Episode 6: Castle Naerytar

by Niv

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Episode 6: Castle Naerytar

The tunnel from the roadhouse emerges in a spot nearby that's screened by trees and brush from the camp. From there, a trail leads into the Mere of Dead Men, where a mix of swamp denizens and cultists of the dragon vie for power at the ruins of Castle Naerytar.

This stout, stone castle was the home of a half-elven wizard, but he abandoned it long ago when the swamp claimed the area. For a time, a group of astrologers called the Academy of Stargazers took over the structure, but they vanished mysteriously after a few years. No one knows what became of them. Before the group's destruction, the members modified the castle by building an observatory into the top floor of the keep. Some of their magical viewing equipment is still there.

Now the Cult of the Dragon has moved people into Castle Naerytar and formed shaky alliances with nearby swamp dwellers, but the surrounding swampland is far from under anyone's control. The cult brought lizard-folk, bullywugs, and a pair of black dragons together in an unstable alliance, but the factions are riven by a deep distrust that outsiders can exploit.

The Dragon's Deal

As characters emerge from the tunnel, have everyone make a DC 15 Wisdom (Perception) check. Those who succeed hear bestial voices ahead, growling and murmuring indistinctly in Draconic.

As they arrive at the clearing, some 100 feet from the tunnel's exit, read the following aloud:

Ahead in the clearing, you spy a strange sight: a lizardfolk shaman, dressed in impressively fine black robes inlaid with arcane runes. He seems to be staring straight at you as you approach, standing alone as if waiting. The voices are gone, replaced only by his cool, patient observance. On his right hand, he bears two rings: one copper and one silver. And in his left, a tall, gnarled staff made of yew.

This is Voaraghamanthar, in his lizardfolk form. Less than a minute ago, he spoke with some of his disciples, then sent them on their way before the PCs arrived. Now, he is waiting to talk to the PCs, to offer them a deal.

Development. Voaraghamanthar is annoyed with the cult of the dragon, and their meddling in his swamp. It's not that he minds working with Tiamat's minions, it's that they placed the Bullywugs--vile creatures--above his own Lizardfolk in the social hierarchy. Worse still, he's fairly certain that they have one or more of the Bonebinder Rings of Myrkul, which he dearly covets. Voaraghamanthar is all too happy to utilize the PCs as a blunt instrument to achieve his own ends.

If the PCs talk with him, Voaraghamanthar will attempt to convey the following information:

  • The path the party is on will lead them to Castle Naerytar, a bastion of the Cult two days' travel away, as most reckon it.
  • The Lizardfolk will defend themselves, and are the superior race, but they have been forced to kowtow to the Cult of the Dragon and the Bullywugs by a knife-eared freak.
  • There are markers showing the way to the Castle Naerytar. If they agree to help him, Voaraghamanthar will show them the markers and teach them how to read them, as well as providing them with a relic that the Lizardfolk will recognize as a sign of his favor.
  • One of the Lizardfolk, a younger one named Snapjaw, may be able to help them, if they enlist his aid. He is, however, currently being held captive by the bullywugs which have encamped outside Castle Naerytar.
  • In addition to restore the balance of power, Voaraghamanthar would appreciate any scrolls or knowledge pertaining to the Lord of Murder that the PCs may find. He claims to be making a "special" research of the history of the region, and those scrolls are very valuable.

Voaraghamanthar will avoid revealing his true nature unless it becomes absolutely necessary. He would much rather they believe him a powerful Lizardfolk Shaman than know that he is a black dragon.

He also does not reveal the rings he is searching for, although Borngray has one.

Voaraghamanthar


Voaraghamanthar, the Black Death

Huge dragon, neutral evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 91/91/91 (14d12 + 70)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 23 (+6)

  • Saving Throws Dex +6, Con +9, Wis +5, Cha +10
  • Skills Deception +10, Perception +9, Stealth +6
  • Damage Immunities Acid
  • Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 19
  • Languages Chondathan, Draconic
  • Challenge 9 paragon 3 (15,000 XP)

Amphibious. Voaraghamanthar can breathe air and water.

Innate Spellcasting. Voaraghamanthar's spellcasting ability is Charisma (spell save DC 18). The dragon can innately cast the following spells, requiring no material components.

At will: acid splash, infestation, shape water

1/day each: gaseous form, life transferrence, nondetection, suggestion, tidal wave

1/week: raise dead

Actions

Multiattack. Voaraghamanthar can use his frightful presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage, plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft. one target. Hit: 10 (1d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Voaraghamanthar's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Voaraghamanthar's Frightful Presence for the next 24 hours.

Acid Breath (recharges on a short rest). Voaraghamanthar exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 57 (13d8) acid damage on a failed save, or half as much damage on a successful one.

Change Shape. Voaraghamanthar magically polymorphs into a humanoid or beast that has a challenge rating of no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, innate spellcasting, ability to speak, proficiencies, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Reactions

Wing Attack. When one of Voaraghamanthar's hit point pools is reduced to zero, not including the last one, he immediately beats his wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 27 (6d6 + 6) bludgeoning damage and be knocked prone. Voaraghamanthar then flies up to half his flying speed.

Paragon Creature

Paragon Fortitude. Voaraghamanthar has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the dragon end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit of the point pools are reduced to zero, Voaraghamanthar is killed.

