TEXT:  
  DDEP08-02 
   
   
   
   
   
  Stardock Under Siege 
  An Undermountain Adventure 
   
   
   
   
   
   
   
   
   
   
   
   
  An illithid invasion threatens Stardock, and only you and your allies can stop it!  
  A Four-Hour D&D Epic Adventure for 1st-16th Level Characters. 
   
   
   
  
  Credits 
   
  Designers: M.T. Black & Shawn Merwin 
   
  Editing: Travis Woodall 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: TBC 
   
  Art & Maps: Dyson Logos 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa Chen, 
  Claire Hoffman, Greg Marks 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  3 
  Table of Contents 
   
  DDEP08-02 ....................................................................................1 
  Credits ..............................................................................................2 
  Table of Contents ........................................................................3 
  Adventure Primer .......................................................................4 
  Beginning Play ..............................................................................6 
  Mission 1: Battle Laboratory ..................................................7 
  Mission 2: Crystal Clear ......................................................... 10 
  Mission 3: Save Room for Pudding ................................... 13 
  Mission 4: Red Menace .......................................................... 17 
  Mission 5: War Spire ............................................................... 21 
  Mission 6: Breathe Easy ........................................................ 23 
  Mission 7: Boreworm Blitz .................................................. 26 
  Mission 8: Bad to the Bone-Pod ......................................... 28 
  Mission 9: Mouth of Madness ............................................. 31 
  Mission 10: Destroy the Nautiloid ................................... 33 
  Interactive Events ................................................................... 36 
  Adventure Rewards ................................................................ 37 
  Appendix 1: Locations and NPCs ...................................... 38 
  Appendix 2: Creature Statistics ......................................... 39 
  Appendix 3: Maps .................................................................... 61 
  Appendix 4: Player Handouts ............................................ 71 
  Appendix 5: Mission Reports and Boons ...................... 76 
  Appendix 6: Magic Items ...................................................... 84 
  Appendix 7: Administrators Guide .................................. 85 
  Appendix 9: Dungeon Master Tips................................... 88 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  4 
  Adventure Primer 
  “Never tell me the odds.” 
  —Han Solo 
  Adventure Background 
  Orbiting high above Toril is Stardock, a hollowed-out 
  asteroid used by the Githyanki as a fortress/creche 
  and connected to the Crystal Labyrinth in 
  Undermountain via a magical gate. For more 
  information, see Brief History of Stardock in 
  Appendix 4: Player Handouts. 
   Stardock was ruled by a cruel githyanki knight 
  called Al’chaia for many years before she was killed 
  by a party of adventurers. Her successor is Urlon, a 
  noble psionic warrior who is a member of the secret 
  society known as Sha'sal Khou. 
  Sha'sal Khou 
  Sha'sal Khou are githyanki and githzerai radicals who seek to 
  reunite their people. The movement has been outlawed in 
  both societies, so members of Sha’sal Khou are highly 
  secretive and meet only rarely.  
   
  For years, the Sha’sal Khou have dreamed of a stronghold 
  where their children could be raised and trained as a united 
  people. Urlon intends Stardock to become that stronghold.  
  Stardock Transformed 
  Urlon has changed and expanded Stardock, opening 
  it up to other races and transforming it into a trade 
  and transportation hub. Many bizarre and 
  extraordinary creatures may now be encountered in 
  the corridors of the asteroid stronghold. 
   Not everyone is happy with these changes. 
  Ashtyrranthor the red dragon and her offspring, 
  traditional protectors of Stardock, have taken 
  themselves to the far side of the asteroid in protest. 
  And some githyanki knights, unhappy with the new 
  cosmopolitan attitudes, seek to undermine Urlon. 
  Sinister Plotting 
  Urlon has even bigger problems to worry about. The 
  traditional enemies of the Stardock githyanki are the 
  illithid who reside in the Seadeeps level of 
  Undermountain. For years they have plotted to 
  overtake Stardock, and now the opportunity has 
  arrived.  
   For Halaster, master of Undermountain, has not 
  been idle. Unhappy with the establishment of Sha’sal 
  Khou in Stardock, he has enabled the Seadeeps 
  illithid to contact another illithid hive in the Astral 
  Plane, one that possesses in an enormous nautiloid 
  mothership. Together, the two hives plan to conquer 
  Stardock, which the illithid ruled in ancient times.  
   They have been aided by a traitorous githyanki 
  named Kaaltav, a former general who tutors the 
  youth in battle skills. Kaaltav is revolted by Urlon’s 
  fraternization with the “lesser” races, especially the 
  githzerai. He is convinced that Stardock has been 
  defiled and must be destroyed. To that end, he has 
  been feeding intelligence to the illithid, and is now 
  actively working to undermine Stardock’s defenses.  
  Special Conclave 
  Meanwhile, Urlon is pressing ahead with his own 
  plans. He has convened a conclave of githyanki and 
  githzerai from across Faerûn. Ostensibly about 
  trade, the conclave is actually a meeting of ranking 
  Sha’sal Khou and includes several high-level 
  githzerai monks. Fearing trouble, Urlon has hired 
  several adventuring parties to bolster security 
  during the conclave.  
   This, along with the presence of the githzerai, has 
  caused a great deal of unrest in Stardock. And the 
  illithid, learning of the turmoil from Kaaltav, have 
  decided now is the time to strike… 
  Adventure Overview 
  Stardock Under Siege plays out like a normal 
  adventure, but the characters’ actions affect other 
  tables. The sum of completed missions from all 
  groups governs the difficulty of the final mission, a 
  combined battle that determines the success or 
  failure of the event.  
   Each table receives a Mission Selection Chart 
  appropriate to their tier (see Appendix 4: Player 
  Handouts), and they may execute the missions on 
  that chart in whichever order they choose. Before 
  play begins, familiarize yourself with the missions 
  on offer for your tier.  
   The adventure begins with a large fleet of illithid 
  landing craft (called boreworms) headed toward 
  Stardock. Every thirty minutes, the administrators 
  deliver a “Battle Update” of what’s happening in 
  Stardock.  
   At the three-hour mark, all the groups combine 
  forces to battle the illithid nautiloid. The success of 
  the prior missions determines how difficult this 
  battle will be. If the players destroy the nautiloid, 
  they win the event. 
  Story Hooks 
  The adventurers have been hired by Urlon to help 
  beef up security during a secret conclave. The tier 2 
  and 3 groups begin the adventure in Stardock, while 
  the tier 1 groups begin in the Crystal Labyrinth.   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  5 
  Interactive Restrictions 
  The following restrictions apply throughout this 
  D&D Epics™ event.  
  Short and Long Rests  
  The event plays out in just a few hours of game time. 
  Players can’t afford to take long rests and can take 
  only one short rest. Opportunities to earn additional 
  short rests may occur during play.  
  Player Spellcasting  
  Once the action starts, characters won’t have much 
  time for preparation:  
  • There is no time to cast spells with a casting time 
  of longer than 5 minutes before the event begins.  
  • Spells with a casting time of longer than five 
  minutes can only be cast during the event if the 
  group uses their short rest.  
  • Spells with a casting time of longer than 1 hour 
  can’t be cast during the event at all.  
  Spellcasting Services  
  Between encounters, githyanki clerics can provide 
  any of the spellcasting services listed in the 
  Adventurers League Dungeon Master’s Guide. Players 
  must cover the component costs for these spells, 
  which are cast instantly and without the 
  requirement to spend downtime days.  
  Pillars of Adventure  
  Each Mission has an icon that represents one of 
  D&D’s three “pillars of play”:  
   
  Combat. This Mission features deadly 
  battles and fast action.  
   
   
  Exploration. This Mission features 
  puzzle-solving, stealth, or tests of skill.  
   
   
  Social Interaction. This Mission features 
  information-gathering, persuasion, and 
  other social challenges.  
   
  Most Missions feature other pillars to lesser degrees. 
  There are some points in the adventure when the 
  players can choose their next mission. Use the icons 
  to help the players make their decision. 
  Before Play Begins  
  These preparations will help to maximize playing 
  time: 
  • Cut out the Mission Reports and Damage 
  Reports in Appendix 4: Player Handouts.  
  • Have a copy of the appropriate Mission Selection 
  Chart and the Brief History of Stardock (see 
  Appendix 4) on the table.  
  • Note that a table with proposed event timings is 
  available in Appendix 7: Administrators Guide. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  6 
  Beginning Play
  When everyone is ready, the administrators 
  announce the start of the event.  
  1. Intro Speech (Administrator)  
  An administrator reads the following aloud. If your 
  group misses the announcement, you can read it to 
  them yourself:  
  Orbiting high above Toril is Stardock, a hollowed-out asteroid 
  used by the Githyanki as a fortress and connected to the 
  Crystal Labyrinth in Undermountain via a magical gate. Ships 
  from the Astral Plane and other exotic locales arrive at 
  Stardock on an almost daily basis. 
   
  The ruler of Stardock is a githyanki named Commander 
  Urlon. He is friendly toward other races and Stardock is now 
  home to a variety of creatures.  
   
  Urlon has hired several adventuring parties to provide 
  extra security for a conclave he is sponsoring. All goes quietly 
  for a few days before the following message is heard all over 
  the base: 
   
  “Attention! This is Commander Urlon speaking. Stardock is 
  under attack! I repeat, Stardock is under attack! A massive 
  illithid force is heading directly for us and will arrive 
  momentarily. All adventuring parties must report to their 
  briefing officer immediately for further instructions. Urlon 
  out.” 
  • Give the players the Mission Selection Chart 
  appropriate to their tier (see Appendix 4: Player 
  Handouts). 
  • Roll once on the Stardock Rumors Table below 
  and tell the players the resulting rumor. These 
  clues represent gossip gleaned earlier, and you 
  should encourage players to share the information 
  with other tables throughout the event.  
  Stardock Rumors 
  d10 
  Rumor 
  1 
  An old iron altar in an abandoned cave houses a 
  useful magic item 
  2 
  Some parts of an illithid nautiloid are more 
  vulnerable than others 
  3 
  There is a grick behind a locked door in the battle 
  laboratory. Best to leave it alone 
  4 
  Commander Urlon is a member of a secret society 
  called Sha'sal Khou 
  5 
  Illithid were the original masters of Stardock, many 
  years ago, and they still know various secret 
  entrances into the base 
  6 
  A fierce red dragon once defended Stardock but 
  left after an argument with Commander Urlon 
  7 
  The Undermountain illithid have a kobold minion 
  who is an ingenious trap maker. Be careful of any 
  room with lots of entrails strung about! 
  8 
  The illithid have a spy in Stardock who is working 
  to undermine the defense 
  9 
  There is a strange creature residing near the 
  Crystal Labyrinth called the Pudding King. He is 
  susceptible to flattery. 
  10 
  There’s a dangerous item called a shadow 
  hatchery in an old cavern. It can be neutralized 
  with magical light. 
  2. Intro Speech (Dungeon Master) 
  When you’re ready to begin, read the following 
  aloud: 
  An enormous illithid ship called a nautiloid has appeared near 
  Stardock. Although the nautiloid is currently stationary, a 
  large number of landing craft, called boreworms, have been 
  deployed from it and are headed toward the base. 
   
  Meanwhile, illithid minions in Undermountain have 
  infiltrated the Crystal Labyrinth and sabotaged its defenses. 
  Stardock is under threat from front and rear.  
   
  Every mission before you has a direct impact on the battle 
  with the illithids. And it’s not enough to be strong, you need 
  to be smart as well. Parties that blindly open every door and 
  attack every monster will not do well. You need to complete 
  these missions quickly but effectively.  
   
  One more thing. A powerful githyanki warrior named 
  Kaaltav has betrayed Stardock and is working with the 
  enemy. Be careful, as you may encounter him in your travels! 
   
  If Stardock falls to the illithid, they will have a perfect 
  staging point for an assault against Waterdeep and beyond. 
  The fate of the realms now rests in your hands. Good luck! 
  • Ask the players to pick a mission from the Mission 
  Selection Chart. Note that some missions can only 
  be accessed once a pre-requisite mission is 
  complete. 
  • Begin your first encounter!   
  • When you’re done, ask the players to pick another 
  quest from Mission Selection Chart. Continue 
  playing missions until time is called (at the 3-hour 
  mark), at which point you must commence 
  Mission 10: Destroy the Nautiloid. 
   
   
   
   
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  7 
  Mission 1: Battle Laboratory 
  Summary  
  The adventurers must retrieve the stolen Stardock 
  rod and kill or restrain some unwelcome intruders.  
  Briefing 
  The githyanki briefing officer meets the adventurers 
  in the common room, and says,  
  “A valuable magical artifact called the Stardock rod 
  Is used to control the gate between the Crystal Labyrinth 
  (where we are now) and Stardock. Illithid minions have 
  stolen this rod and fled to the Battle Laboratory. Without 
  that rod, it is impossible for us to travel to Stardock—and 
  they urgently need reinforcements up there. 
   
  “Head down to the Battle Laboratory immediately and 
  retrieve the Stardock rod. It is about a foot long and made 
  from black crystal. We need it to re-open the portal as soon 
  as possible.  
   
  “One more thing. Don’t let any of the minions in the Battle 
  Lab escape—if even one of them gets away they could cause 
  all sorts of mayhem.” 
  The briefing officer supplies the adventurers with 
  directions to the Battle Laboratory. 
  Area Information 
  This facility is used by the githyanki to trial new 
  martial techniques. A group of grimlocks have 
  invaded the area and are causing chaos.  
   A map of this area can be found in Appendix 3: 
  Maps. The adventurers enter from the eastern 
  corridor. 
  General Features 
  This area has the following features: 
   
  Dimensions & Terrain. The walls, ceiling, and floor are all 
  made from luminous crystal. The ceiling is 10 feet high unless 
  noted otherwise. 
   
  Lighting. The area is brightly lit. The crystal walls produce 
  a magical light that changes color every 10 minutes, cycling 
  through the colors of the rainbow. 
   
  Smells and Sounds. The area smells faintly of blood and 
  sweat. Every few minutes there is a muffled squawk, coming 
  from area C. 
   
  Doors. Each door is made from a single block of solid, 
  white crystal.  
  Random Loot 
  Random pieces of equipment are strewn throughout 
  the area, about one item every 20 feet. If the 
  adventurers pick something up, roll on the following 
  table: 
  Loot Table 
  d20 
  Item 
  d20 
  Item 
  1-5 
  Nothing 
  13 
  Potion of healing 
  6 
  Breastplate  
  14 
  Ring mail armor 
  7 
  Chain mail armor 
  15 
  Scale mail armor 
  8 
  Crossbow, hand 
  16 
  Shortbow 
  9 
  Greatsword 
  17 
  Shortsword 
  10 
  Longsword 
  18 
  Sickle 
  11 
  Mace 
  19 
  Spear 
  12 
  Maul 
  20 
  Trident 
  Monsters 
  There are grimlocks in Areas B and D of this 
  facility. Once combat begins in one of those areas, 
  the creatures in the other area hear it and attempt to 
  escape. It takes three rounds for the creatures to 
  get to the eastern corridor, and if it is clear they 
  escape. If it is blocked by an adventurer, combat 
  ensues. 
   An adventurer near the exit may decide to give 
  chase to an escaping grimlock. If this happens, 
  perform an opposed Constitution check to 
  determine if the adventurer catches the monster or 
  not. 
  A. Preparation Chamber 
  Low crystal benches run along the north and east 
  walls. Several rows of steel hooks are embedded in 
  the south and west walls.  
   Sounds. From behind the west door comes a 
  cacophony of grunting and hooting sounds, and the 
  occasional clatter as various items are tossed about.  
  Treasure 
  Most of the steel hooks are bare, but five of them still 
  hold weapons or armor (roll on the Loot Table 
  above). Anyone making a successful DC 12 Wisdom 
  (Perception) check notices a small, steel key hanging 
  near the south door. This opens the door to Area C. 
  B. Debriefing Chamber 
  A round steel table sits in the middle of this 
  chamber, with steel stools scattered all about it. 
   
  60 MINS 
  Tier 1 
  Location: Crystal Labyrinth 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  8 
  Every 10 feet along the crystal walls is a life-size 
  relief carving of a githyanki warrior in heroic pose. 
   A shelf on the west wall contains a small selection 
  of volumes. Other books have been shredded with 
  the pages scattered everywhere. 
  Monsters 
  There are ten grimlocks here, throwing stools and 
  books around the chamber while hooting and 
  grunting excitedly. They attack any intruder. 
  Treasure 
  The books on the shelf are all handwritten Gith. Most 
  have a plain cover and contain detailed descriptions 
  and analysis of fights between gith and various 
  creatures, such as drow, humans, slaad, minotaurs, 
  and so on. One book is different. The cover is 
  embossed with the title The Book of Eight Secrets, 
  and the pages within are filled with colorful and 
  detailed illustrations. It is a martial arts text, and 
  contains quotes such as: 
  • “You can only fight the way you train.” 
  • “Control the enemy or the enemy will control you.” 
  • “When the enemy is relaxed, make them toil. 
  When full, starve them. When settled, make them 
  move.” 
  Inside the back cover of the book is a periapt of 
  wound closure. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove six grimlocks. 
  • Weak: Remove three grimlocks. 
  • Strong or Very Strong: Add two grimlocks. 
  C. Holding Cell 
  The occasional loud squawk comes from behind this 
  locked door, which can be opened with the key from 
  area A. Picking the lock requires a successful DC 15 
  Dexterity check using thieves’ tools. Behind the door 
  is a plain cell with a filth-covered floor. 
  Monsters 
  There is a grick here. It is ravenous, and attacks 
  anything that comes through the door. If the grick 
  somehow finds itself fighting the grimlocks, it can 
  kill eight of them before perishing. 
  D. Observation Deck 
  This deck looks down into the octagonally shaped 
  experimentation pit (Area E).  
  Monsters 
  There are five grimlocks on the deck, throwing 
  weapons and armor at each other with enthusiastic 
  hoots and grunts. As soon as they see the 
  adventurers they attempt to flee, running around the 
  far side of the pit if necessary. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Weak or Very Weak: Remove three grimlocks. 
  • Strong or Very Strong: Add a grimlock. 
   What the grimlocks know. If captured and 
  questioned, the grimlocks tell the adventurers that 
  they are servants of the illithid in Undermountain 
  and entered the Crystal Labyrinth as part of a larger 
  invasion force.  
  E. Experimentation Pit 
  This octagonally shaped pit is 30-feet deep with 
  sooth walls and a floor covered in tiny crystal beads 
  with the consistency of sand. There are patches of 
  dried blood on the ground and walls. 
   Skillful githyanki warriors test out new martial 
  techniques against various creatures in this pit, with 
  analysts observing from above. 
  Monsters 
  There is a quaggoth (an illithid minion) in the pit, 
  holding the Stardock rod, which is 1-foot-long and 
  made of sleek, black crystal. As the adventurers 
  watch, the creature begins banging the rod against 
  the side of the pit, attempting to break it (the rod 
  doesn’t break). 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Weak or Very Weak: The quaggoth has 30 hit points. 
  • Strong or Very Strong: The quaggoth has 66 hit points. 
  Completing the Mission 
  To complete this Mission, the characters must 
  recover the Stardock rod and prevent any grimlocks 
  from escaping from the battle lab. 
  Mission Points 
  Activity  
  Points 
  Stardock rod retrieved 
  2 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  9 
  No grimlocks escape 
  1 
  Ask a player to deliver the Mission Report to the 
  General. If the players retrieved the Stardock rod, 
  they receive Mission Boon 1 and may give it to 
  another table.  See Appendix 5 for these documents.  
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart.
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  10 
  Mission 2: Crystal Clear 
  Summary 
  As the raid on the Crystal Labyrinth by the illithids of 
  Undermountain continues, the characters are called 
  upon to investigate why the crystal golems are 
  failing to activate and protect the area as 
  programmed. 
  Briefing 
  The githyanki briefing officer walks briskly toward 
  the party and says:  
  “The raid by the vile illithid forces is worse than we’d feared. 
  For reasons we cannot discern, the crystal golems that are 
  supposed to protect our home are not reacting to the 
  invasion. We need someone to travel to the golem control 
  center and fix the problem.” 
  Area Information 
  The adventurers must pass through the Mess Hall 
  (Area A) to get to the Golem Control Room (Area B). 
  A map of these areas can be found in Appendix 3. 
  General Features 
  This area has the following features: 
   
  Dimensions & Terrain. The walls, ceiling, and floor are all 
  made from luminous crystal. The ceiling is 10 feet high unless 
  noted otherwise. 
   
  Lighting. The area is brightly lit. The crystal walls produce 
  a magical light that changes color every 10 minutes, cycling 
  through the colors of the rainbow. 
   
  Smells and Sounds. The area smells faintly of blood and 
  sweat. Every few minutes there is a muffled squawk, coming 
  from Area C. 
   
  Doors. Each door is made from a single block of solid, 
  white crystal.  
  A. Ambush in the Mess 
  This area is used by the gith of Undermountain as a 
  mess hall. The adventurers enter through the west 
  door and must leave through the north door to get to 
  the Golem Control Room. However, illithid minions 
  have set an ambush. 
  Area Information 
  • Crystal tables and benches fill this large hall.  
  • The place smells heavily of fragrant food and exotic 
  spices.  
  • Plates, bowls, and other eating utensils litter the 
  floor.  
  • In the center of the hall is a three-foot-high crystal 
  pedestal, with a hole in the top. A humanoid leg 
  sticks up out of the hole, twitching and shaking in 
  rhythm with a grinding sound. 
  Disposal  
  The center of the room is dominated by a three-foot-
  high square pillar of crystal with a hollow center. 
  This pillar is a disposal, a means to get rid of trash. It 
  is currently consuming the remains of a quaggoth, 
  one of several that were used to create the trap in 
  area B. 
   A creature entering or starting its turn in the 
  disposal takes 9 (2d8) slashing damage as the magic 
  of the disposal grinds them down to a fine sludge. A 
  creature that would be moved into the disposal that 
  succeeds on a DC 10 Strength saving throw falls 
  prone adjacent to the disposal. Moving into or out of 
  or within the disposal is difficult terrain. 
  Monsters 
  The illithid minions have set an ambush here. Two 
  chokers hide in the western corners of the room, 
  waiting to surprise any creatures entering. The 
  chokers lead a team of six mutated giant wolf 
  spiders that hide among the crystal tables. These 
  perverse creatures are essentially large brains with 
  hairy gray spider legs. 
   Characters that have a passive Wisdom 
  (Perception) score of 16 or higher notice the 
  creatures hiding in the corners and behind the 
  crystal tables. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove a choker and four spiders. Reduce 
  the damage from the disposal to 5 (2d4). Reduce the 
  Perception check to notice the ambush to DC 13. 
  • Weak: Remove a choker and two spiders. Reduce the 
  damage from the disposal to 7 (2d6). Reduce the 
  Perception check to notice the ambush to DC 15. 
  • Strong: Add a choker. 
   
