TEXT:  
   
   
   
  
   
  House of Moonlight 
   A Spies Below the Moonsea Adventure 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The time and place for a mysterious meeting are set. What the adventurers find is bound to set them 
  upon a journey to a land of darkness, decadence and deception.  
  A Four- to Six-Hour Adventure for Tier 2 Characters. Optimized for APL 8.  
  By Andrew Bishkinskyi 
   
   
   
  
   
   
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  CCC-UNITE-05 House of Moonlight 
   
   
   
   
   
   
   
   
   
  3 
  CREDITS 
  Design & Writing: Andrew Bishkinskyi 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Andrew Bishkinskyi 
  Cover, Drow Portrait Art and Borders: James Austin 
  Cover Font: Pixel Sagas, used under commercial license 
  Additional Character Portrait Art: Publisher’s Choice Quality 
  Stock Art © Rick Hershey / Fat Goblin Games 
  Other Art: Wizards of the Coast DMsGuild Creator Resource 
  Interior Maps: Andrew Bishkinskyi via Inkarnate Pro 
  Icons: Lorc and Dalapoite 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Amy-Lynn Dzura, 
  Alan Patrick, Travis Woodall, Lysa Penrose,  
  Claire Hoffman, Greg Marks 
   
  Playtesters: anon. 
  Unite the Factions: Jeremy Johnston, Chris Bower, Wayne 
  Chang 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2018 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. 
  
   
   
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  4 
  TABLE OF CONTENTS 
  Credits ...............................................................................3 
  Table of Contents............................................................. 4 
  Adventure Primer ............................................................ 5 
  Episode Flowchart ........................................................... 6 
  Episode 1: A Meeting About a Meeting (Call to Action) 7 
  Scene A. Thar and Away ..........................................................7 
  Episode 2: A Moonlit Dance ............................................ 8 
  Scene A. Nothing of Note ....................................................... 8 
  Scene B. The Caravan ............................................................. 9 
  Scene C. Dance of Dark and Light ....................................... 10 
  Scene D. New Allies ................................................................ 11 
  Episode 3: The House of Moonlight .............................. 12 
  Scene A. Light in Darkness ................................................... 12 
  Scene B. Spies Below the Moonsea ..................................... 13 
  Scene C. The Axcelon Mine: Overview ............................... 14 
  Scene D. The Axcelon Mine: Social Encounter ................ 15 
  Scene E. The Axcelon Mine: Maddened Beasts ................ 16 
  Concluding the Adventure ................................................... 17 
  Adventure Rewards ........................................................ 18 
  Advancement and Treasure Checkpoints ......................... 18 
  Player Rewards ....................................................................... 18 
  Story Awards ........................................................................... 18 
  Dungeon Master Rewards .................................................... 18 
  Appendix 1. Locations & NPCs ....................................... 19 
  Appendix 2. Creature Statistics .................................... 20 
  Adult Kruthik .................................................................... 20 
  Banderhobb ...................................................................... 20 
  Caravan Guard (Scout) .................................................... 21 
  Corpseplanter (Drow Necromancer) ............................ 21 
  Derro Savant ...................................................................... 21 
  Drow Elite Warrior .......................................................... 22 
  Drow House Captain ........................................................ 23 
  Drow Shadowblade .......................................................... 23 
  Grick ................................................................................... 24 
  Grick Alpha ....................................................................... 24 
  Hook Horror ..................................................................... 25 
  Kayleth Tor’Erhyl (Drow Inquisitor).......................... 25 
  Knight ................................................................................ 26 
  Kruthik Hive Lord ........................................................... 26 
  Umber Hulk ...................................................................... 27 
  Xorn.................................................................................... 27 
  Zim Von Zeam (Swashbuckler) .................................... 28 
  Appendix 3. Underdark Journey (Bonus Objective A) ... 29 
  Scene A. Crashed Party ........................................................ 29 
  Scene B. Port Darktide .......................................................... 30 
  Scene C. Port Moontunnel ................................................... 31 
  Scene D. Through the Moontunnel .................................... 32 
  Appendix 4. Bonus Objective B. .................................... 33 
  Scene A. Into the Collapse .................................................... 33 
  Scene B. The Lost Duergar ................................................... 34 
  Appendix 5. Map of the Hidden Campsite ................... 35 
  Appendix 6. Map of Axcelon Mine Exterior ................. 36 
  Appendix 7. Map of the Underdark Journey ................ 37 
  Appendix 8. Further Information on the Houses of 
  Zethlentyn. ..................................................................... 38 
  Appendix 9. Magic Items & Story Awards .................... 39 
  Magic Items ............................................................................ 39 
  Story Awards ........................................................................... 41 
  Appendix 10: Character Portrait Cards......................... 42 
  Dungeon Master Tips .................................................... 43 
   
