TEXT:  
  CCC-GSP-NTHR01-01 
   
   
   
   
   
  A Night of Sorrows 
  A Greasy Snitches Adventure 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A small settlement on the outskirts of the Cormanthor forest called Dusklight has recently called 
  for aid in defending against monstrous creatures that have begun attacking. Their leader, Kyria, 
  believes they may be coming from the nearby ruins; a fragment of the ancient city of 
  Thultanthar. Is this just a coincidence, or is there something more sinister at work here? 
   
  A Two-Hour Adventure for Tier 3 Characters. Optimized for APL 14.  
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  2 
   
  CREDITS 
   
  Lead Designer: Mikel Alexander Barrenechea 
   
  Editing: Paul Gabat, Roberto Estrella, Kristoff Alejo 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Rich Lescouflair 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill 
  Benham, Alan Patrick, Travis Woodall, Lysa Chen,  
  Claire Hoffman, Greg Marks 
   
  Playtesters: Nina Roxas, Franzie Martin, Jared Cocjin 
   
  Maps: Mejias Sylvester 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  3 
  ADVENTURE PRIMER 
   “The embrace of the Dark is gentle. Let it absorb 
  your sorrows, forever.” 
  –Darkdiver Grandahl, Dark Souls II 
  BACKGROUND 
   In recent times, two ancient cities were destroyed 
  in one fell swoop. The elven city of Myth Drannor and 
  the ancient Netherese city of THULTANTHAR met 
  their end at the hands of Elminster as he sent the 
  latter crashing down onto the former. Yet ever since, 
  a group of Netherese loyalists known as SHADE 
  FANATICS have been working in secret to bring 
  about the rebirth of the Shade Enclave of Thultanthar. 
   Until recently, the small settlement known as 
  DUSKLIGHT had lived in relative peace in the 
  outskirts of the forests of Cormanthor. However, 
  strange, grotesque creatures have begun pouring in 
  within the area. KYRIA Y’LLSA has sent for help for 
  any adventurers who can help combat these strange 
  creatures, as they are growing in number and will 
  overrun the settlement before long. While the reports 
  have given her no concrete information, Kyria 
  believes that these creatures may be coming from the 
  nearby shard of the city of Thultanthar. 
  Little does Kyria know, but a group of Shade Fanatics 
  have indeed occupied the small fragment of 
  Thultanthar, and under the command of TENEBRIS 
  UMBRA, they are conducting a ritual that they 
  believe will help Thultanthar rise once again. 
  EPISODES 
  The adventure’s story is spread over three episodes 
  and takes approximately two hours to play. The 
  adventure begins with a Call to Action scene. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
  • Episode 1: Kyria’s Plea. The adventurers are 
  summoned to the small settlement of Dusklight 
  on the outskirts of the Cormanthor forest. There, 
  KYRIA Y’LLSA asks them to both discover and 
  put an end to the source of the monsters 
  attacking her home. This is the Call to Action. 
  • Episode 2: Dark woods, Darker Creatures. The 
  adventurers must travel through the forest of 
  Cormanthor to reach the resting place of the 
  fragment of Thultanthar. In the woods, they are 
  beset by creatures known as SORROWSWORN. 
  In truth, these are actually members of the 
  Shade Fanatics that are being corrupted by the 
  ritual. This is Main Objective A. 
  • Episode 3: The Shadows Within. The characters 
  arrive at the small fragment of the city of 
  Thultanthar, where TENEBRIS UMBRA  is 
  conducting the ritual. There, they find out of 
  KOTHYS’s existence, and his plans involving the 
  Shade Fanatics and the ruins. This is Main 
  Objective B. 
  BONUS OBJECTIVES 
  However, 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. These bonus objectives are found in 
  this adventure’s appendices, as follows: 
  • Bonus Objective A: Lost and Forgotten. On their 
  way to the ruins, the characters encounter a stray 
  Shade Fanatic member named GHIDO, and he is 
  not aware of his current transformation. This 
  bonus objective is found in Appendix #. 
  • Bonus Objective B: Gone by Dawn. Upon putting 
  an end to the ritual, characters still feel the 
  essence of the Shadowfell in the ruins, and are 
  made aware that the ritual can now be repeated 
  under the right conditions. They must now either 
  come up with a way to seal the ritual by undoing 
  it, or ensuring no one ever finds these ruins. This 
  bonus objective is found in Appendix #. 
  EPISODE SEQUENCE 
  Depending on your time constraints, play style and 
  environment, this adventure will take 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 pursuing the bonus objectives.  
   Main Objective Only. To complete both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
   Main and 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 before and during 
  Episode 3, but their order is fluid—they set the scene 
  for the final episode and may even have an impact on 
  the events that transpire. 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  4 
  EPISODE FLOWCHART 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KYRIA’S PLEA 
  (CALL TO ACTION) 
  1 
  DARK WOODS, 
  DARKER CREATURES 
  (STORY OBJECTIVE A) 
  2 
  THE SHADOWS 
  WITHIN 
  (STORY OBJECTIVE B) 
  3 
  LOST AND 
  FORGOTTEN 
  (BONUS OBJECTIVE A) 
  A 
  GONE BY DAWN 
  (BONUS OBJECTIVE B) 
  B 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  5 
  EPISODE 1: KYRIA’S PLEA (CALL TO ACTION) 
  Estimated Duration: 15 minutes
  AT DUSK IN DUSKLIGHT 
  After receiving Kyria’s call for aid, characters arrive 
  in the small settlement of Dusklight. Here, they find 
  Kyria’s home at the center of the settlement, perched 
  atop a small hill overlooking all of Dusklight. 
  AREA INFORMATION 
  This area has the following features: 
   Dimensions & Terrain. The cottage of Kyria is 
  made of simple wood and cobblestone. There are 
  windows on every wall, which allows anyone inside 
  to get a clear view over all of Dusklight 
   Lighting. The cottage interior is well lit with the 
  use of a local discovery and namesake of the town, the 
  dusklight plant, whose orb-like fruit releases a soft 
  glow starting at sundown and ending at sunrise. 
      Smell and Sounds. Kyria’s cottage has a homely 
  atmosphere to it. The aroma of freshly brewed mint 
  tea wafts through the air. 
  SCENE A: DUSKLIGHT BARRICADE 
  It is well into the evening by the time characters reach 
  the settlement of Dusklight. Approaching the 
  settlement, telltale signs of a battle are clearly littered 
  around the outskirts. An imposing makeshift 
  barricade circles the small settlement. 
  AREA INFORMATION 
  This area has the following features: 
  Dimensions & Terrain. The barricade currently 
  surrounding Dusklight is fashioned out of what seems 
  to be a gnarled tree. It was in fact, built from the 
  ground up using druidic magic. Signs of battle are 
  scattered all around, from broken arrows, damaged 
  flora, and black splotches splattered on the ground 
  and trees. 
  Lighting. The area is surprisingly well lit, with the 
  barricade bathed in a white light emanating from 
  large bulb-like flowers known as dusklight flowers.  
   
