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Phandalin: Wave Echo Lake
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Phandalin: Wave Echo Lake

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   This is the follow-on adventure to the module Phandalin: Return to Phandalin, which provides an updated town several months after the events of the starter boxed adventure Lost Mines of Phandelver.  In this module, the PCs are once again asked to help Gungren the dwarf in defending the mines.  

   Kuo-toa have come from the underground lake and attacked the mines.  The PCs sail upon the lake and discover a demon prison that the fishmen have been worshiping and eventually explore their underground city that was once a dwarven stronghold.  

   In the module there are a few new magic items and several new monsters such as the kuo-toa hive mother and the warleader.  The module is 36 pages designed for level 9 and 10.  It was used in my home campaign as an end of campaign module.  

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Discussions (4)
Customer avatar
Myra B February 21, 2020 7:19 pm UTC
We are about to replay Lost Mines. It was our first ever adventure as players and with a DM that had never played before. Now that our party has been together a few years, we are wanting to replay it to see how different it will be. I want to add a lot into it. I know this comes after, but is there a play order? I am seeing there are a lot of Phandalin units here!
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keith S February 21, 2020 8:48 pm UTC
Return to Phandalin and Wave Echo Lake was used as a close to a campaign after the original LMoP campaign. The group went off and completed some of the Southcrypt modules and the Leilon modules before coming back to Phandalin for these two. The other 8-9 adventures was another campaign that followed this original one and used the updated town from Return to Phandalin.
Customer avatar
Eric K July 18, 2019 2:56 am UTC
I finally finished running Wave Echo Lake. Here's the session write-ups I made:
Customer avatar
keith S July 18, 2019 9:26 pm UTC
Thank you, I have enjoyed reading these.
Customer avatar
Eric K April 06, 2019 7:45 pm UTC
Here are some maps I made for Wave Echo Lake:

Currently they only include the kuo-toa lair (outpost and hatchery) but I might add the landing and the island later, just to complete it. Each map is both the player and DM versions. Hidden sections are transparent, so you can click that section and use the Format Options to remove the transparency. The number keys for each map are in the background. To see the number keys, right click the compass and change the order to bring it to the front. The hide the keys again, send the compass to the back, and then send the background to the back.
Customer avatar
Eric K February 10, 2019 1:25 pm UTC
I'm about to run this and looking for some clarity. I can make up the answers to these questions, but interested in your intention.

Main question: Is the demon trapped (in the room or on the island) and if so, how? The text seems unclear on this. What stops/stopped it from teleporting out as soon as the door opens?

Secondary question: Where is the raft(s) that previous parties used to get to the island? Does Brundles have one hiding? Did the kuo-toa steel or destroy it/them?
Customer avatar
keith S February 10, 2019 5:18 pm UTC
The intent was that the demon is trapped in the building due to the structure of the building and the magics upon it, preventing teleporting out. This is why his main motivation is to make it out the door.

The rafts from the other groups were kind of an oversight, but can be taken by the kuo-toa and thrown over the falls by the main doors to the rest of the complex.
Customer avatar
Eric K February 10, 2019 9:48 pm UTC
Perfect. Thanks, Keith.
Customer avatar
Eric K April 06, 2019 1:52 am UTC
Keith, Do you have any interest in maps for the kuo-toa lair?
Customer avatar
keith S April 06, 2019 2:36 pm UTC
Thank you but I do not have any plans on going further with this area right now. Feel free to post them as a supplement yourself.
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File Last Updated:
November 27, 2017
This title was added to our catalog on November 27, 2017.