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  The Drowned Tower 
  You are approached by someone claiming to be a member of the Brotherhood of the Cloak investigating unusual incidents 
  involving some of his brethren. Discretion is vital, as there is rumored to be a link between the denizens of the Tower of 
  Arcane Might and one of the elemental cults. Can you uncover the truth? An adventure for 5th-10th level characters. 
  Adventure Code: DDEX2-3 
  Credits 
  Adventure Design: Mike Shea 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
   
  Debut: March 20, 2015 
  Release: April 1, 2015 
   
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  The Drowned Tower 
   
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  2 
  Introduction 
  Welcome to The Drowned Tower, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   This adventure is designed for three to seven 5th-10th 
  level characters, and is optimized for five 6th-level 
  characters. Characters outside this level range cannot 
  participate in this adventure.  
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the city of Mulmaster and the 
  Flooded Forest to the south of the city. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  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. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  
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  3 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 6th-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out 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 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
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  4 
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  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. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
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  5 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Adventure Background 
  Over a century ago, an unlikely alliance between 
  Mulmaster and the Zhentarim led to the construction of a 
  Zhentarim watchtower on the coast a half-day's journey 
  south of the city of Mulmaster. Sometime during the early 
  Spellplague, the tower was completely covered up in a 
  massive mudslide and, for almost a century, it remained 
  hidden. 
   A few months ago a series of powerful storms hit the 
  eastern coast of the Moonsea and uncovered the top of 
  this tower, now crushed by decades of compacting mud 
  and infested with hideous monsters. 
   Discovering the tower, a sect of the Cult of the Crushing 
  Wave delved into its chambers, and used its former altar 
  to Bane as their own. There they studied an artifact in 
  their possession known as an Orb of Living Water. 
   Two months ago, a member of the Brotherhood of the 
  Cloaks named Drayson Fivestar came across the tower 
  during his historical research into the area. Exploring the 
  tower, he was captured by the Cult of the Crushing Wave. 
  Rather than kill him, the leader of this sect of the cult, a 
  priest named Therus, used the Orb of Living Water and 
  the writings of their order to indoctrinate him into the 
  cult. They then sent him back to Mulmaster to recruit for 
  the Cult among the worshippers of Umberlee. 
   For the past two tendays Drayson has been reading a 
  sodden tome given to him by Therus and spreading the 
  word of the Cult of the Crushing Wave among followers of 
  Umberlee. Word of his preaching drew the attention of 
  Rydah the Storm Soother, a high priestess of Umberlee, 
  who preached against his heresy to her more violent 
  followers. Three nights ago, these followers ambushed 
  Drayson and murdered him, throwing his body from the 
  shrine of Umberlee into the darkness below. 
   Curious about his partner's death and intrigued by the 
  writings of the Cult of the Crushing Wave, Salvar Brix, a 
  fellow member of the Brotherhood of the Cloak, began to 
  investigate his partner's murder only to be ambushed 
  himself by the same assailants who killed Drayson 
  Fivestar. The party of adventurers interrupts the attack 
  and is pulled into Salvar's plan to uncover the mystery of 
  Drayson's death and discover the secrets within the 
  Drowned Tower.  
  
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  6 
  Overview 
  The adventure begins as the adventurers interrupt the 
  assault of Salvar Brix by murderous followers of 
  Umberlee. Always the opportunist, Salvar quickly 
  convinces the Umberlee attackers that the adventurers 
  are his reinforcements and the adventurers quickly find 
  themselves in the middle of the battle. 
   With the followers of Umberlee defeated, Salvar is 
  quick to reward the adventurers and asks that they visit 
  him at the Tower of Arcane Might the following morning. 
  The next morning at the Tower of Arcane Might, Salvar 
  describes his investigation of the murder of his partner, 
  Drayson Fivestar, and the mystery of the Drowned Tower. 
  Salvar has one of Drayson's artifacts from the tower, a 
  sodden tome that describes a strange cult known as the 
  Cult of the Crushing Wave and an artifact within the 
  tower known as the Orb of Living Water. 
   Salvar asks the adventurers to investigate Drayson's 
  death, the involvement of the followers of Umberlee, and 
  details of Drayson's discoveries in the tower.  
   The adventurers can investigate Drayson's death in a 
  variety of ways including questioning the high priestess of 
  Umberlee, searching his secret hovel near the docks, and 
  questioning the barkeep at a tavern in which Drayson had 
  last been seen. 
   During this time, Salvar researches the location of the 
  Drowned Tower. With this information in hand, Salvar 
  asks the adventurers to investigate the tower itself and 
  recover the Orb of Living Water described in the tome 
  and confirmed by Drayson's notes. 
   With a greater understanding of the situation, the 
  adventurers travel to the Drowned Tower where they face 
  members of the Cult of the Crushing Wave and the 
  monsters that have infested the tower over the past 100 
  years. In the lowest reaches, they face Therus and the 
  creature he has summoned. The adventurers then return 
  to Mulmaster with the orb in hand. 
  Adventure Hook 
  Salvar Brix has always been charismatic, learning what 
  motivates those he needs to forward his own goals. Once 
  rescued, Salvar offers the party monetary rewards and 
  describe the riches of the Drowned Tower the 
  adventurers might keep if they explore it. 
   Should the adventurers seek information rather than 
  tangible rewards, Salvar is willing to aid them in getting 
  it. Anything short of outright betrayal of the Brotherhood 
  of the Cloak is fair commerce for Salvar.  
   
   
  
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  7 
  Part 1: The Rescue of 
  Salvar Brix 
  Salvar’s Assault 
  The adventure begins as the party stumbles into the 
  attack against Salvar Brix. When the adventure begins, 
  read the text below. 
  While walking in the dock area of the city, you hear the chaos of 
  battle ahead of you. Four men lie dead and one other crawls 
  backward towards you, the remnants of magical energy 
  surrounding his hand. A group of rough-looking sailors confront 
  the crawling man. Well-worn sea washed leathers protect their 
  tanned skin decorated with numerous tattoos. They seem 
  surprised at your presence. 
   The man lying nearby turns towards you, his eyes filled with a 
  silent pleading. He turns back to his assailants. 
   “It would appear my reinforcements have arrived.” 
   The leader of the assailants clenches his jaw and grips the 
  pommel of his scimitar ever tighter.  
   “Then they will die alongside you, heretic.”  
    
  Regardless of how the adventurers feel about this 
  situation, battle is inevitable. The leader of the attackers 
  would leave no witnesses alive regardless of their 
  relationship to the man. 
   The man on the street is unable to further protect 
  himself after expending his spells on the dead assailants 
  (none of his known cantrips are combat oriented). 
   The leader of the attackers is a bandit captain leading 
  four thugs and a berserker. These combatants are well 
  prepared for a fight. The thugs use both ranged and 
  melee attacks, whichever is more tactically sound. The 
  berserker prefer to attack spellcasters while the bandit 
  captain attacks any healers and the thugs engage any 
  other combatants. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These adjustments are not cumulative.  
  • 
  Very weak party: Remove the berserker and one thug 
  • 
  Weak party:  Remove the berserker 
  • 
  Strong party: Add one more berserker 
  • 
  Very strong party: Add one more berserker and two more 
  thugs 
   
  When his attackers are defeated, the man is very thankful. 
  He introduces himself as Salvar Brix, a member of the 
  Brotherhood of the Cloak and researcher at the Tower of 
  Arcane Might. He had hired one of the dead men as a 
  bodyguard but is quick to dismiss the dead man as 
  useless. 
   Salvar takes out a square medallion that authenticates 
  his membership to the Brotherhood of the Cloak. All such 
  mages who reside in Mulmaster must prove their 
  membership in such a manner. 
  Using Arcane Magic in Mulmaster 
  The use of arcane magic is tightly regulated in Mulmaster. If any 
  of the characters used arcane magic during the fight with the 
  Umberlants, consult the following. 
   
  • 
  Level 3 or Lower Spells. After thanking them for coming to 
  his aid, Salvar asks how long the mage has lived in the city. 
  If the answer is less than three months, he smiles benignly 
  and reminds them that they need to register and join the 
  Cloaks before their six months are up. 
  • 
  Level 4 or Higher Spells. After thanking them for coming to 
  his aid, Salvar asks how long the mage has lived in the city. 
  He is very stern and informs them that even though it saved 
  him such magic should not be used in the city and the 
  character should consider joining the Cloaks immediately 
  even if their three months are not yet up. 
   
  Note that if the character is a member of the Cloaks he thanks 
  them by name before any introductions are made. 
  Roleplaying Salvar 
  Salvar is a dashing and ambitious mage, seeking to rise in 
  station at the Tower of Arcane Might. Though not particularly 
  powerful (he’s the equivalent of a 5th-level wizard), Salvar is 
  often able to turn a situation to his advantage with the right 
  words, playing off of the motivations of those whose alliance he 
  seeks. He is warm and gracious to those who can help him and 
  quick to dismiss those who cannot. 
   