  CREATURES/NPCs 
  Upon their arrival at the gates, almost six elven 
  Dusklight militia reveal themselves from behind the 
  barricade, aiming their weapons at the characters. 
  When they realize the characters are the new batch of 
  adventurers that Kyria sent for, they call for their 
  captain, who then offers to escort the characters to 
  her cottage at the center of Dusklight. 
   Objectives/Goals. Recent attacks from the crea-
  tures spawning from within the forest have begun to 
  worry the citizens of Dusklight, especially Kyria. The 
  militia captain simply does not want to lose any more 
  people to these strange creatures. 
   What Does He Know? The militia captain is willing 
  to provide the following information: 
  • About a tenday ago, strange creatures began 
  pouring forth from the Cormanthor forest. The 
  attacks have gotten progressively worse since 
  then. 
  • Kyria herself has been part of the defense against 
  the raids, but with each raid she seems more and 
  more panicked. When asked, she would simply 
  dismiss the militia captain. 
  • Two other adventuring parties had arrived before 
  the characters, but have not yet returned. 
  SCENE B: KYRIA’S COTTAGE 
  If the characters are done learning all the 
  information the militia captain knows or want to 
  meet with Kyria immediately, he takes them to her 
  small cottage at the center of Dusklight.  
  AREA INFORMATION 
  This area has the following features: 
  Dimensions & Terrain. Kyria’s cottage rests atop a 
  small hill in the center of Dusklight. A path 
  illuminated by small bulb-like plants called Dusklight 
  flowers leads up to it. 
  Buildings. Kyria’s cottage resembles a simple inn 
  fashioned out of a hollowed out tree. Windows have 
  been placed in such a way that anyone inside her 
  abode could see over all of Dusklight. 
  Smell. The scent of herbal teas and ointments wafts 
  out from within Kyria’s cottage. 
  CREATURES/NPCs 
  Once they arrive outside her cottage, Kyria Y’llsa 
  (an Archmage) greets the characters and invites 
  them inside. She is clearly panicked about something, 
  as she hurriedly goes around the lobby and clumsily 
  drops the batch of tea she has prepared for each of the 
  characters. Characters with a passive Perception of 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  6 
  16 take notice of how she has dark circles forming 
  under her eyes, partially hidden under make-up. 
  Kyria was once an adventurer like the characters 
  until she experienced her Transcendence a few years 
  ago. Since then, she has focused on creating 
  something to last after she dies, in the form of the 
  small settlement of Dusklight. 
   
  Objectives/Goals. Kyria wishes to keep Dusklight 
  safe from the recent attacks, and believes she may 
  know what the creatures are. The past two parties of 
  adventurers she has sent before have not returned, 
  and is beginning to grow more nervous. 
   What Does He Know? Kyria reveals the following 
  to aid the characters: 
  • She knows the creatures as Sorrowsworn, 
  creatures that were once humanoids but were 
  corrupted by the negative energies of the 
  Shadowfell. 
  • The Sorrowsworn become much harder to kill in 
  the dark, and that light makes them more 
  vulnerable to weapons. 
  • Of the many types of Sorrowsworn that exist, she 
  has seen only three kinds; the Lonely, the Hungry, 
  and the Angry. The Lonely thrive on being 
  surrounded by creatures, the Hungry crave life 
  force, and the Angry grow stronger each time 
  they are hurt. 
  • She knows of hidden ruins nearby Dusklight, which 
  she believes are part of the ancient city 
  Thultanthar. She was alive during its return from 
  the Shadowfell, so she believes that it may have a 
  key in the surge of Sorrowsworn. 
  • She went on her own scouting mission two days 
  ago to confirm her suspicions, but instead found 
  hooded figures roaming the forests deeper in. 
  She states that none in Dusklight know of the 
  ruins, and that these people must be outsiders. 
  • Kyria did catch a glimpse of the hooded figures, and 
  states that their robes seem to bear the insignia 
  of old Thultanthar. Considering the area is meant 
  to be hallowed ground, she fears that these 
  outsiders may be causing the Sorrowsworn to 
  appear. 
  • She had sent out two other groups beforehand, 
  none of which have returned. She fears they may 
  have either perished or worse, succumbed to 
  whatever is bringing forth the Sorrowsworn. 
  • She adds that while she cannot pay the adventurers 
  in gold, as her settlement takes up whatever 
  funds she accrues, she implores them that if this 
  threat isn’t stopped that she fears it will not end 
  at the destruction of Dusklight and it may spread 
  to other settlements within Cormanthor, and 
  even to Faerun itself. 
  CALL TO ACTION 
  Kyria implores the characters to help put an end to 
  the Sorrowsworn problem before it is too late and 
  Dusklight is destroyed. She informs that the only way 
  to find the path to the Thultanthar ruins is to partake 
  of a special brew of tea mixed with dusklight flower, 
  which she has prepared for the characters. The brew 
  reveals a faint black aura leading towards the forest 
  of Cormanthor. 
   
  Kyria adds as well that she encourages the characters 
  to refrain from engaging the Sorrowsworn; they are 
  not of this plane and should be treated as such. If they 
  do encounter Sorrowsworn, she implores that they 
  try to escape their notice and continue along the path 
  shown to them with the brew. 
  The Shadowfell 
  Some of the terms may not be familiar to your players. If your 
  players make a History check, you can provide the following 
  information: 
  The Shadowfell – Also known as the Plane of Shadow.  A plane 
  of existence that is akin to a dark reflection of the Prime 
  Material Plane. It is a bleak and desolate landscape, ripe with 
  negative energy. 
  Thultanthar – One of the cities of the ancient Netherese 
  empire. After surviving nearly two millennia in the Shadowfell, 
  it reappeared back in the Prime Material Plane in the year 
  1372 DR. It was sent crashing down onto the elven city of Myth 
  Drannor in the year 1487 DR by Elminster Aumar. 
  The Sorrowsworn – Sometimes, the negative energy in the 
  Shadowfell take physical form and turn into Sorrowsworn. 
  These creatures vary from one another depending on the 
  negative emotion they were spawned from and their origins 
  usually give a clue as to their nature. 
   
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  7 
  Episode 2: DARK WOODS, DARKER CREATURES 
  Estimated Duration: 60 Minutes 
  SETTING: CORMANTHOR FOREST 
  The woods of the Cormanthor are deathly silent 
  tonight, and an eerie air fills the forest with an ever 
  present sense of dread. 
  PREREQUISITES 
  The characters must complete the Call to Action 
  before starting this episode. 
  AREA INFORMATION 
  This area has the following features: 
   Dimensions & Terrain. A deathlike stillness covers 
  the forest as only the sound of leaves crunching 
  underfoot can be heard. 
   Every now and then, some of the trees have strange 
  claw-like scratches on them while others have black 
  liquids splattered across their bark. No woodland 
  creature makes its presence known, save for the 
  occasional strange screech echoing in the distance. 
   Weather and Lighting. Moonlight barely pene-
  trates through the canopy, leaving majority of the 
  forest in darkness. 
      Smell and Sounds. The sound of crunching leaves 
  and the occasional screech from what sounds to be a 
  creature in pain. The scent of stale air is also hanging 
  in the wind. 
   Dark Ritual. The area near the ruins that Kyria 
  mentioned are under the effects of the ritual being 
  casted by Tenebris. Characters who enter suddenly 
  feel lethargic and somber. Characters who succeed on 
  a DC 18 Intelligence (Arcana) check recognize that 
  there is a strong magical force currently blanketing 
  the forest. 
   Swarming Sorrowsworn. Many of the Shade 
  Fanatics 
  have 
  been 
  being 
  turned 
  into 
  the 
  Sorrowsworn over the course of ten days. Encounters 
  in the forest will almost always attract another band 
  of roaming Sorrowsworn in 1d4+1 rounds if loud 
  spells are used, or if light sources are used. 
   
