TEXT:  
   
   
  The sages of Candlekeep have come calling. They’ve come to Port Nyanzaru on the trail of 
  a colleague. He came to the jungle to pursue his studies in solitude some twenty years ago, 
  but within the last year, his regular communications have fallen silent. They are in search 
  of brave (and discrete) adventurers to escort them around the peninsula for a health and 
  welfare check. Are you brave and discrete enough for the job? 
   
  A Four-Hour Adventure for 11th-16th Level Characters 
   
   
   
  Author 
   
  Adventure Code: DDAL07-13 
  Optimized For: APL 13 
  Version: 1.0 
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, 
  Greg Marks,  
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  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. 
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  2 
  Welcome to Old Bones and Older Tomes, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Tomb of Annihilation™ storyline season. 
   This adventure takes place in southern Chult in 
  the Valley of Dread near the Sanrach Mountains. 
   This adventure is designed for three to seven 
  11th-16th level characters and is optimized for five 
  characters with an average party level (APL) of 
  13th. Characters outside this level range cannot 
  participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before 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. Familiarize 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.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  3 
  This wisdom and intelligence is not all-powerful, nor 
  does it extend to the ends of the universe—it is but a 
  sampling of all that is to be had. Such is the realm of 
  my wisdom, the sphere of my power. 
  —Martek 
  As a young monk at Candlekeep, Crannaston 
  displayed extraordinary aptitude for the arcane. 
  Socially, he was an outcast among his peers. Through 
  the years, he would make efforts to gain their favor 
  by displaying his skill, but it always resulted in 
  making the situation worse. Eventually he gave up 
  the pursuit and focused his efforts on increasing his 
  own power to the point that no one would dare 
  ridicule him. 
   Taking advantage of his access to the library, he 
  sought a location in which he could continue his 
  studies in solitude. He found this in a very unlikely 
  place, the jungles of Chult. A small village named 
  Mompono seemed to have everything he would 
  need.  
   Being clever, he also found a way to access the 
  restricted tomes. Here he found information not 
  meant for a bitter mind. Stealing an important and 
  restricted book simply titled Sammaster’s Secret 
  Notes, he left Candlekeep seeking the solitude 
  needed to grow his power. 
   For years he lived among the Mompono tribe, even 
  helping them develop a library of their own. He kept 
  in touch with his colleagues to avoid raising 
  suspicions surrounding the stolen tome. It is a 
  collection of notes by a very powerful wizard who 
  ultimately became a lich.  
   Recently, Crannaston’s correspondence has fallen 
  silent. Sent to confirm the important tome isn’t in his 
  possession, Candlekeep has assigned two Elders to 
  check on him. While capable, they are far from 
  hardened adventurers. An escort is definitely in 
  order. 
  The following NPCs and locations feature prominently in this 
  adventure. 
   
  Crannaston (KRAN-uh-stun). A former student of 
  Candlekeep that absconded with an evil tome. 
   
  Silent Tower. A sentient crystal tower that Crannaston has 
  commandeered in southern Chult. 
   
  Octavius (ahk-TAY-vius) & Augustus (ah-GUST-us). Elders 
  of Candlekeep sent to reclaim the stolen tome. 
   
  Ketram. Leader of the Mompono tribe. 
  This adventure has several handouts related to puzzles. It is 
  recommended that you have multiple copies. Groups without 
  healing are advised to bring healing potions. This is not an 
  adventure that can be easily run without preparation. 
  This adventure begins in route to southern Chult and 
  is broken down into five parts: 
   Part 1. The adventurers meet the sages and their 
  guide while traveling to southern Chult. 
   Part 2. The group travels inland to find the ruined 
  village and face strange skeletons. 
   Part 3. Once inside the tower, the group becomes 
  trapped and must figure out how to escape. 
   Part 4. The adventurers must deal with a demon 
  that guards the entrance to the upper chamber. 
   Part 5. The adventurers face Crannaston. 
  Even as far south as Port Nyanzaru, the sages of 
  Candlekeep are known and respected for their 
  resources. Because of this, when the sages come 
  calling, everyone is eager to assist.  
   Merchant Prince. The adventurers are asked by 
  one of the merchant princes to represent him. If they 
  agree to escort the sages as the prince’s 
  representative, he matches any fee they’re paid. The 
  Prince also serves as the quest giver if the players 
  are not affiliated with a faction. 
   Faction Request. While escorting the sages into 
  the jungle isn’t the highest priority, faction leaders 
  are aware of the tribe’s knowledge. They would like 
  you to find any information that might relate to the 
  Yuan-ti.  
   Faction Assignment (Zhentarim). On the 
  morning of departure, any Zhentarim adventurers 
  find a note in their belongings. 
  “A Zhent agent was lost in the region in which you are 
  going. He carried important maps that need to be 
  recovered. Find them.  --Po”    
   Secret Mission (Harpers). The Harpers are 
  interested in the magic of the tower. If one or more 
  adventurers are members of the Harpers, they are 
  asked by their contact and guide, Liandra Boldblade, 
  to help with this task. They are entrusted with 
  powerful arcane probes to retrieve information 
  about the magic infused in the tower. This mission is 
  assigned in Part 1. 
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  4 
  Estimated Duration: 15 minutes 
  You are aboard a chartered ship, the Hellish Lust, bound for 
  the southern coast of Chult. Your task is that of watching 
  over two elder sages from Candlekeep. All you have to do is 
  make sure they don’t get hurt or get into trouble. The job 
  promises to be an easy paycheck with the reward of having 
  done a favor for Candlekeep; a good place to be. That said, if 
  anything should happen to the sages, it won’t look good. 
  The voyage is long and offers plenty of time for 
  everyone to get to know one another. Take a 
  moment to allow each of the characters to introduce 
  themselves.  
  During the voyage, the sages, Augustus and 
  Octavius, take time with the adventurers to explain 
  their reason for coming to Chult.  
  • They seek a former colleague from Candlekeep, a 
  skilled wizard named Crannaston. They offer 
  information from the first paragraph of the 
  adventure background. 
  • Many years ago, he moved to a jungle village called 
  Mompono. 
  • He had always kept regular communication, but 
  now it’s been about three years and they wish to 
  check in on him.  
  • There is one small catch: some time after his 
  departure, a tome was discovered to be missing. 
  Because of his regular correspondence, 
  Crannaston wasn’t suspected of taking it. Since the 
  book hasn’t been found, now they’re not so sure. 
  • The tome, Sammaster’s Secret Notes, holds 
  information that could lead one down a dark path. 
  • Since they have no idea what they’ll find, they 
  must be prepared for anything, which is where the 
  adventurers come in. 
  • Octavius adds that they were fortunate to find the 
  very guide that led Crannaston into the jungle. She 
  captains the ship and has agreed to take them, at 
  least part of the way, and give them what 
  information she has about the location. 
  • The sages have agreed to pay the adventurers a 
  1,000 gp retainer and another 1,500 gp when they 
  return safely—preferably with Crannaston in tow. 
  These men are lifelong colleagues and argue like an old 
  married couple. They’re devoted friends, but one would 
  never know it. They love to insult and play practical jokes on 
  one another. They appear as bumbling old men, but it’s a fool 
  who underestimates them. Give the players Handout 8. 
  While there are opportunities for you to give information on 
  the sage’s behalf, allow the players to be responsible for the 
  actions of the sages. 
  The ship’s captain is the elvish guide and Harper 
  contact, Captain Liandra Boldblade. She reveals the 
  following information during the uneventful voyage: 
  • She led Crannaston into the valley twenty years 
  ago. She’s since returned once but has no interest 
  in going back because of the miserable trek. 
  However, she'll set you on the right path and tell 
  you what to expect. 
  • There are two villages in the valley. The people of 
  Mompono are a peaceful native Chultan tribe of 
  healers and stone craftsmen. 
  • The other tribe is a not human. She says they 
  resemble elephants and stand very tall. They were 
  called loxo (LOHK-soh). 
  • A tower dominates the valley and is the center of 
  the two villages. She says it was said to have 
  magical properties. 
  • She believes it‘s the reason that Crannaston went 
  there because he got very excited when he saw it. 
  • The tower was the center of life for the two tribes 
  and provided a type of Utopia for them. It was said 
  that it magically enhanced their abilities and also 
  offered protection from the jungle’s physical 
  threats when needed. 
  Liandra pulls the Harper members aside. The faction 
  is interested in the tower’s magic properties. She 
  tasks them with retrieving this information. Each is 
  given a small metal tube with a crystal shard 
  mounted on one end and a tuning fork on the other. 
  It has a switch on the side to activate. They are to 
  activate the divination device when they are near 
  the “heart of the tower.” She doesn’t know exactly 
  what that means but indicates that they’ll know 
  because the device responds when nearby. She’s not 
  sure if the sages would approve of their task so it 
  should be kept secret.    
  Estimated Duration: 30 minutes 
  This section begins at the village of Mompono after a 
  two-day trek through the Sanarach Mountains and 
  into the jungles of the Valley of Dread. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  5 
  This section of the Valley of Dread is surrounded by 
  mountains and filled with lush thick jungle growth 
   
  Terrain. Thick jungle with rocky areas and deep creek filled 
  gorges swollen with rain water and leeches.  
   
