TEXT:  
  CCC-ALMOG-25 SALT01-05 
   
   
   
   
   
  How the Prison Was Fed 
  SALT Consortium 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A book found in the warden’s office gives clues on how to traverse the prison and how those that 
  lived there were able to survive. Are there still survivors hidden in the Prison?  
  A Two/Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3.  
   
   
   
  
  CREDITS 
   
  Lead Designer: Chris Totten 
  Designer: Chris Toten, David Morris 
   
  Editing: David Morris 
  Produced By: Mount Ogden Gaming Company 
  Producer: David Morris 
  Associate Producer: Dave Knighton 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art & Cartography: Dean Spencer 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa 
  Penrose, Claire Hoffman, Greg Marks 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  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. 
   
  ©2018 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, Middlesex, UB11 1ET, UK. 
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  3 
  Adventure Primer 
  This section provides the adventure’s background 
  and an overview of the adventure’s episodes and 
  objectives. 
  Background 
   Power has been restored to the prison known as 
  the BROKEN HALLS OF GOLDAHROUD. A large 
  crystal supplies the power that is distributed through 
  the complex by prisms and light guides. One of the 
  prisms was misaligned in the earthquake that 
  revealed the entrance over a year ago. When the 
  power was restored, PEDESTALS with unknown 
  symbols lit up. 
   LARAZMU, a founding member of the SALT 
  CONSORTIUM, is seeking adventurous folks to 
  explore PORTALS that the pedestals activate.  
   While inventorying what is accepted as the 
  WARDEN’S OFFICE, a book was found to contain 
  symbols that can be used to reach many areas 
  throughout the Halls.  
   Clues from the Warden’s book indicate a group of 
  locations that were involved with the production and 
  storage of food for the prison. Larazmu hopes to 
  leverage these resources to support the SALT 
  Consortium’s operations. 
  Episodes 
  The adventure’s story is spread over three story 
  episodes that take approximately 2 hours to play. 
  • Episode 1: Hunter of Way. Larazmu summons the 
  party to his office to explain the mission. He tasks 
  them with exploring several locations. This is the 
  Call to Action. 
  • Episode 2: Through the Never. Using the pedestal 
  in the warden’s office, the party begins their 
  exploration. This is Story Objective A. 
  • Episode 3: Homeward Bound. While searching for 
  an exit, the characters are forced to flee a 
  rampaging bulette. This is Story Objective B. 
  Bonus Objectives 
  This adventure also includes two, 1-hour bonus 
  objectives that the characters can pursue if they have 
  additional time to do so—earning additional 
  advancement and treasure checkpoints in the 
  process. 
  • Bonus Objective A: The B Crew. Another group of 
  adventurers was sent to explore these areas. Find 
  out what happened to them and return with them 
  or news of their fate. This can be found in 
  Appendix 3. 
  • Bonus Objective B: A Need to Know. Larazmu’s 
  research indicates there is a book with addresses 
  to restricted areas and he asks that you recover 
  this information. This can be found in Appendix 4. 
  Episode Sequence 
  Depending on your time constraints, play style, and 
  environment, this adventure takes approximately 
  two-to-four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by utilizing the bonus objectives.  
   Story Objectives Only. To complete both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
   Bonus Objectives.  You can extend this adventure 
  by one- or two- hours by utilizing the bonus 
  objectives provided in the appendices. These 
  objectives branch off Episode 2, but their order is 
  fluid. 
  SALT Consortium 
  Founded by Larazmu and Sorrim, the Search and Locate 
  Treasure Consortium seeks to uncover the rich historical, 
  religious, and monetary treasures that can be offered up by 
  Hawksroost and the Broken Halls. They hire adventurers and 
  work to secure the roads near Hawksroost to support their 
  efforts. 
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
    
   
  Episode 1 
  Hunter of Way 
  Episode 2 
  Through the Never 
  Episode 3 
  Homeward Bound 
  Bonus Objective B 
  A Need to Know 
   
