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Map & Handout Supplement: The Hall of Harsh Reflections

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100% found this document useful (1 vote)
399 views17 pages

Map & Handout Supplement: The Hall of Harsh Reflections

Uploaded by

Gonzalo Komnenus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

#127

MAP & HANDOUT SUPPLEMENT


PRODUCED BY PAIZO PUBLISHING, LLC.
[Link]

Joachim Barrum

THE HALL OF
HARSH REFLECTIONS
by Jason Bulmahn

The Free City: a shining gem in the crown


of cultured civilization. Beneath the surface
of this bustling metropolis is a rot, fester-
ing in the darkness, manipulating the lives
of those unaware of its presence. Now a
small adventuring band from out of town
may be in over their heads. Their actions in
Diamond Lake have attracted the wrath of
one of the city’s hidden masters. A gang of
infiltrators and an enigmatic mastermind
plot their destruction, and only tracing the
rot to the root can stop the onslaught. An
Age of Worms Adventure Path scenario for
7th-level characters.

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

1 DUNGEON 127 Supplement


Zyrxog

Telakin

Eva Widermann

Eva Widermann

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

2 DUNGEON 127 Supplement


Octopin

Eligos

Eva Widermann

Eva Widermann

Steve Prescott

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

3 DUNGEON 127 Supplement


Robert Lazzaretti
One square = 5 feet
The Crooked House Tavern
Private
Hall

3
2
1

6
5

7
Stage

up

3
2
1
up

Third Floor

E
Second
and
Storage

Kitchen

S
N
Floor
First

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

4 DUNGEON 127 Supplement


Sodden Hold

D7
D9

D8
D19 S

A D
D12
B D6 E D10 T
D5 D13
C
D11 D11 D11 D14

S
T

S S
catwalk
D1 D2 D15

S
D16

D3 D4
N
T
T
D17
W E T
D18

T S

One square = 5 feet S


Robert Lazzaretti

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

5 DUNGEON 127 Supplement


M12

M13
Zyrxog’s Lair
M11

M14

M10
M3
M9

M4

M8
M6

M5
N M7
M2

W E
M1

S
One square = 5 feet

Robert Lazzaretti

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

6 DUNGEON 127 Supplement


RUNNING “HALL OF HARSH REFLECTIONS”
IN THE FORGOTTEN REALMS
by Eric L. Boyd

I n the Realms, Waterdeep (Free City)


