TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
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  CCC-BWM-001 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  2 
   
   
  Howling on the Moonsea 
   
  Aristocrats and nobles from all around the Moonsea come to vacation upon the pleasure barge 
  that sets sail from the floating Sokol Sea Palace. However, recent late-night howling and 
  frightening shapes in the dark have discouraged the usual number of customers from boarding 
  the Sokol Sea Palace. Rumors of Zhentarim cargo ships being attacked by unseen monsters in 
  Moonsea have also added to the fear of sailing to the once thriving vacation destination. Now, 
  the Sokol family and their ferryman Karsk are turning to the recent job fair in Phlan to find a 
  group of adventurers to investigate these alarming sounds and sights hoping to return their 
  business to prosperity once more.  
    
  A 4-Hour Adventure for 5-10 Level Characters 
   
   
   
  Jawsh Murdock 
  Author 
   
  Adventure Code: CCC – BWM – 001  
  Optimized For: APL 8 
  Version: 1.0 (Premiere) 
   
  Adventure Designed by: Jawsh Murdock 
  Edited by: Jia Jian Tin 
  Cover Art by: Jarred Olmstead & Jawsh Murdock 
  Playtested by: Ruthany Hour, Cindy Barton, Rose Bell, The Seer, Peter Allen, Jenn Barker, Adam L. Davis Sr., Michael Easley, 
  Micheale Easley, and James Sanford 
  Special Thanks to: David Middleton who gave me permission to use his amazing non-player character Banderes the bard. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET,
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
           3 
   
   
   
   
  Introduction 
  Welcome to Howling on the Moonsea, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and a standalone module written for Bookwyrm 
  2018, Fresno, California 
      This adventure is designed for three to seven 5th - 
  10th level characters, and is optimized for five 8th 
  level characters. Characters outside this level range 
  cannot participate in this adventure.  
      This adventure is set in the Moonsea region of the 
  Forgotten Realms, starting in the town of Phlan. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, 
  characters of higher or lower levels, and 
  characters that are otherwise a bit more powerful 
  than the adventure is optimized for. You’re not 
  bound to these adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battle maps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life.  
   To facilitate this, 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. 
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  4 
   
  Adventure Primer 
  Adventure Background 
       With the death of house Sokol’s late scion Egan 
  Sokol and the defeat of their current scion, Barret 
  Sokol in the election for leadership in Phlan, the 
  family has fallen on difficult times. However, there is 
  one Sokol left in the Moonsea who still manages to 
  turn a profit- Maurina Sokol, aunt of Barret Sokol. As 
  reconstruction efforts are in full swing to rebuild the 
  city of Phlan, Maurina spent her entire inheritance 
  to have a floating resort that she so-called, the Sokol 
  Sea Palace, constructed along with a smaller 
  pleasure barge that docks at the sea palace named 
  the Sea Flower. With these two floating attractions 
  created, she has them towed to the middle of the 
  Moonsea where she entertains well-paying nobles 
  and entrepreneurs, giving them exclusive tours of 
  the Moonsea and as much gambling, dining, dancing 
  and debauchery as they would like.  
       Business on the Sokol Sea Palace and its pleasure 
  barge, the Sea Flower, were doing quite well until 
  recent sounds of frightening howls and the reports 
  of people seeing Kraken tentacles rising from the sea 
  at night began to circulate. Since then, the nobles 
  and aristocrats have mostly been scared away from 
  Maurina’s floating attractions. Although she still has 
  enough money and customers to last her for quite a 
  while, she knows that it won’t last forever and the 
  Sokol Sea attractions will fail unless these harmful 
  rumors are dispelled.  
       The first place Maurina went to for help was the 
  city of Phlan, where her family keeps their produce 
  warehouse and business offices.  However, in light of 
  the recent elections, the new leader of Phlan, 
  Jhessail Greycastle was reluctant to offer any aid. It 
  wasn’t until several members of the Black Fist guard 
  heard that the bard, Banderes was going to be 
  aboard the Sea Flower as a performer, that any aid 
  was given. A quartet of Black Fist guards begged 
  Greycastle to be allowed to go, setting aside their 
  hatred of the Sokol family to get a chance to see the 
  famous bard. Unfortunately for Maurina, these 
  guards immediately became too obsessed with 
  meeting the bard and quickly abandoned their 
  purpose there. Greycastle, amused with this turn of 
  events, refused any further help and stated that the 
  Sea Flower was in the best possible care.  
       Maurina is now forced to look for help among 
  privately hired adventurers to investigate these 
  allegedly fearsome sights and sounds.  
       Meanwhile, the presence of this loud and gaudy 
  new sea attraction has caused the ire of a marid 
  named, Shahzada. He worships the goddesses of the 
  elemental planes of water and tempest – Olhydra 
  and Umberlee. In conference with these goddesses, 
  they agree that the Sokol sea attractions are a 
  disrespect towards the power and might of the sea. 
  They believe that the sea should be feared and 
  desire to see the cult of Crushing Wave brought back 
  to prominence. Imbued with the blessing of these 
  goddesses, Shahzada corrupted a group of mighty 
  Triton warriors. He bound them to serve the 
  goddesses and hatched a plan to bring about the 
  dominance of the Crushing Wave in the Moonsea.  
       Initially, Shahzada used the Tritons and their 
  leader Vodos to scare away the aristocrats and 
  nobles with a magical Horn of Howling. Shahzada 
  created the horn and crafted some drift wood to 
  look like tentacles of a kraken. However, Vodos, a 
  formerly innocent and lawful triton, has fully 
  succumbed to the corruption of Olhydra and is 
  overcome with a madness of greedy bloodlust. He 
  has decided that all those not following the ways of 
  the Crushing Wave must be destroyed. He now 
  orders his warriors to loot and pillage the rich 
  aristocrats of the Moonsea.  
       The adventurers will begin in the city of Phlan 
  where a large job fair is being held. Workers are 
  coming from all around to find a job in the rebuilding 
  city. Most of the good jobs are already taken at this 
  point and only the old ferryman, Karsk, who is 
  working for the Sokol family, is left as a quest-giver 
  to give a job to the adventurers. He is hiring them to 
  help reassure their patrons and to find the cause of 
  the mysterious howling that is driving away the 
  patrons of the Sea Palace and its pleasure barges.  
       The city of Phlan recently fell to the ancient green 
  dragon, Vorgansharax ‘the Maimed Virulence,’ and 
  the Cult of the Dragon. During the battles to defend 
  and ultimately retake the city, many of Phlan’s 
  historic buildings were badly damaged or destroyed, 
  but champions from all over the land gathered for an 
  epic battle, the city was finally reclaimed for the 
  citizens and nobles of the Moonsea.  
        
   
   
   
   
   
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  5 
   
  Adventure Overview 
  Part 1: The characters begin the adventure in the 
  last remaining Inn available in Phlan, The Leaky Eye. 
  The name of this Inn comes from the fact that its 
  only private dining hall has a large round hole over 
  it. It has been patched with tarps and scraps of 
  wood, but the owner doesn’t currently have the 
  funds to have it properly fixed. After spending the 
  night in the Inn, the adventurers hear chatter from 
  the patrons in the main dining hall about the Sokol’s 
  Sea Palace being haunted and many of the rich 
  nobles not returning there because of it. They also 
  hear old man Karsk argue with anyone gossiping 
  about the Sokol Sea Palace. He’s looking for a group 
  brave enough to investigate these false claims. Once 
  the party agrees to set sail with Karsk he 
  immediately takes them to the docks to set sail.  
       Note: This section is intended as an introduction 
  for the characters and is a role play only section. If 
  you are leading a strict four-hour timeslot, it 
  recommended to skip this section and begin the 
  adventure with part two. You may quickly 
  summarize this section or any of the story hooks, if 
  necessary, when the characters reach the setting of 
  part two.   
  Part 2: The group is dropped off on the pleasure 
  barge, ‘The Sea Flower,’ by Karsk with a mission to 
  calm and assure the patrons by winning some 
  gambling games and lightening the mood.  
  Encounter 1: As the night’s festivities are dying 
  down, there is an attack on the ship as 3 
  Banderhobbs tear through the bottom of the hull 
  and the rest of the NPCs are attacked by 4 Triton 
  Bandit Captains who have already attacked the 
  barge with magical bombs (only used to blow up 
  the bottom of the ship). 
  Note:  After the battle is completed the pleasure 
  barge will be sinking and in tatters. A sailor in a keel 
  boat will be gathering as many NPCs on his boat as 
  he can fit along with the adventurers. This is Captain 
  Tanheel. He reports that his ship, Tymora’s Luck has 
  been attacked by more Triton Bandits. He offers to 
  match the amount of gold that the Sokol’s are 
  paying them to save his ship and he’ll even give 
  them a ride over to the Sea Palace to save Maurina 
  Sokol once they’re finished.  
  Part 3: The adventurers will be navigated to the ship, 
  Tymora’s Luck, by Captain Tanheel. They will have to 
  climb up 20 feet to get aboard the ship where they 
  will need to battle the corrupted tritons to retake 
  Tymora’s Luck.  
  Encounter 2: Once aboard the Tymora’s Luck 
  they’ll find a group of Triton bandits looting the 
  corpses of the human crew. Battle will begin as 
  soon as characters are on board and they will 
  fight, Keros, a Triton Champion (Vodos’ second 
  in command), and 4 Triton Swashbucklers. 
  Part 4: The Tymora’s Luck, now with its captain in 
  command, sails the group back to the Sokol Sea 
  Palace and drops them off at the deck. Captain 
  Tanheel must take the nobles back to Phlan and 
  Hulberg, but leaves behind his keel boat for them, if 
  they need it.  
  Encounter 3: As the characters enter the Sea 
  Palace they first come to the trading platform, 
  Area 3 has 1 Marid waiting to impatiently for the 
  Tritons to finish their business. Note: It is 
  possible (and even encouraged) for players to 
  avoid battling the Marid if they are able to 
  successfully role play their way around him.  
  Encounter 4: Beyond the entry and at the end of 
  the Sea Palace, stands the Sokol Mansion which 
  is being attacked by Vodos (a Triton Warlord), 4 
  Triton Archers and 2 Triton Swashbucklers.  They 
  haven’t yet broken through the Mansion’s iron 
  gates, but unfortunately, Maurina’s archers have 
  run out of arrow and bolts and her ground troops 
  have all been killed.  
  Aftermath:  If the characters defeat Vodos and he’s 
  not killed in the final battle, Shahzada (if he’s still 
  alive) will claim his body and pull him back into the 
  elemental plane of water, threatening a possible 
  return.  
   
   
   
  Familiar Faces 
  This adventure uses many non-player characters 
  (NPCs) that some adventurers may have previously 
  encountered in past adventures in this storyline. 
  Knowledge of these NPCs is not necessary for full 
  enjoyment of this adventure, but the DM is 
  encouraged to read the sidebars accompanying each 
  NPC and the attached Dramatis Personae to 
  understand the past relationship that each may have 
  with the characters. Continuing to develop those 
  relations only serves to further invest players in the 
  storyline. 
   
   
   
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  6 
   
  Adventure Hooks 
  General Goals:  If characters don’t have a faction, then 
  they’ll want to take this as a job as it’s the only high paying 
  job left in Phlan. Although, a PC could join a vine clipping 
  crew around Mantor’s square where shambling mounds 
  and vine blights still hassle the castle. Or perhaps, they 
  could try to replace the wet wood in the Leaky eye with 
  fresh planks, but both jobs only pay 2 silvers per day (and 
  free stay of course).  Or a group of adventurers could 
  receive 1,000 gp to take the job from the Sokol Group to 
  save the Sea Palace.  
      If you have a character without a faction who isn’t 
  motivated by gold, they will have an oracle known as the 
  Seer, who will visit them and tell them that terrible things 
  are going to happen aboard the Sokol Sea Palace if they 
  don’t go to help them, or the character themselves will 
  have a similar vision that will come to them in a dream of 
  crashing waves.  
   
  Harper Goals: The Harpers have heard that there has been 
  a mysterious Howling sounding in the night. They would 
  like any Harpers agents to learn why people are hearing 
  these odd howls. They’re also suspicious, given the Sokol 
  family’s history, that they may be messing around with 
  things they shouldn’t be and possibly bringing this malady 
  to the Moonsea.  
   
  Zhentarim Goals: Several Zhent trading ships haven’t made 
  it back to harbor when traveling near the Sea Palace. Pieces 
  of these ships have been found torn to shreds flowing back 
  to the Zhent keep.   All Zhentarim members are to explore 
  the area around the South Moonsea (near the Sea Palace) 
  to discover why these ships are being torn to pieces.  
   
  Order of Gauntlet:  Oren Whitesail, a Cleric of Tyr was sent 
  to establish a temple of Tyr aboard the Sea Palace and was 
  asked to protect Maurina Sokol and make sure that her 
  family stays within the beliefs of her ancestors and doesn’t 
  turn to worshiping demons, as has been the case with a 
  few of the less reputable Sokol family members. Order of 
  the Gauntlet members are to rescue Oren and find out if 
  he’s been successful in spreading the word of Tyr and 
  keeping the Sea Palace from demon worship.  
   
  Lord’s Alliance Goals: The Lord’s Alliance fears that the 
  economy of the Moonsea will be dramatically impacted 
  and the major cities may start clashing against each other if 
  the fear of the Moonsea Howling continues. The leaders of 
  both Phlan and Hulberg are already having conflicts and 
  pointing fingers at the other for recent problems with trade 
  shipments.  Lord’s Alliance characters are asked to make 
  sure that trade is restored and that the noble denizens of 
  both cities are returned safely.  
   
