Ameba Ownd

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Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Monster Loot — Dragon of Icespire Peak.


From Anne Gregersen. Average Rating 15 ratings. I want to loot the white dragon! Can be crafted into a longsword gp, 8 days or a shortsword gp, 7 days.


This weapon deals an additional 1d6 lightning damage. Can be crafted into a set of light armor gp, 60 days. While wearing this armor, you have resistance to lightning damage. Two hooves can be crafted into a set of thunder boots gp, 5 days.


Once per short rest, you can click the heels of these boots together and cause a wave of thunder to erupt from them. Creatures within 5 feet of you must succeed on a DC 15 Constitution saving throw or take 2d6 thunder damage. You also have disadvantage on Dexterity Stealth checks that rely on sound while wearing these boots. When consumed, you gain resistance to lightning damage for one hour. Pick up a bundle of the three main volumes HERE for a discount!


Also check it out on Fantasy Grounds! Also by Anne Gregersen: Aaralyn's Stolen Notes to Velea is a complete campaign setting with a unique world and universe, including 23 subclasses, 5 new races, 2 new subraces, 7 new backgrounds, and much more. Fits any table! Bundles containing this product:. Phandelver's Noticeboards: 25 Quest Seeds for the Hinterlands. Monster Loot — Lost Mine of Phandelver. Monster Loot — Waterdeep: Dragon Heist. Monster Loot — Tyranny of Dragons.


More from this Title's Contributors. Customers Who Bought this Title also Purchased. Reviews 3. Please log in to add or reply to comments. Lindea Y. Thank you this supplement it will be extreemly helpful for my players who really loves to harvest any creature they happen to combat. This will save me so much time when preparing for sessions. I really love how creative this book is with the harvestab [ Robert M. These harvesting [ Sam D. I love the idea of this I've not run it yet but my idea is to add an NPC a humble blacksmith who works for Linene Greywind at the lionshield coster doing odd repair jobs who's kind of down trodden and dreams of starting his own smithy, with a little [ See All Ratings and Reviews.


Browse Categories. DMs Guild. Thanks a lot for this nice comment, I'll try to keep posting! My group is now in the adventures after Icespire Peak free on dndbeyond and I have written some about that.


I've ran Lost mines before the Essentials Kit came out. Now I'm running this with 2 groups and looking to merge the 2! Thanks for the ideas! We had played 1 session of Lost Mines before the Essentials kit came out. I immediately wanted to combine the two. I'm going for a plot where Venomfang, the dragon in Thundertree has enslaved the party to be its pawns, remove The Black Spider and Venomfang so it can take over Wave Echo Cave they obviously don't know this is it's plan.


Meanwhile, the players have inadvertedly created an Orchish civil war between two brothers, both who believe the party is on their side. I'm hoping it will end up with a huge battle in the forest involving Talos I really want to find a way to include Gnomengarde though I started this a couple of months ago, but had the characters start in Phandalin, Harbin Wester had a town meeting and laid out the seriousness of the Dragon.


I used Daran as a foil to Harbin to show that Harbin wasn't a natural leader but just a business man whose idea of an easy job has now turned sour. I also used the pregen characters as a competing adventure group who was completing some of the quests as well. Basically they completed any quests that the PCs didn't take but were now too low for them. Yeemik and a force of Hobgoblins had ousted Klarg and themselves were under attack from a force of over a dozen orcs from Wyvern Tor.


That was quite a 3 sided battle. Also I had both Gundren and Sildar in the caves so that now they have to recover the map but are free to pursue other options as Gundren's life isn't currently in peril. They also met the two dopplegangers impersonating Nundro and Tharden but of course were unaware of it. Then on the way to CM hideout they met the real Nundro and Tharden and are not sure what to make of it. I have more plans for the DGs as well.


Now the players are just getting back to Phandalin which has seen a rise in the exploits of the Redbrands killing and kidnapping townsfolk , but 5 have turned against the ruffians as they were long time residents and didn't like the new leadership.


