TEXT: CCC-CNE-006 
   
   
   
   
   
   
  Burst! 
  Part 1 of the Vhaeraun-Touched series 
   
   
   
   
   
   
   
   
   
   
   
   
   
  A stolen artifact and a missing adventuring party sends a group of heroes on a hunt across the 
  Moonsea Region. Unfortunately, the heroes will wind up being the prey. A Two/Four-Hour 
  Adventure for Tier 2 Characters. Optimized for APL 8.  
   
   
   
  
  CREDITS 
   
  Designer:  Garrett Crowe 
  Editing: Garrett Crowe 
  Cartography: Garrett Crowe 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Amy Lynn 
  Dzura, Alan Patrick, Travis Woodall, Claire Hoffman, 
  Greg Marks, Ma’at Crook, Jacquise Bryant 
   
  Playtesters: Michael Carney, Cindy Moore, Scott Moore, 
  Deb O’Brien, John O’Brien 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©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. 
   
   
  Commented [TW1]: This is any other designers that 
  worked on the adventure. 
  Commented [TW2]: You must include the names of 
  anyone who playtested the adventure here. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  3 
  Adventure Primer 
  Background 
   Drow priestess Sabrae Ssambra was chosen by 
  Lolth to be judged for higher service. Sadly, Sabrae 
  was deemed unworthy and returned to the 
  Underdark transformed into a drider. Driven into the 
  caverns outside Szith Morcane, Sabrae was observed 
  by the god Vhaeraun, the son and rival of Lolth. 
  Vhaeraun decided to create a drider army to attack 
  his mother. All those creatures Lolth deemed 
  unworthy would be the tools of her undoing. 
  Vhaeraun united driders into a nest and granted 
  them the ability to reproduce by planting eggs in 
  humanoids’ chest cavities. What Sabrae and her flock 
  needed was a steady supply of hosts to stumble into 
  their lair. 
   Vhaeraun conceived a plan to provide hosts. He 
  tricked seven drow to steal an artifact, the Eye of 
  Lolth, from the Hillsfar Museum. When the drow 
  returned to the Underdark entrance along the 
  Waydown River, the son of Lolth rallied his loyal 
  troops in Zamoniezash to block the entrance from the 
  thieves, driving them away.  
   . The thieves, still in possession of the Eye of Lolth, 
  turned southeast to the Earthspur Mountains, where 
  they could enter the Underdark.  
   By then, Hillsfar Lord Detective Henry Uskworth 
  had hired a group of adventurers to track down the 
  thieves and return the Eye of Lolth. Taken before 
  Priestess Imrae, the adventurers learned all that had 
  transpired in the Waydown sinkhole. They 
  discovered the Vhaeraun cult, which Priestess Imrae 
  Khalazza had executed. The adventuring party 
  pursued the thieves into the Earthspur Mountains. 
   While passing through the Flooded Forest, one of 
  the drow fell to an arrow loosed by a summer eldarin 
  hunter, Elabrimborn. Elabrimborn took the drow and 
  his possessions back to his lodge, where he 
  performed taxidermy on the slain drow. The once 
  proud servant of Vhaeraun became a trophy.  
   The other drow thieves made it to the tunnels 
  beneath the Earthspur Mountains, where they were 
  ambushed by Sabrae and her allies. The drow and the 
  adventuring party pursuing them, found themselves 
  caught in webs and used as hosts for a new 
  generation of Vhaeraun-touched driders. 
    
   The heroes can be famous adventurers within the 
  city of Hillsfar. Their reputation for discretion 
  precedes them, and the Red Plumes contact them. 
  The heroes can also be found by Lord Uskworth at 
  the House of Happiness, singing about their exploits. 
  Being a good judge of character and strong in insight, 
  the Lord is sufficiently impressed to recruit these 
  adventurers for his mission. If the characters played 
  in QCC-2019-02C, they may have assisted Lord 
  Uskworth and have his trust. 
  Episodes 
   The adventure’s story is spread over three story 
  episodes that take approximately 2 hours to play. 
  These episodes are introduced by a Call to Action 
  Episode. The adventure also includes two 1-hour 
  bonus episodes that can be played if time permits. 
   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: Last Remembered Smile. The 
  characters are recruited by Lord Uskworth to 
  travel through the Underdark from the Waydown 
  Garrison. Once there, they should discover what 
  happened to the preceding adventuring party and 
  recover the stolen Eye of Lolth. This is the Call to 
  Action. 
  • Episode 2: Waydown and Underdark. The 
  characters deal with a cruel drow priestess to 
  discover what happened to the previous 
  adventuring party and the drow thieves. This is 
  Story Objective A. 
  • Episode 3: Horrors Beneath the Earthspurs. The 
  adventurers journey into a cave leading into the 
  heart of the Earthspur Mountains. They discover 
  Vhaeraun’s creation of a drider army, capable of 
  reproduction, and are chased out of the nest.  This 
  is Story 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: Snuffed Out. The heroes 
  discover a light source-snuffing mold that’s in a 
  symbiotic relationship with a creature who’s 
  survived from millennia. The adventurers must 
  survive the beast. This bonus objective is found in 
  Appendix 5 
  • Bonus Objective B: The Hunter in the Mud. 
  Passing through a swamp, the heroes find 
  themselves competing in a hunting contest against 
  a summer eldarin.  If they win, the adventurers win 
  the drow thief’s journal and map. This bonus 
  objective is found in Appendix 6 
   
  Commented [TW3]: Each adventure consists of three 
  episodes pursuing two story objectives and two optional 
  bonus objectives. Each story objective should take 1 hour 
  for 2-hour adventures, and 2 hours for 4-hour 
  adventures. The bonus objectives should each take 1 
  hour. 
  Commented [TW4]: Three episodes is the standard for 2-
  hour and 4-hour adventures . No more. No less. 
  1-hour adventures (the minimum length of an 
  adventure) can (and probably should be self-contained 
  single episodes) but must still have a call to action. They 
  should have only one story objective. 
  Commented [TW5]: Max 2 bonus episodes. 
  
   
   
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  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.  
  Evil Never Sleeps! 
  Vhaeraun is building an army. He’s taken the driders rejected 
  by Lolth and turned them into creatures that can reproduce 
  with the sacrifice of a humanoid host. Vhaeraun wants to keep 
  his drider army project secret while he grows their numbers. 
  When the adventurers stumble upon the secret, the god will 
  do everything he can to prevent the heroes from escaping 
  with the truth. 
   
   
   
  Commented [TRW6]: In addition to the story Objectives, 
  each adventure must contain two, 1-hour bonus 
  objectives that extend the adventure’s duration. These 
  bonus objects must be tangentially related to the story 
  objective such that not running them doesn’t confuse the 
  DMs or the players, but related enough so as to not seem 
  completely unrelated. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  5 
  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.  
   
   
   
   
    
   
  Commented [TW7]: Simple, easy to read flowchart that 
  describes how the bonus objectives relate to the story 
  objective. 
  Example is below. The arrows indicate where a episode 
  or bonus objective leads to. 
  DD-series adventure flowcharts will be uniform in 
  design. CCC adventure designers may use whatever 
  design they wish. 
  
   
   
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  6 
  Episode 1: Last Remembered Smile (Call to Action) 
  Estimated Duration: 15 minutes 
  Scene A. Mysteries in the House of Happiness 
   The adventurers meet Lord Detective Henry 
  Uskworth at the House of Happiness to discuss a 
  rescue and retrieval mission. 
  • Stolen artifact. Drow broke into the Hillsfar 
  Museum to steal the Eye of Lolth.  They snuck into 
  the Waydown Garrison to reenter the Underdark. 
  • Missing adventurers. The companions aren’t the 
  first to be sent on this mission. Another group was 
  sent after the thieves. After emerging from the 
  Underdark the group told the garrison guards they 
  needed to hurry. There was a long journey ahead 
  of them. Lord Uskworth wants this group’s fate 
  discovered.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The House of Happiness 
  lives up to its name. Flowers adorn every table. 
  Multi-colored ribbons hang between the long 
  house’s beams. Mirrors along every wall reflect the 
  brightly-colored decorations. Everyone smiles and 
  raises a glass to either Llira (the goddess of 
  happiness) or whatever fortune has kept them 
  kicking this long.  
   Lighting. Bright lanterns coupled with colorful 
  banners makes this a bright and cheerful refuge. 
  Creatures/NPCs 
   
  Lord Detective Henry Uskworth 
   Description. Lord Detective Henry Uskworth is a 
  tall, gaunt member of the Red Plumes. He prides 
  himself with analytical thinking, which he has little 
  ability to put on hold. He provides medical, 
  psychological and strategical advice to any who will 
  seek him out. While many would feel overwhelmed 
  and used in such a position, Lord Uskworth finds 
  great satisfaction finding the answer to other 
  people's mysteries. 
   
   Objectives/Goals. Lord Uskworth is obsessed 
  with solving problems. What drives him crazy is a 
  puzzle he can’t crack. The elusive thieves and the 
  missing adventuring party have tasked Uskworth’s 
  crime-solving abilities to the point he’s willing to 
  send a second team after the first into the unknown. 
       What Does He Know?  
  • 
  Two weeks ago, a group of drow stole a 
  medallion, known as the Eye of Lolth, from 
  the Hillsfar Museum. Uskworth tracked 
  them from the city to the road leading to the 
  Waydown. There, the Red Plumes have a 
  garrison built over a sinkhole that leads to 
  the Underdark. It’s Uskworth’s theory that 
  drow with the skill to steal the Eye of Lolth 
  might have the skillset needed to infiltrate 
  Waydown Garrison. 
  • 
  The Eye of Lolth is a golden bracelet with a 
  ruby magically suspended in the center. No 
  part of the ruby touches the bracelet. It 
  seems to float in the gap between the gold. 
  There’s writing in Undercommon on the 
  bracelet. It reads: From the Demon Webs, 
  Lolth sees all who scheme against Her.” 
  • 
   Uskworth sent a group of adventurers to 
  travel the Waydown River into the 
  Underdark. Their mission: bring the thieves 
  to justice and return the Eye of Lolth. 
  • 
  Four days after entering the Underdark, the 
  adventurers returned to the Waydown 
  Garrison, but with no drow and no Eye of 
  Lolth. All they’d tell the Red Plumes was 
  they had no time to waste. A long journey 
  was ahead of them. This is the last that 
  adventuring party was ever seen.  
  • 
  Uskworth would like the adventurers to 
  travel the Waydown into the Underdark and 
  learn about the Eye’s thieves’ destination. 
  Follow them, and most likely the first group 
  of adventurers. Find out what became of 
  them. Return the Eye of Lolth if possible.  
  • 
  Detective Uskworth also provides a map to 
  the Waydown Garrison and a letter of 
  introduction to the leader in charge of the 
  compound, Captain Maggarl Helck.  
  Treasure and Rewards 
  • Uskworth will pay a reward for this deed (TCP’s).  
  The Red Plumes will outfit the group for travel. 
  This includes rations and restocking any 
  dungeoneering or exploring kits.  
  • Uskworth also provides a map to the Waydown 
  Garrison and a letter of introduction to the leader 
  in charge of the tower, Captain Maggarl Helck.  
   
  Commented [TW8]: This Episode is essentially an 
  immersive adventure hook. It shouldn’t take up too much 
  of the adventure’s time. 
  Each Episode is broken down into scenes. Each page 
  should contain only two scenes of a single column each, 
  or one scene if too large for a single column). Scenes 
  should be limited to a single page. 
  Commented [TW9]: This should always be measured in 
  minutes. 
  
   
   
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  7 
     Three servers dressed in very colorful miniskirts 
  dance as they listen to what seems to be a very 
  serious lecture given by a studious-looking man. The 
  man’s sash identifies him as a Detective in the Red 
  Plumes. His billowy hat sits on an adjacent chair. A 
  fourth server has her foot on the table. The Detective 
  examines it. 
  As the adventurers approach, they hear the 
  Detective prescribe a homemade remedy for an 
  ointment to ease foot aches of people who spend 
  most of the day on their feet. When finished with his 
  treatment plan, the Detective turns to the 
  adventurers and says, “I can smell Camichel grass on 
  your boots. It grows no closer than ten miles from 
  Hillsfar. Therefore, I deduce you are the adventurers 
  I sent for. Please take a seat.” 
    The servers take drink orders and leave to 
  retrieve the cocktails and ales. The Detective leans 
  forward and introduces himself. Then, he 
  summarizes what he knows.  
   “I wish you well on your expedition,” Detective 
  Uskworth says. “It’s easy to take such a mission 
  impersonally, so pay attention.” He calls over a 
  strawberry-red-haired server with freckles. She has 
  a tattoo of a gray dagger with green fluid dripping 
  from it on her left forearm. Her purple lipstick has 
  specks of glitter. “Kathrina, please come here,” Lord 
  Uskworth calls. She approaches. 
   “These are the heroes who will be venturing forth 
  to bring your brother and his companions back,” 
  Detective Uskworth says. 
   Kathrina hugs each adventurer. “Please,” she begs, 
  “Bring Nigel home safely. On his right arm he has the 
  same tattoo as me.” She shows her tattoo so 
  everyone can take in the details. “You’ll make a 
  simple girl very happy,” Kathrina says and hugs Lord 
  Uskworth. 
   Kathrina Hirodro is not a simple girl. She’s a 
  Zhentarim, specializing in combat first aid and 
  poison. 
   
  Call to Action 
  • The objective of this adventure is to travel into the 
  Underdark via the Waydown Garrison and learn 
  where the thieves who stole the Eye of Lolth are 
  hidden. 
  • While trying to locate the Eye of Lolth, discover the 
  fate of the first adventuring group sent after the 
  thieves. 
   
   
  
   
   
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  8 
  Episode 2: Waydown and Underdark 
  Estimated Duration: 45 minutes 
  Setting Description 
  Prerequisites 
   The adventurers receive the map and letter of 
  introduction from Lord Uskworth in Episode 1. 
  Story Objective A 
   The adventurers travel through the Underdark to 
  track down the thieves who stole the Eye of Lolth 
  and find the missing adventuring party. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The Waydown Garrison is 
  a special fortification built by the Red Plumes to 
  guard against incursions from the Underdark. At the 
  compound’s heart, a hundred-foot drop leads to the 
  Waydown River, which flows into the Underdark. 
  Following rigorous leadership by Captain Maggarl 
  Helck, the compound, home to thirty rugged soldiers, 
  is spotless in every respect. Despite being a gateway 
  to the dirty caves of the Underdark, the Garrison is a 
  bastion of cleanliness and order. There are many 
  locked doors, isolating the actual sinkhole leading to 
  the Underdark entrance.  
   Lighting. The garrison is well-lit by braziers. 
  Captain Helck wants to be able to see that every 
  cranny has been well-cleaned. 
  Scene A. Waydown Garrison  
  Creatures/NPCs 
   The men of the Waydown Garrison are proud of 
  their home and mission. Though emotionally taxed 
  by Captain Helck’s OCD, they are united and 
  prepared for any task, whether it be scrubbing the 
  floors or fighting trolls who climbed up from the 
  Underdark. 
  Captain Maggarl Helck 
  Description. Captain Helck is a tall human with 
  blonde hair and a bushy well-manicured mustache, 
  which he twirls when speaking. There isn’t a speck 
  of dirt on his uniform, reminding the adventurers 
  how spotless the garrison is. 
   Objectives/Goals. Captain Helck is humiliated the 
  drow got past his guards and accessed the sinkhole. 
  He sees this as a potential black mark on his record 
  and will do anything in his power to find out where 
  his reputation stands in Hillsfar. He will take steps to 
  shift the blame to anyone else. He always brags 
  about his triumphs, no matter how minor. 
   What Does He Know? Captain Helck knows drow 
  infiltrated the garrison after stealing a priceless 
  artifact. Captain Helck found in the sinkhole room 
  footprints that belong to an elvish style of boot. The 
  room is kept remarkably clean, so the dirty 
  footprints were not hard to find. 
  He’s afraid his position leading the Waydown 
  Garrison is in jeopardy. 
  Scene A. The Captain’s Mustache 
   Following the Waydown River leads to the Red 
  Plume Garrison, barricaded by a portcullis. A guard 
  calls down, “State your business.” 
   Honestly telling why they’re at the garrison raises 
  suspicions, because the Red Plumes have done 
  everything they can to suppress knowledge of the 
  security breach. The adventurers are allowed in but 
  taken to witness interview rooms, where they’re 
  badgered about being spies who obtained secret Red 
  Plume information. All this stops once Detective 
  Uskworth’s letter is presented. Likewise, the 
  adventurers are immediately given red carpet 
  treatment if they show Detective Uskworth’s letter 
  of introduction to the tower guard. 
   The adventurers are led to the mess hall, where 
  the center table is decorated with a cotton 
  Commented [TW10]: Instead of describing a specific 
  scene, you can provide information about the area that 
  the episode is set in—history, laws, denizens, area, etc., in 
  addition to the general information the DM needs to paint 
  the picture (dimensions, lighting, weather, etc.)—
  especially if different scenes share the same features (so 
  it doesn’t have to be repeated each time). 
  In addition, here we see how two different scenes are 
  laid out—each with their own column. 
  Scenes are labeled alphabetically. 
  