  Emerald Enclave: The Emerald Enclave has noticed a 
  disturbance in the behavior of sea creatures in the south 
  bay of the Moonsea who are behaving more aggressively 
  than usual or are fleeing the area. Emerald Enclave 
  characters are to find the cause of this disturbance and find 
  the source of the rising tides along the southern coast of 
  the Moonsea. 
   
   
   
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  7 
   
  Part 1: A Leaky Job in Phlan 
  “No, I would not want to live in a world without dragons, as 
  I would not want to live in a world without magic, for that is 
  a world without mystery, and that is a world without faith.”  
   —R.A. Salvatore, Streams of Silver 
  Estimated Duration: 30 minutes 
  The adventure group is in the town of Phlan where a 
  large job fair is going on. Unfortunately, all the good 
  jobs and all the good hotels have already been 
  taken. The classier places to stay like the Velvet 
  Doublet, The Cracked Crown and Madame Freona’s 
  Teakettle are completely full. Even the less classier 
  places like the Laughing Goblin and the Bitter Blade 
  are also without an inch of free space. That leaves 
  the Leaky Eye (named for the round hole above its 
  side banquet hall). This is where the adventurers are 
  staying. The food isn’t good, the roof isn’t dry, and 
  the beds are not comfortable, but the ale is stout 
  enough and they always have a fire that burns hot in 
  the dining hall.  It is inside this Inn that the 
  adventure begins. The players have all stayed the 
  night at this Inn while looking for work and they 
  know that they are to meet with a man named Karsk 
  first thing in the morning to talk about the last 
  available job in town.  
  As you walk down the stairs, from the second story rooms 
  of the Inn, you find that the dining hall of the Leaky Eye is 
  filled with two dozen soggy sailors sitting around tables 
  grumbling to each other about the horrors of the 
  Moonsea. A wispy old man with windswept white hair sits 
  at the bar grinding his teeth in anger as he overhears the 
  conversation. The Barkeep, a portly Dwarf named Burly, 
  tries to reassure the old man. “Don’t you mind them Karsk. 
  Sailors are always a superstitious lot.” One of the sailors 
  named Dinty, jumps up from his seat and yells, “It’s not 
  superstition I tell you! It’s those Sokols again. They’re 
  doing something out there in that Sea Palace. Each night 
  as I’m sailing home I hear ungodly howlin’ nearby there 
  and saw the shape of a Kraken peeking out of the water 
  just behind their pleasure barge. I’m not the only one. 
  Many nobles left the barge ‘cause of it.”  
  The old man, Karsk bangs his hand on the bar. “Lies! 
  Maurina Sokol is a fine lady and isn’t dabbling with any 
  dark power, let alone a kraken. Ain’t no krakens in the 
  Moonsea. It’s something else. I’ll be hiring some 
  adventurers to investigate it all out. Once it’s sorted, you’ll 
  see. It ain’t nothin’! And you’ll have to eat your soggy hat, 
  you will.” All eyes in the Inn turn to the group of 
  adventurers who just arrived as if in expectation that you’ll 
  be the ones to settle this dispute.    
  Karsk will tell the characters that he’s looking for a 
  fine group of adventurers to sort out what’s going on 
  aboard the Sokol Sea Palace and its pleasure barges, 
  and that he’ll pay good money to anyone willing to 
  investigate this matter. If asked any questions, Karsk 
  knows the following:  
  • The Sea Palace was built earlier this year and is 
  still fairly new. It has docks where many ships 
  from neighboring cities will come to visit and sell 
  supplies. It also has a popular pleasure barge 
  named the Sea Flower that docks at the Sea 
  Palace and takes many wealthy Moonsea 
  aristocrats on gambling cruises around the 
  Moonsea before returning back to the Sokol Sea 
  Palace.  
  • The Sea Palace has a large fishery in the middle 
  of its open plaza where deep sea fish are caught 
  and stored for sale to merchant sailors around 
  the Moonsea.  
  • The Sea Palace has a well-guarded mansion 
  where Maurina Sokol lives and manages the Sea 
  Palace.   
  • Maurina Sokol is willing to pay the party 1,000 
  gold pieces for them helping to investigate the 
  noises and sights that are scaring away their 
  patrons, and would like them to start on the 
  pleasure barge where the most noise has been 
  heard at night. Karsk will give the party 100 gold 
  to gamble with at the pleasure barge to help 
  complete their mission, but is able to give them 
  up to 500 gp of the total 1,000 gp being offered 
  as soon as they reach the barge if the party 
  barters for it.  To barter for additional gold, it will 
  take a DC 15 Charisma (Persuasion) check to 
  convince him. If the characters try to intimidate 
  Karsk, he’ll get angry and even more stubborn 
  and possibly storm out of the room. He’ll yell, 
  “Stink-mouthed hobo adventurers ought to 
  respect their elders and betters.”  
  DM’s Note:  
  If the characters do successfully barter the entire 
  500 gp from Karsk at this point in the adventure, 
  they won’t be able to barter for it later with Jon 
  Dandy, nor will they be able to steal it from Jon 
  Dandy’s office.  
  • Karsk doesn’t believe that there is any real 
  danger near the Sea Palace. He believes it’s 
  probably a group of jealous merchants from the 
  city of Hulberg trying to scare away the 
  aristocrats that are spending their money there.  
  • Maurina Sokol is the widow of one of the 
  wealthy merchants from the Sokol family based 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  8 
   
  in the city of Hulberg, but the rest of the family 
  treats her as an equal and she has created a 
  great relationship with the nobles in the city of 
  Phlan. It’s also quite obvious to anyone who asks 
  about her that Karsk is quite in love with her, 
  even if the old ferryman has no chance with the 
  noble lady.   
  Items on the Leaky Eye Menu 
  • Seaweed Soup 
  • Baked Bread 
  • Blue Cheese Wedges (Is that mold or cheese? 
  You’ll have to taste it to find out)  
  • Salty Fisheye Stew 
  • Catch of the Day (Knucklehead Trout) 
  • Light Ale 
  • Stout 
  • Fish Mead 
  • Grog (mostly seafoam and dirt, but is very potent) 
  • Sokol Wine (known for being terrible) 
   
  Optional Exploration 
  If time allows, feel free to hand out the map of Phlan 
  (see Appendix) to the characters and allow them to 
  explore around Phlan. Most places will be either torn 
  down or completely boarded up in various stages of 
  the rebuild of Phlan. Characters can find out any 
  information they missed from Karsk or Burly at the 
  open locations, but there are no side quests at any 
  of these locations. The local armory, smithy and 
  merchants will have items for sale that are listed in 
  the Player’s Handbook. 
   
  Roleplaying Karsk 
  Karsk the ferryman is a frail old sailor who has stayed 
  alive in Phlan for many years due to his skill at self-
  preservation.  His large eyes, toothless scowl and 
  stringy white hair and beard, make many believe 
  that he’s a bit crazy when he tells tales from the sea. 
  Although he is somewhat cranky and bitter from the 
  years of attacks on Phlan, he’s not quite crazy. He 
  has less close friends than teeth, and trusts very few 
  people, but is fiercely loyal to those friends that he 
  does have. He knows the Moonsea like the back of 
  his hand. He can navigate safely through the sea’s 
  rough waters even in the dark 
   
  Sokol Gold: Karsk does not have the gold to pay the 
  adventurers right away, nor is the money in his room 
  at the Leaky Eye Inn. He will get the gold for them on 
  the way to the dock from the heavily guarded Sokol 
  office that is located within walking distance of the 
  Inn, but the players will not know the location of this 
  office. However, Karsk has enough credit at the 
  Leaky Eye Inn to pay for all the characters’ rooms at 
  the Leaky Eye Inn and to pay for any drinks or food 
  that the characters may want to eat.  
  Following the introduction of location, the Inn and 
  the quest, allow the players to role-play briefly (or as 
  time permits) prior to spending the night in Phlan. 
  When the players wake in the morning, they’ll be 
  greeted by the smell of burning bacon throughout 
  the entire Inn. They’ll see Karsk arguing with his 
  fellow sailors and dockhands and waiting impatiently 
  for his requested adventurers to arrive, eager to get 
  on the sea before the waves become too choppy. 
   
  Once the players are ready, Karsk will guide them to 
  the docks of Phlan where they’ll go with Karsk to his 
  single mast, keel boat. With the help of a few local 
  sailors the ship will quickly push off and he will 
  adeptly sail into the rollicking waves of the 
  Moonsea.      
   
  Important DMs Note   
   
  If time is no limit, go ahead and play this section as 
  written. However, if you’re trying to run this module 
  in 4 hours, skip the Leaky Eye portion of this module 
  and begin the adventure as the players board the 
  Sea Flower, pleasure barge.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Part 2: Bandits on the Sea 
  Flower 
  Estimated Duration: 90 minutes 
  “The Moonsea is a cold, clear, deep lake the color of 
  dark amethyst, with frequent storms and turbulent 
  weather that mirrors its turbulent past and present. 
  It is a place where unwary adventurers can either 
  make a name for themselves or be buried under the 
  dark, hungry waves.” 
  -John Terra, The Moonsea Reference Guide.  
    
  The old sailor toothless sailor, Karsk, stays true to his 
  word and ferries the adventurers onto the Moonsea. 
  Ask the players if any are proficient with sea vehicles 
  and note their responses.  The sea is choppy and will 
  most likely cause sea sickness for any adventurer 
  who isn’t proficient with sea vehicles (having this 
  proficiency allows the player to automatically 
  succeed against having sea sickness).  Have 
  characters make a DC12 Constitution save, if they 
  fail the save they’ll throw-up whatever food is in 
  their belly and gain one level of exhaustion from the 
  sea sickness. If the character succeeds, they’ll 
  probably be queasy, but no worse for the wear. 
  Karsk on the other hand, seems to be at his best and 
  most comfortable on the choppy sea. He navigates 
  the rough, rocking waters with ease and serenity; 
  singing love songs to the sea as they sail. As they 
  reach the calm portion of the sea, a rectangular 
  barge floats into view.  
     When they reach the pleasure barge, known as the 
  Sea Flower, Karsk docks the boat at a short quay on 
  its deck. He helps the party up onto it. He quickly 
  reminds them of their task before throwing them 
  their promised amount of gold in an old burlap sack 
  before dipping his oar back into the sea and he 
  departs back to his ferry station in Phlan.  
  As old Karsk steps back into his boat, he shouts back to the 
  party, “Remember, the Sokol’s are paying ya’ to not only 
  guard and investigate all the howling hub-bub, but also to 
  calm patrons by showing yourself to have a good time at 
  the gambling tables and reassuring them that everything’s 
  okay. The Sokol’s ledger man, Jon Dandy, is the one you  
  want to meet. He’s the one running the barge. You can’t 
  miss him, he’s the bloke with peacock feathers in his hat. 
  He’ll get you all set up. I’ll be back in a few days’ time if 
  you need anything. In the meantime, may the luck of 
  Tymora be with you.”  And with that, the old sailor casts 
  off the mooring lines and gives a short bow as he takes to 
  the helm of his keel boat and begins to sail away.         
  The thick wooden double doors to the pleasure 
  barge open inwardly and are held in the closed 
  position by a latch that raises and lowers on both 
  sides of the door. The door is not locked. When the 
  characters enter the pleasure, barge read or 
  paraphrase the following:  
  Inside the rectangular pleasure barge are 8 round 
  unoccupied gambling tables in the middle of the main 
  room. Red velvet covered booths are situated all along the 
  walls. About half of the booths are occupied by various 
  dour-looking aristocrats surrounded by extravagantly 
  dressed strumpets in frilly dresses and tight bodices. An 
  odd-looking man wearing light-blue hose, a shiny green 
  doublet and a velvet hat filled with peacock feathers, 
  paces along the walls hoping to see more activity at the 
  gambling tables.  
   
  The smell of gardenia scented candles fills the room 
  from the candlelit chandeliers hanging above the gambling 
  tables. There is also the mustier smell of spilled wine 
  soaked into the red patterned carpet below and a lighter 
  pleasant smell of cooked chicken wafting out from a 
  closed door set into the northern wall. A muffled sound of 
  music also appears to be coming from the behind the 
  northern wall. 
  Area 1: Casino Room 
  This section describes any features in the Casino 
  Room 
       Ceilings. The ceilings are 15 feet high 
       Light. Well lit. Candlelit chandeliers hang above 
  the center of the room and table lamps hang along 
  the walls. 
       Sound. distant music coming from another room. 
  Quiet murmurs come from most of the booths, but 
  one of the booths contains a group of hiccupping 
  drunkards who seem to be singing along to which 
  ever song seems to be playing in the room to the 
  north. Snoring can be heard from sleeping gambling 
  dealers at their tables.  
       Smells. Gardenia scented candles are burning 
  from above, old spilled wine smells bitter on the 
  
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  carpet and the smell of cooked chicken wafts out 
  from the northern banquet room.  
   
  Jon Dandy, the ledger man in light blue colored 
  hose, a shiny green doublet and a velvet hat filled 
  with peacock feathers paces along the eastern walls 
  waking sleeping dealers at their gambling tables and 
  encourages groups in the booths to play at one of 
  the tables.  
   
