TEXT:  
   
   
  New information has tarnished the reputation of the wizard Kelvan. Can he really be 
  complicit in the kidnapping of a high priestess and the disappearance of others in the area 
  around White Plume Mountain? Or is he simply the pawn of a much greater power? 
   
  A 4-Hour Epic Adventure for 5th-16th Level Characters 
   
   
   
  Author 
  Adventure Code: DDEP6-02 
  Optimized For: APL 9 and 12 
  Version: v1.1 
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
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  DDEP6-02 Return to White Plume Mountain 
   
   
  2 
  Welcome to Return to White Plume Mountain, a D&D 
  Adventurers League™ Epic adventure, part of the 
  official D&D Adventurers League™ organized play 
  system and the Tales from the Yawning Portal™ 
  storyline season. 
   It takes place in a lower level of White Plume 
  Mountain. The mountain is Northeast of 
  Neverwinter. 
   This adventure is designed for three to seven 
  5th-10th level characters (optimized for five 
  characters with an average party level of 9) and 
  for three to seven 11th-12th level characters 
  (optimized for five characters with an average 
  party level (APL) of 12). Characters outside this 
  level range cannot participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  3 
  This adventure is designed to be run by six to 
  twelve tables of players simultaneously, ideally split 
  between the two tiers. 
    Please see Appendix. Administrative Information 
  for more detailed information. 
  This level of White Plume Mountain was created to convert 
  unwilling subjects into loyal minions using various methods 
  and to provide living spaces for them until they are needed.  
  The contents of this level are hinted at in the last paragraph 
  of the White Plume Mountain adventure in Tales of the 
  Yawning Portal.   
  This adventure immediately follows the events in 
  DDAL6-02 The Redemption of Kelvan. In an attempt 
  to achieve immortality, the wizard Keraptis was 
  reset to a newborn version of himself and placed 
  with foster parents who named him Kelvan. As he 
  grew his former memories surfaced. Now, Keraptis 
  (in the guise of Kelvan) has grown once again into a 
  powerful mage and his thirst for eternal life is 
  stronger than ever. 
   To that end, Keraptis opened a gate to a "new" 
  Prime Material plane (Toril) where his past was 
  unknown. There, he sought a sword blessed by Shar 
  with powers over shadow and time with which he 
  planned to attempt his goal once more. This time, 
  however, he hopes to bind himself to the plane 
  itself—leaving him free to roam this new world.  
   Having received the gloomblade from a group of 
  adventurers, he entered White Plume Mountain. 
  Once within, his next step is to sacrifice ninety-nine 
  souls (with the priestess Hildehrune being the one-
  hundredth) during the dark of the new moon in a 
  ritual to bind himself to the Shadowfell. With this 
  accomplished, he theorizes that so long as the plane 
  exists, so too will he. His allies have already brought 
  in those who are to be sacrificed. And knowing 
  adventurers, he fully expects a rescue attempt.  
   Realizing that they had erred, the adventurers 
  notified their factions of what happened with the 
  gloomblade and Kelvan/Keraptis. The Faction have 
  consulted and now a somewhat hastily devised plan 
  is ready to be put in action.  
  The following NPCs and locations feature prominently in this 
  adventure. 
   
  Dram (D-ram). Male dwarf, a leader of the Order of the 
  Gauntlet and the “general” in charge of this task.  
   
  Kalenda (Ka-len-da). female dwarf, cousin of Dram and an 
  agent of the Harpers (unbeknownst to Dram). 
   
  Hildehrune (HIL-da-rune). Hildehrune is an Illuskan cleric 
  of Selûne who came to Neverwinter from Good Mead in Ten 
  Towns. She is an expert on Netheril and Shar and has been 
  dominated by Kelvan/Keraptis. 
   
  White Plume Mountain. Lair and death trap of the 
  archwizard Keraptis. 
   
  “Kelvan” (KEL-van). Following his second attempt at 
  power, the wizard Keraptis of Oerth found himself reborn as 
  an infant in the care of foster parents. Raised as “Kelvan,” 
  Keraptis has located his lair to a new world where his legend 
  is unknown and plans to begin again.  
  The adventure consists of three parts: 
   Prologue. Dram gathers the characters together 
  and explains the situation and each group’s goals. 
   Part One (Tier 2). Following an initial battle with 
  guards, the characters are trapped in a maze. Once 
  free, they face off with other denizens of this level in 
  the chambers and hallways. 
   Part One (Tier 3). The characters must decide 
  how to enter the Mountain, and traverse the tunnels 
  as quietly as possible. Within, they face some 
  opposition and a trapped hallway before reaching 
  some of the Living Quarters.  
   Part Two (Tier 2). Breaking through the living 
  quarters into a larger room, the characters must stop 
  the sacrifice of innocents. 
   Part Two (Tier 3). The characters reach the 
  prison cells, and face its guards and a complication 
  before joining the fight to stop the ritual. 
   
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  4 
  Estimated Duration: 15 minutes  
  Epics, especially at the start, are often an exercise in 
  controlled chaos. While waiting for an Epic Admin to perform 
  the boxed text below have your players select a Table 
  Captain. This person communicates key events to the Epic 
  Admin and helps break deadlocks when the group is making 
  decisions.  
  Factions inform the assembled groups of their 
  missions Dram, a male dwarf and a leader in the 
  Order of the Gauntlet is in charge currently. His 
  cousin Kalenda, a wizard, stands at his side. 
  “From what we have learned, the wizard Kelvan plans to 
  conduct a ritual that will greatly increase his powers. Part of 
  the ritual includes sacrificing Hildehrune a priestess of Selûne 
  with a blade blessed by Shar herself. There have also been a 
  large number of travelers and villagers gone missing in the 
  area recently and they may also be part of this sacrifice. 
   
  “Today, we rescue them all! Some of you shall make a 
  frontal attack. This we hope will distract the wizard’s 
  minions. Others will attempt a covert entrance through 
  tunnels discovered by our scouts. While rescue is our primary 
  mission, this foul magician’s death would be an extra bonus.” 
  Dram turns to the Tier 2 tables: 
  “Your job is to distract and draw attention to yourselves. If 
  you find an opportunity to rescue anyone do so. Each of your 
  groups has been given a special sending stone. When the 
  captives are freed you can start making your way out of the 
  wizard’s lair. 
  Dram then turns to the Tier 3 tables: 
  “Reconnaissance has discovered several openings that show 
  signs of recent use. We believe the prisoners may have 
  entered there. You have the job of infiltrating the Mountain 
  and rescuing Kelvan’s prisoners. Your groups have sending 
  stones that allow you to inform the others once you have 
  rescued the prisoners, so they can retreat.  
  Both groups are given Hildehrune’s description 
  (something that those characters that played 
  DDAL06-02 The Redemption of Kelvan don’t need). 
  The sending stones allow communication only between 
  groups of different tiers. Both groups know how many teams 
  are being sent.  
  The distractions teams are randomly assigned an 
  order for entering the mountain since the initial 
  tunnel is not that wide. The Epic administrators have 
  the option of having the table captains pick numbers 
  out of hat for this.  
  While in game terms the distraction teams (Tier 2) wait for 
  the others to get in place in real time all the groups start at 
  the same time. Other than reports signaling when the groups 
  have hit certain story points, all groups can play through the 
  first parts of their plot for the next two hours. At that point 
  play should stop so that information can be gathered and so 
  that everyone starts Part 3 together. 
   
  Ask for pre-rolled Perception checks to heighten suspense 
  or simply to avoid warning the players. Note that some 
  characters may have advantage based on race such as 
  gnomes and dwarves, while others might claim it based on 
  class, such as rangers and rogues.  
  Each Tier has a mission: Tier 2 is to distract while 
  Tier 3 infiltrates the Mountain. Their performance is 
  tracked using Distraction Points and Alarm Points. 
  Anytime the table earns distraction or alarm points, 
  the Table Captain should notify the Epic Admin. 
  • +1 pt./Table. More Tier 2 tables than Tier 3 
  • +1 pt./Table. Tier 2 forces a second wave of 
  opponents in the Introduction (+3 points if ALL 
  the tables accomplish this). 
  • +1 pt./Table. Reaching the Key Room at the end of 
  the Maze (+3 points if ALL the tables accomplish 
  this in less than 5 minutes’ real time)  
  • +1 pt. Using a loud spell (i.e., thunderwave, etc.) 
  per instance. 
  • +3 pt./Table. The guards sound the alarm. 
  • +1 pt./Table. Setting off the shocking glyph. 
  • +1 pt. Use a loud spell in the Tunnels area. 
  • +2 pt. Use loud spell in the Getting a Bit Warmer 
  or Tea Interrupted areas.  
  • 2pt/table. Setting off traps on the way to the 
  prison cells 
   
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  5 
  Estimated Duration: 95 minutes 
  At the end of DDAL6-02 Reclamation of Kelvan, the 
  entrance to the mountain that Kelvan used was 
  closed off by a forcecage which was magically 
  reinforced during the time between the ending of 
  that adventure and the start of the Epic. Now the 
  factions destroy the wall and the frontal attack 
  begins. 
  If any of the players or groups are joining the mission from 
  within the White Plume Mountain they do so during this 
  combat. If it is an entire group they join before combat starts, 
  if individuals they join on their initiative. 
   
  They enter the area by climbing down a tunnel (complete 
  with ladder much like the one in Area 9 of White Plume 
  Mountain, but without the water) that opens into the room. 
  Each player can perform one assist to another during this 
  battle. Assistance can take the form of giving another one of 
  the following:  
  • 1d8+2 healing (those with healing spells only) 
  • Advantage on a single attack  
  • Advantage on a single saving throw  
  Estimated Duration. 25 minutes 
  Dram and his cousin Kalenda disintegrate the 
  forcecage and the door blocking the entrance.  
  Once everyone is assembled and the groups on the far side of 
  the mountain are in place, Dram pulls his hammer “I’ve 
  got’cha back, Kal” he says to his cousin and they walk into the 
  cave entrance. Shortly thereafter a puff of dust is seen and 
  the walk back out. “The way is clear” Kalenda calls out” 
  The groups can now enter the tunnel. Note that if 
  there are more than six tables of this tier, you should 
  add a tunnel. 
  After fifteen feet, the ten-foot-wide tunnel opens into a large 
  cave with three passages leading off from it. The sound of 
  running feet coming toward the area is heard. 
  The area has the following general features. 
   
  Light. The area is dimly lit from light coming down the 
  entrance passage. The tunnels are completely dark. 
   
  Floors. The ceiling is 10 feet high, and the walls are of 
  rough-hewn stone.  Dirt and dust lie in a thin layer over stone 
  floors and easily shows footprints of a mix of creatures both 
  small and medium size, most of whom wore footwear of 
  some kind. 
   
  Tunnels. These paths going deeper in the mountain are 10-
  feet wide, and curve or angle sharply making seeing a long 
  distance down them impossible (thus masking the 
  teleportation trick) If there are more than three groups in this 
  tier, one or more of these tunnels quickly split in to two 
  tunnels. If there are more than six groups in this tier add a 
  tunnel for every other additional tables beyond six. 
  This circular room is roughly 140 feet in diameter. 
  A group of guards come from each tunnel and there 
  is a group for each table. Each group of guards 
  consists of eight orcs, a nycaloth, two gnome 
  berserkers and a gnome bandit captain.  
   The guards’ orders are simple: Engage intruders 
  attacking no more than twice before fleeing. (So, on 
  the second round they attack and then move away or 
  simply disengage if badly hurt. The teleport is keyed 
  to anyone not pledged to Kelvan, the guards want 
  the characters to follow them into the passages. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative: 
  • Very Weak: Remove the nycaloth and bandit captain 
  • Weak: Remove the nycaloth 
  • Strong: Add a mezzoloth  
  • Very Strong: Add mezzoloth and another berserker; the 
  nycaloth begins the combat invisible.  
  The encounter proceeds according to the 
  characters’s actions (or lack thereof), as follows: 
   Defeat the Guards in the First Round? A second 
  set of guards are dispatched from a holding area 
  (they arrive at the end of the next round), and the 
  table earns 1 Distraction Point. 
   Defeat the Guards in the Second Round? A 
  second set of guards are dispatched from a holding 
  area (they arrive at the end of the next round). 
   Don’t Pursue the Guards At All? The characters 
  lose 1 Distraction Point for every round they delay 
  following the monsters (per table that does this). 
   If Alarm Points Exceed Distraction Points? The 
  guards break off combat and retreat. If all the guards 
  are slain before feinting retreat, the second wave 
  consists of one gnome berserker per character 
  who attacks once then immediately flees. If this 
  happens two or more times, they conclude that this 
  attack was a feint and ignore the characters’s 
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  6 
  existence. The characters lose 5 Distraction Points 
  per table that does this). 
  The bandit captains carry 20 gp total in loose 
  change.  
  Duration. 75 minutes 
  Key Encounter Plot Point. This is part of the area 
  that Keraptis used to break down the mental 
  defenses of monsters/adventurers as a step in 
  converting them to be defenders in his lair. The 
  characters are faced with a simple maze with 3 traps 
  that you select or determine randomly. They arrive 
  at a room with a Bard (of your choice) who holds the 
  key to their escaping the maze. This can be either a 
  combat encounter or a roleplaying one. You choose 
  which Bard they face. 
  The area has the following general features: 
   
  Light. The only light that exists is that which the characters 
  provide on their own. 
   
  Ceilings. The ceilings are 10-feet high. 
   
  Temperature. The air is cool and damp. 
   
  Floors. Slightly damp with an occasional puddle of water or 
  oily substance.  
   
  Sound. Snitches of music, giggles and moans of pain and 
  suffering are occasionally heard. 
  One moment you were following a hallway and the fleeing 
  foes, the next finds you in a triangular shaped room, with 
  three exits. Not only is your party here, but so too are the 
  other groups that set out to distract the wizard. 
   
   A magic mouth appears on each of the three walls and, in 
  concert, begin to sing: 
   
  “The wisest of all know of the power of threes” 
  “So, three dangers must you brave to find the keys” 
  “Once in hand, and the keys so turned,” 
  “The means of exit will then be learned.”  
  The spell’s message suggests that the characters 
  must to go out and find one of the challenges to gain 
  the means of exiting the maze. Though the 
  characters have no means of knowing, the message 
  is also a lie—the number of keys doesn’t impact 
  their ability to leave the maze, only what happens 
  afterwards. The characters have eight hours to find 
  the bards and defeat them. The Bard challenge, once 
  completed gives a group access to the Key chamber. 
  In that room are numerous doors. Other groups 
  enter the same area as they complete the challenge. 
  More information on this is presented in that 
  section. 
   The room is triangular shaped with a hallway 
  leading out from each wall. You need to adjust if 
  there are more tables. So four tables would have a 
  square room, Five a pentagon and so on. 
  The passage starts out simple, straight for ten feet and then a 
  turn. The air is damp and still.  
  A simple maze is provided (See Appendix. Maze 
  Portion Map). You are not required to use this—
  especially if you aren’t using the “Playing on a Grid” 
  variant rule. The challenge here isn’t the twists and 
  turns of the maze itself, it’s the traps and pitfalls in 
  the hallways.  
  The hallways of the maze are only five-foot-wide and ten foot 
  high. The floors are damp. 
  Keeping one hand on a wall and following it can be 
  an effective, if long, way to get through the maze. 
  Instead of mapping the maze out as they go through 
  you can use either Intelligence (Investigation) or 
  Wisdom (Perception) checks in-between the trap 
  encounters to simulate decisions. 
  Discover what methods the characters/players are going to 
  use to make their way through the maze. Are they going to 
  randomly decide at each intersection, or use a pattern? Are 
  they going to take precautions, using a staff to probe ahead, 
  keeping a specific hand on one wall? Reward good plans with 
  advantage on checks to overcome the various traps and 
  obstacles or by awarding them a successful Perception check 
  to notice a trap without an actual roll. 
  Prepare three (randomly or chosen) of the following 
  traps and their order/location ahead of time. Don’t 
  use a trap more than once.  
  Here are recommendations for adjusting this exploration 
  encounter. These are not cumulative: 
  • Weak or very weak. Don’t use the deadly traps 
  • Strong or very Strong. Add a fourth trap 
   
   
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  7 
  Roll (1d8) 
  Trap 
  1 
  Spiked Pit  
  2 
  Dancing in the Hallway 
  3 
  Laughing all the Way 
  4 
  Shocking Glyph 
  5 
  Fear Me 
  6 
  Bath Time 
  7 
  Where am I? 
  8 
  Trip 
   
  Simple trap, moderate threat (level 5-10) 
  This trap covers a 5-foot square, best placed at the beginning 
  of a longer stretch of hallway or just after a turn. 
   
  Trigger. A creature steps on the trapped square 
   
  Effect. The floor drops out beneath the creature that 
  triggered the trap and they fall ten feet to the spikes below 
  taking 3 (1d6) bludgeoning) damage and 11 (2d10) piercing 
  damage. A DC 10 Dexterity saving throw reduces the damage 
  to half. 
   
  Countermeasures. A successful DC 20 Wisdom 
  (Perception) notices the slightly larger gap between the 
  stones along the edge of the 5-foot square. Using a staff to 
  probe the floor also locates the trap before it is triggered. 
   