  STORY OBJECTIVE A 
  The characters set out in the direction given to them 
  by Kyria. While they are traversing the forest, it 
  should be clear that the strange creatures known as 
  the Sorrowsworn are indeed present in the area, and 
  the chaos they leave becomes more and more evident 
  the deeper the characters venture into the forest. 
  After reaching the midway point, characters suddenly 
  hear the strange noises they may have been hearing 
  on the way as clear as they could ever be and are 
  attacked by a group of Sorrowsworn. These Sorrow-
  sworn are, however, wearing robes that match the 
  description Kyria gave and bear the insignia of the 
  Shade Fanatics. 
  In truth, the Sorrowsworn that have been attacking 
  Dusklight and coming from the forest are members of 
  the Shade Fanatics who have been corrupted by a 
  ritual Tenebris is conducting in the ruins. 
  Once the characters defeat the roaming Sorrowsworn, 
  they recover the complete orders written on 
  parchment by Tenebris detailing his plans. Doing 
  this completes Story Objective A. 
    
  THE SHADE FANATICS 
  Some terms and names may not be familiar to you. If your 
  players make a History ability check, you can provide the 
  following information: 
  Shade Fanatics – The Shade Fanatics are a group of loyalists of 
  the Shade Enclave of Thultanthar. They operate in secret in 
  hopes to return Thultanthar to its former glory one day. 
   
  This sect of the Shade Fanatics is headed by a Tenebris Umbra, 
  a human who lived on Thultanthar and survive its fall onto 
  Myth Drannor. Ever since he has dedicated the remained of 
  his life to seeing Thultanthar rise once again. 
   
  Tenebris has brought all of his followers here at the request of 
  Ghido, his lorekeeper, after he received information on a ritual 
  that may bring the city back. In his desperation, he readily 
  agreed and is currently conducting the ritual along with four 
  other Shade Fanatics in the Shadows’ Sanctum in Chapter 3. 
   
  Unbeknownst to him, the Ghido who gave him the details of 
  the ritual is in fact a nagpa named Kothys who assumed his 
  form after killing the real Ghido. Kothys’ ritual instead will 
  sacrifice the souls of Tenebris and his Shade Fanatics up to the 
  Raven Queen to earn her forgiveness. (More information can 
  be found on Nagpas in Mordenkainen’s Tome of Foes, page 
  215) 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  8 
    
  SCENE A: SHADE FANATIC OUTPOST 
  The characters arrive at what appears to have once 
  been a small camp. Numerous tents lay torn and 
  destroyed, a campfire has been freshly snuffed out, 
  and a number of tracks can be seen going in every 
  direction. Signs of a struggle are clear, especially with 
  the robed corpse in the center of the camp. 
  AREA INFORMATION 
  This area has the following features: 
      Dimensions & Terrain. The circular campsite itself 
  is about 20 feet in diameter, with the dense forests of 
  Cormanthor continuing past that point. A dead Shade 
  Fanatic lays in the center of the camp. In his robes are 
  the orders from their sect leader, but it is torn and 
  severely damaged. 
   Weather and Lighting. The campsite is in bright 
  moonlight as the break in the canopy allows it to 
  shine onto the forest floor while the forested area 
  around it is still dimly lit 
      Smell and Sounds. The smell of freshly spilt blood 
  is in the air, accompanied by a foul indescribable odor. 
  All around strange soft weeping can be heard as well 
  as inhuman gurgling. 
  CREATURES/NPCs 
  About 40 feet away from the campsite are four other 
  members of the Shade Fanatics who have turned into 
  Sorrowsworn. Characters with a passive Perception 
  of 18 notice the Sorrowsworn in the distance away 
  from the camp. One of them has turned into The 
  Hungry, while the remaining three have turned into 
  The Lonely. All of them are still wearing their Shade 
  Fanatic robes which are warped beyond repair. 
   Objectives. The Shade Fanatics are still upholding 
  the orders of their superior Tenebris even after 
  having transformed into Sorrowsworn.  
   
  Once the characters interact with the corpse in the 
  center of the campsite, the three Lonely and one 
  Hungry approach the campsite, staying within the 
  dim light under the canopy. If characters are not 
  hidden from the Lonely or the Hungry’s passive 
  Perception or have an open lightsource, the Lonely 
  and Hungry get a surprise round on the characters. 
   
  Otherwise, the Lonely and Hungry simply roam the 
  campsite until the characters reveal themselves or 
  their passive Perception notices them. 
   
   What Do They Know? In their current form, the 
  Shade Fanatics remember nothing else but the 
  objective given to them by Tenebris Umbra. The 
  parchment on the Shade Fanatic corpse does 
  elaborate on the intentions of this sect of the Shade 
  Fanatics. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak and Weak: Remove one Lonely. 
  • Strong: Add one Lonely. 
  • Very Strong: Add two Lonely. 
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS 
  COMBAT 
  The Shade Fanatics that have 
  turned into Sorrowsworn fight 
  the characters to the death, still 
  attempting to stay true to their 
  orders. The four of them stay far 
  from the moonlit area, and 
  always stay together.  
  EXPLORATION 
  Should 
  the 
  characters 
  have 
  means of exploring the area 
  without being noticed by the four 
  Sorrowsworn in the distance, 
  they receive the parchment with 
  Tenebris’ orders just as they 
  would if they defeated the 
  Sorrowsworn. 
  SOCIAL 
  If the characters attempt to 
  socialize with the Sorrowsworn, 
  they instantly attack as they 
  would if the characters were 
  simply spotted. The Sorrowsworn 
  are no longer human and are only 
  here to uphold the orders given 
  to them before they transformed.
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  9 
    
  SCENE B: RUIN OUTSKIRTS 
  The characters venture further into the Cormanthor 
  woods, they happen upon a collapsed tower. Its size 
  and design are out of place within the forest. It is 
  currently along the path Kyria had given to them and 
  judging by the sounds coming from all directions, 
  going through it may be the ideal option for 
  adventurers. Torn banners nearing a similar symbol 
  to that of the Shade Fanatics can be seen hanging on 
  some of the more intact windows. The tower is a 
  small fragment of Thultanthar that a group of Shade 
  Fanatics had used as an outpost before they were 
  turned into Sorrowsworn. 
   
  Upon entering the tower ruins characters may roll a 
  Perception or Survival check (players choice) in 
  order to search anything of use in the wreckage. Read 
  as follows depending on the result of the roll: 
   
  PERCEPTION/SURVIVAL CHECK RESULTS 
   
  D20 
   
  13 
  Numerous claw marks line the stone walls 
  of this tower. They are too deep to be 
  made by most forest creatures. 
  15 
  Makeshift beds are laid out in one of the 
  tower’s rooms. A disfigured corpse lay in 
  one of them.  
  17 
  Three tattered and stained Shade Fanatic 
  robes are scattered around the area. If 
  players repair the robes with Weaver’s 
  Tools or Mending, they can be used as 
  disguises. 
   
  Once characters finish exploring the tower, or if they 
  simply go through it without searching it, they come 
  across another pair of Shade Fanatic members. Two 
  The Angry are currently circling the area as if they 
  were patrolling it. If the characters are not hidden 
  from their passive Perception, or have an open light 
  source, the two Angry immediately take notice of the 
  characters as they leave the tower ruins. 
   
  Once the characters get past the pair of Angry they 
  encounter another Shade Fanatic. He is named Ghido 
  and is still somewhat in control of his faculties and is 
  still partially human for the time being but is already 
  far down the path to becoming a Sorrowsworn 
  known as The Lost. Interacting with Ghido is 
  explained in Appendix 4: Lost and Forgotten 
  (Bonus Ojective A). 
   
  After characters are finished with Ghido, they can 
  continue down the path Kyria instructed them to 
  follow. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak and Weak: Remove one Angry. 
  • Strong: No changes. 
  • Very Strong: Add one Hungry. 
   
