The Shadow of Dauergothoth

The Shadow of Dauergothoth

Introduction: The Shadow of Dauergothoth is a Dungeons & Dragons 5th edition adventure designed for a party of 4-6 characters, beginning at level 5 and progressing to level 12. The adventure takes place along the Sword Coast, focusing on the town of Daggerford, the city of Waterdeep, and the treacherous Underdark. The story revolves around the party’s efforts to thwart the Cult of the Dragon’s plans to raise the fearsome dracolich Dauergothoth to godhood.

Running the Adventure: This adventure is divided into eight 4-hour sessions, with each session containing five encounters. Each session should provide a balanced mix of combat, roleplay, exploration, and problem-solving. The adventure is designed to be flexible and adaptable to the preferences of the Dungeon Master and the players.

Adventure Background: The Cult of the Dragon has long sought to bring about the reign of dracoliches, and their latest plan is more ambitious than ever. They aim to raise the dracolich Dauergothoth to godhood, giving them an unstoppable deity to rule over the Sword Coast. The Harpers, a secretive faction of spies and informants, have caught wind of the Cult’s nefarious plans and are determined to stop them.

Adventure Overview: The party, acting as agents of the Harper faction, must first infiltrate the Cult’s hideout in Daggerford, gather information about their plans, and confront the Cult leader, Pyke Drabin. From there, the party will travel to Waterdeep and Thornhold, eventually delving into the Mere of Dead Men and the Underdark to find the ancient city of Dolblunde. There, they must disrupt the dark ritual to raise Dauergothoth, culminating in a climactic battle against the dracolich and Pyke Drabin.

Adventure Hook: The characters are approached by Zel, a Harper agent, who informs them of the Cult’s activities in Daggerford and the potential threat they pose. The party is tasked with investigating the Cult and thwarting their plans.

Table of Contents:

  1. Infiltrating the Cult Hideout
  2. Uncovering the Cult’s Plans
  3. Journey to Waterdeep
  4. Meeting the Harper Agent in Waterdeep
  5. From Waterdeep to Thornhold
  6. Into the Mere of Dead Men
  7. The Depths of the Underdark
  8. Dolblunde: City of Shadows
  9. Dauergothoth’s Lair: The Final Battle
  10. Appendix: NPCs, Monsters, and Magic Items

Session 1: Shadows in Daggerford

Session Overview: In this session, the party will infiltrate the Cult hideout in Daggerford, gather information about their plans, and have their first encounter with the Cult leader, Pyke Drabin.

Encounter 1: Meeting Agent Zel (Roleplay)

Read-aloud text: “As you gather at a secluded table in the River Shining Tavern, a hooded figure approaches. The figure pulls back their hood, revealing a middle-aged human with sharp, calculating eyes.”

Zel, a Harper agent, provides the party with information about the Cult of the Dragon’s activities in Daggerford. Zel tasks the party with infiltrating the Cult’s hideout, a warehouse near the river. The party should gather any information they can about the Cult’s plans and report back to Zel.

Encounter 2: Scouting the Warehouse (Exploration)

Read-aloud text: “As you approach the warehouse, you notice that it is heavily guarded, with Cult members patrolling the perimeter. The building appears to have several entrances, including a large double door, a smaller side door, and a few windows near the roof.”

The party must decide how to infiltrate the warehouse. They can attempt to stealthily enter through the side door or windows, or they can try to deceive the guards by posing as Cult members. The Dungeon Master should adjust the difficulty of these checks based on the creativity of the party’s approach.

Encounter 3: Cult Ambush (Combat)

Read-aloud text: “As you make your way through the dimly lit warehouse, you hear a sudden shout. ‘Intruders!’ A group of Cult members leaps from the shadows, weapons drawn.”

The party is ambushed by four Cult Fanatics (use the Cult Fanatic stat block from the Monster Manual). The combat takes place in a cluttered warehouse, with crates and barrels providing cover and difficult terrain. Encourage the players to use the environment to their advantage.

Encounter 4: Interrogating a Cultist (Roleplay)

After defeating the Cult Fanatics, the party can interrogate one of the captured Cult members. The Cultist reveals that Pyke Drabin, the Cult leader, has been meeting with a mysterious figure in a hidden chamber in the warehouse. The party also learns the location of a secret door leading to the chamber.

Encounter 5: Confronting Pyke Drabin (Combat)

Read-aloud text: “As you enter the hidden chamber, you see Pyke Drabin, a tall, imposing figure clad in dark robes, standing before a large map of the Sword Coast. He sneers at your arrival. ‘Fools! You are too late to stop the rise of Dauergothoth!'”

Pyke Drabin is accompanied by two Cult Fanatics and a Cult Assassin (use the Assassin stat block from the Monster Manual). The combat takes place in the hidden chamber, which is filled with tables covered in maps, scrolls, and other arcane paraphernalia. As a Dungeon Master, make sure to describe the environment and any potential cover or hazards during the combat.

When Pyke Drabin is reduced to half his hit points, he casts Dimension Door to escape, leaving his allies to continue the fight.

Rewards: In addition to any treasure gained from defeated enemies, the party finds a detailed map of the Sword Coast, marked with key locations related to the Cult’s plans. They also find a letter from a mysterious figure, giving instructions to Pyke Drabin about the dark ritual to raise Dauergothoth to godhood.

Transition to the Next Part: After reporting their findings to Zel, the party is instructed to travel to Waterdeep, where they will meet a Harper agent who can provide them with further information about the Cult’s plans and an artifact that can aid them on their journey. As the party prepares for their journey to Waterdeep, the mystery of the Cult of the Dragon and the dracolich Dauergothoth looms large over their heads. They know that they must uncover more about the Cult’s plans and put an end to the dark ritual before it’s too late.