  60 MINS 
  Tier 1 
  Location: Crystal Labyrinth 
  
   
   
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  • Very Strong: Add a choker and two spiders. Increase the 
  damage from the disposal to 13 (2d12). Increase the 
  Perception check to notice the ambush to DC 17. 
  B. Golem Control Room Traps 
  The illithids deactivated the control panel and 
  trapped it to prevent reactivation. After dealing with 
  the trap, the characters can reactivate the control 
  panel. 
  Area Information 
  • This room contains six pedestals, each about 3 feet 
  high.  
  • The tops of the pedestals are obscured by a 
  complicated tangle of bloody entrails running 
  between the pedestals and into the crystal walls. 
  • In an alcove to the north stand three crystal 
  golems covered by inert runes.  
  • A fourth crystal golem lies in smashed pieces on 
  the ground. 
  Pedestal 
  The runes which cover the golem frames correspond 
  to similar runes etched into the tops of each of the 
  pedestals. The pedestals are control panels that 
  manipulate or power the crystal golems, but they are 
  currently depowered. The control panels have been 
  trapped with a number of triggers that activate a 
  psychic spear trap (see below). The entrails are 
  secured to the walls by dozens of small crystal 
  spikes, which pulse with a very soft light. 
  Psychic Spear Trap 
  Simple trap (Levels 1-4, deadly threat) 
  This bizarre and deadly trap was set up by an ingenious 
  kobold trapsmith under the control of the illithids. 
   
  Trigger. A character attempts to access the control panels 
  atop the pedestals before disabling the trap.  
   
  Effect. If the trap is sprung, the creature triggering the trip 
  is attacked by a spear of psychic energy, emerging from one 
  of the crystal spikes in the wall, + 4 to hit, 7 (2d6) psychic 
  damage on a hit. There are two psychic spears aimed at each 
  control panel, and each can fire only once. 
   
  If characters try to remove all the entrails in an area by 
  damaging them in an area of effect spell, all of the traps 
  trigger at once, targeting each character with two spears. 
   
  Countermeasures. A successful DC 14 Intelligence 
  (Investigation) check enables a character to deduce the 
  trigger and effect of the trap. Once this is understood, a 
  successful DC 14 Intelligence (Arcana) check can disable the 
  trap. A failure by 4 or more triggers the trap. 
  They can try to reactivate the control panel, but 
  minions of the illithids try to stop them (see C. The 
  Assault below). 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: The DC to detect and disable the trap is 12. 
  Reduce the damage of the trap to 5 (2d4) piercing. 
  • Weak: The DC to detect and disable the trap is 13. 
  • Strong: The DC to detect and disable the trap is 15.  
  • Very Strong: The DC to detect and disable the trap is 16. 
  Increase the damage of the trap to 10 (3d6) piercing. 
  C. The Assault 
  As soon as the characters try to activate the first 
  control panel, guardians under the control of the 
  illithids attempt to stop them. Loose pieces of crystal 
  around the room merge into a creature that moves 
  swiftly toward them, along with two smaller 
  creatures made from the same material. 
  Monsters 
  The crystals form a gargoyle made from the clear 
  substance. There are also two smaller creatures (use 
  ice mephit stats) that attack. 
  Reactivating the Control Panels 
  Panels can be activated using a two-step process, 
  and each attempt requires an action. 
  • A DC 10 Intelligence (Arcana) check is needed to 
  know what runes to touch, and in which order. 
  • A DC 10 Dexterity (Sleight of Hand) check is 
  needed to push the correct runes swiftly and 
  without hitting the wrong rune. 
  The control panels have a built-in security 
  mechanism. Failing either of these checks inflicts 
  1d4 lightning damage on the user.  
   If the characters activate three control panels, the 
  all the crystal golems are reactivated—including the 
  three in the control room, which dispatch the 
  gargoyle and ice mephits. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two ice mephits. 
  • Weak: Remove an ice mephit. 
  • Strong: Add a gargoyle. 
  • Very Strong: Add a gargoyle and an ice mephit and 
  increase the DCs for reactivating the panels to 12. 
  Completing the Mission 
  To complete their mission, the characters must xxx. 
  
   
   
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  Mission Points 
  Activity  
  Objective Points 
  Reactivate the golems  
  3 
  Ask a player to deliver the Mission Report to the 
  General. If the players reactivated the golems, they 
  receive Mission Boon 2 and may give it to another 
  table. See Appendix 5 for these documents.  
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  13 
  Mission 3: Save Room for Pudding
  Summary 
  A strange gnome who took up residence in some 
  caves near the Crystal Labyrinth has captured a 
  group of githyanki. The characters must reason with 
  the self-proclaimed Pudding King and convince him 
  to release his prisoners, and maybe even assist with 
  the defense of the area. The presence of illithid 
  forces complicates matters. 
  Briefing 
  The githyanki briefing officer approaches the 
  characters with a look of concern: 
  “We are holding fast against the illithid invasion. A squad of 
  six githyanki warriors were sent into an area adjacent to the 
  Crystal Labyrinth to scout for approaching enemies. They 
  have not returned, and we fear an attack may yet come from 
  that direction. If you are able, scout that area, see if there are 
  dangers there, and learn what happened to the previous 
  scouting party.” 
  If the characters ask what is known about that area, 
  the briefing officer says that the last group who did 
  serious scouting in that area, more than thirty days 
  ago, encountered a strange gnome. He didn’t seem to 
  pose any threat, but he disappeared before they 
  could question him further. 
  Area Information 
  As the characters move east out of the Crystal 
  Labyrinth, the amount of crystal in the tunnels 
  lessens, until the walls are comprised of mostly 
  granite. 
   Light. There is no light in the area unless 
  described in the individual area or scene. 
   Ceilings. Ceilings in corridors are 10-feet high, or 
  20-feet high in rooms unless otherwise noted. 
  A. Signs of a Struggle 
  At a four-way intersection in the passage, the 
  characters find the crumpled body of one of the 
  missing githyanki scouts. 
  Searching the Body 
  The characters can search the body and learn a bit 
  about the threats they face in this mission. 
  • DC 10 Wisdom (Medicine): The body of the 
  githyanki succumbed to two types of damage. 
  Bruises show bludgeoning damage, but the body is 
  also covered with acid burns. 
  • DC 15 Intelligence (Investigation): The githyanki 
  lies atop her greatsword, which is broken. The 
  damage to the sword was caused by acid scoring 
  the metal. 
  • DC 10 Wisdom (Survival): The traffic leading out 
  of this chamber all heads to the north. This 
  includes drag marks and some acid scoring. 
  Traps 
  The corridors leading south and east from this point 
  are trapped by the Pudding King. In each of these 
  passages, is the body of a quaggoth, known servants 
  of the illithids. The quaggoth bodies rest atop 
  triggers to cave-in traps. 
  Cave-in Trap 
  Simple trap (Levels 1-4, deadly threat) 
  The Pudding King orchestrated his ooze pets to create 
  trapped areas in these two false passages. 
   
  Trigger. A character steps into the trapped area or moves 
  a quaggoth corpse. 
   
  Effect. If the trap is sprung, the creature triggering the 
  trap, plus all creatures within 20 feet of the triggering 
  character, are pelted with falling rocks. Creatures must 
  succeed on a DC 12 Strength saving throw to resist the blows 
  or take 10 (3d6) bludgeoning damage. A successful saving 
  throw halves the damage. 
   
  Countermeasures. A successful DC 14 Wisdom 
  (Perception) check notices the triggering area on the floor 
  and the loose stones in the ceiling, and the trap can therefore 
  be avoided.  
  If the characters bypass the traps, they find that the 
  south and east passages come to dead ends. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: The DC to locate the trap is 10. Reduce the 
  damage of the trap to 5 (2d4) bludgeoning. 
   
  60 MINS 
  Tier 1 
  Location: Crystal Labyrinth 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  14 
  • Weak: The DC to locate the trap is 11. 
  • Strong: The DC to locate the trap is 13.  
  • Very Strong: The DC to locate the trap is 14. Increase the 
  damage of the trap to 14 (4d6) bludgeoning. 
  B. Quaggoth Captives 
  In this chamber, the Pudding King has stashed a few 
  of his captives: a lone githyanki warrior, but also 
  some quaggoth servants of the attacking illithid 
  army. 
   The githyanki, beaten and bloodied, bound and 
  gagged with vines and leaves, rests within a barred 
  cell. His cell rests within a larger cell, holding four 
  quaggoth. They are also bloodied, but they hurl 
  themselves against the inner bars, trying to get at 
  the githyanki prisoner. 
  Monsters 
  The four quaggoth spore servants have been 
  captured and driven mad by the Pudding King’s 
  mind-altering mold. They are currently distracted by 
  the githyanki warrior in the inner cell. 
  Cells 
  Both the inner and outer cells are locked with a 
  padlock that can be opened with a DC 10 Dexterity 
  (thieves’ tools proficiency) check. The stone bars can 
  also be broken with a DC 15 Strength check or 
  destroyed by 40 points of damage (AC 15). 
   If the characters attack the quaggoths through the 
  bars, the creatures attempt Strength checks each 
  round to break down the outer bars and attack the 
  characters.  
  Calming the Situation 
  If the characters take a moment to observe the 
  quaggoths, a successful DC 10 Intelligence (Nature) 
  check reveals that these creatures are not acting 
  normally. They seem to be suffering from madness 
  of some kind. If this check succeeds, all future ability 
  checks to reason with or help the quaggoth regain 
  their sanity have advantage. If this check is not 
  attempted or is failed, those future checks are made 
  with disadvantage. 
   The quaggoths only speak or understand 
  Undercommon, and unless characters have a method 
  to speak to them, they cannot be calmed except by 
  magic.) If the characters can communicate with the 
  quaggoths, a successful DC 15 Charisma 
  (Persuasion) check calms them. Characters with a 
  means to provide medicine to the quaggoths can 
  diagnose the calmed quaggoths with a DC 10 
  Wisdom (Medicine) check. The cause of their 
  madness is a rare but dangerous mold that makes 
  the victims act in a brutally hostile manner. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two quaggoth spore servants. 
  • Weak: Remove one quaggoth spore servant. 
  • Strong: Add one quaggoth spore servants. 
  • Very Strong: Add three quaggoth spore servants. 
  Githyanki Prisoner 
  In order to talk to the prisoner, the characters must 
  heal him, since he is unconscious within his inner 
  cell. In order to get to him, the characters have to 
  either calm and treat—or kill—the quaggoths. 
   The prisoner is Bixaxle, a githyanki warrior whose 
  squad fell victim to the Pudding King and his pets. If 
  questioned, he can describe his group getting 
  attacked by oozes and a gnome. He doesn’t know 
  why his life was spared or where the rest of the 
  squad is, but it seems that the gnome keeps 
  prisoners other than githyanki. Signs of illithid 
  passage littered the areas they explored, so other 
  members of the mind flayer army—like the 
  quaggoths—might be around as well. 
   Bixaxle is in no shape to fight. He has three levels 
  of exhaustion and his equipment is nowhere to be 
  found. 
  C. The Pudding King 
  Further along the passages is the lair of the Pudding 
  King. The gnome is currently hearing the truce plea 
  of a mind flayer. The characters must make a case 
  for the Pudding King to join their cause, or at least 
  stay neutral. 
   When the characters reach the room, read: 
  A gnome sits on a throne of granite on the wall opposite the 
  entrance you occupy. Standing in front of the gnome is a 
  mind flayer. To the north is a cage holding a dozen gibbering, 
  shrieking quaggoth. To the south, in a separate cage, are four 
  bloodied githyanki. 
   
  From the corner of your eye in all directions, you note that 
  the walls and floor appear to be moving. It soon becomes 
  clear that this entire cave – walls, floors, ceiling, and more – 
  are covered with moving oozes. 
   
  The illithid waves a gaunt hand in your direction. “As you 
  can see, your majesty, what I have told you is true. These 
  allies of the githyanki have invaded your territory and are 
  here to kill you. I suggest you order your servants to dispatch 
  them quickly.” 
   
  The gnome looks in your direction and cocks his head. His 
  voice wavers between a whisper and a shrill squeak. “Maybe 
  you’re right, ‘thid. But maybe not. I’ll hear what they’ve got 
  
   
   
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  15 
  to say.” He waves you into the room, “Step forward. Say your 
  piece to the Pudding King!” A slime of some sort crawls into 
  the gnome’s lap, and he pets it like a cat. 
  Monsters 
  The Pudding King (a gnome enchanter) moved to 
  the area recently with his pets, and many of them 
  are in this chamber now in the form of gray oozes, 
  gelatinous cubes, ochre jellies, slithering trackers, 
  black puddings, and more. Zughtrouzh, an illithid, 
  has come before the Pudding King to plead for the 
  release of the quaggoths and propose an alliance in 
  the war against the gith. 
   Also in the room, in two separate cages, are 12 
  quaggoth and 4 githyanki warriors. Each of these 
  prisoners—quaggoth and gith alike—have been 
  poorly treated and currently have 1 hit point. 
   So many oozes inhabit the room that it’s 
  impossible to count them all: hanging from the 
  ceiling, lurking in shadowy recesses, and wriggling 
  around the room in plain sight. The characters 
  should understand quickly that a full-frontal assault 
  on all the inhabitants of the room would end with 
  their quick and gruesome deaths. 
  Addressing the Court 
  Give the characters a chance to propose the terms of 
  their own peace treaty with the Pudding King. The 
  base DC for any checks involving this negotiation is 
  13. Feel free to raise or lower the DC by a point or 
  two based on the type of check being made, the 
  likelihood of success, or outstanding roleplaying. 
  Below are some examples of likely character tactics: 
  • Wisdom (Insight) on the Pudding King: The gnome 
  is definitely not in his right mind, but he is 
  powerful. He wants to be treated with respect, and 
  he expects decorum in his presence. If everyone 
  remains calm and doesn’t offend him by doing 
  anything drastic, you have the best chance of 
  getting out of this alive. 
  • Wisdom (Insight) on Zughtrouzh the illithid: The 
  mind flayer is haughty and is obviously losing 
  patience with this situation. If he can be tricked 
  into acting rashly or insulting the Pudding King, 
  the characters might get upper hand. If they could 
  incite the mind flayer to attack them, they would 
  earn the trust of the Pudding King. 
  • Charisma (various): Flattering, deceiving, or 
  persuading the Pudding King would take tact, but 
  it would be the most convincing method of 
  swaying the Pudding King. 
  • Intelligence (History): Reminding the Pudding 
  King of the deceptive nature of the illithids makes 
  him more likely to side with them. 
  • Constitution: The Pudding King loves oozes. He 
  pets them and dotes on them. If the characters can 
  do the same without vomiting or otherwise 
  showing disgust, they earn his favor. 
  The Final Decision. Give the characters plenty of 
  chances to impress, flatter, and ingratiate 
  themselves to the Pudding King. Unless they do 
  something tremendously impressive (good) or 
  foolish (bad), do your best to keep the scene going 
  until they succeed or fail at three checks. This is just 
  a guide, however, and you can use your best 
  judgement on how the roleplaying and checks play 
  out. 
   There are five possible results, listed below. Figure 
  which one best fits the outcome based on the 
  characters’ actions and rolls: 
  • Total Failure: The characters do something silly 
  like attack the Pudding King or his pets, insult the 
  Pudding King, try to free the gith prisoners after 
  they are told not to, etc. The Pudding King decides 
  to ally fully with the illithids, and the characters 
  must escape (see “Escape” below). 
  • Partial failure. The characters fail to convince the 
  Pudding King to join them because they failed 
  their ability checks or made minor snafus. He 
  makes a truce with the illithids, allowing them safe 
  passage but does not join in the attack. The 
  characters must escape (see “Escape” below). 
  • Neutral. The Pudding King is unconvinced by 
  either side. He decides that both sides are 
  enemies, and he will abide neither in his territory. 
  The characters must escape (see “Escape” below). 
  • Partial Success. The characters do enough to 
  convince the Pudding King to allow them to leave 
  and to not help the illithids. The truce keeps the 
  Pudding King from attacking the githyanki if they 
  wander into this territory. 
  • Total Success. The characters make no missteps, 
  outwit the illithid, and placate all the strange 
  whims of the Pudding King. The Pudding King 
  decides to ally fully with the githyanki, offering to 
  take the attack to the illithids when he encounters 
  them. 
  Cages 
  Both cages are locked with a padlock that can be 
  opened with a successful DC 10 Dexterity (Thieves’ 
  Tools) check. The bars can also be broken with a DC 
  15 Strength check or destroyed by 40 points of 
  damage (AC 14). 
   The githyanki could normally use misty step to 
  escape, but they cannot get far enough away to 
  escape before they are overcome by the Pudding 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  16 
  King or his pets. They now remain in captivity and 
  hope for rescue. 
  Winning 
  If the characters win and the Pudding King sides 
  with them, the illithid lashes out in anger. Before he 
  can attack the pudding king, however, about 30 
  different types of oozes and slime converge on him, 
  dissolving him in a matter of seconds. 
  Escape 
  If the characters fail to make peace with the Pudding 
  King, they must escape. Rather than bringing the full 
  force of his pets down on the characters, assuming 
  they leave his chamber immediately, it turns into a 
  running battle through the caverns. 
   The characters are pursued by a slithering 
  tracker and two gray oozes. The latter are slow, but 
  the former can move as fast as most characters, if 
  not faster.  
   If the characters take the time to free the githyanki 
  warriors after the Pudding King orders an attack, 
  add two more gray oozes to the fight. If the Pudding 
  King is neutral and attack both the characters and 
  the mind flayer, remove one slithering tracker from 
  the fight. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove the slithering tracker. 
  • Weak: Remove one gray ooze. 
  • Strong: Add two gray oozes. 
  • Very Strong: Add one slithering tracker and two gray 
  oozes. 
  Aftermath 
  Assuming the characters escape or make a deal with 
  the Pudding King, they can return to the Crystal 
  Labyrinth with the news and with any warriors they 
  rescued. 
  Completing the Mission 
  To complete their mission, the characters must deal 
  with the Pudding King and rescue the githyanki 
  warriors. 
  Mission Points 
  Activity  
  Mission Points 
  The Pudding King remains neutral 
  toward the gith 
  1 
  The Pudding King aligns with the gith 
  1 
  Five gith rescued 
  1 
   
  Ask a player to deliver the Mission Report to the 
  General. If the players rescued the gith, they receive 
  Mission Boon 3 and may give it to another table.  
  See Appendix 5 for these documents.  
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  17 
  Mission 4: Red Menace 
  Summary 
  The adventurers must travel to the other side of the 
  asteroid and seek the assistance (or at least the 
  neutrality) of the red dragon Ashtyrranthor and her 
  brood of dragon children. The illithids have other 
  plans, attempting to frame the gith and the 
  characters for the death of one of Ashtyrrathor’s 
  whelps. 
  Briefing 
  The githyanki briefing officer approaches the 
  adventurers and says:  
  “On the far side of asteroid, a red dragon called 
  Ashtyrranthor and her brood reside. She was once allied to 
  the githyanki, but relations between us became strained. 
  Nowadays our relationship is governed by a simple truce—
  we leave them alone, and they leave us alone. With this 
  attack underway, we need to make sure that truce has not 
  been breached. We’ve received word from scouts that illithid 
  minions may have already been active on that side of the 
  asteroid. 
   
   “You mission is to travel into the dragon’s territory and 
  confirm the truce is still active. If possible, get her to join us 
  in our efforts by making it clear how dangerous the illithids 
  are to her. They will not stop if they defeat us.  
   
  “Ashtyrranthor is a vain and volatile creature. Tread 
  carefully in her presence. Use the tunnel between the two 
  sides of the asteroid to access her area.” 
  Area Information 
  The asteroid that holds Stardock has its own internal 
  gravity, meaning that Stardock is on the “top side” of 
  the asteroid, and the dragon’s lair is on the bottom 
  side. A passage through the center of the asteroid 
  connects the two sides, allowing the characters to 
  easily pass between. 
   A map of these areas can be found in Appendix 3: 
  Maps. 
  A. Tunnel 
  The 20-feet-high tunnel slopes down deeper into the 
  asteroid, until it crosses the gravity threshold, then 
  begins to move back up toward the surface on the 
  other side. The tunnel is dimly lit by glowing crystals 
  in the surfaces of the tunnel. 
  Gravity 
  Halfway through the tunnel, the gravity shifts. Any 
  creature passing this point must succeed on a DC 13 
  Dexterity saving throw or fall on the “ceiling” of the 
  other side of the tunnel, ending movement in that 
  square.  
  Monsters 
  When the characters get to the exact center of the 
  passageway, where the gravity shifts, they come 
  under attack. 
  • At tier 2 there are three star spawn manglers.  
  • At tier 3 there are six star spawn manglers. 
  The star spawn mangerlers are invisible, but they 
  can be heard with a DC 17 Wisdom (Perception) 
  check. They are here under the orders of the illithid 
  commanders to cut off communication between the 
  gith and the red dragons. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Remove one star spawn mangler, 
  and reduce the Perception check to notice them to DC 15. 
  • Strong: Add one star spawn mangler. 
  • Very Strong: Add two star spawn manglers. 
  B. Guard Chamber 
  The tunnel through the center of the asteroid ends in 
  a room that generally serves as a sentry chamber for 
  the dragons and their guests or servants. In this case, 
  one of Ashtyrrathor’s children, who was on guard in 
  the room, was killed by the illithid minions. The 
  attack was made to look like it was undertaken by 
  the gith in order to frame them. The characters must 
  avoid some traps and find clues that point to the 
  illithids’ part in the attack. 
  Area Information 
  • The cavern is devoid of furnishings. 
  • Crystal stalactites, stalagmites, and columns dot 
  the area.  
  • Near the southwestern point of the room, an 
  unmoving red dragon is splayed on the floor, fresh 
  blood oozing from it.  
  • The dragon rests next to piles of granite and 
  crystal rubble. 
   
