Whispers of the Abyss
Whispers of the Abyss
2
Whispers of the Abyss
dungeon expansion for late game Lost
A
Mines of Phandalin. An ordinary-looking What’s in this expansion
cave nestled in the northern foothills of the Map
Sword Mountains west of Phandalin hides a
dark secret. Many have sought the power Keyed map and encounters for the cave and temple
held deep below the surface, and none have beneath the foothills of the Sword Mountains.
left unchanged.
The caves conceal a long-abandoned Drow outpost NPCs
and temple, left in ruins by the passage of time, looting, There are two main NPCs in this expansion. One is
and the relentless advance of nature. A dark power still present only by the evidence he has left behind (Iarno),
clings to this forsaken place, enticing those who yearn and the other is a Priestess of Lolth who has returned to
for power or knowledge to venture into its depths. This the long abandoned temple to perform a ritual for
dark energy has scarred the very fabric of the area. Nezznar. This happened some time ago, and she
Winds rising from the bowels of the caves carry remains, perhaps nostalgic or preparing other
haunting whispers—echoes of the past horrors that took abominations in the name of Lolth.
place within the temple of Lolth. As these whispers The keyed map may also refer to the sections
beckon, adventurers must decide whether to heed the containing information, clues, and dialogue for each
warnings of those who never escaped or to venture forth NPC.
despite the risks.
Items
This expansion provides a hook to add a second stage to
Wave Echo Cave’s Nezznar (Black Spider) encounter. It also
Special magic items will be described in this section.
provides some breadcrumbs to a second encounter with Creatures
Iarno (Glasstaff) Albrek—assuming he is still alive.
Contains a list of creatures and the area each creature
Encounters are balanced for four 4th-level characters (2024). is used, along with any suggested adjustments to the
They are challenging and potentially deadly if your players base creature. Stat Blocks are available either in the
rush in, so adjust accordingly.
Basic Rules 2014 or Free Rules 2024. Homebrew
creature stat blocks will appear in this section.
Follow On Expansions
The Transformation of the Black Spider and The
Revenge of Iarno Albrek are included in this publication.
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Cave System
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General Features 1. Waterfall
Ceilings A waterfall cascades from an opening at the base of a
Tunnels are 5–10 feet high, lower in the narrow cave, into a cool blue pool 20 feet below. The pool is
sections of tunnels and rising in the wider sections. framed by rugged black volcanic rock. On the ground,
Rooms have 15–20 foot high ceilings, while natural boot marks in dried mud reveal a naturally worn path
caverns have 30-foot high ceilings rough from cave-ins leading toward the water’s edge, with some tracks
and dotted with stalactites. appearing fresh and recent. While no path leads directly
into the cave, the climb up the eroded rocky wall
Doors appears manageable, rising only 20 feet high. The pool
Unless noted, doors are 6 feet tall and 4 feet wide and is clear, potable water; no fish are present, and it
made from thick stone slabs. They are fitted with iron appears to be flowing into an underground river.
handles and hinges. Climbing the rocky hill to the cave is not too difficult;
a DC 10 Acrobatics or Athletics check succeeds. To
Walls help and give the other climbers from the cave an
Tunnel walls are black, rough, and sharp. They are long, advantage on the roll, rope could be lowered. Failure on
dormant magma tunnels. The walls are not perfectly the check will result in 1d6 falling damage.
vertical but concave in sections, allowing a small
amount of cover. Inspecting the boot marks reveals several sets:
Floors a light-stepped smaller boot
The floors in the tunnels are rough but not difficult flat-footed, worn medium boot
terrain. The rock is porous and shows signs of erosion paw marks (Animal Handling DC 10 check reveals
from the acids of jelly and water; in places, water this to be a Brown Bear paw)
bubbles up, forming puddles. 2. Cave
Light
None, unless stated. Sunlight filters into the cave, illuminating half of it with
a warm, golden glow. The floor is vibrant with moss and
Stalagmites grasses, softening the rugged stone beneath. Scattered
Found in many of the caverns, many of these spires about are rocks that have tumbled from the cave walls.
reach up to 10 feet and provide ample cover. Remnants of various old bones of different shapes and
sizes are piled along the edges. Nestled behind a cluster
Disorentating Echos of larger boulders and concealed among the
Echoes envelop the cavern as the sounds of unseen overgrowth, a Brown Bear rests peacefully, its chest
creatures skitter in the shadows, water from stalactites rising and falling gently as it dreams undisturbed.
drip without rhythm, and unsettling scrapes of claws on The bear is quite well camouflaged; a Passive
rock scratch the very air with tension. Burbling from Perception of DC 15 or an active Perception check of
hidden pools adds to the cacophony. A confusing DC 10 will notice the bear.
symphony that seems to shift and swirl, leaving it While the bear is asleep, it is possible to sneak
impossible to ascertain the direction from which each through the cave; a Stealth check DC 10 will succeed.
sound originates.
Iarno Albrek
Refer to the NPC section for guidance on clues that can
be found.
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3. Magma Tunnel 5. Winding Tunnel
This long winding tunnel is home to a colony of Stirge The tunnel widens a little as it begins to curve around
(one for each character). If any light is shone down this this area. The floor is well-worn with large patches of
tunnel, it will send a rippling cascade down this tunnel brown dirt. On closer inspection, these patches are
and Stirge Colony (Area 4), alerting all the Stirge. They desiccated remains of Ochre Jelly and Stirge guano.
will begin to fly out towards the cave and the source of Clinging to the ceiling, a half-digested Stirge is clearly
light, attacking anyone in their way. visible through the amber body, an Ochre Jelly pulsates,
Sneaking down the tunnel is possible, but its winding, gurgling as the Stirge dissolves.
narrow nature makes it hard to move quietly. A Stealth The jelly will drop down and attack if approached or
check DC 14 will succeed, and the Stirge will not be disturbed. It will also work with the jelly from Area 3 to
awoken. trap prey in the tunnel.