  Salvar comes from a noble family and believes that money 
  can buy anything, including loyalty, though he is personally 
  motivated by the powers of forbidden magic and lore lost to 
  most mortals. He believes his murdered friend, Drayson 
  Fivestars, was on to just such a discovery.  
   
  When questioned about the situation, Salvar explains that 
  he was investigating the death of a dear friend of his, a 
  brother of the Cloak and fellow researcher at the Tower 
  of Arcane Might named Drayson Fivestars. A successful 
  DC 15 Wisdom (Insight) check reveals that Salvar wasn’t 
  being perfectly honest. In truth, they were more rivals 
  than friends and Salvar is more interested in Drayson’s 
  research than in justice for his murder. 
   
  
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  8 
  Harried from the attack, Salvar pushes away any other 
  questions. He gives the adventurers a writ; a sheet of 
  vellum inscribed with his personal glyph. This, he 
  explains, affords free meals, drinks, and a room at the 
  comfortable The Traveler’s Cloak. The Traveler’s Cloak is 
  a high-end inn on the edges of the Docks Quarter that 
  rubs up against the wealthier holdings of Mulmaster. It 
  caters to wealthy merchants and foreign dignitaries, and 
  the prices reflect this—single rooms cost 12 gp a night, 
  and the price for one of the inn’s two suites are five times 
  that. 
   He invites the adventurers to meet with him the 
  following morning at the Tower of Arcane Might. He 
  promises to make it worth their while. The same writ gets 
  them past the guards of the tower. 
  Treasure 
  The adventurers find little of value on the attackers 
  except for the leader of the group who carried a jeweled 
  scimitar with a hilt shaped like twisted octopus tentacles 
  worth 50 gold pieces.  
  Developments 
  The adventurers also find numerous tattoos on the men, 
  though the bandit captain himself has the most notable, a 
  scene of a woman with the body of a kraken and the torso 
  of a female tearing a ship in two in a stormy sea. The 
  tattoo takes up most of his chest and upper arms. A 
  successful DC 13 Wisdom (Religion) check reveals that 
  the depicted woman is Umberlee, Queen of the Depths. 
   If any attackers are left alive, they keep their mouths 
  shut. A successful DC 15 Charisma (Intimidation) check 
  might get them to declare Salvar a heretic of the Queen of 
  the Depths meddling in matters best left alone. They are 
  true fanatics of Umberlee and want to give Salvar the 
  same treatment they gave Drayson. Indeed, these are the 
  same attackers who murdered Salvar’s partner, Drayson, 
  two days earlier. Now they seek to destroy any connection 
  to the drowned man they can find. 
   The adventurers are free to spend the evening as they 
  wish. If they ask about Salvar at The Traveler's Cloak, 
  they learn that he comes from a rich family and is quick to 
  give coin to those who can help him or have something he 
  wants. The inn is definitely a step above most in 
  Mulmaster. The bar in the common room is a single slab 
  of polished marble, and the furnishings are finely carved 
  and stained oak of the highest quality. Bordering the 
  common area are a dozen booths, the benches of which 
  are bedecked in plush upholstery. Each booth features a 
  set of heavy velvet curtains for the sake of privacy, and a 
  small bell that can be rung from inside the booth to 
  summon the wait staff. The rooms are equally well 
  furnished and comfortable. The inn generally relies on its 
  high prices to keep out common adventurers so the 
  characters may meet with some distain depending on 
  their manner of dress as well as their manners.   
  Checking with their Factions 
  The Emerald Enclave has no real resources within the 
  city at this time.  
   The Harpers can confirm that Salvar is a member of the 
  Cloaks and are very interested in whatever the characters 
  can discover about any conflict involving the Cloaks or 
  within the Cloaks. This qualifies as a faction assignment 
  that the characters can complete by reporting that there 
  may be someone within the Cloaks corrupted by the Cult 
  of the Crushing Wave and information about items given 
  to Salvar. 
   The Lord's Alliance praises the characters for coming 
  to the aid of Salvar and is interested to hear what else he 
  asks of them. 
   Being somewhat suspicious of the government 
  organizations within Mulmaster, the Order of the 
  Gauntlet cautions them to be careful of the potential 
  intrigue.  
   The Zhentarim cannot be contacted at this time, 
  although they do have agents within the city. 
  Meeting Salvar Brix 
  The next day, Salvar Brix is expecting them at the Tower 
  of Arcane Might. 
  The Tower of Arcane Might 
  The characters can learn the following information with a 
  successful DC 12 Intelligence (History) check. 
   
  For centuries, the balance of power in Mulmaster has been 
  tenuous and for most of these centuries, the rulers of Mulmaster 
  treated the use of magic as something to be feared and 
  controlled. Any magic user residing in the city for more than 3 
  months and showing a certain level of proficiency in magic (level 
  4 or above) must join the Cloaks at the Tower of Arcane Might. 
  Doing so gives the member access to an extensive library and 
  laboratory but forces them to register with the city’s registry of 
  mages and swear fealty to the Blades, the 16 lords that rule over 
  Mulmaster. 
   
  
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  9 
  As they arrive, read the following. 
  A high wall surrounds the complex of the Tower of Arcane 
  Might. Alert guards in steel armor protect the large iron-bound 
  doors at the front of the gate. Looking over Salvar’s mark, they 
  let you into a campus of squat buildings surrounding a high 
  gray stone tower. Two massive statues flank the iron door of the 
  tower. Their heads turn and follow your approach. 
   Upon entering the tower, you are greeted by an aide who 
  guides you along narrow stone staircases, past numerous 
  laboratories, and by meeting chambers crowded with hooded 
  members of the Brotherhood of the Cloaks until you reach 
  Salvar’s scriptorium. Salvar smiles as you approach. Numerous 
  scrolls, parchments, and an old waterlogged book clutter his 
  desk.  
   
  A successful DC 14 Intelligence (Arcane) check gives the 
  party a glimpse of understanding into the notes Salvar is 
  working on. They see a strange text written in an 
  unknown language and images of vast seas and strange 
  creatures. As their eyes move over the text, they hear a 
  sinister whisper in the back of their minds but it’s quickly 
  cut off as Salvar closes the book he is studying. He then 
  smiles warmly. 
   Salvar describes the following points to the 
  adventurers. 
   
  • 
  Salvar’s friend and fellow scribe, Drayson Fivestar, 
  had recently discovered this tome in the ruins of a 
  nearby tower formerly covered by a mudslide. 
  Drayson referred to it as the Drowned Tower. 
  • 
  Drayson had discovered the ruin two months ago and 
  had disappeared while exploring it for nearly a month 
  before returning a changed man.  
  • 
  When he returned, he threw himself into his research 
  and spent a great deal of time at a bar near the docks 
  known as the Rusty Chock talking about some sort of 
  water cult with the local sailors. 
  • 
  He also spent a great deal of time studying this tome 
  and other writings of the cult at his private rented 
  room near the docks. 
  • 
  Two days ago, Drayson had gone missing. Salvar had 
  asked for him and heard that he had killed himself by 
  weighting his feet and throwing himself into the 
  water near the Temple of Umberlee. 
  • 
  Salvar had gone to the Rusty Chock to ask about his 
  friend. He received no useful information. Shortly 
  after leaving, he was attacked and saved by the 
  adventurers. 
   
  Once he has explained the background of Drayson’s 
  death, he asks the party for help with the following quests. 
   
  • 
  Salvar would like the adventurers to uncover the 
  mysteries of Drayson’s death and his own attack. He 
  doesn’t believe Drayson’s death was a suicide. Salvar 
  is worried that the church of Umberlee is behind the 
  attacks and wants to know if they were sanctioned by 
  church. He suggests visiting the shrine of Umberlee 
  near the docks. 
  • 
  Salvar would also like to uncover any clues Drayson 
  may have left behind. Drayson’s apartment may be a 
  good place to look. Salvar gives the adventurers di-
  rections. 
  • 
  Salvar also believes that the adventurers might learn 
  more about the attack by visiting the Rusty Chock 
  tavern where Drayson spent his last evening alive. 
  • 
  While the adventurers investigate Drayson’s death, 
  Salvar believes he can decode some of Drayson’s 
  notes left at the Tower of Arcane Might to determine 
  the location of the Drowned Tower and what might 
  be in it. Doing so takes a day’s time.  
  Rewards 
  Salvar offers the party 10 platinum pieces (100 gp) for 
  their efforts around town and suggests that there may be 
  much more if they investigate the Drowned Tower. No 
  doubt great riches lie in its depths. 
  Lord’s Alliance 
  Characters that inform the Lord's Alliance of what Salvar 
  ask them to investigate, they are told to continue and 
  inform them of what is discovered (faction assignment). 
  The murder of a Cloak is a serious issue and they want 
  the matter solved quickly. 
   