  When the characters enter the room, Jon Dandy 
  greets the party and welcomes them to an empty 
  booth. He welcomes them warmly and offers them 
  free drinks. As he and explains their duties aboard 
  the pleasure barge, it is possible to barter with Jon 
  Dandy for the entire half of the 1000 gp that was 
  originally promised by Karsk, but only if Karsk hasn’t 
  already been persuaded to give the party the entire 
  500 gp.  With a successful DC15 Charisma 
  (Persuasion or Intimidation) check, he’ll provide up 
  to 500 gp up front (excluding the amount previously 
  given by Karsk), but he expects them to spend some 
  of the money while gambling. If they win more gold 
  in addition to the gold they are given, they’re able to 
  keep the additional gold.  
  A thin human man, dressed in bright garish clothes and a 
  hat filled with peacock feathers approaches the party with 
  open arms. “Oh, I’m so excited to see you! Finally, we have 
  some adventurers that can help bring some life back into 
  our little party on the sea. Come sit with me and let’s have 
  a drink as I brief you on your duties here on the Sea Flower 
  pleasure barge.” He beckons them to one of the empty 
  booths along the wall. The mission is explained (see 
  below), gold is given and wine is poured for everyone by 
  painted women in frilly dresses.  
        They are to accomplish 3 tasks every day for 3 
  days. Succeed with at least 3 tasks each day, such as: 
  • Winning gambling games individually or as a 
  group to get other patrons excited to gamble. 
  • Or convince the groups of the dour looking 
  patrons that everything is going to be okay and 
  that they should either gamble or join in a dance 
  in the banquet room. 
   
  DMs Note   
  Trying to intimidate the patrons will only work once, 
  as Jon Dandy will warn the characters after the first 
  time and threaten to cut their pay if they don’t treat 
  the patrons nicely. If Jon doesn’t witness the 
  intimidation, the patrons will complain to him.  
  The players may choose to complete all 3 tasks 
  by only gambling, only convincing the dour patrons 
  or a combination of the two. Any of those are fine. 
  Just make sure, for time reasons, to have Dandy take 
  them off of their shift once 3 tasks are complete, to 
  keep the story moving along. However, if time is no 
  limitation, feel free to role play this section for as 
  long as it seems to entertain the players.  
   
  Once the players accomplish their 3 tasks, they move 
  on to the next phase of their job: 
  • Investigating any strange howling noises or odd 
  sights (such as the rumored Kraken sightings) at 
  night and find their source. 
  However, prior to the ship settling down for the 
  night, they are able to take short break for their 
  dinner and festivities.  
   
  DM’s Note  
  Accomplishing all 3 of these tasks over a 3-day 
  period is supposed to be the work they must 
  accomplish to get the rest of the payment that 
  awaits them back at the Sokol Sea Palace. The 
  remainder of the gold is not aboard the Sea Flower. 
  The group will not actually be able to accomplish the 
  task over that time frame, but they do not know this. 
  The investigation portion of their job, on the other 
  hand, will be something they can achieve.  
   
  Once the characters understand their duties aboard 
  the pleasure barge, Jon Dandy stands up from the 
  table and takes them to their rooms on the upper 
  level of barge so they can change into the 
  appropriate attire:  
  “Now that you have your tasks, you’ll have to decide who 
  is taking what roles. I’ll need at least two of you to change 
  into formal attire to do some gambling, while the rest of 
  you can wear what every you choose to help greet guests 
  and get them in the mood for fun. I have a full supply of 
  fancy trousers, delightful doublets and gorgeous gowns. I’ll 
  have them taken to your personal quarters in the upper 
  deck. Shall we go?”  
  The upper deck (see area 5 below) is a series of 12 
  small rooms, each with four bunk beds each (8 total 
  beds per room). These rooms all contain empty 
  dressers, foot lockers but nothing else of worth. The 
  player won’t know which rooms belong to which 
  NPC, but are able to share a single room with the 
  entire party and utilize that room however they see 
  fit. The characters’ room is stocked with a variety of 
  
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  dress clothes that Jon Dandy has brought up from 
  the dressing room.  
       The party will now have to decide who will take 
  which task. At least two characters must change in 
  to dress clothes which may affect their AC while 
  they’re on-duty, but will be able change back into 
  their normal clothes each night at the end of 
  festivities at around mid-night. For 3 player groups 
  that means that only one player will be able to stay 
  in their normal armor, but this should work okay for 
  accomplishing these tasks. For larger parties, you 
  can adjust the amount of successes needed to 
  accomplish these tasks, but that probably won’t be 
  necessary. DMs who have less time to role play, may 
  want to have the players put on a fancy robe, cloak 
  or gown over their armor, so that their AC is 
  unaffected and it’s an easier transition in the next 
  encounter.  
   
  Gambling Games 
  Crown’s Dozen:  This game is played with three d12 
  dice for the dealer, at least one die or token of any 
  type for each player and the Crown’s Dozen ‘playing 
  board’ handout in the appendix. This game can play 
  up to five players at once. 
  • Step One, Claiming the Board- Each player 
  places their die (or token, it doesn’t matter) on 
  one of the 12 numbers listed on the Crown’s 
  Dozen player board.  Once a number is claimed 
  by a player, no other players can claim that same 
  number for that round. It is possible for a single 
  player to place several different bets in the same 
  round, but they must spend at least 1 gp per bet.  
  • Step Two, Rolling the Dice-  The dealer rolls the 
  3 d12 dice. If the player’s bet matches one of the 
  dealer’s dice, they win back their original bet. If 
  the player’s bet matches two of the dealer’s dice 
  rolls, then player wins double their bet. If the 
  player’s bet matches three of the dealer’s dice, 
  then the player triples their bet.  
  DMs Note: Each of the dealers d12s are only 
  considered by their individual face value after being 
  rolled. They are not added to any of the other dice.  
  • Step Three, Declaration-  Winners are declared 
  and gold is allocated to each winner. If there are 
  multiple winners in a single round, please note 
  that this only counts as one win for the party’s 
  task.  
   
  Threes. This is a very simple game where each player 
  needs 5d6 to play. This game is best in groups of 3 to 
  5, but can be played as a 2-player game with just the 
  dealer. The goal in the game is to have the lowest 
  total sum for your dice. The minimum bet for this 
  game is 3 gold pieces.  
  • Step One, Rolling the Dice-  Each player and the 
  dealer rolls 5d6 at the same, openly on the table. 
  • Step Two, Presenting the Dice- Each player adds 
  the sum of all 5 of their dice together. Most of 
  the dice are taken at face value, however, “3s” 
  are all counted as zeroes. So, if a player rolls five 
  3’s on their 5d6s, then their total would be zero, 
  and they’d automatically win.  
  • Step Three, Comparing Scores-  When all sums 
  have been counted, the player with the lowest 
  sum wins all the bets. If there is a tie, then all 
  winners split the winnings equally in half, 
  rounding down to the lowest even number 
  (dealer keeps the remainder, if there is any).  
   
  Placing Gambling Bets: All bets must be 1 gold piece 
  or more. All winnings are based on a double or 
  nothing, payout. In other words, winners double the 
  amount they bet, and losers lose everything they bet 
  and get nothing in return.  
   
  DMs Note  
  The players can accomplish their daily task by 
  winning 3 times at any of the games in any 
  combination, even the same game 3 times, if they 
  wish. Use whatever works best at the table. If you’d 
  like to use other quick gambling games at the table 
  instead of these, that’s completely fine as well. To 
  conserve on time, it’s recommended that the players 
  be allowed to gamble in groups to allow multiple 
  wins in as few gambling sessions as possible to keep 
  the adventure moving along.  
   
  XP Award 
  Each player that participates in a gambling game is 
  awarded 50 XP. 
   
  Here are the five groups of dour patrons who are the 
  options to be convinced to either gamble or dance in 
  the banquet hall:  
   
       The Bumbertruckle Group: This group of Halfling 
  farmers are led by Augustus Bumbertruckle and his 
  four associates from the Hulberg farmer’s guild. 
  Augustus will claim that his group of farmers have 
  fallen on hard times due to shipping problems and 
  an unseasonal drought. Still, he says that he couldn’t 
  stay away from seeing the legendary Sea Palace that 
  everyone is talking about. But since he’s been on 
  
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  board, he’s been bored out of his mind with the lack 
  of meaningful things to do and is frightened out of 
  his mind at night. Augustus claims that he can’t wait 
  for the 3 days to be up so that he can just get back to 
  his farm. 
       Any character who makes a DC15 Wisdom 
  (Insight) check, will notice that Augustus is lying 
  about something. It seems that he has ulterior 
  motives, but they won’t know what.  
   
  DMs Note  
  Augustus and his friends are planning to rob the boat 
  on the 2nd night, but they’ll never get the chance. 
  More on that later.  
      
    Task: This group can’t be persuaded to do any 
  activity, but a DC20 Charisma (Intimidation) check 
  will get them to dance in the banquet hall. Keep in 
  mind that using intimidation will result in angering 
  Jon Dandy, who will reduce the overall offered 
  reward by 10%, if they use this tactic more than 
  once.  
   
   
  Optional XP Award 
  Each player that helps in discovering that the 
  Bumbertruckle group is planning to rob the Sea 
  Flower and turns them into Jon Dandy is awarded 50 
  XP.  
   
       The Red Plume Group: These five off-duty human 
  soldiers from the town of Hillsfar are led by their 
  commanding officer, Sergeant Cassius Butcher. 
  Ironically, these soldiers who are all off on “shore 
  leave” couldn’t wait to try the pleasure barge and 
  the Sokol Sea Palace. The soldiers thought it would 
  help their Sergeant take his mind off of his discovery 
  that his wife had left him when he last returned 
  home. Sergeant Butcher’s return to Hillsfar after his 
  yearlong battles in the Underdark was quite 
  unsettling to him and now Hillsfar has greatly 
  changed since he’d last been there.  These guys are 
  who they say they are- a group of young soldiers 
  worried for their older depressed captain. 
       Task: This group can be persuaded with DC15 
  Charisma (Persuasion) check to either dance or 
  gamble.  
   
       The Goblinkicker Group: This is a mixed-race 
  group of business owners from Phlan led the by the 
  Dwarf, Durnam Goblinkicker (the often-traveling 
  owner of the Laughing Goblin Inn). With him is a 
  large red-headed human woman, Imizael and her 
  sun elf fiancé, Vartan Sylvar, along with the human 
  ‘Little’ Mark Hosslepond, and a twin pair dwarven 
  sisters – Gurdis and Mardred. This group’s issue isn’t 
  that they’re being dour, it’s that they’re drinking so 
  heavily that they haven’t been sober enough to 
  leave their booth. The characters will need to talk 
  this group into putting aside the ale for a minute or 
  two so that they can enjoy some of the other 
  available activities aboard the pleasure barge.  
  Durnam is trying to groom ‘Little’ Mark to take his 
  recently deceased father, Fat Mar’s old spot in 
  running the Laughing Goblin. They agree to go 
  dancing for a bit if any one of the characters can 
  beat Mark in a drinking game.  
       Task: The character must make Constitution 
  Saves each round they drink with ‘Little’ Mark. Each 
  round gets progressively more difficult. The first 
  character to fail the Constitution save loses the 
  game and suffers one level of exhaustion. If there 
  are multiple characters drinking with ‘Little’ Mark, 
  the group wins as long as Mark fails his save before 
  they do. If the characters win, Durnam and the 
  group dances as promised. If there is a tie between 
  Mark and a character, both ‘lose,’ but Durnam 
  convinces the group to go dancing anyways – thus 
  accomplishing the group’s objective.   
   
  Drinking Game 
  ‘Little Mark’ has +5 to his Constitution saving throw 
  and advantage.  
  Round 1: DC = 10;  
  Round 2: DC = 12;  
  Round 3: DC = 15;  
  Round 4: DC =18;  
  Round 5: DC = 20.  
  If Mark hasn’t already failed by round 5, he will fail 
  that round.  
   
       The Doverson Group: These five humans (3 male 
  and 2 female) are from the noble Doverson family. 
  They are visiting the Moonsea from Waterdeep to 
  support their cousin Colvin Doverson who is 
  currently in the running to become the next Lord 
  Protector of Phlan. These well-dressed Waterhavians 
  are bragging loudly about how much better things 
  will be in the Moonsea when their family gains 
  control and how terrible everything is on the 
  pleasure barge. Nothing impresses this group and 
  nothing is good enough for them. The group will 
  have to overcome this group’s pretentiousness in 
  order for them to care about anything on the boat. 
  They might go to view the dancing and watch the 
  famous bard playing in the banquet hall, but will 
  
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  always refuse to gamble – that would be beneath 
  them. Their names are Elliea, Leylin, Darin, and Kevis 
  Doverson and Donal Daoran. 
       Task: This group won’t gamble under any 
  circumstances, but can be persuaded to listen to the 
  Toril-wide famous bard, Banderes play in the 
  banquet hall. The characters will need to make a 
  DC15 Charisma (Persuasion) check to convince 
  them. However, if one of the characters thinks to 
  mention that Banderes is rumored to be from 
  Waterdeep, they automatically succeed at this 
  persuasion.  
   
       The Banderes Fan Club Group: These four women 
  appear sullen and angry. Two of the four are large 
  muscular women wearing the garb of a Black Guard 
  of Phlan – Keria and Aravele. These two are 
  supposed to be working security aboard the pleasure 
  barge, but are currently distracted from their duty.  
  One of the other two is small blonde-haired woman 
  named Cynthia and the last lady is a half-orc woman 
  named Vola. The group came aboard the barge with 
  the intentions of proposing marriage to the famous 
  raven-haired bard from Phlan, Banderes. He 
  however, ignored them all and when they pushed 
  him to acknowledge them he rebuffed them and told 
  the ladies that he had no time to fraternize with 
  overstuffed patrons. Meanwhile, they noticed that 
  Banderes couldn’t take his eyes off the braided-
  haired dancer, Ailee and her bronze corset. The 
  group of women were either sitting silently or 
  talking in angry spurts about how to best assassinate 
  the dancer without being caught. The characters will 
  have to convince the women why they should take 
  their attention away from the dancer and the bard 
  and do something else instead.  
       Task: These women can be easily convinced to 
  dance with a character if they are invited to dance 
  (no check is needed as long as they are invited, they 
  will accept the request automatically). They won’t 
  enter the banquet hall under any circumstance 
  unless they are accompanied by a dance partner. 
  They can also be convinced to gamble with a DC18 
  Charisma (Persuasion) check.  
   