With Session 1 complete, the party is now prepared to venture forth to Waterdeep and continue their mission to unravel the Cult’s plans and prevent the rise of the dracolich Dauergothoth. The adventures awaiting them in Waterdeep will provide new challenges, allies, and enemies, as well as further opportunities for exploration, roleplay, and combat.

Session 2: The Road to Waterdeep

Session Overview: In this session, the party will travel from Daggerford to Waterdeep, overcoming various challenges along the way. They will face encounters with creatures, environmental hazards, and the occasional intervention from the Cult of the Dragon.

Encounter 1: Bandit Ambush (Combat)

Read-aloud text: “As you travel along the road to Waterdeep, you notice a sudden rustling in the bushes. Suddenly, a group of bandits leaps out, weapons drawn, and demands your valuables.”

The party is ambushed by a group of six Bandits (use the Bandit stat block from the Monster Manual). The combat takes place along the roadside, with trees and bushes providing cover for both the party and their attackers. Encourage players to use the environment to their advantage.

Encounter 2: Aiding a Traveler in Need (Roleplay)

Read-aloud text: “Further along the road, you come across a distressed traveler, a young elven woman named Elara, whose cart has broken down. She pleads for assistance, explaining that she is a merchant traveling to Waterdeep and is now stranded.”

The party has the opportunity to aid Elara by repairing her cart, providing her with supplies, or helping her find a safe place to stay. Depending on how the party assists her, Elara may offer them a small reward, such as a potion or scroll, or information about the road ahead.

Encounter 3: Stormy Weather (Exploration)

Read-aloud text: “As the day progresses, dark clouds gather overhead, and a heavy rain begins to fall. The downpour makes the road muddy and treacherous, slowing your progress and testing your resolve.”

The party must make a group Survival check to navigate the stormy weather and find a suitable place to take shelter for the night. If the party fails the check, they become soaked, cold, and miserable, imposing disadvantage on their next set of ability checks and saving throws.

Encounter 4: Cult Pursuers (Combat)

Read-aloud text: “During the night, as you huddle in your makeshift shelter, you hear the sound of approaching footsteps. Through the rain, you spot a group of figures in dark robes, their eyes glinting with malicious intent.”

The party is attacked by four Cult Fanatics and two Cult Assassins, sent by Pyke Drabin to thwart their progress. The combat takes place in the dark and rain, with limited visibility and difficult terrain due to the muddy ground. Encourage players to use their abilities creatively to adapt to the challenging conditions.

Encounter 5: A Bridge in Disrepair (Problem-Solving)

Read-aloud text: “As the storm subsides and you continue your journey, you come across a bridge that spans a swift-flowing river. The recent storm has caused significant damage to the bridge, leaving it unstable and potentially dangerous.”

The party must figure out a way to cross the damaged bridge safely. They can attempt to repair the bridge, use their abilities to create an alternate route, or risk crossing the precarious structure. The Dungeon Master should adjust the difficulty of the related checks based on the creativity of the party’s approach.

Rewards: In addition to any treasure gained from defeated enemies, the party gains experience from overcoming the challenges on the road to Waterdeep. They may also have earned Elara’s gratitude and a small reward or valuable information.

Transition to the Next Part: Having braved the dangers of the road, the party finally arrives in Waterdeep, a bustling city filled with opportunity and intrigue. The characters are now prepared to meet the Harper agent within the city and gather more information about the Cult’s plans and the dark ritual to raise Dauergothoth.

Session 3: Secrets of Waterdeep

Session Overview: In this session, the party will meet the Harper agent in Waterdeep, receive an artifact to aid them in their quest, and deal with several challenges that arise within the city, including a surprise attack by Cult members.

Encounter 1: Meeting the Harper Agent (Roleplay)

Read-aloud text: “As you enter the bustling city of Waterdeep, you make your way to the agreed-upon meeting spot: a small, unassuming tavern called the Wandering Wyvern. Inside, you find a hooded figure waiting in a shadowy corner.”

The hooded figure is the Harper agent, Loralai. She reveals that the Cult of the Dragon is using the Underdark to move its forces and gather resources for the dark ritual. Loralai presents the party with a magical artifact: a Compass of Underdark Navigation, which will guide them through the Underdark when the time comes.

Encounter 2: Gathering Supplies (Exploration)

Read-aloud text: “With Loralai’s information in hand, you know that you’ll need to gather supplies and prepare for the journey ahead. The city of Waterdeep offers a vast array of shops, markets, and other resources for you to explore.”

The party has the opportunity to visit various shops and markets in Waterdeep to purchase equipment, potions, scrolls, and other items that will aid them in their quest. Encourage the players to think about the challenges they may face and plan accordingly.

Encounter 3: Cult Attack in the Streets (Combat)

Read-aloud text: “As you make your way through the busy streets of Waterdeep, a group of Cult members suddenly emerges from a nearby alley, weapons drawn. ‘You cannot stop the rise of Dauergothoth!’ one of them shouts.”

The party is attacked by three Cult Fanatics and two Cult Assassins. The combat takes place in a crowded city street, with buildings and bystanders providing cover and obstacles. Encourage the players to use their abilities creatively while being mindful of potential collateral damage.

Encounter 4: Questioning the Cultists (Roleplay)

After defeating the Cult members, the party can interrogate one of the captured Cultists. They learn that the Cult has a secret meeting place in the city where they plan their activities. The Cultist reluctantly provides the party with the location of the hideout.

Encounter 5: Infiltrating the Cult’s Waterdeep Hideout (Combat, Exploration)

Read-aloud text: “You approach a nondescript building in a narrow alley, seemingly the Cult’s secret meeting place. As you enter, you hear hushed voices and the flickering of candlelight.”

The party must navigate the hideout, dealing with traps, locked doors, and potential combat encounters with Cult members. They can choose to use stealth, deception, or brute force to overcome the challenges they face.