Also, the competing group has hurried into town announcing that a tribe of Orcs with a War Chief, Eye of Gruumsh, orogs and ogres are hot on their trail and a defense of the town needs to be hastily constructed.


Wait until Cryovain shows up in the middle of that fight! Good stuff my man! Seems like you are running a solid plotline and thats what I like about premade adventures when you can take themand twist them to yours and your players desires!


Keep us posted brother. Id like to hear what happens next! Post a Comment. September 24, Included in the box is the adventure named "Lost Mine of Phandelver" LMoP , which is widely regarded as one of the best 5e published modules. Its a pretty standard adventure with some rough edges, but overall its a great introduction to playing Dungeons and Dragons.


Climbing the walls of the cliff to reach either entrance. Each pike bears the head of a ghoul, skeleton, wight, or zombie. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of the third round of combat.


Two foot-cubic iron cages stand in the north end of this cavern. Unless the druids from area C3 opened the cages to aid with a disturbance in area C1, each cage contains a sleeping owlbear. The cage doors are locked with latches on the outside, which can be undone or relocked as an action. If the owlbears are freed, they attack the characters. If the owlbears are not in the presence of Claugiyliamatar or a Gnawbones druid, a character who uses an action to make a successful DC 15 Wisdom Animal Handling convinces the owlbear to stop attacking.


The owlbear resumes its attack if it is damaged, threatened, or commanded to do so by Claugiyliamatar or a Gnawbones druid. A small black iron cauldron bubbles over a low campfire. Four woven moss mats sit on the ground nearby. If the druids have not left to investigate a disturbance in area C1, Delis Venomcauldron stirs the cauldron while talking with Argina Therrow, who sits on one of the mats.


Pot of Poison. Secret Poison Pit. Delis keeps her poison vials hidden in a 1-foot-deep, 1-foot-diameter hole in the ground covered by her sleeping mat. Creatures with a passive Wisdom Perception score of 14 or higher notice that the mat dips slightly in the middle. A creature that moves the mat disturbs the swarm of poisonous snakes guarding the poisons. The remains of ghouls, skeletons, zombies, and some other undead lay scattered across this cavern, torn to pieces by Claugiyliamatar.


A creature with a passive Wisdom Perception score of 17 of higher notices that the surfaces of the chamber are covered with a very fine green dust. This dust is made of tiny, hallucinogenic spores created by moss in the chamber.


A detect magic spell reveals that the moss and spores radiate auras of enchantment magic. Whenever a creature enters this cavern, it must make a DC 15 Constitution saving throw.


On a success, the creature is immune to the effect of the spores for 24 hours. On a failed save, the creature is poisoned for 1 minute. While poisoned , the creature is delirious and feels the need to frolic. At the start of its turn, the poisoned creature rolls on the Frolic Direction table and moves its full speed in a direction indicated by the roll. The creature moves in a straight line that direction without regard for its own safety, stumbling into hazards and obstacles or over ledges.


If a creature runs into a statue, stalagmite, or wall and still has movement left, the creature takes 1d6 bludgeoning damage per 10 feet of remaining movement rounded down. The creature can repeat the saving throw at the end of its turns, ending the effect on a success. Vajra Safahr is a human depicted with short hair, fine but practical clothing, and a thin, wolf-headed, rune-covered staff, which is taller than her.


She is the current Blackstaff and Archmage of Waterdeep. Lady Aribeth de Tylmarande is a half-elf depicted wearing plate armor emblazoned with the symbol of Tyr balanced scales resting on a warhammer. Danica Bonaduce is a lean-muscled human wearing simple clothing. She has her fists raised in an unarmed fighting stance. She was a heroic monk and the lady of the now-ruined Spirit Soaring cathedral in the Snowflake Mountains. Laerel Silverhand is a human with long hair in elaborate braids, wearing magnificent flowing robes.


The Gnawbones are lawful evil female human druids who speak Common, Draconic, and Druidic and have 45 hit points each. The druids worship Claugiyliamatar as a god, and the dragon teaches them to cast spells. The druids attack intruders on sight. The druids lead characters they believe to be allies of Claugiyliamatar to the dragon area C If the characters capture a druid and makes a successful DC 15 Charisma Intimidation check the druid leads them to the dragon.


