TEXT: Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received 
  intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the 
  remains of an old tower is knowledge of older magics. This could be just what Parnast needs to 
  resist the onslaught of Bad Fruul and his armies! 
  A Two-Hour Adventure for 1st-4th Level Characters 
  Adventure Designer 
  Adventure Code: DDAL05-07 
  Version: PLAYTEST 1 
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
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  express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Welcome to Chelimber’s Descent, a D&D Adventurers
  LeagueTM adventure, Part of the official D&D 
  Adventurers LeagueTM organized play system and 
  the Storm King’s Thunder storyline season.
   This adventure is designed for three to seven 1st 
  through 4th level characters, and is optimized for 
  five 3rd level characters. 
   The adventure begins in the Marsh of Chelimber 
  and occurs after the events of Beneath the Fetid 
  Chelimber. 
  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. 
   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 at: 
  www.dndadventurersleague.org 
  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
  Handbook.
   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 running this adventure--such as
  notecards, a DM screen, miniatures, and
  battlemaps.
   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: 
   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, etc.)
  Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number (if they have one). In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent magic 
  items. He or she 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 or see the need to do so, you can 
  do a quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you see 
  magic items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array. Point players to the 
  D&D Adventurers League Player’s Guide for reference.
  )f 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. 
  Alternatively, 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, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters. These adjustments are not required, nor 
  are you bound to the suggestions made by the 
  adventure—they are recommendations provided for
  guidance and convenience. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  3 
   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
  fractions 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. 
  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 Dungeon Master 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. You get to make decisions 
  about how the group interacts with the NPCs and 
  environment within this adventure. It is okay to 
  make considerable changes or engage in 
  improvisation, so long as you maintain the original 
  spirit of what’s written.
   Challenge Your Players. Never being challenged 
  makes for a boring game, and being overwhelmed 
  makes for a frustrating game. Gauge the experience 
  level 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. 
  Everyone should have the opportunity to shine. 
   Mind the Time. 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. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players �little 
  victories� for figuring out good choices from clues. 
  The Dungeon Master’s Guide has more information
  on the art of running a D&D game. 
  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. 
   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. 
  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 
  Resurrection* 
  3,000 gp 
  True Resurrection* 
  50,000 gp 
  
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  DDAL05-�� Cheli��er’s Des�e�t 
  4 
  *These spells require an additional expenditure of
  downtime days (150 for resurrection and 350 for
  true resurrection). This cost can be reduced by 50
  days for each faction rank above 1 that the character
  possesses. This downtime is spent in community
  service for the church that provided the spell in
  question. The Acolyte Background feature does NOT
  reduce the gp or downtime cost for either of these
  spells.
  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. 
  Acolytes can call upon spellcasting services in and around 
  the three towns as follows: 
  Parnast (Tier 1). Mielikki 
  Stagwick (Tier 2). Chauntea 
  Beregost (Tier 3). Lathander, Waukeen 
  Sometimes bad things happen, and characters get 
  die. Since you might not have the same characters 
  return from session to session, here are the rules 
  when bad things happen to characters.  
  A character who is killed 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 experience and rewards from that session 
  (both those earned prior to and after 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. 
  Many centuries ago, a wizard built a tower on top of 
  a cliff in one night. This earned him the moniker of 
  the Wizard of the Crag. It also infuriated a wealthy 
  landowner named Chelimber who had extensive 
  holdings on the plain that stretched out to the west 
  and east of the crag. The antagonism only increased 
  over time and the man hired another wizard, by 
  name Taskor the Terrible, to battle the upstart 
  spoiling his view with his tower and possibly 
  becoming a rival for rule. 
   A battle ensued which ended in the disappearance 
  of both wizards. Unfortunately, the Wizard of the 
  Crag had been on the verge of adding a waterfall to 
  his complex and vast numbers of water elementals 
  were released upon his death. They flooded the land 
  and created the area known today as the Marsh of 
  Chelimber. Between the cataclysmic events and the 
  depredations of time, the tower which once stood 
  high on a crag is now submerged in the marsh. 
  Portions of its roof can be seen deep in the marsh. It 
  is only ancient elemental earth magic embodied in 
  the towers gargoyles that keeps the structure from 
  imploding from the pressure of water and time.  
   While many have looked for the ruins of his tower 
  over the centuries, it was only recently that 
  information that hinted of its location came into the 
  hands of the one known as SEER. As she was scrying 
  the general area, she discovered that adventurers 
  had found the exact location. (these events occur in 
  DDAL05-06 Beneath the Fetid Chelimber). She sends 
  Hsing to task the adventurers with finding the books 
  and scrolls of ancient magic purported to be there. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  5 
  The location found it is up to the characters to find a 
  way in and discover whatever ancient knowledge 
  has been preserved here. 
   The Wizard of the Crag, was skilled in elemental 
  magic and is known to value magical knowledge 
  over most everything else. He also knew he had 
  enemies, hence the various traps in his tower.  
   Between expenditures on magical experiments 
  and personal defensives, most of his remaining 
  wealth was in his library of rare books.  
  This adventure is broken down into three parts: 
  Getting in to the tower, exploring the Chapel Level 
  and exploring the Laboratory Level. The tower 
  design is such as to limit the number of paths the 
  characters can take thus hopefully streamlining 
  preparation and building to a climatic combat. 
   Part 1. Getting In. This involves investigation and 
  solving puzzles. The characters have the missing 
  piece that allows them to interact with the tower’s 
  defenses. Once that is in place they need to solve the 
  puzzles to gain entrance. Failure opens up a different 
  path into the tower. 
   Part 2. The Chapel. Additional traps and a 
  possible combat await the characters here. However, 
  there are also clues for obstacles on the next lower 
  level.  A possible interaction with the few remaining 
  gargoyles and stone mephitis could provide a 
  combat encounter.  
   Part 3. The Library and Laboratory. Information 
  from the Chapel aids in the safe traversing of the 
  elemental summoning chambers (magic item 
  gained). The Laboratory is trapped. The library is 
  guarded by a wight and assistants (skeletons).   
  This may vary widely based on both player knowledge and 
  character knowledge/abilities. Mistakes also could lengthen 
  play time. Playing this right after playing DDAL5-06 Beneath 
  the Fetid Chelimber saves time also. In an ideal world: 
  �Getti�g I�� se�tio� should take �o �ore �� �i�utes, Chapel 
  level should take no more than 40 minutes, Lab and Library 
  45 minutes leaving 15 minutes for wrapping things up. 
  Ideally the characters have just 
  participated in DDAL5-06 Beneath 
  Fetid Chelimber. If this is the case, the 
  adventure picks up at the location and 
  should have the �necklace� that Mama
  was wearing. The pendant of the 
  necklace bears a rune meaning �Stein� �stone�, and a
  small hole in each corner. If running this adventure 
  back to back with the previous one, then the 
  characters should have the benefit of a long rest 
  either before or after the discussion with Hsing.  
  Not lo�g after you defeated the hag k�o�� as �Ma�a� a�d 
  her half-ogre �Boys� a whistling noise announces the arrival 
  of a golden pseudodragon with milky-white eyes. 
  �Greeti�gs a�d �o�gratulatio�s. SEER believes you have
  found a site long sought, the tower of the Wizard of the Crag. 
  She wishes to encourage you to explore the tower. She is 
  interested in the repository of Lore he is rumored to have 
  had. If you retrieve these manuscripts on ancient forms of 
  magic, we shall pay you handsomely.�
  Additional information he gives them: 
   The wizard, whose tower this was, is known to
  have at least been a master of earth and water
  elementals.
   It is believed he worked with all the elements
   He had a reputation of being a devotee of both
  Mystra and Oghma
   It is her hope that the information contained in
  these old manuscripts shall aid in her attempts to
  protect Parnast from the Bad Fruul
  If there is anyone who is a member of the Harpers 
  she hands them a sealed envelope. The missive 
  informs the character of their Faction Assignment. 
