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Crisis On Infinite Earths, Part 5 Fix

This is the conclusion to the Crisis, Part 5! This is a bit of a longer one again. For parts 1, 2, 3 & 4, here: Part 1
Part 2
Part 3
Part 4
I thank God for these ideas, if He wills, that He blessed me with:
The bright green light consumes the screen.
Kara, Wally, Jjonn, Ray, Sara and Kate all wake up in their new earth.
But things are different. Black Lightning's, Supergirl's, Earth 1's, Earth 3's and another earth's are now all merged into 1. Lex is the head of the DEO. All the speedsters remember everything. Cisco's powers are back, which when he touches Wally, vibes his pre-crisis memories back. The history of Earth 3 is now apart of that earth's, the Justice Society Of America having been prominent heroes, with the members of Jay Garrick Flash, Dinah Drake Black Canary (Laurel and Sara's mom), Ted Grant Wildcat, Dr. Fate, Hawkman/Hawkgirl, Alan Scott Green Lantern, and others, apart of the team in the 80's & 90's. Barry Allen's Flash has been erased, having never existed. Wally is seen as The Flash, the 2nd Flash there's ever been, after Jay Garrick. John Diggle's life has been altered as well.
Cisco misses Barry, but has become accepting of the situation after the preparations made for it and sees it as his responsibility to maintain the protection of the city. He uses his vibing to give Caitlin, Ralph and the others their memories back, but Wally stops him from giving them to Joe and Iris, saying that he doesn't want them to bear the heartbreak of losing Barry all over again.
Iris is the head of the Central City Citizen, which Post Crisis is a prominent newspaper.
Wally is left to ponder that the people see him as the Flash, him refusing to wear the costume, stating that he's not the Flash. Cisco tells him that the people think he is.
Mia is angry and guilty about the loss of her dad. Diggle has guilt that he couldn't be there for him when it happened.
Cisco picks up a reading of something coming from space, and traces it to landing outside STAR Labs, which he confronts, to find a man landing there.
Sara and Diggle talk about Oliver's loss and she tries to assuage his guilt, stating that no matter what, Oliver wouldn't have wanted him to die fighting this threat, and that Oliver was very stubborn, which they both have a small laugh about.
Sara comforts Mia, whose beginning to be accepting of her dad's death and that he died saving the multiverse, seeing him as a hero.
Sara, though having wanted to continue fighting, is still depressed about the fact that so much of her family is gone and that she has almost no one in her life. Which she talks with Mia about.
That's when they're attacked by some shadow creatures. They fight them, but are pinned down, about to be torn apart, when suddenly...
A sonic scream emerges from the side! BLASTING THEM BACK! And from the side...
Emerges Black Canary.
Sara is shocked. But apprehensive... until Black Canary looks at them and acknowledges Sara as her sister with a smile and rushes to her. Sara realizing that this is E1 Laurel. Alive. Laurel helps her up and Sara touches her shoulders, almost in disbelief that this is real, tears springing to her eyes, before hugging her, crying, in tears of happiness and grief. Mia almost smiles at the moment as well. Mia realizes and says that if they attacked them, they may attack the others as well.
They go to STAR Labs to warn them about what's happening. And are met with Cisco stating that he knows it's not over, as they've been told by someone, that someone revealing themself as the Green Lantern AKA Guy Gardner, from the Justice League Of America 1997 TV Movie, played by Matthew Settle.
Everyone is brought together, Diggle, Kate and Mia included. Guy Gardner tells them that he was from the other earth that was merged with the others, and is questioned by Diggle in how he survived the merge with all his memories intact. He says that his ring protected him. Cisco and Guy explain that the antimatter verse portal is still open, but is slowly closing as this new timeline, of sorts, cements, and if it does, those shadow creatures will be stuck here. Cisco determines that they're gonna need to recreate the sonic pulse to try and get those shadow creatures to them, so they can somehow get them into the portal before it closes. Laurel volunteers to do it, in spite of Sara's concern. Cisco explains that because there's no way to know where they are, they're gonna need to double the pulse from before to get all of them to them. Diggle suggests Dinah. Laurel questions that, but Cisco states that the Dinah Diggle is suggesting is Zinda Blake post-crisis and doesn't have a sonic cry and Laurel's mom has never had powers. Diggle realizes that he hasn't gotten all his memories straight yet. Cisco then says that there's someone else who can help them.
We cut to E2 Laurel standing in front of Laurel. Laurel is uncertain about this. E2 Laurel maintains her memories of pre-crisis. Laurel asks how this is possible. Cisco speculates that with the merging of some universes there may be holdovers from the previous, then stating that both Laurels have the metagene for the canary cry, a now discovered gene post crisis, and, with his memories of EX Laurel, he speculates at least most, if not all the Laurels in the multiverse, have one as well. But E2's was activated by dark matter, while post crisis Laurel's was activated by a gene bomb HIVE set off in 2014, HIVE post crisis being an organization who sought to enhance humanity, using techological and biological enhancements. Laurel asks E2 Laurel if she can be trusted with her history as a villain. E2 Laurel points out that she remembers nearly dying to help and hopes that's gained something. Sara vouches for her. Laurel trusts Sara's judgement and agrees.
The group all agree that the only reason the shadow creatures would have a reason to attack them is based on the Anti-Monitor being alive still. They talk about how that's possible, Sara, among the Legends, suggests that as time hasn't fully cemented yet, he may not be erased, Cisco then suggesting that he also may be acting essentially as a time remnant or using something to keep himself from erasure, like tech or something. Jjonn tells them that he read the Anti-Monitor's mind before he transported himself away and he read that because his plan to cause an antimatter universe of his own in place of our multiverse has been stopped, he's willing to try and prevent the multiverse from forming at all, even if it means his own destruction. They work out how he'd do that, coming to the conclusion that he can use the temporal zone to go to the dawn of time to try and undo it at it's inception.
