering it. Otherwise the 
  deathlock Mirklov reverses the ﬂow once it has 
  entered area 6.
  GRAVE CONCERNS
  �10
  
  Treasure. The deathlock Mirklov is wearing a 
  cloak of displacement. Its quarterstaff can be used as 
  an arcane focus. The quarterstaff can light any 
  pedestals and reverse the ﬂow inside the shaft, 
  but has no magical properties outside of these 
  crypts. The materials on the workbench could be 
  sold to an expert in necromancy magic for a total 
  of 200 gp.
  6. DEATHLOCK’S QUARTERS 
  The deathlock Mirklav resides here when it isn’t 
  working to carry out Halaster’s directives. 
  6A. ZOMBIE COMPANIONS 
  Upon entering this area you are overwhelmed by the 
  stench of death. The staircase before you leads down, 
  where you hear loan moaning and the shufﬂe of feet 
  dragging on stone. 
  Recently being murdered and reanimated, then 
  continuing parts of its former life disguised as its 
  living counterpart has been stressful for deathlock 
  Mirklav. It has attempted to cope by creating a 
  zombie family of sorts. Six zombies in all reside 
  here, one drooling in each of the small alcoves. 
  They attack any living creature that enters the 
  area.
  6B. DEATHLOCK’S CHAMBER 
  This tiny room contains trinkets from Losser 
  Mirklav’s former life, but nothing of value.
  If the deathlock Mirklav has retreated here, it is 
  hiding and attempts to use the magic of its 
  quarterstaff to keep the door shut and its pursuers 
  out. The DC for opening this door increases to 18.
  Further Retreat. If the deathlock Mirklav is 
  cornered here, it risks provoking opportunity 
  attacks to retreat. Depending on the 
  circumstances of your campaign, you may have it 
  choose to retreat to the surface or continue below 
  to Undermountain. Either way, it attempts to 
  reverse the ﬂow in the shaft on its way; either 
  immediately upon entering the shaft if it has a 
  climb speed from spider climb, otherwise upon 
  exiting the shaft. 
  DOWN TO UNDERMOUNTAIN 
  The shaft extends another 60 feet below area 6, 
  where it ends in the ﬁrst level of Undermountain. 
  A tunnel there connects to area 20 on the map of 
  the Dungeon Level in Waterdeep: Dungeon of the 
  Mad Mage.
  MAGIC ITEMS & 
  MONSTER STAT BLOCKS 
  SWORD OF VENGEANCE  
  Weapon (any sword), uncommon (requires 
  attunement) 
  You gain a +1 bonus to attack and damage rolls 
  made with this magic weapon. 
  Curse. This sword is cursed and possessed by a 
  vengeful spirit. Becoming attuned to it extends 
  the curse to you. As long as you remain cursed, 
  you are unwilling to part with the sword, keeping 
  it on your person at all times. While attuned to 
  this weapon, you have disadvantage on attack 
  rolls made with weapons other than this one. 
  In addition, while the sword is on your person, 
  you must succeed on a DC 15 Wisdom saving 
  throw whenever you take damage in combat. On 
  a failed save, you must attack the creature that 
  damaged you until you drop to 0 hit points or it 
  does, or until you can't reach the creature to make 
  a melee attack against it. 
  You can break the curse in the usual ways. 
  Alternatively, casting banishment on the sword 
  forces the vengeful spirit to leave it. The sword 
  then becomes a +1 weapon with no other 
  properties. 
  CLOAK OF DISPLACEMENT  
  Wondrous item, rare (requires attunement) 
  While you wear this cloak, it projects an illusion 
  that makes you appear to be standing in a place 
  near your actual location, causing any creature to 
  have disadvantage on attack rolls against you. If 
  you take damage, the property ceases to function 
  until the start of your next turn. This property is 
  suppressed while you are in-capacitated, 
  restrained, or otherwise unable to move.
  �11
  GRAVE CONCERNS
  