  Bonus Objective A 
  The B Team 
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  5 
  Episode 1: Hunter of the Way (Call to Action) 
  Estimated Duration: 15 Minutes 
  The adventure begins in Larazmu’s office in 
  Hawksroost. Larazmu summoned the characters to 
  explore a newly discovered area of the Broken Halls. 
  Prerequisites 
  This adventure continues the exploration of the 
  Broken Halls of Goldahroud. Rumors of Riches, 
  Moor Trouble, and Broken Halls of Goldahroud 
  detail the discovery and premise of the dungeon. 
  Many have come to plum the dungeon’s depths, as 
  such this can be run as a standalone adventure. 
  Objectives 
  Meet with Larazmu to learn more about the tasks he 
  must request of the group. 
  Area Information 
  Hawksroost has the following features: 
   Dimensions & Terrain. Larazmu has a small and 
  simple building that he uses for an office. The 
  buildings around Hawksroost are in ruin after the 
  villages fall long ago. Tents and wooden buildings 
  have started to rise as travelers come searching for 
  riches. 
   Lighting. Early morning light is coming from 
  windows. Lanterns and candles on the desk. 
   Other Features. There are scrolls and parchment 
  stacks on a couple of tables and shelves against the 
  wall. A silver symbol of Ilmater is hung on one wall. 
  Scene A. Meeting with Larazmu 
  Larazmu sits behind his desk, looking exhausted and 
  stressed. Before him is a thin bound book that 
  appears to be rather old and worn from handling. 
  Ink and parchment lay to the side. He waves the 
  party in and greets them before sharing the 
  following information. 
   If you are running this as a standalone adventure, 
  Larazmu shares a brief background of the Broken 
  Halls. 
  Roleplaying Larazmu 
  Larazmu is a businessman and takes running the operations 
  of the SALT Consortium seriously. He has many assignments 
  for adventurers and doesn’t have time for small talk. He is 
  polite with, but distrusts, members of the Zhentarim. 
  Background 
  The Broken Halls were created thousands of years 
  ago by the genie Calim to hold his prisoners far from 
  the view of his enemies. The prison has been long 
  forgotten but was uncovered by adventurers 
  recently, causing an influx of swords for hire and 
  treasure hunters to pour into Hawksroost. 
  Discover How the Prison Was Fed 
  • A book of strange symbols was found in the Halls. 
  The book has a list of strange symbols with 
  locations. 
  • After power was restored to the Halls, a gate 
  device was found that could be used to follow the 
  symbols in the book. 
  • Others have gone exploring these locations but 
  have not returned. 
  • Larazmu has a list of locations that he believes will 
  explain where the prison got its food and would 
  like you to explore at least 3 of the 6 locations on 
  the list. One Residential Block, one Field, and one 
  Storage area. 
  • The book in Larazmu’s possession is damaged and 
  does not include the address to return to the 
  Warden’s Office. You will have to find another way 
  back. 
  Bonus Objectives 
  If you plan on running the adventure for 4 hours, 
  Larazmu gives the adventurers one or both bonus 
  objectives: 
  • Bonus Objective A. Another group of adventurers 
  was sent to explore these areas. Find out what 
  happened to them and return with them or news 
  of their fate. 
  • Bonus Objective B. Larazmu’s research indicates 
  there is a book with addresses to restricted areas 
  and he asks that you recover this information. 
  Concluding this Episode 
  If the party accepts Larazmu’s request, then it is time 
  to move on to Episode 2. 
   
   
   
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  6 
  Episode 2: Through the Never (Story Objective A) 
  Estimated Duration: 60 minutes 
  The warden’s office is in a known part of the Broken 
  Halls and is simple to reach. The Halls lay a day away 
  from Hawksroost. 
  Prerequisites 
  Complete A Call to Action and receive the portal 
  address from Larazmu. 
  Objectives 
  The objective is to explore 3 or more locations from 
  the list given to the party by Larazmu, one of each 
  “Blocks,” “Fields,” and “Store.” 
  Area Information 
  The warden’s office has the following features: 
   Dimensions & Terrain. The office is shallow but 
  wide with simple furnishings that include a large 
  desk, sets of shelving, and a table. In the east corner, 
  a raised dais supports a high pedestal covered in five 
  rows of four glowing symbols that match those 
  provided by Larazmu. 
   Lighting. Lanterns have been placed on the desk 
  and tables. 
   Other Features. Gold and red glyphs denote the 
  area where travelers should stand when they enter 
  the address of their destination. 
  Scene A. The Warden’s Office 
  Once the party has decided which of the areas they 
  would like to explore first, they can enter the 
  address, opening the portal. 
   Activating the pedestal opens a portal of black 
  energy that sparks and crackles with energy within 
  the area marked by the gold and red glyphs. The 
  portal is a one-way passage to the destination – one 
  can only return by activating the portal from the 
  other side. The platforms look the same throughout 
  this complex. 
  Background 
  Calim’s prison had to be self-sufficient. There were 
  few cities close to its remote location, and it was 
  always meant to be a secret. 
   To support the guards and other staff, the Halls 
  were created with a subterranean farm, mines, 
  workshops, and other works. It was nothing short of 
  a great, though cryptic, city where even the guards 
  could get lost and never be heard from again. 
   The Blocks served as housing units, the Fields 
  contained the underground farms and ranches, and 
  the Stores allowed food and goods to be stored for 
  some time. 
  Picking a path 
  The order the party chooses to go to doesn’t matter to the 
  adventure if they manage to explore at least one of each type 
  of location. There is a chance the party will be able to explore 
  all six locations. 
  The locations on the list are;  
  Kyrtaar Blocks   
  (Scene B) 
  Faelyn Blocks 
   