  Complex trap, deadly threat (level 5-10) 
  In a straight 30-foot section of hallway, there are three 
  glyphs of warding (Otto’s irresistible dance). The glyphs are 
  separated from one another by no less than 5 feet. 
   
  Trigger. A creature steps on the square with a glyph. 
   
  Initiative: Dynamic element on 10 and 20 
   
  Effect. The triggering creature must succeed on a DC 15 
  Wisdom saving throw, otherwise they begin a comic dance in 
  place, shuffling, taping their feet per Otto’s irresistible dance.  
   
  Dynamic element: On initiative count 20 (losing ties) of the 
  round following the rune being triggered, ten crawling claws 
  summoned to the square adjacent to the triggered glyph and 
  attack. Five additional crawling claws arrive on initiative 
  count 10 (losing ties). This occurs every other round so long 
  as a creature is dancing. 
   
  Countermeasures. A character succeeding on a DC 20 
  Wisdom (Perception) check notices marks on the stones. 
  • A successful DC 15 Intelligence (Arcana) check suppresses 
  a single glyph for 1 minute. 
  • The spell’s effects can be dispelled (5th level spell). 
  • Once the first glyph is detected, future Wisdom 
  (Perception) checks made to detect the other glyphs are 
  made with advantage. 
   
   
   
  Complex trap, deadly threat (level 5-10) 
  In a straight 30-foot section of hallway, there are three 
  glyphs of warding (Tasha’s hideous laughter). The glyphs are 
  separated from one another by no less than 5 feet. 
   
  Trigger. A creature steps on the square with a rune. 
   
  Initiative.  Dynamic element on 10 
   
  Effect. The triggering creature must succeed on a DC 15 
  Wisdom saving throw, otherwise they begin laughing so hard 
  they fall down and become incapacitated. 
   
  Dynamic element: On initiative 10 after the rune is 
  triggered a swarm of centipedes appears in the square and 
  attacks. (See Stat block) 
   
  Countermeasures. A character succeeding on a DC 20 
  Wisdom (Perception) check notices marks on the stones. 
  • A successful DC 15 Intelligence (Arcana) check suppresses 
  a single glyph for 1 minute. 
  • The spell’s effects can be dispelled (5th level spell). 
  • Once the first glyph is detected, future Wisdom 
  (Perception) checks made to detect the other glyphs are 
  made with advantage (negating the fog’s penalty). 
   
   
  Simple trap, dangerous threat (level 5-10) 
  In a straight 30-foot section of hallway, there are three 
  glyphs of warding (lightning). The glyphs are separated from 
  one another by no less than 5 feet. 
   
  Trigger. A creature steps on the square with the glyph 
   
  Effect A bolt of lightning arcs to the creature that triggered 
  the glyph from the ceiling above. The triggering creature 
  takes 22 (4d10) lightning damage, which a successful DC 15 
  Dexterity saving throw reduces to half.  
   
  Countermeasures. A character succeeding on a DC 20 
  Wisdom (Perception) check notices marks on the stones. 
  • A successful DC 15 Intelligence (Arcana) check suppresses 
  a single glyph for 1 minute. 
  • The spell’s effects can be dispelled (5th level spell). 
  • Once the first glyph is detected, future Wisdom 
  (Perception) checks made to detect the other glyphs are 
  made with advantage. 
  Simple trap, dangerous threat (level 5-10) 
  In a straight 30-foot section of hallway, there are three 
  glyphs of warding (fear). The glyphs are separated from one 
  another by no less than 5 feet. 
   
  Trigger. A creature steps on the square with the glyph 
   
  Effect The triggering creature sees a phantasmal image of 
  its worst fears. The creature must make a Wisdom saving 
  throw DC 15. If they fail, then they drop whatever they are 
  holding and become frightened for 1d6 rounds. The 
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  8 
  frightened creature must take the Dash action to run away 
  from the area. 
   
  Countermeasures. A character succeeding on a DC 15 
  Wisdom (Perception) check notices marks on the stones. 
  • A successful DC 15 Intelligence (Arcana) check suppresses 
  a single glyph for 1 minute. 
  • The spell’s effects can be dispelled (5th level spell). 
  • Once the first glyph is detected, future Wisdom 
  (Perception) checks made to detect the other glyphs are 
  made with advantage. 
   
  Simple trap, moderate threat (level 5-10) 
  This trap covers a 5-foot square, preferably just after a turn in 
  the hallway. The challenge is getting out quickly, if you can’t 
  avoid falling in! 
   
  Trigger. A creature steps on the trapped square. 
   
  Effect. The floor drops out beneath the creature that 
  triggered the trap and falls 10 feet into a 5-foot deep pool of 
  weak acid below, taking 11 (2d10) acid damage. A DC 15 
  Dexterity (Acrobatics) allows a character to avoid falling in. 
  Once in a DC 10 Constitution saving throw reduces the 
  damage to half. A creature in the acid at the start of its turn 
  takes the damage again. Climbing out of the pit requires a 
  successful DC 10 Strength (Athletics) check. The walls are 
  slick with acidic fumes and the check made to escape the pit 
  is made with disadvantage. 
   
  Countermeasures. A character succeeding on a DC 15 
  Wisdom (Perception) check detects the gap in the stones. 
  Using a staff to probe the floor can also discover the trap. 
   
  Simple trap, deadly threat (level 5-10) 
  In a straight 30-foot section of hallway, there are three 
  glyphs of warding (hunger of Hadar). The glyphs are 
  separated from one another by no less than 5 feet. 
   
  Trigger. A creature steps on the square with the glyph 
   
  Effect A flash of light momentarily blinds all within a 20 
  foot radius of the glyph for a brief moment. When sight 
  returns those within see a dark expanse with faint stars 
  around them and feel a bitter cold. They can hear soft 
  whispers all around them and soft slurping sounds. All within 
  the area take 27 (5d10) cold damage or half damage on a 
  successful DC 15 Constitution saving throw. They also take 27 
  (5d10) acid damage from otherworldly tentacles or half 
  damage on a successful DC 15 Dexterity saving throw. 
   
  To those outside of the area it looks as if an area of 
  darkness that they cannot penetrate by either sight or force. 
  The effect only lasts for one minute unless dispel magic is 
  cast by someone not in the effected radius. 
   
  Countermeasures. A character succeeding on a DC 20 
  Wisdom (Perception) check notices marks on the stones. 
  • A successful DC 15 Intelligence (Arcana) check suppresses 
  a single glyph for 1 minute. 
  • The spell’s effects can be dispelled (5th level spell). 
  • Once the first glyph is detected, future Wisdom 
  (Perception) checks made to detect the other glyphs are 
  made with advantage (negating the fog’s penalty). 
   
  Simple trap, moderate threat (level 5-10) 
  A tripwire is stretched across the hallway. 
  Trigger. A creature hits or dislodges the wire (see 
  countermeasures) 
  Effect. The ceiling 15 feet behind the tripwire opens and 
  dumps rocks on the five-foot square below. All creatures in 
  that square make a Dexterity saving throw. On a failure, they 
  take 11 (2d10) damage, are knocked prone and covered in 
  rocks. They are restrained (escape DC 10). With a success 
  they take half damage, but are not prone or restrained. 
  Countermeasures. A Wisdom (Perception) check DC 20 
  notices the wire. 
   
  Using a staff to probe the floor can also discover the trap 
  however, a DC 10 Dexterity check to remove the stick 
  without tripping the wire. Is needed. 
   
  A DC 10 Dexterity check with thieves’ tools disarms the 
  trap. Failure by 5 or more sets the trap off.  
  Once the characters have navigated the maze, they 
  discover a bard. You choose which bard they interact 
  with. They have similarities, each are either 
  magically or physically restrained to stay where they 
  are and to continue to play. Their differences are 
  those of temperament and how far down the spiral 
  they are to being true minions of Keraptis. 
  The area has the following general features: 
   
  Terrain. The floor of each room is covered in the effects of 
  a mirage arcana (7th level spell). The floor of each bard’s 
  room is different than the others as follows: 
  • Bard of the Sea. A sandy beach 
  • Bard of the Mountain. A tranquil mountain pond 
  • Bronze Bard. A fiery lake of lava 
   
  Light. The ceiling is 20-feet high and sheds bright light. 
  Read or paraphrase: 
  The tunnel continues for ten feet before opening into a large 
  room from which light and the sound of mournful music 
  drifts (harp music from the Bard of the Sea, lute music from 
  the Bard of the Mountains, and bagpipe music from The 
  Bronze Bard).  
  The room is 25-feet wide and 40-feet deep. In the 
  far-right corner is a 5-foot high, 15-foot-by-10-foot 
  
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  9 
  platform—atop which stand four lifelike statues of 
  insectoid, trident-wielding creatures (these are 
  actually petrified mezzoloths) and the source of the 
  music (a triton, a dwarf or a dragonborn).  
   Each of the Bards have one note they can play on 
  their instrument that releases the mezzoloths to 
  fight. The songs of the Bards are all sung as if dirges 
  or mournful tunes, even if the original song had an 
  upbeat melody. If you have a better idea for an 
  appropriate song improvisation is encouraged. 
   Talcorus (TALL-kore-us), The Bard of the Sea. 
  “Under the Sea” sorrowfully sung by one who 
  believes he shall never see the sea again. “Anchors 
  Aweigh” or even “Row, Row, Row Your Boat” are also 
  options here. The titan had set off for the excitement 
  of adventure and was on his way home before being 
  caught by the wizard. He is now under a geas to play 
  only here in this room. Talcorus’s key is made of a 
  piece of damp coral. 
   He can be compelled to surrender his key with a 
  successful DC 25 Charisma (Persuasion) check. 
  Characters that wait until he stops singing to speak, 
  results in his listening to their proposals for 
  acquiring the key to leaving the maze. If they also 
  dispel the illusion on the floor they gain advantage 
  on any checks to persuade him. If they interrupt him, 
  he glowers and uses his Taunt. Further disrespect, 
  and he plays the cord to free the mezzoloths and 
  combat is initiated. 
  As a young triton, he set out to explore all along the Sword 
  Coast, both in the sea and on land. Things went horribly and 
  he ended up here. Magically forced to play for eight hours a 
  day, he still retains the arrogance of his race, if he could not 
  best the dangers of this place, the lesser races certainly 
  couldn’t.   
   
  Quote: “Why do you deserve a better ending than mine?” 
   Amberlee, The Bard Of The Mountains. “The 
  Sound of Music” for the bard whose song will never 
  again echo off the mountain tops. “She’ll be Coming 
  ‘Round the Mountain”, might also work here. The 
  allure of playing in the big city (Waterdeep) pulled 
  the popular entertainer away from her home. She 
  fell afoul of an efreeti and now must play here. 
  Amberlee has agreed to play for a year in order to 
  pay off her debts. Amberlee’s key is made of woven 
  reeds.   
   Her legs are chained to the chair, but the same 
  note that frees the mezzoloths also releases her 
  chains. Chains: AC 19 immune to poison and fear 
  effects, 19 hit points each, DC 20 Dexterity check 
  with thieves’ tools to unlock.  A DC20 Charisma 
  (Persuasion) check is needed to get her to hand over 
  the key. Because she is embarrassed to have gotten 
  in this situation dwarves making this check do so 
  with disadvantage. She does not take bribes. 
  Still relatively young for a dwarf, tales of the many festhalls in 
  Waterdeep made her want to go there and test her skills 
  against other bards. She was doing fairly well when she 
  crossed paths with an efreeti in a game of chance and lost 
  everything including her freedom.  
   
  She doesn’t mind being interrupted, and she already 
  knows the water on the floor is an illusion so dispelling it 
  does not impress her. She has a been there seen that air and 
  no longer takes pleasure in performing or for acting for the 
  greater good.  
   
  Quote: “Wot? Worried about getting your feet wet’re ye?” 
   Krija (KREE-jah) The Bronze Bard. A funeral 
  march, or other march played as if it was a funeral 
  march. If you have access to a kazoo or some other 
  small instrument, or just do vocal a “da dum da da 
  dum da da da dum”. The Bronze Bard had played 
  stirring marches for various martial units over the 
  course of his career. Krija wants to know what is in it 
  for him? Why should he help them by giving them 
  the Key? He angles for a promise to let him come 
  with, intending to betray them and perhaps gain his 
  freedom that way. Barring that he wants something 
  that shall improve his life. Perhaps make it easy for 
  him to escape on his own like spell scrolls or a magic 
  item (uncommon). Without a bribe a successful DC 
  25 Charisma check is needed to get the Key. With a 
  bribe is it DC 20, if they agree to let him join them 
  then no check is needed.  Krija’s key is made of hot, 
  black iron. 
   If he sees that the characters don’t trust or believe 
  him, he plays the note that releases the mezzoloths. 
  A DC 20 Wisdom (Insight/Perception) check notices 
  that there doesn’t seem to be any chains or other 
  bindings keeping the bard here. 
  The dragonborn is all about saving himself, though that is 
  what got him caught here. Part of a mercenary company, he 
  made a bargain that saved his life at the cost of his comrades. 
  His first truly evil act. The fallen knight, Sir Bluto Sans Pite 
  (NPC in White Plume Mountain) spared his life but it cost him 
  his freedom. He does have a set of nice rooms, and the food 
  is not bad. He is not in a hurry to leave. Getting promoted to 
  being a trusted ally and working in another location could be 
  sweet.  
   
  His despair is feigned, he believes he can eventually get 
  out, perhaps by betraying another group of fools?  
   
  Quote: “So what is in it for me?” 
  
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  When they gain the key, either by conquest or 
  charm, a door way opens up to the next room. Once 
  everyone is in the next room the door disappears.   
  The door is actually a portal and all groups enter 
  from the same place. The hallways on either side 
  access the Maze.  
  The door disappears from the wall behind you. To your left 
  and right, openings led to fog-filled hallways—paths back 
  through the maze. The wall across from you has [insert 
  number of Tier 2 tables here] doors. There are heaps of old 
  bones and tattered cloth along the side walls. Inscribed in the 
  floor is the following: One Key may open a door, but safety is 
  not sure. Three Keys when turned together can insure a 
  resting place. A Key for each door turned together can secure 
  a victory for a time. 
  This room was designed to make captives question 
  what to do. Should they go back into the Maze and 
  gain more Keys or take their chance with just one. 
  The groups know how many of their compatriots are 
  out there, so they themselves need not go out and 
  face the Maze again. To avoid making teams wait in 
  real time, simply ask the table if they wish to just use 
  the one key they have, or do they want to wait for 
  more keys. If they want to wait then for how 
  many/long. This impacts the number of Distraction 
  Points they gain.  
  • One Key. The table earns 3 Distraction Points 
  • Three Keys. The table earns 2 Distraction Points 
  • Max Number of Key. 1 Distraction Point 
  Inform Epic Admins that your table has reached 
  this point and the number of Distraction Points 
  gained. Scattered within the remains is 200 gp 
  (available to all groups so actually 200 gp per group 
  BUT no stealing from other groups). 
   Treasure. 200 gp is scattered near the bones. 
   XP Award. For each simple trap, each character 
  gains 50 XP. For each complex trap, each character 
  gains 150 XP. For obtaining the key without violence, 
  each character gains 450 XP. 
  Duration 25 minutes 
  Key Encounter Plot Point. In the spirit of this area of 
  the mountain, the doors open into large cells used 
  for torture.  
  The area has the following general features: 
   
  Light. Bright light from the ceiling. 
   
  Floors. Stone floors stained with old blood 
   
  Bars. The bars are spaced every six inches. Each bar has AC 
  19, 18 hit points, and is immune to poison and psychic 
  damage. The openings are 10-feet wide. 
   
  Braziers. These are ready to be lit either with an action 
  using flint or via spells such as produce flame. If lit a creature 
  that is pushed into the brazier makes a DC 15 Constitution 
  saving throw or takes 5 (1d10) fire damage.  
  The rooms are each 30- by 40-feet. The barred doors 
  open into a hallway. The room contains a rack, a 
  brazier an iron maiden, sets of chains fastened into 
  the wall, and other small instruments of torture. A 
  banderhobb and nycaloth are there to corral the 
  new prisoners and chain them to the wall. The two 
  berserker gnomes have the job of making the 
  prisoners suffer. No side gets surprised in this 
  situation, unless the characters aren’t paying 
  attention. 
  To keep things moving the following minor effects 
  are added to the first round of combat. 
  • One Key. During the first round of combat ONLY 
  any creature that casts a spell or uses a magical 
  item to cast a spell is under the effect of a faerie 
  fire spell until the end of their next turn. 
  • Three Keys. During the first round of combat 
  ONLY any creature that casts a spell or uses a 
  magical item to cast a spell becomes the center of 
  a silence spell (20-foot radius sphere) until the end 
  of their next turn. 
  • All of the Keys. During the first round of combat 
  ONLY any creature that casts a spell or uses a 
  magic item to cast a spell regains 9 (2d8) hit 
  points. 
  Remember groups that use loud spells gain a Distraction 
  Point per spell used. 
  There are long handled tongs, brands and pokers 
  that can be picked up and used as improvised clubs. 
  Unlocking the cell door requires a set of thieves’ 
  tools and a successful DC 15 Dexterity check. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative 
  • Very weak: remove nycaloth and one berserker gnome 
  • Weak party: remove nycaloth 
  • Strong party: Add a berserker gnome  
  • Very strong party: Add nycaloth and a berserker gnome.  
  