   
   
  
   
   
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  5 
  ADVENTURE PRIMER 
  “A rightful place awaits you in the Realms Above, in the 
  Land of the Great Light. Come in peace, and live beneath 
  the sun again, where trees and flowers grow.” 
  — The Message of Eilistraee 
  This section provides the adventure’s background, a list 
  of prominent NPCs, an overview of the adventure in 
  play, and hooks that you can use to introduce your 
  players’ characters to the action.  
  BACKGROUND 
  Dedicated to the good goddess Eilistraee, the Drow 
  House Tor’Erhyl of the Zethlentyn Protectorate is 
  working toward ending slavery within their realm.  
  In recent tendays, they have managed to get a cryptic 
  message to the surface via a band of unsuspecting 
  adventurers who had been passing through the 
  Underdark. The message contained a sigil of the house 
  and coordinates to a location on the surface. A specific 
  date was also noted. 
  Unbeknownst to surface powers, the location and 
  time are not for a meeting, but rather denote the time 
  and place where another of Zethlentyn’s houses plans 
  to conduct a surface raid to take slaves. Unable to 
  directly interfere themselves, House Tor’Erhyl is 
  hoping that those dispatched to the location would be 
  able to intervene and prevent the abduction. 
  As far as adventurers are concerned – all they know is 
  the time and place. They’re asked to go and see who 
  shows up. The location in question is a nondescript 
  clearing in the woods. A certain caravan that often 
  passes by the location has made a habit of making camp 
  there en route. It is this caravan that the drow are 
  intending to ambush.  
  EPISODES 
  • Episode 1: A Meeting About a Meeting. Characters 
  meet Liana Tuffletackle of the Lords Alliance and are 
  asked to travel to a specific location in the Moonsea.  
  • Episode 2: A Moonlit Dance. Characters must 
  intervene when a drow raiding party attacks a 
  caravan. This is Story Objective A. 
  • Episode 3: The House of Moonlight. Characters travel 
  to the Underdark to establish an alliance with a good-
  aligned drow house. This is Story Objective B. 
  BONUS OBJECTIVES 
  This adventure includes two bonus objectives.  
  • Bonus Objective A: Sights Below the Moonsea. On 
  their journey through the Underdark, the party has 
  several interesting encounters. This bonus objective 
  can be found in Appendix 7. 
  • Bonus Objective B: Witness. While investigating the 
  collapsed mine, the characters locate a duergar miner 
  trapped underneath. Rescuing him could hold the key 
  to their search. This bonus objective is found in 
  Appendix 8. 
  EPISODE SEQUENCE 
  Depending on your time constraints, and play style and 
  environment, this adventure will take approximately 4 
  to 6 hours to play. 
  HOW WILL YOU PLAY? 
  The duration of your session depends on how much of 
  this adventure you utilize. At the very least, your 
  session will last approximately 4 hours. However, if you 
  wish, you can provide a longer experience for your 
  players by pursuing the bonus objectives.  
  Main Objective Only. To complete the adventure’s 
  main objective, the characters participate in Episodes 1 
  through 3 in order, however, you may include the 
  opportunity to pursue bonus objectives. 
  Bonus Objectives. You can extend this adventure by 
  one or two hours by including opportunities for the 
  characters to pursue the bonus objectives. 
  The bonus objectives may only be taken at specific 
  points in the adventure.  
  Bonus Objective A can be encountered after Episode 2 
  and before Episode 3, as it takes place while the party 
  journeys through the Underdark. 
  Bonus Objective B can be encountered during Episode 
  3, while the characters investigate the Axcelon mine. 
   