An Ochre Jelly clings to the ceiling at the fork before
the Winding Tunnel (Area 5). If unnoticed (Perception Treasure
check DC 15), it will drop down once the Adventurers Arnos hidden stash could be in this location (see The
have gone past. It is large enough to block the entire Hidden Stash).
narrow tunnel to the right.
4. Stirge Colony
This tunnel is the cave’s main colony of Stirge (3 for
each character). If any light is shone down this tunnel, it
will send a rippling cascade down this tunnel and
Magma Tunnel (Area 3), alerting all the Stirge. They
will begin to fly out towards the cave and the source of
light, attacking anyone in their way.
Sneaking down the tunnel is possible, but its winding,
narrow nature makes it hard to move quietly. A Stealth
check DC 14 will succeed, and the Stirge will not be
awoken.
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6. Fungal Cavern
The tunnels converge into a vast hub, revealing a large
cavern where stalagmites rise around a central pool.
The pool’s water is an inky black, giving nothing away
about its depth. Burbling ripples break the surface, an
unseen current stirring beneath. The floor is a mixture
of rocky rubble and guano, filling the air with a musty
odour. Bioluminescent fungi punctuate the darkness,
casting an eerie glow.
Scattered around the cavern are 6 Violet Fungus. The
Fungus remain motionless until a character enters their
reach. When engaged, the violet fungus only moves if it
can ‘see’ movement within 30 feet of itself.
Hidden in the depths of the inky pool are 2
Murmuring Blossoms. They erupt from the surface
when a character steps within 5 feet of the water.
Stagger the blossoms so as not to overwhelm the
adventurers.
A section of the south wall has collapsed, but a closer
inspection reveals that some destruction seems deliberate.
One large rock appears out of place, its smooth edges
contrasting with the surrounding rubble. When pushed, it
slides easily to the side, unveiling a hidden passage. A
Perception check DC 15 will reveal the secret door in the
south that opens to the Hidden Tunnels (Area 18).
7. Natural Chimney
A small junction is blocked by remnants of a rockfall
intertwined with stalagmites. A Black Pudding lies
hidden among these rocky pillars, its viscous form
blending seamlessly with the shadows of the cavern,
waiting patiently for the unwary.
To the north, a winding tunnel snakes upward, its
path enveloped in an unnatural darkness that seems to
devour any light. The tunnel narrows significantly as it
ascends, becoming too tight for any creature to
navigate. Hidden in the darkness, 2 Shadows lurk,
unseen and silent, their forms barely distinguishable
from the gloom that surrounds them.
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8. Chasm 10. Connecting Tunnel
The northeastern tunnel rises gently toward the north The tunnel’s width varies along its length. The floor is
before being interrupted by a gaping chasm that slices rough and uneven, with a section that has collapsed,
through the rock, revealing an ominous void below. The exposing a dark river below. A soft whistling wind can
chasm’s edge resembles a gaping maw, the darkness be heard coming from the north. The tunnel narrows
spewing warm wind from its depths, carrying a pungent and forks; one direction leads to a narrow passage that
odour that clings to the air, and unsettling sounds of soft connects to Area 16, while the other widens and leads
flapping echo from the depths. to Area 15.
Hidden in the crevices along the edge of the chasm
are 2 Shadow Demons, lying in wait for unsuspecting 11. Western Tunnel
intruders. As characters attempt to jump the gap, these The south end of the tunnel opens up into an atrium.
malevolent beings launch their attack, emerging from Two false passages branch off this central area, each
the darkness to strike. What begins as a risky shrouded in an eerie gloom, hiding 2 Ochre Jelly. To the
manoeuvre quickly becomes a desperate fight for northeast, a narrow tunnel winds away from the atrium,
survival. leading to Area 14. A warm, humid wind blows in from
9. Webbed Tunnel the narrow tunnel.
The entrance to this tunnel is shrouded in a thick 12. Central Tunnel
webbing, glistening in the dim light. The web can be A narrow tunnel stretches ahead, its uneven walls
easily sliced through with a weapon (AC 10 and 5 HP) creating an oppressive atmosphere that makes it
or ripped apart by hand with a successful Strength challenging to move silently. The passage constricts
check (DC 10). further in the centre, transforming into difficult terrain.
Pushing through the web, the tunnel ahead rises A warm, humid wind wafts from the north, laden with
slightly and begins to twist. The tunnel widens in the the acrid odour of death. The air feels thick and
centre, providing an ideal space for a random encounter foreboding.
(use either an Ochre Jelly or 2 Giant Spiders).
The floor is rough and uneven, littered with old webs 13. Eastern Tunnel
and the remnants of long-dead spiders, desiccated The narrow entrance leading into this tunnel is difficult
husks in the shadows. An unsettling silence hangs in terrain, forcing caution through its constricted passage.
the air, broken only by the faint crunch of long-dead As the tunnel gradually widens, it offers relief from the
insects shifting underfoot. The tunnel ultimately leads to earlier struggles.
a junction. Here, the walls are surprisingly smooth compared to
the rugged surfaces of the surrounding cave system, and
for the first time, a sense of calm envelops the space.
The usual cacophony of dripping water, distant echoes,
and unsettling sounds dissipates, allowing an eerie
silence to settle, which stands in sharp contrast to the
chaotic noises that permeate the rest of the caves. This
tranquil chamber serves as a reminder of the
tumultuous world beyond its confines.