   
   
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  9 
  tablecloth, candles, breads, cheeses and a pitcher of 
  ale. They’re met by Captain Helck.  
   The Captain stands at attention. “Salutations, I am 
  Captain Maggarl Helck, master of the Waydown 
  Garrison. I run a top-notch operation and am utterly 
  humiliated that a pack of shadow-sneaking drow 
  penetrated our defenses and escaped into the 
  Underdark. Usually we’re worried about things 
  coming out of that bloody pit. We had three trolls 
  climb up from there… a hundred feet over the raging 
  river. I led my men in fierce battle. You know what I 
  learned that day? Dead trolls bounce like a toy ball 
  when they fall down a hole. 
    “So, sit down. Enjoy our hospitality, and tell me 
  your theories about this whole drow business- 
  especially any part where it isn’t my fault they got in 
  here.” 
   Roleplay the conversation with Captain Helck.   
   Once Captain Helck is satisfied with what the 
  adventurers have to say, he says, “Very well. Follow 
  me to the sinkhole.” 
   Captain Helck leads the adventurers through 
  narrow winding passages to a long empty hall. At the 
  end of it is a set of iron double doors, decorated with 
  the image of a gigantic man standing guard over the 
  city of Hillsfar. The giant defensively holds his shield. 
  Captain Helck unlocks the doors, revealing a room 
  dominated by a twenty-foot by forty-foot pit. 
  Rushing water can be heard echoing up from the 
  gorge. Three men stand at attention near the 
  sinkhole. To the side, an unfinished statue seems out 
  of place. Captain Helck approaches the statue and 
  says, “Has’than Zann Queli.”  
   Anyone who speaks Elvish recognizes this phrase 
  as, “Blessed by birth.” 
     “Clay golem,” Captain Helck explains, pointing at 
  the statue. “Be sure to repeat those words when you 
  return, or my men will have a nasty mess to clean 
  up. Well, off you go.” 
   Captain Helck motions toward a platform 
  connected to a wooden treadwheel crane. “Climb on 
  board, and my men will lower you. There’re several 
  boats docked down there you can use. Good luck, 
  and bring back those devils who slipped through my 
  fingers.” 
   The crane lifts a platform and swings it over the 
  hundred-foot drop. Tediously, the platform’s 
  lowered to the Waydown River. 
   Indeed, four rowboats await the adventurers. Each 
  rowboat can handle three passengers. If the group is 
  playing Bonus Objective A, proceed to Appendix 5. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  If the adventurers refuse to show 
  Lord Uskworth’s letter of 
  introduction to the front gate 
  guards, they’re roughly dragged 
  inside to be interrogated. 
  Combat is possible. There’s a 
  Red Plume (veteran) for each 
  adventurer.  
  EXPLORATION 
  The group won’t have the run of 
  the garrison. Captain Helck 
  controls their movements, 
  quickly sending them off after 
  milking them for information. If 
  the group insists on downtime 
  before going into the Underdark, 
  the DM can improvise exploring 
  the Waydown Garrison. 
  SOCIAL 
  The adventurers meet with 
  Captain Helck. The Captain wants 
  to extract information about 
  who’s being blamed for the 
  incursion. He responds in such a 
  way that his involvement looks 
  positive or any blame can be 
  easily dismissed. 
   
   
  Commented [TW11]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
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  10 
  Scene B. Rowing on the Waydown 
   If you are doing Bonus Objective A, go to 
  Appendix 5. 
  Area Information 
   This area features: 
       Dimensions & Terrain. The caverns prove to each 
  be very different. Sparkling quartz. Slick marble. 
  Caves with no walking room due to an abundance of 
  stalactites and stalagmites. 
     After several hours of travel, have the adventurers 
  make a DC 13 Wisdom (Perception) check. On a 
  success, the adventurers see crude paintings on the 
  cavern walls, depicting a bird inside some sort of 
  cage. 
   Lighting. The Waydown flows through pitch 
  blackness. It is lit by whatever resources the 
  adventurers have. 
  Creatures/NPCs 
  Snadoole and Cramoonie 
   Description. These humanoids are very fish-like, 
  from their bulbous eyes to their flipper-like 
  appendages. 
   Objectives/Goals. The kuo-toa are slavers always 
  on the lookout for potential captives. However, 
  they’ve recently been humbled, after losing a fight 
  with a group of adventurers. Since their queen has 
  been absent for some time, the kuo-toa are 
  concerned with the future of their society. The fear 
  has led to a cowardice streak. The kuo-toa are 
  content to watch from the shadows as the 
  adventurers pass by. 
   What Do They Know?  
  • 
  Snadoole and Cramoonie are scouts 
  awaiting the return of Priestess Yolongopop 
  and her retinue from Zamoniezash.  
  • 
  The Priestess went to Zamoniezash, a new 
  drow settlement, a long time ago by their 
  reckoning, to negotiate a trade agreement. 
  • 
  The kuo-toa know nothing about a drow 
  party coming down the Waydown, but they 
  did encounter the adventuring party.  
  • 
  The adventurers proved too tough to 
  capture, so the kuo-toa cut their losses and 
  let the adventurers pass. The kuo-toa don’t 
  know what happened to the adventurers 
  afterwards. 
   
   Have the adventurers make a DC 17 Wisdom 
  (Perception) check to see a pair of fishlike 
  humanoids lurking behind some stalagmites, 
  watching the group pass. A DC 14 Intelligence 
  (Nature) check identifies them as kuo-toa, a deviant 
  amphibious race known to be slavers.  
   The adventurers can go ashore and track the 
  elusive kuo-toa by making opposed roles. The 
  adventurers must make a Wisdom (Perception) 
  check. The kuo-toa make a Dexterity (Stealth) check, 
  with Advantage because of their familiarity with the 
  locale. If the adventurers get the higher total, they 
  pin down the kuo-toa. If the kuo-toa bested the 
  adventurers, the amphibious creatures disappear 
  into the Underdark.  
   If caught, the kuo-toa hiss and are recalcitrant. 
  Should combat break out, the kuo-toa have 
  advantage on all Hide actions.  A DC 14 Charisma 
  (Persuasion) or Charisma (Intimidation) check gets 
  the kuo-toa to speak. Remember, the kuo-toa only 
  speak Undercommon. 
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  The adventurers can fight the 
  kuo-toa in their home caves. This 
  should prove to be a challenge, 
  as the kuo-toa know every nook 
  and cranny. If defeated, the kuo-
  toa can be forced to talk. 
  EXPLORATION 
  The group can explore the 
  caverns, hunting the kuo-toa 
  they saw from shore. Even if 
  they’re not found, there’s 
  evidence here of a much larger 
  village than the few kuo-toa the 
  companions saw. 
  SOCIAL 
  Snadoole and Cramoonie can be 
  made to talk through any social 
  skill, although they only speak 
  Undercommon. From the 
  conversation, the adventurers 
  are forewarned about the drow 
  village down river. 
   
   
  Commented [TW12]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-CNE2019-02C Burst! (v.1.0) 
   
   
  11 
  Scene C. Zamoniezash 
  Area Information 
  This area features: 
       Dimensions & Terrain. Zamoniezash is a long 
  abandoned dwarven village. Despite the ages, it’s 
  remained in good condition. However, the drow are 
  gradually destroying the dwarven buildings, because 
  they’re too short for drow preference. So far, only 
  one building has been constructed by the drows’ 
  slaves: the abode of Priestess Imrae Khalazza.  
     Drow artisans constructed a life-sized Zurkhwood 
  statue of Lolth along the Waydown. This is the first 
  visible sign of the village from the river. 
   
       Lighting. The drow don’t need light to see by, so 
  there are no fires, except the candles in Priestess 
  Khalazza’s abode. Also, incandescent fungus has 
  been used to decorate the Priestess’s structure, 
  giving it a divine essence. 
  Creatures/NPCs 
  Priestess Imrae Khalazza 
   Description. A regal drow priestess, she wears 
  flowing black robes that look more like webs the 
  lower you look on the outfit. She has a long neck, 
  which she covers with a choker. Her hair is whitish-
  blue and flows down behind her hips. Her lips are 
  pouty and covered in blood red lipstick. 
   Objectives/Goals. Princess Khalazza is more 
  concerned with what her family in Szith Morcane 
  think of her ruling of this drow outpost than actually 
  running the outpost. Delays in construction, coupled 
  with the scandal of Vhaeraun worshippers has made 
  the Priestess look and feel weak. Plus, the ineffective 
  kuo-toa slaves she managed to catch continue to 
  make her judgments all seem poor. 
   What Does She Know?  
  • 
  Two tendays ago, a group of adventurers 
  came to the village looking for thieves. They 
  didn’t find the thieves, but uncovered a 
  Vhaeraun cult in the village. 
  • 
  Priestess Khalazza has a worker shortage, 
  because the lower caste drow assigned to 
  her company proved to be worshippers of 
  Vhaeraun and were put to death.  
  • 
  Shortly after the executions, Priestess 
  Yolongopop, of the kuo-toa village, arrived 
  to negotiate a trade deal. Instead of 
  negotiating, Priestess Khalazza enslaved the 
  kuo-toa and put them to work erecting 
  structures. The kuo-toa have proven to be 
  unreliable if not ineffective slaves. 
  • 
  Priestess Khalazza is enraged about having 
  Vhaeraun worshippers under her nose and 
  to have the last batch of visiting surface 
  dwellers reveal their unfaithfulness to Lolth.   
  • 
  Priestess Khalazza believes she should have 
  been the one to discover her peoples’ 
  treachery.  
  • 
  The adventurers’ presence and presumed 
  knowledge about some of the controversial 
  events that transpired in Zamoniezash puts 
  Priestess Khalazza in a state just short of 
  dropping her collected persona and gutting 
  the adventurers with a fish bone. She 
  restrains herself because she doesn’t want 
  to look like she can’t govern a drow enclave 
  by losing control when things become 
  stressful. 
   Priestess Yolongopop 
      Description. The leader of the kuo-toa village, the 
  Priestess is usually covered in shell necklaces. Since 
  her enslavement, the drow have robbed her of her 
  accessories. She’s fought long and hard to keep the 
  cage containing the mechanical bird. 
   Objectives/Goals. Priestess Yolongopop came to 
  the fledgling drow village to create a business 
  relationship, dealing in slaves. Instead, she and her 
  kuo-toa were forced into slavery. She yearns to 
  escape bondage, by any means necessary. Even more 
  important, she desires to protect the mechanical 
  canary in the cage, which she and her fellow kuo-toa 
  believe to be a god. 
   What Does She Know?  
  • 
  The mechanical canary in the gnome cage 
  floated down the Waydown and came to 
  rest near the kuo-toa’s village. The kuo-toa 
  never saw anything like this before and 
  worship it as a fetish. Priestess Yolongopop 
  divined its name: Flakydociousbop. 
  • 
  Kuo-toa have an ability to bring their made-
  up gods to life through the power of belief. 
   
   When the adventurers arrive, they’re met on the 
  shore by curious drow artisans. They still carry a 
  dagger and wear leather armor, but they’re more 
  interested in dying strands of spider webs into 
  tapestries. Once ashore, these artistic drow escort 
  the adventurers to Priestess Khalazza’s abode for 
  conversation and refreshment. On the way, the 
  adventurers see several kuo-toa slaves. They have 
  crude tattoos of a bird inside a cage. 
  
   
   
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  DDALCCC-CNE2019-02C Burst! (v.1.0) 
   
   
  12 
   The Priestess’s residence is much different than 
  the rest of the village. Most of the structures are 
  dwarvish in architecture and engineering, The 
  Priestess’s residence is a patchwork of stone and 
  Zurkhwood planks. Spider webs cover the exterior. 
  Strands of webbing have been dyed to depict scenes 
  of drow hunting quaggoths and elves. Priestess 
  Khalazza kneels on a full-body cushion in front of a 
  statue of Lolth. The statue is about the size of a 
  mastiff. There’s a cord around the priestess’s neck, 
  connected to a key that fits the locked box she keeps 
  her journal in. 
   The Priestess finishes her prayers and rises. She 
  turns to face her guests. “Surface dwellers, welcome 
  to Zamoniezash. To what do I owe this honor?” A DC 
  12 Intelligence (Insight) check reveals subtle tones 
  of sarcasm. The Priestess is far from happy about 
  this visit.  
   To deal with the kuo-toa and adventurers, the 
  Priestess thinks up a cunning plan. If the 
  adventurers agree to all compete in the combat 
  arena against the “kuo-toa champions” and emerge 
  victorious, she will reveal the information she gained 
  from the Vhaeraun worshippers during their torture 
  and from the last adventuring party. 
   Priestess Khalazza doesn’t care if the kuo-toa die 
  in combat. If they do prevail, Priestess Khalazza will 
  have them ritually sacrificed to Lolth. However, to 
  motivate the kuo-toa, she promises them their 
  freedom if they defeat the adventurers. 
   It’s possible the adventurers don’t fall for this 
  arena nonsense and initiate combat in Priestess 
  Khalazza’s receiving room.  In this case, the 
  adventurers fight Priestess Khalazza (a drow 
  priestess) and two drow house captains. Each 
  round, 1d3 drow (up to a total of 5 at a time), join 
  the fray from the outside. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Strong/Very Strong: Add an elite drow warrior 
   Every round a drow stands next to the Lolth 
  statue, on initiative 20, losing ties, a giant spider 
  materializes. 
   This is going to be a very difficult fight for most 
  groups to win. The high difficulty reflects the 
  adventurers starting a fight where they’re 
  outclassed, instead of strategizing in the arena to 
  emerge victorious. 
    If the Priestess and her consorts are defeated, the 
  Priestess unlocks a chest containing her journal, 
  which tells what she learned from the Vhaeraun 
  worshippers and the other adventuring party. If the 
  adventurers are defeated, they’re taken to the 
  gladiator pen and allowed a short rest before being 
  forced to battle the kuo-toa. 
    All the information Princess Khalazza knows is in 
  her journal, kept in the locked chest in her receiving 
  room. The chest is trapped. 
  Poison Needle Trap 
  Simple trap (level 5, deadly trap) 
  A tiny, poisoned needle hidden in a lock discourages the 
  adventurers from disturbing the Priestess’s treasure. 
  Trigger. Anyone attempting to pick or open the lock triggers 
  the trap. 
  Effect. The triggering creature must make a DC 20 
  Constitution saving throw. On a failed save, the creature 
  takes 55 (10d10) poison damage and is poisoned for ten 
  minutes. While poisoned in this way, the creature is 
  paralyzed. On a successful save, the creature takes half the 
  damage and isn’t poisoned or paralyzed. 
  Countermeasures. A successful DC 20 Wisdom (Perception) 
  check reveals the needle, but only if the creature inspects the 
  lock. A successful DC 20 Dexterity check using Thieves Tools 
  disables the needle, and a check with a total of ten or lower 
  triggers the trap. 
   The journal is written in Undercommon. Use the 
  handouts in Appendix 7 and 8 to distribute the 
  information. If Priestess Khalazza verbally shares 
  the information, the DM should summarize the prose 
  found in Appendixes 7 and 8.
  Playing the Pillars 
  COMBAT 
  The adventurers can fight the 
  Priestess Khalazza and her court 
  to gain knowledge of what 
  happened to the drow thieves 
  and the previous adventuring 
  party. This will prove to be a 
  tough fight. 
  EXPLORATION 
  The group can explore the 
  Priestess’s abode, assuming 
  she’s been incapacitated or 
  tricked to leave. They find the 
  locked chest which contains the 
  Priestess’s journal. 
  SOCIAL 
  Although Priestess Khalazza is 
  biased against adventurers, great 
  roleplaying and some high rolls 
  might circumvent the need to 
  prove their prowess in the arena. 
  Commented [TW13]: Combat scenes should provide 
  some suggestions to DMs on how to adjust its difficult to 
  account for the strength of the characters’ group. 
  The Building Encounters document in the designer 
  packet provides information on how to scale your Scene. 
  Commented [TW14]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-CNE2019-02C Burst! (v.1.0) 
   
   
  13 
  Scene D. The Arena 
  Area Information 
   This area features: 
       Dimensions & Terrain Priestess Khalazza stands 
  on a dais elevated above the crowd surrounding the 
  sixty-foot diameter circle, which was once a 
  dwarven forge. The drow leveled it to the stone 
  floor. There are four grates scattered across the 
  battlefield, as shown on the map. On initiative 10 of 
  each round, losing any ties, randomly roll a d6 to 
  determine which grate belches out a tower of fire. If 
  a five or six is rolled, all four grates flare up. The 
  inferno lasts for the duration of the round. Anyone 
  standing within five feet of the fiery grate suffers 
  4d10 fire damage and catches on fire. Besides the 
  grates, the only remainder of the dwarven structure 
  are small walls so well built the drow haven’t been 
  able to tear them down. These walls, shown on the 
  map, provide three-quarters cover. 
  The Gladiator Pen 
   After meeting with Princess Khalazza, the 
  adventurers are escorted by five elite drow 
  warriors to the gladiator pen. The kuo-toa are 
  already there, sorting through piles of armor, 
  confused looks on their faces, because they rarely 
  use armor. One of the kuo-toa sits surrounded by 
  two bodyguards, whispering prayers to a mechanical 
  canary inside a gnome cage 
   Kuo-toa have an ability to bring their made-up 
  gods to life through the power of belief. If the 
  priestess spends a combat round focusing her faith 
  in Flakydociousbop, she may spend an action to 
  make a DC 17 Religion check. On a success, 
  Flakydociousbop materializes to aid the Priestess.  
    Should Flakydociousbop appear, it takes the form 
  of a tiny golden bird with a razor-sharp beak. Use 
  the stat block for a Quickling.  
  Quickling Stats Adjustments: 
  • Change fey to celestial.  
  • Replace Sylvan with Undercommon. 
  • Blinding Radiance. Any attack against this deity while 
  looking at it suffers disadvantage, 
  •  Replace Dagger with Beak. It can’t use this weapon as a 
  ranged attack. 
   