  (Scene B) 
  Elenshaer Fields  
  (Scene C) 
  Dakath Fields 
   
  (Scene C) 
  Onvyr Store 
   
  (Scene D) 
  Jhaeros Store 
   
  (Scene D) 
  Treasure 
  The warden’s journal is still inside the desk drawer. 
  The journal describes a book that contains restricted 
  portal addresses. This unlocks Bonus Objective B. 
  Concluding this Episode 
  Once the characters have explored at least one of 
  each type of location and any bonus objectives you 
  plan to use are complete, move on to Episode 3. 
   
   
  Playing the Pillars 
  COMBAT 
  If you need extra combats, 
  roving bands of zombies, ice 
  mephits, or black puddings could 
  be fitting random encounters. 
  EXPLORATION 
  The residents left behind all 
  kinds of farming implements and 
  family heirlooms. If your party 
  wants to spend more time 
  exploring, come up with the 
  personal effects that those who 
  died or ran may have left behind. 
  SOCIAL 
  The children that are surviving in 
  the dungeon are skittish and 
  survive mostly by running and 
  hiding. Someone that earns their 
  trust may gain information on 
  the address books in the area.
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  7 
  Scene B. Blocks
  The Blocks served as the housing for the prison’s 
  guards, their families, and those who worked the 
  farms, shops, and other support to keep the prison 
  running. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The teleportation 
  platform stands on between the administration 
  building and the fountain. The ground is cobbled and 
  worn smooth with time. 
   Lighting. There are several lines of bright light in 
  the ceiling providing warm light. 
  Block A 
  Faelyn Blocks (fae LIN bloks). This is a residential 
  area. There are a few survivors here. A bulette 
  decimated the survivors but when it left it opened a 
  way to the farming area of Dakath Fields. The 
  reduced population was able to survive on the 
  meager food that was left in town and accessible in 
  the farmlands. 
   There are 15 survivors, mostly children. The 
  bulette killed nearly all of the adults. Kaeda is the 
  de-facto leader of the survivors. She is the eldest of 
  the adults and a mage. She is willing to speak to the 
  party. 
   The area is several hundred feet across and has 
  low wooden buildings arranged in a circle around a 
  central fountain. The water in the fountain is clear 
  and splashes from the jug of a water maiden statue 
  in the center. 
   One building sticks out as larger than the rest. 
  Kaeda explains this is the administration building, 
  but it currently is not being used. 
   
  Block B 
  Kyrtaar Blocks (kir TAR bloks) This residential 
  area is dead. Several bodies lay on the cobbled 
  ground around the teleportation platform. They 
  appear to have died of asphyxiation. The fountain 
  near the platform has brackish water in it that comes 
  out in globs from the hands of a marid statue. The air 
  is stale and smells of rotting flesh. The ventilation 
  system has done nothing to improve air quality. 
   There is a room in the administration building that 
  has a portal address book open on it. 
   
  Zombie Villagers 
  As the characters explore the homes and shops, they 
  may encounter groups of zombies. These undead 
  were the previous residents. A group of zombies 
  includes 5 zombies and 2 zombie dogs (use the 
  wolf stat block). 
  Treasure 
  One of the villagers wears a helm of comprehend 
  languages. More information about this item can be 
  found in Appendix 5. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove 4 zombies and 1 zombie dog 
  • Weak: Remove 1 zombie and 1 zombie dog 
  • Strong: add 1 shadow 
  • Very Strong: Add 1 vampiric mist 
  Zombie Dog  
  Use the wolf stat block with the following change: 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from a 
  critical hit. On a success, the zombie drops to 1 hit point 
  instead. 
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  8 
  Scene C. Fields
  Area Information 
  This area features: 
   Dimensions & Terrain. The far wall is several 
  hundred feet away from the teleportation platform 
  and shed. It is sectioned into areas of different crops 
  with paths of hard-packed earth between them. The 
  growing area is soft earth. 
   Lighting. There are several lines of bright light in 
  the ceiling providing warm light. 
  Field A 
  Dakath Fields (da Kath feeldz). Farming location.  
  There are 5 clay golems in the fields working the 
  earth and tending to plants. The golems will not 
  attack but will defend themselves. 
   It appears the there are some areas of new growth 
  and other areas ready to harvest. In the ceiling, there 
  are several glowing lines with what feels like bright 
  summer sunlight coming from them. 
   From the platform, the far walls can’t be seen. The 
  near wall appears to be of worked stone. There is a 
  couple of small wooden building nearby. 
   Investigating these buildings shows them to be an 
  office, and a tool shed. The office has a desk with 
  ledgers showing the movement of goods to different 
  areas. There is no dust, and it does not appear to be 
  abandoned. A book is laying open on one desk 
  showing a list of symbols like the list provided by 
  Larazmu.  
   Exploration of the cavern finds of bulette tunnel 
  several yards up the back wall. There is a ramp 
  leading up to it. If the party travels the tunnel, it 
  opens up on a residential area, Faelyn Blocks. 
  Treasure 
  A successful DC 13 Wisdom check figures out this is 
  a portal address book like the one that Larazmu 
  had in his office. 
   