  Weather. Steamy humidity and daily showers.  
   
  Light. Bright light  
   
  Sounds. The sounds of the jungle wildlife fade as one nears 
  the tower. The Mompono valley is dead silent. Even twigs 
  snapping under foot echo a loud disturbance. 
  Read the following: 
  The trek into the jungle has been grueling. The afternoon 
  downpour subsides, the roar of the heavy rain drops calming 
  to an irregular rhythm. At last, a first glimpse of the village of 
  Mompono. The small valley is a couple of miles wide and 
  surrounded by steep crags. Dominating the landscape is a 
  prodigious pale tower. Monolithic shards slowly revolve 
  around the pinnacle. The valley floor is overgrown with 
  jungle except for a stone-paved plaza in front of the tower. A 
  few random stone structures peek out above the canopy. 
  As the adventurers enter the village, there are no 
  signs of life in the well-crafted structures that 
  surround the tower.  Uninhabited for years, the 
  jungle has reclaimed much of the village. The 
  remnants of human skeletons are everywhere, some 
  of them have been crushed to splinters by heavy 
  impact. There are also loxo skeletons, resembling 
  humanoid elephants. 
   These are the remains of the Mompono villagers 
  and their neighbors the Lakoni, a tribe of loxo. The 
  village has no life because of Crannaston. He 
  poisoned the Lakoni water supply with a concoction 
  that drove them into a rage. It caused them to 
  destroy the Mompono, and when the rage wore off, 
  proved deadly to the Lakoni as well. 
   Nothing of value exists in the looted ruins. The two 
  villages were close to each other, but distinctly 
  separate. The items that do remain reveal the 
  information in the Lokoni Tribe of Loxo sidebar 
  below.  
   By investigating the skeletons it is easy to see that 
  the loxo killed the humans, but it’s unclear how the 
  Loxo died. A successful DC 15 Intelligence (Survival) 
  reveals that all of the skeletons are about three-to-
  four years dead. 
  The loxo resemble a humanoid elephant standing 7 to 8 feet 
  tall, except that they have two trunks. The Lakoni tribe 
  migrated from the plains of Thindol. When the Spellplague 
  hit, flooding forced the Lakoni inland. Tattered and wounded 
  from the turbulent experience and unexpected hazards of 
  the jungle, they were very weak. Here they met the 
  Mompono tribe who befriended, healed, and helped them 
  recover. They also taught them how to survive in the jungle.  
   
  Normally anti-social, the powerful Lakoni displayed their 
  gratitude by helping the Mompono move the heavy stone 
  needed to construct their tower. The two tribes developed a 
  deep friendship and thrived in a utopian existence.  
  When the adventurers investigate the plaza, read the 
  following: 
  On one side of the tower is a broad, stone-paved community 
  plaza lined with columns. The tower, constructed of a pale 
  crystalline stone, soars to a height of one hundred feet or 
  more. An archway stands featured in the center of the plaza 
  with intricate symbols carved into its stone. Flanking it are 
  two statues. One is a human and the other an elephant-like 
  humanoid with two trunks. Trees have begun to burst 
  through the plaza pavement in a few places. There are no 
  visible doors or windows on the tower. The air is still and 
  there are no sounds or other signs of life. 
  The statues are the leaders of each tribe. Inscribed 
  under the human is, “Ketram”, and under the loxo, 
  “Dhanapalako.”  
   Inspection of the tower reveals that it’s 
  constructed in sections of a pale, crystalline rock 
  quarried from the Sanarach Mountains, which the 
  adventurers passed over to reach the village. 
  Dwarves know the magical properties are a result of 
  the Spellplague. 
  This is the entrance to the tower. It’s a large archway 
  that acts as a portal to allow anyone who says the 
  passphrase to enter the tower. A successful DC 15 
  Intelligence (Arcana) check revels conjuration 
  magic. The sages gravitate to the portal immediately 
  unless prevented. Anyone standing in the 5-foot 
  square in front of the portal triggers the defensive 
  attack from the undead loxo. When this happens, 
  read the following: 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  6 
  The inscriptions on the gateway begin to pulse with a 
  mystical, purple light. A heartbeat later, a furious, trumpeting 
  roar erupts from the jungle on either side of the plaza. Two 
  huge, tusked conglomerations of bones burst through the 
  vegetation at full charge. They wield enormous clubs.  
  Two skeleton conglomerations charge whomever 
  is in front of the portal. Each round another skeleton 
  charges from a new direction. This continues for five 
  rounds after the initial charge. Help the players 
  realize the continuous spawning by emphasizing the 
  following repetitive phrase: 
  “A furious trumpeting roar erupts. A large, tusked skeleton 
  burst through the vegetation at full charge.” 
  It isn’t necessary to play out the entire fight. The 
  adventurers can solve the passphrase and enter the 
  tower. (see below) 
  Crannaston has created powerful undead skeleton constructs 
  from the loxo corpses to guard the tower’s entrance. Many 
  skeletons have fused together to form huge creatures. They 
  use the statistics of a Giant Skeleton with the following 
  modifications:  
  • The Club attack replaces the Scimitar attack, dealing 
  bludgeoning damage. It is otherwise the same. 
  Saying the inscribed words in the native tongue 
  activates the portal and allows one person to enter. 
  The person that enters does not have to be the 
  person that says the phrase. An unconscious person 
  may be carried through. 
  • Inscription. The inscription is written in Loxo and 
  says: “One Tribe.” Few know this little used 
  language. Characters without spells such as 
  comprehend languages must succeed on a DC 20 
  Intelligence (History) check to know the phrase in 
  Loxo. Adventurers with the Linguist or 
  Anthropologist background have advantage. But, 
  knowing the phrase and saying it are two different 
  checks. (See below) 
  • Saying the Phrase. Anyone hearing the phrase 
  may attempt to say it on their turn. Saying it 
  without knowing the language requires 
  succeeding on a DC 12 Intelligence (History) or 
  Charisma (Performance) check. An adventurer 
  with the Linguist or Anthropologist background 
  automatically pass the check. 
  • The Sages. The sages, having studied the 
  languages before the trip, immediately go to work 
  trying to figure out the passphrase. It takes them 
  only one round to do so, assuming they aren’t hit 
  by an attack, which delays them one round. Once 
  they figure it out, they shout the passphrase so 
  everyone can hear and enter on their turns. 
  Here are some suggestions for adjusting this encounter. 
  These are not cumulative. 
  • Very Weak: Remove one of the initial conglomerations; 
  event lasts three rounds. 
  • Weak: Event lasts four rounds. 
  • Strong: Add two conglomerations to the initial charge. 
  • Very strong: Add two conglomerations to the initial 
  charge, and an additional conglomerations each round; 
  event lasts four rounds.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  7 
  Estimated Duration: 100 minutes 
  Crannaston learned of the tower at Candlekeep and 
  decided it met his requirements for a location to 
  begin his transition into a lich. He devoted his efforts 
  to that, as well as helping the Mompono with 
  improvements to the tower—particularly the 
  library. His plan destroyed both tribes.  
   Anticipating the eventual arrival of the 
  Candlekeep sages, Crannaston put a lot of thought 
  into preparing for them. Using the tower to augment 
  his spells and rituals, he has sabotaged the tower to 
  deal with them in deadly fashion, but for his 
  amusement, has left clues to see if they can escape. 
   It’s been about three years since Crannaston took 
  over the tower, and about two years since he 
  transformed into a lich. 
  While the demiplane is active, the tower appears as it did 
  when the trap was created three years ago. When the 
  adventurers enter the tower, they arrive on the first floor. 
   
  Cleanliness. It is clean and appears recently used.  
   
  Light. Bright light. Made of pale crystal, light from outside 
  filters through the semi-translucent walls creating an 
  ambient glow.  
   
  Floor Dimensions. Each floor has a radius of forty feet, 
  with the exception of the top floor which is thirty feet. 
   
  Ceiling. The first five floors have 15-foot high ceilings. 
   
  Stairs. Staircases connect one floor to the next around the 
  perimeter of the tower walls. 
   
