TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse 
  that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, 
  one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what 
  lurks below. An adventure for 1st-4th level characters. 
  Adventure Code: DDEX2-8 
  Credits 
  Adventure Design: Tim Eagon 
  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: May 22, 2015 
  Release: June 1, 2015 
   
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  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  2 
  Welcome to Eye of the Tempest, 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. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in and below the city of Mulmaster. 
    
  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. 
   
  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.  
  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. 
  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 3rd-
  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.  
  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. 
  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. 
  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.  
  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 
  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.  
  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.  
  Xaxan Thavish loved women and women loved him. 
  Unfortunately, his latest dalliance was with the wife of his 
  superior in the Cult of the Eternal Flame, and when he 
  discovered the affair, he offered Thavish, who still had 
  powerful friends in the cult’s hierarchy, a choice:  become 
  a flameskull or join an expedition into Mulmaster’s 
  sewers sponsored by the Cult of the Crushing Wave. 
  Despite being obsessed with cleanliness and knowing 
  that the mission was likely suicidal, the disgraced evoker 
  chose the latter option. 
   The water cult sought to ransack the tomb of a 
  renegade kuo-toa mystic—a devotee of elemental powers 
  like Olhydra and Bwimb—hidden beneath Mulmaster, but 
  its leadership had little confidence in their expedition’s 
  success. However, their moldering map was surprisingly 
  accurate and the expedition soon located the tomb; 
  unfortunately, a band of troglodytes had recently taken 
  refuge in its antechambers. An initial skirmish left both 
  sides bloodied—and Xaxan Thavish in charge. The 
  situation has now settled into a precarious stalemate. 
   All this activity—in particular, a telepathic exchange 
  between Thavish and his homunculus—attracted a mated 
  pair of flumphs who had been tracking the troglodytes 
  through the Underdark. Xol, the male flumph was 
  something of a crusader, being both braver and more 
  reckless than others of his kind. When he went in for a 
  closer look, the cultists discovered and killed him; his 
  corpse tumbled into the sewer and the rushing waters 
  swept it away. 
   Street urchins discovered Xol’s corpse clogging the 
  mouth of a discharge pipe and mistook it for a monster, 
  causing panic to spread through the waterfront. In 
  response, the City Watch—unwilling to brave the sewers 
  themselves—has been recruiting adventurers to scour the 
  nearby tunnels. Furthermore, Laal, the other flumph, 
  seeks justice for her murdered mate; she is contacting the 
  same adventurers in hopes of finding ones willing to 
  confront the cultists and troglodytes. 
   
   
   
   
   
   
   
   
   
  
   
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  6 
  The Weather in the City of Danger 
  Mulmaster is normally a cold, wet, and windy place, but the city 
  is currently in the grips of a sweltering heat wave that would be 
  unusual even in Eleasis, with temperatures soaring into the 90s 
  by mid-morning. In addition, torrential downpours regularly 
  batter the city; unfortunately, the rain provides no respite from 
  the heat—instead, it transforms the streets into a stinking 
  morass and increases the already oppressive humidity. The 
  bizarre weather is a side effect of The Cults of Elemental Evil’s 
  experiments with the elemental nodes. 
   
  The weather has set the city on edge. The populace fruitlessly 
  devotes their energy to staying cool and avoiding the swarms of 
  biting insects that have descended upon the city en masse. 
  Anxiety grips the city, tempers are short, and paranoia runs 
  rampant—bitter Mulmasterites frequently and loudly blame 
  Thayans, Zhents, and just about everyone else for the weather. 
  A City Watch patrol led by Sergeant Audra Maskyr 
  recruits the characters to explore Mulmaster’s sewers 
  and eliminate any threats to the city. However, before 
  they begin, she gives them the opportunity to examine the 
  flumph's corpse and interview the children who found it. 
   Once in the sewers the characters quickly encounter a 
  party of inexperienced adventurers frantically searching 
  for an exit. Unfortunately, Laal spooked them and they 
  are now convinced that the sewers are haunted. Though 
  they want to leave as soon as possible, they direct the 
  characters to where they encountered the “ghost.” 
   Laal first makes her presence known when she 
  telepathically warns the characters of an impending 
  ambush by a pack of lacedons. Once the battle ends, she 
  reveals herself, tells the characters her story, and offers to 
  lead them to the kuo-toa’s tomb. 
   The cultists occupy the ancient tunnel leading to the 
  tomb, while the troglodytes control its antechambers. 
  Xaxan Thavish is willing to ally with the characters to 
  break the stalemate—though he’s quick to betray them 
  afterwards. However, if Laal accompanies the characters, 
  she frustrates any negotiations. 
   Once the characters defeat the cultists and troglodytes, 
  they are free to explore the tomb; arcane traps, undead 
  kuo-toa, and summoned elementals guard it. If the 
  characters can reach the innermost vault, they find the 
  mystic's treasure sealed within his sarcophagus. 
  The adventure begins in Mulmaster, an infamous port city 
  on the southeastern coast of the Moonsea. Use one of the 
  following hooks to draw the players into the story, or 
  devise your own. Note that multiple hooks could easily be 
  used especially if the characters are not known to each 
  other. The adventure starts when the City Watch 
  approaches the characters while they’re visiting 
  Mulmaster’s harbor. Here are some possible reasons for 
  their visit: 
   I am the Law! If the characters had previous dealings 
  with the City Watch, the Soldiery, or the Hawks—
  especially if they owe someone a favor—they receive a 
  brusque summons to meet Sergeant Audra Maskyr down 
  by the harbor. The City Watch isn’t particular about who 
  they recruit; any group of armed individuals will do. 
  Characters looking for employment, booking passage on a 
  ship, or simply trying to stay cool in a tavern quickly come 
  to their attention 
   Oi, Mister; Ya Hear The News? Rumors of monsters 
  emerging from the sewers to devour children and 
  dockworkers alike spread quickly through the city. 
  Characters repeatedly find themselves approached by 
  common folks prompting them to investigate for 
  themselves. 
   
   
  
   
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  7 
   
  Sergeant Audra Maskyr of Mulmaster’s City Watch is 
  having a bad morning. For months, she’s been bucking 
  for a promotion and has kept her stretch of harbor nice 
  and orderly—the discovery of the flumph’s corpse, the 
  resultant uproar, and rumors that the Hawks have begun 
  to take an interest have put her ambitions at risk. She 
  desperately wants to resolve the situation before it gets 
  worse. Even though she doesn’t believe a monstrous 
  invasion is imminent, she is unwilling to risk her own 
  men on a fool’s errand; instead, she is using the City 
  Watch’s network of informers to identify and conscript 
  expendable adventurers. The characters are her next 
  recruits; her patrol catches up with them mid-morning. 
  Twelve dour members of the City Watch approach you and fan 
  out into a semicircle; despite the heat, they are all heavily armed 
  and armored. One bearing a sergeant’s insignia steps forward 
  and removes her helmet. She wipes sweat from her brow and 
  pushes back matted strands of blonde hair as she surveys you 
  with her cold gray eyes. She addresses you in a clipped, 
  business-like manner. “Well Met. My name is Sergeant Audra 
  Maskyr of the Mulmaster City Watch. I have urgent matters to 
  discuss with you.” 
   