lies north and slightly west of Dagger-
ford (Diamond Lake) on the protected
shore of Deepwater Harbor (Selintan River).
Waterdeep is a walled city divided into seven
While friendly and trustworthy enough,
Dagsumn is a stickler for details. Capable
of creating his own magic items and spells,
Dagsumn still prefers to collect them as
payment with a minimum of risk. He can
kin is one of the nine greater doppelgang-
ers, whose personal ambitions have long
involved controlling economic activity in
Dock Ward. Toward this end, Telakin and
its agents have infiltrated the ranks of the
wards (districts/quarters), including Castle be somewhat of a bore and pest when he City Guard, several merchant houses, and
Ward (Garden District), Dock Ward (River catches wind of a new item, constantly bela- several guilds, all of which are key players
Quarter), North Ward, Trade Ward (Foreign boring guests for details. in the daily affairs of Dock Ward. Telakin
Quarter), Sea Ward, South Ward (Artisan’s never shows his brand openly, for to do so
Quarter), and the City of the Dead. There are Midnight’s Muddle would invite Hlaavin’s wrath.
no walls between wards in the City of Splen- The neighborhood known as Midnight’s Telakin’s lair, the Sodden Hall, lies down
dors, but Waterdeep has an extensive sys- Muddle occupies one block within City by the docks at the southern end of the small
tem of sewers beneath the streets (see City of Ward, just southeast of the Market. Mid- block between Full Sails (D35) and Seaswealth
Splendors: Waterdeep, pages 121–126, for details, night’s Muddle is bounded by Bazaar Hall (D39) on the map found in City of Splen-
including expanded encounter tables). Street, the High Road, Lamp Street, and dors: Waterdeep, page 104. (Simply rotate the
Conversion notes for Prendergast “Gast” the Street of Bells. map in the adventure 180 degrees, so that the
Brokengulf (CE male Tethyrian human The Crooked House lies at the northern water is south of the warehouse and assume
fighter 13) (Loris Raknian), and the Field of tip of the block, at the corner of the High the building actually extends out over the har-
Triumph (Free City Arena) ($77) are given Road and Bazaar Street. Tarquin Shortstone bor, rather than stopping just a few feet short
in the Realms conversion appendix for The XXVI, proprietor of the Crooked House, is an as shown on the Waterdeep map.) The illithid’s
Champion’s Belt. old friend of Dagsumn. He frequently meets secret passage (D19) is a tertiary tunnel that
Dagsumn for a friendly game of lanceboard leads east to the primary tunnel that connects
Dagsumn (dragonchess) at the Elfstone Tavern (C32). SF54 with the harbor on the sewer map found
Gaunt and ghostly-pale, Dagsumn (LN in City of Splendors: Waterdeep, page 123.
male Illuskan human wizard 7) (Eligos) is The Unseen The prisoners found in area D6 of Sodden
an austere man of moderate height, given The Unseen is a consortium of shapechang- Hall include Tryssia Lanngolyn (CN female
to bulky blue and green robes. Despite his ers, thieves, illusionists, and assassins that Lantanna aristocrat 4) (Ilya Starmane), heir
apparent physical failings, he is a skilled has been growing in strength and numbers to House Lanngolyn, and Gattel Watam, a
practitioner of the Art with a hunger for in Waterdeep for nearly three decades. The former city magister. Ilserv’s note, found in
magical power. Dagsumn hails from Port Unseen began as a druuth (a cabal of dop- Telakin’s sanctum (area D18) uses the words
Llast and had a brief apprenticeship with pelgangers led by illithids), tasked to infil- “Brian’s forge” instead of “cold forge.”
Malchor Harpell (Manzorian) at the Tower trate and spy on the City of Splendors for
of Twilight (Fortress of Unknown Depths). the Underdark city of Ch’Chitl. The death Tentacles of Ch’Chitl
While the two did not part company as ene- of the elder brain of the Kingdom Below has Ilserv (Zyrxog) has long served as emissary to
mies, they have not spoken in over 25 years. forced the druuth to operate independantly, Waterdeep for Ch’Chitl, the Kingdom Below.
Dagsumn came to Waterdeep to make his enabling a greater doppelganger named An ill-fated alliance with old Xanathar (a
fortune, but his brief adventuring career Hlaavin (NE half-illithid greater doppel- beholder since replaced by the Eye as leader
gave way long ago to casting spells and ganger sorcerer 9) to emerge as the leader of of the Xanathar Thieves’ Guild) led to a con-
tutoring lesser mages. He can usually be the now-autonomous band. The Unseen are frontation with the Gray Hands during
found at the Elfstone Tavern (C32) (Web’s detailed further in City of Splendors: Waterdeep which old Xanathar petrified Ilserv, forcing
Dragonchess Parlor) and lives in an opu- and in an upcoming issue of Dragon. the illithid to spend several years in the gar-
lent apartment (Eligos’s manor) nearby with The leaders of the Unseen are nine den of Mirt’s Mansion (C52) before it could
his wife, Kyrss Wands (LG female Tethyrian enigmatic mirrorkin, known more com- engineer its escape. A�er fleeing to the King-
human aristocrat 3) (Pollard), the youngest monly as greater (or elder) doppelgang- dom Below, Ilserv has returned to Waterdeep’s
child of Maskar Wands. Dagsumn prefers ers. Although they work together closely sewers to reestablish illithid control over the
to engage in spellcasting in the City of the to expand their influence in the City of Unseen, without exposing the errant druuth’s
Dead, protected by hired guards, where few Splendors, each mirrorkin has its own activities in Waterdeep (and undermining the
can glean his secrets through observation. particular personality and agenda. Tela- point of such a takeover).