Rewards: In addition to any treasure gained from defeated enemies, the party gains experience from overcoming the challenges in Waterdeep. They may also find valuable information within the Cult’s hideout, such as a list of key members, detailed maps of the Underdark, and more information about the dark ritual.

Transition to the Next Part: With the Compass of Underdark Navigation and additional information about the Cult’s activities, the party is now prepared to venture forth to Thornhold, where they will enter the Mere of Dead Men and seek the entrance to the Underdark. The journey ahead will be filled with danger, but the party knows that they must press on to stop the Cult and prevent the rise of the dracolich Dauergothoth.

Session 4: Thornhold and the Mere of Dead Men

Session Overview: In this session, the party will travel from Waterdeep to Thornhold, a fortified settlement near the Mere of Dead Men. They will gather information and resources before venturing into the treacherous swamp in search of the entrance to the Underdark.

Encounter 1: The Journey to Thornhold (Exploration)

Read-aloud text: “As you leave the bustling city of Waterdeep behind, you set your sights on Thornhold, a settlement on the edge of the Mere of Dead Men. The journey ahead will be filled with challenges, but you know that you must press on to stop the Cult of the Dragon.”

The party will face various challenges during their journey to Thornhold, such as difficult terrain, inclement weather, and potential encounters with hostile creatures. The Dungeon Master can use random encounter tables or create specific challenges based on the party’s composition and abilities.

Encounter 2: Arriving at Thornhold (Roleplay)

Read-aloud text: “As you approach Thornhold, you see the fortified settlement standing strong against the encroaching swamp. The people here are hardened by their harsh surroundings, and it’s clear they value their privacy.”

The party can interact with the inhabitants of Thornhold to gather information about the Mere of Dead Men and learn about any recent Cult activity in the area. They can also resupply and prepare for their journey into the swamp.

Encounter 3: A Suspicious Character (Roleplay, Combat)

Read-aloud text: “While in Thornhold, you notice a hooded figure watching you from a distance. As you confront them, the figure flees, darting through the streets and alleys.”

The party can choose to pursue the figure, who turns out to be a Cult Spy. If they capture the Spy, they can interrogate them and learn about a Cult camp in the Mere of Dead Men. If the confrontation turns violent, the Spy will fight to the death to protect the Cult’s secrets.

Encounter 4: Entering the Mere of Dead Men (Exploration)

Read-aloud text: “With your preparations complete, you venture forth into the Mere of Dead Men, a treacherous swamp filled with twisted trees, dark waters, and the constant threat of danger.”

The party must navigate the Mere of Dead Men, using their skills and abilities to overcome the challenges of the swamp, such as difficult terrain, poisonous plants, and quicksand. The Dungeon Master can use random encounter tables or create specific challenges based on the party’s composition and abilities.

Encounter 5: The Cult’s Swamp Camp (Combat)

Read-aloud text: “Deep within the swamp, you stumble upon a hidden Cult camp, filled with tents, supplies, and a small contingent of Cult members.”

The party has the opportunity to ambush the Cult camp or attempt to infiltrate it using stealth and deception. The camp contains four Cult Fanatics, two Cult Assassins, and one Cult Leader. The party can find valuable information about the entrance to the Underdark within the camp, along with supplies and treasure.

Rewards: In addition to any treasure gained from defeated enemies, the party gains experience from overcoming the challenges in Thornhold and the Mere of Dead Men. They also acquire vital information about the entrance to the Underdark and the Cult’s activities within the swamp.

Transition to the Next Part: Having navigated the Mere of Dead Men and located the entrance to the Underdark, the party is now prepared to delve into the depths of the subterranean realm. The journey ahead will be filled with danger and uncertainty, but the party knows that they must press on to stop the Cult and prevent the rise of the dracolich Dauergothoth.

Session 5: Into the Underdark

Session Overview: In this session, the party will descend into the Underdark, a vast subterranean realm filled with strange creatures and hidden dangers. They will begin their search for the city of Dolblunde, facing challenges and making discoveries along the way.

Encounter 1: The Descent (Exploration)

Read-aloud text: “Before you lies the entrance to the Underdark, a gaping maw leading into the depths of the earth. With a deep breath, you gather your courage and begin your descent into the darkness.”

The party must navigate their descent into the Underdark, using the Compass of Underdark Navigation to guide them. They will face various challenges, such as steep cliffs, narrow passages, and sudden drops. Encourage the players to use their abilities and resources creatively to overcome these obstacles.

Encounter 2: Ambush in the Dark (Combat)

Read-aloud text: “As you make your way through the twisting tunnels of the Underdark, you suddenly hear chittering sounds and the scraping of claws on stone. From the shadows, a group of monstrous creatures emerges, ready to attack.”

The party is ambushed by a group of Underdark creatures, such as four Hook Horrors and two Umber Hulks. The combat takes place in a narrow tunnel, forcing the players to adapt their tactics to the confined space.

Encounter 3: A Desperate Alliance (Roleplay)

Read-aloud text: “As you continue your journey, you come across a group of deep gnome (svirfneblin) explorers who are also seeking to stop the Cult’s activities in the Underdark. They propose an alliance, offering to share their knowledge of the region and its dangers.”

The party can choose to ally with the deep gnomes, gaining valuable information and assistance in navigating the Underdark. The deep gnomes can also provide insight into the politics and factions within Dolblunde, which may help the party in their quest.

Encounter 4: A Treacherous Path (Exploration) Read-aloud text: “The path before you is littered with dangerous hazards, such as acidic pools, poisonous fungi, and treacherous chasms. You must rely on your skills and abilities to traverse this hostile environment and continue your search for Dolblunde.”