As the group works out their plan, Guy Gardner uses the STAR Labs computers to look into information about his friends post crisis, from his earth, and where they are now.
His Barry Allen is now Darryl Frye, a detective in Central City.
B. B. Dacosta is now Green Fury, her alter ego as a pop star, Madonna-esque.
His Ray Palmer is now Al Pratt, a respected physics college Professor, and first Atom post crisis.
Tori Olafsdotter is now Mary Pratt, married to Al Pratt, and a reporter.
His Martian Manhunter is unable to be located here.
Diggle is there and tells him glad that a lot of his friends are okay on this earth. Guy Gardner understands that he speaks from a place of a grief at his friend having died in the crisis. Guy Gardner and Diggle bond over that, Guy telling him that now all his friends are found, that Martian Manhunter from his earth is still missing, but he has faith that he's out there somewhere and Diggle has to have faith that his friend is somewhere out there too. Diggle agrees that he does, that it's like Oliver said, it's God's plan.
The team works out the plan.
Before starting, Sara apologizes to Laurel for what happened on the boat. Laurel tells her that she didn't go through with it. Sara says that she would've and that kills her, for being jealous and petty like that, saying that she wanted to have what Laurel had, be her, but she was just hurting herself and her whole family, stating that she doesn't want this, hating herself, to hold her back anymore, that she wants to move forward. Laurel agrees.
Kara and Kate talk, Kate telling her that she can't find Bruce and doesn't know where he is. Kara tells her that she can't give up.
The majority of the group tracks the energy signature of the Anti-Monitor, courtesy of Cisco with combination of tech and his vibe powers, through the temporal zone in a waverider pod, as Diggle, Wally, Guy Gardner, E2 Laurel and Laurel remain on the waverider, above earth. The waverider pod containing Sara, Kara, Alex, Kate, Ray, Cisco and Jjonn.
The 2 Laurels begin their sonic pulse. Guy Gardner explains that they're going to have to act quickly, as his ring is running out of power, and that's why he can't use it for flight while he's using it for the trapping of the shadow creatures and why he'll have to stand at the open door of the waverider as he does it. When Diggle asks if he can recharge it, Guy tells him that post crisis the ring isn't his anymore and will seek out it's true bearer when the time comes, and because of that he doesn't have access to charging it. When the shadow creatures are drawn to the waverider by the sonic pulse, Guy Gardner uses his ring to capture them, giving the go ahead to Wally to superspeed a speedforce portal into the closing antimatter portal, allowing Guy Gardner to funnel the creatures into it.
Meanwhile the others chase after the energy signature of the Anti-Monitor in the wavrider pod, as he flies through the temporal zone. They get close to him, but, realizing they can't catch up, Cisco breaches them both into a neutral area, the vanishing point. The waverider pod crashing. When the group climbs out, they see...
Anti-Monitor standing, unscathed, towering over them, in full comic book Crisis On Infinite Earths Anti-Monitor tech body armor.
Cisco breaches away quickly.
The Anti-Monitor mocks them for that and bringing him here, stating that he's been erased from existence, so the vanishing point no longer holds it's sway over containing him.
Sara states that they didn't bring him here for that. They just didn't want anything or anyone to be in the crossfire, when they destroy him.
They begin the battle:
Atom blasting the Anti-Monitor, even trying to fly into his ear, shrunken, but he's slapped away.
Jjonn flies into him, reaching into his chest by phasing, but the armor he's wearing electrocutes and burns Jjonn. The Anti-Monitor then responding by punching into his chest, him flying backward, being smashed into the ground.
Kara and Kate double team him in an attack of distraction and offensiveness, but are blasted away by an energy beam.
Alex begins shooting at him from behind, telling him not to touch her sister, but he, unaffected, simply redirects his beams at her, which she just barely dodges, then, on the ground, leg badly hurt, being met with another blast directly at her.
Kara quickly superspeeds inbetween her sister and the beam, trying to hold it back with her heat vision, him walking up to her, pushing her heat vision back into her eyes, grabbing her head, placing his hand over her eyes, the heat vision burning them, BLINDING HER, her yelling out in pain.
Back on the wavrider Diggle, flying above earth, tells those on board that it's time. The 2 Laurels are ready.
Sara comes up behind him with a blade, but he grabs her quickly by the throat, destroying her blade, mocking her for thinking it'd work, then saying that now she's alone again. Sara smirks, saying that she's far from alone.
Suddenly a breach opens and Brandon Routh Superman emerges, flying like a freight train into the Anti-Monitor. The Anti Monitor's grip on Sara is immediately broken, him being SMASHED into the ground.
Cisco exits the breach right after, as Cisco as ever, exclaiming, "Was that a bird? A plane? Why, I think it was Superman!" He then asks Sara if she's okay. She says that she is, but what took him so long? He explains that they had a couple last minute additions.
Out of the breach emerges:
E1 Black Canary
E2 Black Canary
Killer Frost
Citizen Steel
Tyler Hoechlin Superman
Black Lightning
Tom Welling Superman
Obviously Brandon Routh Superman, as he re-positions himself.
They all engage in battle with the Anti-Monitor. Their powers all together do some damage. Atom's blasts, the canary cries, the electric blasts, the cold blasting, the flamethrower flames, the heat visions of all the Supermen doing the most damage. But he's still too powerful to defeat. Cisco tries to use his breaches to slice the Anti-Monitor apart, but his suit breaks the breaches apart when they close in on him.
Alex crawls over to check on Kara, whose eyes seem almost seared in a way.
In the waverider, Guy Gardner is having a hard time containing all the shadow creatures as he funnels them into the antimatter portal. Diggle, flying the waverider with some difficulty, tells Wally that the others need help down there. Wally's uncertain he can. Diggle lays it out, telling him that it doesn't matter what he thinks, because they still need the Flash. Wally takes the Flash ring out of his pocket, pondering it. Diggle asks him if he's ready to do what it takes to save everyone. Wally, in resolve, places the ring on his finger, and extends his fist, the Flash symbol on the ring glowing in almost a lightning crackle blaze.