Argina Therrow. The leader of the Gnawbones is a tall, thin human in her late sixties who covers herself in green body paint to honor Claugiyliamatar. The dragon devoured bandits attacking Argina when she was a young girl.


Argina sees Claugiyliamatar as a savior of those who devote themselves to the dragon and is fanatical in her loyalty. Delis Venomcauldron. Delis is a middle-aged human with a shaved head and a face scarred with alchemical burns. She joined the Gnawbones after murdering her cruel husband with poison and fleeing civilization. The alchemist has a wicked sense of humor and an obsession with poisons.


Saija Hurwi. Zuri Kimyak. Zuri is a short woman in her twenties with wild black hair dyed with a streak of green. She joined the Gnawbones after learning she had a green dragon ancestor and feels a kinship with Claugiyliamatar. Except for dragons and her fellow Gnawbones, Zuri sees all other creatures as inferior and worthy of only distain.


Assassin vines hide among the foliage on the walls of this stairway. There is one assassin vine per member of the party, including sidekicks. Webs cover the walls and ceilings of this chamber. There is one phase spider plus one additional phase spider per member of the party, not including sidekicks. The spiders and druids attack when they notice the characters. The druids command the spiders to push the characters into the webs. If the characters defeat Sajia and Zuri and the phase spiders are not in the presence of Claugiyliamatar or other Gnawbones druids, a character who uses an action to make a successful DC 15 Wisdom Animal Handling convinces the spider to stop attacking.


The spider resumes its attack if it is damaged, threatened, or commanded to do so by Claugiyliamatar or a Gnawbones druid. A creature that touches the webs on the walls must succeed on a DC 12 Dexterity saving throw or become restrained. A restrained creature can use its action to try to escape, freeing itself with a successful DC 12 Strength Athletics or Dexterity Acrobatics check. A creature that can reach the restrained creature can also make this check as an action, freeing the restrained creature on a success.


This small ledge overlooks the slime pool with a foot-long, 2-foot-diameter mossy log sitting near the ledge. The log can be used to bridge the slime pool between this area and area C9. Crossing the slippery log requires a successful DC 12 Dexterity Acrobatics check.


A creature that fails this check slips and falls in the slime below. These pools bubble with a dark green slime and are 15 feet deep. Swimming through the viscous slime requires a successful DC 12 Strength Athletics check. The DC is 12 plus the number of feet the creature has sunk into the slime. A creature can pull another creature within its reach out of a slime pool by using its action and succeeding on a Strength Athletics check. The DC is 7 plus the number of feet the target creature has sunk into the slime.


A creature that comes into contact with the slime takes 11 2d10 acid damage. The creature takes this damage again at the start of each of its turns until the slime is scraped off or destroyed.


Pushing Vines. A detect magic spell reveals that the vines directly above the slime pools radiate an aura of transmutation magic. Claugiyliamatar enchanted the vines to unfurl and attack creatures that fly over the pools, other than the dragon herself. When such a creature flies over a slime pool, it must succeed on a DC 15 Dexterity saving throw or take 11 2d10 bludgeoning damage and be pushed into the slime pool. Slime Tunnel. A 5-foot-diameter tunnel connects the slime pools.


A creature with a passive Wisdom Perception score of 15 or higher notices the very top of the tunnel peeking above the pool. Dynaheir is a human wearing simple robes, with a talisman of a stern-faced man around her neck.


Alusair Nacacia Obarskyr is a human wearing plate armor and carrying a shield emblazoned with the image of a dragon. She was a brave knight who served as the regent of Cormyr. Storm Silverhand is a human wearing chain mail and wielding a longsword with a winged hilt.


She is one of the Seven Sisters chosen by Mystra. Dove Falconhand is a human with a longbow strapped across her back. She wears plate armor and wields a longsword. She was one of the Seven Sisters chosen by Mystra. A 5-foot-square patch of moss in the center of this area hides a spiked pit trap. A creature notices the moss is not actually attached to the ground with a successful DC 15 Wisdom Perception check.