   
   
   
   
   
   
   
  
   
   
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  6 
  EPISODE FLOWCHART 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different paths 
  that your players may take in reaching their stated objective.  
   
   
   
   
    
   
  
   
   
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  7 
  EPISODE 1: A MEETING ABOUT A MEETING (CALL 
  TO ACTION) 
  Estimated Duration: 20 Minutes 
   
  SCENE A. THAR AND AWAY
  ADVENTURE HOOKS 
  Clandestine Meeting or Drow Ambush? The authorities 
  in Melvaunt have been delivered the note by a party of 
  adventurers. They are looking for a someone to go 
  investigate what they believe is a meeting.  
  A Moon Coin and a Note. Characters who played CCC-
  HAL-03 Six Swords Unbound were the actual recipients 
  of the mysterious note from an unknown source (it had 
  been planted without their knowledge during an 
  adventure in the Underdark). These adventurers may 
  have delivered it to the authorities or chosen to 
  investigate the area themselves.  
  Eilistraee’s Faithful. Worshippers of Eilistraee and 
  characters familiar with the Underdark may have heard 
  stories of the mysterious “moon coin”. Upon inquiring, 
  they are brought to speed.  
  AREA INFORMATION 
  The meeting is at the home of Liana Tuffletackle.  
  Dimensions & Terrain. Liana’s home lies in an 
  affluent area on the outskirts of the town. It looks as 
  though a vacation or secondary residence has been 
  converted to a permanent living space. The house was 
  initially built for human height, yet most are now 
  halfling-size, creating an odd effect.  
   There is a large office that multiple guest chairs of 
  different sizes, clearly set up by someone sensitive to 
  the need of entertaining humanoids of various shapes – 
  there is even a chair where back has been designed to 
  allow a humanoid with a tail to slide in.  
  Light Conditions. The adventure begins in the 
  morning, with the sun shining brightly outside. 
  CREATURES/NPCS 
  Liana Tuffletackle (“of the Waterdeep 
  Tuffletackles!”)– Female Halfling Noble, Lords 
  Alliance, NG. (Liana previously appeared in Six Striking 
  Swords, where she had been charged with resolving the 
  trade stoppage on the route to Thar.) 
  What Does She Want? Liana is a low-ranking member 
  of the Lords Alliance who has been posted to Melvaunt 
  to look after the surging trade interests there. It’s not a 
  great post – especially with the many dangers in nearby 
  Thar. Liana is business-savvy and intelligent, but not 
  much use in the field.  
   Liana serves the Lords Alliance interests: prosperity of 
  trade and safety of the region are her top priorities – 
  things she takes very seriously indeed! 
  What Does She Know? In the course of sorting out a 
  recent trade disruption, a group of adventurers ended 
  up in the Underdark and while being escorted out by 
  some drow, they were slipped a mysterious coin and a 
  note. The note has the coordinates of a surface location 
  and a time – which is tomorrow night.  
   The sender of the note is unknown, though it is 
  known to have come from the Underdark. Attached to 
  the note was a coin with the symbol of Eilistraee –a 
  good goddess of the drow.  
  CALL TO ACTION 
  Liana believes it critical to investigate the note and is 
  willing to go herself. However, she understands that she 
  is not quite equipped to handle the dangers of Thar 
  (though she had recently been forced to ride her trusty 
  pony “Dave” a full day’s ride down the Thar trade route 
  and felt totally invigorated by the experience!) 
  • Liana tasks the party with investigating the location 
  of the meeting at the stated time. She will accompany 
  them, but leaves the approach details up to them. If it 
  is a meeting, she does want to ensure that it starts off 
  on the right foot. This is Story Objective A. 
  • Liana also mentions that there are a great many 
  dangers in Thar and making allies against them is 
  paramount. If there is an opportunity to make new 
  allies, it needs to be pursued. “Making an ally today 
  prevents them from being an enemy tomorrow!” 
  Story Objective B is to pursue an alliance if an 
  opportune partner presents themselves.  
  BONUS OBJECTIVES 
  If time allows, the adventure contains two Bonus 
  Objectives, each taking approximately one hour each to 
  complete. Bonus Objective A can be encountered after 
  Episode 2 and before Episode 3, as it takes place while 
  the party journeys through the Underdark. 
  Bonus Objective B can be encountered during Episode 
  3, while the characters investigate the Axcelon mine. 
  
