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s a special offering in support of Extra Life A Note from the D&D Team

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.

Background As part of these efforts, it’s our privilege to contribute


the following adventure to the cause. We wanted to
In centuries long past, a common scholar named provide as much value for your donation as we could,
Kwalish took an unlikely path to becoming one of the providing new maps, monsters, and magic items—and
most powerful arcane inventors of all time, after his of course, the scenario itself, accompanied by a range of

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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

Testing one such gate as it forged a connection to


the Nine Hells attracted the attention of a bone devil.
Trailing Kwalish back across the planes, the devil
but clans of kenku that worshipped a medusa with the
unique ability to transform her victims into glass.
Before Kwalish could be made to suffer the same
fate at the hands of the chaotic kenku and their mad
pl
Credits
Lead Designer: Bart Carroll Editing, Development, and Layout: Scott Fitzgerald Gray
Additional Design: Robert Adducci, Bill Benham, M.T. Black, Art Director: Kate Irwin
Jeremy Crawford, Will Doyle, James Introcaso, Ari Levitch, Graphic Designer: Emi Tanji
Greg Marks, Shawn Merwin, Cindi Moore, Laurence Withey Cover Illustrator: Shawn Wood
Additional Rumors: David Adams, Vladimir Barash, Rose Interior Illustrators: Mike Burns, Quinn Carroll, Dustin Fletcher,
m

Bell, Ethan Best, Steve Bissonnette, Wolf Bloodmoon, Devan Henderson, Aaron Hübrick, Maxx Marshall, Shauna
Kevin Boardman, Trevor Boe, Nolan Bond, Aidan Brenner- Narciso, David Rapoza, Stan!, Emi Tanji, Jason Thompson,
Slagle, Bodhi Brooke-White, Mary Burgess, Matt J Carlson, Cory Trego-Erdner, Matt Warren, Mark Winters, Shawn Wood
Casandra Carter, Liam Cherry-Holt, Dave Chua, Diana Clark, Cartographer: Claudio Pozas
Caleb Cole, Andrew Cousins, Jonathon Crawford, Joshua Other D&D Team Members: David Gershman, Pelham Greene,
Cuthbertson, Rae Cwach, Bryan Davidson-Tirca, Dominic Adam Lee, Chris Lindsay, Shelly Mazzanoble, Mike Mearls,
Davies, Marcello De Velazquez, Matthew Disedare, Fiona Shauna Narciso, Christopher Perkins, Ben Petrisor, Hilary
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Sa

Marcus Good, Daniel Harmon, Michael Hoffmann, Zasheir Playtesters: Christine Abram, C.J. Alger, Russell Alleen-Willems,
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Wynne, Douglas Young, Adrian Zaslona David West, Melissa Wiener, Paige Willis, Steven Wonser

Lost Laboratory of Kwalish | TM & ©2018 Wizards.


1
medusa, he once more opened a planar gate, this time to
the 222nd layer of the Abyss—Juiblex’s Slime Pits, from
Running the Adventure
which he summoned forth a horrific plague of ooze to To run this adventure, you need the D&D fifth edition
clear out the city and help him defend his new lab. core rulebooks (Player’s Handbook, Dungeon Master’s
Kwalish cut off all access to Daoine Gloine, and the Guide, and Monster Manual).
city was lost to the ages. The legendary inventor has not
been heard from since. Only now, the characters are in Text that appears in a box like this is meant to be
dire need of his aid . . .
read aloud or paraphrased for the players when their

Adventure Summary characters first arrive at a location or under a specific


circumstance, as described in the text.
The characters are charged with locating Kwalish’s

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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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legendary inventor and can negotiate for the assistance


necessary to complete their quest—and they might Alternatively, you might consider any of the following
even have the chance to help Kwalish deal with one of a hooks. Several involve a pending crisis, such that the
number of problems of his own. players are seeking Kwalish not just on their own
behalf, but to prevent hardship to friends, family, or the
common folk. Just make sure that the peril doesn’t come
Placing the Adventure on too quickly, though, as an expedition into the Barrier
The original Expedition to the Barrier Peaks—1980’s Peaks will take some time.
adventure module S3 for first edition AD&D—placed
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its titular mountains in Greyhawk, north of the Grand


Duchy of Geoff and the Valley of the Mage. Depending on
Thwarting Annihilation
your campaign, you can set this adventure in any similar If you’re playing through or using events from Tomb of
location: a mysterious mountain range that even dedicated Annihilation in your campaign, the characters might
explorers have failed to fully map. hear rumors that Kwalish’s laboratory holds lore that
In the Forgotten Realms, one possible location for can help deactivate the Soulmonger. If the characters
the adventure is Chult, the land explored in Tomb of have any hope of surviving the tomb and ending the
Annihilation. The mysterious and poorly mapped peninsula
death curse, they must first make the dangerous journey
contains several suitable mountain ranges, including
the Mistcliffs and the Kobold Mountains. Elsewhere in to the inventor’s lost lab.
Faerûn, the peaks surrounding Halruaa, a land known for Alternatively, in the aftermath of a Tomb of
its magical technology, are a good choice. Alternatively, Annihilation campaign, a friend, family member, or
campaigns making use of the Waterdeep: Dragon Heist mentor important to the characters might have been
adventure might look for a location closer to the city, placed in stasis within a magical sarcophagus to protect
including the Greypeaks or the Nether Mountains. them from the death curse. With the curse lifted,
this NPC can now be saved—except the sarcophagus

Lost Laboratory of Kwalish | TM & ©2018 Wizards.


