My Documents
Become a Patron!
## Part 4: Wave Echo Cave The Black Spider has not yet arrived in Wave Echo Cave, but he will soon. Since *Lost Mine of Phandelver* assumes that Nezznar has already set up his operation in the cave, some areas and enemies have been changed to preserve verisimilitude. ### 10. Dark Pool The skeleton at the bottom of the pool isn’t clutching a wand. ### 11. North Barracks This used to be a barracks for the dwarves who worked the smelter in area 12. When the orc horde swept through the cave, some of the dwarves thought the orcs could be stopped by barricading this door. They were wrong.
The door to this barracks has been ripped clean off its hinges. It is now leaning on the north wall (the one to your right). Cracks spiderweb along the wall from where the door contacts it, suggesting it was flung with great force. In the middle of the room, surrounded by the broken and pulverized bones of half a dozen dwarves, kneels a monstrous skeleton. In its hands is a battering ram five feet long and over a foot across.
The large skeleton in the middle of the room is an **ogre battering ram skeleton**. It stirs if a creature comes within 5 feet of it, lashing out with its battering ram. Otherwise, it remains motionless. ***West Door.*** Approximately 20 feet behind the skeleton is the west door to this room, which is barred by debris and can be opened from the other side with a successful DC 25 Strength check. The debris consists of three carts of ore. Moving a cart so it doesn't block the door requires an action, and all the carts must be moved to access the door. #### Treasure A dwarf skeleton, partially crushed by the unhinged door, still grips a *potion of vitality* in its skeletal fingers. ### 16. Booming Cavern Passage through the natural underwater tunnel to the northeast is blocked by thick metal bars, which are covered in fungus but show no signs of rust. ### 18. Collapsed Cavern The rift dividing this cavern is difficult to traverse. In addition, the hallway leading from this area to area 20 is blocked due to one of the many cave-ins caused by the orc assault.
A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into the rift and flows out again to the north. Passages lead to the west, east, and northeast.
***Rift.*** The rift is 20 feet deep. Climbing up or down unassisted requires a successful DC 10 Strength (Athletics) check. A creature that fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. \columnbreak #### Awarding Experience Points Divide 200 XP equally among the characters if the party makes it through the cavern unharmed. ___ > ## Ogre Battering Ram Skeleton >*Large undead, chaotic evil* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 52 (7d10 + 14) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (–1)|15 (+2)|5 (–3)|7 (–2)|5 (–3)| >___ > - **Damage Vulnerabilities** bludgeoning > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands Common and Giant but can't speak > - **Challenge** 4 (1,100 XP) > ___ >***Siege Monster.*** The skeleton deals double damage to objects and structures. > > ### Actions > > > ***Bash.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) bludgeoning damage, and the skeleton can push the target 5 feet away if the target is Huge or smaller. > > ***Block The Path.*** Until the start of the skeleton's next turn, attack rolls against the skeleton have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the skeleton's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the skeleton's next turn. > ##### Everbright > The dwarves were the first to discover the secret of treating their metal with everbright. The technique has been imitated by other races, to varying degrees of success. Armor, weapons, and other metal objects to which everbright is applied maintain their luster without needing to be polished, and are resistant to natural (and, in some cases, magical) pitting, rusting, and tarnishing. > > Much of the metalwork in Wave Echo Cave has been treated with everbright, including the grate in area 16 and the suits of armor in area 19. ### 19. Temple of Dumathoin The dwarves who used to inhabit Wave Echo Cave worshipped Dumathoin, god of mining, above many of the other members of the Morndinsamman, as evidenced by the temple built in his honor. ***Corridor.*** Two suits of **dwarven animated armor** stand guard in the corridor that leads to the temple. When the orcs invaded Wave Echo Cave, the mine's religious leader (a cleric of Dumathoin) imbued these armor sets with intelligence and commanded them to let only dwarves enter. They have faithfully carried out his instructions for over four hundred years. \pagebreak
The corridor before you is lined with dozens of skeletons, almost all of which belong to orcs or ogres. At the end of the hallway stand a pair of wide double doors carved with elaborate motifs depicting the dwarven pantheon, or Morndinsamman.
