TEXT:  
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  2 
  CCC-HATMS02-03   
   
   
   
   
  A Vile Wake 
   
   
   
   
   
   
   
   
   
  Klondras Imdree’s necromancer master has been stopped, but the undead illithid is still at large, 
  and is one step closer to claiming the Book of Vile Darkness as his own.   
  Heroes are called on to go after the mad mindflayer and to stop him at all costs. 
   
  A 4-Hour Adventure for Tier 3 Characters. 
  Optimized for APL 14. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  3 
   
  CREDITS 
   
  Lead Designer: Jeremy Hochhalter 
   
  Editing: Jaime Will 
   
  Cover Art:  Stefan Keller 
  Interior Art: Wizards of the Coast 
  Cartography: Jeremy Hochhalter 
  Fonts: Elementary Gothic by Bill Roach 
   
  D&D Adventurers League Guildmaster:  
  Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam 
  Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: 
  Bill Benham, Alan Patrick, Travis Woodall, 
  Lysa Chen, Claire Hoffman, Greg Marks 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  4 
  Adventure Primer 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and hooks that you can use to introduce your 
  players’s characters to the action.  
  Adventure Background 
  The hunt for an illithid long thought dead led 
  adventurers into the Underdark.  There, they found 
  that the mindflayer, Klondra Imdree, had indeed 
  died, but had been raised to be the undead servant of 
  a necromancer named Simon Tiber.  The foul wizard 
  had once possessed the Book of Vile Darkness, a dark 
  tome of terrible evil, and he sought to reclaim the 
  artifact by tearing through the fabric of space itself.  
  Simon’s schemes were undone, and he was defeated, 
  but in the last moments of the ritual, Klondras 
  appeared and leapt into the vortex that was to bring 
  forth the vile Book, and disappeared. 
   Now, heroes are needed to go after the undead 
  illithid before Klondras can lay claim to the Book of 
  Vile Darkness himself.  There is no telling what terror 
  the mindflayer will bring upon Faerun should he 
  gain the book and bend it to his mad will. 
   Unbeknownst to the adventurers, and even to 
  Klondras Imdree, the tome the illithid carries is not 
  the Book of Vile Darkness, but the Al Azif, an equally 
  terrifying book of things both vile and horrific, which 
  will leave a path of destruction in its wake. 
  Adventure Overview 
  The adventure is broken down into four parts: 
   Part 1. Under Golden Leaves. The adventurers 
  meet with concerned parties under the boughs of the 
  Listening Tree. 
   Part 2. Finding Klondras Imdree.  The heroes 
  delve into the Underdark on the trail of the undead 
  illithid, only to discover a wake of destruction 
  follows him. 
   Part 3. To Destroy the Darkness. The Book of Vile 
  Darkness has been claimed.  Now, it is up to the 
  adventurers to find a way to destroy it, or at least 
  hide it away from those who would seek it. 
   Part 4. Conclusion. The heroes return to 
  Elventree and their just rewards. 
   
   
   
   
  Adventure Hooks 
   
   Illithid Activities. Characters may have heard of 
  the exploits of other adventurers who recently 
  uncovered information about a dastardly 
  necromancer (in CCC-HATMS02-01, Illithid 
  Activities), and have journeyed to Elventree to lend 
  their skills and swords to stopping him.  If characters 
  have leveled up to Tier 3, and took part in the 
  previous module, they have direct ties to the 
  storyline.   
   Harpers and Emerald Enclave. Faction agents 
  belonging to the Harpers or the Emerald Enclave 
  have been sent to meet with representatives in 
  Elventree.  The illithid, Klondras Imdree, must be 
  hunted down and dealt with at all costs. 
   Zhentarim. Agents with ties to the Zhentarim 
  have learned of the possibility the Book of Vile 
  Darkness may be found.  While it would mean public 
  confrontation for any faction to attempt to steal the 
  book, characters with the Faction Agent background 
  for the Zhentarim have been sent to join the mission 
  to find the tome, and to attempt to obtain what 
  knowledge they can from it. 
   Recently Arrived or Lounging About in Elventree. 
  Characters may have simply been in the area, and 
  have been noticed by Sarenolla the Whisperer or 
  Elanil Elassidil.  The dragonborn bard and Harper, 
  Krenez, is a former adventurer, and has a good eye 
  in spotting those who would be willing to venture 
  forth for honor, glory and gold…or to do the right 
  thing, there’s always that.  Whichever NPC has 
  noticed them, the adventurers are asked to join in a 
  meeting under the Listening Tree to discuss matters. 
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  5 
  Part 1. Under Golden 
  Leaves 
  Estimated Duration: 15 minutes 
   
   Days after the Highharvesttide festival, the 
  adventurers meet under the Listening Tree in the 
  center of Elventree.  The golden leaves of the tree 
  are beginning to fall, though it will be some tendays 
  before the branches are bare.  Though the festival 
  has passed, several vendors still have carts set up, 
  catering to lingering tourists that have not left on 
  their journeys home. 
   The heroes are met by two locals, Sarenolla the 
  Whisperer and Elanil Elassidil.  In addition, a 
  dragonborn bard named Krenez, and a human 
  wizard named Karinn Tragidore, join in the meeting.  
  Both are from Waypoint Bindery, a printing press on 
  the northwestern shore of the Moonsea.  Finally, a 
  half-elven mage of some renown, Vayu Ashvin from 
  the city of Thentia, is in attendance. 
  • Krenez is a Harper agent, and was summoned due 
  to his considerable knowledge of lore, and his 
  possession of specific tomes penned by Simon 
  Tiber.  Simon appears in CCC-HATMS02-02, 
  Something Vile This Way Comes.  The dragonborn 
  bard has been asked to stay on while the situation 
  of the Book of Vile Darkness resolves itself. 
  • Karinn Tragidore, a Zhentarim agent, was 
  summoned after the events of CCC-HATMS02-02, 
  Something Vile This Way Comes.  She has been 
  instrumental in working out some of the magical 
  mysteries regarding that module.   
  • Vayu Ashvin was the final piece of divining the 
  outcome of CCC-HATMS02-02, Something Vile 
  This Way Comes, as well as where the illithid, 
  Klondras Imdree, has gone. 
  • Sarenolla the Whisperer represents the Emerald 
  Enclave 
  • Elanil Elassidil speaks for the Harpers. 
   