   The important thing to convey is how the kuo-toa 
  look like they don’t want to fight. There’s a sense of 
  desperation about them. The kuo-toa stick to 
  themselves and form a wall around their Priestess, 
  should the adventurers try to speak with her. If the 
  heroes wish to communicate, they need to start with 
  the Priestess’s retinue. A DC 15 Charisma 
  (Persuasion) check breaks the ice. Remember, the 
  kuo-toa only speak Undercommon.  
   The retinue tells how they came to Zamoniezash 
  almost two tendays ago to negotiate a trade deal. 
  Instead, they were captured and forced into slavery. 
  Now, Priestess Khalazza promises to let the kuo-toa 
  go free if they defeat the adventurers in the arena. If 
  the adventurers request it, they may speak to 
  Priestess Yolongopop. She explains she’s praying to 
  her fetish, delivered from the waters of the river, to 
  summon the god to her aid. 
   The adventurers might try to convince Priestess 
  Yolongopop into joining with them to fight the 
  common enemy, the drow. Through solid 
  roleplaying, Priestess Yolongopop grows to like this 
  plan. 
  The Arena Battle 
   The following section is broken down into two 
  scenarios: Versus Kuo-toa and Alliance Against 
  Drow. The adventurers might change from fighting 
  the kuo-toa mid-fight to leading an allied assault 
  against the drow. In this case, jump from one 
  scenario to the other. 
   
   Twenty drow surround the arena, and one elite 
  drow per adventurer stands guard at different 
  points around the circle. If a combatant tries to flee, 
  the elite drow forces them back into the fray. This 
  includes any combatant who falls under the 
  influence of a fear-inducing ability or spell. Because 
  of their role in the battle, the elite drow should be 
  counted in the combat initiative.  
   Priestess Khalazza (drow priestess) sits on a 
  throne with two drow house captains at her side. 
  The vain priestess rises. “Citizens of Zamoniezash, 
  today I reward you for all your toils with 
  entertainment—blood sport. The interlopers from 
  the surface will square off against the foul kuo-toa. A 
  lot is at stake: their lives, information hard sought 
  after, and freedom. May Lolth provide her blessing 
  on this event. Now, my gladiators, fight for the 
  glorious prizes you seek.” 
   
   
   
   
  
   
   
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  DDALCCC-CNE2019-02C Burst! (v.1.0) 
   
   
  14 
  Versus the Kuo-toa 
   The kuo-toa whips surround Priestess 
  Yolongopop, who casts spells from her protected 
  position, when she isn’t focusing her faith on the 
  mechanical bird.  
   There are two kuo-toa whips and Priestess 
  Yolongopop, a kuo-toa archpriest. Adventurers can 
  make a DC 10 Intelligence (Insight) check to realize 
  the kuo-toa don’t want to fight, but the whips will 
  gladly sacrifice themselves for their priestess.  
   The kuo-toa know about the fiery grates and 
  prepare for battle by rolling in the sand, making 
  themselves fire resistant the first time they suffer 
  fire damage. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak/Weak: Remove one kuo-toa whip 
  • Strong: Add a kuo-toa monitor 
  • Very Strong: Add three kuo-toa monitors 
   
   If the adventurers win the fight, Princess Khalazza 
  tells what she knows, as detailed in Appendix 7 and 
  Appendix 8. If the adventurers lose, surviving 
  adventurers are prepared for ritual sacrifice, along 
  with the kuo-toa victors. Though bound, the 
  adventurers have time for a short rest before the 
  drow drag them to the riverbank, beneath the 
  Zurkhwood Lolth statue, to be ritually slaughtered 
  and fed to the giant spiders.     
   They should have a chance to escape. Any kuo-toa 
  who escapes knows the information in Appendix 7 
  about what happened when the first group of 
  adventurers arrived. 
  Alliance Against the Drow 
   The crowds cheer, ready for the adventurers and 
  kuo-toa to tear one another apart. The roar of the 
  crowd just begins to slacken as the combatants’ eyes 
  fall on the crowd. The combatants gain a surprise 
  round.  
   The adventurers and kuo-toa battle Priestess 
  Khalazza (a drow priestess of Lolth), two drow 
  house captains and a number of elite drow 
  warriors equal to the number of adventurers.  The 
  twenty drow gathered around the battlefield are 
  noncombatants. They start fleeing once the battle 
  begins. They also provide difficult terrain to reach 
  Priestess Khalazza and her consorts. This effect lasts 
  for three rounds. To make the battle more fun for the 
  players, allow them to run the kuo-toa allies. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Strong: 5 Drow stay to fight 
  • Very Strong: 10 Drow stay to fight 
  Treasure & Rewards 
  • Special Rewards. The adventurers gain Princess 
  Khalazza’s journal. 
   
  Returning to the Waydown Garrison and traveling 
  to the Flooded Forest takes several days.  Several 
  long rests occur.
   
  Playing the Pillars 
  COMBAT 
  Ideally the adventurers align 
  with the kuo-toa to take on the 
  drow. Because of the crowds, 
  only ranged attacks can target 
  the Priestess during the first 
  three rounds. Area of effect 
  spells that can neutralize or 
  weaken the powerful villains on 
  the dais will speed up combat. 
  EXPLORATION 
  The ground has grates that shoot 
  fire through them. Strategically 
  maneuvering around the grates 
  will benefit the heroes. Their 
  opponents suffer extra damage 
  as they burn. 
  SOCIAL 
  Forming an alliance with the 
  kuo-toa leads to an easier battle. 
  Furthermore, the adventurers 
  can learn how to bring a kuo-toa 
  idol to life as a deity to aid them. 
   
   
  Commented [TW15]: Combat scenes should provide 
  some suggestions to DMs on how to adjust its difficult to 
  account for the strength of the characters’ group. 
  The Building Encounters document in the designer 
  packet provides information on how to scale your Scene. 
  Commented [TW16]: Combat scenes should provide 
  some suggestions to DMs on how to adjust its difficult to 
  account for the strength of the characters’ group. 
  The Building Encounters document in the designer 
  packet provides information on how to scale your Scene. 
  Commented [TW17]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-CNE2019-02C Burst! (v.1.0) 
   
   
  15 
  Scene E. The Flooded Forest 
  Area Information 
   This area features: 
       Dimensions & Terrain The adventurers travel 
  eastbound through the Flooded Forest, where their 
  feet sink an average six inches in the mud with each 
  step. The mosquitos are so large they could unite 
  forces and carry off a cat familiar. Between the dying 
  leaning trees and the fallen rotten trunks of oaks and 
  maples, there are multitudes of places for predators 
  to ambush from.  
   
   
   With a DC 14 Wisdom (Perception) check, the 
  heroes see a family of alligators making their way 
  through the mud. Even the baby gators don’t leave 
  any ripples as they pass. Suddenly, branches are 
  yanked back, and the largest owlbear the party has 
  ever seen grabs one of the larger alligators by the 
  tail and slams it against a tree trunk until it stops 
  moving. The owlbear then retreats into the fog with 
  its prize. Use the maximum possible hit points for 
  the owlbear. 
   If the group is playing Bonus Objective B, 
  proceed to Appendix 6. Otherwise, after a few days 
  of travel, have the group make a DC 15 Constitution 
  saving throw to avoid the effects of Sight Rot. 
   
  Sight Rot 
   
  A beast or humanoid that drinks water tainted by sight rot 
  must succeed on a DC 15 Constitution saving throw or 
  become infected. On Day 1 after infection, the creature’s 
  vision starts to become blurry. The creature takes a -1 
  penalty to attack rolls and ability checks that rely on sight. At 
  the end of each long rest after the symptoms appear, the 
  penalty worsens by 1. When it reaches -5, the victim is 
  blinded until its sight is restored by magic, such as lesser 
  restoration or heal. 
   
  Sight rot can be cured using a rare flower called Eyebright, 
  which grows in some swamps, including the Flooded Forest. 
  Given an hour, a character who has proficiency with an 
  herbalism kit can turn the flower into one dose of ointment. 
  Applied to the eyes before a long rest, one dose of it prevents 
  the disease from worsening after that rest. After three doses, 
  the ointment cures the disease entirely. 
   One day after making the roll to determine 
  whether they get sight rot, the group leaves the 
  Flooded Forest behind and enters the foothills of the 
  Earthspur Mountains. 
   Ascending the Earthspurs takes two days.
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Gung-ho adventurers might wish 
  to attack the owlbear. This is an 
  unnecessary combat the DM can 
  hand-wave by saying the 
  owlbear vanishes from sight. If 
  time isn’t a consideration, let the 
  group fight the owlbear. 
  EXPLORATION 
  The swamp is ripe with 
  mushrooms and rare herbs that 
  can be used by herbalists and 
  alchemists. Allow DC 14 Wisdom 
  (Survival) checks to find useful 
  fauna. Shortcuts can also be 
  detected by making 3 DC 17 
  Intelligence (Survival) checks. 
  Success cuts two days of travel 
  off the journey. 
  SOCIAL 
  Sadly, there aren’t many folks to 
  talk to in the Flooded Forest. For 
  groups that enjoy roleplaying, 
  allow them to meet a group of 
  treasure hunters destined for 
  Ylraphon. 
   
   
  Commented [TW18]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDALCCC-CNE2019-02C Burst! (v.1.0) 
   
   
  16 
  Episode 3: Horrors Beneath the Earthspur Mountains (Story 
  Objective B) 
  Estimated Duration: 60 minutes 
  Setting Description 
   The company finds the entrance the other 
  adventuring party and the drow thieves before them 
  used to enter the Underdark. While wandering 
  through the darkness, they overcome some 
  safeguards placed by Vhaeraun to protect his small 
  pack of Vhaeraun-touched driders. Once in the nest, 
  the adventurers discover the tragic fate of the 
  thieves and other company. They also learn about 
  the driders’mutations. Chased by Vhaeraun-touched 
  driders, the adventurers row a boat down a swiftly-
  moving, winding river to escape the caves. With the 
  Vhaeraun-touched driders behind them, the group 
  can bring news of this threat back to civilization. 
  Prerequisites 
   The adventurers need to learn in Episode 2 where 
  the drow thieves and adventuring party went. 
  Story Objective B 
   The adventurers follow the trail into a cave into 
  the Earthspur Mountains. They discover the truth 
  behind Vhaeraun’s creation of a drider army. They 
  find the Eye of Lolth and determine the fate of the 
  previous adventuring party. 
  Area Information 
   This area features: 
   Dimensions & Terrain. The episode takes place 
  inside caverns of varying sizes connected by tunnels. 
  The tunnels are ten feet wide and fifteen-feet high, 
  making it easy for the Vhaeraun-touched driders to 
  climb on the ceiling and drop behind their prey. 
  Cobwebs fill the tunnels closest to the exit but 
  become less of a problem the closer to the nest the 
  adventurers travel. This is territory where Lolth and 
  her minions are forbidden. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers find is the 
  light they create. 
  Scene A. Outside the Caves  
    As the adventurers reach the steeper mountain 
  trails, one of the adventurers needs to make a DC 15 
  Wisdom (Investigation) check to maintain their 
  quarry’s trail. On a failure, the group loses 1d4 days 
  before they pick it up again. The extra strenuous 
  travel forces everyone to make a DC 15 Constitution 
  saving throw. On a failure, they suffer a level of 
  exhaustion. On a success, they’re simply frustrated. 
  If the game is going short on time, waylay the group 
  with a cliffside encounter with a wyvern.  
   Eventually, the weary adventurers reach the eight-
  foot wide mouth of a cob web-covered cave. Dozens 
  of spiders skitter away when the web’s disturbed, or 
  as light illuminates the passage. 
  Scene A1. The Outer Porch  
   Dimensions & Terrain. The webs from the entry 
  fill this twenty foot by twenty-foot chamber. 
   
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
    With a DC 18 Wisdom (Investigation) check, the 
  group finds a pin in the shape of a strider, the 
  symbol of Szith Morcane. It must have fallen from 
  one of the thieves’ cloaks as he struggled to get past 
  the webs. There are two wooden doors, one to the 
  north and one to the east. The eastern door’s locked, 
  requiring a DC 10 Dexterity (Thieves Tools) check to 
  open or a DC 15 Strength check to break down. The 
  door has 15 hit points. 
   
  Scene A2. Room of Death and Illusions 
   Dimensions & Terrain. In front of each entry to 
  the forty-foot by forty-foot chamber, there’s a three-
  foot high pillar holding three black half-masks. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
  Commented [TW19]: Instead of describing a specific 
  scene, you can provide information about the area that 
  the episode is set in—history, laws, denizens, area, etc., in 
  addition to the general information the DM needs to paint 
  the picture (dimensions, lighting, weather, etc.)—
  especially if different scenes share the same features (so 
  it doesn’t have to be repeated each time). 
  In addition, here we see how two different scenes are 
  laid out—each with their own column. 
  Scenes are labeled alphabetically. 
  
   
   
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  Creatures/NPCs 
  Hidden 
   Objectives/Goals. Hidden, the young shadow 
  dragon, is biding his time until the Vhaeraun-
  touched driders have reproduced enough to create 
  an army capable of taking on Lolth. Until then, he 
  lounges in the room of illusions, which he finds 
  entertaining. Even more entertaining to him is 
  taunting the adventurers who have no idea how bad 
  the situation is about to get for them. Hidden knows 
  he isn’t allowed to kill people who come through this 
  room. Vhaeraun only wants the dragon to weaken 
  them so they can be picked off by the Vhaeraun-
  touched driders and used as hosts.  
   
  What Does He Know? Hidden knows the layout of 
  the nest. He knows the adventurers are entering 
  areas occupied by the Vhaeraun-touched driders. He 
  knows the adventurers will stumble upon horrific 
  scenes of death before falling prey to the same fate. 
  Plus, he’s privy to Vhaeraun’s schemes to use the 
  Vhaeraun-touched driders to make an assault 
  against Lolth. 
   
   One half-mask has blue lenses. The second has red 
  lenses. The third has violet lenses. When worn, each 
  mask filters out certain threats in the room. There 
  are chained yeth hounds and mephitis. Reaching 
  through a portcullis, a young shadow dragon 
  stands alert. It can reach ten feet between the bars 
  into the room.  
   Some of the creatures are real. Some are illusions. 
  By choosing the correct mask to study the scene, the 
  safe path can be found. Or, an adventurer can cast 
  dispel magic with a fourth level spell slot. The 
  illusionary threats then vanish.  The correct mask to 
  use is the one with the blue lenses. This matches the 
  half-mask Vhaeraun wears.  
   If the adventurers ignore the masks or choose the 
  wrong one, they each end up suffering a single attack 
  by a yeth hound. If the adventurers linger 
  indecisively, allow a yeth hound to use its Baleful 
  Baying action. 
   The group might be curious about the shadow 
  dragon. If the portcullis is opened with a DC 16 
  Strength check (the shadow dragon can easily open 
  the portcullis himself, should he wish), the shadow 
  dragon makes a single claw attack, unless repeatedly 
  assaulted by the adventurers. Then, it keeps fighting, 
  until the adventurers flee the room. It won’t follow 
  the adventurers out of the room. Hidden calls after 
  them, “It would be far too unsatisfying to kill you 
  myself.” 
   
  Scene A3. Yeth Hound Kennel  
   Dimensions & Terrain. This chamber began as a 
  historical record of the Vhaeraun-touched driders. 
  Since then, it’s become a kennel for the yeth hounds 
  who serve Vhaeraun by protecting the drider nest.  
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
   There are five yeth hounds chained to the eastern 
  wall. If approached or set free, they attack any 
  creature not in the favor of Vhaeraun. 
   The writing on the wall is in Undercommon. Its 
  translation can be found in Appendix 9. Along the 
  western wall, there’s a hidden door. The brazier 
  hanging there can be turned counter-clockwise to 
  open it. It takes a DC 18 Wisdom (Investigation) 
  check to find the secret door. Of course, the 
  character doing the searching must indicate he’s 
  looking at the western wall. 
   
  Fake Door Between A4 and A6. 
   Dimensions & Terrain A locked wooden door lies 
  against the wall on the north side of the passage. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
   It takes a DC 10 Dexterity (Thieves Tools) check to 
  open or a DC 15 Strength check to break down. The 
  door has 15 hit points. 
   If the door is opened, ten-thousand tongues 
  crammed into the narrow closet collapse onto 
  everyone within ten feet of the door. Those touched 
  by tongues need to make a DC 14 Dexterity saving 
  throw. On a failure, their tongue falls out of their 
  mouths and vanishes into the pile. A greater 
  restoration spell can heal the muted adventurer. 
   