  �I �a�’t do e�erythi�g for you, I a� �ehi�d o� �y �aps as is. 
  This is the place, your job to enter. Coming out with just one 
  miserable spellbook is not acceptable. Use the pendent that 
  the earlier group found. I hear “EER �alli�g �e� a�d �ith that 
  he apparently teleports away. 
  Hsing has been around a long, long time. However, while he 
  seeks those who are insightful and direct, Hsing is distracted 
  and speaks in vague, cryptic riddles. He is also quite lazy and 
  his preferred pla�e is �urled up arou�d so�eo�e’s shoulders. 
  Although he is blind, he has very well developed hearing and 
  an acute sense of smell to help him navigate. A gift from Io 
  hi�self, Hsi�g’s �li�d�ess is i��ura�le. 
  Quote: �)zzzzzzzz...
  Faction Assignment (Harpers). While in favor of 
  improving the defenses of Parnast, the (arper’s are 
  concerned about the concentration of all that 
  knowledge in one hand. Harpers are tasked with 
  personally retrieving, a few of the scrolls or books. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  6 
  To that end, members are lent a bag of holding, for 
  the course of the adventure, if they do not have one 
  or something similar.  
   NOTE: If a character did not yet finish the Emerald 
  Enclave Assignment from the previous adventure 
  they can still complete it. 
  Hsing made sure that you did not make a misstep on your 
  way to this remote location in the marsh. Oh, your feet still 
  were damp, and bugs still managed to make their way into 
  uncomfortable places, but otherwise he led you straight to 
  this odd island. Scavengers have been feasting on the 
  remains of assorted creatures, the decaying meat adding to 
  the odoriferous miasma of swamp. 
  �I �a�’t do e�erythi�g for you, I a� �ehi�d o� �y �aps as 
  is. This is the place, your job to enter. Coming out with just 
  one miserable spellbook is not acceptable. Use the pendent 
  the earlier group found. I hear “EER �alli�g �e� a�d �ith that 
  he apparently teleports away. 
  The characters are on an island in the marsh, ruins 
  of huts appropriately sized for half ogre’s, on either 
  end. A large depression encircled by razorvine is 
  accessible via two mud and wood ramps. 
   Any of the following hooks may justify the party's 
  presence in the Marsh of Chelimber. 
   Rune Magic. Characters interested in lost magical 
  lore or affiliated with the Harpers might be 
  interested in the ruins for the same reason Bad Fruul 
  is: the sunken remnants of a wizard’s tower are
  rumored to hold powerful magic and forgotten 
  spells. 
  Faction Assignment: Harpers. While in favor of 
  improving the defenses of Parnast, the (arper’s are 
  concerned about the concentration of all that 
  knowledge in one hand. They ask any member to 
  personally retrieve, if possible a few of the 
  scrolls/books for their faction and to further that 
  end lend a bag of holding, for the course of the 
  adventure, to the character if they do not have one 
  or something similar. At the very least they ask that 
  the character make copies, or assist in the effort.   
   Additionally, before leaving Parnast, the 
  characters were informed of the following by Hsing, 
  SEER’s psuedodragon familiar.
   Having found the location of what remains of the
  Wizard of the Crag’s tower, a group is needed to
  find a way into it and retrieve the magical texts 
  believed to be there.  
   Hsing provides the characters with a square-
  shaped, stone pendent engraved with a single rune 
  (see Adventure Hook, above). (e isn’t sure what
  the pendant is for, but states that it was recently
  recovered from the ruins of the tower.
   Legend has it that as a devotee of both Mystra and
  Oghma, he had an extensive library.
   He also showed his mastery of at least two
  elements, earth and water—otherwise the marsh
  would not exist.
   The tower was raised in a single night
   He was preparing to add a waterfall, when he was
  challenged to a duel by Taskor the Terrible (who
  was paid to do so by Chelimber the baron of the
  area).
   He died in the duel and all the water elementals
  he had bound were freed immediately and their
  number and might was such that the marsh was
  created.
   If they return with the ancient texts, not just a
  simple spellbook, they are to be paid 150 gp.
   SEER believes that the texts hold the key to
  creating defenses for the town against the hill
  giants.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  7 
  The adventure begins in earnest with the characters 
  arriving at a boggy island deep in the Marsh of 
  Chelimber. Here they find the abandoned ruins of a 
  camp of half-ogres and the hag that was their leader. 
  A depression within the island is the area of interest. 
  A wide stone foundation frames this sinkhole, giving it a 
  roughly square shape. The edges of the foundation are badly 
  weathered but appear crenellated, like the walls of a 
  battlement, making the stone frame seem less like a 
  foundation and more like the top of a large keep or tower.  
   
  The floor of this sinkhole is ancient but well-laid flagstone 
  covered with a thin sheen of swamp-water. The northwest 
  corner of the sinkhole contains a badly weathered statue. A 
  large table to the southeast is covered with filthy furs and 
  torn silks, a poor imitation of a luxurious bed.   
   
  Two wide ramps of logs and earth lead into the sinkhole 
  from the north and south.  
  Finding the way into the tower requires that the 
  characters explore the depression in detail. Passive 
  ability checks or a quick look around may not be 
  enough to find the necessary clues. The more time 
  spent looking at a specific section or attempting a 
  task the lower the DC, or you can grant advantage 
  based on the description the player gives of their 
  character’s action. Reward innovation and out of box
  thinking—try to avoid resorting solely to the roll of
  the dice. 
   Successful Intelligence (Arcana) checks and detect 
  magic might reveal old, lingering auras of abjuration. 
  The magic here is very old and quite different from 
  what is usually found in modern structures. Find 
  trap is a bit harder to adjudicate, at least to the 
  satisfaction of some players. There is a trap here, but 
  the trigger is partly magical and the trap itself is 
  mechanical. To succeed without triggering the trap, 
  they need to locate the lever arm. Once that is pulled 
  the �door lock� in the table is revealed, as is an
  obvious place for the pendant. Once the pendant is 
  inserted the stairway leading into the submerged 
  tower is revealed. 
  A passive check is a special kind of ability check that does�’t 
  involve any die rolls. Such a check can represent the average 
  result for a task done repeatedly, such as searching for secret 
  doors over and over again, or can be used when the DM 
  wants to secretly determine whether the characters succeed 
  at something without rolling dice, such as noticing a hidden 
  monster. Here’s ho� to deter�i�e a �hara�ter’s total for a
  passive check: 
  10 + all modifiers that normally apply to the check 
  If the character has advantage on the check, add 5. For 
  disadvantage, subtract 5. The game refers to a passive check 
  total as a score. 
  For example, if a 1st-level character has a Wisdom of 15 
  and proficiency in Perception, he or she has a passive 
  Wisdom (Perception) score of 14. 
  The following features pertain to locations in the 
  depression. 
    Light. The edges of the depression are obscured 
  by shadow depending on the time of day. In the 
  morning, the shadows are deep on the eastern edge 
  (where the table is) while in the afternoon the 
  shadows are deeper on the opposite side. The 
  shadows do not extend further than ten feet into the 
  area unless it is very early or near sunset. Such 
  shadowy areas are dimly lit, as is the entire area at 
  night when illuminated by the moon. No matter the 
  hour, a thin haze along the ground limits visibility to 
  100 feet. 
   Floor. The floor is made of stone, but it is mostly 
  covered by dirt, mossy growths, water and other 
  unmentionable filth.  
   Razorvine: This dangerous plant grows in large 
  clumps on either side of the ground above the 
  sinkhole. In theory, they can avoid it, and it is 
  possible if they played the previous adventure they 
  have already destroyed some or all of it. 
  Razorvine is a plant that grows in wild tangles and hedges. It 
  also clings to the sides of buildings and other surfaces as ivy 
  does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge 
  of razorvine has AC 11, 25 hit points, and immunity to 
  bludgeoning, piercing, and psychic damage. 