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14. The Abyss 16. Entrance to Cavern
An ominous, seemingly bottomless pit yawns open to The ground along the northern wall has collapsed,
the Abyss, its depths shrouded in darkness. At the edge revealing a dark underground river flowing from the
of this gaping void lies the remains of a crushed east. The current does not appear to be strong; it looks
skeleton, a grim reminder to the dangers of the caves. deep and inky black. The tunnel opens to a large natural
Blue fungi emit an ethereal glow, glistening against the cavern (Area 17).
web-laden walls of the cavern, casting an otherworldly
light that barely penetrates the shadows. A strong, acrid 17. Arachnid Antechamber
odour wafts up from the depths, carried by a warm, A large cavern with a high ceiling is littered with fallen
humid breeze that makes the air feel thick. rock, fungus, webs (fresh and disintegrating), and
As the wind swirls, a whispered language resonates stalagmites jut from the floor. Bioluminescent fungi dot
within it. A character attempting to decipher the the stalagmites and give off 5 feet of dim-coloured light.
meaning must make a Wisdom saving throw (DC 15); In the northern section of the cavern, there is a
failure results in 1d6 psychic damage as the haunting gaping hole to the Abyss below. The edge of the
whispers pierce their mind. unfathomably deep hole contains evidence of an
A precarious, thin ledge runs along the southern edge attempted expedition into the depths below (tangled
of the hole, its narrowness making movement difficult. rope, rotted sacks of supplies).
Hidden, 2 Phase Spiders lie in wait within the Abyss, To the east is a deep pool of inky black water with a
ready to strike at any who traverse the precarious path. small outcrop of rock jutting into the pool of water.
15. Venting Tunnel Remnants of adventuring gear lay rotting on the ground
(ropes, sacks, old food).
A wide tunnel stretches ahead, its floor scattered with Amongst the stalagmites, pillars, and ceiling of the
stalagmites that jut upward. The crumbling rocks from cavern, there are 5 Giant Spiders. Down the gaping
the jagged walls threaten to break away at any moment. hole, about 20 feet deep, are 2 Phase Spiders. The
Small cracks vent clouds of sulphuric smoke along the Giant Spiders will attack if attacked, and attack anyone
northeastern wall, casting an eerie red glow, who comes within range, they are not hidden. The
illuminating the tunnel with an unsettling hue. An Phase Spiders will crawl out of the hole and engage if
Investigation check (DC 10) will reveal that the cracks anyone comes within 10 feet or there is a loud
likely lead to active magma tunnels. commotion.
Treasure
Amongst the rotted sacks of supplies, a search will find:
Ring of Water Walking
Bag of Holding
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18. Hidden Tunnels 20. Abandoned Slave Chamber
As the rock slides aside, a vast tunnel comes into view, A short tunnel connects the pool to a perfectly square
its floor strewn with debris from past collapses. chamber, walls carved from solid stone and intricate
Crumbling floor sections reveal glimpses of an patterns engraved in the stone floor. Shackles lay
underground river, its swift currents surging below the abandoned in the northwestern corner of the room, and
surface. The northern section of the wall has collapsed, the floor beneath them stained with ancient blood. An
filling a section of the tunnel with rubble. Investigation check (DC 15) reveals that not all this
The tunnel extends eastward, leading towards a large blood is ancient and someone or something has been
underground pool (Area 19). A secondary tunnel shackled here recently, the victim now lays on the altar
branches back to the west, leading to a dead end. in the temple (Area 22), Nezznar’s sacrifice to Lolth. A
Shadows cloak it in silence and offer no further secrets. winding, narrow tunnel exits the room to the northeast.
An unlit torch hangs on the wall by the door; no
Treasure Shadows or Wraith will enter the room while it burns.
Iarno’s hidden stash could be in this location (see The Whispers call out from the dark corner where the
Hidden Stash). chains lay, their words just beyond comprehension. Any
19. Pool character attempting to discern their meaning must
make a Wisdom saving throw (DC 15); failure results in
Piles of rocks from crumbling walls and ceilings gently 1d6 psychic damage as the mournful whispers infiltrate
slope down from the tunnels to the east and west into their mind.
this large water-filled cavern. Debris and rocks are Should anyone reply or disturb the shackles, the
covered in mold and bioluminescent fungus, and large chamber’s stillness becomes alive with movement. 2
rocks jut from the water. The eastern wall has deposited Shadows emerge from the northern wall, and a Wraith
large piles of rock on that side of the chamber, and materialises from the south wall. They focus on the
there is evidence of a significant collapse to the south; character who provoked or attack them. Each round
an Investigation check (DC 15) reveals that this is a 1d6 Shadows (max 2 per character) materialise through
collapsed tunnel, the cave-in is 15 feet deep and 10 feet the wall until the torch is lit.
wide, it would take days to clear the rubble by hand.
Areas filled with water are just below waist-deep and Treasure
considered difficult terrain. Water burbles up from an Iarno’s hidden stash could be in this location (see The
underground spring in the southwest corner and flows Hidden Stash).
to the north to an underground river tunnel (Area 27). 21. Collapsed Barracks
Motionless in the centre of the cavern is an
undulating Shambling Mound, waiting for victims to get Once serving as quarters for a small garrison, this
close enough to strike. Iarno has been practising his chamber is now a hollow shell of its former self. The
dark arts in this area and has raised 3 Ghouls and 2 walls have crumbled away, leaving only the rugged
Ghasts. The Ghasts are near the entrance to the volcanic rock exposed. To the north, a tunnel stub lies in
northern river tunnel, and the Ghouls lurk in the ruins, completely caved in. However, the eastern wall
shadows to the south. and an iron door remain intact, defiant against the
decay. This heavy door, reinforced with a robust latch,
remains shut while a soft red glow pulses along the gap
below the door.