  Energy Drain (environmental effect). The tower is a 
  pseudo-sentient being. Crannaston has control of its will and 
  attention, allowing him to draw its energy to serve him. The 
  energy drain allows only short rests. Long rests have no effect 
  and only result in gaining a level of exhaustion. The 
  adventurers realize this before attempting. Gaining control of 
  the tower's will in Part 4 neutralizes the energy drain. 
   
  Mompono Tribe Members. When a crystal is neutralized, 
  the adventurers begin to see the clear, hollow echo of people 
  walking around inside the tower. They’re incorporeal, can’t 
  be heard, and don’t respond to attempts at communication. 
  Each crystal neutralized makes them slightly more visible. See 
  Released Villagers at the end of the section.  
  There are two ongoing mechanics in the first four 
  floors which the adventurers must overcome and the 
  DM must track. They are the endless tower, and the 
  amplification crystals. 
  Crannaston has placed the first four levels of the 
  tower into a deadly demiplane. The adventurers 
  must figure out how to escape. The demiplane looks 
  exactly like the actual tower levels with one major 
  exception. The stairs leading out of the fourth-floor 
  lead back to the first floor, creating a loop. 
  Trigger. Anyone using the plaza entrance is ported into the 
  first level of the demiplane.  
  Active Elements. Also caught in the trap are the surviving 
  members of the Mompono tribe. Retreating into the 
  ethereal to hide from Crannaston, they’re locked into a 
  sub-plane in an etheric, time suspended state. 
  Dynamic Element. The Mompono tribe members are 
  invisible. Neutralizing each amplification crystal causes 
  them to become increasingly more visible. Destroying the 
  demiplane, frees the Mompono from their state. Until 
  freed, they’re unaware and appear as translucent beings. 
  Counter Measures. Neutralizing the four amplification 
  crystals destroys the demiplane loop.  
  Making escape more urgent, on each floor, there is 
  an amplification crystal at the center of the room. 
  Set in place by the Mompono, they amplify the 
  activity that takes place on that level. These were 
  activities such as healing, devotion, or learning. 
  These crystals are part of the tower’s physical body 
  and the its magic protects them from being 
  damaged. 
   Crannaston, having captured the tower’s will, has 
  learned to manipulate the crystal’s function. They 
  now amplify energy as damaging blasts. The 
  crystals blast energy intermittently. There is no 
  discernable regularity to the timing of the blasts, 
  though they can sometimes be predicted by the 
  expanding light inside them.  
  Trigger. The crystals begin powering a blast when a creature 
  enters the floor. 
  Damaging Blast. The energy builds, culminating in a 
  damaging blast. The blasts inflict 11 (2d10) force damage 
  and target all creatures on the floor and adjacent stairs. A 
  successful DC 15 saving throw results in half damage. See 
  the table below for saving throw type and damage type. 
  Resetting the Crystal. When there are no living creatures on 
  the floor or adjacent staircases, the blasts stop, waiting to 
  be triggered again. 
  Neutralizing the Crystal. Each amplification crystal can be 
  neutralized, which stops the damaging blasts for that 
  crystal. Clues for how to do that are hidden and must be 
  uncovered by the adventurers.  
   
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  8 
  Floor 
  Name 
  Color 
  Damage Type 
  Save 
  1 
  Creation 
  Red 
  Fire 
  Dex 
  2 
  Vitality 
  Green 
  Poison 
  Con 
  3 
  Heart 
  Yellow 
  Radiant 
  Wis 
  4 
  Mind 
  Blue 
  Psychic 
  Int 
   
  The amplification crystal blasts are in place to aid the DM 
  with pacing, while adding urgency and impact to the player’s 
  decisions. As a general rule, failed attempts at a task or ability 
  check represent time passing and result in a damaging blast. 
  Successes represent accomplishing something in a timely 
  manner. It also allows for the realization that there is just 
  enough time to leave before another blast goes off. 
  Here are some suggestions for adjusting the blasts to account 
  for party strength. 
  • Very Weak: Each blast inflicts 7 (3d4) force damage. 
  • Weak: Each blast inflicts 9 (2d8) force damage. 
  • Strong: Each blast inflicts 13 (2d12) force damage. 
  • Very strong: Each blast inflicts 15 (6d4) force damage.  
  A school or youth center, four quadrants divide this room, 
  with books and teaching aids for different age groups in each 
  area. At the center of the room is a large, floating crystal that 
  glows with a soft red light. On the walls of each quadrant are 
  four intricate and masterful mosaics, each one depicting a 
  different scene. Below each mosaic is a Chultan label. Two 
  corpses lie dead in front of two different mosaics. A staircase 
  continues upward, and another goes down. 
  This event occurs shortly after everyone is inside the 
  tower.  
  The form of an elderly human man coalesces among you. His 
  skin is pale blue and his eyes so milky white that his pupils 
  cannot be discerned. 
   
  “Well, Octavius and Augustus. I must say I expected you 
  both much sooner than this. And you’ve brought friends as 
  well. How nice. It’s good that you have protectors.”  
   
  He then directs his comments to the protectors, “You 
  would be wise to make their health a priority, for it may be 
  them saving you before this is said and done.”  
  Crannaston’s form is only an illusion—he’s not 
  actually in the room and can’t be physically affected.  
  The adventurers may talk with him if they wish. He 
  responds with the following points: 
  • The Stolen Tome. Crannaston doesn’t wish to part 
  with the book, believing it’s put to better use in his 
  private collection. He recommends that instead, 
  they look for three books in his library. He 
  stresses that, “They contain knowledge that is 
  immediately applicable and information you can’t 
  live without. Their names are hidden all around 
  you in plain sight.”  
  • The Mompono and Lakoni tribes and the 
  Mosaics. Crannaston admits that most of the tribe 
  members had to be “helped along” to their next 
  life. He gives them credit for an incredible 
  creation, but the tower’s potential was wasted in 
  their hands. They were very advanced given the 
  region. He recommends learning more about them 
  by studying the mosaics very closely. 
  • Surviving Tribe Members? “There’re a few that 
  escaped their fate, but I can’t seem to find them. 
  They should be around here somewhere.” He refers 
  to the tribe members caught in the demi-plane. 
  • The Tower. He explains that the tower is a living 
  being that’s helping him with his work, so its 
  attention is a bit distracted at the moment. On this 
  subject, he becomes enthusiastic, saying that, “The 
  crystals at each floor are actually part of the 
  tower’s body. They can be manipulated to amplify 
  energy in many ways. You’ll have to figure out how 
  to stop that.”  
  • Advice. Crannaston advises that they shouldn’t 
  stay too long at any given floor that can be deadly. 
  “I wasn’t going to tell you this, but the secret is to 
  keep moving. Don’t dilly-dally.” 
  • Corpses. He doesn’t know who they were, only 
  that they wandered in, but had no hope of 
  escaping. He does say that they had the right idea. 
  (see Treasure below) 
  When he finishes delivering the above information 
  he tires of the conversation. He tells them that he 
  must get back to his work before fading away. When 
  he does, a small red flicker ignites in the crystal and 
  begins to grow. A damaging blast builds. 
  As a student at Candlekeep, Crannaston was socially 
  awkward and insecure, but always confident in his abilities 
  and knowledge. This made him bitter towards anyone 
  associated with that time of his life. As a lich, many of the 
  things, such as revenge, that were meaningful to him when 
  he created the traps have lost their importance. Still he is 
  amused to see if they can escape as he always thought that 
  he was smarter than them.  
  