A potion of poison , a silvered warhammer, a diamond worth gp, and gp are scattered on the bottom of the pit. Zuri knows Claugiyliamatar will kill her if the dragon finds out that the druid keeps her own secret treasure. If Zuri notices the characters poking about her hoard or carrying the potion, warhammer, or diamond from her stash, she attacks with any other allies she can muster, no matter what arrangement the characters have with the dragon or other druids.


This bridge hangs 20 feet above the slime pool see area C8. A wood woad see appendix A stands just west of the bridge, next to a large wooden lever that sticks out of the cave floor. When an intruder crosses the bridge, the wood woad pulls the lever. As an action, a creature that can reach the lever can pull it, causing the bridge to suddenly part in the middle and both its halves to swing downward.


Creatures on the bridge must make a DC 15 Dexterity saving throw. On a success, the creature runs off of the bridge and onto the safety the closest cave floor.


On a failure, the creature falls 20 feet into the slime pool. As an action, the lever can be pulled again, returning the bridge to its original state. Creatures that stand on this small plateau 10 feet above area C13 might be noticed by Claugiyliamatar. Catti-brie is a human wearing a flowing dress that exposes symbols on her arms. One is the seven-pointed star of Mystra. The other is the unicorn symbol of Mielikki. She belongs to a famous adventuring party, the Companions of Mithral Hall.


Ammalia Cassalanter is a human dressed in rich finery. She is a powerful enchanter and noble living in the city of Waterdeep. She has a separate map for Waterdeep, where most of her machinations take place.


A character who has been to Waterdeep or who succeeds on a DC 12 Intelligence History check knows that the north map depicts the city. A character who understands Draconic knows that each rune is a single letter of the Draconic alphabet.


Each depicted rune is different from the others and represents a different agent working for the dragon. There are no runes near Leilon.


Hidden Message. A character who examines the Sword Coast map notices a message written in tiny carved Draconic runes at the top of the map with a successful DC 19 Wisdom Perception check.


Claugiyliamatar spends most of her time in this cavern, looking into her crystal balls to find the source of the undead that attack her lair. When the characters enter this area and can see the green dragon, read the following boxed text aloud to describe this area:. Claugiyliamatar is an ancient green dragon of immense power. You can find her stats in Appendix A: Creatures. Roleplaying Claugiyliamatar.


Claugiyliamatar does not attack the characters unless they try to harm or steal from her. Claigiyliamatar is jealous of powerful female humanoids who get to participate in the backstabbing, intrigue, and machinations of political nobility. Before she asks the characters why they have come to her lair, she demands that they state where they come from, then demands to hear any gossip or rumors the characters might know from the Sword Coast.


If the characters can offer a salacious tidbit such as rumors about the ghosts of the Swords of Leilon or the people rebuilding the town and a successful DC 15 Charisma Persuasion check, or they succeed on a DC 20 Charisma Deception check to offer a fake rumor, the dragon asks them why they have come to her lair. If the characters mention one of the cities with a Draconic rune depicted in her map room area C12 , they gain advantage on the Charisma check made to influence Claugiyliamatar.


If the characters cannot mention a rumor Claugiyliamatar believes or likes, she tells them to go away and return when they have some gossip for her. Once the characters offer the dragon an appropriate rumor, she answers any questions they have honestly with the following information:.


Claugiyliamatar has a crystal ball , a crystal ball of mind reading , a crystal ball of telepathy , and a crystal ball of true seeing.


Each is mounted on a foot-high brass pedestal. The green dragon placed a powerful enchantment on her crystal balls to deter their theft. If a crystal ball is removed from the lair, it ceases to function until it is returned to the lair. A character who makes a successful DC 12 Intelligence Investigation check notices three slight divots with a 5-foot diameter in the plateau floor between the two pairs of statues.


A detect magic spell reveals that these divots radiate auras of abjuration magic. A permanent floor-to-ceiling wall of force created by Claugiyliamatar runs from the north wall to the south wall, between the statues and the treasure hoard. The area west of the wall of force is obscured by trapped green gas, but a character who makes a successful DC 17 Wisdom Perception check notices a pile of treasure slightly silhouetted in the gas.