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22. Temple of Lolth 23. Sleeping Chambers
Crossing the bridge spanning the molten chasm (Area A rusted metal door bars the entrance to this chamber,
28) leads to an atrium ensnared by a thick tapestry of firmly stuck yet devoid of a lock. Adventurers must
webs, its walls stained by time. Stepping into the main make a Strength check (DC 15) to dislodge and open it.
temple, a magnificent inlay of red glass shaped like a As the door creaks open with a groan of rusty hinges,
spider dominates the floor. Once a symbol of grandeur, the sound reverberates through the chamber,
it now lies cracked and dulled, a shadow of its former awakening the ghostly remains of the priestesses who
beauty. once occupied this room. Bound by their lingering
In the northwestern corner, a broken cage sprawls sorrow and fury, 3 Ghosts materialise from the
across the floor, a discarded instrument of torture, while shadows. They attack anyone who enters the room.
to the south, an altar perched atop a stone plinth bears Beyond the door lies a spacious bedchamber with six
shackles before it. Behind the altar, a recessed holding beds, three along each wall. Each bed is in a state of
pen is secured with iron bars. severe disrepair, decaying and rotting with neglect. In
The walls are adorned with unlit torches, and a the corners closest to the door, an unlit brazier sits to
brazier smolders in the southeast corner. Cobwebs cling the west, while to the east, a crate shrouded in webs
to the corners, intertwined with the desiccated remains hides a pack and a diary. The delicate pages of the diary
of spiders and their unfortunate victims. Past battles disintegrate at the touch, their faded ink barely
scar the floor with scorch marks. Crates lie smashed discernible.
and rotting, remnants of desperate looters who stripped On the western wall, a massive hole has been blasted
this once-sacred space of its treasures, leaving behind through the stone, leaving a gaping void where a large
empty decorative inlays and a scattering of debris. slab of stone has fallen away. This gives access to the
To the west, a corridor choked with webs beckons in room beyond (Area 24).
silence. Characters searching the room will find two corpses
As the adventurers enter the temple, Lirael Wyrdwen, of would-be looters underneath the beds. Their greed
a Priestess of Lolth, stands poised at the altar standing sealed their fate. With an Investigation check (DC 20), a
over her Flesh Golem (Refer to the NPC section for small leather pouch was tucked inside one of the straw
guidance on navigating this interaction). mattresses. This pouch contains the Ring of Venomous
Treasure (worn by Lirael Wyrdwen)
Embrace.
Jewelled Spider Treasure
Dagger +1 Ring of Venomous Embrace
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24. Bath 26. Storage Room
Smooth, slick black walls and a recessed steaming This room is mainly empty, save for the usual detritus
rectangular bath stand in stark contrast to the rugged, and rubble scattered across the floor. In contrast to the
uneven textures of the surrounding caverns. surrounding areas, the walls appear surprisingly well-
Surprisingly, the blasted hole in the wall has left this preserved, standing firm amidst the decay that envelops
bath untouched, its waters bubbling invitingly. To the the rest of the complex.
west, a dark alcove and a small wooden hatch on the No furniture or clutter can be found here, creating an
floor are secured with a heavy metal bar. unsettling sense of desolation. As soon as anyone steps
Any character stepping into the bath will disturb its into this chamber, they awaken the wrath of a Drow
hidden inhabitants, 3 Steam Mephits, previously harried animal wrangler who met a tragic fate at the hands of
by a Water Elemental, will erupt from the water in a his own quarry. Now, his spirit roams as a vengeful
torrent of steam, fiercely defending their claimed Banshee, haunting the empty space that once was his
territory. dominion.
Should a character decide to investigate and open the Those with a high Passive Perception may feel a chill
wooden hatch, they will set free the trapped Water seep into their bones before stepping into this space.
Elemental below—eager for vengeance against those
who trapped it. 27. Underground River
Searching the room, a Perception check (DC 20) will The river flows steadily to the east, its waters waist-deep
reveal signs of a hidden passage within the western and its currents moderate. The walls surrounding the
alcove, while an Investigation check (DC 15) will unveil river are slick and jagged. As the river meanders
a concealed switch capable of opening the passage. forward, it winds deeper into the Abyss.
25. Animal Pen 28. Magma Tunnels
Crossing the precarious stone bridge that spans the The tunnels teem with Magma Mephits (3 for each
molten chasm (area 28) leads to a narrow fissure in the adventurer), skittering and darting about, eager to
rock wall. Navigating through the tight space proves attack anyone who dares to cross one of the narrow
challenging, rendering the terrain difficult. However, bridges. The tunnel’s walls are lined with razor-sharp
those who successfully squeeze their way through rocks, their jagged surfaces glinting ominously in the
emerge into a debris-strewn chamber filled with an red light.
unsettling quiet. The ground below is not a molten river but a
The chamber features two alcoves that run diagonally treacherous mix of jagged rocks and pools of magma,
through it. The northern alcove, heaped with rubble, creating a dangerous terrain for anyone who falls.
appears to be in a state of collapse. A Perception check Falling from a bridge results in a drop of 30 feet (3d6
(DC 15) reveals that it corresponds to the caved-in falling damage). Landing on the bottom, they suffer an
tunnel noted in Area 19. The southeastern alcove bears additional 3d10 damage each round in the searing heat.
the remnants of sturdy bars and evidence of long- Climbing up the razor-sharp walls comes with its own
forgotten animal remains scattered among the thick challenges. An Athletics or Acrobatics check (DC 15) is
webs and dirt accumulated over the years, hinting at its required to ascend, while a Dexterity check (DC 20) is
former purpose as an animal holding pen. necessary to avoid 3d8 slashing damage from the sharp
Lurking within both alcoves—2 Ochre Jellies cling to rocks.
the ceiling, poised to strike as intruders probe the area.