In the battle, Sara tells them to try to hit the Anti-Monitor with all their powers all at once. They make an attempt, but he's too powerful for them to get at with all those hits at once. Cisco tries something, throwing his breaches around the Anti-Monitor's hands, then giving the Supermen the go ahead. The Supermen do so. Brandon Routh Superman grabbing his left arm, Tom Welling Superman grabbing his right, Tyler Hoechlin Superman grabbing his head, them all holding him in place.
On the waverider, Guy Gardner's green lantern power ring starts to drain, just as the last batch of the shadow creatures are getting to the antimatter portal. He tells Diggle he's almost there. Diggle tells him it could kill him. Guy states that they have to make sure they're all gone now, as the antimatter portal's about to close, it taking all of his willpower to hold it. Just as the last shadow creature gets in, the portal closes, Guy's power ring runs out and he falls unconscious from exhaustion, falling out of the waverider into earth's atmosphere. The Green Lantern ring slips from his finger and flies off as he falls. But just before Guy's about to be hit with the heat of re-entry...
Diggle swoops in with the waverider and catches him!
The Supermen holding the Anti-Monitor gives the others the room to throw their powers (canary cries, lightning, etc.) at him at the same time. It does more damage, but he still struggles. Tom Welling Superman stating that they can't hold him much longer. Sara asks how he's still so powerful.
Kara, hearing this, realizes, and tells them, that he's still empowered by the energy of the sun that was used to cause him to form and it may take a similar energy to destroy him. Cisco, as he holds the breaches around Anti-Monitor, intensely struggling, his nose bleeding a lot, says that it could work. Sara states that the only way to be sure would be to drop him into it directly. Cisco says that could result in the energy of the sun blowing back and killing all of them here. Kara tells them no, then asking Cisco if he has enough power to drop her in front of the sun. Cisco begrudgingly says yes, understanding her goal. Kara stands up, her eyes still seared, telling him to do so on her go ahead. Alex asks Kara what she's doing. She tells Alex that Nazi Supergirl could absorb enough of the energy of a sun to explode, and that if she gets enough, she could destroy him. Alex asserts that Nazi Supergirl died from it. Kara acknowledges that. Alex telling her no, she won't accept that. Kara hugs Alex tightly, telling her that she can't lose her home again and quickly pushes Alex away from her, telling her that she loves her and tell Lena she's sorry, then telling Cisco "now", the breach opening around Kara, taking her and closing just as quickly before Alex can stop it.
Tyler Hoechlin Superman asks what's happening.
Kara floats before the energy of the yellow sun of earth, it energizing her, the energy flowing to and healing her eyes, her opening them, with the energy of the yellow sun making them glow.
At Kara's request, Cisco breaches her back into the battle.
Kara floats over the battle, telling the Supermen to get away from the Anti-Monitor. Tyler Hoechlin Superman, realizing himself what's happening, tells her no, that he can't let her die, there has to be another way. The other Supermen agree. Kara states that he has a son to take care of, all of the Supermen do, it has to be her, that protecting him was her job in the first place. Tyler Hoechlin Superman continues to reject that.
But in a flash of lightning, all the Supermen are pulled away from the Anti-Monitor, and Wally stands before them, in the full Flash costume.
The Flash lives again, as Wally circles the Anti-Monitor at superspeed, throwing lightning at him multiple times, this keeping him in place...
Allowing Kara to enact her plan. She says to Tyler Hoechlin Superman, "I love you, Kal-El." and flies towards the Anti-Monitor, her heat vision BLAZING with the fire of the sun, searing into him, it burning through his armor, burning him from the inside out, FLAMES igniting from the eyes of his suit! This use of her powers causing her eyes to crack with yellow sun energy bleeding out, the cracks spreading more and more. The Anti-Monitor, enraged, yells out, "NO!" And Kara collides with him, the force of it IMPLODING THEM IN A FLASH OF LIGHT!
Leaving nothing but a crater, and Kara's torn cape. Alex and Tyler Hoechlin Superman rushing there, seeing only the cape, them both breaking down, almost leaning on eachother, Alex devastated, inconsolable. The other Supermen stand silently in mourning, placing their hands on their shoulders in an attempt at comfort. Everyone else surrounding them, in silence.
The President gives a speech, honoring the sacrifices of Supergirl and the Green Arrow with a statue of an \S/ in National City and one of Green Arrow being built in Starling City.
Diggle visits Guy Gardner in the hospital who tells Diggle that his time is over and now it's his turn. We confirm that Diggle, now having gained full memory of both earths, in this post-crisis, his name is John Stewart.
The team honors the Flash silently with a Flash symbol built in it and empty seats for Barry, Oliver, Kara, even Bruce at the new table, in the Hall Of Justice.
In the montage of showing the earths with show the same things, but now with inclusions of:
The Birds Of Prey TV Series Earth, showing that team now working with Kevin Conroy Batman, who has a renewed pursuit of heroism.
Tom Welling Superman with Lois, watching their kids, before he gets an alert on a fire in Metropolis, with Lois being proud of him.
Justice League Of America TV Movie Martian Manhunter alive, leading martians on Mars.
Earth 1 Bruce, alive, stranded on another earth, but on the search for a way back.
Gotham TV Series Bruce as Batman in his earth.
Some quick flashes with the Batman 89 earth and Batman 66 earth.
On a re-established Earth 90 E-90 Flash speeds through the city, before getting a message from Christina McGee of a bank robbery by Trickster, E-90 Flash smirking and then speeding off to it.
On earth prime, something falling to earth in front of Diggle, but stopping just short of hitting the ground and it redirecting and pointing right at him. It emanating a green light reflecting on his face.
Ending still on the Superman The Movie nod of Brandon Routh Superman flying, his symbol back to yellow and red.
Please review and tell me what you think!
submitted by Dagenspear to Arrowverse