  GRAVE CONCERNS
  �12
  GHOUL 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6 (-2) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  ACTIONS 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.  
  Hit: 9 (2d6+2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 7 (2d4+2) slashing damage. If the target is a creature other than 
  an elf or undead, it must succeed on a DC 10 Constitution saving 
  throw or be paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on a 
  success. 
  SWORD WRAITH WARRIOR TWIN 
  Medium undead, lawful evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 45 (6d8+18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (+-1) 
  10 (+0) 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks  
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, poisoned, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 9 
  Challenge 3 (700 XP) 
  Martial Fury. As a bonus action, the twin can make one weapon 
  attack. If it does so, attack rolls against it have advantage until the 
  start of its next turn. 
  ACTIONS 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  
  Hit: 8 (1d8+4) slashing damage. 
  GELATINOUS CUBE 
  Large ooze, unaligned 
  Armor Class 6 
  Hit Points 84 (8d10+40) 
  Speed 15 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  3 (-4) 
  20 (+5) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Challenge 2 (450 XP) 
  Ooze Cube. The cube takes up its entire space. Other creatures can 
  enter the space, but a creature that does so is subjected to the 
  cube's Engulf and has disadvantage on the saving throw.  
  Creatures inside the cube can be seen but have total cover.  
  A creature within 5 feet of the cube can take an action to pull a 
  creature or object out of the cube. Doing so requires a successful 
  DC 12 Strength check, and the creature making the attempt takes 
  10 (3d6) acid damage.  
  The cube can hold only one Large creature or up to four Medium or 
  smaller creatures inside it at a time.  
  Transparent. Even when the cube is in plain sight, it takes a 
  successful DC 15 Wisdom (Perception) check to spot a cube that has 
  neither moved nor attacked. A creature that tries to enter the cube's 
  space while unaware of the cube is surprised by the cube.  
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) acid damage.  
  Engulf. The cube moves up to its speed. While doing so, it can 
  enter Large or smaller creatures' spaces. Whenever the cube enters 
  a creature's space, the creature must make a DC 12 Dexterity saving 
  throw.  
  On a successful save, the creature can choose to be pushed 5 feet 
  back or to the side of the cube. A creature that chooses not to be 
  pushed suffers the consequences of a failed saving throw.  
  On a failed save, the cube enters the creature's space, and the 
  creature takes 10 (3d6) acid damage and is engulfed. The engulfed 
  creature can't breathe, is restrained, and takes 21 (6d6) acid damage 
  at the start of each of the cube's turns. When the cube moves, the 
  engulfed creature moves with it.  
  An engulfed creature can try to escape by taking an action to make 
  a DC 12 Strength check. On a success, the creature escapes and 
  enters a space of its choice within 5 feet 
  of the cube.  
  
  �13
  GRAVE CONCERNS
  ANIMATED ARMOR 
  Medium construct, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8+6) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The armor is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the armor 
  must succeed on a Constitution saving throw against the caster's 
  spell save DC or fall unconscious for 1 minute.  
  False Appearance. While the armor remains motionless, it is 
  indistinguishable from a normal suit of armor.  
  ACTIONS 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  
  Hit: 5 (1d6+2) bludgeoning damage. 
  DREAD SKELETON WARRIOR 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 26 (4d8+8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+2) 
  10 (+0) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison, 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Challenge 1 (200 XP)  
  ACTIONS 
  Multiattack. The skeleton makes four melee attacks. 
  Scimitar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.  
  Hit: 3 (1d6) slashing damage. 
  MUMMY 
  Medium undead, lawful evil 
  Armor Class 11 (natural armor) 
  Hit Points 58 (9d8+18) 
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  12 (+1) 
  Saving Throws Wis +2  
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities necrotic, poison, 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Challenge 3 (700 XP) 
  ACTIONS 
  Multiattack. The mummy can use its Dreadful Glare and makes one 
  attack with its rotting fist.  
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft ., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic 
  damage. If the target is a creature, it must succeed on a DC 12 
  Constitution saving throw or be cursed with mummy rot . The cursed 
  target can't regain hit points, and its hit point maximum decreases by 
  10 (3d6) for every 24 hours that elapse. If the curse reduces the 
  target's hit point maximum to 0, the target dies, and its body turns to 
  dust. The curse lasts until removed by the remove curse spell or 
  other magic.  
  Dreadful Glare. The mummy targets one creature it can see within 
  60 feet of it. If the target can see the mummy, it must succeed on a 
  DC 11 Wisdom saving throw against this magic or become 
  frightened until the end oft he mummy'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 all mummies (but 
  not mummy lords) for the next 24 hours.  
  
  GRAVE CONCERNS
  �14
  SKELETON 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison, 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Challenge 1/4 (50 XP) 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
  ZOMBIE 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8+9) 
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damaged reduces the zombie to 0 hit points, 
  it must make a Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from a critical hit. On 
  a success, the zombie drops to 1 hit point instead. 
  ACTIONS 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6+1) bludgeoning damage.
  DEATHLOCK MIRKLAV 
  Medium undead, lawful evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  Saving Throws Int +4, Cha +5  
  Skills Arcana +4, History +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Halfling, Sylvan 
  Challenge 4 (1100 XP) 
  Special Equipment. The deathlock Mirklav is wearing a cloak of 
  displacement, which causes creatures to have disadvantage on 
  attack rolls against it. If it takes damage, this property ceases to 
  function until the start of the deathlock Mirklav’s next turn. 
  Innate Spellcasting. The deathlock’s innate spellcasting ability is 
  Charisma (spell save DC 13). It can innately cast the following spells 
  at will, requiring no material components: detect magic, disguise 
  self, mage armor 
  Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It 
  regins its expended spell slots when it finishes a short or long rest. it 
  knows the following warlock spells: 
  Cantrips (at will): friends, eldritch blast, mage hand 
  1st-3rd level (2 3rd-level slots): animate dead, arms of Hadar, dispel 
  magic, hold person, hunger of Hadar, spider climb 
  Turn Resistance. The deathlock has advantage on saving throws 
  against any effect that turns undead. 
  ACTIONS 
  Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6+2) necrotic damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Waterdeep/Grave Concerns - Waterdeep Faction Adventure/1244993-GraveConcerns-2019-08-11.pdf