Paragon Fury. Voaraghamanthar may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The dragon determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn Voaraghamanthar gains is inserted immediately after any one PC's turn in the initiative order. The dragon may not take the same action more than once per round.

Paragon Terror. When one of Voaraghamanthar's hit point pools is reduced to 0, his acid breath immediately recharges.

Equipment

ring of free action, ring of mind shielding

Traveling to the Castle

Castle Naerytar is not just a stone's throw down the road. It sits fifteen miles from the work camp--fifteen hot, muddy, difficult miles. It should take two days to cover that ground at a moderate pace, all the while beset by insects, crocodiles, and other horrors of the deep swamps. Fortunately, the trail is marked by the lizardfolk who transport contraband through the mere to Castle Naerytar for the cult. Without the trail, finding the castle in this snarled, confusing maze would depend more on luck than skill. This trail doesn't make travel easy; the lizardfolk's trail is treated as difficult terrain. It only shows the direction to go.

If for any reason the party leaves the trail, they must succeed on a DC 20 Wisdom (Survival) check to find it again.

Natural Explorer

Thanks to Rashawna's extensive experience in the wild, the party will cover this ground far quicker than most. They can make the trip in a day, instead of the two it would take most other groups, if they can figure out how to traverse the water (see below). This would allow them to arrive late in the evening of the first day, if they are willing to push on past sunset for an hour or two, rather than nearly noon the second day.

Lakeside Campsite

After seven miles of progress, characters reach a campsite at the approximate halfway point on the trip between the work camp and Castle Naerytar.

It isn't much of a camp—just a clearing that's slightly drier than the muck you've been wading through—but four wicker lean-tos and a stone platform (for lighting a fire above the soggy ground) command attention in this wilderness. j

A few dozen yards beyond the campsite in the direction you've been traveling, dry land ends. Other than moss-covered trees, fallen logs, and thick clumps of reeds, nothing rises above the still, black water.

Nine lizardfolk scouts will arrive by canoe from Castle Naerytar near the end of the first evening. Each canoe has three paddles and is large enough to hold five humans without much gear, or two or three with packs and other gear. Inside the lean-tos are a few rotten and discarded fish bones, along with some lizards and birds that have been smashed flat and dried in the sun (unappetizing, but edible).

If the characters arrive before dusk, the camp is empty and they can explore it safely. No random encounters bother the characters while they are in the campsite. As the sun sets, the Lizardfolk pull their canoes up near the tent closest to the water, beaching them for the evening. They have baskets laden with fish which they intend to smoke and eat for breakfast after they rest for the night.

The lizardfolk are traveling to the roadhouse to pick up a load of contraband. They expect no trouble near their camp, so if characters posted a watch, then those characters who are actively on watch notice the approaching lizardfolk automatically and the lizardfolk are surprised. If characters lit a fire, however, the lizardfolk smell the smoke from quite a distance away and know someone is in the camp. They assume it's more of their own kind returning from the work camp with treasure bound for Castle Naerytar, but the mere is filled with potential enemies and one never knows for sure, so their approach is more cautious. In that case, characters with passive Wisdom (Perception) scores of 15 notice the approaching canoes before the lizardfolk spot the strangers in their camp.

These lizardfolk won't negotiate or converse with the characters unless they show them Voraghamanthar's relic. Although they worship the dragon, they have been told be the elf who commands operations at Castle Naerytar that strangers in the mere are to be killed or captured but never engaged in conversation. If they are captured and tied up, a successful DC 15 Charisma (Intimidation) or DC 15 Charisma (Persuasion) check loosens their tongues. If the lizardfolk aren't tied up, characters have disadvantage on these rolls because the lizardfolk think them soft-hearted. Voraghamanthar's relic grants advantage on these rolls, but the lizardfolk are still suspicious (disavantage) unless they have been tied up after losing a battle.

The Lizardfolk know that they're transporting treasure to the castle. The "dragon kneelers" take it to the castle, and the lizardfolk never see it again. They are paid in steel blades (they have no ability to manufacture metal) and magic talismans. All the lizardfolk wear necklaces and bracelets made of bone, teeth, feathers, carved soft stone, and leather. On close inspection, characters see mixed in among these things traces of civilization: glass beads, coins, costume jewelry, tiny mirrors, and stamped copper and tin amulets of the sort that can be bought for a few pennies at any trinket shop or souvenir stand. None of it is magical.

These lizardfolk do know of Snapjaw, a particularly clever lizardfolk of their tribe, but he was taken captive by the bullywugs for being rude and outspoken. They have not attempted to gfet him back.

The Mere of Dead Men

From the campsite on, the trip to Castle Naerytar must be made by canoe. The lizardfolk can guide the characters, but a guide isn't really necessary because the course is marked with the same symbols Voaraghamanthar taught them earlier, scratched into tree trunks and totems hanging from branches.


Lizardfolk Scout

Medium humanoid (lizardfolk), neutral


  • Armor Class 16 (natural armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +5, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 3 (700 XP)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes four weapon attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing.

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if wielded in two hands.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d4 + 3) bludgeoning damage.