  Field B 
  Elenshaer Fields (el n Shayr feeldz) These fields 
  are dead. The light from the ceiling is bright and 
  sunny, but the plants have all wilted and died. There 
  are no golems to tend the fields. Near the platform 
  are 2 small wooden buildings. One is an office, and 
  the other is a tool shed. The body of a male elf is 
  slumped in the chair behind the desk. It appears she 
  may have died of starvation. Everything here is 
  covered in dust.  
  Treasure 
  There is a portal address book open on the desk 
  and a potion of growth. 
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  9 
  Scene D. Stores
  Stores A 
  Onvyr Store (än VIR).  This storage area was used to 
  store hardware items. There are crates of raw iron 
  and steel, anvils, lumber, and various non-perishable 
  crafting items. The earthquakes have toppled a 
  couple of the racks, crushing a golem. There is an 
  administration office in a corner near the portal. On 
  the desk is a portal address book. 
  Stores B 
  Jhaeros Store (ī HAE rōs).  This storage area was 
  used to store perishable goods. The air is pungent 
  with rotten fruit and vegetables. There is an area to 
  the left of the portal where 4 ice mephits are bound 
  in a cold storage area. If the party enters this area 
  and investigates, the mephits attack. 
   On the desk in the administration office is a portal 
  address book. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove 3 ice mephits 
  • Weak: Remove 2 ice mephits 
  • Strong: add 1 ice mephit 
  • Very Strong: Remove 3 ice mephits and add 1 black 
  pudding 
  Concluding this Episode 
  Once the characters have explored at least one of 
  each type of location and any Bonus Objectives you 
  plan to use are complete, move on to Episode 3.
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  10 
  Episode 3: Homeward Bound (Story Objective B) 
  Estimated Duration: 45 minutes
  The party now must report back to Larazmu what 
  they have found. But he didn’t tell them how to get 
  back out. The party must figure the return path. 
  Prerequisites 
  The party should have visited at least 1 of each type 
  of location. In 4 of the locations, there is another 
  book of portal addresses that the party can pick 
  up. 
   This is the key to returning. They can use a 
  comprehend language spell to read the location and 
  find the address of the Warden’s Office to get back. 
   Alternately, they can speak to the Kaeda in Faelyn 
  Blocks to get the address or read the address book 
  for them. 
  Objectives 
  Escape the bulette and return to Larazmu. 
  Faster Than a Bulette 
  The scene for this depends on where the party 
  completes their tasks and decides to return to the 
  surface. 
   
   
   
   
   
   
   
   
   
  Option 1: 
  Party is leaving from Faelyn Blocks.   
      The ground begins to shake, and rocks fall from 
  the ceiling. The bulette is hungry again and has 
  returned with a taste for adventurer. The characters 
  need to escape before the bulette catches up with 
  them. It bursts through the ground, destroying the 
  local portal in Faelyn Blocks. The party needs to 
  herd the survivors through the tunnel to Dakath 
  Fields and the portal there. DC 12 Dexterity checks 
  to keep the children moving in the right direction. 
  The older children and adults help. 
  Option 2: 
  Party is leaving from any other location. 
   The bulette bursts from the ground as the party 
  approaches the portal, standing between them and 
  their only way home. The bulette will need to be 
  drawn away from the portal or maneuvered around 
  so that the party can make a run for it. DC 12 
  Dexterity check to enter the address of the warden 
  office to escape.  Failure means the address is invalid 
  and they must try again. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Strong and very strong: The bulette has brought its mate. 
   
   
   
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  11 
  Wrap-Up: Concluding the Adventure 
  After successfully finding the address to the 
  Warden’s Office, the party should return to 
  Larazmu’s office and report what they found.  
   