  Scene A4. Treasure Room 
   Dimensions & Terrain The thirty-foot by fifty-foot 
  chamber contains the packs and bags taken off the 
  humanoids abducted by the Vhaeraun-touched 
  driders. The loot’s scattered randomly about this 
  cavern. Most of the goods have no value to the 
  Vhaeraun-touched driders. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  
   
   
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  Therefore, the only light the adventurers will find is 
  the light they create.  
   Characters can scoop up as much gold as they 
  wish. When the group flees the caverns, the DM 
  should describe how piles of gold spill out of their 
  bags. For characters with bags of holding, the DM 
  will have to be a bit more creative. The remaining 
  gold’s awarded at the conclusion of the adventure as 
  TCPs. 
  Scene A5. Shrine to Vhaeraun 
  Dimensions & Terrain The thirty-foot by thirty-foot 
  chamber is dominated by a 15-foot tall statue of 
  Vhaeraun. There are three bodies in here, stuck to 
  the statue’s base by some kind of webbing. Horrified 
  expressions fill their faces. Their abdomens are 
  burst open. Egg fragments can be found in their 
  chest cavities and in front of their corpses. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
   
    When the adventurers turn around to leave, they 
  find a stone wall blocking their way. Etchings on the 
  Vhaeraun statue’s base start to glow. They read: 
  “Keep your eyes on the magnificence of Vhaeraun if 
  you desire your freedom.” 
    So, if the adventurers keep their eyes on the statue 
  and walk backwards, they will pass through the 
  stone wall that magically appeared. Those who don’t 
  do this see their friends walk backwards through the 
  wall and vanish. 
   If the players are stumped by this puzzle, have 
  them make a DC 12 Intelligence (Insight) check to 
  figure out the solution. 
  Scene A6. Ambush Chamber 
   Dimensions & Terrain This forty-foot by sixty-
  foot trapezoidal chamber has thirty-foot high 
  ceilings. There are so many stalactites and 
  stalagmites it’s difficult to take in the entire room 
  from one position. Anything could be lurking in here. 
  There are six exits. Most are corridors. However, 
  there’s a wooden door in the southwest corner. It’s 
  locked.  It takes a DC 10 Dexterity (Thieves Tools) 
  check to open or a DC 15 Strength check to break 
  down. The door has 15 hit points. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
   
   Two different events occur here. 
   The first time the adventurers pass through the 
  room, they find a young red-headed male human 
  who bears a passing resemblance to Kathrina, the 
  waitress at the House of Happiness, stuck to a 
  stalagmite by sticky webbing. Upon examination, he 
  has an unnatural potbelly. Also, there’s a tattoo on 
  his left arm of a gray dagger dripping green fluid… 
  identical to Kathrina’s. This is her brother, Nigel. 
  He’s still alive, although his breathing is shallow and 
  erratic. He can be brought to consciousness by a 
  simple shake. When Nigel awakens, he looks at the 
  adventurers, then at himself and the webbing. He 
  remembers all that’s happened. “Kill me,” Nigel begs. 
   Give the adventurers a few moments to respond. If 
  they don’t kill him, Nigel’s chest further swells.    
  There’s loud cracking sounds as the egg and his ribs 
  break. Nigel screams with his dying breath as a 
  drider the size of a giant spider escapes his chest 
  cavity. It tries to disappear into the shadows. If the 
  adventurers are intent on hunting the creature 
  down, use the stats for a giant spider. On the baby 
  drider’s initiative, it dashes out of the chamber. If it 
  survives, it vanishes into the shadows.  
   If the group kills Nigel in a way that involves full 
  body damage or running a weapon through his guts, 
  the baby drider’s killed. If not, then the baby drider 
  bursts out of its host and takes off running. 
   There’s also a dead drow lying splayed, stuck with 
  webbing to a stalagmite. His chest is burst open with 
  egg remnants inside and on the ground next to him.  
  A golden bracelet with a ruby magically suspended 
  in the center is on the ground next to the him. No 
  part of the ruby touches the bracelet. It seems to 
  float in the gap between the gold. There’s writing in 
  Undercommon on the bracelet, the Eye of Lolth. It 
  reads: From the Demon Webs, Lolth sees all who 
  scheme against Her.” 
   The dead drow also has a Wand of Web. This 
  treasure is unlockable and purchasable with TCPs. 
   
   The second time the adventurers enter this room, 
  they can’t help but look in the direction of where 
  Nigel’s body lies. Have everyone make a DC 17 
  Wisdom saving throw as paranoia creeps in. On a 
  failure, the hero feels like he’s being watched but 
  can’t work through the paranoia enough to make a 
  thorough search of the room. Those who pass the 
  saving throw may make a DC 17 Wisdom 
  (Perception) check to see the giant Vhaeraun-
  touched driders lurking on the ceiling. Those who 
  don’t see the Vhaeraun-touched driders don’t get to 
  act in the surprise round of combat and suffer 
  Disadvantage to attacks against them. Slowly, the 
  
   
   
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  Vhaeraun-touched driders draw their longswords 
  and drop next to their chosen targets. 
   
  Adjusting the Driders’ Stats 
  Make the following changes to the drider statblock to make 
  them Vhaeraun-touched driders: 
   
  • Egg Planters. As an action, a Vhaeraun-touched drider may 
  slice open an incapacitated target’s chest and plant an egg 
  inside it. The egg excretes enzymes that heal the incision 
  instantly. After 1d6+2 days of gestating, the egg breaks 
  open, as the baby Vhaeraun-touched drider’s born. The 
  host’s ribs are shattered, and vital organs rupture. The 
  host dies. 
   Once the Vhaeraun-touched driders start 
  attacking, the monsters continue to attack in waves. 
  Each wave is one round apart. Once the cycle 
  completes, it repeats until the adventurers are either 
  dead or have left the caves. When there are multiple 
  Vhaeraun-touched driders entering the fray, one of 
  them is of the spellcasting variant. 
   
  Waves of Monsters 
  Round 1: 2 Vhaeraun-touched driders 
  Round 2: 2 Yeth hounds, 1 Vhaeraun-touched drider 
  Round 3: 12 mud mephitis, 2 Vhaeraun-touched driders 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Round 1: 1 Vhaeraun-touched drider Round 2: 
  3 yeth hounds, Round 3: 12 mud mephitis 
  • Weak:  Round 1: 1 Vhaeraun-touched drider Round 2: 6 
  mud mephitis, 2 yeth hounds Round 3: 1 Vhaeraun-
  touched drider, 12 mud mephitis, 1 yeth hound 
  • Strong/Very Strong: Round 1: 3 Vhaeraun-touched 
  driders, 5 yeth hounds, Round 2: 2 Vhaeraun-touched 
  driders, Round 3: 4 Vhaeraun-touched driders, 12 mud 
  mephitis 
    More and more enemies enter the battlefield. 
  When the cycle of attacking enemies repeats itself, 
  have the adventurers make a DC 8 Intelligence 
  check. On a success, they realize there are virtually 
  unlimited numbers of enemies to attack them. It’s 
  smartest to flee. 
   Make the most of all the corridors the monsters 
  can enter from. The Vhaeraun-touched driders might 
  choose to use stealth and walk across the ceiling, 
  positioning themselves before dropping next to the 
  chosen target. If the door in the southwest corner is 
  closed, the yeth hounds can’t enter through it unless 
  a Vhaeraun-touched drider or a mephit opens it for 
  them. The monsters never enter from the corridor 
  that leads to the chambers containing the river, 
  making this the best choice for the adventurers to 
  use when they flee. 
   If the adventurers try to flee back through A1, 
  they’re met by 1d8+6 Vhaeraun-touched driders in 
  the corridors leading to A1.  
    All the monsters fight to incapacitate the 
  adventurers, not kill them. The heroes are needed to 
  serve as hosts for the next generation of Vhaeraun-
  touched driders. 
   Oh yes, the monsters will pursue the adventurers 
  wherever they go. 
  Yes, They Will Use Fireball 
   
  The ceiling is high enough for the arcane users to cast 
  fireball, roasting the Vhaeraun-touched driders, but not 
  scorching the party. Throughout the combat, the ceiling is 
  crawling with dozens of Vhaeraun-touched driders. If a 
  character casts fireball or a similar spell at the ceiling-lurking 
  creatures who haven’t yet joined in the combat, roll 2d8+4 to 
  determine how many of the monsters get caught in the blast. 
   
  Roll only once to see if the Vhaeraun-touched driders 
  make their Dexterity save, and apply damage normally. This 
  will keep the action moving and simplify DM bookkeeping. 
   
  Be sure to have the scorched Vhaeraun-touched driders be 
  the next ones to enter the fray. This will reward the 
  spellcaster for using such a powerful spell.  
  Treasure & Rewards 
   The adventurers can find the Eye of Lolth which is 
  a story award only usable in this adventure,  and the 
  Wand of Web. 
  Reward. Eye of Lolth. 
   The Eye of Lolth is a golden bracelet with a ruby 
  magically suspended in the center. No part of the 
  ruby touches the bracelet. There’s writing in 
  Undercommon on the bracelet. It reads: From the 
  Demon Webs, Lolth sees all who scheme against 
  Her.” 
   The Eye of Lolth is a holy relic, not a tool the 
  adventurers can harness the abilities of. However, 
  possessing this artifact will allow the companions a 
  chance to escape the caves and gain Lolth’s favor. 
   
  Magic Items. Wand of Web.  
  Wand (uncommon), (requires attunement by a 
  spellcaster) 
   This wand has 7 charges. While holding it, you can 
  expend a charge to cast the web spell (save DC 15) 
  from it. 
   The wand regains 1d6+1 expended charges at 
  dawn. If you expend the wand’s last charge, roll a 
  Commented [TW20]: Combat scenes should provide 
  some suggestions to DMs on how to adjust its difficult to 
  account for the strength of the characters’ group. 
  The Building Encounters document in the designer 
  packet provides information on how to scale your Scene. 
  
   
   
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  d20. On a 1, the wand crumbles into ashes and is 
  destroyed.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  The adventurers need to defend 
  their position in the cave and 
  quickly destroy the monsters, 
  before the next wave strikes. 
  Eventually, they will realize 
  fleeing is the smart move. 
  EXPLORATION 
  Pursued by the Vhaeraun-
  favored monsters, the 
  adventurers can explore the 
  waterfall or river caverns, where 
  they’ll find a puzzle that will give 
  them the necessary help to 
  escape. 
  SOCIAL 
  These Vhaeraun-touched driders 
  are first generation driders still 
  insane from decades of isolation 
  in the Underdark. Their madness 
  has been focused by Vhaeraun to 
  protect their young at all costs. 
   
   
  Commented [TW21]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
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  Scene A7. Waterfall 
  Dimensions & Terrain The 50-foot diameter 
  chamber is dominated by a waterfall spilling into the 
  cave from the southern wall. The rough waters flow 
  through the north wall into A8. A mist swirls 
  throughout the chamber, making it difficult to see 
  anything further than 10-feet from the viewer. 
  Attacks against creatures further than 10-feet away 
  suffer Disadvantage. 
     If the adventurers enter this room before A8, 
  there’s a life-sized marble statue of Lolth positioned 
  so Her face looks at everyone entering the room 
  through the eastern door. Lolth’s eye is composed of 
  a ruby identical to the one in the Eye of Lolth. The 
  other eye socket is empty. To the left of the statue, 
  there’s a drawing of a boat etched onto the ground. 
  To the right of the statue, there’s a drawing of an 
  apple.  
   
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
   
   If the adventurers take the Eye of Lolth and place it 
  inside the empty eye socket, the companions are 
  able to turn Lolth’s head so she can look either at the 
  apple or the boat drawing. If the head is turned 
  toward the boat etching, a rowboat magically 
  appears. It’s large enough to carry the entire party. 
  Complete with oars, the boat has 50 hit points and 
  AC 11. If the adventurers turn Lolth’s head to face 
  the apple etching, an apple magically appears. When 
  bitten into, a swarm of spiders skitter out of the 
  fruit. The imbiber also gains the same benefits as if 
  he ate a goodberry. 
   The monsters from A6 continue to pursue the 
  adventurers into this room. Replenish the supply of 
  monsters, using the schedule provided in A6. 
  Treasure & Rewards 
  The adventurers can find Lolth’s Apple. 
   
  Magic Items. Lolth’s Apple.  
  Divine Gift 
      If any of the apple’s swallowed, the imbiber gains 
  the benefit of having eaten a goodberry. 
  Scene A8. A River Runs Through It 
  Dimensions & Terrain This 50-foot diameter 
  chamber has a 15-foot high ceiling. The 10-foot wide 
  river flows into the room from the southern wall and 
  disappears through a hole in the northern wall. With 
  a DC 14 Wisdom (Perception) check, the adventurers 
  detect that after passing through the northern wall, 
  the river steeply flows downwards, into the depths 
  of the mountain. 
   If adventurers didn’t go to A7 first, they find the 
  marble Lolth statue and pair of etchings, as 
  described in A6. If they go to A7 first, there’s no 
  statue or etchings here. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. 
    
   Ten steam mephitis guard this chamber. When 
  the pursuing monsters enter the chamber, the steam 
  mephitis have the audacity to boss around the 
  Vhaeraun-touched driders. The monsters fly or walk 
  on the ceiling to chase the adventurers down the 
  river. 
   
  Scene A9. Stairs to a Dead End 
  Dimensions & Terrain The winding passageway 
  leads upwards to a passage that runs 20-feet to a 
  five-foot deep, 15-foot wide ledge over a 500-foot 
  drop into a valley. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create. As the adventurers near the 
  cave mouth, they’ll find themselves looking at light 
  too bright to stand. Daylight floods the cavern. The 
  Vhaeraun-touched driders and their companions 
  refrain from going into the sunlight. 
   
   Unless the adventurers have creative methods to 
  escape, they’ll be forced to make a last stand here. 
   
  Scene A10. River Chase Part 1 
  Dimensions & Terrain The river spirals down the 
  mountain in a series of tight turns as the boat travels 
  with 40-feet of movement per round. This segment 
  of the journey lasts for three combat rounds. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  
   
   
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  Therefore, the only light the adventurers will find is 
  the light they create.  
   
    The adventurers row their boat down steep drops 
  and around sharp curves, through the heart of the 
  mountain. Pursuing mephitis, yeth hounds and 
  Vhaeraun-touched driders race to keep up with the 
  boat. Keep track of each creature’s speed. The boat 
  might eventually travel so fast some of the monsters 
  can’t keep up. Every round, a fresh batch of 
  monsters join the fray, as described in A6. Keep the 
  combat as abstract as possible to keep the scene 
  moving as quickly as possible during this climax. 
   At least one adventurer needs to spend his turn 
  paddling. If a second character steps up to spend his 
  turn rowing, the primary rower gains Advantage on 
  this round’s DC 10 Strength (Athletics) check. The 
  remaining adventurers may participate in the fight 
  against the monsters. If the rower fails his check, the 
  boat crashes into the wall, taking 2d10 bludgeoning 
  damage. The boat has 50 hit points and AC 11. 
  Everyone in the boat must make a DC 10 Dexterity 
  saving throw to avoid taking the same damage as the 
  boat and being flung into the water. Every round a 
  character starts in the water, he suffers 2d6 cold 
  damage. On his turn, the swimming character may 
  make a DC 13 Strength (Athletics) check to catch up 
  to the boat and climb into it. This check can be 
  attempted every round. Each round after the first, 
  the difficulty for the check increases by 1. 
   The rower must make the Strength (Athletics) 
  check each of the three rounds of this journey’s leg. 
  Continue the running battle between Vhaeraun’s 
  minions and the adventurers. 
  Boat Crash 
  • Trigger: The boat crashes into the cave wall. 
  • Effect: The boat suffers 2d10 bludgeoning damage. 
  Everyone in the boat must make a DC 10 Dexterity saving 
  throw. On a failure, they suffer the same damage the boat 
  suffered and are thrown into the water. 
  • Countermeasures: One character spends his turn as the 
  primary oarsman. If two characters spend their round 
  rowing, the primary oarsman gains Advantage on the DC 
  10 Strength (Athletics) roll. On a success, the boat avoids a 
  collision… this round. 
   
  Scene A11. River Chase Part 2 
  Dimensions & Terrain The river plunges down a 
  steep straight chute. However, low-hanging 
  stalactites are frequently scattered throughout the 
  cavern. 
   Lighting. The Vhaeraun-touched driders can see 
  perfectly fine in the darkness and abhor the sunlight. 
  Therefore, the only light the adventurers will find is 
  the light they create.  
   
   Each of the two rounds of this length of the 
  journey, the primary oarsman needs to make a DC 
  15 Strength (Athletics) roll to navigate the boat 
  between the stalactites. If a second character 
  sacrifices his turn to rowing, the primary oarsman 
  makes the check with Advantage. If a rowing check is 
  failed, the boat scrapes beneath a large sharp 
  stalactite. Everyone on the boat needs to make a DC 
  15 Dexterity saving throw to duck. On a failure, the 
  character suffers 4d10 bludgeoning damage. On a 
  success, the character takes half damage. The boat 
  has 50 hit points and AC 11. 
   The running combat between the adventurers and 
  Vhaeraun’s monsters continues during this leg of the 
  journey. The adventurer’s boat accelerates to 50-feet 
  of movement per round. 
   