Castle Naerytar

Over two centuries ago, a half-elven wizard built a castle at the edge of the Mere of Dead Men. He lived there a relatively short time before the growing swamp flowed past the castle on all sides and made the location too remote for even his taste. After the structure sat abandoned for years, a group of astrologers called the Academy of Stargazers claimed it. They built an observatory into the top level of the keep, where they installed a piece of magic equipment called the farseer of Illusk. But the astrologers vanished mysteriously after a few years.

After the disappearance of the astrologers, the castle again fell into disuse. It was built to withstand its humid, watery environment, so the encroaching water hasn't undermined the walls or flooded the dungeon. Over decades of abandonment, however, it filled with and attracted many unpleasant dwellers. Then Rezmir happened upon the castle on one of her trips into the mere to study and negotiate with the black dragon Voaragamanthar. Rezmir suspected the castle would become a useful stronghold for her, being located so conveniently close to the lair of a black dragon. She explored the structure, cleared the giant spiders out of the tower, and forged an alliance with the nearby tribe of bullywugs.

During that time, the half-dragon was still thinking of the castle simply as a fortified hideout. When she discovered the portal in the dungeon and learned that it connected the Shadowfell, where the Well of Dragons currently resides. Lugging large amounts of treasure fifteen miles through the mere would not be easy but if it allowed her to contribute to the efforts in bringing forth the Well, it would be well worth the difficulty—especially if bullywugs and lizardfolk did all the hard work. Rezmir laid claim to the structure, made an agreement in one of the Princes of Shade still in the Shadowfell to use his floating fortress to transport goods to the Well of Dragons, and set about making Castle Naerytar an essential hub in the cult's treasure-amassing activity in the North.

Through diplomacy and intimidation, and by leveraging the influence of Voaraghamanthar with the monstrous creatures of the mere, Rezmir created an uneasy alliance in the Mere of Dead Men, and brought her vision into reality.

Factions

Three power groups operate around Castle Naerytar: the Cult of the Dragon, a band of bullywugs, and a lizardfolk tribe. The black dragon Voaraghamanthar, along with its kobold and lizardfolk minions, could constiutte a fourth group if it took an active hand in events, but for now it's biding its time to see whether the PCs can achieve its goals without implicating itself.

Rezmir's three-way alliance is unstable. The cultists despise living in the swamp and have little respect for the bullywugs or lizardfolk; the leader of the bullywugs would like to seize Castle Naerytar for his own purposes; the bullywugs in general take every opportunity to push around the lizardfolk; and the lizardfolk chafe under the abuse of the bullywugs and wonder why Voaraghamanthar doesn't step in to protect them.

Cult of the Dragon

Although Rezmir is responsible for resurrecting Castle Naerytar and claiming it for the Cult of the Dragon (in name only; she considers it her personal property), an elf Wearer of Purple named Dralmorrer Borngray commands the castle for Rezmir. The half-dragon needs to show up occasionally to remind the bullywugs and the lizardfolk that the Cult of the Dragon is really in charge, but Borngray runs the operation.

Dralmorrer Borngray is a member of the eldreth Valuuthra, a group of elf supremacists dedicated to removing humanity from Faerûn. He longs for the age of great empires before humans claimed the continent. Being from EVermeet, he believes that his island home will be safely sheltered from the dragons' reign. Elves on the mainland will suffer, but that will be a small price to pay for the terror that will fall on humanity.

The elf idolizes Rezmir in all ways but one: he rues her decision to elevate the bullywugs in their alliance. In Borngray's opinion, the lizardfolk would be more useful, more reliable, and more appropriate allies than the repulsive bullywugs are. He cannot alter the arrangement without countering Rezmir's orders, but Borngray has taken small steps to restore the lizardfolk's tribal pride, such as by trying to teach them metallurgy. His effort has met with little success.

Borngray is loyal to the cult and yearns for Tiamat's return. He genuinely looks forward to the whole world lying helpless under the claws of dragons, both because that's wherer the world belongs, and beacuse it will mean that his job at Castle Naerytar is finished. The second-best day of his life will be the day when Borngray can scrape the mud and stink of the Mere of Dead Men off his boots and return to someplace civilized. He has never mentioned his desire to leave to the bullywugs, whom he considers revolting necessities.

Only a handful of true Cult of the Dragon initiates and officers reside at the castle. All of htem are noted in the castle description. They act as overseers and aids to Borngray and Rezmir.

Bullywugs

The band of bullywugs serving the Cult of the Dragon follows the dictates of Pharblex Splattergoo, a rare bullywug who has mastered shamanistic magic. His "religion" is a mishmash of confused tradition, borrowed mysticism, hallucinagenic intoxicants, and manufactured lore that serves more as a road to personal power for Pharblex than as a spiritual system for the bullywugs. Pharblex's spellcasting holds his followers together, and that makes him useful to Rezmir.

Pharblex hopes that when Tiamat returns, Rezmir will hand Castle Naerytar over to him, and he will rule the Mere of Dead Men fromt he castle. The only obstacle he sees between himself and his goal is the castle's current master, Dralmorrer Borngray; the notion that someone might not want to live in a swamp has never entered Pharblex's narrow mind, and the bullywug seems deaf to Borngray's ironic and sarcastic jabs at the mere. WHen the time is right, Pharblex plans to remove the elf from the picture by any means necessary. It is unlikely that he would choose the middle of a battle against the characters, when he and Borngray are fighting side by side, to betray the elf—but it's not impossible.