  She motions for the characters to sit or take shelter from 
  the sun before continuing; her men stand in sweaty, 
  sullen silence. 
  “This morning some children discovered the corpse of a strange 
  creature lodged in the mouth of a sewage pipe. We are unable to 
  identify it and have asked the Cloaks for assistance. 
  Unfortunately, while I do not believe the corpse represents a 
  threat, panic has been spreading like wildfire through the harbor 
  districts and I need my men to maintain order. Thus, in the 
  name of High Blade Darkehorn, I request that you venture into 
  the sewers to insure that no other creatures lurk there.”  
   
  Sgt. Maskyr isn't expecting rejection, especially with the 
  implicit threat of force backing up her request, but she 
  first appeals to the characters’ better nature. If they 
  inquire about a reward, Maskyr promises that they can 
  keep anything they find without paying the requisite 
  “taxes and fees,” though savvy characters can wrangle a 
  favor or two from her. If the characters balk, she 
  threatens them with confiscation of property, 
  imprisonment, and physical beatings until she gets her 
  way. 
   
   Assuming the characters agree to her terms, Sgt. 
  Maskyr provides more information: 
   
  The dead creature resembles a jellyfish or octopus; if 
  the pipe didn’t discharge 6-feet above a rocky beach, 
  they would have dismissed it as an errant sea crea-
  ture. The corpse’s tentacles had snagged on a piece 
  of metal. Crossbow bolts killed it. 
   
  The discharge pipe drains the main line that serves 
  the northwestern part of the city. Beyond that, she 
  doesn’t know where the creature came from nor is 
  she familiar with the sewers. 
   
  Despite rumors to the contrary, there have been no 
  unexplained disappearances or murders around the 
  harbor in recent weeks. 
   
  The characters are the third group that Sgt. Maskyr 
  has dispatched into the sewers. The other two are “a 
  gang of Zhentish sellswords” (she doesn’t hide her 
  disdain) and a four adventurers—two humans, an elf, 
  and a dwarf— “fresh off the boat from Sembia.” 
  If they wish, the characters can view the corpse, interview 
  the children who found it, or visit the drainage pipe—all 
  under her impatient, watchful eyes of course. She also 
  allows them to return to their lodgings with a City Watch 
  escort to gather whatever they need. 
  Roleplaying Sgt. Maskyr 
  Audra Maskyr is one of the more professional and ambitious 
  members of the City Watch, as well as a devout worshiper of 
  Bane. During conversations, she habitually fingers an onyx holy 
  symbol that dangles around her neck. She’s all business, a bit of 
  a tyrant, and doesn’t suffer fools. No one has ever seen her smile 
  or laugh—her men, who all fear her, believe she is incapable of 
  doing so. 
  Sgt. Maskyr is keeping Xol’s body in a commandeered 
  wagon parked in a nearby alley; his sun-bloated corpse 
  lies beneath a dirty tarp teeming with flies. Three of her 
  men guard it—all wear vinegar-soaked rags over their 
  noses and mouths to combat the horrid stench. With a 
  nod from Sgt. Maskyr, one of them uses a wooden pole to 
  move the tarp. 
  Beneath the tarp lies a disgusting sight that compliments the 
  smell. It superficially resembles a jellyfish—it has a yellowish, 
  bladder-like body and a mass of barbed tentacles hanging from 
  its underside—but it has a pair of eyestalks and a toothless 
  orifice running between them. The creature has two visible 
  wounds; a crossbow bolt with black fletching protrudes from 
  one of them. 
   
  
   
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  8 
  The characters are free to examine the corpse; while 
  unpleasant, it’s not dangerous to touch. Anyone who 
  takes a few minutes to study it and succeeds at a DC 20 
  Intelligence (Arcana) check identifies the creature as a 
  flumph. If told the news, Sgt. Maskyr doesn't care, as she 
  still views it as a potential threat; however, she openly 
  wonders who would’ve killed such a creature. The 
  crossbow bolt is unremarkable. 
  Most of the children who found Xol’s corpse melted back 
  into the crowd soon thereafter, but the City Watch still 
  managed to detain a few. If the characters express an 
  interest in interviewing them, Sgt. Maskyr orders one of 
  her men to fetch them. The four children—two boys and 
  two girls ranging in age from 6 to 10—are bedraggled and 
  frightened; they all recount the same story:  Each 
  morning, they play at the beach and look for “treasure” 
  washed out of the pipe; however, this morning, something 
  was blocking the flow. When they investigated, they found 
  the body; their screams attracted the attention of nearby 
  dockworkers, who in turn summoned the City Watch. 
   Although the others try to stop her, the youngest girl—a 
  plucky redhead named Esmé—volunteers additional 
  information if the characters treat her kindly. She tells 
  them that the dead thing “talked to me…it asked for my 
  help.” If pressed further, she admits that she didn’t 
  actually see it speak but that she "knew that it was really 
  sad." The other children chide her for making up stories 
  (they fear repercussion), but she loudly insists it 
  happened before bursting into tears. In fact, a flumph did 
  communicate telepathically with Esmé, but it wasn’t Xol—
  it was Laal’s first attempt to reach out for help. 
  As Sgt. Maskyr said, the discharge pipe empties 6 feet 
  above a rocky beach; it is about 3 feet in diameter and a 
  steady stream of befouled water cascades from its mouth. 
  If a character climbs up to investigate, they find no 
  additional clues. 
   Once the characters are ready, Sgt. Maskyr and her 
  men escort them to a nearby culvert, unlock the rusty iron 
  grille, and herd them into the sewers. She expects a 
  thorough search and detailed report upon their return; 
  two of her men remain behind to guard the exit. 
  Mulmaster’s ramshackle sewers have a well-deserved 
  reputation as a haven for criminals and monsters alike. 
  They consist mainly of repurposed cellars indifferently 
  connected by a network of rusting pipes and crumbling 
  tunnels. Unless otherwise, noted, the sewers have a few 
  common characteristics: 
   Ceilings. The dripping, mold-covered ceilings rise 10 to 
  20 feet above the ground. 
   Lighting. The sewers are dark and unlit. 
   Movement. The sewers are haphazardly constructed, 
  flooded knee-high with water, and choked with rubble, 
  garbage, and waste; in addition, they follow the gradient 
  of the hillside and become steeper the further one gets 
  from the harbor; in Mulmaster, excrement literally rolls 
  downhill. It makes for rough going; characters move at 
  half-speed. 
   Temperature. Thankfully, the sewers provide some 
  respite from the heat; it’s an uncomfortably dank 70 
  degrees. 
   Odor. The sewers are normally quite rank and the 
  recent heat has only made things worse. Wisdom 
  (Perception) checks that rely on smell have disadvantage. 
   Sewer Plague. Creatures who have less than half their 
  hit point maximum while in the sewers must make a DC 
  11 Constitution saving throw every hour or contract 
  sewer plague. 
  Sewer Plague 
  When a humanoid creature is bitten by a creature that carries the 
  disease, or when it comes into contact with filth or offal 
  contaminated by the disease, the creature must succeed on a DC 
  11 Constitution saving throw or become infected. 
   