  During their meeting, the adventurers learn the 
  following. 
  • The local mages of the Harpers, and those learned 
  in such things amongst the Emerald Enclave, have 
  been unable to piece together what exactly it was 
  that Simon Tiber was attempting to do in his lair 
  in the Underdark. 
  • Karinn Tragidore was brought in to try to find 
  more information about the events that transpired 
  in the necromancer’s lair, and she believes she has 
  done just that.  She reveals that Simon Tiber had 
  torn a whole in the fabric of space, and was 
  attempting to pull the Book of Vile Darkness 
  though it to his lair. 
  • Vayu Ashvin furthers the discussion, revealing 
  that he has been able to find where Klondras 
  Imdree teleported to after Simon Tiber’s ritual 
  failed.  It is to this location that the heroes must be 
  sent, before the mindflayer’s trail has completely 
  disappeared.  When they are ready, the mage will 
  teleport the adventurers. 
  • Sarenolla instructs the characters to find Klondras 
  Imdree, and stop him from gaining the Book of Vile 
  Darkness for himself.  If it is too late, they must 
  wrest the tome from him at all costs. 
  • Elanil adds that should the adventurers come into 
  possession of the Book, great care must be taken.  
  The artifact will attempt to stain their very souls 
  with its evil.  However, the heroes must take the 
  Book and destroy it if possible.  Or, if it cannot be 
  destroyed, it should be hidden away where others 
  who wish to use its power cannot find it. 
  • Faction Assignment:  If a Zhentarim faction agent 
  is amongst the adventurers, Karinn Tragidore will 
  add that they have been given special permission, 
  in exchange for the help lent by the Zhentarim, to 
  attempt to remove a single page from the Book of 
  Vile Darkness, and to return it to her.  She cares not 
  which page, as anything she can glean from it will 
  be worth it.  She gives the Zhentarim character 
  written instructions on how to attempt to remove 
  the page. 
   
  Call to Action 
  This section summarizes both story objectives and 
  presents them as an overall objective of the 
  adventure.  
  • The adventurers have been called on to hunt down 
  the undead illithid, Klondras Imdree, and stop him 
  from gaining the Book of Vile Darkness.   
  • If the heroes can gain possession of the Book of 
  Vile Darkness, they should do everything in their 
  power to destroy it, or hide it away from the world 
  if its destruction is impossible. 
  • Zhentarim agents should attempt to remove a 
  single page of the Book of Vile Darkness before it is 
  destroyed or hidden away. 
   
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  6 
  Part 2. Finding Klondras Imdree
  1. Waiting in the Darkness 
  Vayu Ashvin teleports the adventurers to where 
  Klondras Imdree exited the rip in space, only to find 
  they are not alone. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The 
  chamber is circular, roughly 30 ft. 
  in diameter, its walls rough-hewn 
  stone.  The floor is clear of debris, 
  and has a 20 ft. by 20 ft. 
  teleportation circle carved into it.  
  Only one narrow tunnel leads off 
  into the dark, though four alcoves 
  are carved into the walls around 
  the room. 
   Lighting. No light exists here 
  except what the adventurers 
  bring with them.  All light 
  sources are diminished, 
  producing only half their usual 
  amount.  In addition, those with 
  dark vision and who can see in 
  magical darkness have their 
  range of sight reduced by half. 
   
   
  Creatures/NPCs 
  Lurking in the dark are the remnants of the Al Azif’s 
  stay in this place.  A vile corpulence rests on the 
  ceiling of the room, while five allips haunt the 
  darkness around where the adventurers arrive. 
  Bolstered by Vileness 
  The DC of the allips’ saving throws is increased to 16 by the 
  remnant power of the Al Azif. 
   
   Objectives/Goals. The vile 
  corpulence is a mindless mass that 
  has formed over the time the Al Azif 
  has resided here.  It only exists to 
  destroy life, and will attack anything 
  living that comes within its reach.  
  The allips are what is left of those 
  that came looking for the tome, poor 
  lost souls who are now damned to 
  haunt this place. 
   
  Adjusting the Encounter 
  Here are some suggestions for adjusting 
  this encounter, according to your group. 
  These are not cumulative. 
  • Very Weak: Remove three allips.  The 
  remaining two have no attack actions, but 
  may use their turn to use the Help action 
  to support the vile corpulence’s attacks. 
  • Weak: Remove three allips. 
  • Strong: The allips have advantage on 
  saving throws against effects that would 
  turn undead.  In addition, each allip starts 
  with 65 hit points. 
  • Very Strong: The allips have advantage 
  on saving throws against effects that 
  would turn undead.  In addition, each allip starts with 65 
  hit points.  The vile corpulence begins with 168 hit points. 
   
   
   
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  7 
  2. The Loss of Durpleglurp 
  The adventurers follow a path of decay and 
  destruction left in the wake of Klondras Imdree, only 
  to find a devastated village of kuo-toa. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The village, named 
  Sbloobrlop, is a few hundred feet wide in any 
  direction, and sits on the edge of a bay of the Lake of 
  Shadows.  Though the village is largely intact, some 
  buildings are still on fire, and several dead kuo-toa 
  are strewn about. 
   Lighting. Though they do not need them to see, 
  the kuo-toa have torches burning throughout the 
  village to produce dim light. 
  Creatures/NPCs 
  While more are elsewhere in the village, the 
  characters take note of a dozen kuo-toa huddled 
  near the water’s edge.  In addition to those, 
  Blipooloop, is a kuo-toa archpriest.  Accompanying 
  her are Niboolip and Poolp, kuo-toa monitors.   
   Objectives/Goals. Blipooloop 
  has just become the village’s leader, as the previous 
  archpriest was slain by Klondras Imdree during the 
  mindflayer’s journey through the village.  The 
  gathering is preparing Durpleglurp for last rites, his 
  body to be taken out into the Lake of Shadows as 
  tribute to Koshkash (“the Ever-Eating”). 
   What do they know?  The kuo-toa can share the 
  following information: 
  • A mad illithid came through like a dark 
  storm off the Lake of Shadows, and 
  brought death with him.  The archpriest, 
  Durpleglurp, tried to protect the 
  village, but lost his life in the process.   
  • Many kuo-toa were killed, and several rose again 
  as undead to follow behind the mindflayer. 
  • Before his death, Durpleglurp promised to throw 
  the terrible tome the illithid was carrying into the 
  waters of the Lake of Shadow, there to be eaten by 
  Koshkash (“the Hungering Maw”).  The mindflayer 
  seemed fearful of this, and even though he struck 
  Durpleglurp down, he left immediately after. 
  • The mindflayer went down that passage over 
  there, away from the Lake, and away from 
  Koshkash (“the Bottomless Stomach”). 
  • Blipooloop is convinced that the book the illithid 
  carried can be destroyed by Koshkash (“the 
  Eternal Eater of Things Smaller than Itself”), even 
  though the kuo-toa’s magic did nothing to harm it.  
  If the heroes are going after the foul creature, they 
  should steal its book and bring it back here, where 
  they may take it out into the Lake and feed it to 
  Koshkash (“the One Who Shall Consume Us All”). 
   
  The Utmost Holy and Esteemed Order 
  of Koshkash 
  The kuo-toa who live here worship the kraken of the Lake of 
  Shadows as a deity.  The archpriests even seem to draw 
  divine power from Koshkash as any cleric would from their 
  god or goddess. 
   
  Whenever someone speaks the name of Koshkash, it is 
  customary for all kuo-toa who have heard it to chant a title 
  for their deity, which have been noted in parentheses and 
  quotes above. 
   