  60 MINS 
  Tiers 2 & 3 
  Location: Stardock 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Developments 
  The dragon is dead and has been turned into a trap 
  by an illithid arcanist (see below). If the adventurers 
  move over to the body, a gout of flame erupts from 
  the rubble pile, while the dragon seems to leap up 
  from the crystal toward them.  
   To increase the tension, get the players to roll 
  initiative. The dragon corpse flops to the ground 1 
  round after being launched. 
  Dragon-Propelling Fire Trap 
  Simple trap (Levels 5-10, deadly threat) 
  An illithid arcanist has trapped the southwest area with a 
  modified fireball spell, triggered when a living creature enters 
  the area. 
   
  Trigger. A character moves within 20 feet of either the 
  rubble or the dragon corpse without disarming the trap. 
   
  Effect. If the trap is sprung, any creatures within 30 feet of 
  the rubble must succeed on a DC 15 Dexterity saving throw, 
  taking 33 (6d10) fire damage on a failed save, or half damage 
  on a successful one. In addition, the fireball blast propels the 
  dragon corpse up into the air. 
   
  Countermeasures. A successful DC 20 Wisdom 
  (Perception) check reveals the runes scrawled into the floor 
  that trigger the trap. If noticed, a successful DC 15 
  Intelligence (Arcana) or Dexterity (Sleight of Hand) check can 
  disable the runes. A failure by 4 or more triggers the trap. 
  After the characters disable or spring the trap, they 
  are free to investigate the corpse of the red dragon. 
  See “Evidence” below. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Reduce the Perception check to find the trap 
  to DC 15. Reduce the Arcana or Sleight of Hand check to 
  disable the trap to DC 12. Reduce the damage of the trap 
  to 22 (4d10) fire. 
  • Weak: Reduce the Perception check to find the trap to DC 
  17. Reduce the Arcana or Sleight of Hand check to disable 
  the trap to DC 14. Reduce the damage of the trap to 26 
  (5d10) fire. 
  • Strong: Increase the Perception check to find the trap to 
  DC 21. Increase the Arcana or Sleight of Hand check to 
  disable the trap to DC 16. Increase the damage of the trap 
  to 38 (7d10) fire. 
  • Very Strong: Increase the Perception check to find the trap 
  to DC 22. Increase the Arcana or Sleight of Hand check to 
  disable the trap to DC 17. Increase the damage of the trap 
  to 44 (8d10) fire. 
  Evidence 
  The characters can examine the body of the dragon 
  and the area around their corpses to learn the 
  following information: 
  • DC 10 Wisdom (Perception): The characters find 
  many bits of fleece among the rubble. Any arcane 
  caster knows this is the material component for 
  illusion spells that trick the mind.  
  • DC 12 Intelligence (Arcana): The fireball trap was 
  created by an arcane spellcaster. 
  • DC 10 Intelligence (Investigation): The dragon 
  shows signs of various weapon and energy attacks 
  (that match the kinds of weapons and spells most 
  used by the adventurers). 
  • DC 15 Intelligence (Investigation): All of that 
  damage was done after the dragon was dead. 
  Every bit of it! There is no single bit of visible 
  damage that killed the dragon. 
  • DC 15 Intelligence (Arcana): The dragon was 
  killed by psychic damage. 
  • DC 17 Wisdom (Perception): Behind the rubble is 
  a secret passage that leads toward the outside of 
  the asteroid. The illithid (who ruled Stardock in 
  ancient times) knew of this secret way and used it 
  to enter the asteroid. 
  • A DC 20 Wisdom (Handle Animal) check notices a 
  mole den beneath the bench along the west wall. 
  Characters succeeding on the check can draw out 
  the mole, who is star-nosed and who witnessed 
  the entire attack. Anyone who can speak with 
  animals, either via spell or through natural 
  abilities, can get the story (see below), and can 
  also get the mole’s testimony when dealing with 
  the dragon. 
  What the star-nosed mole saw 
  The mole saw a group of githyanki enter through a 
  secret door. The githyanki attacked and killed the 
  young red dragon residing there.  
   As soon as the dragon died, the illusion was 
  dropped, and the truth revealed—this was really an 
  illithid raiding party, consisting of an illithid 
  arcanist, several star spawn manglers, a 
  mindwitness, and some berbalang. The illithid spent 
  a few minutes hacking away at the dragon corpse 
  with an old sword. 
   The illithid then retreated back through the secret 
  door, the star spawn went down the eastern corridor 
  and the others moved up the northern corridor. 
  Treasure 
  A successful DC 15 Wisdom (Perception) check 
  locates a chime of opening lying on the ground near 
  the north wall. This was used by the illithid raiding 
  party to open the secret door that led to this 
  chamber, but they accidentally left it behind. 
  
   
   
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  C. Audience Chamber 
  The passage continues heading toward the “bottom” 
  of the asteroid, until it finally emerges into a “throne 
  room” that Ashtyrranthor uses as an audience 
  chamber. The chamber has an opening to the 
  exterior. 
  Area Information 
  • The ceiling is 40-foot-high. 
  • There is a dais raised 10 feet off the ground, 
  littered with coins and gems. 
  Monsters 
  Sitting on the dais is Ashtyrranthor an adult red 
  dragon. Hovering at eye level with the dragon is a 
  mindwitness. Four berbalangs swoop around the 
  room.  
  Ashtyrranthor Speaks  
  The dragon looks from the mindwitness to the party, 
  then growls, “You were correct, strange creature. 
  The treacherous githyanki have killed my child and 
  their allies have arrived to kill me. They will not find 
  me such easy prey.” 
  Negotiations 
  The characters must think – and speak – quickly to 
  avoid getting slaughtered by Ashtyrranthor. As long 
  as they respectful and put up some sort of protest, 
  Ashtyrranthor holds her attack and listens to them. 
   The mindwitness told her that the githyanki are 
  planning to kill her and take the entire asteroid as 
  their own. It also told the dragon that the githyanki 
  killed her child that was guarding the entrance. 
   What Really Happened? The aberrations here 
  killed the young dragon with the help of an illithid 
  arcanist, who used illusion to disguise them all as 
  githyanki. The mindwitness showed the fight to 
  Ashtyrranthor using telepathy.  
   What Can the Characters Do? This diabolical plan 
  puts the characters into a difficult spot. To make 
  matters worse, the mindwitness uses its telepathy to 
  keep showing its (false) version of the young 
  dragon’s deaths over and over again to everyone 
  present. The visualization of it begins to drive 
  Ashtyrranthor into a rage—directed at the 
  adventurers unless they can do something. 
   To bring the situation back into their favor, the 
  characters can do some of the following things: 
  • Succeed on a DC 10 Charisma (Persuasion) check 
  to get the dragon to at least begin to listen to 
  reason. 
  • Present any of the evidence found in the Guard 
  Chamber, including the testimony of the mole who 
  witnessed the attack. 
  • Use illusion spells give a visual representation of 
  what actually happened, to counteract the 
  compelling vision presented by the mindwitness. 
  The following actions could make matters worse: 
  • Attacking the aberrations before they have 
  convinced the dragon of their innocence. 
  • Raising the dragon corpse or otherwise speaking 
  with it. The young dragon was fooled by the 
  illusion and honestly think it was killed by 
  githyanki. 
  • Using magic to try to persuade or compel 
  creatures in the room angers the dragon even 
  more. 
  • Getting caught in a lie. 
   Judgement Time. After all of the evidence has 
  been presented, one of the following happens. Use 
  your best judgement and the characters skills or 
  abilities for a final ruling: 
  • The dragon decides the characters are guilty. She 
  attacks them but does not follow if they flee.  
  • The dragon doesn’t know what happened and 
  believes neither side. She allows the adventurers 
  to leave but does not help defend Stardock. 
  • She believes the characters. She then kills the 
  aberrations in her chamber and joins the githyanki 
  cause. 
  Completing the Mission 
  To complete their mission, the characters must 
  present their evidence and hear the judgement of 
  the red dragon, for better or for worse. 
  Mission Points 
  Activity  
  Points 
  Ashtyrranthor joins the githyanki 
  4 
  Ashtyrranthor remains neutral 
  1 
  Ask a player to deliver the Mission Report to the 
  General. If the players convinced the dragon to join 
  the githyanki, they receive Mission Boon 4 and may 
  give it to another table. See Appendix 5 for these 
  documents.   
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  21 
  Mission 5: War Spire 
  Summary  
  The adventurers must defeat an enemy landing force 
  that is trying to compromise a powerful artifact.  
  Briefing 
  The githyanki briefing officer meets the adventurers 
  near the docks accompanied by two people—a 
  brawny giff, dressed in an ostentatious military 
  jacket that is covered in gleaming medals, and a 
  slender drow gunslinger, with a mauve complexion 
  and lank white hair. 
   The officer says:  
  “I have an urgent mission for you. On a nearby asteroid is a 
  powerful artifact called the War Spire, which can turn the 
  tide of this battle in our favor. A hostile force has just landed 
  on that asteroid and is, we assume, attempting to 
  compromise the artifact. You must fly across on a skiff and 
  defeat the enemy force before they can do any damage. 
   
   “With me are Serjant Hanphred Joshi, a decorated giff 
  mercenary, and Coranshin Miliskeera, who is a celebrated 
  warrior amongst the drow. Both are members of our local 
  security detail. You may choose one of them to accompany 
  you on your mission.” 
  The adventurers may ask the potential companions a 
  few questions to establish their abilities. After 
  making their choice, the adventurers are rushed to a 
  stone pier where a small but robust skiff bobs 
  silently in the void. It is called the Furious Thistle and 
  is piloted by a githyanki commoner named Vharist.  
   See Mission 7 for more information about astral 
  skiffs.  
  Approaching the Asteroid 
  The skiff casts off and after about ten minutes of 
  travel, Vharist indicates that their destination is 
  ahead. It is a lumpy and monochrome asteroid, 
  about a quarter mile across. 
   Vharist gives the adventurers two options: 
  • She can drop them close to the War Spire. This 
  means they will reach the artifact quickly, but the 
  enemy will see them coming. She won’t go closer 
  than 150 feet to the War Spire so as not to risk the 
  skiff. 
  • Alternatively, she can drop them over the horizon, 
  about 1000 feet from the War Spire. It will take a 
  minute or two to get to their destination, but they 
  may be able to surprise their foes. 
  If Hanphred is with them, he snorts and says they 
  should join the battle as soon as possible. If 
  Coranshin is with them, she suggests a surprise 
  attack is the better approach. 
   Regardless of the option selected, Vharist takes off 
  again once the adventurers have disembarked. She 
  remains nearby, ready to pick up the adventurers 
  again if they survive the assault. 
  General Features 
  The asteroid has the following features: 
  • Dimensions & Terrain. The surface of the asteroid is very 
  rocky, with small slopes, rises and outcroppings 
  everywhere. The small circumference of the asteroid 
  means that maximum line of sight is about 500 ft.  
  • Lighting. The area is brightly lit by both the sun and the 
  reflection off Toril below. 
  • Sounds. The sounds of the ogres assaulting the War Spire 
  (see below) can be heard all over the asteroid.  
  • Atmosphere. The asteroid has a magic air envelope that 
  covers the deck and extends to a height of 50 feet. The air 
  smells of dust. 
  • Gravity. Creatures inside the air envelope fall toward the 
  surface of the asteroid. 
  The War Spire 
  The War Spire sits on a 40-foot high mesa. In the 
  middle of the mesa is a 20-foot high podium of 
  withered stone, with eight stone stairways leading 
  up to it. The spire itself emerges from the podium, a 
  10-foot high, 3-foot wide, tube of corrugated bronze. 
   A map of the target area can be found in Appendix 
  3: Maps. 
  Monsters 
  There is a boreworm transport craft here, near the 
  podium. See Mission 7 for more information about 
  boreworms. 
   There is an ogre battering ram on the podium, 
  attacking the spire. Patrolling the base of the spire 
  are two ogre bolt launchers, an ogre chain brute, 
  and three duergar xarrorn, under the command of 
  a duergar warlord.  
   On the third round of combat an ogre howdah 
  carrying four derros emerges from the boreworm. 
   
  60 MINS 
  Tier 2 
  Location: Space 
  
   
   
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  22 
   Tactics. The bolt launchers position themselves 
  about 100 feet from the melee and launch bolt 
  attacks. The chain brute and xarrorn charge into 
  melee, with the xarrorn using enlarge first. The 
  warlord turns invisible and attempts to flank the 
  party, then uses Enlarge before attacking. The 
  warlord also uses Call to Attack every round once 
  the xarrorn enter melee. 
   Time Limit. The ogre battering ram does not enter 
  combat unless engaged in melee. Instead, it 
  continues to pummel the War Spire. At the end of 8 
  rounds of combat, there is a harsh metallic tearing 
  noise and the War Spire topples to the ground.  
   If the adventurers chose to land on the far side of 
  the asteroid, the War Spire is destroyed at the end of 
  5 rounds of combat.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove an ogre bolt launcher and a duergar 
  xarrorn. Replace the ogre howdah and derros with an ogre 
  bolt launcher. 
  • Weak: Remove an ogre bolt launcher and replace the ogre 
  howdah and derros with an ogre chain brute. 
  • Strong: Add an ogre chain brute and a duergar xarrorn. 
  • Very Strong: Add 2 ogre chain brutes and a duergar 
  xarrorn. 
  Reactivating the War Spire 
  If the adventurers examine the War Spire closely, 
  they notice a small service panel has been shaken 
  open. Behind the panel, an eldritch symbol has been 
  engraved on the side of the column, with diamonds, 
  rubies, emeralds, and sapphires embedded in it.  
   Puzzle. Several gemstones have been shaken loose 
  and lie on the ground, with a matching number of 
  indentations on the symbol showing where they 
  once were. 
   Anyone making a successful DC 13 Intelligence 
  (Arcana) check deduces that the gemstones must be 
  replaced in the correct indentations for the War 
  Spire to function again. Give the players the War 
  Spire Puzzle from Appendix 4: Player Handouts 
  and ask them to fill it out. 
   Solution. The solution can also be found in 
  Appendix 4. The gems must mirror each other along 
  the diagonal line, along either the inner or outer 
  circle. So, a diamond on the outer circle must be 
  matched by a diamond on the diagonally opposite 
  outer circle. 
   If the adventurers place the gemstones in the 
  correct position, the gemstones begin glowing 
  gently. After a few moments they glow brightly, and 
  the war spire starts firing energy bolts into space. 
  Distant explosions in the sky can soon be seen. 
   If the gemstones are placed in the wrong position, 
  there is a burning smell and dark smoke issues forth. 
  Once this happens, the War Spire cannot be 
  reactivated by the adventurers. 
   
   
  Completing the Mission 
  To complete their Mission, the characters must 
  prevent the battering ram from destroying the War 
  Spire. Bonus points are available for reactivating it. 
   Once they have completed the mission or 
  retreated, Vharist flies down in the skiff to pick them 
  up. 
  Mission Points 
  Activity  
  Points 
  The War Spire is not destroyed 
  2 
  The War Spire is reactivated 
  2 
  Ask a player to deliver the Mission Report to the 
  General. If the players reactivated the War Spire, 
  they receive Mission Boon 5 and may give it to 
  another table. See Appendix 5 for these documents.   
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart. 
   
   
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 6: Breathe Easy 
  Summary  
  The adventurers must escort a scholar to an 
  abandoned region of Stardock, and there undertake 
  a complex operation.  
  Briefing 
  The githyanki briefing officer is accompanied by a 
  middle-aged gnome with large eyes and unkempt 
  brown hair. The officer warns the adventurers to 
  listen carefully as there is no time for questions, then 
  says:  
  “The air pocket on Stardock extends about 120 feet out from 
  the surface of the base. Our airborne defenders cannot fly 
  beyond this limit. 
   
  “We know that this atmosphere is regulated by magical 
  artifacts called respiration pillars. With me is Alston 
  Maekkelferce, a scholar who has been researching these 
  devices. Alston believes he can adjust the pillars to 
  temporarily extend the atmosphere out to a mile. This will 
  greatly assist our defense.  
   
  “The respiration pillars are in an area of the base that has 
  been sealed off for a long time. The undead creatures who 
  ruled Stardock a hundred years ago protected them with a 
  series of deadly traps, and this has thwarted previous 
  attempts to reach them. 
   
  “Your mission is to escort Alston to the pillars and then 
  keep him safe while he performs his operation.”  
  Once the briefing is finished, Alston leads the 
  adventurers to an imposing iron door, to which he 
  has the key. After unlocking the door, he guides them 
  through several hundred feet of twisting natural 
  tunnel before arriving at a set of stairs. 
  Roleplaying Alston Maekkelferce 
  Alston Maekkelferce is gnome commoner. He is a scholar by 
  vocation, having studied at the famed Jedea Academy. Alston 
  specializes in magic related to space and the astral plane.
   
  He is anxious by nature and speaks with a goofy lisp. He 
  fears the danger ahead, but this is tempered by his great 
  desire to finally examine the respiration pillars in person. 
  Area Information 
  The adventurers approach the area from the top of 
  the map near location A (see Appendix 3: Maps). 
  General Features 
  This area has the following features: 
  • Dimensions & Terrain. The walls, ceiling, and floor are of 
  gray stone and are unhewn except where noted. The 
  ceiling is between 15 and 25 feet high, while loose gravel 
  lies on the uneven floor.  
  • Lighting. The area is completely dark. 
  • Smells and Sounds. The whole area smells faintly of dust 
  and is silent except where noted. 
  A. Dissection Trees 
  Dozens of angular rock formations emerge from the 
  floor here. They resemble trees, with several flat, 
  sharp branches of stone emerging from a central 
  trunk.  
   The “trees” are about 10 feet in height and 5 feet 
  apart on average. An adventurer must travel through 
  20 feet of “forest” to enter the left-hand corridor 
  (location B), or through 40 feet of forest to enter the 
  right-hand corridor (location C). 
   Ceiling. The rocky ceiling is about 15 feet high in 
  this cavern.  
   Corpse. The lacerated corpse of a githyanki knight 
  can be seen lying amongst the trees, about 20 feet 
  from the stairs. The body is severely desiccated and 
  has clearly been there for a long time.  
  Dissection Tree Trap 
  Simple trap (Levels 5-10, dangerous threat) 
  A small forest of stone trees with razor sharp branches. 
   
  Trigger. A character moves within 5 feet of a tree trunk. 
   
  Effect. If the trap is sprung, the tree’s sharp, stony 
  branches begin flailing around, slicing everything within 
  reach. An adventurer moving through the trees must make a 
  successful DC 15 Dexterity saving throw every round or take 
  12 (2d10) slashing damage. If an adventurer takes the dash 
  action, this saving throw is made with disadvantage. If an 
  adventurer moves half their speed or less, the saving throw is 
  made with advantage. 
   
  Countermeasures. The branches attack to a maximum 
  height of 10 feet, so it is possible to fly above them safely. 
  Each tree has AC 15 and 40 hit points, so it is possible to 
  create a path through the forest by demolition. 
  B. Sliding Stairs 
  A crooked and uneven wooden staircase has been 
  constructed over this steep stone cliff, descending 20 
  feet to the tunnel below. There are no handrails.  
   Smell. This location smells of sulfur. 
   
  60 MINS 
  Tier 2 
  Location: Stardock 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Sliding Stair and Pit Trap 
  Simple trap (Levels 5-10, dangerous threat) 
  A sliding stair way drops you into a pit with a dangerous 
  monster. 
   
  Trigger. A character steps on a stair exactly midway down 
  the wooden staircase. 
   
  Effect. If the trap is sprung, all the stairs collapse, turning 
  the stairway into a steep slide.  
   
  At the base of the staircase a 15-foot deep pit has been 
  dug out of the stone. It has a cover made of stone that 
  resembles the floor of the tunnel. When a creature is 
  dumped on the cover, it swings open like a trapdoor, causing 
  the intruder to spill into the pit below.  
   
  There is an adult oblex filling the bottom of the pit. It 
  immediately attacks any creature that falls on it. 
   