  It takes 1d4 days for sewer plague's symptoms to manifest in 
  an infected creature. Symptoms include fatigue and cramps. The 
  infected creature suffers one level of exhaustion, and it regains 
  only half the normal number of hit points from spending Hit 
  Dice and no hit points from finishing a long rest. 
   
  At the end of each long rest, an infected creature must make 
  a DC 11 Constitution saving throw. On a failed save, the 
  character gains one level of exhaustion. On a successful save, the 
  character's exhaustion level decreases by one level. If a 
  successful saving throw reduces the infected creature's level of 
  exhaustion below 1, the creature recovers from the disease. 
   
  The characters are free to explore the sewers as they 
  wish; they follow the contours of the city streets above, so 
  anyone familiar with them can navigate quite easily—
  others have to work to avoid becoming lost. They won’t 
  encounter anything dangerous for the first hour—just rats, 
  insects, and occasional crustaceans near the harbor. 
  
   
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  9 
  Thirty minutes after the characters enter the sewers they 
  spy flickering torchlight coming from up ahead. If they 
  carry a light source of their own, a deep male voice calls 
  out in Common “We mean you no harm…Please help us!” 
  Otherwise, they’re free to conceal or announce 
  themselves. A tall Turami warrior dressed in splint armor 
  and carrying a torch and longsword rounds the corner, 
  followed by a limping and bandaged moon elf male 
  supported by a human woman dressed in leather armor. 
  They are the surviving members of one of the adventuring 
  parties forced into the sewers by Sgt. Maskyr. If the 
  characters hide, the other adventurers slowly pass by 
  unless Florio—the lead warrior—notices them (he has a 
  passive Perception of 12); in that case, or if the characters 
  reveal themselves, Florio raises his sword defensively and 
  asks for help. 
   Florio and his companions—the elven druid Nualion 
  Galanodel and human ranger Kyra—are friendly but wary. 
  They’ve only been in the sewers for a few hours, but their 
  excursion has been a disaster; Nualion was badly hurt 
  during a fight with giant rats (Kyra grumbles under her 
  breath about “wererats”) and a flash flood swept away 
  their dwarven cleric Rorik Ironheart. Now, their only goal 
  is to find the nearest exit. If the characters give them 
  directions or heal Nualion, Florio and his compatriots 
  gladly share the following information before departing: 
   
  Florio and his party recently arrived in Mulmaster 
  from Selgaunt intending to explore some dwarven ru-
  ins in the Earthspur Mountains. Instead, Sgt. Maskyr 
  rustled them out of bed this morning and forced them 
  into the sewers to hunt monsters. They have nothing 
  good to say about her. 
   
  They haven’t encountered anything other than the gi-
  ant rats nor have they found any signs of more tenta-
  cled monsters. 
   
  However, they are convinced that the sewers are 
  haunted as they all heard a disembodied voice plead-
  ing for help. Florio felt that they were in no condition 
  to confront a ghost, so they fled; the voice followed 
  them some distance before fading away. Though he 
  attempts to dissuade the characters from investigat-
  ing the voice, Florio gives them directions to the area 
  where they first heard it. The voice was Laal’s failed 
  attempt at telepathically contacting Florio and his 
  party. She still lurks in the area. 
   
   
  Roleplaying Florio and His Party 
  Florio and his party are talented yet inexperienced—their 
  expedition to the Earthspur Mountains was to be their first real 
  adventure. The towering, mahogany-skinned warrior is a 
  charismatic, natural-born leader who is normally quite friendly 
  and helpful; however, he feels personally responsible for the 
  disaster that befallen his party and now his only goal is to get 
  them to safety. Nualion is a willowy moon elf with long, silvery 
  hair; he’s questioning his choice of vocation, yearns to return to 
  Cormanthor, and has developed a crippling case of 
  claustrophobia. Kyra is a laconic, raven-haired beauty who is 
  quite proud of her combat and survival skills; she cannot believe 
  that she let giant rats almost kill her friend and has convinced 
  herself that the rats were actually lycanthropes—she now broods 
  sullenly while harboring resentment against Florio and their 
  missing cleric. 
   
  Although Florio and his compatriots are unlikely to fight the 
  characters, if combat does break out Florio uses the statistics of 
  a veteran, Kyra a scout, and Nualion a druid (though he only has 
  6 hit points remaining). 
  If the characters aid Florio and his party, award each 
  character 50 XP. 
  If the characters follow Florio’s directions or his party's 
  trail (which requires a DC 12 Wisdom (Survival) check) 
  they unknowingly walk into an ambush; three hungry 
  lacedons lurk in the half-flooded intersection where they 
  encountered the “ghost.” Luckily, the flumph Laal 
  remains nearby and attempts to warn the characters. 
   The intersection is about a quarter mile from where the 
  characters met Florio and his party. As they near it, the 
  volume of water flowing down the passageway steadily 
  increases, noticed by any character that succeeds on a DC 
  15 Wisdom (Perception) check. Eventually the passage 
  widens into the flooded ruins of a 30-foot-by-30-foot cellar; 
  the water is only ankle deep near the edges of the 
  chamber, but there is a steep drop off—at the center of the 
  room, the water is 10-feet deep. Another tunnel branches 
  off from the chamber on the left, forming a T-intersection; 
  this tunnel runs for 50-feet before ending in a collapsed 
  pile of rubble. Two of the lacedons hide underwater, while 
  the third crouches in the side passage. Before they can 
  attack, Laal sends a telepathic message to all of the 
  characters. 
  You hear a clear, ethereal voice in your head; it warns, “Beware, 
  dead things lurk in the waters ahead! Please help me; I'm 
  trapped on the other side!” 
   