2
cannot be opened by any magical or mundane means. Adventure Length
After learning that the sarcophagus is one of Kwalish’s This adventure features numerous encounters and
designs, the characters must seek out his lost laboratory challenges that should keep a group entertained for
for the means to open it—or their friend will sleep multiple sessions. However, you can easily run a shorter
for eternity. version of the adventure, or even an exciting one-shot, by
making the following modifications:
Waterdeep Dangers Full Version (Five to Six Sessions). Run the adventure as
written, making use of both the monastery and the ooze-
A number of hooks can connect to the exploits of flooded city locations.
characters engaged in a Waterdeep: Dragon Heist Short Version (Two to Three Sessions). Run the adventure
campaign. The famed walking statues of Waterdeep as written, up to the monastery. Then forgo a second
are showing signs of getting ready to power up once laboratory location, instead replacing the final brain in a jar

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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
Sa

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.

Unnatural Invasion The Cartophile


A massive magical-mechanical golem, an unknown Anaxi Zephries is a wealthy gnome merchant and sage.
planar vessel, or some other rare threat has appeared in He is well known for his vast collection of maps, which
civilized lands. Though local settlements are safe for the cover the known world, pocket dimensions, routes
moment, the characters are charged with tracking down across the planes, and more. In this role, the Cartophile
Kwalish and his laboratory in hopes that the secrets to has served as patron for numerous expeditions of
disabling the imminent threat might be found there. exploration, sending adventurers to all corners of
the world—both to draw new maps and to verify the
authenticity of others already in his possession.

Lost Laboratory of Kwalish | TM & ©2018 Wizards.


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Hirelings
Any of the following NPCs can join the party as
custodians and translators of the materials loaned to
the characters by the Cartophile. Each hireling is also
charged with chronicling the party’s progress along the
way, in the hope of finally mapping the route to Daoine
Gloine, and has specific value to the party in certain
areas of expertise. However, each hireling also has one
or more secret agendas that might work against the
characters’ interests.
You can let the party’s size and the players’ interest

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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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The gnome’s collection contains notes and an initial


map from the early stages of Kwalish’s expedition
into the Barrier Peaks. In exchange for allowing the
characters to use that lore, he asks only that any further
journals, notes, maps, and other documents from
Kwalish’s earlier expedition be returned to him.
The Cartophile has no interest in adventuring, talking
Ctenmiir’s
of how he once stood too close to a bag of holding
Sa

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.

Lost Laboratory of Kwalish | TM & ©2018 Wizards.


4
Ctenmiir’s coffin has a speed of 30 feet and a climbing Garret Levistusson
speed of 10 feet, and protects the vampire from sunlight CN male tiefling bard/rogue
even as it prevents him from escaping his servitude.
The Cartophile’s first choice to join the characters’
Though Ctenmiir is able to speak from within the coffin
expedition, Garret is an untrustworthy bon vivant
and help guide the expedition, the coffin obeys only the
and magpie. His mapmaking skills are first rate,
commands of the party members. Cold, calculating, and
though, and the Cartophile trusts him to accurately
manipulative, the vampire aids the party as long as he
detail the route to Daoine Gloine and sketch images
believes he can earn his release from the coffin along
of things discovered along the way. Garret claims
the way—by any means possible.
that his infernal lineage goes back to Levistus (see
Value to the Party. Originally native to an area near
Mordenkainen’s Tome of Foes), and he keeps his horns
the Barrier Peaks, Ctenmiir has much experience with
adorned with rings, coins and other charms, some of
the initial route into the mountains, and can provide

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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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programmed with several unique


utility powers (see below) that make
the modron a perfect cartographer’s
assistant. If both Garret and Gearbox
join the expedition, Gearbox
assists the tiefling with his
work, even as Garret delights
in referring to the modron as
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“Doohickey”, “Contraption”,
“Thingamabob”, and so on.

Gearbox
STAN!

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Value to the Party. Gearbox’s unique programming
allows the modron to function as an orb of direction
and an orb of time (see Xanathar’s Guide to Everything),
to cast the light cantrip at will, and to grant other
characters advantage on Dexterity checks made with
thieves’ tools and on ability checks made to identify or
operate mechanical or laboratory equipment. It can also
help override the security of the monastery’s control
room (area M8) and treasury (area M10), and can pilot
the skiff first seen in area C3.
Secret Agendas. None as such. Gearbox genuinely
wishes to help the characters, but he will be tempted to

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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,
Sa

(area C3). discoursing the secrets of the multiverse with her.


Secret Agendas. Mary’s biggest secret is that she
is actually her cat familiar, polymorphed from human Rumors and Legends
form, and using magic to create and direct the human Countless legends have arisen regarding the mysterious
simulacrum of “Mary” as a helpful decoy. (Readers Barrier Peaks, and those tales circulate constantly
of Dragon+ might alternatively make Mary one of the among adventurers, explorers, and bards. Rumors
intelligent cats of Adam Lee’s “Herding Tahra’s Cats” specific to Kwalish and his lost expedition are more
in issue 12). But of more potential peril to the party is difficult to come by. But for each day spent talking to
Mary’s long-term relationship with Ctenmiir, whom knowledgeable travelers, a character can attempt a DC
she first met when he would fly out of White Plume 12 Charisma (Persuasion) check. If the check succeeds,
Mountain at night to meet with her near Thingizzard’s roll percentile dice and consult the table below to
hut. Her goals are to keep the knowledge of her true determine what the character learns. False rumors are
MAXX MARSHALL

form and her relationship with Ctenmiir a secret; to free in italics.


the vampire if she can, without incriminating herself; Also see appendix F for even more potential rumors of
and to convince characters to draw from her deck of the Barrier Peaks.
several things.
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