   
  
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  10 
  Part 2: The Investigation 
  of Drayson Fivestar 
  At this point the adventurers have multiple paths they can 
  take to investigate the death of Drayson Fivestar. The 
  clues they uncover help them later in the adventure. The 
  adventurers are free to choose to visit any of these 
  locations in any order and may skip any they choose. 
  Depending on the time of your game, you might choose to 
  motivate them to return to Salvar as the sun begins to set. 
  Managing Time 
  This adventure has many scenes of investigation and many 
  options for exploration. It is important that you manage time 
  effectively and keep things moving forward so the players can 
  experience the full adventure in the allotted time. Here is the 
  assumed timeline for the adventure: 
   
  • 
  Part 1: 45 minutes 
  • 
  Part 2: 45 minutes 
  • 
  Part 3 (areas 1-6): 45 minutes 
  • 
  Part 3 (areas 7-11): 30 minutes 
  • 
  Part 3 (final section): 45 minutes 
  • 
  Conclusion: 15 minutes 
   
  If this investigation in Chapter 2 begins to run long, let the 
  players know that the day is moving on and they may have to 
  return to Salvar before having explored all three locations. Since 
  none of these locations have critical information in order to run 
  part 3, it is acceptable that they miss one of the scenes in part 2. 
  The Shrine of Umberlee 
  Read the following as the adventurers approach. 
   
  The Last Drop is an odd shrine to Umberlee in the Bay of 
  Mulmaster—made in the form of a stone bridge placed between 
  two cliffs jutting from bay islands. The south side of the bridge 
  is carved into the likeness of a scowling maiden, her mouth 
  opened in a scream of rage. Water tumbles from the mouth into 
  the bay below. Her hair has been carved to resemble storm 
  clouds. 
   Upon the bridge a seaman mutters something under his breath 
  and tosses a gold piece into her mouth and into the seas below 
  before rushing off, head held low. A half dozen other sailors 
  kneel, lay prone, or stand about whispering prayers to the 
  Queen of the Depths. 
   A woman stands near the south end of the bridge, robes tied 
  down and decorated in patterns that resemble swirling 
  tentacles. A mace with a head shaped like the face of Umberlee 
  hangs from her worn leather belt. Her gray hair and gray eyes 
  resemble the stormy seas.  
   
  The woman introduces herself as Rydah the Storm 
  Soother, the high priestess of Umberlee in Mulmaster. 
  Roleplaying Rydah 
  Rydah is a cool and calculating priestess. She attained her 
  position in a power struggle of both politics and force after 
  removing the previous high priest’s support before caving in his 
  skull in a duel on the docks with the iron mace shaped like 
  Umberlee’s head that never leaves her side. Though not violent 
  by nature, she sees violence as a clear means to an end in her 
  struggle to stay on top and keep the followers of Umberlee in 
  continual fear. She has managed to do so for two decades, 
  eliminating anything that might pose a threat to her position or 
  the church. 
   
  When the adventurers approach her, Rydah is cold to the 
  party but not hostile. Rydah has five followers (thugs) 
  around for protection and as a priest she is able to defend 
  herself if need be. If attacked, she drinks a potion of 
  invulnerability. 
   Rydah is not easily bluffed (requires a successful DC 18 
  Charisma (Deception) check) but when treated 
  appropriately she may be persuaded (with a successful 
  DC 13 Charisma (Persuasion) check) to give up more 
  than she normally would. During the course of the 
  conversation, Rydah relays the following information. 
   
  • 
  Rydah is concerned that a new cult is rising in 
  Mulmaster calling itself the Cult of the Crushing 
  Wave. She believes Drayson knew something about 
  this cult and had been spreading its message among 
  her flock. 
  • 
  Rydah believes that losing followers of Umberlee 
  brings powerful storms to the seas, destroy hundreds 
  of ships, and thousands of lives. This new cult puts 
  everyone on the Moonsea at risk. 
  • 
  Rydah explains that the followers of Umberlee have 
  no rigid hierarchy and she has little influence over 
  the actions of the followers of Umberlee. A successful 
  DC15 Intelligence (Insight) reveals that this is not 
  entirely true. She didn’t directly give orders to kill 
  anyone but she certainly implied that it might be best 
  if those preaching about the Crushing Wave were to 
  meet Umberlee’s embrace. 
  • 
  A successful DC 15 Charisma (Intimidation) check 
  angers Rydah, but she reveals that she believes there 
  are ties between the Cult of the Crushing Wave and 
  the Brotherhood of the Cloak. She believes 
  Drayson’s and likely Salvar’s actions prove this. 
   
  
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  11 
  Rydah is as interested in learning about the party as they 
  are in learning about the death of Drayson. During the 
  conversation, she asks questions in return about Drayson, 
  Salvar, and the Drowned Tower. Her goal is to contain 
  this new cult and sever its ability to influence the 
  followers of Umberlee. 
  A Fistful of Lions 
  If the party convinces Rydah that they aren’t simply Salvar’s 
  pawns, she may try to recruit them to return whatever it is Salvar 
  wants from the Drowned Tower to her. A darkness grows in the 
  Tower of Arcane Might, she says, and this artifact, whatever it is, 
  feeds that darkness. If the party brings her the artifact from the 
  Drowned Tower, she matches his price in gold “lions.” 
  XP Reward 
  If the characters are able to learn that Rydah did not 
  personally organize the attack but believes that the 
  Brotherhood of the Cloak is connected to the Cult of the 
  Crushing Wave, award each player 400 XP. 
  Drayson’s Apartment 
  Upon returning from his captivity in the Drowned Tower, 
  Drayson rented a cheap apartment at the docks where he 
  could study what he found and recruit local sailors to the 
  Cult of the Crushing Wave. Always somewhat eccentric, 
  his fellow brothers at the Tower of Arcane Might didn’t 
  suspect he had switched allegiances to the Cult but 
  certainly noticed a change. After his murder, followers of 
  Umberlee ransacked his apartment seeking to weed out 
  any other followers.  
   The apartment is a one-room hovel above a hemp shop 
  two blocks from the docks. When the party arrives, they 
  find the door has been broken open and the moderately 
  expensive lock has been destroyed. Read the following: 
   
  Sunlight shines through the cracks between rotted wooden 
  planks that make up the apartment’s rough walls. A narrow bed 
  has been turned over and the straw mattress slashed open. Two 
  chests have been shattered with great force and articles of 
  clothing litter the room. A large oak writing desk has been 
  turned over on its side and cracked down the center.  
   The walls have all been crudely painted with the image of a 
  titanic wave reaching out across a fleet of tiny ships under an 
  unfamiliar sky.  A series of words has been painted below in a 
  strange dark language. Over this, in red, a single word, 
  “Heretic”, has been painted in common. 
   
  It is clear to the adventurers that Drayson’s apartment 
  has already been thoroughly and violently searched. Any 
  valuable information has likely already been taken or 
  possibly destroyed. 
   The paintings on the wall are the views of a mad mind. 
  A successful DC 12 Intelligence (Arcana) check reveals 
  that it depicts no world the adventurers have seen. A DC 
  successful 18 Intelligence (Arcana) check reveals that it is 
  likely the elemental plane of water. From the scale of the 
  painting, the violent entity is titanic in size. 
   A successful DC 15 Intelligence (Religion) check 
  reveals that the image is certainly not of Umberlee and of 
  no sea god known in Faerûn. 
   A successful DC 15 Intelligence (Arcana) check reveals 
  that the language of the dark script is Primordial. One 
  who can speak primordial can read it as “The Crushing 
  Wave Devours All.” 
  Treasure and Clues 
  A successful DC 15 Wisdom (Perception) check reveals 
  that two of the floorboards under the bed are newer than 
  the others. Prying them up reveals a crawlspace 
  underneath the floor of the loft and above the ceiling of 
  the hemp shop. Inside the crawl space is a bundle of 
  parchments and a strange idol of a wave reaching out 
  over a tiny city made of blue stone. The idol is worth 100 
  gp to a vendor on the streets of Mulmaster but Salvar 
  doubles that price if the party offers it to him. 
   The scrolls contain nearly incomprehensible ravings 
  about the Cult of the Crushing Wave and illustrations of 
  hideous rituals conducted upon an altar in the middle of a 
  vast ocean. More importantly, however, they contain 
  Drayson’s notes of his captivity in the Drowned Tower 
  and his eyes opening to the Cult of the Crushing Wave. 
  Scanning through the notes, the adventurers discover a 
  number of interesting things including the following:  
   
  “Floors above the officer’s quarters are rotten through. 
  Not safe! Something squirms in the dark.” 
   
  “Therus has used a series of wards to protect the tower. 
  I must remember the two passphrases!” 
   
  “Something terrible lurks in the mud in the advisor’s 
  laboratory. Therus demands we avoid those chambers.” 
   
  “Therus says I am not the only Cloak who has seen the 
  way of the Crushing Wave. Who are the others?” 
   