If the wall is destroyed, the gas behind it immediately expands, filling all of area C13 and C A creature that enters or starts its turn in the gas must make DC 22 Constitution saving throw, taking 77 22d6 poison damage on a failed save, or half as much damage on a successful one.


Creatures and objects in the gas are lightly obscured. The gas remains for 24 hours. A moderate wind at least 10 miles per hour disperses the gas after 4 hours. A strong wind at least 20 miles per hour disperses it after 1 hour. She died battling three dragons and was one of the Seven Sisters chosen by Mystra.


Lady Alustriel Silverhand is a human wearing long flowing robes and carrying a unicorn-headed staff. She served as the leader of Silverymoon for many years and is one of the Seven Sisters chosen by Mystra. Alassra Shentrantra Silverhand , also known as Simbul, is a human with long, wild hair and wearing flowing robes. She was the queen of Aglarond and one of the Seven Sisters chosen by Mystra.


After speaking with Claugiyliamatar in her lair, the characters likely want to find Viantha Cruelhex in Kryptgarden Forest. Each day the characters search the forest, have them choose one character to act as the guide.


At the end of each day the guide makes a DC 15 Wisdom Survival check. On a check failed by 5 or more, the characters find nothing. The characters run into random undead from the Undead Encounters table. The undead are loyal to Viantha and do not lead the characters to the deathlock unless magically compelled to do so. Viantha Cruelhex is a deathlock mastermind see appendix A in the process of summoning more undead to harass Claugiyliamatar with a magical ritual.


Before the characters can attack, Viantha summons specters to her side. There is one specter for every member of the party, not including sidekicks. Viantha and the specters fight until captured or destroyed. Roleplaying Viantha. Before she can say anything else, the dragon undergoes a terrible change, which is conveyed by reading the following boxed text aloud to the players:.


Rather than fight in such a state, Chardansearavitriol flees the lair, returning to Ularan Mortus in the Mere of Dead Men.


As the dragon leaves, a sword wraith commander see appendix A plus one sword wraith warrior see appendix A per two members of the party rounded down , not including sidekicks, invade the lair. The sword wraiths are loyal to Ularan Mortus and attack the characters, fighting to the death. The dread cultist Ularan Mortus carried his acolytes over the sea in a cursed galleon imbued with the soul of a death knight.


South of Neverwinter, the vessel was spotted by a local cult of Talos, god of storms, who directed the beam of a magical lighthouse onto the vessel to lure it onto the rocks. When this magic failed, the cultists sent their champion, Fheralai Stormsworn, to capture the vessel.


After a terrible sea battle, Ularan Mortus was forced to dive overboard and flee to shore. Unable to steer the dreadnaught, Fheralai crashed it onto the rocks. Once beached, she spoke to the grim soul of the ship and hatched a plan to appease it. The spirit inhabiting the vessel hails from the lost city of Anauria, a realm swallowed up long ago by the spread of the Anauroch Desert. Learning that it longed for its old home, Fheralai kidnapped a local bard, Tarbin Tul, and forced him to regale the ship with songs from its lost homeland.


The ruse worked. Since then, the storm lord has kept the dreadnaught beached on the rocks as a staging post for her upcoming invasion of the Sword Coast. Doing so causes the dreadnaught to cast off from the rocks and return to sea. The dreadnaught is beached on rocks some twenty miles north of the town of Leilon, near an old lighthouse called the Tower of Storms see Dragon of Icespire Peak for more information on this location.


If the characters leave town on foot in the morning, they can reach the vessel an hour or two before nightfall. The windswept coastline of this region is lined with rugged granite cliffs and stacks of eroded rock. Characters who attempt to sneak up on the vessel must succeed on a DC 15 group Dexterity Stealth check, with advantage if they attempt this task at night.


