TEXT:  
   
   
   
  Uneasy Lies the Head 
  Refugees from Mulmaster have flooded the rough-and-tumble town of Ylraphon. Poverty, shortages, 
  overcrowding, and an unnatural heatwave have tempers running high. When a series of mysterious crimes erupt, 
  the people are desperate for someone to blame. Can you find the connection and the culprit, or will the angry 
  mob deal its own form of justice? 
  A 4-hour adventure for 5th-10th level characters 
   
  RYAN CANNON 
  Author 
   
  Adventure Code: CCC-YLRA01-02 
  Optimized For: APL 8 
  Version: 1.2.0 
   
  Edited by:  Fred Upton 
  Ylraphon Setting Development:  Jeremy Forbing, Grace Li, Gabe Resneck, Fred Upton 
  Ylraphon Color Map Cartography by: Derek Ruiz / Elven Tower Cartography (based on a map by Jeremy Forbing)  
  www.elventower.com 
  Other Maps by: Ryan Cannon 
  “Whispers over Ylraphon” Glyph by:  Jay Africa 
  Playtested by: Buddy Arnold, Matthew Bart, Ana Castro, Timothy Cheng, Violet Fermin, Sean Frankwick, Katie Geesing, Josh Kaufman, David 
  Kopelev, Grace Li, Wes McCann, Charles Mendez, Darryl Miller, Eric Montijo, Viktor Moser, Gabe Resneck, Billy Smith, Caoimhe Snow, Mickey Tan  
  Special thanks to: Jeremy Forbing, Mike Olson, and Jill & Sage Cannon 
   
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  and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
  2 
   
  Introduction 
  Welcome to YLRA01-02 Uneasy Lies the Head, a D&D 
  Adventurers League™, adventure, part of the official 
  D&D Adventurers League™ organized play system. 
  The YLRA series is Convention Created Content for 
  Southern California's largest tabletop gaming 
  conventions, the Strategicon conventions: Orccon 
  (Presidents' Day Weekend), Gamex (Memorial Day 
  Weekend), and Gateway (Labor Day Weekend). 
   This adventure is designed for three to seven 5th-10th 
  level characters, and is optimized for five 8th-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the newly rebuilt town of 
  Ylraphon, south of Mulmaster near the mouth of the 
  River Lis, just north of the Vast. 
  Adjusting this Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized 
  for. You’re not bound to these adjustments; they’re 
  here for your convenience. 
   To figure out whether you should consider adjusting 
  the adventure, add up the total levels of all the 
  characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  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  
   
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table 
  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. Become familiar 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.) 
  Playing the Dungeon Master  
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. To 
  facilitate this, consider the following:  
   You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   Challenge Your Players. Gauge the experience level of 
  your players (not the characters), try to feel out (or ask) 
  what they like in a game, and attempt to deliver the 
  experience they’re after. Everyone should have the 
  opportunity to shine. 
   Keep the Adventure Moving. When the game starts to 
  get bogged down, feel free to provide hints and clues to 
  your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, make 
  sure that the players don’t finish too early; provide 
  them with a full play experience.  
  
   
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  Adventure Background 
  The Setting: Ylraphon Reborn 
  Ylraphon, pronounced "ILL-ra-fon", is a small but growing port 
  outside the mouth of the River Lis, on the southern edge of the 
  Moonsea region, just north of the Vast. Elves from Myth Drannor 
  built the first city here, which stood for nearly a thousand years 
  before it was overrun by orcs, conquered by dwarves, and 
  reconquered by orcs again, before humans finally took over. Yet 
  in time, even the last human settlement here was destroyed by 
  the events of the Rage of Dragons, and the nearby swamp—known 
  as the Flooded Forest—expanded to swallow the ruins. Now the 
  town rises again, rebuilt into a bustling hive of gold-hungry 
  adventurers, fearless pirates, and powerful merchant houses. 
   
  Today, there are three Ylraphons. Ylraphon proper is the small 
  but thriving dockside settlement inside a recently erected 
  Palisade. Second is the Old City, a ramshackle village of 
  refurbished ruins just outside the port, where refugees from 
  undone Mulmaster try to forge new lives. The third is Outer 
  Ylraphon, which includes all the sprawling layers of ancient 
  rubble and buried necropoli that surround these younger 
  habitations. Only within the wooden walls of the Palisade do the 
  five houses of the Merchant Council and their figurehead mayor 
  hold sway. Real power lies with the local adventurers, whose 
  exploration and plunder of nearby ruins drives the new economy. 
  Thanks to their influence, Ylraphon remains a wild and lawless 
  town, a frontier outpost on the borderlands of civilization. 
  Level Limits on Spellcasting Services 
  Ylraphon is a wild, uncivilized frontier settlement, and not long 
  ago it had only one proper temple (The Moonwater). Spellcasting 
  services are available, but limited according to the particular 
  deity and their center of worship, as follows: 
  • Bane (The Black Fane). Max spell level 4th. 
  • Berronar Truesilver (The Argent Hearth). Max spell level 3rd. 
  • Selûne (The Moonwater). No limit. 
  • Tymora (The Lady’s Token). Max spell level 2nd. 
  • Umberlee (The Kraken’s Grip). Max spell level 2nd. 
  Tensions in Ylraphon are running high, as a flood of 
  crimes has been causing unease throughout the city. It’s 
  unseasonably warm in Ylraphon for early spring; the 
  early morning feels like the heat of the day, and tempers 
  of the people of the city are equally hot. The people are 
  infused with abnormally fiery tempers, jealous passions 
  and a quickness to anger and violence. 
   In addition, there are dozens of nameless refugee 
  families with heartbreaking stories that have flooded in 
  from Mulmaster, most of whom had little or nothing 
  before arriving in Ylraphon, and are now struggling to 
  eke subsistence out of an abandoned city slowly being 
  reclaimed by the swamp from which it was carved. 
   Amongst this chaos, the mind flayer arcanist Vanquo 
  is continuing his plans from DDEX2-7 Bounty in the Bog. 
  He has set up a hideout on the outskirts of Ylraphon at 
  the site of a ruined temple of Chauntea that has sunk 
  into the swamp, where he and several of his intellect 
  devourers search for potential relics of value to his 
  plans. He feeds on the refugees from Mulmaster 
  crowding the city; most have little and few are missed 
  when they disappear, so they make the perfect victims.  
   Augrathoth, one of Vanquo’s intellect devourers, 
  has taken over a villager in Ylraphon to help Vanquo 
  execute his plans within the city. This villager is 
  determined randomly by you, the DM, at the start of 
  the adventure, to enhance replayability (see DM 
  Appendix, “Augrathoth and Intellect Devourers”). 
  Vanquo and Augrathoth have recently committed the 
  following crimes: 
   1) The Moonwater is a temple of Selûne whose 
  steward, Andorran Bree, is secretly a Harper. In its 
  vaults, the temple secures a powerful evil artifact, the 
  existence of which Bree keeps secret. Vanquo has 
  learned of this artifact and wants to obtain it, but dares 
  not confront Bree directly. Last night, Vanquo entered 
  the temple and set a trap intended to disable both Bree 
  and the magical wards protecting the vault. He covered 
  the temple walls with graffiti and generally trashed the 
  place as a diversion. 
   2) Precious stones are excellent spell foci, and they’re 
  surprisingly difficult to acquire for a renegade mind 
  flayer. While Vanquo was at the Moonwater last night, 
  he sent Augrathoth with a swarm of cranium rats to 
  pilfer Ylraphon’s only jewelry shop — The Pearl, 
  owned by former Mulmaster Zor Serge Affapanov and 
  his daughter Ayre. Augrathoth escaped with several 
  gems. The shop’s resident cat fought off the cranium 
  rats valiantly, scattering the swarm, but may ultimately 
  succumb to its wounds. 
   3) The Chiang Emporium imports exotic and hard-
  to-find spell components from Kara-Tur. Early this 
  morning, Vanquo planted mental suggestions on a 
  swarm of pixies to sow chaos in the shop, allowing 
  Augrathoth to steal the spell components he needs and 
  escape unnoticed. The pixies have taken up residence 
  in the emporium, finding its collection of antiques, 
  exotic food and shiny gadgets to be the best thing ever. 
   Mistrust, false clues and racial prejudice have placed 
  the blame for these crimes on Sebastian Emberstar, a 
  genasi blade merchant whose house competes with 
  both the Chiangs and the Affapanovs. As the 
  
   
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  adventure opens, Mayor Carver hires the characters to 
  investigate these crimes and get to the truth. 
  Adventure Overview 
  Uneasy Lies the Head is organized in dramatic structure 
  using five acts. See the DM Appendix for a visual 
  overview of the adventure. 
   Act 1: Deputized. 25 minutes. Establishes that the 
  characters are in Ylraphon, that there have been a 
  number of “incidents” of property damage inside the 
  city, and the merchant houses want it put to a stop. The 
  characters are deputized by Mayor Carver to 
  investigate. Initial evidence points toward the 
  Emberstars. He wants results in two days’ time. The risk 
  of vigilante justice is also high. The ticking clock must 
  be emphasized at every turn. 
   Act 2: Investigation. 120 minutes. The characters 
  investigate the destruction around Ylraphon, picking 
  up clues as to the nature of the attacks. There have 
  been three different incidents of vandalism, violence 
  and property damage. The outcome of each will be 
  multiple clues. The goal here is to make the characters 
  investigate multiple crimes, and help them hone in on 
  the real culprit, but provide enough doubt to keep them 
  guessing. 
   During the investigation, an animal messenger 
  reports that the wizard Salvar Brix’s pet octopus has 
  escaped and been transformed to colossal size. The 
  characters will also be approached by Ilasera, who may 
  have some insights into the investigation. 
   Act 3: The Old City. 60 minutes. The characters 
  confront the villains, and possibly some innocents 
  along the way. After the battle, the characters discover 
  that the intellect devourers were operating out of the 
  ruins of an ancient temple. 
   Also, if the characters don’t solve the mystery in one 
  day, Vanquo lashes out at two Mulmaster Hawks that 
  have been tracking him as well. He burns down the 
  wainwright’s shop they were using as a cover, which 
  can draw the characters into the Old City 
   Act 4: The Lynching. 20 minutes. Despite the 
  investigation, the civil unrest in Ylraphon reaches a 
  fever pitch; the characters have an opportunity to 
  prevent innocent Emberstars from being lynched. 
  Afterwards, the characters come across one last 
  harrowing message from Vanquo. 
   Act 5: Someone Else’s Problem. 15 minutes. The 
  characters return to Mayor Carver for their reward and 
  find him packing his things. The mayor is abdicating, 
  leaving Ylraphon leaderless. 
  A Note on NPCs 
  This adventure features somewhat more NPCs than the 
  typical Adventurers League adventure. It may require 
  slightly more preparation time to familiarize yourself 
  with them as the DM, especially if this is the first 
  Ylraphon adventure you are running.   
   Many of these NPCs are expected to reappear in later 
  adventures in the Ylraphon story arc.  Additional 
  information on the town of Ylraphon and its key NPCs 
  and locations can be found in Volo’s Guide to Ylraphon, 
  which is available on the DM Guild to players and DMs 
  looking to enhance their experience of the setting. 
   There is also a DM reference sheet for the NPCs 
  featured in this adventure, found in the DM Appendix: 
  NPC Summary.  For the players, there is Player 
  Handout 4: People of Note 
  A Note on Treasure 
  In addition to the initial fee offered by Mayor Carver, 
  the characters find items with gold value in each of the 
  optional encounters. These treasures aren’t hidden and 
  shouldn’t require skill checks, metagame knowledge or 
  lucky guesses to acquire unless noted. The characters 
  become aware of potential buyers simply by asking 
  around. 
  Adventure Hooks 
  The characters have been summoned by the mayor 
  based on their reputations. This may be for one of 
  several reasons: 
  • Characters who have played YLRA01-01 Her 
  DyingWish have been recommended by Gwynora 
  Ironheart, as they are trustworthy and powerful. 
  • Characters that have returned to Faerûn from 
  Ravenloft may be attracted to Ylraphon due to its 
  general lack of living dead. Word of their harrowing 
  tales is on everyone’s lips. 
  • Characters that have played DDEX2-6 Breath of the 
  Yellow Rose may have been recommended by Serge 
  Affapanov for rescuing his daughter. 
  
   
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  • Salvar Brix might have slipped the characters’ names 
  to the mayor if they worked for him in DDEX2-3 The 
  Drowned Tower. 
  • Emerald Enclave members who have played previous 
  adventures set in Ylraphon are suggested to the 
  Mayor by the druid Ilasera as impartial parties 
  interested in justice rather than local politics. 
  As a means of introducing the characters to one 
  another, suggest they each recount a heroic deed that 
  would have earned the Mayor’s respect. 
  Act 1: Deputized 
  Expected duration: 25 minutes. 
   The adventurers have been summoned to meet with 
  the mayor of Ylraphon. Regardless of the adventure 
  hook, the best place for the characters to rendezvous 
  before approaching the town hall is the Hunter’s 
  Market. 
  Ylraphon Town Hall 
  When the characters reach the Town Hall, read the 
  following: 
  Though probably once an imposing edifice, the 
  moss-covered walls and crumbling stonework of 
  the Ylraphon Town Hall seems to sag under the 
  weight of time. Massive oak doors open into a 
  perfunctory, tile-floored lobby with a single 
  wooden desk. It is flanked on one side by an iron-
  barred cell — stuffed inside of which is a massive 
  sleeping goliath — and on the other by another 
  more ornate door, from beyond which echo the 
  sounds of angry voices. 
   At the desk sits a halfling, wizened and grey from 
  beard to toes, feet propped up, a pipe dangling 
  haphazardly from his lip, snoring loudly. 
  The halfling is former sheriff Lindon Steeltoe, whom 
  Mayor Carver has pulled out of retirement to serve as 
  his assistant, as he is one of the few men in town who is 
  both trustworthy and literate. When the characters 
  approach, Lindon snaps awake and falls backwards out 
  of his chair, then scrambles to his feet to assist the 
  characters. The goliath is called Fren the Moose. 
   Lindon was expecting the characters, and offers to 
  announce them to the Mayor. If the characters speak 
  with him, the halfling is amiable and reveals: 
  • Fren, a forgeman that works for the Emberstars, is 
  locked up more for his protection than any real 
  crime. A perfectly amicable bar fight at The Drink of 
  Lis last night turned ugly, and the guard on duty 
  thought felt that letting the generally affable man 
  sleep off his anger in a cell the most prudent decision. 
  • The shouting is the “lordy lordy merchant men” 
  chewing into Carver. They’ve been at it for a good 
  hour. Steeltoe’s disdain for the house leaders is 
  palpable. 
  • Lindon resents folks carrying on like they’re 
  important just because they have a few coins to rub 
  together. He’s happy to wax on about the good old 
  days, when a sharp axe and a taut sling were all you 
  needed in this town. 
  • Characters keen enough to eavesdrop at the door 
  easily hear argumentative shouting: “this is all your 
  fault,” “You’re just trying to take our business,” “It’s 
  impossible to sell anything in this chaos,” et cetera.  
  After he introduces the characters to the mayor, 
  Lindon grabs a bucket of greenish-brown water from 
  beside his desk, dowses Fren with it, then shoos the 
  bigger man out of the cell and back to his home. 
  An Audience with the Mayor 
  When the characters enter the mayor’s office, read the 
  following: 
  This room is dominated by a massive oak desk, 
  covered in ledgers and loose paper. Behind it, a 
  muscular graying man grimaces and tries to speak 
  as an impeccably dressed group shouts at him and 
  each other simultaneously. At your approach, the 
  seated man grabs a sheathed broadsword from his 
  side, slams it onto the table, and instantly has 
  silence. 
   “Friends,” he says, “I hear your concerns, and will 
  look into them. Here are my investigators now. If 
  you’d please let me discuss the details with them.” 
  The man at the desk, Mayor Carver, looks exhausted. 
  He introduces Zor Serge Affapanov, Yuki (Mei) 
  Chiang, and Sebastian Emberstar if the characters are 
  not acquainted with them. They are three members of 
  the five-member merchant council, and are angry that 
  crimes have been disrupting their business. Once 
  introduced, the merchant council members take their 
  leave. 
  
   
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   Once alone with the characters, Mayor Carver visibly 
  slumps. 
   Carver explains that Ylraphon has been increasingly 
  wracked with troubles: from expensive pranks and 
  vandalism to theft and worse. He’s got a pile of recent 
  crime reports on his desk, and needs answers. And he 
  needs them fast. He explains: 
  • The crimes have been strange and have no apparent 
  connections, but Carver doesn’t believe in 
  coincidences. 
  • The Emberstars always seem to be connected 
  somehow, as our friend in the cell outside can attest. 
  Carver doubts the Emberstars are involved. But the 
  people of Ylraphon don’t care; they want someone to 
  blame. 
  • Fren (in the cell outside) is harmless. But the people 
  have been hot-headed of late, and fights have been 
  getting ugly. With refugees from the mess in 
  Mulmaster nearly doubling the population, 
  everything is scarce and overcrowded. 
  • Carver fears people will take matters into their own 
  hands unless something is done fast.  His guards lack 
  the training to do serious investigation, and he lacks 
  the time to look into these reports himself. 
  • He’s willing to pay: 1000 gold pieces, half up front, 
  half upon completion, and he’ll throw in another 500 
  if they can finish the job today, or an extra 250 if 
  solved by dawn. 
  If the characters dicker over the payment, he flushes, 
  slams his fist on the table, and levels a new offer: 900 
  gold, no advance, and they’ll take it or he’ll find some 
  more deserving adventurers — Ylraphon is lousy with 
  them. He then regains his composure as suddenly as he 
  lost it (the new offer remains final). If the characters 
  agree to investigate the vandalism, he continues: 
  “Find who’s doing this,” the mayor says, reaching 
  into a desk drawer, and a handful of tarnished tin 
  stars rattle onto his desk, “and put a stop to them, 
  or arrest them and bring them here. But you’d 
  better be sure — I don’t need an even bigger mess.” 
  The characters must raise their right hand and swear to 
  protect the peace and people of Ylraphon. Once sworn 
  in, as fully deputized members of the Ylraphon Town 
  Watch, and while wearing their badges the characters 
  have the right to arrest anyone they wish — with cause 
  — and hold them in the city’s small jail. Carver himself 
  presides over trials if they become necessary, and 
  justice is administered at the end of a rope. Carver 
  cautions the characters to be careful who they accuse. 
  Ylraphon can be a rough town and a body lost in the 
  swamp stays lost. 
   Carver provides the characters with his notes. Give 
  them Player Handouts 1 – 4. He also recommends that if 
  the characters want background information on the 
  town or its politics, then they should reach out to their 
  existing contacts. He, on the other hand, has another 
  meeting. He dismisses them with a perfunctory, “now 
  get to work.” 
  Using the Jail 
  The jail is small and dirty. Lindon carries the keys, but 
  Carver keeps a spare in his desk if needed. The single 
  cell can fit two people comfortably and four 
  uncomfortably. It’s not overly secure: a DC 20 Strength 
  check could knock enough bars off the windows to 
  allow a medium creature to escape, and using thieves’ 
  tools to open the lock requires only a DC 12 check. 
  Innocent citizens won’t try to escape, but Intellect 
  Devourers might. 
   If the characters wish to lock up a suspect, see the 
  Accusations in Act 3. 
  Conflicts of Interest 
  When the characters leave the town hall, they stumble 
  upon the end of an argument between Serge Affapanov 
  and Sebastian Emberstar. 
  As you step out of the town hall into the sweltering 
  sun of the recent heatwave, familiar voices ring out 
  across the square; the purple-faced Serge Affapanov 
  shoves off the manservant attempting to usher him 
  into a waiting carriage and stalks toward Sebastian 
  Emberstar, who turns from his own carriage to face 
  the former Zor. 
   “Emberstar! I know you’re behind this! You and 
  all the freaks at your forge. Should have been blown 
  up like the rest of the elemental garbage that 
  destroyed Mulmaster.” 
   Sebastian winks to you and responds calmly. “I’m 
  sure these heroes will clear our names, friend.” 
   Serge snorts, unwilling to let the genasi get in the 
  final word. “I’m not your friend, pal.” 
  
   
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  Serge and Sebastian will linger if the characters wish to 
  speak with them, otherwise they take their leave. 
  If characters speak with Serge: 
  • Characters in the Lords Alliance gain advantage on 
  all skill checks involving Serge, as he is their faction 
  contact, and they know each other by reputation. 
  • Serge hates Sebastian Emberstar, as the fire genasi 
  reminds him of the elemental cults that lead to the 
  downfall of Mulmaster. He suspects the Emberstars 
  for the break-in at The Pearl — the motive would 
  clearly be jealousy.  However, he lacks evidence 
  connecting them to the crime. 
  • With DC 15 Charisma (Diplomacy) check, Serge can 
  be enticed to hint that he has leverage over some 
  dangerous people — and winking says that his 
  enemies “should know One Good Turn deserves 
  another, if you know what I mean.” 
  Characters who know Ylraphon well might infer a clue 
  from this last statement. Serge is aware the wainwrights 
  who run the One Good Turn shop are undercover 
  Hawks, and therefore dangerous people. Serge doesn’t 
  know their current mission, but if the characters 
  connect the dots and follow up on this, modify the 
  “One Good Burn” scene in Act 3.  
  Roleplaying Zor Serge Affapanov 
  Everything about Serge is big: his stature, his nose, his voice. He 
  fills the room, laughing and telling stories. He appreciates fine 
  things, and constantly notes the origin of any exotic thing he is 
  eating, drinking, or wearing. Beneath his ostentatious exterior, 
  however, he is a brilliant and calculating political mind, 
  motivated by boundless ambition and a ruthless competitive 
  streak. His family, name, and noble station are everything to 
  him; anyone who disrespects one of those is marked for a cruel 
  and cunning punishment. Self-important to the point of 
  narcissism, Serge will not rest until Affapanov is the most 
  respected and powerful name in the Moonsea. 
  Quote: “With my vision, I shall bring this town and these 
  people up from the muck in which we all now tread.” 
    