   
   
   
   
  PLAYING THE PILLARS 
  COMBAT 
  The Shade Fanatics here are 
  focused on patrolling the area, and 
  only attack if they spot the 
  characters or are provoked. Once 
  hostile, they fight to the death. 
  Characters may opt to try and 
  outrun 
  the 
  Sorrowsworn 
  by 
  moving 60 feet away from the 
  tower ruins. 
  EXPLORATION 
  The area surrounding the tower 
  holds nothing of interest once 
  players find all they can inside the 
  tower or if they simply skip the 
  tower entirely. 
  SOCIAL 
  If characters attempt to socialize 
  with the Sorrowsworn while 
  wearing Shade Fanatic robes, the 
  Sorrowsworn treat them as 
  fellow Shade Fanatic members 
  and inform them of Tenebris’ 
  plan to use a ritual found by 
  Ghido to return Thultanthar to 
  the sky. 
   
   
  
   
   
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  Episode 3: DARK WOODS, DARKER CREATURES 
  Estimated Duration: 60 Minutes 
  SETTING: SANCTUM WARD 
  This small portion of Thultanthar fell apart during the 
  city’s fall onto Myth Drannor. The tower within it was 
  once used as a research station for the different 
  creatures in the Shadowfell during its time there, and 
  contained information about a ritual once used to 
  offer up souls to the Raven Queen herself. Written in 
  a language lost to time, only Kothys was able to 
  decipher it and under the guise of Ghido, had 
  convinced Tenebris that this ritual would help 
  restore Thultanthar to its glory. 
  PREREQUISITES 
  The characters must complete Episode 2 before 
  starting this episode. 
  AREA INFORMATION 
  This area has the following features: 
   Dimensions & Terrain. The ancient ruins are in the 
  same state they were when Thultanthar fell. The 
  shattered earth and broken pavements make 
  traversing the area difficult. Long dead corpses of 
  Netheril citizens can be seen all around and within 
  the destroyed buildings, but among them are fresher 
  disfigured corpses all bearing the same insignia of the 
  Shade Fanatics on their tattered robes. 
   Weather and Lighting. The ruins are bathed in a 
  somber moonlight pouring in from the gaping hole in 
  the canopy created by this piece of the city. A calm 
  chill blows through the area. 
      Smell and Sounds. There is a soft chill blowing 
  through the ruins. Off in the distance a faint echo can 
  be heard akin to chanting. 
   Concentrated 
  Negative 
  Energy. 
  The 
  ritual 
  currently being casted by Tenebris and Kothys is 
  especially strong here, and any creature who takes a 
  rest in the area must succeed on a DC 16 
  Constitution Saving throw or gain a level of 
  exhaustion as the ritual saps their energy. Characters 
  need to make the saving throw again after an hour 
  passes. 
  STORY OBJECTIVE B 
  The characters arrive at the ruins Kyria had directed 
  them to. Due to the ongoing ritual, the essence of the 
  Shadowfell here is strong. Heading towards the 
  center of the ruins where the faint chanting is 
  emanating from, they come across the numerous 
  bodies of ancient netherese citizens as well as some 
  Shade Fanatics who died before fully turning into 
  Sorrowsworn. 
  Upon reaching the tower where the chanting is 
  coming from, they meet Tenebris and another Ghido, 
  who is in truth a nagpa named Kothys. Upon entering 
  the ruins, Kothys’ senses the characters and begins 
  urging Tenebris to hurry the ritual. After a brief 
  interaction between the characters and Tenebris, 
  Kothys reveals his deception as he forces the ritual to 
  finish with catastrophic results, corrupting the 
  remaining Shade Fanatic members in the area as well 
  as Tenebris himself. In the aftermath, Kothys makes a 
  swift getaway with the use of a prepped Contingency 
  spell. 
   
  Once characters defeat Tenebris Umbra, they put 
  an end to the current Sorrowsworn threat. Doing 
  this completes Story Objective B. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  SCENE A: FALLEN ARCHES 
  The characters approach the chunk of the city of 
  Thultanthar. A ruined giant archway stands before 
  them and all around they can hear Tenebris’ voice 
  echoing throughout the area as he continues the 
  ritual. 
  AREA INFORMATION 
  This area has the following features: 
      Dimensions & Terrain. The arches lay in ruins, and 
  lead up towards what looks to be a church. Leading 
  up to it, there are numerous destroyed buildings, 
  some of which were used by some of the Shade 
  Fanatics as hideouts before they were all corrupted 
  by the ritual. 
   Weather and Lighting. The ruins are well lit under 
  the bright moonlight pouring in, revealing the 
  weathered structures of the city of Thultanthar. 
      Smell and Sounds. The area is surprisingly quiet, 
  aside from the chanting of Tenebris inside the 
  sanctum ahead there are no other noises that can be 
  heard. A strange stale and chill air hangs in the 
  atmosphere. 
   
  The area leading up to the structure where Tenebris 
  is conducting his ritual is devoid of life, and only the 
  corpses of Shade Fanatics and Sorrowsworn can be 
  found within some of the ruin structures and littering 
  the path ahead. Characters are free to search the 
  nearby buildings if they wish to learn more of what 
  happened during the ritual. 
   
   
  Upon entering the tower ruins characters may roll a 
  Perception or Investigation check (players choice) 
  in order to search anything of use in the wreckage. 
  Read as follows depending on the result of the roll: 
   
  PERCEPTION/INVESTIGATION CHECK RESULTS 
   
  D20 
   
  13 
  Four disfigured Shade Fanatics lay in one 
  of the empty structures. Their cloaks are 
  tattered and torn, but can be repaired. 
  15 
  A small crate filled with papers written in 
  Netherese is hidden under a small pile of 
  rubble. They show exchanges between 
  other members regarding the ritual. 
  17 
  A small satchel containing 3 Potions of 
  Necrotic Resistance is buried under a 
  fallen wall. 
   
   
  If characters wish to explore more, they find empty 
  buildings with nothing of note. The fall of Thultanthar 
  has destroyed much of the knowledge that was 
  contained within the floating city, and whatever 
  survived is written in a language not spoken by many. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYING THE PILLARS 
  COMBAT 
  There are no creatures to fight with 
  in this area. 
  EXPLORATION 
  The characters are free to explore 
  the 
  other 
  ruins 
  outside 
  the 
  Perception/Investigation 
  checks, 
  but find nothing aside from the 
  aforementioned table. The area 
  serves as a fill-in for what 
  transpired. 
  SOCIAL 
  There are no other creatures to 
  interact with in this area. 
   
   
   
   
   
   
  
   
   
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  SCENE B: SHADOWS’ SANCTUM 
  The characters arrive at the source of the strange 
  chanting they have been hearing throughout the 
  ruins. In here, Tenebris and Kothys, disguised as 
  Ghido, are conducting the ritual which has been 
  corrupting the other members at the outskirts of the 
  forest. 
  AREA INFORMATION 
  This area has the following features: 
      Dimensions & Terrain. The inner sanctum is a 
  small single floor circular structure. It has a 45 foot 
  radius and the ceiling is about 20 feet high. In the 
  center of the room, Tenebris is standing in a 20 foot 
  radius magic circle. 
   Weather and Lighting. The inside of the sanctum 
  is in dim light, illuminated only by the faint glow of 
  ceremonial candles and the magic circle. 
      Smell and Sounds. The constant chanting of 
  Tenebris echoes off the walls in the sanctum, and the 
  smell of heavy incense wafts in the air. 
   
  General Features  
  The Shadows’ Sanctum has the following general features. 
   