Flanking the doors are two gleaming dwarf-sized suits of plate armor. Each has a great double-edged axe which it grips with both hands, such that each axe's head is by its wielder's metal boots.
When the party approaches the double doors, the suits of armor that stand nearby bark out a warning in Dwarvish, telling the characters that "only a true child of Moradin may pass." A dwarf character can persuade the guards to let members of other races pass (no ability check required) if those characters swear to uphold the sanctity of the temple. In the event that combat should break out, the guards fight to the death to protect the temple.
___ > ## Dwarven Animated Armor >*Medium construct, lawful neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 45 (7d8 + 14) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|11 (+0)|13 (+1)|8 (‒1)| >___ > - **Skills** Insight +3, Perception +5 > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 15 > - **Languages** Dwarvish > - **Challenge** 1 (200 XP) > ___ > >***Antimagic Susceptibility.*** The armor is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. > >***False Appearance.*** While the armor remains motionless, it is indistinguishable from a normal suit of armor. > > ### Actions > ***Multiattack.*** The armor makes two melee attacks. > > ***Battleaxe.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
***Temple.*** This temple is nearly perfectly preserved, having survived the calamity that befell Wave Echo Cave entirely undisturbed thanks to its metal guards.
Six marble pillars line the walls of this hall, at the far end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone pickaxe across his lap. Large emeralds gleam in the statue's eyes.
Carved on the chamber's floor is a faintly glowing circle, ten feet across, which is inscribed with arcane sigils.
***Teleportation Circle.*** The glowing circle in this room is a permanent teleportation circle. It was created shortly after the forming of the Phandelver's Pact, when the mine was in its heyday. Any character who is proficient in the Arcana skill recognizes the circle for what it is. ***Statue.*** The statue depicts Dumathoin, the dwarven god of mining. Any character who has proficiency in Religion or who worships a member of the Morndinsamman recognizes the deity. The statue is beautifully carved, and its emerald eyes appear extremely valuable. However, the jewels are clever fakes made of worthless glass, as close inspection and a successful DC 15 Intelligence (Investigation) check reveals. Nevertheless, a powerful spell protects them, and a *detect magic* spell reveals a strong aura of abjuration magic surrounding the statue. A character can climb the statue easily and pry a jewel loose with a successful DC 10 Strength check. However, if either eye is removed, the pillars that line the wall crack, triggering a ceiling collapse. Each creature in the room must make a DC 15 Dexterity saving throw, taking 4d10 bludgeoning damage from falling rubble and falling prone on a failure, or taking only half damage on a success. > ##### Dumathoin > Dumathoin, known as the Keeper of Secrets under the Mountain, is the patron of the shield dwarves, as well as the god of buried wealth, mining, gems, and exploration, and the guardian of the dead. His symbol is a gemstone in a mountain. ### 20. Priest's Quarters The door to this room is locked, requiring thieves' tools and a successful DC 13 Dexterity check to open. It can also be wrenched open with a successful DC 16 Strength check.
Draperies adorn the walls of this musty room, which also contains a bed and brazier. A dwarf skeleton, clad in the finery of a high-ranking priest, lies on the bed. Near it is an empty glass vial and a leather-bound book. An exquisitely detailed hand crossbow lies on the floor.
This room formerly belonged to the priest in charge of Dumathoin's temple (area 19). During the attack on Wave Echo Cave, the mine's priest enchanted the suits of armor outside the temple to guard it, then went to his chambers and drank a vial of poison. The book by the bed was the priest's journal, which is written in Dwarvish. Most of its pages have been rendered illegible by the passage of time, but the last few entries can still be partially deciphered. The first entry that can be made out is as follows:
Some good work, this. That gnome lad has improved a great deal in a very short time. Nackle was his clan name, I think. Damn gnomes. Why does each one need a dozen names? A name and a clan name are enough, I say. Still, there's no denying the lad knows his stuff. Never shot a more accurate crossbow in my life.
\pagebreak The next entry was clearly written hastily, and is full of mistakes.
Damn it all! Bloody orcs! This is the end of the mine. I know it. Blasted crossbow. The thing handles like a dream, but it's too gods damned complicated to use it when I need it.