Granny in the Gutter

Brym Stolchest's manor in the North Ward has fallen victim to foul witchcraft, and he's hired a team of adventurers to sort it out. Can they get to the bottom of the strange happenings before his daughter's 13th birthday party? Granny in the Gutter is a one-shot investigation adventure designed for a party of 3rd level characters and should take between 4 and 12 hours to complete.
Immeasurable thanks to u/XvFoxbladevX for granting me permission to expand upon the characters and story they presented in The Witch Below.
The full adventure is available at the Homebrewery or as a PDF download. This is my first time writing an adventure and my first time experimenting with Homebrewery, so while I'm proud to present this as a polished final draft I will happily accept critiques on either my conversion of scrawled notes into a format that someone who doesn't share my brain could pick up and play or on my use of the Homebrewery tool.
For those who prefer it, the adventure is also presented in abridged text format below. Enjoy!

Adventure Background

Before he was Lord Stolchest, Brym was a fieldhand with no family name. He had been raised an orphan in the sewers of the Dock Ward, one of many looked after by the hag Gran Magda. The world was a cruel place for orphans and terrible horrors were known to snatch their friends away into the darkness, but Granny kept them as safe as she could and they served her lovingly in return. Then one night Brym awoke to see Granny leading an orphan through a hidden doorway in their bedroom. When day broke and she sadly told the children that their friend had been eaten in the sewers overnight, he understood the truth: the monsters of their bedtime stories were a lie to hide the true monster in their midst. He fled the sewers and vowed never to return.
Years later while working as a fieldhand for the Stolchest Grain Company, Brym caught sight of his employer's daughter, Evelyn, and found himself smitten. Though he knew it would be impossible to court a young Lady of Waterdeep, he could not drive the thought from his mind. In desperation he turned to Gran Magda for help, whispering his wish in the gutter as he had heard men do when he was a boy. Granny heard his plea, offering him a loving marriage with the woman of his dreams at the cost of the couple's firstborn daughter.
Brym accepted the terms, and caught Evelyn's eye the very next day. To the shock of many of the Waterdavian noble families, the two were married and Brym took the Stolchest name and social station. Less than two years later, Matilda was born. He had steeled himself to part with her, but Granny's cruelty was in the waiting; she never came to collect and he bonded with his daughter as completely as any father would. Now, thirteen years later, Lord Brym Stolchest is the head of a happy family of three and a successful grain baron. The knowledge that his wife's love may be an enchantment does gnaw at him, but it seems genuine and she is happy, so he does his best not to think about it. He is comfortable in the noble lifestyle, tolerates the sneers of neighbors who did nothing to earn their own status, and has allowed himself to hope that Granny simply forgot her end of the bargain.
Last month, however, a series of misfortunes began to befall his manor, and he knew his time was up. He posted a contract for a group of adventurers, hoping he could convince them to dispatch Granny once and for all without having to reveal his own dark dealings.


The party has accepted a contract from Brym Stolchest, a grain baron in Waterdeep. In the contract, he reports that his manor has experienced "a series of hardships" and offers a hefty sum to "heroes of discretion" who can solve the problem.
Stolchest Manor is lovely. A broad front porch welcomes visitors while a gated drive leads around the house to a courtyard with a garden, a fountain, and a small stable. Characters may note several additional details based on their Passive or Active Perception:
  • DC 10: The fountain in the courtyard is turned off.
  • DC 12: There is a faint smell of sewage in the air.
  • DC 20: There is a pigeon perched on the house across the street with a small bauble around its neck.
If the party knocks at the door, they are greeted by Ermak, a tired-looking male servant, who invites them inside and shows them upstairs to Lord Stolchest's study. Brym Stolchest is a broad man whose muscular physique appears at odds with his fine clothing. He looks as tired as Ermak does, but he smiles warmly and rises to greet the party.
Once introductions have been made, he tells the party of recent events at the manor:
  • About a month ago, the fountain in the courtyard began to spray sewage instead of fresh water. The Plumber's Guild investigated but could find no cause for such a strange occurrence. They've shut the fountain off.
  • A rat infestation seems to have developed around the same time. At first it was just the stables and courtyard, but they've been seeing them in the house, too. The Ratcatcher's Guild has been out several times, but they just keep coming back.
  • Last week, the cow started giving sewer water instead of milk.
  • Just yesterday the horse bit Lydia, the maid. The horse has been acting strange since, and Lydia has fallen ill.
After ensuring that the door is closed, Lord Stolchest lowers his voice and confides that he knows the source of the problem: His business involves carting grain from the Field Ward around the city to the Dock Ward, where it is loaded onto ships and sent to the islands off the coast to be sold. Parts of the Dock Ward are controlled by Gran Magda, a fairly powerful gutter witch, and she has been extorting him to pay protections for his caravans. He has no interest in tithing to any thug that asks, so he his hoping that the party will eliminate her. His drivers say she sends messages through the street urchins in the Dock Ward, so they would be the best place to start looking. He also asks that the party remain as discrete as possible; he doesn't wish to alarm his family or his employees unnecessarily.

Investigation: The Manor

Lord Stolchest

Lord Brym Stolchest is a large, well-muscled man in his mid-forties who always looks a little out of place among the finery of his lifestyle. He has an easy smile and an unpretentious manner that makes him considerably more approachable than most Lords of Waterdeep.


DC Observation
10 He was not born into nobility. His manner and physique suggest that he has spent time as a laborer.
12 He is sincerely concerned for his family's wellbeing.
15 He is not telling the whole story.
18 He is feeling a significant amount of guilt.

Additional Clues:

Matilda's 13th birthday party is tomorrow. Lord Stolchest does not volunteer this information because he does not want anyone to make the connection between Matilda and the events at the manor, but if pressed he will not conceal it.
He was raised by Gran Magda. It is difficult to convince Lord Stolchest to admit this information as it invites too many questions about what is really going on at the manor.
He promised his daughter to Gran Magda in exchange for her help wooing Evelyn. This information has a very real chance of ruining Lord Stolchest's life. He will admit it to the party only if confronted after they have talked to Granny, or if they do an exceptional job of convincing him both that it is the only way that they will help and that they will continue to help him even if he admits such a serious offense.

Lady Evelyn Stolchest

Lady Evelyn is a fine-featured woman in her mid-forties. In contrast to her husband, she is completely at home in her fine dress and elegantly coiffed hair. Her love for Lord Stolchest is genuine (though nothing short of defeating Gran Magda can confirm this for the party.)


DC Observation
10 Although she is worried about the events at the manor, she seems comfortable and forthright in conversation. She does not appear to be concealing anything.
12 She steers the conversation away from her husband's upbringing.

Additional Clues

Matilda's 13th birthday party is tomorrow. Lady Evelyn will happily share this information, she just doesn't realize that it is relevant.
Brym was a fieldhand when they met. Lady Evelyn is not bothered at all by her husband's humble origin, but she knows that he does not like to share it publically so she tries to skirt the topic.
The other Lords in the area, including her family, look down on Brym because of his ignoble upbringing. No matter how often she tries to tell him that she loves him for who he is and doesn't care what her family thinks, the topic upsets him so she does her best not to talk about it. She certainly does not suspect that it upsets him because he (incorrectly) worries that the only reason she feels differently than her family is because of Granny's enchantment.
Matilda talks to a "fairy godmother." While Evelyn believes this to be nothing but childhood fantasies, Matilda has sworn her to secrecy so she will not mention it unless she is convinced that it is relevant to the investigation.