   
   
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  8 
  EPISODE 2: A MOONLIT DANCE 
  Estimated Duration: 80-90 minutes 
  SCENE A. NOTHING OF NOTE 
  PREREQUISITES 
  Proceed with this scene after Episode 1. 
  OBJECTIVES 
  The characters arrive at the meeting location, find it 
  empty and must investigate. 
  AREA INFORMATION 
  This scene takes place at the meeting spot, however, if 
  the characters wish to take precautions or a sneaky 
  approach, the may do so. If the characters purposely 
  choose to hurry and arrive early, they can arrive in the 
  early afternoon on the meeting day, otherwise they 
  arrive in late afternoon just as the light is beginning to 
  dim. 
   
  This area features: 
  Dimensions & Terrain. The area referenced in the note 
  is a small clearing in the middle of fairly dense forest, 
  about 100 feet away from the main trade route road. The 
  forest closer to the road is broad-leaved, but switches to 
  mostly coniferous after the first few dozen feet and 
  remains so until being cut off by a sheer rockface past 
  the clearing. Refer to map in Appendix 5. 
  Lighting. The weather is clear through the day and 
  night.  
  Tracks. The area of the clearing is covered in pine 
  needles and conceals tracks.  
  Other Features. The area has a stone firepit that has 
  haphazardly been concealed with some tree branches 
  but doesn’t take much looking to find. In truth, this 
  area is a stopping spot for a wagon and horses, though 
  characters have no way of ascertaining who camps here 
  or why.  
  Concealed Path. A wagon path from the main road to 
  the clearing has actually been cut through the trees and 
  is purposely disguised using logs and branches to 
  conceal it from view. Caravaners like their spot hidden 
  and secluded for the purposes of both safety and 
  privacy. A combination of DC13 Wisdom (Perception 
  and/or Survival) and Intelligence (Investigation) checks 
  can help the group uncover that someone occasionally 
  stops here. They can find humanoid footprints, though 
  they’re too old to identify. It looks like it has been at 
  least a couple of weeks since the spot was last used. 
  DEVELOPMENT 
  If the characters arrived early, they can spend their time 
  in whatever way they wish in preparation. There are 
  plenty of ways to hide in the trees and bushes. Further 
  scouting and investigation do not reveal anything 
  (there is nothing to find).  
  If the characters arrived just as it was getting dark, it 
  soon becomes dark and they hear the approach of a 
  wagon on the road. Proceed to Scene B. 
   
  
   
   
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  9 
  SCENE B. THE CARAVAN 
  The caravan that typically camps here is coming from 
  Glister and has had a long trip. They’re the ones who 
  created this clearing and plan to stay here. They know 
  nothing about any drow, moon coin or the characters. 
  Allow some tension as the caravan approaches and the 
  characters find a way to approach them. The caravan 
  has some guards but this isn’t intended to be a combat. 
  AREA INFORMATION 
  This area features: 
  Dimensions & Terrain. Same as Scene A. 
  Lighting. It is a clear night and the moon shines 
  bright above. It is too dark to see by the moon’s light 
  alone, so mechanically, it’s considered dark. 
  CREATURES/NPCS 
  Zim Von Zeam - Human Male, leader of caravan, N.  
  Zim is an experienced trader that has done this route 
  countless times (Zim and his caravan may have been 
  previously encountered during Six Striking Swords) 
  What Does He Want? Zim’s only objective here is to 
  get his caravan a safe rest for the night.  
  What Does He Know? His caravans have been using 
  this camp for years. They come through every few 
  weeks, but only stop here on the way back from Glister.  
  He has no idea about any moon coin or drow. If asked 
  about drow, Zim is noticeably worried. He tells a story 
  about one of his former guards. Her brothers had been 
  taken by a drow raid and she spent many years looking 
  for them, to only recently be reunited. (This story is 
  about Naivara Firahel, whose brothers adventurers had 
  the opportunity to rescue during Six Swords Unbound).  
  Drow abductions are every traveler’s nightmare.  
   If asked, Zim shares that this caravan is regularly 
  scheduled, so it’s possible that someone knew they 
  would be resting here. Caravan schedules are well 
  known in both Glister and Melvaunt. In addition to 
  goods and guards, several passengers of no note are 
  traveling with the caravan for safety.  
  DEVELOPMENT 
  Once the characters have had a chance to chat up the 
  caravaners, Zim insists on camping for the night. While 
  somewhat concerned about the characters’ clandestine 
  “meeting”, no place is any safer, especially with the 
  characters here. He invites the party to join them for 
  dinner.  
  After dinner, with most of the caravan crew and 
  passengers having retired for the night, drow raiders 
  attack the camp (Details in Scene C.)  
  If any members of the party have the A Moon Coin and 
  a Note story award, they are first contacted by Kayleth 
  Tor’Erhyl and warned of the imminent raid. If this is 
  the case, they have just under 10 minutes in-game time 
  to prepare for it. Kayleth herself hides during this time. 
  If no one has the story award, Kayleth observes them 
  from a safe distance using stealth and invisibility. As 
  the drow approach, she uses the message spell that tells 
  one character: “ready yourselves, they come, may the 
  moon grant you strength”. The party then has 3 rounds 
  to act before the raiders arrive. The recipient of the 
  message also receives the benefit of the bless spell for 1 
  minute (no concentration). Proceed to Scene C. 
   