  XP Award 
  Each character that contributes in convincing any of 
  the above groups to participate is awarded 50 XP. It 
  is encouraged that players be allowed to achieve 
  these tasks in groups to conserve time. 
   
  DMs Note  
  The following areas are places for role play and 
  exploration. However, if your game is limited to a 
  four-hour time span, you’ll need to skip most of 
  these to keep the pace of the module going. If time 
  is not a factor for your adventure, feel free to allow 
  the players to explore the interesting tidbits, like Jon 
  Dandy’s private letters, or even going with Banderes 
  into the storage room to reenact a famous, romantic 
  movie scene.  
   
  Area 2: Banquet Hall 
   
  Inside this room are several round dining tables set with 
  red table cloths and topped with crystal goblets, porcelain 
  plates and silver flatware. At the north end of the room is 
  a dance floor and stage. There are about a dozen people in 
  this hall. Most of the patrons are dining and enjoying the 
  music, but there are a few couples on the dance floor. 
  There is a striking looking woman on the dance floor 
  wearing a shiny bronze corset over a shimmering black 
  skirt, with an elaborate braid in her brown hair. Her 
  movements on the dance floor almost appear hypnotic.  
   
  However, her dancing is the second most remarkable 
  thing in the room as all eyes are on the bard that plays on 
  the stage in front of two backing musicians, a flute-player 
  and a fiddle-player, who both fade into the background 
  against the handsome features of Banderes the bard. 
  Banderes wields his lute with a confident grace as he sings 
  and plays. His long dark, silky hair is pulled back into a 
  loose cord at the nape of his neck and he wears a simple 
  outfit of matching black and red doublet and trousers. His 
  enchanting music modulates from high energy ballads, to 
  tense dirges and to sensual sonnets from bar to bar.  There 
  are many beautiful women in the banquet hall, but 
  Banderes’ eyes are only focused on the dancing woman in 
  front of the stage.  
  Significant Non-Player Characters: 
       Ailee (Warlock of the Archfey, Lawful Neutral). 
  One of the main features is a single woman on the 
  dance floor named Ailee. She has extravagant brown 
  braided hair that coils around her head and wears a 
  shiny bronze corset over a shimmering black skirt. 
  Her movements on the dance floor appear almost 
  hypnotic. She is a low-level warlock who specializes 
  in enchantment magic. Unknown to Banderes’ 
  admirers, Ailee is his sister who keeps him charmed 
  to keep him out of trouble with groupies.  
  
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       Banderes (Bard, Neutral Good). This bard is 
  playing on the stage with his lute along with flutist 
  and fiddle player accompanying him as he sings and 
  plays. His long silky hair is pulled back into ponytail 
  and he wears a simple black and red doublet and 
  trousers.  His enchanting music tends towards high 
  energy ballads, tense dirges and sensual sonnets. 
  While it isn’t known exactly where the golden-
  skinned bard is from, he has travelled many lands 
  and is known as one the finest troubadours in all of 
  Toril.  He has many admirers in the audience, but is 
  too hypnotized by Ailee to notice any of them.  
  Area 3: Storage Room 
  This small room holds multiple racks of doublets, 
  dresses, gowns, trousers of all sizes for guests, 
  employees and performers to use. Characters are 
  already free to request and pick out any outfit along 
  with Jon Dandy, but the clothing here is nothing 
  different than what Jon Dandy has already offered.  
      There are also crates of extra supplies, cooking 
  oils, utensils, repair equipment, tools, etc. Feel free 
  to add-in any items that you feel would make sense 
  or be fun for this room.  
      The most peculiar item in this room is Banderes’ 
  black silk-covered carriage that sits at the back of the 
  room with its wheels removed. If asked about this, 
  Dandy and Banderes will both admit that this is 
  where Banderes brings his most “special,” guests. He 
  also surrounds the carriage with paintings of various 
  landscapes portraying the grand city of Waterdeep.  
  These paintings are only worth a few coppers, but 
  are there to help set the ambiance of the room more 
  than anything else.  
      There is no discernable treasure or valuables 
  worth taking in this room.  
  Area 4: Ledger Man’s Room 
  This is the bedroom and study of Jon Dandy who 
  runs the ship.  
  Inside the study of the ledger man, Jon Dandy, there is a 
  large desk covered in parchment, ink bottles, feathered 
  pens and other writing utensils and ledgers. There is a 
  simple book shelf behind the desk. Most the book shelf is 
  filled with educational books about proper ledger-keeping 
  and managerial rules of etiquette. However, there is also a 
  book of Sonnets by Banderes the Bard. The desk appears 
  to contain more writing supplies and letters. Under the 
  desk there is a small wooden chest.  
       Items. At his desk, characters can find parchment, 
  ink bottles, feather pen, seal stamp, red wax, and a 
  large ledger that contains the names of all the ships 
  occupants, who has won at the gambling games 
  lately, supply orders to and from Phlan from the 
  Sokol family, and a letter from Sokol House Scion, 
  Barret Sokol (at the time of this adventure, Barret is 
  still in the running to be elected leader of Phlan). 
  There are no other significant items in the room 
  aside from the treasure (see below).  
       Letter from Barret Sokol. The letter begs Dandy, 
  to watch over his aunt, but also to help control her 
  lavish spending. With the recent rumors circling 
  around about the sea palace he’d rather that the 
  entire sea palace venture was scrapped than have it 
  tarnish his family’s name at this crucial time in the 
  election.  
       Treasure. If the characters haven’t bargained for 
  the entire 500 gold pieces from Dandy or Karsk, the 
  remainder of the gold is in a locked check under 
  Dandy’s desk. In addition to that remaining gold 
  there is another pouch of 50 gold pieces also in 
  chest. Unlocking the chest requires a DC17 Dexterity 
  (Sleight of Hand) check using Thieves’ Tool. 
  Breaking the chest is also possible with a DC18 
  Strength (Athletics) check. The book of Sonnets by 
  Banderes the Bard, with inside cover inscription of 
  “to my brightest fan,” is worth 5 gp if sold to a book 
  salesman.  
  Area 5: Upper Level Guest Rooms & 
  Kitchen 
  These are a series of 12 small rooms, each with four 
  bunk beds each. These rooms all contain empty 
  dressers, foot lockers but nothing else of worth. The 
  player won’t know which rooms belong to which 
  NPC, but are able to share a single room with the 
  entire party and utilize that room however they see 
  fit.  
       In the far Northwestern corner of the upper level 
  there is a small kitchen with a stairway leading 
  directly down to the banquet hall.  
  A Date with a Dancer 
  After the party completes their daily mission and 
  have had a decent amount of time to role play 
  aboard the barge, the beautiful Ailee will come to 
  the party and try to entice them to dance with her. 
  Allow the characters the option of going back to 
  their room and changing back into their armor if 
  they were wearing formal wear. Ailee will find one or 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  15 
   
  more of the characters attractive (ideally the player 
  most likely to interact with her), and she has no 
  gender or racial preference – so all characters are 
  fair game.  
       Once Ailee chooses a dance partner she invites 
  her partner to the banquet hall and introduces the 
  rest of the party to the famous bard, Banderes.  
  Ailee smiles warmly as she escorts the group back into the 
  banquet hall. The energy of the room has died down a bit 
  as only the fiddle-player and flute-player remain on stage 
  performing a slow pleasant-sounding ballad. A few couples 
  slow dance out on the floor, while most of the other 
  patrons drink quietly at their tables. The bard, Banderes 
  sits alone at a back table putting new strings on this lute, 
  ignoring at the gawking women at the tables around him. 
  Ailee escorts the group over to Banderes’ table.  
   
  “Have you all met my client, the most talented 
  troubadour in all of Toril – Banderes? I spend all my time 
  managing him. I used to manage other musicians at one 
  time, but he’s gotten so popular that my hands are too 
  full!” She lifts up her empty hands, laughs and turns her 
  attention to her dancing partner. “Come, let’s dance while 
  the others have a chance to speak with the famous bard.”  
  The interactions with Ailee and Banderes can be as 
  follows:  
  Ailee – She’s willing to dance with multiple partners 
  if there is interest in more than one player. She’s a 
  pleasant enough dance partner who will flirt, but will 
  not give any physical affection beyond a hug and/or 
  a kiss on the cheek. Perhaps, there are hints that 
  there could be more to come on subsequent dates, 
  but not on the first date.  
  • She claims that she is Banderes’ manager and has 
  been paid well for a month of performances at 
  the Sokol pleasure barge. A DC12 Wisdom 
  (Insight) check, can see that she is lying about 
  being just Banderes’ manager. If a character 
  catches her in this lie, she’ll admit in confidence 
  that she’s actually Banderes’ sister and her 
  primary motivation for traveling with him is to 
  keep him sober and away from groupies. 
  Banderes was almost sentenced to prison time in 
  Baldur’s Gate for getting out of hand with too 
  many groupies once and she hopes to stop that 
  from ever happening again.  
  • She was hired directly by Jon Dandy, who is a big 
  fan of Banderes.  
  • Although she and Banderes have never been 
  aboard the Sokol Sea Palace, she knows that 
  Dandy talked Maurina Sokol into naming the 
  main tavern after Banderes’ most bawdy songs, 
  the “Trampled Tulip.”  
  • She and Banderes currently live in Phlan at the 
  Laughing Goblin, but are hoping to leave in the 
  next year to tour the Sword Coast again.  
   
   
  DM’s Note  
  If time is no limit, go ahead and play this section as 
  written. However, if you’re trying to run this module 
  in 4 hours, skip most of this section and just quickly 
  have Ailee invite any player to dance and move 
  along to Banderes’ toast.  
   
  Banderes- The bard is charm personified, but there 
  does seem something odd about his behavior. He 
  doesn’t appear to be drunk, but his eyes appear 
  oddly glassy and his mannerisms are too practiced to 
  be natural.  His speech is very friendly, but he speaks 
  mostly in slogans rather than engaging in deep 
  conversations. “Life is a tankard and the world is 
  filled with many wonderful ales to try. Let’s try them 
  all my friends!”  
  • When the characters approach, Banderes will 
  immediately wave the characters close to him 
  and say, “Adventurers, I know something very 
  important that I must tell you. This Howling at 
  night. I’ve heard it. It’s no beast. There is a 
  painful music to it, an almost sorrowful tune. I 
  believe it to be the work of a bard.” If the 
  characters pursue him further on this topic, he’ll 
  shrug and say. “I can just feel it,” or “just call it a 
  bard’s intuition.”  
  • If asked about Ailee, he will tell the party - “She is 
  a powerful rose of a friend with mighty thorns to 
  keep my coins and loins safe from danger.” There 
  is a definite love that Banderes holds for Ailee 
  who he always appears to be watching, but the 
  way he speaks of her contains no romantic 
  longing.  
  • If asked about Jon Dandy, Banderes doesn’t 
  remember his name, but if he’s described to 
  Banderes he says, “Ah, yes... Peacock-man,” and 
  describes him as an odd, but pleasant fellow who 
  never comes up short with his coin. It is always 
  good to know men like that.  
  • If asked about Maurina Sokol or the Sokol family, 
  he will smile broadly and say, “Maurina… ah, the 
  beautiful widow. The world keeps us apart, but if 
  I had the chance-,” Banderes winks and clears his 
  throat. “You know what I mean.”  
  
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  • A DC12 Wisdom (Insight) check on Banderes, will 
  inform a player that there is something affecting 
  Banderes, but it’s not chemical or physical. It 
  might be magical.  
  • A DC15 Intelligence (Arcana) check on Banderes, 
  will confirm that Banderes is under some kind of 
  enchantment magical. If he’s asked about it, he’ll 
  smile widely and say, “You’ve got me my friend. 
  Yes, my sister puts the charm on me so my charm 
  is off when I’m traveling. You know what I mean 
  my friends. I am a man of great attraction. My 
  sweet Ailee keeps me out of trouble.”  
  Frogmen Attack! 
  As soon as the conversation with Ailee and Banderes 
  reaches a good stopping point, read the following:  
  Banderes stands and raises his glass to the group at his 
  table and to the room at large, “A toast to my new and 
  exciting friends! May you always thirst for adventure.” As 
  the room is about to answers the toast, “…for adventure!” 
  A series of loud blasts drowns out their words. The bottom 
  of the boat rocks as furniture and dishes fly across the 
  room. A trio of explosions blast through the floor of 
  banquet hall as water sprays over everyone and panic 
  ensues. Three giant frog-like forms jump from the newly 
  made holes in the floor and immediately attack the figures 
  around the stage – the two musicians and the dancer 
  Ailee.  
  DM’s Note  
  The Banderhobbs have been given potions of water 
  breathing and assisted in the swimming by the 
  Tritons. Banderhobbs track targets by being given 
  locks of hair. The only locks of hair the Tritons were 
  able to obtain were from Ailee and Jon Dandy. Once 
  the targets are destroyed or out of sight, they will 
  pick an enemy target at random.  
   