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  9 
   
  He concerns himself now with issues that affect a lich, such 
  as the death curse and why souls were unavailable for a time. 
  He is quite insane and has no hope that they’ll escape his 
  traps or get past his demon guard, Xochimitl. 
  These poor adventurers were searching the mosaic 
  for clues when overcome by the damaging blasts. 
  They carry gold and jewels worth 1,500 gp between 
  them, and both have a potion of greater healing. They 
  both hold a quill and blank piece of parchment. One 
  of them is a Zhentarim agent and carries maps 
  hidden in a secret pocket in his cloak. A successful 
  DC 15 Wisdom (Perception) finds them. These maps 
  satisfy the Zhentarim faction assignment. The maps 
  depict a tomb in Orulunga. 
  This is an amplification crystal. It floats at the center 
  of the room and has a soft red light building inside. 
  Its original use was to enhance the creative thinking 
  of the Mompono youth while learning.  
  • Neutralizing the Crystal. By finding the three 
  book titles, the creation crystal becomes 
  neutralized. The trapped mosaic need not be 
  triggered. 
  Remarkably detailed, four mosaics depict significant 
  events to the Mompono. The title of the mosaics are 
  below them in Chultan, which is indicated in bold in 
  the list below. Each depiction hides the title of a 
  tome and each tome contains a clue of how to 
  neutralize the crystals on each of the other three 
  levels. 
   Searching the mosaics takes time, regardless of 
  how many people are attempting. It might be 
  advisable to determine who’s searching what 
  mosaic. If multiple people are looking, run the search 
  as a group check and randomly determine which 
  mosaic reveals its secret.  A successful DC 17 
  Intelligence (Investigation) or Wisdom (Perception) 
  reveals the title of a tome in one of the mosaics. 
  When a title is discovered within a mosaic, give the 
  players the appropriate section of Player Handout 1. 
  List of Tomes. 
   The mosaics line the room in chronological order. 
  Each mosaic is twenty feet wide and there is roughly 
  twenty feet between them. Following are details 
  about each of the mosaics. The bold text indicates its 
  title. When the adventurers investigate a mosaic, 
  read the following underlined text description.  
  • Ubtao’s Creation of Chult. An incredibly dramatic 
  interpretation of Ubtao in the process of creating 
  the world. Within tsunamic ocean waves, the 
  following book title is hidden, “The People and 
  Wonders of Southern Chult by Dhalmass and 
  Alisandra Rayburton.”  
  • Wrath of the Spellplague. Arcane energies swirl 
  around the planet and wreak havoc on the land 
  and people. The book title hides in the vortex of an 
  explosion of arcane energy upon a mountain side. 
  It reads: “Crystalic Healing and the 
  Psychometabolist, property of House Obladra.”  
  • Welcoming the Lakoni. The mosaic focuses on 
  Ketram welcoming Dhanapalako and the refugee 
  Lakoni tribe to the village. Hidden within the vines 
  and stone carvings of the village structures is a 
  glyph of a skull. There is no book title in this 
  mosaic. Instead, it is trapped with a powerful 
  glyph of warding spell trap (see below).  
  • Birth of the Silent Tower. This scene depicts both 
  tribes working together to build the tower. The 
  Lakoni do the heavy lifting while the Mompono 
  carve the large blocks of crystal. A Mompono 
  priest reads from a book. The name of the book is 
  “The Friends and Enemies Within, by Vanrak 
  Moonstar.”  
  Simple Trap, levels 11-16 dangerous threat 
  Hidden in the Welcoming the Lakoni mosaic is a 6th-level 
  glyph of warding (explosive rune).  
   
  Trigger. The trap is triggered when a living creature within 
  10 feet locates the rune hidden in the mosaic. 
   
  Effect. The spell deals 36 (8d8) lightning damage to 
  creatures in a 20-foot radius sphere centered on the glyph. 
   
  Countermeasures. DC 20 Dexterity saving throw for half 
  damage as per the spell. 
  Pass out Player Handout 2, before reading: 
  Several beds sit in areas that correspond to an elaborate tile 
  design on the floor. At the points of the star design are six 
  pedestals of different colors. Upon each pedestal are six 
  crystal shards, as well as six slots designed to receive them. 
  The pedestals can move along the tile lines to create multiple 
  configurations based on their positions and the number of 
  shards inserted into each. At the center of the room is a large 
  crystal that glows green. A staircase continues upward. 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  10 
  The central crystal is the vitality crystal. It glows 
  green, the color of life in the jungle. The Mompono 
  discovered that they could focus the crystal’s energy 
  by positioning other crystal shards around it. This 
  enables them to use the crystal’s energy to heal and 
  cure many different injuries and illnesses.  
  Crannaston has sabotaged the crystal to cause it to 
  radiate waves of poison energy.  
  • Neutralizing the Crystal. Neutralizing the crystal 
  is a two-step process of pedestal and shard 
  configurations. 1.) Pedestals must be in the correct 
  location on the tile design. 2.) Each pedestal must 
  then have the correct number of shards inserted in 
  them at those locations. When these two correct 
  configurations are achieved in succession, it will 
  neutralize the vitality crystal.  See Appendix. 
  Vitality Crystal Solution. The tiles illuminate in 
  confirmation for a correct configuration. Consider 
  a damaging blast if players submit to you an 
  incorrect configuration. 
  • Clue. The book, Crystalic Healing and the 
  Psychometabolist, contains a page with a diagram 
  for resetting he crystal. If the book is retrieved, 
  provide the players with Player Handout 3. 
  Allow the sages to assist as you deem appropriate. Don’t let 
  the puzzles become a point of frustration for the players if 
  they struggle. Encourage the process of visualizing the 
  solution by drawing it out. The sages offer the following 
  hints:  
  • If they don’t yet have the clue, the sages think they don’t 
  yet have enough information to solve the puzzle. 
  • Primary colors are red, blue, and yellow and secondary 
  colors are orange, green, and purple. 
  • Unity means one. 
  • Dominant positions are at the points and subordinate 
  positions are at the median. 
  • Shard Count is the number of shards inserted on each 
  pedestal. 
  At the center of the room floats a monolithic crystal. 
  Emanating from within is a golden yellow light that slowly 
  grows. Several small black objects fly around in the dim 
  yellow light inside the crystal. 
   
  A censer hanging from the wall offers the pleasant smell of 
  incense. An empty podium stands on one side of the room 
  with an intricate symbol that adorns its front. A staircase 
  continues upward.  
  Other than lectures, this room is used for meditation 
  and prayer. The censer and candles are mundane. 
  The symbol on the podium is an infernal symbol 
  meaning “heart”—something that a character 
  proficient in Infernal recognizes. The symbol also 
  appears on the cover of the tome, The Friends and 
  Enemies Within. When this tome is placed on the 
  podium, begin the Emotional Cleansing combat 
  encounter below. 
  This is an amplification crystal. Its damaging blasts 
  are radiant damage. It’s also infected with 
  Crannaston’s corrupt emotions, the entities seen 
  flying around inside the crystal. They number one 
  for each adventurer, (not including NPCs).  
  • Neutralizing the Crystal. Defeating the corrupt 
  emotions neutralizes the crystal. 
  • Clue. The book, The Friends and Enemies Within, 
  contains an Infernal symbol on its cover. When 
  brought to the third floor, the cover and podium 
  symbols begin to glow, and they intensify the 
  closer they are to each other. 
  In this encounter, each adventurer is bound to a 
  corrupt emotion that is immune to damage. The 
  sages must counter the damage immunity to allow 
  the adventurers to kill the emotions. Pass out Player 
  Handout 4. Based on the handout, the sages should 
  determine they need to find the counter virtue in the 
  book and say it aloud. Read the following: 
  Black tendrils emerge from the crystal. Like snakes, they 
  strike at each of you and painfully attach themselves to your 
  heart. Objects around you dissolve into a golden yellow light. 
  The other end of the tendril is attached to a black, wraith-like 
  demon that bears your own features. It hisses and attacks.  
  The corrupt emotions use the wraith stats. They 
  are immune to effects that turn undead and can't use 
  the Create Specter ability. 
  Trigger. Placing the tome, The Friends and Enemies Within, 
  on the podium, starts the event. The book opens itself to 
  the passage on Player Handout #4, which the sages see.  
  