  Kayleth Tor’Erhyl – Drow Female, Sword Dancer of 
  Eilistraee, House Tor’Erhyl of the Zethlentyn 
  Protectorate, CG. 
  Kayleth is a high-ranking member of House 
  Tor’Erhyl, she has made the journey to the 
  surface – not her first – in the hopes of 
  making contact with characters 
  aboveground. Kayleth is skilled and stealthy, 
  though – like other Sword Dancers – she 
  embodies the will of Eilistraee and aims to 
  spread joy and song where she goes. In 
  combat she fights like a dancer, utilizing 
  light and showy acrobatic movements 
  and attacks. 
  What Does She Want? Kayleth has been 
  sent to make contact with any who 
  answer the summons of the note and 
  oppose the drow that come to take 
  slaves. Those that were given the note 
  originally had proven that they were 
  willing to oppose evil drow and if they 
  are present, she reveals herself 
  immediately.  
  What Does She Know? Kayleth was 
  not the one to plant the original 
  note and coin, but she was party 
  to the plan and chosen to be 
  the one to see it through on 
  the surface. She was given a 
  description of those adventurers 
  who were given the note and having held 
  the moon coin and note, she is able to track 
  them using divination magic. 
  She knows that a slave raid is scheduled to 
  take place here. She knows that raid is being 
  carried out by Lolth-worshipping House 
  Ouss’Nassath.  
  
   
   
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  10 
  SCENE C. DANCE OF DARK 
  AND LIGHT 
  “And all that’s best of dark and bright  
  Meet in her aspect and her eyes” 
  -Byron 
  OBJECTIVES 
  The characters must fend off a drow raid and protect 
  the caravan. 
  AREA INFORMATION 
  This area features: 
  Dimensions & Terrain. Same as Scenes A&B, refer to 
  map in Appendix 5. Terrain outside the clearing is 
  difficult terrain for any creature without darkvision. 
  Using a torch or light spells does not negate this. Due to 
  the large number of trees and branches, any ranged 
  attack attack rolls that target a creature outside of the 
  clearing are subject to a -2 penalty. This is in addition to 
  any cover determined to be provided by individual trees 
  and other features.  
  Lighting. It is a clear night and the moon shines 
  bright above. Though the moon is out, it is too dark to 
  see by its light alone – mechanically, this is the same as 
  being in the dark. The drow raiders attack under cover 
  of magical darkness, which several of them cast prior to 
  approaching. 
  CREATURES/NPCS 
  Caravaners. Zim Von Zeam (swashbuckler), 4 caravan 
  guards and 8 commoners (caravan hands and 
  passengers) are present. The guards take a defensive 
  position and spend their time protecting Zim, the cargo 
  – and when they realize this is a drow raid – the 
  passengers.  
  Kayleth (drow inquisitor) is hiding when the fighting 
  starts, but joins in when the shadowblade makes her 
  entrance. Kayleth’s entrance is accompanied by a loud 
  melodic song, the moon glow of her sword and an 
  acrobatic jump. 
  PLAYING THE PILLARS 
   