       3 Banderhobbs burst through the bottom of the 
  ship and jump forward to attack. The banderhobbs 
  have a surprise round, but only attack the two 
  backing musicians on stage and Ailee to start with. 
  The Banderhobb that attacks Ailee will automatically 
  hit with a swallow attack. As it swallows her, it will 
  also attempt to dive back into the sea (an attack of 
  opportunity is possible). If this banderhobb is 
  allowed to leave, it will not return again until the 3rd 
  round of combat and Ailee will be digested by that 
  time. Saving Ailee is very improbable, but not 
  impossible.   
       4 Triton Bandit Captains break through the 
  leaking holes and crack them even wider and attack 
  the party on the second round of combat. One of the 
  Triton Bandit Captains has the Horn of Blasting in his 
  possession and uses it as soon as he can on as many 
  characters and NPCs as it can. Once the horn is 
  blown it becomes very obvious where the howling 
  sound has been coming from. On the third round of 
  combat, the 3rd banderhobb rejoins the combat if 
  he’s not already there.  
       Watery Terrain: Starting on the third round, the 
  ship begins taking on enough water that the entire 
  ship becomes difficult terrain to all characters 
  without a swim speed. After the sixth round, the 
  entire ship is submerged in water and drowning and 
  the suffocation condition (see Player’s Handbook 
  page 183) takes effect if the player doesn’t exit the 
  ship.  
  Adjusting the Adventure 
  Here are the recommendations for adjusting this combat 
  encounter.  The recommendations are not cumulative.  
  • 
  Very weak party: Remove 1 Triton Bandit Captain, 
  • 
  Weak party: Replace the 2 Triton Bandit Captains with 
  normal Triton Bandits 
  • 
  Strong party: Run encounter as written. 
  • 
  Very strong party: Add an additional Banderhobb after 
  the 3rd round. 
       NPC Deaths.  Prior to the attack there are about 
  40 total NPCs aboard the pleasure barge. Only about 
  a little over a dozen of them will survive this attack. 
  They will be running everywhere and being attacked 
  by the monsters and many will drown before 
  reaching safety. Keeping most of their fates 
  “unknown,” will probably make the adventure a little 
  less grim if the party is sensitive to that topic. 
  DM’s Note  
  Banderes will not try and fight the enemies, but will 
  do his best to lead other NPCs off of the sinking 
  pleasure barge. If his sister is rescued he’ll wait until 
  he can get her away from the attackers, otherwise 
  he’ll want to get outside the ship to find the 
  Banderhobb who has her.  
       Treasures. One of the Triton captains has the 
  magical item, Horn of Blasting (If the captains were 
  removed, it is on one of the bandits) and a woman’s 
  coin purse containing 25 gold pieces. 
        
       Destroying the barge. There are Tritons 
  swimming underwater beneath the Sea Flower that 
  are sticking explosives to key areas on the bottom of 
  the barge to destroy it and sink its patrons and 
  employees. However, for the sake of giving the 
  players a fighting chance, these explosions do not 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  17 
   
  damage them direction. The floor and walls will 
  crack and tear during their battle causing a rising 
  tide of water and difficult terrain, but don’t use this 
  to make the battle impossible to win.  
   
       Escaping the barge. There are many ways to 
  escape the ship. There is a door way out to the dock 
  in the back of the casino room. There are also thin 
  windows in the casino that can be broken and used 
  as an escape with DC10 Strength (Athletics) check. It 
  is also possible to break through the hull of the 
  barge with DC18 Strength (Athletics) check, or 
  attacking the wall, AC 12 with HP of 35. Perhaps the 
  most direct escape would be to exit from the holes 
  that the banderhobbs made to enter the barge. If it’s 
  after the 3rd round, a DC15 Strength (Athletics) 
  check is required to successfully kick away from the 
  sinking ship in a single round.  More explosives 
  detonate as the party leaves the boat, creating small 
  pieces of wreckage all around them.  
   
       Surviving the Sea. While in the water, the 
  characters must find a way to stay alive in the ice-
  cold Moonsea. There are pieces of drift wood 
  floating all around. Each character must find a way 
  to get out of the water in 2 turns to avoid a level of 
  exhaustion. After 3 rounds, the characters must roll 
  a DC15 Strength (Athletics) check to keep swimming 
  and a DC18 Constitution save to avoid another level 
  of exhaustion – this is repeated each round after the 
  3rd round.  
   
      Possible Solutions:  
  • A DC15 Dexterity (Acrobatics) check can be used 
  to balance on a large piece of floating wood 
  wreckage.  
  • A DC18 Wisdom (Perception) check will find one 
  small 2-person emergency boat with no oars and 
  a crack on the bottom that will stay afloat for 
  about 3 rounds.  
  • A DC15 Strength (Athletics) check will allow a 
  character to gather materials to build a raft while 
  swimming, but this will take a round all on its 
  own and will need a 2nd round to make a DC18 
  Wisdom (Survival) or Dexterity (Sleight of Hand) 
  check to build the materials into a usable raft. 
  Unless fortified, the raft will hold together for 5 
  rounds.  
  Optional Exploration:  
  • A DC18 Intelligence (Investigation) Check will 
  find evidence that round transparent globes 
  containing explosives from the elemental plane 
  were used to blow up the ship.  
   
  XP Award 
  Each character that survives the sinking pleasure 
  barge is awarded 100 XP. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  Part 3: Taking Back 
  Tymora’s Luck 
  “For waves, they come in ebbs and flows, crashing 
  some high and pulling some low. Some are drowned 
  and pulled asunder, pushed by sprays and sounds of 
  thunder. Few will dance and take a ride, atop of the 
  sea’s roaring ride.”  
  -Banderes the Bard, Ballad of the Ferryman.  
  Boarding Tymora’s Luck 
  Floating Among the Wreckage:  Once the characters 
  are outside of the ship and are able to find ways to 
  float on the remaining parts of the barge, a captain 
  in a small boat will come to their rescue.  As they 
  float along they’ll see a lantern coming towards 
  them atop a keel boat that is picking up survivors of 
  the attack. The male elf captaining the small boat 
  will call out to the party and motion them toward his 
  boat.  
  A small keel boat full of survivors from the pleasure barge 
  moves toward you. The captain of the small vessel is 
  covered in impressive black studded leather gear and has a 
  roguish smile on his lips. “Ah, fellow adventurers, the 
  name’s Captain Tanheel, and it looks like I’m not the only 
  one who’s hit a spot of trouble this night. It appears that 
  these ‘haunting’ events have finally come to a head. Please 
  squeeze on to my boat, it’s full, but not to bursting.” When 
  the surviving passengers don’t budge to make space, the 
  Captain snaps his wet leather glove across a few of their 
  noses and shouts. “By the Gods, what have you! Make 
  room you socialites and aristo-rats! These adventurers are 
  truly the valuable ones among us.” A smattering of shivers 
  and moans sound out aboard the ship as the party crawls 
  aboard and squeezes in.  
      Looking around, you can see that almost a dozen soggy 
  patrons is all that remains from the large group that was 
  aboard the barge. “My friends, I’m afraid that we won’t be 
  able to sail back across the rough water between us and 
  the shore with this load, but there is another option. 
  Retake my galley ship from the bandits that currently have 
  it and we’ll not only have enough room to save this lot 
  (and perhaps more), I’ll also match what the Sokols are 
  paying you if you get my lovely lady, the Tymora’s Luck, 
  back for me. What say you, friends?”  
  Captain Tanheel doesn’t actually know what amount 
  the Sokol family offered them for their job, but he 
  doesn’t believe that it’s actually 1,000 gold pieces. 
  He’ll initially scoff and say that 500 gp sounds more 
  like the going rate, but a DC15 Charisma 
  (Persuasion) check will convince him to pay the 
  entire 1000 gp to the party once they liberate his 
  ship, Tymora’s Luck.  
   
  Captain Tanheel can share the following information 
  about recent events and the attack against his ship: 
  • The bandits that attacked appeared to be 
  Tritons, which is strange considering that they 
  are usually a very peaceful people.  
  • The Tymora’s Luck usually does a lot risky 
  shipping jobs and has been getting a lot more 
  work from the Zhentarim since their ships seem 
  to be singled out and destroyed a lot more near 
  the south bay of the Moonsea lately. Captain 
  Tanheel was able to find some of the wrecked 
  ships. It didn’t look like the work of a human, nor 
  of Tritons. The ships are torn to shreds by a much 
  mightier force.   
  • The attack on his ship happened while he was 
  away on the keel boat scouting for the source of 
  the odd howling sound. When he returned, he 
  saw that his entire 10-person crew had been 
  murdered.  
  • The Tritons that Capt. Tanheel spotted on his 
  ship, Tymora’s Luck, were apparently all 
  answering to an unusually strong looking triton 
  champion named, Keros 
   
  Survivors from the barge: There were eleven 
  survivors from the barge (not counting characters). 
  • Banderes – the bard  
  DM’s Side Note  
  If Ailee has perished in the battle, Banderes will be 
  mourning the loss of his sister with a single tear 
  down his cheek as three of his fans: Keira, Aravele 
  and Vola, have their arms wrapped him, trying to 
  console him.  Otherwise, she is on board as well. 
  • Durnam Goblinkicker, Imizael, Vartan, & Little 
  Mark Hosslepond 
  • Keria, Aravele and Vola 
  • Leylin and Kevis Doverson & Donal Doaran 
   
  DM’s Note  
  If the characters refuse to retake the Tymora’s Luck, 
  Captain Tanheel informs them that the boat is too 
  full to make it anywhere that he can dock, including 
  the Sokol Sea Palace and that the characters will 
  have to swim the ice-cold waters on their own if they 
  take that route. Swimming in Ice cold water will take 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  15 rounds to reach the Sokol Sea Palace and 30 
  rounds to reach the nearest dock in Phlan. Each 
  round will require a DC18 Constitution save to avoid 
  taking a level of exhaustion. After 5 rounds, an 
  additional DC15 Strength save is required to 
  continue swimming. If they fail to continue 
  swimming they will begin to drown.  
   
  Short Rest  
  If the party is needing a short rest, the break aboard 
  the keel boat, while Capt. Tanheel takes them to 
  Tymora’s Luck is an option for a short rest.  
   
       Boarding Tymora’s Luck. If they reach the 
  Tymora’s Luck, Captain Tanheel will quietly row the 
  party to the port side of the boat where a net is tied 
  to the hull to hold up a pair smaller docking boats. 
  The group can use the net to board the ship. A DC15 
  Dexterity (Stealth) check is needed to board the ship 
  without being detected.  If the party is detected, 
  combat begins immediately  
  • 
  If any of the characters are still climbing during 
  initiative, they’ll need to halve their movement 
  speed before they’re able to reach the top, 
  unless they have a climbing trait or feat which 
  would allow them to use their movement to 
  climb.  
  • 
  Any character hit while climbing will need to 
  need to make a DC13 Dexterity save to stay on 
  the net.   
   
       Encounter 3. There are 4 main sections to the 
  War Galley, Tymora’s Luck: the main deck, the upper 
  deck, the captain’s quarters and the lower hold (not 
  used in this adventure).  When the players board the 
  ship, they’ll see a group of Triton bandits searching 
  the dead bodies of the crew of Tymora’s Luck. There 
  are 4 Triton Swashbucklers are on board this ship. 
  Two of the Swashbucklers will lead the attack on the 
  Main Deck in melee, while the other two will begin 
  their attacks on the Upper Deck with ranged 
  weapons. Keros, the Triton Champion is leading the 
  group, but won’t appear in combat until his initiative 
  turn and he emerges from the captain’s quarters. 
  The tritons will all fight until defeated or killed. 
       If the players do not manage to climb aboard with 
  stealth, all four Swashbucklers will attack at range as 
  soon as they are spotted. A player who is hit while 
  climbing will need to make a DC 10 Strength saving 
  throw or will fall from the netting on the side of the 
  ship.  
       Strategy: While in battle, Keros and the triton 
  Swashbucklers will try to grapple the players and 
  throw the strongest melee fighting players off of the 
  ship. Tymora’s Luck is 20 feet high and players falling 
  into the sea will take 2d6 bludgeoning damage.  
   
  Adjusting the Adventure 
  Here are the recommendations for adjusting this 
  combat encounter. These recommendations are not 
  cumulative.  
  • 
  Very weak party: Replace the two Swashbucklers 
  with Triton bandits and lower Keros’ hit points to 
  115.  
  • 
  Weak Party: Replace the two Swashbucklers with 
  two Triton bandits.  
  • 
  Strong party: Run encounter as written.   
  • 
  Very strong party: Add two additional 
  Swashbucklers.   
   
  After the battle, if the characters search the deck of 
  the boat, they will find that a set of 8 long pieces of 
  drift wood are aboard the boat carved to look like 
  giant kraken tentacles.  
   
  Once the party defeats the Triton bandits read the 
  following:  
  With signs of the battle ending, the surviving members of 
  the party barge climb aboard the ship, Tymora’s Luck, with 
  Captain Tanheel following behind. Most of them are 
  shivering from the cold midnight dip into the Moonsea. 
  Captain Rairdon Tanheel grabs blankets – some to cover 
  the trembling survivors, some to place over the bodies of 
  his dead crewman. However, there is no time to mourn. 
  He throws a scornful glance to the Aristocrats aboard his 
  ship as he stacks the dead to the side of the ship. “This is 
  why common-folk hate the Sokols and those like them! 
  Too often they enter into danger without considering the 
  impact on the ones around them.” Durnam Goblinkicker 
  and ‘Little’ Mark Hosslepond begin helping the captain 
  with ship’s rigging and sails – the Phlan businessmen are 
  seemingly familiar enough with sailing to help make-up for 
  the lack of a crew.  
   