If it looks like the cult's operation at the castle is doomed, Pharblex is the sort of creature who will switch sides to save his slimy skin. The timing must be perfect, because he fears Rezmir more than he fears the characters. If, however, the characters have won the lizardfolk over to their side, slaughtered and driven off most of the bullywugs, overrunt he castle, and are poised to kill Borngray and Pharblex in battle—Pharblex judges that the ideal time to forsake old allies and court new ones has arrived. He offers just about anything in exchange for the characters leaving him alive and in possession of Castle Naerytar (with or without the farseer of Illusk in operating condition).

The number of bullywugs around the castle fluctuates. They come and go as they please. On any given day, forty to fifty are camped outside the castle. Thirty-four more plus Pharblex live in the castle barracks. Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican.

The bullywugs already believe themselves to be lords of the mere, and they act like it. They are easily confused, however. Under normal circumstances, they attack adventurers on sight, provided the bullywugs had superior numbers. They have grown accustomed to seeing cultists of many races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw or other lizardfolk accompany the strangers or if the characters have any overtly cultish gear or clothing.

This doesn't mean characters can wander at will through the camp and the castle. Bullywug guards still challenge them to ask who they are and where they're going (in fractured pidgin Common if none of the characters speak Bullywug). They just don't assume that every stranger is an enemy and attack on sight.

Lizardfolk

The Scaly Death lizardfolk tribe has no leader. Pharblex killed its shaman, Suncaller, and the death left the tribe with an inferiority complex that was ripe for exploitation. When Rezmir promised that Voaraghamanthar would reward the tribe's labors for the cult, the lizardfolk were ready to listen.

Where the bullywugs fill the role of a static defense force, the lizardfolk perform five functions. First, they are the cult's laborers and porters. Lizardfolk did most of the heavy work while clearing debris from the castle, and they carry most of the treasure from the work camp to the castle on their backs and in their canoes. Second, they tend the giant lizards that are used to drag or carry especially heavy loads through the mere. Third, they do most of the hunting, fishing, and gathering to feed everyone at the castle. Fourth, they act as the castle's far-ranging scouts and outlying guards, since they are far superior to any bullywug at actively patrolling, ambushing, and laying traps. Fifth, a cadre of lizardfolk has been enlisted as elite guards for the castle itself. Borngray doesn't expect that any force would ever mount a real attack against the castle; it's too inaccessible, lying deep in the swamp. But if that unlikely event ever happened, he knows that the swaggering bullywugs would desert rather than fight an organized enemy. The lizardfolk, on the other hand, can be courageous and disciplined when they have a leader worth following. Borngray hopes to be that leader, at least to the small contingent of lizardfolk warriors he houses in the castle and rewards with special treatment. In exchange for their work, Borngray "pays" the tribe in metal weapons that are brought to the castle along with the loot.

Meanwhile, the bullywugs boss and bully the lizardfolk, emboldened by their superior numbers, the lizardfolk's instinctive awe of Pharblex's magic, and the absence of any restraining sign from Borngray or from the lair of the black dragon. Voaraghamanthar's silence, more than anything else, makes hte lizardfolk wonder whether fate is punishing them for some unknown transgression. They grumble and occasionally a few desert, but most of them bear up with reptilian stoicism.

Snapjaw is one of the few who has suggested rebelling against hte hated bullywugs and the cultists. The one time he did so openly, however, the Bullywugs chose to capture him and make an object lesson out of him. He is now kept in a cage in the northwest corner of the camp, outside of Dralmorrer Borngray's sight, and tortured regularly for the bullywug's fun.

Before he was captured, Snapjaw managed to speak with a few fellow tribesfolk he trusted. Their response was interested, but noncomittal; they intend to take revenge on the bullywugs, but not until the omens are right. Meanwhile, they endure—and stockpile weapons. Borngray has only a rough idea of how many lizardfolk are in the tribe all together, and he hasn't kept close count over how many swords, spears, daggers, shields, and metal-tipped arrows have been turned over to them. The lizardfolk are much better armed at this point than they let on to either the bullywugs or the cultists. When the time comes to move against the bullywugs, the lizardfolk intend for every bullywug throat and belly to be slit open with a new, razor-sharp steel blade.

Like the bullywugs, the lizardfolk's first assumption on seeing strangers is that they are cultists, or allies of the cultists, come to work or parley at the castle. They don't share the bullywug's arrogance, however, so unless they are attacked, they don't really care who wanders through the camp. Lizardfolk on patrol or standing guard are an exception. They are alert, and they assume everyone is a potential enemy. They won't attack unless they know for sure, lest they incur the wrath of Rezmir or Borngray for killing an ally. As outlying guards, their instructions are to alert the camp when strangers approach, keep the strangers under observation, and await further instructions.

The Scaly Death tribe comprises eighty lizardfolk warriors, both male and female. About half of them are in the vicinity of the castle at any given time; twenty-six live in the castle, and the rest in reed huts. The others are away hunting, fishing, patrolling, hauling contraband from the work camp, or visiting their families in the tribal village (a few hours away to the southwest).

