Dungeon: Wave Echo Cave Building / Landmark in New World - Dragonsmoke Archipelago | World Anvil

Dungeon: Wave Echo Cave

Waytravel to Wave Echo Cave


T   he rich mine of the Phandelver’s Pact was lost five hundred years ago during orc invasions that devastated this part of the archipelago. In the centuries since, countless prospectors and adventurers have searched for the lost mine, but none succeeded until the Rockseeker brothers found the entrance a month ago. Unfortunately, the Rockseekers did not realize they were being trailed by spies working for Nezznar, the Black Spider, and they inadvertently led the drow villain to their prize.   The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, and though nowhere near the ocean, the sound of crashing waves thunders from the mouth of the cave.  

Dungeon Notes

 
NOTE: This dungeon is NOT meant to be completed in one sitting. It is composed of around 15 encounters. Please visit (this link WIP) to learn how to stop your session at a particular point, effectively creating a "Save Game/Checkpoint" that you can return to in a later session.
   

Dungeon Encounter Summary

This dungeon is composed of 3 Easy Encounters, 2 Medium Encounters, 3 Hard Encounters, 5 Deadly Encounters and 1 Boss Encounter.   Wave Echo Cave is a hard dungeon. The average encounter difficulty (of 14 encounters) is hard.  

Dungeon Pre-requisites

You must complete the following steps before gaining access to this dungeon; these must be completed by each character participating:
  • Prerequisites
    • Spend three days in the Metropolis of Thas'ru asking questions about Phandelver's Pact. This is sure to make you some enemies.
    • Complete three roleplay scenarios using !roleplay conflict describing the issues you experience investigating the dungeon's whereabouts.
    • Complete a slow moderate social skill challenge to come into possession of a map leading to the dungeon.
  Wave Echo Cave is located near the Metropolis of Thas'ru in the Laurelglow Region. Locating it is no simple task, even for those who know what they are looking for.  

Dungeon Rewards

  This dungeon is under the jurisdiction of the Mage's College. You receive 200 reputation for clearing it out or four minor potions or scrolls.   At the completion of the dungeon (all encounters complete), a DM will roll three Treasure Hoards for you and your name will be added to the Completionist List. This will count as three of your eighteen Tier II treasure hoards. You will not be able to benefit from this dungeon on this character again (you may attempt to tackle the special encounters, however).   There are hidden chests in this dungeon. You must beat the listed DC with either a perception or investigation check. Failure the first time means you do not find it. If you wish to continue to seek for it, you must complete any combination of four hard skill challenges or combat encounters to try again.  

Dungeon Icons & Map Link

  This dungeon does not include any traps. Any obstacles which need to be overcome will be included in the map description.   You must first add a token to initiative before you can assign the map to it.
!i add 0 dm -p 100
  Map Command:  
!map -bg https://i.imgur.com/tuFf1Xc.jpg -options c60 -mapsize 68x90 -view a65:v90 -fow a65:v90
You can see the entire map view by running !view reset and focus in on an area by running !view x#:y#.   You can expand your fog of war by running !map -fow x#:y#. For both of these, x is the top left corner of the area you want to view/reveal and y is the bottom right corner.   Your characters begin in Room 1 - the Cave Entrance at location A90.  

Long Resting

  In order to long rest, characters must reach the Cave Entrance and defeat any Encounters which spawn there. Once you have exited Wave Echo Cave, you must follow the requirements listed on the Laurelglow Region's page. While a character may complete a short rest within the dungeon, multiple consecutive short rests and long rests are impossible until you have exited the dungeon.  

Wandering Monsters

When you enter a room, these monsters may also be there. If the room is empty, there's a 50% chance the wandering monsters are present. If the room already contains a monster, there's a 10% chance the monsters are present.   As this dungeon is built for anyone between level 5 and level 10, you must use the !1Encounter command to determine what you face. You will choose monsters based off the solo encounter list.   These encounters show up in the following order; once they are defeated, they cannot bother you again.  
  1. Wandering Easy Encounter 1
  2. Wandering Easy Encounter 2
  3. Wandering Medium Encounter 3
  4. Wandering Deadly Encounter 4
  5. Wandering Medium Encounter 5
  6. Wandering Easy Encounter 6
 
!embed -title "Wandering Encounter 1" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"
!embed -title "Wandering Encounter 2" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"
!embed -title "Wandering Encounter 3" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
!embed -title "Wandering Encounter 4" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Deadly"
!embed -title "Wandering Encounter 5" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
!embed -title "Wandering Encounter 6" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"

Room 1 - Cave Entrance

Features: The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies—sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week.   The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.   Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3.