  An interesting fact for those who have been to 
  Sloobludop, far away in the Underdark (as it appears 
  in Out of the Abyss), Blipooloop is closely related to 
  Ploopploopeen, the archpriestess of the Sea Mother 
  there.  Blipooloop feels her destiny is being fulfilled, 
  as she has risen to the position of archpriestess here, 
  in the name of Koshkash (“the Divine Chewer of 
  Meat and Bone and Other Things”).  She pities her 
  family’s choice to follow the teachings of the Sea 
  Mother.  
   If the adventurers wish, they may remain to watch 
  the ceremony of Durpleglurp’s burial in the Lake.  
  Blipooloop and the kuo-toa monitors wrap the body 
  in what they believe their kraken-god will find tasty 
  (kelp, the skin of sharks, entrails of eels) and then 
  swim him out of the bay, allowing him to sink into 
  the darkness of the Lake.
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  8 
  3. Jerdor’s Fate 
  The illithid’s trail grows warmer as the heroes find a 
  stone giant battling what appears to be remnants of 
  his former friend. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The tunnel the 
  adventurers are following begins to expand, until it 
  is 30 feet wide and 50 feet tall.  Chunks of stone litter 
  the ground, some larger enough to provide cover. 
   Lighting. A single large torch lying near Jerdor 
  sputters, creating 20 feet of bright light and then 20 
  feet of dim light. The torch will go out after a few 
  rounds.   
  Creatures/NPCs 
  As the characters approach, they see Jerdor, a stone 
  giant, doing battle with a vile remnant, or what 
  appears to be the head of another stone giant that 
  has been severed, but has grown spider-like legs.  
  Several other stone giant bodies are strewn about, 
  many dismembered. 
   Jerdor has 50 hit points remaining, while the vile 
  remnant has 70 hit points remaining.  The vile 
  remnant has one use of fireball remaining, and has 
  used up its casting of cloudkill. 
   
   Objectives/Goals. Jerdor has fought to save his life 
  against what was left of his friends and fellow giants.  
  Once the last is defeated, he is in shock, though will 
  desire to return home once he has had a bit of a rest. 
   What Does He Know? If the adventurers help 
  Jerdor to defeat the vile remnant, he will sit down, 
  exhausted by the ordeal of combatting his own 
  friends and tribemates.  He is able to speak Common, 
  as well as Giant. 
  • He and his fellows were returning their village in 
  the Underderak after a long time away, when a 
  mindflayer happened to cross their path.   
  • Though the giants have no trust of illithids, they 
  saw no reason to be alarmed by the single 
  creature. 
  • The mindflayer began speaking to them, uttering 
  curses in a language so foul that the words 
  themselves seem to cause Jerdor and his people 
  pain.  Soon, his friends were writing on the ground, 
  their flesh ripping apart and then animating in 
  horrendous ways, coming after him. 
  • He had lit the torch to burn the things, though they 
  seemed to not be affected by it like he had hoped. 
  • His best friend, Nonnus, was the head he was 
  fighting when the adventurers arrived.  Jerdor 
  grows silent for a moment, the loss of his fellow 
  giants heavy on his mind and heart. 
  • If asked about the mindflayer, he gestures down 
  the tunnel, saying the foul mage continued on that 
  way. 
   
  Though he proved to be more resilient against the 
  curse that claimed his kin and friends, Jerdor too is 
  being changed by the magic cast upon him by 
  Klondras Imdree.  As the characters speak with him, 
  be begins to look ill, then his flesh ripples slowly, 
  and he expresses discomfort.  A DC 13 Intelligence 
  (Arcana) check reveals that his body is changing like 
  that of the other giants, and he will soon perish.  
  Remove curse, greater restoration, or similar magic 
  will halt the process and save him.  If the 
  adventurers cannot or refuse to him him, he lets 
  loose a terrible cry, and his body is torn asunder. 
   Moments after his death, his flesh begins to warp, 
  joining with other dead flesh of the giants around 
  him, rising as a hydratic equation and attacking any 
  creatures nearby. 
  Treasure & Rewards 
  If he survives, Jerdor gives the group a potion of 
  greater healing.  In addition, he presses a stone of 
  good luck into one of the characters hand, saying, “I 
  hope this brings you better luck than it did my 
  friend.” If he should perish, the potion and stone are 
  found amongst the corpses.
   
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  9 
  4. Cornered! 
  The adventurers catch up with Klondras Imdree, 
  who had turned around at a dead end and now must 
  face his pursuers. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This area is a mishmash of 
  narrow tunnels all leading back upon themselves.  
  Only the tunnel the adventurers arrived through 
  leads back out, and the skeletons of other creatures 
  who have gotten lost down here rest in the darkness 
  as a warning to those who follow to not get lost. 
   Lighting. No light exists here except that brought 
  by the adventurers. 
  Creatures/NPCs 
  Klondras Imdree, who is an alhoon, has been 
  cornered by the adventurers.  The mindflayer has 
  gone mad, speaking to a presence that no one else 
  can see.  He grips the a large tome to himself as 
  though his life depends on it, and commands a 
  yochlol that is with him to protect him.  Whatever 
  his intentions were concerning what appears to be 
  the Book of Vile Darkness, it should be obvious that 
  the vile tome now controls the alhoon instead.   
   
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove the yochlol. 
  • Weak: The yochlol begins with only 65 hit points. 
  • Strong: The alhoon begins with 176 hit points. 
  • Very Strong: When the encounter begins, the alhoon has 
  176 hit points and the yochlol has 192 hit points. 
   
  Klondras and the demon fight to the death, though it 
  may be possible to wrest the tome from the undead 
  illithid, then break the tome’s hold over him with 
  magic such as remove curse or greater restoration.  If 
  this is the case, the alhoon regains his senses, and 
  tells the adventurers of his plan to lock the vile book 
  away forever; a plot that obviously did not go 
  according to plan.  He is supportive of the 
  adventurers returning to the kuo-toa village to 
  follow through with their plan to destroy or hide the 
  book, though the illithid refuses to join them, 
  knowing the destruction he wrought upon the fish 
  people.  Should they attempt to force him, Klondras 
  will attempt to flee in any way possible, or will 
  resume his fight to escape. 
  Klondras Imdree 
  The tome, Al Azif, has bolstered the mindflayer’s powers. 
  Vile Aura.  Enemies within 30 feet of Klondras must make a 
  DC 18 Charisma saving throw.  On a failed saving throw, they 
  take 16 (4d8) psychic damage, or half as much on a success.  
  In addition, the alhoon and any allies are immune to effects 
  that would teleport them or send them to another plane 
  without their consent, such as banishment. 
   
  Reactions 
  Blocked by Darkness.  Klondras brandishes the Book of Vile 
  Darkness, blocking all damage done to him from a single 
  source or attack. 
   