  As the captain takes the helm he looks to the 
  adventurers. “I’ll sail you to the Sokol Sea Palace. There 
  are many there in need of saving. Luckily, our famous bard 
  here has already helped me to find the last few remaining 
  survivors in the wreckage of the barge.  These nobles have 
  offered me a handsome sum that I can’t refuse, to take 
  them home immediately.  So… we’ll need to part ways. I 
  do hope that you’ll save as many as you can.” With that 
  the wood of the large ship creaks as it lunges forward into 
  the night.   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  Long Rest 
  The characters can take an 8-hour long rest aboard 
  Tymora’s Luck if they are needing it. If the characters 
  appear to be healthy at this point, they may not 
  need the rest, but this is at the DM’s discretion to 
  keep the game challenging and fun.  
      Treasures. Golden Locket worth 100 gp, Ruby 
  Necklace worth 50 gp, Coin Purse with 25 gp, and 
  backpack with a rope ladder and a silver servants 
  tray worth 50 gp.   Good to his word, Captain 
  Rairdon Tanheel gives the party his promised 
  amount up to 1,000 gp.  
   
   
   
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  Part 4: Aboard the 
  Sokol Sea Palace 
   “The Moonsea, also known as the Sea of Dragons, 
  lies nestled between Thar to the north and the 
  Dalelands and Sembia to the south. These natural 
  barriers prevent casual contact between the two 
  opposing regions.”  
  -John Terra, The Moonsea Reference Guide.  
   
  After some time of sailing on the Tymora’s Luck, the 
  characters will reach the Sokol Sea Palace. The new 
  day’s dawn is just breaking and the sea has calmed 
  to provide the ship a still glide. As they sail near, 
  read the following:  
  Light from the early morning sun illuminates the fifteen-
  foot high wooden palisade surrounding the large hulking 
  Sokol Sea Palace. It floats on a series of wooden platforms 
  and pontoons that support the weight of what appears to 
  be small town. A dock extends out from a pair of wooden 
  doors on the eastern side of the Sea Palace with a pair of 
  swinging lanterns illuminating the lightly rocking quay.  
  Captain Tanheel tips his wet, droopy hat to the 
  adventurers. “Tymora’s blessing be upon you adventurers, 
  but I must be off in a hurry. Save who you can and if the 
  Sokol’s live- you’ll get your reward. Spend it well. If they’re 
  dead… well, you have this pirate’s permission to loot those 
  rich whoresons dry.” The captain smiles wryly toward the 
  shocked faces of the aristocrats. “Just a little joke dearies.”  
  He turns back to the adventurers and sets a stepped plank 
  down between the ship and the quay of the Sea Palace. 
  “Off you go then. May we all have good fortune this day.” 
   
  As they step off of Tymora’s Luck and onto the Sokol 
  Sea Palace, the bard Banderes begins playing a rousing 
  heroic ballad to the adventurers. The chords of the 
  powerful song ring out over the sea even as the ship sails 
  away.  
  Banderes’ Inspiring Ballad: Utilizing the Inspiring 
  Leader feat (pg. 167 of the Player’s Handbook), 
  Banderes sings his 10-minute epic ballad which gives 
  the entire party 10 temporary hit points (8th level 
  Bard with a +2 to Charisma). The party feels 
  rejuvenated and inspired to take back the sea palace 
  from its attackers.  
   
   
  Sokol Sea Palace 
  General Features 
       Light. There is dim light. The sky is clear and there 
  is early morning sunshine glowing warmly down 
  along with hanging oil lanterns dangling from posts 
  all around the sea palace every 20 feet or so.    
       Smells. Something definitely smells fishy. It’s 
  probably all the fish. There is also the smell of fire 
  coming from the western end of the sea palace. 
       Size. The palisade around the Sea Palace is 20 feet 
  high all around. There are multiple two-story 
  buildings around the area that are the same height. 
  The Western most side of the Sea Palace contains a 
  large mansion with 10-foot rot iron fences around it 
  and a 15-foot gate in the front. Surrounding the 
  Mansion are 4, twenty-foot tall look out towers. In 
  the center of the Sea Palace there is a 50-foot-wide 
  and 180-foot-long open area of water where 
  fishermen in the sea palace have set-up fishing 
  poles, nets and baskets.  
       Sounds. Through the eastern door, the sound of 
  clams being cracked open and slurped can be heard. 
  Inside the sea palace, toward the western most end 
  of the palace the sound of shouting can be heard 
  from inside the Sokol family’s mansion.  
  1. Deck Section  
  Read to the following as the characters approach the 
  door to the Sea Palace: 
  The deck floating along the eastern entrance to the Sea 
  Palace is 15-feet-long and 10-feet-wide. It rocks slightly 
  but it has guiding ropes on both sides and the sea in this 
  area is still calm. The 15-foot double doors leading into the 
  sea palace are wooden, much like the surrounding 
  palisade.   
     The Doors. The double doors are cracked around 
  the handle area and are swinging slightly and appear 
  to be slightly open. A DC10 Wisdom (Perception) or 
  Intelligence (Investigation) check to look at the 
  doors will reveal that the handles and the lock have 
  been bludgeoned open by some type of smashing 
  force. A DC15 Wisdom (Perception) or Intelligence 
  (Investigation) check or more to listen at the door 
  reveals the sound of slurping, cracking and crunching 
  about 10 feet away behind the door. If a character 
  wants to peer through the hole they’ll need to 
  succeed at a DC13 Dexterity (Stealth) check to avoid 
  
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  22 
   
  being noticed by the Marid behind the door. If they 
  succeed they’ll be able to see the large elemental 
  monster with a fish-like head and the body of a 
  genie. However, this does not grant them a surprise 
  attack against the Marid. It only allows the 
  characters to prepare for the battle.   
  2. Fishery Section 
  The adventurers entering the eastern door will find 
  the following:  
  A 16-foot-tall creature with a fish-like head and a fat 
  humanoid body turns to face the adventurers. He is 
  scooping clams from two large barrels that are sitting 
  outside a fishing area. He is sticking the clams into his 
  mouth to remove the shell and meat, hoping to find the 
  pearls beneath. The creature is mumbling between bites, 
  “Stupid Vodos… greedy bandits.” Surrounding the 50-foot 
  by 180-foot open water fishing area in the middle of Sea 
  Palace’s main dock are fishing poles, traps, cages, hooks, 
  barrels and nets lying about the dock haphazardly. There is 
  a lifeless body floating in the water of the fishing area.  
  • Dead Fisherman – this dead human male floating 
  in the open water area contains no valuable 
  items or significantly identifying features other 
  than a healthy crop of moles on the left side of 
  his face and neck.  
  • Fenced Fishing Area – Although the fishing area 
  is open and the wood around it is definitely wet 
  and slick, it’s not likely that a character would fall 
  into the water if approaching it in a normal way. 
  There is a 3-foot-high netted rope fence around 
  the entire area that is secured by a group of 
  wooden poles.  
  • Fishing Supplies – Despite the raid by the Tritons, 
  there are still many functional fishing supplies 
  around this area. Feel free to entertain player 
  ideas of what would feasibly be here. Items like 
  fishing poles, spears, hooks, nets, knives and 
  cleavers are all possibly here and up for grabs if 
  the characters are desiring to search for them.  
  • Shahzada’s Alertness – Unfortunately for the 
  characters, Banderes’ inspirational ballad to the 
  characters alerted Shahzada, the Marid, to the 
  presence of characters. He already knows where 
  they are and is expecting them. While he may 
  appear to be unware of them if they approach 
  stealthily, he’s merely ignoring them until they 
  get close enough to attack.  
   
  Marid Attacks!   
  As soon as the adventurers move inside the sea 
  palace door, the Marid will notice and will attack if 
  any of the players approach him in a threatening 
  manner. Any attempt to attack the Marid through 
  the door prior to initiative will have disadvantage as 
  the hole isn’t big enough for weapons to be aimed 
  properly. However, if a strike does go through (with 
  an attack such as magic missile), then initiative will 
  immediately begin after that. The Marid will fight 
  until defeated, but does not leave behind a body, 
  but rather will disintegrate into a burst of water and 
  sea foam when it reaches zero hit points.  
  This Marid, Shahzada, can’t be questioned or 
  interrogated after being defeated by any means, but 
  if the players can persuade him before or during the 
  battle he might offer up some information and let 
  them pass without a fight. He admires clever wit and 
  a sense of humor. If a player offers a humorous or 
  clever quip, allow them advantage on persuasion 
  check. An intimidation tactic will not work to stop 
  the battle.  A successful DC15 Charisma (Persuasion) 
  check will reveal that he is from the elemental plane 
  of water and initially converted Vodos, the leader of 
  the Triton Bandits, but unfortunately, he has lost 
  control of Vodos who has veered from the Marid’s 
  original intent to reestablish the presence of the Cult 
  of the Crashing Wave in the Sword Coast. 
       Avoiding the Fight: The Marid, Shahzada, will 
  openly admit that he used his powers to corrupt 
  Vodos and his band of triton warriors to become 
  bandits. His attempt to make them obey him failed. 
  He put too strong of a hatred toward those who do 
  not follow Olhydra. If the players are willing to agree 
  that they will defeat Vodos without killing him, the 
  Marid will let them pass.  Shahzada does not care if 
  other tritons are killed during the battle to take out 
  Vodos. The Marid is too vain to correct his own 
  mistake and will not join or aid the party in any way. 
   
  Adjusting the Adventure 
  Here are the recommendations for adjusting this 
  combat encounter. These recommendations are not 
  cumulative.  
  • 
  Very weak party: Lower the Marid’s hit points to 
  175 and lower his Armor Class to 16.  
  • 
   Weak party: Lower the Marid’s hit points to 175.  
  • 
  Strong party: Run the encounter as written.   
  • 
  Very strong party: Add two Triton Bandit Captains.   
   
       Treasures. Among the sea foam and the wet 
  gelatinous mess that was once the Marid, Shahzada, 
  adventurers who are investigating will find four 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  23 
   
  pearls, three white and one pink, Each worth 100 gp. 
  The characters are able to pull the dead fisherman 
  out of the fishing area, but he has no valuables on 
  him.  
   
  XP Award 
  If the group of players convince the Marid, 
  Shahzada, to let them pass without a fight, award all 
  players 50 XP. (They are also awarded the XP they 
  would have received during the combat as well) 
   
  Once the characters defeat the Marid or convince 
  him to let them pass, they are able to see the rest of 
  the sea palace. Read the following:  
  The inside of the Sokol Sea Palace is like a miniature town. 
  The large fishing area in the center of the floating palace is 
  a 50-foot-wide and 180-foot-long open area of water 
  where fishermen have set-up fishing poles, nets, baskets 
  and barrels. Although the fishing area is open and the 
  wood around it is definitely wet and slick, it’s not likely 
  that a character would fall into the water if approaching it 
  in a normal manner. There is a 3-foot-high netted rope 
  fence around the entire area that is secured by a group of 
  wooden fence posts.  There are various two-story 
  buildings, such as hotel rooms, a bait shop & market and a 
  tavern that stand over 20 feet tall all along the northern 
  and southern edges of the sea palace against the equally 
  tall wooden palisades. The western most side of the sea 
  palace contains a large mansion with 10-foot rot iron 
  fences around it and a 15-foot gate in the front. 
  Surrounding the Mansion are 4, twenty-foot tall look out 
  towers. 
  DM’s Note  
  The next several areas are meant to be places where 
  the players can explore and role play. If time is not a 
  limitation, allow the play this section as written. 
  However, if you’re trying to run this module in 4 
  hours, skip most of this section and just quickly have 
  the players reach the last section where they’ll 
  encounter Vodos and his men outside of Maurina’s 
  mansion.   
  3. The Sokol Luxury Suites 
  If the characters explore the Sokol Suites that like 
  the southern side of the sea palace, read the 
  following:  
  A group of two-story buildings line the southern edge of 
  the sea palace. A sign hanging at the center of these 
  buildings reads, “Sokol Luxury Suites,” in golden paint 
  outlined in red.  Much like the suites in the pleasure barge, 
  these two-story buildings contain small rooms to provide 
  guests with comfortable beds, furniture, dressers and 
  storage chests. Although there are many visible broken 
  doors, windows and furniture around the suites there are 
  no dead bodies in sight. Each of the rooms are locked and 
  opened from the outside. There is no common room, but 
  there is a set of stairs and a balcony on the second floor 
  that allows patrons who are staying in those suites to 
  reach their rooms. There are three sets of privies at each 
  end of the building outside of the other rooms. These 
  privies are not locked, and there is a fetid rotten smell that 
  permeates from them.   
       Everyone in these suites have either evacuated or 
  have been moved.  
  • Clothes & Luggage – While there are no 
  valuables or treasure left behind in these rooms, 
  it is possible that characters will find bits of 
  designer clothing and/or fancily made suitcases. 
  These items can be worn or used, but will be 
  requested by the Sokols to be returned at the 
  end of the adventure.  
  • Clues – A DC15 Intelligence (Investigation) check 
  will reveal that foot prints and streaks of blood 
  appear to be heading toward the west end of the 
  ship where the Sokol Mansion is located. Patrons 
  who escaped the bandits likely sought refuge in 
  the Sokol Mansion. 
  • Privy – there are 3 small privies at each end of 
  the building that all patrons shared. There is no 
  treasure to be found here, but the stench caused 
  when opening the door will cause immediate 
  coughing a retching. It smells like someone died 
  in these privies. The reason is that someone did 
  in fact die in these privies and were stuffed inside 
  the latrines as the walls are covered in blood and 
  gore.   
   