  Essence of the Shadowfell. Kothys’ has linked the 
  Shadows’ Sanctum to the Plane of Shadow, allowing its 
  negative energies to pool and seep in. Upon entering, 
  characters must make a DC 18 Constitution saving throw 
  or gain one level of exhaustion and vulnerability to 
  Necrotic damage as the presence of the Shadowfell 
  partially links itself to their bodies. 
  Corrupting Ritual. The ritual Kothys has constructed with 
  Tenebris and the remaining Shade Fanatics is still dormant 
  until Kothys activates it. Upon activation, waves of necrotic 
  energy begin pulsing into the room and any creature that 
  isn’t a Sorrowsworn or Tenebris that begins its turn within 
  the Shadows’ Sanctum while the ritual is active takes 1d8 
  necrotic damage. 
   
  CREATURES/NPCs 
  Tenebris and Kothys are in the center of the room, 
  accompanied by a handful other Shade Fanatic 
  members. While Tenebris and the Shade Fanatics are 
  too focused on the ritual to notice any other creature 
  entering the sanctum, Kothys immediately takes 
  notice if characters enter the sanctum. 
   
  Kothys calls out to any character who enters, turning 
  Tenebris and his fellow Shade Fanatics attention 
  towards them. Kothys will then attempt to convince 
  Tenebris that the characters are here to halt their 
  goals of returning Thultanthar to its former glory. 
   
  Tenebris will then talk to the characters. If they are 
  wearing repaired robes of the Shade Fanatics, he 
  treats them as allies. Tenebris asks the characters to 
  allow him to return Thultanthar to its rightful place in 
  the sky, he believes that it will benefit not only the 
  Shade Fanatics but all of Faerun itself if the Netherese 
  kingdom returns. 
   
  Characters can attempt a DC 25 Persuasion check to 
  convince Tenebris of Kothys’ treachery. If they 
  mention Ghido’s corruption and show proof such as 
  Ghido’s notes or one of his belongings, lower the DC 
  by 5. If characters are wearing repaired Shade Fanatic 
  robes they have advantage on this check. 
   
  If characters can convince Tenebris of Kothys’ 
  treachery, he attempts to halt the ritual. In doing so, 
  Kothys then reveals his true nature and forces the 
  ritual to completion. If characters fail to convince 
  Tenebris of Kothys’ treachery, Kothys then persuades 
  Tenebris to rush the ritual. 
   
  Regardless of whether they convinced Tenebris or 
  not, rushing the ritual causes it to backfire and the 
  corruption goes haywire, turning Tenebris into a 
  Skull Lord and the remaining four Shade Fanatics 
  into two Angry and two  Hungry. Kothys reveals his 
  true nature after the ritual backfires as a nagpa, and 
  his goal to earn the Raven Queen’s forgiveness. He 
  then escapes with a contingency spell set up 
  beforehand. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  • Very Weak: Tenebris along with the remaining : Hungry 
  and Angry have average hitpoints (105, 225, and 255 
  respectively). 
  • Weak: Remove one Hungry. 
  • Average: Tenebris’s hitpoints are set to 250 as he is 
  attuned to the Amulet of Health. 
  • Strong: Add three Deathlocks. 
  • Very Strong: : The Angry are set to maximum hitpoints 
  (360) 
   
   
  Defeating Tenebris ends the ritual, and any remaining 
  enemies simply die and dissolve into black sludge. 
  Afterwards, characters see the numerous notes 
  strewn around the room. The notes reveal that the 
  ritual has corrupted this area to enable the ritual to 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  13 
    
  be repeated. Interacting with the area is explained in 
  Appendix 5: Gone by Dawn (Bonus Ojective B). 
   
  PLAYING THE PILLARS 
  COMBAT 
  After being turned, Tenebris and 
  the remaining Shade Fanatics are 
  in a frenzied state and will fight the 
  characters to the death. If Tenebris 
  is slain first, the remaining Shade 
  Fanatic members die as the main 
  conduit for the ritual is destroyed. 
  EXPLORATION 
  The characters are free to explore 
  the 
  other 
  ruins 
  outside 
  the 
  Perception/Investigation 
  checks, 
  but find nothing aside from the 
  aforementioned table. The area 
  serves as a fill-in for what 
  transpired. 
  SOCIAL 
  Interacting with Tenebris shows 
  he 
  is 
  desperate 
  to 
  rebuild 
  Thultanthar and was willing to 
  offer even his life to do so, and his 
  fellow Shade Fanatic members 
  shared the same ideology. 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
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  Adventure Reward  
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints 
  The characters receive one/two advancement 
  checkpoints for each objective completed: 
  • Secondary Objective: Discover source of 
  Sorrowsworn. 
  • Main Objective: End Kothys’ ritual. 
   The characters earn an additional advancement 
  checkpoint for each bonus objective they complete. 
  • Bonus Objective A: Encounter and deal with the 
  real Kothys. 
  • Bonus Objective B: Sever the Shadow Sanctum’s 
  connection to the Shadowfell. 
   
  Treasure Checkpoints 
  The characters receive a treasure checkpoint for 
  completing both main objectives or both bonus 
  objectives. 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   Amulet of Health. A description of this item can be 
  found in the Dungeon Master’s Guide with the 
  following non-mechanical changes; this obsidian 
  amulet was given to Tenebris Umbra by Kothys. 
  When attuned to this item, the essence of the 
  Shadowfell imbued into it by Kothys turns its owner’s 
  body deathly cold and numbs the skin it touches. This 
  item can be found in Appendix 9. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
  Twilight Fades. Characters have put an end to the 
  Sorrowsworn and their source, but have also 
  destroyed sacred ground in the process. The 
  inhabitants of Dusklight have also learned of the 
  secrets Kyria had been hiding from them. To this end, 
  Kyria Y’llsa now holds both a debt and a grudge 
  against you. More information can be found in 
  Appendix 8. 
   
  Silent Nights. Characters have put an end to the 
  Sorrowsworn and their source, and have ensured that 
  Kyria’s secrets remain unknown. Kyria is thankful for 
  your discretion. More information can be found in 
  Appendix 8. 
  DM 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 other rewards listed above. 
   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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  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure. Each NPC and 
  location should have an entry with a phonetic 
  pronunciation and information relevant to the 
  adventure. This shouldn’t exceed a single page. 
  • Kyria Y’llsa (ki RE ah ill is ah). The elven archmagi 
  and leader of Dusklight. She has tasked the characters 
  with putting a stop to the Sorrowsworn. 
   Personality: I have seen many a great calamity, and      
  I simply want my last days to be peaceful. 
   Ideal: Dusklight is not just my home, it is my legacy. 
   Bond: Those in Dusklight are my children. 
   Flaw: I cannot trust any in Dusklight with the ruins 
  of Thultanthar. 
  • Ghido (gi doe). A member of the Shade Fanatics 
  and lorekeeper to Tenebris. He was slain by 
  Kothys and brought back to life by accident with 
  the ritual. 
      Personality: If there is something out there that will 
  help our cause, I will find it. 
   Ideal: My service to the Shade Enclave is my honor. 
   Bond: Tenebris Umbra will be the one to bring back 
  Thultanthar. 
     Flaw: I blindly follow Tenebris, even though he 
  would gladly sacrifice me. 
  • Tenebris Umbra (teh neh bris um brah). The 
  leader of this sect of the Shade Fanatics. He is 
  conducting a ritual he believes will bring 
  Thultanthar back. 
   Personality: Thultanthar will rise, no matter the 
  cost. 
   Ideal: I wish to see my home in its rightful place in 
  the sky again. 
   Bond: My homeland may be in ruins, but as long as I 
  remain it lives through me. 
   Flaw: There is no cost too steep on this righteous 
  path. 
  • Kothys (co this). One of the 13 nagpas cursed by 
  the Raven Queen eons past. He wishes to gain her 
  forgiveness by offering up the souls of Tenebris’ 
  Shade Fanatics to her. 
   Personality: I have suffered enough, I will end this 
  curse of mine no matter what. 
   Ideal: My true form will be mine once again, 
  eventually. 
   Bond: I need no one but myself. 
   Flaw: I never do anything without a back up plan for 
  the back up plan for the…  
  • Dusklight. A small settlement built at the outskirts 
  of the Cormanthor forest by Kyria. 
   Personality: A place to rest at ease during one’s 
  twilight years. 
   Ideal: A quiet home is one appreciated by all. 
   Bond: Our final years are spent in good company. 
   Flaw: The ruins nearby would have prevented us 
  from staying; if we knew about them. 
  • Sanctum Ward. A fragment of the ancient city of 
  Thultanthar. 
   Personality: The history of the Netherese empire 
  lies here, if not just a small portion of it. 
   Ideal: None know of its existence, and it is better 
  kept that way. 
   Bond: Dark secrets are held here. 
   Flaw: In the wrong hands, the arcane knowledge 
  here can cause catastrophic cataclysms. 
  