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  11 
  Interaction. Damaging blasts stop during this encounter. A 
  different emotion attacks each adventurer. The sages are 
  not targeted. While attached to a tendril, adventurers are 
  bound to their emotion. The sages can see the adventurers 
  inside the crystal and may communicate with them. 
  Adventurers cannot see or be affected by anything other 
  than their own items and emotional enemy. 
  Corrupt Emotions. Assign a corrupt emotion to each 
  adventurer from the table below and note the counter 
  virtue. The corrupt emotions are immune to damage until 
  someone, one of the sages, speaks the name of their 
  counter virtue in Infernal. Knowing the language helps but 
  the correct pronunciation for each virtue is unique to the 
  event and exists only in the book.  
  Running Combat. Combat is easy as initiative is not used.  
  1. 
  The adventurers act first, presumably attacking their 
  emotional enemies, (initially immune). 
  2. 
  The emotions attack. 
  3. 
  The sages act. (see below) 
  Assistance from the Sages. Without the sages, the 
  adventurers are doomed. Controlled by the players, they 
  must counter the emotion’s damage immunity. To do this:  
  1. 
  Declare an adventurer they wish to assist. 
  2. 
  Determine from the adventurer, which emotion they 
  are battling. (Use the Optional: Roleplaying the 
  Battles suggestions here if desired). 
  3. 
  Attempt to find the counter virtue in the tome, (DC 15 
  Intelligence (Arcana) and say its name aloud. 
      The sages affect the following round of combat. Speaking 
  the name of the virtue removes the damage immunity 
  from that emotion. The sages may attempt one check each 
  round to find and speak the name of a virtue. If more than 
  one person speaks infernal, they may assist to grant 
  advantage on the check. Both Elder sages speak Infernal 
  and gain advantage working together. 
  d12 
  Corrupt Emotion 
  Counter Virtue 
  1 
  Anger 
  Kindness 
  2 
  Jealousy 
  Gratitude 
  3 
  Lust 
  Service 
  4 
  Doubt 
  Hope 
  5 
  Fear 
  Courage 
  6 
  Pride 
  Adaptability 
  7 
  Hatred 
  Love 
  8 
  Greed 
  Charity 
  9 
  Judgement 
  Compassion 
  10 
  Ambition 
  Patience 
  11 
  Vanity 
  Humility 
  12 
  Depression 
  Joy 
  When an emotion is defeated, the adventurer 
  fighting it returns to the reality of the room but 
  cannot affect the other battles. If a player falls 
  unconscious, the tendril attaches to another 
  adventurer not already tethered. If none are 
  available, it waits inside the crystal until one 
  becomes available. If an adventurer enters the floor 
  during the event, unless they have already defeated 
  an emotion, a tendril attaches itself to them and 
  attacks. 
   While it is the primary job of the adventurers to 
  keep the sages alive, it’s possible that they could 
  both die, making this encounter impossible. If this 
  occurs, change the damage immunity to damage 
  resistance.  
  Here are some suggestions for adjusting this encounter. 
  These are not cumulative. 
  • Very Weak: The emotion’s hit points are reduced by 20. 
  • Weak: The emotion’s hit points are reduced by 10. 
  • Strong: The emotion’s hit points are increased by 10. 
  • Very strong: The emotion’s hit points are increased by 20.  
  If time is a factor, the players may simply tell the 
  sages which emotion they are fighting. Optionally, if 
  time permits and the table is up for some roleplaying 
  fun, the adventurers can describe their struggle. Use 
  the following instructions: 
  1. In secret, inform each player the emotion they're 
  battling. If possible, choose an emotion that 
  relates to the character's flaw or backstory. (You 
  may want to do this prior to the session.) 
  2. On the sages' turn, they decide which character to 
  assist. That player roleplays or describes their 
  struggle without naming the emotion. Do this by 
  relating a past experience or how they think 
  their character would struggle with this 
  emotion. This doesn’t have to be a combat 
  situation. For example, a character fighting Fear 
  may be struggling with a past situation that for 
  them took a great deal of courage. There is no 
  right or wrong interpretation.  
  3. Based on the description, the sages try to guess 
  which emotion they're fighting and then attempt 
  to find its counter virtue in the book. Using this 
  optional method, consider offering advantage on 
  the check or removing it completely. 
  It isn't intended to be a challenge to determine the 
  emotions the adventurers are fighting so much as it 
  is a fun roleplaying opportunity for the players.  
  The probes alert Harper characters within range that this is 
  the heart. Activating the probe while within range of the 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  12 
  heart for one minute is enough for the device to gather the 
  arcane energy. Once complete, the probe crystal glows with 
  the same golden yellow light. It is likely that this task 
  completes on the first visit to this floor and has implications 
  during the Emotional Cleansing encounter. The black objects 
  inside the crystal react to the probe carriers. Although they 
  are bound by the crystal walls, they lunge aggressively 
  towards them.  
   
  The process of gathering the energy has enraged the 
  corrupt emotions. Adventurers holding a probe when the 
  Cleansing begins are in for a more difficult fight. Their 
  emotional enemies have an additional 20 hit points. Also, a 
  lesser corrupt emotion escapes from one of the probes and 
  attacks the sages during the encounter. 
  This floor is a library. Shelves filled with thousands of tomes 
  circle the room. At the center of the room is a strange desk 
  adorned with knobs and dials. Standing next to it is a crystal 
  in the form of a large humanoid. A cosmic blue light 
  emanates from its chest. It speaks. “Welcome. Please make 
  your selection from the Bibliomancer. Remember, whispering 
  only.” A staircase continues upward. 
  Pass out Player Handout 5. The console of controls is 
  the Bibliomancer. It is Crannaston’s invention and 
  the sages recognize it immediately. It is a system for 
  categorizing books. The adventurers must use this 
  device if they are to have any hope of finding the 
  books they seek in the large library. Most of the 
  information they need comes from the mosaics. The 
  category and script, settings must be guessed. This 
  is the flaw of the Bibliomancer. 
   The sages approach it without hesitation and 
  debate as to its validity and usefulness, as if no one 
  else were present. Octavius contends that it was 
  actually very accurate, while Augustus disagrees and 
  points out the above design flaw to the adventurers. 
  Crannaston proposed the integration of the 
  Bibliomancer at Candlekeep, but it was rejected by 
  the elders. He didn’t take the rejection well.  
  Integrated with the Bibliomancer, the mind crystal is 
  the crystalline humanoid form. The mind crystal acts 
  as a librarian of sorts and moves about the floor as 
  directed by the Bibliomancer. Crannaston has 
  connected the two. Like the other floors, the mind 
  crystal emits a damaging blast when triggered. A 
  myriad of library violations listed below could also 
  trigger a blast. Originally conceived as a servant to 
  patrons, when connected to the Bibliomancer, it has 
  become an enforcer. Like the other amplification 
  crystals, the tower’s magic protects it and It can’t be 
  damaged. 
  • Neutralizing the Crystal. While in Danger Mode, 
  (see below), enter the reset parameters and press 
  the red emergency button.  
  • Clue. Inside the book, “The People and Wonders of 
  Southern Chult”, is a small handwritten note with 
  the reset parameters. (Player Handout 6). 
  Library Violations. The DM should trigger a blast if they 
  believe it is warranted. A blast is always accompanied by a 
  polite reprimand. The following list of violations is not 
  comprehensive. 
  • Entering invalid selection parameters 
  • Attempting to manually retrieve a book 
  • Taking too long to input a selection 
  • Talking above a whisper 
  • Attempting to damage anything in the room 
  • Failing a restricted selection clearance request 
  (Restricted clearance requires a sage to place their hand 
  on the hand reader) 
  • Pressing the red button when there is no emergency. 
  (The first three crystals being neutralized is the only valid 
  emergency) 
  Interaction Encounter. Entering parameters into the 
  Bibliomancer requires an Action. Valid parameters entered 
  result in the mind crystal retrieving the book. Once 
  delivered, the crystal waits for a short time before 
  prompting for another selection. Invalid parameters may 
  result in a damaging blast, (DMs discretion). There is no 
  rule that prohibits removing books from the library. 
  Danger Mode. Danger mode occurs automatically when all 
  three books are retrieved, and the other three crystals are 
  neutralized. When this occurs, the mind crystal begins to 
  run about the fourth-floor warning of an “Intruder Alert!” 
  While doing so, it emits a damaging blast each round. 
  Entering the reset parameters and pressing the red 
  emergency button while in Danger Mode stops the blasts. 
  It also neutralizes the mind crystal, which breaks the 
  demiplane of the endless tower. 
  Depending on how difficult the tasks are proving to be for the 
  group, offer more or less time to study or retrieve tomes 
  before beginning damaging blasts. If time is a factor, consider 
  allowing the sages to simply provide the script and category 
  information. Remember that the blasts are there to offer 
  urgency, not deadly consequence. Allow the players time to 
  figure things out in the interest of fun without it becoming a 
  point of frustration. 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  13 
  Neutralizing the mind crystal destroys the 
  demiplane. This reveals the tower’s current state, 
  which is one of neglect and years of abandonment. 
  The light condition immediately goes to dim light. 
  The ascending stairs on the fourth floor now lead to 
  the fifth floor. It also releases the trapped Mompono 
  from their ethereal demiplane prison.   
  Released from the ethereal demiplane, the villagers 
  regain their physical forms. Trapped were Ketram 
  and a few Mompono villagers. 
   Ketram explains that those who made it into the 
  tower became trapped when Crannaston created his 
  demiplane. He thanks the adventurers and offers to 
  arrange the infirmary crystals in a way that provides 
  the effects of a long rest. The benefit can only be 
  gained once per day. 
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  14 
  Estimated Duration: 30 minutes 
  This floor was the council chambers for the elders of 
  the tribe. It now serves as the lair of the marilith, 
  Xochimitl, who’s bound in servitude to Crannaston. 
  He’s discovered her true name and has used it to 
  great effect. She stands as the last defense between 
  invaders and Crannaston.  
  Once the Endless tower trap has been escaped the true 
  condition of the tower can be seen. 
   
  Visibility. The floor is under the effects of a 2nd level fog 
  cloud spell, causing the entire floor to be heavily obscured.  
   
  Light. Dim light emanates from the crystal and walls.  
   
  Obstacles. Sixteen council chairs are positioned in a circle 
  around the room. If the fog cloud spell is active, anyone 
  walking through them must make a DC 10 Dexterity saving 
  throw or trip and fall prone.  
   
