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Grave Concerns - Waterdeep Faction AdventureClick to magnify
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Grave Concerns - Waterdeep Faction Adventure


Explore the deadly tomb of an undead warlock necromancer in this faction mission reimagined as a single-session adventure for 2nd-4th level characters in Waterdeep or any campaign setting!

The second Emerald Enclave mission in chapter 2 of Waterdeep: Dragon Heist has the adventurers spending a tenday’s nights in the City of the Dead waiting to run into a handful of skeletons. 

Grave Concerns expands the mission into a 4 hour adventure exploring a tomb teeming with undead and laced with magical obstacles. Adaptable to other factions, it also provides a tie-in to the Dungeon of the Mad Mage.

Read before you buy - the entire PDF is included in “Full-size Preview” above.

Map by Dyson Logos

Cover image: A Walk at Dusk Caspar David Friedrich (German, 1774 - 1840) Pubic Domain. Digital image courtesy of the Getty's Open Content Program.

This adventure is updated with new layout and artwork along with 5 more best-selling adventures set in Waterdeep in the collection Waterdeep: Faction Adventures (Volume 1)! If you already own this or any of the other adventures included, check out the bundle version for a discount!

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Reviews (1)
Discussions (1)
Customer avatar
endokin77 E August 18, 2023 7:12 pm UTC
I like the premise of this adventure, but it has numerous flaws that makes it unplayable in my opinion.
The shaft is 15x15 ft wide and players are pulled downwards at 10ft per turn, and the ledges the players must reach are 2ft deep. What this effectively means is that any creature without a flying speed (or ability to glide through the air like the Hadozee) is doomed to fall all the way to the bottom of the shaft and end up in Undermountain, unless they use a grappling hook or the like to grab hold of a ledge. Furhtermore, the dimglobe only emits light in a 10ft radius, meaning it's very possible to not see the various ledges unless the character holding the globe is falling in the exact center of the 15ft wide shaft. As fascinating this dungeon is in a fantasy sense, it is impossible to solve for anyone but the most well-prepared adventurers.

Another issue is the 1st (intended) section of the dungeon. A riddle tells the party to light "up and down then again" (referring to areas...See more
Customer avatar
Jonathan M September 05, 2023 12:38 pm UTC
I really think there's a missing connection between areas 1d and 1e, and that the whole of "level 1" is supposed to be joined as a single level with the exits vertically separated by 90' in an M.C. Escher style twisting of geometry. Otherwise what is even the point of the "spatial anomaly" which is described as "allowing 1a to be 90 feet above 1h"? No such "allowance" is necessary with the map as drawn.
Customer avatar
Jonathan M September 05, 2023 12:50 pm UTC
...on top of that, the "boxed text" for area 1h is clearly written from the point of view of first encountering it from the inside as an exit back to the shaft, implying that there must be some way into the chambers behind it without entering that way.
Customer avatar
Matthew S May 06, 2024 2:18 am UTC
It took me a bit to realize that the author is interpreting the stairway that connects areas 1d and 1f not as a single stairway that exists below the hall connecting areas 1b and 1e, but two separate stairs off of that hall - one that goes up to area 1d and one that goes down to area 1f.
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File Last Updated:
August 13, 2019
This title was added to our catalog on August 11, 2019.