  
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  12 
  “Always hungry, the avatar of the Crushing Wave de-
  mands to feed off the faithful. I must send more.” 
   
  On a piece of vellum, Drayson has scrawled two phrases 
  in Primordial. They can be translated by anyone who 
  speaks the language or with a suDC 15 Intelligence 
  (Arcana or Religion) check. The phrases include: 
   
  “The Tide Rises. Embrace the Cold Sea. “ 
   
  These two phrases are, sequentially, the phrases required 
  to get past the wards Therus has placed in the Drowned 
  Tower (the glyph in Area 2, and the glyph in  
  XP Reward 
  If the party discovers Drayson’s personal notes and 
  returns the idol to Salvar, each character is rewarded 400 
  experience points. 
  The Rusty Chock 
  When the adventurers enter the Rusty Chock tavern, read 
  the following. 
   
  The odor of salt, rancid meat, and stale grog hangs in the main 
  room of the Rusty Chock. A bar sits along the left side of the 
  room while half a dozen tables are scattered around the rest of 
  the tavern. Questionable liquids pool on the floor, some dry and 
  some still fresh. Rotted ropes and rusted hooked poles adorn 
  the walls. Above the door to the back room is a piece of wood 
  painted with two blue-green waves, one curling left and one 
  curling right. 
   
  The Rusty Chock is one of dozens of small bars and inns 
  that serve the lowest caste of sailors who frequent 
  Mulmaster on their journeys across the Moonsea. Run by 
  a former sailor, Benkin Rould, the bar seats two-dozen 
  patrons at six tables and a bar. The food is bad and the 
  grog, though quite strong, is even worse. 
  Roleplaying Benkin 
  Benkin Rould is a human sailor of sixty years. His skin is leathery, 
  dark, and scarred. There isn’t much the veteran sailor hasn’t seen 
  or heard about in his times on the seas. Though not a fan of 
  Rydah the Storm Soother (he thinks she’s a bit more 
  manipulative than an Umberlant priestess should be), he still 
  fears the wrath of Umberlee. He feels Drayson got what he 
  deserved for speaking what, in Benkin’s mind, were sacrilegious 
  words against the Queen of the Deeps. 
   
   The number of patrons in the bar depends on the time 
  of day. The bar always has about a half dozen sailors who 
  spend what little money they have on the Chock’s cheap 
  alcohol. Later in the day, the place fills up with more 
  unsavory characters. 
   A successful DC 10 Intelligence (Religion) check 
  reveals that the symbol painted above the back door is a 
  mark of Umberlee, Queen of the Depths. 
   If questioned about Drayson, Benkin says he has seen 
  someone like that about once or twice. A successful DC 
  10 Wisdom (Perception) check reveals that he knows 
  much more than this. A successful DC15 Charisma 
  (Intimidation, Persuasion, or Deception) check gets him 
  to open up a bit more about him. Benkin explains that he 
  knew Drayson and he was terrible for business. Drayson 
  had started coming to the bar a month ago. He didn’t 
  come in asking questions, as Salvar implied, but came in 
  preaching about some new god called the Crushing Wave. 
  Worse, some of the more impressionable sailors began to 
  listen to him. Many times, however, he would get into 
  arguments with the bar’s clientele who mostly followed 
  and feared Umberlee. Drayson’s words were dangerous 
  indeed. 
   The night of his death, Drayson had been preaching his 
  foolishness rather loudly. Benkin had feared blood would 
  spill as a handful of Umberlants, loyalists to Rydah the 
  Storm Soother, were in the bar that night. They said 
  nothing, though, but listened carefully without drinking 
  and followed him out when he stumbled out that night. 
    The following morning, Benkin had heard from a sailor 
  that the loyalists leapt on Drayson shortly after leaving 
  the bar. They had knifed him in the back, wrapped chains 
  around his legs, and thrown him over the rails into the 
  sea by the shrine of Umberlee. 
   The sailor said that Drayson, bleeding from a pierced 
  liver and about to be tossed into the black, was still 
  preaching. “The Crushing Wave devours all!” he said. The 
  sailor who described this sailor shipped out yesterday 
  morning. 
   Should combat take place in the Rusty Chock, a 
  number of commoners, three bandits, and a thug joins 
  in the fight. If it is early in the day, there are only three 
  commoners. In the evening, there are nine commoners. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak or weak party:  Remove one bandit 
  • 
  Strong or very strong party: Add one thug 
  
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  13 
  XP Reward 
  If the party convinces Benkin to reveal all of the 
  information he knows about Drayson’s death, each 
  character is awarded 200 XP. 
  Returning to Salvar Brix 
  After their investigation, the adventurers return to Salvar 
  Brix who listens intently to what they have discovered. If 
  the adventurers claim that Drayson was preaching about 
  the Cult of the Crushing Wave, he dismisses the idea. 
  Drayson was an explorer, like the rest of the Cloaks. He 
  followed no dogma. Any preaching must have been 
  misinterpreted enthusiastic questioning. 
   He is also quick to dismiss the idea that any members 
  of the Brotherhood of the Cloak belong to the Cult of the 
  Crushing Wave. A successful DC 15 Intelligence 
  (Investigation) check reveals that he’s unsure of this 
  statement. 
   Salvar is relieved to hear that Rydah the Storm Soother 
  didn’t directly sanction the attack. 
   Salvar pays the adventurers 10 platinum pieces (100 
  gp) for investigating Drayson’s death and speaking to 
  Rydah. Now he has a new job for them. 
   While they were investigating Drayson’s death, Salvar 
  learned the location of the Drowned Tower. The tower, it 
  appears, was once a former Zhentarim watchtower about 
  a half-day's travel to the north along the shore. Nearly a 
  century ago a mudslide had buried the tower but recent 
  heavy storms uncovered the top of the lost tower and 
  revealed an opening that led inside. 
   Salvar’s investigations into the book revealed 
  something else. The book and its author had traveled with 
  an artifact of some sort, an artifact considered divine by 
  this strange Cult of the Crushing Wave. The Cloaks would 
  very much like to retrieve this artifact and research its 
  mysteries. For recovering this artifact, Salvar pays the 
  adventurers 100 platinum pieces (1,000 gp). 
   On agreement, Salvar gives the adventurers a map to 
  the Drowned Tower. Salvar worries that, should 
  members of this cult still be around, they may attempt to 
  move the artifact. Further, the ground around the tower is 
  still unstable. Another storm may send the tower sinking 
  back to the mud. Time, he explains, is of the essence. 
   
   
  
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  14 
  Part 3: The Drowned 
  Tower 
   
  The Drowned Tower sits in a steep swampy hill of mud. 
  Streams of water cut across the hill down towards the 
  sea, a few miles away. Thick vines hang from dead trees 
  making the tower difficult to find. Only a slice of the upper 
  tower can be found where the mud has been washed 
  away by the storms. 
   Tracks of boot prints can be seen entering and exiting 
  the tower. 
  General Features 
  Most of the tower remains sunken in mud with only the 
  roof and upper battlements uncovered. Decades of mud 
  have crushed in many of the walls and poured through the 
  windows destroying many of the tower’s original rooms 
  and breaking through walls. 
   Ceilings. The ceilings inside the tower are twelve feet 
  high and made of stone reinforced with rotted wood. 
   Light. There is no natural light in the tower. When the 
  Cult travels through the tower, they use torchlight. 
   Sound. Adventurers can hear the sounds of dripping 
  water and the occasional slurp of mud continuing to force 
  its way into the tower. 
   Smell. Centuries of rot in the mud has put a permanent 
  smell of decay throughout the tower. 
  Resting Within the Tower 
  When they arrive, it is clear to the adventurers that roving 
  swarms of rats, the occasional Cult patrol, and a continually foul 
  smell in the air makes it impossible to take an extended rest 
  within the tower. Area 8 (when clear of the pudding) and area 13, 
  however, can be protected long enough to take short rests. If they 
  insist on attempting a short rest, roll 1d6. On a 1 or 2, they are 
  attacked by a number of Crushing Wave reavers equaling one per 
  character. On a 3 or 4, they are attacked by swarms of rats, one 
  swarm per character, that come pouring in through cracks in the 
  walls. 
   
  In their last meeting with Salvar, he made it clear that time is 
  of the essence in recovering whatever they can find from the 
  tower should another mudslide cover the tower once again or 
  should the Cult move the artifact somewhere else. 
  1. The Battlements 
  The upper battlements are the only exposed part of the 
  tower. It contains two possible entrances into the rest of 
  the tower. When the adventurers reach the battlements, 
  read the following.  
   
   
  Within the dense swamp, hundreds of feet of thick mud splits 
  apart revealing the stone roof and battlements of the Drowned 
  Tower. Half of the roof is still covered in mud. A deep pit likely 
  once held fires that could be seen far out over the Moonsea. A 
  broken staircase leads down into the buried tower while part of 
  the stone roof has broken away revealing rotted wooden support 
  beams and shadows of the room below. 
   