  Countermeasures. The trigger step is a slightly different 
  color and shape to those surrounding it and can be spotted 
  with a successful DC 15 Wisdom (Perception) check. Once 
  spotted, a successful DC 15 Dexterity (Sleight of Hand) check 
  can disable the trigger. A failure by 4 or more triggers the 
  trap.  
  C. Sanctorum of Bone  
  The floor of this cavern is covered in scorched, 
  humanoid bones to a depth of 2 feet. In the center of 
  the cavern is a rusty steel altar with a large bronze 
  urn sitting atop it.  
   Smell. This location smells of old blood and ashes. 
   Burning Bones. When touched, the bones begin to 
  superheat. Anyone standing still takes 3 (1d6) fire 
  damage per round.  
   Inscription. Across the front of the altar is an 
  inscription which reads,  
  Dedicated to Theredmir Mournblade, 
  Lieutenant to the Lady Shyressa. 
  He gave his life to conquer this base, 
  And gives his unlife to protect this shrine. 
  Anyone making a successful DC 17 Intelligence 
  (History) check recalls that Shyressa is a legendary 
  vampire, rumored to be a leader of the secret cabal 
  known as the Twisted Rune.  
   Bronze Urn. The urn is very old and coated with 
  fuzzy green corrosion. The lid of the urn is sealed 
  with silver. 
   Engraved on the urn is a gnarled sigil resembling 
  the number "3" twice, linked together with points 
  downwards like claws. 
  Anyone making a successful DC 20 Intelligence 
  (History) check recognized this as the symbol of the 
  secret cabal known as the Twisted Rune.   
  Monster 
  The silver seal can be broken with a successful DC 11 
  Strength check. Once this happens, a sword wraith 
  commander emerges from the urn and attacks 
  anyone present. The urn also contains fine, gray 
  dust. 
  Treasure 
  Anyone examining the altar and making a successful 
  DC 15 Wisdom (Perception) check notices a small 
  indent near the base at the back. Pressing this indent 
  causes a secret panel to open, revealing a potion of 
  resistence (acid) and a ring of water walking. 
  D. Quivering Cliffs 
  This cliff drops 20 feet down to several rows of 
  pointed, white stalagmites that glitter wetly in the 
  light.  
   Fleshy Cliff Face. The entire cliff face, to a depth of 
  5 feet, is made from a spongy gray material that is 
  warm to the touch and quivers slightly every now 
  and again. A successful DC 13 Wisdom (Medicine) 
  check identifies this material as living flesh. 
   Water Globe. A large globe of water, 8 feet across, 
  hovers near the edge of the cliff. Pressing the side of 
  the globe for a few minutes causes a creature to be 
  pulled into it (the creature will need to hold your 
  breath unless you can breathe water). Pressing on 
  the side of the globe from the inside causes the 
  creature to emerge again, completely dry. Anyone 
  inside the globe can cause it to move simply by 
  willing it. The globe has a movement of 10 feet. 
   Cliff Climbing. The fleshy cliff offers few 
  handholds and requires a successful DC 15 Strength 
  (Athletics) check to safely climb. Sticking anything 
  sharp into the cliff (such as pitons) causes it to 
  convulse violently. Anyone climbing the cliff when 
  this happens must make a successful DC 18 Strength 
  saving throw or fall. 
   Stalagmite Bite. Anyone falling on the white 
  stalagmites takes regular falling damage and 5 
  (1d10) piercing damage. The stalagmites are 
  covered in a digestive acid, which inflicts 3 (1d6) 
  acid damage every round you remain in it. The acid 
  does not stick to you. 
  E. Leap of Wraith 
  This large chasm is 30 feet deep and contains a 
  series of flat-topped stalagmites. 
  3 3 
  
   
   
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   Sounds. The occasional metallic shriek, like a knife 
  being drawn across glass, rises from the darkness. 
   Stalagmite Bridge. The chain of stalagmites, each 
  one sheared flat at the same height, provides a 
  means to cross the chasm. The flat surfaces average 
  3 feet across and are separated by a gap of about 6 
  feet. Anyone with a Strength score less than 12 must 
  make a successful DC 10 Strength (Athletics) check 
  to clear the gap, or else fall to the chasm floor and 
  suffer 15 (3d6) bludgeoning damage. There are 8 
  stalagmites total.  
  Paralysis Trap 
  Simple trap (Levels 5-10, dangerous threat) 
  One of the stalagmites steps can paralyze a character. 
   
  Trigger. A character steps on rightmost stalagmite. 
   
  Effect. If the trap is sprung, the creature that steps on it 
  must succeed on a DC 15 Constitution saving throw or 
  become paralyzed until the start of its next turn. A paralyzed 
  creature immediately falls into the chasm. 
   
  Countermeasures. A character observing the stalagmite 
  and making a successful DC 15 Intelligence (Arcana) check 
  determines that it is enchanted.  
  Monsters 
  There are 6 sword wraith warriors patrolling the 
  bottom of the chasm, the former bodyguard of 
  Theredmir Mournblade (see location C).  
   When the adventurers come to the edge of the 
  chasm, the sword wraiths move to the far side so as 
  to hide. If anyone falls into the chasm, they 
  immediately converge on that person and attack, 
  their blades screeching as they are torn from their 
  scabbards.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak: Remove 3 sword wraith warriors. 
  • Weak: Remove 2 sword wraith warriors. 
  • Strong: Add a sword wraith warrior. 
  • Very Strong: Add a sword wraith warrior. 
  F. Respiration Pillars 
  The walls of this room are covered with ancient tiled 
  mosaics, depicting the illithid in acts of conquest and 
  perversity.  
   Catalyst Pool. At the lower end of the room is a 
  rectangular pool, 15 feet wide by 30 feet long with 3-
  foot stone walls. The pool is filled with bile-yellow 
  acid to a depth of 2 feet. Standing in the pool causes 
  2 (1d4) acid damage every round.  
   Respiration Pillars. Inside the pool are 4 pillars 
  made of chrysoberyl. The pillars are 1 foot wide at 
  the base, 6 feet high, and cone-shaped. Each one is 
  punctured by thousands of tiny holes, and covered in 
  glittering silver runes.  
   Adjusting the Pillars. Alston has a stick of silver 
  chalk with which he can draw additional runes on 
  the respiration pillars. He must be next to a pillar to 
  complete this operation, but only requires one hand 
  (therefore he can use the other hand to hold the orb 
  of shielding if the adventurers found it.) 
   It takes one round to adjust a pillar, and the air 
  pocket of Stardock extends out an extra quarter-mile 
  for each one completed. 
  Monsters  
  A 4-foot-high block of obsidian sits in the upper right 
  corner of the room. The top surface is punctured by 
  six deep indentations, and the sides are engraved 
  with necromantic runes. A successful DC 16 
  Intelligence (Arcana) check reveals this to be a 
  shadow hatchery, used to create shadows.  
   Every round that someone touches the pillars, 1d6 
  shadows emerge from the holes and fly toward that 
  creature and attack. A third level or higher light spell 
  (such as daylight or dawn) cast on the hatchery 
  renders it inoperative.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Weak or Very Weak: Roll 1d4 to determine the number of 
  shadows that emerge each round. 
  • Strong or Very Strong: Roll 1d8 to determine the number 
  of shadows that emerge each round. 
  Completing the Mission 
  To complete their Mission, the characters must keep 
  Alston alive long enough to adjust as many of the 
  respiration pillars as possible.  
  Mission Points 
  Activity  
  Points 
  Each respiration pillar adjusted 
  1 
  Ask a player to deliver the Mission Report to the 
  General. If the players reactivate all the pillars, they 
  receive Mission Boon 6 and may give it to another 
  table. See Appendix 5 for these documents. 
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart.  
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP08-02 Stardock Under Siege 
   
   
  26 
  Mission 7: Boreworm Blitz 
  Summary  
  The adventurers must destroy as many illithid 
  landing craft as they can.  
  Briefing 
  The githyanki briefing officer briskly leads the 
  adventurers to the docks, a dozen stone piers that 
  jut out into the void of space. Many astral skiffs and 
  some larger ships are moored here. The officer says:  
  “As you know, the illithid nautiloid has launched dozens of 
  landing craft, known as boreworms, toward the base. Each 
  one is likely packed with illithid minions. If these vessels 
  manage to land, Stardock will be quickly overrun. 
   
  Your mission is simple. You must take an astral skiff out 
  into space and intercept as many of the boreworms as 
  possible. You will keep fighting until you are destroyed or 
  until we recall you to base for another mission.”  
  Sirruth then tells the adventurers they have a choice 
  of two skiffs: 
  • The Belligerent Drake is piloted by a githyanki 
  commoner named Jen’lig. Near the prox, it is 
  equipped with a ballista (+6 to hit, range 120/480 
  ft., one target. Hit: 16 (3d10) piercing damage.) 
  • The Speedwell is piloted by a githyanki commoner 
  named Tropos. It is a highly maneuverable skiff, 
  and this gives each adventurer advantage on the 
  first attack roll they make during this mission.  
  Although both pilots are commoners, they are skilled 
  and experienced sailors with noteworthy psychic 
  capacity, the latter being necessary to power the 
  vessel.  
   Once the adventurers choose a skiff and board, the 
  pilot takes them out into the inky void, heading 
  toward the distant illithid nautiloid. 
  Space General Features 
  Space has the following features: 
  • Lighting. Space is lit by both the sun and the reflection 
  from Toril. 
  • Atmosphere. Space has no atmosphere. Any creature that 
  finds itself in the void can survive a number of rounds 
  equal to their Constitution modifier (minimum 1). 
  Astral Skiffs 
  These small vessels are used by the githyanki for 
  patrols and short raids.  
  Astral Skiff 
  Huge Vehicle (30 ft. by 10 ft.) 
  Armor Class 12 (wooden hull) 
  Hull Points 120  
  Locomotion psychic power, speed 130 ft. 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, petrified, 
  poisoned, prone, stunned, unconscious 
  Other Features 
  • Helm. Near the stern of the skiff is the helm, a throne-like 
  chair that converts psychic energy into propulsion. It is 
  occupied by the pilot, who is an individual with great 
  psychic power.  
  • Psychic Vanes. The skiff has 4 psychic vanes attached to 
  the side. These channel the propulsion energy and are 
  equally capable of moving the craft through the astral 
  void, the vacuum of space, or a planetary atmosphere.  
  • Crew. A skiff usually has 3 crew: a pilot, a navigator, and a 
  bosun. In emergencies, it can be operated by just the pilot. 
  • Lighting. Four crystal lanterns, similar to driftglobes, are 
  embedded around the craft and provide light to those 
  aboard. They deactivate if removed from the skiff. 
  • Sounds. The skiff makes a very soft humming noise when 
  the psychic vanes are engaged.  
  • Atmosphere. The skiff has a magic air envelope that covers 
  the deck and extends to a height of 10 feet.  
  • Gravity. A gravity plane runs along the deck of the vessel. 
  Creatures inside the air envelope fall toward the deck. 
  A simple deck plan of an astral skiff may be found in 
  Appendix 3: Maps. 
  A. Boreworm Approach 
  Soon after the skiff clears the Tears of Selûne, the 
  adventurers encounter their first boreworm. The 
  boreworm resembles an enormous beetle and is 
  roughly the same size as an astral skiff. A simple 
  deck plan may be found in Appendix 3: Maps. 
   Boreworms are dark and difficult to spot against 
  the blackness of space. The boreworm is 400 ft. 
  away when the adventurers first see it, and it is 
  heading toward them. 
   The adventurers have 4 rounds to shoot the 
  boreworm out of the sky before it contacts the skiff.  
  Boreworm 
  Huge Vehicle (30 ft. by 10 ft.) 
  Armor Class 13 (ceramic hull) 
   
  60 MINS 
  Tiers 1, 2, and 3 
  Location: Space 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  27 
  Hull Points 150  
  Locomotion arcane power, speed 100 ft. 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, incapacitated, paralyzed, petrified, 
  poisoned, prone, stunned, unconscious 
  A deck plan of an astral skiff may be found in Appendix 3. 
  If the boreworm is destroyed, all those onboard the 
  vessel are killed.  
  B. Boreworm Contact 
  If the adventurers don’t destroy the boreworm on 
  approach, it collides with the skiff and takes hold of 
  it with its grappling claws. The front of the 
  boreworm drops open, and the troops emerge. 
  Monsters 
  The nautiloid is home to a variety of species, all 
  enthralled to the illithid. To determine what 
  creatures are aboard the boreworm, add a d4 to the 
  average party level to the result, then consult the 
  table below. 
  Boreworm Troops 
  APL + d4 
  Monsters 
  2 
  4 grimlocks 
  3 
  5 kuo-toa 
  4 
  4 troglodytes 
  5 
  2 grimlocks, 3 troglodytes 
  6 
  7 kuo-toa 
  7 
  1 quaggoth, 4 grimlocks 
  8 
  2 quaggoths, 5 troglodytes 
  9 
  6 berserkers 
  10 
  2 quaggoths, 5 duergar stone guards 
  11 
  1 mind flayer, 3 duergar stone guards 
  12 
  1 mind flayer, 4 quaggoths 
  13 
  1 mind flayer, 5 berserkers 
  14 
  1 mind flayer, 5 duergar stone guards 
  15 
  1 mind flayer, 5 quaggoths, 3 berserkers 
  16 
  2 mind flayers, 5 duergar stone guards 
  17 
  1 mind flayer, 1 mind flayer arcanist,  
  7 quaggoths 
  18 
  1 mind flayer, 1 mind flayer arcanist,  
  8 berserkers 
  19 
  1 mind flayer, 1 ulitharid, 8 duergar stone 
  guards 
  20 
  2 ulitharids, 4 quaggoths, 4 berserkers 
  Boreworm Pilot 
  The helm of a boreworm is configured such that only 
  an illithid or its thralls can pilot it. If there are no 
  illithid aboard, the boreworm has a darkling pilot 
  who does not fight except in self-defense. If all the 
  disembarked troops are killed, the darkling attempts 
  to disengage and fly back to the nautiloid.  
  Disabling the Boreworm 
  Once the enemy are all destroyed, it is a few minutes 
  work to destroy the helm, rendering the vessel 
  useless, before setting it adrift in space. The 
  adventurers might also choose to simply attack the 
  hull and destroy the vessel. 
  Completing the Mission 
  The adventurers should face at least two 
  boreworms, with the second one following a few 
  minutes after the first has been taken care of.  
   The party can face additional boreworms if time 
  allows. If a high-level party proves to be very adroit 
  at shooting the boreworms out of the sky, have two 
  of them approach within a few rounds of each other, 
  and from opposite directions. 
   Once an hour of table time has elapsed, the pilot of 
  their skiff receives a sending that directs them to 
  return to base as soon as possible, to receive further 
  instructions. 
  Mission Points 
  Activity  
  Points 
  Each boreworm destroyed or disabled 
  1 
  Ask a player to deliver the Mission Report to the 
  General. If the players destroyed/disabled at least 
  two boreworms, they receive Mission Boon 7 and 
  may give it to another table. See Appendix 5 for 
  these documents.  
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart. 
   
   
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 8: Bad to the Bone-Pod
  Summary 
  The characters are asked to investigate a bone-like 
  pod that was dragged into the area by the illithid 
  attack forces but is not doing anything at the 
  moment. After gaining access to the pod, the 
  characters find that it is full of undead troops 
  awaiting deployment. They must gain access to the 
  center of the vessel and destroy it. 
  Briefing 
  The githyanki briefing officer approaches the 
  characters, scowling, and says:  
  “One of the vessels in the attack fleet towed behind is a 
  strange, pale-white pod that looked like a large cylindrical 
  piece of bone, and then cut it loose, heading toward 
  Stardock. It just crashed into the asteroid.  
   
  “It has us worried. Divinations regarding it have all failed. 
  We need you to go outside to the surface, investigate the 
  bone pod, and neutralize any threats. You leave 
  immediately.” 
  Since the bone pod is attached to the outside of the 
  asteroid, the characters must walk on the asteroid’s 
  surface to get to it. They don’t need any special 
  equipment, due to the air pocket surrounding 
  Stardock. 
  The Bone Pod 
  The bone pod is over 100-feet long and 30 feet in 
  diameter. Its surface is unevenly shaped, with bony 
  ridges, frills, and spikes. There is one entrance into 
  the pod, as well as a false door to fool invaders (see 
  “Bone Pod Entrance” below). 
   The bone pod houses an alhoon, some brains in a 
  jar, and a platoon of dead illithids awaiting 
  reanimation and deployment.  
   The bone-like material is immune to damage from 
  normal weapons, and it can’t be crossed using 
  teleportation magic in either direction. 
  A. Bone Pod Entrance 
  When the characters leave the interior of Stardock 
  and arrive at the bone pod, they see it has attached 
  itself to the stone of the asteroid with sharp splinters 
  and spikes.  
  General Features 
  This area has the following features: 
  • Terrain. The ground is rocky and uneven, littered with the 
  corpses of both gith and illithid, remnants of a prior battle.  
  • Lighting. The dim light of space and Selûne wash over the 
  surface of the asteroid. 
  The Doors 
  A quick examination reveals two rune-covered 
  doors, one on either end of the cylinder. In the 
  center of each door, set amid the runes, is the inset 
  of an illithid hand. 
   To enter the bone pod, the characters must figure 
  out which door is the correct one, then they must 
  also learn the means of access that correct door 
  without succumbing to the trap guarding it. 
   Runes. The runes on each door are written in 
  Deep Speech, the language of the illithids. If the 
  characters do not have a means to read the runes, 
  they must guess blindly. If they can read the runes, 
  this is what they learn: 
  • The runes on the first door glorify psionic power. 
  • The runes on the second door glorify necromantic 
  power. 
  A character trying to understand what this means 
  can make an Intelligence (History) or Intelligence 
  (Arcana) check. Reveal information based on the 
  results of that ability check: 
  • DC 10: Illithids feel their psionic abilities make 
  them superior to all others, fueling their species 
  belief that they have the right to rule over all. 
  • DC 16: Most illithid societies find the practitioners 
  of arcane repulsive and unnatural. Illithid 
  arcanists are often outcasts in their society. 
  • DC 22: There is a special type of undead illithid 
  called an alhoon that practices necromantic magic. 
  Since this pod is the home of an alhoon, an undead 
  illithid practitioner of arcane magic, the second door 
  is the real door. The other door is a false door, 
  trapped to kill anyone attempting to use them. 
   False Door. Anyone within 15 feet of the false 
  door when it is touched is hit with a burst of 
  excruciating psionic feedback. Characters in the blast 
  must succeed on a DC 16 Intelligence saving throw 
   
  60 MINS 
  Tier 3 
  Location: Stardock 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  29 
  or take 27 (6d8) psychic damage. Damage is halved 
  on a successful save. Creatures that fail the saving 
  throw also have disadvantage on saving throws 
  against the alhoon’s arcane spells (see “Bringer of 
  Death” below). 
   Real Door. The real door has a lock that is meant 
  to only be accessible to the alhoon. In order to open 
  the door, the following steps need to be taken. 
  • The hand of a dead or undead illithid must be 
  placed in the inset on the door (dead illithids litter 
  the ground, as noted above). 
  • A spell slot of at least 1st level must be channeled 
  into the door, at which point it opens. 
  • As the door opens, anyone within 15 feet is hit 
  with a burst of excruciating psionic feedback. 
  Creatures must succeed on a DC 16 Intelligence 
  saving throw or take 27 (6d8) psychic damage. A 
  successful saving throw halves the damage.  
  • However, the damage dice rolled are reduced by 1 
  dice for each level of spell slot used to open the 
  door. For example, if a 4th level slot is used, the 
  psychic damage is only 2d8. If a 6th level slot is 
  used, no damage is taken. 
  This behavior can be divined through a DC 16 
  Intelligence (Arcana) check, or possibly through a 
  spell.  
   Destroying the Door. The doors have AC 15 and 
  60 hit points and are immune to damage from 
  nonmagical weapons. Each time a door is damaged, 
  the psionic trap is triggered. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Reduce the DC of the saving throws to 14 and 
  reduce the damage die type to d6s. 
  • Weak: Reduce the DC of the saving throws to 15. 
  • Strong: Increase the DCs of the saving throws to 18. 
  • Very Strong: Increase the DCs of the saving throws to 20 
  and increase the damage die type to d10s. 
  Once the characters open the door, or destroy it, 
  they can enter the bone pod. 
  B. Control Room 
  The interior of the bone pod is comprised of the 
  same bony material as the exterior. A single passage 
  leads to the interior of the pod, where an alhoon 
  named Struh’luh works tirelessly to prepare for its 
  contribution to the attack on Stardock. 
  Struh’luh 
  When it was alive, Struh’luh was an outcast among its own 
  people. Its study of arcane magic was a travesty, and in its 
  solitude the outcast mind flayer became a student of death. 
  When it found a way to become a lich, it grew only more 
  powerful and curious about death. 
   
  When its former society learned of its experiments, they 
  were even more disgusted—but also curious. They contacted 
  Struh’luh and requested it to take part in the invasion of 
  Stardock. Struh’luh was more than happy to comply. 
   