  4. Sokol Tackle and Market 
  If the characters approach these buildings read the 
  following:  
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  24 
   
  These two, two-story shops situated along the northern 
  edge of the sea palace are both beneath the same large 
  awning, but each with its own room inside. The room to 
  the eastern side of the building is the ‘tackle,’ portion of 
  the store and the western side of the building is the 
  ‘market,’ portion of the store. From the broken windows 
  on the outside, it’s clearly visible that both stores have 
  been ransacked with all kinds of various goods spread 
  about the floor. Several glass bait tanks lay broken on the 
  tackle store’s floor creating a stench of rotting minnows, 
  spoiled chicken liver and worms.  
  • Fish bait – inside the various tanks, baskets and 
  buckets can be found: minnows, worms, crayfish, 
  bleu cheese, and chicken liver. 
  • Ransacked – this room like most of the others 
  has been ransacked and supplies are lying spilled 
  or toppled over with signs of struggles and 
  fighting.  
  • Dead Body – there is a man with three-pronged-
  sized holes in his back laying with his face down 
  in a bucket of fetid chicken livers.  
   
       Treasures? Sometimes the treasure is what you 
  leave behind, not what you take. But if the 
  characters want to walk away with a pocket full of 
  worms or dirty grain, no one will stop them.  
  5. The Trampled Tulip Tavern 
  If the characters approach this tavern, read the 
  following:  
  This large luxurious looking tavern still looks impressive 
  despite the broken panes of colored glass in its ornate 
  windows. A large toppled brass plated door lays on the 
  floor in the entrance of the tavern. The hanging sign above 
  the fallen door remains untarnished – a well-painted, 
  down-turned, yellow tulip with the words, “The Trampled 
  Tulip,” painted in scrawling letters above it in common.  A 
  quick look inside reveals a small fire flickering in the hearth 
  and a few lamps still burning along the walls.  The interior 
  of the tavern is divided into three sections: the stage, the 
  dance floor and the bar.  There are several small round 
  tables lying broken and strewn about in front of the long 
  rectangular bar. Like all other areas of the sea palace this 
  area is in disarray with broken furniture and glass shards 
  all over the floor. Three dead bodies lie on the floor, each 
  wearing tabards that proclaim them to be guards of house 
  Sokol. Although there are many broken bottles on the 
  floor, there are still many unbroken bottles and five 
  untapped kegs behind the bar.  
   
  Above the hearth there is a painting hanging crookedly 
  on the wall, bearing the visage of Banderes the bard with a 
  wry look in his eye and holding a wilted tulip in his hand.   
  • The Damage – Like many other areas of the Sea 
  Palace this area is in disarray as tables are 
  knocked over, chairs are broken and glass shards 
  are shattered all over the floor.  
  • The Light – the fireplace is still lit and burning 
  and the oil lanterns around the room are still 
  giving off enough light for this room to be at least 
  dimly lit.  
  • The Bodies – there are three more dead bodies 
  here. If the characters inspect these bodies they 
  will find that they are all wearing padded guard 
  tabards that bear the symbol of house Sokol on 
  them. The cause of the death for the three are 
  trident wounds to the stomach, chest and back. 
  No investigation roll is necessary as long as the 
  characters roll the bodies over to inspect them.  
  • The Bar – is a large oiled wooden bar in front of a 
  large cracked mirror. The racks of bottles 
  beneath the mirror are partially broken, but 
  there is still much alcohol remaining intact. A 
  quick investigation will result in finding various 
  types of bottled wine, gin, mead and whiskey. 
  There are also 5 large wooden casks of ale 
  behind the bar. A DC15 Intelligence 
  (Investigation) check will reveal that one of the 
  five ale casks appears to have been open and 
  there is a faint whimpering sound coming from it.  
  • The Bartender – If the characters find him, the 
  gnomish bartender, Levin Gurglebladt, is 
  cowering inside one of the casks of ale. He is 
  clutching a blanket and three bottles. Two of the 
  bottles are Flamebeard’s Brandy and the other 
  bottle is called Red Dragon Crush. He protects 
  these three bottles as if they were his children.  
  • The Painting – The painting of the bard, 
  Banderes is a fine portrait, but as it was painted 
  by an artist without any acclaim or reputation, it 
  is only worth gold to admirers of Banderes like 
  Maurina, Dandy and the members of his fan club 
  (or perhaps Banderes himself), however selling 
  the painting would be very difficult given its large 
  size and current ownership.  
   
  If the Bartender’s cask is opened read the following:  
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  As the cask is opened a frightened squeak shouts out from 
  it. There is no ale in this cask, only a disheveled gnome 
  with a balding head and a pair of crooked eye-glasses over 
  his crooked eyes. He’s hugging a blanket and three 
  unopened bottles to his chest. “I beg ye’, leave me be! 
  Take anything in the bar and be about your business, I’ll 
  not attempt to stop ye’. I only ask that you leave me and 
  my beauties be.” 
  If Levin Gurglebladt is questioned, he states the 
  following freely:  
  • The Triton Bandits attacked just after dusk, along 
  with some magical fish monster that broke down 
  the gate door. The Sokol house guards were able 
  to fight off the bandits while most of the patrons 
  got into the Sokol Mansion.  
  • He saw about 8 bandits looting and killing along 
  the way to the Sokol mansion. They appeared to 
  be fish-like men attacking with tridents with their 
  mad Marid that was at the fishery area.  
  • Levin was tripped up by the fleeing patrons and 
  wasn’t able to escape the bar in time to avoid the 
  bandits, but was able to hide while the Sokol 
  guards fought them.  
  • The Trampled Tulip Tavern is named after a 
  humorous song sang by Maurina Sokol’s favorite 
  bard, Banderes. 
   
  A DC12 Charisma (Persuasion) or (Intimidation) 
  check will convince Levin to reveal some details 
  about the bottles he’s cradling. He will not willing 
  give up any of the bottles and will die to keep them. 
  With a successful check, he’ll reveal the following:  
  • The two bottles of Flamebeard’s Brandy were 
  gifts from the north given to him by his cousin, 
  Thwipp. His cousin gave him these bottles as a 
  present when he opened his first tavern. Thwipp 
  told Levin that these were famous and rare 
  bottles and were the best spirits in the North. He 
  does not know, however, that while these bottles 
  of Brandy are a local favorite in Bryn Shander, 
  they are considered by most brewers to be no 
  more than a watered-down version of a better 
  brewer’s brandy.  
  • The Red Dragon Crush wine is an even rarer 
  bottle that was sold to him by two travelers from 
  another realm. These travelers called themselves 
  Vistani. The rarity of this bottle has been 
  confirmed by many master brewers and is highly 
  sought after.  
    
       Treasure? While it’s probably just easier to 
  consume the alcohol for story purposes, it is possible 
  to take a total 10 gp worth of bottles or casks. Killing 
  Levin and taking his bottles will eventually reveal 
  that the two bottles of brandy are worthless and 
  that the Red Dragon Crush can be sold for 100 gp, 
  but it’s very unheroic to kill a defenseless gnome.  
  6. The Sokol Mansion 
   
       Light. There is dim light. The sky is clear and there 
  is moonlight shining down along with hanging oil 
  lanterns dangling from posts all around the sea 
  palace every 20 feet or so.     
       Smells. The smell of fire is heavy in the air as 
  clouds of smoke are billowing around the windows 
  of the mansion.  
       Size. The large mansion has two-stories and is 20-
  foot tall with 10-foot rot iron fences around it and a 
  15-foot gate in front. Surrounding the Mansion are 
  four, twenty-foot tall look-out towers. 
       Sounds. The sounds of shouting are coming from 
  the inside and outside of the mansion.  
       Inside Gate. The fence around the mansion has 
  already been penetrated by the Tritons who now 
  have archers up in each of the four look-out towers. 
  Two triton swashbucklers are throwing grappling 
  hooks on ropes at the barred windows of the 
  mansion and are trying to pull the bars off of the 
  windows.  When the players come within sight of the 
  mansion, these two swashbucklers will move to hide 
  behind the marble columns connected to the gate. 
  Vodos, the Triton Warlord is standing in front of the 
  mansion’s main door yelling at the Sokols within.  
  As the party reaches the Sokol Mansion, shouting can be 
  heard from the iron clad man standing at the mansion’s 
  door. A booming voice yells out toward the front of the 
  mansion. “Come out corrupt nobles! Come out before we 
  drown you all out like rats! The crushing wave beckons you 
  to find peace beneath the leagues of the Moonsea. It is 
  time your crime is drowned from this realm and is 
  replaced by the order of Olhydra!” 
  The 4 Triton Archers in the guard towers are looking 
  out for any intruder that comes near the Mansion. 
  This will cause disadvantage to any adventurers 
  trying to stealth toward the mansion. This roll of 
  stealth with disadvantage will be against the bandit’s 
  perception roll. Any characters not using stealth or 
  losing the stealth check within 30 feet of the 
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
  26 
   
  Mansion gate is immediately fired upon and 
  initiative is rolled. The 4 Archers will fire from the 
  guard towers until defeated or removed.  
       As soon as initiative starts the 2 Triton 
  Swashbucklers on the ground and Vodos will hide 
  behind the pillars next to each side of the gate. The 
  gate lock is broken but the bars of the gate are 
  currently barred by a trident stuck into it. Any 
  adventurer that is attempting to open the gate 
  directly, must roll a DC15 Wisdom (Perception) 
  check, or will be attacked with a surprise round by 
  the bandits hiding behind the pillars.  
       Vodos will stay behind cover for as long as he can 
  and comes out to fight the closest adventurer that 
  he can with the lowest Armor Class, preferring to 
  destroy any casters first.  
       All bandits will fight to the death. An adventurer 
  using a perception check on the bandits during the 
  fight, will notice an odd dark infection around their 
  eyes that was placed there by the Marid who lost 
  control of them.  
   
   
  Adjusting the Adventure 
  Here are the recommendations for adjusting this 
  combat encounter. These recommendations are not 
  cumulative: 
  • Very weak party: Remove two of the Archers in 
  the archery towers and remove one of the 
  swashbucklers behind the gate. 
  • Weak party: Remove two of the Archers in the 
  archery towers 
  • Strong party: Run the combat as written 
  • Very strong party: Add two additional 
  Swashbucklers behind the gate.  
   
       Treasures. Maurina Sokol’s reward of 1,000 gp (or 
  the remainder thereof) will be given to the party 
  after the conclusion of the battle. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Optional Development:  
  If the players managed to convince the Marid to let 
  them pass without a battle and they did not kill 
  Vodos, read the following.  
   
  As soon as Vodos is defeated, a large watery hand rises up 
  and pulls Vodos away from the group and toward the form 
  of Shahzada as he materializes in the fishery section of the 
  sea palace.  
       “Adventurers…” he bellows from the distance. “You 
  have been useful to me. For that you have my thanks and 
  a promise that you will not be harmed by me or my forces 
  this day. But a day will come, where all the Moonsea will 
  kneel before the crashing wave and give worship to the 
  mighty Olhydra! Think carefully upon that and make sure 
  you are on the right side when that day comes.” With a 
  spiral of splashing water, both Shahzada and Vodos vanish 
  into the depths of the Moonsea. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  Conclusion 
   
  Once the battle is won, Maurina Sokol and her 
  retinue of guards and nobles cautiously amble out of 
  the mansion. Seeing that the threat of the bandits 
  has been ended, she greets the adventurers with 
  thanks and rewards.  
  Seeing no more signs of danger, Maurina Sokol and her 
  guards exit the mansion. She approaches the party with a 
  tired but grateful face, “I don’t know how I can thank you 
  enough. With the losses we’ve taken here, and the repairs 
  that need to be made, I can only afford the promised 
  amount of gold, but I can make you other offers. For 
  starters, your services will always be welcome with house 
  Sokol. I will make sure my family knows that you are to be 
  trusted, given preferred employment status and well paid 
  for any duties performed. Secondly, I can give you 
  vouchers for a free stay upon my delightful luxury barge, 
  the Sea Flower. While aboard I’ll even make sure you 
  receive a private show with the astounding bard, 
  Banderes. I don’t know if you had a chance to hear him, 
  but he’s truly a wonder to hear and behold.” She pulls a 
  black velvet pouch from her pocket and extends it to the 
  party as she has one of her scribes quickly create vouchers 
  for the party. It appears that Maurina does not yet know 
  that the Sea Flower has been destroyed.  
       It will be up to the adventurers to decide how and 
  if they want to inform Maurina Sokol that the Sea 
  Flower has been destroyed. If they tell her, she’ll 
  trash the vouchers and beg them to tell her whether 
  or not Banderes is still alive or not. If he lives she 
  promises that she’ll renew her offer to them as soon 
  as the Sea Flower is rebuilt and going again.  
  A few hours later, Karsk, the ferryman arrives in his keel 
  boat after having found two more survivors from the 
  wrecked pleasure barge- a young Red Plume guard and a 
  badly waterlogged, Jon Dandy. The adventurers are 
  welcomed aboard Karsk’s boat and are given free passage  
  back across the Moonsea to the city of Phlan, where more 
  adventures inevitably wait.  
   