  If the characters speak with Sebastian: 
  • Sebastian is used to this type of animosity towards 
  those associated with the elements, because many 
  connect them with the elemental cultists who 
  devastated Mulmaster. He says that it’s regrettably 
  usual for Ylraphon, especially amog the Mulmasterite 
  refugeees. 
  • He only hires the best forgemen — even if they 
  happen to be a dragonborn or half-orc, and he pays 
  well enough that his people would never resort to 
  this sad lunacy. 
  • Sebastian believes Serge has ulterior motives for 
  slandering him. His forge has been experimenting 
  with high-end bejeweled scabbards and sword hilts, 
  possible competition for The Pearl. 
   
  Roleplaying Sebastian Emberstar 
  Sebastian Emberstar is a well-known figure in Ylraphon, far 
  beyond his striking, rust-colored skin, piercing eyes, and bright 
  orange hair. He is respected as the fiery yet charismatic head of 
  the Emberstar Exchange. Sebastian is mercurial, but better at 
  keeping his impulses in check than most fire genasi. An expert 
  flatterer with a vise-like memory and a disarming smile, he 
  excels at grasping small details and transforming them into a 
  shared personal connection. This social adroitness is the result 
  of feeling that he must overcome suspicion and mistrust based 
  on his heritage as a fire genasi. Most of the time, he remains 
  intensely focused on advancing his merchant house and its 
  fortunes, but he is easily distracted by beauty, fine 
  craftsmanship, and mystery.  
  Quote: “To accept the ordinary is to accept defeat; this town’s 
  people must build their future on their own terms.” 
  Act 2: Investigation 
  Expected Duration: 120 minutes. 
   The adventurers investigate the crimes across 
  Ylraphon, picking up clues as to the nature of the 
  attacks. There have been three different incidents of 
  vandalism, violence and property damage. Unless 
  otherwise noted, each location the characters visit takes 
  a minimum of half an hour to explore. There are also 
  two events that can occur while the characters explore:  
  • After the characters investigate at least one location, 
  run the encounter “Brix’s Towers.” 
  • After the characters have investigated at least two of 
  the initial three crimes, if they have not yet 
  encountered Ilasera the druid, run the encounter 
  “Investigating the Investigators.” 
  Throughout the investigation, observant characters 
  should spot cranium rats — or evidence of them — 
  whenever they’re on the intellect devourer’s trail. The 
  rats are trying to find their way back to Vanquo as their 
  intelligence fades, and the characters can attempt to 
  follow them into Act 3. Each individual rat is harmless, 
  but if they are captured and gathered together, they 
  form a cranium rat swarm and attack. 
  
   
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  Tracking Time 
  Residents of Ylraphon divide the day into ten segments, each 
  about two hours long: Dawn, Morning, Highsun, Afternoon, Dusk, 
  Sunset, Evening, Midnight, Moondark, and Night's end. The 
  adventure begins halfway through morning.  
   
  Player Handout 2: Deputy’s Time Sheet can help the characters 
  keep track of their time. During the adventure the characters will 
  have the option to spend time to search for clues. They should 
  have a general idea when an action will take time, although the 
  duration necessary to complete it may not be a certainty up 
  front, or may depend on skill checks, etc.  
   
  If the characters investigate past Midnight on Day 1 without 
  taking a long rest, they gain a level of exhaustion unless they are 
  somehow able to ignore fatigue. 
  The Chiang Emporium 
  Vanquo has used his psychic powers combined with an 
  arcane suggestion to convince a swarm of pixies from the 
  Flooded Forest to cause havoc in the Emporium, 
  causing a distraction that let his intellect devourer steal 
  some spell components. The suggestion has worn off, 
  but the pixies are having too much fun to leave. In 
  addition, when Dialon, a unicorn, witnessed Vanquo 
  enchanting her pixie friends, he stealthily followed to 
  ensure they come to no harm. 
   As the characters approach the shop, read the 
  following: 
  The Ylraphon branch of the Chiang Emporium 
  occupies a small storefront built into a massive 
  warehouse. From within, the occasional sounds of 
  laughter and smashing glass reach the street. 
  The door is unlocked, and as the characters enter, read 
  the following: 
  The Emporium is packed with row upon row of 
  high shelves and displays. Statuettes, vases, and 
  exotic tchotchkes are crammed into every nook 
  from floor to ceiling, and the scent of dust and age 
  mingles with exotic spices, teas and coffees. From 
  within, you hear a giggle and a whoosh of wings, 
  and a woman’s voice yell, “stop! That’s a rare Kao 
  Dynasty —” and then a sound of smashing clay. 
   In the air above, an elegant filigree-gripped 
  katana clangs against a notched bronze khopesh, 
  each wielded by a pair of tiny, winged fey. “Hello,” 
  one of the fey yells, “my name is Twinklestar 
  Glitterbottom! You killed my father! Prepare to 
  die!” With a slice, he knocks the katana from his 
  opponent’s hands, landing blade-first in the floor 
  inches away from a ducking clerk. The pixies burst 
  into laughter. 
  The eight pixies will cavort here unless the characters 
  convince them to leave. The pixies are good-natured 
  but lack impulse control, and find breaking expensive 
  historical relics hilarious. Four commoner clerks and a 
  veteran security guard are trying to restore order. 
  Unless the party is weak or very weak, before rolling 
  initiative, the pixies polymorph the guard into an ill-
  tempered bull aurochs. Finally there is also a unicorn 
  hiding nearby keeping watch over the safety of the 
  pixies (see below under tactics). 
   Fighting in the cramped quarters is risky, and 
  movement is challenging. Any missed attack, area 
  effect, or failed Strength or Dexterity check risks 
  collateral damage. For melee and ranged attack rolls 
  (including attempts to grapple), characters may 
  intentionally take disadvantage to attack carefully, 
  having no effect on a miss. Provide this information to 
  the players in Player Handout 5: Save the Shop! 
   Whenever an event occurs that may cause collateral 
  damage, roll on the following table. For missed attacks, 
  any effect is centered on the target of the attack or the 
  creature that failed the check. For area effects, roll once 
  per 5’ square targeted: 
  Collateral Damage 
  d20 
  Effect 
  1-10 
  No Effect 
  11-17 
  Smashed. A piece of merchandise is destroyed. 
  18-19 
  Spilled the beans. A bag filled with coffee or seeds 
  spills across the ground. Everywhere within 5 feet is 
  difficult terrain. 
  20 
  Friendly fire. a well-meaning clerk tries to help and 
  takes 4 (1d8) damage instead. 
  A character may also spend its reaction to subtract five 
  from any roll on this table if it is within five feet of the 
  affected square.  
   Budget 15 minutes of real time for dealing with the 
  pixies, after which the pixies declare the characters “no 
  fun” and fly off. 
  
   
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  Tactics 
  The pixies prefer to defend themselves with confusion, 
  or polymorphing their opponents (the preferred form 
  being an aurochs). They use their tiny size to hide and 
  to dart amongst the shelves, evading the characters. 
   Aurochs become enraged at the sight of the 
  characters – they will pick a character and attempt to 
  gore that character until one of them is defeated.  A DC 
  14 Wisdom (Animal Handling) check will also soothe 
  the beast and allow it to be led out of the shop. 
   A character may spend its action to persuade, 
  intimidate or deceive one pixie within five feet to leave 
  the store; the DC for these checks is 12; the DC 
  decreases to 8 if any pixie is killed. Charisma-based skill 
  checks have advantage if a pixie has been grappled or is 
  otherwise forced to pay attention. Grappled pixies can 
  be thrown out of the store and will retreat, though if 
  they are concentrating on a polymorph they will 
  continue to do so. 
   Characters searching the shelves for something 
  useful notice butterfly nets that allow a creature to use 
  Dexterity in place of Strength when attempting to 
  grapple tiny creatures.  
   Dialon the unicorn is hiding nearby using its pass 
  without trace spell. If the characters begin to kill the 
  pixies, he teleports into the shop. Read the following: 
  In an explosion of light and power, a massive 
  alabaster horse with a foot-long pearl horn on its 
  head appears in the center of the store. Its stern 
  voice echoes in your mind. “You draw the blood of 
  innocent children? You will know justice! 
  Dialon opens with calm emotions, but if it doesn’t stop 
  the violence, he charges into battle, defending the 
  pixies. The unicorn and pixies are all good and don’t 
  wish to fight to the death; they are willing to accept the 
  characters’ surrender and apology. 
  General Features 
  The general features of the Chiang Emporium are as 
  follows: 
   Lighting. Overhead lamps provide bright light 
  throughout the warehouse. 
   Ceilings. The warehouse has fifteen-foot ceilings. 
   Counter. A long, three-foot-tall counter runs across 
  the north wall of the emporium. The counter is difficult 
  terrain and provides half-cover. 
   Shelves. Five rows of shelves ten feet high and twenty 
  feet wide line the warehouse, spaced five feet apart. 
  Tiny creatures can move through shelves easily, and 
  small creatures can do so by squeezing. The shelves take 
  a DC 5 Strength (Athletics) check to climb. The shelves 
  are not sturdy, and any damage or using an action to 
  push them (Strength, DC 10) causes them to fall over, 
  knocking down every other shelf in the row. Shelves 
  provide half cover. 
  Treasure 
  Mei Chiang knows the Mayor is paying the characters 
  to solve these crimes, so she’s unwilling to pay them. 
  The Emporium is, however, coated in pixie dust, which 
  the characters are welcome to take. As an action, a 
  character can coat itself or an adjacent creature with 
  pixie dust, causing that creature to gain the effects of 
  the fly spell. The dust is unstable, however: after each 
  round of flying, roll a d6; on a 1 the effect immediately 
  ends. The dust takes half an hour to gather after the 
  encounter ends. If unused, the dust will lose its potency 
  in 24 hours, but Salvar Brix will buy it anyway for 
  magical research, paying 250 gold pieces. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: five pixies and no aurochs 
  • Weak: eight pixies and no aurochs 
  • Strong: eleven pixies 
  • Very Strong: eleven pixies and two aurochs 
  Development 
  Yuki (Mei) Chiang arrives not long after the characters 
  deal with the pixies, or confronts them outside of the 
  store if they retreat before the pixies are dealt with. If 
  the characters have managed to disperse the pixies with 
  fewer destroyed goods than the number of characters, 
  and no clerks killed, they earn the story award Caveat 
  Venditor. If the pixies are still in the Emporium, she 
  rushes inside to deal with them. Otherwise, the 
  characters can get more information from her. 
  Roleplaying Mistress Mei Chiang 
  Cool, confident, and charismatic, Yuki “Mei” Chiang is a natural 
  leader. She is always regally dressed when in public, with grace to 
  match. Mei is a sharp business person of middle-age who is well 
  respected throughout Ylrpahon. Initially embittered by being 
  stationed at Ylraphon by the family leaders in Tantras, she has 
  
   
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  taken to the town’s rustic charm and has committed herself to 
  the betterment of life there. 
  Quote: “Give yourself entirely to the task you are about to 
  undertake. You wouldn’t want to disappoint everyone now, would 
  you?” 
  • The pixies streamed through the door in a swarm and 
  immediately began playing. 
  • A detect magic spell cast on the area confirms the 
  presence of enchantment magic (the original 
  suggestion spell). 
  • The Chiangs don’t have any enemies in town, 
  although she recently had an argument with 
  Sebastian Emberstar over her decision to import a 
  selection of high-end Kozakuran blades for sale. 
  • Before the debacle, only a handful of customers were 
  in the store, and they all fled immediately. She does 
  recall asking one of her clerks to keep an eye on a 
  group of youths she recalls joking around in the store 
  — such youths rarely purchase anything, and often 
  steal.  (Depending who the Intellect Devourer is, Mei 
  will either recall the youths wearing robes, or one 
  with an eyepatch and a tail.  See below.) 
  • If the characters manage to interrogate any of the 
  pixies, a DC 15 Charisma (Diplomacy) check will 
  elicit the response that “the purple guy had this 
  awesome idea that we come play here!” The pixies 
  don’t know where he can be found. 
  • If the characters search the store, a group Intelligence 
  (Investigation) check can help them determine if 
  anything has been stolen. If more than half of the 
  characters pass a DC 10 check, this search takes an 
  hour; if more than half of the characters pass a DC 15 
  check, it takes half an hour. Otherwise the search 
  takes two hours. The only missing items are a pound 
  of candies (hauled off by the pixies), and several rare 
  dried animal organs.  
  • A DC 14 Intelligence (Arcana) check identifies that 
  the missing organs are delicacies in Kara-Tur, but in 
  the West are more often used as spell components 
  for powerful rituals. If asked, Mei Chiang also knows 
  this information. 
  Augrathoth in the Emporium 
  If Jyn, Lia or Aleck are intellect devourer, the three of them were 
  the youths in the store, and Aleck stole the spell components — 
  either of his own accord or after cajoling by one of the girls. Any 
  innocent one of the three will confess to this after a half hour of 
  questioning with a DC 10 Charisma (Intimidate) check. Mei 
  recalls all the youths were wearing robes. 
   
  Otherwise, Glendt and Tail were there, Glendt casing the place 
  for Purserazor, and Tail tagging along as a friend. Mei recalls a 
  youth with an eyepatch and one with a tail. All three are tight-
  lipped although a half-hour interview allows a DC 10 Charisma 
  (Persuasion) check to convince the innocent ones to tell the 
  truth for 20 gold. If Purserazor is the intellect devourer, he 
  followed behind them, and entered without them knowing. 
   If Dialon has not yet appeared, he reveals himself as the 
  characters leave the shop.  If he appears, or if he has 
  ended the encounter on friendly terms with the 
  characters, read the following: 
  An alabaster white horse with a pearl horn on its 
  head emerges from the shadows as you leave the 
  shop. Its voice echoes in your mind. “You have my 
  thanks for safely delivering my children. I 
  witnessed a foul creature enchant them and 
  followed, fearing they would come to harm. I know 
  not what this purple-skinned wizard seeks, but take 
  warning as he likely does not work alone.” Then, in 
  an explosion of light, the unicorn disappears. 
  The Moonwater 
  When the characters approach The Moonwater, read 
  the following: 
  A priest greets you at the door, his robes disheveled 
  and a pair of spectacles perched on his head. He 
  pats his pockets absently then smirks and pulls his 
  glasses in front of his eyes, as if just remembering 
  they were there. “Thank you for coming, as you can 
  see, we have quite the mess here.” Behind him, the 
  floor is littered with prayer books and upended 
  chairs. A girl in acolyte’s robes fishes swimming 
  rats out of a large marble bath, while a second is 
  taking a scrub brush to a garish red graffiti painted 
  across the temple’s back wall. 
  The man is Andorran Bree, the half-elf steward of the 
  temple; the girls are Jyn and Lia, although one of them 
  may also be Augrathoth. If the characters investigate: 
  • Bree explains that Jyn and Lia discovered the temple 
  in this state upon arriving in the morning, and 
  fetched him. 
  • The damage is largely superficial, and should only 
  require a day of cleaning, although the sudden influx 
  of rats is troubling. 
  
   
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  • The rats are cranium rats; Bree and his acolytes 
  assume they are seeking water or food, and don’t 
  suspect the rats’ true nature. 
  • The temples’ baths, renowned for their restorative 
  powers and ability to induce prophetic visions has 
  been… defiled. They require cleaning and draining. 
  • Characters that have played season 2 adventures, hail 
  from Mulmaster or passing a DC 12 Religion check 
  will recognize the symbol painted on the wall as that 
  of the Cult of Eternal Flame. 
  • If asked, Bree mentions that the temples’ 
  teleportation circle and vault were undamaged, as 
  they are protected by a hallow spell that prevents 
  entry by most evil creatures. 
  • Spending an hour investigating the mess allows a DC 
  12 Intelligence (investigation) check, which discovers 
  traces of a translucent mauve mucus amongst the 
  trash littering the temple. 
  • Throughout the day, Ylraphites come to the temple 
  and offer to help clean up. Many see the graffiti and 
  recognize it, many angrily assuming it’s connected to 
  the fire genasi, Sebastian Emberstar. 
  Roleplaying Andorran Bree 
  Bespectacled, bookish, and soft-spoken, Andorran pretends to be 
  an absent-minded spiritual leader, almost to the point of 
  caricature. In truth, this powerful cleric’s iron will and prescience 
  keep Ylraphon safe. His affectation of cheery forgetfulness 
  masterfully hides his secret work as the town’s most stalwart 
  defender. Devoted to good and his goddess, if necessary 
  Andorran is willing to sacrifice those around him to protect the 
  web of secrets he’s woven over the Moonwater’s vault. His cold 
  tranquility reveals itself both when he conducts rituals, and also 
  in the face of imminent danger. Andorran wears thin spectacles 
  which he is constantly misplacing, and tends to look harried or 
  distracted. His bulky vestments disguise that he is surprisingly 
  well-muscled for a man of the cloth. 
  Quote: “Selûne shines her light on the loved and hated, the 
  jester and the mourner, the sated and the starving, the wealthy 
  and the poor—but there are some secrets she still permits to stay 
  in the shadows.”   
  One of the prayer books on the teleportation circle has 
  been enchanted with a glyph of warding. When touched 
  — either by the investigating characters, or one of the 
  acolytes cleaning — it triggers and dispels the temples’ 
  hallow as well as an Alarm to Vanquo. When this 
  occurs, Vanquo activates the circle and teleports in his 
  mindwitness. 
   When the circle activates, read the following: 
  The hum of magical energy fills the air as the 
  temple’s teleportation circle begins crackling with 
  purple light. 
   “What? That’s impossible!” yells Bree, as a portal 
  yawns open and a floating monstrosity with a 
  single, glazed-over eye and toothy maw floats 
  through. “Please deal with this! If our wards have 
  been dispelled, I must check—” and he dashes 
  deeper into the temple. 
   As if responding to something broadcast from the 
  creature, rats pour into the temple from every crack 
  in the walls. 
  The creatures are two swarms of cranium rats (one at 
  half its maximum hit points) and a mindwitness. They 
  have been ordered to take the temple by Vanquo, 
  attacking anyone they see. Their goal is to secure the 
  temple so their master can then attempt to break into 
  the vault. They intend to leave no witnesses. 
   The mindwitness uses its Telekinetic Ray on the first 
  round of combat to slam the temple doors shut.  The 
  doors lock, requiring a DC 20 Strength check or a DC 
  15 Dexterity (thieves’ tools) check to open.  There is also 
  a key in Bree’s desk in the office. 
   If either Jyn or Lia are intellect devourers, the devourer 
  was expecting the attack, and begins combat in a 
  position to easily escape, exiting before the door shuts. 
  Otherwise both girls start near the altar. 
  General Features 
  The general features of the Moonwater are as follows: 
   Lighting. The Moonwater is well-lit during the day; it 
  is filled with bright light. 
   Baths. The baths behind the altar are five feet deep 
  and filled with cold water. 
   Benches. Pews for watching rites at the Moonwater 
  are difficult terrain; a medium-sized or smaller creature 
  has half-cover while prone within them. 
   Dias. The central dais is raised five feet above the 
  floor and blocks line of sight. Atop the dais is a four-
  foot-tall alter that provides three-quarters-cover. 
   Teleportation Circle. When not activated, the circle is 
  visible as a circle of runes on the floor. 
   Temple Doors.  These heavy duskwood doors have 
  AC 10 and resistance to all damage and 30 HP. They can 
  be forced open with an action and either a DC 20 
  Strength check to force (one character can help), or a 
  DC 15 Dexterity (thieves’ tools) check to pick the lock. 
  
   
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  Treasure 
  This encounter has no treasure. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: remove the swarm of cranium rats with maximum 
  hit points 
  • Weak: both swarms of cranium rats begin with half their 
  maximum hit points 
  • Strong: both swarms of cranium rats begin at their maximum 
  hit points 
  • Very Strong: both swarms of cranium rats begin at their 
  maximum hit points; if both swarms are reduced to half their 
  maximum hit points, they join to form a new swarm with 
  maximum hit points and no expended spells. 
    