  When a creature comes into direct contact with razorvine 
  for the first time on a turn, the creature must succeed on a 
  DC 10 Dexterity saving throw or take 5 (1d10) slashing 
  damage from the razorvine's bladelike thorns. 
   Sound. The marsh is alive with the sound of 
  insects, and water laps against the edges of the 
  island. 
   Smell. In addition to the smell of decaying 
  vegetation prevalent throughout the Marsh of 
  Chelimber, the half-ogres that once resided here had 
  
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  DDAL05-�� Cheli��er’s Des�e�t 
  8 
  terrible hygiene; their odor still pervades the island 
  even though they are gone. 
   The Walls. The walls of the sinkhole appear to be 
  stonework crenulations, something that removing 
  the muck and moss from the area corroborates, 
  revealing the stone work beneath.  
   The Statue. Determining what this mud and moss-
  covered statue in the northwest corner of the 
  depression is requires scraping it clean of mud and 
  moss, ideally without damaging the statue beneath. 
  Tools, such as those of a mason, cobbler or jeweler 
  (not a complete list) can speed this up. This should 
  resemble archeologists cleaning off something 
  buried in heavy wet dirt. In a pinch, however, 
  miner’s pick or even a dagger could work. Assign
  ability checks as thematically 
  appropriate if desired. Eventually 
  the characters discover the subject 
  of the statue is that of a gargoyle. On 
  the base the phrase �Earth Remains
  Strong Protecting All” is carved in
  Common. Below that is engraved 
  Stein, the stone rune. 
   A character inspecting the statue that succeeds on 
  a DC 11 Intelligence (Investigation) check discovers 
  that the arm of the statue is a lever. Further study of 
  the immediate area of the statue does not discover 
  what happens if the lever is pulled. Pulling the lever 
  causes the table to open. 
  The Table. This plinth is covered in filthy silks and 
  furs as if it was a crude imitation of a luxurious bed. 
  The legs of this table, are fused to the stone beneath 
  it. If the covers are moved a character that succeeds 
  on a DC 15 Intelligence (Investigation) check 
  discerns that the top is not actually a solid piece; 
  very faint lines indicate that part of the top moves or 
  might open, but a latch or method of activating it 
  cannot be seen on the table. 
   The Floor: moving aside some of the mud, it is 
  plain to see that the floor is worked stone. Tapping 
  on the floor does not reveal any weaknesses or 
  hollows. Everything sounds the same, except the ten-
  foot area around the table. There is something 
  different. A successful DC 15 Intelligence 
  (Investigation) check reveals that while it’s stone, it
  might not be as thick. This is the cover for the cistern 
  (see map). For reasons lost to time the tower had a 
  large covered cistern. It is full of fresh water. 
  To gain entrance into the tower, the Stein pendant 
  must be placed in the depression in table. This can 
  only happen if the characters pull the lever on the 
  statue. Once the rune is inserted a stair way is 
  revealed to one side of the table. The stairs wind 
  down approximately 25 feet to a landing. 
  The 5-foot wide stairs wrap around the central shaft 
  and end in a landing. There is no obvious door way, 
  but the wall immediately in front of them has the 
  following inscribed: 
  Be not faithless 
  Magic and Knowledge divine 
  Not in power or sphere presented 
  But in names Ascending 
  The symbols are detailed in Player Handout 1. The 
  capitalized words in the stanza above are hints that 
  the symbols represent gods associated with either 
  Magic or Knowledge and that the tiles should be 
  arranged such that the names are in alphabetical 
  order. 
   The correct order—from left-to-right—is:
  1. Azuth. A human hand, finger pointing upward
  2. Deneir. A single lit candle
  3. Mystra. A seven-pointed star
  4 Oghma. A simple blank scroll
   The symbols are on tiles inset into an area large
  enough that they can slide around.
   The first three symbols (Azuth, Deneir, and
  Oghma) are common enough that the characters
  identify them without a check, but the symbol of
  Mystra is quite old, and requires a DC 15
  Intelligence (Religion) check to identify. Clerics
  and paladins of Mystra automatically succeed on
  this check.
  If the characters answer incorrectly, a glyph 
  conjures a 3-foot wide rock at the top of the stairs. 
  The characters hear the rock rumble and crash as it 
  rolls down the stairs and collides into the wall 
  beside the puzzle-locked door. Each character in the 
  rock’s path takes ���d��� bludgeoning damage. A 
  successful DC 11 Dexterity saving throw reduces this 
  damage by half. The rocks break apart upon hitting 
  the wall at the bottom of the stairs. 
   The trap automatically resets itself. After two 
  failures, however, the rocks have damaged the door 
  into the Chapel Level enough that the characters can 
  simply push it open without needing to solve the 
  puzzle. 
  If they get the answer correctly the puzzle-locked 
  door swings open. Otherwise, if the characters 
  
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  DDAL05-�� Cheli��er’s Des�e�t 
  9 
  answer incorrectly twice, the falling rocks damage it 
  enough to be pushed opened. Proceed to Part 2. The 
  Chapel, below 
  If the characters solve the door puzzle, award each 
  character 25 XP. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  10 
  The traps on this level are all about discouraging 
  thieves and thus can be easily avoided. The 
  achievements on this level include gaining the clues 
  in the elemental shrine, learning why the tower is 
  still intact (the gargoyles) and finding the path to the 
  stairs down. They can also gain two scrolls on this 
  level. 
  This level of the tower has the following general 
  features: 
   Light. Globes of spun glass are set into the ceilings 
  and glow with bright magical light throughout the 
  level. Removing the globes destroys this 
  enchantment. 
   Floors. The stone floors bear a thick layer of dust, 
  and in some places, seems to have formed mounds. 
  These mounds are the remains of items that have 
  decayed so there is no way to tell what they once 
  were. Unless otherwise mentioned there are no 
  tracks in the dust. 
   The Air. Like most underground places, the air is 
  chilly. Surprisingly, however, the air here is a bit 
  stale and dry. There is also a notable lack of insects 
  unlike in the marsh above, and the ubiquitous spider 
  webs associated with ruins are strangely absent. 
   Items. Everything on this level seems to be made 
  from stone. Most mundane items have been reduced 
  to small piles of dust-covered rubbish. Paint flakes 
  on the statues indicate that some of them were 
  painted either partially or completely to better 
  represent their respective deities. 
   The Gems. Each of the gems in the shrines on this 
  level are trapped and aside from enduring the trap, 
  any would-be thieves, must be willing to break the 
  statue to remove the gem. 
  The stairwell ends in a single door that leads into the 
  Chapel Level. 
  There are secret doors that access the stairs down to 
  the laboratory level. One of these doors is here in the 
  stairwell beside the door into the Chapel Level. 
  Another in the shrine to Deneir, and the last is in the 
  room housing the gargoyles. The hidden door here in 
  the stairwell is the most cunningly hidden and 
  requires a successful DC 30 Wisdom (Perception) 
  check to detect. 
  The wall swings open revealing a room 30-feet deep and 25-
  feet wide. Archways to the left and right provide a view into 
  the rooms beyond. Immediately facing the entrance, a 
  prismatic-hued will-o’-wisp hovers over a short pillar. Atop
  the pillar rests an offering bowl, and behind it, a fresco 
  depicting a blue, seven-pointed star. The walls are covered in 
  murals depicting a woman performing feats of magical 
  prowess. 
  The murals depict various ways Mystra has 
  manifested in the past as well as her avatar. The 
  prismatic will-o-wisp is also one of her earlier 
  manifestations; an otherwise harmless illusion.  
   There are some piles of wood that might have 
  been tables on either side of the pillar, they crumble 
  if picked up. 
  In the bowl is a rainbow tourmaline. The tourmaline 
  is permanently affixed to the bowl with a small dab 
  of sovereign glue. Removing the gem requires either 
  dissolving the glue or destroying the bowl which 
  bears a poison gas trap. 