   
   
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  Appendix 2: Creature Statistics
  Deathlock Mastermind 
  Medium undead, neutral evil 
  Armor Class 13 (16 with mage armor) 
  Hit Points 110 (20d8+20) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  12 (+1) 
  17 (+3) 
   
  Saving Throws Int +5, Cha + 
  Skills Arcana +5, History +5, Perception +4 
  Damage Resistances cold, necrotic; bludgeoning, 
  piercing and slashing from nonmagical attacks that 
  aren’t silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 120ft. (including magical darkness), 
  passive Perception 14 
  Languages all languages it knew in life (Common, 
  Draconic, Netherese) 
  Challenge 8 (3900 XP) 
   
  Innate Spellcasting The deathlock mastermind’s innate 
  spellcasting ability is Charisma (spell save DC 14). It 
  can innately cast the following spells, requiring no 
  material components: 
   
  At will: detect magic, disguise self, mage armor 
   
  Spellcasting The deathlock mastermind is a 10th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 14, +6 to hit with spell attacks). It regains its 
  expended spell slots when it finishes a short or long 
  rest. It knows the following warlock spells: 
   
  Cantrips (at will): chill touch, mage hand, minor illusion, 
  poison spray 
  1st-5th level (2 5th level slots): arms of Hadar, blight, 
  counterspell, crown of madness, darkness, dimension 
  door, dispel magic, fly, hold monster, invisibility 
   
  Turn Resistance The deathlock mastermind has 
  advantage on any saving throw that turns undead. 
  Actions 
  Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (3d6+3 necrotic damage) 
  Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 
  ft., one target. Hit: 18 (4d8) necrotic damage. If the 
  target is large or smaller, it must succeed on a DC 16 
  Strength saving throw or become restrained as shadowy 
  tendrils wrap around it for 1 minute. A restrained target 
  can use its action to repeat the saving throw, ending the 
  effect on a success. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Nightwalker 
  Huge undead, chaotic evil 
  Armor Class 14 
  Hit Points 297 (22d12+154) 
  Speed 40 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  19 (+4) 
  24 (+7) 
  6 (-2) 
  9 (-1) 
  8 (-1) 
   
  Saving Throws Con +13 
  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, restrained 
  Senses darkvision 120ft., passive Perception 9 
  Languages - 
  Challenge 20 (25000 XP) 
   
  Annihilating Aura Any creature that starts its turn 
  within 30 feet of the nightwalker must succeed on a 
  DC 21 Constitution saving throw or take 14 (4d6) 
  necrotic damage and grant the nightwalker advantage 
  on attack rolls against it until the start of the 
  creature’s next turn. Undead are immune to this aura. 
  Life Eater A creature reduced to 0 hit points from 
  damage dealt by the nightwalker dies and can’t be 
  revived by any means short of a wish spell. 
  Actions 
  Multiattack. The nightwalker uses Enervating Focus 
  twice, or it uses Enervating Focus and Finger of Doom, if 
  available. 
  Enervating Focus. Melee Weapon Attack: +12 to hit, 
  reach 15 ft., one target. Hit: 28 (5d8+6) necrotic damage 
  The target must succeed on a DC 21 Constitution saving 
  throw or its hit point maximum is reduced by an amount 
  equal to the necrotic damage taken. This reduction lasts 
  until the target finishes a long rest. 
  Finger of Doom (Recharge6).The nightwalker points at 
  one creature it can see within 300 feet of it. The target 
  must succeed on a DC 21 Wisdom saving throw or take 
  26 (4d12) necrotic damage and become frightened until 
  the end of the nightwalker’s next turn. While frightened 
  in this way, the creature is also paralyzed. If a target’s 
  saving throw is successful, the target is immune to the 
  nightwalker’s Finger of Doom for the next 24 hours.ne 
  target. Hit: 7 (1d8+3) bludgeoning damage plus 14 (4d6) 
  necrotic damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Tenebris Umbra (Skull Lord) 
  Medium undead, lawful evil 
  Armor Class 18 (plate) 
  Hit Points 105 (14d8+42) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  17 (+2) 
  16 (+3) 
  15 (+2) 
  21 (+5) 
   
  Skills Acrobatics +7, History +8, Perception +12, Stealth 
  +8 
  Damage Resistances cold, necrotic; bludgeoning, 
  piercing and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, poisoned, stunned, 
  unconscious 
  Senses darkvision 60ft., passive Perception 22 
  Languages all languages it knew in life (Common, 
  Draconic, Netherese) 
  Challenge 15 (13000 XP) 
   
  Legendary Resistance (3/Day) If the skull lord fails a 
  saving throw, it can choose to succeed instead. 
  Master of the Grace While within 30 feet of the skull 
  lord, any undead ally of the skull lord makes saving 
  throws with advantage, and that ally regains 1d6 hit 
  points whenever it starts its turn there. 
  Evasion If the skull lord is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half the damage, the skull lord instead takes no 
  damage if it succeeds on the saving throw, and only 
  half damage if it fails. 
  Spellcasting The skull lord is a 13th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 18, +10 
  to hit with spell attacks). The skull lord knows the 
  following sorcerer spells: 
   
  Cantrips (at will): chill touch, fire bolt, mage hand, 
  poison spray, ray of frost 
  1st level (4 slots): magic missile, thunderwave, chaos 
  bolt 
  2nd level (3 slots): blur, mirror image 
  3rd level (3 slots): enemies abound, fear 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (2 slots): synaptic static, cone of cold 
  6th level (1 slot): disintegrate 
  7th level (1 slot): fire storm 
   
   
  Actions 
  Multiattack. The skull lord makes three bone staff 
  attacks. 
  Bone Staff. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning 
  damage plus 14 (4d6) necrotic damage 
  Legendary Actions 
  The skull lord 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 skull lord regains spent 
  legendary actions at the start of its turn. 
  Bone Staff (Costs 2 Actions). The skull lord makes a 
  bone staff attack. 
  Cantrip. The skull lord casts a cantrip. 
  Move. The skull lord moves up to his speed without 
  provoking opportunity attacks. 
  Summon Undead (Costs 3 Actions). Up to five skeletons 
  or zombies appear in unoccupied spaces within 30 feet 
  of the skull lord and remain until destroyed. Undead 
  summoned in this way roll initiative and act in the next 
  available turn. The skull lord can have up to five undead 
  summoned by this ability at a time. 
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  The Angry 
  Medium monstrosity, neutral evil 
  Armor Class 18 (natural armor) 
  Hit Points 255 (30d8+120) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  19 (+4) 
  8 (-1) 
  13 (+1) 
  6 (-2) 
   
  Skills Perception +6 
  Damage Resistances bludgeoning, piercing and slashing 
  while in dim light or darkness 
  Senses darkvision 60ft., passive Perception 16 
  Languages Common 
  Challenge 13 (10000 XP) 
   
  Two Heads The Angry has advantage on Wisdom 
  (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, or knocked unconscious. 
  Rising Anger If another creature deals damage to the 
  Angry, the Angry's attack rolls have advantage until 
  the end of its next turn, and the first time it hits with a 
  hook attack on its next turn, the attack's target takes 
  an extra 39 (3d12) psychic damage. 
   