The party must overcome various environmental challenges, including making skill checks to avoid or overcome hazards. Encourage the players to think creatively about how they can use their abilities and resources to deal with these obstacles.

Encounter 5: The Cave of Wonders (Combat, Exploration) Read-aloud text: “Deep within the Underdark, you stumble upon a hidden cave filled with luminescent crystals and strange, otherworldly creatures. As you explore this wondrous place, you soon realize that not all of its inhabitants are friendly.”

The party must face a mix of combat and exploration challenges within the cave, such as dealing with aggressive creatures like two Cloakers and one Behir, and navigating the cave’s complex layout filled with tight passages, steep drops, and hidden treasures.

Rewards: In addition to any treasure gained from defeated enemies and discoveries within the Cave of Wonders, the party gains experience from overcoming the challenges in the Underdark. They also gain valuable information from their deep gnome allies, which will aid them in their search for Dolblunde.

Transition to the Next Part: With their alliance with the deep gnomes and the knowledge they have gained along the way, the party is now better prepared to face the challenges of the Underdark and continue their search for the city of Dolblunde. As they delve deeper into the darkness, they know that they must remain vigilant and resourceful in order to stop the Cult and prevent the rise of the dracolich Dauergothoth.

Session 6: The Road to Dolblunde Session Overview: In this session, the party will continue their journey through the Underdark, facing new challenges and encounters as they draw closer to the city of Dolblunde. They will learn more about the Cult’s activities in the region and uncover clues about the dark ritual that they seek to stop.

Encounter 1: The Fungus Forest (Exploration, Combat) Read-aloud text: “Before you stretches a vast forest of towering mushrooms and luminescent fungi. The air is thick with spores, and the path ahead is shrouded in eerie, multicolored light.”

The party must navigate the Fungus Forest, dealing with its hazards such as toxic spores and unstable ground. They will also face combat encounters with creatures native to the area, such as four Myconids and two Gas Spores.

Encounter 2: The Refugees (Roleplay) Read-aloud text: “As you make your way through the Underdark, you come across a group of weary refugees fleeing from Dolblunde. They share stories of the Cult’s oppressive rule and the dark rituals being performed within the city.”

The party can learn valuable information from the refugees about the layout of Dolblunde, the Cult’s activities, and the location of Dauergothoth’s lair. They may also choose to offer assistance or protection to the refugees, gaining potential allies for their mission.

Encounter 3: A Lurking Threat (Combat) Read-aloud text: “As you continue your journey, you become aware of a sinister presence stalking you through the darkness. Suddenly, a monstrous creature leaps from the shadows, its eyes filled with malevolent hunger.”

The party is ambushed by a powerful Underdark creature, such as a Bulette or an Aboleth. The party must quickly adapt to the creature’s tactics and abilities, as the creature attempts to pick them off one by one.

Encounter 4: The Whispering Caverns (Exploration, Roleplay) Read-aloud text: “You enter a vast network of caverns filled with echoing whispers and strange, ghostly lights. The air is thick with psychic energy, and you feel as though the very stones themselves are watching you.”

The party must navigate the Whispering Caverns, dealing with its psychic hazards and attempting to communicate with the mysterious entities that inhabit the area. They may gain valuable information or assistance from these entities, or face new challenges as a result of their interactions.

Encounter 5: The Cult’s Outpost (Combat, Roleplay) Read-aloud text: “Deep within the Underdark, you discover a hidden Cult outpost, where members of the Cult are preparing for the dark ritual that will raise Dauergothoth to godhood. You know that you must act quickly to stop their plans and save the Sword Coast.”

The party can choose to assault the outpost head-on, or attempt to infiltrate it using stealth and deception. They will face combat encounters with Cult members, including two Cult Fanatics, four Cult Warriors, and one Cult Leader. The party can also gather valuable intelligence about the Cult’s plans and the location of the ritual within Dolblunde.

Rewards: In addition to any treasure gained from defeated enemies and discoveries within the Underdark, the party gains experience from overcoming the challenges on the road to Dolblunde. They also gain vital information about the Cult’s activities and the dark ritual they seek to stop.

Transition to the Next Part: Having faced numerous challenges and gathered crucial information, the party now stands at the gates of Dolblunde. They know that they must act quickly to infiltrate the city, find the location of the dark ritual, and stop the Cult before they can raise Dauergothoth to godhood. As they prepare to enter the city, they steel themselves for the trials that lie ahead, knowing that the fate of the Sword Coast rests in their hands.

Session 7: Infiltrating Dolblunde

Session Overview: In this session, the party will infiltrate the city of Dolblunde, seeking to gather more information about the Cult’s activities and the location of the dark ritual. They will navigate the city’s treacherous politics and factions, as well as face new encounters and challenges within its dark streets and tunnels.

Encounter 1: Entering Dolblunde (Roleplay, Exploration) Read-aloud text: “Before you stands the entrance to Dolblunde, a massive gate carved from dark stone and adorned with sinister symbols. As you pass through the gate, you feel a chill run down your spine, knowing that you have entered the domain of the Cult.”

The party must find a way to enter Dolblunde, whether by disguising themselves as Cult members, sneaking in through hidden tunnels, or using their connections with the city’s factions to gain entry. Once inside, they must navigate the city’s complex layout and avoid attracting the attention of the Cult’s forces.

Encounter 2: The Underdark Market (Roleplay, Exploration) Read-aloud text: “In the heart of Dolblunde, you discover a bustling market filled with strange and exotic goods, as well as a myriad of Underdark denizens, from deep gnomes and drow to mind flayers and duergar.”

The party can explore the market, seeking information about the Cult’s activities and the location of the dark ritual. They can also barter for rare and valuable items or form alliances with some of the market’s inhabitants, which may aid them in their mission.