Head north to Room 2.
Head east to Room 3.

!tembed -title "Wave Echo Cave - Room 1 - Cave Entrance" -f "Features | The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies—sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week.
 
The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east." -f "Open Pit|Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room2) to Room 2." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room3) to Room 3." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view a65:v90 -fow a65:v90
 

Room 2 - Mine Tunnels

Features: This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially excavated rock faces.
Monster: Hard Encounter

Head northeast to Room 9.
Head east to Room 6.
Head northwest to Room 10.

!tembed -title "Wave Echo Cave - Room 2 - Mine Tunnels" -f "Features | This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially excavated rock faces." -f "Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room9) to Room 9." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room6) to Room 6." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room10) to Room 10." -f "Monsters | Hard Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view a38:ae64 -fow a38:ae64
   

Room 3 - Old Entrance

Features: Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Monster: Hard Encounter

Head north to Room 6.
Head northeast to Room 7.
Head east to Room 8.
Head southeast to Room 5.
Head southwest to Room 4.
Head west to Room 1.
Head northwest to Room 2.

!tembed -title "Wave Echo Cave - Room 3 - Old Entrance" -f "Features | Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome miners hard at work. Below them, nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others are orc remains. Half a dozen large brass lanterns stand in niches or on ledges around the cavern, but none are lit." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room6) to Room 6." -f "Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room7) to Room 7." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room8) to Room 8." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room5) to Room 5." -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room4) to Room 4." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room1) to Room 1." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room2) to Room 2." -f "Monsters | Hard Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view u63:at76 -fow u63:at76
   

Room 4 - Old Guardroom

Features: Splintered stone benches and heaps of rubble from a partially collapsed ceiling fill this room. Amid ruined stone bunks and toppled weapon racks are the bones of several dwarves and orcs.

Head north to Room 3.
Head east to Room 5.

!tembed -title "Wave Echo Cave - Room 4 - Old Guardroom" -f "Features | Splintered stone benches and heaps of rubble from a partially collapsed ceiling fill this room. Amid ruined stone bunks and toppled weapon racks are the bones of several dwarves and orcs." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room3) to Room 3." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room5) to Room 5." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view x76:ak86 -fow x76:ak86
   

Room 5 - Assayers' Office

Features: This chamber was once an office or storeroom of some kind. A large stone counter bisects the room, set with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with dusty paper scraps. Several long-dead corpses—gnomes and orcs by their look—are sprawled across the floor.

Head north to Room 3.
Head west to Room 4.

!tembed -title "Wave Echo Cave - Room 5 - Assayers' Office" -f "Features | This chamber was once an office or storeroom of some kind. A large stone counter bisects the room, set with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with dusty paper scraps. Several long-dead corpses—gnomes and orcs by their look—are sprawled across the floor." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room3) to Room 3." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room4) to Room 4." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view al76:as85 -fow al76:as85
   

Room 6 - South Barracks

Features: Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of old coals stands near the middle of the room. The bones of a half dozen dwarves and orcs lie strewn about, clad in scraps of armor. Three gray, hunched figures squat among the remains, pawing at the scraps and gnawing on the bones.

Head south to Room 3.
Head west to Room 2.

!tembed -title "Wave Echo Cave - Room 6 - South Barracks" -f "Features | Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of old coals stands near the middle of the room. The bones of a half dozen dwarves and orcs lie strewn about, clad in scraps of armor. Three gray, hunched figures squat among the remains, pawing at the scraps and gnawing on the bones." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room3) to Room 3." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room2) to Room 2." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view af50:am64 -fow af50:am64
   

Room 7 - Ruined Storeroom

Features: The eastern wall of this chamber has collapsed into a mass of rubble. To the north, a door stands ajar, leading to a good-sized storeroom. Dusty kegs are tucked neatly against the walls, all of them cracked and split open from age.

Head north to Room 9.
Head south to Room 3.