My time has come. Dumathoin, Moradin, all of you, forgive me. I'd rather burn in the Abyss than be killed by an orc. At least it'll be quick. I knew I kept this poison for a reason.
#### Treasure On the floor, in the north of the room, is the crossbow mentioned in the priest's journal: *one-two punch*. ### The Black Spider's Arrival One hour after the characters enter area 19, **Nezznar the Black Spider** arrives through the teleportation circle there with four **giant spiders** in tow. Nezznar has been keeping track of the group's whereabouts with a *crystal ball* (which he left in his lair to make sure it isn't damaged during combat). Nezznar arrived by means of a *scroll of teleportation circle*, so his is a one-way trip. This doesn't worry him, as he doesn't expect to lose to the adventurers. Nezznar harbors no particular ill will against the party, but he still can't risk knowledge of the cave spreading. When Nezznar sees the party for the first time, he seems genuinely thankful for their role in uncovering the cave, but explains to them that they can't be allowed to live. If no efforts are made to reason with him, Nezznar will attack. The Black Spider uses the appropriate stat block in appendix B (p. 59), with the following changes: * Nezznar has a Constitution score of 14 (+2) and 80 hit points. * He has a Dexterity score of 14 (+2) and AC 12 (15 with *mage armor*). * He is equipped with a *potion of cold breath*. * He has the *absorb elements* and *mirror image* spells prepared instead of *invisibility* and *suggestion*, respectively. * He speaks Common, Elvish, and Undercommon. * He has advantage on Constitution saving throws he makes to maintain his concentration on a spell. Nezznar brought his *potion of cold breath* with him on the off chance his plans go awry. If at any point he is reduced to half his hit point maximum, he drinks the potion on his next turn. #### Treasure Nezznar has a *potion of cold breath* and a *spider staff*. He carries no money, but his cloak is fastened in place by a clasp made of a solid piece of jet in the shape of a spider with tiny rubies for eyes. The clasp is worth 400 gp. ## Spells Nezznar and his *spider staff* can cast several spells not included in the D&D *Starter Set* rulebook. For your convenience, those spells are detailed here. #### Absorb Elements *1st-level abjuration* ___ - **Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage - **Range:** Self - **Components:** S - **Duration:** 1 round ___ The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. #### Conjure Animals *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: * One beast of challenge rating 2 or lower * Two beasts of challenge rating 1 or lower * Four beasts of challenge rating 1/2 or lower * Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. ***At Higher Levels.*** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. #### Mirror Image *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. \pagebreak ## Magic Items listed below are the magic items that can be found in this updated version of Wave Echo Cave. #### One-Two Punch *Weapon (hand crossbow), uncommon (requires attunement by a dwarf or a Small humanoid)* ___ This unusual crossbow was made by the gnome inventors and human wizards of Wave Echo Cave, and is likely a unique design. Much of the weapon's surface is covered in tubes filled with a strange glowing liquid and gears which move whenever the weapon is fired. The grip, stock, and other components of this crossbow adjust automatically to better fit its wielder, so attuning to it takes only 1 minute. You gain a +1 bonus to attack and damage rolls made with this magic crossbow. When you take the Attack action with this weapon on your turn, you can use a bonus action to charge it. If you take the Attack action on your next turn, you can attack twice with this weapon, instead of once, and you make the second attack roll with advantage. Once you use this property of the weapon, you can't use it again until the next noon. #### Potion of Cold Breath *Potion, uncommon* ___ After drinking this potion, you can use a bonus action to exhale supercooled air at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the supercooled air three times or when 1 hour has passed. The potion's light blue liquid bubbles, and thick white vapor fills the top of the container and wafts out whenever it is opened. #### Potion of Vitality *Potion, very rare* ___ When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. \columnbreak #### Spider Staff *Staff, rare (requires attunement by a dark elf)* ___ The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. While holding the staff, you gain the following benefits: * You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check; * You ignore movement restrictions caused by webbing; * While in contact with a web, you know the exact location of any other creature in contact with the same web. The staff has 10 charges. While holding it, you can use an action to expend 3 or more of its charges to cast the *conjure animals* spell from it (conjuring only **giant spiders**). For 3 charges, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The staff regains 1d6 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, a swarm of spiders consumes and destroys the staff, then disperses.