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

7 DUNGEON 127 Supplement


Ilserv began the process of making Telakin but it needs Telakin’s knowledge of the arti- or because Telakin discovers its presence,
a thrall by offering the greater doppelganger fact in order to use it effectively. Ixiaxian bargains with the PCs for its life.
access to the mind clone. Telakin agreed with- Some weeks ago, Hlaavin tasked the doppel- Hlaavin’s agent offers to trade Telakin (if
out the knowledge of Hlaavin, who it hopes ganger Ixiaxian with keeping an eye on Telakin. still alive) or itself (if Telakin is dead) for the
to someday supplant as leader of the Unseen. The leader of the Unseen instructed his lackey to abducted PC, if the rest of the PCs agree to
Although Telakin received the device and its watch for an opportunity to move against Telakin destroy Telakin’s hidden master. If the PCs
influence within the Unseen has grown as and his mysterous master through the manipula- acquiesce, Hlaavin arranges an ambush by
a result, the negotiations brought Telakin tion of a third party (such as the PCs). Mask’s Conscripts during the prisoner swap,
into close proximity with Ilserv, which gave While spying on Telakin’s agents, Ixiaxian again fearing that the PCs have learned too
the illithid the opportunity to enslave the observes their interest in the PCs. At the first much about the operations of the Unseen. If
greater doppelganger. opportunity, Ixiaxian replaces one of the PCs this ambush fails, Hlaavin arranges a second
Ilserv’s lair lies beneath Brian the Sword- with the assistance of other doppelgangers attempt during the events of “The Spire of
master’s Smithy (Cold Forge) (S7), just south loyal to Hlaavin. Ixiaxian’s objective is not to Long Shadows,” as noted above.
of the secondary passage that runs east from betray the PCs in area D15, as discussed in the
the junction room (SF55, no surface connec- adventure, but to use them as a defensive shield A Night on the Town:
tion) located under the wide part of Candle behind which it can spy directly on Telakin’s Wormfood #4 in the FORGOTTEN REALMS
Land, west of the Way of the Dragon. (Simply operations. (Change encounter D15 to be all Entertainment can be found in every quarter
rotate the map in the adventure 180 degrees, doppelgangers and not include the missing PC. of the City of Splendors, as detailed in City of
so that the illithid’s lair is south of the sewer The EL remains unchanged, as Ixiaxian does Splendors: Waterdeep and the 2e product, Volo’s
passage.) Waterdeep’s sewers, including pas- not betray the PCs here, but one additional Guide to Waterdeep (still available online in PDF
sage widths and encounters, are fully detailed doppelganger is present in the guise of the PC format from various vendors). Four locales
in City of Splendors: Waterdeep. Ixiaxian already replaced.) If possible, Ixiaxian detailed in Dragon #336 are easily placed
seeks to avoid damage to the Telakin’s device in Waterdeep. The Blueberry Theatre is best
Hlaavin vs. Ilserv and keep Telakin alive (for now), but its primary placed in the southeastern corner of Castle
One additional sub-plot revolves Telakin’s objective is to ferret out the identity of Telakin’s Ward. The Checkered Circle is usually found
relationship with Hlaavin. Hlaavin suspects suspected secret master and, if possible, have in Dock Ward. Thaddeus Tightfist is in the
that Telakin has fallen under the influence of the PCs bring him down. Once Ilserv is dead, employ of Elaith “the Serpent” Craulnobur,
an illithid of Ch’Chitl, but so far the leader Ixiaxian arranges an ambush at a later date by a the infamous elven crime lord who secretly
of the Unseen has little evidence. Hlaavin doppelganger loyal to Hlaavin, fearing that the owns the operation. Honest Axebeard’s House
has no desire to see Ilserv or the Concord of PCs have learned too much about the opera- of Dice is also well suited for Castle Ward, at
Elders in Ch’Chitl reestablish control over tions of the Unseen. This ambush occurs dur- the northern end of the district just south of
the druuth, but Hlaavin wants to avoid openly ing the events of “The Spire of Long Shadows” the Market. Josiel’s Bathhouse is appropriate
moving against them until the group’s posi- in the village of Longsaddle (Magepoint). for the northern end of Trades Ward, just east
tion within the social fabric of Waterdeep is If Ixiaxian’s deception is discovered by of the Market. None of these locales lies on
more secure. In addition, the leader of the the PCs during the course of the adven- a major road, but all are famous enough to
Unseen wants control of Telakin’s mind clone, ture, whether through their own actions come to the attention of the PCs.