On a failure, the cultists on the deck spot them and open fire with the siege weapons mounted to their vessel see areas D3-D5 and D7. The characters are feet away from the vessel if spotted during the day, or feet away if spotted at night. Twenty zombies are impaled on stakes driven into the rocks around the dreadnaught.


These undead were sent here by Ularan Mortus to recapture his vessel and have been staked out by Fheralai as a warning. Each zombie is spattered with an unusual amount of dried bird droppings. The zombies writhe and moan on their stakes but are unable to move unless they are cut down. If freed, they attack the nearest living creatures. This champion of the Cult of Talos is onboard the dreadnaught when the characters arrive.


You can place her anywhere on the ship or have her move between locations. If she learns that intruders are present, she moves to intercept them.


Read the following boxed text aloud if the characters encounter her:. Fheralai is a fanatical young half-orc war priest see appendix A. She is one of the main villains of the story and is destined to return in Divine Contention , the conclusion of this adventure trilogy.


If an attack drops Fheralai to fewer than half her maximum hit points or she feels outmatched, she tries to abandon the vessel and flee to safety. As a sentient, undead creature, Emberlost can see and talk through the skeletal figurehead area D2 , his own corpse below deck area D17 , or the hellfire orb mounted on the mainmast area D4.


The death knight only serves creatures it chooses to obey. Fheralai Stormsworn appeased it by using a kidnapped bard to sing it songs from its homeland. At your discretion, the haunted soul of the death knight could be won over, using other means see area D17 for further information on this cursed creature.


The dreadnaught rests on slippery sea rocks that are regularly dashed by waves. These rocks count as difficult terrain. During combat, any creature that ends its turn on the rocks must roll a die: on an odd result, a wave smashes into them and they must succeed on a DC 15 Strength saving throw or fall prone. The death knight-dreadnaught is a galleon crafted from humanoid bones bound together by plates of iron and necromantic magic.


The lower decks of the vessel are cramped, with ceilings just six feet high. Creatures taller than this height must stoop to get around. The lower decks are lit by oil lamps that burn with eerie green flames.


Unholy Presence. The dreadnaught is imbued with the cursed soul of a death knight. All undead creatures onboard the vessel or within 60 feet of it have advantage on saving throws against features that turn undead. This giant skeleton see appendix A cannot move and uses the following attack in place of a scimitar:. The hatch can only be opened by creatures with a combined Strength score of 18 or more. Two anchorites of Talos see appendix A are stationed at the ballista, with an additional anchorite present on deck for every two characters in the party, including sidekicks.


If combat occurs here, the anchorites on the forecastle and quarterdeck areas D5 and D6 respond immediately. The iron brazier mounted on the mainmast contains an ever-burning orb of flame. Once per day, the death knight can hurl a magical ball of fire that explodes at a point it can see within feet of it. Each creature in a foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw.


The sphere spreads around corners. A creature takes 35 10d6 fire damage and 35 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The front deck of the dreadnaught is fitted with a ballista mounted on a rotating platform.


Two anchorites of Talos see appendix A are assigned to this weapon. When no threats are present, the cultists take turns daring each other to spit on the skull of the giant skeleton mounted under the bowsprit. The wheel is the round, iron shield that Emberlost carried in battle. After taking this damage, the creature can safely hold the wheel and steer the ship without taking further damage. If combat ensues below, the anchorites move on foot to engage in melee or hurl lightning bolts down on the intruders.


During naval combat, a bucket and winch are used to haul rocks up from the magazine to load the mangonels. A character can climb down the chain to access the magazine at area D The old maps show the locations of dozens of long-lost barrows along the Sword Coast, indicating that the sailors came here to unearth something buried. Most of these tombs have already been looted or destroyed, but others could form the basis for your own dungeon-based adventures.


Ularan Mortus was hunting for the mausoleum of the black dragon Chardansearavitriol. He took the map showing its location with him before he fled the ship. These lockers contain supplies for maintaining the vessel: spare rope, buckets, tubs of grease, and other mundane tools.