  The adventurers find the strange tome that Klondras 
  carried is not the Book of Vile Darkness, but a tome 
  entitled Al Azif, an equally horrific work.  If Simon 
  Tiber did have the true Book of Vile Darkness, its 
  whereabouts are unknown at this point. 
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  10 
  The Al Azif 
  While the Book of Vile Darkness is a legendary tome of evil and corruption, many lesser known books exist across the 
  planes of existence.  The Al Azif is one such book, and its pages are covered with unintelligible, scrawling 
  handwriting, diagrams of horrific creatures, and symbols that hold such power as to drive mortal minds mad.  The 
  title itself takes a DC 17 Intelligence check to comprehend.  Those who succeed on a DC 25 History (Intelligence) 
  check can recall hearing or reading about the tome, though only in vague mentions in some obscure text.  The Al Azif 
  is all but unheard of within the Forgotten Realms. 
   The writing within the Al Azif is incomprehensible, and magic that would allow someone to read it is powerless to 
  interpret it.  However, should a person spend an hour poring over the book, the tome will reveal some of its secrets.  
  A character that does so must make a DC 20 Charisma saving throw, or gain an indefinite madness (Dungeon 
  Master’s Guide, page 260).  In addition, they receive the A Vile Taint story award.  No matter how they try, the tome 
  will not grant them further information for the duration of this adventure.  However, it will allow the page the 
  character read to be removed, fulfilling the Zhentarim faction mission.  This adventure leaves it to the imagination of 
  the Dungeon Master as to what terrible truth (or lie) the Al Azif shows a character. 
   
   
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  11 
  Part 3. To Destroy the Darkness 
  The heroes now strive to destroy the Al Azif, or at least hide it away forever. 
  1. Return to Sbloobrlop 
  Area Information 
  This area features: 
   Dimensions & Terrain. The village is the same as 
  when the characters left it earlier, though the fires 
  no longer burn. 
   Lighting. The kuo-toa have built large bonfires to 
  drive away the darkness, ready for the return of the 
  terrible tome.   
   
   Blipooloop has gathered her most trusted guards, 
  and stands next to a large bonfire built near the 
  Lake’s edge.  A shrine made of wood, a the shell of a 
  giant crab, and what looks to be the tentacles of at 
  least a dozen octopi, stands where the water’s edge 
  meets the land. 
   She tells the characters that she a vision was 
  granted to her by Koshkash (“the Devourer in the 
  Dark”), a way to bind the foul book to them so they 
  may take it further without it escaping their grasp.  
  They must, however, pay the price for the magic to 
  work, and they must protect her while she binds the 
  book to them.  The ritual requires 30 years of life 
  must be willingly given, divided even amongst them.  
  Blipooloop knows not what will happen when the 
  Book begins to defend itself, but she must complete 
  the ritual or the tome will escape.  Even now, it is 
  sensing the danger it is in.  Blipooloop is uncaring 
  that the tome has a different title, she knows from 
  her vision that this was the danger she has prepared 
  for. 
   Once the ritual is over, characters who agree will 
  have aged however many years is appropriate for 
  their group size.  Only wish or similar magic can 
  reverse this aging.   
   If all or some of the characters refuse to pay the 
  price for the ritual, Blipooloop will smirk, and will 
  proudly pay the years herself.  Other kuo-toa in the 
  village step up and pledge to do so as well, until 
  thirty of them have volunteered, and each will age 
  only one year.  They treat the adventurers with 
  disdain for their cowardice from now on, though 
  they continue forward with the plan to bind the Book 
  to them. 
   The Al Azif is bound in chains and attached to the 
  altar. 
  Creatures/NPCs 
  Once the ritual begins, the Al Azif begins to thrash in 
  its chains.  Blipooloop, a kuo-toa archpriest, is 
  accompanied by Niboolip, Poolp and Pliililii, kuo-toa 
  monitors.  The four of them will perform the ritual, 
  while seven kuo-toa villagers sway and chant 20 
  feet upshore. 
   As they watch, a tearing noise is heard, and from 
  the Al Azif issues a vile smelling substance that boils 
  into the air like smoke, but is much more solid.  A 
  vestige of vile darkness appears over the shrine, 
  and begins to defend the tome.  The vestige cannot 
  use its plane shift ability to free the Al Azif. 
   The ritual requires one minute to complete, and at 
  least one of the ritual performers to survive until the 
  end.  As long as at least one other performer lives, 
  Blipooloop may take an action or cast a spell that 
  does not require concentration. 
  During the Ritual 
  On Initiative count 20, any creature that is unconscious 
  within 30 feet of the vestige automatically fails a death saving 
  throw. Unconscious creatures that are stable become 
  unstable and must begin making death saving throws again.  
  Any creature that has died is raised as a wraith, is 
  commanded by the vestige, and cannot be commanded by 
  anyone else. 
  Once the ritual is completed, the vestige disappears 
  if it is still alive, as do any wraiths.  The Al Azif 
  becomes quiet, and the characters feel a great weight 
  upon them.  The tome cannot remove itself from 
  their care for the next 12 hours. 
   The kuo-toa provide them with a large skiff, one 
  end of which has a huge hunk of fish rest on it, along 
  with what appears to be a very large fishing pole.  
  The kuo-toa explain where the adventurers must go 
  now to wait for Koshkash (“the Supreme Belly”).  
  Once there, they must place the Al Azif into the meat 
  and, for a less than divine way to put it, go fishing for 
  Koshkash (“because, hey, everybody has to eat”).  
  Blipooloop also points out the meat eating fish that 
  reside in the Lake, so they should not allow the meat 
  to sit in the water while they wait, or the Book may 
  be freed from its meaty morsel prison.
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  12 
  2. Hunted 
  Area Information 
  This area features: 
   Dimensions & Terrain. The Lake of Shadows is 
  vast, and the adventurers can only barely make out 
  the wall of the cavern they sailed away from.  The 
  water is calm, barely a ripple to be seen. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
   The characters journey by skiff into the wider 
  cavern that holds the Lake of Shadows.  They are not 
  alone, however, and those who are hunting them 
  were promised things by Klondras Imdree. 
  Creatures/NPCs 
  While on the water, a small ship of githyanki 
  approaches, ordering them to surrender the Book.  
  Onboard the ship are the captain, a githyanki 
  kith’rak named Syate, and three githyanki gish. 
   Objectives/Goals. The githyanki were promised 
  knowledge from the Book of Vile Darkness in 
  exchange for their help.  Though Klondras Imdree is 
  no longer an issue, and the book is not the one 
  expected, they still expect their reward. 
   What Does He Know? Syate and the other 
  githyanki can tell the adventurers the following. 
  The githyanki were approached by Klondras Imdree 
  many months ago.  The illithid came with an offer 
  from a necromancer named Simon Tiber, who 
  requested their service in locating and obtaining the 
  Book of Vile Darkness.  In exchange, they would 
  receive powerful knowledge from the tome to use 
  against the githzerai, and any other illithids. 
  While they tended to not deal with illithids, but 
  chose to slay them on sight, the githyanki chose to 
  agree, believing the mindflayer to be Simon Tiber’s 
  puppet.  In the end, it was the necromancer who 
  betrayed them, using them as fodder for his 
  experiments and to bolster his ranks of undead.  It 
  was Klondras who sought to free them from the 
  Simon’s magically binding contract. 
  Klondras Imdree was a strange mindflayer, who 
  seemed to authentically care for his githyanki 
  charges.  Once he claimed the book, however, he did 
  not journey to meet them at their predetermined 
  rendezvous, so the githyanki came looking for him. 
   