Red Wizards

Only one Red Wizard is present at Castle Naerytar: Azbara Jos, who was also in the cult camp on the Greenfields and traveled north with Rezmir. He has no interest in the Mere of Dead Men, bullywugs, or lizardfolk, and just slightly more interest in black dragons. He is here only as Rath Modar's liaison to Rezmir. The portal beneath the castle piques Jos's interest, however; portals are always of concern to the Red Wizards.

Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their presence, he arranges a private meeting—one that Rezmir and Borngray don't even know about, let alone attend. He wants to learn how much the characters know about the cult's plans, where and how they uncovered the information, who else knows about it, and what they think of the plan's chance to succeed. If the characters are captured and locked up in the castle, Jos finds an opportunity to ask all the same questions, again privately, but he is in a better position to force answers out of the characters.

This assumes the characters are at Castle Naerytar posing as cultists or hiding among the lizardfolk. if they're rampaging through the castle, killing everyone they meet, then Azbara Jos has only one concern: escaping through the portal before someone or something kills him.

Voaraghamanthar

Voaraghamanthar claims the Mere of Dead Men as his territory. Although many creatures live in the mere and dominate it to one extent or another, none challenge Voaraghamanthar's supremacy. The bullywugs consider him a constant threat and tremble whenever his shadow passes near. The yuan-ti grant him grudging respect and covet his immense wealth. The lizardfolk honor him and wonder why he allows the cultists to abuse them. The cultists venerate him and divert some of the arriving contraband to his lair as tribute.

Voaraghamanthar has a secret that is known to only two other creatures in Faerûn. One of them is Rezmir. The other creature is the secret: Waervaerendor, the twin brother of Voaraghamanthar. For centuries, these twins have misled the world into believing that only one dragon dwells in the Mere of Dead Men—one dragon that must travel at immense speed, since it has been spotted at widely separated locales in rapid succession. The siblings seldom leave their lairs, but when they do, they cooridnate so they are never seen together or seen in two distant places at precisely the same time.

Rezmir persuaded the twins to pledge their aid to the cult, but so far, the pledge hasn't carried much weight. Neither dragon leaves its lair frequently enough to provide much help. Like all black dragons, these two are paranoid about all other dragons. Tiamat's potential return and the establishment of a vast dragon empire seem like remote possibilities compared to the real danger of tangling with another dragon, any of whom would gladly murder Voaraghamanthar and Waervaerendor for their hoards. That's the twins' outlook anyway. While their concern over the murderous nature of other dragons is justified, the fact that they are two means they have little to fear from most solitary dragons. Rezmir is working hard to persuade them that they could gain great power by revealing their secret at the strategically correct moment. Until Tiamat's return looks more certain, however, Voaraghamanthar and Waervaerendor intend to keep playing it safe, stick close to home, and guard their secret.

The dragons are not a true faction in the mere because they are not advancing any agenda of their own, but their presence affects the balance of power. Without Voaraghamanthar, the cult wouldn't be here at all. Without Voaraghamanthar, the lizardfolk probably could not have been maneuvered into making common cause with the bullywugs. Characters will only encounter these two dragons face-to-face at the beginning and end of this episode, and even then only if they accept and complete the dragon's quest to put the lizardfolk into a position of power.

Force Summary

The following summarizes the forces available at Castle Naerytar

Cult of the Dragon: Rezmir, Dralmorrer Borngray, and 52 cultists

Lizardfolk: Snapjaw, 54 lizardfolk outside the castle, 26 inside the castle.

Bullywugs: Pharblex Spattergoo, 4 banderhobbs, 16 bullywug elite, 98 bullywug warriors, and 2 bullywug shamans outside the castle, 34 inside the castle.

Additional Cast: Voaraghamanthar, Waervaerendor, Azbara Jos.

Squaring Off Against
the Cult of the Dragon

Characters have several options at Castlye Naerytar, and events there can go in many directions. Here are the key points to keep in mind when running this episode.

  • Rezmir and Azbara Jos do almost anything to avoid a battle with interfering adventurers. They have bigger concerns than the safety of Castle Naerytar and its occupants. If a battle develops, both of these characters head directly for the gate beneath the castle and plane shift to the Shadowfell. For the purpose of this adventure, do everything you can to ensure that Rezmir and Jos survive this episode. It's not a catastrophe if they don't, but it's much better if they do.
  • Dralmorrer Borngray and Pharblex Spattergoo have everything to lose if enemies of the cult overrun Castle Naerytar; a defeat would cost Borngray his hard-earned rank in the cult, and Spattergoo would lose the base from which he hopes to rule the mere after the cult is finished with the castle. They fight to the death to protect the castle (simultaneously buying time for Rezmir and Jos to escape). Despite their loathing for one another, they understand that they are much stronger together than apart. As soon as fighting breaks out, they join forces and cooperate.
  • The best place for Borngray and Pharblex to make their stand depends on how the attack develops; you'll need to play that part by ear. Their best ploy against a determined assault may be a fighting retreat through the castle and down into the caverns, where the narrow passages work in their favor.
  • The bullywugs are numerous but cowardly. They fight to protect Pharblex, but if he isn't immediately in sight—if Pharblex has retreated into the caverns while other bullywugs are fighting in the inner ward, for example—bullywugs who feel as if he has abandoned them are likely to leap away into the mere and never come back. If Pharblex is killed most bullywugs desert immediately.
  • The lizardfolk are brave, but they despise the bullywugs. If characters haven't recruited the lizardfolk to their side, then the lizardfolk fight well whenever they're alone. If the lizardfolk have been won over to fighting alongside the characters, then they hunt bullywugs through the castle and the grounds and murder them mercilessly. If bullywugs flee into the swamp, lizardfolk chase them. They are half-hearted when facing cultists—not because they fear the cultists, but because they don't hate them, and they have a harder time mentally turning against that alliance.
  • The cultists are dedicated but not fanatics, and they are laborers, nto soldiers. THey fight bravely with Dralmorrer Borngray leading them. Without him, the cultists' attacks are uncoordinated and hesitant. Their situation becomes even worse if they are fighting against rebellious lizardfolk. In that case, without Borngray to egg them on, they are most likely to barricade themselves in the upper levels of the southwest tower or the library and try to ride out the slaughter.