The Stolchest's only daughter is an enthusiastic twelve-year-old with her mother's natural refinement and her father's force of personality. She will happily chat with the party about her upcoming 13th birthday party and show them the dress she is planning to wear. Ordinarily it would be relatively easy to get her to talk about her "fairy godmother," but since Lydia got hurt she is ashamed and worried about getting in trouble, so she is much less forthcoming. If asked about the events, she will feign fear and say she's glad her father found strong people to take care of it.


DC Observation
14 She feels guilty when Lydia's illness is mentioned.
16 She is not as afraid as she is letting on.

Additional Clues

She has a "fairy godmother." Matilda mentioned her fairy godmother to her father once when she was very young and he became uncharacteristically upset. Since then, she has only confided in her mother, who doesn't seem to mind. Attempts to convince Matilda to tell the party what she knows will be considerably more challenging with her father present. Matilda is more likely to talk if her mother is present or if the party can convince her that she won't be in trouble. Unlike other members of the household, Matilda is less likely to share what she knows if the party tells her that it will help stop what's happening at the manor, but she will open up if convinced it will help Lydia.
If the party can convince Matilda to cooperate, she shares the following information:
  • She has been visited by a fairy godmother since she was little. This fairy godmother has always told her that one day she will be a princess.
  • Her father got very mad once when she talked to him about her fairy godmother, so now she doesn't talk to him about her.
  • Her fairy godmother has been visiting more often recently, and brought her rat friends to play with.
  • She taught her how to play tricks with the horse and the cow, but she didn't mean for anyone to get hurt.

Matilda's Room

If Matilda is friendly with the party and they have convinced her that she will not get in trouble, she will allow them to Investigate her room, which may produce several clues:
  • DC 12: Rat droppings in the corners.
  • DC 14: A partially-woven crown of branches and flowers under the bed behind some clothes. (A DC 19 Investigation suggests that it has been woven by rats.)
  • DC 16: A child's drawing (presumably a self-portrait) of a girl sitting on a high-backed chair and wearing a crown presiding over a swarm of friendly-looking rats.


The family's maid is a slender woman in her early seventies. Currently, she is feverish and delirious as Ermak tends to her. While she cannot communicate with the party, they may be able to glean information with a Medicine check:
  • DC 12: Her symptoms are consistent with filth fever, a disease typically transmitted by sewer rats.
  • DC 14: Her bite consists of two opposed puncture wounds around the collar bone. A horse bite would have been expected to crush rather than penetrate. (A follow-up DC 12 Nature check can confidently identify this as the bite of a large rodent.)
  • DC 16: Her disease is progressing despite treatment. She needs magical healing.
If the characters have already encountered the horse (see "Courtyard"), a DC 16 Arcana check performed on Lydia will reveal that the same lesser lycanthropy that affected the horse may be taking hold in Lydia as well.


The family's butler is a pragmatic man in his late sixties. He has worked for the Stolchests since before Matilda was born and likes them very much, but he is very concerned about the escalating misfortunes at the manor.


DC Observation
12 He is fond of the Stolchest family, but he's worried for their safety and his own.
14 He knows more than he is letting on.
16 He might give different answers if Lord Stolchest weren't present.

Additional Clues

He suspects Matilda may be responsible for the events. While he wants to share this with the party, he is worried that such an accusation may cost him his job. If the characters interview him alone and can convince him that they will not reveal his disloyalty to Lord Stolchest, he will confide in them the following observations. * Matilda plays in the stables often, and was there both when the cow began giving sewer water and when the horse bit Lydia. * The rats in the house seem to listen to her commands. * Once late at night he thought he heard her having a conversation with someone in her room.

The Courtyard

The back of the house opens onto a covered deck with stairs leading down to a courtyard. The flagstone space is dominated by a large fountain, which has been turned off and emptied. There are several planter areas growing a variety of flowers and herbs. In the back is a stable with room for several animals and their feed, as well as an attached shed housing a carriage and a workshop. A DC 20 Perception check will make note of a pigeon with a small bauble around its neck watching from a neighboring roof.

The Fountain

Characters examining the fountain are unlikely to find anything amiss other than a persistent sewer smell. Only a DC 23 Investigation check will reveal a small amount of unusual mildew that seems to be creeping up through the mortar.

The Stable

Entering the stable, the characters can see the cow and the horse in their stalls. The cow is behaving normally (although it continues to give sewer water if the players try to milk it), but the horse is facing the back corner of its stall and is chewing on something. From behind, it is easy to tell that the animal is unwell. Most of the hair has fallen from its tail, and its fur is mangy. If the characters are successful in getting the horse to face them, they will immediately note its unusual, beady eyes and its large, rodent-like teeth (it has been chewing the wood of the stall to try to keep them in check.)
Don't Look a Rat-Horse in the Mouth! The horse does not immediately attack the characters. However, if they get too close (such as by entering the stall to try to examine its teeth) it becomes aggressive. It will use its action to bite the character closest to it before attempting to flee the stable and gallop away down the street. (Use the dire rat statblock presented in the Appendix, although the horse has not yet completed its transformation.)