Encounter 3: The Cult’s Informant (Roleplay, Combat) Read-aloud text: “While navigating the dark streets of Dolblunde, you come across a suspicious figure who appears to be spying on your activities. As you confront them, the figure attempts to flee, leading you on a chase through the city.”

The party must pursue and capture the Cult’s informant, who turns out to be a drow rogue. If they succeed in capturing the informant, they can interrogate them and learn more about the Cult’s plans and the location of the ritual. If the confrontation turns violent, the informant will fight to the death to protect their secrets.

Encounter 4: The House of Shadows (Exploration, Combat) Read-aloud text: “Following the clues you’ve gathered, you discover the House of Shadows, a hidden temple dedicated to the worship of Dauergothoth. Within its dark halls, you face powerful guardians and deadly traps, all while seeking the knowledge you need to stop the dark ritual.”

The party must navigate the House of Shadows, facing challenges such as combat encounters with powerful guardians like two Shadow Demons and one Shadow Dancer, as well as overcoming deadly traps and puzzles. By exploring the temple, they can learn more about the Cult’s plans and the location of the dark ritual.

Encounter 5: A Tenuous Alliance (Roleplay) Read-aloud text: “As you delve deeper into Dolblunde, you encounter a group of drow who oppose the Cult’s rule over their city. They offer to join forces with you, sharing their knowledge and resources in exchange for your help in overthrowing the Cult.”

The party can choose to form an alliance with the drow, gaining valuable information and assistance in their quest to stop the Cult. However, they must also navigate the drow’s treacherous

politics and be wary of potential betrayals, as not all members of the group may have the same goals or motivations.

Rewards: In addition to any treasure gained from defeated enemies and discoveries within Dolblunde, the party gains experience from overcoming the challenges of infiltrating the city and navigating its factions. They also gain vital information about the Cult’s activities and the location of the dark ritual.

Transition to the Next Part: Armed with the knowledge they have gained and the alliances they have forged within Dolblunde, the party is now ready to confront the Cult and put an end to their dark plans. They must infiltrate the location of the ritual, face the powerful forces arrayed against them, and prevent the rise of the dracolich Dauergothoth before it’s too late.

Session 8: Assault on the Cult’s Ritual

Session Overview: In this session, the party will confront the Cult of the Dragon and attempt to stop the dark ritual that will raise Dauergothoth to godhood. They will face powerful enemies and daunting challenges as they infiltrate the ritual site and disrupt the ceremony, all while racing against the clock to save the Sword Coast from a terrible fate.

Encounter 1: Infiltrating the Ritual Site (Roleplay, Stealth, Exploration) Read-aloud text: “Guided by the information you’ve gathered, you approach the hidden location where the Cult is performing the dark ritual. The air is thick with arcane energy, and you can feel the weight of your mission bearing down upon you.”

The party must find a way to infiltrate the ritual site, whether by using stealth, deception, or their connections with the city’s factions. They must also contend with magical wards and traps that protect the site, as well as avoid attracting the attention of the Cult’s forces.

Encounter 2: Cult Defenders (Combat) Read-aloud text: “As you venture deeper into the ritual site, you are confronted by a group of fanatical Cult members who have been tasked with defending the area from intruders. Their eyes burn with fervor, and they will stop at nothing to protect their dark ceremony.”

The party faces a combat encounter with the Cult’s defenders, including four Cult Warriors, two Cult Fanatics, and one Cult Sorcerer. The party must overcome these enemies while minimizing the noise of the battle to avoid alerting the rest of the Cult.

Encounter 3: The Ritual Chamber (Exploration, Puzzle) Read-aloud text: “You enter a massive chamber where the dark ritual is being performed. The air is alive with crackling energy, and a sinister altar dominates the center of the room. To disrupt the ritual, you must find a way to deactivate the magical wards that protect the altar.”

The party must navigate the ritual chamber, searching for clues and solving puzzles to deactivate the magical wards protecting the altar. They must also be mindful of the time, as they race against the clock to stop the ritual before it reaches its terrible conclusion.

Encounter 4: The High Priestess (Roleplay, Combat) Read-aloud text: “As you disrupt the final ward, the High Priestess of the Cult appears before you, her eyes filled with rage and determination. She vows to stop you at any cost and summons powerful guardians to her side.”

The party must confront the High Priestess, engaging in a challenging combat encounter against her and her summoned guardians, which could include two Cult Fanatics, two Bone Naga, and two Wraiths. The party must use all their resources and tactics to defeat this powerful enemy while still keeping an eye on the progress of the ritual.

Encounter 5: Disrupting the Dark Ritual (Roleplay, Skill Challenge) Read-aloud text: “With the High Priestess defeated and the wards dispelled, you must now disrupt the dark ritual itself. Using your knowledge of arcana and the clues you’ve gathered throughout your adventure, you attempt to unravel the twisted magic that fuels the ceremony.”

The party must work together to disrupt the dark ritual, engaging in a skill challenge that requires them to use their abilities, spells, and knowledge to counteract the magic of the ritual. Success will prevent the rise of Dauergothoth, while failure may have dire consequences for the Sword Coast.

Rewards: In addition to any treasure gained from defeated enemies and discoveries within the ritual site, the party gains experience from overcoming the challenges of stopping the dark ritual. They also gain the gratitude of the factions they have aided throughout their journey, as well as the knowledge that they have saved the Sword Coast from a terrible fate.

Transition to the Next Part: With the dark ritual disrupted and Dauergothoth’s rise to godhood thwarted, the party has struck a major blow against the Cult of the Dragon. However, their mission is not yet complete, as the Cult’s leader, Pyke Drabin, still remains at large. The party must now delve deeper into Dolblunde to confront Pyke and bring an end to his machinations once and for all. They know that the final battle against the Cult and its powerful dracolich ally, Dauergothoth, will be the most dangerous challenge they have faced yet, but they are prepared to risk everything to save the Sword Coast from the Cult’s tyranny.