  Development 
  Not long after the monsters have been dispatched, Bree 
  reappears, collected once again. He thanks the 
  characters for their service to Selûne. The characters 
  have earned the story award The Moonmaiden’s 
  Waters. If asked where he rushed off to, he smiles and 
  explains that the Moonwater’s vaults house several 
  sacred relics of Selûne, and he was concerned that the 
  vandals may have been able to access the vaults. 
  Luckily he sees no signs of theft, but he will need to 
  work quickly to restore the temples’ wards. Any 
  Wisdom (Insight) check against Bree confirms his 
  statements to be true. If the characters offer to help 
  restore the wards, he reminds them a Hallow requires 24 
  hours to cast, and he’ll accept their help after they 
  complete their current duties. 
   If the characters manage to capture and communicate 
  with the mindwitness, they discover that long-term 
  separation from an Elder Brain has driven it quite 
  insane, and all it can manage is to repeat a single phrase: 
  “Temple secrets, temple power. Two temples, two 
  powers.” There is no second temple in Ylraphon. 
   If the characters ask Bree about his acolytes he 
  provides a little background, before suggesting they 
  speak to the girls themselves: 
  • Jyn is the daughter of a wealthy farmer from 
  Featherdale, who opted for the temple life instead of 
  being married off to a farmer’s son. 
  • Lia is a refugee who lost her family, and was formerly 
  an acolyte at the Tymoran temple, The Gate of Good 
  Fortune, in Mulmaster. 
  Bree is fond of both girls, and turns a fatherly blind eye 
  to their tendency to sneak out at night and general 
  childish behavior. He’s concerned about their 
  relationship with Aleck, Salvar Brix’s apprentice, but 
  he knows Selûne is watching over them. 
   The temple receives visitors frequently, as it’s the 
  largest place of worship in Ylraphon. If the characters 
  ask Bree about suspicious visitors, only a few stand out. 
  • The Emberstar tiefling is a daily visitor, but he 
  doesn’t know any of the benedictions. 
  • Bree doesn’t judge his visitors, and members of the 
  criminal element in Zhentish Corners frequently 
  attend services. They usually leave more in the 
  collection plate than they take. 
  If any of the characters are Harpers, Bree confides to that 
  character (only), that one of the relics in the temple’s 
  vault is quite powerful, and in the wrong hands could 
  prove a dangerous weapon. He beseeches the character 
  to uncover the nature of the attacker, so he can better 
  assess how to protect the temple. 
   If the characters interview the acolytes, they can add 
  some color on the other suspects: 
  • The girls have the love-hate relationship of people 
  who kept in close quarters and wouldn’t otherwise be 
  friends. If Jyn or Lia are the intellect devourer, the other 
  will confirm her odd behavior: up at odd hours, 
  giving up her hobbies and skipping daily devotions. 
  She doesn’t know where the other snuck off to at 
  night, but she assumes it’s either with Aleck or up to 
  no good in the Old City. 
  • Both girls are moony over Aleck, and compete over 
  his affections. If Aleck is the intellect devourer, they 
  defend him; they claim it’s impossible that he could 
  have done anything wrong, although they can 
  confirm he visits often and has taken them to both 
  the Pearl and the Chiang Emporium. If the characters 
  make it seem like they will hurt him, the girls may try 
  to stop them. 
  • Jyn complains that Tail is always skulking around 
  and giving her weird gifts, and Lia is slightly jealous 
  of the attention. If Tail is the intellect devourer, they 
  admit he’s stopped with the gifts recently, although 
  they don’t care why. 
  • The girls don’t know Glendt or Purserazor 
  personally, although they’ve seen them in the temple 
  and consider them “creepy”. They know the Zhents 
  
   
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  sell all sorts of vices that Selûne would disapprove of 
  them trying. 
  Brix’s Towers 
  Run this encounter after the characters have 
  investigated at least one of Vanquo’s crimes. Vanquo 
  and his minions don’t rest while the characters 
  investigate Ylraphon. In fact, they accelerate his plans. 
  Read the following: 
  From behind you a man’s voice cries out, “Please 
  help!” The street, however, is empty aside from a 
  squirrel pursued by a pair of rats. “Please help,” 
  comes the voice again, clearly from the squirrel. 
  The squirrel climbs a lamp post leaving the rats 
  chittering angrily below it, then gives its full 
  message: 
   “Please help, investigators! Mayor's orders! Crime 
  in progress at towers of Salvar Brix outside Shou 
  Gate. Beloved pet transformed by magic. Don't hurt 
  it. Hurry.” 
   Then a third rat leaps from a windowsill above, 
  tackling the squirrel to the ground, where the three 
  rats begin devouring it. 
  The three rats have the exposed brains of cranium rats, 
  and flee if the characters intervene. A detect magic spell 
  on the squirrel confirms enchantment magic — It is of 
  course an animal messenger from Salvar Brix — If the 
  characters save the squirrel, it says nothing further, but 
  they can follow it back to Brix’s towers outside the 
  Palisade. It takes half an hour travel time to reach the 
  site and return. Read the following:  
  Shouts and curses echo through the streets, 
  punctuated by crashes and wet slurping sounds. As 
  you round a corner, the buildings give way and a 
  pair of twisting, half-finished ivory towers stretch 
  toward the sky, each wrapped in wooden scaffolds. 
  The eastern tower groans and shudders as a man-
  sized tentacle squeezes through its entryway, 
  followed by another and another, until the bulbous 
  pink body of an octopus as large as most ships, 
  presses its way out into the courtyard. 
   Surrounding it are a handful of leather-clad men 
  brandishing spears and crossbows. One sinks his 
  spear into the octopus only to find himself hoisted 
  upside down by a sucker-covered tentacle. “Shoot 
  her! Shoot her!” he yells before being flung bodily 
  into a nearby fruit stand, which explodes in a 
  shower of apples and revealing the applemonger 
  that was hiding beneath it. 
  The colossal octopus is Wobbles, a natural creature, 
  magically enlarged, and a pet to Salvar Brix. The men 
  are four guards, a mercenary group, hired by Brix to 
  help build his tower. There is also a commoner 
  paralyzed with fear.  
  Tactics 
  Wobbles attacks any attacker within reach, at random, 
  attempting to throw them away. It is motivated by fear 
  however, and would like nothing more than to escape 
  into the sea. If Wobbles goes a whole round without 
  being attacked, it will stop attacking and disengage and 
  dash toward the ocean. 
   As an action an adventurer can make a Wisdom 
  (Animal Handling) DC 12 or Wisdom (Insight) DC 17 
  check to deduce the creatures’ goals. At the end of the 
  first round of combat, Salvar Brix appears and begs the 
  characters not to hurt Wobbles. 
   The guards currently attacking Wobbles can be 
  convinced to stand down with Charisma-based skills 
  (DC 15) used as an action, or by physically restraining 
  them. 
   Budget fifteen minutes of real time for this mayhem. 
  If the characters are still fighting Wobbles after 15 
  minutes, Wobbles immediately disengages and escapes 
  if he has not already done so. 
  Dispelling Wobbles 
  Cunning characters may attempt dispel magic on Wobbles. The 
  effect is equivalent to a 5th-level spell, requiring a DC 15 check as 
  normal. However, dispelling Wobbles reverts him to his normal 
  hit point total (3). If Wobbles has taken any damage, the 
  damage remains, potentially killing him outright. Characters 
  with a 14 or higher passive insight realize this.  
  General Features 
  The general features of Brix’s towers are as follows: 
   Lighting. this encounter takes place outdoors under 
  daylight, unless it takes place at night. 
  
   
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   Buildings. Nearby buildings are standard stone, wood 
  and thatch. They are 20 feet tall and require a DC 20 
  Strength (Athletics) check to climb. 
   Cart. Apples litter the ground surrounding the cart 
  creating difficult terrain. Crawling beneath the cart 
  provides total cover. 
   Scaffolds. Scaffolds ring the towers running upwards, 
  rising twenty feet per rotation. They are rickety at best. 
  Creatures that take damage while standing on a 
  scaffold must make a DC 15 Dexterity (Acrobatics) 
  check or fall to the ground. If a scaffold takes 10 or more 
  points of damage, a 10-foot stretch collapses. 
   Stone and Wool Piles. These piles of construction 
  materials block line of sight. Any medium-sized 
  creature beginning its turn standing on one must make 
  a DC 12 Dexterity (Acrobatics) check or fall prone. 
   Towers. the towers are 40ft tall but have open roofs, 
  as they are not fully constructed. Their smooth stones 
  require a DC 30 Strength (Athletics) check to climb. 
  Treasure 
  If Wobbles escapes alive, Brix offers to pay the 
  characters to dispose of Wobbles’ aquarium and food. 
  The aquarium is worthless (no one’s willing to buy it), 
  but Brix feeds his octopus a rare and expensive shellfish 
  magically preserved in ice, which sells for 175 gold 
  pieces at the Hunter’s Market. If Wobbles is restored to 
  his normal size and returned to Salvar Brix, he rewards 
  the characters with 175 gold pieces. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: add two commoners 
  • Weak: add one commoner 
  • Strong: add one guard 
  • Very Strong: add two guards 
  Development 
  If Wobbles is subdued or otherwise captured, detect 
  magic reveals powerful transmutation magic (the effect 
  is similar to enlarge/reduce, but altered to be 
  permanent). The spell effect is 5th-level, and well 
  beyond Brix’s ability (he admits as much). The 
  characters can attempt to dispel Wobbles, but Brix begs 
  them not to because it might risk Wobbles’ life. In fact, 
  successfully dispelling the effect reduces the octopus to 
  its normal size, but it maintains any damage it has 
  taken, which — if more than 6 hp — kills it outright. 
   If the characters kill the octopus, they’re left with 
  several tons of fresh calamari, which will rot in the sun. 
  The stomach-turning smell quickly becomes 
  overwhelming, causing any characters who fail a DC 12 
  Constitution saving throw to be poisoned for three 
  hours following the fight. Brix refuses to talk about 
  anything until his friend is put to rest. It takes two 
  hours to butcher, burn or bury the corpse unless the 
  characters have a means to speed it up.  
  Roleplaying Salvar Brix 
  A contrast with the bookish demeanor of most wizards, this 
  charismatic nobleman in fine robes cuts a dashing figure. Born 
  into wealth, Salvar Brix simply assumes that most people will 
  obey his orders, and that anyone who doesn’t can be bought. Brix 
  loves fine things, but loves secrets—magical or otherwise—even 
  more. He loves turning situations to his advantage with the right 
  words, playing off others’ hidden motivations. He is quick to 
  assume the aid of those who seem useful and quick to dismiss 
  those who don’t. Preferring the safety of a research lab to the 
  perils of adventure, Brix thrived in Mulmaster’s guild of wizardry, 
  the Cloaks, and seeks to build something similar in Ylraphon. He 
  keeps a menagerie of unusual pets in his towers, and is more 
  attached to them than he is to most people. 
   
  Quote: “The fall of the Cloaks of Mulmaster was a tragedy, but 
  can we not build something in Ylraphon even greater?” 
   Regardless of the results of the encounter, Brix is 
  shaken. Once he’s composed himself, his conversation 
  can include the following: 
  • If the characters rescued Wobbles or allowed him to 
  safely escape into the sea, Brix thanks the characters 
  for their help. He gives the characters two potions of 
  healing. If any of the characters played DDEX 2-3 The 
  Drowned Tower and returned the orb of living water to 
  Salvar Brix, he will instead offer the characters two 
  potions of greater healing.  
  • Wobbles was a treasured pet (not technically a 
  familiar, but generally treated as such) who was 
  usually only three feet long and lived in a small 
  aquarium in Brix’s study. 
  • The characters — or Brix, if prompted — can cast 
  detect magic to reveal that, yes, transmutation magic 
  was used here. 
  • Brix likes to entertain, and has had many of 
  Ylraphon’s elite visit him, but he only recalls 
  Sebastian Emberstar taking notice of Wobbles. The 
  fire genasi found the octopus amusing. 
  
   
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  • It takes an hour for Brix to inventory his towers 
  looking for anything missing or stolen. He discovers 
  Deities of the Demiplane of Dread Volume 3 is missing. 
  He’s unsure what the possible use for the book could 
  be, but he’s sure it’s not good. 
  • A character can snoop through Brix’s belongings — 
  requiring half an hour and Intelligence 
  (Investigation) DC 12. On a success, the character 
  finds a hidden compartment in inside a statue. The 
  statue contains Brix’s stash of Black Lotus. The 
  statue can a be accessed easily, but requires a DC 10 
  Dexterity (Sleight-of-Hand) check if the character 
  wants to avoid Brix’s notice. 
  • Brix buys the Black Lotus from Purserazor Neemoy 
  in Zhentish Corners, and sometimes has it delivered 
  by Glendt. Brix is a casual user and prefers the 
  having — and offering to elite guests — to the use. 
  Augrathoth at Brix’s Towers 
  If Aleck, Jyn, Lia, or Tail is the intellect devourer, Aleck cast the 
  scroll, either knowingly (if he’s the intellect devourer) or 
  because Jyn or Lia convinced him to cast it as a prank.  (If Tail is 
  the intellect devourer, it was one of his “gifts” to Jyn.)  In any of 
  these cases, Aleck has bolted after he sees what has occurred.  
  Pick any suitable location in town where he might choose to try 
  to lie low for a bit.   
   
  Brix expects him to be around and spends significant time 
  searching for him. If the characters find and press him, he will 
  confess that Jyn or Lia put him up to it (regardless of whether 
  they did so or not). 
   
  If Glendt or Purserazor is an intellect devourer, they made a 
  “special delivery” of Black Lotus to Brix, and cast the scroll on 
  their way out. Brix is aware of their visit but does not know that 
  they cast anything, and would take some convincing to admit 
  that they were even here in the first place. Though he will readily 
  admit it if confronted with his stash of Black Lotus. Aleck will be 
  present in the tower in this case, and he is also aware of Brix’s 
  contraband, and who delivers it. 
  Investigating the 
  Investigators 
  Run this encounter after the characters have 
  investigated at least two of the locations on Player 
  Handout 1, or if they otherwise encounter Ilasera. 
  Ilasera Kombu is a locally revered druid who monitors 
  Ylraphon and the surrounding areas. She too is 
  assessing the impact of the recent troubles.  At some 
  point during Act 2, she should encounter the 
  characters. When she does, read the following: 
  An olive-skinned half-elf in red Calishite robes 
  approaches, her attention wandering various places 
  before coming to rest upon you. “Greetings, heroes 
  — if that’s a title you claim — my name is Ilasera, 
  and I’d like a word with you.” 
  Ilasera is curious what the characters have learned 
  about the recent problems. Her questions particularly 
  focus on any creatures they have encountered, and how 
  those creatures behaved.   
   Ilasera has little to contribute in terms of helping to 
  identify a suspect. If the heroes ask what she knows 
  about various creatures however, Ilasera relates the 
  following: 
  • Cranium rats. Ilasera is aware of these, but they 
  somehow manage to avoid her scrying. Whatever 
  they are is unnatural and unnerving. They may have 
  been corrupted by something evil. She warns 
  caution. 
  • Wobbles, the octopus. A gargantuan octopus would be 
  quite a marvel; only a monster would harm such a 
  thing. Although she’s generally opposed to people 
  keeping pets, she admits that Brix kept Wobbles in 
  the lap of luxury. 
  • Pixies. These and other woodland fey are common in 
  the Flooded Forest. They are naive, trusting creatures 
  and such gentle beings wouldn’t be difficult to 
  mislead.  
  • Unicorns. A unicorn inhabiting the Flooded Forest is 
  wonderful, exciting news. She chastises the 
  characters if she hears it has come to harm. 
  • Intellect devourers or mind flayers. If the characters 
  suggest an intellect devourer or mind flayer might be 
  involved, Ilasera’s attention suddenly becomes much 
  more focused.  She urges that these abominations be 
  cleansed from the world, and recommends a frontal 
  assault; crafty foes are best taken by brute force.  
  She also warns that such creatures are able to devour 
  the brain and prevent the raising of the dead. Once 
  she was called upon to reincarnate a hapless dwarf 
  who had fallen prey to such a fate, and he came back 
  as a forest gnome, much to his chagrin. 
  The characters may suspect Ilasera; if they do, she 
  shrugs off their aspersions. She wasn’t at the scene 
  when these crimes took place. The players are free to 
  spend as much time as they would like pursuing their 
  suspicions against Ilasera, but she is truthful and 
  
   
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  innocent, and Carver will not allow them to jail her 
  with the evidence they have. 
   Ilasera offers spellcasting services as well, although 
  since she is a druid, her available spells differ from 
  those offered at cleric-led temples: 
  Ilasera’s Spellcasting Services 
  Spell 
  Cost 
  Cure Wounds (1st level) 
  10 gp 
  Lesser Restoration 
  40 gp 
  Locate Animais or Plants 
  40 gp 
  Locate Creature 
  210 gp 
  Greater Restoration 
  450 gp 
  Reincarnate 
  1,350 gp 
  Ilasera doesn’t remain in one place for long, but if the 
  characters wish to confer with her a second time, they 
  can spend half an hour asking around town to find her. 
  Roleplaying Ilasera 
  An auburn-haired, olive-skinned half-elf in red robes with a 
  Calishite accent, Ilasera always has a distant look in her eyes, as 
  if attentive to a world beyond the one around her. She seems to 
  lack knowledge of civilized customs, but is more eager to discuss 
  local animals and plants, and the goals of the Emerald Enclave 
  (for which she is the main local contact). She always brings 
  conversations back around to the wildlife of the Flooded Forest 
  and the cause she speaks of as her sacred duty: recovering the 
  balance between the swamp and civilization. She believes the 
  natural order of this region—and the world—must be set right at 
  all costs.   
   
  Quote: “I grew up with humans, but now I live in the Flooded 
  Forest with beasts and monsters. They’re easier to trust.” 
  Characters in the Emerald Enclave know that Ilasera is 
  their faction contact. She tells these characters that 
  she’s been working to restore Ylraphon’s equilibrium 
  with the encroaching swamps. She’s seeking locations 
  of power to reclaim, and hopes the characters find one. 
  She gives the characters one magical acorn. Planted, the 
  acorn rapidly grows and begins sucking away nearby 
  water, allowing reclamation of the land. 
   If none of the characters are members of the Enclave, she 
  will sell the characters her magic acorn for 500 gold if 
  they ask for her help, as the acorns are rare and difficult 
  to make. If the characters have been rude to her, she 
  will mention the acorn, but refuse to part with it; if a 
  character makes a DC 15 Charisma (Persuasion) check, 
  she will acquiesce and sell it for double the price. 
  Treasure 
  Ilasera’s magic acorn is a charm of restoration. The charm 
  has six charges. A creature holding it can expend two 
  charges to cast lesser restoration or four charges to cast 
  greater restoration, although it loses potency after 24 
  hours. 
   The characters can use this to restore a creature 
  affected by intellect devourers’ devour intellect ability. 
  The Pearl 
  As the characters approach The Pearl, read the 
  following:  
  The Pearl’s storefront sports an ostentatious glass 
  window fronted by black wrought-iron bars. Its 
  gilded gold-leaf signage glints in the sun. A 
  massive, muscled guard lounges menacingly near 
  the doorway. 
  If the characters approach, the guard offers a curt 
  “store’s closed.” If they press him, or offer that they’re 
  investigating a report of theft, he assures them: “store’s 
  closed.” During the day, if the characters apply further 
  pressure, he’ll briefly speak via sending stone to Ayre and 
  then nod them inside. The guard also accepts bribes, 
  but they don’t grant the characters entrance any faster. 
  The inside of The Pearl is true to its namesake, 
  awash in white marble and glass, with gems and 
  jewelry sparkling from within the many display 
  cases. The pristine opulence is marred by a harried 
  young woman shouting orders at workmen doing 
  repairs. 
  The woman is Ayre Affapanov, whom the characters 
  may have met before, although the reckless, carefree 
  youth has transformed into a pinch-faced and straight-
  backed woman, her wild black hair pinned tightly in a 
  bun. If the characters look around: 
  • Ayre attempts to convince them not to investigate, 
  and that the report of a break-in was a mistake. The 
  lie is easy to detect — Wisdom (Insight) DC 10. 
  • If pressed, she admits that there was a break in, and 
  that a few gems were stolen. She begs the characters 
  to keep the crime quiet, however, since The Pearl’s 
  reputation for security is key to its business. This is 
  true, although it’s not the only reason she doesn’t 
  want the characters to look around. 
  • The break-in remains a mystery. The shop is guarded 
  by around-the-clock security, and there are no signs 
  of forced entry. The shop doors are locked after 
  closing and only Ayre holds the keys. 
  