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NPCs
Lirael Wyrdwen – A Priestess of Lolth
Lirael was summoned to the ruined temple of Lolth by What Lirael knows
Nezznar, the Black Spider. He sought her guidance in
that decaying sanctuary to forge a precarious bargain The Black Spider’s Plans:
with the Spider Queen, hoping to be reborn as a Drider. She knows Nezznar’s ultimate goal is to harness the
This transformation promised both power and peril. power of the Forge of Spells ancient magic to overthrow
With her task complete, Lirael lingered, nostalgia his rivals among the Drow and stake his claim as a
washing over her for the bygone days when the temple major player in the more significant conflicts within the
thrived in splendour. She now stands at the altar, Underdark. He has performed a dark ritual that sees
meticulously working on the remains of the sacrifice him reborn as a Drider.
made to Lolth in the name of the Black Spider. As she
mutters incantations, she deftly draws runes upon the
skin using ink crafted from blood and bile. Her intent Behold the moment of transcendence when it arrives! The
clear: she aimed to raise a golem, a tangible true Black Spider shall emerge from the shadows and take
manifestation of her dark magic and devotion to the his rightful place among the servants of Lolth.
Spider Queen. Her very poison that courses through my veins is the
The adventurers enter the shadowy chamber catalyst for his rebirth! Darkness that the surface world
moments before Lirael completes her ritual. The air is
thick with the lingering scent of blood and bile as they cannot fathom.
take in the sight of her poised at the altar, fingers Witness him as his body twists and writhes! Flesh will be
dancing over the runes etched into the skin. replaced by chitin; his limbs will metamorphose into the
grace of the arachnid! Those who stand before him will
witness the birth of his true power. Tremble in fear, for the
Nothing is valuable in this temple or these caves—nothing
Black Spider shall reign!
but fond memories of a bygone era that have long since
turned to dust. What relics remain are trapped in the echo of
laughter and whispered rituals, haunting echoes of lives Hidden Secrets of the Temple:
once lived. Such memories hold no interest for those like Lirael can reveal various hidden aspects of the caves
you unless you find delight in probing the private sorrows of and temple, such as secret passages (Areas 18 and 24)
and Iarno’s hidden stash. She might also share the
others.
location of ancient artefacts within the caves to lure the
Leave me in peace, for the darkness here is thick with
memories I wish to guard. What you seek is not glory, but
adventurers to their demise (Areas 17 and 14).
the remnants of despair woven into these walls. There is A Warning:
nothing here for you but sorrow, yearning for an end. Turn
A human spellcaster dripping with malice and the
away while you still can. Let the echoes rest, and the desire for retribution has been in the caves practising
memories lie undisturbed. dark necromancy. He could be heard muttering to
himself and swearing revenge. Little did he know his
every move was monitored by the servants of Lolth.
Lirael has no desire to fight but will if left no choice, and fight
viciously. She is one action short of animating her Flesh Ugh, Iarno! That insufferable fool with his incessant prattling
Golem. She will only finish her ritual in the presence of the about necromancy! He struts through these caves like a
adventurers if threatened; otherwise, she will not disclose peacock, believing himself the harbinger of death and dread,
what she is doing with the body on the altar.
yet his work is as dull as the faded stones surrounding us! I
If caught in a losing fight, Lirael will try to escape to the Bath have far grander ambitions than his petty experiments.
(Area 24) and through the secret door in the west corner; if He scours the bones of the fallen, thinking he can turn
she has time, Lirael will kick open the well, letting the Water
Elemental inside out. Lirael will then use the Jewelled Spider them into tools of his will, but all he creates are pale
to teleport along the Magma Tunnels (Area 28) and eventually imitations of true command. Every time he stumbles, I can’t
make her way (by way of Areas 21,20 & 19) to the help but roll my eyes at his shoddy methods and his
Underground River (Area 27) and escape into the Abyss. overblown expectations.
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Lirael Wyrdwen
Medium humanoid (Elf ), Neutral Evil
Traits
Armor Class 16 (scale mail) Fey Ancestry. Lirael has advantage on saving throws against
Hit Points 71 (13d8+13) being charmed, and magic can’t put her to sleep.
Speed 30 ft.
Innate Spellcasting. Lirael’s spellcasting ability is Charisma
STR DEX CON INT WIS CHA (spell save DC 15). She can innately cast the following spells,
10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4) requiring no material components:
Saving Throws Con +4, Wis +6, Cha +7 At will: dancing lights
Skills Insight +6, Perception +6, Religion +4, Stealth +5 1/day each: darkness, faerie fire, levitate (self only)
Senses Passive Perception 16
Sunlight Sensitivity. While in sunlight, the Lirael has
Languages Elvish, Undercommon
disadvantage on attack rolls, as well as on Wisdom
Challenge 8 (3,900 XP)
(Perception) checks that rely on sight.
Items
Spellcasting. Lirael is a 10th-level spellcaster. Her spellcasting
ability is Wisdom (save DC 14, +6 to hit with spell attacks). She Jewelled Spider (2/Day). As a bonus action, if in dim light or
has the following cleric spells prepared: darkness, Lirael can teleport up to 60 feet to an unoccupied
space in dim light or darkness. On death, the spider will
Cantrips (at will): guidance, poison spray, resistance, spare the teleport the Lirael 60 feet in a random direction, detach itself
dying, thaumaturgy and move 30 feet towards any dim light or darkness. It
1st level (4 slots): animal friendship, cure wounds, detect becomes inert.
poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, protection from poison, Actions
web Multiattack. Lirael makes two scourge attacks.
3rd level (3 slots): conjure animals (2 giant spiders), dispel
magic Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
4th level (3 slots): divination, freedom of movement Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
5th level (2 slots): insect plague, mass cure wounds
Animate Golem (1/Day). Lirael Wyrdwen completes her ritual
and brings the Golem to life on the altar. It awakens prone on
the altar and is an ally of Lirael Wyrdwen. The Golem starts its
turn immediately after Lirael.