   
   
  
   
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  10 
  Laal lapses back into silence unless the characters 
  hesitate or retreat, in which case she desperately repeats 
  her pleas for help and promises to tell all once they deal 
  with the ghouls. 
   The lacedons hide and wait for the characters to move 
  into the middle of the chamber before attacking. Thanks 
  to Laal’s warning, however, Wisdom (Perception) checks 
  made to detect them are made with advantage. The two 
  submerged lacedons lunge out of the water and attempt 
  to paralyze and drown their prey, while the third charges 
  out of the tunnel. They fight until only one remains, but 
  don’t pursue fleeing characters if they’ve killed or 
  paralyzed at least one of them. 
  During the second round of combat on initiative count 20, 
  a flash flood sweeps through the sewers. Creatures 
  (including the lacedons) must succeed on a DC 12 
  Strength saving throw or take 5 (1d10) bludgeoning 
  damage, be knocked prone and washed 1d6 x 10 feet 
  down the tunnel. The torrent then quickly subsides. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party:  Remove 2 lacedons. Flash flood damage is 
  reduced to 3 (1d6) bludgeoning damage 
   
  Weak party:  Remove 1 lacedon. Flash flood damage is 
  decreased to 3 (1d6) bludgeoning damage 
   
  Strong party: Add 1 lacedon. Flash flood damage is increased 
  to 11 (2d10) bludgeoning damage. 
   
  Very strong party: Add 4 lacedons. Flash flood damage is 
  increased to 11 (2d10) bludgeoning damage. 
  Characters searching the side tunnel find a human skull 
  wearing a muck-covered helmet adorned with silver 
  filigree worth 50 gp. 
  Once the characters deal with the lacedons, Laal sends 
  another telepathic message—“I’m coming out, please do 
  not harm me!” 
  A few moments later, you hear a strange sound—like air rapidly 
  escaping a bladder—and an equally strange creature floats into 
  view. It resembles a jellyfish; it has a mass of barbed tentacles 
  protruding from the underside of its ovoid body, a pair of 
  eyestalks topped with large eyes that regard you sadly, and a slit-
  like, toothless orifice running between them. The creature’s skin 
  glows faintly with a deep blue light. 
   
  Characters that saw Xol’s body recognize that Laal is the 
  same kind of creature; if they are hostile, she uses her 
  stench spray and flees back to the Underdark. Assuming 
  they are willing to talk, Laal shares the following 
  information with the characters: 
  Roleplaying Laal 
  Despite her brave face, Laal blames herself for Xol's death and is 
  still in shock. She keeps to herself unless the characters directly 
  engage her, but she’s always polite and truthful. If the characters 
  get her to open up, they find her to be an erudite 
  conversationalist. However, Laal shies away from human males, 
  as she associates them with Xol’s murder. 
   
   
  Laal and her mate Xol entered the sewers a few days 
  ago through a fissure that leads to a region of the Un-
  derdark beneath the Earthspur Mountains. They had 
  been trailing a band of troglodytes for a week. 
   
  Flumphs normally avoid such confrontations, but Xol 
  couldn’t abide evil; he felt it was his responsibility to 
  warn others of the troglodytes' approach and to help 
  them if he could. Laal felt otherwise, but Xol was per-
  suasive and she was in love; against her better judg-
  ment, she followed him. 
   
  They tracked the troglodytes to a tunnel that pre-
  dated the sewers; that’s when they intercepted a tele-
  pathic conversation between a man and another crea-
  ture that called him "master". The conversation con-
  firmed that the troglodytes were nearby. They also 
  learned that the man wanted to explore a tomb, but 
  that the troglodytes were frustrating his efforts. 
   
  Laal immediately distrusted the man, as he exuded 
  malice, hatred, and anger. Her skin glows an angry 
  crimson as she thinks about him. 
   
  However, Xol wanted to take a closer look; Laal tried 
  to deter him but he was adamant. As he approached 
  the mouth of the tunnel, there was a shout and to her 
  horror, two crossbow bolts hit Xol, killing him in-
  stantly. His body fell into the sewer and the water 
  swept him away before she could do anything. Her 
  skin glows deep blue as she recollects his death. 
   
  She panicked and fled, but after regaining her com-
  posure, she asked herself what Xol would’ve done 
  and started searching for his body. She found him 
  just before the children did, and admits to unsuccess-
  fully contacting Esmé. She tried again when she 
  stumbled across the good-hearted Florio and his 
  friends—she never meant to frighten them. 
  
   
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  11 
   
  Laal attempts to convince the characters that they 
  should bring the man and the troglodytes to justice 
  and offers to guide them to the tunnel. If they need 
  further inducement, she tells them that the man men-
  tioned treasure hidden in the tomb and that the trog-
  lodytes had previously looted a svirfneblin mining 
  camp. 
  Laal tries to answer any other questions as best as she 
  can. She isn’t keen on accompanying them into the 
  tunnel, but if a character makes a DC 12 Charisma 
  (Persuasion) check, she reluctantly agrees to follow them. 
  The tunnel, which is the entrance to the kuo-toa mystic’s 
  ancient tomb, lies a quarter-mile to the east. 
  If the characters successfully befriend Laal, award each 
  character 50 XP. 
   
  
   