  Playing the Pillars 
  Combat:  The githyanki have no compunctions 
  against fighting the adventurers.  If Syate dies, the 
  others will fight until they reach 40 hit points, and 
  will attempt to flee or surrender if possible. 
   
  Social: The githyanki have no desire to possess the 
  Book of Vile Darkness in its entirety.  In fact, they are 
  quite against that, and support the character’s 
  decision to attempt to destroy it.  They are unsure 
  even a kraken can do so, but at least no one will go 
  looking for it in a kraken’s belly.  They only wish to 
  glean some information from the book to use to their 
  benefit, and are willing to search the Al Azif for such 
  knowledge, even though it was not part of their 
  original deal. 
   The Al Azif will allow each of them to remove one 
  page, knowing it will be best if the pages are loose in 
  the world if it is indeed fed to the kraken. 
   Should they be asked and well compensated in 
  some manner (in addition to receiving the pages), 
  the githyanki are willing to trade ships, allowing the 
  characters to use their ship to go look for the kraken. 
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  13 
  3. Fishing for Kraken (“Hallowed Be His Maw!”) 
  Area Information 
  This area features: 
   Dimensions & Terrain. The waters of the Lake of 
  Shadows are glasslike in their stillness.  The walls 
  and ceiling of the cavern cannot be seen from where 
  the adventurers are. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
  The characters have journeyed by skiff (or ship) into 
  the wider cavern that holds the Lake of Shadows.   
  Now, they must only tease forth one of the most 
  feared and powerful creatures on the face of Faerun.  
  No problem. 
   Setting up the strange fishing pole, they must put 
  the Al Azif into the glob of rotting fish meat, and then 
  dangle the meat out over the water.  Though the pole 
  provides some leverage, it is tiring work and more 
  than likely requires more than one person.  Up to 
  four people can attempt to hold onto the pole, 
  making a cumulative DC 25 Strength (Athletics) 
  check to keep the meat in the air.  If the characters 
  are on the githyanki’s ship, it has bulwarks they may 
  use to grant them advantage on their rolls.  If they 
  fail, the meat drops into the water, causing a frenzy 
  of feeding activity from quippers that are just 
  beneath the surface.  It can be hauled back out of the 
  water with a DC 18 Strength check, and the 
  characters may try again. 
   As the meat dangles or is slowly gobbled up by 
  failed attempts to hold it, the attention of the kraken 
  has been piqued.  The water begins to churn and the 
  skiff (or ship) rocks ever more violently.  Characters 
  that are on deck (all of them would be if they are on 
  the skiff) must make a DC 15 Dexterity or Strength 
  saving throw, or be tossed into the water.  
  Fortunately for them, the quippers have been scared 
  off by the approach of something far larger. 
   Whether the meat is in the water or in the air, the 
  kraken breaches the surface in an eruption of water, 
  its maw dwarfing the huge chunk of meat that 
  disappears down its gullet.  The ship is tossed 
  through the air and splashes down dozens of feet 
  away, waterlogged but still seaworthy.   
   The kraken, Koshkash the Hungering Maw, circles 
  the ship, its eyes just above the surface as it stares 
  down the characters, whether they are on the boat 
  or in the water.  Then, the surface of the Lake of 
  Shadows grows calm once again, as the kraken 
  gracefully disappears beneath its glassy surface.
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  14 
  Part 4. Conclusion, or 
  Return to the Light 
  The heroes return to Elventree for a well-deserved 
  rest.  For now, the world is safe from the Book of Vile 
  Darkness, Al Azif and those who would use the 
  terrible knowledge contained in both tomes.  
  Vigilance is necessary, though, for who knows what 
  vileness may creep from the dark. 
   
  • Members of the Zhentarim who were able to 
  procure a page from the Al Azif are greeted by 
  Karinn Tragidore, who places the pages into a 
  silver box, which she places into a larger box made 
  of some exquisite crystal.  This she heaves into a 
  sack that seems far too small to hold it and ties it 
  shut with a silvered cord.  While the pages were 
  not what she expected, she is quite interested in 
  pages from a strange tome that she has never 
  heard of.  She bids them farewell, and teleports 
  away. 
  • Vayu Ashvin congratulates the adventurers on a 
  job well done, and invites them to visit him in 
  Thentia, mentioning that he often has need of 
  adventurers with their talents. 
  • Krenez is more than happy to buy a round or 
  several at the local tavern and listen to the 
  adventurer’s tales.  If they take him up on this, 
  they notice he jots down copious notes in a leather 
  book, adding even more excitement to their grand 
  tale. 
  • Sarenolla the Whisperer and Elanil Elassidil 
  express their gratitude to the heroes, and tell them 
  they are welcome in Elventree whenever they 
  need a place to rest. 
   
   
   
   
   
   
   
   
   
   
  
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  CCC-HATMS02-03 A Vile Wake (version 1.1) 
   
   
  15 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 2 advancement checkpoint 
  and 4 treasure checkpoint for each story objective 
  that they complete, as follows:  
  • Story Objective A: Hunt down Klondras Imdree 
  and relieve him of the Book of Vile Darkness. 
  • Story Objective B: Find a way to destroy the Book 
  of Vile Darkness, or at least to hide it away. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Stone of Good Luck.   The luckstone appears to be 
  a fossilized shell of some ancient marine creature no 
  larger than a gold piece.  This item can be found in 
  Player Handout 1. 
   
  Note that Al Azif is not available for a player reward. 
  Story Awards 
  Characters playing the adventure may earn: 
   A Vile Taint. A character who read from the Al Azif, 
  will forever be marked by the tome.  More 
  information can be found in Player Handout 2. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  16 
  Appendix 1. Locations 
  & NPCs 
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Sarenolla the Whisperer (sehr-ah-nohl-ah). A 
  gnome druid who has dedicated her life in service 
  to the forest, Sarenolla follows Mielikki and is 
  devoted to protecting the natural world and 
  employs adventurers on related missions. She is 
  quiet and generally prefers to observe from hiding. 
  The druid has an interest in charting the stars and 
  weather patterns, and might be befriended by 
  offering rare information concerning these areas 
  of interest. 
  • Elanil Elassidil (El-uh-kneel uh-LASS-ih-deel). 
  Female elf, bard extraordinaire, and member of 
  the Harpers. She resides in Elventree, where she 
  has the title of Moonsilver Herald, and is a bard of 
  some renown in the area around Hillsfar. Elanil is 
  confident in her ability and strong in purpose. She 
  is not afraid to give her opinion on a subject, even 
  when not asked. She is quick to give historical 
  detail to back her opinions and hard on those that 
  do not back their opinions with similar evidence. If 
  things get too heated, Elanil is prepared with a 
  song to lighten the mood and make all forget there 
  was a disagreement. She is an accomplished 
  diplomat and uses this skill regularly as a member 
  of the Harpers. 
  • Krenez (KREH-nezz). Krenez is a dragonborn 
  bard, once an adventurer, and now the founder of 
  the Waypoint Bindery on the northern coast of the 
  Moonsea, east of the city of Phlan.  The Waypoint 
  publishes books of all kinds, but is also a secret 
  meeting point for all factions in the area.  An 
  author in his own right, the dragonborn collects 
  books and knowledge, and has amassed quite the 
  hoard.  Characters may have met Krenez 
  previously in the CCC-ROZK01 series. 
  • Karinn Tragidore (KAIR-in TRAG-eh-dohr). A 
  human woman of indeterminate age, Karrin is a 
  proud member of the Zhentarim; her wizardly 
  robes have the emblem of the Zhentarim 
  emblazoned upon them.  Though haughty, the 
  wizard is helpful in certain situations, particularly 
  those regarding supporting the Zhentarim, or, 
  oddly perhaps, Krenez.  Karrin is the Zhentarim 
  representative at the Waypoint Bindery, and 
  characters may have met her previously in the 
  CCC-ROZK01 series. 
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  17 
  Appendix. 
  Monster/NPC 
  Statistics 
   