   
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  • If the break-in wasn’t strange enough, Fat Chance, 
  the shop’s resident cat, is missing. 
  • If asked about Serge or the Emberstars, or if the 
  family has any enemies, she doesn’t know anything. 
  Her father might. He may receive them at their home, 
  but she insists that asking him is probably a waste of 
  time. 
  • If asked about suspicious customers at the shop, she 
  shrugs and admits that since many of their customers 
  are adventurers, they’re all suspicious (offense 
  intended). Most of their clientele are after gaudy 
  baubles or spellcasters seeking raw gems as foci.  
  • Yesterday was an unusually slow day, no sales, 
  although those girls from the temple were ogling 
  engagement rings with that boyfriend of theirs. 
  • Regarding what was stolen, the only things missing 
  are a few large cut stones: diamonds, ruby, agate, jade 
  and pearls — no settings or even coins. 
  Investigating 
  Ayre begs the characters to not to investigate, but if 
  they do, they can make an Intelligence (Investigation) 
  check adding +5 for every half hour they spend looking. 
  With a success, they discover a few things: 
  • 10 or higher: The massive, ink-black tom cat has 
  wedged himself under a cabinet, malevolently hissing 
  at anyone who approaches. 
  • 15 or higher: Scratches and tooth marks along the 
  pilfered cases make them appear to have been 
  chewed, as if by small animals. 
  • 20 or higher: In the store’s work room are several large 
  gems, prepared to be cut and set into multiple smaller 
  pieces — surprising since it would drastically reduce 
  the sale price. 
  Pressing Ayre about that last point with a DC 12 
  Charisma (Intimidation) check compels her to admit 
  that some of her stones are sourced from a fence named 
  “Purserazor” Neemoy in Zhentish Corners. The 
  relationship ensures The Pearl some protection from 
  Ylraphon’s criminal element. 
   Fat Chance is bleeding from over a dozen wounds, 
  and will die if not treated. A character can attempt to 
  grapple the cat (DC 14) but has disadvantage due to the 
  awkward angle, and takes 4 (1d4+2) slashing damage 
  each attempt and each round the cat remains grappled. 
  A character willing to spend half an hour coaxing the 
  cat out can do so with a DC 10 Wisdom (Animal 
  Handling) check. 
   Underneath the cabinet along with the cat are the 
  corpses of several rats. Each dead rat has slashing and 
  puncture wounds consistent with a cat’s attacks, but 
  also a damaged skull, revealing their brains. 
   Investigating The Pearl and interviewing Ayre takes 
  a minimum of half an hour. The rats were cranium rats, 
  brought to The Pearl by Augrathoth. While connected 
  in a neural network, the rats would have been 
  organized enough to steal the gems and return them to 
  Vanquo, however, rats that had been separated from 
  the group or injured by Fat Chance rapidly lose their 
  enhanced abilities, and seek out each other and their 
  master. 
  Roleplaying Ayre Affapanov 
  The characters may have met Ayre before (especially if they 
  helped save her during the events of DDEX2-6 Breath of the 
  Yellow Rose), but Mulmaster’s fall and the trials that followed 
  have sobered this proud aristocrat. Once a brazen and 
  headstrong youth, the Affapanov heiress has become a frugal, 
  pinch-faced businesswoman, with her wild black hair pinned 
  tightly in a bun. Clipped and curt, with no compunctions about 
  asking painful questions, Ayre is only gracious and polite to 
  those she does not see as beneath her (such as members of the 
  Lords Alliance). She has her father’s sense of self-importance—
  when deep in her cups, she’s just as loud and blustering—but at 
  times, she believes the old man a fool, and that the burden of 
  keeping the family in power falls to her. 
  Quote: “Freedom and self-expression are all well and good, 
  but they won’t fill a belly or a coin-purse.” 
  Zhentish Corners 
  At the heart of the city, the black market at Zhentish 
  Corners is the worst-kept secret of Ylraphon.  
  The buildings huddle tightly here, and the streets 
  are only wide enough for a single wagon. At the 
  intersection formed by three streets, ramshackle 
  stalls are littered with wares.  
   Menacing, muscled men and women with 
  haunted eyes line the buildings, while dirty-clothed 
  children pick their way through the crowd, flicking 
  from purse to purse.  
   Amidst the chaos, a gnome and a second man sit 
  quietly joking together on a throne-like stoop. The 
  second man is the size of an elf with black feathers 
  and the head of a massive bird. 
  
   
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  Every manner of vice is available in the alley, with the 
  tables re-selling pilfered goods, and others filled with 
  drugs such as Black Lotus, Silkroot and Traveler’s dust. 
  Another sells a harsh moonshine. The prices are all 
  exorbitant. If the characters are wearing the badges 
  Carver provided them, or if they otherwise play up 
  their deputization, read the following: 
  A one-eyed boy with an eyepatch cries out, “ca-caw! 
  Ca-caw!” and the street becomes a flurry of motion 
  as stands begin folding up and being carted off, 
  while people duck into doorways, hop through 
  windows and dive into the sewer grates. In less than 
  a minute the square is empty save the gnome and 
  the bird-man. 
  The bird man — called a Kenku — is Clank, the faction 
  contact for Zhentarim characters, while the gnome is 
  “Purserazor” Neemoy, a wily fence. The boy is Glendt, 
  who runs off unless the characters give chase. 
  Clank & Neemoy 
  Clank and Neemoy are happy to chat with the 
  characters. The pair are cagey and offer help with a side 
  of insults. 
   If “Purserazor” Neemoy is an intellect devourer, he 
  denies any involvement in anything. The more the 
  characters press him, the more he tries to evade. If 
  pressed directly about Glendt and Tail, he admits to 
  knowing them — he knows a lot of people — but that 
  he isn’t close with them. Once confronted by snooping 
  characters, he retreats to Vanquo’s hideout in the Old 
  City. If the characters ask him about Glendt or Tail, he 
  might try to make them seem guilty, but can’t outright 
  lie with Clank listening.  
   If “Purserazor” Neemoy is not an intellect devourer, he’s 
  happy to take bribes for talking. He always speaks in 
  generics: 
  • If a jeweler wanted cheap jewels, he might know with 
  whom to speak. 
  • If a wizard had a taste for lotus, he might know who 
  to ask. 
  • If someone needed to get over the Palisade at night, 
  he might know a way. 
  The asking price for a bribe is 500 gold pieces, but can 
  be negotiated down to 100 gold pieces. 
   If the characters ask about Glendt, Neemoy shows 
  genuine surprise. Neemoy loves the kid and would 
  never inform on him, but admits what he knows: that 
  he and Tail are friends and run together often, that he’s 
  always off somewhere — Neemoy doesn’t have time to 
  keep tabs on him. Neemoy also doesn’t know that 
  much about Tail, although he thinks Tail is a sucker: 
  the kid will do anything for some bauble to give to his 
  girlfriend. 
   If Glendt is an intellect devourer, Neemoy becomes 
  pensive if the characters ask him about his behavior 
  directly. He admits Glendt’s been different lately — 
  more secretive. If the characters press, a DC 12 
  Charisma (Diplomacy) check can get him to tell the 
  characters where in the Old City Glendt tends to be, 
  giving them advantage when searching for him in Act 3. 
   Talking with Clank & Neemoy takes half an hour. 
  Roleplaying Clank 
  A kenku gang leader and black marketeer, Clank is a newcomer to 
  town, having relocated from Mulmaster like many others. 
  Encountered in squalor during the events of DDEX 2-10 Cloaks 
  and Shadows, here in Ylraphon he wears nicer clothes and looks 
  better fed. Clank is a mean old bird, missing half the feathers on 
  his head. He passes Zhentarim orders on to local faction 
  members and works to keep the town free of Mulmaster’s 
  influence. No one is sure where Clank gets his orders from, but 
  like all kenku, he only speaks using mimicry, so he obviously 
  repeats them verbatim. Clank’s favorite joke is using his 
  mimicry abilities to repeat someone’s words with an insulting 
  gesture or an eye roll. 
   
  Quote: (In a male dwarf’s voice.) “This is Ylraphon, my friend, 
  everything is for sale—if you can pay the right price.” 
  Glendt 
  Glendt ducks into a hidey-hole concealed under fake 
  trash near the Zhentish Corners, and hides from the 
  characters regardless of whether he is an intellect 
  devourer. If the characters spooked Tail at the 
  Emberstar Exchange, the tiefling boy might be with 
  Glendt. Characters can spend an hour searching to 
  make an active DC 15 Wisdom (Perception) check to 
  find him — DC 10 if Tail is with him. 
   If Glendt is an intellect devourer, he will immediately 
  confess everything to the characters, but say he did 
  everything at the direction of “Purserazor” Neemoy. 
  Tail (if he’s with Glendt) knows this is a lie and goes 
  wide-eyed, but Glendt plays the scared foolish child. If 
  the characters buy this excuse, he escapes to the Old 
  City when the characters leave him; if Tail is present, 
  Glendt murders Tail and stuffs his body in the hidey 
  hole.  
  
   
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   If Glendt is not an intellect devourer, he plays tough, 
  but caves quickly if the characters attempt to intimidate 
  him: Charisma (Deception) DC 10. He’ll admit that he 
  cased the Chiang Emporium and that he’s delivered 
  Black Lotus to Salvar Brix, but doesn’t know anything 
  about the Moonwater. If the characters ask directly, 
  he’ll even admit that he delivers stolen gems to The 
  Pearl, and tries to convince them that if he wanted to 
  steal the gems, he’d do so before dropping them off. 
  The Emberstar Exchange 
  The characters may wish to investigate the Emberstars. 
  The Emberstars operate out of two compounds: their 
  retail space, the Emberstar Arms near the Hunter’s 
  Market, and the forge located outside of Ylraphon 
  Proper, across the Dragon’s Cut Bay. If they visit the 
  forge, it takes an hour to travel to the forge and back, 
  and when they arrive a hulking half-orc tells them the 
  forge is off-limits. If they press the issue, Sebastian 
  Emberstar appears. He apologizes, insisting the 
  workspace is not designed for tours and unsafe for 
  visitors. There is a small cordoned-off area that gives 
  the players a view of an impressive, if mundane, forge 
  operation. Flying sparks and molten steel validate 
  Emberstars’ safety concerns. Sebastian will idly chat 
  with the characters about the forge and its capabilities 
  for an hour before asking them to leave, as he has 
  business to which he must attend. 
   At the Emberstar Arms, they are welcomed by the 
  adorably cranky elderly dragonborn proprietor, 
  Cristobella Crexi while Tail watches. Read the 
  following: 
  A bell on the shop door jangles as you enter. Inside, 
  light glints off hundreds of blades, ranging in size 
  from daggers to glaives. Behind the counter, a 
  weathered-looking female dragonborn narrows her 
  eyes at you and crosses her arms derisively, while a 
  sheepish tiefling boy makes himself busy dusting. 
  The characters can learn the following: 
  • The Emberstars sell high-quality bladed weapons, 
  mostly for export through Sembian traders, although 
  they have a retail location in Ylraphon. 
  • Their business is new and they’re still building their 
  brand, but Sebastian Emberstar dreams of 
  “Emberstar steel putting Ylraphon back on the map!” 
  • After the mess in Mulmaster, Sebastian’s used to 
  people fearing and distrusting him — despite his lack 
  of involvement there — because of his race. He has 
  built his team from people of similar ilk: while most 
  of Ylraphon is largely comprised of humans, elves, 
  dwarves, and halflings, the Emberstars welcome 
  outsiders — half-orcs, dragonborn, goliaths and 
  tieflings — as long as they’re good at their jobs. 
  • This “Emberstar Aura”, as they call it, has 
  engendered a fierce loyalty amongst his staff; the 
  employees feel like a family, they would all sacrifice 
  themselves for their boss. 
  • Although they’ve grown accustomed to prejudice, 
  recently the Ylraphites’ folksy distrust has turned 
  into outright hostility, even threats of violence. 
  • Tail and the daytime forge crew — including Fren 
  the Moose — are not boy scouts by any stretch of the 
  imagination, but they all claim they were minding 
  their own business at the Drink O’ Lis when crazies 
  from the market picked a fight with them. 
  Interviewing the Emberstars takes half an hour. 
   If Tail is an intellect devourer, he keeps his cool and 
  lays low, attempting to avoid the characters’ attention. 
  If the characters wish to speak with him, he tries to 
  decline, but Cristobella forces him to answer their 
  questions. 
   If Tail is not an intellect devourer, he bolts if the 
  characters start asking about crimes, due to his guilt 
  over his gifts to Jyn and hijinks with Glendt. If the 
  characters don’t stop him, he runs to the Zhentish 
  Corners in panic, straight to Glendt. 
  Roleplaying Cristobella Crexi 
  This aging dragonborn woman runs the Emberstar Arms with an 
  iron fist. Her weathered, grey-tipped golden scales and a slight 
  hunch show her age, but her eyes and tongue are sharp. She 
  affects a cranky demeanor, disliking people she considers 
  useless (which is everyone until they prove otherwise) and isn’t 
  afraid of letting people know where they stand in her opinion. 
  But her crankiness is somehow likeable, and she really knows her 
  blades. Her skill and expertise with them drives much of the 
  Emberstars’ success in Ylraphon. Nothing makes her happier 
  than a perfectly-crafted weapon. She is a true believer in the 
  forge, and in how the Emberstar Exchange has allowed so many 
  misfits and outlaws to join.  
   
  Quote: "I will make the Emberstar Exchange a success, even if I 
  have to do it all myself." 
  
   
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  The Town Watch 
  If the character wish to speak with other members of 
  the watch, anyone they ask refers them to the guards on 
  duty at the Palisade. On the day the characters 
  investigate, the Shou and Marsh gates are each being 
  guarded by the halfling Clem Stouthandle and the half-
  elf Trell Bannon of the Fens, respectively. The two 
  aren’t bright, but they’re loyal and good. Clem 
  appreciates a good joke, while Bannon is brusque and 
  laconic. When the characters approach, they act exactly 
  the same: 
  Ylraphon’s Palisade is a wall of sturdy duskwood 
  trunks lined up in a row, each sharpened to a point. 
  A small wooden platform stands next to each gate, 
  giving the guard on duty a view of both the city 
  within and the ruins outside. The guard snaps to 
  attention: “Guard on duty!” 
  The guard knows the Mayor was looking to hire 
  deputies, and if the characters are wearing the tin stars 
  they were offered, considers them to be on the same 
  side. The guard waves the characters up, but the 
  platform can only comfortably hold two people, three 
  at a squeeze. Another character could cling to the 
  ladder, but any further must have the conversation 
  relayed to them on the ground. 
   The guards talk freely, happily providing editorial on 
  anyone in town: to Clem everyone is a friend; she 
  always sees the bright side. Trell is the opposite, 
  suspecting everyone of something, and even the most 
  minor crime is serious. But regardless of their color on 
  the information, their reports are the same. They 
  believe: 
  • The whole town is on edge lately. It’s probably the 
  heat in the early winter, they’ve had to break up way 
  more tavern brawls than normal, and had more than 
  one disturbance at the market. 
  • The refugees are a problem; there’s far too many of 
  them. Their lives are hard, and it’s the perfect recipe 
  for crime. 
  • The guards don’t consider the ruins part of Ylraphon 
  proper, and don’t care what goes on outside their 
  Palisade, so long as outsiders don’t bring trouble in. 
  • Palisade jumpers have become a real problem. Sure, 
  some of it’s probably innocent: Ylraphon kids 
  looking for a thrill or refugees caught in town after a 
  night out. But if the walls are so easy to cross, that 
  means it won’t keep out the truly bad ones. 
  • The guards have found several hidden rope ladders 
  and trash stacked up against the Palisade that makes 
  it easy to scale. They’ve even seen some failed 
  attempts at tunnelling under and cutting through the 
  Palisade. 
  If asked about specific people, the guards aren’t afraid 
  to give their opinions: 
  • Jyn, Lia and Aleck are entitled brats with too much 
  time on their hands.  
  • The Zhents (including “Purserazor” Neemoy and 
  Glendt) are up to no good, but nothing they’re 
  accused of ever sticks. 
  • The Emberstars (including Tail) are hard-working 
  folk that mind their own business. 
  • The merchant houses are the real powers-that-be in 
  town, not the mayor. That’s fine, but sometimes they 
  act above the law as well. 
  The guards also can reveal the following clues, 
  depending on who the intellect devourer is: 
  • Jyn, Lia or Aleck: the victim’s been caught Palisade 
  jumping on a couple of occasions — likely up to 
  some youthful shenanigans — the victim’s been 
  caught and scolded several times, but the guards have 
  never made a big deal of it. 
  • “Purserazor” Neemoy or Glendt: The guards have heard 
  reports of the victim trafficking stolen goods, 
  contraband and even people over the Palisade at 
  night, but he’s never been caught. 
  • Tail: The Emberstar crew likes a drink though, and 
  they’ve been caught going over the wall after a night 
  out. Though he never joins them at the bars, the little 
  tiefling is usually with them serving as a lookout.  
  • Regardless of who the intellect devourer is: If they have 
  fled the city, the guards saw them leave. If the 
  characters want to try to follow them, proceed with 
  Searching the Ruins. 
  The guards are good and can’t be bribed or influenced. 
  They also refuse to leave their post under any 
  circumstances. 
  Elsewhere in Ylraphon 
  The characters may seek to visit any number of 
  different places within the city, and you should allow 
  
   
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  them leeway to go where they please, and improvise as 
  best you can. In general: 
  • Require characters to make skill checks (DC 12 - 17) 
  when an outcome is uncertain. 
  • Failed checks should advance the plot, but cost the 
  characters additional time, money or physical 
  damage than successful ones. 
  • Be careful not to add too many red herrings that will 
  pull the characters off the scent. 
  Be sure to remind the characters that Carver expects 
  results and that time (both in game and out) is limited. 
  Act 3: The Old City 
  Expected duration: 60 minutes. 
   Having investigated as much as they are willing or 
  able, the characters need to make some accusations. 
  Their status as deputies allows them to arrest anyone if 
  they can make a solid case. If they do, the characters 
  spend an hour transporting their prisoner and getting 
  them sorted out in the jail. 
   Determine which scenarios to run in Act 3 based on 
  the characters’ actions: 
  • If the characters return to the Mayor without a suspect 
  arrested, Mayor Carver simply tells them to 
  apprehend the guilty parties. Characters on the 
  wrong track may go backwards to Act 2 scenes here; 
  that’s OK. 
  • If the characters leave Ylraphon Proper to investigate the 
  Old City, proceed with The Palisade, then Searching 
  the Ruins. 
  • If the characters interrogate Augrathoth, a successful 
  DC 15 Intimidate (Charisma) check will convince 
  Augrathoth to reveal Vanquo’s location and plans. 
  Run The Sunken Temple. A failure sends the 
  characters on an hour long wild goose chase; run 
  Searching the Ruins. Regardless of success, you may 
  run The Palisade first if you have time. 
  • If the characters jail a suspect, Mayor Carver wants to 
  see if there are any more crimes overnight, now that a 
  suspect is in custody.  He invites the characters to 
  come back and see him the next day, and suggests 
  they spend the night at a nearby inn. Run One Good 
  Burn.  
  • If the action stalls or the characters find themselves at a 
  loss for what to do next, proceed with One Good Burn.  
  If the characters have locked up Augrathoth, it does 
  not linger in jail long. It waits until the characters leave, 
  then exits its host body. It attacks Lindon, takes control 
  of his body and leaves town. The (now dead) former 
  body remains locked in the cell, though it will likely not 
  be discovered until the following morning. 
  Searching the Ruins 
  If the characters climb atop of the guard post or pass 
  beyond the Palisade, read the following: 
  The ruins stretch out beyond the wall, crumbling 
  buildings sinking into the swamp. In, around and 
  between them are a mishmash of tents, lean-tos and 
  converted wagons, dotted with cookfires and 
  milling people. Shouts, crying infants and angry 
  jeers occasionally rise from the people below. 
  Around the edges rise more stable structures, from 
  refurbished ruins to expansive pavilions, where 
  those refugees who came here with more wealth 
  live comfortably amid the squalor. In the distance, 
  more ancient ruins spread in every direction, to the 
  edge of the Flooded Forest and beyond. 
  If the characters have learned, or suspect, that Vanquo 
  is operating from a base outside Ylraphon, and go 
  looking for it, use this encounter. Things may unfold in 
  a few different ways: 
  • The characters might interrogate a captured intellect 
  devourer or mindwitness. 
  • The characters could either be chasing or searching 
  for someone they believe to be an intellect devourer. 
  • The characters could be searching for suspicious 
  buildings or characters. 
  • The characters might be magically detecting or 
  scrying the area. 
  • The characters might want to research the history of 
  Ylraphon to find the lost temple location. 
  Depending how specific their earlier information is, 
  you can give them advantage (i.e. if they interrogated 
  Augrathoth successfully) or disadvantage (general 
  searching with no specific intel and no trail to follow) 
  on the checks in this section. 
   Allow the characters to use their skills and abilities in 
  creative ways, and encourage them to split up if 
  necessary. The search should require each character to 
  
   
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  participate. The following guidelines can be used to 
  govern the mechanics: 
  • Try to only check any particular skill once. 
  • If the character would only need to perform one skill 
  check, that DC should be 16 
  • If the character would need to use multiple skills, the 
  DC should be 12, but every check must be successful 
  to count as one success. 
  • If a character spends a limited resource (like a spell 
  slot) it can receive either advantage or an automatic 
  success (your choice). 
  • If you are short on time, you may simply call for a DC 
  13 group Survival check. 
  Once each character has participated: 
  • If at least half the group has succeeded on their skill 
  check, the group finds the sunken temple in one 
  hour. 
  • If not, the characters spend two hours following bad 
  clues, encountering dead ends, etc., and Vanquo 
  makes his move against the Tanturs; run One Good 
  Burn. 
  See “Urban Chase Complications” on page 254 of the 
  Dungeon Master’s Guide for inspiration. 
   If the party seems like they would prefer to hack-and-
  slash their way to victory, or if they fail to find the 
  Sunken Temple by midnight of Day 1, run the One 
  Good Burn encounter instead.  
  One Good Burn 
  Run this encounter: 
  • If the characters take a long rest or otherwise don’t 
  complete the adventure during the first day. 
  • If the characters have imprisoned the wrong person 
  and think they’re finished 
  Unbeknownst to the characters, a pair of Hawks from 
  Mulmaster have been secretly tracking evidence of a 
  mind flayer in the area, taking on an assumed identity 
  as wainwrights. Vanquo was aware of them, however, 
  but hadn’t gotten around to dealing with them. The 
  characters’ investigation has Vanquo feeling defensive, 
  and concerned enough to lash out at a potential threat. 
  A cry echoes throughout the night: “Fire! Fire in the 
  old city!” A pillar of flame rises above the Palisade 
  from the north edge of town, and the streets are 
  filled with shouting men rushing to prevent the 
  blaze from spreading.  
  If the characters choose not to get involved, volunteers 
  from Ylraphon contain the fire after four hours, but not 
  before it sweeps through the Old City, killing dozens of 
  refugees. If the characters do come to assist, read the 
  following: 
  The entire wainwright’s shop has been engulfed in 
  flames, with fire and smoke licking out of every 
  door and window. Within, large shapes seem to 
  move amongst the flames. A pair of coughing 
  humans in their smallclothes huddle in the street, 
  and a tall, stocky human barks out orders to 
  Ylraphites and refugees alike as they clear trash 
  and pull down tents nearby to contain the fire. A 
  voice echoes in your mind, “See the fate of those 
  who oppose me! I have allies more powerful than 
  you can imagine!” 
  The couple are Garros and Bethannah Tantur, Turmish 
  refugees from Mulmaster who own the wainwright’s 
  shop. The man organizing the fire defense is Arden 
  Marsh, faction contact for the Order of the Gauntlet. 
  Three hell hounds and a fire elemental have been 
  summoned by Vanquo to set this fire; they are 
  currently inside the shop, ensuring it burns hotter and 
  faster than it naturally would. 
  • The Tanturs are shaken but will survive; a character 
  can verify this with an action and a DC 10 Wisdom 
  (Medicine) check. They murmur something about a 
  flaming tornado, and are in shock until the fire is 
  contained. 
  • When he sees the characters, Arden Marsh will yell 
  that the fire isn’t natural, something’s keeping it 
  burning despite their efforts to contain it, and asks 
  the characters to get in there and do something about 
  it. 
  • Characters looking to contain or extinguish the fire 
  can spend their actions to do so, but even 
  countermeasures such as create water, sleet storm, or 
  cone of cold won’t extinguish the fire while monsters 
  remain alive. 
  