!tembed -title "Wave Echo Cave - Room 7 - Ruined Storeroom" -f "Features | The eastern wall of this chamber has collapsed into a mass of rubble. To the north, a door stands ajar, leading to a good-sized storeroom. Dusty kegs are tucked neatly against the walls, all of them cracked and split open from age." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room9) to Room 9." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room3) to Room 3." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view an50:ay64 -fow an50:ay64
   

Room 8 - Fungi Cavern

Features: Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
Monster: Hard Encounter

Head north to Room 13.
Head west to Room 3.

!tembed -title "Wave Echo Cave - Room 8 - Fungi Cavern" -f "Features | Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room13) to Room 13." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room3) to Room 3." -f "Monsters | Hard Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view ax58:bp74 -fow ax58:bp74
   

Room 9 - Great Cavern

Features: Steep escarpments divide this large cavern into three sections—high ledges at either end, and a lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge. The skeletal remains of dozens of dead warriors—dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago.
Monster: Deadly Encounter

Head north to Room 11.
Head northeast to Room 12.
Head southeast to Room 7.
Head southwest to Room 2.

!tembed -title "Wave Echo Cave - Room 9 - Great Cavern" -f "Features | Steep escarpments divide this large cavern into three sections—high ledges at either end, and a lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge. The skeletal remains of dozens of dead warriors—dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room11) to Room 11." -f "Head [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room12) to Room 12." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room7) to Room 7." -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room2) to Room 2." -f "Monsters | Deadly Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view q33:ay50 -fow q33:ay50
   

Room 10 - Dark Pool

Features: A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool consists of a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air.

Head north and west to Room 18.
Head west to Room 11.
Head south to Room 2.
Head north and east to Room 19.

!tembed -title "Wave Echo Cave - Room 10 - Dark Pool" -f "Features | A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool consists of a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air." -f "Head [north and west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room18) to Room 18." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room11) to Room 11." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room2) to Room 2." -f "Head [north and east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room19) to Room 19." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view a19:t38 -fow a19:t38
   

Room 11 - North Barracks

Locked Door: The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open.
Features: Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in the middle of the room.

Head north and west to Room 18.
Head west to Room 12.
Head east to Room 10.
Head north and east to Room 19.

!tembed -title "Wave Echo Cave - Room 11 - North Barracks" -f "Locked Door|The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open." -f "Features | Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in the middle of the room." -f "Head [north and west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room18) to Room 18." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room12) to Room 12." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room10) to Room 10." -f "Head [north and east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room19) to Room 19." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view s22:aj31 -fow s22:aj31
   

Room 12 - Smelter Cavern

Features: A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east.
Monster: Deadly Encounter

Head north along the channel to Room 18.
Head east along the channel to Room 16.
Head east to Room 15.
Head south to Room 9.
Head west to Room 11.

!tembed -title "Wave Echo Cave - Room 12 - Smelter Cavern" -f "Features | A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room18) along the channel to Room 18." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room15) along the channel to Room 15." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room16) to Room 16." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room9) to Room 9." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room11) to Room 11." -f "Monsters | Deadly Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view ae17:aw39 -fow ae17:aw39
   

Room 13 - Starry Cavern

Features: Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor.

The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you’ve seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched.

The cavern is divided by an escarpment, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west.

Head north to Room 15.
Head east to Room 14.
Head south to Room 8.

!tembed -title "Wave Echo Cave - Room 13 - Starry Cavern" -f "Features | Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor.
 
The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you’ve seen elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched.
The cavern is divided by an escarpment, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room15) to Room 15." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room14) to Room 14." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room8) to Room 8." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view az43:bp58 -fow az43:bj58,bk43:bp48
   

Room 14 - Wizards' Quarters

Features: Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings—tables, chairs, bookshelves, beds—are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds.
Monster: Deadly Encounter

Head west to Room 13.

!tembed -title "Wave Echo Cave - Room 14 - Wizards' Quarters" -f "Features | Dust, ash, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings—tables, chairs, bookshelves, beds—are charred or splintered, but otherwise well preserved. A scorched iron chest stands near the foot of one of the beds." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room13) to Room 13." -f "Monsters | Deadly Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view az43:bp58 -fow bk49:bp58
   

Room 15 - Forge of Spells

Features: This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area.
Monster: Deadly Encounter. A character which defeats this encounter and succeeds on a Wisdom (Perception) check (DC 15), recovers an unidentified Wand of Magic Detection.