  Alhoon 
  Medium undead, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Skills Arcana +8, Deception +7, History +8, Insight +7, 
  Perception +7, Stealth +5 
  Saving Throws Con +7, Int +8, Wis +7, Cha +7 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 17 
  Languages Deep Speech, Undercommon, telepathy 120 
  ft. 
  Challenge 10 (5,900 XP) 
   
  Magic Resistance. The alhoon has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The alhoon’s innate 
  spellcasting ability is Intelligence (spell save DC 16).  It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only) 
  Spellcasting. The alhoon is a 12th-level spell caster.  Its 
  spellcaster ability is Intelligence (spell save DC 16, +8 to 
  hit with spell attacks).  The alhoon has the following 
  wizard spells prepared: 
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, disguise self, magic 
  missile, shield 
  2nd level (3 slots): invisibility, mirror image, scorching 
  ray 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): confusion, Evard’s black tentacles, 
  phantasmal killer 
  5th level (2 slots): modify memory, wall of force 
  6th level (1 slot): disintegrate, globe of invulnerability 
  Turn Resistance. The alhoon has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) cold damage. 
  Mind Blast (Recharge 5-6). The alhoon magically emits 
  psychic energy in a 60-foot cone.  Each creature in that 
  area must succeed on a DC 16 Intelligence saving throw 
  or take 22 (4d8 + 4) psychic damage and be stunned for 
  1 minute.  A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  Allip 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +6, Wis +5 
  Skills Perception +5, Stealth +6 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 15 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
   
  Incorporeal Movement. The allip can move through 
  other creatures and objects as is they were difficult 
  terrain.  It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Actions 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. 
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  18 
  Whispers of Madness. The allip chooses up to three 
  creatures it can see within 60 feet of it.  Each target 
  must succeed on a DC 14 Wisdom saving throw, or it 
  takes 7 (1d8 + 3) psychic damage and must use its 
  reaction to make a melee attack against one creature 
  of the allip’s choice that the allip can see.  Constructs 
  and undead are immune to this effect. 
  Howling Babble. Each creature within 30 feet of the 
  allip that can hear it must make a DC 14 Wisdom saving 
  throw.  On a failed save, a target takes 12 (2d8 + 3) 
  psychic damage, and it is stunned until the end of its 
  next turn.  On a successful save, it takes half as much 
  damage and isn’t stunned.  Constructs and undead are 
  immune to this effect. 
   
  Githyanki Gish 
  Medium humanoid (gith), lawful evil 
  Armor Class 17 (half plate) 
  Hit Points 123 (19d8 + 38) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Con +6, Int +7, Wis +6 
  Skills Insight +6, Perception +6, Stealth +6 
  Senses passive Perception 16 
  Languages Gith 
  Challenge 10 (5,900 XP) 
   
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks).  It can innately cast the 
  following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each:  jump, misty step, nondetection (self only), 
  tongues 
  1/day each: plane shift, telekinesis 
  Spellcasting.  The githyanki is an 8th-level spellcaster.  
  Its spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks).  The githyanki has the 
  following wizard spells prepared: 
  Cantrips (at will): blade ward, light, message, true 
  strike 
  1st level (4 slots): expeditious retreat, magic missile, 
  sleep, thunderwave 
  2nd level (3 slots): blur, invisibility, levitate 
  3rd level (3 slots): counterspell, fireball, haste 
  4th level (3 slots): dimension door 
  War Magic.  When the githyanki uses its action to cast 
  a spell, it can make one weapon attack as a bonus 
  action. 
  Actions 
  Multiattack. The githyanki makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands, plus 18 
  (4d8) psychic damage.   
   
  Githyanki Kith’rak 
  Medium humanoid (gith), lawful evil 
  Armor Class 18 (plate) 
  Hit Points 180 (24d8 + 72) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  16 (+3) 
  17 (+3) 
  16 (+3) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws Con +7, Int +7, Wis +6 
  Skills Intimidation +7, Perception +6 
  Senses passive Perception 16 
  Languages Gith 
  Challenge 12 (8,400 XP) 
   
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence.  It can innately cast 
  the following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each:  blur, jump, misty step, nondetection (self 
  only) 
  1/day each: plane shift, telekinesis 
  Rally the Troops.  As a bonus action, the githyanki can 
  magically end the charmed and frightened condition on 
  itself and each creature of its choice that it can see 
  within 30 feet of it. 
  Actions 
  Multiattack. The githyanki makes three greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 
  17 (5d6) psychic damage. 
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  19 
  Reactions 
  Parry.  The githyank adds 4 to its AC against one melee 
  attack that would hit it.  To do so, the githyanki must 
  see the attacker and be wielding a melee weapon. 
   
  Hydratic Equation* 
  Huge monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 172 (15d12 + 75) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  2 (-4) 
  10 (+0) 
  7 (-2) 
   
  Skills Perception +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages - 
  Challenge 8 (3,900 XP) 
  Hydratic equations are formed by horrible, unnatural 
  mathematics found in the Al Azif.  They are made of 
  warped and combined body parts which become 
  disturbingly elastic, able to reshape various flesh into 
  its new heads. 
  Hold Breath. The hydratic equation can hold its breath 
  for 1 hour. 
  Multiple Heads. The hydratic equation has five heads.  
  While it has more than one head, the hydratic equation 
  has advantage on saving throws against being blinded, 
  charmed, deafened, frightened, stunned, and knocked 
  unconscious. 
   Whenever the hydratic equation takes 25 or more 
  damage in a single turn, one of its heads dies.  If all its 
  heads die, the hydratic equation dies. 
   At the end of its turn, it grows two heads for each of 
  its heads that died since its last turn, unless it has taken 
  fire damage since its last turn.  The hydratic equation 
  regains 10 hit points for each head regrown in this way. 
  Reactive Heads. For each head the hydra has beyond 
  one, it gets an extra reaction that can be used only for 
  opportunity attacks. 
  Wakeful. While the hydra sleeps, at least one of its 
  heads is awake. 
  Actions 
  Multiattack. The hydratic equation makes as many bite 
  attacks as it has heads. 
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage. 
  *based on the hydra, Monster Manual, pg. 190. 
   