   
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  12 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 1 advancement checkpoint(s) 
  and 1 treasure checkpoint(s) for each story 
  objective that they complete, as follows:  
  • Story Objective A: Explore 3 areas, one of each 
  type. 
  • Story Objective B: Escape the bulette. 
  The characters receive 1 advancement checkpoint(s) 
  and 1 treasure checkpoint(s) for each bonus 
  objective that they complete, as follows: 
  • Bonus Objective A: Another group of adventurers 
  was sent to explore these areas. Find out what 
  happened to them and return with them or news 
  of their fate. 
  • Bonus Objective B: Larazmu’s research indicates 
  there is a book with addresses to restricted areas 
  and he asks that you recover this information. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Helm of Comprehend Languages. While wearing 
  this helm, you can use an action to cast the 
  comprehend languages spell from it at will. This item 
  is found on Appendix 5. 
   Ear Horn of Hearing. While held up to your ear, 
  this horn suppresses the effects of the deafened 
  condition on you, allowing you to hear normally. 
  This item is found on Appendix 5. 
   
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  13 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Larazmu. A half-orc of who seems to have gotten 
  none of the beauty from either of his parent’s 
  races has still managed to find his niche in society. 
  Larazmu is an ugly man with a twisted nose, a 
  heavily ridged brow and stunning red eyes that 
  seem to pierce your soul. Larazmu owes a debt to 
  the Zhentarim and is nervous around characters 
  who display membership of that faction. He will be 
  agreeable to them, at least on the surface. 
   Bond: A true friend. Larazmu will give up 
  everything to protect his friends. 
   Flaw: Gambler. Larazmu thinks himself a 
  consummate investor. If there is a chance of making 
  some money, he can hardly resist. 
  • Kaeda (Kay da) Kaeda is an elven wizard 
  descended from the elf clan to agree to guard the 
  prison. Her dress is distinctly elven but also 
  materially different. Living underground her 
  entire life, the material is light linen in grey and 
  black tones. Her skin is a pale gray, and her hair is 
  dark, almost black. 
   Personality: She is wary but friendly, offering to 
  answer any questions the party may have but fiercely 
  protective of the children. 
   Bond: The children must survive until help arrives. 
   Flaw: Since the bullet opened a path to food, she 
  has been unwilling to allow anyone out to look for 
  more survivors.
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  14 
  Appendix 2: Creature Statistics 
   
  Allip 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +6, Wis +5 
  Skills Perception +5, Stealth +6 
  Damage Resistances acid, fire, lightning, thunder, 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 15 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The allip can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Actions 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. 
  Whispers of Madness. The allip chooses up to three 
  creatures it can see within 60 feet of it. Each target 
  must succeed on a DC 14 Wisdom saving throw, or it 
  takes 7 (1d8 + 3) psychic damage and must use its 
  reaction to make a melee weapon attack against one 
  creature of the allip’s choice that the allip can see. 
  Constructs and undead are immune to this effect. 
  Howling Babble (Recharge 6). Each creature within 30 
  feet of the allip that can hear it must make a DC 14 
  Wisdom saving throw. On a failed save, a target takes 
  12 (2d8 + 3) psychic damage, and it is stunned until the 
  end of its next turn. On a successful save, it takes half 
  as much damage and isn’t stunned. Constructs and 
  undead are immune to this effect. 
   
  Clay Golem 
  Large construct, unaligned 
  Armor Class 14 (Natural Armor) 
  Hit Points 133 (14d10 + 56) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5) 
   
  Damage Immunities acid, poison, psychic; 
  bludgeoning, piercing, and slashing from Nonmagical 
  Attacks that aren't Adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages Understands the languages of its creator 
  but can't speak 
  Challenge 9 (5,000 XP) 
  Acid Absorption. Whenever the golem is subjected to 
  acid damage, it takes no damage and instead regains 
  a number of hit points equal to the acid damage 
  dealt. 
  Berserk. Whenever the golem starts its turn with 60 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the 
  golem attacks the nearest creature it can see. If no 
  creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an 
  object smaller than itself. Once the golem goes 
  berserk, it continues to do so until it is destroyed or 
  regains all its hit points. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 15 
  Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the damage 
  taken. The target dies if this attack reduces its hit point 
  maximum to 0. The reduction lasts until removed by 
  the greater restoration spell or other magic. 
  Haste (Recharge 5-6). Until the end of its next turn, the 
  golem magically gains a +2 bonus to its AC, has 
  advantage on Dexterity saving throws, and can use its 
  slam attack as a bonus action. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  15 
  Black Pudding 
  Large ooze, unaligned 
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5) 
    