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  11 
  After they get out of the torture chamber the 
  characters enter an area with numerous rooms—
  obviously living quarters, some lavishly appointed 
  while others sport only the bare basics.  
  Adjacent to the torture chambers are a series of hallways 
  with living quarters, most designed for only one or two 
  occupants. A few of the rooms are very basic and show no 
  signs of recent use. Others are lavishly decorated and 
  obviously are in use from the personal items scattered about. 
  There are enough hallways for each group to go 
  down one of them. The hallways are all 10-feet wide 
  and 10-feet high. Each hallway led to fifteen rooms, 
  five of which are two room suites. Some of the rooms 
  are opulent and others very basic. One of the opulent 
  rooms in each hallway has a barred door (similar to 
  a jail cell.  
   Among the items the characters can pick up as 
  they quickly move through these rooms are: two 
  spellbooks (see Treasure), assorted gems worth a 
  1,000 gp, and a cube of force. 
  If Krija is with the characters, he tries to slip away while they 
  are searching the rooms. If he succeeds the party earns 2 
  Distraction Points. 
  Sound of claws on stone can be heard from around the turn 
  of the hallway. 
  The hallway turns and after another 30-feet opens 
  into a larger area.  
   The characters encounter four mezzoloth guards 
  patrolling the area. The characters can opt to hide in 
  one of the rooms until the patrol passes by and 
  attack them with surprise. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative 
  • Very weak: replace 2 mezzoloths with 2 orcs 
  • Weak party: replace a mezzoloth with 2 orcs 
  • Strong party: Add a mezzoloth  
  • Very strong party: Add nycaloth  
   
  This encounter may be modified depending on how many 
  Alarm and Distraction Points the characters have gained: 
  • Distraction Exceeds Alarm by 10+. A second patrol arrives 
  at the end of the second round and enters initiative in the 
  third round. 
  • Distraction Exceeds Alarm by 1-9. Add a mezzoloth (after 
  adjustments for party strength) 
  • Alarm Exceeds Distraction by 1-9. Remove a mezzoloth. 
  • Alarm Exceeds Distraction by 10+. The characters only 
  encounter this patrol. 
  One of the gnomes in the Torture cell possesses a 
  key to a cell and 100 gp. Exploring the living 
  quarters turns up two spellbooks (see Player 
  Handout 1 and Player Handout 2 for details), 
  assorted gems worth a 1,000gp, and a cube of force. 
  When time is called, there should be a short break, 
  likely no more than 5 minutes or so. Inform Epic 
  Admin of how far you have gotten and any additional 
  Distraction Points the group may have earned.  
   Depending on how things have gone your group is 
  at one of four points: 
  • Completed the entire Part One (Ideal) they get the 
  benefit of short break (without the time in game 
  passing) 
  • Have not completed the patrol combat above. If 
  they are obviously winning, simply call the fight. 
  In other cases, do one final round of combat and 
  then call it. They have time only to use 
  spells/potions for healing or buffs before Part Two 
  begins. 
  • Have only just gotten out of the Torture room. The 
  group has the option of taking short rest and not 
  exploring (which could impact available treasure), 
  or use potions or spells for healing, and move on. 
  In the latter case read the boxed text under 
  Development (before the Patrol) and omit the 
  Patrol combat encounter section.  
  • Are still in the Maze (bummer). When they get to 
  the Torture room, they see the destruction of the 
  torture rooms to either side. The door to their 
  room did not latch properly and so they do not 
  even need to open locks. Omit both the 
  exploration and patrol section and add a 
  banderhobb to the first group of opponents they 
  face in Part 2. 
  It is possible that a group of smart/lucky players power 
  through this. If you have a half hour or more (yipes!) left you 
  can offer the following optional scenario. The thing is, it 
  might in theory garner them more XP than they can legally 
  
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  12 
  get from the epic when all is complete. They cannot gain this 
  extra XP. However, doing this encounter can gain 2 -4 extra 
  Distraction Points. 
   
  The setup for this encounter is that one of the characters 
  noticed a five-foot-wide corridor from which the patrol came 
  (so different from the corridors in the area they explored) the 
  characters go down that corridor and find a barracks like 
  room that can sleep 24 (12 sets of bunk beds, room is 60-
  foot-deep and 25 foot wide). It is a tad smelly as the orcs that 
  bunk here are not big on hygiene. Six orcs that just got off 
  patrol are standing next to bunks halfway down the room. 
  They had been just starting to take off gear when the 
  characters arrive and are really annoyed at the interruption. 
  On the far wall, there is a door and a large bell (used to wake 
  up sleeping orcs when there is trouble). Killing the orcs gains 
  them 2 extra Distraction Points. They gain 3 extra points if 
  the guards pull the bell before they are all killed and 4 extra 
  points if they pull the bell after killing all the guards, or if they 
  let a guard escape. 
   
   
  
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  13 
  Estimated Duration: 60 Minutes 
  The encounters may be modified depending on how many 
  Alarm and Distraction Points the characters have gained; the 
  additional opponents depart (leaving visa, using spells, 
  teleport abilities or running out the doors) as the Tier 3 tables 
  appear: 
  • Distraction Exceeds Alarm by 10+. Add five orcs, an 
  efreeti, and a necromancer. 
  • Distraction Exceeds Alarm by 1-9. Add an efreeti. 
  • Alarm Exceeds Distraction by 1-9. Add five orcs. 
  • Alarm Exceeds Distraction by 10+. Only the creatures 
  listed in the text are encountered 
  The hallway from which the patrol came is very 
  large and there are a number of double doors (8-feet 
  tall by 10-feet wide) set evenly apart (see Appendix. 
  Final Map). The number of doors is equal to the 
  number of Tier 2 tables (and the characters are 
  coming from different hallways). The doors led into 
  a large room. The room is divided into levels and the 
  characters enter on the highest one (level A). 
   The NPCs are working on a number of activities in 
  preparation for a ritual. The ultimate goal of the 
  ritual is to merge a piece of the Shadowfell to 
  Kelvan/Keraptis, granting him eternal life without 
  the drawbacks of undeath. Part of the ritual is fueled 
  by despair, hence the mass drowning with some of 
  their compatriots, as well as Hildehrune, forced to 
  watch. 
  Note that the Tier 3 tables at this point are in the prison cell 
  section and find a doppelganger pretending to be the 
  priestess. How quickly the Tier 2 tables notice and inform the 
  Tier 3 tables, using the sending stones, that the priestess is 
  here has a significant impact on both their combat and the 
  chance for complete success. 
  The boxed text below describes the situation when 
  there are three tables of Tier 2 players. Add or 
  subtract doors to match the number of tables. 
  Looking around the large hallway, you notice the survivors of 
  other groups you entered this dungeon with have also made 
  it to this location. There are three sets of double doors 
  spread out on the wall opposite. 
  The Epic Admin should monitor the meeting to determine if 
  there is anything the characters do that would grant 
  everyone some idea of what is on the other side of the doors. 
  This can range from knowing what creatures are on level A to 
  knowing the complete layout of the room.    
  The groups CAN interact from this point forward, 
  including magical scouting. A meeting of the Tier 2 
  table captains can facilitate the teams working 
  together. Before the captains leave the table for the 
  meeting, have your table discuss any preparations or 
  spells that might be used for the benefit of ALL (so 
  not individual boosts but things that might provide 
  information or aid the group; such as clairvoyance or 
  other ability to gain knowledge undetected). This 
  should be no more than “Does anyone have 
  information or abilities that might assist tactical 
  planning for the group as a whole?” 
  Each player can perform 1 assist to another during this battle. 
  Assistance can take the form of giving another one of the 
  following:  
  • 1d8+2 healing (those with healing spells only)  
  • Advantage on an attack  
  • Advantage on a saving throw  
  • Advantage with Control Panels 
   
  The area has the following general features: 
   
  Light. Greenish light dimly lights the room 
   
  Ceiling. 35-feet tall at the back of the room, and 15’ tall 
   
  Glass wall. Each 10-foot section of the wall has AC 13, 27 
  hit points, and is immune to poison and psychic attacks. 
   
  Sand pit. There is only a few inches of sand on the floor. If 
  the glass breaks and water flows into the pit it becomes 
  difficult terrain.   
  The doors are not locked. Upon entering or if they 
  have other means to get a peek at what is inside read 
  or paraphrase the following: 
  The room has some resemblance to a theater with various 
  levels leading down to a sandy pit with a “stage” on the far 
  side of the pit. You have entered on the highest level, where 
  a mixed assemblage of orcs and those odd, insect-like 
  creatures with tridents await to greet you. 
  A bandit captain and necromancer (per group) are 
  on the Level B overseeing the water filling the glass 
  enclosed trough which also holds chained captives.). 
  See Saving the Captives for more details On Level A 
  are three mezzoloths and three orcs (per group. 
   In many cases the characters won’t be able to see 
  the captives in the trough when they first enter the 
  
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  14 
  area. There are fifteen chained captives (per group) 
  details on how this works are below. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative 
  • Very weak: replace two mezzoloths with two orcs 
  • Weak party: replace a mezzoloth with two orcs 
  • Strong party: Add a mezzoloth  
  • Very strong party: Add nycaloth  
  On the stage area (Level E) is Hildehrune and 
  Kelvan/Keraptis and three (adjust number based on 
  how many Tier Three tables there are) dao. There’s 
  also a line of nycaloths, and a formation of human in 
  splint armor(veterans). These are the Tier 3 
  opponents. There are three NPCs that act as 
  wandering monsters attacking the Tier 2 Tables 
  until the Tier 3 tables show up. Ideally, they shall be 
  handled by an Epic Admin showing up at your table 
  and inserting them into a round or two of combat. If 
  there is not enough staffing for that use the stat 
  blocks provided for the ultroloth, and the warlord. 
  The warlord uses a potion of flying to move around 
  the battlefield. Have one of the NPCs target the 
  group at the end of each combat round until the 
  signal is given that all the Tier 3 tables have arrived. 
  Keep track of damage that the group gives the NPCs, 
  and when that point arrives have those totals sent to 
  the Epic Admin so they can inform the Tier 3 DMs. 
   
  Level A. Tier 2 enters 
  Level B. Water control panel on this level 
  Level C. A glass wall creates a trough. This is where 
  the captives are. It is filling with water. 
  Level D. Sand pit 
  Level E. Keraptis with Hildehrune, nycaloths, dao, 
  and veterans are here. This is where the Tier 3 tables 
  enter the room.  
  There is a control (green box on map) on Level B. 
  This controls the drains as well as water entering the 
  trough. The trough fills at a rate of 1 foot per round 
  when the characters enter there is already six feet of 
  water. Everyone in the trough are underwater and 
  are holding their breath. The water continues to be 
  added to the trough until the full 15 feet is reached. 
   There are fifteen captives per Tier 2 table. Of these 
  five are commoners and the remaining are guards, 
  merchants, and bandit types. The commoners have 
  five rounds before they must start making death 
  
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  15 
  saving throws and the rest have ten rounds (roll 
  once for every five captives, if time is a concern). 
   The bandit captain and necromancer are located 
  next to the control panel at the start of the 
  encounter. The bandit captain stays here to defend 
  the control box. He has an ioun stone (protection) 
  that gives him +2 bonus to his AC (not in the stat 
  block). 
   A successful DC 20 Intelligence (Investigation) 
  check is needed to determine which wheels control 
  what. There are four wheels on the control panel. 
  One controls a drain, another water flow, another 
  sounds an alarm (that continues to go off once 
  turned until turned back), and the last lowers the 
  glass. On a failure, the alarm wheel is chosen first. On 
  a result of 20 or higher they deduce which wheel 
  does what. 
  • To drain the water faster than it enters all control 
  panels must have that dial turned (same dial on 
  each panel) 
  • To completely stop the water entering all control 
  panels must have that dial turned 
  • To get the glass wall to lower all control panels 
  must have that dial turned. 
  • Groups can yell information to each other (by 
  writing a note) regarding which dial does what. 
   
  • The commoners need to make death saving throws 
  • The other guard types need to make death saving throws 
  • The water has been turned off 
  • The glass wall has been lowered or shattered 
  • One or more drains have been opened 
  • Commoners die 
  • The other guard types die 
  The chains are AC 19 to break and have 10 hit 
  points, the captives are in no shape to climb 15 feet 
  up without assistance (2 levels of exhaustion).  
  At some point during either the fight or the scouting that 
  occurs before the fight (not likely but possible) the characters 
  should realize the Hildehrune is in the room and that the 
  ritual has started (during which Keraptis plans to kill her with 
  the gloomblade). Ideally when this happens the Table Captain 
  should use the sending stones to inform the Tier 3 groups 
  (Check with your Epic Admin how they want to handle this. 
  Depending on how many tables they may have paired each 
  Tier 2 table with one or more Tier 3 tables.)   
  If the captives have been freed and all the NPCs on 
  Levels A & B are killed, two nycaloths (per table) fly 
  over and attack them. Which is likely a bad thing for 
  the tables survival. This is in addition to the 
  wandering bad guy attacks. However, once the Tier 3 
  tables show up half of the nycaloths move off to 
  confront them. Once Kelvan/Keraptis leaves and the 
  wandering monsters have been slain all others 
  either try to flee or surrender.  
  They find an ioun stone of protection, a spell scroll of 
  animate dead and a 1,000 in gems and gold from 
  various dead creatures. 
  Once the foes are fled or defeated—regardless of 
  whether or not Hildehrune was saved or sacrificed—
  the characters are able to make their way out of the 
  dungeon without conflict. What few enemies remain 
  stay out of their way. If Hildehrune was saved, they 
  gain the Favor of Selûne story award (see Player 
  Handout 3). Additionally, if the captives were all 
  saved, they also gain the Favor of the Merchant 
  Savil story award (see Player Handout 4) as the 
  saved the merchant’s son. 
   Finally, the factions pay them a total of 500 gold 
  for attempting the rescue, and an additional 500 if 
  their attempts are successful. 
   
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  16 
  Duration: 10 minutes 
  The groups have three possible entrances into the 
  mountains. These are all lower on the mountain and 
  on the south side (hence not being on any map in 
  Tales of the Yawning Portal). 
  • Pietro, a ranger from the Emerald Enclave briefs 
  the characters on what has been discovered. The 
  older man can still move silently through the 
  terrain but his withered left arm makes it evident 
  that his fighting abilities are limited. 
  • We have noticed three different groups, gnomes, a 
  mixed party of undead, and one they are not sure 
  of, humanoid but which race was not clear. 
  • Each group seemed to have both prisoners and 
  supplies (the two observers were vastly 
  outnumbered in all three cases) 
  • The undead seem to be a mix of skeletons and 
  zombies, might have been a vampire or a 
  necromancer in charge, they did not get close 
  enough to determine. 
  • The entrances are at least 50 feet apart from one 
  another. 
  • They are not exactly parallel.  
  • A DC 10 Perception (Survival) reveals the first 
  bullet point. A successful DC 15 Wisdom (Survival) 
  check per entrance examined reveals the other 
  bullet points. 
  • Each entrance shows signs of being used 
  frequently enough to thwart attempts to discern 
  which has been used the most.  
  • The gnomes took entrances that are the up slope 
  and to the left of the characters’ observation area 
  • The undead took entrances up slope and to the 
  right of the characters’ observation area 
  • The other group took entrances that are a bit left 
  of being centered in the middle (if there is a 
  second on it is a bit right of the middle) 
  What preparations do they make? How do they aid 
  one another, what order are they planning? 
  While they are preparing, it is possible for tables to assist 
  each other with ways to improve their likelihood of success. 
   