  Stalagmite Slalom 
  • Trigger: The boat scrapes beneath a low-hanging massive 
  stalactite. 
  • Effect: Everyone on the boat must make a DC 15 Dexterity 
  saving throw. On a failure, the character suffers 4d10 
  bludgeoning damage. On a success, the character suffers 
  half damage. 
  • Countermeasures: One character must use his turn to row 
  the boat between the threatening stalactites. He makes a 
  DC 15 Strength (Athletics) roll. If a second character 
  sacrifices his turn to also row, the primary oarsman may 
  make the check with Advantage. On a success, the boat 
  dodges the stalactites… at least this round. 
   
  Scene A12. River Chase Part 3 
  Dimensions & Terrain The river begins to level out 
  as it races past the lair of a shadow dragon. Piles of 
  treasure adorn both sides of the shore. Statues and 
  intricately-decorated columns from lost kingdoms 
  combined with chests full of gold. Directly ahead, a 
  blinding point of light grows larger as the boat 
  speeds toward the cave mouth. 
   Lighting. The Vhaeraun-touched driders and the 
  shadow dragon can see perfectly fine in the darkness 
  and abhor the sunlight. Therefore, the only light the 
  adventurers will find is the light they create.// at 
  least until they reach the cave mouth. 
      The boat races toward the cave’s exit, through the 
  lair of Grughuda the adult green shadow dragon. 
  The boat’s built up enough speed it only will be in 
  
   
   
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  23 
  this deadly area for one combat round. The boat has 
  50 hit points and AC 11. One character needs to act 
  as the primary oarsman to paddle the boat out of the 
  lair with a DC 20 Strength (Athletics) check. If a 
  second character chooses to use his turn to row, the 
  primary oarsman gains Advantage on his check. On a 
  failure, the dragon gets to make a round of attacks. 
  The attacks occur right after the rowing check was 
  failed.  
   The dragon uses its Frightful Presence and then 
  makes three attacks: one with its bite action, two 
  with its claw attacks. The bite attack can target 
  anyone in the rear two rows of the boat. The claw 
  attacks target those sitting in the rearmost row. 
   The monsters chasing the adventurers continue 
  their chase and attacks until the boat passes through 
  the cave’s mouth. They won’t go out into the 
  daylight. 
   
  Gravity of the Situation 
  Dimensions & Terrain The adventurers fly out of 
  the mountain cave and into the blinding light of day. 
  With their eyes nowhere near adjusted to the change 
  in brightness, they tumble hundreds of feet down a 
  beautiful mountain-side waterfall into a lush strong 
  tree with immense boughs that seem to have grown 
  beneath the waterfall for the express purpose of 
  saving the adventurers. 
   Lighting. The daylight is blinding to the 
  adventurers. It will take time for them to make sense 
  of their surroundings and realize how close to death 
  they were, falling out of the cave.  
   The boat shoots out the cave mouth and tumbles 
  over a 200-foot high waterfall. It safely lands in the 
  boughs of a giant tree. Have each adventurer make a 
  DC 12 Wisdom (Perception) check. On a success, the 
  character sees tens of thousands of spiders in the 
  tree top. They cushioned the adventurers’ landing. 
  Thousands of arachnids died upon impact. The 
  survivors skitter away. As they vanish, the 
  adventurers hear a chorus of telepathic voices 
  whisper, “Friend of Lolth.” 
   If a character is a cleric or paladin of a good or 
  lawful good god, they need to make restitution to 
  their god or goddess for having earned the favor of 
  evil Lolth. Affected players should tell their next DM 
  about this development, so she can describe the 
  uphill battle of currying favor with the patron deity. 
  This should not have a mechanical penalty to the 
  character but rather be flavor added to the story. 
   If the adventurers somehow made it out of the 
  mountain with the Eye of Lolth, the spiders steal the 
  artifact while the adventurers are blinded.  
   If the adventurers attempt to remove an 
  implanted egg from an adventurer in the tree, they 
  have Advantage as the spiders climb into the incision 
  and help cut the egg from where it’s stuck inside the 
  body cavity. The healer needs to make a DC 17 
  Intelligence (Medicine) check to remove the egg. 
  Spells won’t help. On a failure, the healer causes 
  internal bleeding. A DC 15 Intelligence (Medicine) 
  check is required to stop the bleeding, or the victim 
  dies 1d4 hours later. No further attempts can be 
  made to remove the egg without killing the host. 
   
   
  
   
   
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  24 
   
  Wrap-Up: House of Happiness and 
  Tower of Justice 
   After a tenday of travel, the adventurers safely 
  return to Hillsfar. Kathrina, of the House of 
  Happiness, has a message for the group to meet Lord 
  Detective Henry Uskworth at the Red Plumes Tower 
  of Justice. The companions have the unfortunate 
  obligation to break the news to Kathrina about 
  Nigel’s horrible death. 
   
  Tower of Justice 
     Dimensions & Terrain.  The Red Plumes Tower of 
  Justice is a magnificent structure, where scores of 
  underpaid, overworked law enforcement officers 
  struggle to gather enough evidence to close the files 
  burdening their desks. The Tower is extremely busy 
  at all times of day. Officers in impeccably clean 
  uniforms march through the halls, rushing between 
  interrogations, the evidence room and their desks.  
     Visitors to the tower emerge in a 20-foot-high 
  spacious foyer with marble floors and columns. Most 
  are dark gray or brown. There’s also a golden statue 
  of a Red Plume officer standing watch. The statue 
  inspires vigilance and patriotism from the ranks.  A 
  set of stairs, 15-feet wide, leads to the second floor.  
     The lobby is busy at all times of day, with lawyers 
  and Red Plumes zig-zagging around the snack bar 
  and statue on their way to see a prisoner or attend 
  an interrogation. 
   
      Lighting. The Tower of Justice lobby is brightly lit 
  by magical means. It tries to convey a sense that the 
  Red Plumes are the light that drives the shadows out 
  of Hillsfar. The light also shows the brilliance of the 
  Tower’s design, from the marble floors to the carved 
  columns.  
   
    Across town, the adventurers reach the heavily 
  fortified Red Plumes Compound. Upon telling the 
  guards who they are, the group’s escorted inside the 
  Tower of Justice. They easily find Lord Uskworth 
  buying coffee from a blind man at a cart identified as 
  Confession Concessions. “Well done,” Lord Uskworth 
  says when he sees them. He buys them all coffee and 
  leads the adventurers to a large library in the 
  southeastern corner of the tower.  
   “The Eye of Lolth. Do you have it?” the Detective 
  asks as he stirs sugar into his coffee. 
   Lord Uskworth listens patiently to the group’s 
  story. Upon completion of the tale, the detective 
  seems even paler. His hands shake, and coffee spills 
  over the lip of his cup. “I need to speak with the 
  Director,” the Lord whispers. “It seems we may need 
  an army to deal with this problem.” 
   The group is properly awarded for their efforts. If 
  asked for help for an adventurer serving as host to a 
  Vhaeraun-touched drider egg, Lord Uskworth gets 
  the adventurer the best surgical care possible, and 
  the egg is successfully removed. Of course, the egg is 
  kept, incubated, and the baby drider is studied… 
  until it escapes. 
   The adventurers are promptly escorted out the 
  front doors as Lord Uskworth dutifully marches up 
  the grand stairway to the Director’s office to discuss 
  Hillsfar’s choices for containing the Vhaeraun-
  touched drider threat. 
   
   
  
   
   
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  25 
  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 
  and 1 treasure checkpoint for each story objective 
  they complete, as follows:  
  • Story Objective A: Traveling into the Underdark 
  from the Waydown Garrison, the adventurers 
  discover what happened to the previous 
  adventuring party and the drow thieves. 
  • Story Objective B: The adventurers discover 
  Vhaeraun’s created a drider army. They survive to 
  report the news. 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  they complete, as follows: 
  • Bonus Objective A: The adventurers must survive 
  the ancient beast lairing in the lake near 
  Zamoniezash. 
  • Bonus Objective B: The company competes in a 
  hunting contest against a summer eldarin to gain a 
  drow thief’s journal and map.  
   
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Dagger of Venom.  
  Weapon (dagger), rare 
  You gain a +1 bonus to attack and damage rolls 
  made with this magic weapon. 
  You can use an action to cause thick, black poison to 
  coat the blade. The poison remains for one minute or 
  until an attack using this weapon hits a creature. 
  That creature must succeed on a DC 15 Constitution 
  saving throw or take 2d10 poison damage and 
  become poisoned for one minute. The dagger can’t 
  be used this way again until the next dawn. 
  This item can be found in Appendix 12. 
  Story Awards 
  Characters playing the adventure may earn: 
  • 
  Web Weary. Adventurers who survive this 
  adventure know how to tread cautiously 
  through Vhaeraun-touched drider lairs  and 
  rescue allies trapped in Vhaeraun-touched 
  drider webs. This may have great benefit in 
  future Vhaeraun Touched adventures. 
  • 
  “Kill Me.” If an adventurer puts a humanoid 
  about to die giving birth to a Vhaeraun-
  touched drider out of his misery in this 
  adventure, her sanity teeters. Whenever 
  faced with a similar situation in the 
  Vhaeraun-Touched series, the DM is advised 
  to describe the character’s struggle with her 
  sanity. 
  More information can be found in Appendix 13. 
  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. 
   
   
  Commented [TW22]: This section may not exceed a 
  single page. Unless you’ve got story awards, it’s unlikely 
  to exceed a single column, so if you manage to bust the 
  page limit, you’re probably doing something wrong. 
  Commented [TW23]: In addition to downtime activities, 
  the characters may earn story awards for performing a 
  certain act during the adventure. 
  Unless otherwise permitted, story awards may have no 
  built-in mechanical benefit—the effect of a story award 
  should be contained in future adventures. When 
  designing an adventure, refer to previous adventures for 
  interesting ways to tie story awards into the story. 
  The rewards .doc provides additional guidance. 
  
   
   
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  26 
   
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature prominently in this adventure.  
  Lord Detective Henry Uskworth (Hen REE UHSK 
  werth ). Lord Detective Henry Uskworth is a tall, 
  gaunt member of the Red Plumes. He prides himself 
  with analytical thinking, which he has little ability to 
  put on hold. He provides medical, psychological and 
  strategical advice to any who seek him out. While 
  many would feel overwhelmed and used in such a 
  position, Lord Uskworth finds great satisfaction 
  finding the answers to other people's mysteries. 
   Personality: Driven to seek answers, Lord 
  Uskworth lives in his own mind, working puzzles and 
  searching for solutions.  
   Ideal: Everything can be explained with logic. 
   Bond: A fresh perspective opens more doors in Lord 
  Uskworth’s mind. 
   Flaw: Lord Uskworth cannot appreciate the 
  moment without over-analyzing it. 
   
  Priestess Imrae Khalazza (im RAE KA loz uh ). A 
  regal drow priestess, she wears flowing black robes 
  that look more like webs closer to the ground. She 
  has a long neck, which she covers with a choker. Her 
  hair is whitish-blue and flows down behind her hips. 
  Her lips are pouty and covered in blood red lipstick. 
  Personality: Prisoner to her narcissistic tendencies, 
  Priestess Khalazza doesn’t care as much about how 
  she rules the outpost of Zamoniezash as much as she 
  cares about how her mother views her progress. 
   Ideal: With mother’s approval, the world is perfect. 
   Bond: Visible progress is far better than 
  measurable progress. 
   Flaw: Must be in control and able to solve every 
  problem. 
   
  Elabrimborn (el uh BRIM born ). A blonde summer 
  eldarin, Elabrimborn lives in an estate in the Flooded 
  Forest, where he gets to enjoy the art of hunting 
  those he deems to be beasts and then performs 
  taxidermy on their corpses. 
  Personality: Elabrimborn comes across as a 
  gentleman of refined tastes. He drinks wine he makes. 
  His house is immaculate. He hides his constant need to 
  hunt… and kill those he deems to be beasts. 
   Ideal: Being surrounded by trophies of my 
  conquests makes me feel more of a success in life 
   Bond: Enjoy the fine things. 
   Flaw: Some sentient lifeforms are nothing more 
  than beasts to be hunted and stuffed. 
  Priestess Yolongopop (yo lawng oh PAWP ). 
  Priestess Yolongopop is a middle-aged kuo-toa 
  leader of a faltering tribe. Dedicated to improving 
  her people, she sets out to Zamoniezash to negotiate 
  a deal in the slave trade. 
   Personality: Introverted, the priestess spends most 
  of her time in prayer over the mechanical canary in 
  the gnome cage that washed down the river to her 
  village. She believes it is a deity who will come to life if 
  she wills it to.  
   Ideal: With a new god and a trade deal with the 
  neighboring drow village, the kuo-toa community will 
  be back on its feet. 
   Bond: She wants her people to thrive and be happy. 
   Flaw: She underestimates the evilness in others. 
   
  Flakydociousbop (fleck ee DOUGH sis BOP ). 
  Flakydociousbop is a trinket willed into existence as 
  a minor deity by the kuo-toa. 
   Personality: Dedicated to protect those who gave 
  it existence, the deity is fiercely loyal to Her 
  worshippers.   
   Ideal: To serve and be loved is the greatest 
  reciprocation.  
   Bond: She gives Her life to those who gave Her life. 
   Flaw: She is a weak creature physically. 
   
  Zamoniezash (zahm on ee ZASH ). Zamoniezash is 
  an outpost of Szith Morcane, serving as an outpost 
  for slaving parties. 
    
   
   
  Commented [TW24]: This is always Appendix 1. Ideally, 
  this shouldn't exceed a single page in length. Each NPC 
  and location should have an entry with a phonetic 
  pronunciation and information relevant to the adventure.  
   This is a great opportunity to bring the faces and places 
  you create to life—don’t skimp here. 
  
   
   
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  27 
  Appendix 2: Creature Statistics 
   
  Adult Green Shadow Dragon 
  Huge dragon, lawful evil 
  Armor Class 19 (natural armor) 
  Hit Points 207 (18d12+90) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  12 (+1) 
  21 (+5) 
  18 (+4) 
  15 (+2) 
  17 (+3) 
   
   
  Saving Throws Dex +6, Con +10, Wis +2, Cha +8 
  Skills Deception +8, Insight +7, Perception +12, 
  Persuasion +8, Stealth +6 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 22 
  Languages Common, Draconic 
  Challenge 15 (13,000 XP) 
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
   
  Living Shadow. While in dim light or darkness, the 
  dragon has resistance to damage that isn’t force, 
  psychic, or radiant. 
  Shadow Stealth. While in dim light or darkness, the 
  dragon can take the Hide action as a bonus action. 
  Sunlight Sensitivity. While in sunlight, the dragon has 
  disadvantage on attack rolls, as well on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws.  
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 15 (2d10 + 6) piercing damage plus 7 
  (2d6) necrotic damage. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8+6) slashing damage. 
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8+6) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 16 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Presence 
  for the next 24 hours. 
   
  Shadow Breath (Recharge 5-6). The dragon exhales 
  shadowy poisonous gas in a 60-foot cone. Each 
  creature in that area must make a DC 18 Constitution 
  saving throw, taking 56 (16d6) necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. A humanoid reduced to 0 hit points by this 
  damage dies, and an undead shadow rises from its 
  corpse and acts immediately after the dragon in the 
  initiative count. The shadow is under the dragon’s 
  control. 
  Legendary Actions 
  The dragon 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 dragon regains spent 
  legendary actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) 
  check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon must 
  succeed on a DC 19 Dexterity saving throw or take 13 
  (2d6+6) bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying speed. 
   
   
   
   
   
   
   
   
   
   
  Commented [TW25]: This is always Appendix 2. Stat 
  blocks must be placed in alphabetical order—not in 
  order of appearance by episode or scene. 
  Commented [TW26]: If your adventure includes 
  monsters or NPCs that the characters have the potential 
  to fight, you MUST include all of the relevant stat blocks. 
  Minor modifications to the stat block may be included in 
  the body of the scene or a sidebar in this appendix, but 
  more extensive changes may require that the stat block 
  itself be modified. If you provide a modified 
  monster/NPC, the title of the original monster must 
  appear in parenthesis beside the modified monster’s title. 
  CCC adventure designers may not modify stat blocks 
  but may provide minor modifications in a sidebar. 
  
   
   
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  28 
  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 not made with adamantine weapons 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands the language of its creator but 
  cannot 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 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. 
   
  Crocodile (Alligator) 
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 19 (3d10+3) 
  Speed 20 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  5 (-3) 
   
  Skills Stealth +2 
  Senses passive Perception 10 
  Languages -- 
  Challenge ½ (100 XP) 
   
  Hold Breath. The crocodile can hold its breath for 15 
  minutes. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage, and the 
  target is grappled (escape DC 12). Until this grapple 
  ends, the target is restrained, and the crocodile can’t 
  bite another target. 
   