RUNNING “THE HALL OF


HARSH REFLECTIONS” IN EBERRON
by Keith Baker

“ T he Hall of Harsh Reflections”


brings the adventurers to the
Free City, where a mind flayer
tries to destroy them through use of his doppel-
ganger thralls. Here are a few ideas for convert-
d% Encounter
01–10 3 angry warforged (male personality
warforged fighter 2) (EL 4)
11–20 4 unhinged soldiers (male human
warrior 2/barbarian 1) (EL 5)
Lord of Blades, and are filled with anger
towards the humans who “built them to
die.” They will be hostile toward any party
including members of House Cannith;
otherwise they are simply unfriendly. They
ing this scenario to the world of Eberron. 21–25 2 thieves (male and female human are spoiling for a fight, but if the party acts
rogue 3) (EL 5) in a conciliatory manner (especially if a
Journey to the Free City 26–30 2 harpies (EL 6) warforged PC acts as party spokesman)
The roads of Breland are dangerous, but the 31-35 2 trolls (EL 7) hostilities can be avoided.
danger is more likely to come from people than 36–40 1 warforged insurgent (female personality Unhinged Soldiers: These crazed warriors
monsters. Wild creatures rarely strike on the warforged rogue 4/artificer 3) (EL 7) are described in the web enhancement for
road, but in the a�ermath of the Last War, other 41–00 none “Encounter at Blackwall Keep.” Driven mad
travelers may be far more dangerous than ani- Angry Warforged: These warforged have by the war, they will attack with no concern
mals. Here’s an alternative encounter chart: been stirred into a frenzy by agents of the for self-preservation.