Head north to Room 16.
Head south to Room 13.
Head west to Room 12.

!tembed -title "Wave Echo Cave - Room 15 - Forge of Spells" -f "Features | This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces that destroyed this area." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room16) to Room 16." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room13) to Room 13." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room12) to Room 12." -f "Monsters | Deadly Encounter. A character which defeats this encounter and succeeds on a Wisdom (Perception) check (DC 15), recovers an unidentified [Wand of Magic Detection](https://www.dndbeyond.com/magic-items/wand-of-magic-detection)." { {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view bc27:bp45 -fow bc27:bp45
   

Room 16 - Booming Cavern

Features: A narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The echo suggests that this cave might be one arm of a much larger cavern to the northeast.

Head southeast to Room 15.
Head southwest to Room 12.
Head northwest to Room 17.

!tembed -title "Wave Echo Cave - Room 16 - Booming Cavern" -f "Features | A narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At regular intervals, a fresh surge of water funnels into this chamber and slams against the wall just below the ledge. The echo suggests that this cave might be one arm of a much larger cavern to the northeast." -f "Head [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room15) to Room 15." -f "Head [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room12) to Room 12." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room17) to Room 17." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view aw1:bp29 -fow aw1:bp29
   

Room 17 - Old Streambed

Features: This passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.

Head east to Room 16.
Head west to Room 18.

!tembed -title "Wave Echo Cave - Room 17 - Old Streambed" -f "Features | This passageway is barely four feet high and is obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room16) to Room 16." -f "Head [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room18) to Room 18." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view ag1:av12 -fow ag1:av12
   

Room 18 - Collapsed Cavern

Features: 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. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.

Rift: The rift is 20 feet deep. Climbing up or down without using a rope 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.

Head northwest to Room 17.
Head west and south to Room 12.
Head east and south to Room 10.
Head east and north to Room 19.

!tembed -title "Wave Echo Cave - Room 18 - Collapsed Cavern" -f "Features|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. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor." -f "Rift|The rift is 20 feet deep. Climbing up or down without using a rope 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." -f "Head [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room17) to Room 17." -f "Head [west and south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room12) to Room 12." -f "Head [east and south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room10) to Room 10." -f "Head [east and north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room19) to Room 19." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<51 else 'All clear!'}}"
  Map View
!map -view u1:ai22 -fow u1:ai22
   

Room 19 - Temple of Dumathoin

Features: Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statue’s eyes.
Monster: Boss Encounter - Nezznar the Black Spider. Nezznar is "one" creature that you fight in one deadly encounter. Nezznar is a conglomerate of all the creatures that compose one medium encounter and one hard encounter for your character. So if !1Encounter medium returned 2x CR½ and !1Encounter hard returned 3x CR½, Nezznar would be composed of five Shadows. As you kill these "parts" of Nezznar, the contribution of that monster will no longer apply to the encounter, thus weakening Nezznar as his parts "die."

Head north to Room 20.
Head east to Room 18.
Head south to Room 10.

!tembed -title "Wave Echo Cave - Room 19 - Temple of Dumathoin" -f "Features | Six cracked marble pillars line the walls of this hall, at the north end of which stands a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Large emeralds gleam in the statue’s eyes." -f "Head [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room20) to Room 20." -f "Head [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room18) to Room 18." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room10) to Room 10." -f "Monsters: Boss Encounter|Nezznar the Black Spider. Nezznar is ''one'' creature that you fight in one deadly encounter. Nezznar is a conglomerate of all the creatures that compose one medium encounter and one hard encounter for your character. So if **!1Encounter medium** returned 2x CR½ and **!1Encounter hard** returned 3x CR½, Nezznar would be composed of five Shadows. As you kill these ''parts'' of Nezznar, the contribution of that monster will no longer apply to the encounter, thus weakening Nezznar as his parts ''die.''" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<6 else 'All clear!'}}"
  Map View
!map -view b2:t16 -fow b2:l16,m9:r16,s2:t16
   

Room 20 - Priests' Quarters

Features: Dusty draperies adorn the walls of this room, which also contains a bed and brazier. A badly disheveled dwarf lies bound and unconscious on the cold stone floor. Consult !heydm for more details.

Head south to Room 19.