  A successful DC 15 Wisdom (Perception) check reveals 
  tracks, partially washed away by recent rain, that lead 
  down the stairs into the lower levels. A successful DC 15 
  Wisdom (Perception) check reveals that the rotted beams 
  in the hole can easily break through into area 6.  
   If a character investigate the rotted beams, the stone 
  crumbles underfoot. The character must make a DC 15 
  Dexterity saving throw or fall through the crashing boards 
  taking 5 (1d10) bludgeoning damage and landing in area 
  5. 
  2. The 3rd Floor Landing 
  When the adventurers travel down the staircase, read the 
  following.  
  A crumbling staircase leads to a dark hallway. A pair of rotted 
  wooden doors reinforced with bands of rusted iron stand open 
  at the southern end of the hall. 
   A drake grasping a disk with rays emitting from a skull-topped 
  scepter in the center has been carved into the north wall. 
   A crumbling stone stairwell leads deeper into the tower. 
   
  A successful DC 12 Wisdom (Perception) check reveals 
  footprints that head regularly to and from the door to the 
  south. Semi-circles on the floor reveal that the door has 
  recently been opened and closed. 
   The ground beneath the doorway to the south is 
  trapped with a glyph of warding cast by Therus. Only 
  members of the Cult of the Crushing Wave, including 
  Drayson, know the passphrase. Anyone who attempts to 
  open the door without saying the phrase “The Tide Rises” 
  triggers the ward. This is one of the phrases Drayson had 
  written in his notes. 
   The ward requires a successful DC 15 Intelligence 
  (Investigation) check to detect it and can only be removed 
  by triggering it, speaking the passphrase, or by casting 
  dispel magic on it. If triggered, the glyph fills the hall; 
  anyone within the hall must succeed at a DC 15 Dexterity 
  saving throw or take 22 (5d8) fire damage. Those that 
  succeed take only half damage. 
  
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  15 
   A successful DC 10 Intelligence (History) check reveals 
  that the symbol is that of the Zhentarim. Zhentarim 
  faction members make this check with advantage. The 
  symbol is over 100 years old. 
   A successful DC 15 Wisdom (Perception) check reveals 
  that there is a good deal of foot traffic heading down the 
  stairs but little heading into the hallway to the south. 
  XP Reward 
  If the party bypasses or dispels the glyph of warding, 
  award each character 100 experience points. 
  3. The Commander’s Office 
  When the adventurers enter area 3, read the following. 
   
  This room must have, at one time, been the office of the 
  commander of the tower. While the room was spared from the 
  mud, the damp has taken its toll on the furniture within. A large 
  oak desk is pushed against the far wall beside a hardwood chest 
  of drawers.  
   
  This office once belonged to the commander in charge of 
  the watchtower. The moisture has swollen the door tight 
  in the jam. A character succeeding on a DC 16 Strength 
  (Athletics) check breaks in the door, which crumbles 
  under the force. Alternatively, the door can be destroyed 
  (AC 13, 15 hit points). 
  Treasure 
  The chest also contains a ceremonial black iron mace 
  decorated with the holy symbol of Bane worth 180 gp. 
  4. Officer’s Chambers 
  When the adventurers inspect area 4, read the following. 
   
  The outer wall of the room to the east has collapsed, nearly 
  filling the room with stagnant mud that has spilled into the 
  hallway. 
   
  There is nothing of value here; eons of being buried in 
  mud have destroyed it all. 
  5. The Commander’s Quarters 
  When the adventurers reach area 5, read the following. 
   
  The remnants of a large bed are covered with mud that has 
  pushed through the outer wall of the tower. An ironbound chest 
  sits half-buried in a rotted bed—covered in mud. 
   
  If the adventurers fell through the roof above, they landed 
  in in the mud covering the bed. 
   A number of swarms of insects (one swarm per 
  character), nest in this room. If the adventurers fell into 
  this room from area 1, the swarms surprise the character 
  and attack. 
   If the adventurers entered from the hallway, the insects 
  do not attack until someone disturbs the bed. A character 
  succeeding at a DC 15 Wisdom (Perception) check 
  notices that the mattress around the chest is moving. 
  Treasure 
  Digging out the chest requires a successful DC 15 
  Strength (Athletics) check. On a failure, the chest 
  crumbles in the mud and the adventurers can only 
  recover half of the money inside. The rotted chest is easily 
  opened once it is extracted from the mud. 
   The chest contains a total of 220 gp worth of coins and 
  gems. 
  6. The Laboratory 
  When the adventurers reach area 6, read the following. 
   
  Putrid air flows from the room ahead. A circle engraved into the 
  floor mark this as some sort of arcane workroom or summoning 
  chamber. 
   A number of bookshelves line the northern wall. 
   
  This room served as the advisor’s magical laboratory. The 
  advisor had used the circle on the floor to summon 
  extraplanar creatures and for dark experiments. The 
  energy of the circle remains, though it has weakened and, 
  since the Spellplague, has become quite unstable. It has 
  also become home to two black puddings. 
   The pudding is inert when the adventurers first enter. A 
  successful DC15 Wisdom (Perception) check reveals that 
  part of the mud seems to be pulsating. Otherwise, when 
  the adventurers approach the center of the room, it 
  surprises them. 
   Because of the strange and unstable magic in the room, 
  any spell cast has a potentially chaotic effect. After a spell 
  is cast, roll 1d10. On a 1 or 2, the spell targets the caster 
  instead of the intended target. On a 3 to 4, the spell fizzles 
  and is expended with no effect. On a 5 to 10, the spell acts 
  normally. Sorcerers with the wild magic sorcerous origin 
  may roll twice and choose either result. 
   Note that if you are running behind time-wise, quickly 
  resolve this encounter; it shouldn't become a matter of 
  simply slogging through the oozes’ remaining hit points. 
  
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  16 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative.  
  • 
  Very weak party: Black puddings's hit points each reduced 
  to 51. 
  • 
  Weak party:  Black puddings's hit points each reduced to 
  68. 
  • 
  Strong party: Black puddings's hit points each increased to 
  102. 
  • 
  Very strong party: Black puddings's hit points each 
  increased to 119 
  Development 
  The books on the bookcase are all rotted and moldy from 
  a century of exposure to mud and moisture. The leather 
  spines include “Mysteries of the Moonsea,” "Research 
  Logs: 1402 DR,” and “Realms of the Outer Planes .” The 
  books are rotted through with black mold, however, and 
  their contents illegible. 
  Damaged Weapons and Armor 
  Some characters may have armor or weapons affected by the 
  black puddings's corrosive form trait. As noted in the creature's 
  stat block, these penalties are permanent. The character may: 
   
  Repaired the Affected Equipment. In order to repair a 
  damaged suit of armor or weapon, the character must spend an 
  amount of downtime equal to the total penalty of all of the 
  character's affected items. For example, if, at the end of the fight, 
  a character's weapon has a -3 penalty and the character's plate 
  armor has a modified AC of 13 (-5 penalty), repairing the armor 
  requires 8 total downtime days in addition to appropriate lifestyle 
  costs. Suits of armor and weapons destroyed by the black 
  pudding may not be repaired.  
   
  Replace the Affected Equipment. Alternatively, the character 
  may simply buy a replacement item. However, the damaged 
  equipment is worthless and may not be sold. 
  Treasure 
  One of the black puddings ingested a white sapphire 
  worth 200 gp. The gem is retrievable once the pudding is 
  slain, but unless the uses something to pry it out, they 
  take 4 (1d8) acid damage from the pudding's remains. 
  7. Quarters 
  When the adventurers reach area 7, read the following. 
   
  The crumbling staircase leads down into another long hall. Light 
  streams from cracks in the wall to the east. A number of beds 
  are arranged in neat rows along the walls. A tall, wooden beam 
  is propped up against the wall at the stairs's exit. 
   
  A single Crushing Wave reaver is standing guard in this 
  room facing the staircase. He is currently leaning on a 
  barrel carving symbols into his forearm. The barrel grants 
  him cover against any attacks emanating from the 
  staircase. The thug shouts in alarm (notifying the thugs 
  and cult fanatics in Area 8) and pulls the rope on his first 
  turn. 
   A successful DC 17 Wisdom (Perception) check reveals 
  that the wooden beam is a recent addition and appears to 
  be propping up a heavy iron portcullis. What is not visible, 
  however, is that the cultists in the tower have tied ropes 
  to the beam and hidden it under packed mud along the 
  edge of the floor. One rope leads to area 8 and the other 
  to where the thug is currently sitting. As an action, a 
  creature can pull the rope and drop the portcullis down if 
  they see trouble coming. 
   When the beam is pulled away, the iron portcullis it was 
  supporting crashes to the floor. Any creature in the 
  square containing the portcullis (marked "X" on the map) 
  must succeed at a DC 13 Dexterity saving throw or take 
  11 (2d10) damage, and be knocked prone and restrained 
  by the portcullis. Any creature that uses an action lifts the 
  portcullis with a successful DC 15 Strength (Athletics) 
  check. Any attempt by a creature pinned by the portcullis 
  is made with disadvantage due to poor leverage. 
   If a creature that is not adjacent to the portcullis attacks 
  a target on the other side, the target of the attack gains 
  the benefit of cover. 
  Foes and Tactics 
  On the round following the thug's shout of alarm, two 
  Crushing Wave reavers from area 8 pull on the rope that 
  leads to the portcullis trap if it has not already been 
  pulled. Immediately afterwards, they enter area 7 and 
  engage in melee with any characters in the area. If no 
  characters made it into the room, they seek out cover and 
  fire their crossbows through the portcullis. 
   Meanwhile, the two fathomers in area 8 both use 
  eldritch blast at the least-armored character they are both 
  able to see. The remaining two Crushing wave reavers 
  peer around the wall, throwing javelins. 
  XP Reward 
  If the party avoids being detected by the guard in area 7 
  and avoids being hit or trapped by the portcullis, award 
  each character 100 XP. 
  