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or 
  hits it with a melee attack while within 5 feet of it takes 
  4 (1d8) acid damage. Any nonmagical weapon made of 
  metal or wood that hits the pudding corrodes. After 
  dealing damage, the weapon takes a permanent and 
  cumulative −1 penalty to damage rolls. If its penalty 
  drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the 
  pudding is destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, 
  nonmagical wood or metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 
  plus 18 (4d8) acid damage. In addition, nonmagical 
  armor worn by the target is partly dissolved and takes 
  a permanent and cumulative −1 penalty to the AC it 
  offers. The armor is destroyed if the penalty reduces its 
  AC to 10. 
  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits into 
  two new puddings if it has at least 10 hit points. Each 
  new pudding has hit points equal to half the original 
  pudding’s, rounded down. New puddings are one size 
  smaller than the original pudding. 
   
  Bulette 
  Large monstrosity, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 94 (9d10 + 45) 
  Speed 40 ft., burrow 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  21 (+5) 
  2 (−4) 
  10 (+0) 
  5 (−3) 
    
  Skills Perception +6 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 16 
  Languages — 
  Challenge 5 (1,800 XP) 
  Standing Leap. The bulette’s long jump is up to 30 feet 
  and its high jump is up to 15 feet, with or without a 
  running start. 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 30 (4d12 + 4) piercing damage. 
  Deadly Leap. If the bulette jumps at least 15 feet as 
  part of its movement, it can then use this action to land 
  on its feet in a space that contains one or more other 
  creatures. Each of those creatures must succeed on a 
  DC 16 Strength or Dexterity saving throw (target’s 
  choice) or be knocked prone and take 14 (3d6 + 4) 
  bludgeoning damage plus 14 (3d6 + 4) slashing 
  damage. On a successful save, the creature takes only 
  half the damage, isn’t knocked prone, and is pushed 5 
  feet out of the bulette’s space into an unoccupied 
  space of the creature’s choice. If no unoccupied space 
  is within range, the creature instead falls prone in the 
  bulette’s space. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  16 
  Druid 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 2 (450 XP) 
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following druid spells 
  prepared: 
   
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave 
  2nd level (3 slots): animal messenger, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 4 (1d8) bludgeoning damage 
  with shillelagh or if wielded with two hands. 
   
  Ghost 
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and 
  vice versa, yet it can’t affect or be affected by anything 
  on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for 
  the next 24 hours. The aging effect can be reversed 
  with a greater restoration spell, but only within 24 
  hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the ghost 
  is turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost’s Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  17 
  Giant Bat 
  Large beast, unaligned 
  Armor Class 13 
  Hit Points 22 (4d10) 
  Speed 10 ft., fly 60 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  11 (+0) 
  2 (-4) 
  12 (+1) 
  6 (-2) 
   
  Senses blindsight 60 ft., passive Perception 11 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Echolocation. The bat can't use its blindsight while 
  deafened. 
  Keen Hearing. The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage. 
   
  Giant Spider 
  Large beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d10 + 4) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  12 (+1) 
  2 (−4) 
  11 (+0) 
  4 (−3) 
    
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
   
  Grimlock 
  Medium humanoid (grimlock), neutral evil 
  Armor Class 11 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  12 (+1) 
  9 (−1) 
  8 (-1) 
  6 (−2 ) 
    
  Skills Athletics +5, Perception +3, Stealth +3 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 13 
  Languages Undercommon 
  Challenge 1/4 (50 XP) 
  Blind Senses. The grimlock can't use its blindsight while 
  deafened and unable to smell. 
  Keen Hearing and Smell. The grimlock has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Stone Camouflage. The grimlock has advantage on 
  Dexterity (Stealth) checks made to hide in rocky 
  terrain. 
  Actions 
  Spiked Bone Club. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage plus 2 (1d4) piercing damage. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  18 
  Ice Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1) 
   
  Skills Perception +2, Stealth +2 
  Damage Vulnerabilities bludgeoning, fire 
  Damage Immunities cold, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Aquan, Auran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of jagged ice. Each creature within 5 feet of it 
  must make a DC 10 Dexterity saving throw, taking 4 
  (1d8) slashing damage on a failed save, or half as 
  much damage on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  shard of ice. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast fog cloud, requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 
  (1d4) cold damage. 
  Frost Breath (Recharge 6). The mephit exhales a 15- 
  foot cone of cold air. Each creature in that area must 
  succeed on a DC 10 Dexterity saving throw, taking 5 
  (2d4) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Phase Spider 
  Large monstrosity, unaligned 
  Armor Class 13 (Natural Armor) 
  Hit Points 32 (5d10 + 5) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  15 (+2) 
  12 (+1) 
  6 (-2) 
  10 (+0) 
  6 (-2) 
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 10 
  Languages -- 
  Challenge 3 (700 XP) 
  Ethereal Jaunt. As a bonus action, the spider can 
  magically shift from the Material Plane to the 
  Ethereal Plane, or vice versa. 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing 
  to make an ability check. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 18 (4d8) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  19 
   