  Struh’luh’s part in the invasion is two-fold. First, it has a 
  platoon of illithid corpses on hand. Struh’luh has the means 
  to animate and control these undead, making them a 
  powerful undead weapon to turn loose on Stardock. All it 
  requires is the life-force energy to wake them up… 
  Area Information 
  The area has these features (see Appendix 3: Maps): 
  • The control room is a large, irregular-shaped 
  chamber. 
  • The chamber walls are lined with 24 illithid 
  corpses strapped to the wall.  
  • On shelves just above each of the corpses is a jar 
  containing a brain.  
  • A rune-covered pedestal (used to control the 
  room) is set into the floor in the center of the 
  room.  
  • A 10-foot-diameter circular rune is etched into the 
  floor between the characters and the pedestal.  
   The Rune Circle. The etched rune circle in the 
  floor is a necrotic power cell. If a creature enters or 
  starts its turn in the circle, it must succeed on a DC 
  15 Charisma saving throw or be overcome by the 
  forces of the magic, taking 21 (6d6) necrotic damage. 
  On a successful save, the creature takes half damage. 
  Every time a creature takes damage in the circle, a 
  dead illithid animates (using Bodak stat block) and 
  attacks. 
   The Rune Pedestal. The pedestal controls the 
  rune circle and the bone spurs tethering the pod to 
  the asteroid. A DC 15 Intelligence (Arcana) as an 
  action is needed to understand the pedestal controls. 
  Once understood, the characters can do the 
  following with the pedestal:  
  • Turn the necrotic rune circle off or on. (2 actions) 
  • Switch the necrotic rune circle to do radiant 
  damage (1 action).  
  • Untether the bone pod from the asteroid (2 
  actions) 
  Monsters 
  Struh’luh the alhoon waits invisibly on the other 
  side of the pedestal. Two brains in a jar are 
  positioned on opposite sides of the room, blending in 
  with the regular brains. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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   Tactics. The brains use their spells to try to 
  control the character’s movement, leading them into 
  the necrotic rune circle. After that, they try to deny 
  character actions with their spells. Characters must 
  succeed on a DC 17 Wisdom (Perception) check as 
  an action to figure out which brains are attacking. 
   While this happens, Struh’luh creeps around the 
  control room invisible, seeking the perfect time to 
  strike.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove one brain in a jar, and reduce the 
  damage done by the rune circle to 14 (4d6). Reduce the 
  Charisma saving throw DC on the rune circle to 10. 
  • Weak: Reduce the damage done by the rune circle to 17 
  (5d6). Reduce the Charisma saving throw DC on the rune 
  circle to 12. 
  • Strong: Add two brains in a jar, and increase the damage 
  done by the rune circle to 28 (8d6). 
  • Very Strong: Add one alhoon and two brains in a jar, and 
  increase the damage done by the rune circle to 33 (6d10). 
  Increase the Charisma saving throw DC on the rune circle 
  to 17. 
  Completing the Mission 
  To complete their mission, the adventurers should 
  defeat the alhoon. Destroying all the illithid corpses 
  ensures they cannot be reanimated. 
  Mission Points 
  Activity  
  Points 
  Kill the alhoon and the brains in a jar 
  2 
  Destroy all the illithid corpses 
  1 
  Ask a player to deliver the Mission Report to the 
  General. If the players defeated the Alhoon, they 
  receive Mission Boon 8 and may give it to another 
  table. See Appendix 5 for these documents.  
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  31 
  Mission 9: Mouth of Madness 
  Summary 
  The characters are sent into space to rescue a 
  disabled skiff, but a portal to the Far Realm opens, 
  and a terrible beast emerges. They must fight the 
  beast and close the portal, which begins to pull 
  everything into it. 
  Briefing 
  The githyanki briefing officer approaches the 
  characters, looking haggard but resolved, and says: 
  “A skiff called the Forgotten Phoenix was just attacked and its 
  crew killed. The officer onboard has wearing powerful magic 
  item called the Mantle of Deziwai that has great historical 
  significance for our people. If the illithid gain possession of 
  the mantle, it would be devastating for morale.” 
  The Mantle of Deziwai is a mantle of spell resistance 
  that was used by an ancient githyanki warrior who 
  led the war against the illithids at the start of time. It 
  has been passed down through the ranks of those 
  who have fought against the mind flayers and their 
  minions. 
  The Journey to the Skiff 
  The characters are transported into space on the 
  Belligerent Drake, piloted by a githyanki commoner 
  named Jen’lig (see Mission 7 for more information 
  about astral skiffs). Jen’lig has the last known 
  location of the skiff but knows little else of relevance. 
   They are accompanied by another githyanki 
  commoner called Serlei, who is there to fly the 
  Forgotten Phoenix back to Stardock. 
  The Far Realm Portal 
  When the characters reach the adrift skiff, Serlei 
  jumps aboard to pilot the skiff. The bodies of six 
  dead gith litter the skiff, each one of them torn in 
  two. One wears a silver and black cloak, the Mantle 
  of Deziwai. Serlei stares in awe at the mantle, 
  showing the reverence that the mantle evokes in the 
  gith. 
  Space General Features 
  Space has the following features: 
  • Lighting. Space is lit by both Selûne and the reflection from 
  Toril. 
  • Atmosphere. Space has no atmosphere. Any creature that 
  finds itself in the void can survive a number of rounds 
  equal to their Constitution modifier (minimum 1). 
  The Opening Portal 
  As Serlei prepares the skiff to fly back to Stardock, a 
  new threat emerges: 
  The skiff shudders, and the light of Selûne and the stars 
  seems to twist. A dark void in space has opened and is 
  growing larger. Bits of debris near the growing void are 
  pulled into the nothingness. Then a creature emerges. 
  This is a portal to the Far Realm, a distant plane of 
  strange and terrifying magic. The illithid, who 
  sometimes travel to the Far Realm, created this 
  portal to distract the Stardock defenders. It pops 
  into and out of existence. The crew of the Forgotten 
  Phoenix were destroyed by a creature that emerged 
  from it the first time it opened. 
  Monster 
  The creature that emerges depends on the party 
  strength, but the description can be the same 
  regardless. It is a gargantuan monstrosity with a 
  muscular worm-like body. Appendages writhe and 
  wriggle, expanding and contracting from the body of 
  the worm. Use the statistics of a Balor with 
  maximum hit points.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group.  
  • Very Weak: Use the statistics of a skittering horror 
  • Weak: Use the statistics of a balor 
  • Strong: Use the statistics of a leviathan 
  • Very Strong: Use the statistics of an astral dreadnaught 
  Be sure to stress that a thick, fleshy tentacle 
  connects the creature to the portal. This is important 
  (see “Complications” below.) 
   Tactics. The monster flies directly to the skiffs and 
  attacks until it destroys the characters, or until it is 
  itself destroyed.  
  Complications 
  The portal to the Far Realm pulls all untethered 
  objects toward it. As the portal grows, the pull gets 
   
  60 MINS 
  Tier 3 
  Location: Space 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  stronger. The portal continues growing until the 
  creature dies, or until the fleshy tentacle is severed. 
   The growing portal offers increasing danger to the 
  characters as the combat continues, and the skiff is 
  drawn closer to the portal: 
  • Rounds 1-3: No change to combat. 
  • Rounds 3-5: The portal’s pull increases, forcing 
  characters to succeed on a DC 10 Dexterity saving 
  throw at the start of their turns. On a failure, the 
  character falls prone and can’t stand until the start 
  of their next turn. 
  • Rounds 6-7: In addition to the above, characters 
  take 1 point per character level psychic damage at 
  the start of each of their turns. 
  • Rounds 8-9: In addition to the above, on the start 
  of each turn, characters must succeed on a DC 15 
  Intelligence saving throw or be stunned until the 
  start of their next turn. 
  • Round 10: In addition to the above, all the 
  characters must use an action each round to assist 
  the pilot or they are pulled into the Far Realm and 
  destroyed. 
  Fleshy Tentacle 
  If the characters can sever the fleshy tentacle 
  connecting the monster to the portal, the portal 
  snaps closed and none of the complications listed 
  above can occur. 
   The tentacle has hit points equal to ½ the 
  monsters starting hit points, and it has an AC of 15. It 
  can only be damaged by slashing and force damage. 
  It makes saving throws as per the monster. 
   If the cord is severed, in addition to the portal 
  closing, the creature is blinded until the end of its 
  next turn. 
  Treasure 
  If the characters defeat the monster and return to 
  Stardock, their briefing officer gravely tells them 
  that, by tradition, the Mantle of Deziwai is bestowed 
  upon whoever last used it to battle the illithid or 
  their minions. If anyone wore the mantle during the 
  battle with the monster, the mantle is now theirs. 
  Completing the Mission 
  The characters complete the mission when they 
  defeat the monster that came through the portal and 
  sever the tentacle to close the portal. 
  Mission Points 
  Activity  
  Points 
  Close the portal 
  2 
  Defeat the monster 
  2 
  Ask a player to deliver the Mission Report to the 
  General. If the players close the portal, they receive 
  Mission Boon 9 and may give it to another table. See 
  Appendix 5 for these documents.  
  What’s Next? 
  Once this mission is complete, the players may select 
  another from the Mission Selection Chart. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 10: Destroy the Nautiloid 
  The adventuring parties band together to attack the 
  illithid mothership.  
  Briefing 
  The githyanki briefing officer leads the adventurers 
  to the docks, and says:  
  “The illithid nautiloid is moving toward Stardock. You must 
  board an astral skiff immediately, fly out to the nautiloid, and 
  engage it with whatever weaponry you have. You must not 
  retreat. Remember, if Stardock falls, your whole world is 
  threatened.” 
  The adventurers are then assigned to a skiff with a 
  pilot. For more information on Astral Skiffs, see 
  Mission 7: Boreworm Blitz. Use the following table 
  to create a name for the skiff and pilot: 
  Skiff and Pilot Names 
  d20 
  Skiff word 1 
  Skiff word 2 
  Pilot 
  1 
  Battle 
  Apocalypse 
  Aaryl 
  2 
  Belligerent 
  Beast 
  B’noor 
  3 
  Black 
  Beholder 
  Elirdain 
  4 
  Blue 
  Condor  
  Fenelzi’ir 
  5 
  Choleric 
  Crucible 
  Gaath 
  6 
  Dirty 
  Dawn 
  Ja’adoc 
  7 
  Fierce 
  Drake 
  Jen’lig 
  8 
  Fighting 
  Duke 
  Kar’i’nas 
  9 
  Flaming 
  Executor 
  Lykus 
  10 
  Furious 
  Ghost 
  Pah’zel 
  11 
  Gray 
  Guardian 
  Quith 
  12 
  Intrepid 
  Hammer 
  Quorstyl 
  13 
  Iron 
  Phoenix 
  Ris’a’an 
  14 
  Mighty 
  Queen 
  Sirruth 
  15 
  Mordant 
  Reaper 
  Tropos 
  16 
  Raging 
  Star 
  Vaira 
  17 
  Red 
  Sword 
  Viran 
  18 
  Splenetic 
  Victory 
  Xamodas 
  19 
  Storming 
  Widowmaker 
  Yessune 
  20 
  Wrathful 
  Wolf 
  Zar’ryth 
  Once the adventurers board, the pilot takes them out 
  into space, heading toward the illithid nautiloid. 
  Approaching the Nautiloid 
  Soon after the skiff clears the Tears of Selune, the 
  illithid nautiloid comes into view. It resembles an 
  immense conch shell with a mass of rubbery 
  tentacles emerging from the front. See Appendix 3: 
  Maps for a scale view of the nautiloid. 
   The vessel is part construct and part living 
  organism. The great shell sprouts artificial fins, 
  wooden decks, viewing portals, and rows of torpedo 
  bays and mangonels. Minions scurry over the outer 
  surface, operating weapons and performing other 
  tasks, protected from space by a large air pocket.  
  Space General Features 
  Space has the following features: 
  • Lighting. Space is lit by both the sun and the reflection 
  from Toril. 
  • Atmosphere. Space has no atmosphere. Any creature that 
  finds itself in the void can survive a number of rounds 
  equal to their Constitution modifier (minimum 1). 
  Attacking the Nautiloid 
  The skiff pilot flies as close to the nautiloid as the 
  adventurers wish, permitting the adventurers to 
  launch ranged attacks. The AC and damage threshold 
  for the nautiloid varies by tier: 
  Nautiloid Defence  
  Tier 
  AC 
  Damage Threshold 
  Tier 1 
  12 
  4 
  Tier 2 
  13 
  6 
  Tier 3 
  14 
  8 
   
  Once the adventurers are within range, roll initiative 
  and attack as per normal, and tally all the damage 
  inflicted. Once the round is over (including the 
  nautiloid attack, see below), tally up the damage 
  done to the nautiloid and send it to the 
  administrator via a runner. The next round cannot 
  start until the runner has returned. This applies 
  every round. 
   The adventurers have several special attack 
  options, detailed below. 
  Targeting Weak Spots 
  Anyone looking for weak spots and succeeding on a 
  DC 15 Wisdom (Perception) check notices that the 
  nautiloid bridge looks vulnerable. If the adventurers 
  choose to target the bridge with their attacks, all 
  damage rolls are doubled.  
  Boarding the Nautiloid 
  If asked, the pilot can land the skiff on the nautiloid. 
  The adventurers can then disembark and attack the 
  nautiloid with their melee weapons.  
   
  30 MINS 
  Tiers 1, 2, and 3 
  Location: Space 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  34 
   While on the surface of the nautiloid, there is a 
  20% chance per round that illithid minions assault 
  the party. Roll on the table in Mission 7: Boreworm 
  Blitz to determine what type of minions.  
   Anyone on the nautiloid when it is destroyed may 
  take 1 reaction before they are killed.  
  Entering the Nautiloid 
  Anyone who has boarded the nautiloid (see above) 
  can find and open a nearby hatch with a successful 
  DC 15 Strength check. The adventurers can then 
  enter the nautiloid and attack from within.   
   While inside, all damage rolls are doubled, but 
  there is a 50% chance per round that illithid minions 
  assault the party. Roll on the table in Mission 7: 
  Boreworm Blitz to determine what type of minions.  
   Anyone inside the nautiloid when it is destroyed is 
  killed.  
  Ramming the Nautiloid 
  If asked, the fearless githyanki pilot agrees to ram 
  the nautiloid. If that happens, the skiff is destroyed, 
  all aboard are killed, and the nautiloid suffers 100 + 
  5d10 bludgeoning damage. 
  Attacked by the Nautiloid 
  The nautiloid acts on initiative 1. Roll on the 
  following table to see what action it takes against the 
  skiff: 
   
  Nautiloid Action  
  d20 
  Tier 1 
  Tier 2 
  Tier 3 
  1-4 
  No attack 
  No attack 
  No attack 
  5-10 
  No attack 
  No attack 
  Grenade 
  11-16 
  No attack 
  Grenade 
  Grenade 
  17-20 
  Grenade 
  Grenade 
  Torpedo 
   
  See “Psychic Grenades” below for information about 
  grenade attacks. See “Telekinetic Torpedoes” below 
  for information about torpedo attacks. 
  DM Tip 
  To increase tension, you might roll the nautiloid action dice 
  openly.  
  Psychic Grenades 
  The mangonels on the nautiloid hurl psychic 
  grenades at the skiffs. The grenades are large, 
  glowing, crystal dodecahedrons, each face carved 
  with a hideous eye.  
   When a grenade attack is indicated, the grenade 
  lands in the middle of the deck and dissolves into a 
  wave of psychic energy a few moments later, 
  affecting everyone on board.  
   There are several different grenade types, each 
  one a different color. Roll on the following table to 
  determine the type: 
  Psychic Grenade Table 
  d20 
  Color 
  Effect 
  1-4 
  Red 
  Slow. Succeed on a DC 12 Dexterity saving 
  throw or the target’s speed is halved for 1 
  minute. In addition, the creature can’t take 
  reactions, and it can take either an action or a 
  bonus action on its turn, not both. The creature 
  can repeat the saving throw at the end of each 
  of its turns, ending the effect on a success. 
  5-10 
  Yellow 
  Sleep. Succeed on a DC 12 Wisdom saving 
  throw or fall asleep and remain unconscious for 
  1 minute. The target awakens if it takes damage 
  or another creature takes an action to wake it. 
  11-16 
  Green 
  Enervation. Succeed on a DC 12 Constitution 
  saving throw or take 1 level of exhaustion. 
  17-20 
  Blue 
  Paralysis. Succeed on a DC 12 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. 
  For the sake of simplicity, assume that the skiff pilot 
  succeeds on all saving throws and is not affected.  
   Jump on it! When the grenade first lands, an 
  adventurer may use a reaction to throw themselves 
  on it. The adventurer automatically fails their saving 
  throw, but no-one else is affected by the grenade.  
  Telekinetic Torpedoes 
  The illithid have solid iron torpedoes which they 
  fling at approaching vessels using their psychic 
  power. If a torpedo attack is indicated, the 
  adventurers see it approaching and have 1 round to 
  destroy it. The torpedo has AC 18 and 30 hit points.  
   Scuttered Skiff. If the adventurers fail to stop the 
  torpedo, it smashes the skiff into pieces. Everyone 
  aboard takes 4d8 bludgeoning damage, killing the 
  pilot. Those adventurers that survive spend 1 round 
  in the vacuum of space before being picked up by a 
  friendly skiff. Have everyone join nearby tables.  
   Important Note. If moving tables is likely to cause 
  mobility or crowding issues, please ignore this 
  attack option. 
  Boreworm Blitz (again) 
  If some of the boreworms survived the preliminary 
  missions, they may attack the skiff. The 
  administrator will announce if the party has come 
  under attack from a boreworm. If that happens, 
  conduct the encounter using the information given 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  35 
  in Mission 7: Boreworm Blitz, except the party only 
  have 2 rounds to shoot the boreworm down before it 
  engages the skiff.  
  Completing the Mission 
  The administrator tracks the overall damage 
  inflicted on the nautiloid and will make regular 
  announcements regarding progress. The mission is 
  over when the nautiloid is destroyed or when 30 
  minutes expires.  
  What’s Next? 
  The administrator will announce the results once the 
  mission is finished. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  36 
  Interactive Events 
  The following characters are played by the 
  administrators, wander from table-to-table. 
  Nightshade and Yrlakka can be summoned to a table 
  by sending a message to HQ.  
  Dealing with Kaaltav 
  Kaaltav, the githyanki traitor, moves from table-to-
  table, battling different groups. Kaaltav can only 
  interact with your table if you are tier 2 or tier 3 and 
  are currently in either Stardock or the Crystal 
  Labyrinth, rather than in space. 
  • If Kaaltav arrives at your table, immediately pause 
  any encounter in progress. 
  • Fight one round of combat against him. He is a 
  githyanki supreme commander. Kaaltav’s hit 
  points reset at every table. 
  • On his turn, Kaaltav takes the multi-attack action 
  and then uses his legendary actions to teleport 
  away. 
  • If the adventurers kill Kaaltav, they receive 5 
  bonus mission points and an announcement 
  should be made to the whole event. Once Kaaltav 
  is dead, he cannot visit any more tables.  
  • Resume the original encounter when Kaaltav is 
  killed or teleports away. 
  Dealing with Nightshade 
  Nightshade, the undead apothecary, moves from 
  table-to-table selling magical goods. Nightshade can 
  only interact with your table if you are currently in 
  either Stardock or the Crystal Labyrinth, rather than 
  in space. 
  • If Nightshade arrives at your table, immediately 
  pause any encounter in progress. 
  • Nightshade sells potions of healing at the price 
  listed in the Player’s Handbook (50gp). 
  • In addition, the table can exchange 1 Mission point 
  for 100 gp worth of consumable magic items 
  (maximum of 2 Mission points or 200 gp) from the 
  Dungeon Master’s Guide or Xanathar’s Guide to 
  Everything. This trade with Nightshade can only be 
  done once during this Epic. Nightshade cackles 
  gleefully when the table trades Mission points. 
  • Resume the encounter when Nightshade leaves. 
  Dealing with Yrlakka 
  Yrlakka, a githzerai zerth, moves from table-to-table 
  providing spellcasting services. Yrlakka can only 
  interact with your table if you are currently in either 
  Stardock or the Crystal Labyrinth, rather than in 
  space. 
  • If Yrlakka arrives at your table, immediately pause 
  any encounter in progress. 
  • Yrlakka can provide any of the spellcasting 
  services listed in the Adventurers League Dungeon 
  Master’s Guide. Players must cover the component 
  costs for these spells, which are cast instantly and 
  without the requirement to spend downtime days.  
  • Resume the encounter when Yrlakka leaves. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  37 
  Adventure Rewards 
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure Checkpoints 
  The characters receive 2 advancement checkpoint 
  and 2 treasure checkpoint for each mission that 
  they complete. The treasure checkpoint reward is 
  doubled for tier 3 characters. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Chime of Opening. This hollow metal tube 
  measures about 1 foot long and weighs 1 pound. You 
  can strike it as an action, pointing it at an object 
  within 120 feet of you that can be opened, such as a 
  door, lid, or lock. The chime issues a clear tone, and 
  one lock or latch on the object opens unless the 
  sound can't reach the object. If no locks or latches 
  remain, the object itself opens. 
   The chime can be used ten times. After the tenth 
  time, it cracks and becomes useless. This item can be 
  found in Appendix 6. 
  Mantle of Spell Resistance. You have advantage on 
  saving throws against spells while you wear this 
  cloak. This item can be found in Appendix 6. 
   Ring of Water Walking. While wearing this ring, 
  you can stand on and move across any liquid surface 
  as if it were solid ground. This item can be found in 
  Appendix 6. 
   Periapt of Wound Closure. While you wear this 
  pendant, you stabilize whenever you are dying at the 
  start of your turn. In addition, whenever you roll a 
  Hit Die to regain hit points, double the number of hit 
  points it restores. This item can be found in 
  Appendix 6. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure at the 
  tier of the character you are applying the rewards to, 
  but none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  38 
  Appendix 1: Locations and NPCs 
  The following NPCs and locations feature 
  prominently in this adventure: 
  • Ashtyrranthor (ASH-tee-RAN-thor). Red Dragon 
  and one-time defender of Stardock. She is angry at 
  the changes Urlon has made to Stardock and 
  refuses to help. 
  • Coranshin Miliskeera (ko-RAN-sheen mi-li-
  SKEE-ra). A slender drow gunslinger, with a 
  mauve complexion and lank white hair. She is a 
  skillful and cunning warrior. 
  • Crystal Labyrinth (KRIS-tal LAB-ee-RINTH). A 
  level of Undermountain which houses a gate to 
  Stardock. 
  • Kaaltav (KAL-tav). A gray-haired and politely 
  spoken retired githyanki general who used to 
  tutor the githyanki youth. He is so revolted by 
  Urlon’s fraternization with “lesser races” that he 
  has been feeding information to the illithid and is 
  now actively undermining the defense of Stardock. 
  • Nightshade (NIET-shayd). An undead apothecary 
  from Skullport who has come to Stardock to sell 
  her goods. She looks like a withered crone and is 
  dressed in a tattered black robe. She cares nothing 
  about the politics of Stardock and is interested 
  only in coin. 
  • Pudding King (PU-ding KEENG). A powerful 
  gnome enchanter with a fondness for slime. He is 
  casual and irreverent. 
  • Stardock (STA-dok). A hollowed-out asteroid in 
  orbit around Toril, used by the githyanki as a 
  creche and trading hub. 
  • Serjant Hanphred Joshi (SAR-jant HAN-fred JOE-
  shee). A brawny giff mercenary, dressed in an 
  ostentatious military jacket that is covered in 
  gleaming medals. He is fearless and favors 
  direction confrontation in battle. 
  • Tears of Selûne (TIRS of seh-LOON-eh). An 
  asteroid belt that orbits Toril. Stardock is part of 
  this belt. 
  • Undermountain (UN-der MOWN-tan). A great, 
  multi-levelled dungeon beneath the city of 
  Waterdeep. 
  • Urlon (ER-lon). A noble githyanki warrior and the 
  commander of Stardock. He is a member of the 
  secret society known as Sha'sal Khou, who seek to 
  reunite the githyanki and githzerai races. 
  • Yrlakka (ir-LAK-a). A githzerai zerth who has 
  come to Stardock to attend Urlon’s conclave. He is 
  Sha’sal Khou. He is thoughtful and compassionate. 
   