Session 9: The Descent into Dauergothoth’s Lair Session Overview: Having disrupted the dark ritual and prevented Dauergothoth’s ascension to godhood, the party must now delve deeper into Dolblunde to confront the Cult’s leader, Pyke Drabin, and put an end to his schemes once and for all. This session will take the party through a treacherous descent into Dauergothoth’s lair, where they will face powerful enemies, deadly traps, and the ancient secrets of the dracolich.

Encounter 1: The Entrance to Dauergothoth’s Lair (Roleplay, Exploration) Read-aloud text: “Following the information you’ve gathered, you arrive at the entrance to Dauergothoth’s lair. The air is thick with the stench of death, and the chilling presence of the dracolich seems to pervade every corner of this foreboding place.”

The party must find a way to open the entrance to the lair, using their skills, spells, and any clues they’ve discovered throughout their journey. Once the entrance is opened, they must steel themselves for the dangers that lie ahead.

Encounter 2: The Cavern of Shadows (Combat) Read-aloud text: “As you venture deeper into the lair, you enter a massive cavern filled with oppressive darkness. The shadows seem to come alive around you, forming into twisted, malevolent shapes that attack with unnatural ferocity.”

The party faces a combat encounter with the living shadows within the cavern, including four Shadow Demons and two Nightmares. They must use their wits and spells that can pierce the magical darkness to overcome these shadowy foes.

Encounter 3: The Bone Bridge (Exploration, Skill Challenge) Read-aloud text: “Before you lies a rickety bridge made entirely of bones, stretching across a yawning chasm. The wind howls through the gaps, making the bridge sway precariously as you attempt to cross.”

The party must navigate the bone bridge, facing a skill challenge that tests their acrobatics, athletics, and other abilities. They must also be mindful of the brittle nature of the bridge and avoid drawing the attention of any creatures that may be lurking in the chasm below.

Encounter 4: The Chamber of Traps (Exploration, Puzzle) Read-aloud text: “You enter a chamber filled with ancient and deadly traps, designed to protect the inner sanctum of the dracolich’s lair. The traps appear to be linked to a series of arcane sigils, which must be deactivated to proceed.”

The party must navigate the chamber of traps, using their skills in investigation, perception, and arcana to identify and deactivate the arcane sigils that control the deadly mechanisms. They must also contend with any hidden dangers that may be triggered by their actions.

Encounter 5: The Dracolich’s Vanguard (Combat) Read-aloud text: “As you approach the inner sanctum of Dauergothoth’s lair, you are confronted by a group of powerful undead guardians, their eyes burning with unholy power. They stand between you and your ultimate goal: the defeat of Pyke Drabin and the destruction of the Cult of the Dragon.”

The party faces a challenging combat encounter with Dauergothoth’s vanguard, which could include two Death Knights, four Wights, and six Skeletons. They must use their full range of abilities, spells, and tactics to overcome these powerful foes and gain access to the inner sanctum of the dracolich’s lair.

Rewards: In addition to any treasure gained from defeated enemies and discoveries within Dauergothoth’s lair, the party

earns valuable experience points that bring them closer to leveling up and gaining new abilities to use in their fight against the Cult of the Dragon.

Transition to the Next Part: Having faced the powerful guardians of Dauergothoth’s lair and navigated its deadly traps, the party now stands on the threshold of the inner sanctum, where they will finally confront Pyke Drabin and the dracolich itself. They know that the final battle against the Cult and its powerful allies will be the most dangerous challenge they have faced yet, but they are prepared to risk everything to save the Sword Coast from the Cult’s tyranny. As they steel themselves for the confrontation ahead, the party moves ever closer to the heart of darkness that lies at the center of Dauergothoth’s lair.

Session 10: Heart of Darkness Session Overview: In this session, the party confronts Pyke Drabin and the dracolich Dauergothoth within the inner sanctum of the lair. As they delve deeper into the heart of darkness, they must face their most challenging encounters yet and make crucial decisions that will determine the fate of the Sword Coast.

Encounter 1: The Inner Sanctum (Roleplay, Exploration) Read-aloud text: “As you enter the inner sanctum of Dauergothoth’s lair, you find yourself in an immense chamber filled with bones, gold, and the spoils of centuries of conquest. At the far end of the chamber, you see Pyke Drabin, the cunning and ruthless leader of the Cult of the Dragon, standing before a massive, undead dragon – the dracolich Dauergothoth.”

The party must approach Pyke Drabin and initiate a conversation with him. Pyke will reveal his ultimate plan and his motivations for seeking to raise Dauergothoth to godhood. The party must decide how to respond and prepare for the battle ahead.

Encounter 2: The Battle with Pyke Drabin (Combat) Read-aloud text: “Realizing that words will not sway you from your mission, Pyke Drabin’s eyes narrow, and he draws his weapon, signaling the start of a deadly battle that will determine the fate of the Sword Coast.”

The party faces Pyke Drabin and a group of powerful cultists in a challenging combat encounter. They must use their full range of abilities, spells, and tactics to overcome Pyke and his minions.

Encounter 3: The Dracolich Unleashed (Combat) Read-aloud text: “With a roar of anger and frustration, the dracolich Dauergothoth bursts forth from its slumber, ready to unleash its fury upon you for disrupting its dark ritual.”

The party must now face the dracolich Dauergothoth in a climactic battle that will test their limits. They must use their spells, abilities, and teamwork to defeat this powerful foe and prevent it from rising to godhood.

Encounter 4: The Lair’s Collapse (Skill Challenge, Exploration) Read-aloud text: “The death of Dauergothoth sends a shockwave throughout its lair, causing the very foundations of the caverns to tremble and crack. The lair begins to collapse around you, and you must race against time to escape the crumbling ruins.”