   
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  The fire elemental fights to the death, but the hell 
  hounds retreat if they are all reduced below half hit 
  points. The monsters will chase the characters into the 
  streets if the characters attempt to fight them from long 
  range. 
  General Features 
  The general features of One Good Turn are as follows: 
   Lighting. This encounter takes place outdoors at night 
  in the darkness, although within 30 feet of the fire is 
  brightly lit. 
   Smoke. the shop is filled with choking smoke; the air 
  is lightly obscured at ground level and heavily obscured 
  above five feet. Characters must hold their breath to 
  fight within the shop, which they can safely do for a 
  number of rounds equal to 10 x (1 + Constitution 
  modifier), minimum five. 
   Heat. Within the building the heat is intense; 
  creatures that end their turn within the shop take 5 
  points of fire damage; the amount of damage doubles 
  each time the creature takes it. 
   Walls. The shop’s walls and roof remain intact 
  despite the flames and block line of sight. 
   Refugees. If the monsters enter the streets of 
  Ylraphon, add 1d4 commoners at the start of each 
  round; the hell hounds prefer these easier targets. 
   Secret Panel. A hidden panel conceals the Tanturs’ 
  hidden identities and their research on Vanquo; 
  damage from the fire makes it easy to spot when 
  adjacent — Wisdom (Perception) DC 10 — but smoke 
  has already ruined any evidence within beyond 
  recovery. 
  Treasure 
  The fire destroys much of the original building, 
  including a centuries-old stone chimney. Something 
  glints amongst the rubble: a hidey-hole, stuffed with 
  jewelry of elven make were secreted here for years, their 
  true owners probably killed by dragons centuries ago, 
  and the Tanturs make no claim to it. The jewelry is of 
  historical interest, and can be donated to the Ylraphon 
  Historical Society, but Ayre Affapanov at The Pearl 
  will buy the lot and melt them for raw materials, paying 
  350 gold pieces. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: remove the fire elemental 
  • Weak: remove one hell hound 
  • Strong: add one hell hound 
  • Very Strong: add one fire elemental 
  Development 
  Once the monsters are eliminated, it takes an hour for 
  the assembled volunteers to contain the blaze unless 
  the characters have a magical means of doing so. Most 
  of the crowd quickly disperses.  
   Arden Marsh is happy to talk with the characters, 
  though he won’t linger long. He’s not familiar with 
  events in the city, since he doesn’t enter Ylraphon 
  Proper due to his oath; however, if asked for his 
  opinion of recent events he will mention: 
  • The refugees complain that people have been going 
  missing, while the guards do nothing. 
  • He’s witnessed witch hunts first-hand in the past, 
  and would give Sebastian the benefit of the doubt 
  unless there is actual evidence against him. 
  Roleplaying Arden Marsh  
  Arden’s skulking posture, along with a clean-shaven head and 
  face, distinguish him from his twin Sir Bresden, but they share 
  the same pale skin and kind, soft features, hardened only by a 
  warlike gleam in their blue eyes. Still in his mid-twenties, Arden 
  carries the regret of a much older man over his youthful 
  misdeeds with the Cult of the Crushing Wave in Mulmaster. 
  Betraying the cult to agents of law led to his father’s death, but 
  he believes doing so sooner would have saved his father’s life. 
  Sworn not to re-enter the gates of Ylraphon or see his family until 
  his penance is complete, Arden believes hunting down those who 
  betray the Order of the Gauntlet is his path to redemption. He is 
  mercilessly intolerant of such crimes, but torn between judging 
  others and judging himself. 
  Quote: “A crime has been committed, and I will not rest until 
  justice is served.” 
  Once Arden leaves, the Tanturs are willing to take the 
  characters into their confidence. 
  • They admit to being Hawks from Mulmaster (the 
  city’s secret police), and their true names are Dagen 
  Victus and Marissa Stormwhisper. 
  • They’ve been searching for a mind flayer named 
  Vanquo that they believe is operating in the area; the 
  Tanturs see this as clearly an attempt to stop them. 
  • They describe their hidden room filled with evidence 
  charts tracking his movements, all of which is now 
  destroyed. 
  
   
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  • They’re unclear why Vanquo chose to lash out now, 
  although if the characters bring up their own 
  investigation, they conclude that they must have him 
  on the defensive. 
  • They believe they know where in the ruins the 
  Vanquo was keeping his headquarters, but it’s been 
  heavily guarded by enthralled Ylraphites, and they’ve 
  been unable to make a move on it. They provide the 
  characters directions to the sunken temple. 
  Meanwhile, panic fills the streets of Ylraphon. 
  The Sunken Temple 
  On the outskirts of town, between ruins mostly 
  swallowed by swamp, Vanquo’s thralls have been 
  quietly excavating the ruins of a temple that has been 
  submerged for over a century. At this point it’s unclear 
  what these ruins contain that might be so valuable, but 
  it’s clear they are important. When the characters 
  discover this area, read the following: 
  This section of the Old City is eerily quiet and 
  devoid of activity, as if those nearby avoid it 
  intentionally. Brackish water traces between the 
  cobblestones, and trees grow through crumbling 
  walls, as if the swamp were slowly devouring the 
  city. Across the ruins echo the sounds of work, 
  digging and shuffling feet, the squish of heavy tools 
  into wet ground — but not a single voice. 
  The work is a combination of digging, building 
  drainage routes, and bailing swamp water, to gain 
  access to a submerged passage. Occasionally a thrall will 
  dive into the passage, remaining submerged so long 
  that they need to be fished out, coughing and nearly 
  drowned, by the others. Despite working with 
  clockwork coordination, the thralls never speak. 
   There are a dozen commoners under Vanquo’s thrall 
  performing most of the work. In addition, two priests of 
  Chauntea and three corrupted priests are being 
  controlled by intellect devourers. Vanquo’s control 
  over the commoners is weak: it breaks under stress, 
  leaving the victim fearful and disoriented. 
   The characters must choose to either approach 
  stealthily, approach nonthreateningly, or charge in 
  weapons drawn. 
   Regardless how the characters approach, if some 
  members of the party hang back, those party members 
  appear at the edge of the map on their normal initiative 
  on the second round of combat — the first round must 
  be spent winding their way through ruins without line 
  of sight or effect to their allies or enemies. 
  Approaching Stealthily 
  A stealthy approach allows the characters to observe 
  the workers and potentially ambush them. Each 
  character must choose to either: 
  • Hang back, out of sight but undetectable 
  • Scout from a safe distance 
  • Infiltrate the camp  
  One the characters have chosen, each must make a 
  Dexterity (Stealth) and Wisdom (Perception) check: 
  Scouting Checks 
  Approach 
  Distance 
  Stealth DC 
  Perception 
  DC 
  Hang back 
  300 feet 
  5 
  Impossible 
  Scout 
  60 feet 
  10 
  15 
  Infiltrate 
  0 feet 
  15 
  10 
  If all characters pass their stealth checks, then 
  characters that pass their perception checks find a 
  hiding place that allows them to surprise the priests. 
   However, the intellect devourers’ detect sentience 
  ability prevents all enemies from being surprised unless 
  the characters take measures to shield their thoughts. 
  The devourers become immediately aware of any 
  unprotected characters that attempt to scout or 
  infiltrate. 
   The intellect devourers allow the characters to 
  believe they have not been detected, and attack 
  immediately before the characters intend to reveal 
  themselves; characters not hiding their thoughts must 
  succeed on a DC 15 Wisdom (Insight) check or be 
  surprised instead. While hiding, the characters can tell 
  that the people doing most of the physical work appear 
  to be under some sort of mind control: their actions are 
  sluggish and autonomous, and they don’t look around, 
  fidget or rest. Some of the others — the only ones 
  carrying weapons — seem to look around, react to each 
  other, pace or smack at a stinging insect. 
  Approaching Nonthreateningly 
  Characters attempting to parlay with the intellect 
  devourers must enter the ruins to be within earshot; 
  Vanquo’s victims cannot be lured from their task. 
  Unless such characters have a means to shield 
  themselves from detect sentience, they also find their 
  
   
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  enemies prepared, the priests protected by sanctuary 
  and armed with shillelaghs. 
   The intellect devourers feign interest in conversation 
  before attacking; approaching characters must pass a 
  DC 10 Wisdom (Insight) check or be surprised. 
   If some members of the party choose not to charge, 
  those party members appear at the edge of the map on 
  their normal initiative on the second round of combat 
  — the first round must be spent winding their way 
  through ruins without line of sight or effect to their 
  allies or enemies. 
  Charge! 
  Running in, weapons drawn, allows the characters to be 
  ready for combat, and does not afford the intellect 
  devourers enough time to prepare for battle. Neither 
  group gains the benefit of surprise. However, running 
  headlong through the ruins is treacherous; charging 
  players must succeed on a DC 12 Dexterity (Acrobatics) 
  check or make their initiative check with disadvantage. 
  The Work Site 
  Once the characters reveal themselves or are spotted, 
  the intellect devourers turn as a unit and attack, 
  fighting to the death. The commoners continue 
  working as if the characters were not even there. 
  Priests of Chauntea 
  Vanquo enthralled these elven Priests of Chauntea and extracted 
  from them legends of a lost temple. They have the racial features 
  of elves and use the stats for priests, but they are proficient with 
  the Nature skill, know the shillelagh cantrip and wield clubs 
  instead of maces. After casting shillelagh, they have a +5 attack 
  bonus and deal 1d8+3 bludgeoning damage. They also wear 
  chain mail and have shields, giving them an AC of 18. Their 
  alignment is neutral good. 
   
  Priests that have been under Vanquo’s thrall for long periods 
  of time become corrupted sycophants of the mind flayer. The 
  corrupted priests have the stats of kraken priests, but trade their 
  voice of the kraken ability and damage resistance for chain mail 
  armor (AC 16). Their alignment is neutral evil. 
  Tactics 
  The priests open by dispelling the characters’ buffs or 
  summoning spirit guardians, and either cast sanctuary on 
  themselves or activate shillelagh. They leave their 
  guardians up and heal their allies, if possible also 
  activating spiritual weapons and trying to keep their 
  distance.  
   The corrupted priests use call lightning to blast the 
  adventurers, and care little if they strike the 
  commoners. They may also seek cover underwater. 
   The intellect devourers are controlling the other 
  combatants via their body thief ability. They only emerge 
  if their host is killed or incapacitated. Without an 
  intellect devourer controlling them, the hosts die at the 
  end of their next turn.  
   The commoners continue to work as if there was no 
  combat occurring. They move around throughout the 
  combat, getting in the way of area effects, but taking no 
  combat action. 
   Multiple intellect devourers can be a significant 
  problem for the characters, since they can kill or 
  possess a creature in a single round with lucky rolls. If 
  the characters begin to lose the battle, have some of the 
  commoners shake loose of Vanquo’s hold and join the 
  fight on the characters’ side.  
  General Features 
  The general features of the sunken temple are as 
  follows: 
   Lighting. this encounter takes place outdoors under 
  daylight, unless it takes place at night. 
   Excavation. This 10-foot square shaft is filled with 
  muddy water that even darkvision cannot penetrate. It 
  descends 5 feet before opening into a labyrinthine 
  submerged complex. If a creature enters the complex, it 
  must make a DC 12 Wisdom (Perception) check to find 
  its way out. The DC increases by 1 each round the 
  creature remains submerged, although a natural 20 is 
  always a success. 
   Forest. Nearby standing water and brush make it easy 
  to take cover from ranged attacks. Brush and water is 
  difficult terrain, but provides both half-cover and 
  advantage on stealth checks to hide. 
   Ruins. Crumbling stone buildings surround the area. 
  Standing behind the walls provide total cover, but they 
  don’t withstand much force: a DC 10 strength check 
  can push a wall over, raining stones onto any creature 
  on the other side. Affected creatures must make a DC 
  14 Dexterity saving throw or take 7 (2d6) damage and be 
  knocked prone. The wall then becomes difficult 
  terrain. 
   Swamp. Much of the area is covered in slick mud; 
  creatures entering or moving through mud after taking 
  
   
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  the dash action must make a DC 14 dexterity saving 
  throw or fall prone at the end of their movement. 
   Tent. A small tent provides half cover. Within is a 
  small, unlocked wooden chest. 
   Water. The dark, brackish water is 10 ft deep. 
  Submerged creatures have total cover. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: remove a priest of Chauntea, a corrupted priest and 
  two intellect devourers 
  • Weak: remove one corrupted priest and one intellect devourer 
  • Strong: add an additional priest of Chauntea and an intellect 
  devourer 
  • Very Strong: add an additional priest of Chauntea, a corrupted 
  priest, and two intellect devourers 
  Treasure 
  The only treasure is Vanquo’s spellbook, which 
  contains the following spells: alter self, enlarge/reduce, 
  glyph of warding, suggestion, dispel magic, fly, greater 
  invisibility and teleportation circle. 
  Development 
  If any of the enthralled commoners survive, they can 
  describe much of what was happening. They’re tired, 
  confused, and their memories are hazy — as if they 
  were just awakening from a dream. If asked about 
  Vanquo, they know only his name and that they were 
  excavating the ruins. They say the master drew a circle 
  in the ground and disappeared. 
   A cursory investigation of the work area reveals 
  ample proof that this group are the culprits. Cranium 
  rats litter the area, although not enough to form a 
  swarm. A nearby chest includes sketches of the 
  Moonwater grounds and exterior, Vanquo’s traveling 
  spellbook, Brix’s missing book, and a piece of 
  parchment. But whatever Vanquo was looking for, it’s 
  clear he has yet to find it. 
   Both the parchment and the spellbook are covered in 
  strange embossed patterns. A player studying them can 
  infer (Intelligence, DC 12) that they are written 
  language. The script is Qualith, the writing of mind 
  flayers. If the characters can read it, the scroll’s notes 
  say, “TO DO: increase degree, make permanent”, and 
  the parchment is a timetable that lines up with the shift 
  changes for guards on Ylraphon’s Palisade. 
   Several pages have been torn out of Deities of the 
  Demiplane of Dread. The book is arranged 
  alphabetically, and the entire “S” section and the start 
  of “T” are gone. The only missing entry in “T” is for 
  Taavor the Mad One, a DC 20 Intelligence (Religion) 
  check recalls him as a powerful being permanently 
  imprisoned in the area — see DDEX2-7: Bounty in the 
  Bog, and YLRA01-01: Her Dying Wish for more details. 
   The area the thralls were excavating is a dark pit 
  filled with mud and water, but areas of ornate 
  stonework are clearly visible. It’s clear that a large 
  structure is hidden beneath the swamp here. 
  Characters attempting to enter the water find it is 
  completely occluded with mud and plant matter — 
  impenetrable even by darkvision — and that 
  exploration without draining it would be challenging, if 
  not impossible. 
   Detect magic in the area verifies a 10-foot circle of 
  conjuration magic congruent with casting teleportation 
  circle in the area. If the characters are stumped, remind 
  them of the teleportation circle at the Moonwater. At 
  this point the players may be left with more questions 
  than answers, but at least the mystery they were hired 
  to unravel can be considered solved. 
   Vanquo himself is nowhere to be found, as he has 
  since teleported back into the city. 
  Act 4: The Lynching 
  Expected duration: 20 minutes. 
   Once the characters have discovered the true culprits 
  (or even if they haven’t), the problems in Ylraphon 
  don’t resolve themselves magically. Ylraphon is ablaze 
  with anger and fear. When the characters return from 
  the Old City, the citizens of Ylraphon have decided to 
  take the matters into their own hands, blaming the 
  Emberstars. Read the following: 
  No guard waves to you over the city gates. In fact, 
  the streets on the outskirts of the Palisade are 
  empty, although the sounds of yelling echo in the 
  distance. Deeper into the city, a flood of people rush 
  toward the Hunter’s Market, with the cry going out: 
  “A lynching! A lynching!” 
  The crowds can easily be followed to the Hunter’s 
  Market. 
  
   
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  The Market Lynch Mob 
  After escaping the Sunken Temple, Vanquo teleported 
  to the Moonwater under cover of invisibility then used 
  his psychic powers to amplify the abnormally heated 
  tempers of the people of Ylraphon into a violent mob. 
  Once the characters reach Hunter’s Market, they find a 
  massive, angry crowd.  
  The smell of fish is still overwhelming in the hot air 
  in the market square, but there are no farmers or 
  fishermen selling their wares here now, and the 
  usual cacophony of hawkers’ shouts and cheerful 
  chatter has been replaced by the shouting of an 
  angry mob. Market tables have been swept of goods 
  and pushed together, creating a makeshift stage 
  topped with four gallows. 
   Strung up by a set of nooses, four Emberstar 
  forgemen teeter on small stools. The crowd taunts 
  and jeers while their leaders stalk the stage, inciting 
  the mob with cries of “taking back our town” from 
  “monsters and freeloaders.” 
   With a raucous, “Three! Two! One!” men flanking 
  each of the Emberstars kick the stools out from 
  under them, and they clutch at the ropes and kick 
  their legs, their faces purpling. The crowd howls 
  exultantly. 
  General Features 
   Terrain. The market square is laid with thick 
  flagstones—formerly the foundation of a tower that 
  once stood here. The area is littered with market stalls, 
  and the thick crowd makes it difficult to get anywhere 
  in a hurry. 
   Sound. The howling crowd makes hearing difficult 
  (disadvantage on hearing-related Wisdom (Perception) 
  checks). Anyone speaking must shout to be heard.  
   Smells. The air is heavy with the smell of fish, but also 
  the aroma of spices, roasted meat, and sweat. 
   The Crowd. Most of the crowd are commoners, 
  although a handful of guards and veterans are sprinkled 
  amongst them. The tightly pressed bodies make 
  movement challenging; treat the crowd like a 
  gargantuan swarm of medium creatures for the 
  purposes of movement. 
   The Well. The only reliable source of safe fresh water 
  in town, this stone well has been scribed with a magical 
  symbol, known to wizards and sages of giant lore as the 
  venn rune. The rune creates a magical effect in a 30 feet 
  sphere around itself, causing any creature who tells a lie 
  within the sphere’s radius to take 5 psychic damage and 
  flinch visibly. 
  Stopping the Mob 
  This scene can run like either an easy combat or a series 
  of skill checks. Improvise. Reward ingenuity, and try to 
  create circumstances that allow each player a chance to 
  help. But don’t spend too much time on it; this 
  encounter is about fast-paced drama, not tactics. 
   At the end of the first round, the sturdy forgemen 
  begin making death saving throws per the rules for 
  suffocation, i.e. will each die after three failed saves (the 
  noose and fall prevent them from holding their breath). 
   If Augrathoth the intellect devourer is still in control 
  of its original victim, the victim is near the stage, 
  helping to rile up the crowd. If Augrathoth was 
  discovered earlier but escaped, it’s now in possession of 
  the leader on stage. Otherwise, Augrathoth is not 
  present in this encounter. 
   The characters start approximately 50 ft. away, but 
  they can interrupt this madness. 
  • Characters who attempt to move through the crowd 
  may be grappled by its members. Movement through 
  the crowd requires shoving your way through: a DC 
  10 Strength check allows movement at one-quarter 
  speed; 15+ allows half speed. 
  • An adjacent creature can use an action to hold up a 
  hanging person, providing advantage on death 
  saving throws. 
  • The heavy ropes used as nooses have AC 15 and 10 hit 
  points. They are immune to poison and psychic 
  damage, and resistant to all other damage except 
  slashing. 
  • Ranged attacks against the ropes are difficult due to 
  the jostling crowd: attacks from more than 10 feet 
  away are made with disadvantage. 
  • The four gallows are five feet apart, and occupy the 
  same space as the Emberstar forgemen. The 
  forgemen are commoners with 5 hp. 
  • If the characters attempt to stop the lynching, the 
  members of the crowd — usually goodhearted folk — 
  may try to attack them. 
  Once the characters have stopped the lynching or the 
  Emberstars have died, the crowd quickly disperses. 
  