  On the side of the room opposite the entrance, there is a 
  large pile of pillows and rugs where Xochimitl lounges.  
  When anyone enters the fifth floor, read the 
  following: 
  At the top of the stairs you find the entire floor thick with 
  fog. Deep within is the faint glow of a purple light. 
  This floor was the council chambers for the elders of 
  the tribe. It is now the lair of the marilith, 
  Xochimitl. Two shadow demons assist her.  
  Like the other floors, there is an amplification 
  crystal floating at the center if the room. This crystal 
  DOESN’T create damaging blasts. Instead, it’s the 
  willpower center of the being that is the silent tower. 
  Controlled by Crannaston, it bolsters the defenses of 
  the marilith.  
  Visual Appearance. Anyone with sight of the marilith or the 
  crystal sees a purple tendril of light connecting the crystal 
  and enshrouding the demon. A successful DC 13 
  Intelligence (Arcana) reveals that the tower is defending 
  the demon. Additionally, they also realize that the tower’s 
  willpower is being controlled by an outside influence. If 
  that person knows Primordial, they know they can contest 
  that control. 
  Iron Will Defense. The enshrouding light defends Xochimitl, 
  granting resistance to all types of damage. If wrested from 
  Crannaston in a Battle of Wills, (below), the Iron Will 
  Defense may be given to a target of their choosing as a 
  bonus action. This power is limited to the fifth floor.  
  A Battle of Wills. Anyone that speaks Primordial, or has line 
  of sight of the willpower crystal, may attempt to overtake 
  the tower’s focus from Crannaston. As an Action a creature 
  can attempt demand the tower’s attention by making an 
  opposed Charisma check against Crannaston. If successful, 
  the adventurer gains control and Xochimitl loses the Iron 
  Will Defense. Control requires an Action and concentration 
  to maintain. If an adventurer loses concentration, 
  Crannaston immediately regains control. Xochimitl also 
  regains the Iron Will Defense. 
  Fog Cloud. A 2nd level fog cloud fills the entire floor, 
  preventing Actions that require seeing the target. If an 
  adventurer controls of the tower’s attention, the tower 
  will drop the fog cloud if asked or directed to do so. Once 
  dropped, it doesn’t return. It can also be dispelled. 
  Xochimitl teleports into the midst of the group. She 
  exploits truesight to do as much damage as possible 
  before the adventurers realize she’s defended by the 
  crystal. She prioritizes anyone that successfully 
  distracts the tower’s will. The shadow demons make 
  use of the fog, and dim light for hit-and-run tactics. 
  Using Incorporeal Movement and Shadow Stealth, 
  they attempt to gain advantage on their attacks. 
  Octavius, Augustus speak Primordial and may 
  attempt to distract the tower if none of the 
  adventurers are able. 
  Among the pillows and rugs, the characters find 
  1,400 gp in gems, a potion of flying, and a scroll of 
  death ward. 
  Here are some suggestions for adjusting this encounter. 
  These are not cumulative. 
  • Very Weak: Remove both shadow demons and decrease 
  the marilith’s hit points by 40. 
  • Weak: Remove one shadow demon and decrease the 
  marilith’s hit points by 20. 
  • Strong: Add two shadow demons 
  • Very strong: Add three shadow demons  
  If the adventurers destroy Xochimitl, they gain the 
  tower’s full attention. This is both a boon for the 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  15 
  adventurers and a blow for Crannaston. If it is not 
  already gone, the fog cloud dissipates. There is a 1-
  in-4 chance that a spell cast by an adventurer is cast 
  one level higher. This doesn’t require an increased 
  spell slot. 
  When the marilith dies, violet light shines down 
  from the floating crystal, revealing a magic circle on 
  the floor beneath it. The circle fits within a 5-foot 
  square. Anyone standing in the circle is immediately 
  teleported to the sixth floor. This is the only means 
  of accessing the sixth floor. Only one person may use 
  the portal at a time. If someone is standing on the 
  portal on the other side, they’re forced off the 
  destination circle to an adjacent space. Anyone 
  proficient in Arcana realizes that the portal allows a 
  person to enter and exit only once per day each. 
  Anyone who participated in the Battle of Wills with 
  Crannaston realizes after the fight that time is a 
  factor. He tries to regain control over the tower if 
  given time to do so. A short rest is possible, but a 
  long rest is enough time for him to regain control. If 
  they haven’t realized it by now, the sages inform the 
  adventurers that they believe Crannaston has 
  become a lich. If true, they don’t believe they, the 
  sages themselves, can survive. They wish to remain 
  here until it is safe. 
   
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  16 
  Estimated Duration: 30 minutes 
  The upper level of the tower was Ketram’s quarters. 
  Crannaston has claimed it for his own. He isn’t happy 
  about losing control of the tower and has prepared 
  for the adventurers’ entrance.  
  This room was once the quarters for Ketram, but Crannaston 
  has altered it to suit his needs. There are several tables with 
  research and alchemy experiments spread over them.  
   
  Portal Entrance. The entrance allows one creature 
  (medium or large) to enter the room at a time. 
   
  Ceiling. The ceiling to this room rises in a cone shape to 
  peak 40 feet overhead. The peak is capped by a spherical 
  white, jewel that resembles a translucent pearl. 
   
  Light. Dim light emanates from the jewel in the ceiling. 
   
  Smells and Sounds. There is a stale smell of decay. 
   
  Trash Pile. On one side of the room is a large pile of 
  Ketram’s former possessions and furnishings, along with 
  anything Crannaston discarded—including several corpses. 
  When the first adventurer goes through the portal, 
  read the following: 
  The light is dimmer in this room, the only source of which is 
  coming from a glowing white jewel at the peak of the sloped 
  ceiling. There are a half-dozen desks placed in no particular 
  order around the room. A large mound of trash lies on the 
  little-used side of the floor. Crannaston is right next to you. 
  He reaches out to touch you. “I don’t have time for this 
  disturbance! I wait for years and nothing. Now you choose to 
  come calling? Your tardiness is unbearable. Present your 
  patrons and I may show mercy.” 
  This is the lich, Crannaston. He’s irritated that he 
  had to stop his work to deal with his old teachers, 
  making him that much crankier.  
  Crannaston is very talkative after having been alone 
  for so long. He initiates verbal banter with the sages 
  and adventurers during the combat. In a taunting 
  manner, he reveals some very interesting 
  information. 
  • “I know that you are here for Sammaster’s Notes, 
  but I have no intention of relinquishing them to 
  those who never wish to unlock their power.”  
  • “This tower receives the thoughts of others, you 
  know. It amplifies them to this room. I have learned 
  a great deal from simply listening.” 
  • “I have been plagued by verses of late. Always 
  incomplete. I’ve got the second verse but can never 
  decipher the first.” 
  • “I’m sure it has something to do with those serpents 
  in Orolunga. You know they are allies with the 
  Netheril, don’t you?” 
  • “I’ve learned that there is a new sect of serpents 
  there. Do you know who Kress’voon is? I don’t.” 
  • “Something threatened my well-being for a while, 
  but thankfully it has ended. Some sort of curse that 
  made things very difficult for me. I don’t suppose 
  you had anything to do with ending that? If so, I am 
  grateful to you.” 
  If the battle doesn’t allow this exchange to happen, 
  the information exists in notes the tables. The tower 
  is reverberating the verse in the adventurers’ heads. 
  “Past the dark depths of the forest 
  You find the lock and hold the key” 
  Crannaston isn’t merciful and is ready for the 
  adventurers to begin coming through the portal. He 
  has readied his action to use his Paralyzing Touch on 
  the first creature to enter—gaining surprise on the 
  attack. He then positions himself for ranged spell 
  attacks, waiting to use his ninth level spell, psychic 
  scream, to its greatest potential. He has this 
  prepared in lieu of power word kill. He also carries a 
  wand of polymorph which he is fond of using. 
  In the second round of combat, two greater 
  zombies emerge from the trash pile and attack the 
  nearest person.  
    Characters who connected with the tower in the 
  previous encounter receive a communication. This 
  includes the sages. The communication is as follows: 
   The tower can assist in defeating Crannaston if 
  they push the capstone jewel through the top of the 
  ceiling. This allows the stone to reach sunlight, 
  which empowers the jewel and the tower. 
  Crannaston lodged it to prevent light from entering. 
  Dislodging the capstone requires pushing it through 
  from the inside. 
  The jewel at the top of the tower is the link to the 
  tower’s connection with light. Normally the jewel 
  floats above the tower.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  17 
  Trigger. A successful DC 22 Strength (Athletics) check 
  dislodges the jewel. 
  Effects of Dislodging. When the capstone is removed, it 
  reaches the light which also floods into the upper floor. 
  Through the jewel, which now floats above the tower, it 
  focuses a beam of energy into the chamber that negates 
  all Lair Actions. 
  On the tables are scattered a multitude of books, 
  papers and scrolls. Sammaster’s Secret Notes is 
  among them and lies on the table farthest from the 
  portal. A small coffer holds 160 pp. Crannaston 
  carries the wand of polymorph. 
  If Crannaston proves too much, there is an escape. 
  Crannaston does not attempt to kill them if he sees 
  them leaving but taunts them ruthlessly. Once an 
  adventurer exits the lair, they cannot return that 
  same day, by which time, Crannaston will have 
  regained control of the tower. The Sages confirm 
  that he is too powerful. What they attempted to 
  avoid by reclaiming the book has already happened. 
  This is a fight for another day. 
  Combat at this level can vary greatly depending on party 
  composition, etc. While the fight can be trivial to one group, 
  it can wipe out another group all based on one saving throw. 
  Use your discretion when adjusting the fight for maximum 
  fun! Here are some suggestions for adjusting this encounter. 
  These are not cumulative. 
  • Very Weak party: Remove the greater zombies, and 
  Crannaston has already expended his 9th level spell slot. 
  • Weak party: Remove the greater zombies 
  • Strong party: Add one greater zombie 
  • Very strong party: Add two greater zombies  
  Reclaiming Sammaster’s Secret Notes is a huge 
  accomplishment in the eyes of Candlekeep and does 
  not go unnoticed by them, the factions, or the 
  Merchant Princes of Port Nyanzaru. 
   As for the Village of Mompono, Ketram, while sad 
  at the loss so many lives, is grateful that it is not a 
  total loss and vows to rebuild the village. He doesn’t 
  have much to offer other than the eternal friendship 
  of the Mompono. 
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  18 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
   