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  39 
  Appendix 2: Creature Statistics 
   
  Adult Oblex 
  Armor Class 14 
  Hit Points 75 (10d8 + 30) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  8 (-1) 
  19 (+4) 
  16 (+3) 
  19 (+4) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws INT +7, CHA +5 
  Skills Deception +5, Perception +4 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Prone 
  Senses Blindsight 60 ft. (blind beyond this distance), 
  Passive Perception 14 
  Languages Common plus two more languages 
  Challenge 5 (1,800 XP) 
  Amorphous. The oblex can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Aversion to Fire. If the oblex takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn. 
  Innate Spellcasting. The oblex’s innate spellcasting 
  ability is Intelligence (spell save DC 15). It can innately 
  cast the following spells, requiring no components: 
  3/day each: charm person (as 5th-level spell), color 
  spray, detect thoughts, hold person (as 3rd-level 
  spell) 
  Sulfurous Impersonation. As a bonus action, the oblex 
  can extrude a piece of itself that assumes the 
  appearance of one Medium or smaller creature whose 
  memories it has stolen. This simulacrum appears, feels, 
  and sounds exactly like the creature it impersonates, 
  though it smells faintly of sulfur. The oblex can 
  impersonate 1d4 + 1 different creatures, each one 
  tethered to its body by a strand of slime that can 
  extend up to 120 feet away. For all practical purposes, 
  the simulacrum is the oblex, meaning that the oblex 
  occupies its space and the simulacrum’s space 
  simultaneously. The slimy tether is immune to damage, 
  but it is severed if there is no opening at least 1 inch 
  wide between the oblex’s main body and the 
  simulacrum. The simulacrum disappears if the tether is 
  severed. 
  Actions 
  Multiattack. The oblex makes one pseudopod attack 
  and uses Eat Memories. 
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage 
  plus 5 (2d4) psychic damage. 
  Eat Memories. The oblex targets one creature it can 
  see within 5 feet of it. The target must succeed on a DC 
  15 Wisdom saving throw or take 18 (4d8) psychic 
  damage and become memory drained until it finishes a 
  short or long rest or until it benefits from the greater 
  restoration or heal spell. Constructs, oozes, plants, and 
  undead succeed on the save automatically. 
  While memory drained, the target must roll a d4 and 
  subtract the number rolled from any ability check or 
  attack roll it makes. Each time the target is memory 
  drained beyond the first, the die size increases by one: 
  the d4 becomes a d6, the d6 becomes a d8, and so on 
  until the die becomes a d20, at which point the target 
  becomes unconscious for 1 hour. The effect then ends. 
  When an oblex causes a target to become memory 
  drained, the oblex learns all the languages the target 
  knows and gains all its proficiencies, except for any 
  saving throw proficiencies. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  40 
  Adult Red Dragon 
  Huge dragon, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 256 (19d12 + 133) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  10 (+0) 
  25 (+7) 
  16 (+3) 
  13 (+1) 
  21 (+5) 
   
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11 
  Skills Deception +13, Stealth +6 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive -
  Perception 23 
  Languages Common, Draconic 
  Challenge 17 (18,000 XP) 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage plus 7 
  (2d6) fire damage. 
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8 + 8) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 19 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Presence 
  for the next 24 hours. 
  Fire Breath (Recharge 5–6). The dragon exhales fire in 
  a 60-foot cone. Each creature in that area must make a 
  DC 21 Dexterity saving throw, taking 63 (18d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Legendary Actions 
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn. 
  • Detect. The dragon makes a Wisdom (Perception) 
  check. 
  • Tail Attack. The dragon makes a tail attack. 
  • Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 22 Dexterity saving throw or 
  take 15 (2d6 + 8) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  41 
  Alhoon 
  Medium undead, any evil alignment 
  Armor Class 15 (natural armor) 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Saving Throws Con +7, Int +8, Wis +7, Cha +7 
  Skills Arcana +8, Deception +7, History +8, Insight +7, 
  Perception +7, Stealth +5 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 17 
  Languages Deep Speech, Telepathy 120 ft., 
  Undercommon 
  Challenge 10 (5,900 XP) 
  Magic Resistance. The alhoon has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The alhoon’s innate 
  spellcasting ability is Intelligence (spell save DC 16). It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only) 
  Spellcasting. The alhoon is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). The alhoon has the following 
  wizard spells prepared: 
  Cantrips (at will): chill touch, dancing lights, mage 
  hand, prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, disguise self, magic 
  missile, shield 
  2nd level (3 slots): invisibility, mirror image, scorching 
  ray 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): confusion, Evard’s black tentacles, 
  phantasmal killer 
  5th level (2 slots): modify memory, wall of force 
  6th level (1 slot): disintegrate, globe of invulnerability 
  Turn Resistance. The alhoon has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) cold damage. 
  Mind Blast (Recharge 5–6). The alhoon magically emits 
  psychic energy in a 60-foot cone. Each creature in that 
  area must succeed on a DC 16 Intelligence saving throw 
  or take 22 (4d8 + 4) psychic damage and be stunned for 
  1 minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  42 
  Astral Dreadnought 
  Gargantuan monstrosity, unaligned 
  Armor Class 20 Natural Armor 
  Hit Points 297 (17d20 + 119) 
  Speed 15 ft., fly 80 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   28 (+9) 
  7 (-2) 
  25 (+7) 
  5 (-3) 
  14 (+2) 
  18 (+4) 
    
  Saving Throws DEX +5, WIS +9 
  Skills Perception +9 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Petrified, Poisoned, Prone, 
  Stunned 
  Senses Darkvision 120 ft, Passive Perception 19 
  Languages -- 
  Challenge 21 (33,000 XP) 
  Antimagic Cone. The astral dreadnought’s opened eye 
  creates an area of antimagic, as in the antimagic field 
  spell, in a 150-foot cone. At the start of each of its 
  turns, the dreadnought decides which way the cone 
  faces. The cone doesn’t function while the 
  dreadnought’s eye is closed or while the dreadnought 
  is blinded. 
  Astral Entity. The astral dreadnought can’t leave the 
  Astral Plane, nor can it be banished or otherwise 
  transported out of the Astral Plane. 
  Demiplanar Donjon. Any creature or object that the 
  astral dreadnought swallows is transported to a 
  demiplane that can be entered by no other means 
  except a wish spell or this creature’s Donjon Visit 
  ability. A creature can leave the demiplane only by 
  using magic that enables planar travel, such as the 
  plane shift spell. The demiplane resembles a stone cave 
  roughly 1,000 feet in diameter with a ceiling 100 feet 
  high. Like a stomach, it contains the remains of the 
  dreadnought’s past meals. The dreadnought can’t be 
  harmed from within the demiplane. If the dreadnought 
  dies, the demiplane disappears, and everything inside 
  it appears around the corpse. The demiplane is 
  otherwise indestructible. 
  Legendary Resistance (3/Day). If the astral 
  dreadnought fails a saving throw, it can choose to 
  succeed instead. 
  Magic Weapons. An astral dreadnought’s weapon 
  attacks are magical. 
  Sever Silver Cord. If the astral dreadnought scores a 
  critical hit against a creature traveling through the 
  Astral Plane by means of the astral projection spell, the 
  dreadnought can cut the target’s silver cord instead of 
  dealing damage. 
  Actions 
  Multiattack. The astral dreadnought makes three 
  attacks: one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., 
  one target. Hit: 36 (5d10 + 9) piercing damage. If the 
  target is a creature of Huge size or smaller and this 
  damage reduces it to 0 hit points or it is incapacitated, 
  the astral dreadnought swallows it. The swallowed 
  target, along with everything it is wearing and carrying, 
  appears in an unoccupied space on the floor of the 
  astral dreadnought’s Demiplanar Donjon. 
  Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., 
  one target. Hit: 19 (3d6 + 9) slashing damage. 
  Legendary Actions 
  The astral dreadnought can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  option can be used at a time and only at the end of 
  another creature’s turn. The dreadnought regains 
  spent legendary actions at the start of its turn. 
  • Claw. The astral dreadnought makes one claw 
  attack. 
  • Donjon Visit (Costs 2 Actions). One creature that is 
  Huge or smaller that the astral dreadnought can see 
  within 60 feet of it must succeed on a DC 19 
  Charisma saving throw or be magically teleported to 
  an unoccupied space on the floor of the astral 
  dreadnought’s Demiplanar Donjon. At the end of the 
  target’s next turn, the target reappears in the space 
  it left or in the nearest unoccupied space if that 
  space is occupied. 
  • Psychic Projection (Costs 3 Actions). Each creature 
  within 60 feet of the astral dreadnought must make 
  a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) 
  psychic damage on a failed save, or half as much 
  damage on a successful one. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  43 
  Balor 
  Huge fiend (demon), chaotic evil 
  Armor Class 19 (Natural Armor) 
  Hit Points 262 (21d12 + 126) 
  Speed 40 ft., fly 80 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   26 (+8) 
  15 (+2) 
  22 (+6) 
  20 (+5) 
  16 (+3) 
  22 (+6) 
    
  Saving Throws STR +14, CON +12, WIS +9, CHA +12 
  Damage Resistances Cold, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks 
  Damage Immunities Fire, Poison 
  Condition Immunities Poisoned 
  Senses Truesight 120 ft., Passive Perception 13 
  Languages Abyssal, Telepathy 120 ft. 
  Challenge 19 (22,000 XP) 
  Death Throes. When the balor dies, it explodes, and 
  each creature within 30 feet of it must make a DC 20 
  Dexterity saving throw, taking 70 (20d6) fire damage 
  on a failed save, or half as much damage on a 
  successful one. The explosion ignites flammable 
  objects in that area that aren't being worn or carried, 
  and it destroys the balor's weapons. 
  Fire Aura. At the start of each of the balor's turns, each 
  creature within 5 feet of it takes 10 (3d6) fire damage, 
  and flammable objects in the aura that aren't being 
  worn or carried ignite. A creature that touches the 
  balor or hits it with a melee attack while within 5 feet 
  of it takes 10 (3d6) fire damage. 
  Magic Resistance. The balor has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The balor's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The balor makes two attacks: one with its 
  longsword and one with its whip. 
  Longsword. Melee Weapon Attack: +14 to hit, reach 10 
  ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 
  13 (3d8) lightning damage. If the balor scores a critical 
  hit, it rolls damage dice three times, instead of twice. 
  Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage plus 10 
  (3d6) fire damage, and the target must succeed on a 
  DC 20 Strength saving throw or be pulled up to 25 feet 
  toward the balor. 
  Teleport. The balor magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to 
  an unoccupied space it can see. 
  Berbalang 
  Medium aberration, neutral evil 
  Armor Class 14 (Natural) 
  Hit Points 38 (11d8 - 11) 
  Speed 30 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  16 (+3) 
  9 (-1) 
  17 (+3) 
  11 (+0) 
  10 (+0) 
    
  Saving Throws DEX +5, INT +5 
  Skills Arcana +5, History +5, Insight +2, Perception +2, 
  Religion +5 
  Senses Truesight 120 ft, Passive Perception 12 
  Languages all, but rarely speaks 
  Challenge 2 (450 XP) 
  Spectral Duplicate (Recharges after a Short or Long 
  Rest). As a bonus action, the berbalang creates one 
  spectral duplicate of itself in an unoccupied space it 
  can see within 60 feet of it. While the duplicate exists, 
  the berbalang is unconscious. A berbalang can have 
  only one duplicate at a time. The duplicate disappears 
  when it or the berbalang drops to 0 hit points or when 
  the berbalang dismisses it (no action required).    
  The duplicate has the same statistics and knowledge as 
  the berbalang, and everything experienced by the 
  duplicate is known by the berbalang. All damage dealt 
  by the duplicate’s attacks is psychic damage. 
  Innate Spellcasting. The berbalang’s innate 
  spellcasting ability is Intelligence (spell save DC 13). The 
  berbalang can innately cast the following spells, 
  requiring no material components: 
  At will: speak with dead 
  1/day: plane shift (self only) 
  Actions 
  Multiattack. The berbalang makes two attacks: one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  44 
  Berserker 
  Medium humanoid (any race), any chaotic alignment 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages any one language (usually 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. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
   
  Bodak 
  Medium undead, chaotic evil 
  Armor Class 15 (Natural Armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  15 (+2) 
  7 (-2) 
  12 (+1) 
  12 (+1) 
    
  Skills Perception +4, Stealth +6 
  Damage Resistances Cold, Fire, Necrotic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks 
  Damage Immunities Lightning, Poison 
  Condition Immunities Charmed, Frightened, Poisoned 
  Senses Darkvision 120 ft., Passive Perception 14 
  Languages Abyssal, the languages it knew in life 
  Challenge 6 (2,300 XP) 
  Aura of Annihilation. The bodak can activate or 
  deactivate this feature as a bonus action. While active, 
  the aura deals 5 necrotic damage to any creature that 
  ends its turn within 30 feet of the bodak. Undead and 
  fiends ignore this effect. 
  Death Gaze. When a creature that can see the bodak’s 
  eyes starts its turn within 30 feet of the bodak, the 
  bodak can force it to make a DC 13 Constitution saving 
  throw if the bodak isn’t incapacitated and can see the 
  creature. If the saving throw fails by 5 or more, the 
  creature is reduced to 0 hit points, unless it is immune 
  to the frightened condition. Otherwise, a creature 
  takes 16 (3d10) psychic damage on a failed save. 
  Unless surprised, a creature can avert its eyes to avoid 
  the saving throw at the start of its turn. If the creature 
  does so, it has disadvantage on attack rolls against the 
  bodak until the start of its next turn. If the creature 
  looks at the bodak in the meantime, it must 
  immediately make the saving throw. 
  Sunlight Hypersensitivity. The bodak takes 5 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 
  (2d8) necrotic damage. 
  Withering Gaze. One creature that the bodak can see 
  within 60 feet of it must make a DC 13 Constitution 
  saving throw, taking 22 (4d10) necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  45 
  Brain in a Jar 
  Medium undead, any alignment 
  Armor Class 11 (Natural Armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 0 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  1 (-5) 
  1 (-5) 
  15 (+2) 
  19 (+4) 
  10 (+0) 
  15 (+2) 
  Saving Throws INT +7, CHA +5 
  Damage Immunities Necrotic, Poison, Psychic 
  Condition Immunities Charmed, Exhaustion, 
  Frightened 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages any language it knew in life 
  Challenge 6 (2,300 XP) 
  Detect Sentience. The brain in a jar can sense the 
  presence and location of any creature within 300 feet 
  of it that has an Intelligence of 3 or higher, regardless 
  of interposing barriers, unless the creature is protected 
  by a mind blank spell. 
  Magic Resistance. The brain in a jar has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The brain in a jar’s 
  innate spellcasting ability is Intelligence (spell save DC 
  15). It can innately cast the following spells, requiring 
  no components: 
  At will: detect thoughts, mage hand, zone of truth 
  3/day each: charm person, command, hold person 
  1/day each: compulsion, hold monster, sleep (cast at 
  3rd level), Tasha’s hideous laughter 
  Actions 
  Mind Blast (Recharge 5-6). The brain in a jar magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 15 Intelligence 
  saving throw or take 13 (2d8 + 4) psychic damage and 
  be stunned for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Choker 
  Small aberration, chaotic evil 
  Armor Class 16 (Natural Armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  13 (+1) 
  4 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Stealth +6 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Deep Speech 
  Challenge 1 (200 XP) 
  Aberrant Quickness (Recharge after a Short or Long 
  Rest). The choker can take an extra action on its turn. 
  Boneless. The choker can move through and occupy a 
  space as narrow as 4 inches wide without squeezing. 
  Spider Climb. The choker can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Multiattack. The choker makes two tentacle attacks. 
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 
  (1d6) piercing damage. If the target is a Large or 
  smaller creature, it is grappled (escape DC 15). Until 
  this grapple ends, the target is restrained, and the 
  choker can’t use this tentacle on another target (the 
  choker has two tentacles). The choker has two 
  tentacles. If this attack is a critical hit, the target also 
  can’t breathe or speak until the grapple ends. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  46 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Derro 
  Small humanoid (derro), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  5 (−3) 
  9 (−1) 
    
  Skills Stealth +4 
  Senses darkvision 120 ft., passive Perception 7 
  Languages Dwarvish, Undercommon 
  Challenge 1/4 (50 XP) 
  Insanity. The derro has advantage on saving throws 
  against being charmed or frightened. 
  Magic Resistance. The derro has advantage on saving 
  throws against spells and other magical effects. 
  Sunlight Sensitivity. While in sunlight, the derro has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Hooked Shortspear. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage. 
  If the target is a creature, the derro can choose to deal 
  no damage and try to trip the target instead, in which 
  case the target must succeed on a DC 9 Strength saving 
  throw or fall prone. 
  Light Repeating Crossbow. Ranged Weapon Attack: +4 
  to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage. 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  47 
  Duergar Stone Guard 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 18 (Chain Mail, Shield) 
  Hit Points 39 (6d8 + 12) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1) 
    
  Damage Resistances Poison 
  Senses Darkvision 120 ft., Passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 2 (450 XP) 
  Duergar Resilience. The duergar has advantage on 
  saving throws against poison, spells, and illusions, as 
  well as to resist being charmed or paralyzed. 
  Phalanx Formation. The duergar has advantage on 
  attack rolls and Dexterity saving throws while standing 
  within 5 feet of a duergar ally wielding a shield. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  King's Knife. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 
  (2d6 + 4) piercing damage while enlarged. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 11 (2d6 + 4) piercing damage 
  while enlarged. 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along 
  with anything it is wearing or carrying. While enlarged, 
  the duergar is Large, doubles its damage dice on 
  Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength 
  saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size 
  possible in the space available. 
  Invisibility (Recharges after a Short or Long Rest). The 
  duergar magically turns invisible for up to 1 hour or 
  until it attacks, it casts a spell, it uses its Enlarge, or its 
  concentration is broken (as if concentrating on a spell). 
  Any equipment the duergar wears or carries is invisible 
  with it. 
  Duergar Warlord 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 20 (Plate Mail, Shield) 
  Hit Points 75 (10d8 + 30) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
   
  Damage Resistances Poison 
  Senses Darkvision 120 ft., Passive Perception 11 
  Languages Dwarvish, Undercommon 
  Challenge 6 (2,300 XP) 
  Duergar Resilience. The duergar has advantage on 
  saving throws against poison, spells, and illusions, as 
  well as to resist being charmed or paralyzed. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The duergar makes three hammer or 
  javelin attacks and uses Call to Attack, or Enlarge if it is 
  available. 
  Psychic-Attuned Hammer. Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) 
  bludgeoning damage, or 15 (2d10 + 4) bludgeoning 
  damage while enlarged, plus 5 (1d10) psychic damage. 
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 11 (2d6 + 4) piercing damage 
  while enlarged. 
  Call to Attack. Up to three allied duergar within 120 
  feet of this duergar that can hear it can each use their 
  reaction to make one weapon attack. 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along 
  with anything it is wearing or carrying. While enlarged, 
  the duergar is Large, doubles its damage dice on 
  Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength 
  saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size 
  possible in the space available. 
  Invisibility (Recharge 4–6). The duergar magically turns 
  invisible for up to 1 hour or until it attacks, it casts a 
  spell, it uses its Enlarge, or its concentration is broken 
  (as if concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  48 
  Reactions 
  Scouring Instruction. When an ally that the duergar 
  can see makes a d20 roll, the duergar can roll a d6 and 
  the ally can add the number rolled to the d20 roll by 
  taking 3 (1d6) psychic damage. A creature immune to 
  psychic damage can’t be affected by Scouring 
  Instruction. 
  Duergar Xarrorn 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 18 (Plate Mail) 
  Hit Points 26 (4d8 + 8) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  9 (-1) 
    
  Damage Resistances Poison 
  Senses Darkvision 120 ft., Passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 2 (450 XP) 
  Duergar Resilience. The duergar has advantage on 
  saving throws against poison, spells, and illusions, as 
  well as to resist being charmed or paralyzed. 
  Sunlight Sensitivity. While in sunlight, the duergar has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Fire Lance. Melee Weapon Attack: +5 to hit (with 
  disadvantage if the target is within 5 feet of the 
  duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) 
  piercing damage plus 3 (1d6) fire damage, or 16 (2d12 
  + 3) piercing damage plus 3 (1d6) fire damage while 
  enlarged. 
  Fire Spray (Recharge 5–6). From its fire lance, the 
  duergar shoots a 15-foot cone of fire or a line of fire 30 
  feet long and 5 feet wide. Each creature in that area 
  must make a DC 12 Dexterity saving throw, taking 10 
  (3d6) fire damage on a failed save, or half as much 
  damage on a successful one. 
  Enlarge (Recharges after a Short or Long Rest). For 1 
  minute, the duergar magically increases in size, along 
  with anything it is wearing or carrying. While enlarged, 
  the duergar is Large, doubles its damage dice on 
  Strength-based weapon attacks (included in the 
  attacks), and makes Strength checks and Strength 
  saving throws with advantage. If the duergar lacks the 
  room to become Large, it attains the maximum size 
  possible in the space available. 
  Invisibility (Recharges after a Short or Long Rest). The 
  duergar magically turns invisible for up to 1 hour or 
  until it attacks, it casts a spell, it uses its Enlarge, or its 
  concentration is broken (as if concentrating on a spell). 
  Any equipment the duergar wears or carries is invisible 
  with it. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  49 
  Enchanter 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
    
  Saving Throws INT +6, WIS +4 
  Skills Arcana +6, History +6 
  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 5 (1,800 XP) 
  Spellcasting. The enchanter is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The enchanter has the 
  following wizard spells prepared: 
  Cantrips (at will): friends, mage hand, mending, 
  message 
  1st level (4 slots): charm person, mage armor, magic 
  missile 
  2nd level (3 slots): hold person, invisibility, suggestion 
  3rd level (3 slots): fireball, haste, tongues 
  4th level (3 slots): dominate beast, stoneskin 
  5th level (2 slots): hold monster 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 
  3 (1d8 – 1) bludgeoning damage if used with two 
  hands. 
  Reactions 
  Instinctive Charm (Recharges after the Enchanter 
  Casts an Enchantment Spell of 1st Level or Higher). 
  The enchanter tries to magically divert an attack made 
  against it, provided that the attacker is within 30 feet 
  of it and visible to it. The enchanter must decide to do 
  so before the attack hits or misses. 
  The attacker must make a DC 14 Wisdom saving throw. 
  On a failed save, the attacker targets the creature 
  closest to it, other than the enchanter or itself. If 
  multiple creatures are closest, the attacker chooses 
  which one to target.  
  Giant Wolf Spider 
  Medium beast, unaligned 
  Armor Class 13 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft., climb 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  13 (+1) 
  3 (-4) 
  12 (+1) 
  4 (-3) 
   
  Skills Perception +3, Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 13 
  Languages — 
  Challenge 1/4 (50 XP) 
  Spider Climb. The swarm can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the swarm 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The swarm ignores movement 
  restrictions caused by webbing. 
  Actions 
  Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 7 (2d6) poison damage on a failed save, or half 
  as much on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  
   
   
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  Githyanki Warrior 
  Medium humanoid (gith), lawful evil 
  Armor Class 17 (Half Plate) 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0) 
    
  Saving Throws CON +3, INT +3, WIS +3 
  Senses Passive Perception 11 
  Languages Gith 
  Challenge 3 (700 XP) 
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence. It can innately cast 
  the following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each: jump, misty step, nondetection (self only) 
  Actions 
  Multiattack. The githyanki makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 
  (2d6) psychic damage. 
   