   
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  The Grateful Emberstars 
  Sebastian Emberstar arrives after the danger from the 
  lynch mob has abated. If any of his forge crew have 
  survived, read the following: 
  Flames trace the collar and cuffs of the expertly-
  tailored suit worn by Sebastian Emberstar, who 
  approaches you together with a towering gold-
  skinned dragonborn woman. As you approach, his 
  tired face composes into a white-toothed smile. “I 
  hear I owe you a favor, my friends,” he says. 
  Sebastian Emberstar is joined by Cristobella Crexi, 
  who runs his retail shop, the Emberstar Arms. 
  Emberstar thanks the characters and offers them a 
  boon: to craft them a weapon of their choosing imbued 
  with magical fire. This weapon has the stats of a flame 
  tongue, but it can be any weapon made at the forge: 
  melee weapon in the Player’s Handbook except club, 
  greatclub, spear, quarterstaff, lance or whip. The 
  characters also earn the story award An Emberstar 
  Exclusive. The characters may decide who receives this 
  weapon after the adventure. 
  Act 5: Someone 
  Else’s Problem 
  Expected duration: 15 minutes. 
   Once the Ylraphites have been sent back to their 
  homes and peace has been restored, not much remains 
  but to return to Carver and report.  
  Vanquo’s Message 
  Though his immediate plans have been largely foiled, 
  Vanquo has set one last trap for the characters, 
  although if someone else triggered it, he’d be 
  unconcerned. As the characters leave the Hunter’s 
  Market, call for perception checks, then read the 
  following to those who rolled the highest: 
  In the quiet of the dispersing crowd, you hear a 
  whimpering cry from an alley. A small girl sits on 
  the dirty stone floor, her face wet with tears. In one 
  hand she clutches a plush dog. In the other, her red 
  and swollen ankle. 
  The girl’s name is Pi, and she’s a Mulmaster refugee 
  whose parents were among Vanquo’s thralls. The 
  stuffed dog has a 5th-level glyph of warding which 
  triggers when the dog is within one foot of anyone 
  other than Pi. Her fate is bleak, but if the characters talk 
  with her, there are some clues that something is amiss: 
  • No one in the crowd nearby knows her or can be 
  persuaded to help her find her home. 
  • She hurt her ankle in the crowd and got scared. This 
  is true, although she was under compulsion from 
  Vanquo, under the guise of an alter self spell. 
  • Even from a distance, it’s clear her ankle is either 
  broken or badly sprained — she likely can’t walk on 
  it, although with a DC 10 Wisdom (Medicine) check 
  a character could splint it enough to let her walk at 
  half speed. 
  • Her clothes are dirty and she’s thin and 
  malnourished. The plush dog is clean and new, 
  however; it’s black and has red eyes. 
  • If asked, she says the man told her wait here for 
  someone to come for her. The man gave her the 
  puppy to keep her safe until the people come. 
  • If asked about the man she replies, “The purple man. 
  He’s nice.” 
  • Beyond that all she wants is to go home (also true). 
  • If asked for the toy, or pressed for more on the purple 
  man, she gives a final message before triggering the 
  trap: 
  “He says his name is Vanquo, and he hopes you like 
  doggies. He says his friends all like doggies. Like 
  this one. Only better.” 
  The glyph requires a DC 15 Intelligence (Investigation) 
  check to discover (although doing so without 
  approaching is nearly impossible). When triggered, the 
  glyph’s exploding runes do 7d8 acid damage to all 
  creatures within 20 feet, with a DC 15 Dexterity saving 
  throw for half damage. Pi has the statistics of a 
  commoner. 
   Search as they might, the trail has gone cold; 
  Vanquo’s access to spells like invisibility and fly and his 
  significant lead mean that he could be practically 
  anywhere. At this point, the only thing left to do is to 
  report back to the mayor. 
  Conclusion 
  When the characters return to the town hall, they find 
  it in disarray, as the captain of the guard and Lindon 
  
   
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  Steeltoe (if he’s still alive) are trying to dissuade Mayor 
  Carver from abandoning the town. Read the following: 
  The lobby at the town hall is oddly empty. Voices 
  echo from the mayor’s office’s open door. Within, 
  Carver rifles through his desk drawers, placing the 
  things he finds into a large, worn rucksack. 
   “I’ve heard your protests,” Carver says as you 
  enter, “but I’m tired of problems that can’t be 
  solved with steel. I’m not the right man for this job. 
  I’ve just got one last thing to wrap up and — ah, it 
  looks like they’ve arrived.” 
  When the characters enter, Carver asks them for a 
  report. Carver finds the characters’ story troubling, but 
  it confirms what he already knew — this isn’t 
  something he can solve. If asked where he’s going, he 
  says an old friend has offered him a commission leading 
  men into battle, and it’s exactly what he needs. 
   Carver can’t be dissuaded, although he gestures to a 
  bag of gold in the corner — their payment as promised, 
  from the city coffers. Then he bids the group good luck 
  and takes his leave. The adventure ends with Carver’s 
  final proclamation: 
  “I guess there’s only one thing to do now… you need 
  to have an election.” 
  Rewards 
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session.  
  Experience (Min: 4,500/Max: 7,500 Each) 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present in 
  the combat. For non-combat experience, the rewards 
  are listed per character. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Acolyte 
  50 
  Aurochs 
  450 
  Commoner 
  10 
  Cranium Rat 
  10 
  Guard 
  25 
  Intellect Devourer 
  450 
  Kraken Priest 
  1,800 
  Mindwitness 
  1,800 
  Pixie 
  50 
  Priest 
  450 
  Swarm of Cranium Rats 
  1,800 
  Unicorn 
  1,800 
  Wobbles 
  5,900 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per 
  Character 
  Uncover the Hidden Intellect Devourer on Day 1 
  1000 
  Save Wobbles or allow him to escape unharmed 
  500 
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly as 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price.  
  Treasure Awards 
  Item Name 
  GP Value 
  Investigator’s fee 
  1,000 
  Penalty for negotiating 
  -100 
  Speed bonus (next day) 
  250 
  Speed bonus (same day) 
  500 
  Pixie dust 
  250 
  Rare shellfish 
  175 
  Historically relevant jewelry 
  350 
  Consumable magic items should be divided up however 
  the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group 
  be unable to decide. 
   Permanent magic items are divided according to the 
  system provided in the Adventurers League Dungeon 
  Master’s Guide. 
  Flame Tongue Weapon 
  Weapon (any sword), rare (requires attunement) 
  You can use a bonus action to speak this magic sword's 
  command word, causing flames to erupt from the blade. 
  These flames shed bright light in a 40-foot radius and 
  dim light for an additional 40 feet. While the sword is 
  ablaze, it deals an extra 2d6 fire damage to any target it 
  hits. The flames last until you use a bonus action to 
  speak the command word again or until you drop or 
  sheathe the sword. 
   This weapon was crafted for you by the expert smiths at 
  the Emberstar Exchange to your specifications. Unlike most 
  flame tongue weapons, this weapon can take the form of your 
  choice from any melee weapon made at the forge: anything in 
  the Player’s Handbook or D&D Basic Rules except club, 
  greatclub, spear, quarterstaff, lance or whip. 
  
   
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   This weapons’s description also appears on Player 
  Handout 7: Flame Tongue Weapon. 
  Spellbook 
  Vanquo's spell book is written in Qualith script. It has 
  the following spells in it that may be scribed into a 
  character's spell book using the rules in the Player’s 
  Handbook. 
  2nd level: alter self, enlarge/reduce, glyph of warding, suggestion 
  3rd level: dispel magic, fly 
  4th level: greater Invisibility 
  5th level: teleportation circle 
  Story Awards 
  The characters can earn the following story awards 
  during play. These are also described on Player 
  Handout 6X: Story Awards. 
  Caveat Venditor 
  You managed to disperse a swarm of pixies from the 
  Chiang Emporium in Ylraphon with minimal damage 
  to the shop. Your reputation for mastery and grace 
  precedes you amongst members of the Chiang 
  Emporium. 
   The characters earn this story award for clearing the pixies 
  from the Chiang Emporium while limiting collateral 
  damage. 
  An Emberstar Exclusive 
  You’ve gained the favor of Sebastian Emberstar after 
  rescuing his employees from a lynch mob. In gratitude, 
  he grants you an exclusive offer: access to their forges. 
  You have the one-time opportunity to provide your 
  own funds to add decorative flourishes to a weapon 
  you own (gems in the hilt, embossed or filigree in the 
  blades, etc). You can spend any amount, but if you 
  spend at least 10,000 gold, the weapon’s craftsmanship 
  impresses those who view it and know about such 
  things. At the DM’s option, once per adventure you 
  can gain advantage on a Charisma-based ability check 
  by flourishing or displaying the weapon. 
   The characters earn this story award for rescuing at least 
  one of the Emberstars from the lynch mob. 
  The Moonmaiden’s Waters 
  You foiled an attack on the Moonwater, preventing 
  Vanquo from taking control of the temple. While the 
  temples’ famous prophetic baths were befouled, the 
  High Initiate, Andorran Bree, has offered you an 
  opportunity to use them once the waters are suitably 
  cleansed. 
   The characters earn this story award for defending 
  Andorran Bree at the Moonwater. 
  …A Terrible Thing to Waste 
  You fell in battle against the minions of a renegade 
  mind flayer. But an adventurer’s brain — even when 
  not taken alive — is a delicacy few mind flayers could 
  resist. Selfless heroics add such a delicious spice! Your 
  story ends here, although your demise spares you from 
  spending your days as a mindless thrall — a fate your 
  compatriots are likely to share. 
   A character earns this story award if they are killed during 
  the adventure and are unable (or unwilling) to take one of 
  the resurrection options available. 
  Local Pursuit 
  You have become involved with a local institution in 
  Ylraphon. You may choose one (and only one) of the 
  “Local Pursuit” story award options described in Player 
  Handout 6Y: Local Pursuits for successfully completing 
  this adventure. This signifies your character having the 
  opportunity to become more involved with day-to-day 
  life and significant institutions in Ylraphon. You may 
  gain only one of the story award options listed for 
  completing this adventure, though you may later gain 
  additional ones if other adventures grant these story 
  award options. 
   This award is available to characters who successfully 
  completed this adventure. 
  Ylraphon Adventurers Guild 
  You may join the Ylraphon Adventurers Guild if you 
  either obtain one of the Local Pursuit story awards (as 
  described above) or are willing to pay 50 gp initial dues 
  as described in Player Handout 6Z: The Ylraphon 
  Adventurers Guild. This grants access to the Guild 
  Delving downtime activity described in that handout, 
  as well as other benefits to be seen in future modules 
  set in Ylraphon. 
   This award is available to characters who solve the 
  mystery of who has been commiting the vandalism and arson 
  in town.  
  
   
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  Player Rewards 
  The characters earn downtime and renown in 
  accordance with the guidance prescribed by the 
  Adventurers League Dungeon Master’s Guide. 
  DM Rewards 
  In exchange for running the adventure, you earn XP, 
  gp, and downtime days in accordance with the 
  guidance prescribed by the Adventurers League Dungeon 
  Master’s Guide. 
  
   
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  Appendix 1: NPC/Monster Statistics  
  The Chiang Emporium 
  Pixie 
  Tiny fey, neutral good 
  Armor Class 15 
  Hit Points 1 (1d4 − 1) 
  Speed 10 ft., fly 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (−4) 
  20 (+5) 8 (−1) 
  10 (+0) 14 (+2) 15 (+2) 
    
  Skills Perception +4, Stealth +7 
  Senses passive Perception 14 
  Languages Sylvan 
  Challenge 1/4 (50 XP) 
    
  Magic Resistance. The pixie has advantage on saving throws 
  against spells and other magical effects. 
   
  Innate Spellcasting. The pixie’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can innately cast the 
  following spells, requiring only its pixie dust as a 
  component: 
   
  At will: druidcraft 
  1/day each: confusion, dancing lights, detect evil and good, 
  detect thoughts, dispel magic, entangle, fly, phantasmal force, 
  polymorph, sleep 
  Actions 
  Superior Invisibility. The pixie magically turns invisible 
  until its concentration ends (as if concentrating on a spell). 
  Any equipment the pixie wears or carries is invisible with it. 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
   
  Aurochs 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 38 (4d10 + 16) 
  Speed 50 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 10 (+0) 19 (+4) 2 (-4) 
  12 (+1) 
  5 (-3) 
   
  Senses passive Perception 11 
  Languages — 
  Challenge 2 (450 XP) 
   
  Charge. If the aurochs moves at least 20 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 15 Strength saving throw or be knocked prone. 
  Actions 
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage 
  
   
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  Unicorn 
  Large celestial, lawful good 
  Armor Class 12 
  Hit Points 67 (9d10 + 18) 
  Speed 50 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 14 (+2) 15 (+2) 11 (+0) 
  17 (+3) 16 (+3) 
    
  Damage Immunities poison 
  Condition Immunities charmed, paralyzed, poisoned 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages Celestial, Elvish, Sylvan, telepathy 60 ft. 
  Challenge 5 (1,800 XP) 
   
  Charge. If the unicorn moves at least 20 feet straight 
  toward a target and then hits it with a horn attack on 
  the same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a 
  DC 15 Strength saving throw or be knocked prone. 
    
  Innate Spellcasting. The unicorn’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately cast 
  the following spells, requiring only its pixie dust as a 
  component: 
  At will: detect evil and good, druidcraft, pass without trace 
  1/day each: calm emotions, dispel evil and good, entangle 
   
  Magic Resistance. The pixie has advantage on saving throws 
  against spells and other magical effects. 
   
  Magic Weapons. The unicorn's weapon attacks are magical. 
  Actions 
  Multiattack. The unicorn makes two attacks: one with its 
  hooves and one with its horn. 
   
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   
  Horn. Melee Weapon Attack: +7 to hit, reach 5ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
   
  Healing Touch (3/Day). The unicorn touches another 
  creature with its horn. The target magically regains 11 (2d8 
  + 2) hit points. In addition, the touch removes all diseases 
  and neutralizes all poisons afflicting the target. 
   
  Teleport (1/Day). The unicorn magically teleports itself and 
  up to three willing creatures it can see within 5 feet of it, 
  along with any equipment they are wearing or carrying, to a 
  location the unicorn is familiar with, up to 1 mile away. 
  Legendary Actions 
  The unicorn can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can be 
  used at a time and only at the end of another creature's 
  turn. The unicorn regains spent legendary actions at the 
  start of its turn. 
   
  Hooves. The unicorn makes one attack with its hooves. 
   
  Shimmering Shield (Costs 2 Actions). The unicorn creates a 
  shimmering, magical field around itself or another creature 
  it can see within 60 feet of it. The target gains a +2 bonus 
  to AC until the end of the unicorn's next turn. 
   
  Heal Self (Costs 3 Actions). The unicorn magically regains 11 
  (2d8 + 2) hit points. 
   
   
  
   
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  The Moonwater 
  Mindwitness 
  Large aberration, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 0 ft., fly 20 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 14 (+2) 15 (+2) 15 (+2) 10 (+0) 
   
  Saving Throwss Int +5, Wis +5 
  Skills Perception +8 
  Condition Immunities prone 
  Senses darkvision 120 ft., passive Perception 18 
  Languages Deep Speech, Undercommon, telepathy 600 ft. 
  Challenge 5 (1,800 XP) 
   
  Telepathic Hub. When the mindwitness receives a telepathic 
  message, it can telepathically share that message with up 
  to seven other creatures within 600 feet of it that it can 
  see. 
  Actions 
  Multiattack. The mindwitness makes two attacks: one with 
  its tentacles and one with its bite. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 16 (4d6 + 2) piercing damage. 
   
  Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 20 (4d8 + 2) psychic damage. If the target is 
  Large or smaller, it is grappled (escape DC 13) and must 
  succeed on a DC 14 Intelligence saving throw or be stunned 
  until the grapple ends. 
   
  Eye Rays. The mindwitness shoots three of the following 
  magical eye rays at random (reroll duplicates), choosing 
  one to three targets it can see within 120 feet of it: 
   
   
  1. Aversion Ray. Targeted creature must succeed on a DC 
  13 Charisma saving throw. On a failed save, the target has 
  disadvantage on attack rolls for 1 minute. The target can 
  repeat the saving throw at the start of each of its turns, 
  ending the effect on itself on a success. 
   
  2. Fear Ray. The targeted creature must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
  3. Psychic Ray. The targeted creature must succeed on a 
  DC 13 Intelligence saving throw or take 27 (6d8) psychic 
  damage. 
   
  4. Slowing Ray. The targeted creature must succeed on a 
  DC 13 Dexterity saving throw. On a failed save, the target’s 
  speed is halved for 1 minute. In addition, the creature can’t 
  take reactions, and it can take either an action or a bonus 
  action on its turn, not both. The creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
  5. Stunning Ray. The targeted creature must succeed on a 
  DC 13 Constitution saving throw or be stunned for 1 minute. 
  The target can repeat the saving throw at the start of each 
  of its turns, ending the effect on itself on a success. 
   
  6. Telekinetic Ray. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or the beholder 
  moves it up to 30 feet in any direction. It is restrained by 
  the ray’s telekinetic grip until the start of the beholder’s 
  next turn or until the beholder is incapacitated. 
   
  If the target is an object weighing 300 pounds or less 
  that isn’t being worn or carried, it is moved up to 30 feet in 
  any direction. The beholder can also exert fine control on 
  objects with this ray, such as manipulating a simple tool or 
  opening a door or a container. 
   
  
   
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  Swarm of Cranium Rats 
  Medium swarm of tiny beasts, lawful evil 
  Armor Class 12 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (+0) 
  14 (+2) 10 (+0) 15 (+2) 11 (+0) 
  14 (+2) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses darkvision 30 ft., passive Perception 10 
  Languages telepathy 30 ft. 
  Challenge 5 (1,800 XP) 
    
  Illumination. As a bonus action, the cranium rat can shed 
  dim light from its brain in a 5-foot radius or extinguish the 
  light. 
   
  Innate Spellcasting (Psionics). The swarm’s innate 
  spellcasting ability is Intelligence (spell save DC 13, +5 to 
  hit with spell attacks). As long as it has more than half of 
  its hit points remaining, the swarm can innately cast the 
  following spells, requiring no components. 
   
  At will: command, comprehend languages, detect thoughts 
  1/day each: confusion, dominate monster 
   
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for a Tiny rat. The swarm can’t regain hit 
  points or gain temporary hit points. 
   
  Telepathic Shroud. The cranium rat is immune to any effect 
  that would sense its emotions or read its thoughts, as well 
  as to all divination spells. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target 
  in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 
  (2d6) piercing damage if the swarm has half of its hit 
  points or fewer. 
   
  Acolyte 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  	
  Spellcasting. The Acolyte is a 1st-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The acolyte has the following cleric 
  spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
   
  
   
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
  36 
   
  Brix’s Towers 
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  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. 
   
   
   
  Apprentice Wizard 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft, swim 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 
   
  Skills Arcana +4, History +4 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
    
  Spellcasting. The apprentice is a 1st-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 to 
  hit with spell attacks). It has the following wizard spells 
  prepared: 
   
  Cantrips (at will): fire bolt, mending, prestidigitation 
  1st level (2 slots): burning hands, disguise self, shield 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing 
  damage. 
  Wobbles 
  Gargauntuan beast, unaligned 
  Armor Class 9 
  Hit Points 225 (18d20 + 36) 
  Speed 10ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 9 (-1) 
  15 (+2) 4 (-3) 
  10 (+0) 4 (-3) 
   
  Skills Perception +6, Stealth +5 
  Senses Darkvision 120ft., Passive Perception 16 
  Languages — 
  Challenge 10 (5,900 XP) 
   
  Hold Breath. While out of water, the Wobbles can hold his 
  breath for 1 hour. 
  Water Breathing. Wobbles can breathe only underwater. 
  Actions 
  Multiattack. Wobbles makes three tentacle attacks. 
  Fling. One Large or smaller object held or creature grappled 
  by Wobbles is thrown up to 30 feet in a random direction 
  and knocked prone. If a thrown target strikes a solid 
  surface, the target takes 3 (1d6) bludgeoning damage for 
  every 10 feet it was thrown. If the target is thrown at 
  another creature, that creature must succeed on a DC 14 
  Dexterity saving throw or take the same damage and be 
  knocked prone. 
  Slam. Melee Weapon Attack: +9 to hit, reach 30 ft., one 
  target. Hit: 15 (3d6 + 5) bludgeoning damage. 
  Tentacle. Melee Weapon Attack: +9 to hit, reach 30 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage, and the 
  target is grappled (escape DC 14). Until this grapple ends, 
  the target is restrained. Wobbles has eight tentacles, each 
  of which can grapple one target. 
  Legendary Actions 
  Wobbles can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s 
  turn. Wobbles regains spent legendary actions at the start 
  of his turn. 
  Recover. Wobbles ends one effect on itself. 
  Slam or Fling. Wobbles makes one slam attack or uses its 
  fling. 
   