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  12 
  Five hundred years before Mulmaster’s founding, a kuo-
  toa mystic and his followers fled their people’s insane 
  orthodoxy and took up residence in a series of natural 
  caverns nearer the surface. Upon their master’s death, his 
  remaining followers built him a grandiose tomb and 
  sealed themselves inside to serve him for all eternity. By 
  happenstance, Mulmaster's sewers eventually connected 
  to the tomb's entrance, though it remained undisturbed 
  until the arrival of the troglodytes and elemental cultists. 
  The cultists occupy the entrance tunnel, while the 
  troglodytes have claimed a series of small antechambers 
  just outside the tomb proper. 
  The tunnel leading to the tomb branches off from the 
  sewer, forming a T-intersection; its mouth lays a few steps 
  above the swiftly flowing sewage channel, which is about 
  5-feet wide and a foot deep. The elemental cultists have 
  affixed a pair of guttering torches to makeshift sconces on 
  the wall opposite the tunnel’s mouth. A forward guard of 
  two crushing wave reavers guard the area (Laal is aware 
  of him and warns the characters beforehand). They are 
  hiding, watching the entrance with javelins at the ready 
  and attack anyone they see who doesn’t immediately 
  speak the password (the word “Friend” in Aquan)—their 
  javelins have brass tips just like the one that killed Xol. 
  Once combat begins, the cultists shout for reinforcements 
  immediately after attacking, if able. If they does so, Xaxan 
  Tevish arrives at the beginning of the second round, 
  followed by his retinue of four crushing wave reavers. 
  When Thavish arrives, he demands a parley, as described 
  below. 
  The tunnel winds downwards and is thankfully free of 
  sewage; it’s clear that someone excavated it long ago—the 
  crumbling walls were once perfectly smooth. The cultists 
  have removed most of the rubble and placed torches at 
  regular intervals. It still reeks, but the lingering smell is 
  distinctively different thanks to the troglodytes. 
   The cultists have encamped in a small cave bisected by 
  the tunnel about 60 feet from the tomb's entrance. Xaxan 
  Thavish along with the remainder of his retinue of four 
  additional crushing wave reavers reside in the camp, 
  which consists of a few soiled and rumpled bedrolls 
  arrayed around a smoldering fire pit. Unless alerted by 
  the guards at the tunnel mouth, he is not expecting an 
  attack from the rear. A final pair of crushing wave 
  reavers are further down the tunnel, guarding a hastily 
  constructed barricade near the entrance to the inner 
  tomb—they are responsible for guarding against 
  troglodyte attacks. Should a fight break out, they arrive at 
  the end of the fourth round of combat. 
   The mood in camp is very tense. Xaxan Thavish is a 
  member of the Cult of the Eternal Flame and the other 
  cultists present loathe him—something he reciprocates. If 
  it weren’t for the troglodyte threat, his magical prowess, 
  and their fear of punishment, they’d have slit his throat 
  long ago and thrown him into the Moonsea. Instead, 
  they’ve taken to playing sadistic pranks (they love to take 
  potshots at his familiar), being generally insubordinate, 
  and mocking him (they sarcastically refer to him as “Zora 
  Thavish” and use increasingly extravagant honorifics 
  when addressing him); however, it won’t be long before a 
  mutiny breaks out, especially if the stalemate continues. 
   Thavish views the arrival of the characters as an 
  opportunity to end the standoff; he asks for a parley even 
  if they attack the camp first. However, he’s no fool and if 
  they don’t respond to his entreaties, he proves to be as 
  fanatical as his men. 
  If the characters attack, Xaxan Thavish and the veteran 
  respond in kind, though the wizard first shouts “Parley!”  
  If they halt their attack, proceed with the negotiations as 
  described below. Otherwise, half the crushing wave 
  reavers rush into melee while the others attack the 
  characters with javelins. 
   For his part, Xaxan Thavish hangs back and targets 
  them with his spells; he doesn’t care if he catches the 
  cultists in the area of effect of his spells—likewise, the 
  cultists are slow to come to his aid. The two cultists 
  manning the barricades don’t leave their post under any 
  circumstances. All the cultists save Thavish fight to the 
  death—the pyromancer attempts to flee if he loses more 
  than half his hit points and half the cultists are slain 
  (though any surviving cultists turn their crossbows on 
  him). 
   If the characters respond positively to Thavish’s appeal—
  or if they peacefully approach the camp themselves—the 
  evoker orders his men to stand down, which they 
  reluctantly do. Xaxan Thavish is surprisingly pleasant and 
  apologetic. He never mentions his affiliation with the Cult 
  of the Eternal Flame; instead, he claims that he and his 
  men are adventurers who have come to explore the tomb. 
  
   
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  13 
   
  The original leader of the party—a warrior named 
  Vyrlo Trath—hired him as the party's arcanist. It was 
  Trath who obtained the map that Thavish now car-
  ries and hired the other men (in hushed tones he con-
  fides that the scum wouldn’t have been his first 
  choice). 
   
  He shows the characters the decaying map; it shows 
  the tomb's location in relation to the sewers, as they 
  appeared several hundred years ago. He's unsure of 
  its origins. 
   
  Unfortunately, the troglodytes killed Trath during 
  their first foray into the tomb, leaving him in charge 
  (an “unfortunate burden” he sniffs sympathetically). 
  No one expected to encounter the troglodytes. 
   
  Thavish doesn’t know much about the tomb other 
  than it contains the remains of some “water-worship-
  ing mystic” (he barely hides his contempt). 
   
  Thavish estimates that there are about a dozen sur-
  viving troglodytes in the tomb. 
   
  If questioned about the flumph, Thavish apologizes 
  profusely and claims that his men mistook it for a 
  monster. While remorseful, he cannot blame them, 
  as Mulmaster’s sewers are a dangerous place. 
   
  For the past few days, Thavish has been planning an 
  attack on the troglodytes; he wishes to ally with the 
  characters and offers them an equal share of any 
  treasure found in the tomb. He assures them that be-
  fore he died Trath spoke of its fabled riches. 
  Roleplaying Xaxan Thavish and the Cultists 
  Xaxan Thavish is a handsome Mulani man (he claims to be the 
  bastard son of a Red Wizard) with intense amber eyes and 
  flowing locks of long black hair. He’s a vain and fastidious 
  sociopath; while in the sewers he frequently casts prestidigitation 
  upon himself to keep himself immaculately clean (a task made 
  harder by the water cultists who go out of their way to dirty his 
  orange robes). While he presents an outwardly friendly façade 
  and fancies himself chivalrous (at least until he gets what he 
  wants), he seethes with envy and resentment—if he can't 
  possess something, whether an object or a person—he'd rather 
  see it burn to ashes. 
   
  The cultists are the dregs of their cult. To the man, they are 
  crude, sadistic fanatics. Each bares Olhydra's symbol (a blue-
  green square) on their person (usually a tattoo or worthless piece 
  of costume jewelry); characters can identify it with a DC 20 
  Intelligence (Arcana) check. They refer to themselves by an ever-
  changing array of uncouth nicknames like Snot Nose, Dog Ear, 
  and Pox Face. 
   
  If the characters reject his offer, Thavish and his men 
  resume their attack. If they agree, he honors the terms of 
  their agreement—at least until they drive away or kill all 
  the troglodytes (he intends to let the characters do the 
  lion share of the fighting). If Laal is present during the 
  negotiations, she listens quietly but grows angrier as talks 
  continue; she doesn’t trust Thavish and telepathically 
  implores the characters to reject his offer. If they don’t 
  heed her words, she scuttles the negotiations with her 
  stench spray. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party:  Xaxan is alone save for 1 crushing wave 
  reaver. 
   
  Weak party:  Remove 2 crushing wave reavers from Xaxan's 
  retinue. 
   