A character who hides inside a locker gains advantage on any Dexterity Stealth checks made to evade the crew. This cabin belonged to Ularan Mortus but has since been claimed by Fheralai Stormsworn. Anyone who searches the cabin and succeeds on a DC 12 Intelligence Investigation check discerns that a new resident recently reclaimed the room. A leather-bound journal lies open on the floor next to the bed. A note in the journal indicates that Fheralai may have kidnapped a bard to appease the spirit bound in the ship.


A liquor cabinet contains ten bottles of rare spirits worth gp each. The historical tomes on the bookshelves have a combined value of gp but weigh a total of pounds.


This journal belonged to Ularan Mortus, a high priest of Myrkul, god of death. As a member of the Cult of the Dragon, Ularan Mortus colluded with evil dragons to plot the downfall of the Sword Coast. He hopes to reanimate the soul of Ebondeath, a legendary black dragon, and petition it to steal a magical artifact from the town of Leilon.


Ularan Mortus sailed over the ocean onboard an undead galleon imbued with the soul of the death knight named Emberlost.


Could bard win him over? This gloomy oar deck looks like the belly of a whale, with gargantuan ribs sweeping from the walls to form rowing benches for the undead crew.


The deck underfoot is littered with humanoid bones to a depth of 1 foot. Two large, unmanned drums are positioned to the rear of the deck. There is one skeleton present for every member of the party, including sidekicks. The skeletons hide underneath the bones until intruders draw near, and then arise to attack them with surprise. If combat ensues here, Gol Badwind arrives from area D12 to investigate after two rounds. Skeleton Crew. Once per day when the dreadnaught needs to move, the death knight can animate a rowing crew of fifty skeletons from the bones piled here.


If the characters slay him, all anchorites left onboard become frightened of them. Badwind carries an alchemy jug at his belt, which he swigs from while doing his rounds. A foot-high shaft ascends from here to the poop deck area D7 , where a bucket and chain dangles from a winch. A character can climb the chain to ascend to the poop deck.


String hammocks are strung up here like cobwebs. When they enter this area, the characters hear singing drifting from the cabin at D Each hammock has the statistics of a rug of smothering except that it looks like a hammock when using its False Appearance feature. One hammock animates for every member of the party, including sidekicks. The old crew used this galley to prepare food, which consisted of spartan gruels and dry biscuits.


There is nothing else in here but bad recipes. The door to this compartment is boarded over with heavy planks of wood. Ularan Mortus was known for constructing obedient servants from the stitched-together bodies of former enemies. After the anchorites discovered that the golems in here were immune to lightning damage, they sealed them inside this chamber and boarded up the door.


There is one flesh golem inside the compartment for every two members of the party, including sidekicks rounded down. The golems attack anyone who enters. The corpse of a knight wearing plate armor slumps on a throne at the rear of this compartment. If questioned, the death knight reveals its yearning for Anauria, its lost homeland. Characters who succeed on a DC 20 Intelligence History check recall some tidbit of ancient Anaurian lore that impresses the death knight.


It has no loyalty to Fheralai and gladly betrays her if the characters offer a better deal. If anyone touches the corpse or strikes it with a melee weapon attack, Emberlost withdraws his body into the hull, swallowing it in bones.


The Bard. Tarbin Tul, a kidnapped male human bard see appendix A spends his waking hours singing songs of old Anauria to the death knight to keep it appeased. Tarbin wears an ankle manacle that is chained to a heavy iron ball weighing 50 pounds. He is desperate to escape but terrified of defying Fheralai Stormsworn. When the bard Tarbin Tul see area D17 becomes too exhausted to perform, the anchorites lock him in this cold cell to recuperate. The door is magically locked with an arcane lock spell and can only be opened by castig either knock or dispel magic.


Iniarv, a mage who became a lich, first occupied the fortress over eight hundred years ago. When a war between a kingdom of goodly peoples and a horde of goblinoids broke out near the keep, it angered Iniarv. The lich called the ocean forth to destroy both armies, creating the Mere of Dead Men. He has not been seen since the incident. Over the centuries, various bandits, thieves, orc war bands, and others used the tower as a temporary base while it fell further and further into ruin.