14
Iarno Albrek
Although Iarno is not physically present in the cave The hidden stash (Area 5, 18 or 20)
system by the time the adventurers begin their
exploration, there is still plenty of evidence of his A tightly bound bundle of cracked leather nestles deep
presence. He only made it as far as the Abandoned within a narrow crack in the cave wall. A dark, smooth stone
Slave Chamber (Area 20) before creating some undead clatters to the floor as the bundle is carefully unwrapped.
in Underground Pool (Area 19) and leaving the cave. Remaining, a bound book, its pages yellowed. As the
Writing on the Wall (Areas 3, 4, 5 or 18) package is unwrapped it feels as if the very shadows are
The sharp black rock of the magma tunnels looks holding their breath.
unadorned at first glance, but on closer inspection,
sections of the tunnels have strange writing, and arcane The stone is a Summoning Stone (Evil); see Magic
glyphs scrawled on the few flat patches available. The Items. The book is Iarno’s Journal; read all or some of
material used to write is a profoundly dark blue, almost the passages below.
black, but it contains some reflective material that might
catch the eye of the most perceptive. I am alone in these accursed depths, and the whispers grow
Artificial light makes spotting the writing easier, as it reflects louder, fermenting madness within me. But my resolve is
off the writing; characters relying only on darkvision will find absolute. I am closer now than ever to unlocking the dark
the task of spotting the writing more difficult. secrets of necromancy!
A Passive Perception of DC 17 will spot something on the Tonight, I begin preparations for my first summoning
wall in bright light. In dim light or a character with darkvision
a Passive Perception of DC 22 is required. An active ritual. The cave hums with anticipation, and I feel the energy
Perception check of DC 15 for bright light and DC 20 in dim thrumming through my bones. I shall invoke the whispers of
light or darkvision will also spot something. those who came before, calling upon their power. They will
answer, and I will claim them as my own.
If the adventurers have spent time going through Iarno’s One day, they shall remember the name Iarno, a name
belongings and books back at the Redbrand Hideout, spoken with a mixture of fear and reverence. The world will
have them make an Investigation check with advantage
(DC 15). Otherwise, ascertaining who the writing bow before my mastery over life and death, a true
belongs to is Very Hard (DC 25), but the adventurers orchestrator of shadows.
could put their heads together and use the help action The dark is my ally, and the dead shall serve my will!
15
Iarno Albrek
Medium humanoid (Human), Chaotic Evil
Traits
Armor Class 13 (16 with mage armor) Legendary Resistance (2/Day). If Iarno fails a saving throw, he
Hit Points 126 (11d8+22) + 36 Temp HP can choose to succeed instead.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Iarno can use Shocking Burst as a free action once
11 (+0) 16 (+3) 12 (+1) 20 (+5) 12 (+1) 11 (+0) per round.
Staff of the Withered Claw. Melee Weapon Attack: +4 to hit, reach
Saving Throws Int +9, Wis +5 5 ft. , one target. Hit: 4 (1d6 + 0) bludgeoning damage.
Skills Arcana +9, History +9 Shocking Burst Melee or Ranged Spell Attack: +10 to hit, range
Senses Passive Perception 11 5/120 ft., one target. Hit: 6 (1d6 + 3 lightning) damage.
Languages Common, Draconic, Dwarvish, Goblin
Challenge 10 (5,900 XP) Items
Staff of the Withered Claw. (requires attunement by a spellcaster).
Spellcasting. Iarno is a 9th-level spellcaster. His spellcasting This gray-and-cerulean staff is topped with a withered hand
ability is Intelligence (spell save DC 17, +10 to hit with spell carved from ivory. While holding the staff, he gains a +1 bonus
attacks). He has the following wizard spells prepared: to spell attack rolls. Whenever he scores a critical hit with a
spell attack, the target takes an extra 3d6 necrotic damage.
Cantrips (at will): fire bolt, mage hand, mind sliver, toll the Lair Actions
dead
1st level (4 slots): color spray, expeditious retreat, false life, When fighting inside the temple and performing the Melded
magic missile, ray of sickness Abomination ritual, Iarno can invoke ambient magic to take lair
2nd level (3 slots): darkness, hold person, invisibility, mind actions. On initiative count 20 (losing initiative ties), he can
spike, misty step take one lair action to cause one of the following effects:
3rd level (3 slots): animate dead, fear, glyph of warding,
lightning bolt, summon undead 1d4+2 undead (Ghoul) raised from the soil.
4th level (3 slots): evard’s black tentacles, phantasmal killer, Iarno commands 1d4 undead within 60 ft. to throw
polymorph themselves into the ritual pit.
5th level (2 slot): scrying, wall of force When 10 undead have been flung into the ritual pit, a Melded
6th level (1 slot): create undead, tenser’s transformation Abomination will rise (1/Day).
16
Magic Items
Magic items appearing in this adventure are available in
the Basic Rules 2014 unless indicated otherwise. The
items in this section are unique to this adventure.
Jewelled Spider
Wondrous item, rare (requires attunement)
17
Staff of the Withered Claw
Staff, weapon, rare (requires attunement by a
spellcaster). Simple weapon, melee weapon
18
Creatures
Stat blocks for creatures used in this adventure are available in the Basic Rules 2014 unless indicated otherwise. The
area each creature is used is displayed below the name, along with any suggested adjustments to the base creature.
Banshee Ochre Jelly
Area 26 Areas 3, 5, 11, 25
Murmuring Blossom
See page 21 for stat block
Areas 3, 5
19
Melded Abomination
Huge Aberration, Chaotic Evil
Actions
Armor Class 12
Multiattack. The Melded Abomination makes two attacks.
Hit Points 103 (10d12 + 37)
Speed 30 ft. Climb 30ft. Bite. Melee Weapon Attack: +9 to hit, reach 30 ft., one target.