  Githyanki Knight 
  Medium humanoid (gith), lawful evil 
  Armor Class 18 (Plate) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  15 (+2) 
  14 (+2) 
  14 (+2) 
  15 (+2) 
    
  Saving Throws CON +5, INT +5, WIS +5 
  Senses Passive Perception 12 
  Languages Gith 
  Challenge 8 (3,900 XP) 
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). It can innately cast the 
  following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each: jump, misty step, nondetection (self only), 
  tongues 
  1/day each: plane shift, telekinesis 
  Actions 
  Multiattack. The githyanki makes two silver 
  greatsword attacks. 
  Silver Greatsword. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 
  damage plus 10 (3d6) psychic damage. This is a magic 
  weapon attack. On a critical hit against a target in an 
  astral body (as with the astral projection spell), the 
  githyanki can cut the silvery cord that tethers the 
  target to its material body, instead of dealing damage. 
  
   
   
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  51 
  Gray Ooze 
  Medium ooze, unaligned 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 10 ft., climb 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  6 (-2) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  2 (-4) 
    
  Skills Stealth +2 
  Damage Resistances Acid, Cold, Fire 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Prone 
  Senses Blindsight 60 ft. (blind beyond this radius), 
  Passive Perception 8 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Amorphous. The ooze can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrode Metal. Any nonmagical weapon made of 
  metal that hits the ooze corrodes. After dealing 
  damage, the weapon takes a permanent and 
  cumulative −1 penalty to damage rolls. If its penalty 
  drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the ooze is 
  destroyed after dealing damage. 
  The ooze can eat through 2-inch-thick, nonmagical 
  metal in 1 round. 
  False Appearance. While the ooze remains motionless, 
  it is indistinguishable from an oily pool or wet rock. 
  Actions 
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage 
  plus 7 (2d6) acid damage, and if the target is wearing 
  nonmagical metal armor, its armor is partly corroded 
  and takes a permanent and cumulative −1 penalty to 
  the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10. 
  Grimlock 
  Medium humanoid (grimlock), neutral evil 
  Armor Class 11 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  12 (+1) 
  9 (-1) 
  8 (-1) 
  6 (-2) 
    
  Skills Athletics +5, Perception +3, Stealth +3 
  Condition Immunities Blinded 
  Senses Blindsight 30 ft. (blind beyond this radius), 
  Passive Perception 13 
  Languages Undercommon 
  Challenge 1/4 (50 XP) 
  Blind Senses. The grimlock can't use its blindsight while 
  deafened and unable to smell. 
  Keen Hearing and Smell. The grimlock has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Stone Camouflage. The grimlock has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
  Actions 
  Spiked Bone Club. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage plus 2 (1d4) piercing damage. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  52 
  Kuo-toa 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (Natural Armor, Shield) 
  Hit Points 18 (4d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
    
  Skills Perception +4 
  Senses Darkvision 120 ft., Passive Perception 14 
  Languages Undercommon 
  Challenge 1/4 (50 XP) 
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the Ethereal Plane. It can pinpoint such a 
  creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack. 
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., 
  one Large or smaller creature. Hit: The target is 
  restrained. A creature can use its action to make a DC 
  10 Strength check to free itself or another creature in a 
  net, ending the effect on a success. Dealing 5 slashing 
  damage to the net (AC 10) frees the target without 
  harming it and destroys the net. 
  Reactions 
  Sticky Shield. When a creature misses the kuo-toa with 
  a melee weapon attack, the kuo-toa uses its sticky 
  shield to catch the weapon. The attacker must succeed 
  on a DC 11 Strength saving throw, or the weapon 
  becomes stuck to the kuo-toa’s shield. If the weapon’s 
  wielder can’t or won’t let go of the weapon, the 
  wielder is grappled while the weapon is stuck. While 
  stuck, the weapon can’t be used. A creature can pull 
  the weapon free by taking an action to make a DC 11 
  Strength check and succeeding. 
  Leviathan 
  Gargantuan elemental, neutral 
  Armor Class 17 
  Hit Points 328 (16d20 + 160) 
  Speed 40 ft., swim 120 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   30 (+10) 
  24 (+7) 
  30 (+10) 
  2 (-4) 
  18 (+4) 
  17 (+3) 
   
  Saving Throws WIS +10, CHA +9 
  Damage Resistances Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Damage Immunities Acid, Poison 
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained, Stunned 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages -- 
  Challenge 20 (25,000 XP) 
  Legendary Resistance (3/Day). If the leviathan fails a 
  saving throw, it can choose to succeed instead. 
  Partial Freeze. If the leviathan takes 50 cold damage or 
  more during a single turn, the leviathan partially 
  freezes; until the end of its next turn, its speeds are 
  reduced to 20 feet, and it makes attack rolls with 
  disadvantage. 
  Siege Monster. The leviathan deals double damage to 
  objects and structures (included in Tidal Wave). 
  Water Form. The leviathan can enter a hostile 
  creature’s space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing. 
  Actions 
  Multiattack. The leviathan makes two attacks: one 
  with its slam and one with its tail. 
  Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., 
  one target. Hit: 15 (1d10 + 10) bludgeoning damage 
  plus 5 (1d10) acid damage. 
  Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., 
  one target. Hit: 16 (1d12 + 10) bludgeoning damage 
  plus 6 (1d12) acid damage. 
  Tidal Wave (Recharge 6). While submerged, the 
  leviathan magically creates a wall of water centered on 
  itself. The wall is up 250 feet long, up to 250 feet high, 
  and up to 50 feet thick. 
  When the wall appears, all other creatures within its 
  area must each make a DC 24 Strength saving throw. A 
  creature takes 33 (6d10) bludgeoning damage on failed 
  save, or half as much damage on a successful one. 
  At the start of each of the leviathan’s turns after the 
  wall appears, the wall, along with any other creatures 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  53 
  in it, moves 50 feet away from the leviathan. Any Huge 
  or smaller creature inside the wall or whose space the 
  wall enters when it moves must succeed on a DC 24 
  Strength saving throw or take 27 (5d10) bludgeoning 
  damage. A creature takes this damage no more than 
  once on a turn. At the end of each turn the wall moves, 
  the wall’s height is reduced by 50 feet, and the damage 
  creatures take from the wall on subsequent rounds is 
  reduced by 1d10. When the wall reaches 0 feet in 
  height, the effect ends. 
  A creature caught in the wall can move by swimming. 
  Because of the force of the wave, though, the creature 
  must make a successful DC 24 Strength (Athletics) 
  check to swim at all during that turn. 
  Legendary Actions 
  The leviathan 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 leviathan regains spent 
  legendary actions at the start of its turn. 
  • Slam (Costs 2 Actions). The leviathan makes one 
  slam attack. 
  • Move. The leviathan moves up to its speed. 
  Variant: Mind Flayer Arcanist 
  A few mind flayers supplement their psionic power with 
  arcane spells. However, they are regarded as deviants by 
  their illithid peers and usually shunned. A mind flayer arcanist 
  has a challenge rating of 8 (3,900 XP) and the following trait: 
   
  Spellcasting. The mind flayer is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to hit with 
  spell attacks). The mind flayer has the following wizard spells 
  prepared: 
  Cantrips (at will): blade ward, dancing lights, mage hand, 
  shocking grasp 
  1st level (4 slots): detect magic, disguise self, shield, sleep 
  2nd level (3 slots): blue, invisibility, ray of enfeeblement 
  3rd level (3 slots): clairvoyance, lightning bolt, sending 
  4th level (3 slots): confusion, hallucinatory terrain 
  5th level (2 slots): telekinesis, wall of force 
  Mind Flayer 
  Medium aberration, lawful evil 
  Armor Class 15 (breastplate) 
  Hit Points 71 (13d8 + 13) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Saving Throws Int +7, Wis +6, Cha +6 
  Skills Arcana +7, Deception +6, Insight +6, Perception 
  +6, Stealth +4 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Deep Speech, Undercommon, telepathy 120 
  ft. 
  Challenge 7 (2,900 XP) 
  Magic Resistance. The mind flayer has resistance on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The mind flayer’s innate 
  spellcasting ability is Intelligence (spell save DC 15). The 
  mind flayer can innately cast the following spells, 
  requiring no components: 
  At will: detect thoughts 
  1/day each: dominate monster, plane shift (self only) 
  Actions 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 15 (2d10 + 4) psychic damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  15) and must succeed on a DC 15 Intelligence saving 
  throw or be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the mind 
  flayer. Hit: 55 (10d10) piercing damage. If this damage 
  reduces the target to 0 hit points, the mind flayer kills 
  the target by extracting and devouring its brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 15 Intelligence 
  saving throw or take 22 (4d8 + 4) psychic damage and 
  be stunned for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  54 
  Mindwitness 
  Large aberration, lawful evil 
  Armor Class 15 (Natural Armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 0 ft., fly 20 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  14 (+2) 
  15 (+2) 
  15 (+2) 
  10 (+0) 
   
  Saving Throws INT +5, WIS +5 
  Skills Perception +8 
  Condition Immunities Prone 
  Senses Darkvision 120 ft., Passive Perception 18 
  Languages Deep Speech, Telepathy 600 ft., 
  Undercommon 
  Challenge 5 (1,800 XP) 
  Telepathic Hub. When the mindwitness receives a 
  telepathic message, it can telepathically share that 
  message with up to seven other creatures within 600 
  feet of it that it can see. 
  Actions 
  Multiattack. The mindwitness makes two attacks: one 
  with its tentacles and one with its bite. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 16 (4d6 + 2) piercing damage. 
  Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 20 (4d8 + 2) psychic damage. If the 
  target is Large or smaller, it is grappled (escape DC 13) 
  and must succeed on a DC 13 Intelligence saving throw 
  or be stunned until this grapple ends. 
  Eye Rays. The mindwitness shoots three of the 
  following magical eye rays at random (reroll 
  duplicates), choosing one to three targets it can see 
  within 120 feet of it: 
  1. Aversion Ray. The targeted creature must make a DC 
  13 Charisma saving throw. On a failed save, the target 
  has disadvantage on attack rolls 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. 
  2. Fear Ray. The targeted creature must succeed on a 
  DC 13 Wisdom saving throw or be frightened 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. 
  3. Psychic Ray. The target must succeed on a DC 13 
  Intelligence saving throw or take 27 (6d8) psychic 
  damage. 
  4. Slowing Ray. The targeted creature must make a DC 
  13 Dexterity saving throw. On a failed save, the target’s 
  speed is halved for 1 minute. In addition, the creature 
  can’t take reactions, and it can take either an action or 
  a bonus action on its turn but not both. The creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  5. Stunning Ray. The targeted creature must succeed 
  on a DC 13 Constitution saving throw or be stunned for 
  1 minute. The target can repeat the saving throw at the 
  start of each of its turns, ending the effect on itself on a 
  success. 
  6. Telekinetic Ray. If the target is a creature, it must 
  make a DC 13 Strength saving throw. On a failed save, 
  the mindwitness moves it up to 30 feet in any 
  direction, and it is restrained by the ray’s telekinetic 
  grip until the start of the mindwitness’s next turn or 
  until the mindwitness is incapacitated. 
  If the target is an object weighing 300 pounds or less 
  that isn’t being worn or carried, it is telekinetically 
  moved up to 30 feet in any direction. The mindwitness 
  can also exert fine control on objects with this ray, such 
  as manipulating a simple tool or opening a door or a 
  container. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  55 
  Ogre Battering Ram 
  Large giant, chaotic evil 
  Armor Class 14 (Ring Mail) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
   
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Common, Giant 
  Challenge 4 (1,100 XP) 
  Siege Monster. The ogre deals double damage to 
  objects and structures. 
  Actions 
  Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage, and the 
  ogre can push the target 5 feet away if the target is 
  Huge or smaller. 
  Block the Path. Until the start of the ogre’s next turn, 
  attack rolls against the ogre have disadvantage, it has 
  advantage on the attack roll it makes for an 
  opportunity attack, and that attack deals an extra 16 
  (3d10) bludgeoning damage on a hit. Also, each enemy 
  that tries to move out of the ogre’s reach without 
  teleporting must succeed on a DC 14 Strength saving 
  throw or have its speed reduced to 0 until the start of 
  the ogre’s next turn. 
   
  Ogre Bolt Launcher 
  Large giant, chaotic evil 
  Armor Class 13 (Hide Armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  12 (+1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
   
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP) 
  Actions 
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) bludgeoning damage. 
  Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 
  120/480 ft., one target. Hit: 17 (3d10 + 1) piercing 
  damage. 
  Ogre Chain Brute 
  Large giant, chaotic evil 
  Armor Class 11 (Hide Armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
   
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Common, Giant 
  Challenge 3 (700 XP) 
  Actions 
  Fist. Melee Weapon Attack: +6 to hit, reach ft., one 
  target. Hit: 9 (2d4 + 4) bludgeoning damage. 
  Chain Sweep. The ogre swings its chain, and every 
  creature within 10 feet of it must make a DC 14 
  Dexterity saving throw. On a failed saving throw, a 
  creature takes 8 (1d8 + 4) bludgeoning damage and is 
  knocked prone. On a successful save, the creature 
  takes half as much damage and isn’t knocked prone. 
  Chain Smash (Recharge 6). Melee Weapon Attack: +6 
  to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) 
  bludgeoning damage, and the target must succeed on a 
  DC 14 Constitution saving throw or be knocked 
  unconscious for 1 minute. The unconscious target 
  repeats the saving throw if it takes damage and at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  56 
  Ogre Howdah 
  Large giant, chaotic evil 
  Armor Class 13 (Breastplate) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7 (-2) 
   
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP) 
  Howdah. The ogre carries a compact fort on its back. 
  Up to four Small creatures can ride in the fort without 
  squeezing. To make a melee attack against a target 
  within 5 feet of the ogre, they must use spears or 
  weapons with reach. Creatures in the fort have three-
  quarters cover against attacks and effects from outside 
  it. If the ogre dies, creatures in the fort are placed in 
  unoccupied spaces within 5 feet of the ogre. 
  Actions 
  Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   
  Quaggoth 
  Medium humanoid (quaggoth), chaotic neutral 
  Armor Class 13 (Natural Armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  16 (+3) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
   
  Skills Athletics +5 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 120 ft., Passive Perception 10 
  Languages Undercommon 
  Challenge 2 (450 XP) 
  Wounded Fury. While it has 10 hit points or fewer, the 
  quaggoth has advantage on attack rolls. In addition, it 
  deals an extra 7 (2d6) damage to any target it hits with 
  a melee attack. 
  Actions 
  Multiattack. The quaggoth makes two claw attacks. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Quaggoth Spore Servant 
  Medium plant, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 45 (6d8 + 18) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  16 (+3) 
  2 (-4) 
  6 (-2) 
  1 (-5) 
   
  Damage Immunities Poison 
  Condition Immunities Blinded, Charmed, Frightened, 
  Paralyzed, Poisoned 
  Senses Blindsight 30 ft. (blind beyond this radius), 
  Passive Perception 8 
  Languages -- 
  Challenge 1 (200 XP) 
  Actions 
  Multiattack. The spore servant makes two claw 
  attacks. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
   
  Scout 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Shadow 
  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. 
  Actions 
  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. 
  Skittering Horror 
  Huge aberration, neutral evil 
  Armor Class 17 Natural Armor 
  Hit Points 228 (24d12 + 72) 
  Speed 40 ft., climb 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  16 (+3) 
  17 (+3) 
  2 (-4) 
  14 (+2) 
  18 (+4) 
    
  Skills Perception +7, Stealth +8 
  Damage Vulnerabilities Radiant 
  Condition Immunities Frightened 
  Senses Darkvision 120 ft., Passive Perception 17 
  Languages -- 
  Challenge 15 (13,000 XP) 
  Spider Climb. The horror can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Sunlight Sensitivity. While in sunlight, the horror has 
  disadvantage on attack rolls and on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The horror can use its Maddening 
  Presence and make three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 28 (4d10 + 6) piercing damage. 
  Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 24 (4d8 + 6) slashing damage. 
  Maddening Presence. The horror targets one creature 
  it can see within 30 feet of it. If the target can see or 
  hear the horror, the target must make a DC 17 Wisdom 
  saving throw. On a failed saving throw, the target 
  becomes paralyzed until the end of its next turn. If a 
  creature’s saving throw is successful, the creature is 
  immune to the horror’s Maddening Presence for the 
  next 24 hours. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Slithering Tracker 
  Medium ooze, chaotic evil 
  Armor Class 14 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft., climb 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
    
  Skills Stealth +8 
  Damage Vulnerabilities Cold, Fire 
  Condition Immunities Blinded, Deafened, Exhaustion, 
  Grappled, Paralyzed, Petrified, Prone, Restrained, 
  Unconscious 
  Senses Blindsight 120 ft., Passive Perception 12 
  Languages understands languages it knew in its 
  previous form but can’t speak 
  Challenge 3 (700 XP) 
  Ambusher. In the first round of a combat, the slithering 
  tracker has advantage on attack rolls against any 
  creature it surprised. 
  Damage Transfer. While grappling a creature, the 
  slithering tracker takes only half the damage dealt to it, 
  and the creature it is grappling takes the other half. 
  False Appearance. While the slithering tracker remains 
  motionless, it is indistinguishable from a puddle, unless 
  an observer succeeds on a DC 18 Intelligence 
  (Investigation) check. 
  Keen Tracker. The slithering tracker has advantage on 
  Wisdom checks to track prey. 
  Liquid Form. The slithering tracker can enter an 
  enemy’s space and stop there. It can also move 
  through a space as narrow as 1 inch wide without 
  squeezing. 
  Spider Climb. The slithering tracker can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Watery Stealth. While underwater, the slithering 
  tracker has advantage on Dexterity (Stealth) checks 
  made to hide, and it can take the Hide action as a 
  bonus action. 
  Actions 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d10 + 3) bludgeoning damage. 
  Life Leech. One Large or smaller creature that the 
  slithering tracker can see within 5 feet of it must 
  succeed on a DC 13 Dexterity saving throw or be 
  grappled (escape DC 13). Until this grapple ends, the 
  target is restrained and unable to breathe unless it can 
  breathe water. In addition, the grappled target takes 
  16 (3d10) necrotic damage at the start of each of its 
  turns. The slithering tracker can grapple only one 
  target at a time. 
   
  Sword Wraith Commander 
  Medium undead, lawful evil 
  Armor Class 18 (Breastplate, Shield) 
  Hit Points 127 (15d8 + 60) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
    
  Skills Perception +4 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Frightened, 
  Poisoned, Unconscious 
  Senses Darkvision 60 ft., Passive Perception 14 
  Languages the languages it knew in life 
  Challenge 8 (3,900 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack, which deals an extra 9 (2d8) 
  necrotic damage on a hit. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Turning Defiance. The sword wraith and any other 
  sword wraiths within 30 feet of it have advantage on 
  saving throws against effects that turn undead. 
  Actions 
  Multiattack. The sword wraith makes two weapon 
  attacks. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Call to Honor (1/Day). To use this action, the sword 
  wraith must have taken damage during the current 
  combat. If the sword wraith can use this action, it gives 
  itself advantage on attack rolls until the end of its next 
  turn, and 1d4 + 1 sword wraith warriors appear in 
  unoccupied spaces within 30 feet of it. The warriors 
  last until they drop to 0 hit points, and they take their 
  turns immediately after the commander’s turn on the 
  same initiative count. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
    
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Frightened, 
  Poisoned, Unconscious 
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. If it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Troglodyte 
  Medium humanoid (troglodyte), chaotic evil 
  Armor Class 11 (natural armor) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2) 
    
  Skills Stealth +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Troglodyte 
  Challenge 1/4 (50 XP) 
  Chameleon Skin. The troglodyte has advantage on 
  Dexterity (Stealth) checks made to hide. 
  Stench. Any creature other than a troglodyte that 
  starts its turn within 5 feet of the troglodyte must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. On 
  a successful saving throw, the creature is immune to 
  the stench of all troglodytes for 1 hour. 
  Sunlight Sensitivity. While in sunlight, the troglodyte 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The troglodyte makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  
   
   
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  Ulitharid 
  Large aberration, lawful evil 
  Armor Class 15 (breastplate) 
  Hit Points 127 (17d10 + 34) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  21 (+5) 
   
  Saving Throws Int +9, Wis +8, Cha +9 
  Skills Arcana +9, Insight +8, Perception +8, Stealth +5 
  Senses darkvision 120 ft., passive Perception 18 
  Languages Deep Speech, Undercommon, telepathy 2 
  miles 
  Challenge 9 (5,000 XP) 
  Creature Sense. The ulitharid is aware of the presence 
  of creatures within 2 miles of it that have an 
  Intelligence score of 4 or higher. It knows the distances 
  and direction to the creature, as well as each creature’s 
  Intelligence score, but can’t sense anything else about 
  it. A creature protected by a mind blank spell, a 
  nondetection spell, or similar magic can’t be perceived 
  in this manner. 
  Magic Resistance. The ulitharid has resistance on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The ulitharid’s innate 
  spellcasting ability is Intelligence (spell save DC 17). The 
  ulitharid can innately cast the following spells, 
  requiring no components: 
  At will: detect thoughts, levitate 
  1/day each: confusion, dominate monster, eyebite, 
  feeblemind, mass suggestion, plane shift (self only), 
  project image, scrying, telekinesis 
  Action 
  Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 27 (4d10 + 5) psychic damage. If the 
  target is Large or smaller, it is grappled (escape DC 14) 
  and must succeed on a DC 17 Intelligence saving throw 
  or be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the 
  ulitharid. Hit: 55 (10d10) piercing damage. If this 
  damage reduces the target to 0 hit points, the ulitharid 
  kills the target by extracting and devouring its brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 17 Intelligence 
  saving throw or take 31 (4d12 + 5) psychic damage and 
  be stunned for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 3: Maps  
  Map 1. Battle Laboratory Map 
   
   
  10 ft. 
  A 
  B 
  C 
  D 
  E 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Map 2. Crystal Clear Map 
    
   
  A 
  B & C 
  200 ft. 
  10 ft. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  63 
  Map 3. Save Room for Pudding Map 
   
   
   
  10 ft. 
  A 
  B 
  Crystal 
  Labyrinth 
  t 
  t 
  B 
  C 
  C 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Map 4. Red Menace Map 
   
   
  10 ft. 
  A 
  B 
  C 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP08-02 Stardock Under Siege 
   
   
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  Map 5. War Spire Map 
   
   
   
  10 ft. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  66 
  10 ft. 
  A 
  B 
  C
   
  D
  E
  F
   
  Map 6. Breathe Easy Map 
   
   
   
  10 ft. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Map 7. Astral Skiff and Boreworm Map 
   
   
  10 ft. 
  Astral Skiff 
  Boreworm 
  Helm 
  Helm 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Map 8. Bad to the Bone-Pod Map 
   
   
  10 ft. 
  ® Rune Circle 
  © Illithid corpse 
   Rune Pedestal 
  ©  
  ®  
   
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  ©  
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Map 9. Mouth of Madness Map 
   
   
  Far Realm 
  Portal 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP08-02 Stardock Under Siege 
   
   
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  Map 10. Nautiloid Scale Map 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP08-02 Stardock Under Siege 
   
   
  71 
  Appendix 4: Player Handouts 
  Mission Selection Chart – Tier 1 
   
   
   
   
   
  Glossary 
  • Astral Skiff. A small githyanki transport vessel. 
  • Boreworm. An illithid troop landing vessel. 
  • Crystal Labyrinth. A level of Undermountain which 
  houses a gate to Stardock. 
  • Githyanki. A ruthless warrior race and the ancient 
  enemies of the illithid.  
  • Illithid. Also known as mind flayers, these hideous 
  psychic tyrants seek to enslave the universe. 
  • Nautiloid. An illithid mothership.  
  • Stardock. A hollowed-out asteroid in orbit around 
  Toril, used by the githyanki as a creche and trading 
  hub. 
  • Urlon. The githyanki commander of Stardock. 
   