  COMBAT 
  The drow assume that the 
  characters are simply guards. 
  They look to incapacitate 
  everyone. They are, after all, here 
  to take slaves.  
  EXPLORATION 
  Characters may have set traps or 
  otherwise prepared. Allow this to 
  provide small advantages. 
  Surprising the drow is unlikely as 
  they fully expect guards and 
  armed resistance.
  SOCIAL 
  The drow raiders can’t be 
  reasoned with. Kayleth can be 
  persuaded to assist the party in 
  other ways than dueling the 
  shadowblade. The guards can be 
  rallied to start firing during 
  round 2 rather than 3. 
  
   
   
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  11 
  SCENE D. NEW ALLIES 
  PREREQUISITES 
  Proceed with this scene once characters have dealt with 
  the drow raiders. 
  OBJECTIVES 
  Kayleth tells the characters of House Tor’Erhyl and 
  invites them to journey to the Underdark to discuss an 
  alliance. 
  CREATURES/NPCS 
  Kayleth, Liana and Zim are all present once the attack is 
  repelled. 
  DEVELOPMENT 
  If she has not already done so, Kayleth introduces 
  herself and tells the characters that she belongs House 
  Tor’Erhyl of the Zethlentyn Protectorate, in the 
  Underdark. Now that they have proven their willingness 
  to stand up to evil drow, she invites them to accompany 
  her to the Underdark and discuss an alliance with the 
  leadership of her house.  
  Liana is very enthused by the development and 
  encourages the characters to go and establish an 
  alliance while she goes back to Melvaunt to report. 
  (While Liana can – very reluctantly – be persuaded to 
  accompany them into the Underdark, she has no 
  significant role play in the adventure from here on.)  
  Zim Von Zeam interrupts the discussion multiple 
  times to ask if there is trade in the Underdark – his 
  mind is racing and thinking business.  
  While Kayleth is first apprehensive about the caravan 
  leader, she soon becomes enthusiastic about his 
  participation. Unbeknownst to the party at this point, 
  House Tor’Erhyl is working on a way to free some of the 
  slaves held by other houses and to transport them to the 
  surface. At some point, she realizes that an experienced 
  caravaner could be of great use. 
  Zim and one guard offer to travel along. Regardless of 
  the party’s agreement, they have no role to play in the 
  remainder of this adventure (Zim’s efforts to establish 
  an Underdark trade route are detailed in future 
  adventures and he is intended to survive this one).  
  TREASURE  
  On the bodies of the defeated drow, the characters find a 
  Wand of Web. See Appendix 9 for details. 
  REST & JOURNEY 
  There is no significant urgency for the party to begin 
  their journey to the Underdark and so before or after 
  they conclude their discussions, they are able to take a 
  long rest.  
  Once the party has taken a rest, they can begin their 
  journey to Zethlentyn. Bonus Objective A is available at 
  this point – it takes approximately 60 minutes and 
  details the party’s journey through the Underdark. For 
  details of this objective proceed to Appendix 3. 
  Otherwise, this objective is skipped, the journey is 
  considered uneventful and the party can proceed to 
  Episode 3. 
   
   
   
   
   
  
   