  NOTE: Ask for pre-rolled Perception checks to heighten 
  suspense or simply to avoid warning the players. 
  Note that some characters may have advantage based on 
  race such as gnomes and dwarves, while others might claim it 
  based on class, such as rangers and rogues. While the tunnels 
  started out as old lava tubes for the most part, they have 
  been worked over the centuries  
  If all the groups want to go in the same entrance as a 
  plan (versus they all picked that one and no one 
  noticed until later) point out that they are putting all 
  their eggs in one basket and it is harder for a large 
  group to be Stealthy. (Opponents have advantage on 
  their Wisdom (Perception) Checks at the very least) 
  There are still only three entrances. Sessions with up 
  to six Tier 3 tables can still use just the three 
  entrances using a staggered entry technique. In this 
  instance, they find the tunnel branches and it is 
  assumed that each group choose a different branch. 
   Only in the instance when there are 7 or more 
  tables is another tunnel added. This tunnel was used 
  by orcs a long time ago and a recent rock fall 
  revealed it. The orc tunnel can split as many times as 
  necessary. For further information see the Orc 
  Tunnel Sidebar below.  
  The characters must make their way through the 
  tunnels, as discreetly as possible.  
  There are some obvious points where their actions can set off 
  an alarm. However, using certain spells such as thunderwave, 
  and shatter can also result in their activities being noticed. 
  Each casting of such a spell adds 1 Alarm Point. Notify the 
  Epic Administrator at the end of any encounter of all Alarm 
  points earned. 
  The tunnel has meandered a bit, always with a slight upward 
  slope and ever deeper into the mountain. There has been the 
  occasional alcove on one side or another, but no branching 
  tunnels yet. (Unless there are 4 to 6 tables, in that instance 
  there was a branch where another group of adventurers 
  went.) 
  The orc tunnel has lots of problems, uneven ceilings, bats, 
  scattered bones, places where they must squeeze through-
  but eventually they come to a dead end. However, there is a 
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  17 
  hole in the floor, a 15-foot drop to another tunnel (like the 
  ones the other groups used). The drop into this tunnel results 
  in the first of the two Stealth checks listed in the “Sneaking 
  up” section. 
   Undead Tunnel. The occasional piece of undead 
  flesh litters the tunnel, signs of dried blood, and 
  scraps of linen bandages are noticed. 
   Gnome Tunnel. The tunnel seems oddly tidy. With 
  a passive Perception of 17 (darkvision or a light 
  source) one of the alcoves along the way has a stash 
  of three waterskins, a crowbar, three blankets, a 
  piece of chalk, sealing wax, and wrapped in wax 
  paper is a pound of venison jerky. 
   Other Tunnel. Mixed in with the various boot 
  prints are the occasional scrape from clawed feet, 
  some with only three toes. 
  Light. Once past the first two curves any light is strictly what 
  the characters provide unless otherwise noted. 
  Width & Height. Width ranges from 5 to 15 feet wide with 
  occasional alcoves. Height: the gnome tunnel is only 8-foot-
  tall, while all others are 12 foot tall 
  Air & Temperature. Air quality starts off very good and stays 
  that way in gnome tunnel, but other tunnels change, the 
  scent of decay getting stronger in the tunnel were the 
  undead traveled and the scent of sulfur in the other tunnel. 
  The goal for this encounter is to silence the guards 
  before alarm sounded. 
  While the creatures were chosen with the specific 
  tunnel in mind, feel free to mix up who is guarding 
  what path if you simply want to prep just one 
  variation of this encounter. 
   Undead Tunnel. Has 3 vampire spawn 
   Gnome Tunnel. Has 3 gnome gladiators, their 
  speed makes it easier to stop them from sounding 
  the alarm 
   Other Tunnel. Has 3 mezzoloth, their speed 
  makes it harder to stop them from sounding the 
  alarm 
  How the characters are moving through the tunnels? Are 
  they attempting to move silently, do they have a forward 
  scout who can see in the dark? 
  At least two Dexterity (Stealth) checks should be 
  made as the group goes further into the tunnel. The 
  first check is made with advantage, due to distance. 
  If they fail the first check the second check is made 
  with disadvantage. Once the checks have been made 
  read or paraphrase the following: 
  The tunnel curves slightly, there might be another wider 
  space beyond the curve. 
  The characters now need to decide what to do. 
  Discussions might trigger either a Wisdom 
  (Perception) check by the guards or a Dexterity 
  (Stealth) check by the characters. 
   One of the guards is very well hidden from anyone 
  sneaking up the tunnel, however the other two 
  guards can be noticed by a cautious character with a 
  Wisdom (Perception)the following DCs: 
  • Vampire Spawn. DC 22 
  • Gnome Gladiator. DC 15 
  • Mezzoloth. DC 12 
  If the characters failed the second Dexterity (Stealth) 
  check then this Wisdom (Perception) check is made 
  with disadvantage as the guards are alert. 
   The alarm is a plate on the wall (like a trigger plate 
  for a trap). The guard must reach the square that is 
  adjacent and use an action to push on the plate. 
  The guards are at the positions marked on 
  theTunnels map. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative 
  • Very weak: There are only two guards present; one on 
  watch with another sleeps in the back room. 
  • Weak party: Remove the well-hidden guard 
  • Strong party: Add a guard playing solitaire in the back 
  room  
  • Very strong party: Add two guards playing three dragon 
  ante in the back room 
  The guards have very little treasure, but, each either 
  has a tattoo (gnome and vampire spawn) or a brand 
  (mezzoloth). This is what allows them to pass by the 
  glyph in the hallway without it going off (one of 
  them stands on it as prisoners are led pass). 
   A successful DC 20 Intelligence (Investigation) or 
  Wisdom (Perception) check made while searching 
  the bodies notices the designs. A character proficient 
  in Arcana recognizes it as an Arcane Mark, but the 
  mage connected to it is not known to them (unless 
  they have already completed White Plume Mountain 
  section of Tales of from the Yawning Portal, those 
  characters would know it for Keraptis’s mark).  
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  18 
   It is not necessary to make an Intelligence 
  (Arcana) check to deduce that the mark might help 
  them bypass some wards or traps. But if they ask, 
  allow it (some may think of it themselves that works 
  also!). Of course, that means cutting the skin off the 
  dead NPCs and they won’t have enough for everyone 
  to have one. 
  Each guard carries 200 gp. 
  The Alarm Isn’t Sounded. 
  The characters are subject to the “simple” version of 
  the trap in the hallway as the glyph is always active. 
  Simple trap, level 11-16 (dangerous) 
   
  Trigger. Stepping on any of the four squares covered by 
  the glyph triggers the trap. 
   
  Effect A bolt of lightning arcs to the creature in the glyph 
  Three bolts arc from the target to the 3 next creatures with in 
  thirty feet of the target that triggered the glyph. Those who 
  fail a DC 15 Dexterity saving throw take 55 (10d10) lightning 
  damage, or half on a success. The glyph resets in one round. 
   
  Countermeasures.  A DC 25 Wisdom (Perception) check 
  discovers the glyph. A DC 25 Arcana check can suppress the 
  magic of the glyph for 1 minute.  
   
  A creature carrying one of the Arcane Marks from the dead 
  guards can stand in a square with the glyph without it going 
  off and allow allies to pass through the squares without it 
  going off. 
  Once past the trap the characters proceed to the next 
  section “Does it feel warmer to you?” 
   
  The Alarm Is Sounded (Notify Epic Admin):   
  The guard reaches out and pushes on a plate in the wall. The 
  crashing sound of a portcullis closing echoes down the tunnel 
  toward you. No other alarm can be heard. 
  Each table where the alarm is triggered adds 3 Alarm points 
  to the count. If the Alarm points equal the Distraction Points, 
  then it impacts the Tier 2 Tables. 
   
  If initial Combat still going on in the Tier 2 section then, 
  even if the bad guys are winning, they start to flee (confident 
  that the attackers will follow and get caught by the Maze) 
   If a majority of the Tier 3 groups trigger the alarm, all tables 
  have disadvantage on Stealth checks because of the Heighten 
  awareness of the guards. (Notify Epic Admin) 
  The characters might not realize at first that the 
  hallway is trapped. All they know for sure is that a 
  portcullis has been dropped blocking the hallway. 
  Complex, level 11-16 (dangerous) 
   
  Trigger. Sounding the alarm triggers this trap. 
   
  Initiative. On 10 and 20 (losing ties). 
   
  Effect.  A portcullis falls at the far end of the hallway. 
   
  Active Elements. The last 20 feet of the hallway is full of 
  whirling blades slicing through the air. 
  • Whirling Blades. Any creature in that section of the 
  hallway on initiative 10 and 20 (losing ties) is subject to an 
  attack from a set of whirling blades—first from the left 
  (Initiative 20), and then from the right (Initiative 10). The 
  blades have a +8 to hit and dealing 55 (10d10) slashing 
  damage on a hit. 
  Constant elements 
  • Shocking glyph A bolt of lightning arcs to the creature in 
  the glyph Three bolts arc from the target to the 3 next 
  creatures with in thirty feet of the target that triggered the 
  glyph. Those who fail a DC 15 Dexterity saving throw take 
  55 (10d010) lightning damage, those who make it take 
  half. The glyph renews after one round. 
  Portcullis 
  • The bars of the portcullis are spaced every six inches. Each 
  bar has AC 19, 18 hit points, and is immune to poison and 
  psychic damage. The control panel that disarms the traps 
  and raises the portcullis is 10 feet past the portcullis 
  Countermeasures. A character than spends an action and 
  succeeds on a DC 15 Intelligence (Investigation) check learns 
  the blades’s pattern. On a success, the character imposes 
  disadvantage on the blades attack on that creature as long as 
  the creature is not incapacitated. 
  • Attack. A creature can ready an action to attack a blade. 
  The blade gains advantage on its attack against the 
  creature. The creature then attacks. The blades have AC of 
  15 and 15 hit points. Destroying a blade reduces the attack 
  bonus of all blades by 2. Reducing the attack bonus to 0 
  incapacitates all the blades. 
  • Thieves’ Tools. A successful DC 15 Dexterity check with a 
  set of thieves’ tools disables the blades--reducing their 
  attack bonus by 2. Reducing the attack bonus to 0 
  incapacitates all the blades. 
  • Arcane Mark. A creature carrying one of the Arcane Marks 
  from the dead guards can stand in the square with the 
  glyph without it going off and allow allies to pass through 
  the square without it going off. 
  • Destroying the Portcullis. This allows both the escape from 
  the hallway and access to the control panel. 
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  19 
  Such a lucky DM to have a group of stealthy 
  characters and smart players, neither of which were 
  too squeamish about cutting up dead NPCs! 
  In this instance, the characters continue through the 
  tunnels. There are three points where the tunnels 
  fork. At each ask them to choose left or right and ask 
  for a Stealth check. If the Stealth check result is DC20 
  and above, they alert a squad of three Guards 
  (chose from NPC options available above). Each 
  time they encounter the guards, they gain 1 
  Alarm Point. 
   If they choose to take the left tunnel at least two 
  out of three times, then run “Getting a Bit Warmer”. 
  If they choose to take the right-hand tunnel at least 
  two out of three times, then run “Tea Interrupted.”  
  The gnomes are aware whenever the Shocking Glyph 
  Trap is either activated or suppressed. While they 
  have been loyal all these years, survival of their 
  group is important and they activate several 
  safeguards for their home within the mountain that 
  close off all tunnels leading there. (They know no 
  one is scheduled to come through that way and it is 
  way too early for guards to be changing shifts.) This 
  has the, possibly unintended, result of funneling all 
  the adventurers to the area the efreeti claim as their 
  resting space or the yugoloth chambers. [why yes, I 
  do have some pity on DMs having to prep this and I 
  am not having all the fights based on the original 
  choice of tunnel]. 
  The tunnels proceed to twist and turn, occasionally a choice 
  must be made to go left or right, or an obviously recent rock 
  fall must be cleared via either mundane or magical means, 
  but the tunnels themselves are getting warmer and there is 
  the faint order of rotten eggs in the air. The tunnel curves 
  again and beyond that curve a flickering light can be 
  detected. [this assumes that the character in the lead is not 
  using a light source so bright that the change cannot be 
  noticed.] 
  Ask the players if the characters make any 
  adjustments based on this environmental change 
  before going forward. 
  Once past the curve the tunnel extends 15 feet before 
  opening into a larger area lit with a red glow that flickers. 
  If the current number of Distraction Points is not greater 
  than alarm points there are two efreeti here.  
   
  If current number of Distraction Points is 10 points higher 
  than Alarm points by this point, then remove the efreeti 
  entirely. (but leave the item for the characters to find) 
   
  In all other situations there is one efreeti here. 
   The light is from a number of sources, pools of glowing lava, 
  braziers, and hanging lamps.  Alcoves along the wall are 
  decorated with lavish fabrics and upholstered furniture. 
  Several large red lizard like creatures lounge near the pools.  
  This is a large, roughly oval-shaped cavern is about 
  150-feet wide and 100-feet deep with several 
  alcoves varying from 10- to 15-feet deep around the 
  edges. The alcoves are sumptuously decorated with 
  divans, pillows and tapestries. The room is lite by 
  braziers and hanging lanterns as well as light 
  emanating from four pools of bubbling lava.  The 
  characters are entering from the south west and 
  there is an exit in the north east. There are three 
  salamanders in the room and depending on the 
  number of distraction points possibly one or two 
  efreeti (See Sidebar Above). 
   If there is an efreeti or two, then one of them has a 
  magical scimitar +3. The stat block is NOT adjusted 
  for this. If there is an efreeti they summon a fire 
  elemental. 
   Loud spells echo in this room and characters gain 
  2 Alarm points for each loud spell they use. 
  The area has the following general features: 
   
  Light: bright from the various fires and glow of the magma 
  pools. 
   
  Magma. These pools are typically ten foot in diameter. A 
  creature starting their turn adjacent takes 7 (2d6) fire 
  damage, being in the pool causes 26 (4d12) fire damage. The 
  damage occurs each round they are in the pool 
  The creatures are indignant at someone entering 
  their area and attack. Only a fire genasi might calm 
  them the salamanders. If there is an efreeti here 
  then, they need to convince her that they just made a 
  wrong turn or belong here. A DC 25 Charisma 
  (Persuasion) check results in the efreeti believing 
  the characters’ story is plausible. However, the 
  efreeti is wary and thus gives them directions to 
  yugoloth’s quarters. (this insures that the characters 
  do not lose out on loot).  
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  20 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative 
  • Very weak: replace two salamanders with four magma 
  mephit and if there is an efreeti they don’t summon a fire 
  elemental 
  • Weak: replace a salamander with two magma mephit 
  • Strong: Add a salamander  
  • Very strong: Add salamander and four magma mephit 
  Upon defeating the creatures in the room a quick 
  search of the room, results in finding gold and gems 
  worth 5,000 gp, two potions of vitality, and a +3 
  scimitar. 
  The characters’ travel through some additional 
  tunnels and end up in the encounter Tea 
  Interrupted. Along the way to the encounter have 
  the characters do a group Stealth check (DC 24 and 
  above fails as these tunnels generally see more 
  movement) if they fail that a patrol of three guards 
  (use either vampire spawn or gnome gladiators) 
  comes to inspect them (making sure they have 
  legitimate reasons for being in this area). They 
  characters can attempt to talk their way out of this 
  and thus avoid another Alarm point being earned. 
  (So yes, if they have this fight they earn another 
  Alarm Point). Note that they also have the 
  opportunity with this fight to cut more tattoos/ 
  brands from the dead guards. 
  The characters get to take an early shot at one of the 
  “wandering monsters” of the final encounter. Killing 
  him here won’t eliminate him from the final 
  encounter, but it does weaken him if he is forced to 
  uses spells. Keep track of spells he uses that are only 
  3 or 1 time a day and inform the Epic Admin after 
  the encounter. 
  The tunnels are getting smoother, resembling wide hallways 
  more than rough cut stone. A closed iron banded wooden 
  double door marks the end of this passage. Faint voices can 
  be heard from behind it 
  They are speaking in Infernal. A DC 20 Wisdom 
  (Perception) check if the character knows Infernal 
  results in the words “in spite of the attack, the ritual 
  proceeds” being heard. Once combat is started they 
  switch to telepathic communications. There are an 
  ultroloth, an nycaloth and four mezzoloth in the 
  room. The ultroloth stays only for the first round of 
  fighting, trying to gauge the skill level of the 
  characters.  
   
  If the current number of Distraction Points is not greater 
  than Alarm Points there is an additional nycaloth here (after 
  adjustments). 
   
  If current number of Distraction Points is 10 points higher 
  than Alarm points by this point, there are only three 
  mezzoloths here (before adjustments). 
  The room resembles a barracks with a line of six 
  individual nests on each side. The mezzoloths are 
  laying down (2 on each side) in their nests chatting 
  before going to sleep. The nycaloth and ultroloth are 
  standing near the door on the far side of the room 
  having a discussion.  The room is 40-feet wide (door 
  is in this wall and is centered) by 60-feet deep. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative 
  •  Weak or Very weak: remove two mezzoloths  
  • Strong: Add a nycaloth 
  • Very strong: Add a nycaloth and two mezzoloths 
  Because of how close this room is to the holding 
  cells loud spells during combat add 2 Alarm 
  points. 
  Interrogation of prisoners is difficult because they 
  speak only Infernal and Abyssal. If the characters do 
  manage to communicate then they can get the 
  mezzoloth to tell them how to get to the prisoner 
  cells (just down the hall to the right, then take the 
  next two left hand turns and then a right). The 
  mezzoloths haven’t been used in there so that is all 
  they know. If the characters somehow capture the 
  ultroloth, he simply sneers at them “your despair 
  shall add to the sweetness of the ritual that is to 
  come.”  
  Searching the room, they find gold and gems worth 
  5,000 gp, two potions of vitality, and +3 scimitar. 
  Most of these are found in the larger nests next to 
  the far door. 
   
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  21 
  There are two traps before the characters reach the 
  prisoner cells. 
  The hallways are now all worked stone, 10-feet wide and 10-
  feet high. There have been a few empty rooms, which was 
  handy as you managed to duck into one and avoid a patrol. 
  The floor in this hallway is patterned with ornate K”s 
  engraved in the stones. 
  The decorations are there to help hide the glyphs of 
  the trap. 
  Complex trap, moderate threat (level 11-16) 
  Six of the 18 squares in the hallway have a glyph worked into 
  their design 
   
  Trigger. A creature steps on the trapped square 
   
  Initiative: Dynamic element on 20 
   
  Effect. The triggering creature must succeed on a DC 20 
  Wisdom saving throw, otherwise they begin a comic dance in 
  place, shuffling, taping their feet. A dancing creature must 
  use all its movement to dance without leaving its space and 
  has disadvantage on Dexterity saving throws and attack rolls. 
  The dance last for one minute. 
   
  Dynamic element: One round after the rune is triggered 2 
  ghouls are summoned. This occurs every round while the 
  dance lasts. 
   