Approaching
Castle Naerytar

How characters approach Naerytar can set the tone for everything that happens at the castle.

The lizardfolk have pickets about half a mile out from the castle. If the characters follow the regular route, the pickets will notice them and report to the rest of the lizardfolk, but unless they take overtly aggressive actions towards the castle, the lizardfolk will leave the party alone. If they attempt to move past the camps towards the castle proper, the lizardfolk will report to the castle itself, giving Dralmorrer and his guards ample time to prepare.

Outside Castle Naerytar

Castle Naerytar was built on dry land, then a deep, dry moat was dug around it. When the mere expanded and surrounded the castle site, the moat flooded and overflowed. Now the whole site is swampy, and large pools of standing water dot the clearing. The castle was built on exposed bedrock, so its foundation is sound and mostly dry even a century after the flooding. Tangled brush and trees grow to within twenty feet of the walls on three sides of the castle. Only the front (western) face is clear.

Bullywugs live in crowded, hastily made reed huts. The lizardfolk have sturdier, roomier reed longhouses.

1. Landing

A half-dozen dugout canoes are pulled up onto land here. THree to five paddles lie in the bottom of each. Five of them are in good condition; the sixth has a rotten bottom, and the lizardfolk never use it. If the characters grab canoes in a hurry, there is a 1-in-6 chance they get the rotten one. It starts leaking as soon as it's put in the water, and it sinks after fifteen minutes, unless repaired.

2. Animal Stockade.

The lizardfolk keep their giant lizards penned here. The five-foot-high wall of the stockade is made from sturdy logs driven into the earth, spaced about six inches apart, and bound together with twisted fiber. The lizards can carry or drag loads that are too massive for the lizardfolk, such as large timbers or impressive crocodiles. They are also used to raise stone onto the castle battlements, through ropes and pulleys—technology that never ceases to amaze the lizardfolk. There are 2d4 giant lizards in the pena t any given time. They are ill-tempered and attack anyone who comes within reach if their handlers aren't present to keep them under control. If set loose, they most likely romp away into the swamp. If the goal is to have the lizards rampage through the camp, someone needs to rile them up first. Poking them through the stockade wall with sticks will do the trick.

3. Longhouses

The lizardfolk scouts and warriors live in these longhouses.

The longhouses are made from reeds bound into long, thick bundles and bent iunto upside-down U-shaped ribs. The spaces between the ribs are latticed and thatched with more reeds. Each longhouse has a single, woven door int he center of one end wall. THe construction technique used in the longhouses is clever, if crude.

The lizardfolk may be technologically backward, but they are masters of their environment. They show the same building talent in their traps and snares.

Inside, longhouses are roomy and well ventilated. THe ground is covered with reed mats, and the interior is dry and airy. Gear hangs from pegs on the walls to keep it off the ground. Lizardfolk are especially careful witht heir new, steel weapons, which rust quickly when exposed to dampness. They fill small stone ovens with coals for heat. There are no open fireplaces; the danger from sparks is too great.

Each of these longhouses could house twenty-five lizardfolk comfortably, and more with some crowding. When Rezmir first negotiated with the lizardfolk, they intended to move the entire village here, and built accordingly. As more bullywugs also flocked to the castle, and the real situation became apparent, the warriors instructed their families to stay behind. Thus, they have far more longhouse space at the castle than they need. Characters observing the area from hiding and judging solelyf rom the longhouses would estimate conservatively that over a hundred lizardfolk live at the castle. They won't count anywhere near that many lizardfolk in the clearing. Snapjaw can explain the discrepency, if he's been freed.

4. Huts

The bullywugs live in huts, which are crudely built.

A dozen or more huts are placed haphazardly on the boggy ground. Each is shaped like a slightly flattened dome. The doorways are open, but a low, short tunnel forces a creature to crawl into the hut. They are made of reeds woven through a lattice, with a generous layer of mud, grass, and dung smeared over the whole thing. Mud, swamp water, and muck slops between the huts and even flows in and out of the low, open doorways.

The interiors of the bullywugs' huts are the complete opposite of the lizardfolks' longhouses: wet, filthy, sloppily made,, and reeking. The floors aren't just damp; they're churned into mud pits up to 2 feet deep, so the bullywugs can rest froglike in mud up to their eyeballs. They have no sense of privacy or personal space. At night, they crowd in atop one another until everyone is squeezed. Bullywugs aren't assigned to any particular huts. They sleep in whichever is the most convenient when they grow tired, so it's common for some huts to be packed at night while others sit completely empty.