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  17 
  8. The Dining Hall 
  When the adventurers reach area 8, read the following. 
   
  Large tables sit in the middle of this long room, one of which 
  has been lifted up and turned over by a cascade of mud from the 
  north. Another table has been turned upright and has a dozen 
  chairs around it. It has obviously been recently used. The ruins 
  of a kitchen now overtaken by the mudslide can be seen through 
  the crumbled wall to the northwest 
   
  This room was once used as the dining for soldiers. The 
  hallway to the west leads down to area 11. 
   Four Crushing Wave reavers (former Umberlee 
  followers-turned-members of the Cult of the Crushing 
  Wave) and two fathomers (longstanding followers of the 
  cult) reside in this room. If they hear anything from area 
  7, they investigate it and pull the rope to drop the 
  portcullis in an attempt to split up the party. Otherwise 
  they attack when they spot the intruders. 
   The fathomers fight from behind broken tables, gaining 
  the benefit of cover against ranged attackers. If forced 
  out, one uses shapechanger to change form into a water 
  serpent, while the other tries to use vampiric touch on the 
  nearest foe. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak or weak party:  Remove one fathomer 
  • 
  Strong or very strong party: Add two Crushing Wave reavers 
  Developments 
  It takes a successful DC 15 Charisma (Intimidation) 
  check to get the thugs to talk. If successful, they describe 
  that they were recruited to the Cult of the Crushing Wave 
  by Drayson and led to believe that Umberlee is but a 
  figurehead for a much stronger power beneath the sea. 
  They have not been below the tower (see The Altar, 
  below) and have only seen Therus once before. If the 
  adventurers succeed on a DC 15 Charisma (Intimidation, 
  Deception, or Persuasion), the thugs describe the 
  creatures in area 11 and say that none but Therus and his 
  invited guests can pass. 
   If a fanatic is captured, they do not respond to 
  questioning. Instead they speak a single word of 
  Primordial and their bodies break down into fleshy 
  saltwater. This is a power taught to them by Therus and 
  the Cult’s writings that supposedly make them one with 
  the Crushing Wave. 
  A Note on Timing 
  At this point in the adventure you should have roughly one hour 
  remaining. If you find yourself with less time than this be 
  prepared to move quickly through the battles against the 
  elemental and the skeletons to get to the final battle in time. 
  9. The Collapsed Privy 
  When the adventurers enter area 9, read the following. 
   
  Foul air wafts past you from the collapsed ruins of a privy. 
  Centuries of black waste writhes with enormous swollen grubs. 
   
  Should anyone take the time to dig around in the much, 
  they find a gold ring worth 50 gold pieces that fell into the 
  privy over a hundred years ago.  
  10. The Guard Station 
  When the characters enter this room, read the following. 
   
  Though wet, this room appears well intact. A large circular oak 
  table sits in the center of a pile of rotted wooden chairs. The air 
  in this room is not quite as foul as the rest of the tower. 
   
  Though there is little of value in this room, the 
  adventurers can easily recognize that, when secured, this 
  is a safe place to take a short rest. 
  11. The Siege Armory 
  When the adventurers reach area 11, read the following. 
   
  What was once likely the entrance to the tower has been buried 
  and filled by mud which has flowed in from the southeast. 
   There is a door on the intact wall of a room to the south while 
  another door on the northwest wall long ago burst from its 
  hinges by the flow of mud. A deep pool of water sits in the 
  middle of the stone floor. In the northeast corner of the room, a 
  spiral staircase leads down—water streaming over its steps. 
   
  
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  18 
  When the adventurers step into or around the water in 
  the center of the room one water elemental appears and 
  attacks. There are also two Crushing Wave reavers in 
  this area—each with a weird tank. On their turn, they 
  remove the tanks and hurl them, releasing two water 
  weirds. The water weirds die if removed from the pool of 
  water created when the tanks are destroyed. Therefore, 
  the thugs break the tanks around the room to maximize 
  the benefit of the weirds's reach. At least one of the thugs 
  hurls a tank into the pool in the center of the room, which 
  is deep enough to submerse a character in. If a thug 
  carrying a weird tank is slain before throwing the tank, 
  the thug falls; the tank is shattered and the water weird is 
  released. 
   The rocky stone floor and the deep water are difficult 
  terrain. 
  Weird Tank 
  This hefty glass tank is sealed by a large, cork stopper. When 
  hurled (range 20 ft.) the glass shatters, releasing a water weird. 
  The water within the shattered tank and creates a 5-foot-radius 
  pool of water. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove water elemental 
  • 
  Weak party:  Remove one Crushing Wave reaver and one 
  water weird 
  • 
  Strong party: Add one Crushing Wave reaver and one water 
  weird 
  • 
  Very strong party: Add one water elemental 
  The Altar 
  When the adventurers go down the spiral staircase, read: 
   
  Though once built by human hands, a century of mud and rot 
  now coats the walls of these halls. Dirty brackish water sits 
  ankle-high on a human, knee-high on a dwarf, and thigh-high on 
  a halfling. The floor under the water is uneven and slanted. The 
  earth rumbles as the tower above shifts slightly. 
   
  The adventurers should get the distinct feeling of 
  hundreds of feet of unstable mud and rock over their 
  heads. A successful DC 15 Wisdom (Perception) check 
  confirms that these halls are going to be buried under the 
  mud soon. A dwarf can make this check with advantage. 
   The water is treated as difficult terrain for any creature 
  smaller than Medium-sized. 
  The Cells 
  When the adventurers continue on, read the following. 
   
  The walls open up on the sides of the hallway revealing mud-
  covered iron bars. A rotted swollen hand laced in vines grips the 
  bars above the waterline of one of the cells. 
   
  These cells contained the prisoners and torture victims of 
  the Zhentarim and were left behind when the mudslides 
  came. 
   The glyph of warding in this room is hidden under the 
  shallow water that fills it. Detecting the glyph requires a 
  successful DC 15 Intelligence (Investigation) check. The 
  glyph can be removed with a dispel magic or lasts until 
  triggered. If triggered, this glyph casts animate dead. 
   If the party walks into the cell chamber, the glyph 
  triggers and summons two skeletons per member of the 
  party. These skeletons are former Zhentarim soldiers and 
  their prisoners. If any member of the party speaks the 
  words “Embrace the Cold Sea”, the skeletons cease their 
  attack. Otherwise, the skeletons attack each of the party 
  members as they rise from under the water surrounding 
  the group. 
  The Altar 
  When the adventurers continue on, read the following. 
   
  The hallway opens up into a large chamber. The chamber’s 
  corners are now round from collapsed stone and collected mud. 
  The tops of pews peek out above the waterline.  
   A huge statue of a muscular figure stands on a raised platform 
  at the far end of the room. Its head has been hewn off and in its 
  outstretched hand sits a swirling blue orb that illuminates the 
  room in its pale glow.  A man, whose form is constantly in a 
  state of wave-like motion, kneels before the statue, his blue 
  robes floating in the water at his knees. The waters swirl and 
  flow faintly with blue light in the center of the room. He turns 
  and smiles. 
   
  Therus, a Crushing Wave priest, attacks alone. He 
  possesses a trident of warning that has informed him of 
  the party’s oncoming attack. He has prepared for combat 
  by casting blur and drinking a potion of fire resistance. 
  The spiritual guardians are in the form of a swirling 
  spectral typhoon around him. Therus casts his sleet 
  storm on enemy spellcasters and casts hold person on 
  melee fighters. Note that if he casts hold person, his blur 
  spell ends. 
   When Therus is reduced to 0 hit points, read: 
  
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  19 
   
  The man smiles broadly and spits out a mouthful of blood, "You 
  genuinely believe that Olhydra would leave me defenseless! 
  Without the means to avenge my own demise? Fools!" 
   His smile soon turns into a grimace of pain and agony as he 
  doubles over at the waist and vomits forth a stream of 
  crystalline blue water. He retches loudly and the stream turns 
  into a torrent, the size and volume of which would be 
  impossible for any man to release. 
   The water roils and churns before the man as a multi-headed 
  monstrosity made of blood-streaked water emerges from within. 
   Therus's now-desiccated form crumples into a heap—wrung 
  dry of his precious fluids as if he were little more than a dishrag. 
   