   Disabling. The tourmaline can only be removed 
  from the bowl by first removing the sovereign glue—
  something that requires universal solvent, oil of 
  etherealness, or casting wish. As the bowl and the 
  gem are permanently bound together, barring a 
  display of clever thinking, removing the gem 
  involves breaking the bowl, which is attached to the 
  pillar. 
   Trigger. The trap is triggered if the bowl or the 
  pillar is broken.  
   Effect. Triggering the trap causes poison gas to jet 
  from the pillar beneath the bowl. Any creature 
  within 5 feet of the bowl must immediately succeed 
  on a DC13 Constitution saving throw or take 7 (2d6) 
  poison damage. The gas continues to stream out of 
  the bowl for two additional rounds, and any creature 
  entering or starting their turn within 5 feet of the 
  bowl, must repeat this saving throw or take the 
  damage. The jets stop emitting poison gas at the end 
  of the third round. 
  Due to the glue and bits of broken bowl stuck to it, 
  the tourmaline is worth only 10 gp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  11 
  If the characters disable the trap or leave the altar 
  alone, award each character 25 XP. 
  Passing through the archway into this room, you see a fresco 
  depicting a human hand, index finger pointed up. A statue of 
  a bearded, old human male stands on the southern wall, 
  holding a topaz-capped staff in lovingly in both hands. 
  The six-foot tall statue depicts Azuth, something a 
  DC 11 Intelligence (Religion) check reveals. The staff 
  is one and half times his height topped by a large 
  cabochon-cut topaz. It is also trapped. 
  A character succeeding on a DC 15 Wisdom 
  (Perception) check notices copper wires joining the 
  staff’s hands to the staff. These copper wires are
  enough to deliver a nasty shock to anyone touching 
  the staff or the gem. 
   Disabling. This trap can be disabled by severing 
  the wires connecting the two—a feat that requiring a
  set of thieves’ tools and a successful DC �� Dexterity 
  check. 
   Trigger. Anyone touching the staff or the gem 
  without first disabling the trap triggers the trap. 
   Effect. Any creature touching the staff or the topaz 
  must succeed on a DC 13 Constitution saving throw 
  or take 7 (2d6) lightning damage.  
  If removed, the topaz is worth 10 gp. 
  If the characters disable the trap or leave the altar 
  alone, award each character 25 XP. 
  The archway leading in this room open into the next shrine. 
  The walls of this shrine are covered in all type of scripts and 
  glyphs some from languages long dead. The statue is that of a 
  balding man covered in voluminous robes, covered in glyphs, 
  standing beside a desk bearing a quill and a beautiful ink pot. 
  His arms cradle several scrolls.  
  A successful DC 11 Intelligence (Religion) check 
  indicates that this shrine is dedicated to Deneir. A 
  character succeeding on a DC 13 Intelligence 
  (Arcana) check recognizes some of glyphs on the 
  wall to be giant runes. Characters that are proficient 
  in Giant automatically succeed on this check. 
  The ink pot is made from a single piece of jet. A 
  successful DC 15 Intelligence (Investigation) check 
  reveals several tiny holes from which a concentrated 
  dose of Malice poison gas emits. 
   Disabling. The trap can be disabled by casting 
  dispel magic or a similar spell on the jet. 
  Alternatively, a character with a set of thieves’ 
  tools may attempt a DC 17 Dexterity check to disable 
  the trap. A character holding their breath (see Effect, 
  below) makes this check with disadvantage. 
  Trigger. Touching the gem triggers the trap. 
   Effect. Creatures within 10 feet of the ink pot must 
  succeed on a DC 13 Constitution saving throw or 
  become poisoned for 1d4 hours. While poisoned, the 
  creature is blinded. A creature may hold their breath 
  to avoid inhaling the poison. While they make the 
  check to disable the trap with disadvantage, the 
  saving throw made to avoid the poison is made with 
  advantage. 
  On the wall opposite the statue is a secret door. A 
  character succeeding on a DC 20 Wisdom 
  (Perception) check notices its outline.  The door to 
  the stair way is not hidden from those inside the 
  passageway, nor is the door from the gargoyle’s 
  room. 
  If none of the characters take the gem, they hear a 
  soft plop as they leave the room. Any character 
  looking back sees a scroll on the ground at the base 
  of the statue. There does not seem to be any missing 
  from the pile of scrolls the statue holds. This is a 
  spell scroll (see Treasure, below). 
  If the characters are respectful, Deneir gifts them 
  with a spell scroll of tongues. If the characters take 
  the piece of jet, they find it worth 10 gp. 
  If the characters disable the trap or leave the altar 
  alone (and are subsequently rewarded with the 
  scroll), award each character 25 XP. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  12 
  The walls of this room show various was of preserving 
  knowledge including carving stone tablets, preparing paper 
  and the binding of books. Also shown are people of various 
  races and genders creating knowledge by experimentation or 
  spreading knowledge. 
   
  The statue here is not of a humanoid, but rather a desk 
  with a blank, open tome, inkstand with quill, and a large 
  diamond paperweight.  
  A successful DC 15 Wisdom (Perception) check 
  reveals veins of copper running throughout the 
  floor. This check is made with advantage if the floor 
  is cleared of dust before being stepped on it (this 
  floor is decidedly different than that in the other 
  shrines). 
  A programmed illusion is triggered by the characters 
  entering this room. Read or paraphrase: 
  Without warning, the statue’s quill rises and floats in the air
  beside the open tome. 
  A deep, disembodied voice says �All should surrender
  knowledge so it may be shared.�
  Characters near the desk notice that the ink in the 
  well is wet and the quill is real–not simply a stone
  effigy. The entire set is the triggering mechanism for 
  an electrical floor trap. 
   Disabling. To disable the trap, each creature in 
  the room must offer a piece of wisdom or knowledge 
  by writing on the stone tome with the quill. Once 
  written the ink seeps into the stone and disappears 
  (simply writing curse words does not count, but 
  something like �don’t split the party� would�.
   If all the characters write something without 
  touching the diamond, a voice is heard once more. 
  �The gift of knowledge given freely is blessed.� A 
  page of the tome fills with magical writing and peels 
  away—turning into a spell scroll which the
  characters can freely take (see Treasure, below). 
   Trigger. Touching the diamond paperweight 
  without first offering a piece of knowledge or 
  wisdom triggers the trap. 
   Effect. If a character attempts to retrieve the 
  diamond paperweight without first writing a piece 
  of knowledge or wisdom in the tome on the desk, the 
  trap sends a burst of electricity through the copper-
  veined floor. Everyone standing on the floor in the 
  room when this occurs must succeed on a DC 11 
  Constitution saving throw or take 5 (1d10) lightning 
  damage. 
  The door leading into the Gargoyle’s Roost is 
  trapped. See Area 5, below for more information. 
  If the characters each write something in the tome, 
  before attempting to touch the diamond, they are 
  gifted with a spell scroll of lesser restoration. The 
  diamond is worth 25 gp. 
  If the characters disable the trap or leave the altar 
  alone, award each character 25 XP. 
  This room appears to have been a guest room before being 
  converted to little more than storage. 
   
  The walls are paneled in wood. There are three large piles 
  of rocks in the room and (number dependent on party 
  strength) statues are scattered about. The center of the room 
  has a layer of fine gravel. There is a door in the wall opposite. 
  The eyes of the statues open and a sound like grinding rocks 
  comes forth from the open mouth of the largest statue. 
  The gargoyles and stone mephits were bound to 
  the tower—enslaved to provide protection and
  ensure its continued existence. While the water 
  elementals were released upon the wizard’s death, 
  these creatures were not. Over the long centuries 
  their bonds have weakened, such that those that 
  remain ensure only the tower’s structural integrity.
  Here are the adjustments for the encounter. They are not 
  cumulative. 