   
  
   
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  The Pearl  
  Cranium Rat 
  Tiny beast, lawful evil 
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  14 (+2) 10 (+0) 4 (-3) 
  11 (+0) 
  8 (-1) 
   
  Senses darkvision 30 ft., passive Perception 10 
  Languages telepathy 30 ft. 
  Challenge 0 (10 XP) 
    
  Illumination. As a bonus action, the cranium rat can shed 
  dim light from its brain in a 5-foot radius or extinguish the 
  light. 
  Telepathic Shroud. The cranium rat is immune to any effect 
  that would sense its emotions or read its thoughts, as well 
  as to all divination spells. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage. 
   
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 13 (+1) 
  14 (+2) 10 (+0) 11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword attacks. If it 
  has a shortsword drawn, it can also make a shortsword 
  attack. 
   
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands. 
   
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
  	
  
   
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
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  One Good Burn 
  Hell Hound 
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 12 (+1) 
  14 (+2) 6 (−2) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
    
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
   
  Pack Tactics. The hound has advantage on an attack roll 
  against a creature if at least one of the hound’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. 
   
  Fire Breath (Recharge 5–6). The hound exhales fire in a 15-
  foot cone. Each creature in that area must make a DC 12 
  Dexterity saving throw, taking 21 (6d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  Fire Elemental 
  Large elemental, neutral  
  Armor Class 13	
  Hit Points 102 (12d10 + 36) 
  Speed 50 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  10 (+0) 17 (+3)  16 (+3)  6 (−2) 10 (+0) 7 (−2)  
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Damage Immunities fire, poison	
  Condition Immunities exhaustion, grappled, paralyzed,  
  petrified, poisoned, prone, restrained, unconscious  
  Senses darkvision 60 ft., passive Perception 10  
  Languages Ignan	
  Challenge 5 (1,800 XP)  
   
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature that 
  touches the elemental or hits it with a melee attack while 
  within 5 feet of it takes 5 (1d10) fire damage. In addition, 
  the elemental can enter a hostile creature’s space and stop 
  there. The first time it enters a creature’s space on a turn, 
  that creature takes 5 (1d10) fire damage and catches fire; 
  until someone takes an action to douse the fire, the 
  creature takes 5 (1d10) fire damage at the start of each of 
  its turns.  
   
  Illumination. The elemental sheds bright light in a 30- foot 
  radius and dim light in an additional 30 feet.  
   
  Water Susceptibility. For every 5 feet the elemental moves 
  in water, or for every gallon of water splashed on it, it takes 
  1 cold damage.  
  Actions  
  Multiattack. The elemental makes two touch attacks.  
   
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a creature 
  takes an action to douse the fire, the target takes 5 (1d10) 
  fire damage at the start of each of its turns.  
   
  
   
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
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  The Sunken Temple 
  Corrupted Priest of Chauntea 
  Medium humanoid (elf), neutral evil 
  Armor Class 16 (chain mail) 
  Hit Points 75 (10d8 +30) 
  Speed 30 ft, swim 30 ft. 
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  10 (+0) 16 (+3) 10 (+0) 16 (+3) 14 (+2) 
   
  Skills Nature +5, Perception +5 
  Senses Darkvision 60 ft., passive Perception 15 
  Languages Common, Elven 
  Challenge 5 (1,800 XP) 
    
  Amphibious. The priest can breathe air and water. 
   
  Fey Ancestry. The priest has advantage on saving throws 
  against being charmed, and magic can't put the priest to 
  sleep. 
   
  Innate Spellcasting. The priest’s spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components: 
   
  At will: command, create or destroy water 
  3/day each: control water, darkness, water breathing, water 
  walk 
  1/day each: call lightning, Evard’s black tentacles 
  Actions 
  Thunderous Touch. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 27 (5d10) thunder damage. 
   
  Priest of Chauntea 
  Medium humanoid (elf), neutral good  
  Armor Class 18 (chain mail, shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 10 (+0) 12 (+1) 
  13 (+1) 
  16 (+3) 13 (+1) 
   
  Skills Medicine +7, Religion +4, Nature +5, Perception +5, 
  Persuasion +3 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages Common, Elven 
  Challenge 2 (450 XP) 
    
  Divine Eminence. As a bonus action, the priest can expend a 
  spell slot to cause its melee weapon attacks to magically 
  deal an extra 10 (3d6) radiant damage to a target on a hit. 
  This benefit lasts until the end of the turn. If the priest 
  expends a spell slot of 2nd level or higher, the extra damage 
  increases by 1d6 for each level above 1st. 
   
  Fey Ancestry. The priest has advantage on saving throws 
  against being charmed, and magic can't put the priest to 
  sleep. 
   
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). The priest has the following cleric spells 
  prepared: 
   
  Cantrips (at will): light, sacred flame, shillelagh, 
  thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  Shillelagh. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) bludgeoning damage. 
   
  
   
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
  40 
   
  Intellect Devourer 
  Tiny aberration, lawful evil 
  Armor Class 12 
  Hit Points 21 (6d4 + 6) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (−2) 
  14 (+2) 13 (+1) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Condition Immunities blinded 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 12 
  Languages understands Deep Speech but can’t speak, 
  telepathy 60 ft. 
  Challenge 2 (450 XP) 
   
  Detect Sentience. The intellect devourer can sense the 
  presence and location of any creature within 300 feet of it 
  that has an Intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature is protected by a 
  mind blank spell. 
  Actions 
  Multiattack. The intellect devourer makes one attack with 
  its claws and uses Devour Intellect. 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  Devour Intellect. The intellect devourer targets one creature 
  it can see within 10 feet of it that has a brain. The target 
  must succeed on a DC 12 Intelligence saving throw against 
  this magic or take 11 (2d10) psychic damage. Also on a 
  failure, roll 3d6: If the total equals or exceeds the target’s 
  Intelligence score, that score is reduced to 0. The target is 
  stunned until it regains at least one point of Intelligence. 
   
  Body Thief. The intellect devourer initiates an Intelligence 
  contest with an incapacitated humanoid within 5 feet of it. 
  If it wins the contest, the intellect devourer magically 
  consumes the target’s brain, teleports into the target’s 
  skull, and takes control of the target’s body. While inside a 
  creature, the intellect devourer has total cover against 
  attacks and other effects originating outside its host. The 
  intellect devourer retains its Intelligence, Wisdom, and 
  Charisma scores, as well as its understanding of Deep 
  Speech, its telepathy, and its traits. It otherwise adopts the 
  target’s statistics. It knows everything the creature knew, 
  including spells and languages. 
   
  If the host body drops to 0 hit points, the intellect 
  devourer must leave it. A protection from evil and good 
  spell cast on the body drives the intellect devourer out. The 
  intellect devourer is also forced out if the target regains its 
  devoured brain by means of a wish. By spending 5 feet of its 
  movement, the intellect devourer can voluntarily leave the 
  body, teleporting to the nearest unoccupied space within 5 
  feet of it. The body then dies, unless its brain is restored 
  within 1 round. 
   
   
  
   
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
  41 
   
  Appendix 2: Adventure Structure 
   
   
    
   
  PARTY ASSEMBLES
  The Hunter’s Market
  YLRA 1-2: UNEASY LIES THE HEAD
  Adventure Structure
  AUDIENCE WITH MAYOR
  Ylraphon Town Hall
  MERCHANTS ARGUE
  Outside the Town Hall
  VANDALISM
  The Moonwater
  INFESTATION
  The Chiang Emporium
  ROBBERY
  The Pearl
  ACT 1
  ACT 2
  ACT 3
  ACT 4
  ACT 5
  CARVER RESIGNS
  Ylraphon Town Hall
  GRATEFUL EMBERSTARS
  Outside the Town Hall
  STOP THE LYNCHING
  The Hunter’s Market
  VANQUO’S MESSAGE
  Streets of Ylraphon
  SEARCH THE RUINS
  Old Ylraphon
  VANQUO’S THRALLS
  The Sunken Temple
  FIRE
  One Good Turn
  MEET ILASERA
  Streets of Ylraphon
  WOBBLES
  Brix’s Towers
  Find Augrathoth
  Rest or stuck
  Investigate some or
  all in any order
  
   
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   CCC-YLRA01-02 Uneasy Lies the Head 
   
   
  42 
   
  Appendix 3: NPC Summary 
   The following NPCs are featured in this adventure.  
  Faction Contacts 
  The characters may seek out their faction contacts 
  within Ylraphon. 
  • Andorran Bree, male half-elf Harper, is steward of 
  the Moonwater. 
  • Arden Marsh, male Damaran human of the Order of 
  the Gauntlet, refuses to enter city gates, helps put out 
  the fire at One Good Turn. 
  • Clank, male kenku Zhentarim, lurks in Zhentish 
  Corners. 
  • Ilasera Kombu, female Calishite half-elf of the 
  Emerald Enclave, keeps a stand in Hunter’s Market. 
  • Zor Serge Affapanov, male Damaran human of the 
  Lord’s Alliance, can be found in his home. 
  Disposable NPCs 
  Uneasy Lies the Head is part of a series of adventures. 
  Many NPCs have ongoing roles in the story, and killing 
  or maiming them might cause a discordant experience 
  for the players. The following NPCs were created for 
  this adventure, and have no major role in future stories. 
  Kill, maim, disfigure and curse them to your heart’s 
  content. 
  • Fren the Moose, male goliath forgeman for the 
  Emberstar Exchange 
  • Orgrillon Jack, male half-orc forgeman for the 
  Emberstar Exchange 
  • Toothy Crexi, female dragonborn forgewoman for 
  the Emberstar Exchange 
  • Tail, male tiefling apprentice for the Emberstar 
  Exchange 
  • Jyn & Lia, female human acolytes of Selûne 
  • Aleck, male human apprentice to Salvar Brix 
  • Lindon Steeltoe, male halfling former sheriff and 
  mayor’s assistant 
  • Glendt, male human refugee with a missing eye 
  • “Purserazor” Neemoy, male gnome Zhentarim and 
  fence 
  Unless indicated otherwise when they are introduced, 
  these NPCs use the statistics for a commoner. Feel free 
  to improvise backgrounds and character details for 
  them as needed. 
  Story NPCs 
  These NPCs may have future roles in the Ylraphon 
  storyline. 
  • Mayor Carver, male Damaran human, has an office 
  in the town hall 
  • Sebastian Emberstar, male fire genasi, owns The 
  Emberstar Exchange and forge. 
  • Cristobella Crexi, female dragonborn, is the 
  proprietor of The Emberstar Exchange. 
  • Ayre Affapanov, female Damaran human, is the 
  proprietor of The Pearl. 
  • Leszek & Hvartina, male and female Damaran 
  humans working in Serge Affapanov’s household. 
  • Bethannah & Garros Tantur, Turmish male and 
  female, are undercover Hawks tracking Vanquo. 
  • Salvar Brix, male Damaran human wizard is building 
  impressive towers in Ylraphon. 
  • Clem Stouthandle, female halfling town guard 
  • Trell Bannon of the Fens, male half-elf town guard 
  Vanquo 
  Vanquo doesn’t appear in this adventure, but his 
  machinations underlie much of what the characters will 
  face. The mind flayer is obsessed with an intricate, 
  carefully constructed plot years in the making, in which 
  Ylraphon plays but a small role. Vanquo’s presence 
  should be palpable, but always just out of the 
  characters’ reach. In fact, the true Vanquo is not even 
  in the area now—He prefers to avoid the swamp, for 
  personal reasons, and the illithid setting things in 
  motion around town is a sophisticated simulacrum 
  bearing the true Vanquo’s mind, one who will reappear 
  in a future adventure. 
   Vanquo’s only desire is the completion of his master 
  plan — the details of which may be revealed in a future 
  adventure — and he is consummately careful not to 
  jeopardize it or himself. Most threats to his agenda are 
  dispatched with calculated force, in ways that cannot 
  be traced back to him. However, when Vanquo believes 
  an enemy poses a serious threat to his plans, he tends to 
  lash out with a reckless abandon. The characters should 
  see the sheer ruthlessness and callousness of their 
  enemy every time he steps out of the shadows to attack. 
  
   
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  Appendix 4: Intellect Devourers 
  One of Vanquo’s intellect devourers, Augrathoth, has 
  taken control of a resident of Ylraphon to do Vanquo’s 
  bidding. When preparing the adventure, choose which 
  of the following NPCs the intellect devourer is using. 
  The victim (roll 1d6 or choose) 
  d6 
  Victim 
  Stats 
  Notes 
  1 
  Jyn 
  Acolyte 
  Female human acolyte of 
  Selûne, daughter of a rich 
  Daleland farmer 
  2 
  Lia 
  Acolyte 
  Female human acolyte of 
  Selûne, orphaned refugee 
  from Mulmaster 
  3 
  Aleck 
  Apprentice 
  Wizard 
  Human male apprentice to 
  Salvar Brix 
  4 
  Glendt 
  Commoner 
  Human male youth with a 
  missing eye 
  5 
  Neemoy 
  Spy 
  Gnome male fence at 
  Zhentish Corners 
  6 
  Tail 
  Commoner 
  Tiefling male apprentice for 
  the Emberstar Exchange 
  All have something to hide, causing them to act 
  duplicitous even if they aren’t the cause of the crimes: 
   Jyn and Lia are both best friends and rivals as acolytes 
  at the Moonwater. They compete over everything, 
  including the affections of Aleck, Salvar Brix’s 
  apprentice. Their competition has slowly escalated to 
  more reckless and dangerous stunts, and the three were 
  throwing rocks at a cart horse one day when the old nag 
  spooked, bolted and ran down a small child. The three 
  evaded suspicion, but carry the guilt with them. 
   Glendt and Tail were friends growing up in 
  Mulmaster before the fall. While Tail found an 
  apprenticeship at the Emberstar exchange and has a 
  promising future, Glendt fell in with harder types, such 
  as “Purserazor” Neemoy. Neemoy is mentoring Glendt 
  to be his replacement, and the youth isn’t afraid to call 
  in favors from Tail. Tail is loyal to his friend, and has 
  risked his job hiding contraband and stolen goods for 
  him — doing just enough to give Glendt leverage. 
   Tail is also infatuated with Jyn, whom he sees while 
  visiting the temple. He leaves her gifts — either art he’s 
  made from pilfered forge scraps or stolen jewelry from 
  Glendt — which the girl accepts despite her lack of 
  interest. Glendt resents the temple girls for snubbing 
  his friend, and Lia is driven to distraction with jealousy 
  over the steady stream of gifts. 
   Augrathoth currently inhabits his host via his Body 
  Thief ability, and controlling his victim’s actions. If his 
  host dies or is incapacitated, Augrathoth will leave it 
  and look for another. 
  Out of Sight, Out of Mind 
  Detect sentience makes Intellect Devourers almost 
  impossible to surprise. They are also difficult to detect; 
  passive skills cannot reveal them, but they do leave 
  telltale clues to the careful observer: 
  • Spending an hour interrogating a devourer can get it 
  to trip up in its own lies. Wisdom (Insight) against 
  the devourer’s Charisma (Deception). 
  • Spells can detect them: detect evil and good reveals 
  them, detect thoughts can reveal their duplicitousness, 
  and spells like clairvoyance or scrying can catch them 
  in action. 
  To decrease the adventure difficulty, consider having 
  the intellect devourer slip up and reveal itself without 
  the party discovering it. To increase difficulty, consider 
  having the intellect devourer switch bodies mid-
  adventure. 
  If I Only Had a Brain 
  An intellect devourer’s devour intellect ability can 
  reduce a character’s intelligence. The effect can be 
  reversed with greater restoration. If the characters cannot 
  cast this themselves, it is available from Andorran Bree 
  via spellcasting services. 
   An intellect devourer’s body thief ability is a bit more 
  serious, as the victim’s brain has been devoured. Raise 
  dead fails on a creature whose brain is missing; only 
  reincarnate, resurrection, and wish can restore to life an 
  adventurer with a devoured brain. The following 
  remedies are available to victims of body thief: 
  • Andorran Bree can cast resurrection according to the 
  normal rules for spellcasting service, but there will be 
  a wait of a day or two while Andorran restores the 
  hallow and other wards protecting the Moonwater. 
  • Ilasera can cast reincarnate if the character (or the 
  party) pays for her services (see Investigating the 
  Investigators in Act 2). Reincarnating may cause a 
  creature to return to life as a different race. 
  
   
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  Appendix 5A: Chiang Emporium Map 
   
   
   
   
   
  one square = 5 feet
  numbered tokens are added or removed via scaling
  P = Pixie
  A = Aurochs
  C = Clerk
  M = Mei Chiang
  COUNTER
  SHELVES
  WAREHOUSE DOOR
  ENTRYWAY
  CHARACTERS
  START HERE
  A
  P
  P
  P
  P7
  P
  P8
  A2
  P
  P6
  P9
  P10
  P11
  C
  C
  C
  C
  M
  
   
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  Appendix 5B: Moonwater Map 
   
   
   
   
   
  A = Acolyte
  M = Mindwitness
  one square = 5 feet
  numbered tokens are added or removed via scaling
  C = Cranium Rat Swarm
  ENTRYWAY
  CHARACTERS
  START HERE
  DOWN TO
  VAULT
  UP TO
  RECTORY
  ALTAR
  BATH
  TELEPORTATION CIRCLE
  (beneath mindwitness)
  OFFICE
  STORAGE
  5 ft up
  M
  C2
  C
  A
  A
  
   
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  Appendix 5C: Brix’s Towers Map 
   
   
   
   
   
  G = Guard
  W = Wobbles
  one square = 5 feet
  numbered tokens are added or removed via scaling
  C = Commoner
  BUILDING
  CHARACTERS
  START HERE
  ALTAR
  BRIDGE
  ESCAPE
  TO BAY
  PALISADE
  TOWER
  TOWER
  APPLE 
  CART
  W
  G6
  G5
  G
  G
  G
  G
  C
  C2
  C3
  
   
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  Appendix 5D: One Good Burn Map 
   
   
   
   
   
  F = Fire Elemental
  H = Hell Hound
  one square = 5 feet
  numbered tokens are added or removed via scaling
  CHARACTERS
  START HERE
  WORKSHOP
  FIREPLACE
  S
  PRIVY
  SHOW ROOM
  LIVING SPACE
  F
  H4
  H
  H
  H3
  F2
  
   
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  Appendix 5E: Sunken Temple Map 
   
   
   
   
   
  C = Corrupted Priest
  P = Priest
  one square = 5 feet
  numbered tokens are added or removed via scaling
  Place commoners randomly 
  around center of the map
  POND
  EXCAVATION
  STAGE
  FOREST
  RUINS
  LAKE
  SWAMP
  TENT
  ROAD
  P
  P2
  C
  C
  P3
  C3
  C4
  
   
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  Appendix 5F: Hunter’s Market Map 
   
   
   
   
   
  F = Forgeman
  one square = 5 feet
  numbered tokens are added or removed via scaling
  CHARACTERS
  START HERE
  WELL
  HEAVY CROWD
  STAGE
  PALISADE
  HOUSES
  F
  F
  F
  F
  
   
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  Appendix 6: Rumors
  Characters may choose to seek rumors out, making various checks (such as Charisma (Deception or Persuasion) to converse or carouse with 
  locals to seek information, or Wisdom (Perception) to eavesdrop), with the DCs varying based on circumstances. If the character is specifically 
  seeking information on a topic, try to find a rumor related to it. If a character buys someone a drink, takes the time to establish a special 
  rapport, or otherwise expends real effort or resources, roll twice and give the character both results.  
   