Investigation: Dock Ward

Eventually, the characters will find their way from the opulent tranquility of the North Ward to the cacophanous Dock Ward. Urchins are common in this area, but to identify one who seems by be part of a larger organization requires a DC 12 Investigation or Perception check. Once a target has been identified, characters may attempt to remain hidden or start a conversation.
Following the urchin without being noticed requires a DC 13 Charisma (Stealth) check to blend into the crowd or a DC 16 Dexterity (Stealth) check to remain physically out of sight until the urchin ducks into a sewer (Point A on the Sewer Map.)
If approached, the urchin will deny any knowledge of Gran Magda, though a DC 10 Insight check will suggest that this is a lie. The urchin can be convinced to talk with a DC 15 Persuasion or Intimidation check, revealing the following information if asked.
  • "Granny in the Gutter looks out for us! We'd be dead meat without her!"
  • "Granny lives in the sewers and has lots of tough friends like Zip and Mr. Clanky."
  • "Granny sometimes makes deals with grown-ups who whisper their wishes into the gutter."
The urchins are well-trained that any adult asking to speak to Granny is dangerous. If asked to lead the party to her, the urchin will agree but will lead them through Slapsy's lair to be ambushed. This is a practiced deception, a DC 16 insight check is required to discern that the urchin is not being fully cooperative. He takes them in through Point A on the Sewer Map and uses the hidden tunnel in Slapsy's lair to scurry away while the party is being attacked.
Alternatively, the party may ask the City Watch for leads. They don't know much, but they can point the characters to a sewer access point that they might have seen urchins using (Point B on the Sewer Map.)
Granny's Message If the party spends any time investigating the Other Locations or fails any checks in the Dock Ward, Granny has time to prepare a trap. The party sees an urchin hurrying toward them across a crowded street while Zip (a quickling, see Appendix A for more information) hides behind a barrel 40 feet away (DC 18 Perception to spot, which should only be attempted if characters ask about hidden threats as the urchin approaches). If the party does not move to a less visible area, the urchin meets them within sight of four City Watch and motions for the party to gather around before whispering, "Granny says Brym knew the terms and now he has to pay up. You shouldn't meddle unless you want more innocent people to get hurt."
With the message delivered, Zip launches from his hiding spot, stabs the urchin, and uses his remaining 80 feet of movement to dart around a corner and out of sight. (Note that characters who did not previously spot Zip or beat him in Initiative are Surprised and unable to take reactions.)
The urchin screams and falls unconscious (use the rules for Death Saving Throws on this NPC), the Watch are alerted, and the blood-soaked party must balance stabilizing the urchin, convincing the Watch that they aren't to blame, and pursuing their assailant. The urchin is ignorant of Zip's role in the trap; if stabilized he sincerely believes that one of the party members stabbed him, though he will be confused as to why they then saved him.
Convincing the Watch that the urchin was stabbed by an unseen third party is difficult, but not impossible. The persuasion is made easier if the party moved quickly to help the dying urchin. It is more difficult if the child dies, the party fired weapons or spells through the street, or if any party members are aggressive toward the Watch.

The Sewers

If the party enters the sewers without an urchin to "guide" them, they must navigate for themselves. The slick stone is a challenging surface for tracking, but if they have entered through Point A a successful Survival check may reveal a subtle path where the algae has been worn down.
  • DC 13 shows the main path leading to the left and then up through Slapsy's lair.
  • DC 17 shows a more subtle, less used path leading right and then up and through the Shrieker Grove.
If the party entered through Point B they have no clues to help them; they must simply pick a path and explore it. If they explore an area not drawn on the map, roll a d12 on the Random Encounter table and resolve it as appropriate. Following the encounter, one character should make a DC 15 Survival check. On a success they recognize that they have gone the wrong way. On a failure, the party wanders for some time before coming upon a more regularly patrolled (and thus less suspicious) area of the sewers and turning back, a process which takes 1d4 hours.

Gran Magda's Scheme

Gran Magda is a green hag that rules this territory of the sewers. She takes care of between 20 and 40 urchins, whom she views as useful livestock. They are adept at running errands on the surface, and she occasionally harvests them for ritual components and potion ingredients. Most importantly, they form an excellent security measure: she always makes sure that there are at least a few around whenever any noble heroes come calling. With Zip's help, the children always seem to get caught in the crossfire, and saving wounded children is enough of a distraction for her to make her escape.
Her bargain with Brym is one of her greater achievements, but it actually took very little effort. She knew that Evelyn would fall for Brym's easy charm, she had only to facilitate their meeting and use a few well-placed Suggestions on her family to ensure they would be allowed to wed. Not only was this easier than maintaining a potent enchantment for years, but Granny thinks it will be much more gratifying to destroy a genuine love with her machinations. Of course, she allows Brym to believe that Evelyn's feelings for him are manufactured by her enchantment and delights in the way it has eaten away at him over the years.
Now that Matilda is coming of age, she intends to snatch her away and complete a ritual that will transform both Matilda and and her protege Iris into hags, creating a coven and vastly expanding her power. She hopes that the loss of Matilda will destroy the Stolchests' marriage in a storm of guilt and betrayal, ruining both of their lives.

Slapsy's Lair

The sewer tunnel widens into a chamber containing a large, deep pool of murky water. A narrow shelf of slippery rock extends around the north and west sides of the pool and there are no obvious exits.
If the party is being led by an urchin, he begins to clamber along the ledge with practiced ease. Characters moving along the ledge must succeed a DC 10 Acrobatics check or fall into the water.
Slapsy (a sewer octopus) lashes a tentacle out to attack the first party member walking on the ledge. He does not attack Small humanoids. As soon as combat starts, the urchin scampers through a small gap in the stone on the north side of the chamber.
Spotting the opening without the urchin requires a DC 12 Perception or Investigation check. It is possible for a Medium character to squeeze through, but trying to do so under duress requires a DC 15 Acrobatics check.

Crocodile Nest

A large, deep pool of murky water fills this room. Rising from it in the northwest corner is a large pile of mud and detritus. Old One Eye lurks inside of this nest while two crocodiles wait in the murky water. They attack any characters exploring around or within the pool, attempting to eat them or drive them out of the room. On their first turn of combat, the characters see the water rise as if something massive has entered the water from the nest. Old One Eye joins the crocodiles on their initiative in Round 2.

Shrieker Grove

Although there is no channel of water through this room, it is noticeably moist with an overgrowth of algae and fungi. A DC 15 Perception check will reveal two shrieker fungi amongst the overgrowth and a DC 13 Nature check can identify them. These fungi serve as an alarm system for Granny and the urchins.