   Very weak: Remove gargoyle, the two stone mephits each
  have 15 hit points 
   Weak: Remove the gargoyle
   Strong: Add two stone mephits
   Very Strong: Add a gargoyle
  This room has since become a nest-of-sorts and a 
  graveyard for their peers. The areas marked on the 
  map as rubble, are the mounded remains of 
  gargoyles and the fine layer of gravel that covers the 
  center of the room is the remains of stone mephits.  
  
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  DDAL05-�� Cheli��er’s Des�e�t 
  13 
   The ancient gargoyle asks the characters what 
  their business is in the tower. Because of its extreme 
  age, its hit points are reduced to 31. It is 
  accompanied by two stone mephits.  
   If the characters do not immediately instigate 
  combat, they can parlay with the creatures in this 
  room. The gargoyle and stone mephitis believe that 
  if the chest with the most treasured books and 
  scrolls leaves then their binding will end. So, they 
  can be talked to, but they only know Terran. What 
  the characters can learn: 
   �His Arroganceness (their name for the Wizard)
  bound us here to protect his tower.�
   The lowest levels are intact, but full of muck and
  water.
   The next level down includes his treasury and
  work rooms.
   These creatures won’t stop the characters, but
  they warn them of �the Librarian�.
   The Librarian is �not living like you, but walks
  nevertheless.�
  If attacked the creatures fight back; death is freedom 
  from eons of imprisonment. Alternatively, the 
  characters can opt to simply walk back out of the 
  room. 
  As the last of the creatures dies, it gives a strange smile. A 
  groaning noise is heard as the protections on the tower, that 
  have preserved it so long and were embodied in the 
  gargoyles, have disappeared. Small cracks appear in the walls 
  and motes of centuries-old dust fall from the ceiling in thin 
  streams.  
  The characters now might worry about the 
  structural integrity of the tower. Cracks appear in 
  the stone walls slowly over the course of the 
  adventure. The tower should last long enough for 
  the characters to finish their investigation as it 
  implodes in 1d4+1 days. 
  The secret door in this room, has been used so much 
  over the centuries that it requires only a successful 
  DC 10 Wisdom (Perception) check to reveal. 
  Both iron-bound doors leading into and out of this 
  room are trapped with poison needle traps. 
   Detecting and Disabling. Detecting the trap 
  requires a successful DC 15 Wisdom (Perception) 
  check, and disabling it requires a set of thieves’ tools 
  and a successful DC 15 Dexterity check. The door is 
  also locked. unlocking the door requires a set of 
  thieves’ tools and a successful DC 15 Dexterity check.
   Alternatively, the iron-banded door can simply be 
  forced open with a successful DC 17 Strength 
  (Athletics) check or destroyed (AC 17; 18 hit points; 
  immune to poison and psychic damage). 
   Trigger. Anyone unlocking it without the key 
  triggers the trap. Alternatively, a creature 
  attempting to disable the trap that fails by 5 or more 
  triggers the trap. 
   Effect. The creature triggering the trap takes 1 
  piercing damage and 3 (1d6) poison damage. A 
  successful DC 11 Constitution saving throw reduces 
  the poison damage by half. 
  For each trap that the they disable, award each 
  character 25 XP. 
  Beyond the archway fro� Mystra’s shri�e, this large, pillared
  hall is bathed in a dancing and cascading rainbow of light. 
  Wide arches indicate that at one time this area may have 
  been opened to the elements. Now earth and dried mud fills 
  these openings. 
   
  Anchored by pillars in the center of the room walls of 
  scintillating light are the source of the cascade of colors. 
  From your vantage point, you can see only half of the 
  room—the rest being blocked by the walls of light. You see a
  pair of altars. 
  The walls of light obscure the other two altars. Note 
  that if this area is entered from the gargoyles room, 
  then there is an altar immediate opposite their 
  entrance instead of to their left. 
   The altars are each made of either a material 
  precious to the god, or in a manner to echo the 
  element. The symbol of the god in carved 
  somewhere on the altar and a phrase is either on the 
  top or on the floor in front of the altar. Each altar has 
  some sort of offering bowl incorporated into its 
  design. 
   If a character places an offering of some type in an 
  alter bowl they gain resistance to elemental damage 
  of that type. If the offering is coin they gain 3 
  resistance, if the offering is something that either 
  echoes an aspect of the element, such as burning 
  incense at the air alter, or pouring a liquid in to the 
  water altar’s basin they gain � resistance. This bonus
  lasts until the end of the adventure. 
  
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  DDAL05-�� Cheli��er’s Des�e�t 
  14 
  The side closest to Mystra’s shrine has altars to 
  Grumbar and Istishia. 
   Altar A. Grumbar’s altar is made of jasper and his
  offering bowl resembles a polished geode.
  Engraved around the lip of the geode is:
  Grumbar’s oath unchanging and true
  Earth remains strong protecting all 
   Suitable Offerings. Gems, rocks and coins. Note 
  that since coins are metal they count toward gaining 
  the larger bonus if offered more than 1 gp.  
   Altar B. )stishia’s alter resembles a wave crashing
  and appears to be made from quartz crystal with
  varying shades of green and blue with flecks of
  white resembling crashing surf. A deep valley
  between the waves serves as the altar’s offering
  bowl. Engraved on floor in front of the altar:
  Istishia’s triumph to confirm
  Water rushes out to cover all 
  Suitable Offerings: These include water, or any 
  liquid including blood. 
   Altar C. Akadi’s altar is shaped like a �-foot-high
  tornado, the eye of the funnel cloud serves as the
  offering bowl. Streaks of lightning that are carved
  into the stone clouds, are engraved with the
  words:
  Akadi’s healing kiss once more to feel
  Air bursts free in no one’s thrall
  Suitable Offerings. These include burning incense, 
  sprinkling perfume around the altar or producing a 
  wind either magically or mechanically. 
   Altar D. Kossuth’s altar is a 4-foot high flame
  made of crystals of varying shades of red and
  yellow. A brazier before the altar serves as the
  altar’s offering bowl. Engraved are the words:
  Kossuth’s renewing purification performed
  Fire erupts dancing death for all 
  Suitable Offerings. These include burning any item 
  worth at least 2 gp.    
  The following information, especially that regarding foes, to 
  characters making Religion checks, or asking what they can 
  discover about the gods from these altars. 
  Alkadi (Queen of Air Elementals) 
  Foes: Grumbar 
  Elemental Ally: Kossuth 
  Symbol: A white cloud, often on a blue background 
  Akadi (Ah-KAH-dee) is the whispering wind and the blinding 
  gale storm. Large offerings of precious incense that waft on 
  her winds please her, but she does not answer prayers to 
  calm or raise harsh storms viewing that as the prevue of 
  Talos and Umberlee. She does occasionally provide a 
  whirlwind of stunning if brief duration. 
  Grumbar (Boss of Earth Elementals) 
  Foes: Akadi, Urdlen 
  Elemental Ally: Istishia 
  Symbol: Mountains often on a purple field 
  Grumbar (GRUM-bar) represents both stability and resistance 
  to change and is the guardian of secret treasures. He is said 
  to be fond of offerings of sardonyx, and jasper and often 
  statues of him are made of those with rubies as the eyes. 
  Istishia (The Water Lord) 
  Foes: Kossuth 
  Elemental Ally: Grumbar 
  Symbol: A cresting wave or a drop of water 
  Istishia (Is-TISH-ee-ah) is more abstract than some of the 
  better-known deities of water such as Umberlee, Eldath and 
  Valkur. He represents water, but not any specific formation 
  or body of water. He furnishes a crucial resource, but 
  apparently cares not how it is used. He prizes offerings of 
  water-hued fine fabrics that ripple like waves, gemstones 
  that echo the color of water, fine inks or dyes, or books or 
  papers on which are written unsolvable mathematical 
  problems. 