  Unless you are specifically running this adventure as part of an ongoing campaign including all of the YLRA-series modules, you shouldn’t 
  just roll a d20 for the whole table. Instead, roll 1d8 to obtain a rumor intended for this particular module, or simply choose a logical result.
  Die 
  roll 
  Result 
  1 
  Some of the refugees have had their minds taken over by brain-
  eating fungus from the Underdark that got in the air when 
  Mulmaster exploded. (FALSE) 
  2 
  One of the acolytes at the Moonwater is the avatar of the 
  goddess Selûne herself! She sleeps in a hidden vault under the 
  temple. The High Priest, Andorran Bree, has sworn to protect 
  her, that’s why he’s so secretive—some say he’s in love with 
  her! (FALSE) 
  3 
  You ever heard of the Shadovar? Shades of Old Netheril who 
  ruled the Anauroch desert? Some say they were defeated, but I 
  hear they still secretly rule places like Sembia and Mulmaster—
  all those Mulmasterite refugees coming here is prelude to an 
  invasion. (MOSTLY FALSE) 
  4 
  The priests of Chauntea had to flee their shrine in the Old City of 
  Ylraphon when a group of reckless adventurers opened a portal 
  to the Abyss within it. Some new Chauntea priests went out 
  looking for it, and they never returned! (MOSTLY FALSE) 
  5 
  I don't trust the merchant houses who rule within the Palisade 
  walls, except for the Ironheart dwarves. The Ironhearts have 
  always been honest neighbors, but all the rest of them care 
  about is money. (MOSTLY TRUE) 
  6 
  House Emberstar will take in anyone. Not only do they allow 
  goblins and half-orcs and the like to join their house, but they 
  even took in former members of the Elemental Evil Cults who 
  begged for shelter after Mulmaster fell—especially fire cultists 
  who could help work metal. (MOSTLY TRUE) 
  7 
  They say the Chiang Emporium have the largest fleet in the Sea 
  of Fallen Stars. A woman at their boat repair shop told me one 
  of their ships is magical, and can fly to the very stars! It’s also 
  said they never forget a debt, good or bad, so if you do work for 
  them, it’s best to do it right! (MOSTLY TRUE) 
  8 
  The Affapanovs are nobles from Mulmaster who got wealthy 
  dealing in gems. They lock their enemies away in their deep 
  underground treasure vaults, never to be seen again. (HALF 
  TRUE) 
  9 
  House Marsh seems like a good family, but their leaders are all 
  too young. I heard the older generation were all fanatics from 
  one of the Elemental Evil Cults that destroyed the harbor in 
  Mulmaster, and they died trying to destroy the rest of the city. 
  (MOSTLY TRUE) 
  10 
  No one knows this, but that dwarf paladin Garm Stormbright 
  killed Sir Bresden Marsh’s father in that big battle in 
  Mulmaster—he felt so guilty that now he’s sworn to never pick 
  up a weapon again. In fact, all the sons of that family grew up 
  without fathers, and it’s made them desperate to start families 
  of their own. (HALF TRUE) 
  11 
  A great knight of the Order of the Gauntlet was murdered out on 
  the Hunt Trail two winters ago, and he rose again as a death 
  knight. He haunts the coast, tricking the living into becoming 
  his unwitting pawns as he hunts down all those who betray his 
  Order and drags them screaming into the Nine Hells. (FALSE) 
  12 
  Hostettler's House used to be more tavern than gambling 
  house, until Old Man Hostettler's tiefling wife killed him and 
  took over—that's why they call her the Red Widow! (FALSE) 
  13 
  Something, or someone, keeps filling the Flooded Forest with 
  monsters from other lands. Some say it’s the forest’s master, 
  the Mage Who Never Dies. (HALF TRUE) 
  14 
  A whole caravan of Cormyrean nobles was kidnapped by orcs in 
  the Flooded Forest and locked away in the caverns they call 
  home—I wager their wealthy families would pay a pretty penny 
  to get them back. Some the orc caverns aren’t outside town at 
  all, but actually beneath the town, though they say our soil is 
  too soft and muddy for that… (MOSTLY FALSE) 
  15 
  Over a hundred years ago, in the Year of Rogue Dragons, an old 
  elvish curse made all manner of drakes and wyrms go mad, 
  coming from the swamps to destroy the Old City of Ylraphon 
  and kill everyone who didn’t flee—They cursed the land, and 
  now no crops grow around here. That’s why food costs so much. 
  (MOSTLY TRUE) 
  16 
  Buried around these parts are a thousand orcslayer blades, 
  made of a magical steel poisonous to orcs. The dwarves of 
  Roldilar used these weapons to break out of the mountain 
  caverns to run in waist-high riot across these lands. No one 
  knows how the orcs managed to drive the dwarves back out 
  decades later, nor what happened to all those enchanted 
  blades! (TRUE) 
  17 
  Gwynora Ironheart already has a grown son, but now she's 
  pregnant again, and her bodyguard’s the father! And they're 
  not even married! Gwynora's always been honest and fair, but 
  what kind of example is that for a leader to set? (MOSTLY TRUE) 
  18 
  The druid Ilasera can reclaim lands from the swamp! It’s thanks 
  to her the whole Palisade doesn’t sink into the marsh. Without 
  her this would still just be a muddy trading post next to the 
  docks. That's why they can't dig a sewer here—the ground 
  under us is too wet and unstable! (TRUE) 
  19 
  The well at Hunter’s Market is the only clean drinking water in 
  town, and anyone who stands near it must tell the truth, thanks 
  to a blessing from Waukeen. (MOSTLY TRUE) 
  20 
  "Bree-yark" is goblin-language for "we surrender!” (FALSE) 
  
   
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  Player Handout 1: Carver’s Report 
  The report is a hastily written summary of events reported today.
  Desecrated Temple 
  Andorran Bree, steward at the Moonwater temple 
  reports that a person or persons broke into the temple, 
  desecrated the sacred baths, graffitied the walls and 
  generally tore the place apart. 
  Crimes: breaking and entering, vandalism, desecrating a 
  place of worship. 
  Pixie Infestation 
  Yuki (Mei) Chiang of the Chiang Emporium reports an 
  infestation of unruly pixies at her store, which appear 
  to be magically conjured. 
  Crimes: property damage, illegal transport of living creatures 
  Jewel Heist 
  Serge Affapanov at The Pearl reports a person or 
  persons gained entry to her shop during the night. 
  Complainant reports several items missing. 
  Crimes: breaking and entering, grand larceny. 
   
  
   
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  Player Handout 2: Deputy’s Time Sheet 
   
   
  Day 1 
  Day 2 
  Dawn  
   
   
   
   
   
  Morning 
  Adventure starts at mid-morning 
   
   
   
   
  Highsun 
   
   
   
   
   
  Afternoon 
   
   
   
   
   
  Dusk  
   
   
   
   
   
  Sunset  
   
   
   
   
   
  Evening 
   
   
   
   
   
  Midnight 
   
   
   
   
   
  Moondark 
   
   
   
   
   
  Night' s end 
   
   
   
   
   
   
  Warning: overwork can be exhausting! Be sure to stay well-rested. 
  	
  
   
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  Player Handout 3: Ylraphon Key Locations 
  TOWN
  HALL
  THE PEARL
  THE MOONWATER
  ZHENTISH
  CORNERS
  YLRAPHON
  PROPER, 1492DR
  CHIANG
  EMPORIUM
  EMBERSTAR
  EXCHANGE
  
   
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  Player Handout 4: People of Note 
  For those new to Ylraphon, Carver provides a who’s-who of some of the folk in town that the characters might meet. He’s 
  not shy about his opinions, either. 
  Andorran Bree 
  Male Half-elf, The Harpers 
  “Bree runs the Moonwater, the local temple dedicated 
  to Selûne. He’s one of the good ones, if a bit bookish.” 
  Arden Marsh 
  Male Human, Order of the Gauntlet 
  “That hard-nosed fool’s banished himself from town 
  over some feud with his family. You might find him 
  wandering around the ruins correcting others’ grammar 
  and whatnot.” 
  Clank 
  Male Kenku, Zhentarim 
  “The bird-brained kenku is up to no good. But he and 
  his Zhent buddies have a role, I guess; they keep the 
  truly bad sort from setting up shop in Ylraphon. The 
  devil you know, right?” 
  Ilasera Kombu 
  Female Half-elf, Emerald Enclave 
  “The town probably wouldn’t be on the map without 
  Ilasera. Her druid magic set up that well in the market, 
  and keeps the swamp from swallowing us. She’s not 
  afraid of getting in your business though, so if you 
  don’t go find her, expect her to come find you.” 
  Salvar Brix 
  Male Human, The Cloaks of Mulmaster 
  “The wizard’s new in town, showed up with the idea of 
  building two big towers right in the ruins. Seems like a 
  foolish idea to me. But he’s got some power and 
  someone like that is nice to have around. He’s got a soft 
  spot for anything rare and shiny.” 
  Sebastian Emberstar 
  Male Genasi, The Emberstar Exchange 
  “He makes a good sword, so he’s got my respect. I could 
  care less about him being all fiery around the collar. 
  Most around here are still raw about Mulmaster and 
  judge him by that — I don’t think he was even there — 
  so don’t read too much into what you hear about him.” 
  Serge Affapanov 
  Male Human, The Lords’ Alliance, House Affapanov 
  “He and his daughter own the jewelry shop in town, 
  although she’s the brains behind the operation if you 
  ask me. Supposedly was richer than Gond before 
  Mulmaster got blown up. He’s a bit of a windbag but 
  it’s probably bad news if you cross him.” 
  Yuki (Mei) Chiang 
  Female Human, Chiang Emporium 
  “One time I made the mistake of eating some of the 
  dried I-don’t-know-what they sell in that Emporium 
  she runs. It was the last time. She’s all business though, 
  and keeps to herself. Ylraphon seems a little backwater 
  for the Chiang Emporium—not sure if her being here’s 
  a punishment or a big break.” 
   
  	
  
   
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  Player Handout 5: Save the Shop! 
  Fighting in the cramped quarters of the Chiang 
  Emporium without breaking the merchandise is 
  difficult. Any missed attack, effect that targets areas, or 
  failed Strength or Dexterity check risks collateral 
  damage. If left alone, the pixies will surely break things 
  as well. When this happens, the DM will roll on a 
  collateral damage table. 
   The Chiangs may be grateful if you can prevent the 
  shop from being destroyed. To help avoid damage, you 
  have the following options available to you: 
   Butterfly nets. A stack of butterfly nets are for sale on 
  a nearby shelf. While holding a net, you can use 
  Dexterity in place of Strength for grapple checks 
  against tiny creatures. 
   Take care. For melee and ranged attacks (including 
  attempts to grapple), characters may intentionally take 
  disadvantage on their attacks to attack carefully, having 
  no effect on a miss. 
   Talk it out. As an action you can attempt to persuade, 
  intimidate or deceive the pixies into leaving the shop. 
   Nice Save! A character may spend its reaction to 
  subtract five from any roll on the collateral damage 
  table if it is within five feet of the affected square. 
   Toro! As an action you can attempt to lead a 
  polymorphed Aurochs safely out of the shop. 
   
   
   
   
  	
  
   
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  Player Handout 6X: Story Awards 
  The characters can earn the following story awards 
  during play. 
  Caveat Venditor 
  You managed to disperse a swarm of pixies from the 
  Chiang Emporium in Ylraphon with minimal damage 
  to the shop. Your reputation for mastery and grace 
  precedes you amongst members of the Chiang 
  Emporium. 
   The characters earn this story award for clearing the 
  pixies from the Chiang Emporium while limiting collateral 
  damage. 
  An Emberstar Exclusive 
  You’ve gained the favor of Sebastian Emberstar after 
  rescuing his employees from a lynch mob. In gratitude, 
  he grants you an exclusive offer: access to their forges. 
  You have the one-time opportunity to provide your 
  own funds to add decorative flourishes to a weapon 
  you own (gems in the hilt, embossed or filigree in the 
  blades, etc). You can spend any amount, but if you 
  spend at least 10,000 gold, the weapon’s craftsmanship 
  impresses those who view it and know about such 
  things. At the DM’s option, once per adventure you 
  can gain advantage on a Charisma-based ability check 
  by flourishing or displaying the weapon. 
   The characters earn this story award for rescuing at least 
  one of the Emberstars from the lynch mob. 
  The Moonmaiden’s Waters 
  You foiled an attack on the Moonwater, preventing 
  Vanquo from taking control of the temple. While the 
  temples’ famous prophetic baths were befouled, the 
  High Initiate, Andorran Bree, has offered you an 
  opportunity to use them once the waters are suitably 
  cleansed. 
   The characters earn this story award for defending 
  Andorran Bree at the Moonwater. 
  …A Terrible Thing to Waste 
  You fell in battle against the minions of a renegade 
  mind flayer. But an adventurer’s brain — even when 
  not taken alive — is a delicacy few mind flayers could 
  resist. Selfless heroics add such a delicious spice! Your 
  story ends here, although your demise spares you from 
  spending your days as a mindless thrall — a fate your 
  compatriots are likely to share. 
   A character earns this story award if they are killed during 
  the adventure and are unable (or unwilling) to take one of 
  the resurrection options available. 
  Local Pursuit 
  You have become involved with a local institution in 
  Ylraphon. You may choose one (and only one) of the 
  “Local Pursuit” story award options described in Player 
  Handout 6Y: Local Pursuits for successfully completing 
  this adventure. This signifies your character having the 
  opportunity to become more involved with day-to-day 
  life and significant institutions in Ylraphon. You may 
  gain only one of the story award options listed for 
  completing this adventure, though you may later gain 
  additional ones if other adventures grant these story 
  award options. 
   This award is available to characters who successfully 
  completed this adventure. 
  Ylraphon Adventurers Guild 
  You may join the Ylraphon Adventurers Guild if you 
  either obtain one of the Local Pursuit story awards (as 
  described above) or are willing to pay 50 gp initial dues 
  as described in Player Handout 6Z: The Ylraphon 
  Adventurers Guild. This grants access to the Guild 
  Delving downtime activity described in that handout, 
  as well as other benefits to be seen in future modules 
  set in Ylraphon. 
   This award is available to characters who solve the 
  mystery of who has been commiting the vandalism and arson 
  in town.  
   
   
  
   
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  Player Handout 6Y: Local Pursuit 
  If you successfully completed this adventure, you may 
  choose one “Local Pursuit” story award. This signifies 
  your character becoming involved with significant 
  Ylraphon activities or institutions. You may gain only 
  one of the story award options listed below for 
  completing this adventure, though other adventures 
  may offer additional ones.  
  Local Pursuit: Academic Researcher 
  You enjoy research privileges at Master Salvar’s 
  Academy of Spellcraft and the Arcanist’s Art, a school 
  of magic still under construction. Choose one of the 
  following skills: Arcana, History, Investigation, Nature, 
  or Religion. Record the chosen skill as part of this story 
  award (“Local Pursuit: Academic Researcher (Skill)”). 
  Immediately before or after an adventure set in 
  Ylraphon, you may spend 5 downtime days performing 
  special research. Once during your next game session, 
  you may inform your DM you are using this benefit to 
  gain advantage on a single Intelligence check or on a 
  single Constitution saving throw to maintain your 
  concentration on a spell when you take damage. If you 
  use this benefit on an Intelligence check for the skill 
  you chose when you gained this story award, you may 
  treat a d20 roll of 9 or lower as a 10 for that check. 
  Local Pursuit: Preaching the Faith 
  You take on an important role at a local temple or 
  shrine. Choose a deity you worship. If you do not 
  already worship a chosen deity, you must choose one 
  worshiped by a fellow member of your party. Record 
  your choice as part of this story award (“Local Pursuit: 
  Preaching the Faith (Deity)”). Immediately before or after 
  an adventure set in Ylraphon, you may spend 5 
  downtime days participating in or leading religious rites 
  (such as weddings, funerals, ordinations, or rituals 
  recognizing holy occasions). If you do so, you gain the 
  benefits of having spent 3 days performing the 
  Recuperating downtime activity (as described in the 
  Player’s Handbook), and you begin your next game 
  session with Inspiration.  
  Local Pursuit: Shadowcloak Specialist 
  You have become an influential member or ally of the 
  Shadowcloaks, Ylraphon’s thieves’ guild, and they rely 
  on you for your expertise in a particular illicit activity. 
  Choose any one tool. Record the chosen tool as part of 
  this story award (“Local Pursuit: Shadowcloak Specialist 
  (Tool)”). Immediately before or after an adventure set in 
  Ylraphon, you may spend 5 downtime days performing 
  illicit activities with the Shadowcloaks in town. Once 
  during your next game session after this activity, you 
  may inform your DM you are using this benefit to gain 
  advantage on a single ability check with the tool you 
  chose for this story award or on a single initiative roll. 
  Local Pursuit: Town Watch Training 
  You help to train the new Town Watch. Choose a type 
  of simple or martial weapon that you and your 
  comrades train with and record it as part of this story 
  award (“Local Pursuit: Town Watch Training (Weapon)”). 
  (If you wish, you may choose Unarmed Strike as a 
  weapon for this purpose.) Immediately before or after 
  an adventure set in Ylraphon, you may spend 5 
  downtime days training Town Watch members or 
  recruits. Once during your next game session after this 
  activity, you may inform your DM you are using this 
  benefit to gain advantage on a single attack roll with 
  the weapon you chose for this story award or on a 
  single social interaction check with members of a law 
  enforcement organization (such as the Ylraphon Town 
  Watch). 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   CCC-YLRA-02 Uneasy Lies the Head 
   
   
  58 
   
  Player Handout 6Z: Adventurers Guild of Ylraphon
  The Adventurers Guild of Ylraphon is a loose-knit 
  league of “dungeoneers, tomb-robbers, errant 
  crusaders, swashbuckling mercenaries, and sundry 
  formidable scalawags of all races and vocations” 
  (according to its charter). It represents adventurers’ 
  interests in town and helps regulate the profitable 
  exploration of the surrounding ruins. 
  Joining the Guild 
  To initially join the Adventurers Guild of Ylraphon, a 
  character must speak to Jotan Silverhammer, lieutenant 
  guildmaster and volunteer sergeant of the Town 
  Watch. There is no cost if you obtain one of the Local 
  Pursuit story awards (described in Player Handout 6Y: 
  Local Pursuits or appearing in other adventures), due to 
  your substantial contribution to the town’s prosperity. 
  Otherwise, initial dues are 50 gp, with additional 
  payments of 12 gp a month. These costs are waived, 
  however, for volunteers either who work three shifts a 
  month for the Town Watch. In game terms, this means 
  a character must spend 50 gp to join, and to remain a 
  member, whenever they spend downtime, they must 
  spend an additional 4 gp for every 10 downtime days 
  they spend (though you may be able to substitute 
  downtime for this cost, see below).  
   If a character who owes these dues fails to pay them 
  as soon as they spend downtime, they must pay them 
  by the end of their next game session or they lose all 
  benefits of guild membership, and must pay the 50 gp 
  initial dues again to regain them. 
  Benefits of Membership 
  Members of the Adventurers Guild may delve local 
  ruins in search of treasure. They gain access to the 
  Guild Delving downtime activity before or after any 
  adventure set in Ylraphon. 
  New Downtime Activity: Guild Delving 
  Immediately before or after an adventure set in 
  Ylraphon, you may spend up to 30 downtime days 
  (minimum 10) to attempt to research, find, and explore 
  some of the ruins of Outer Ylraphon in search of 
  treasure. In the presence of the DM, roll percentile dice 
  and add the number of days spent on this downtime 
  activity, comparing the total to the Guild Delving Table 
  on this page. 
  Guild Delving Table 
  d100 + 
  Downtime 
  Spent 
  Result 
  1-35 
  A fatiguing and fruitless cavern exploration. You 
  spend 10 gp on expenses and gain 4 levels of 
  exhaustion. For each downtime day you spend 
  recovering before your next adventure, you 
  remove one of these exhaustion levels. 
  36-50 
  A difficult and taxing trudge through the Flooded 
  Forest. You gain 2 levels of exhaustion. For each 
  downtime day you spend recovering before your 
  next adventure, you remove one of these 
  exhaustion levels. 
  51-65 
  A strange and discouraging affair. You make only 
  enough to recuperate half of your lifestyle 
  expenses. 
  66-79 
  A lengthy but unremarkable overland trip. You 
  recuperate half your lifestyle expenses and gain 
  2d12 gp. 
  80-89 
  A profitable expedition to the Underdark. You 
  recuperate half your lifestyle expenses and gain 
  1d4 x 10 gp. 
  90-99 
  An exciting delve into a lost dwarven tomb. You 
  recuperate half your lifestyle expenses and gain 
  1d6 x 10 gp. 
  100-109 
  An unexpected discovery of a long-lost merchant 
  house compound. You recuperate all your lifestyle 
  expenses and gain 1d8 x 10 gp, as well as a book on 
  the history of a Sword Coast. (Have your DM select 
  a title for it.) 
  110-119 
  A lost shrine. You recuperate all your lifestyle 
  expenses and gain 1d10 x 10 gp as well as a holy 
  symbol for a deity of your choice. 
  120 or 
  Higher 
  Altar of the Ghost Hound. You find a millennia-old 
  shrine to a god you cannot identify, with treasures 
  laid upon an altar deep beneath the ground. You 
  recuperate all your lifestyle expenses and gain 1d12 
  x 10 gp as well as a potion of healing.  
  If this is the first time you have rolled this result: 
  You also gain a shining copper cloak-pin bearing 
  the image of a flaming spirit hound. Write down 
  “Copper Pin of the Spirit Hound” as a separate 
  story award on your logsheet.  
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   CCC-YLRA-02 Uneasy Lies the Head 
   
   
  59 
   
  Player Handout 7: Flame Tongue Weapon (Special) 
  Flame Tongue Weapon 
  Weapon (any sword), rare (requires attunement) 
  You can use a bonus action to speak this magic sword's 
  command word, causing flames to erupt from the blade. 
  These flames shed bright light in a 40-foot radius and 
  dim light for an additional 40 feet. While the sword is 
  ablaze, it deals an extra 2d6 fire damage to any target it 
  hits. The flames last until you use a bonus action to 
  speak the command word again or until you drop or 
  sheathe the sword. 
   This weapon was crafted for you by the expert smiths at 
  the Emberstar Exchange to your specifications. Unlike most 
  flame tongue weapons, this weapon can take the form of your 
  choice from any melee weapon made at the forge: anything 
  in the Player’s Handbook or D&D Basic Rules except 
  club, greatclub, spear, quarterstaff, lance or whip. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   CCC-YLRA-02 Uneasy Lies the Head 
   
   
  60 
   
  Player Handout 8: Feedback 
  Thanks for playing Uneasy Lies the Head. I hope you enjoyed it. Feedback is vital to the writing process, so thanks in 
  advance for answering a few quick questions.  
   
  See you in the realms! 
   
  — Ryan 
   
  DM Survey 
  Player Survey 
   
   
  https://goo.gl/forms/uOoPJiyTbJwB9LhM2 
   
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  Map ©2017 Jeremy Forbing. Illustration by Derek Ruiz / Elven Tower Cartography
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-YLRA01-02 - Uneasy Lies the Head.pdf