  Strong party: Replace Xaxan with an eternal flame priest; 
  remove 1 crushing wave reaver from Xaxan's retinue 
   
  Very strong party:  Replace 1 crushing wave reaver with 1 
  fathomer; replace Xaxan with eternal flame priest 
  The cultists carry 64 gp between them. Thavish wear a 
  bronze torc decorated with flame motifs and studded with 
  square-cut, red garnets (Imix's symbol as a DC 20 
  Intelligence (Arcana) check attests) worth 250 gp and 
  carries a single potion of healing. 
  After their first confrontation with the troglodytes, the 
  cultists constructed a barricade out of rubble at the 
  entrance of the tomb; it provides half cover to anyone 
  crouching behind it. A pair of crushing wave reavers 
  watch intently for troglodyte attacks; they pay little 
  attention to their rear. 
   The cultists haven’t placed any torches beyond the 
  barricade. 
  The eight surviving troglodytes occupy the four circular, 
  interconnected antechambers adjoining the outer vault. 
  They fear the water weird lurking in the pool there and 
  refuse to re-enter the chamber under any circumstances. 
  The troglodytes have run out of food, but haven’t resorted 
  to cannibalism—yet. Instead, they stupidly throw 
  themselves at the cultists’ defenses, hoping to escape or 
  at least capture a tasty morsel. The antechambers have a 
  few common characteristics: 
  
   
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  14 
   Lighting:  The troglodytes rely on their darkvision and 
  carry no light sources; the antechambers are completely 
  dark. 
   Ceilings:  The domed ceilings rise up 20 feet at their 
  highest point. 
   Walls:  The walls are covered with stylized bas-reliefs 
  depicting kneeling piscine humanoids (kuo-toa) 
  summoning towering waves to obliterate their enemies 
  (humanoids of various sizes, including other kuo-toa). 
  Three troglodytes occupy this chamber. The room is 
  otherwise empty. 
  A pair of troglodytes occupy this chamber, which also 
  contains the skeletal remains of two cultists. The 
  famished troglodytes cracked open their bones and 
  sucked out all the marrow.  
  The desperate troglodytes constructed a crude effigy of 
  Laogzed from stone and bone in this room; dried blood 
  covers their grisly handiwork. A single troglodyte tends to 
  the shrine. 
  Two troglodytes occupy this chamber. The troglodytes 
  keep their treasure in this room. 
  Once the troglodytes detect the characters, they attack 
  from all directions using their chameleon skin and the 
  darkness to achieve surprise. Although half-mad with 
  hunger, they retreat if they lose more than half their 
  number and resort to hit-and-run tactics. The troglodytes 
  pursue fleeing characters into the cultist’s encampment, 
  but not into the outer vault. They have no interest in 
  diplomacy and quickly devour any captives. 
   If the characters allied with the cultists, they provide 
  tepid support with their crossbows and magic; if forced 
  into melee, they fight half-heartedly. Once the characters 
  finish off the troglodytes, the cultists turn on them. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party:  remove 3 troglodytes 
   
  Weak party:  remove 2 troglodytes 
   
  Strong or very strong party:  each troglodyte has 17 hit points 
  The troglodytes’ treasure consists of a bloodstained 
  satchel full of uncut gemstones stolen from a svirfneblin 
  mining camp. In their current state, the 20 stones are 
  each worth 10 gp; if polished and cut, they are worth 50 
  gp each.  
   
   
  
   
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  15 
  The inner crypt consists of two large vaults; its architects 
  intended the outer one to be their master’s first line of 
  defense against grave robbers, while his body would 
  repose in the second. 
  The outer vault is a large rectangular room with 60-foot 
  high arched ceilings. Like the rest of the complex, it is 
  shrouded in darkness. A circular pool of water and a 15-
  foot high archway dominate the opposite ends of the 
  vault. 
   Lighting:  The troglodytes rely on their darkvision and 
  carry no light sources; the antechambers are completely 
  dark. 
   Ceilings:  The domed ceilings rise up 20 feet at their 
  highest point. 
   Walls:  The walls are covered with stylized bas-reliefs 
  depicting kneeling piscine humanoids (kuo-toa) 
  summoning towering waves to obliterate their enemies 
  (humanoids of various sizes, including other kuo-toa). 
  The pool is 40 feet in diameter and rests in a lipless bowl 
  perfectly flush with the floor; the cool water is crystal 
  clear, incredibly pure, and 3-feet deep. Any water taken 
  from the pool is magically replaced; in fact, the entire pool 
  radiates conjuration magic. A water weird guards the 
  pool and attacks anyone who tries to drink or remove 
  water from it, but otherwise doesn’t reveal itself. If the 
  characters destroy the elemental, it reforms after 10 
  minutes. 
   The corpse of a troglodyte lies sprawled out before the 
  pool; it has been dead for several days. Characters who 
  examine the corpse and make DC 15 Wisdom (Medicine) 
  check determine that the troglodyte drowned—the water 
  weird killed it when the troglodytes first entered the tomb. 
  A massive door made from a single slab of hardened mud 
  blocks the archway; if it weren’t for the seams, one could 
  easily mistake it for a wall. It is too heavy to move and any 
  attempt to destroy it causes mud to ooze forth and repair 
  the damage. The entire archway radiates evocation and 
  transmutation magic. 
   Three stone, piscine faces with wide, circular mouths 
  adorn the arch; one is affixed to the keystone and the 
  others to the springers, which are 10 feet off the ground 
  (climbing the arch requires a successful DC 12 Strength 
  (Athletics) check). If the characters peer into the mouths, 
  they see that they are funnels. The faces are the key to 
  opening the door; if the characters pour a gallon of water 
  from the pool on the opposite side of the room into each 
  mouth within 5 minutes, the mud liquefies and dissolves, 
  allowing entrance to the inner vault. The door reforms 
  after 24 hours and there is no way to reopen it from the 
  other side. 
   However, if the characters take longer than 5 minutes 
  or if they pour liquids from another source into a mouth, 
  they trigger a dangerous magical trap. When activated, 
  each mouth exhales a 15 foot cone of caustic bubbles; 
  every creature in the area of effect must succeed on a DC 
  13 Dexterity saving throw, taking 11 (2d10) acid damage 
  on a failed save or half as much damage on a successful 
  one. 
  The archway extends for 10 feet and ends in front of a 
  pool of water that is 5-feet in diameter. It is the entrance 
  to a flooded, 40-foot long, U-shaped tunnel. The 
  characters must swim through the tunnel to reach the 
  Inner Vault. 
  If the characters successfully open the door to the inner 
  vault, award each character 100 XP. 
  The inner vault is a large circular chamber that is 80 feet 
  in diameter; the domed ceiling is 40 feet high. 
  Inscriptions written in Aquan and Undercommon 
  decorate the smooth walls, which are made of a polished 
  green stone that is cold and slimy to the touch; they are 
  prayers to Olhydra, Bwimb, and other powerful entities 
  from the Elemental Planes of Water and Ooze. Most of 
  the vault is submerged; characters climbing out of the 
  flooded tunnel that connects the vaults together find 
  themselves on a stone landing that rises a foot above the 
  water. There are seven niches in the walls adjoining the 
  landing; each contains a kuo-toa skeleton.  
   The water in the vault is 40-feet deep; 50 feet from the 
  edge of the landing, a small, rocky island rises from the 
  water—it holds the kuo-toa mystic's sarcophagus. Five 
  narrow columns jut a foot above the waterline forming a 
  perilous causeway connecting the landing to the island. 
  The water swiftly circulates counterclockwise around the 
  island; creatures without a swim speed must succeed on a 
  DC 13 Strength (Athletics) check to swim against this 
  current; those who fail or who don’t attempt this check 
  