Main Chamber

This is the general gathering and eating area for Granny's urchins. Tables, chairs, and toys are scattered about haphazardly and there are lots of drawings on the walls. If the party is expected, the urchins have all gathered in the Bunk Room and this chamber is apparently deserted. Unless he is otherwise occupied, Zip is hiding under a chair awaiting the party's arrival. When he spots them, he retreats to the Bunk Room to inform Granny and trigger Granny's Story. Spotting him requires a DC 18 Perception Check.
Granny's Story
As you enter the chamber, you hear something from the room to the north. An old woman is telling a story:
"...and with Granny's help, the little orphan boy grew up into a big, strong man. He got a good job working in the fields, but he still came back to visit Granny from time to time. One day, he asked for Granny's help. You see, he had spied a very beautiful woman who was rich and powerful. He wanted to marry her, but even though he was a strong, charming man he feared she looked right over him because of his humble job. He asked Granny to help her fall in love with him. And of course I helped! Just like I would help any of you. All I asked was that he give me a little gift to say 'thank you.' But when it came time to give Granny the gift, the man's heart hardened. He forgot all the good things Granny did for him, and he refused. He even hired dangerous adventurers to come and kill Granny rather than give her what he promised! And those dangerous people are coming here right now!"
You hear a chorus of terrified gasps coming from the room.
"But do not fear, children, for most adventurers are good-hearted folk. The man has tricked them into being mean to us, but once they know the truth I'm sure they won't want to hurt us."

Bunk Room

This room holds 15 bunk beds of varying size. Sitting in a carved wooden rocking chair at the east end of the room is a kindly-looking old woman with a ramshackle golem standing behind her. There is a young child sitting on her lap and many more sitting on the bunks and floor facing her. They all look up at you, terrified as you enter.
"Now children," says the old woman, "these are the adventurers I was telling you about. Look, they're wearing armor and carrying weapons as if they mean to start a fight. What do we say about fighting in the bedroom?"
"We must never fight in the bedroom!" pipes up the child in her lap.
"That's right, Timmon. And why must we never fight in the bedroom?"
"Because we might get hurt!" From their place on the child's shoulder, the old woman's fingers grow long, with wickedly sharp nails hovering menacingly over his throat. She grins threateningly at the party.
"Very good, dearest."
If the characters are willing to parley, Gran Magda asks them what they have learned of Lord Stolchest and tells her side of the story. The key points are:
  • She raised Brym. After he grew up, he returned to ask Granny's help in wooing the daughter of a Lord of Waterdeep. She was happy to help, but love magic is challenging and doubly so when there are class dynamics and families to appease. She asked a high price: his firstborn daughter. Brym willingly agreed to the terms.
  • The time has come for her to collect. She will not say how she is going to collect Matilda nor what she intends to do with her, only that she "will love her as one of my own."
  • If it is obvious Lord Stolchest has asked the party to kill her, she asks, "what dear Brym thinks will happen to his loving marriage if I'm not around to maintain it?"
  • "As an incentive to do the right thing," she asks the characters what they would like as a reward for standing back and allowing her to collect Matilda as promised. She has coin and magic items (see Granny's Bedroom), but she would prefer to make a more interesting deal (which is left to the DM's discretion.)
If combat breaks out, the NPC's attempt the following:
  • Zip stabs as many urchins as possible (as in Granny's Message.)
  • Mr. Clanky releases his prepared Fog Cloud and Gran Magda uses the Hide action to guide both of them through the secret door behind them. Characters whose Passive Perception exceeds her check hear them go and learn the location of the secret door. Otherwise, it takes a DC 15 Investigation or Perception check to spot.
  • On Round 2 Gran Magda and Mr. Clanky make it to the Crocodile Nest. If not immediately pursued, Granny sends the crocodiles down to flank the characters through the Main Chamber while Old One Eye stays to guard the retreat. The shriekers alert the party that something is coming at the end of Round 2.
  • On Round 3 Gran Magda and Mr. Clanky continue their retreat, and the crocodiles use their full turn to arrive in the Main Chamber. This is terrifying for the urchins, who know the crocodiles are not as well-trained as Slapsy is.
  • If Gran Magda and Mr. Clanky put good distance between themselves and the party, Gran Magda uses her superior knowledge of the sewers to make good her escape. She joins Iris in the Transformation Chamber (see Birthday Party.) If they are hotly pursued, Gran Magda will send Mr. Clanky to lead the party in one direction while she uses her Invisible Passage ability to sneak off in another.

Granny's Bedroom

In this cramped room Gran Magda's true nature is laid bare. The walls are entirely covered with hangings made from small human bones and skin and decorated with runes or crude images painted in blood or stitched with dyed sinew. Gran Magda's "bed" is a rusted claw-foot bathtub that is filled with an opaque mix of sewage and coagulated blood. In one corner a ritual circle is carved into the floor and embellished with arranged bones and teeth. Stashed in a series of armoires and in precarious piles on the floor is a dizzying array of bizarre and disturbing artifacts. Characters taking time to search the room may find some or all of the items detailed in Appendix B at the DM's discretion.

Birthday Party

If the party does not defeated Gran Magda on the day they took the contract, her plan culminates at Matilda's 13th birthday party.


If the characters arrive before the party starts, they can observe Ermak directing contracted servants and caterers as they decorate the courtyard. Characters may note an abundance of fragrant flowers, which are partially succeeding at concealing the sewer smell.
Should the characters look for her, Matilda can be found playing in her room in a green gown. She tells the characters with a huff that she's not allowed to go play in the courtyard before she is formally introduced to the party. The woven crown is hidden beneath the bed as noted in the initial exploration of the Manor. If the characters had previously discovered and confiscated the crown, the rats have woven a new one for her in the interim.
The guests (almost all Lords and Ladies of Waterdeep and their families) begin to arrive around noon and set their lavish gifts in tableau within the dry fountain, which has been prepared for the occasion. Gifts include lovely dresses glamoured with sparkling illusion magic, wonderfully filigreed jewelry (some of which is enchanted), a fine set of quill and ink, and an ornate wooden chair carved with a flower motif. This last is the "gift" of Lord Lachten, who owes Gran Magda a favor for unrelated reasons.
The tone of the party is one of preening cordiality. It is clear to any character with a Passive Insight of 11 or higher that the guests are here to flaunt their own wealth and to judge the Stolchests rather than to celebrate Matilda's birthday with any sincerity.
The Princess Chair Around 1pm, the hired band begins playing an entrance tune and all eyes turn to the patio. Matilda emerges, dressed in a beautiful green gown and wearing a woven flower crown. She gives a warm wave to the onlookers but quickly lets her excitement take her and rushes to the gifts.
"My princess chair!" she exclaims. "Just like Fairy Godmother said!" She jumps happily into the chair and, with a titanic crumbling noise, the masonry of the fountain gives way. Matilda tumbles into a deep pit with the chair and the rest of the gifts, still laughing delightedly.
The Flower Crown
The crown woven for Matilda's birthday allows Gran Magda to dominate her with no save or concentration required. Despite this incredible power, Granny needs it only as an additional failsafe and, ideally, as a means to taunt Brym before her victory.
Taking the crown before Matilda puts it on upsets her greatly. Once she has put it on her head its fronds weave their way through her hair. Removing it requires a DC 16 Sleight of Hand or Strength check, made with advantage if Matilda is grappled.
Should the characters succeed in removing the crown, Matilda's genuine excitement will still cause her to sit in the Princess Chair and trigger the fountain's collapse. However, she will be appropriately terrified through the rest of the encounter, struggling to break free from the chair and screaming for help rather than laughing and taunting the party and her father.