  Drider 
  Large monstrosity, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 123 (13d10+52) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
   
  Skills Perception +5, Stealth +9 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Elvish, Undercommon 
  Challenge 6 (2,300 XP) 
   
  Fey Ancestry. The drider has advantage on saving 
  throws against being charmed, and magic can’t put 
  the drider to sleep. 
  Innate Spellcasting: The drider’s spellcasting ability is 
  Wisdom (spell save DC 13). It can innately cast the 
  following spells, requiring no material components: 
  At Will: dancing lights 
  1/day each: darkness, faerie fire 
  
   
   
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  29 
  Spider Climb. The drider can climb difficult surfaces, 
  including upside-down on ceilings, without needing 
  to make an ability check. 
  Sunlight Sensitivity. While in sunlight, the drider has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Web Walker. The drider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Multiattack. The drider makes three attacks, either 
  with its longsword or its longbow. It can replace one of 
  those attacks with a bite attack. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) 
  poison damage. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10+3) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage plus 4 (1d8) poison damage. 
   
  Drider (Spellcasting Variant) 
  Large monstrosity, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 123 (13d10+52) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
   
  Skills Perception +5, Stealth +9 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Elvish, Undercommon 
  Challenge 6 (2,300 XP) 
   
  Fey Ancestry. The drider has advantage on saving 
  throws against being charmed, and magic can’t put 
  the drider to sleep. 
  Innate Spellcasting: The drider’s spellcasting ability is 
  Wisdom (spell save DC 13). It can innately cast the 
  following spells, requiring no material components: 
  At Will: dancing lights 
  1/day each: darkness, faerie fire 
  Spellcasting: The drider is a 7th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks).  The drider has the following 
  spells prepared from the cleric spell list: 
   
  Cantrips (at will): poison spray, thaumaturgy 
  1st level (4 slots): bane, detect magic, sanctuary 
  2nd level (3 slots): hold person, silence 
  3rd level (3 slots): clairvoyance, dispel magic 
  4th level (2 slots): divination, freedom of movement 
  Spider Climb. The drider can climb difficult surfaces, 
  including upside-down on ceilings, without needing 
  to make an ability check. 
  Sunlight Sensitivity. While in sunlight, the drider has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Web Walker. The drider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Multiattack. The drider makes three attacks, either 
  with its longsword or its longbow. It can replace one of 
  those attacks with a bite attack. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) 
  poison damage. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10+3) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage plus 4 (1d8) poison damage. 
   
   
  Drow 
  Medium humanoid (elf), neutral evil 
  Armor Class 15 (chain shirt) 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
   
  Skills Perception +2, Stealth +4 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Elvish, Undercommon 
  Challenge 1/4 (50 XP) 
   
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can’t put 
  the drow to sleep. 
  Innate Spellcasting: The drow’s spellcasting ability is 
  Charisma (spell save DC 11). It can innately cast the 
  following spells, requiring no material components: 
  At Will: dancing lights 
  1/day each: darkness, faerie fire 
  
   
   
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  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature 
  takes an action to shake it awake. 
   
  Drow Elite Warrior 
  Medium humanoid (elf), neutral evil 
  Armor Class 18 (studded leather, shield) 
  Hit Points 71 (11d8+22) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
   
  Saving Throws Dex +7, Con +5, Wis +4 
  Skills Perception +4, Stealth +10 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Elvish, Undercommon 
  Challenge 5 (1,800 XP) 
   
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can’t put 
  the drow to sleep. 
  Innate Spellcasting: The drow’s spellcasting ability is 
  Charisma (spell save DC 11). It can innately cast the 
  following spells, requiring no material components: 
  At Will: dancing lights 
  1/day each: darkness, faerie fire 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The drow makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 4) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 4) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature 
  takes an action to shake it awake. 
   
  Drow House Captain 
  Medium humanoid (elf), neutral evil 
  Armor Class 16 (chain mail) 
  Hit Points 162 (25d8+50) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  19 (+4) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
   
  Saving Throws Dex +8, Con +6, Wis +6 
  Skills Perception +6, Stealth +8 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Elvish, Undercommon 
  Challenge 9 (5,000 XP) 
   
  Battle Command. As a bonus action, the drow targets 
  one ally he can see within 30 feet of him. If the 
  target can see or hear the drow, the target can use 
  its reaction to make one melee attack or to take the 
  Dodge or Hide actions. 
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can’t put 
  the drow to sleep. 
  Innate Spellcasting: The drow’s spellcasting ability is 
  Charisma (spell save DC 13). She can innately cast 
  the following spells, requiring no material 
  components: 
  At Will: dancing lights 
  1/day each: darkness, faerie fire 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The drow makes three attacks: two with 
  his scimitar, and one with his whip or hand crossbow. 
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage plus 14 
  (4d6) poison damage.  
  Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 6 (1d4 + 4) slashing damage. If the 
  target is an ally, it has advantage on attack rolls until 
  the end of its next turn.  
   
  
   
   
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  Hand Crossbow. Ranged Weapon Attack: +8 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6+4) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. 
  If the saving throw fails by 5 or more, the target is 
  also unconscious while poisoned in this way. The 
  target regains consciousness if it takes damage or if 
  another creature takes an action to shake it. 
   
  Drow Priestess of Lolth 
  Medium humanoid (elf), neutral evil 
  Armor Class 16 (scale mail) 
  Hit Points 71 (13d8+13) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  13 (+0) 
  17 (+3) 
  18 (+4) 
   
  Saving Throws Con +4, Wis +6, Cha +7 
  Skills Insight +6, Perception +6, Religion +4, Stealth +5 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Elvish, Undercommon 
  Challenge 8 (3,900 XP) 
   
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can’t put 
  the drow to sleep. 
  Innate Spellcasting: The drow’s spellcasting ability is 
  Charisma (spell save DC 15). She can innately cast 
  the following spells, requiring no material 
  components: 
  At Will: dancing lights 
  1/day each: darkness, faerie fire 
  Spellcasting. The drow is a 10th-level spellcaster. Her 
  spellcasting ability is Wisdom (save DC 14, +6 to hit 
  with spell attacks). The drow has the following cleric 
  spells prepared: 
  Cantrips (at will): guidance, poison spray, resistance, 
  spare the dying, thaumaturgy 
  1st level (4 slots): animal friendship, cure wounds, 
  detect poison and disease, ray of sickness 
  2nd level (3 slots): lesser restoration, protection from 
  poison, web 
  3rd level (3 slots): conjure animals (2 giant spiders), 
  dispel magic 
  4th level (3 slots): divination, freedom of movement 
  5th level (2 slots): insect plague, mass cure wounds 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The drow makes two scourge attacks. 
  Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage plus 17 
  (5d6) poison damage. 
  Summon Demon (1/Day). The drow attempts to 
  magically summon a yochlol with a 30 percent chance 
  of success. If the attempt fails, the drow takes 5 (1d10) 
  psychic damage. Otherwise, the summoned demon 
  appears in an unoccupied space within 60 feet of its 
  summoner, and can’t summon other demons. It 
  remains for 10 minutes, until it or its summoner dies, 
  or until its summoner dismisses it as an action. 
   
  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 (100 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. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one 
  target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target’s hit points to 0, the target is stable 
  but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, 
  range 30/60, one target. Hit: The target is restrained by 
  webbing. As an action, the restrained target can make 
  a DC 12 Strength check, bursting the webbing on a 
  
   
   
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  success. The webbing can also be attacked and 
  destroyed (AC 10; hp 5; vulnerability to fire damage, 
  immunity to bludgeoning, poison and psychic damage). 
   
  Kuo-toa 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (natural armor, shield) 
  Hit Points 18 (4d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Skills Perception +4 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Undercommon 
  Challenge 1/4 (50 XP) 
   
  Amphibious. The kuo-toa can breathe air and water 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the ethereal plane. It can pinpoint 
  such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage, or 5 (1d8+1) piercing damage if 
  used with two hands to make an attack. 
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., 
  one Large or smaller target. Hit: The target is 
  restrained. A creature can use its action to make a DC 
  10 Strength check to free itself or another creature in a 
  net, ending the effect on a success. Dealing 5 slashing 
  damage to the net (AC 10) frees the target without 
  harming it and destroys the net. 
  Reactions 
  Sticky Shield. When a creature misses the kuo-toa with 
  a melee weapon attack, the kuo-toa uses its sticky 
  shield to catch the weapon. The attacker must succeed 
  on a DC 11 Strength saving throw, or the weapon 
  becomes stuck to the kuo-toa’s shield. If the weapon’s 
  wielder can’t or won’t let go of the weapon, the 
  wielder is grappled while the weapon is stuck. While 
  stuck, the weapon can’t be used. A creature can pull 
  the weapon free by taking an action to make a DC 11 
  Strength check and succeeding. 
   
  Kuo-toa Archpriest 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 97 (13d8+39) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  16 (+3) 
  14 (+2) 
   
  Skills Perception +9, Religion +6 
  Senses darkvision 120 ft., passive Perception 19 
  Languages Undercommon 
  Challenge 6 (2,300 XP) 
   
  Amphibious. The kuo-toa can breathe air and water 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the ethereal plane. It can pinpoint 
  such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Spellcasting. The kuo-toa is a 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks). The kuo-toa has the following 
  spells prepared: 
  Cantrips (at will): guidance, sacred flame, thaumaturgy 
  1st level (4 slots): detect magic, sanctuary, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  3rd level (3 slots): spirit guardians, tongues 
  4th level (3 slots): control water, divination 
  5th level (2 slots): mass cure wounds, scrying 
  Actions 
  Multiattack. The kuo-toa makes two melee attacks. 
  Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 
  14 (4d6) lightning damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage. 
   
  
   
   
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  Kuo-toa Monitor 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (natural armor) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6, Religion +4 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Undercommon 
  Challenge 3 (700 XP) 
   
  Amphibious. The kuo-toa can breathe air and water 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the ethereal plane. It can pinpoint 
  such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The kuo-toa makes two attacks: one with 
  its bite and two unarmed strikes. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage plus 3 (1d6) lightning damage, and the target 
  can’t take reactions until the end of the kuo-toa’s next 
  turn. 
   
  Kuo-toa Whip 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6, Religion +4 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Undercommon 
  Challenge 1 (200 XP) 
   
  Amphibious. The kuo-toa can breathe air and water 
  Otherworldly Perception. The kuo-toa can sense the 
  presence of any creature within 30 feet of it that is 
  invisible or on the ethereal plane. It can pinpoint 
  such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability checks 
  and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The kuo-toa has the following 
  spells prepared: 
  Cantrips (at will): sacred flame, thaumaturgy 
  1st level (3 slots): bane, shield of faith 
  2nd level (3 slots): hold person, spiritual weapon 
   
  Actions 
  Multiattack. The kuo-toa makes two attacks: one with 
  its bite and one with its pincer staff. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 14). Until this grapple ends, the kuo-toa 
  can’t use its pincer staff on another target. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Mud Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 27 (6d6+6) 
  Speed 20 ft., fly 20 ft., swim 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  12 (+1) 
  12 (+1) 
  7 (-2) 
  10 (+0) 
  7 (-2) 
   
  Skills Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Terran 
  Challenge 1/4 (50 XP) 
   
  Death Burst. When the mephit dies, it explodes in a 
  burst of sticky mud. Each Medium or smaller 
  creature within 5 feet of it must succeed on a DC 11 
  Dexterity saving throw or be restrained until the end 
  of the creature’s next turn. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of mud. 
  Actions 
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  Mud Breath (Recharge 6). The mephit belches viscid 
  mud onto one creature within 5 feet of it. If the target 
  is Medium or smaller, it must succeed on a DC 11 
  Dexterity saving throw or be restrained for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
   
  Owlbear 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d10+21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  17 (+3) 
  3 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages -- 
  Challenge 3 (700 XP) 
   
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or 
  smell. 
  Actions 
  Multiattack. The owlbear makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8+5) slashing damage. 
   
  Plesiosaurus 
  Large beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10+24) 
  Speed 20 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (-4) 
  12 (+1) 
  5 (-3) 
   
   
  Skills Perception +3, Stealth +4 
  Senses., passive Perception 13 
  Languages -- 
  Challenge 2 (450 XP) 
  Hold Breath. The plesiosaurus can hold its breath for 1 
  hour. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 4) piercing damage. 
   
   
  
   
   
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  Quickling 
  Tiny fey, chaotic evil 
  Armor Class 16 
  Hit Points 10 (3d4 + 3) 
  Speed 120 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   4 (-3) 
  23 (+6) 
  13 (+1) 
  10 (+0) 
  12 (+1) 
  7 (-2) 
   
  Skills Acrobatics +8, Perception +5, Sleight of Hand +8, 
  Stealth +8 
  Senses Darkvision 60 ft., Passive Perception 15 
  Languages Common, Sylvan 
  Challenge 1 (200 XP) 
  Blurred Movement. Attack rolls against the quickling 
  have disadvantage unless the quickling is incapacitated 
  or restrained. 
  Evasion. If the quickling is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, it instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  Actions 
  Multiattack. The quickling makes three dagger attacks. 
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 
  6) piercing damage. 
   
  Steam Mephit 
  Small elemental, neutral evil 
  Armor Class 10 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (-3) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Ignan 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  cloud of steam. Each creature within 5 feet of it must 
  succeed on a DC 10 Dexterity saving throw or take 4 
  (1d8) fire damage. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast blur requiring no material components. Its 
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire 
  damage. 
  Steam Breath (Recharge 6). The mephit exhales a 15-
  foot cone of scalding steam. Each creature in that area 
  must succeed on a DC 10 Dexterity saving throw, taking 
  4 (1d8) fire damage on a failed saving throw, or half as 
  much damage on a successful one. 
   
   
  Summer Eldarin 
  Medium fey (elf), chaotic neutral 
  Armor Class 19 (natural armor) 
  Hit Points 127 (17d8+51) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  21 (+5) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
   
  Skills Athletics +8, Intimidation +8 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Elvish, Sylvan 
  Challenge 10 (5,900 XP) 
  Fearsome Presence. Any non-eldarin creature that 
  starts its turn within 60 feet of the eldarin must 
  make a DC 16 Wisdom saving throw. On a failed 
  save, the creature becomes frightened of the eldarin 
  for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is 
  immune to any eldarin’s Fearsome Presence for the 
  next 24 hours. 
  Fey Step (Recharge 4-6). As a bonus action, the eldarin 
  can teleport up to 30-feet to an unoccupied space it 
  can see. 
  Magic Resistance. The eldarin has advantage on saving 
  throws against spells and other magical effects. 
   
  Actions 
  Multiattack. The eldarin makes two weapon attacks. 
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 
  (2d10+4) slashing damage if used with two hands, plus 
  4 (1d8) fire damage. 
  
   
   
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  Longbow. Ranged Weapon Attack: +9 to hit, range 
  150/600 ft., one target. Hit: 14 (2d8+5) piercing 
  damage plus 4 (1d8) fire damage. 
  Reactions 
  Parry. The eldarin adds 3 to its AC against one melee 
  attack that would hit it. To do so, the eldarin must 
  see the attacker and be wielding a melee weapon. 
   
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 
  (1d10+3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10+1) piercing 
  damage. 
   
  Wyvern 
  Large dragon, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 110 (13d10+39) 
  Speed 20 ft., fly 80 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages -- 
  Challenge 6 (2,300 XP) 
  Actions 
  Multiattack. The wyvern makes two attacks: one with 
  its beak and one with its stinger. While flying, it can use 
  its claws in place of one another attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 11 (2d6+4) piercing damage. The target 
  must make a DC 15 Constitution saving throw, taking 
  24 (7d6) poison damage on a failed save, or half as 
  much on a successful one. 
   
   
  Yeth Hound 
  Large fey, neutral evil 
  Armor Class 14 (Natural Armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 40 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  17 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2) 
   
  Damage Immunities Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't 
  Silvered 
  Condition Immunities Charmed, Exhaustion, 
  Frightened 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Elvish, Sylvan understands but 
  can’t speak 
  Challenge 4 (1,100 XP) 
  Keen Hearing and Smell. The yeth hound has 
  advantage on Wisdom (Perception) checks that rely on 
  hearing or smell. 
  Sunlight Banishment. If the yeth hound starts its turn 
  in sunlight, it is transported to the Ethereal Plane. 
  While sunlight shines on the spot from which it 
  vanished, the hound must remain in the Deep Ethereal. 
  After sunset, it returns to the Border Ethereal at the 
  same spot, whereupon it typically sets out to find its 
  pack or its master. The hound is visible on the Material 
  Plane while it is in the Border Ethereal, and vice versa, 
  but it can’t affect or be affected by anything on the 
  other plane. Once it is adjacent to its master or a pack 
  mate that is on the Material Plane, a yeth hound in the 
  Border Ethereal can return to the Material Plane as an 
  action. 
  
   
   
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  Telepathic Bond. While the yeth hound is on the same 
  plane of existence as its master, it can magically convey 
  what it senses to its master, and the two can 
  communicate telepathically with each other. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) 
  psychic damage if the target is frightened. 
  Baleful Baying. The yeth hound bays magically. Every 
  enemy within 300 feet of the hound that can hear it 
  must succeed on a DC 13 Wisdom saving throw or be 
  frightened until the end of the hound’s next turn or 
  until the hound is incapacitated. A frightened target 
  that starts its turn within 30 feet of the hound must 
  use all its movement on that turn to get as far from the 
  hound as possible, must finish the move before taking 
  an action, and must take the most direct route, even if 
  hazards lie that way. A target that successfully saves is 
  immune to the baying of all yeth hounds for the next 
  24 hours. 
   
