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2018, we’re pleased to present the following In 2017, the D&D team added several projects to the DMs
adventure scenario, built around a new Guild in support of Extra Life (including One Grung Above,
expedition to the legendary Barrier Peaks. The Lost Kenku, and The Tortle Package). The funds raised
This adventure is suitable for characters of 5th from the sale of these packages went to this extremely
to 10th level. worthy cause—and for 2018, you’ll find even more projects
made available on the DMs Guild throughout the year.
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notes and options to help cater to your preferred play style.
discovery of strange magic in the Barrier Peaks. His
We hope you enjoy Lost Laboratory of Kwalish. And you
studies of an ancient, crashed planar craft set him on a have our sincere thanks for your support of Extra Life and
path that might have seen him rival Ioun and Heward— Children’s Miracle Network Hospitals.
until his experiments overtook him, and he became
lost to the ages. All that’s left of his legacy is a single
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took over the inventor’s laboratory for itself. Kwalish
example of his earliest work—the apparatus of Kwalish
managed to escape but left much of his lore behind,
that is the only way most folk now know his name.
while the bone devil spent the years that followed
It was Kwalish’s foray into the Barrier Peaks that set
converting the place into a dark monastery—and
his advanced studies into motion, when he joined an ill-
establishing its own cult.
fated expedition in search of Daoine Gloine, a legendary
After much wandering in the mountains, Kwalish
city said to be populated by creatures of glass. Though
relocated to an equally remote location—Daoine Gloine,
the rest of his party perished along the way, Kwalish
the mysterious city his expedition had originally sought.
stumbled upon a wrecked planar craft of unknown
The site’s isolation made it a suitable place for him to
providence and spent years exploring its secrets. He
continue his research. However, its populace turned out
even repurposed much of the craft’s unique magical
not to be creatures of glass as the legends suggested,
gates of his own design.
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technology into his first laboratory, building planar
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long-lost laboratory and the magical technology that
might be found there. As they start their search, they’re Most of the monsters that appear in this adventure are
first directed to an accomplished gnome map merchant from the Monster Manual, along with new creatures and
named Anaxi Zephries, known as “the Cartophile.” NPCs, and monsters from Volo’s Guide to Monsters and
Information collected by Anaxi over the years has traced Mordenkainen’s Tome of Foes. For easy reference, all
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Kwalish’s route into the Barrier Peaks—at least up the stat blocks for the creatures in the adventure can be
to the point where his expedition was lost, despite its found in appendix C. When a creature’s name appears
members’ formidable knowledge and skill. in bold type, that’s a visual cue pointing you to its stat
Working their own way into the Barrier Peaks, block in that appendix. Full information on creatures
the characters eventually arrive at Kwalish’s first from the Monster Manual, Volo’s Guide to Monsters,
laboratory—the remains of a planar craft whose and Mordenkainen’s Tome of Foes can be found in
technology drove the inventor’s early research. But those books.
they discover that Kwalish has long since been exiled, Spells and equipment mentioned in the adventure are
and his lab converted into a monastery now dedicated described in the Player’s Handbook. Magic items are
to the bone devil that is the site’s Grand Master. The described in the Dungeon Master’s Guide, unless the
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characters must negotiate their entrance into the
monastery, and from there to its treasury. Hidden
within the treasury are notes from Kwalish’s original
expedition that lead to Daoine Gloine, the legendary city
deep within the Barrier Peaks—and the site of Kwalish’s
adventure’s text directs you to an item’s description in
appendix D.
Adventure Hooks
In the course of previous adventures, the characters
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current laboratory.
After reaching Daoine Gloine, the characters find the might have come up against a special magical-
city buried beneath a flood of gelatinous ooze, with only mechanical dilemma too challenging to overcome.
its tallest stone structures left rising above the surface. Perhaps a secret door in a dungeon complex has been
The characters must find a safe means of descent into built around an iron golem, or an array of dangerous
the ooze as they seek the entrance to Kwalish’s hidden clockwork devices discovered within a city defy any
laboratory—and avoid the empty city’s deadly guardians. attempts to turn them off. All research into the problem
Once they reach the lab, the characters meet with the suggests that the inventor Kwalish might have the
solution—if only he hadn’t gone missing years before.