Hidden Chest
There is a chest hidden in this room. A character must succeed on a Wisdom (Perception) or Intelligence (Investigation) check (DC 15) to locate its hiding place. Once located, the chest can only be removed with a successful Strength (Athletics) check (DC 16). Once removed, the chest can be unlocked with a Dexterity (Thieves' Tools) check (DC 15) or pried open with a Strength (Athletics) check (DC 30). Truly desperate treasure seekers can attempt to break the chest with weapons, but it has an AC of 20, 60 hit points, and a damage threshold of 10 (ignoring any amount of damage from a single attack under 10 damage).
!tembed -title "Wave Echo Cave - Room 20 - Priests' Quarters" -f "Features | Dusty draperies adorn the walls of this room, which also contains a bed and brazier. A badly disheveled dwarf lies bound and unconscious on the cold stone floor. Consult **!heydm** for more details." -f "Head [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-wave-echo-cave-landmark#room2) to Room 2." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
 
!tembed -title "Wave Echo Cave - Room 20 - Priests' Quarters" -f "Hidden Chest|There is a chest hidden in this room. A character must succeed on a **Wisdom (Perception)** or **Intelligence (Investigation)** check **(DC 15)** to locate its hiding place. Once located, the chest can only be removed with a successful **Strength (Athletics)** check **(DC 16)**. Once removed, the chest can be unlocked with an **Dexterity (Thieves' Tools)** check **(DC 15)** or pried open with a **Strength (Athletics)** check **(DC 30)** to break. Truly desperate treasure seekers can attempt to break the chest with weapons, but it has an AC of 20, 60 hit points, and a damage threshold of 10 (ignoring any amount of damage from a single attack under 10 damage)." -f "Coins|110pp, 2,300gp, 9,000sp, 1,000cp" -f "Art Objects|Ebony Staff carved with Spider Motif (150gp)" -f "Magic Items|2x [Potion of Water Breathing](https://www.dndbeyond.com/magic-items/potion-of-water-breathing), [Potion of Greater Healing](https://www.dndbeyond.com/magic-items/potion-of-healing), [Potion of Animal Friendship](https://www.dndbeyond.com/magic-items/potion-of-animal-friendship)"
  Map View
!map -view b2:t16 -fow m2:r8
 

Wave Echo Cave Solo Encounters

CR 0: Commoner
CR ⅛: Stirge
CR ¼: Skeleton
CR ¼: Zombie
CR ½: Shadow
CR 1: Bugbear
CR 1: Ghoul
CR 1: Giant Spider
CR 2: Grick
CR 2: Ochre Jelly
CR 3: Spectator
CR 4: Flameskull
CR 5: Wraith
CR 6: Mage  

Wave Echo Cave Special Encounters

  The following encounters appear only once. When they have been slain and their rewards taken, they do not return. Notify a DM, so that they can list the slayer.  

Venomfang


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 8: Young Green Dragon Treasure Hoard Yes N/A
Bounty: Venomfang   Venomfang is an ambitious young dragon and has claimed the wood surrounding Wave Echo Cave as his personal domain as he begins to build his hoard. Among his possessions is the enchanted battleaxe, Hew, which resonates with the magics empowering the nearby Forge of Spells.
 
Prerequisites
  • Clear the Wave Echo Cave dungeon, and acquire the Wand of Magic Detection from the Forge of Spells (Room 15).
  • Identify the Wand of Magic Detection, through the use of the Identify spell or by spending Downtime Currency.
  • Complete a roleplay scenario using !roleplay contact to locate the abandoned village of Thundertree near Wave Echo Cave.
 
Encounter Notes
Venomfang inhabits a special lair. These are the defining qualities.

Your character enters the lair at position R7. The stairs descend to the base of the tower. The lair is at the peak of the peak of the tower, forty feet above the ground. The southern edge of the stairwell, from position O13 to position Q13 as well as the southeastern edge of the platform from position K15 to position N13 are exposed to the open air. Being pushed south from any of these positions, results in the character falling 40 feet and landing prone, unless they have some means of stopping their fall through magic. Treat characters which fall this way as incapacitated which do not have a flight or climb speed as incapacitated for three rounds, as it takes at least that much time to ascend the stairs and return to position R7.

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
  • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.


Venomfang flees, if able, when reduced to half of his total health. A character which drives him off received 2,000xp, but cannot challenge Venomfang again.