The Chimera Crew, a group of bandits, currently occupies the lair. Ularan Mortus pays the criminals to guard a growing horde of undead that the necromancer stores in the towers for an imminent attack on Phandalin. The bandits have also decided to make some gold on the side by raiding caravans headed from and to Leilon.


The Chimera Crew is a group of bandits founded by Rega Swarn. Orphaned at an early age and raised by brigands, Rega found a baby chimera with no one to look after it. She named the baby Ashbreath and trained it to follow her commands. As the chimera grew, Rega and her monstrosity attacked caravans on the road. Soon their success had Rega running the brigand band, who renamed themselves the Chimera Crew.


If a member of the Chimera Crew is captured, the characters can get the bandit to reveal the following information with a successful DC 15 Charisma Intimidation check:.


There are two greater zombies plus one additional greater zombie for every two members of the party rounded down , not including sidekicks. The zombies attack the characters, fighting until destroyed. At first Alevene and Niri help the characters fight the undead, but when only one zombie remains, they turn on the characters as the bandits do not want to leave witnesses. The brigands fight until one falls.


The towers are surrounded by parapets at the top of the walls that create the keep. Arrow Slits. When using an arrow slit for protection, a creature gains three-quarters cover against outside threats.


Tiny creatures can move through the slits without squeezing. Most of the light in the ruins comes from the sun or moon outside, but the shorter towers have hanging lanterns within which provide bright light. When using the parapets for protection, a Medium or smaller creature gains half cover. Climbing the stone walls of the ruin without equipment requires a successful DC 15 Strength Athletics check.


The characters must succeed on a DC 15 group Dexterity Stealth check to approach the keep unseen. A foot-deep ditch that was once a moat runs around the perimeter of the keep. The ditch is difficult terrain. A wooden bridge crosses the ditch and leads to the front entrance of the gatehouse area I3. The characters do not notice the last entrance unless they move around to that side of the keep. The walls of the keep stand 30 feet high.


Three human Chimera Crew scouts patrol the walls. If the scouts notice the characters approaching the ruins, they alert the Chimera Crew camp area I4 then call out to the characters and ask them to state their business. A character convinces the scouts they are allies with a successful DC 15 Charisma Deception check, and the scouts allow the characters to enter through the gatehouse area I3 then bring them to Rega Swarn in area I7.


If the scouts attack the characters, the rest of the Chimera Crew in areas I4 and I7 join the fray. The Chimera Crew dug a foot-deep pit trap with a foot-square opening in the ground along the hole in the north wall.


The pit is covered by a large tarp anchored on the pit's edge and camouflaged with dirt and debris. A creature with a passive Wisdom Perception score of 14 or higher notices the pit. Any creature that steps on the tarp falls into the pit and pulls the tarp with it, taking 3 1d6 bludgeoning damage and landing prone. The bottom of the pit contains a swarm of poisonous snakes. Climbing the walls of the pit without equipment requires a successful DC 15 Strength Athletics check.


The stone gatehouse has two stories. The first story is one interior room with a foot-high ceiling. The second story has no roof. When the characters enter the first story, they immediately smell and see oil on the floor and walls. If set ablaze, the oil burns for 1 minute.


While the oil burns, each creature that enters or starts its turn in the first story of the gatehouse takes 11 2d10 fire damage. Doors and Portcullises. The first story of the gatehouse has two sets of double doors behind iron portcullises.


Each portcullis requires a successful DC 18 Strength Athletics check to lift and immediately slams back down when the creature that lifted the portcullis stops holding it.


A portcullis has AC 19, 27 hit points, immunity to poison and psychic damage, and a damage threshold of 5. A creature that can reach a bar can lock or unlock the bar as an action. Forcing open a secured set of double doors requires a successful DC 20 Strength Athletics check.


Each door has AC 19, 27 hit points, and immunity to poison and psychic damage. Murder Holes. The second story has eight 1-foot-diameter murder holes in the floor that look down into the first story of the gatehouse. When using a murder hole to fight, a creature on the second story gains three-quarters cover against threats on the first story.


Tiny creatures can move through the holes without squeezing.