Eight giant frogs hop randomly among the huts, or sit silently in the pools of standing water. These creatures were raised from tadpoles by the bullwyugs, and don't bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.

Scattered amongst the bullywugs are a few banderhobs who have joined the bullywugs. These are treated more like freakish bullywugs than elite warriors, and are not given any special consideration.

5. The Cage

The bullywugs have put Snapjaw in a cage at the edge of their camp. Dralmorrer doesn't know he's been taken captive, but Rezmir does. She also knows he was speaking out against the cult, so she's quite fine with this situation.

Reed stalks have been woven together to form a large cage. The reeds are five to nine inches apart, and meet together at the top. There's a cross-beam woven around the whole structure for strength. The whole structure looks relatively solidly built. There's no door, but the bottom of the cage isn't affixed to the mud.

The bullywugs make the banderhobs lift the cage whenever they want to take Snapjaw out to toy with him. So far, they've enjoyed putting him in death fights against crocodiles and frogs, and letting him stew in a Banderhob's stomach for nearly an hour. He's in rough shape, but he's alive.

Snapjaw is not actively guarded, but nearby are 2d4 bullywug warriors, 1d4-2 banderhobs, 1d4-3 bullywug shamans, and 1d4-2 giant frogs which might notice an attempt to free him.

If the PCs decide to free Snapjaw, he will encourage them to fall back away from the castle so they can talk. Convincing Snapjaw to join their cause isn't difficult. Treat convincing him as a simple skill challenge (3 successes before 3 failures). Players may take some of the following approaches to earn success:

  • Voaraghamanthar's Totem (DC —): The totem Voaraghamanthar gave the PCs earns them an immediate success if they allow Snapjaw to have it.
  • Persuasion (DC 15): The players can attempt to use persuasion to convince Snapjaw to join them.
  • History (DC 15): The players can explain tactics to Snapjaw, giving him a reason to believe they are actually powerful.
  • Intimidation (DC 20): Snapjaw is not moved by simple intimidation, but with a frightening enough threat the party can get what they want, grudgingly. This will, however, lead to Snapjaw considering betraying them.
  • Athletics (DC 15): Like with history, the party can demonstrate physical prowess to convince Snapjaw to join their cause.

With Snapjaw's help, they can then get a meeting with other important Lizardfolk, which will provide them opportunities to convince the lizardfolk to revolt against the bullywugs—and possibly even the cult.

6. Moat

The muddy water lapping against the castle walls is indistinguishable from the puddles and hip-deep water standing throughout the area, but it hides a moat. Portions of the moat around the southwest tower have filled in to ground level, but elsewhere it is 30 to 40 feet wide and up to 15 feet deep. The causeway arches over the moat, providing a visual clue that the water may be deeper than it appears. Anyone splashing around in the moat attracts the attention of six crocodiles.

7. Main Gate

This is the only entrance into the castle that's used. When the castle was built, a pair of stout wooden gates and an iron portcullis closed off this 12-foot-wide and 10-foot-high gateway. These gates are never closed; they now sag on their hinges so badly that it's not worth the effort of levering them into place for any reason short of an imminent attack. The portcullis is rigged os it can be dropped with a hard yank on a lever (located on the upper level), but since it was last tested, the mechanism has rusted to the point where the gate will drop only 3 feet, then jam in place.

Basic Plan

Combat will be a round-by-round running melee, with timed important events. The PCs taking part in the main battle will all roll initiative as normal, while the espionage group operates on Turn 1 during each round. If the espionage group winds up in a battle, they will join the initiatives normally at that point.

  • Round 1: PCs and Lizardfolk surprise the Bullywugs outside the castle.
  • Round 3: 2 banderhobbs break through to challenge the PCs, along with whatever they're already facing.
  • Round 4: The lizardfolk seem to be winning
  • Round 5: The shamans rally the bullywugs and they begin to make a stand
  • Round 7: The lizardfolk are turning the fight again, thanks to PCs actions
  • Round 10:
    • The cultists and bullywugs in the moathouse begin throwing rocks and/or firing arrows at the PCs and lizardfolk
    • Rezmir and Azabra Jos begin making their way to the portal
  • Round 11: Snapjaw asks the PCs to neutralize the bullywugs on the moathouse
  • Round 15: Dralmorrer Borngray and Pharblex Spattergoo take command of their forces. Borngray will attempt to challenge the PCs directly, recognizing them as the greatest threat
  • Round 20: Rezmir and Azabra Jos exit through the portal.


Azbara Jos

Medium humanoid (human), neutral evil


  • Armor Class 13 (16 with mage armor)
  • Hit Points 90 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 13 (+1)

  • Saving Throws Int +7, Wis +5
  • Skills Arcana +7, Deception +5, Insight +5, Perception +5
  • Senses passive Perception 15
  • Languages Chondathan, Draconic, Infernal, Primordial, Thayan
  • Challenge 9 (5,000 XP)

Empowered Evocation. Azbara adds his Intelligence modifier to the damage roll of any evocation spell he casts.

Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage, but suffers no other effect.

Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.