  Kuo-toa 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (natural armor, shield) 
  Hit Points 18 (4d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Skills Perception +4 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Undercommon 
  Challenge 1/4 (50 XP) 
   
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the Ethereal Plane.  It can pinpoint such 
  a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack. 
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., 
  one Large or smaller creature. Hit: The target is 
  restrained.  A creature can use its action to make a DC 
  10 Strength check to free itself of another creature in a 
  net, ending the effect on a success.  Dealing 5 slashing 
  damage to the net (AC 10) frees the target without 
  harming it and destroys the net. 
  Reactions 
  Sticky Shield. When a creature misses the kuo-toa with 
  a melee weapon attack, the kuo-toa uses its sticky 
  shield to catch the weapon.  The attacker must succeed 
  on a DC 11 Strength saving throw, or the weapon 
  becomes stuck to the kuo-toa’s shield.  If the weapon’s 
  
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  20 
  wielder can’t or won’t let go of the weapon, the 
  wielder is grappled while the weapon is stuck.  While 
  stuck, the weapon can’t be used.  A creature can pull 
  the weapon free by taking an action to make a DC 11 
  Strength check and succeeding. 
   
  Kuo-toa Archpriest 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  16 (+3) 
  14 (+2) 
   
  Skills Perception +9, Religion +6 
  Senses darkvision 120 ft., passive Perception 19 
  Languages Undercommon 
  Challenge 6 (2,300 XP) 
   
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the Ethereal Plane.  It can pinpoint such 
  a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Spellcasting. The kuo-toa is a 10th-level spellcaster.  Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks).  The kuo-toa has the following 
  cleric spells prepared: 
  Cantrips (at will): guidance, sacred flame, thaumaturgy 
  1st level (4 slots): detect magic, sanctuary, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  3rd level (3 slots): spirit guardians, tongues 
  4th level (3 slots): control water, divination 
  5th level (2 slots): mass cure wounds, scrying 
  Actions 
  Multiattack. The kuo-toa makes two melee attacks. 
  Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 
  14 (4d6) lightning damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage. 
   
  Kuo-toa Monitor 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 65 (12d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6, Religion +4 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Undercommon 
  Challenge 3 (700 XP) 
   
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the Ethereal Plane.  It can pinpoint such 
  a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The kuo-toa makes one bite attack and 
  two unarmed strikes. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage, and the target can’t take reactions untilt he 
  end of the kuo-toa’s next turn. 
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  21 
  Specter 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   1 (-5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1 (200 XP) 
   
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain.  It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Sunlight Sensitivity. When in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) necrotic damage.  The 
  target must succeed on a DC 10 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken.  This reduction 
  lasts until the target finishes a long rest.  The target 
  dies if this effect reduces its hit point maximum to 0. 
   
   
   
   
   
   
   
   
  Stone Giant 
  Huge giant, neutral 
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  9 (-1) 
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2,900 XP) 
   
  Stone Camouflage. The giant has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain. 
  Actions 
  Multiattack. The giant makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.  
  If the target is a creature, it must succeed on a DC 17 
  Strength saving throw or be knocked prone. 
  Reactions 
  Rock Catching. If a rock or similar object is hurled at 
  the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  22 
  Vestige of Vile Darkness* 
  Huge undead (titan), chaotic evil 
  Armor Class 7 
  Hit Points 225 (18d12 + 108) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  5 (-3) 
  22 (+6) 
  25 (+7) 
  19 (+4) 
  24 (+7) 
   
  Saving Throws Con +11, Wis +9 
  Damage Vulnerabilities radiant 
  Damage Immunities cold, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Condition Immunities exhaustion, frightened, 
  paralyzed, poisoned, prone 
  Senses darkvision 120 ft., truesight 120 ft., passive 
  Perception 14 
  Languages understands all languages, but utters only 
  obscene nonsense in Dark Speech 
  Challenge 13 (10,000 XP) 
  The vestige is a sliver of the power of the Al Azif given 
  form.  It appears as a horrid, undulating mass of 
  floating flesh tethered to the Book by a cord of 
  blackened, rotting flesh. 
  Magic Resistance. The vestige has advantage on saving 
  throws against spells and other magical effects. 
  Negative Energy Aura. Creatures within 30 feet of the 
  vestige can’t regain hit points, and any creature that 
  starts its turn within 30 feet of the vestige takes 10 
  (3d6) necrotic damage.   
   If the vestige is struck by a vorpal sword, the wielder 
  can cut the vestige’s cord instead of dealing damage.  If 
  its cord is cut, the vestige loses this feature. 
  Turn Resistance Aura. The vestige and any other 
  undead creature within 30 feet of it has advantage on 
  saving throws against any effect that turns undead. 
  Actions 
  Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (3d6) necrotic damage. 
  Ray of Cold. Ranged Spell Attack: +12 to hit, range 120 
  ft., one target. Hit: 21 (6d6) cold damage. 
  Life Drain. The vestige targets one creature it can see 
  within 120 feet of it.  The target must succeed on a DC 
  19 Constitution saving throw, taking 36 (8d8) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.  The vestige regains a number of hit 
  points equal to half the amount of damage dealt. 
  Summon Wraith (Recharge 6). The vestige summons a 
  wraith, which materializes within 30 feet of it in an 
  unoccupied space it can see.  The wraith obeys its 
  summoner’s commands and can’t be controlled by any 
  other creature.  The wraith vanishes when it drops to 0 
  hit points or when its summoner dies. 
  Legendary Actions 
  The vestige can take 3 legendary actions, choosing 
  from the options below.  Only one legendary option 
  can be used at a time and only at the end of another 
  creature’s turn.  The vestige regains spent legendary 
  actions at the start of its turn. 
  Touch.  The vestige makes a touch attack. 
  Ray of Cold (Costs 2 Actions). The vestige uses its Ray 
  of Cold. 
  Wail (Costs 3 Actions). The vestige lets out a withering 
  wail.  Any creature within 120 feet of the vestige that 
  can hear the wail must succeed on a DC 19 
  Constitution saving throw or gain 1 level of exhaustion. 
  *based on the atropal, Tomb of Annihilation, pg. 214. 
   