  On its turn, the Angry has disadvantage on attack rolls if 
  no other creature has dealt damage to it since the 
  end of its last turn. 
  Actions 
  Multiattack. The Angry makes two hook attacks. 
  Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d12+3) piercing damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Hungry 
  Medium monstrosity, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 225 (30d8+90) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  17 (+3) 
  6 (-2) 
  11 (+0) 
  6 (-2) 
   
  Skills Perception +6 
  Damage Resistances bludgeoning, piercing and slashing 
  while in dim light or darkness 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common 
  Challenge 11 (7200 XP) 
   
  Life Hunger If a creature the Hungry can see regains hit 
  points, the Hungry gains two benefits until the end of 
  its next turn: it has advantage on attack rolls, and its 
  bite deals an extra 22 (4d10) damage on a hit. 
  Actions 
  Multiattack. The Hungry makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8+4) piercing damage plus 13 (3d8) 
  necrotic damage 
  Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (4d6+4) slashing damage and if the target 
  is Medium or smaller, it is grappled (escape DC 16) and 
  restrained until the grappled ends. While grappling a 
  creature, the Hungry can’t attack with its claws. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  The Lonely 
  Medium monstrosity, neutral evil 
  Armor Class 16 (natural armor) 
  Hit Points 112 (15d8+45) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  11 (+0) 
  10 (+0) 
   
  Damage Resistances bludgeoning, piercing and slashing 
  while in dim light or darkness 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common 
  Challenge 9 (5000 XP) 
   
  Psychic Leech At the start of each of the Lonely's turns, 
  each creature within 5 feet of it must succeed on a DC 
  15 Wisdom saving throw or take 10 (3d6) psychic 
  damage. 
  Thrives on Company The Lonely has advantage on 
  attack rolls while it is within 30 feet of at least two 
  other creatures. It otherwise has disadvantage on 
  attack rolls. 
   
  Actions 
  Multiattack. The Lonely makes one harpoon arm attack 
  and uses Sorrowful Embrace 
  Harpoon arm. Melee Weapon Attack: +7 to hit, reach 60 
  ft., one target. Hit: 21 (4d8+3) piercing damage and the 
  target is grappled (escape DC 15) if it is a Large or 
  smaller creature. The Lonely has two harpoon arms and 
  can grapple up to two creatures at once. 
  Sorrowful Emrbace. Each creature grappled by the 
  Lonely must make a DC 15 Wisdom saving throw. A 
  creature takes 18 (4d8) psychic damage on a failed save. 
  or half as much damage on a successful one. In either 
  case, the Lonely pulls each creature grappled by up to 
  30 feet straight towards it. 
   
   
   
   
   
   
   
   
   
  The Lost 
  Medium monstrosity, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 78 (12d8+4) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  6 (-2) 
  7 (-2) 
  5 (-3) 
   
  Skills Acrobatics +6 
  Damage Resistances bludgeoning, piercing and slashing 
  while in dim light or darkness 
  Senses darkvision 60ft., passive Perception 8 
  Languages Common 
  Challenge 7 (2900 XP) 
  Actions 
  Multiattack. The Lost makes two arm spike attacks. 
  Arm spike. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 14 (2d10+3) piercing damage 
  Embrace. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 25 (4d10+3) piercing damage and the  
  target is grappled (escape DC 14) if it is a Medium or 
  smaller creature. Until the grapple ends, the target is 
  frightened, and it takes 27 (6d8) psychic damage at the 
  end of each of its turns. The Lost can embrace only one 
  creature at a time. 
  Reactions 
  Tightening Embrace.  If the Lost takes damage while it 
  has a creature grappled, that creature takes 18 (4d8) 
  psychic damage.
  
   
   
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  Appendix 3: Shade Fanatic Outpost Map  
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 4: Shadows’ Sanctum (Inactive Ritual) 
   
   
  
   
   
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  Appendix 5: Shadows’ Sanctum (Active Ritual) 
   
   
  
   
   
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  Appendix 6: Lost and Forgotten (Bonus Objective A.) 
   
  Estimated Duration: 60 minutes 
  SCENE A. CORMANTHOR FOREST 
  On the path towards the Thultanthar ruins, the 
  characters meet a Shade Fanatic named Ghido, who 
  is currently transforming into a Sorrowsworn. 
  PREREQUISITES 
  The characters must have completed Episode 1 and 
  must complete this objective before proceeding to 
  Episode 2. 
   BONUS OBJECTIVE A 
  The characters must deal with Ghido, peacefully or 
  otherwise. This is Bonus Objective A.  
  AREA INFORMATION 
  This area features: 
   Dimensions & Terrain. The path the characters 
  are walking along is a small makeshift path 
  described by Kyria.  
   Lighting. The dense canopy of the Cormanthor 
  forest allows for only small beams of moonlight to 
  enter, making the area dimly lit. 
      Smell and Sounds. The sound of panicked breaths 
  echoes in the darkness ahead. Shuffling of uneasy 
  steps also ring about the area. Characters that have a 
  passive Perception of 13 hear that the creature 
  making these sounds is coming closer. 
  CREATURES/NPCS 
  Ghido (a Shade Fanatic turning into a Lost) notices 
  the characters, disregarding any previous Stealth 
  rolls, after they complete Scene B: Ruin Outskirts. 
  He is currently in the process of turning  into one of 
  the Lost Sorrowsworn, but still retains part of his 
  humanity , due to not being aware of his current 
  situation. 
   Objectives/Goals. Ghido wants to return to 
  Tenebris’ side and warn him of Kothys. 
   What Does He Know?  Ghido was Tenebris’ 
  lorekeeper and was on a routine search of the ruins 
  of Thultanthar about a tenday ago when he 
  encountered Kothys. Kothys killed him and assumed 
  his form, but Ghido was revived by the dark energies 
  of the ritual and has been wandering the forest ever 
  since. 
   
  If characters deal with him peacefully, he hands 
  them his journal and a small pendant. This pendant 
  is known only to Tenebris according to Ghido, and 
  will reveal to Tenebris that the real Ghido has been 
  slain. 
   
  If characters threaten him or show hostility, Ghido’s 
  transformation completes as he turns into one of 
  The Lost, and his panicked cries draw out the 
  attention of two Lonely and one Angry nearby. 
   
   
   
  Playing the Pillars 
  COMBAT 
  Ghido will attempt to defend 
  himself if the characters treat 
  him with hostility. Once hostile, 
  he succumbs to his 
  transformation and loses all 
  sense of reason and fights to the 
  death. 
  EXPLORATION 
  Exploring outside the path will 
  yield no results as the expanse of 
  the Cormanthor forest is simply 
  too dense in this area. If 
  characters attempt to explore 
  the area, they must succeed a  
  DC 16 Constitution Saving throw 
  or gain one level of Exhaustion as 
  the ritual of Kothys continues to 
  affect them.  
  SOCIAL 
  A character can attempt to calm 
  Ghido down by succeeding on 
  three DC 20 Charisma 
  (Persuasion) check. A Character 
  wearing repaired Shade Fanatic 
  robes makes this check with 
  advantage. If characters appeal 
  to Ghido’s concern for the Shade 
  Fanatics, or talk about 
  Thultanthar positively, lower the 
  DC by 5. 
  