  Countermeasures. The engraved floor makes passive 
  Perception checks noticing the marks on the stones 
  extremely difficult (DC 40). An active DC 20 Wisdom 
  (Perception) check notices the faint marks. Once noticed a DC 
  20 Arcana check can suppress one rune for 1 minute. 
   
  A dispel magic DC 20 on the victim can end the dance 
  early. 
   
  Once the first rune is noticed the Wisdom (Perception) DC 
  to discover the other 5 runes lowers to 15. 
   
  Arcane mark. If the characters have cut off the arcane 
  mark found on previously encounter NPCs and EACH ONE has 
  one, the glyph does not activate. However, if a character is 
  carrying multiple arcane marks it activates the glyph. 
  Setting off this Trap earns them an Alarm Point. 
  This next trap is a bit tricky. If they don’t trip the 
  somewhat obvious tripwire, then when they step 
  past it darts shoot out of the walls. 
  Simple trap, dangerous threat (level 11-16) 
  The gnomes are evil, and they have set this trap such that if 
  the trip wire is not tripped the trap activates. 
   
  Trigger. A creature steps over the tripwire onto any of the 
  squares in the 15 feet of hallway immediately past it 
   
  Effect. Bolts fly out of the walls on both sides for 35 feet of 
  hallway (the section with the trip wire and the 15 feet past 
  the trip wire). Two attacks per 5’depth of hallway +8 attack, 
  55 (10d10) piercing damage each 
   
  Countermeasures. The tripwire is very easy to see (DC 10 
  passive Wisdom (Perception). A DC 25 Wisdom (Perception) 
  notices there is something strange about the squares past 
  the tripwire (indicating they might play a role in the trap). A 
  DC 20 Intelligence (Investigation) check reveals they are 
  pressure plates of some type. If someone investigates the trip 
  wire or attempts to disarm it a DC 20 Dexterity (thieves’ 
  tools) reveals that actually tripping the wire deactivates the 
  trap for 5 minutes while the wire resets. 
  Setting off this Trap earns them an Alarm Point. 
  Not long past the tripwire trap, you find a warren of prison 
  cells. It looks like a large open space has had cells added in a 
  hodgepodge manner with no uniformity in spacing or size. 
  You can even hear water sloshing as if something is moving in 
  a very large pool. The priestess must be in here somewhere. 
  Thus ends Part One. 
   
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  22 
  Before the start of Part 2, find out the total of Alarm 
  Points and Distractions Points from the Epic Admin. 
   The characters have found the prisoner cells, now 
  they need to go through them and find the priestess 
  and what innocents that might be held captive here. 
  Unbeknownst to them there is a subtle trap, seeded 
  throughout the warren of cells are doppelgangers. 
  They have had time with the priestess so that they 
  might simulate her. There is one doppelganger per 
  Tier 3 table situated in different parts of the cavern. 
  As you look out at the warren of cells, other groups of your 
  compatriots can be seen exiting nearby hallways. 
  This is more to let the characters know they do not 
  have to search the entire chamber themselves than 
  for anything strategic between the groups. Though it 
  is possible that some smart players work out a 
  method to let everyone else know if they find 
  Hildehrune first. 
   It is not intended that they fight with creatures 
  that are in the cells. Doing so means they are going 
  “off mission”. That said, there are stat blocks 
  included, just in case. This could be tricky; a druid or 
  ranger might try and make friends with the giant 
  scorpion and bring it along. But that is the fun of Tier 
  3, right? 
  The area has these general features: 
   
  Light. Dim light produced by fungus growing on walls and 
  ceiling. 
   
  Ceiling. Generally, forty feet high, curving down to 15 feet 
  on the edges of the cavern 
   
  Cells. Most are 10-feet deep, 15-feet wide, 10-feet high 
  with walls of bars (water tanks do not have ceilings). 
   
  Cell Bars. Each bar has AC 19, 18 hit points, and is immune 
  to poison and psychic damage. 
   
  Cell Door Locks. The locks require a set of thieves’ tools 
  and a successful DC 17 Dexterity check to open. Additionally, 
  there is a 1-in-6 chance that the lock is rusted. If so, the check 
  made to unlock the lock is made with disadvantage. The locks 
  are AC 19 (unless rusted, then AC drops to 14), 10 hit points, 
  and are immune to psychic and poison damage. 
   
  Tanks. The tanks for aquatic critters have reinforced glass 
  walls inside of cells. A 10-foot section of glass has AC 13, 27 
  hit points, and is immune to poison and psychic damage. 
  Many of the cells are empty, some just have piles of bones 
  inside. One large cell has a giant scorpion. The sloshing noise 
  heard earlier seems to have come from a large tank inside 
  reinforced with cell bars on the outside. A reefer shark swims 
  in circles inside of it. One cell has a group of four ghouls 
  feasting on human remains. 
  The empty cells are unlocked. If investigated, some 
  show signs of having been used recently (semi-fresh 
  blood, one corner was used as toilet of sorts). There 
  are about four that had actual cots, a chair, and a 
  chamber pot. These also showed signs of having 
  been occupied recently. 
   There is also a cell whose bars are covered in 
  silver. Inside are three wereboar, two of which are in 
  boar form currently. These brothers are 
  undernourished, and have a level of exhaustion. If 
  released they can tell the characters that a lot of 
  prisoners were added over the last tenday (there are 
  scratches in the floor where they tried to keep track 
  of time). All of them were taken away a while ago. 
  They keep track by the two meals they get a day, at 
  least they think that is how often they are fed a 
  meager serving. 
  As you near an intersection voices can be heard from the 
  right. 
  The voices are speaking in orc, complaining about 
  doing stupid patrols, they never have had a prisoner 
  break out. There are five orcs and an orc Red Fang 
  of Shargaas.  
   The characters can opt to hide, the orcs are not 
  looking very hard, or simply slaughter them quickly.  
  If the Red Fang is killed the rest are eager to bargain 
  with the characters. Of course, the characters can see 
  that the Red Fang has an ioun stone circling his head. 
  The orcs speak Common and can tell the characters 
  where the “priestess” is located. They believe the 
  mage is coming for her soon. (They were lied to, just 
  in case). The orcs intend to leave and not come back 
  if given the chance. The Red Fang has a set of keys as 
  well as the ioun stone. 
   Either by searching or using information given, the 
  characters find the “priestess Hildehrune”. She is in a 
  nicer cell, but is tied to a chair, with her hands 
  behind her back and gagged (to appear as if they 
  don’t want her to cast spells). This is the 
  doppelganger. Her sole job is to get the characters 
  to take her back out the way they came. She has 
  enough knowledge to play the part but cannot cast 
  spells. She tries to play this off as due to being 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  23 
  exhausted and not having done her devotionals for 
  days.   
  Hildehrune is an Illuskan cleric of Selûne who came to 
  Neverwinter from the far north as a teen, following the call of 
  her goddess. She has devoted her life to studying the history 
  of ancient Netheril to better understand the enemies of her 
  faith. She is a no-nonsense woman who prefers direct 
  conversation.  
   She can be tripped up, but it requires the characters 
  to use their own knowledge of Religion or History 
  (basically opposed checks vs her +6 Deception, there 
  has been time for some knowledge to be gained, but 
  the doppelganger does not have the details.) 
   A character succeeding on a DC 25 Wisdom 
  (Insight) check reveals that something seems a bit 
  off. If the character participated in DDAL06-02 The 
  Redemption of Kelvan, the check is made with 
  advantage. 
  Of course, if they believe her then they should be 
  informing their Tier 2 partners “We got her” which 
  might prompt the Tier 2 Tables (if they have not 
  thought of it) to contradict them. Do not remind 
  them of the sending stones, that is their job! 
   If they believe her, they might also yell, or 
  otherwise try to let the other Tier 3 tables know that 
  they have found Hildehrune. Which could end up 
  revealing the ruse. 
   Hopefully at some point they are either informed 
  of the deception or they figure it out. If questioned, 
  the doppelganger reveals that Kelvan/Keraptis 
  anticipated a rescue attempt and they (the 
  doppelgangers) were a delaying tactic. He has a 
  number of their relatives’ captive in another part of 
  the dungeon and were forced to do this (a complete 
  lie). If let go, they flee. A successful DC 15 Charisma 
  (Intimidation) check convinces the doppelganger to 
  reveal that the ritual sacrifice of the priestess is 
  taking place in an arena just on the other side of the 
  various exits (on the side opposite the one they came 
  in) and that the ritual is likely already started. 
  The red fang has an ioun stone (Fortitude) and 500 
  gp in gems. 
   
   
   
   
  • If Distraction Points are less than Alarm Points. then add a 
  dao and 3 mezzoloths (after adjustments for party level) 
  level). 
  • If Distraction Points are equal to Alarm Points, then ADD a 
  dao (this is done after adjusting the encounter for party 
  level) 
  • If Distractions Points are higher than Alarm Points, then 
  they only face the creatures listed in the text (as adjusted 
  for party level). 
  • If the Distraction points are 10 or more higher than the 
  Alarm points, then remove the dao (after adjustments are 
  made for party level). 
  The hallways from the prison cavern lead to an open area in 
  front of three double doors. 
  If time allows Table Captains might meet to 
  coordinate plans regarding who goes into which 
  door. Unlike other locations there are three doors no 
  matter how many tables of Tier 3 are participating. 
  Entering you see rows of men in splint mail, lined up 15 feet 
  apart (how many rows depend on how many tables they are 
  staggered to avoid extremely easy death by spells). Against 
  the walls stand Large creatures who glitter with jewels 
  dressed in dark swirling robes. Past the armored men are 
  large humanoids with green skin, horns, wings and a great 
  axe. Just past those creatures are a man in a black hooded 
  robe and a blond woman tied to a chair. There appears to be 
  some sort of pit past which three levels rise to the back of the 
  large area. The light is dim so while movement can be seen 
  what actually is happening on the far side is difficult to see. 
   
  There is a palpable air of despair and fear in the room. 
  For each table of Tier 3 participating there are three 
  veterans, two nycaloths, and a dao.  
   The Groups also are dealing with attacks from 
  wandering NPCs a flying ultroloth, a warlord, and 
  the shadow black dragon that has been overseeing 
  the ritual from above (the latter run by an Epic 
  Admin). The first two may have taken from the Tier 
  2 tables already. The shadow black dragon only 
  engages now that the ritual is in danger by the 
  appearance of the Tier 3 tables.  
  The ritual feeds off the despair of those drowning in 
  the trough. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  24 
   The Epic Admin should notify you of the current 
  total Power points the ritual has when your team 
  enters. The total number of power points needed 
  is equal to the number of Tier 2 Tables times 15. 
  Once that number is reached Kelvan/ Keraptis can 
  sacrifice Hildehrune, creating a permeant shadow 
  passage and tying Keraptis to the Shadowfell. There 
  is a temporary passage here, which is how the 
  shadow black dragon arrived. 
   Until the epic Admin informs you that the captives 
  have been saved add 3 power points per number of 
  Tier 2 tables each round. Hildehrune has already 
  been damage such that one cut by a dagger (4 points 
  of damage) kills her. If the target number is 
  achieved, then Keraptis strikes on his turn. 
  He has a contingency spell cast that specifies that if attacked 
  greater invisibility takes effect. On his turn, he uses misty 
  step to reach his simulacrum (who had been hiding under an 
  invisibility spell until then) and gives it the order to attack 
  those who just entered (Tier 3 tables). If he feels the power 
  for the ritual is almost complete (3 points or less away) he 
  moves back toward the priestess on his turn and sacrifices 
  her, but otherwise he simply teleports away. If there are 
  characters near her, he simply teleports away. The 
  simulacrum continues following the last command. 
  If he completes the ritual, he laughs and teleports 
  away. He doesn’t care if the characters defeat his 
  associates. He has time on his side now. 
  Once Kelvan/Keraptis leaves and the wandering 
  monsters have been slain all others either try to flee 
  or surrender. Note that this is true for both tiers. 
  From the wandering monsters, and various dead 
  NPCs 10,000 gp worth of gems.  
  Once the NPCs are defeated, either after Hildehrune 
  is saved or after she is sacrificed, the characters can 
  make their way out of the dungeon without conflict. 
  What few NPCs remain stay out of their way. If they 
  saved Hildehrune they gain the Favor of Selûne 
  Story Award. If the Captives were all save they gain 
  the Favor of the Merchant Savil Award 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  25 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Berserker 
   
   
  450 
  Bandit Captain 
   
   
  450 
  Orc 
   
   
   
  100 
  Mezzoloth 
   
   
  1,800 
  Nycaloth 
   
   
  9,000 
  Crawling Claw 
   
   
  10 
  Swarm of centipedes 
   
  100 
  Bard 
   
   
   
  450 
  Banderhobb 
   
   
  450  
  Ghoul 
   
   
   
  100 
  Dao 
   
   
   
  7,200 
  Efreeti  
   
   
  7,200 
  Necromancer 
   
   
  5,000 
  Archmage 
   
   
  8,400 
  Ultroloth 
   
   
  10,000 
  Task or Accomplishment  
  XP Per Character 
  Simple trap 
   
   
  100 
  Complex trap 
   
   
  200 
  Peacefully Obtain Bard’s Key 
  450 ea. 
  Priestess Hildehrune rescued 
  200 
  All the captives rescued 
   
  300 
  Rescue captive guards 
   
  150 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Item Name 
   
   
  GP Value 
  From gnome captains 
   
  20 
  Key Room 
   
   
  200 
  Chambers 
   
   
  1,000 
  Dead NPCs (part two) 
   
  1,000 
  Faction payment  
   
  500 
  Faction bonus 
   
   
  500 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Wondrous Item, rare (requires attunement) 
  This six-sided item can produce barriers of various 
  types. This item is described in Player Handout 5. 
  Wondrous Item, rare (requires attunement) 
  This item is described in Player Handout 6. 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  This spellbook consists of rigid sheets of vellum 
  bound in pale, white leather. It contains the 
  following wizard spells: animate dead, bestow curse, 
  Bigby’s hand, blight, blindness/deafness, circle of 
  death, cloudkill, dimension door, false life, mage 
  armor, ray of enfeeblement, ray of sickness, stoneskin, 
  vampiric touch, stoneskin. This item is described in 
  Player Handout 1. 
  The spells of this spellbook are written on sheets of 
  high-quality parchment in golden and silver ink. The 
  pages are bound between plates of blue-painted 
  wood. It contains the following spells: banishment, 
  cone of cold, counterspell, detect magic, detect 
  thoughts, fire shield, fly, globe of invulnerability, 
  lightning bolt, mage armor, magic missile, mind blank, 
  mirror image, misty step, scrying, shield, stoneskin, 
  teleport, time stop, wall of force. This item is 
  described in Player Handout 2. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  26 
  During the course of this adventure, the characters 
  may earn the following story awards: 
   Favor of Selûne. For your efforts in saving the 
  Priestess of Selûne, you may redeem this story 
  award and receive free spellcasting services from 
  any temple of Selûne on the Sword Coast. This story 
  award can be used three times. This story award 
  can’t be used to receive the benefit of a spell higher 
  than 6th level. This story award can be found in 
  Player Handout 3. 
   Favor of the Merchant Savil. For your efforts in 
  saving the Merchant, you can purchase mundane 
  gear from his shops in Neverwinter and Baldur’s 
  Gate at half price for the next year. Available items 
  include all of the Adventuring Gear listed on page 
  150 of the PHB, except for the spyglass, vials of 
  poison and druidic focuses. If you aren’t in either 
  town, but you’re in the Sword Coast region, you must 
  spend 5 downtime days. If you’re not in the Sword 
  Coast region, you must pay 10 downtime days. This 
  story award expires one year from when it’s earned. 
  This story award can be found in Player Handout 4. 
  The characters earn downtime and renown as 
  described in the D&D Adventurers League Dungeon 
  Master’s Guide (ALDMG). 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  27 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Gladiator 
   
   
  1,800 
  Mezzoloth 
   
   
  1,800 
  Vampire Spawn,  
   
  1,800 
  Fire Elemental 
   
   
  1,800 
  Salamander 
   
   
  1,800 
  Dao 
   
   
   
  7,200 
  Efreeti  
   
   
  7,200 
  Nycaloth 
   
   
  9,000 
  Ultroloth 
   
   
  10,000 
  Orc 
   
   
   
  100 
  Red Fang of Shargress 
   
  700 
  Doppelganger 
   
   
  700 
  Warlord  
   
   
  8,400 
  Veteran  
   
   
  700 
  Giant Scorpion 
   
   
  700 
  Wereboar 
   
   
  1,100 
  Archmage 
   
   
  8,400 
  Young black shadow dragon 
  5,900 
  Shadow  
   
   
  100 
  Task or Accomplishment  
  XP Per Character 
  Save the priestess Hildehrune 
  300 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Item Name 
   
   
  GP Value 
  Entrance guards (each) 
   