The party must navigate a series of skill challenges and exploration encounters as they flee the collapsing lair. They must use their skills in acrobatics, athletics, and perception to avoid falling debris and find a safe path out of the lair.

Encounter 5: The Cult’s Remnants (Combat) Read-aloud text: “As you make your way through the collapsing caverns, you encounter the remnants of the Cult of the Dragon, determined to exact vengeance for their fallen leader and dracolich.”

The party faces one final combat encounter with the remaining cultists, who will use their remaining resources to try and take down the party. This encounter should be challenging, but not as difficult as the previous battles against Pyke Drabin and Dauergothoth.

Rewards: In addition to any treasure gained from the inner sanctum and defeated enemies, the party earns valuable experience points for overcoming the challenges in this session. They may also find powerful magic items within the treasure hoard of Dauergothoth that will aid them in their future adventures.

Transition to the Next Part: With Pyke Drabin and Dauergothoth defeated and the Cult of the Dragon shattered, the party has saved the Sword Coast from the dark forces that sought to rule it. As they make their way out of the collapsing lair and back into the Underdark, the adventurers realize that their journey is far from over. They must now find their way back to the surface and return to their allies in the Harper faction to report their victory.

Their experiences in Dolblunde have forged them into a powerful and cohesive team, ready to take on whatever challenges lie ahead. The party’s reputation as heroes of the Sword Coast will spread far and wide, and new adventures, dangers, and opportunities will undoubtedly find them as they continue to explore and protect the world they’ve fought so hard to save.

Session 11: Journey to the Surface Session Overview: In this session, the party must find their way back to the surface after defeating Pyke Drabin and the dracolich Dauergothoth. They face new challenges and encounters in the Underdark as they retrace their steps and make their way back to the Mere of Dead Men.

Encounter 1: Lost in the Underdark (Skill Challenge, Exploration) Read-aloud text: “With the lair of Dauergothoth behind you, you find yourselves once again in the vast, dark expanse of the Underdark. The twisting tunnels seem to change before your very eyes, making your journey to the surface a challenge in and of itself.”

The party must use their skills in survival, perception, and investigation to navigate the treacherous Underdark and find their way back to the Mere of Dead Men.

Encounter 2: A New Foe (Combat) Read-aloud text: “As you make your way through the shadowy tunnels, you suddenly find yourselves confronted by a group of duergar warriors. These underhanded foes seek to take advantage of your weakened state after your battle with the Cult of the Dragon.”

The party faces a group of duergar warriors in a challenging combat encounter. They must use their abilities, spells, and tactics to defeat these opportunistic enemies.

Encounter 3: A Forgotten Shrine (Roleplay, Exploration) Read-aloud text: “While exploring a side passage, you stumble upon an ancient and forgotten shrine dedicated to a long-lost deity of the Underdark. The shrine appears to still hold some power, but it is guarded by an enigmatic guardian who poses a riddle to those who wish to access its secrets.”

The party must solve the riddle posed by the guardian of the shrine to unlock its hidden treasures. This encounter presents an opportunity for roleplay and problem-solving.

Encounter 4: Chased by Shadows (Skill Challenge, Exploration) Read-aloud text: “As you continue your journey toward the surface, you begin to notice that the shadows themselves seem to be pursuing you, twisting and reaching out with malevolent intent. You must use your skills and cunning to evade these shadowy pursuers.”

The party must use their skills in stealth, acrobatics, and deception to outwit and evade the shadowy creatures that stalk them through the Underdark.

Encounter 5: A Final Stand (Combat) Read-aloud text: “Finally, as you approach the entrance to the Mere of Dead Men, you find yourselves cornered by a group of powerful Underdark creatures seeking to claim your lives and your hard-won treasures.”

The party must fight a climactic battle against a group of powerful Underdark creatures in order to reach the entrance to the Mere of Dead Men. This encounter should test their limits and push them to use their full range of abilities, spells, and teamwork.

Rewards: In addition to any treasure gained from the forgotten shrine and defeated enemies, the party earns valuable experience points for overcoming the challenges in this session.

Transition to the Next Part: With the entrance to the Mere of Dead Men finally in sight, the party can now begin the final leg of their journey back to the surface. As they prepare to leave the darkness of the Underdark behind, they know that the challenges they faced have only made them stronger, and they are ready to face whatever awaits them in the final session of the adventure.

Session 12: Return to the Light Session Overview: In this final session, the party makes their way back through the Mere of Dead Men to the surface world. Along the way, they encounter remnants of the Cult of the Dragon, as well as other dangers lurking in the swamp. Their ultimate goal is to return to Daggerford and report their success to Harper agent Zel.

Encounter 1: Cultists’ Ambush (Combat) Read-aloud text: “As you traverse the murky waters of the Mere of Dead Men, you suddenly find yourselves ambushed by a group of desperate Cult of the Dragon members, seeking revenge for the defeat of their leader, Pyke Drabin.”

The party faces a group of vengeful cultists in a challenging combat encounter within the swamp. They must use their abilities, spells, and tactics to defeat these determined foes.

Encounter 2: An Unexpected Ally (Roleplay) Read-aloud text: “While resting near the edge of the swamp, you come across a lone traveler who seems to have been tracking you for some time. He introduces himself as Darion, a ranger who has been fighting the Cult of the Dragon in the area and is eager to hear news of your recent victory.”

The party can share their experiences with Darion, who may offer valuable information about the current state of the Sword Coast and potential future threats. This encounter presents an opportunity for roleplay and character development.

Encounter 3: The Swamp’s Wrath (Combat) Read-aloud text: “As you continue through the Mere of Dead Men, the swamp itself seems to rise up against you. A massive shambling mound, fueled by the dark energies lingering in the area, stands between you and your return to Daggerford.”