Hit: 16 (2d10 + 6) piercing damage, and if the target is a Large
STR DEX CON INT WIS CHA or smaller creature, it has the grappled condition (escape DC
22 (+6) 14 (+2) 18 (+4) 7 (-2) 13 (+1) 5 (-3) 15) and is pulled up to 15 feet toward the Melded Abomination.
Saving Throws Str +9, Dex +5 Tentacle. Melee Weapon Attack: +9 to hit, reach 60 ft., one
Immunities Blinded, Deafened, Frightened, Poisoned creature. Hit: 13 (2d8 + 6) bludgeoning damage, and the target
Senses Blindsight 60 ft. (blind beyond this radius), is grappled (escape DC 16). Until this grapple ends, the
Passive Perception 11 creature is restrained, and is pulled up to 15 feet toward the
Languages Understands all, can’t speak Melded Abomination.
Challenge 7 (2900 XP)
Bonus Actions
Traits Absorb Creature. The Melded Abomination targets one Large or
smaller creature within 5 feet of itself that it’s grappling. The
Long Reach. The Melded Abomination’s tentacles have an target must succeed on a DC 15 Dexterity saving throw or be
attack range of 60 ft. absorbed by the Melded Abomination.
A swallowed creature no longer has the grappled condition.
Aura of Death. At the start of each of the Melded Abomination’s While swallowed, it has the blinded and restrained conditions,
turns, each creature within 5 feet of it must succeed on a DC 15 has total cover against attacks and other effects outside the
Constitution saving throw or take 3 (1d6) necrotic damage and Melded Abomination, and takes 10 (3d6) necrotic damage at
have the poisoned condition until the start of the Melded the start of each of the Melded Abomination’s turns. If this
Abomination’s next turn. damage reduces a swallowed creature to 0 hit points, the
creature dies, and the Melded Abomination consumes its body.
Magic Resistance. The Melded Abomination has advantage on If the Melded Abomination takes 30 damage or more on a
saving throws against spells and other magical effects.
single turn from the swallowed creature, the Melded
Spider Climb. The Melded Abomination can climb difficult Abomination must succeed on a DC 15 Constitution saving
surfaces, including ceilings, without needing to make an ability throw at the end of that turn or regurgitate the creature, which
check. falls with the prone condition in a space within 5 feet of the
Melded Abomination. If the Melded Abomination dies, the
swallowed creature is no longer restrained by it and can escape
from the corpse by using 10 feet of movement, exiting with the
prone condition.
20
Murmuring Blossom
Medium Plant, Unaligned
Murmuring Echos. The Murmuring Blossom emanates waves of
Armor Class 9 disorienting noise while it can sense any creature and isn’t
Hit Points 67 (9d8 + 27) incapacitated. Each creature that starts its turn within 20 feet of
Speed 10 ft. Swim 10ft. the Blossom and can hear the noise must succeed on a DC 10
Wisdom saving throw. On a failure, the creature can’t take
STR DEX CON INT WIS CHA reactions until the start of its next turn and rolls a d8 to
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) determine what it does during its turn. On a 1 to 4, the creature
does nothing. On a 5 or 6, the creature takes no action or
bonus action and uses all its movement to move in a randomly
Immunities Blinded, Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), determined direction. On a 7 or 8, the creature makes a melee
attack against a randomly determined creature within its reach
Passive Perception 10
or does nothing if it can’t make such an attack.
Languages -
Challenge 2 (450 XP) Actions
Multiattack. The Murmuring Blossom makes one bite attack
Traits and uses its Pestilent Bloom if it can.
False Appearance. If the Murmuring Blossom is motionless at
the start of combat, it has advantage on its initiative roll. Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Moreover, if a creature hasn’t observed the Murmuring Hit: 17 (5d6) piercing damage. If the target is Medium or
Blossom move or act, that creature must succeed on a DC 18 smaller, it must succeed on a DC 10 Strength saving throw or
Intelligence (Investigation) check to discern that the be knocked prone. If the target is killed by this damage, it is
Murmuring Blossom isn’t ordinary fungus. absorbed into the Murmuring Blossom.
Mycelium Growth. The ground in a 10-foot radius around the Pestilent Bloom (Recharge 5–6). The Blossom squirts a glob of
Blossom is doughlike difficult terrain. Each creature that starts sickly sweet excretion at a point it can see within 15 feet of it.
its turn in that area must succeed on a DC 10 Strength saving The glob reacts with the air and glows brightly before exploding
throw or have its speed reduced to 0 until the start of its next in a flash of light. Each creature within 5 feet of the flash must
turn. succeed on a DC 13 Dexterity saving throw or be blinded until
the end of the Blossom’s next turn.
21
THE TRANSFORMATION OF
E
Stage 2: The Spider rises
underpowered and not as challenging as
they should be when played with 2024 As the Black Spider’s body lies still, the air around him
rules and characters. This adjustment crackles with dark energy. Suddenly, as if awakening
adds some flavour text for Nezznar when from death, his form shifts and contorts. A deep,
encountered in Wave Echo Cave and has resonant voice breaks the tense silence, filled with both
a thematic second stage to the encounter menace and twisted glee.
when he transforms from death to a fearsome Drider.
Clues about this transformation can be found by the You think you have triumphed? Your blades may have
adventurers during Whispers of the Abyss. pierced my flesh, but you know not the depths from which I
draw my power! You remain blind to the true darkness that
Stage 1: The Black Spider surrounds and suffocates you.