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more, and not even the Blackstaff can shut them down. in the treasury (area M10) with Kwalish, and conclude the
Old histories suggest that Kwalish’s lore might hold adventure there.
One-Shot (One Four-Hour Session). Give your players
the secrets of doing so, and the characters are sent
an adventure hook, assign them a guide (see “Part 1:
to seek that lore out before the great magical statues
Mission to the Barrier Peaks”), and start them at area C1,
can run amok. overlooking the bone devil’s monastery. Then as above,
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Alternatively, the grand parade of the Day of Wonders replace the treasury’s brain in a jar with Kwalish for an
turns to deadly chaos when one of its inventive exciting conclusion.
mechanical floats goes berserk and unleashes
destruction across the city. After stopping the threat,
the characters learn that it was built based on a Planar Retribution
Kwalish design, and that other such designs might be A powerful marut (detailed in Mordenkainen’s Tome of
used to build great engines of destruction. The secrets Foes) hunts one or more of the characters for breaking
to overcoming such inventions can be found only in some cosmic contract. Their only hope of survival is
Kwalish’s lab. to find Kwalish’s laboratory, whose planar magic holds
As a more integral part of a Waterdeep: Dragon Heist the means of restoring the balance the marut seeks
campaign, characters who successfully discover the to enforce.
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location of the Vault of Dragons might discover that
the keys needed to access it are lost. Rumors speak of
another means of opening the vault—a secret known
only to the lost inventor.
Journey of Discovery
The characters are hired by a gnome sage known
as the Cartophile for a mission of exploration, as he
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seeks to complete a failed expedition to Daoine Gloine
Ravnica in Peril undertaken by his ancestors. The characters must
If your campaign is set in the city world of Ravnica, as find their way to the lost city hidden within the Barrier
outlined in Guildmasters’ Guide to Ravnica, Kwalish Peaks, then return with its location.
might be a chemister from the Izzet League who left the Alternatively, the characters might hear rumors of
guild to pursue his own work away from Niv-Mizzetr’s Kwalish’s legendary powered armor (see appendix D),
prying eyes. Centuries later, Izzet researchers have and embark on a mission to find it. Or you might have
uncovered some of Kwalish’s notes. Desperate to locate them discover a set of powered armor in a previous
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the chemister’s laboratory, the Izzet League reaches out adventure, leaving them needing to find a way to access
to the characters to accomplish the task. it—or to free an NPC currently trapped inside it. Either
way, finding Kwalish’s lost laboratory is the key.
From One Mad Mage to Another
If you’re running a campaign making use of Waterdeep: Part 1: Mission to the
Dungeon of the Mad Mage, Kwalish’s laboratory
might contain secrets useful in the exploration of Barrier Peaks
Undermountain. Or you could have some of the No matter what hook brings the characters into the
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dungeon’s deadly features be strange mechanical- adventure, any research into Kwalish’s lost laboratory—
magical devices reminiscent of Kwalish’s work. or any NPC familiar with the inventor’s failed expedition
The secrets to controlling or disabling such devices to the Barrier Peaks—establishes that seeking out the
might be instrumental to a successful foray into the gnome known as the Cartophile is a crucial first step for
legendary dungeon. their mission.
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in bringing NPCs into their group determine whether
more than one of the Cartophile’s hirelings join the
expedition. Or, instead of front-loading hirelings at
the start, these NPCs can be set up as independent
explorers not connected to the Cartophile. You can
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stagger their introduction throughout the course of
the adventure (as suggested in each NPC’s description
below), with each one able to provide a useful next step
to help the expedition along.
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The Cartophile
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Coffin
accidentally placed within a portable hole and never
fully recovered from it. However, in the interest of
ensuring a successful mission, he offers the characters
the services of a number of hirelings in his employ—and
insists that at least one of those hirelings accompany the
party, to serve as custodian of his maps and materials. Ctenmiir the Vampire
If the characters develop an especially close LE male vampire
relationship to the Cartophile, the gnome might reveal Once a dwarven warrior, Ctenmiir was transformed
that his professional career commissioning expeditions into a vampire and hidden away within White Plume
and maps has been background research for a personal Mountain (see Tales from the Yawning Portal) until
obsession. One of his ancestors took part in Kwalish’s captured there by an Emerald Enclave ranger. The
lost expedition to find Daoine Gloine, the mythical city vampire has long been imprisoned within a magical
MAXX MARSHALL
of the Barrier Peaks inhabited by “people of glass.” iron coffin mounted atop animated golem legs (an early
The gnome has long sought to learn the truth of the Kwalish design), forced to atone for his evil deeds by
expedition’s demise. working for the Cartophile.