  Yochlol 
  Medium fiend (shapechanger), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 136 (16d8+64) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  15 (+2) 
  15 (+2) 
   
   
  Saving Throws Dex +6, Int +5, Wis +6, Cha +6 
  Skills Deception +10, Insight +6 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Abyssal, Elvish, Undercommon 
  Challenge 10 (5,900 XP) 
  Shapechanger. The yochlol can use its action to 
  polymorph into a form that resembles a female drow 
  or giant spider, or back into its true form. Any 
  equipment it is carrying or wearing isn’t transformed. It 
  reverts to its true form if it dies. 
  Magic Resistance. The yochlol has advantage on saving 
  throws against spells and other saving effects. 
  Spider Climb. The yochlol can climb difficult surfaces, 
  including upside-down on ceilings, without needing to 
  make an ability check. 
  Innate Spellcasting. The yochlol’s spellcasting ability is 
  Charisma (spell save DC 14). The yochlol can innately 
  cast the following spells, requiring no material 
  components: 
  At will: detect thoughts, web 
  1/day: dominate person 
  Web Walker. The yochlol ignores movement 
  restrictions caused by webbing. 
  Actions 
  Multiattack. The yochlol makes two melee attacks.  
  Slam (Bite in Spider form). Melee Weapon Attack: +6 
  to hit, reach 5 ft. (10 ft. in demon form), one target. 
  Hit: 5 (1d6+2) bludgeoning (piercing in spider form) 
  damage plus 21 (1d6) necrotic damage. 
  Mist Form. The yochlol transforms into toxic mist or 
  reverts to its true form. Any equipment it is wearing or 
  carrying is also transformed. It reverts to its true form 
  if it dies. 
     While in mist form, the yochlol is incapacitated and 
  can’t speak. It has a flying speed of 30 ft., can hover 
  and can pass through any space that isn’t airtight. It 
  has advantage on Strength, Dexterity, and Constitution 
  saving throws, and it is immune to nonmagical 
  damage. 
     While in mist form, the yochlol can enter a creature’s 
  space and stop there. Each time that creature starts its 
  turn with the yochlol in its space, the creature must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned until the start of its next turn. While poisoned 
  in this way, the target is incapacitated. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Young Red Shadow Dragon 
  Large dragon, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 178 (17d10+85) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4) 
   
   
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8 
  Skills Perception +8, Stealth +8 
  Damage Resistances necrotic 
  Damage Immunities fire 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 18 
  Languages Common, Draconic 
  Challenge 13 (10,000 XP) 
  Living Shadow. While in dim light or darkness, the 
  dragon has resistance to damage that isn’t force, 
  psychic, or radiant. 
   
   
   
   
   
   
   
  Shadow Stealth. While in dim light or darkness, the 
  dragon can take the Hide action as a bonus action. 
  Sunlight Sensitivity. While in sunlight, the dragon has 
  disadvantage on attack rolls, as well on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.  
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage plus 3 
  (1d6) necrotic damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8+6) slashing damage. 
  Shadow Breath (Recharge 5-6). The dragon exhales 
  shadowy fire in a 30-foot cone. Each creature in that 
  area must make a DC 18 Dexterity saving throw, taking 
  56 (16d6) necrotic damage on a failed save, or half as 
  much damage on a successful one. A humanoid 
  reduced to 0 hit points by this damage dies, and an 
  undead shadow rises from its corpse and acts 
  immediately after the dragon in the initiative count. 
  The shadow is under the dragon’s control. 
   
   
  
   
   
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  Appendix 3: Drow Arena  
   
  Each square equals 5 feet. 
   
  Commented [TW27]: This appendix and those that 
  follow will differ from adventure to adventure, but each 
  must have its own number. The DM Tips appendix should 
  always be last with any player handouts immediately 
  preceding it. 
  
   
   
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  Appendix 4: Drider Nest Caverns 
  Each square equals  5 feet 
   
   
   
   
   
   
   
  Commented [TW28]: This appendix and those that 
  follow will differ from adventure to adventure, but each 
  must have its own number. The DM Tips appendix should 
  always be last with any player handouts immediately 
  preceding it. 
  
   
   
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  Appendix 5: Snuffed Out (Bonus Objective A.) 
  Estimated Duration: 60 minutes
  Setting Description 
   In this episode, the characters pursue Bonus 
  Objective A. As they row through the Underdark on 
  the Waydown, they pass through the lair of an 
  ancient dinosaur in a symbiotic relationship with a 
  frustrating strain of fungus. The heroes must survive 
  their encounter with the dinosaur. 
  Prerequisites 
   The adventurers need to reach the boats at the 
  bottom of the Waydown Sinkhole and sail into the 
  Underdark. This happens in Episode 2, Scene B. 
  Bonus Objective A 
   The adventurers must survive the ancient beast 
  lairing in the Underdark lake. 
  Area Information 
  This area features: 
        Dimensions & Terrain. The adventurers’ boats 
  accelerate down the Waydown River, zig-zagging as 
  the river plunges into unknown depths of Toril. 
  Fascinating caverns fly past. Some barely hug the 
  riverbank before ending in moss-covered walls. 
  Others are fantastic cathedrals of nature, hundreds 
  of feet across and equally tall. 
   Feel free to use any of the fungi and fauna from 
  Out of the Abyss to customize and decorate your 
  group’s arrival to the Underdark.  
   Eventually the Waydown stops flowing 
  downwards at such a steep angle, allowing the 
  adventurers to take stock of their surroundings. 
  They enter a narrow cavern with low overhead. If 
  any of the adventurers are using torches, lanterns or 
  any form of natural or magical lighting, fluorescent 
  green fungi sprouts rapidly from a pile of droppings. 
  The brighter the light, the more rapidly the 
  fluorescent green fungus spreads, like vines jutting 
  out in every direction, covering the walls and 
  keeping up with the adventurers’ boats.  
     A DC 14 Intelligence (Nature) check reveals the 
  fungus is responding to the adventurers’ light. If the 
  lanterns are hooded or extinguished, the fungal 
  vines slow their growth. In complete darkness, they 
  stop growing. 
   
  Lighting. There is no natural light in the 
  Underdark along the Waydown. Keeping 
  illumination going through these caves draws the 
  unwanted attention of the Ilumsnuffitoid.  
   
  Ilumsnuffitoid  
  This fungus is very rare, even in the Underdark. It grows only 
  from the excrement of the Ilumsnuffasaurus, a river monster 
  dating back to when dinosaurs dominated Faerun’s surface. 
  The fungus spreads until it can reach out and touch the light 
  source. Then, the light goes out with a pop (even magical 
  light), and everyone within a ten-foot radius of the 
  extinguished light source gets covered in black soot. The soot 
  carries a pungent scent that attracts local 
  Ilumsnuffasauruses, alerting them to the presence of prey. 
   
  Scene A. Illumination Troubles  
    If the adventurers don’t dim their lights enough, 
  the fungus tendrils grow across the riverbank and 
  wind toward all light sources. Once the fungus 
  makes contact with the light source, there’s an 
  audible pop as the light, magical or natural, is 
  extinguished. A cloud of black soot covers everything 
  in a ten-foot radius causing a horrid sulfuric stench. 
  The reeking odor draws the attention of an 
  Ilumsnuffasaurus whose lair is nearby. The ancient 
  lizard dwells in deep lakes in wide open areas. The 
  adventurers’ boats enter such a location.  
  Scene B. Creature From Another Age  
  Area Information 
  This area features: 
     Dimensions & Terrain. A forest of 50-foot high 
  zurkhwood mushrooms grows thirty feet above the 
  lake-like area the Waydown delivers the 
  adventurers into. Niferns skitter beneath the 
  Zurkhwood mushroom tops.  The lake reaches 200-
  feet in diameter. The sides rise up to the Zurkhwood 
  Forest ridge, showing different colorations in the 
  stone, a historic record of ancient Toril. 
     Lighting. There is only as much light as the 
  adventurers bring with them. The Ilumsnuffitoid may 
  have already snuffed out torches and magical lighting. 
  Creatures/NPCs 
   The adventurers encounter a Ilumsnuffasaurus. 
  The Ilumsnuffasaurus is a dinosaur leftover from 
  when dinosaurs roamed Toril. This specimen has 
  managed to exist in the Underdark, living off the 
  Commented [TW29]: Instead of describing a specific 
  scene, you can provide information about the area that 
  the episode is set in—history, laws, denizens, area, etc., in 
  addition to the general information the DM needs to paint 
  the picture (dimensions, lighting, weather, etc.)—
  especially if different scenes share the same features (so 
  it doesn’t have to be repeated each time). 
  In addition, here we see how two different scenes are 
  laid out—each with their own column. 
  Scenes are labeled alphabetically. 
  
   
   
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  42 
  creatures who live in the Zurkhwood forest above its 
  lake. The kuo-toa regard it as a god and sacrifice a 
  number of their captured slaves to it. 
   When the Ilumsnuffasaurus appears, the water 
  ripples in the middle of the cavern as scales the size 
  of a small wagon skim the surface. Then, the beast’s 
  serpentine head breaks the surface. Glassy black 
  eyes gaze out at nothing. It opens its maw, showing 
  off a tongue the size of a bear cub and teeth the size 
  of daggers. 
   
   If the adventurers avoided getting covered in soot, 
  the lead rower of each boat may make a DC 16 
  Strength (Stealth) check with Advantage to row the 
  boat quietly across the lake to where the Waydown 
  River continues its journey. On a failure, the 
  Ilumsnuffasaurus rises from the depths to prey on 
  the humanoids.  
  Plesiosaurus Modifications 
  • Blindsight 120 feet.  
   
   For the Ilumsnuffasaurus, use the stats for 
  plesiosaurus.  
   The Ilumsnuffasaurus attacks the boats first. 
  These large structures are easiest to locate and 
  destroy. A boat has AC 11 and 50 hit points. If a boat 
  is destroyed, all passengers fall into the seventy-foot 
  deep lake. The beast can easily detect the 
  flailing/swimming adventurers and attempts to feed 
  on them.  
   Cunning adventurers might row their boat to the 
  side of the lake and climb up the thirty-foot wall 
  with a DC 15 Strength (Athletics) check to the 
  Zurkhwood forest. From there, they can snipe at the 
  monster from relative safety. 
   
   If the adventurers kill the Ilumsnuffasaurus, 
  they’ve successfully completed Bonus Objective A. 
  Fifteen minutes after leaving the Ilumsnuffasaurus’s 
  lair behind, the Ilumsnuffitoid is no longer a 
  problem. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Don’t increase the dinosaur’s hit points. 
  • Strong/Very Strong: Have two Ilumsnuffasauruses. 
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Protecting the boat should be 
  the first objective. Making it 
  levitate so the adventurers can 
  snipe at the beast will prove 
  beneficial. There’s no good way 
  for melee-based characters to 
  engage from a safe distance. 
  EXPLORATION 
  Climbing to the Zurkhwood 
  forest provides lots of cover and 
  a solid place to attack from: 
  shooting dinosaurs in a barrel. 
  SOCIAL 
  Unless a character can speak 
  with animals, there’s little 
  chance of a social encounter. But 
  if someone can do that, the 
  heroes can bargain for their 
  lives. 
   
   
   
   
   
   
   
   
   
   
   
   
  Commented [TW30]: Combat scenes should provide 
  some suggestions to DMs on how to adjust its difficult to 
  account for the strength of the characters’ group. 
  The Building Encounters document in the designer 
  packet provides information on how to scale your Scene. 
  Commented [TW31]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
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  Appendix 6: Title (The Hunter in the Mud.) 
   
  Estimated Duration: 60 minutes 
  Setting Description 
   In this episode, the characters come across a 
  summer eldarin who encountered the drow thieves 
  and slew one of them. In exchange for a competition, 
  the summer eldarin’s willing to let the adventurers 
  take a look at the drow’s journal and map. 
  Prerequisites 
   The adventurers need to have crossed into the 
  Flooded Forest, as described in Episode 2, Scene E. 
  Bonus Objective B 
   The adventurers meet a summer eldarin who’s 
  willing to let the adventurers look through a journal 
  and map that belonged to one of the drow thieves. 
  They simply need to engage in a hunting 
  competition. 
  Area Information 
   This area features: 
   Dimensions & Terrain. The terrain starts to rise, 
  and the maples seem to be more alive and vibrant. 
  Perfectly planted rows of maples act as boundaries 
  for an easily-traversed road through the mire. Past 
  the trees, the adventurers see a three-story house 
  built on the highest ground of the Flooded Forest. A 
  balcony extends from the second floor. In front of 
  the house, a hedge maze rises from the swamp. 
  Instead of the lush green, perfectly manicured hedge 
  mazes of Neverwinter noble estates, this one is 
  composed of brambles. Spiky thorns jut out of the 
  ten-foot-high hedge. The maze covers two acres of 
  swamp. 
   Lighting. A haze perpetually leaves the Flooded 
  Forest in perpetual twilight. At night, the darkness is 
  thicker than most places. 
  Creatures/NPCs 
  Elabrimborn 
    Elabrimborn claims to be a man of nature. He isn’t 
  comfortable in crowded cities or villages where 
  everyone insists on getting in your business. He 
  prefers a solitary life, to be in the company of 
  animals. Besides, it gives Elabrimborn great pleasure 
  to make this little island of the Flooded Forest a little 
  more beautiful. A DC 17 Intelligence (Insight) check 
  reveals Elabrimborn’s not telling the whole story. 
  He’s leaving out his blood lust, his desire to kill off 
  those he considers beasts. Yes, he considers the 
  drow to be beasts.  
   
   Objectives/Goals. Elabrimborn is a summer 
  eldarin who enjoys living in the wilds, where he can 
  have privacy to enjoy the finer things in life without 
  interference from society. Also, this allows him the 
  isolation to hunt sentient beings for sport, then use 
  taxidermy to transform the corpses into trophies. 
   What Does He Know? Elabrimborn knows the 
  adventurers are on a quest related to the drow he 
  killed. He knows the information he has stashed 
  away could greatly benefit the companions. 
  However, their desperation gives him a chance to 
  force them into a hunting competition. 
   
   The group can go to the front door or try to pass 
  by stealthily. If the group tries to move on, they’re 
  surprised when an arrow with a note tacked to it 
  slams into a tree, inches from an adventurer’s head. 
  The note reads: Don’t be rude. Be my guests. E-.“ 
  Looking back at the house, the group sees an elf 
  standing on the balcony, poking out from behind a 
  false wall, placed several feet in front of the real wall, 
  built to be indistinguishable from the real one. The 
  hunter waves.  
   If the group insists on leaving, Elabrimborn hunts 
  the companions through the swamp. The rules for 
  the hunt are the same as the hunt competition in the 
  maze. 
   If the adventurers head for the house, they meet 
  the tall blonde elf standing in the doorway with a 
  bottle of wine in his hand. “Welcome to Bramble 
  Bloom Estate, my home. I am Elabrimborn. You all 
  look like you could use some wine and cheese. Am I 
  wrong? Please come inside.” 
  Commented [TW32]: Instead of describing a specific 
  scene, you can provide information about the area that 
  the episode is set in—history, laws, denizens, area, etc., in 
  addition to the general information the DM needs to paint 
  the picture (dimensions, lighting, weather, etc.)—
  especially if different scenes share the same features (so 
  it doesn’t have to be repeated each time). 
  In addition, here we see how two different scenes are 
  laid out—each with their own column. 
  Scenes are labeled alphabetically. 
  
   
   
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  Scene B. Elabrimborn’s Estate 
  Area Information 
  This area features: 
      Dimensions & Terrain. The house is large and 
  open, with visible rafters overhead and plank floors 
  under foot. There are round platforms scattered 
  throughout the open space. Each contains the stuffed 
  remains of a creature Elabrimborn hunted and 
  killed. These include: a troll dog, a giant owlbear and 
  a drow dressed in black leather armor. 
   
   Lighting. The main room is brightly lit by a large 
  fireplace. The trophies are highlighted by floating 
  balls of light. 
   
    Elabrimborn invites everyone to take a rest on 
  overstuffed rothe leather chairs. He pours them all a 
  glass of wine, which he makes himself. 
   Elabrimborn steers the conversation to what 
  brings the group into the Flooded Forest. Are they 
  treasure hunters bound for Ylraphon? If the 
  adventurers tell the truth, his excitement’s piqued. 
  He considers the group to be fellow hunters, having 
  pursued the drow back and forth across the 
  Moonsea Region. He yearns to test his prowess 
  against the adventurers’. Go to Elabrimborn’s 
  Challenge. 
   The adventurers might question Elabrimborn 
  about the stuffed drow. The elf snickers, “A group of 
  them tried to sneak across my estate several weeks 
  back. I followed them until I came to the most 
  advantageous spot to pick off their rearward 
  member.” 
   
   Elabrimborn dragged the body back to his estate 
  and stuffed the drow, like any other prized trophy in 
  his collection. The adventurers might be curious 
  what possessions the drow had. Elabrimborn admits 
  he found a journal and map in the drow’s bag. These 
  items are hidden in a safe place. Perhaps he’d wager 
  them if the group consented to a competition. 
  Proceed to Elabrimborn’s Challenge. 
   