  Scout 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. 
   If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
  Swarm of Insects 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
  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 insect. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
  20 
  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Vampiric Mist 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 30 (4d8 + 12) 
  Speed 0 ft., fly 30 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 
  16 (+3) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
   
  Saving Throws Wis +3 
  Damage Resistances acid, cold, lightning, necrotic, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, exhausted, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses passive Perception 11 
  Languages -- 
  Challenge 3 (700 XP) 
  Life Sense. The mist can sense the location of any 
  creature within 60 feet of it, unless that creature’s type 
  is construct or undead. 
  Forbiddance. The mist can’t enter a residence without 
  an invitation from one of the occupants. 
  Misty Form. The mist can occupy another creature’s 
  space and vice versa. In addition, if air can pass 
  through a space, the mist can pass through it without 
  squeezing. Each foot of movement in water costs it 2 
  extra feet, rather than 1 extra foot. The mist can’t 
  manipulate objects in any way that requires fingers or 
  manual dexterity. 
  Sunlight Hypersensitivity. The mist takes 10 radiant 
  damage whenever it starts its turn in sunlight. While in 
  sunlight, the mist has disadvantage on attack rolls and 
  ability checks. 
  Actions 
  Life Drain. The mist touches one creature in its space. 
  The target must succeed on a DC 13 Constitution 
  saving throw (undead and constructs automatically 
  succeed), or it takes 10 (2d6 + 3) necrotic damage, the 
  mist regains 10 hit points, and the target’s hit point 
  maximum is reduced by an amount equal to the 
  necrotic damage taken. This reduction lasts until the 
  target finishes a long rest. The target dies if its hit point 
  maximum is reduced to 0. 
   
  Wolf 
  Medium beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (–4) 
  12 (+1) 
  6 (–2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
  
   
   
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  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 3: The B Crew (Bonus Objective A.) 
  Estimated Duration: 60 minutes
  If you are using this bonus objective, the characters 
  can find a concealed door in Store B that leads into 
  the Underdark. Alternatively, you can have the 
  concealed door elsewhere, if your party doesn’t 
  search Store B. 
  Prerequisites 
  The party needs to have entered a portal into this 
  section of the dungeon and explored at least one 
  area.  
  Objectives 
  Another group of adventurers was sent to explore 
  these areas. Find out what happened to them and 
  return with them or news of their fate. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The concealed door opens 
  into a narrow natural cave. Webbing coats the ribs of 
  the drift. 
   Lighting. There is no lighting in the cave area. 
  Scene A. Flies in the Web 
  In the days since the last adventuring group was 
  abducted, a cluster of spiders have moved into the 
  area. The body of one of the adventurers and a 
  grimlock attracted the spiders. 
  Traps & Puzzles 
  The party must first move through the spiders dense 
  webbing. 
   There are 8 squares of webbing that the party 
  must travel through to move forward. 
  • The webbed area is difficult terrain 
  • Everything beyond five feet is heavily obscured 
  • The area has 80 hit points and an armor class of 
  10. Every 10 damage dealt to it removes 1 square 
  of webbing. 
  • At the start of each character's turn, if they are in 
  the webbed area, the web can make an attack 
  against them. 
  Roll initiative once a character enters the webs. On 
  initiative 20, the area can make an attack. 
  Multiattack. The webbing can make two attacks. 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  creature. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) 
  poison damage. 
  Webbing. Melee Weapon Attack: +3 to hit, reach 0 ft., 
  one creature. Hit: The target is grappled by webbing 
  (escape DC 13). 
  Creatures/NPCs 
  A giant spider has moved into the area joined by 
  swarms of spiders. In the webbing, the adventuring 
  party’s wizard and a grimlock are wrapped up and 
  drained hanging from the webs. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove 1 giant spider and 1 swarm of insects  
  • Weak: Remove 1 swarm of insects  
  • Strong: The spiders attack while the party is moving 
  through the webbing. Add 1 giant spider 
  • Very Strong: The spiders attack while the party is moving 
  through the webbing. Add 1 phase spider 
  Scene B. Underdark Recruiters 
  Further down the tunnel, a group of 5 grimlocks 
  and their thug leader had camped for a few days 
  with their captives, hoping more would come before 
  they headed further into the Underdark. They attack 
  the party as soon as they are aware of them, with the 
  intention of capturing them to use as forced labor. 
   The three living members of the previous party 
  are here, tied up and suffering from 5 levels of 
  exhaustion.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove 3 grimlocks and the thug 
  • Weak: Remove 1 grimlock  
  • Strong: Add 1 giant bat, 1 scout, and 1 additional thug 
  • Very Strong: Add 1 giant bat, 1 druid, and 1 additional thug 
  Treasure 
  The group has a scroll of fireball and a healing 
  potion.
   