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Skeleton Conglomeration  
  2,900 
  Corrupt Emotion  
   
  1,800 
  Marilith  
   
   
  15,000 
  Shadow demon  
   
  1,100 
  Greater Zombie  
   
  1,800 
   
   
  Lich in Lair 
   
   
  41,000 
  Task or Accomplishment  
  XP Per Character 
  Neutralizing a Crystal 
   
  200 
  Dislodge the Capstone 
   
  200 
  Sages Survive 
   
   
  500 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Item Name 
   
   
  GP Value 
  Dead Adventurers 
   
  1,500 
  Marilith  
   
   
  1,400 
  Crannaston’s Coffer 
   
  1,600 
  Retainer from Sages 
   
  1,000 
  Sages Survive 
   
   
  1,500 
  Merchant Prince Representation 
  2,500 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Wand, very rare (requires attunement by a 
  spellcaster) 
  Having this wand on one’s person causes fits of 
  restless sleep—where the owner’s nights are filled 
  with wonderful dreams of soaring above the canopy 
  on wide, feathered wings; burrowing among the 
  roots of immense trees with wide, thick claws; and 
  the other goings on that jungle critters seem to enjoy 
  so much. Aside from this, the slender, foot-long 
  length of grey stone is otherwise unexceptional. This 
  item can be found in Player Handout 8. 
  Potion, common 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Potion, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  During the course of this adventure, the characters 
  may earn the following story award: 
   Verse vs. Verses. Anyone participating in the 
  Conversation with Crannaston in the upper chamber 
  is haunted for days by the following two lines of 
  prose: 
  Past the dark depths of the forest 
  You find the lock and hold the key 
  The character knows that it is the second verse to a 
  poem but cannot make it out in their head. However, 
  they are sure to recognize it immediately if heard or 
  read. This verse haunts you until you know it 
  completely. This story award is described in Player 
  Handout 7. 
  For completing the mission, characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  19 
   Members of The Zhentarim that successfully 
  find and return the Zhentarim agent’s maps, earn 
  one additional renown point. 
   Members of The Harpers (rank 2 or higher) 
  that return with a charged probe, earn one 
  additional renown point and mark the completion 
  of a secret mission on their adventure logsheet. 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  20 
  The following NPCs are featured prominently in this 
  adventure: 
   Augustus (ah-GUST-us). Elder sage of 
  Candlekeep. Seeks tomes stolen by Crannaston. 
   Octavius (auk-TAY-vee-us). Elder sage of 
  Candlekeep. Seeks tomes stolen by Crannaston. 
   Liandra (lee-ANN-druh). Elven guide and Harper 
  contact. She has been to the valley before and has 
  valuable information. 
   Ketram (KEH-tram). Chief and spiritual leader of 
  the Mompono tribe. 
   Xochimitl (ZOH-chee-mittle). A marilith demon 
  who guards the entrance to the upper levels of the 
  tower. 
   Crannaston (KRAN-uh-stun). Wizard of 
  Candlekeep who fled to Chult to transition himself to 
  a Lich. 
   
   
   
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  21 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
   
   
  STR 
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
   
  Damage Resistances Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks that aren't silvered 
  Damage Immunities Necrotic, Poison 
  Condition Immunities Charmed, Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages The languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
  Medium undead, neutral evil 
  Armor Class 15 (Natural Armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft. 
   
   
  STR 
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  4 (-3) 
  6 (-2) 
  6 (-2) 
   
  Saving Throws WIS +1 
  Damage Resistances Cold, Necrotic 
  Damage Immunities Poison 
  Condition Immunities Charmed, Exhaustion, 
  Frightened 
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Understands the languages it knew in life 
  but can’t speak 
  Challenge 5 (1,800 XP) 
  Turn Resistance. The zombie has advantage on saving 
  throws against any effect that turns undead. 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Multiattack. The zombie makes two melee attacks. 
  Empowered Slam. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 
  damage and 7 (2d6) necrotic damage. 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  22 
  Huge undead, neutral evil 
  Armor Class 17 (Natural Armor) 
  Hit Points 115 (10d12 + 50) 
  Speed 30 ft. 
   
   
  STR 
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  10 (+0) 
  20 (+5) 
  4 (-3) 
  6 (-2) 
  6 (-2) 
   
  Damage Vulnerabilities Bludgeoning 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Giant understands but can’t speak 
  Challenge 7 (2,900 XP) 
  Evasion. If the skeleton is subjected to an effect that 
  allows it to make a 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. 
  Magic Resistance. The skeleton has advantage on 
  saving throws against spells and other magical effects. 
  Turn Immunity. The skeleton is immune to effects that 
  turn undead. 
  Multiattack. The skeleton makes three scimitar 
  attacks. 
  Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6 + 5) slashing damage. 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1 (200 XP) 
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw or 
  its hit point maximum is reduced by an amount equal 
  to the damage taken. This reduction lasts until the 
  creature finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  23 
  Medium undead, any evil alignment 
  Armor Class 17 (Natural Armor) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
   
   
  STR 
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  16 (+3) 
  16 (+3) 
  20 (+5) 
  14 (+2) 
  16 (+3) 
   
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Perception +9 
  Damage Resistances Cold, Lightning, Necrotic 
  Damage Immunities Poison; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks 
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Poisoned 
  Senses Truesight 120 ft., Passive Perception 19 
  Languages Common plus up to five other languages 
  Challenge 21 (33,000 XP) 
  Legendary Resistance (3/Day). If the lich fails a saving 
  throw, it can choose to succeed instead. 
  Rejuvenation. If it has a phylactery, a destroyed lich 
  gains a new body in 1d10 days, regaining all its hit 
  points and becoming active again. The new body 
  appears within 5 feet of the phylactery. 
  Spellcasting. The lich is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 20, +12 
  to hit with spell attacks). The lich has the following 
  wizard spells prepared: 
   
  Cantrips: mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): acid arrow, detect thoughts, 
  invisibility, mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel 
  magic, fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill** 
  ** Replace with psychic scream 
  Turn Resistance. The lich has advantage on saving 
  throws against any effect that turns undead. 
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 
  5 ft., one creature. Hit: 10 (3d6) cold damage. The 
  target must succeed on a DC 18 Constitution saving 
  throw or be paralyzed for 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  The lich 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 lich regains spent legendary 
  actions at the start of its turn. 
  • Cantrip. The lich casts a cantrip. 
  • Paralyzing Touch (Costs 2 Actions). The lich uses its 
  Paralyzing Touch. 
  • Frightening Gaze (Costs 2 Actions). The lich fixes its 
  gaze on one creature it can see within 10 feet of it. 
  The target must succeed on a DC 18 Wisdom saving 
  throw against this magic or become frightened for 1 
  minute. The frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. If a target's saving throw 
  is successful or the effect ends for it, the target is 
  immune to the lich's gaze for the next 24 hours. 
  • Disrupt Life (Costs 3 Actions). Each living creature 
  within 20 feet of the lich must make a DC 18 
  Constitution saving throw against this magic, taking 
  21 (6d6) necrotic damage on a failed save, or half as 
  much damage on a successful one. 
  On initiative count 20 (losing initiative ties), the lich can 
  take a lair action to cause one of the following magical 
  effects; the lich can’t use the same effect two rounds in 
  a row: 
  • The lich rolls a d8 and regains a spell slot of that level 
  or lower. If it has no spent spell slots of that level or 
  lower, nothing happens. 
  • The lich targets one creature it can see within 30 feet 
  of it. A crackling cord of negative energy tethers the 
  lich to the target. Whenever the lich takes damage, 
  the target must make a DC 18 Constitution saving 
  throw. On a failed save, the lich takes half the 
  damage (rounded down), and the target takes the 
  remaining damage. This tether lasts until initiative 
  count 20 on the next round or until the lich or the 
  target is no longer in the lich’s lair. 
  