  200 
  Warmer/Tea 
   
   
  5000 
  Various dead NPCs (part two) 
  10,000 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Wondrous Item, very rare (requires attunement) 
  When you use an action to toss this stone into the 
  air, the stone orbits your head at a distance of 1d3 
  feet and it confers a benefit to you. This item can be 
  found in Player Handout 7. 
  Weapon (Scimitar), rare  
  Formerly owned by an efreeti the sword glows with 
  a dull red if a marid is within 60 feet. This item can 
  be found in Player Handout 8. 
  Potion, very rare 
  This item can be found in the Dungeon Masters 
  Guide. 
  This spellbook consists of rigid sheets of vellum 
  bound in pale, white leather. It contains the 
  following wizard spells: animate dead, bestow curse, 
  Bigby’s hand, blight, blindness/deafness, circle of 
  death, cloudkill, dimension door, false life, mage 
  armor, ray of enfeeblement, ray of sickness, stoneskin, 
  vampiric touch, stoneskin. 
   This item is described in Player Handout 1. 
  The spells of this spellbook are written on sheets of 
  high-quality parchment in golden and silver ink. The 
  pages are bound between plates of blue-painted 
  wood. It contains the following spells: banishment, 
  cone of cold, counterspell, detect magic, detect 
  thoughts, fire shield, fly, globe of invulnerability, 
  lightning bolt, mage armor, magic missile, mind blank, 
  mirror image, misty step, scrying, shield, stoneskin, 
  teleport, time stop, wall of force. 
   This item is described in Player Handout 2. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  28 
  During the course of this adventure, the characters 
  may earn the following story awards: 
   Favor of Selûne. For your efforts in saving the 
  Priestess of Selûne, you may redeem this story 
  award and receive free spellcasting services from 
  any temple of Selûne on the Sword Coast. This story 
  award can be used three times. This story award 
  can’t be used to receive the benefit of a spell higher 
  than 6th level. This story award can be found in 
  Player Handout 3. 
   Favor of the Merchant Savil. For your efforts in 
  saving the Merchant, you can purchase mundane 
  gear from his shops in Neverwinter and Baldur’s 
  Gate at half price for the next year. Available items 
  include all of the Adventuring Gear listed on page 
  150 of the PHB, except for the spyglass, vials of 
  poison and druidic focuses. If you aren’t in either 
  town, but you’re in the Sword Coast region, you must 
  spend 5 downtime days. If you’re not in the Sword 
  Coast region, you must pay 10 downtime days. This 
  story award expires one year from when it’s earned. 
  This story award can be found in Player Handout 4. 
  The characters earn downtime and renown as 
  described in the D&D Adventurers League Dungeon 
  Master’s Guide (ALDMG). 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  29 
  The following NPCs are featured prominently in this 
  adventure: 
   Hildehrune (HIL-da-rune). Hildehrune is an 
  Illuskan cleric of Selûne who come to Neverwinter 
  from Good Mead in Ten Towns. As a teen she felt the 
  call of her goddess and came to Neverwinter. She has 
  devoted her life to studying the history of ancient 
  Netheril to better understand the enemies of her 
  faith. An educated barbarian of the north, she is a no-
  nonsense woman who prefers direct conversation.  
   Kelvan (KEL-van). Kelvan appears to be a 
  friendly, but eccentric young foreigner. He has a soft-
  spot for adventurers, in particular, gnomes, and he is 
  happy to offer significant rewards for good work. He 
  has a roundabout way of speaking and due to his 
  foreign birth and he frequently choses a close, but 
  not quite correct word.  
   In reality, Kelvan is Keraptis reborn; an arch-
  wizard from the world of Oerth who has been forced 
  to relive his life due to a failed experiment. He hopes 
  to reclaim his mastery over White Plume Mountain 
  and pick up where he left off.  
   Talcorus (Tal-KOH-rus). Male Triton Bard. Just 
  when he was considering retirement from a life of 
  adventure his luck run out. Now he is under a geas 
  and must play a part in Keraptis’s evil plans.  
   Amberlee (AM-ber-lee). Female dwarf bard. 
  Extremely talented, but inexperienced she fell for a 
  gambling scam and is paying off her debts. She has 
  lost hope. 
    Krija (KREE-ja). Dragonborn bard. Once a 
  member of a proud mercenary group, hos first evil 
  act, saved his life at the cost of his freedom. But life 
  in the Mountain is not that bad and maybe if he plays 
  his cards right he can get a promotion and some 
  variety in his life here. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  30 
   
  Medium humanoid (human), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 +18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin) 
  Damage Immunities psychic  
  Senses passive Perception 12 
  Languages Common, Elven, Infernal, Abyssal, Ignan, 
  Terran 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is a 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, greater invisibility, 
  stoneskin* 
  5th level (3 slot): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): time stop 
  *The archmage begins with these spells already cast 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  Large monstrosity, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d8 + 40) 
  Speed 30 ft. 
   
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
   
  Skills Athletics +8, Stealth +7 
  Damage Vulnerabilities radiant 
  Condition Immunities charmed, frightened 
  Senses darkvision 120 ft., passive Perception 12 
  Languages understands common. 
  Challenge 5 (1,800 XP) 
  Resonant Connection. If the banderhobb has even a 
  tiny piece of a creature or object in its possession, such 
  as a lock of hair or splinter of wood, it knows the most 
  direct to that creature or object if it is within 1 mile of 
  the banderhobb. 
  Shadow Stealth. While in dim light or darkness, the 
  banderhobb can take the Hide action as a bonus 
  action. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 22(5d6 + 5) piercing damage and the target 
  is grabbled (escaped DC 15) if it is a Large or smaller 
  creature. Until this grapple ends, the target is 
  restrained, and the banderhobb can’t use its bite 
  attack or tongue attack on another target. 
  Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one creature Hit: 10 (3d6) necrotic damage, and the 
  target must make a DC 15 Strength saving throw. On a 
  failed save, the target is pulled to a space within 5 feet 
  of the banderhobb, which can use a bonus action to 
  make a bite attack against the target. 
   Swallow. + The banderhobb makes a bite attack 
  against a Medium or smaller creature it is grappling. If 
  the attack hits, the creature is swallowed, and the 
  grapple ends. The swallowed creature is blinded and 
  restrained, it has total cover against attacks and other 
  effects outside the banderhobb, and it takes 10 (3d6) 
  necrotic damage at the start of each of the 
  banderhobb’s turns. A creature reduced to 0 hit points 
  in this way stops taking the necrotic damage and 
  becomes stable. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  31 
   The banderhobb can have only one creature 
  swallowed at a time. While the banderhobb isn’t 
  incapacitated, it can regurgitate the creature at any 
  time (no action required) in a space within 5 feet of it. 
  The creature exits prone. If the banderhobb dies, it 
  likewise regurgitates a swallowed creature.  
  Shadow Step. The banderhobb magically teleports up 
  to 30 feet to an unoccupied space of dim light or 
  darkness that it can see. Before or after teleporting, it 
  can make a bite or tongue attack. 
   
  Medium humanoid (rock gnome), chaotic evil 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  15 (+2) 
  15 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Gnomish, Common 
  Challenge 2 (450 XP) 
  Gnome Cunning. You have advantage on all 
  Intelligence, Wisdom, and Charisma saving throws. 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
  
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  32 
  Medium humanoid (triton), lawful neutral 
  Armor Class 15 (chain shirt) 
  Hit Points 44 (8d8 +8) 
  Speed 30 ft., swim 30 feet 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+0) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Damage Resistance cold 
  Senses passive Perception 15 
  Languages Common, Primordial 
  Challenge 2 (450 XP) 
  Spellcasting. The bard is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). The bard has the following bard 
  spells prepared: 
   
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, 
  heroism, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra d6 of hit points if it spends any Hit Dice to regain 
  hit points at the end of that rest. The bard can confer 
  this benefit on itself as well. 
  Guardian of the Depths. Tritons ignore any drawbacks 
  caused by a deep underwater environment 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Shortbow. Melee Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Control Air and Water. A child of the sea, triton can 
  call on the magic of elemental air and water. The triton 
  can cast fog cloud with this trait and gust of wind. 
  (Talcorus is not high enough level to cast wall of 
  water). Once he casts a spell with this trait, he can’t do 
  so again until he finishes a long rest. Charisma is his 
  spellcasting ability for this trait.  
  Taunt (2/day). The bard targets one creature within 30 
  feet of it that can hear the bard. The target must 
  succeed on a DC 12 Charisma saving throw or have 
  disadvantage on ability checks, attack rolls, and saving 
  throws until the start of the bard’s next turn. 
   
  
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  33 
  Medium humanoid (female mountain dwarf), neutral  
  Armor Class 15 (chain shirt) 
  Hit Points 52 (8d8 +16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Damage Resistance poison 
  Senses passive Perception 15, darkvision 60 feet 
  Languages Common, Dwarvish 
  Challenge 2 (450 XP) 
  Spellcasting. The bard is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). The bard has the following bard 
  spells prepared: 
   
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, 
  heroism, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra d6 of hit points if it spends any Hit Dice to regain 
  hit points at the end of that rest. The bard can confer 
  this benefit on itself as well. 
  Dwarven Resilience. The bard has advantage on saving 
  throws against poison. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Melee Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Taunt (2/day). The bard targets one creature within 30 
  feet of it that can hear the bard. The target must 
  succeed on a DC 12 Charisma saving throw or have 
  disadvantage on ability checks, attack rolls, and saving 
  throws until the start of the bard’s next turn. 
   
  Medium humanoid (dragonborn), chaotic evil 
  Armor Class 15 (chain shirt) 
  Hit Points 44 (8d8 +8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Saving Throws Dex +4, Wis +3 
  Damage Resistance lightning 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses passive Perception 15 
  Languages Common, Draconic 
  Challenge 2 (450 XP) 
  Spellcasting. The bard is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). The bard has the following bard 
  spells prepared: 
   
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, 
  heroism, sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra d6 of hit points if it spends any Hit Dice to regain 
  hit points at the end of that rest. The bard can confer 
  this benefit on itself as well. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 3) piercing damage. 
  Shortbow. Melee Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Breath Weapon. The bard exhales a 30-foot line of 
  lightning. Each creature in the area must succeed on a 
  DC 13 Dexterity saving throw or take 7 (2d6) lightning 
  damage, or half as much on a successful save. 
  Taunt (2/day). The bard targets one creature within 30 
  feet of it that can hear the bard. The target must 
  succeed on a DC 12 Charisma saving throw or have 
  disadvantage on ability checks, attack rolls, and saving 
  throws until the start of the bard’s next turn. 
   
  
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  34 
  Medium humanoid (rock gnome), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 76 (9d8 + 36) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  18 (+4) 
  11 (+0) 
  11 (+0) 
  9 (−1) 
    
  Senses darkvision 60 ft., passive Perception 10 
  Languages Gnomish, Common 
  Challenge 2 (450 XP) 
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Gnome Cunning. You have advantage on all 
  Intelligence, Wisdom, and Charisma saving throws. 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
   
   
  Tiny undead, neutral evil 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (−3) 
  10 (+0) 
  4 (−3) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages understands Common but can’t speak 
  Challenge 0 (10 XP) 
  Turn Immunity. The claw is immune to effects that turn 
  undead. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage 
  (claw’s choice). 
   
  
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  35 
  Large elemental, lawful evil 
  Armor Class 18 (natural armor)  
  Hit Points 187 (15d10 + 105) 
  Speed 30 ft., burrow 30 ft., fly 90 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  12 (+1) 
  24 (+7) 
  12 (+1) 
  13 (+1) 
  14 (+22) 
   
  Saving Throws Int +5, Wis +5, Cha +6 
  Condition Immunities petrified 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Terran (Common from use of tongues) 
  Challenge 11 (7,200 XP) 
  Earth Glide. The dao can burrow through nonmagical 
  unworked earth and stone. While doing so, the dao 
  doesn’t disturb the material it moves through. 
   
  Elemental Demise. If the dao dies, its body 
  disintegrates into crystalline powder, leaving behind 
  only equipment the efreeti was wearing or carrying. 
  Innate Spellcasting. The dao's innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks).  It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect evil and good, detect magic, stone shape 
  3/day each: passwall, move earth, tongues,  
  1/day each: conjure elemental (earth elemental only), 
  gaseous form, invisibility, phantasmal killer, plane 
  shift, wall of stone 
  Multiattack. The dao makes two fist attacks or two 
  maul attacks. 
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage.  
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 20 (4d6 + 6) bludgeoning damage. If 
  the target is Huge or smaller creature, it must succeed 
  on a DC 18 Strength check or be knocked prone 
   
  Large elemental, lawful evil 
  Armor Class 17 (natural armor)  
  Hit Points 200 (16d10 + 112) 
  Speed 30 ft., fly 90 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  12 (+1) 
  24 (+7) 
  16 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +7, Wis +6, Cha +7 
  Damage Immunities fire 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Ignan (Common from use of tongues) 
  Challenge 11 (7,200 XP) 
  Elemental Demise. If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, 
  leaving behind only equipment the efreeti was wearing 
  or carrying. 
  Innate Spellcasting. The efreeti's innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks).  It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect magic 
  3/day each: enlarge/reduce, tongues,  
  1/day each: conjure elemental (fire elemental only), 
  gaseous form, invisibility, major image, plane shift, 
  wall of fire 
  Multiattack. The efreeti makes two scimitar attacks or 
  uses its Hurl Flame twice. 
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage plus 7 
  (2d6) fire damage.  
  Hurl Fire. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 17 (2d6 + 6) fire damage.  
  
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  36 
  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) 
  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. 
   
   
   
  Medium fiend (yugoloth), neutral evil 
  Armor Class 18 (natural armor) 
  Hit Points 75 (10d8 +30) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  16 (+3) 
  7 (-2) 
  10 (+0) 
  11 (+0) 
   
  Skills Perception +3 
  Damage resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage immunities acid, poison 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 13 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 5 (1,800 XP) 
  Innate Spellcasting. The mezzoloth’s innate 
  spellcasting ability is Charisma (spell save DC 11). The 
  mezzoloth can cast the following spells, requiring no 
  material components: 
   
  2/day each: darkness, dispel magic 
  1/day: cloudkill 
  Magic Resistance. The mezzoloth has advantage 
  against spells and other magical effects. 
  Magic Weapons. The mezzoloth’s weapon attacks are 
  magical. 
  Multiattack. The mezzoloth makes two attacks one 
  with its claw and the other with its trident. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage. 
  Trident. Melee or ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage or 8 (1d8 +4) piercing damage 
  when held with two claws and used to make a melee 
  attack. 
  Teleport. The mezzoloth magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 
  feet to an unoccupied space it can see. 
   
  
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  Medium humanoid (human), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (12d8 +12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  Damage Resistance necrotic 
  Senses passive Perception 11 
  Languages Common, Elven, Infernal, Ignan,  
  Challenge 9 (5,000 XP) 
  Spellcasting. The necromancer is a 12th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 15, +7 to hit with spell attacks). The 
  necromancer has the following wizard spells prepared: 
   
  Cantrips (at will): chill touch, dancing lights, mage 
  hand, mending 
  1st level (4 slots): false life*, mage armor^, ray of 
  sickness* 
  2nd level (3 slots): Blindness/deafness,* ray of 
  enfeeblement*, web 
  3rd level (3 slots): animate dead*, bestow curse*, 
  vampiric touch*, 
  4th level (3 slots): blight,* dimension door, stoneskin 
  5th level (2 slot): Bigby’s Hand, cloudkill 
  6th level (1 slot): circle of death, * 
  *Necromancy spell of first level or higher 
  ^spell cast before the start of combat 
  Grim Harvest (1/Turn). When necromancer kills a 
  creature that is neither a construct nor undead with a 
  spell of 1st level or higher, the necromancer regains hit 
  points equal to twice the spells level, or three times if it 
  is a necromancy spell 
  Withering Touch. Melee Spell Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 5(2d4) necrotic damage. 
   
  Large fiend (yugoloth), neutral evil 
  Armor Class 18 (natural armor) 
  Hit Points 123 (13d10 +52) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2) 
   
  Skills Intimidation +6, Perception +4, Stealth +4 
  Damage resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage immunities acid, poison 
  Condition immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 9 (5,000 XP) 
  Innate Spellcasting. The mezzoloth’s innate 
  spellcasting ability is Charisma (spell save DC 11). The 
  mezzoloth can cast the following spells, requiring no 
  material components: 
   
  At will: darkness, detect magic, dispel magic, invisibility 
  (self only), mirror image 
  Magic Resistance. The nycaloth has advantage against 
  spells and other magical effects. 
  Magic Weapons. The nycaloth’s weapon attacks are 
  magical. 
  Multiattack. The nycaloth makes two melee attacks, or 
  it makes one melee attack and teleports before or after 
  the attack. 
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 4) slashing damage. If the target is 
  a creature it must succeed on a DC15 Constitution 
  saving throw or take 5 (2d4) slashing damage at the 
  start of its turn due to a fiendish wound. Any creature 
  can take an action to staunch the wound with a 
  Wisdom (Medicine) check. The wound also closes if the 
  target receives magical healing. 
  Greataxe. Melee or ranged Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing 
  damage. 
  Teleport. +The nycaloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet 
  to an unoccupied space it can see. 
  
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  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0) 
    
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage. 
   