   
  
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  CCC – BWM – 001 Howling on the Moonsea 
   
   
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  Rewards 
  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. 
  Experience 
  Total up all combat experience earned for 
  defeated foes, and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Archers  
   
   
  700 
  Banderhobbs 
   
   
  1,800 
  Bandit Captain 
   
   
  450 
  Champion 
   
   
  5,000 
  Marid 
   
   
   
  7,200 
  Swashbucklers 
   
   
  700 
   
  Warlord  
   
   
  8,400 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP Per Character 
  Win a gambling game 
   
  50 
  Convince aristocrats to participate 50 
  Uncovering the Robbers 
   
  50 
  Survive sinking pleasure barge 
  100 
  Convince Marid to not battle 
  50 
  The adventures minimum and maximum XP 
  awards are located on the Adventure Rewards 
  document. Note that DDAL adventures award a 
  maximum of the “target XP” award. Only epics 
  may grant the “maximum” amount. 
   The minimum total award for each character 
  participating in this adventure is 4,500 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 7,500 
  experience points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
   
  Treasure Awards 
  Item Name 
   
  GP Value 
  Rich person’s coin purse 
  25 
  Strumpet’s necklace 
  50 
  Silver Servants Tray 
  25 
  Merchant’s Coin Purse 
  50 
  Four Pearls 
   
  400 
  Captain Tanheel’s Reward 1,000 
  Maurina Sokol’s Reward 
  1,000 
   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. 
  Horn of Blasting 
  Wondrous item, Rare  
  You can us an action to speak the horn’s command 
  word and then blow the horn, which emits a 
  thunderous blast in a 30-foot cone that is audible 
  600 feet away. Each creature in the cone must make 
  a DC 15 Constitution saving throw. On a failed save, 
  a creature takes 5d6 thunder damage and is 
  deafened for 1 minute. On a successful save, a 
  creature takes half as much damage and isn’t 
  deafened. Creatures and objects made of glass or 
  crystal have disadvantage on the saving throw and 
  take 10d6 thunder damage instead of 5d6.   
       Each use of the horn’s magic has a 20 percent 
  chance of causing the horn to explode. The explosion 
  deals 10d6 fire damage to the blower and destroys 
  the horn.  
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
  DM Reward 
  In exchange for running this adventure, you earn 
  DM Rewards 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.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  29 
   
  Appendix. Monster/NPC 
  Statistics 
  Archer (Triton) 
  Medium Triton, lawful evil 
    
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
    
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15 
  Languages Common, Primordial 
  Challenge 3 (700 XP) 
    
  Archer’s Eye (3/Day). As a bonus action, the archer can add 
  1d10 to its next attack or damage roll with a longbow or 
  shortbow.  
  Actions 
  Multiattack. The archer makes two attacks with its longbow. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 
  ft., one target. Hit 8 (1d8 + 4) piercing damage. 
   
  Banderhobb 
  Large monstrosity, neutral evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
   
  Skills Athletics +8, Stealth +7 
  Condition Immunities charmed, frightened 
  Senses darkvision 120 ft., passive Perception 12 
  Languages understands Common and the languages of its 
  creator, but can’t speak 
  Challenge 5 (1,800 XP) 
   
  Resonant Connection. If the banderhobb has even a tiny 
  piece of a creature or an obect in its possession, such as a lock 
  of hair or a splinter of wood, it knows the most direct route to 
  that creature or object if it is within1 mile of the banderhobb. 
   
  Shadow Stealth. While in dim light or darkness, the 
  banderhobb can take the Hide action as a bonus action. 
   
  Actions 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 22 (5d6+5) piercing damage, and the target is grappled 
  (escape DC 15) if it is a Large or smaller creature. Until this 
  grapple ends, the target is restrained, and the banderhobb 
  can't use its bite attack or tongue attack on another target. 
   
  Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one 
  target. Hit: 10 (3d6) necrotic damage, and the target must 
  make a DC 15 Strength savng throw. On a failed save, the 
  target is pulled to a space within 5 feet of the banderhobb, 
  which can use a bonus action to make a bite attack against the 
  target. 
   
  Swallow. The banderhobb makes a bite attack against a 
  Medium or smaller creature it is grappling. If the attack hits, 
  the target is swallowed, and the grapple ends. The swallowed 
  creature is blinded and restrained, it has total cover against 
  attacks and other effects outside the banderhobb and it takes 
  10 (3d6) necrotic damage at the start of each of the 
  banderhobb's turns. A creature reduced to 0 hit points in this 
  way stops taking necrotic damage and becomes stable. 
  The banderhobb can have only one target swallowed at a 
  time. While the banderhobb isn't incapacitated, it can 
  regurgitate the creature at any time (no action required) in a 
  space within 5 feet of it. The creature exits prone. If the 
  banderhobb dies, it likewise regurgitates a swallowed 
  creature. 
   
   
   
  Shadow Step. The banderhobb magically teleports up to 30 
  feet to an unoccupied space of dim light or darkness that it 
  can see. Before or after teleporting, it can make a bite or 
  tongue attack. 
  Bandit Captain (Triton) 
  Medium humanoid (any race), any non-lawful alignment 
    
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
    
  Actions 
  Multiattack. The captain makes three melee attacks: two with 
  its scimitar and one with its dagger. Or the captain makes two 
  ranged attacks with its daggers. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  30 
   
  Trident. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee attack 
  that would hit it. To do so, the captain must see the attacker 
  and be wielding a melee weapon. 
  Champion (Keros) 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (Plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
    
  Saving Throw Str +9, Con +8 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
   
  Indomitable (2/day). The warlord can reroll a saving throw it 
  fails.  It must use the new roll. 
  Second Wind (Recharges after a Short or Long Rest). As a 
  bonus action, the champion can regain 20 hit points.   
  Actions 
  Multiattack. The warlord makes three weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing 
  damage if the champion has more than half of its total hit 
  points remaining. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 it, 
  one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half of its 
  total hit points remaining. 
  Marid (Shahzada) 
  Large elemental, chaotic neutral 
    
  Armor Class 17 (natural armor) 
  Hit Points 229 (17d10 + 136) 
  Speed 30 ft., fly 60 ft., swim 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  12 (+1) 
  26 (+8) 
  18 (+4) 
  17 (+3) 
  18 (+4) 
    
  Saving Throws Dex +5, WIs +7, Cha +8 
  Damage Resistances acid, cold, lightning 
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  13 
  Languages Aquan 
  Challenge 11 (7,200 XP) 
    
  Amphibious. The marid can breathe air and water. 
  Elemental Demise. If the marid dies, its body disintegrates 
  into a burst of water and foam, leaving behind only 
  equipment the marid was wearing or carrying. 
   
  Innate Spellcasting. The marid’s innate spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material 
  components: 
   
  At will: create or destroy water, detect evil and good, detect 
  magic, fog cloud, purify food and drink 
  3/day each: tongues, water breathing, water walk 
  1/day each: conjure elemental (water elemental only), control 
  water, gaseous form, invisibility, plane shift  
  Actions 
  Multiattack. The marid makes two trident attacks. 
  Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 
  ft. or range 20/60ft., one target. Hit: 13 (2d6 + 6) piercing 
  damage, or 15 (2d8 _ 6) piercing damage if used with two 
  hangs to make a melee attack.  
  Water Jet. The marid magically shoots water in a 60-foot line 
  that is 5 feet wide. Each creature in that line must make a DC 
  16 Dexterity saving throw. On a failure, a target takes 21 (6d6) 
  bludgeoning damage and, if it is Huge or smaller, is pushed up 
  to 20 feet away from the marid and knocked prone. On a 
  success, a target takes half the bludgeoning damage, but is 
  neither pushed nor knocked prone.  
  Swashbuckler (Triton) 
  Medium humanoid Triton, chaotic evil 
    
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
    
  Skills Acrobatics +8, Athletics +5, Persuasion +6 
  Senses passive Perception 10 
  Languages Common, Primordial 
  Challenge 3 (700 XP) 
   
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its turns. 
  Suave Defense. While the swashbuckler is wearing light or no 
  armor and wielding no shield, its AC included its Charisma 
  modifier. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  31 
   
  Actions 
  Multiattack. The swashbuckler makes three attacks: one with 
  a dagger and two with its rapier.  
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 
  ft. or range 20/60 ft., one target Hit: 6 (1d4 + 4) piercing 
  damage.  
  Rapier. Melee Weapon Attack:  +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 4) piercing damage.      
  Warlord (Vodos) 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (Plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
    
  Saving Throw Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, Persuasion 
  +8 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 12 (8,400 XP) 
   
  Indomitable (3/day). The warlord can reroll a saving throw it 
  fails.  It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start of its 
  turn if it has at least 1 hit point but fewer hit point than half 
  its hit point maximum.  
  Actions 
  Multiattack. The warlord makes two weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6+5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 it, 
  one target. Hit: 6 (1d6+3) piercing damage. 
  Legendary Actions 
  Legendary Actions (3/Turn). The warlord 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 warlord regains spent legendary 
  actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack.  
  Command Ally. The warlord targets one ally it can see within 
  30 feet of it. if the target can see and hear the warlord, the 
  target can make one weapon attack as a reaction and gains 
  advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can see and 
  hear it, the target must succeed on a DC 16 Wisdom saving 
  throw or be frightened until the end of warlord’s next turn. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  32 
   
  Appendix: Dramatis 
  Personae 
  Ailee – (A’ LEE) this human female is a sorceress who 
  specializes in charms and is secretly the sister of the 
  famous bard, Banderes. Although she is from 
  Waterdeep, her current residence consists of 
  following her brother on his musical travels.  
   
  Banderes – (ban’dÂr’es) this human bard is famous 
  all over the world of Toril. He currently resides in the 
  town of Phlan and plays at both the Laughing Goblin 
  Inn and the Sokol’s party barge.  
   
  Burly Thornshield – (bur-LEE) The dwarven owner of 
  the Leaky Eye, Tavern and Inn in the town of Phlan.  
   
  Captain Rairdon Tanheel – (tan-hEl) this elf male is 
  the captain of the ship, Tymora’s Luck. While he’s 
  usually considered a heroic rogue, who deals in 
  trading dangerous goods, some also consider him a 
  bit of a pirate. His ship is the 4th most successful 
  trading ship in the Moonsea, only behind the 
  legendary ships: the Mingleblood, the Flotsam and 
  the Purple Star.  
   
  Durnam Goblinkicker – (dÛr’num) This elderly well-
  traveled dwarf is the owner of the Laughing Goblin 
  Inn in the town of Phlan. Although the owner of the 
  famous tavern, he’s rarely there and often allows 
  others to run the tavern in his place.  
   
  Jon Dandy – the ledgerman for the Sokol family, who 
  works for Maurina Sokol aboard the pleasure barge 
  that docks at the Sokol Sea Palace.  
   
  Karsk – (kÄr’sk) An elderly ferryman from Phlan who 
  works for the Sokol family, helping workers and 
  adventurers back and forth from the Sokol 
  properties in the Moonsea.  
   
  Keros – (KÂr’Os) This man is a Triton Champion and 
  second in command to the band of the Triton 
  bandits.  
   
  Little Mark Hosslepond – Son of the late ‘Fat’ Mar 
  who used to run the Laughing Goblin Inn, and fought 
  to liberate Phlan during the invasion of the Maimed 
  Virulence and the dragon cultists. A statue 
  commemorating ‘Fat’ Mar stands outside the 
  Laughing Goblin. ‘Little’ Mark is currently in Phlan 
  making arrangements with Laughing Goblin’s owner, 
  Durnam Goblinkicker. Although much more reserved 
  than his father, ‘Little’ Mark (who’s actually quite a 
  bit bigger than his father), he has a good head for 
  business.  
   
  Maurina Sokol – (MÔr’Enuh) She is a relative of the 
  noble Sokol merchant family of the Moonsea. Her 
  nephew, Barret Sokol, is the current scion of their 
  house. After her husband died, Maurina returned to 
  her maiden name and took it upon herself to create 
  a new job for herself as the proprietor of the Sokol 
  Sea Palace.  
   
  Shahzada – (ShÄ’zÄ’duh) This Marid is from the 
  elemental plane of water who has corrupted Vodos 
  and his group of Triton bandits. Shahzada is a 
  worshiper of the elemental god, Olhydra and seeks 
  to reestablish the dominance of the Crushing Wave 
  cult in the Moonsea. 
   
  Vodos – (vO’dO s) This man is the Triton Warlord 
  and leader of the Triton Bandits. He has been 
  corrupted by the Marid, Shahzada, to worship the 
  evil chaotic god, Olhydra, but has also developed a 
  thirst for blood and loot that has undermined 
  Shahzada’s goal to rebuild the cult of the Crashing 
  Wave in the Moonsea.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
           3 
   
   
   
   
  Appendix: Letter from Barret Sokol to Jon Dandy  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dearest Friend Dandy, 
   
  Thank you for your last correspondence. Having a life-long friend whom I can trust to watch over my 
  aunt brings me continued comfort. Thank you for all the work you do and the wisdom that I’m sure 
  you bring to her.  
   
  However, please do your best to caution my aunt’s spending. This tourist venture out on the 
  Moonsea has nearly depleted her entire inheritance and I’m afraid it’s been a terrible drain on my 
  coffers as well.  
   
  Furthermore, the family’s reputation is always on such a tenuous balance, due to the decisions of a 
  few our less than honorable family members. Constantly rebuilding and reinforcing this new positive 
  reputation requires a great amount of diligence. I’m afraid that this whole gambling barge situation 
  that my dear aunt is involved in, might not be the most ideal venture for a Sokol. Please do your best 
  to guide her away from such business and onto more wholesome and reputable businesses.  
   
  I will always hope for the financial success of my dear aunt, but as much as it pains me to write this – I 
  would rather her entire operation sink into the Moonsea, than to have it tarnish the good family name 
  I’m trying to build.  
   
  I know that you’ll do your best to guide her, my good friend. I will greatly anticipate your next 
  correspondence, and have the utmost confidence in you that you’ll report something to my liking.  
   
  Your Sincerest Friend,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Barret Sokol  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  34 
   
  Appendix: Crown’s Dozen Playboard  
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  35 
   
  Appendix: Map of Phlan 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  36 
   
  Appendix: Leaky Eye Inn Map 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  37 
   
  Appendix: The Sea Flower, Pleasure Barge 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  38 
   
  Appendix: Tymora’s Luck Map  
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  39 
   
  Appendix: Sokol Sea Palace Map 1 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – BWM – 001 Howling on the Moonsea 
   
   
  40 
   
  Appendix: Sokol Sea Palace Map 2 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Bookwyrm Convention (BWM)/CCC-BWM-001 - Howling on the Moonsea.pdf