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  24 
  • The lich calls forth the spirits of creatures that died 
  in its lair. These apparitions materialize and attack 
  one creature that the lich can see within 60 feet of it. 
  The target must succeed on a DC 18 Constitution 
  saving throw, taking 52 (15d6) necrotic damage on a 
  failed save, or half as much damage on a success. 
  The apparitions then disappear. 
   
  Large fiend, chaotic evil 
  Armor Class 18 (Natural Armor) 
  Hit Points 189 (18d10 + 90) 
  Speed 40 ft. 
   
   
  STR 
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5) 
   
  Saving Throws Str +9, Con +10, Wis +8, Cha +10 
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Truesight 120 ft., Passive Perception 13 
  Languages Abyssal, Telepathy 120 ft. 
  Challenge 16 (15,000 XP) 
  Magic Resistance. The marilith has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The marilith's weapon attacks are 
  magical. 
  Reactive. The marilith can take one reaction on every 
  turn in a combat. 
  Multiattack. The marilith makes seven attacks: six with 
  its longswords and one with its tail. 
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  19). Until this grapple ends, the target is restrained, the 
  marilith can automatically hit the target with its tail, 
  and the marilith can't make tail attacks against other 
  targets. 
  Teleport. The marilith magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet 
  to an unoccupied space it can see. 
  Parry. The marilith adds 5 to its AC against one melee 
  attack that would hit it. To do so, the marilith must see 
  the attacker and be wielding a melee weapon. 
  Medium fiend, chaotic evil 
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   1 (-5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities Radiant 
  Damage Resistances Acid, Fire, Necrotic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks 
  Damage Immunities Cold, Lightning, Poison 
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained 
  Senses Darkvision 120 ft., Passive Perception 11 
  Languages Abyssal, Telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Incorporeal Movement. The demon can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the 
  demon can take the Hide action as a bonus action. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) psychic damage or, if the 
  demon had advantage on the attack roll, 17 (4d6 + 3) 
  psychic damage. 
  
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  25 
   
   
   
   
   
  
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  26 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
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  Neutralizing the vitality crystal is a two-step process of pedestal and shard configuration. 1.) Pedestals must be in 
  the correct locations on the tile design. 2.) Each pedestal must have the correct number of shards inserted. When the 
  two correct configurations are achieved in succession, it will neutralize the vitality crystal. The tiles illuminate in 
  confirmation when a correct configuration is achieved at each step. All pedestals are initially found in dominant 
  positions (at the points). It is up to the adventurers to move them to a correct position. 
  • 
  The secondary colors (orange, green, and purple), must be moved into the subordinate positions to form a 
  triangle with the primary colors at the points.  
  • 
  Each pedestal must have a unique number of shards inserted. Red must have only one shard inserted.  
  • 
  The total number of shards for each side of the triangle must add up to nine. 
  • 
  The primary colors (red, blue, and yellow), must be moved into the subordinate positions and secondary 
  colors must be moved into the dominant positions to form a triangle with the secondary colors at the 
  points.  
  • 
  Each pedestal must have a unique number of shards inserted. Blue must have only one shard inserted.  
  • 
  The total number of shards for each side of the triangle must add up to twelve.  
   
  *** Note: A second valid configuration exists which mirrors the configuration below. As long as the shard count is 
  unique, and the sides add up to the correct number, it is valid. 
   
   
   
            
      
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  29 
  Title 
  Author 
  First 
  Name 
  Last 
  Name 
  Category 
  Script 
  Title 
  Count 
  Restricted* 
  The People and Wonders of 
  Southern Chult 
  Dhalmass & 
  Allisandra Rayburton 
  D 
  Rayb 
  History 
  Common 
  7 
  No 
  Crystalic Healing and the 
  Psychometabolist 
  House Obladra 
  - 
  Obla 
  Arcana 
  Elvish 
  5 
  No 
  The Friends and Enemies 
  Within 
  Vanrak Moonstar 
  V 
  Moon 
  Philosophy 
  Infernal 
  5 
  Yes 
  Reboot Settings 
  -- 
  A 
  Sage 
  Gen. Works 
  Other 
  1 
  No 
   
  *The Bibliomancer prompts the user for security by illuminating the central hand reader. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  30 
   
  These should be cut out and given individually as 
  they are discovered. 
   
   
   
   
   
   
   
   
   
  Mosaic: Ubtao’s Creation of Chult 
  _________________________________________________________________________________________________________________________________ 
  Crystalic Healing and the Psychometabolist  
  property of House Obladra 
  _________________________________________________________________________________________________________________________________ 
   
   
   
   
   
  Mosaic: The Wrath of the Spellplague 
  _________________________________________________________________________________________________________________________________ 
  The People and Wonders of Southern Chult  
  by Dhalmass and Alisandra Rayburton 
  _________________________________________________________________________________________________________________________________ 
   
   
   
   
   
  Mosaic: Birth of the Silent Tower 
  _________________________________________________________________________________________________________________________________ 
  The Friends and Enemies Within 
  by Vanrak Moonstar 
  _________________________________________________________________________________________________________________________________ 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
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  DDAL07-13 Old Bones and Older Tomes 
   
   
  32 
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  33 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  34 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  35 
   
   
  Bibliomancer Reset 
   
  From emergency mode. 
   
  F. Name: A  
  L. Name: S, A, G, E  
  Category: General Works 
  Script: Other 
  Title Count: 1 
  Restricted: no 
  Push the red button!!!
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  36 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible character 
  receives a copy: 
  Anyone participating in the Conversation with 
  Crannaston encounter in the upper chamber is 
  haunted for weeks by the following two lines of 
  prose: 
  Past the dark depths of the forest 
  You find the lock and hold the key 
  The character knows that it is the second verse to a 
  poem but cannot make it out in their head. However, 
  they are sure to recognize it immediately if heard or 
  read. This verse haunts you until you know it 
  completely. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  37 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Wand, very rare (requires attunement by a spellcaster) 
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 of its charges to cast the 
  polymorph spell (save DC 15) from it. The wand 
  regains 1d6 + 1 expended charges daily 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 can be found in the Dungeon Master’s Guide. 
   Having this wand on one’s person causes fits of 
  restless sleep—where the owner’s nights are filled 
  with wonderful dreams of soaring above the canopy 
  on wide, feathered wings; burrowing among the roots 
  of immense trees with wide, thick claws; and the 
  other goings on that jungle critters seem to enjoy so 
  much. Aside from this, the slender, foot-long length of 
  grey stone is otherwise unexceptional.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-13 Old Bones and Older Tomes 
   
   
  38 
   
  Medium humanoid (human), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages see sidebar 
  Spellcasting. The mage is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +5 to 
  hit with spell attacks). See the sidebar for the wizard 
  spells the sage has prepared: 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
   
  The Candlekeep sages haven’t led a life of adventure, so their 
  spell options are limited, and they need protection if they are 
  to survive in the wilds of Chult. However, they each have skills 
  that may be prove valuable. 
   
  Augustus is able to cast a ward of protection. This ward 
  protects five people with 10 temporary hit points. He can cast 
  this twice per long or short rest.  
  Languages: Common, Abyssal, Infernal, Elvish. 
  Spells. 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic missile, 
  shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (2 slots): dispel magic 
   
  Friendly creatures within 30 ft. of Octavius who roll a 1 on a 
  d20 for an attack roll, ability check, or saving throw, can reroll 
  the die and must use the new roll. Halflings may reroll with 
  advantage.  
  Languages: Common, Infernal, Primordial, Chultan. 
  Spells. 
  Cantrips (at will): ray of frost, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, ice knife, 
  comprehend languages 
  2nd level (3 slots): blur, gentle repose 
  3rd level (2 slots): counterspell 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S7 - Tomb of Annihilation/DDAL07-13_Old_Bones_and_Older_Tomes_v1.0.pdf