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which he claims are powerful magic items ready to be
warnings of early encounters through the fey woods
called on. See appendix C for Garret’s stat block.
and foothills (see “Reaching the Peaks,” below, and
Value to the Party. Garret can draw the maps
appendix A). The vampire’s coffin can also serve as a
requested by the Cartophile. He also knows several
makeshift apparatus of Kwalish at your determination,
rumors (both true and false) regarding the Barrier
making it easier for characters to explore Daoine
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Peaks, and provides advantage to any characters’
Gloine—though Ctenmiir will need to first be released.
ability checks made to interact with the monastery’s
The coffin can also be used as protective shelter against
Grand Master.
adversaries, including a freed Ctenmiir.
Secret Agendas. Steal the highest-valued object from
Secret Agendas. Get out of the coffin. Feed on at least
the party without getting caught; convince as many
one character.
characters as possible to sit for a sketch; and relay
Alternative Entry. If Ctenmiir does not start with the
a secret communication to the Grand Master. This
party, he might instead be found in the foothills, in the
message takes the form of a written note from Garret’s
possession of outlaws seeking the monastery who use
infernal patron, ordering the Grand Master to return to
the vampire as their guide.
Stygia in the Nine Hells to complete a service required
If he joins the expedition from the start, the vampire
by Levistus. A forged addendum adds that the bearer of
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might lead the characters to the foothills, then claim
to no longer recognize the route ahead. He asks to be
released so that he can scout more easily. But if he is,
any promise of obedience he makes to the characters is
ignored as he attacks them.
the note should be rewarded handsomely.
Alternative Entry. Garret can be found as a prisoner
in area M6 of the monastery. If he does start out
with the party, he might choose to leave them at the
monastery, joining with the Grand Master.
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Gearbox
LN monodrone
Garret
Levistusson A simple and kindly monodrone modron, Gearbox
has been sent as an agent of Mechanus to investigate
Kwalish’s works and experiments.
Its mechanical body has been
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“Doohickey”, “Contraption”,
“Thingamabob”, and so on.
Gearbox
STAN!
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connect with the monastery control room.
Alternative Entry. Gearbox can appear with Garret
whenever the tiefling first appears, or he could be found
in the monastery’s control room. The modron might
choose to remain at the monastery, integrating with its
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control room to become the site’s new integrated mind.
Mary Greymalkin
N female eladrin warlock
Mary claims to be part of a legendary lineage as
granddaughter of the vampire Drelzna—herself a
descendant of Iggwilv and Baba Yaga. Her warlock pact
has been made with those ancestors’ spirits, but she
manages her relationship with them carefully, lest she
fall too far under their dark influence.
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She also claims past tutelage by Thingizzard, a witch
dwelling in the fens near White Plume Mountain. In
addition to her work for the Cartophile, Mary is eager to
accompany the expedition so that she might search the
Barrier Peaks for rare ingredients for her potions.
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Mary strikes an eerie, witch-like figure, surrounded
always by swirling magical-mechanical trinkets of
her own devising. She is often seen shuffling a deck
of several things, and will try to quietly tempt party
members to draw a card. (See appendix D for more
information on the deck, and its distinct connections
to the adventure.) Mary is always accompanied by her Mary Greymalkin
familiar, a glowing-eyed cat. See appendix C for Mary’s
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stat block.
Value to the Party. Mary’s expertise as a diviner can
grant advantage on any characters’ checks to determine Alternative Entry. If Mary does not start the
correct passage through the caverns leading to the expedition with the party, she might instead be found in
monastery. Her magical knowledge also provides the company of the enhanced sphinx (area C2), where
advantage on interactions with the enhanced sphinx she offers to guide the characters to the monastery’s
guarding the monastery entrance (see area C2) and on Grand Master. If she does start with the party, she
any negotiations for ferry passage with the merrenoloth might choose to remain with the enhanced sphinx,
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