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

8 DUNGEON 127 Supplement


Thieves: These brigands are former Villains: Telakin and Zyrxog ness and blindsight. They will use their long
scouts from the Cyran army. They steal Telakin and his band of doppelgangers have tentacles to trip enemies, taking advantage
both as a matter of survival, but also out no connections to the Tyrants of Sharn. The of reach and Combat Reflexes to keep oppo-
of a desire to avenge their fallen coun- greater doppelgangers are creatures of the nents on the ground.
try. They won’t attack a group containing Dragon Below, the result of generations of
Cyrans, although they may approach the daelkyr and illithid experimentation. Telakin Dolgaunt Monk CR 5
adventurers and encourage the Cyrans to was sent to this city to aid a local mind flayer, Male dolgaunt monk 3
join their fight. and has lured followers from among the dop- Eberron Campaign Setting 281
Harpies and Trolls: These creatures were pelganger community with promises of power. LE Medium aberration
brought over from Droaam to fight in the If you wish to have this group play a long-term Init +5
Last War; with the war over, they are slaking role in the game, they could actually be rivals Senses blindsight 360 �.; Spot +9, Listen +8
their bloody instincts as bandits. of the Tyrants. Tyrant One has his own plans Languages Common, Goblin, Orc,
Warforged Insurgent: Trained to serve as to spread changeling influence across Sharn, Undercommon; can silently communicate
an assassin in the Last War, this warforged and his agenda doesn’t match that of Telakin’s with other dolgaunts within 30 feet.
soldier has whole-heartedly embraced doppelganger-only society. If adventurers AC 22, touch 19, flat-footed 17
the ideology of the Lord of Blades. She think the Daask/Boromar conflict makes life hp 29 (5 HD) DR 5/byeshk or magic
has been preaching to the warforged of difficult, wait until they are caught in a middle Fort +4 Ref +8 Will +10 (+12 vs enchantment); evasion
the region, but she also takes pleasure in of a gang war between two different gangs of Spd 40 �. (8 squares)
hunting creatures of flesh. She is patient shapeshi�ers! The Tyrants do not have access Melee 2 tentacles +7 (1d3+4) or
and will stalk the party, waiting for people to the mind clone; but once they learn of it, they unarmed strike +7 (1d6+4) or
to sleep; she will then use cat’s grace and will certainly want to acquire it. unarmed strike +5/+5 (1d6+4)
personal weapon augmentation, sniping at As for Zyxog, Sharn already has a local mind Space 5 �. Reach 5 �. (10 �. with tentacles)
the guards and hoping that sneak attack flayer: Chyrassk, mentioned on pages 102 and Base Atk +3; Grp +11
damage and the effect of the augmented 175 of the Sharn: City of Towers sourcebook. The Atk Options Combat Expertise, Improved
weapon can quickly incapacitate foes. If a simplest path is to replace Zyrxog with Chy- Grapple, Improved Trip
warforged is with the party, the insurgent rassk: keep the statistics given in the adventure, Special Atk vitality drain
will focus on the other members of the but use Chyrassk’s name and his home in Khy- Combat Gear potion of cure moderate wounds,
party, planning to speak to the warforged ber’s Gate. However, if Chyrassk has already potion of mage armor, oil of darkness,
once she has eliminated the humanoids. played a significant role in your campaign, alchemist’s fire (2), tanglefoot bag
Zyrxog can simply be an additional mind flayer Abilities Str 18, Dex 21, Con 12, Int 14, Wis 18, Cha 8
Welcome to the Free City who shares the city with Chyrassk. The Cults Feats Combat Expertise, Combat Reflexes, Deflect
The Free City is one of the most fabulous cit- of the Dragon Below are splintered by nature; Arrows, Improved Grapple, Improved Trip,
ies in the world—and in Eberron, it should if Chyrassk and Zyrxog are pursuing different Improved Unarmed Strike
come as no surprise that this becomes Sharn, projects, it’s wouldn’t be surprising for them to Skills Balance +11, Climb +8, Hide +12, Jump +11,
the City of Towers. The party enters the city remain apart from one another. Listen +8, Move Silently +12, Spot +9, Tumble +15
through Wroann’s Gate in Lower Tavick’s Possessions combat gear
Landing, with the massive statue of Queen Chapter Three: Sodden Hold Vitality Drain (Ex): On a successful grapple check,
Wroann ir’Wynarn raising her sword high Sodden Hold is located in the Grayflood dis- the dolgaunt deals one point of Constitution
above the gate. trict of Cliffside. Everything else about this damage in addition to normal damage. If
The Parade of Thieves: The parade is part section can be used just as it stands. If the injured, it also heals 2 points of damage.
of House Phiarlan’s Carnival of Shadows, DM wants to add local flavor, Ilya Starmane
showcasing the fabulous beasts the circus could be replaced with Cyra ir’Tain (Sharn: City Myrianaas CR 9
has brought to town. of Towers page 86); rescuing her will earn the Female dolgaunt monk 1/cleric 8 (Dragon Below)
party a powerful ally in the ir’Tain family. Eberron Campaign Setting 281
Chapter Two: LE Medium aberration
Eligos and the Crooked House Swapping the Drow Init +4
Eligos lives in the Platinate district of Upper In Eberron, the drow have no ties to Khorvaire Senses blindsight 360 �.; Spot +5, Listen +5
Menthis. Eligos himself is an agent of the or to Khyber, and it would be very unusual Languages Common, Goblin, Undercommon;
Chamber; while he is a powerful wizard, he for the mind flayer to have drow servants. can silently communicate with other
has chosen to keep the full extent of his arcane Instead, Zyrxog is assisted by agents of the dolgaunts within 30 feet.
skills hidden from the general populace. He Dragon Below: the dolgaunts. Use dolgaunt AC 25, touch 20, flat-footed 20
is not aligned with any of the wizard’s circles, monks in place of the drow thralls, and the hp 71 (11 HD)
and is known merely as a sage and scholar, revised version of Myrianaas as given below: DR 5/byeshk or magic
albeit one of considerable skill. a ghastly female dolgaunt who channels the Fort +10 Ref +8 Will +15
The Crooked House makes an excel- power of Xoriat itself. Spd 30 �. (6 squares)
lent addition to the Underlook district of Like the drow, the dolgaunts will use dark- Melee 2 tentacles +9 (1d3+4) or
Middle Dura. ness to their advantage, relying on oil of dark- +1 morning star of spell storing +10 (1d8+5) or