  Vile Corpulence* 
  Large aberration, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 25 ft., climb 25 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 
  8 (-1) 
  18 (+4) 
  6 (-2) 
  15 (+2) 
  8 (-1) 
   
  Saving Throws Con +8 
  Skills Perception +6 
  Condition Immunities blinded 
  Senses blindsight 500 ft. (blind beyond this radius), 
  passive Perception 16 
  Languages understands Deep Speech, telepathy 1 mile 
  Challenge 11 (7,200 XP) 
   
  The vile corpulence appears as an amorphous glob of 
  black sludge, from which a terrible maw and several 
  barbed tentacles emerge. 
  Legendary Resistance (2/day). If the vile corpulence 
  fails a saving throw, it can choose to succeed instead. 
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  23 
  Actions 
  Multiattack. The vile corpulence makes a bite attack 
  and up to two tentacle attacks, or it makes up to four 
  tentacle attacks. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 25 (4d10 + 3) piercing damage. 
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage, and 
  the target is grappled (escape DC 15) and is moved up 
  to 5 feet toward the vile corpulence.  Until this grapple 
  ends, the target is restrained, and the vile corpulence 
  can’t use this tentacle against other targets.  The vile 
  corpulence has four tentacles. 
  Legendary Actions 
  The vile corpulence can take 3 legendary actions, 
  choosing from the options below.  Only one legendary 
  action can be used at a time and only at the end of 
  another creature’s turn.  The vile corpulence regains 
  spent legendary actions at the start of its turn. 
  Bite Attack. The vile corpulence makes one bite attack 
  against one creature it has grappled. 
  Teleport. The vile corpulence magically teleports, along 
  with any equipment it is wearing or carrying and any 
  creatures it has grappled, up to 60 feet to an 
  unoccupied space it can see. 
  Vanish. The vile corpulence magically becomes 
  invisible for up to 10 minutes or until immediately after 
  it makes an attack roll. 
  * based on the Balhannoth, Mordenkainen’s Tome of 
  Foes, pg. 119.    
   
  Vile Remnant* 
  Medium aberration (shapechanger), chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 170 (20d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  15 (+2) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  16 (+3) 
   
  Skills Arcana +6, Perception +8 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 18 
  Languages telepathy 60 ft. 
  Challenge 10 (5,900 XP) 
  A vile remnant is formed from the heads and various 
  other flesh of corpses, the head becoming its main 
  body, while the other flesh is contorted to create 
  spider-like legs and crab-like claws.  The remnant is 
  imbued with magical knowledge from the Al Azif, which 
  it spews forth to create spell-like effects. 
  Shapechanger. The vile remnant uses its action to 
  polymorph into a Small or Medium humanoid, or back 
  into its true form.  Its statistics, other than its size, are 
  the same in each form.  Any equipment it is wearing or 
  carrying isn’t transformed.  It reverts to its true form if 
  it dies. 
  Innate Spellcasting. The vile remnant’s innate 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks).  The vile remnant can innately 
  cast the following spells, requiring no material 
  components: 
  At will: detect magic, detect thoughts, invisibility (self 
  only), mage hand, major image 
  2/day each: fear, fireball, fly, tongues 
  1/day each: cloudkill, plane shift 
  Magic Resistance. The vile remnant has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The vile remnant’s weapon attacks 
  are magical. 
  Regeneration. The vile remnant regains 10 hit points at 
  the start of its turn if it has at least 1 hit point. 
  Actions 
  Multiattack. The vile remnant makes three attacks: 
  one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) 
  necrotic damage. 
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) 
  necrotic damage. 
  * based on the death slaad, Monster Manual, pg. 278. 
   
   
  
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  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   6 (=2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons that aren’t silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
   
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain.  It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Sunlight Sensitivity. When in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage.  The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken.  This reduction 
  lasts until the target finishes a long rest.  The target 
  dies if this effect reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently.  The target’s spirit rises as a 
  specter in the space of its corpse or the nearest 
  unoccupied space.  The specter is under the wraith’s 
  control.  The wraith can have no more than seven 
  specters under its control at one time. 
   
   
   
   
  Yochlol 
  Medium fiend (demon, shapechanger), chaotic eviil 
  Armor Class 15 (natural armor) 
  Hit Points 136 (16d8 + 64) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  15 (+2) 
  15 (+2) 
   
  Skills Deception +10, Insight +6 
  Saving Throws Dex +6, Int +5, Wis +6, Cha +6 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, Elvish, Undercommon 
  Challenge 10 (5,900 XP) 
   
  Shapechanger. The yochlol can use its action to 
  polymorph into a form that resembles a female drow 
  or giant spider, or back into its true form.  Its statistics 
  are the same in each form.  Any equipment it is 
  wearing or carrying isn’t transformed.  It reverts to its 
  true form if it dies. 
  Magic Resistance. The yochlol has advantage on saving 
  throws against spells and other magical effects. 
  Spider Climb. The yochlol can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Innate Spellcasting. The yochlol’s spellcasting ability is 
  Charisma (spell save DC 14).  The yochlol can innately 
  cast the following spells, requiring no material 
  components: 
  At will: detect thoughts, web 
  1/day: dominate person 
  Web Walker. The yochlol ignores movement 
  restrictions caused by webbing. 
  Actions 
  Multiattack. The yochlol makes two melee attacks. 
  Slam (Bite in Spider Form). Melee Weapon Attack: +6 
  to hit, reach 5 ft. (10 ft. in demon form), one target. 
  Hit: 5 (1d6 + 2) bludgeoning (piercing in spider form) 
  damage plus 21 (6d6) poison damage. 
  Mist Form. The yochlol transforms into toxic mist or 
  reverts to its true form.  Any equipment it is wearing or 
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  25 
  carrying is also transformed.  It reverts to its true form 
  it if dies. 
   While in mist form, the yochlol is incapacidated and 
  can’t speak.  It has a flying speed of 30 feet, can hover, 
  and can pass through any space that isn’t airtight.  It 
  has advantage on Strength, Dexterity, and Constitution 
  saving throws, and it is immune to nonmagical damage. 
   While in mist form, the yochlol can enter a creature’s 
  space and stop there.  Each time that creature starts its 
  turn with the yochlol in its space, the creature must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned until the start of its next turn.  While 
  poisoned in this way, the target is incapacitated. 
   
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  26 
  Player Handout 1. 
  Stone of Good Luck 
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Stone of Good Luck 
  Wondrous item, uncommon (requires attunement) 
  While this stone is on your person, you gain a +1 
  bonus to ability checks and saving throws. 
   The luckstone appears to be a fossilized shell of 
  some ancient marine creature no larger than a gold 
  piece. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  27 
  Player Handout 2. 
  Story Award 
  During the course of this adventure, characters may 
  earn the following story award.   
   
  A Vile Taint 
   You have done the unthinkable and read from the 
  Al Azif.  Though you have cast off the terrible tome, it 
  has left its mark on you forever. 
   You gain one of the following physical features: 
   
  d6 
  Feature 
  1  
  Your eyes are completely black. 
  2  
  You always smell faintly of rot. 
  3  
  When you speak, another voice seems to say 
    
     the same words along with you. 
  4  
  A symbol has been branded somewhere on  
    
     your body.  It reads “VECNA” in Abyssal. 
  5  
  Your orifices are always crusted with scabs  
    
     and pus. 
  6  
  Your skin appears as that of an aged corpse,  
    
    grayed and flaking. 
   
   Only powerful magic such as wish can remove the 
  taint of the Al Azif from your body.  Should you 
  perish, and be brought back to life from magic such 
  as true resurrection or reincarnate, the mark remains 
  on your new body. 
   This has no mechanical effect on the game. 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes 
   
   
  28 
  Appendix. Dungeon 
  Master Tips 
  This adventure is designed for three to seven 11th-
  16th level characters and is optimized for five 
  characters with an average party level (APL) of 
  14. Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Holiday Around the Moonsea (HATMS)/CCC-HATMS02-03 - A Vile Wake.pdf