!map -bg https://i.imgur.com/fIAxeMA.jpg -options c50 -mapsize 21x16
 
Loot
  • Coins:
    • 100 pp
    • 1,500 gp
    • 5,000 sp
    • 1,100 cp
  • Items:


Hamun Kost


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 10: Aboleth Treasure Hoard Yes N/A
Bounty: Hamun Kost   A massive battle took place in Wave Echo Cave long ago, and the living dead which rose from that battle present obstacles at every turn. What unnatural force has animated these unfortunate souls?
 
Prerequisites
  • Clear the Wave Echo Cave dungeon, and return to the Booming Cavern (Room 16)
  • Complete an Easy Quest facing undead monsters which emerge from the water to attack your character. Your character must complete the easy quest without completing a short or long rest. Hamun Kost appears in the water at the completion of the last encounter.
 
Encounter Notes
Hamun Kost inhabits a special lair. These are the defining qualities.

The aboleth's psionic influence and the booming waves make it particularly difficult to concentrate on spells. A character concentrating on a spell must succeed on a Constitution Saving Throw (DC 10) at the end of their turn, or else lose concentration.

The aboleth can move on land, albeit slowly, and will attempt to grapple creatures on land and drag them into the water on its turn until it has been reduced to half of its total health. Any creatures it successfully charms with its Enslave ability, it will order to enter the water and touch the aboleth (in an attempt to infect the creature with the mucous cloud) and then order them to swim deeper into the caves. It will prioritize creatures with a higher intelligence score when choosing targets for its Enslave ability.

  When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:

  • The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can’t use this lair action again until it has used a different one.
  • Water in the aboleth’s lair magically becomes a conduit for the creature’s rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one.


 
!map -view aw1:bp29 -fow aw1:bp29


Loot


Alaliriyah the Genie


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 11: Djinni Treasure Hoard Yes N/A
Bounty: Alaliriyah the Genie   When his home was invaded, the wizard Arthindol found himself quickly overwhelmed, but with his dying breath he made a wish that the djinni under his command slay whomever next claimed the ring in which the elemental spirit dwelled, assuming it would be the orcs that he faced. Unfortunately, peppered with arrows, Arthindol's body sank beneath the waters of a forgotten chamber within Wave Echo Cave, and the forge was lost soon after.
 
Prerequisites
  • Complete the Wave Echo Cave dungeon and return to the Dark Pool (Room 10).
  • Complete a Slow Hard Investigation Skill Challenge. The ability to breathe underwater, or not needing to breathe may grant you one automatic success on this skill challenge. An innate swim speed or casting a spell or using an ability which grants you a swim speed may grant you one additional automatic success on this skill challenge.
 
Encounter Notes
Alaliriyah the Genie inhabits a special lair. These are the defining qualities.   Alaliriyah is a particularly powerful Djinni, and does not wish to risk being bound to servitude having just spent centuries fulfilling the last wish of a dead man. In addition to the standard abilities of a Djinni, Alaliriyah has the following abilities:
Legendary Resistance (2/Day). If the djinni fails a saving throw, it can choose to succeed instead.

Legendary Actions. The djinni can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The djinni regains spent legendary actions at the start of its turn.
  • Scimitar Attack. Alaliriyah the Genie makes one attack with his scimitar.
  • Thunderwave. Alaliriyah the Genie casts the Thunderwave spell (DC 17).
  • Create Whirlwind (Costs 2 Actions). Alaliriyah the Genie uses their Create Whirlwind ability, or may move a whirlwind already present on the battlefield.
The ring in which Alaliriyah has dwelled all these long centuries fades and loses all magic once Alalriyah is defeated, regardless of the manner of his defeat.  
Loot
 

Completionist List

Date Character Quest Link
DD-MON-YEAR Adventurer's Name

Wave Echo Cave Solo Encounters

CR 0: Commoner
CR ⅛: Stirge
CR ¼: Skeleton
CR ¼: Zombie
CR ½: Shadow
CR 1: Bugbear
CR 1: Ghoul
CR 1: Giant Spider
CR 2: Grick
CR 2: Ochre Jelly
CR 3: Spectator
CR 4: Flameskull
CR 5: Wraith
CR 6: Mage

Table of Contents

 
Type
Mine
Parent Location
Discovered By
Professor Armature
Date Discovered
2-Aug-2021