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

9 DUNGEON 127 Supplement


unarmed strike +9 (1d6+4) or 2nd—cure moderate wounds, death knell (DC 17), Deflect Arrows, Greater Spell Focus
unarmed strike +7/+7 (1d6+4) or hold person (DC 19) (2), touch of madnessD (DC 19) (enchantment), Improved Grapple, Improved
Space 5 �. Reach 5 �. (10 �. with tentacle) 1st—cure light wounds (2), divine favor, cause fear Trip, Improved Unarmed Strike, Spell Focus
Base Atk +5; Grp +13 (DC 16), lesser confusionD (DC 18), sanctuary (enchantment)
Atk Options Improved Grapple, Improved Trip (DC 16), shield of faith Skills Balance +11, Climb +8, Concentration +12,
Special Attacks rebuke undead 3/day (+1, 2d6+8, 8th), 0—cure minor wounds (3), detect magic, detect Hide +11, Jump +6, Knowledge (religion) +7,
spontaneous casting (inflict spells), vitality drain poison, resistance Listen +5, Move Silently +7, Spot +5, Tumble +14
Combat Gear potion of barkskin +2, potion of blur D: Domain spell. Domains: Dragon Below, Madness Possessions combat gear, +1 morning star of spell
Spells Prepared (CL 8th, +9 melee touch): Abilities Str 18, Dex 20, Con 14, Int 12, Wis 20, Cha 8 storing (hold person [DC 19]), bracers of armor +2
4th—confusionD (DC 21), cure critical wounds, SQ Once per day, may add +3 to one Will save Vitality Drain (Ex): On a successful grapple check,
divine power, freedom of movement or Wisdom skill check (Madness domain the dolgaunt deals one point of Constitution
3rd—bestow curseD (DC 18), cure serious wounds, granted power) damage in addition to normal damage. If
deeper darkness, dispel magic, prayer Feats Augment Summoning, Combat Reflexes, injured, it also heals 2 points of damage.

Udon with Chris Stevens, Mark Sinclair & Kevin Yan

THE HIVE
by Philip Larwood
Hehranna
The once-dwarven wizard Hehranna knows that her previous
race, for all its pride and skill, is hampered and distracted
by lesser concerns—family, friendship, emotion. Once they
join the Hive, they won’t begrudge a few moments of pain in
exchange for the industrious awakening she has to offer them.
A D&D adventure for 5th-level characters.