   
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  16 
  are pushed 20 feet in the direction of the current. Two 
  swarms of quippers held in magical stasis until a living 
  creature enters the vault swim in the water. 
   Unlike the rest of the complex, the inner vault is dimly 
  lit; a wan green light emanating from the island 
  illuminates the room. 
  As soon as the characters enter the vault, the skeletons 
  attack. Four of them wield pincer staffs; these skeletons 
  attempt to grapple the characters and then push them 
  into the water. The remainder attack with their short 
  bows. The skeletons and quippers fight until destroyed. 
  Kuo-Toa Skeletons 
  Four of the kuo-toa skeletons carry a pincer staff in addition to 
  the attacks listed in the stat block. 
   
  Pincer Staff. Melee Weapon Attack:  +4 to hit, reach 10 ft., one 
  target. Hit:  5 (1d6 + 2) piercing damage. If the target is a 
  Medium or smaller creature, it is grappled (escape DC 14). Until 
  this grapple ends, the kuo-toa skeleton can’t use its pincer staff 
  on another target. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
   
  Very weak party:  remove both swarms of quippers 
   
  Weak party:  remove 1 swarm of quippers 
   
  Strong or very strong party:  each skeleton has 17 hit points 
  The columns are 3 feet in diameter and spaced 8 feet 
  apart; they are slick with water and algae. Creatures that 
  jump to a column must succeed on a DC 11 Dexterity 
  (Acrobatics) check to avoid falling into the water. Each 
  round, on initiative count 20 (losing ties), two of the 
  columns (determined randomly) sink 20 feet into the 
  water until the beginning of the next round; a creature on 
  a column must succeed at a DC 15 Dexterity or Strength 
  saving throw to hang on. 
  Purple sand covers the rocky island that holds the kuo-toa 
  mystic’s sarcophagus; the sand is caustic—creatures on 
  the island take 1 acid damage per round. The 
  sarcophagus, which is made of the same green stone as 
  the vault, rests atop the island’s highest point; the lid 
  weighs 500 lbs., is carved in the likeness of the kuo-toa 
  mystic, and is cursed. It radiates evil and magic—a 
  successful DC 13 Intelligence (Arcana) check also reveals 
  the blessed lungs curse. Creatures that open the lid must 
  succeed on a DC 13 Constitution saving throw or find 
  their lungs magically filled with fetid, brackish water. The 
  afflicted creature must can repeat this saving throw each 
  round until they die—on a success, the curse ends. A 
  remove curse or dispel magic spell has the same effect. 
  Once the curse ends, a character is immune to its effects 
  for 24 hours. Because the lungs are filled with water, the 
  character is unable to hold its breath. 
  Suffocating 
  A creature can hold its breath for a number of minutes equal to 1 
  + its Constitution modifier (minimum of 30 seconds). 
   
  When a creature runs out of breath, it can survive for a 
  number of rounds equal to its Constitution modifier (minimum 1 
  round). At the start of its next turn, it drops to 0 hit points and is 
  dying. 
  If the characters open the sarcophagus, award each 
  character 50 XP. 
  The kuo-toa mystic's skeletal remains lie beneath a 
  rotting burial shroud. It wears a jade funerary mask worth 
  250 gp, a square, bluish-green aquamarine pendant 
  hanging on a tarnished silver chain worth 500 gp (a 
  character succeeding on a DC 20 Intelligence (Arcana) 
  check recognizes it as Olhydra’s symbol) and clutches its 
  +1 rod of the pact keeper in its bony claws. 
  Laal is satisfied that justice is done after the characters 
  defeat the cultists and troglodytes. Before departing, she 
  thanks them and asks that they insure that Xol’s remains 
  are treated respectfully. Laal spreads word of the 
  characters’ deeds amongst her people—next time they are 
  in the Underdark, flumphs attempt to honor their debt. 
   If the characters return to the surface via the route they 
  used earlier, Sgt. Maskyr’s men escort them to her; 
  otherwise, she tracks them down later. She expects a full 
  recounting, but quickly loses interest in their story. If the 
  characters took any prisoners, she takes them into 
  custody and has them summarily executed a few hours 
  later. Sgt. Maskyr abides by her agreement and allows 
  them to keep whatever treasures they recovered from the 
  sewers, but if they want to honor Laal’s wishes regarding 
  Xol’s corpse they’ll need to track down the Cloak who 
  took charge of it and pay him a hefty bribe (around 50 gp).  
   Neither the Cult of the Crushing Wave nor the Cult of 
  the Eternal Flame mourns the loss of their men; however, 
  they take note of the characters. They may even dispatch 
  assassins to steal the treasure recovered from the tomb. 
   
   
  
   
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  17 
   
  Make sure to note their rewards on their adventure 
  logsheets. Give your name and DCI number (if applicable) 
  so players can record who ran the session. 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in 
  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 Awards 
  Name of Foes 
   
   
  XP per Foe 
  Water weird 
   
   
  700 
  Lacedon  
   
   
  200 
  Crushing Wave reaver 
   
  100 
  Xaxan Thavish 
   
   
  450 
  Eternal Flame priest  
   
  700 
  Fathomer  
   
   
  700 
  Skeleton  
   
   
  50 
  Troglodyte 
   
   
  50 
  Swarm of quippers  
   
  200 
  Non-Combat Awards  
   
  Task or Accomplishment 
   
  XP per Character 
  Befriending Laal 
   
   
  50 
  Aiding Florio’s Party  
   
  50 
  Breaching the Inner Vault’s Door 
  100 
  Opening the Sarcophagus 
   
  50 
   The minimum total award for each character 
  participating in this adventure is 900 experience points. 
   The maximum total award for each character 
  participating in this adventure is 1,200 experience 
  points. 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling 
  prices, not their purchase price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  The ghoul’s helmet  
   
  50 
  The cultists's coins  
   
  64 
  The troglodyte’s treasure 
   
  200 
  Thavish’s torc 
   
   
  250 
  The kuo-toa’s treasure 
   
  750 
  Potion, common 
  A description of this item can be founding the Player's 
  Handbook. 
  Rod, uncommon 
  This rod is always covered in a thin layer of slippery, 
  foul—smelling slime, whenever it is drawn or picked up, 
  the creature doing so must succeed on a DC 10 Dexterity 
  saving throw or drop it. A description of this item can be 
  found in the Dungeon Master’s Guide. 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  All faction members earn one renown point for 
  participating in this adventure. 
  You receive 200 XP, 100 gp, and ten downtime days for 
  running this session. 
   