  Medium swarm of Tiny beasts, unaligned  
  Armor Class 12 (natural armor)  
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny insect. The swarm 
  can't regain hit points or gain temporary hit points. 
  Paralyzing Bites. A creature reduced to 0 hit points by 
  a swarm of centipedes is stable but poisoned for 1 
  hour, even after regaining hit points, and paralyzed 
  while poisoned in this way. 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 10 (4d4) piercing 
  damage or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
  Medium fiend (yugoloth), neutral evil 
  Armor Class 19 (natural armor) 
  Hit Points 153 (18d8 +72) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  18 (+4) 
   18 (+4) 
  15 (+2) 
  19 (+4) 
   
  Skills Intimidation +9, Perception +7, Stealth +8 
  Damage resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage immunities acid, poison 
  Condition immunities charmed, frightened, poison 
  Senses truesight 120 ft., passive Perception 17 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 13 (10,000 XP) 
  Innate Spellcasting. The ultroloth’s innate spellcasting 
  ability is Charisma (spell save DC 17). The ultroloth can 
  
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  DDEP6-02 Return to White Plume Mountain 
   
   
  39 
  cast the following spells, requiring no material 
  components: 
  At will: alter self, clairvoyance, darkness, detect magic, 
  detect thoughts, dispel magic, invisibility (self only), 
  suggestion 
  3/day each: dimension door, fear, wall of fire 
  1/day: firestorm, mass suggestion 
  Magic Resistance. The ultroloth has advantage against 
  spells and other magical effects. 
  Magic Weapons. The ultroloth’s weapon attacks are 
  magical. 
  Multiattack. The ultroloth can uses its Hypnotic Gaze 
  and makes three melee attacks. 
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) slashing damage or 8 
  (1d10 +3) slashing damage if used with two hands. 
  Hypnotic Gaze. The ultroloth’s eyes sparkle with 
  opalescent light as it targets one creature it can see 
  within 30 feet of it. If the target can see the ultroloth, 
  the target must succeed on a DC 17 Wisdom saving 
  throw against this magic or be charmed until the end of 
  the ultroloth’s next turn. The charmed target is 
  stunned. If the target’s saving throw is successful, the 
  target is immune to the ultroloth’s gaze for the next24 
  hours 
  Teleport. The ultroloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet 
  to an unoccupied space it can see. 
   
  Medium humanoid (human), lawful evil 
  Armor Class 20 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Giant 
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum. 
  Multiattack. The warlord makes two weapon attacks.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  The warlord 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 warlord regains spent 
  legendary actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack. 
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can 
  see and hear it, the target must succeed on a DC 16 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  40 
   
  Medium humanoid (human), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 +18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin) 
  Damage Immunities. psychic 
  Senses passive Perception 12 
  Languages Common, Elven, Infernal, Abyssal, Ignan, 
  Terran 
  Challenge 12 (8,400 XP) 
   
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical 
  effects. 
  Spellcasting. The archmage is a 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The archmage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, greater invisibility, 
  stoneskin* 
  5th level (3 slot): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): time stop 
  *The archmage begins combat with these spells 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  Large elemental, lawful evil 
  Armor Class 18 (natural armor)  
  Hit Points 187 (15d10 + 105) 
  Speed 30 ft., burrow 30 ft., fly 90 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  12 (+1) 
  24 (+7) 
  12 (+1) 
  13 (+1) 
  14 (+22) 
   
  Saving Throws Int +5, Wis +5, Cha +6 
  Condition Immunities petrified 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Terran (Common from use of tongues) 
  Challenge 11 (7,200 XP) 
  Earth Glide. The dao can burrow through nonmagical 
  unworked earth and stone. While doing so, the dao 
  doesn’t disturb the material it moves through. 
  Elemental Demise. If the dao dies, its body 
  disintegrates into crystalline powder, leaving behind 
  only equipment the efreeti was wearing or carrying. 
  Innate Spellcasting. The dao's innate spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks).  It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect evil and good, detect magic, stone shape 
  3/day each: passwall, move earth, tongues,  
  1/day each: conjure elemental (earth elemental only), 
  gaseous form, invisibility, phantasmal killer, plane 
  shift, wall of stone 
  Multiattack. The dao makes two fist attacks or two 
  maul attacks. 
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage.  
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 20 (4d6 + 6) bludgeoning damage. If 
  the target is Huge or smaller creature, it must succeed 
  on a DC 18 Strength check or be knocked prone. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  41 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 14 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +6, Insight +3 
  Condition Immunities charmed 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has 
  seen, or back into its true form. Its statistics, other than 
  its size, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies. 
  Ambusher. The doppelganger has advantage on attack 
  rolls against any creature it has surprised. 
  Surprise Attack. If the doppelganger surprises a 
  creature and hits it with an attack during the first 
  round of combat, the target takes an extra 10 (3d6) 
  damage from the attack. 
  Multiattack. The doppelganger makes two melee 
  attacks. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage. 
  Read Thoughts. The doppelganger magically reads the 
  surface thoughts of one creature within 60 feet of it. 
  The effect can penetrate barriers, but 3 feet of wood or 
  dirt, 2 feet of stone, 2 inches of metal, or a thin sheet 
  of lead blocks it. While the target is in range, the 
  doppelganger can continue reading its thoughts, as 
  long as the doppelganger’s concentration isn’t broken 
  (as if concentrating on a spell). While reading the 
  target’s mind, the doppelganger has advantage on 
  Wisdom (Insight) and Charisma (Deception, 
  Intimidation, and Persuasion) checks against the target. 
   
  Large elemental, lawful evil 
  Armor Class 17 (natural armor)  
  Hit Points 200 (16d10 + 112) 
  Speed 30 ft., fly 90 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  12 (+1) 
  24 (+7) 
  16 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +7, Wis +6, Cha +7 
  Damage Immunities fire 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Igan (Common from use of tongues) 
  Challenge 11 (7,200 XP) 
  Elemental Demise. If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, 
  leaving behind only equipment the efreeti was wearing 
  or carrying. 
  Innate Spellcasting. The efreeti's innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks).  It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect magic 
  3/day each: enlarge/reduce, tongues,  
  1/day each: conjure elemental (fire elemental only), 
  gaseous form, invisibility, major image, plane shift, 
  wall of fire 
  Multiattack. The efreeti makes two scimitar attacks or 
  uses its Hurl Flame twice. 
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage plus 7 
  (2d6) fire damage.  
  Hurl Fire. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 17 (2d6 + 6) fire damage.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  42 
  Large elemental, neutral 
  Armor Class 13 
  Hit Points 102 (12d10 + 36) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (-1) 
  10 (+0) 
  7 (-2) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., Passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature 
  that touches the elemental or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire 
  damage. In addition, the elemental can enter a hostile 
  creature's space and stop there. The first time it enters 
  a creature's space on a turn, that creature takes 5 
  (1d10) fire damage and catches fire; until someone 
  takes an action to douse the fire, the creature takes 5 
  (1d10) fire damage at the start of each of its turns. 
  Illumination. The elemental sheds bright light in a 30-
  foot radius and dim light in an additional 30 feet.  
  Water Susceptibility. For every 5 feet the elemental 
  moves in water, or for every gallon of water splashed 
  on it, it takes 1 cold damage. 
  Multiattack. The elemental makes two touch attacks. 
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until the 
  creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire at the start of each of its turns.  
  Small humanoid (rock gnome), lawful evil 
  Armor Class 16 (studded leather, shield) 
  Hit Points 114 (17d6 + 51) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6 
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11, darkvision 60 feet (treat 
  as dim light) 
  Languages Common, Gnomish 
  Challenge 5 (1,800 XP) 
  Brave. The gladiator has advantage on saving throws 
  against being frightened. 
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in the 
  attack). 
  Gnome Cunning. The gnome ha advantage on all 
  Intelligence, Wisdom and Charisma saving throws 
  against magic. 
  Multiattack. The gladiator makes three melee attacks 
  or two ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 
  + 4) piercing damage, or 13 (2d8 + 4) piercing damage 
  if used with two hands to make a melee attack. 
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. 
  If the target is a Medium or smaller creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Parry. The gladiator adds 3 to its AC against one melee 
  attack that would hit it. To do so, the gladiator must 
  see the attacker and be wielding a melee weapon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  43 
  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) 
  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. 
   
  Large beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d10 + 14) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  15 (+2) 
  1 (−5) 
  9 (-1) 
  3 (−4) 
    
  Senses blindsight 60 ft., passive Perception 9 
  Languages -- 
  Challenge 3 (700 XP) 
  Multiattack. The scorpion makes three attacks: two 
  with its claws and one with its sting. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage, and the 
  target is grappled (escape DC 12). The scorpion has two 
  sets of claws, each of which can grapple only one 
  target. 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage, and the 
  target must make a DC 12 constitution saving throw, 
  taking 22 (4d10) poison damage on a failed save, or 
  half as much on a successful one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  44 
  Medium humanoid (human), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 44 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin) 
  Damage Immunities psychic 
  Senses passive Perception 12 
  Languages Common, Elven, Infernal, Abyssal, Ignan, 
  Terran 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical 
  effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The archmage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (4 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (2 slots): counterspell, invisibility*, fly, 
  lightning bolt 
  4th level (3 slots): banishment, stoneskin* 
  5th level (3 slot): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): time stop 
  *The simulacrum begins combat with these spells 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of lava. Each creature within 5 feet of it must 
  make a DC 11 Dexterity saving throw, taking 7 (2d6) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of magma. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast heat metal (spell save DC 10), requiring no 
  material components. Its innate spellcasting ability is 
  Charisma. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) 
  fire damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of fire. Each creature in that area must make a DC 
  11 Dexterity saving throw, taking 7 (2d6) fire damage 
  on a failed save, or half as much damage on a 
  successful one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  45 
  Medium fiend (yugoloth), neutral evil 
  Armor Class 18 (natural armor) 
  Hit Points 75 (10d8 +30) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  16 (+3) 
  7 (-2) 
  10 (+0) 
  11 (+0) 
   
  Skills Perception +3 
  Damage resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage immunities acid, poison 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 13 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 5 (1,800 XP) 
  Innate Spellcasting. The mezzoloth’s innate 
  spellcasting ability is Charisma (spell save DC 11). The 
  mezzoloth can cast the following spells, requiring no 
  material components: 
   
  2/day each: darkness, dispel magic 
  1/day: cloudkill 
  Magic Resistance. The mezzoloth has advantage 
  against spells and other magical effects. 
  Magic Weapons. The mezzoloth’s weapon attacks are 
  magical. 
  Multiattack. The mezzoloth makes two attacks one 
  with its claw and the other with its trident. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage. 
  Trident. Melee or ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage or 8 (1d8 +4) piercing damage 
  when held with two claws and used to make a melee 
  attack. 
  Teleport. +The mezzoloth magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 
  feet to an unoccupied space it can see. 
   
  Large fiend (yugoloth), neutral evil 
  Armor Class 18 (natural armor) 
  Hit Points 123 (13d10 +52) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2) 
   
  Skills Intimidation +6, Perception +4, Stealth +4 
  Damage resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage immunities acid, poison 
  Condition immunities poisoned 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 9 (5,000 XP) 
  Innate Spellcasting. The nycaloth’s innate spellcasting 
  ability is Charisma (spell save DC 11) The nycaloth can 
  cast the following spells, requiring no material 
  components: 
   
  At will: darkness, detect magic, dispel magic, invisibility 
  (self only), mirror image 
  Magic Resistance. The nycaloth has advantage against 
  spells and other magical effects. 
  Magic Weapons. The nycaloth’s weapon attacks are 
  magical. 
  Multiattack. The nycaloth makes two melee attacks, or 
  it makes one melee attack and teleports before or after 
  the attack. 
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 4) slashing damage. If the target is 
  a creature it must succeed on a DC15 Constitution 
  saving throw or take 5 (2d4) slashing damage at the 
  start of its turn due to a fiendish wound. Any creature 
  can take an action to staunch the wound with a 
  Wisdom (Medicine) check. The wound also closes if the 
  target receives magical healing. 
  Greataxe. Melee or ranged Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing 
  damage. 
  Teleport. +The nycaloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet 
  to an unoccupied space it can see. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  46 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0) 
    
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage 
  Medium humanoid (orc), chaotic evil 
  Armor Class 15 (studded leather) 
  Hit Points 52 (8d8 + 16) 76 hp with ioun stone 
  (fortitude)  
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+1) 
  16 (+3) 
  15 (+2) 
  9 (-1) 
  11 (+0) 
  9 (-1) 
    
  Skills Intimidation +1, Perception +2, Stealth +5 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Orc 
  Challenge 3 (700 XP) 
  Cunning Action. On each of its turns, the orc can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Hand of Shargaas. The orc deals an extra 2 dice of 
  damage when it hits a target with a weapon attack 
  (included in its attacks). 
  Shargaas’s Sight. Magical darkness doesn’t impede the 
  orc’s darkvision. 
  Slayer. In the first round of a combat the orc has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn yet. If the orc hits a creature that 
  round who was surprised, the hit is automatically a 
  critical hit. 
  Multiattack. The orc makes two scimitar or dart 
  attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 13 (3d6 + 3) slashing damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 10 (3d4 + 3) piercing damage. 
  Veil of Shargaas (Recharges after a Short or Long 
  Rest). The orc casts darkness without any components. 
  Wisdom is its spellcasting ability. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  47 
  Large elemental, neutral 
  Armor Class 15 (natural armor) 
  Hit Points 90 (12d10 + 24) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Damage Vulnerabilities cold 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., Passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Heated body. A creature that touches the salamander 
  or hits it with a melee attack while within 5 feet of it 
  takes 7 (2d6) fire damage. 
  Heated Weapons. Any metal melee weapon the 
  salamander wields deals an extra 3 (1d6) fire damage 
  on a hit (included in the attack).  
  Multiattack. The salamander makes two attacks one 
  with its spear and one with its tail. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or 10/60 ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage or 13 (2d8 +4) if using with two hands 
  to make a melee attack, plus 3 (1d6) fire damage 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage plus7 
  (2d6) fire damage, and the target is grappled (escape 
  DC 14). Until this grapple is ends, the target is 
  restrained, the salamander can automatically hit the 
  target with its tail, and the salamander can’t make tail 
  attacks against other targets. 
   
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. If a non-evil humanoid dies from this attack, 
  a new shadow rises from the corpse 1d4 hours later. 
  
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  48 
  Medium fiend (yugoloth), neutral evil 
  Armor Class 19 (natural armor) 
  Hit Points 153 (18d8 +72) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  18 (+4) 
   18 (+4) 
  15 (+2) 
  19 (+4) 
   
  Skills Intimidation +9, Perception +7, Stealth +8 
  Damage resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage immunities acid, poison 
  Condition immunities charmed, frightened, poison 
  Senses truesight 120 ft., passive Perception 17 
  Languages Abyssal, Infernal, telepathy 60 ft. 
  Challenge 13 (10,000 XP) 
  Innate Spellcasting. The ultroloth’s innate spellcasting 
  ability is Charisma (spell save DC 17). The ultroloth can 
  cast the following spells, requiring no material 
  components: 
  At will: alter self, clairvoyance, darkness, detect magic, 
  detect thoughts, dispel magic, invisibility (self only), 
  suggestion 
  3/day each: dimension door, fear, wall of fire 
  1/day: firestorm, mass suggestion 
  Magic Resistance. The ultroloth has advantage against 
  spells and other magical effects. 
  Magic Weapons. The ultroloth’s weapon attacks are 
  magical. 
  Multiattack. The ultroloth can uses its Hypnotic Gaze 
  and makes three melee attacks. 
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) slashing damage or 8 
  (1d10 +3) slashing damage if used with two hands. 
  Hypnotic Gaze. The ultroloth’s eyes sparkle with 
  opalescent light as it targets one creature it can see 
  within 30 feet of it. If the target can see the ultroloth, 
  the target must succeed on a DC17 Wisdom saving 
  throw against this magic or be charmed until the end of 
  the ultroloth’s next turn. The charmed target is 
  stunned. If the target’s saving throw is successful. The 
  target is immune to the ultroloth’s gaze for the next24 
  hours 
  Teleport. The ultroloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet 
  to an unoccupied space it can see. 
  
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  49 
  Medium undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 60 (11d6 + 22) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Saving Throws Dex +6, Wis +3 
  Skills Perception +3, Stealth +6 
  Damage Resistances necrotic 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common 
  Challenge 5 (1,800 XP) 
  Regeneration. The spawn regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn't in 
  direct sunlight or running water. If it takes radiant 
  damage or damage from holy water, this trait doesn't 
  function at the start of her next turn.  
  Spider Climb. The spawn can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. Lela has the following flaws: 
  • Forbiddance. The spawn can't enter a residence with 
  an invitation from one of the occupants. 
  • Harmed by Running Water. The spawn takes 20 acid 
  damage when it ends its turn in running water. 
  • Stake to the Heart. The spawn is destroyed if a 
  piercing weapon made of wood is driven into its 
  heart while it is incapacitated in her resting place. 
  • Sunlight Hypersensitivity. The spawn takes 20 radiant 
  damage when it starts its turn in direct sunlight. 
  While in direct sunlight, the spawn has disadvantage 
  on attack rolls and ability checks.  
  Multiattack. The spawn makes two melee attacks, only 
  one of which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, the spawn can grapple her target 
  (escape DC 13). 
  Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one 
  willing creature, or a creature that is grappled by the 
  spawn, incapacitated, or restrained. Hit: 6 (1d6 + 3) 
  piercing damage plus 7 (2d6) necrotic damage. The 
  target's hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the spawn 
  regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
  Insightful Defense. When an attacker the spawn can 
  see hits it with an attack, the spawn can halve the 
  damage against it. 
   