Characters who approach the edge of the pit quickly can see that Matilda has fallen through the floor of the sewer as well into a deeper tunnel. As they watch, the chair sprouts a set of wooden, spider-like legs and scampers off into the tunnel with Matilda.
Two swarms of rats boil up from the pit and converge on the terrified party guests. If Lydia has not previously been cured of her disease, she lurches onto the patio as a fully transformed rat man. If the horse has not been tended to, it bursts from the stable as a fully-transformed dire rat.


The pit is comprised of a 15 foot drop to the level of the sewers followed by an additional 15 feet to the tunnel below. Characters can descend one level carefully at the cost of their full Movement speed. Lord Stolchest takes a different approach, grabbing his maul from within the stable and vaulting into the pit without a moment's hesitation. This maneuver requires a DC 15 Acrobatics check to leap down over the slick debris. On a success, the character descends both levels with their full movement and lands safely. On a failure they fall the whole distance, taking 3d6 bludgeoning damage and landing prone.
By this time the chair has begun to scamper down the tunnel at a rate of 40 feet per round, aiming for a lighted cavern 120 feet away. The water from the sewers above is running down this path as well, making the rocks slick and complicating pursuit: A character can treat the area as difficult terrain, moving at half speed with no chance of failure. Alternatively, a character beginning a Move or Dash with which they intend to move their full speed must make a DC 10 Acrobatics check. On a success they move as intended. On a failure, they advance only 5 feet before falling prone and forfeiting the remainder of that action.
The chair can be attacked (AC 14, 30 hit points, resistance to piercing damage from nonmagical weapons, +4 to Acrobatics checks should the characters attempt to Grapple it.) Attacks that miss by 5 or more strike Matilda instead. This risk will be obvious to the characters, and they can choose instead to attack cautiously, taking Disadvantage but removing this risk.
Characters who come close to the chair will see that has grown tendrils to restrain Matilda at the wrists and around the midsection. Freeing her requires a DC 16 Strength check that can only be attempted if the chair is not moving. If the flower crown has been removed, Matilda assists the character to grant Advantage of the check. Otherwise she resists, imposing Disadvantage.

Transformation Chamber

The tunnel continues east before opening into an ancient chamber approximately 40 feet across. Similar tunnels feed into the room on the opposite side. The walls are decorated with hangings made of bone and skin and hundreds of candles illuminate the space. In the center of the chamber is a 15 foot deep pool, which is beginning to overflow as the sewage runs into it through the tunnel (forming areas of difficult terrain). A dais rises ten feet above the water's surface. Gran Magda stands atop the dais with Mr. Clanky beside her. Iris stands in the shallow water on the north end of the pool, commanding two crocodiles. Zip lurks in the shadows on the south side of the cavern.
If Matilda has not been freed from the chair, it plunges with her to the bottom of the pool. Gran Magda asks Iris to "entertain the guests" while she begins the transformation ritual on her first turn. Iris uses her first turn to cast shield of faith on Gran Magda before using thorn whip to pull party members into the deep water.
Lord Stolchest uses his turn to leap into the water and attempt to free Matilda, paying no heed to the crocodiles.


Gran Magda's goal is to complete three rites of a transformation ritual. If she is concentrating on the ritual at the beginning of her turn, she completes a rite. If she completes the third rite while Matilda is under water, both Matilda and Iris are irrevocably transformed into green hags, forming a coven. At that point, all three will attempt to use their Invisible Passage to flee into the Undermountain through the passages to the east and the party will have failed.
The party can interrupt this goal in several ways:
  • If they break Gran Magda's concentration, she cannot complete a rite on her turn and must begin concentrating again. Previously completed rites do not reset.
  • They can remove Matilda from the pool. To do so, they must release her from the chair with a DC 16 Strength check as in the Pursuit section. If the crown has been removed, Matilda will Help (canceling the Disadvantage incurred by being under water.) If Matilda is still wearing the crown, she will resist attempts to free her and attempts to grapple her and drag her to the surface. If Gran Magda completes the third rite while Matilda is out of the water, the ritual will be completed immediately at any moment that Matilda is submerged in water and Gran Magda is concentrating.
  • If Iris is killed, the ritual cannot turn Matilda into a hag. Rather, it will shift her alignment to chaotic evil and grant her arcane abilities (she will use Iris's statblock.) This change can be reversed with a Greater Restoration spell. She and Gran Magda will attempt to flee and eventually seek a new victim to complete their coven.
  • If Gran Magda is killed, the ritual is stopped. If Iris is still alive, she will attempt to flee into the Undermountain. She will lose her powers over the course of a week but will seek a new evil patron.


No matter the outcome, the characters should have a strong influence Lord Stolchest's fate after these events: If they have a good relationship, he is grateful for their help and trusts their judgment regarding if and how to tell the real story to his wife. Even if their relationship is tense, their knowledge of the truth gives them significant leverage over his decision.
If he confesses to Evelyn she is deeply hurt, but they will be able to reconcile with enough time. If the characters reveal the truth to her and she believes Brym would have continued to conceal it from her, she is be heartbroken and ends their marriage. She returns to her family with Matilda and Brym flees the city for a life of anonymity, destitution, and regret. If Evelyn is not told the truth, she takes Brym at his word. Their marriage continues and Brym is deeply relieved to discover that her love has been genuine, but his secret continues to gnaw at him.
submitted by BrittleCoyote to DnDBehindTheScreen

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