  Start 
  Crystal Clear 
  Reactivate the golems that 
  defend the Crystal Labyrinth. 
  Battle Laboratory 
  Re-open the gate between the 
  Crystal Labyrinth and 
  Stardock. 
  Boreworm Blitz 
  Fly into space and destroy 
  as many illithid landing 
  craft as possible.  
  Save Room for Pudding 
  Convince a strange being to align 
  with the githyanki against the 
  illithid. 
  Background 
  You have been hired by Commander Urlon to provide 
  additional security for Stardock during an important 
  conclave. So far, your duties have included patrols, 
  standing guard, and escorting VIPs. You are stationed in 
  the Crystal Labyrinth, and your briefing officer is a 
  taciturn githyanki named Ja’adoc. 
   
  This mission may be 
  repeated as often as 
  you wish. 
  You must complete Battle 
  Laboratory before you can 
  attempt Boreworm Blitz. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission Selection Chart – Tier 2 
   
   
  Glossary 
  • Astral Skiff. A small githyanki transport vessel. 
  • Boreworm. An illithid troop landing vessel. 
  • Crystal Labyrinth. A level of Undermountain which 
  houses a gate to Stardock. 
  • Githyanki. A ruthless warrior race and the ancient 
  enemies of the illithid.  
  • Illithid. Also known as mind flayers, these hideous 
  psychic tyrants seek to enslave the universe. 
  • Nautiloid. An illithid mothership.  
  • Stardock. A hollowed-out asteroid in orbit around 
  Toril, used by the githyanki as a creche and trading 
  hub. 
  • Urlon. The githyanki commander of Stardock. 
   
  Start 
  Breathe Easy 
  Escort a scholar to an 
  abandoned region of Stardock 
  to complete a vital operation. 
  War Spire 
  Defeat an enemy landing force 
  before it can compromise a 
  powerful artifact. 
  Boreworm Blitz 
  Fly into space and destroy 
  as many illithid landing 
  craft as possible.  
  Red Menace 
  Journey to the far side of 
  Stardock and persuade a former 
  ally to help defend the base. 
  Background 
  You have been hired by Commander Urlon to provide 
  additional security for Stardock during an important 
  conclave. So far, your duties have included patrols, 
  standing guard, and escorting VIPs. Your briefing officer 
  is a belligerent githyanki named Yessune. 
   
  This mission may be 
  repeated as often as 
  you wish. 
  
   
   
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  Mission Selection Chart – Tier 3 
   
   
   
   
  Glossary 
  • Astral Skiff. A small githyanki transport vessel. 
  • Boreworm. An illithid troop landing vessel. 
  • Crystal Labyrinth. A level of Undermountain which 
  houses a gate to Stardock. 
  • Githyanki. A ruthless warrior race and the ancient 
  enemies of the illithid.  
  • Illithid. Also known as mind flayers, these hideous 
  psychic tyrants seek to enslave the universe. 
  • Nautiloid. An illithid mothership.  
  • Stardock. A hollowed-out asteroid in orbit around 
  Toril, used by the githyanki as a creche and trading 
  hub. 
  • Urlon. The githyanki commander of Stardock. 
   
  Start 
  Bad to the Bone-Pod 
  A strange vessel made of bone 
  has landed on Stardock. What 
  horrors lie within? 
  Mouth of Madness 
  Battle an epic monster from 
  the Far Realm! 
  Boreworm Blitz 
  Fly into space and destroy 
  as many illithid landing 
  craft as possible.  
  Red Menace 
  Journey to the far side of 
  Stardock and persuade a former 
  ally to help defend the base. 
  Background 
  You have been hired by Commander Urlon to provide 
  additional security for Stardock during an important 
  conclave. So far, your duties have included patrols, 
  standing guard, and escorting VIPs. Your briefing officer 
  is a dour githyanki named Fenelzi’ir. 
   
  This mission may be 
  repeated as often as 
  you wish. 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  War Spire Puzzle 
   
   
  D 
  D 
  D 
  D 
  R 
  R 
  R 
  R 
  S 
  S 
  S 
  S 
  E 
  E 
  E 
  E 
   
   
   
   
  Loose Gemstones 
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  D 
  D 
  D 
  D 
  R 
  R 
  R 
  R 
  S 
  S 
  S 
  S 
  E 
  E 
  E 
  E 
  War Spire Puzzle - Solution 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Brief History of Stardock 
  Stardock is an enormous asteroid that orbits the 
  planet Toril, one of many that make up the belt 
  known as the Tears of Selûne. The great central caverns 
  were originally carved out by some unknown species of 
  dragon in ages past.   
   
  Hundreds of years ago the illithid discovered the 
  asteroid, long since abandoned, and established an 
  important outpost there.  They greatly expanded the 
  stronghold, using enslaved umber hulks to create 
  hundreds of chambers, some very secret. It was they who 
  gave it the name Mehiluum, or Stardock in the common 
  tongue. And it was the illithid who created the magic 
  portal that connects Stardock to the level in 
  Undermountain known as the Crystal Labyrinth.  
   For many years their rule was unchallenged, until 
  about a century ago, a pair of careless mind flayers 
  were captured by an evil cabal of undead arcanists 
  known as the Twisted Rune. Recognizing the value 
  of Stardock, the cabalists launched an ingenious 
  magical invasion and quickly conquered the outpost.  
   The authority of the Twisted Rune was short-lived. 
  They were subtly undermined by Halaster, and less 
  than subtly by a band of heroic adventurers, seeking 
  glory and treasure.  
   Their position terminally weakened, the Twisted 
  Rune were cast out of Stardock by a band of space 
  pirates, who themselves abandoned the asteroid not 
  long afterward due to an internal power struggle.  
   And so Stardock remained abandoned for many 
  years, until it was rediscovered by a troop of 
  githyanki warriors led by a fearless though narrow-
  minded commander called Al’chaia. Together with 
  several red dragon allies, the githyanki turned 
  Stardock into a fortress/creche, a secure place to 
  raise and train their young.  
   Al’chaia met her doom at the hands of an 
  adventuring party and was succeeded by a psionic 
  warrior named Urlon.  Urlon is less rigid than his 
  predecessor and has opened up Stardock to other 
  races. Where it was once a bastion of githyanki 
  purity, it is now rather cosmopolitan.  
   But not everyone is happy about these changes… 
   
   
  
   
   
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  Appendix 5: Mission Reports and Boons  
  Mission Reports 
   
   
   
  Mission Report 
   
  Table Number: 
   
   
  Mission Points Earned: 
   
   
         DM Initials:   
  Mission Report 
   
  Table Number: 
   
   
  Mission Points Earned: 
   
   
         DM Initials:   
  Mission Report 
   
  Table Number: 
   
   
  Mission Points Earned: 
   
   
         DM Initials:   
  Mission Report 
   
  Table Number: 
   
   
  Mission Points Earned: 
   
   
         DM Initials:   
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         DM Initials:   
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         DM Initials:   
  
   
   
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  Damage Reports (for Mission 10) 
   
   
   
  Damage Report 
   
  Table Number: 
   
   
            Damage Inflicted: 
   
   
         DM Initials:   
  Damage Report 
   
  Table Number: 
   
   
            Damage Inflicted: 
   
   
         DM Initials:   
  Damage Report 
   
  Table Number: 
   
   
            Damage Inflicted: 
   
   
         DM Initials:   
  Damage Report 
   
  Table Number: 
   
   
            Damage Inflicted: 
   
   
         DM Initials:   
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            Damage Inflicted: 
   
   
         DM Initials:   
  Damage Report 
   
  Table Number: 
   
   
            Damage Inflicted: 
   
   
         DM Initials:   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 1 Boon 
   
   
  Mission 2 Boon 
   
   
   
  Achievement 
  We retrieved the Stardock rod which re-opened the gate between the Crystal Labyrinth and 
  Stardock, enabling reinforcements to pass through. 
   
  Effect 
  Give this boon to another group, who can use it to summon help for one mission. At Tier 1, the 
  players can summon a scout. At Tier 2, the players can summon a githyanki warrior. At Tier 3, 
  the players can summon a githyanki knight. 
   
  Achievement 
  We reactivated the golems that guard the Crystal Labyrinth, securing Stardock from further 
  illithid attacks from Undermountain. Everyone is very relieved to know that the “back door” is 
  now secure. 
   
  Effect 
  Give this boon to another group. The players can spend this boon to grant inspiration to every 
  player in the group. 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 3 Boon 
   
   
  Mission 4 Boon 
   
   
   
  Achievement 
  We convinced the fearsome Ashtyrranthor to help defend Stardock. 
   
  Effect 
  Give this boon to another group. The players can spend this boon make their enemies 
  frightened for one full round. 
   
  Achievement 
  We managed to free several prisoners from the Pudding King! The addition of these 
  reinforcements enables some defenders to take a well-earned break. 
   
  Effect 
  Give this boon to another group. The players can spend this boon to gain the use of another 
  short rest. 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 5 Boon 
   
   
  Mission 6 Boon 
   
   
   
  Achievement 
  We reactivated the War Spire. 
   
  Effect 
  Give this boon to another group. While executing the “Boreworm Blitz” mission, the players can 
  spend this boon to invoke an energy barrage from the War Spire that automatically destroys 1 
  boreworm.  
   
  Achievement 
  We extended the air pocket around Stardock out to a mile, enabling airborne defenders to 
  defend the base more effectively. At the same time, it filled Stardock with a burst of revitalizing 
  fresh air. 
   
   
  Effect 
  Give this boon to another group. Between missions, the players can spend this boon to heal 2d6 
  points of damage each. A Tier 1 group can only spend this boon if they have completed Mission 
  1: Battle Laboratory. 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 7 Boon 
   
   
  Mission 8 Boon 
   
   
   
   
   
  Achievement 
  We destroyed several boreworms, depleting the ranks of the invaders. 
   
   
  Effect 
  Give this boon to another group. The players can spend this boon to remove one enemy (of CR 5 
  or less) from an encounter. This boon cannot be spent during combat. 
   
  Achievement 
  We prevented a horrifying undead attack on Stardock. 
   
   
  Effect 
  Give this boon to another group. The players can spend this boon to grant inspiration to every 
  player in the group. 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Mission 9 Boon 
   
   
   
   
  Achievement 
  We defeated an epic monster and closed a portal to the Far Realm! 
   
   
  Effect 
  Give this boon to another group. The players can spend this boon to grant each member of the 
  party advantage on their next saving throw against a spell. 
   
  
   
   
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  Appendix 6: Magic Items 
  During this adventure, the characters may find the 
  following permanent magic items:  
  Chime of Opening 
  Wondrous Item, rare 
  This hollow metal tube measures about 1 foot long 
  and weighs 1 pound. You can strike it as an action, 
  pointing it at an object within 120 feet of you that 
  can be opened, such as a door, lid, or lock. The chime 
  issues a clear tone, and one lock or latch on the 
  object opens unless the sound can't reach the object. 
  If no locks or latches remain, the object itself opens. 
   The chime can be used ten times. After the tenth 
  time, it cracks and becomes useless. This item can be 
  found on Magic Item Table C in the Dungeon 
  Master’s Guide. 
  Mantle of Spell Resistance 
  Wondrous Item, rare (requires attunement) 
  You have advantage on saving throws against spells 
  while you wear this cloak. This item can be found on 
  Magic Item Table G in the Dungeon Master’s Guide. 
  Periapt of Wound Closure 
  Wondrous Item, uncommon (requires attunement) 
  While you wear this pendant, you stabilize whenever 
  you are dying at the start of your turn. In addition, 
  whenever you roll a Hit Die to regain hit points, 
  double the number of hit points it restores. 
  Potion of Resistance 
  Potion, uncommon 
  When you drink this potion, you gain resistance to 
  one type of damage for 1 hour. The DM chooses the 
  type or determines it randomly.  
  Ring of Water Walking 
  Ring, uncommon 
  While wearing this ring, you can stand on and move 
  across any liquid surface as if it were solid ground. 
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Appendix 7: Administrators Guide 
   
  The section provides guidance on running Stardock 
  Under Siege as a D&D Epics™ event for your game 
  day or convention. 
  Participants 
  The adventure requires the following participants to 
  run smoothly. 
  4 or more Groups 
  A minimum of four groups is required to run the 
  adventure. 
  • Each group needs 3-7 players. All players in a 
  group must belong to the same tier. 
  • There’s no limit to how many groups can 
  participate. 
  Dungeon Masters (one per Group) 
  Each table has one Dungeon Master. 
  • Dungeon Masters should read the adventure 
  beforehand. It would be helpful to familiarize 
  yourself with the lore about illithid, githyanki, and 
  githzerai, which can be found in the Monster 
  Manual, Volo’s Guide to Monsters, and 
  Mordenkainen’s Tome of Foes.  
  3+ Tier Commanders 
  The Tier Commanders run interactive events and 
  answers questions posed by DMs. 
  • The Tier Commanders assume the roles of Kaaltav, 
  Nightshade, and Yrlakka, and wander from table to 
  table, either helping or hindering them. More 
  information on these characters is available in 
  Appendix 1: NPCs and Locations. We recommend 
  the administrators dress up for these roles! 
  1 General 
  The General oversees the whole event. It’s vital that 
  players can hear the General’s announcements. 
  • The General tracks the number of mission points 
  accumulated. 
  • The General announces important events in the 
  ongoing event. 
  • In some of these announcements, the General 
  assumes the role of Commander Urlon, who runs 
  Stardock. Urlon can communicate to everyone 
  defending the base at any time using a magical rod 
  that generates a mass sending. 
  Setup 
  The following steps are important for ensuring the 
  event runs smoothly. 
  Step 1. Prepare Headquarters 
  Headquarters (or “HQ”) is an area set aside for the 
  administrative staff. The general will need paper to 
  track mission points, and at least one copy of this 
  adventure. 
  Step 2. Prepare Tables 
  One table is required for each group. 
  • Each table must have a table number displayed 
  prominently on its surface, so administrators can 
  locate specific tables during the event. 
  • Tables are encouraged to give themselves a team 
  name in addition to a table number. 
  • All tables need a good view of HQ so they can see 
  and hear the General’s updates. 
  Step 3. Muster Groups 
  During muster, players are assigned to Dungeon 
  Masters.  
  Step 4. Play! 
  When play begins, the General reads the briefing 
  aloud to the assembled players (see “Beginning 
  Play”). 
  Core Rules 
  Mission Reporting and Boons 
  • Groups must report the success of each mission to 
  the General by handing in a Mission Report (see 
  Appendix 4: Player Handouts). 
  • Groups may select a table to benefit from the Boon 
  granted by that mission. Have a runner deliver it 
  to the chosen table’s DM. 
  • A table cannot receive their own Boon. 
  Victory Conditions 
  In order to win the event, the players must 
  successfully defeat the illithid nautiloid in the 
  combined battle in Mission 10 (see “Running 
  Mission 10”, below). However, the Epic begins with a 
  large fleet of illithid boreworms (landing craft) 
  heading toward Stardock, and these must be dealt 
  with first.  
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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   Use the following formula to calculate how many 
  boreworms are in the fleet: 
  • Boreworm fleet size = number of tables x 6 
  Example 
  if your event has ten tables, there are 80 boreworm vessels 
  headed toward Stardock.  
  Players destroy boreworms by successfully 
  completing missions. Fully eliminating the 
  boreworm fleet before Mission 10 begins makes 
  overall victory much easier.  
    
  Battle Updates 
  The players accrue mission points during the epic 
  and report these to the General at the end of each 
  mission. Each mission point corresponds to the 
  destruction of a boreworm. For example, if a table 
  earns 3 mission points, that means the total number 
  of boreworms is reduced by 3. 
   Every half hour, the General delivers a Battle 
  Update, telling the assembled groups how many 
  boreworm ships remain.  
  Example  
  There are 10 tables in the event and hence 80 boreworm 
  ships in the fleet. At the 90-minute mark, the General gives a 
  Battle Update. So far, 34 mission points have been reported, 
  and so the General tells the assembled groups that 46 
  boreworms remain in the fleet. 
  Projected Timeline 
  Timeline 
  Milestone 
  0:00-0:15 
  Muster Groups. 
  0:15-3:15 
  Players play through Epic Missions.  
  General gives regular Battle Updates. 
  3:15-3:45 
  All tables commence Mission 10. 
  3:45 
  Final Results are announced.  
  Epic concludes. 
  Running Mission 10 
  At the three-hour mark, the General makes the 
  following announcement: 
  “Attention! This is Commander Urlon speaking! The nautiloid 
  has begun moving toward Stardock. All adventurers must 
  immediately board an astral skiff and fly out to engage it. You 
  have exactly 30 minutes to destroy the nautiloid before it 
  reaches us. What you do now may determine the fate of the 
  entire world. Good luck.” 
  Mission 10 has now commenced. All tables must 
  immediately stop what they are doing and start 
  Mission 10 (the DM may need to “smooth over” any 
  continuity issues this creates). This mission lasts no 
  more than 30 minutes.  
   Destroying the Nautiloid. Mission 10 details the 
  armor class and damage threshold of the nautiloid, 
  which varies by tier. The General tracks the overall 
  hit points of the nautiloid. The hit point maximum of 
  the nautiloid depends upon the number of tables and 
  the tier of each one.  
  Nautiloid Hit Points 
  Table Tier 
  Add Hit Points 
  Tier 1 
  100 
  Tier 2 
  175 
  Tier 3 
  250 
   
  Example 
  Your event has two tier 3 tables, five tier 2 tables, and three 
  tier 1 tables. The nautiloid would have 1,675 hit points (2 x 
  250 + 5 x 175 + 3 x 100 = 1675). 
   
   Rapid Battle Updates. During Mission 10, the 
  General should give a battle update every 5 minutes, 
  indicating how damaged the nautiloid is and how 
  much time is left, using the following format: 
  “This is Commander Urlon. The hull integrity of the nautiloid 
  is now at xx%. There are xx minutes remaining until the 
  nautiloid reaches Stardock.” 
   Boreworm Bother. If the groups failed to 
  eliminate all the boreworms, they may interfere with 
  the battle. Take the total number of remaining 
  boreworms and divide by 10, rounding down. This 
  tells you how many boreworms attack every 5 
  minutes during the final battle. The General should 
  randomly select which tables are affected and 
  inform them during the rapid battle update. Mission 
  10 details how the DM should handle boreworms.  
  Example 
  23 boreworms remain when the final battle commences. 
  Divided by 10 and rounded down, this means that every 5 
  minutes, 2 boreworms attack (separate) tables. At the end of 
  each Rapid Battle Update, the General says something like, 
  “Boreworms are approaching tables 3 and 7.” 
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
  87 
  Final Results 
  If the groups destroy the nautiloid within the 
  allotted time, read the following: 
  The nautiloid suddenly explodes, the great conch shell 
  shattering into fiery pieces. Thousands of illithid and their 
  minions spill into space and quickly die.  
   
  Victory is yours! You have saved Stardock, Waterdeep, and 
  perhaps all of Toril from a terrible menace. Well done! 
  If the groups fail to destroy the nautiloid in the 
  allotted time, read the following: 
  The nautiloid looms up over Stardock, its rubbery tentacles 
  grasping hold of the great asteroid. Within minutes there are 
  thousands of illithid and their minions streaming into the 
  base, and the defenders are soon overwhelmed. You have 
  failed. 
   
  Those of you who survived the battle rendezvous on a 
  distant asteroid, where a githyanki wizard opens a portal 
  back to Waterdeep. You live to fight another day, but your 
  mood is somber. The illithid now control Stardock. 
  Waterdeep and all of Toril are in great danger. 
   
   
   
  
   
   
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  DDEP08-02 Stardock Under Siege 
   
   
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  Appendix 9: Dungeon Master Tips 
   
  This adventure is designed for three to five 1st-4th 
  level characters at Tier 1, 5th-10th level 
  characters at Tier 2, or 11th-16th level 
  characters at Tier 3and is optimized for five 
  characters with an average party level (APL) of 3, 
  8, and 13, respectively. Characters outside this level 
  range cannot participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of 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.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  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 
   
  
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