Spell Resistance. Azbara wears a mantle of spell resistance, granting him advantage on saving throws against spells.

Spellcasting. Azbara is an 12th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:

  • Cantrips (at will): fire bolt*, light*, mage hand, prestidigitation, ray of frost*
  • 1st level (4 slots): comprehend languages R, mage armor, magic missile*
  • 2nd level (3 slots): alter self C, mirror image*, misty step
  • 3rd level (3 slots): counterspell, lightning bolt*, sending*
  • 4th level (3 slots): dimension door, storm sphere C
  • 5th level (2 slots): cone of cold*, scrying C
  • 6th level (1 slot): chain lightning*, contingency*

* Evocation spell, C Concentration spell, R Ritual spell

Reactions

Contingent Retreat. Upon being reduced to 30 hit points or less, Azbara Jos will be immediately teleported via thunder step to a space 90 feet away in a random direction. Each creature within 10 feet of the space he left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one.

Equipment

a statuette of Azbara carved from ivory and decorated with gems worth 1,500 gp, dagger, mantle of spell resistance, robes of a Red Wizard of Thay, scroll of recall, two scrolls of mirror image, spell component pouch, a traveling spellbook containing all of the spells he has prepared, plus thunder step.



Dralmorrer Borngray

Medium humanoid (elf), neutral evil


  • Armor Class 19 (shadoweave brigandine, shield)
  • Hit Points 152/152 (16d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 16 (+3) 10 (+0) 8 (-1)

  • Saving Throws Str +8, Con +8
  • Skills Athletics +8, Arcana +6, Insight +3, Intimidation +2, Perception +3, Religion +6
  • Resist acid
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
  • Challenge 8 paragon 2 (7,800 XP)

Dueling Style. Dralmorrer Borngray's melee weapon attacks deal 2 extra damage when he is not wielding a weapon in his off-hand.

Fey Ancestry. Dralmorrer Borngray has advantage on saving throws against being charmed, and magic can't put him to sleep.

Spellcasting. Dralmorrer Borngray is a 16th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +6 to hit with spell attacks). Dralmorrer Borngray has the following spells prepared from the wizard spell list:

  • Cantrips (at will): lightning lure, mending, prestidigitation, sword burst
  • 1st-level (4 slots): alarm, chromatic orb, shield, thunderwave
  • 2nd-level (3 slots): arcane lock, Melf's acid arrow, mirror image, misty step
  • 3rd-level (3 slots): counterspell, haste, sending

War Magic. When Dralmorrer Borngray uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.

Weapon Bond. Provided his longsword is on the same plan, Dralmorrer Borngray can take a bonus action to teleport it to his hand.

Actions

Multiattack. Dralmorrer Borngray can make three attacks with his longsword.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.

Paragon Traits

Paragon Fortitude. Dralmorrer Borngray has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting Dralmorrer Borngray end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all of the hit point pools are reduced to zero, Dralmorrer Borngray is killed.

Paragon Exhaustion. Dralmorrer Borngray may take one complete turn in each round of combat for each hit point pool she has above zero and receives one reaction between each of her turns. When a pool of hit points has been reduced to zero, Dralmorrer Borngray loses one turn each round thereafter. Dralmorrer Borngray determines initiative normally for her first turn, though she gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.

Equipment

longsword, holy symbol of Tiamat, shadowweave brigandine, shield



Pharblex Spattergoo

Medium humanoid (bullywug), neutral evil


  • Armor Class 15 (hide armor, shield)
  • Hit Points 112/112 (15d8 + 45)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 17 (+3) 11 (+0) 16 (+3) 11 (+0)

  • Skills Religion +3, Stealth +4
  • Senses passive Perception 13
  • Languages Bullywug, Common
  • Challenge 5 paragon 2 (1,800 XP)

Amphibious. Pharblex Spattergoo can breathe air and water.

Speak with Frogs and Toads. Pharblex Spattergoo can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Rancid Air. Whenever a creature standing within 10 feet of Pharblex Spattergoo would regain hit points, they instead regain only half as many hit points.

Swamp Camouflage. Pharblex Spattergoo has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. Pharblex Spattergoo's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Spellcasting. Pharblex Spattergoo is a 9th-level spellcaster. His spellcasting ability is its Wisdom (spell save DC 14, +6 to hit with spell attacks). Pharblex Spattergoo has the following druid spells prepared:

Cantrips (at-will): druidcraft, guidance, primal savagery, produce flame

1st-level (4 slots): detect magic, healing word, speak with animals

2nd-level (3 slots): acid arrow, lesser restoration, pass without trace

3rd-level (3 slots): dispel magic, stinking cloud, tidal wave

4th-level (3 slots): blight, polymorph

5th-level (1 slot): insect plague

Paragon Traits

Paragon Fortitude. Pharblex Spattergoo has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting Pharblex Spattergoo end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all of the hit point pools are reduced to zero, Pharblex Spattergoo is killed.

Paragon Exhaustion. Pharblex Spattergoo may take one complete turn in each round of combat for each hit point pool she has above zero and receives one reaction between each of her turns. When a pool of hit points has been reduced to zero, Pharblex Spattergoo loses one turn each round thereafter. Pharblex Spattergoo determines initiative normally for her first turn, though she gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.

 

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