You step cautiously into the chamber; dim torchlight Oh, Lolth! My Mistress, hear my call! I stand before you,
dances across the cold, damp stone. Black Spider steps bleeding and broken, yet your blessings flow through me like
forward with deliberate, menacing grace. His crimson
eyes glint with malice behind his dark elven mask, and molten fire! My death is but a shadow before the night, the
the ornate black staff he wields taps menacingly against rebirth of your servant, your chosen harbinger!
the ground. A faint, venomous smile curls his lips, his Look upon me! Witness my glory! I become dread, the
voice smooth and sharp as a dagger, cuts through the very fabric of your nightmares!
silence like silk. You have not defeated me; you have merely unleashed my
true potential! Your fleeting victory will become the whisper
So… you finally crawl out of the shadows to face me. I of a legend long forgotten—while I become a nightmare that
applaud your tenacity, though I wonder what drives such claims your world!
foolish bravery? Do you seek glory? Justice? What ideal do
you cling to so tightly that you would challenge the Black As the last words escape his lips, the transformation
Spider? Not that it matters. This tale ends the same way. completes, revealing the monstrous Drider, a horrific
amalgamation of spider and Drow, ready to exact
He steps forward, the echoes of his boots striking the vengeance against those who dared challenge him.
floor like the ticking of a clock. His voice becomes
colder, more commanding. Drider Stat block is available as part of the Basic Rules 2014
23
THE REVENGE OF
IARNO ALBREK
A post-Lost Mines of Phandelver encounter for levels 8/10
The revenge of Iarno Albrek
umiliated at his defeat and seeing his hard
H
The temple
work at creating a little empire for himself
in this backwater pathetic little town, Iarno The Ruined Temple map by Forgotten Adventures is
vowed revenge. Revenge against the town, perfect to run this encounter, it has effects for the green
the alliance and most of all, revenge against light baked in, and is what the below layout is based on.
the damn meddlesome “heroes” sticking
their noses where they didn’t belong.
Iarno realised now that working for the Black Spider
was a mistake and only held him back from his true
potential. He sought out dark tomes and dark patrons to
quench his desire for power and revenge. Evil pacts
were made, and plans were hatched. He would make
them pay, and he wouldn’t stop at that little backwater
town of Phandalin.
Iarno’s plans
Iarno has carefully tracked down the location of an
abandoned temple deep in the Neverwinter woods, a
site of dark necrotic energies. The temple lies in ruins,
walls crumbling, roof collapsed. A dark pit, once a
central font and point of worship, sits in the centre of
the temple, the depth sucking all light and warmth from
the surrounding area, a central focus for Iarno’s ritual.
Iarno stands at a dias at the far end of the temple with
a Flesh Golem (his personal bodyguard) to his side and
a handful of ghouls standing silently in the shadows. He
has his staff held high and has begun a ritual to bring an
aberration from the depths of the pit to wreak havoc and
revenge on those who wronged him.
Ritual
IIarno is raising a Melded Abomination, a fleshy
abomination of teeth and tentacles, out of the pit; to do
so, he must sacrifice ten undead into the pit and then
call forth the abomination.
Green light flickers and pulsates from the pit as the first
ghoul flings itself head-first into the inky abyss. Billowing
sulphur belches out of the pit, and the green light begins
swirling around the edge of the pit.
key
On each round on initiative 20, Iarno can take one of the 1. Iarno Albrek
following two Lair actions: 2. Flesh Golem
1d4+2 undead (Ghoul) raised from the soil. 3. Ghoul
Commands 1d4 undead within 60 ft. to throw 4. The Pit - Melded Abomination
themselves into the ritual pit.
Iarno is blinded by rage and determined to seek his revenge,
he will fight to the death to complete his ritual.
Undead who are commanded to throw themselves into the
pit must head directly for the pit. If they are attacked or take
damage, they will stop and no longer be under the
command’s influence; they can not be commanded the next
turn.
25
Entering the Temple
As the adventurers step cautiously into the darkened ruin of the temple, they are greeted by the sinister sound of dripping fluids and
the faint groans of struggling creatures. The flickering light of torches haphazardly mounted on the damp stone walls casts eerie
shadows upon the remnants of frescoes depicting long-forgotten deities.
A top a central dias littered with the remains of past victims, Iarno steps into view, his eyes glinting with manic fervour. His voice
a harsh whisper laced with madness, his words echo around the chamber.
“Your pathetic attempts to chain me failed. I was meant for greatness, and your meddling has only fueled
my resolve! Every moment in bondage, every moment that I was forced to endure that ridicule—it festers within me!
Look around you—beneath these crumbling stones lies the power to remake the world! You think of yourself as the
hero of this tale, but what are you indeed? Thorns in my side, stumbling fools who dare to stand between me and my
vengeance!!
You will witness the culmination of my work—a twisted flesh and bone! These ghouls, once mindless, feral beasts,
now serve a greater purpose—a sacrament to my master!
You stick your noses where they don’t belong for the last time!! I will not rest until every last one of you lies broken
in this pit! Your screams will be the melody of my triumph as you drown in the symphony of chaos I unleash upon this
world!
26
Whispers of
the Abyss
A dungeon expansion for late game Lost Mines of
Phandalin. An ordinary-looking cave nestled in the
northern foothills of the Sword Mountains west of
Phandalin hides a dark secret. Many have sought
the power held deep below the surface, and none
have left unchanged.
The caves conceal a long-abandoned Drow
outpost and temple, left in ruins by the passage of
time, looting, and the relentless advance of nature.
A dark power still clings to this forsaken place,
enticing those who yearn for power or knowledge
to venture into its depths. This dark energy has
scarred the very fabric of the area. Winds rising
from the bowels of the caves carry haunting
whispers—echoes of the past horrors that took
place within the temple of Lolth. As these
whispers beckon, adventurers must decide
whether to heed the warnings of those who never
escaped or to venture forth despite the risks.
Contains:
Whispers of the Abyss
(prologue to Wave Echo Cave)
The transformation of the black spider
(Wave Echo Cave encounter adjustment)
The revenge of Iarno Albrek
(Level 8–10 encounter)
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