  
   
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  18 
  Medium undead, chaotic evil 
    
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
    
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) slashing damage. If the target is a creature other than 
  an elf or undead, it must succeed on a DC 10 Constitution saving 
  throw or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. 
   
  Medium humanoid (human), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  16 (+3) 
   
  Skills Deception +5, Intimidation +5, Religion +2 
  Damage Resistances fire 
  Senses passive Perception 10 
  Languages Common, Ignan 
  Challenge 3 (700 XP) 
    
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell attacks). 
  It knows the following sorcerer spells (an asterisked spell is from 
  appendix B): 
  Cantrips (at will): control flames,* create bonfire,* fire bolt, light, 
  minor illusion 
  1st level (4 slots): burning hands, expeditious retreat, mage armor 
  2nd level (3 slots): blur, scorching ray 
  3rd level (2 slots): fireball 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  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. The priest a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell attacks). 
  It 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 
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning 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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  19 
  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. 
  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. 
   
  Medium humanoid (human), lawful evil 
    
  Armor Class 12  
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, History +5 
  Senses passive Perception 11 
  Languages Common, Draconic, Dwarvish, Elvish 
  Challenge 1 (200 XP) 
   
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared: 
  Cantrips (at will): light, mage hand, shocking grasp 
  1st level (4 slots): charm person, magic missile 
  2nd level (3 slots): hold person, misty step 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1to hit, reach 5 ft., one 
  creature. Hit: 3 (1d8 − 2) bludgeoning damage. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  20 
  Medium humanoid (any race), any alignment 
    
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 2 (450 XP) 
   
  Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  It has the following druid spells prepared: 
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave 
  2nd level (3 slots): animal messenger, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 4 (1d8) bludgeoning damage with shillelagh or if 
  wielded with two hands. 
   
  Small aberration, lawful good 
    
  Armor Class 12 
  Hit Points 7 (2d6) 
  Speed 5 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
   
  Skills Arcana +4, History +4, Religion +4 
  Damage Vulnerabilities psychic 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Undercommon but can’t speak, 
  telepathy 60 ft. 
  Challenge 1/8 (25 XP) 
   
  Advanced Telepathy. The flumph can perceive the content of any 
  telepathic communication used within 60 feet of it, and it can’t 
  be surprised by creatures with any form of telepathy. 
  Prone Deficiency. If the flumph is knocked prone, roll a die. On 
  an odd result, the flumph lands upside-down and is 
  incapacitated. At the end of each of its turns, the flumph can 
  make a DC 10 Dexterity saving throw, righting itself and ending 
  the incapacitated condition if it succeeds. 
  Telepathic Shroud. The flumph is immune to any effect that 
  would sense its emotions or read its thoughts, as well as all 
  divination spells. 
  Actions 
  Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At 
  the end of each of its turns, the target must make a DC 10 
  Constitution saving throw, taking 2 (1d4) acid damage on a 
  failure or ending the recurring acid damage on a success. A lesser 
  restoration spell cast on the target also ends the recurring acid 
  damage. 
  Stench Spray (1/Day). Each creature in a 15-foot cone originating 
  from the flumph must succeed on a DC 10 Dexterity saving 
  throw or be coated in a foul-smelling liquid. A coated creature 
  exudes a horrible stench for 1d4 hours. The coated creature is 
  poisoned as long as the stench lasts, and other creatures are 
  poisoned while within 5 feet of the coated creature. A creature 
  can remove the stench on itself by using a short rest to bathe in 
  water, alcohol, or vinegar. 
   
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  21 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  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. 
   
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 13 
  Hit Points 28 (8d8 − 8) 
  Speed 0 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  9 (−1) 
  1 (−5) 
  7 (−2) 
  2 (−4) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
    
  Blood Frenzy. The swarm has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  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 quipper. The swarm can’t regain hit points or 
  gain temporary hit points. 
  Water Breathing. The swarm can breathe only underwater. 
  Actions 
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in 
  the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
  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. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  22 
   
  Medium humanoid (troglodyte), chaotic evil 
    
  Armor Class 11 (natural armor) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2) 
    
  Skills Stealth +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Troglodyte 
  Challenge 1/4 (50 XP) 
    
  Chameleon Skin. The troglodyte has advantage on Dexterity 
  (Stealth) checks made to hide. 
  Stench. Any creature other than a troglodyte that starts its turn 
  within 5 feet of the troglodyte must succeed on a DC 12 
  Constitution saving throw or be poisoned until the start of the 
  creature’s next turn. On a successful saving throw, the creature is 
  immune to the stench of all troglodytes for 1 hour. 
  Sunlight Sensitivity. While in sunlight, the troglodyte has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Actions 
  Multiattack. The troglodyte makes three attacks: one with its bite 
  and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) slashing damage. 
   
  Medium humanoid (any race), any alignment 
    
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Actions 
  Multiattack. The veteran makes two longsword attacks. If it has a 
  shortsword drawn, it can also make a shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  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. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  23 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
   
   
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Sergeant Audra Maskyr (AWE-dra MAH-skeer). 
  Female human, leader of a City Watch patrol. She is 
  professional and ambitious--everything that a good Banite 
  should be. 
   
  Xol (SHOLE). Deceased male flumph. 
   
  Laal (LAY-uhl). Female flumph, mate to Xol.  
   
  Esme (EASE-mee). A young and plucky female human 
  with red hair. Among the children that found Xol's corpse.  
   
  Florio (FLORE-ee-oh), Nualion Galanodel (NWAH-lee-
  uhn GAL-uh-no-DELL), and Kyra (KEE-ruh). Male 
  human (Turami), female moon elf, and female human. 
  Adventurers also hired by Sergeant Maskry to investigate 
  the reports of monsters in the sewers. Their excursion 
  turned for the worst after an encounter with some giant 
  rats. 
   
  Xaxan Thavish (ZAY-zann TAY-vish). Male human 
  (Mulani). Member of the Cult of the Crushing Wave. Vain 
  and fastidious. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
   
  If you are DMing this adventure during the months of May or June 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/DDEX2-08 - Foulness Beneath Mulmaster.pdf