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  
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  50 
  Medium humanoid (human), lawful evil 
  Armor Class 20 (plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8 
  Senses passive Perception 15 
  Languages Common, Giant 
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum. 
  Multiattack. The warlord makes two weapon attacks.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  The warlord 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 warlord regains spent 
  legendary actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack. 
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can 
  see and hear it, the target must succeed on a DC 16 
   
  Medium humanoid (human, shapechanger), neutral evil  
  Armor Class 10 in humanoid form, 11 (natural armor) 
  in bear and hybrid form 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. (40 ft. in boar form) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  8 (-1) 
    
  Skills Perception +2 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that 
  aren't silvered 
  Senses passive Perception 12 
  Languages Common, Orc (can't speak in bear form) 
  Challenge 4 (1,100 XP) 
  Shapechanger. The wereboar can use its action to 
  polymorph into a boar-humanoid hybrid or into a boar, 
  or back into its true form, which is humanoid. Its 
  statistics, other than its size and AC, are the same in 
  each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies. 
  Charge (Boar or Hybrid Form Only). If the wereboar 
  moves at least 15 feet straight toward a target and 
  then hits it with its tusks on the same turn, the target 
  takes an extra 7 (2d6) slashing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
  Relentless (Recharges after a Short or Long Rest). If 
  the wereboar takes 14 damage or less that would 
  reduce it to 0 hit points, it is reduced to 1 hit point 
  instead. 
  Multiattack. The wereboar makes two attacks, only 
  one of which can be with its tusks. 
  Maul (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) bludgeoning damage. 
  Tusks (Boar or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 
  3) slashing damage. 
  Greataxe (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) slashing damage. If the target is a 
  humanoid, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with wereboar lycanthropy. 
   
   
  
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  51 
  Large dragon, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 127 (15d10 + 45) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5 
  Skills Perception +6, Stealth +10 
  Damage Resistances necrotic 
  Damage Immunities acid 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16 
  Languages Common, Draconic 
  Challenge 10 (5,900 XP) 
  Amphibious. The dragon can breathe air and water. 
  Living Shadow. While in dim light or darkness, the 
  dragon has resistance to damage that isn’t force, 
  physic, or radiant. 
  Sunlight Sensitivity. While in sunlight, the dragon has 
  disadvantage on attack roles, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) 
  necrotic damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
  Shadow Breath (Recharge 5–6). The dragon exhales 
  shadow in a 30-foot line that is 5 feet wide. Each 
  creature in that line must make a DC 14 Dexterity 
  saving throw, taking 49 (11d8) necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. 
   A humanoid reduced to 0hit points by this damage 
  dies, and an undead shadow rises from its corpse and 
  acts immediately after the dragon in initiative count. 
  The shadow is under the dragons control. 
   
   
   
   
  
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  In the course of this adventure the characters can 
  come across the following spellbook: 
  This spellbook consists of rigid sheets of vellum 
  bound in pale, white leather. It contains the 
  following wizard spells: animate dead, bestow curse, 
  Bigby’s hand, blight, blindness/deafness, circle of 
  death, cloudkill, dimension door, false life, mage 
  armor, ray of enfeeblement, ray of sickness, stoneskin, 
  vampiric touch, stoneskin. 
  
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  59 
  In the course of this adventure the characters can 
  come across the following spellbook: 
  The spells of this spellbook are written on sheets of 
  high-quality parchment in golden and silver ink. The 
  pages are bound between plates of blue-painted 
  wood. It contains the following spells: banishment, 
  cone of cold, counterspell, detect magic, detect 
  thoughts, fire shield, fly, globe of invulnerability, 
  lightning bolt, mage armor, magic missile, mind blank, 
  mirror image, misty step, scrying, shield, stoneskin, 
  teleport, time stop, wall of force. 
   
   
  
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  60 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  For your efforts in saving the Priestess of Selûne, you 
  may redeem this story award and receive free 
  spellcasting services from any temple of Selûne on 
  the Sword Coast. This story award can be used three 
  times. This story award can’t be used to receive the 
  benefit of a spell higher than 6th level. 
   
   
  
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  61 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  For your efforts in saving the Merchant, you can 
  purchase mundane gear from his shops in 
  Neverwinter and Baldur’s Gate at half price for the 
  next year. Available items include all of the 
  Adventuring Gear listed on page 150 of the PHB, 
  except for the spyglass, vials of poison and druidic 
  focuses. If you aren’t in either town, but you’re in the 
  Sword Coast region, you must spend 5 downtime 
  days. If you’re not in the Sword Coast region, you 
  must pay 10 downtime days. This story award 
  expires one year from when it’s earned. 
    
   
  
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  62 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Wondrous Item, rare (requires attunement) 
  This cube is about an inch across. Each Face has a 
  distinct marking on it that can be pressed. The cube 
  starts with 36 charges, and it regains 1d20 expended 
  charges daily at dawn. 
   You can use an action to press one of the cube’s 
  faces, expending a number of charges based on the 
  chosen face, as shown in the Cube of Force Faces 
  table. Each face has a different effect. If the cube has 
  insufficient charges remaining nothing happens. 
  Otherwise, an invisible barrier of force springs into 
  existence, forming a cube 15’ on a side. The barrier is 
  centered on you, moves with you, and lasts for one 
  minute, until you use an action to push the cube’s 
  sixth face, or the cube runs out of charges. You can 
  change the barrier’s effect by pressing a different 
  face and expending the requisite number of charges, 
  resetting the duration. 
   If your movement causes the barrier to come in 
  contact with a solid object that can’t pass through 
  the cube, you can’ move any closer to that object as 
  long as the barrier remains. 
  Cube of Force Faces 
  Face 
  charges Effect 
  1 
  1 
  Gases, wind, and fog can’t pass 
  through the barrier 
  2 
  2 
  Nonliving matter can’t pass through 
  the barrier. Walls, floors, and ceilings 
  can pass through at your discretion. 
  3 
  3 
  Living matter can’t pass through the 
  barrier. 
  4 
  4 
  Spell effects can’t pass through the 
  barrier. 
  5 
  5 
  Nothing can pass through the barrier. 
  Walls, floors, and ceilings can pass 
  through at your discretion 
  6 
  0 
  The barrier deactivates 
   
  The cube uses charges when the barrier is targeted 
  by certain spells or comes into contact with certain 
  spell or magic item effects, as shown in the table 
  below: 
   
  Spell or Item 
   
   
  Charges Lost 
  Disintegrate 
  1d12 
  Horn of blasting 
  1d10 
  Passwall 
  1d6 
  Prismatic spray 
  1d20 
  Wall of fire 
  1d4 
   
  This item can be found in the Dungeon Masters 
  Guide. 
   
   
  
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  63 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Wondrous Item, rare (requires attunement) 
  When you use an action to toss the stone into the air, 
  the stone orbits your head at a distance of 1d3 feet 
  and it confers a benefit to you. Thereafter another 
  creature must use an action to grasp or net the stone 
  to separate it from you, either by making a 
  successful attack roll against AC24 or a successful DC 
  24 Dexterity (Acrobatics) check. You can use an 
  action to seize and stow the stone, ending its effect. 
  A Stone has AC 24, 10 hit points, and resistance to all 
  damage. It is considered an object that is being worn 
  while orbiting your head. 
   You gain a +1 bonus to AC while this dusty rose 
  crystal orbits your head.  This item can be found in 
  the Dungeon Masters Guide 
   
   
   
  
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  64 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Wondrous Item, very rare (requires attunement) 
  When you use an action to toss the stone into the air, 
  the stone orbits your head at a distance of 1d3 feet 
  and it confers a benefit to you. Thereafter another 
  creature must use an action to grasp or net the stone 
  to separate it from you, either by making a 
  successful attack roll against AC24 or a successful DC 
  24 Dexterity (Acrobatics) check. You can use an 
  action to seize and stow the stone, ending its effect. 
  A Stone has AC 24, 10 hit points, and resistance to all 
  damage. It is considered an object that is being worn 
  while orbiting your head. 
   Your Constitution score increases by 2, to a 
  maximum of 20 while this pink rhomboid orbits 
  your head. This item can be found in the Dungeon 
  Masters Guide 
  
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  65 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Weapon (Scimitar), rare  
  You gain a +3 bonus to attack and damage rolls 
  made with this weapon. This item can be found in 
  the Dungeon Masters Guide 
   Formerly owned by an efreeti the sword glows 
  with a dull red if a marid is within 60 feet. 
   
   
   
   
   
  
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  66 
  This adventure is designed to be run by six to 
  twelve tables of players simultaneously, ideally split 
  between the two tiers. Having more than 12 tables is 
  trickier to manage, especially if there are more than 
  6 tables of Tier 2 for both plot and logistical reasons. 
  The Introduction and Part One should take 2 hours. 
  A short break for the Epic Admins to calculate final 
  Distraction and Alarm Points is followed by Part 
  Two which should take an hour. 
  • At least one Administrator to oversee all tables. 
  This person makes sure the sections start and stop 
  on time. They also track Distraction Points and 
  Alarm points and answer DM questions. 
  • If running 7 or more tables having an assistant to 
  oversee Distraction and /or Alarm points might be 
  prudent. 
  • Six DMs (minimum). DMs should track their tables 
  progress and insure the Administrator is kept 
  appraised of developments (use the Table 
  Captains when necessary).  
  • One Table Captain per table. The table captain is 
  responsible for communicating to other Table 
  Captains and the Administrator. 
  • Tables of the same tier need to be adjacent both to 
  save time and facilitate interaction. 
  These are the tool used to determine how well the 
  plan is working. This is important because it impacts 
  how tough some of the encounters become. 
  • The more Distraction Points earned by specific 
  time/location hacks the easier encounters are for 
  Tier 3 
  • The more Alarm Points earned by specific 
  time/location hacks the easier encounters are for 
  Tier 2 & increases difficulty of encounters for Tier 
  3 
  • Having more Tier 2 tables than Tier 3 (1 point per 
  table) 
  • Tier 2 forces a second wave of opponents in the 
  Knock Knock (1 point per table with a bonus of 3 
  points if ALL tables manage this) 
  • When a group reaches the Key Room at the end of 
  the Maze (1 point per table with a bonus of 3 
  points if they ALL manage this within 5 minutes 
  real time)  
  • Using loud spells such as Thunderwave in the 
  Chambers section (1 point per occurrence) 
  • Complete the Optional Encounter at the end of the 
  Chambers Section 
  • Failing to stop the guards from hitting the Alarm 
  (3 points per table) 
  • Setting off the Shocking Glyph, if they did prevent 
  the general alarm being sounded earlier (1 point 
  per table) 
  • Using loud spells such as Thunderwave in the 
  Tunnel section (1 point per table per occurrence 
  unless otherwise noted) 
  • Combat with wandering patrols (1 point per table 
  per occurrence) 
  • Triggering  traps near the prison cells ( 2 points 
  per tbale) 
  Have some way of keeping your DMs apprised of the 
  running totals. Consider having a Poster (use 
  different colors) that everyone can see, or a 
  projected image. 
   A form is provided as an option for notification 
  when Points are earned. Consider printing them out 
  on different colored paper for ease of tracking.  
   When points need to be reported they write the 
  table number and number of points on the card and 
  have the Table Captain hold it up for the 
  Administrator to gather (or have Table Captains take 
  it to the Administrator). 
   By having the numbers posted where everyone 
  can see DMs can quickly adjust encounters to match 
  the current situation. The DMs have instructions on 
  when to check the totals based on how far their table 
  has gotten. Thus, the need for a prominent sign. If 
  this is not feasible then you need a way to quickly 
  inform the DMs when the totals change (having a 
  runner with a piece of paper that indicates the 
  current total to hand to each DM is an option).  
   At the end of Part One all Distraction Points and 
  Alarm Points should be totaled and the information 
  given to the DMs. This has significant impact on how 
  Part Two Plays out. 
  Each table is given a sending Stone that 
  communicates to at least one table in the other Tier. 
  Ideally this is a one to one ratio and you can assign 
  
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  67 
  tables at the start of play. If there is an imbalance, 
  then adjust as best you see fit. If at all possible, try 
  and avoid having all the Tier 3 tables connected to 
  all the Tier 2 tables. This cuts out a possible 
  interaction during Part Two. 
  The Epic Admin should monitor the meeting to determine if 
  there is anything the characters do that would grant 
  everyone some idea of what is on the other side of the doors. 
  This can range from knowing what creatures are on level A to 
  knowing the complete layout of the room as well as the 
  number and types of opponents. The following is a general 
  guideline based on some common spells. 
  • Clairvoyance. This spell would give them information on 
  what is on level A of the room and a general feeling that 
  there is more space beyond the edge of the floor they can 
  see. If they think to insert the sensor at the top of the door 
  they can see level E but not what lies between (line of 
  sight issue). 
  • Gaseous Form. This one is trickier as how much they can 
  determine is based on not just how long but also how far 
  into the room the person goes. Very possible that they get 
  to the edge of level A and see all of the room but if they do 
  so they might be noticed. Use a basic percentile chance 
  here ( for simplicity’s sake) 10% per character doing this 
  spell. Before they can reach the doors (they move 10’ in 
  this form) they get hit by a magic missile cast at 2nd level 
  12 (4 bolts 1d4+1 each) damage. 
  • Scrying. They have briefly met Hildehrune if they 
  participated in DDAL6-02 The Redemption of Kelvan, but 
  otherwise all knowledge of her is secondary and they have 
  nothing of hers. The spell does not really work for 
  “generic” type monsters.     
  You are going to be VERY Busy during Part Two and 
  I STRONGLY urge you to have at least one assistant 
  to run the Wandering Monsters. 
   When the Tier 2 Tables start combat in Part Two, 
  in most instances the Tier 3 tables are not present 
  (they should not be in any case but never say never). 
  Until they show up there is a duo of NPCs that, one 
  having drunk potions of flying wander the battle field 
  attack a group for a round or at most two then 
  switching to another table. These are the the 
  warlord and the ultroloth (who can fly normally). 
  As the Tier 3 parties join the combat These 
  characters switch their attention to those groups 
  (and the black shadow dragon gets involved). If the 
  Tier 3 tables arrive separately then when the first 
  table joins one of the NPCs moves off, when half of 
  the Tier 3 tables arrive the second peels and the 
  black shadow dragon joins them. If the Tier 3 
  tables arrive at the same time, a possibility, then 
  they all break off at once and start harassing the Tier 
  3 tables.  
    
   If you do not have the personal to do this, inform 
  your DMs to add an attack from one of the two (Tier 
  Two) each round to simulate the experience. You 
  will need to collect totals of damage done from the 
  Tier 2 tables so that the information can be 
  communicated to the Tier 3 tables in this case. 
   If there are only three Tier 3 tables then you have 
  the option of assigned one of the three wandering 
  monster to each of the tables Make sure they know 
  current hit point total in that case. 
  During Part Two you need to monitor if the sending 
  stones have been used to inform tables of either the 
  finding of the doppelganger priestess or the finding 
  the real priestess. This impacts when the Tier 3 
  tables join the fight. 
  During Part Two, the groups have a chance to impact 
  the ritual by saving the captives. This involves 
  removing the immediate threat by drowning. For 
  each Tier Two table there are 15 captives in danger 
  of drowning. Five of those are commoners who will 
  need to start making death saving throws after 5 
  turns of combat and ten of which have better 
  Constitutions that have to start making saving 
  throws after ten rounds of combat. The DMs should 
  be informing you of the following 
  • The commoners need to make death saving throws 
  • The other guard types need to make death saving throws 
  • The water has been turned off (per table) 
  • The glass wall has been lowered or shattered (per table) 
  • One or more drains have been opened (per table) 
  • Commoners die 
  • The other captives die 
  You could give them color coded note cards for each 
  of these conditions to make this quicker. This 
  impacts how far along and how powerful the ritual is 
  when the Tier 3 tables enter. 
   
  The ritual Needs a specific number of power points 
  before the sacrifice can be made. The formula for 
  this is # of Tier 2 tables times 15. 
  • Commoners are making death saving throws: for 
  each group of commoners the ritual has 2 power 
  points 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  68 
  • The stronger humans are making death saving 
  throws: for each group of stronger humans 
  making death saving throws the ritual has 5 power 
  points 
  • Three points are gained if either group dies 
  BEFORE THE TIER 3 TABLES ENTER 
  • Once the Tier 3 tables enter give them the current 
  total. (They have instructions regarding adding 
  points for their table from that point.) 
  • Inform the Tier 3 tables if the captives are no 
  longer drowning 
  Final results are dependent on what a majority of 
  the tables succeed at. For the following: 
  • Commoners saved 
  • Other Captives saved 
  • Hildehrune rescued 
  • Ritual failed/completed 
   
  •  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
  69 
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
  Table Number: _______ 
  Gained ____________ Distraction Points  
  Lost ______________Distraction Points 
  Gained ___________Alarm Points 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP6-02 Return to White Plume Mountain 
   
   
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  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
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  scouting: 
   
   
   
   
   
   
   
   
   
  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
   
  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
   
  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
   
  Spells / Actions table #_____________ takes to assist in 
  scouting: 
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S06 - Tales from the Yawning Portal/DDEP06-02 - Return to White Plume Mountain v1.1.pdf