  Elabrimborn’s Challenge 
     The adventurers’ ability to track the drow from the 
  Waydown through the Flooded Forest proves the group 
  comprises exceptional hunters. Elabrimborn would like to see 
  how good they are compared to him. He proposes a hunt. 
  The companions and Elabrimborn will enter the hedge maze 
  from different entrances. They’ll hunt one another. When 
  they find their prey, they’ll make a single nonlethal attack. 
  The side that scores the most hits in three rounds wins. If 
  Elabrimborn wins, he has the honor of besting the 
  adventurers. If they win, Elabrimborn grants them access to 
  the drow’s possessions. 
     Each round, the adventurers choose a hunter. The group 
  must rotate between different hunters. The others will be 
  potential attackers. The hunter makes two different skill rolls 
  of his choice, used to either evade Elambrimborn or track him 
  through the maze, while avoiding his keen eyes. Allow the 
  hunters to choose which skills they roll, but they must justify 
  their choices by describing how they’re using the skills.  
   
  Elabrimborn uses his Dexterity (Stealth) and Wisdom 
  (Perception). 
   
  Both sides add their roll results together. If the adventurer 
  gets the better result, the adventurers get the drop on 
  Elabrimborn. If Elabrimborn gets the higher total, he gets the 
  drop on them. 
     If the hunter gets the drop on Elabrimborn, everyone in the 
  party except the hunter rolls for initiative. The character with 
  the highest initiative gets to make a single attack with 
  Advantage against Elabrimborn. However, the character who 
  rolls the highest initiative may forsake his attack in order to 
  use an ability to buff the attack of the character who rolled 
  the second highest initiative. If Elabrimborn gets the drop on 
  the company, he makes an attack with Advantage at the 
  adventurer of his choice. This initiative order continues to be 
  used for subsequent rounds in the contest, negating a need 
  for multiple initiative rolls and the same characters always 
  getting to make the attacks. 
      If Elabrimborn and the adventurer hunter tie, both sides 
  come upon one another at the same instant. Elabrimborn  
  rolls initiative and gets worked into the initiative order. 
  Whoever has the higher initiative, Elabrimborn or the next 
  adventurer to act in initiative order, gets to make the attack. 
  If that attack misses, the next highest initiative roller gets to 
  make an attack. After that, both sides break off the attack to 
  hide in the maze. 
     Once someone’s been hit by an attack, both sides get two 
  minutes to hide in the maze before the hunt resumes. This 
  has no mechanical effect. 
   Before the hunt begins, roll 1d4. On that round of 
  the hunt, a pair of alligators) attack the adventurers 
  during the initiative count. Play through the full 
  initiative this round. If Elabrimborn wins this round, 
  he makes his attack on initiative number 99 and 
  runs back into the maze to hide. If Elabrimborn was 
  attacked this round, he afterwards runs back into 
  the maze for two minutes to hide. He doesn’t 
  intervene in the alligator (crocodile) fight. 
   If Elabrimborn (summer eldarin) wins the 
  contest, he thanks the adventurers for the challenge 
  and sends them on their way. He returns to his 
  estate.    If attacked, he doesn’t pull any punches and 
  fights to kill. If the adventurers emerge victorious, 
  Elabrimborn is true to his word and provides the 
  group with a journal and map from the drow’s 
  possessions. 
  
   
   
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  45 
    If Elabrimborn’s killed, it takes a DC 25 Wisdom 
  (Intelligence) check and 3d6 hours of searching to 
  find the drow’s map and journal, under a trapdoor 
  beneath the platform the drow’s mounted onto. The 
  trapdoor’s rigged with a trap. 
   
  Blade Tension Trap 
  Simple trap (level 5, dangerous trap) 
  A tiny blade is loaded like a trebuchet bolt in the cubby 
  beneath the trapdoor. When the door’s opened, the blade’s 
  launched into the face of the person looking into the 
  trapdoor. 
  Trigger. Anyone attempting to pick or open the lock triggers 
  the trap. 
  Effect. The triggering creature must make a DC 20 Dexterity 
  saving throw. On a failed save, the creature takes 55 (4d10) 
  piercing damage and is partially blinded until he takes a long 
  rest as the blade nicks the target’s eye. He suffers 
  disadvantage on all Wisdom (Perception) checks and other 
  skills and attacks that depend on sight. On a successful save, 
  the creature takes half the damage and isn’t blinded. 
  Countermeasures. A successful DC 20 Wisdom (Perception) 
  check reveals the trap, but only if the creature inspects the 
  lock. A successful DC 20 Dexterity check using thieves tools 
  disables the launching device, and a check with a total of ten 
  or lower triggers the trap. 
   
     The map shows the drow’s planned route from the 
  Waydown Garrison through the Flooded Forest and 
  to a specific cave in the northwest Earthspur 
  Mountains. For the journal, go to Appendix 11. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  Elabrimborn has designed his 
  estate to be a battleground, 
  where he has advantage on all 
  Dexterity (Stealth) checks, 
  because of hidey-holes. The 
  heroes will need to keep him in 
  sight, or else suffer nasty sneak 
  attacks. 
  EXPLORATION 
  Studying the estate with a DC 15 
  Wisdom (Perception) check finds 
  hidey-holes Elabrimborn built to 
  gain Advantage during fights on 
  his property. Success on this 
  check negates Elabrimborn from 
  making use of those places. 
  SOCIAL 
  Elabrimborn is psychopathic with 
  no regard for life other than his 
  own. Only promises of a greater 
  hunt will pique his interest and 
  bring him round to negotiate. 
  Commented [TW33]: The players are destined to engage 
  with a scene in different ways. This is a great place to 
  describe what happens if any of the three core pillars of 
  the game are used as an approach by the characters. This 
  is particularly useful if the scene in question is intended 
  to engage one pillar (i.e. combat), but through clever 
  roleplay and discourse the players turn it into a social or 
  exploration scene. These aren’t rules for the DM to follow, 
  these are suggestions, so they should be worded as such. 
  Note that it takes up a good chunk of room, so plan its 
  use carefully! 
  
   
   
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  46 
  Appendix 7: Priestess Khalazza’s Journal Part 1 (Player Handout #1) 
    
     A company arrived from the surface. I despised them upon sight. I loathed 
  them even more when they proved capable. They sought information about a drow 
  party, not from my settlement, whose trail had gone cold after penetrating the 
  defenses of the Waydown Garrison. The time this happened coincided with the 
  time my best warriors insisted on going on a slave hunt. They returned empty-
  handed, but some of them were injured. I associated these injuries to an 
  encounter with the ancient lizard who sleeps in the lake upriver.  
  After using some spells and searching my hunters’ dwellings, the surface dwellers 
  found evidence that my hunters were followers of Lolth’s hated child, Vhaeraun, 
  and had recently been visited by him in their dreams.  
     The hunters confessed being visited by Vhaeraun and were instructed to drive 
  away a group of drow who would try to enter the Underdark from the 
  Waydown. Apparently they were successful. These other drow were driven away 
  to enter the Underdark in the northwest Earthspur Mountains.  
     I was shocked to learn I had Vhaeraun cultists in my fold. I ordered the 
  adventurers to leave Zamoniezash immediately, to which they obliged me. Then, I 
  prepared to torture those Vhaeraun blasphemers.  
   
     A company arrived from the surface. I despised them upon sight. I loathed them even more when they proved 
  capable. They sought information about a drow party, not from my settlement, whose trail had gone cold after 
  penetrating the defenses of the Waydown Garrison. The time this happened coincided with the time my best 
  warriors insisted on going on a slave hunt. They returned empty-handed, but some of them were injured. I 
  associated these injuries to an encounter with the ancient lizard who sleeps in the lake upriver.  
     After using some spells and searching my hunters’ dwellings, the surface dwellers found evidence that my hunters 
  were followers of Lolth’s hated child, Vhaeraun, and had recently been visited by him in their dreams.  
     The hunters confessed being visited by Vhaeraun and were instructed to drive away a group of drow who would 
  try to enter the Underdark from the Waydown. Apparently they were successful. These other drow were driven 
  away to enter the Underdark in the northwest Earthspur Mountains.  
     I was shocked to learn I had Vhaeraun cultists in my fold. I ordered the adventurers to leave Zamoniezash 
  immediately, to which they obliged me. Then, I prepared to torture those Vhaeraun blasphemers.  
   
   
   
   
   
  
   
   
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  Appendix 8: Priestess Khalazza’s Journal Part 2 (Player Handout #2) 
    
     The Vhaeraun cultists must have made contact with their god, for none would verbally 
  forsake him and ask for Lolth’s forgiveness in death. The story of how Vhaeraun met with my 
  men remained consistent between all the blasphemers. They awoke from their trance with the sense 
  that something was wrong. One by one they gathered at the riverbank. Then there was an 
  explosion, as the Lolth statue burst into flames and curled into the fetal position. Its stomach 
  bubbled, as if many things were crawling around inside its abdomen. One by one, the creatures- a 
  cross between a giant spider and a drider landed in a puddle of slime. It only took moments for 
  the spider/drider creatures to find their legs. There was one for each hunter. They looked into each 
  hunter’s eyes. The men knew they were in the presence of divinity. “I am Vhaeraun, faithful and 
  patient followers” the creatures spoke in unison. “I have chosen you for a very important task. 
  Seven drow will try to enter the Underdark from the Waydown. Be ready for them at the 
  sinkhole. Drive them off, but do not kill them. Demand they return to the Underdark via the 
  Earthspur Mountains. So speaks Vhaeraun! 
     “When they are gone, return to your village and know you have served your god well. You 
  have played a great role in changes to the multiverse that will lead to Lolth’s downfall. Be 
  proud, my faithful.  Hurry to the sinkhole. The drow are on their way.” 
  The hunters awoke in their dwellings. They returned to the riverbank and found the Lolth statue 
  still intact. But they did find the tracks of giant spiders around the places the drider-like creatures 
  fell from the statue.  
     The group conspired to get me to send them on a slave hunt. They were successful. May 
  their limbs nourish the giant spiders around Zamoniezash. And may that beast Vhaeraun learn not 
  to put blasphemers under my nose. 
   
   
   
     The Vhaeraun cultists must have made contact with their god, for none would verbally forsake him and ask for 
  Lolth’s forgiveness in death. The story of how Vhaeraun met with my men remained consistent between all the 
  blasphemers. They awoke from their trance with the sense that something was wrong. One by one they gathered at 
  the riverbank. Then there was an explosion, as the Lolth statue burst into flames and curled into the fetal position. 
  Its stomach bubbled, as if many things were crawling around inside its abdomen. One by one, the creatures- a cross 
  between a giant spider and a drider landed in a puddle of slime. It only took moments for the spider/drider 
  creatures to find their legs. There was one for each hunter. They looked into each hunter’s eyes. The men knew they 
  were in the presence of divinity. “I am Vhaeraun, faithful and patient followers” the creatures spoke in unison. “I 
  have chosen you for a very important task. Seven drow will try to enter the Underdark from the Waydown. Be ready 
  for them at the sinkhole. Drive them off, but do not kill them. Demand they return to the Underdark via the 
  Earthspur Mountains. So speaks Vhaeraun! 
     “When they are gone, return to your village and know you have served your god well. You have played a great role 
  in changes to the multiverse that will lead to Lolth’s downfall. Be proud, my faithful.  Hurry to the sinkhole. The drow 
  are on their way.” 
     The hunters awoke in their dwellings. They returned to the riverbank and found the Lolth statue still intact. But 
  they did find the tracks of giant spiders around the places the drider-like creatures fell from the statue.  
  The group conspired to get me to send them on a slave hunt. They were successful. May their limbs nourish the giant 
  spiders around Zamoniezash. And may that beast Vhaeraun learn not to put blasphemers under my nose. 
   
   
  
   
   
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  Appendix 9: Yeth Hound Kennel Wall Translation  (Player Handout 
  #3) 
   
  Vhaeraun rose against his mother, Lolth, and was punished greatly for his efforts. 
  First, Lolth took her son’s tongue. Then, she greatly scarred his face. From that day 
  forward, Vhaeraun concealed his scars by wearing a black half mask with two blue 
  lenses. Now, Vhaeraun leads mephitis, yeth hounds and shadow dragons in his 
  quest to destroy his mother. However, his greatest weapon remains hidden… 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 10: Secret Room Wall Translation  (Player Handout #4) 
   
     Sabrae Ssambra was rejected for special service to Lolth. The fickle spider 
  goddess mangled her chosen’s body into something half drow and half spider, then 
  sent her back to the Underdark. Sabrae fled her home of Szith Morcane, doomed to 
  hunt alone for hundreds of years in darkness and madness.  
     Merciful Vhaeraun visited her and said, “Lolth doesn’t know the mistake She 
  made by condemning you to existence as a drider. I choose you to become a queen, 
  a queen of a new type of drider, one that can multiply. You, along with your 
  children and their children shall unite and drive Lolth from the Demon Webs.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 11: Vuzdiln’s Journal (Player Handout #5) 
   
     We were awakened to a dream- all seven of us. We awoke into darkness. There 
  was a creaking sound that grew louder. Then, the floor broke out beneath us, and 
  we fell into sand beneath a life-sized statue of Lolth. A thousand rats surrounded 
  us. We were bathed in painful light, caused by the glowing eyes of the vermin. In 
  unison and with a deep voice, the rats spoke. “I am Vhaeraun, and I am charging 
  you with a sacred task. Journey to Hillsfar. In their museum, they possess Lolth’s 
  beloved artifact, the Eye of Lolth. Retrieve it. Bring it back to the Underdark. There, 
  I will claim it and reward you.” 
   
     We awoke and found ourselves in an unfamiliar sandy cavern. No rats. No Lolth 
  statue. With luck, we found our way back to Szith Morcane. There, we planned our 
  ascension and the theft. 
   
  The return to Waydown was a big surprise. Warriors from Zamoniezash 
  intercepted us and prevented our return to the Underdark. They must have been 
  pawns in Lolth’s schemes to prevent Vhaeraun from acquiring the Eye of Lolth. 
  Luckily, we escaped with the artifact and plotted a new course to the Underdark: 
  through the Earthspur Mountains. Lolth can’t plug all the gateways leading into the 
  Underdark.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 12: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Wand of Web (Table F) 
  Wand (uncommon), (requires attunement by a 
  spellcaster) 
   This wand has 7 charges. While holding it, you can 
  expend a charge to cast the web spell (save DC 15) 
  from it. 
   The wand regains 1d6+1 expended charges at 
  dawn. If you expend the wand’s last charge, roll a 
  d20. On a 1, the wand crumbles into ashes and is 
  destroyed.  
     This item is found on Magic Item Table F in the 
  Dungeon Master’s Guide. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Commented [TW34]: If the item is found in another 
  book, replace this with the book’s title. 
  
   
   
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  52 
   
  Appendix 13: Story Awards
   
  Characters playing the adventure may earn: 
  • 
  Web Weary. Adventurers who survive this 
  adventure know how to tread cautiously 
  through Vhaeraun-touched drider lairs and 
  rescue allies trapped in Vhaeraun-touched 
  drider webs. This may have great benefit in 
  future Vhaeraun Touched adventures. 
  • 
  “Kill Me.” If an adventurer puts a humanoid 
  about to die giving birth to a Vhaeraun-
  touched drider out of his misery in this 
  adventure, her sanity teeters. Whenever 
  faced with a similar situation in the 
  Vhaeraun-Touched series, the DM is advised 
  to describe the character’s struggle with her 
  sanity. 
  • 
  Eye of Lolth.    A golden bracelet with a ruby 
  magically suspended in the center is on the 
  ground next to the him. No part of the ruby 
  touches the bracelet. It seems to float in the 
  gap between the gold. There’s writing in 
  Undercommon on the bracelet, the Eye of 
  Lolth. It reads: From the Demon Webs, Lolth 
  sees all who scheme against Her.” 
     This isn’t a magic item, but an item sacred 
  to Lolth and her followers. It only exists in 
  this adventure and cannot be attained for 
  any future games. 
     Characters will not be able to acquire the 
  item and keep it. Lolth arranges for her 
  minions of spiders to take the Eye of Lolth at 
  the end of the adventure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Appendix 14: Dungeon Master Tips 
   
  This adventure is designed for three to seven 5th-
  9th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  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 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 
  Commented [TRW35]: A Final Note on Prerequisites and 
  Objectives 
  D&D Players love to do things that their DM’s can’t 
  possibly anticipate, and at the same time, Dungeon 
  Masters are encouraged to customize the content of our 
  adventures, mixing and matching bits here and there to 
  make the final story as-played, their own.  
  To help facilitate this kind of flexible play, please utilize 
  a rearrangeable approach for each adventure, part of 
  which is providing clearly stated PREREQUISITES, 
  (things that must take place prior to the beginning of an 
  episode) and OBJECTIVES (things that should be 
  accomplished before the end of an episode).  
  Objectives and prerequisites allow DMs to more easily 
  swap the position of episodes throughout play. The DM 
  might even add content to an episode or remove content 
  from an episode without losing track of what needs to 
  happen when by explicitly calling out the dependencies 
  that exist between the different parts of the adventure or 
  episode. 
   
  A Word to the Wise 
  It is also possible, given a complex episode with multiple 
  locations, to make use of prerequisites and objectives to 
  make scene order flexible inside the episode itself. 
  Consult with the admins in charge of content before 
  doing this however. 
   
  Commented [TW36]: CCC adventure designers may omit 
  this. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Canadian National Exhibition (CNE)/CCC-CNE-006 - Burst! (5-10).pdf