  An elemental creature with the form of a hydra and a 
  water weird bursts forth from the center of the room. As 
  a being of the elemental plane of water, the hydra’s form 
  is that of flowing translucent water—streaked with 
  Therus's blood. The hydra attacks with mindless 
  destruction, sending its bite attacks against everyone it 
  can, and preferring to bite at multiple targets instead of a 
  single target unless it has no other choice. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative.  
  • 
  Very weak party: Remove the water weird; reduce the 
  hydra's hit points to 126; the hydra has three heads 
  • 
  Weak party: The hydra's hit points are reduced to 149, the 
  hydra has four heads; the water weird arrives at beginning 
  of second round 
  • 
  Strong party: Replace the water weird with a water elemental 
  • 
  Very strong party: Add one water weird 
  Developments 
  The orb on the altar is the orb of living water sought by 
  Salvar Brix. True to its name, the orb appears to be a 
  globe of water that continually swirls. It can be picked up 
  and pierced as though poking into a bowl of water, but 
  maintains its spherical shape. 
   When a creature touches it, they hear a deep and low 
  voice speaking to them in a strange dialect of Primordial. 
  Anyone able to speak Primordial hears the phrase 
  “deliver yourself to the Crushing Wave” repeated, 
  maddeningly, over and over again. 
   If they investigate the room to the side it is apparent 
  that Therus has been using it as a study and bedchamber 
  using camping equipment rather than actual furniture. 
  Treasure 
  Therus had placed little value in material possessions 
  except for a trident of warning. 
  XP Reward 
  If the characters recover the orb of living water, award 
  each player 500 XP. 
  Conclusion 
  With one local group of the Cult of the Crushing Wave 
  defeated, the party can return to Mulmaster with the orb 
  of living water. At this point the adventurers have a 
  number of choices. 
   First, they can return the orb to Salvar Brix at the 
  Tower of Arcane Might. He rewards them with a purse 
  containing 100 pp and tells them they have done a fine 
  job for the Brotherhood. He is quick to dismiss any 
  questions regarding connections between the 
  Brotherhood of the Cloaks and the Cult of the Crushing 
  Wave. Any arcane spellcasters in the group receive the 
  “To Wear the Cloak”story award (see Favors and 
  Enmities, below). 
   The party may instead return the orb to Rydah at the 
  altar of Umberlee. She stays true to her word, paying the 
  party with 1,000 gp of Cormyrian mint. If the party asks 
  what she plans to do with it, she explains that soon no 
  one will ever see it again. 
   Unsure of the trustworthiness of either Salvar or 
  Rydah, the party may choose to destroy, abandon, or keep 
  the orb. They find it very hard to destroy, reforming when 
  smashed or cut. Even heating it causes it to reform as 
  soon as its evaporated form cools. Should they keep it, 
  they continually have nightmares of a vast limitless cold 
  ocean that seems to grip them and pull them into the salty 
  sea. They may also choose to simply abandon the orb. 
  Who knows who might stumble upon it later? 
   Faction Alternative. Characters who are members of a 
  faction might instead offer it to their faction. This 
  especially pleases the Harpers, and while the Lord's 
  Alliance disapproves of breaking a contract they are also 
  pleased. These two factions have the resources to reward 
  the characters the same amount of money as Salvar. The 
  other three factions, having fewer resources, can only 
  reward the characters with half of the amount. 
   
  
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  20 
  Rewards 
  Make sure the players note their character’s rewards on 
  the 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. Give all characters in the party non-
  combat experience awards unless otherwise noted.  
  Combat Rewards 
  Name of Foe 
   
   
  XP per Foe 
  Bandit captain 
   
   
  450 
  Thug 
   
   
   
  100 
  Berserker  
   
   
  450 
  Bandit 
   
   
   
  25 
  Commoner 
   
   
  10 
  Crushing Wave reaver 
   
  100 
  Swarm of rats 
   
   
  50 
  Swarm of insects 
   
   
  100 
  Black pudding 
   
   
  1,100 
  Fathomer  
   
   
  450 
  Water elemental 
   
   
  1,800 
  Water weird 
   
   
  700 
  Skeleton  
   
   
  50 
  Therus, Crushing Wave priest  
  450 
  Hydra 
   
   
   
  3,900 
   
  Non-Combat Rewards 
  Task or Accomplishment 
   
  XP per Character 
  Learning Rydah’s story 
   
  400 
  Finding Drayson’s stash 
   
  400 
  Learning Benkin’s story 
   
  200 
  Avoiding the fire glyph 
   
  100 
  Avoiding the portcullis trap 
   
  100 
  Recovering the orb  
   
  500 
   
   The minimum total award for each character 
  participating in this adventure is 3,000 experience points. 
   The maximum total award for each character 
  participating in this adventure is 4,000 experience points. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Jeweled scimitar 
   
   
  50 
  Drayson's idol 
   
   
  200 
  Salvar's first reward  
   
  100 
  Sculpted black iron mace 
   
  180 
  Commander's chest  
   
  220 
  Black pudding's sapphire 
   
  200 
  Privy ring  
   
   
  50 
  Final reward 
   
   
  1,000 
  Trident of Warning 
  Weapon (trident), uncommon (requires attunement) 
  Anyone wielding this weapon of unusual, blue steel feels 
  oddly self-assured. A description of this item can be found 
  in the Dungeon Master's Guide. 
  Potion of Fire Resistance 
  Potion, uncommon 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Potion of Invulnerability 
  Potion, rare 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
  Lords’ Alliance characters earn one additional renown 
  point for informing the faction of what they discovered 
  behind the death of the Dayson Fivestar and of the 
  activities of the Cult of the Crushing Wave. 
   
  Harpers characters earn one additional renown point 
  for reporting Rydah's belief that there is someone in the 
  Cloaks (besides Dayson) who has been corrupted, as well 
  as information on the Cult of the Crushing Wave. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  
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  21 
  Favors and Enmities 
  The characters have the opportunity to earn the following 
  story reward during the course of play. 
   To Wear the Cloak. If your character is an arcane 
  spellcaster, Salvar Brix has offered to sponsor your 
  admittance into the Brotherhood of the Cloak. Though 
  joining the Cloaks is mandatory for any arcanists seeking 
  to stay in Mulmaster for an extended period of time, and 
  sponsorship is not required, Salvar's sponsorship might 
  be a future boon. 
  DM Rewards 
  You receive 400 XP, 200 gp, and 10 downtime days for 
  running this session. 
   
   
  
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  22 
  Appendix: Monster/NPC 
  Statistics 
  Bandit Captain 
  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. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing 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. 
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  Berserker 
  Medium humanoid (any race), any chaotic alignment 
    
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
    
  Reckless. At the start of its turn, the berserker can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage. 
   
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  
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  23 
  Commoner 
  Medium humanoid (any race), any alignment 
    
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
    
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage. 
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
   
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  Crushing Wave Reaver 
  Medium humanoid (human), neutral evil 
    
  Armor Class 14 (shield) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  13 (+1)  
  10 (+0) 
  11 (+0) 
  8 (−1) 
    
  Skills Athletics +4, Stealth +4 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  Actions 
  Sharktoothed Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands. Against a target is 
  wearing no armor, the reaver deals an extra die of damage with 
  this sword. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
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  24 
  Swarm of Rats 
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 10 
  Hit Points 24 (7d8 − 7) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  11 (+0) 
  9 (−1) 
  2 (−4) 
  10 (+0) 
  3 (−4) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned 
  Senses darkvision 30 ft., passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Keen Smell. The swarm has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large 
  enough for a Tiny rat. The swarm can’t regain hit points or gain 
  temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
  Swarm of Insects 
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large 
  enough for a Tiny insect. The swarm can’t regain hit points or 
  gain temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
  Black Pudding 
  Large ooze, unaligned 
    
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5) 
    
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 4 (1,100 XP) 
    
  Amorphous. The pudding can move through a space as narrow 
  as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or hits it 
  with a melee attack while within 5 feet of it takes 4 (1d8) acid 
  damage. Any nonmagical weapon made of metal or wood that 
  hits the pudding corrodes. After dealing damage, the weapon 
  takes a permanent and cumulative −1 penalty to damage rolls. If 
  its penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the pudding is 
  destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical wood or 
  metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, nonmagical armor worn by the target is 
  partly dissolved and takes a permanent and cumulative −1 
  penalty to the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10. 
  Reactions 
  Split. When a pudding that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new puddings if it 
  has at least 10 hit points. Each new pudding has hit points equal 
  to half the original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding. 
   