  Kossuth (The Lord of Flames) 
  Foes: Istishia 
  Elemental Ally: Alkadi 
  Symbol: Twining red flame 
  Kossuth (Koh-SOOTH) is the patron of all fire elementals as 
  well as those who view fire as a purifying and revitalizing 
  force. He prefers offerings to be burnt such a fine oils, 
  aromatic resins, nuts and meat, but is also fond of garnets, 
  citrine, topazes and fine smith work in iron or precious 
  metals. 
  Note that the positions of the altars in the room is such that 
  foes are not directly opposite one another, and the closest 
  altar is of an element that is a sometimes ally. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  15 
  It is not necessary to go through any of these walls to 
  explore the chapel, but they are a hint of what is to 
  come. 
   The walls of cascading light resemble the prismatic 
  wall spell. The light rotates between colors, but there 
  are only four wall types (mimicking the elements) 
  and rather than one solid shade of color various 
  shades flow through the wall.  The walls cycle every 
  five minutes. 
   Fire. Shades of red and orange ebb and flow when 
  this wall is active. The wall emits heat, and any item 
  placed in the wall takes 3 (1d6) fire damage. 
  Walking through it without reciting the proper 
  phrase for that element gain 5 (1d10) points of fire 
  damage or half on a successful DC 11 Dexterity 
  saving throw. 
   Water.  Shades of blue and deep greens are 
  present when this wall is up. An item placed in the 
  wall becomes thoroughly drenched. Characters that 
  touch the wall must make as DC 11 Strength saving 
  throw or get pulled in. Characters drawn into the 
  wall are tossed about as if the character is caught in 
  a tidal current (escape DC 11). The character takes 3 
  (1d6) bludgeoning damage. 
   Earth. Browns and greys with an occasional flash 
  of green and yellow make up the colors of this wall. 
  Putting an item into the wall’s light requires physical 
  effort; requiring a successful DC 15 Strength 
  (Athletics) check. Characters that succeed on this 
  check must succeed on a DC 11 Strength saving 
  throw get pulled in. Characters drawn into the wall 
  find themselves buried (escape DC 11). The 
  character takes 3 (1d6) bludgeoning damage. The 
  character is completely covered in a layer of dirt 
  when they exit. 
   Air. This grey, white, and blue wall smells of 
  incense and ozone, and occasionally flashes silver 
  with lightning. Any item placed in the wall takes 3 
  (1d6) lightning damage. Walking through it without 
  reciting the proper phrase for that element gain 5 
  (1d10) points of lightning damage, or half on a 
  successful DC 11 Dexterity saving throw. 
  The door leading into the Gargoyle’s Roost is 
  trapped. See Area 5, below for more information. 
  The Wizard was a tad paranoid, or perhaps a bit 
  picky, in either case the way down to the next level is 
  found by either going through the secret doors in to 
  this passage or by discovering the very well hid 
  stairwell door. This location makes a feasible resting 
  spot. Taking time to recover might be advisable. 
   If the characters destroyed the gargoyles, then 
  they no longer have a limitless amount of time to 
  continue exploring as the tower implodes in 1d4+1 
  days. Describe the tower as becoming more and 
  more unstable as time passes. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  16 
  Or even if they did, allow Intelligence (Arcana), Wisdom 
  (Insight) checks and Intelligence(Religion) checks to 
  determine that simply walking through these walls could be 
  painful. 
  If they simply assume that singing the phrase that goes 
  along with the color of the wall, then they trigger the trap 
  when moving through air into earth. That is on them. 
  This level of the tower has the following general 
  features: 
   Light. Globes of spun glass are set into the ceilings 
  and glow with magical light throughout the level. 
  Removing the globes destroys this enchantment. 
   Floors. The stone floors bear a thick layer of dust, 
  and in some places, seems to have formed mounds. 
  These mounds are the remains of items that have 
  decayed so there is no way to tell what they once 
  were. Unless otherwise mentioned there are no 
  tracks in the dust. 
   The Air. Like most underground places, the air is 
  chilly. Surprisingly, however, the air here is a bit 
  stale and dry. There is also a notable lack of insects 
  unlike in the marsh above, and the ubiquitous spider 
  webs associated with ruins are strangely absent. 
   Items. Everything on this level seems to be made 
  from stone. Most mundane items have been reduced 
  to small piles of dust-covered rubbish. 
  Being both learned and paranoid the Wizard of the Crag was 
  cautious in his dealing with the elements. While it is true that 
  some elementals frolic with those not their kind (hence the 
  existence of mephitis) he could not count on the opinions of 
  individual summoned elementals. Since his plans included 
  several apprentices, having separation between the rooms 
  seemed wise. However, singing the praise of an elementals 
  foe made him uneasy. Hence the solution using the 
  elemental allies. 
  Continuing down the stairs you arrive at a large landing. 
  There is an opening onto this level and a solid looking door 
  cover in a green mold that from what you have seen so far in 
  this tower, is likely to lead further downward. 
  The opening leads to an area with a few chairs (that 
  break if anyone sits in them) and shelves that may 
  have held decorative items or magical supplies but 
  are now only rusted pieces of metal that crumble at 
  the slightest touch and piles of debris. There are 
  however a few irregular stone tablets on the floor. It 
  is obvious (no check needed) that the tablets at one 
  time were one large stone plaque (Player Handout 
  3). Characters proficient in either Religion or Nature 
  know that the gods of air and fire are allies (as are 
  the elements in nature), just as the gods of earth and 
  water are. The gods of water and fire are enemies, as 
  are the gods of earth and air. This knowledge is not 
  difficult so a simple DC 5 check is called for if 
  necessary. 
   At the far end, a scintillating red wall of light 
  blocks an opening. (See description above for the 
  wall of fire for specific details.) To one side is 
  engraved on the wall: 
  Sing praises or be tested. 
  If the character sings the phrase presented on the 
  floor above: 
  Kossuth’s renewing purification performed;
  Fire erupts dancing death for all. 
  They can pass through the wall of light without harm 
   If they do not, they must make a Constitution 
  saving throw DC 13 or take 11 (2d10) fire damage. 
  On a save they take half damage. 
   XP Award. If each of the characters pass 
  harmlessly through the wall, award each character 
  100 XP. 
  The 20-foot-square room has a brass brazier in each corner, 
  and a circle of arcane symbols inscribed in the center of the 
  room. There are shelves to either side of the wall through 
  which you enter. 
  The shelves once held bolts of expensive fabric 
  destined to be burned during conjuring rituals, but 
  time has rendered the cloth so fragile it crumbles at 
  a touch. 
   The right-hand wall is pierced by a wall of white 
  and grey light. (See description of the Air wall 
  above). To one side is engraved on the wall: 
  Songs of our ally may be treated gently 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  17 
  If the character sings the phrase presented on the 
  floor above: 
  Akadi’s healing kiss once more to feel
  Air bursts free in no one’s thrall
  Not only do they pass through without harm they 
  regain 7 (2d6) hit points. If they pass through the 
  wall without uttering the phrase, they take 3 (1d6) 
  lightning damage, or half damage on a successful 
  Constitution DC 13 saving throw. 
   XP Award. If each of the characters pass 
  harmlessly through the wall, award each character 
  100 XP. 
  The 20-foot-square room has a brass brazier in each corner 
  and a circle of arcane symbols inscribed in the center of the 
  room. There are shelves to either side of the wall through 
  which you entered. 
  If anything was on these shelves it has already 
  crumbled into dust. 
   The wall opposite the entrance is pierced by a 10-
  foot by 10-foot wall of brown and grey light.  
  (See description of the Air wall above). To one side is 
  engraved on the wall: 
  Gently treat with song the phrases wisdom dictates 
  This is a bit of a twist and a warning; air and earth 
  are enemies, but air and water are not so here the 
  character needs to sing the phrase for water 
  presented on the floor above: 
  Istishia’s triumph to confirm
  Water rushes out to cover all 
  If they do not, they take 3 (1d6) lightning damage as 
  they pass through this wall, or half as much with a 
  successful DC 11 Dexterity saving throw. 