Udon with Chris Stevens,


Mark Sinclair & Kevin Yan

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

10 DUNGEON 127 Supplement


Udon with Chris Stevens, Mark Sinclair & Kevin Yan

Hiveblood
Ettin

Udon with Chris Stevens,


Mark Sinclair & Kevin Yan

Jason Engle

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

11 DUNGEON 127 Supplement


Jason Engle

Jason Engle

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

12 DUNGEON 127 Supplement


Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

13 DUNGEON 127 Supplement


Jeff Carlisle

DUNGEON OF THE CRYPT


by Eric L. Boyd

The High Hunt leaves the streets of Waterdeep and heads beneath the City of the Dead where monstrous criminal overlords compete for
the favor of their mysterious master. It will take more than skill with a blade to cut through the web of deceit and treachery that surrounds
the Vampire Master of Waterdeep. Do you have what it takes to survive the Dungeon of the Crypt? The second adventure in the Vampires of
Waterdeep Campaign Arc, “Dungeon of the Crypt” is a Forgotten Realms adventure for 13th-level characters.

Galguth Nar’Shindah
Shund

Jeff Carlisle
Jeff Carlisle

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

14 DUNGEON 127 Supplement


Selphucher
of the Caliph
Jeff Carlisle

Flying Fingers

Fhang

Jeff Carlisle
Jeff Carlisle

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

15 DUNGEON 127 Supplement


W
C19
Dungeon of the Crypt
S N C22 C23
C30A

S
C16 C20 C30
E
C15 C29

S
C17 C17 S
C24
C18
C14 C5 C21 C36
C3A
C21A

C3 S C17 C31 C35


C21
Down C26 C28 C31A
C1 C2 C13

C8 C4
C10 C34
C27
C6 C11
S

C32 C33
C7 C9 C25

S
S
C17

C12
C7a

C12A
One square = 10 feet

Robert Lazzaretti

Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

16 DUNGEON 127 Supplement


One square = 5 feet
D3
D5

D4
D2
D1
Deepwinter Vault

N
W

E
S

Robert Lazzaretti Robert Lazzaretti


E
N

S
W
Crypt Stairs

C1B

One square = 5 feet


C1A

S S
Down

Down

Robert Lazzaretti Robert Lazzaretti

Dungeon #127 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved.

17 DUNGEON 127 Supplement

#127 
MAP & HANDOUT SUPPLEMENT
PRODUCED BY PAIZO PUBLISHING, LLC.
WWW.PAIZO.COM
THE HALL OF  
HARSH REFLECTIONS
by Jason Bulm
Telakin
Eva Widermann
Eva Widermann
 Zyrxog
DUNGEON 127 Supplement
2
Dungeon #127 Map & Handout Supplement © 2005 Wizards of
Steve Prescott
Eligos
Eva Widermann
Octopin
Eva Widermann
DUNGEON 127 Supplement
3
Dungeon #127 Map & Handout Supplement © 20
The Crooked House Tavern
N
S
W
E
First
Floor
Second 
and 
Third Floor
Storage
Kitchen
Stage
Private 
Hall
2
3
1
2
3
4
5
6
7
u
Sodden Hold
N
S
W
E
One square = 5 feet
D1
D2
D3
D4
D5
A
B
C
D
E
D8
D7
D9
D19
D12
D13
D10
D15
D11
D11
D11
D14
D16
D17
D18
T
T
Zyrxog’s Lair
N
S
W
E
One square = 5 feet
M1
M2
M3
M4
M5
M6
M7
M8
M9
M10
M11
M12
M13
M14
Zyrxog’s Lair
N
S
W
E
One square = 5
I
n the Realms, Waterdeep (Free City) 
lies north and slightly west of Dagger-
ford (Diamond Lake) on the protected 
shore of
Ilserv began the process of making Telakin 
a thrall by offering the greater doppelganger 
access to the mind clone. Telakin
Thieves: These brigands are former 
scouts from the Cyran army. They steal 
both as a matter of survival, but also out 
of a
unarmed strike +9 (1d6+4) or
unarmed strike +7/+7 (1d6+4) or
Space 5 Ȏ. Reach 5 Ȏ. (10 Ȏ. with tentacle)
Base Atk +5; Grp +13

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