The party must defeat the shambling mound in a climactic battle against the swamp’s wrath. This encounter should test their limits and push them to use their full range of abilities, spells, and teamwork.

Encounter 4: A Treacherous Path (Skill Challenge, Exploration) Read-aloud text: “With the shambling mound defeated, you find that the swamp has become even more treacherous and difficult to navigate. Sinking mud, collapsing ground, and hidden sinkholes all stand between you and your goal.”

The party must use their skills in survival, perception, and athletics to safely navigate the treacherous terrain of the Mere of Dead Men.

Encounter 5: A Hero’s Welcome (Roleplay) Read-aloud text: “At last, you emerge from the swamp and find yourselves on the road back to Daggerford. Upon your arrival, you are greeted by Zel and the grateful citizens of the town, who celebrate your victory over the Cult of the Dragon and the dark forces that sought to rule the Sword Coast.”

The party is hailed as heroes in Daggerford, and Zel thanks them for their courage and determination. This encounter serves as a conclusion to the adventure, allowing the characters to reflect on their experiences and consider their next steps.

Rewards: In addition to any treasure gained from defeated enemies, the party earns valuable experience points for overcoming the challenges in this session. They may also receive special recognition, titles, or rewards from the people of Daggerford and the Harper faction for their heroic deeds.

Adventure Conclusion: With the Cult of the Dragon defeated and the dracolich Dauergothoth vanquished, the party has proven themselves as true heroes of the Sword Coast. Their reputation will spread far and wide, and new adventures, dangers, and opportunities will undoubtedly find them as they continue to explore and protect the world they’ve fought so hard to save.

Appendix: NPCs, Monsters, and Magic Items

NPCs:

  1. Zel (Harper agent): A resourceful and knowledgeable agent of the Harpers, Zel is committed to maintaining balance and order in the realms. They provide the party with guidance, support, and information throughout the adventure.
  2. Pyke Drabin (Cult leader): A cunning and ruthless leader of the Cult of the Dragon, Pyke Drabin seeks to raise the dracolich Dauergothoth to godhood and dominate the Sword Coast. He is a formidable antagonist who will do anything to achieve his goals.
  3. Dauergothoth (dracolich): A once-powerful dragon transformed into an undead monstrosity, Dauergothoth is the focus of the Cult’s dark rituals. The party must prevent the Cult from raising Dauergothoth to godhood and unleashing its terrible power upon the world.
  4. Darion (Ranger): A skilled ranger who has been fighting the Cult of the Dragon in the Mere of Dead Men, Darion becomes an unexpected ally to the party in the final stages of their adventure.

Monsters:

  1. Cultists: Members of the Cult of the Dragon, these fanatical followers serve Pyke Drabin and seek to bring about the rise of Dauergothoth. The party will encounter them in various combat encounters throughout the adventure.
  2. Shambling Mound: A massive plant creature fueled by dark energies, the shambling mound is a formidable opponent that the party must defeat as they make their way through the Mere of Dead Men.
  3. Underdark Creatures: As the party delves into the depths of the Underdark, they will encounter a variety of dangerous creatures and monsters native to this subterranean realm, including drow, duergar, myconids, and more.
  4. Drowned Corpses: Undead creatures that have succumbed to the dark energies of the Mere of Dead Men, drowned corpses pose a significant threat to the party as they navigate the treacherous swamp.

Magic Items:

  1. Harper’s Amulet: A magical artifact given to the party by Zel, the Harper’s Amulet provides protection and aid during their journey. This amulet may grant the wearer advantage on saving throws against spells and magical effects or provide other benefits as determined by the Dungeon Master.
  2. Underdark Lantern: A special lantern provided by the Harper agent in Waterdeep, the Underdark Lantern casts a magical light that reveals hidden passages and secret doors, aiding the party in their exploration of the Underdark.
  3. Dracolich’s Phylactery: A powerful and dangerous artifact, the dracolich’s phylactery contains the essence of Dauergothoth. Destroying the phylactery is key to preventing the dracolich’s rise to godhood.
  4. Other Magic Items: Throughout the adventure, the party may find various other magical items and treasure, either as rewards for their efforts or as loot from defeated enemies. The Dungeon Master can choose from the Dungeon Master’s Guide, existing sourcebooks, or create their own magic items to suit the needs of the party and the adventure.

Adventure Summary

In this Dungeons & Dragons 5th edition adventure, a party of 4-6 characters (starting at level 5 and ending at level 12) is tasked by Harper agent Zel to investigate and thwart the sinister Cult of the Dragon’s plans in and around the Sword Coast. The adventure spans 12 sessions, with a balanced mix of combat, roleplay, exploration, and problem-solving.

The party begins by infiltrating the Cult’s hideout in Daggerford, where they learn of the Cult’s plans to raise the dracolich Dauergothoth to godhood. They then travel to Waterdeep to meet with another Harper agent and gain a powerful artifact to aid them in their journey. The adventure takes the party through the treacherous Mere of Dead Men, where they face undead creatures and navigate their way to the entrance of the Underdark.

Once in the Underdark, the party explores the ancient city of Dolblunde while facing various dangers and challenges in their quest to prevent the dark ritual. In the climax, the party confronts the Cult leader, Pyke Drabin, and the dracolich Dauergothoth in a high-stakes battle to save the realms from destruction.

Throughout the adventure, the characters interact with various NPCs, such as Zel, Pyke Drabin, and Dauergothoth, as well as other Cult members, allies, and enemies. The party will also discover and utilize magic items to aid them in their quest, including the Harper’s Amulet, the Underdark Lantern, and the dracolich’s phylactery.

Ultimately, the success or failure of the party’s mission rests in their hands, as they strive to prevent the rise of Dauergothoth and ensure the safety of the Sword Coast.

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