   
   
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  Appendix 7: Gone By Dawn (Bonus Objective B.) 
   
  Estimated Duration: 60 minutes
  SCENE A. SHADOWS’ SANCTUM 
  The ritual Tenebris was casting in the Shadow’s 
  Sanctum has forever linked this area to the 
  Shadowfell, meaning the ritual can always be 
  repeated by Kothys if left untouched. 
  PREREQUISITES 
  The characters must have completed both Episode 1 
  and Episode 2. 
   BONUS OBJECTIVE B 
  The characters destroy this area’s link to the 
  Shadowfell. This is Bonus Objective B.  
  AREA INFORMATION 
  This area has the following features: 
      Dimensions & Terrain. The inner sanctum is a 
  small single floor circular structure. It has a 45 foot 
  radius and the ceiling is about 20 feet high. In the 
  center of the room, Tenebris is standing in a 20 foot 
  radius magic circle. 
   Weather and Lighting. The inside of the sanctum 
  is in dim light, illuminated only by the faint glow of 
  ceremonial candles and the magic circle. 
      Smell and Sounds. The air within the sanctum is 
  musty, and the faint hum of Kothys’ ritual still echoes 
  all around. 
      Scattered Notes. There are multiple scribblings 
  and tattered notes all around the room. Characters 
  who succeed on a DC 18 Perception check notice that 
  among the piles of papers and discarded scrolls is a 
  single, unopened Spell Scroll of the Hallow spell. The 
  magic stored within the scroll has been altered by the 
  ritual, and characters who read it can feel a dark 
  power attached to it. Upon using the scroll, the 
  characters unleash the negative energies within and 
  summon a Nightwalker from within. Characters 
  within the Shadows’ Sanctum must succeed on 
  another DC 17 Constitution saving throw or become 
  vulnerable to Necrotic damage as the pulse of 
  negative energy explodes from the rigged scroll. 
   Arcane Circle.  In the center of the Shadows’ 
  Sanctum lies an arcane circle which Tenebris 
  inscribed at Kothys’ request. It serves as a link to the 
  Shadowfell as long as it is active and can only be 
  removed by either casting the spell Hallow, or by 
  casting spells of capable of destroying the sanctum 
  and the surrounding ruins. 
   
  If characters spend time casting Hallow, they earn the 
  story award Silent Nights. 
   
  If characters destroy the ruins or leave the arcane 
  circle active they earn the story award Twilight 
  Fades. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  If characters us the rigged scroll, 
  they summon a Nightwalker (set 
  its HP to maximum). It fights to 
  the death once released from 
  the scroll. 
  EXPLORATION 
  Characters who wish to explore 
  the sanctum can attempt a DC 
  18 Wisdom (Perception) or a DC 
  18 Intelligence (Investigation)  
  check to find a hidden cache of 
  scrolls. Only one of them is 
  useable, which is a rigged spell 
  scroll of Hallow. 
  SOCIAL 
  There are no more creatures in 
  the area for the characters to 
  interact with.
  
   
   
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  Appendix 8: Player Handout 1  
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as 
  many as you may need to ensure that any eligible 
  character receives a copy: 
  TWILIGHT FADES 
  Characters have put an end to the 
  Sorrowsworn and their source, but have also 
  revealed its existence to the inhabitants of 
  Dusklight. With their newfound knowledge, 
  numerous settlers have left, leaving it a shell 
  of what it once was. 
  SILENT NIGHTS
   
  Characters have put an end to the 
  Sorrowsworn and their source, and have 
  ensured that Kyria’s secrets remain unknown. 
  Kyria is thankful for your discretion in 
  handling the matter. 
   
  
   
   
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  Appendix 9: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Amulet of Health 
  Tier 2, 20 treasure checkpoints, Table G 
   Your Constitution score is 19 while you wear this 
  amulet. It has no effect on you if your Constitution is 
  already 19 or higher. This item is found in the 
  Dungeon Master’s Guide. 
   This obsidian amulet was given to Tenebris Umbra 
  by Kothys. When attuned to this item, the essence of 
  the Shadowfell imbued into it by Kothys turns its 
  owner’s body deathly cold and numbs the skin it 
  touches.
   
   
  
   
   
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  APPENDIX 10: 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 Being the Dungeon Master? 
  http://dndadventurersleague.org/storylineseasons/ 
  waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  PREPARING THE ADVENTURE 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. Familiar yourself with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously played 
  as a Player or Dungeon Master, but may only play it 
  once with a given character. Ensure each player has 
  their character’s adventure logsheet (if not, get one 
  from the organizer). The players fill out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for advancement and treasure 
  checkpoints, downtime days, and renown. These 
  values are updated at the conclusion of the session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a quick 
  scan of a player’s character sheet to ensure that 
  nothing looks out of order. If you see magic items of 
  very high rarities or strange arrays of ability scores, 
  you can ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an adventure 
  or episode, they can declare their activity and spend 
  the days now, or they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to the 
  start of the adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what they 
  might face. 
  ADJUSTING THIS ADVENTURE 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than   
  Weak 
  5 characters, APL equivalent   
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
   
   
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  CCC-GSP-NTHR01-01 A Night of Sorrows (v4) 
   
   
  29 
    
  GREASY SNITCHES: ABOUT US 
  WHO ARE WE IN THE REAL WORLD? 
      We are a group of nerds based in the Philippines who 
  love playing Dungeons & Dragons, specifically D&D 
  Adventurers League. We recently sold our souls and 
  swore eternal servitude to a mysterious benefactor, 
  and long story short, we are now tasked to bring all 
  adventurers together. We do so by creating events 
  where we promote fun and friendship through 
  adventures of all kinds. (TL;DR: we run tabletop RPG 
  events!) 
  HOW TO REACH US 
      Find out what we’re up to by following us on social 
  media, or contact us for any collaborations you might 
  want to do. You can check the links below. 
  Website: http://www.greasysnitches.com/ 
  Facebook: http://www.facebook.com/greasysnitchespresents 
  Instagram: @GreasySnitchesPresents 
  Twitter: @GreasySnitches 
  Email: Inquiries@GreasySnitches.com 
  Email: GreasySnitches@gmail.com 
  FOLLOW OUR AUTHORS IN TWITTER 
  Feel free to follow our authors in Twitter: 
   
  Paul Gabat - @DMPaulG 
  Lanz Frago - @glittersnicket 
  Niccolo Estrella – @Niccoloestrella 
  Nicholas Noel Cavada-Guillermo - @NDbarbarian 
  Mikel Alexander Barrenechea - @MundaneArcane 
  Kristoff Alejo - @PapaKAlejo 
  GREASY SNITCHES ADVENTURES 
      Did you enjoy this adventure? Then you might like 
  other Greasy Snitches adventures we have available! 
  Feel free to check them out at DMsGuild.com 
   
  CCC-GSP01-01 A Dragon’s Breath by Paul Gabat 
  CCC-GSP01-02 Brotherhood by by Paul Gabat 
  CCC-GSP-PHIL01-02 The Murmuring Hollow of the 
  Flooded Forest by Lanz Frago  
  CCC-GSP-PHIL01-03 The Whispering Shadows of 
  the Eldest Ruins by Niccolo Estrella 
  CCC-GSP-FEAR01-01 Beneath the Bleeding Tree by 
  Kristoff Alejo 
  CCC-GSP-NTHR01-01 A Night of Sorrows by Mikel 
  Alexander Barrenechea 
  CCC-GSP-OOZE01-01 Oozing Hunger by Nicholas 
  Noel Cavada-Guillermo 
   
   
   
  
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