  
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  25 
  Fathomer 
  Medium humanoid (human), neutral evil 
    
  Armor Class 10 (13 with mage armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Skills Arcana +2, Perception +4, Stealth +4 
  Senses passive Perception 14 
  Languages Aquan, Common 
  Challenge 2 (450 XP) 
    
  Shapechanger (2/Day). The fathomer can use its action to 
  polymorph into a Medium serpent composed of water, or back 
  into its true form. Anything the fathomer is wearing or carrying is 
  subsumed into the serpent form during the change, inaccessible 
  until the fathomer returns to its true form. The fathomer reverts 
  to its true form after 4 hours, unless it can expend another use of 
  this trait. If the fathomer is knocked unconscious or dies, it also 
  reverts to its true form. 
   While in serpent form, the fathomer gains a swimming speed 
  of 40 feet, the ability to breathe underwater, immunity to poison 
  damage, as well as resistance to fire damage and bludgeoning, 
  piercing, and slashing damage from nonmagical weapons. It also 
  has immunity to the following conditions: exhaustion, grappled, 
  paralyzed, poisoned, restrained, prone, unconscious. The serpent 
  form can enter a hostile creature’s space and stop there. In 
  addition, if water can pass through a space, the serpent can do 
  so without squeezing. 
  Olhydra’s Armor (Human Form Only). The fathomer can cast 
  mage armor at will, without expending material components. 
  Spellcasting (Human Form Only). The fathomer is a 5th-level 
  spellcaster. Its spellcasting ability is Charisma (spell save DC 12, 
  +4 to hit with spell attacks). It has two 3rd-level spell slots, which 
  it regains after finishing a short or long rest, and knows the 
  following warlock spells: 
  Cantrips (at will): chill touch, eldritch blast, mage hand 
  1st level: armor of Agathys, expeditious retreat, hex 
  2nd level: invisibility 
  3rd level: vampiric touch 
  Actions 
  Constrict (Serpent Form Only). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If 
  the target is Medium or smaller, it is grappled (escape DC 12). 
  Until the grapple ends, the target is restrained, and the fathomer 
  can’t constrict another target. 
  Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
   
  Water Elemental 
  Large elemental, neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., swim 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  5 (−3) 
  10 (+0) 
  8 (−1) 
    
  Damage Resistances acid; bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan 
  Challenge 5 (1,800 XP) 
    
  Water Form. The elemental can enter a hostile creature’s space 
  and stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing. 
  Freeze. If the elemental takes cold damage, it partially freezes; its 
  speed is reduced by 20 feet until the end of its next turn. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage. 
  Whelm (Recharge 4–6). Each creature in the elemental’s space 
  must make a DC 15 Strength saving throw. On a failure, a target 
  takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, 
  it is also grappled (escape DC 14). Until this grapple ends, the 
  target is restrained and unable to breathe unless it can breathe 
  water. If the saving throw is successful, the target is pushed out 
  of the elemental’s space. 
   The elemental can grapple one Large creature or up to two 
  Medium or smaller creatures at one time. At the start of each of 
  the elemental’s turns, each target grappled by it takes 13 (2d8 + 
  4) bludgeoning damage. A creature within 5 feet of the elemental 
  can pull a creature or object out of it by taking an action to make 
  a DC 14 Strength and succeeding. 
   
  
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  26 
  Water Weird 
  Large elemental, neutral 
    
  Armor Class 13 
  Hit Points 58 (9d10 + 9) 
  Speed 0 ft., swim 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
  restrained, prone, unconscious 
  Senses blindsight 30 ft., passive Perception 10 
  Languages understands Aquan but doesn’t speak 
  Challenge 3 (700 XP) 
    
  Invisible in Water. The water weird is invisible while fully 
  immersed in water. 
  Water Bound. The water weird dies if it leaves the water to which 
  it is bound or if that water is destroyed. 
  Actions 
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is 
  Medium or smaller, it is grappled (escape DC 13) and pulled 5 
  feet toward the water weird. Until this grapple ends, the target is 
  restrained, the water weird tries to drown it, and the water weird 
  can’t constrict another target. 
   
  Skeleton 
  Medium undead, lawful evil 
   
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
    
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Therus, Crushing Wave Priest 
  Medium humanoid (human), neutral evil 
    
  Armor Class 13 (chain shirt) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  16 (+3) 
   
  Skills Deception +5, Religion +2, Stealth +2 
  Senses passive Perception 10 
  Languages Aquan, Common 
  Challenge 2 (450 XP) 
    
  Spellcasting. Therus is a 5th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell attacks). 
  He knows the following sorcerer spells (an asterisked spell 
  appears in this appendix): 
  Cantrips (at will): chill touch, mage hand, minor illusion, 
  prestidigitation, ray of frost 
  1st level (4 slots): expeditious retreat, ice knife,* magic missile, 
  shield 
  2nd level (3 slots): blur, hold person 
  3rd level (2 slots): sleet storm 
  Actions 
  Trident. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  Ice Knife* 
  1st-level conjuration 
   
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a drop of water or piece of ice) 
  Duration: Instantaneous 
   
  You create a shard of ice and fling it at one creature within range. 
  Make a ranged spell attack against the target. On a hit, the target 
  takes 1d10 piercing damage. Hit or miss, the shard then 
  explodes. The target and each creature within 5 feet of the point 
  where the ice exploded must succeed on a Dexterity saving throw 
  or take 2d6 cold damage. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the cold damage increases by 1d6 for each 
  slot level above 1st. 
   
  
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  27 
  Hydra 
  Huge monstrosity, unaligned 
    
  Armor Class 15 (natural armor) 
  Hit Points 172 (15d12 + 75) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  2 (−4) 
  10 (+0) 
  7 (−2) 
    
  Skills Perception +6 
  Senses darkvision 60 ft., passive Perception 16 
  Languages — 
  Challenge 8 (3,900 XP) 
    
  Hold Breath. The hydra can hold its breath for 1 hour. 
  Multiple Heads. The hydra has five heads. While it has more than 
  one head, the hydra has advantage on saving throws against 
  being blinded, charmed, deafened, frightened, stunned, and 
  knocked unconscious. 
   Whenever the hydra takes 25 or more damage in a single turn, 
  one of its heads dies. If all its heads die, the hydra dies. 
   At the end of its turn, it grows two heads for each of its heads 
  that died since its last turn, unless it has taken fire damage since 
  its last turn. The hydra regains 10 hit points for each head 
  regrown in this way. 
  Reactive Heads. For each head the hydra has beyond one, it gets 
  an extra reaction that can be used only for opportunity attacks. 
  Wakeful. While the hydra sleeps, at least one of its heads is 
  awake. 
  Actions 
  Multiattack. The hydra makes as many bite attacks as it has 
  heads. 
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  10 (1d10 + 5) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  28 
  Player Handout: Drayson Fivestar’s Notes 
   
   
  “Floors above the officer’s quarters are rotten through. Not safe! Something squirms in the dark.” 
   
   
  “Therus has used a series of wards to protect the tower. I must remember the two passphrases!” 
   
   
  “Something terrible lurks in the mud in the advisor’s laboratory. Therus demands we avoid those chambers.” 
   
   
  “Therus says I am not the only Cloak who has seen the way of the Crushing Wave. Who are the others?” 
   
   
  “Always hungry, the avatar of the Crushing Wave demands to feed off the faithful. I must send more.” 
   
   
   
   
  
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  29 
   
  Map 1: The Drowned Tower 
   
   
   
   
   
  
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  30 
   
   
  Map 2: The Altar 
   
   
   
  
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  31 
   
  DM Appendix: NPC 
  Summary  
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Benkin Rould (BENK-in r-OWL-d). Male 60 year old 
  human, former sailor, Umberlee adherent, now manages 
  the Rusty Chock Tavern.  
   
  Drayson Fivestar (DRAY-sun FIVE-star). Dead male 
  human, member of the Brotherhood of the Cloak and 
  member of the Cult of the Crushing Wave 
   
  Rydah the Storm Soother (RY-duh). Head priestess of 
  Umberlee in Mulmaster for the last twenty years. 
  Manipulative and inquisitive she considers the new cult to 
  be heretical and a threat to her authority. 
   
  Salvar Brix (SAL-var BRICKS). Male human, member of 
  the Brotherhood of the Cloak, uses his wealthy 
  background and charm whenever he can. Hires the 
  characters to help investigate what Drayson was doing 
  before he died.  
   
  Therus (THERE-us). Male human, leader of the Cult of 
  the Crushing Wave cell located in the Drowned Tower. 
  Brainwashed Drayson Fivestar into joining the cult and 
  sent him back to Mulmaster to recruit others. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
   
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  32 
   
  Results Code: March-April 2015 
  If you are DMing this adventure during the months of March or April 2015, please show your players this page. The QR 
  code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in 
  the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-03 - The Drowned Tower.pdf