   XP Award. If each of the characters pass 
  harmlessly through the wall, award each character 
  100 XP. 
  The 20-foot-square room has  piles of rocks in each corner 
  and a circle of arcane symbols inscribed in the center of the 
  room. There are shelves to either side of the wall through 
  which you entered.  
  All that remains on the shelves is a small metal 
  hammer, and a stone mortar and pestle. 
   The right-hand wall is pierced by a wall of various 
  shades of blue and green. (See description of the 
  Water wall above). To one side is engraved on the 
  wall: 
  Songs of our ally may be treated gently 
  If the character again sings the phrase presented on 
  the floor above: 
  Istishia’s triumph to confirm
  Water rushes out to cover all 
  Then they pass without damage. Otherwise, they 
  take 3 (1d6) bludgeoning damage. 
   XP Award. If each of the characters pass 
  harmlessly through the wall, award each character 
  100 XP. 
  In the spirit of fairness, not shortchanging the characters of 
  XP, if the �hara�ters did�’t e��ou�ter the gargoyles, and if
  the characters are below the minimum XP award for the 
  adventure or just seem hungry for a fight; add the encounter 
  with the gargoyle and mephits (See Area 5, above). 
  A fight in this room however, could be difficult, as the 
  characters might be maneuvered into walls of light without 
  the phrase and the effect triggered. 
  The walls of this 20-foot-square room are covered in mold 
  and the circle of runes in graved on the floor is blacken by fire 
  and damaged.  On the shelves by the entrance is a foot-long 
  length of ivory wood. 
  The length of wood is a wand of webs. 
   The right-hand wall is pierced by a wall of brown 
  and grey light. (See description of the Earth wall 
  above). To one side is engraved on the wall: 
  Songs of our ally may be treated gently 
  If the character sings the phrase presented on the 
  floor above: 
  Grumbar’s oath unchanging and true
  Earth remains strong protecting all 
  Characters who sing the phrases move through the 
  wall of light unhampered. Those who do not must 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  18 
  take 3 (1d6) bludgeoning damage or half damage on 
  a successful DC 11 Constitution saving throw. 
   Treasure. The characters find a wand of webs on a 
  shelf in the room. 
   XP Award. If each of the characters pass 
  harmlessly through the wall, award each character 
  100 XP. 
  The characters are now in a room the wizard used to 
  rest in occasionally, the fragile remains of cushioned 
  benches lie in pieces on the either end of the room. A 
  door is in in the wall opposite the wall of light. If 
  they need to take a short, or long rest this is a 
  �relatively� safe place. 
  This was the Wizards workshop for creating 
  elemental gems, scrolls and potions; as well as 
  developing new spells. 
  Work benches line one wall of the large room. Each work 
  station seems fitted out with a table of the appropriate 
  height for working with tools and supplies. Most of the tools 
  are in too poor of shape to be useful as are the supplies. 
  All the furniture in here is made of stone, the better 
  to weather any accidents. This includes the two long 
  tables. There are glass beakers and vials on the long 
  tables.  
   Treasure. While most of the tools here are 
  worthless, a set of jeweler’s tools are still useable 
  and worth 25 gp.  
  A writing table next to the door has three books—
  one of which is an open spellbook. Disturbing one of 
  the closed books triggers three glyphs of warding. 
   Detecting/Disabling. Detecting the trap requires 
  a successful DC 18 Intelligence (Arcana) or Wisdom 
  (Perception)check. A character using detect magic 
  detects the trap automatically. The trap can be 
  removed only by the use of dispel magic. 
   Triggering. Moving the spellbook in any way, 
  including turning a page or closing the cover, 
  triggers the trap. 
   Effect. The first glyph casts mage hand to close the 
  book. The second glyph casts arcane lock the nearest 
  door. The third and final glyph conjures two 
  magmin. 
  Here are the adjustments for the encounter. They are not 
  cumulative. 
   Weak/Very weak: Remove a magmin
   Strong: Add a magmin 
   Very Strong: Add two magmin
  The arcane locked door is wooden with rusted iron 
  banding (AC 22; 20 hit points; immune to poison and 
  psychic damage). It requires either a DC 25 Strength 
  (Athletics) check or a set of thieves’ tools and a DC 
  25 Dexterity check to open it. Alternatively, knock 
  momentarily suppresses the arcane lock.  
   The open book is an actual spell book. It has the 
  following spells: absorb elements, catapult, ice knife, 
  earth tremor, dust devil, skywrite, and wall of water 
  (all found in Princes of the Apocalypse Appendix B). 
  The other two books contain shockingly abysmal 
  (not abyssal) poetry. 
   This was a much more effective trap when the 
  Wizard was alive to deal with would-be thieves. 
  Time and historical events have relegated it to little 
  more than an annoyance for the characters.  
   Other Exits. There are two unlocked doors, both 
  of which access the library via hallways and a secret 
  door that is the only access to the Treasure room.  
   Locating the secret door requires a successful DC
  15 Wisdom (Perception). It was originally harder
  but dust has settled in some of the edges, making
  this a tad easier.
   Finding the opening mechanism (a specific stone
  in the wall) is a bit more difficult; it requires a DC
  20 Intelligence (Investigation) check to find, but
  simply pushing the stone once found, gains the
  characters entrance to the treasure room.
   All this work might be a bit disappointing,
  however, since the wizard had spent much of his
  wealth furnishing the tower by the time of his
  famous duel with Taskor. The entirety of his
  surviving wealth, 200 gp worth of various coins
  and gems in several containers spread among the
  shelves of this room. There is a large chest in the
  room, suitable for holding many books and scrolls.
  It, too, is disappointingly empty
  The characters find 200 gp worth of various coins 
  and gems, a set of jeweler’s tools wroth 25 gp, and a
  spellbook containing absorb elements, catapult, ice 
  knife, earth tremor, dust devil, skywrite, and wall of 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  19 
  water (all from Princes of the Apocalypse Appendix 
  B). 
  All the walls in this room are lined with book shelves. On the 
  right side of the room is a large desk, and on the left side are 
  the rotted remains of what may have been a pair of leather 
  chairs. 
   
  Behind the desk sits a gaunt, humanoid in tattered 
  clothing, and a few skeletons stand in silent watch behind it. 
  The creature behind the desk is a wight, and there 
  are a total of four skeletons—one in each corner.
  One of the skeletons carries a meat cleaver loosely at 
  its side (it deals slashing damage instead of piercing 
  damage). 
   The wight, Elquen, was the towers librarian and a 
  sorcerer. When the Wizard of the Crag died, he 
  attempted to control the water elementals. His magic 
  surged and left him a wight. In the chaos, a few other 
  of the towers guards and servants where trapped. 
  He tried to help them, but once again his magic 
  backfired and turned the three guards and the cook 
  into skeletons. He as sworn off the use of magic. He 
  doesn’t allow the characters to take any books, and if
  the characters try to leave with them without 
  destroying him first it follows. 
  Here are the adjustments for the encounter. They are not 
  cumulative. 
   Very Weak: Remove two skeletons; the wight has only 30
  hit points, 
   Very weak: Remove two skeletons
   Strong: Add two skeletons
   Very Strong: Replace a skeleton with a wight
  The book cupboards on the wall with the doors to 
  the lab are made of glass and stone. These hold the 
  only salvageable books and scrolls in the library. If 
  the characters do not have bags of holding or other 
  ways to carry them, there is the trunk in the treasure 
  room. These books are extremely old, so deciphering 
  what is written, even for those that know the 
  language, is difficult and takes time. They are also in 
  several different languages. Two entire shelves of 
  books are written in a form the giant language with 
  runes scattered about the texts. Numerous history 
  books are included as are religious tracts. There are 
  an additional three shelves on magical theory. 
  The Wizard of the Crag’s personal journal is here. 
  In it it details his plans to adding a waterfall and 
  preliminary plans for additional features to 
  showcase air and fire. Apparently, he hoped to 
  create a school for elemental wizards here.  