   
  
   
   
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  Appendix 4: A Need to Know (Bonus Objective B.) 
  Estimated Duration: 60 minutes
  Following the instructions in the journal, the 
  adventurers locate the warden’s safe room and 
  explore it to find the restricted address book. 
  Prerequisites 
  The adventurers can pursue this objective if they 
  searched the warden’s desk and found the journal 
  during Episode 2. 
  Objectives 
  Recover the restricted address book and return it to 
  Larazmu. 
  Area Information 
  This area features: 
   Dimensions & Terrain. A large fire pit marks the 
  center of the village. A fire is always lit, though the 
  flames sputter and spark as if they are about to go 
  out. A small wooden pavilion surrounds the pit, with 
  a few wooden stools beneath it.  
   Lighting. The sky above is overcast, with dim light 
  provided by the sun and flickering firelight. 
  Scene A. Door of the Vigilant One 
  The entrance to the safe room is blocked by a large 
  stone door. The door is carved with prayers. A 
  carving of a large gauntlet with a closed eye in its 
  center adorns center of the door. The prayer reads; 
  “May the guardian of this sacred 
  treasure be blessed by He of the 
  Unsleeping Eyes, so they may 
  keep these secrets safe from 
  those who are not true to their 
  word.” 
  Traps & Puzzles 
  The door can be opened by simply opening the eye 
  in the center of the gauntlet. A successful DC 10 
  Intelligence (Religion) check identifies the symbol as 
  Helm’s holy symbol. The door can also be opened by 
  uttering a prayer to helm and making a successful 
  DC 12 Wisdom (Religion). 
  Creatures/NPCs 
  The warden’s ghost dwells here after dying 
  guarding the restricted address book. The party can 
  attempt to parley with the spirit to recover the book. 
  Any Charisma (Persuasion) checks have advantage if 
  the party has Kaeda with them, as she is a distant 
  relative of the warden. 
   Clever parties may try and sneak the restricted 
  address book out of the locked safe in the room. 
  Doing so requires keeping the ghost distracted and 
  making a successful DC 15 Dexterity (Thieves’ Tools) 
  check. 
   If the characters try to take the book with force or 
  fail in sneaking, the ghost attacks starting with 
  Horrific Visage and following up by possessing one 
  of the characters and attacking the others. 
   The warden will surrender the book to any 
  worshipper of Helm and can sense the difference 
  between a characters devotion and false faith. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Strong: Replace the ghost with an allip 
  • Very Strong: Replace the ghost with an allip and 2 shadows 
  Treasure 
  The restricted address book and an ear horn of 
  hearing (This item is described in Appendix 5). 
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
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  Appendix 5: Magic Item 
   
  Characters completing Bonus Objective A unlock 
  this magic item.  
  Helm of Comprehend Languages 
  Wondrous Item, uncommon 
  Tier 1, 8 treasure checkpoints 
  While wearing this helm, you can use an action to 
  cast the comprehend languages spell from it at will. 
  This item is found on Magic Item Table B in the 
  Dungeon Master’s Guide. 
   Characters completing Story Objective A unlock 
  this magic item.  
  Ear Horn of Hearing 
  Wondrous Item, common 
  Tier 1, 2 treasure checkpoints 
  While held up to your ear, this horn suppresses the 
  effects of the deafened condition on you, allowing 
  you to hear normally. This item is found in the 
  Xanathar’s Guide to Everything. 
   Characters completing Bonus Objective B unlock 
  this magic item.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-ALMOG-25 SALT01-05 How the Prison was Fed 
   
   
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  Appendix 6: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their character whose level is within the 
  adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to, but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player fills in 
  the starting values for advancement and treasure 
  checkpoints, downtime days, and renown. These 
  values are updated after the session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options 
  before the start of the adventure unless the 
  adventure specifies otherwise. Feel free to reread 
  the adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Mount Ogden Gaming (ALMOG)/CCC-ALMOG-25 SALT01-05 - How the Prison was Fed.pdf