   The bookcase behind the desk hides a secret door 
  and access to the stairway. Detecting the secret door 
  requires a successful DC 13 Intelligence 
  (Investigation) check.  
  If the characters choose to explore the rest of the 
  tower, they may. They do need to either suppress 
  the spell/ break the lab door or use the secret 
  doorway in the laboratory to return to the surface. 
  The same care must be made regarding allies and 
  enemies when returning through the Summoning 
  rooms. 
   The main concern here is what books are they 
  taking with them and how are they transporting 
  them? While the trunk is large, it can only hold the 
  books and scrolls from the cupboards between the 
  doors. The other set of books requires at least 
  another trunk or a bag of holding (which members of 
  the Harpers may have been given). Allow out of box 
  solutions, such as doing something with remains of 
  the tents seen before they entered. 
   Returning to Parnast with the books, Hsing greets 
  them warmly and has a wagon ready to transport 
  the cargo on to SEER. He also pays the reward 
  promised of 150 gp.  
   If a character wants to copy any of the works for 
  their faction they can convince Hsing to wait a few 
  days before leaving, and any members of the 
  Harpers may spend five downtime days copying 
  texts to satisfy the requirement for their faction 
  assignment. If they spend an additional five days, 
  they also gain one 3rd level or lower spell from 
  Princes of the Apocalypse Appendix B. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  20 
  Make sure the players note their rewards on their 
  adventure log sheets. Provide them your name and 
  DCI number (if applicable) so they can record who 
  ran the session. 
  Total up all combat experience earned for defeated 
  foes and divide by the number of characters’ present
  in the combat. For non-combat experience, the 
  rewards listed are per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Name of Foe 
  XP per Foe 
  Gargoyle 
  450 
  Stone mephit 
  50 
  Magmin 
  100 
  Wight 
  700 
  Skeleton  
  50 
  Task or Accomplishment 
  XP per Character 
  Solve Door Puzzle 
  25 
  Avoid Shrine traps 
  25 each trap 
  Disabling door traps 
  25 each door 
  Use summoning chambers phrase 100 ea. 
  Avoid glyph of warding trap 
  150 
  Avoid combat with Gargoyles 
  125 
   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 price, 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 up according 
  to a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Item Name  
  GP Value 
  Rainbow tourmaline 
  10 
  Topaz 
  10 
  Jet 
  10 
  Diamond paperweight 
  25 
  Complete mission award 
  150 
  Je�eler’s tools
  25 
  Gold & gems 
  200 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Ea�h �hara�ter’s logsheet �o�tai�s a �olu�� to 
  record permanent magic items for ease of reference. 
   If all the players at the table agree on one character taking
  possession of a permanent magic item, that character gets
  the item.
   In the event that one or more characters indicate an
  interest in possessing a permanent magic item, the
  character that possesses the fewest permanent magic
  items gets the item. If there is a tie in the total number of
  permanent magic items owned by contesting characters,
  the ite�’s o��er is deter�i�ed ra�do�ly �y the DM.
  Wand, uncommon (requires attunement by a 
  spellcaster) 
  This short, squat wand is fashioned from single piece 
  of white wood tipped with a pair of black diamonds 
  cut to resemble spinnerets. A description of this item 
  can be found in Player Handout 2. 
  Scroll, common 
  The scroll has the spell tongues which can be found 
  in the Player’s (andbook.
  Scroll, common 
  The scroll has the spell lesser restoration which can 
  be found in the Player’s (andbook.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  21 
  Any character may spend ten downtime days 
  assisting their faction by copying the texts retrieved 
  for SEER. Upon completing this downtime activity, 
  the character may copy one spell from the Elemental 
  Evil Player’s Companion of a level they can cast for
  their spellbook  
  Each character gains one renown for successfully 
  completing the adventure. 
   Members of the Harpers who either manages to 
  copy some of the books, or steal some for the faction 
  gain an additional point of renown. 
  Each character receives five downtime days at the 
  conclusion of this adventure.  
  You receive 150 XP, 400 gp, and five downtime 
  days for each session you run of this adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  22 
  Medium elemental, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., fly 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  11 (+0) 
  16 (+3) 
  � �−�� 
  11 (+0) 
  � �−�� 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  adamantine 
  Damage Immunities poison 
  Condition Immunities exhaustion, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Terran 
  Challenge 2 (450 XP) 
  False Appearance. While the gargoyle remains 
  motionless, it is indistinguishable from an inanimate 
  statue. 
  Multiattack. The gargoyle makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 27 (6d6 + 6) 
  Speed 20 ft., fly 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  � �−�� 
  12 (+1) 
  12 (+1) 
  � �−�� 
  11 (+0) 
  � �−�� 
  Skills Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages, Terran 
  Challenge 1/4 (50 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  shower of pebbles. Each Medium or smaller creature 
  within 5 feet of it must succeed on a DC 11 Dexterity 
  saving throw or take 7 (2d6) bludgeoning damage. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an inanimate 
  statue. 
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) bludgeoning damage. 
  Stone Breath (Recharge 6). The mephit belches a 
  barrage of pebbles in a 15-foot cone. Creatures in that 
  area must succeed on a DC10 Dexterity saving throw, 
  on taking 7 (2d6) bludgeoning damage on a failed save, 
  or half as much damage on a successful one. 
  Small elemental, chaotic neutral 
  Armor Class 14 (natural armor) 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  � �−�� 
  15 (+2) 
  12 (+1) 
  � �−�� 
  11 (+0) 
  10 (+0) 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 1/2 (100 XP) 
  Death Burst. When the magmin dies, it explodes in a 
  burst of fire and magma. Each creature within 10 feet 
  of it must make a DC 11 Dexterity saving throw, taking 
  7 (2d6) fire damage on a failed save, or half as much 
  damage on a successful one. Flammable objects that 
  are�’t �ei�g �or� or �arried i� that area are ig�ited.
  Ignited Illumination. As a bonus action, the magmin 
  can set itself ablaze or extinguish its flames. While 
  ablaze, the magmin sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d6) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the creature 
  takes 3 (1d6) fire damage at the end of each of its 
  turns. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  23 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that are�’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in place 
  of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
  A humanoid slain by this attack rises 24 hours later 
  as a zo��ie u�der the �ight’s �o�trol, u�less the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies 
  under its control at one time. 
  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. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  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) 
  � �−�� 
  � �−�� 
  � �−�� 
  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 
  �a�’t speak
  Challenge 1/4 (50 XP) 
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  24 
  The symbols are on tiles inserted in an area that 
  allows them to be moved around. 
  Be not faithless 
  Magic and Knowledge divine 
  Not in power or sphere presented 
  But in names Ascending 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  25 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  26 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  27 
  
  Wand, uncommon (requires attunement by a 
  spellcaster) 
  This short, squat wand is fashioned from single piece 
  of white wood tipped with a pair of black diamonds 
  cut to resemble spinnerets.  
   This wand has 7 charges. While holding it, you can 
  use an action to expend one of its charges to cast the 
  web spell (save DC 15) from it.  
  The wand regains 1d6+1 charges daily at dawn. If 
  you expend the wand’s last charge, roll a d��. �n a �, 
  the wand crumbles into ashes and is destroyed.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  29 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  30 
  Grumbar’s oath unchanging and true
  Earth remains strong protecting all 
  Istishia’s triumph to confirm
  Water rushes out to cover all 
  Akadi’s healing kiss once more to feel
  Air bursts free in no one’s thrall
  Kossuth’s renewing purification performed
  Fire erupts dancing death for all 
  Sing praises or be tested. 
  Songs of our ally may be treated gently 
  Gently treat with song the phrases wisdom dictates 
  Songs of our ally may be treated gently 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-�� Cheli��er’s Des�e�t 
  31 
  If you are DMing this adventure during the months of January – February 2017, 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/S05 - Storm Kings Thunder/DDAL5-07 - Chelimber's Descent.pdf