   
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  12 
  EPISODE 3: THE HOUSE OF MOONLIGHT  
  Estimated Total Duration: 100-120 Minutes   
  (Scenes A&B: 20 minutes, Scenes C&D: 50-60 minutes, Scene E: 20-30 minutes, Concluding the Adventure: 10 minutes) 
  SCENE A. LIGHT IN DARKNESS 
  After several days’ journey, the party arrives in the 
  territory of the Zethlentyn Protectorate and are led by 
  Kayleth to the grounds of House Tor’Erhyl.  
  AREA INFORMATION 
  This area features: 
  Dimensions & Terrain. No map is required for this 
  section. Castle Tor’Erhyl is an extraordinarily large 
  construction that extends out from a cavern wall and 
  incorporates several large stalagmites seamlessly into 
  an otherwise chaotic design of brick walls and towers.  
  Without a doubt, however, the castle’s most unique 
  feature is the massive dimly shining disc that from a 
  distance resembles the moon itself. In reality it is a 
  large translucent window build into the side of a tall 
  rear stalagmite. Inside it, a large garden of particularly 
  brightly glowing mushrooms is kept expertly cultivated 
  to create the moonlike shine. 
  Lighting. Castle Tor’Erhyl is located within the 
  greater area called Zethlentyn Prime, where the streets 
  and other common areas are typically dimly lit with 
  cultivated fungus and magic lights of different colours. 
  The light on the grounds of the castle is somewhat 
  brighter and set up to resemble moonlight.  
  DEVELOPMENT 
  Prior to setting foot on castle grounds, Kayleth stops to 
  explain that within Zethnlentyn, adventurers should 
  always be cautious when crossing onto house ground. 
  While the Sald’iar – the protectorate`s internal defense 
  force – ensure (often brutally) that no mischief 
  happens on public ground, once one crosses onto house 
  ground, they are entirely at the mercy of that house.  
  Kayleth further assures the adventures that they are 
  safe on Tor’Erhyl grounds.  
  AN ENTRANCE SET TO SONG 
  Once inside the castle, the characters are led to a 
  reception hall where a feast has been prepared. Music 
  and singing can be heard throughout and seem to be 
  commonplace in the castle.  
  A half-dozen drow are present here – both male and 
  female. Seated at the far end of the long table is a 
  young-looking drow female wearing a platinum circlet 
  adorned with the symbol of Eilistraee. She gestures for 
  the characters to enter. This is Matron Meriele 
  Tor’Erhyl.  
  Among the other present drow is a strikingly tall 
  female with a thin topknot of long white hair adorning 
  her otherwise bald head. She is the one singing when 
  the party enters. This is Volana – another sword dancer. 
  As the party enters, Volana’s eyes fix immediately on 
  Kayleth. Once she finishes her song and as the matron 
  welcomes the party, Volana rushes purposefully toward 
  Kayleth and the two embrace, locking foreheads and 
  sharing a sigh of relief. 
   
  
   
   
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  13 
  SCENE B. SPIES BELOW THE 
  MOONSEA  
  This scene is set in Castle Tor’Erhyl as per Scene A. 
  OBJECTIVES 
  Characters meet Matron Tor’Erhyl, who offers them the 
  opportunity for an alliance. 
  CREATURES/NPCS 
  Meriele Tor’Erhyl – Drow Female, Matron of House 
  Tor’Erhyl of the Zethlentyn Protectorate, CG. 
  Meriele Tor’Erhyl looks strikingly young (early 20s in 
  human terms) but is over 200 years old. She smiles 
  brightly and speaks excitedly. Her mannerisms mask a 
  cunning and calculating mind and though the deception 
  is not entirely malicious, neither is it incidental. 
  What Does She Want? One of House Tor’Erhyl’s goals 
  is to establish a way to smuggle slaves – oft taken from 
  other Houses - out of Zethlentyn and to give them their 
  freedom and a new life. To this end, they seek allies on 
  the surface.  
  What Does She Know? House Tor’Erhyl’s anti-slavery 
  stance is no secret in Zethlentyn, but as is often the 
  case, one drow house’s pursuit of something that other 
  houses find distasteful is far from unusual. The current 
  plan remains a secret.  
  Among recent events in the protectorate is the 
  destruction of one of the major houses – House 
  Vith’Tyl. This destruction was accomplished with some 
  skilled help from surface adventures. Not only has this 
  event created a power struggle for houses that seek to 
  rise in the rankings, but it has vastly raised interest 
  among the drow in the use of external mercenaries.  
  The other major event that has taken place is the 
  sudden collapse of the Axcelon Diamond Mine which – 
  until the time of their unexpected demise – had been 
  run by House Vith’tyl. Greater divination has revealed 
  to the Council of Eleven (Zethlentyn’s ruling body) that 
  something dangerous lies deep in the mine – a creature 
  or something else. The council has declared that the 
  control of the mine will be given to whichever house 
  identifies and gets rids of the danger. This chaotic and 
  competitive edict has several of the houses excited. 
  Nothing is simple, however, and some of the houses do 
  not wish to tip their hand that they are pursuing the 
  mine. Some want others to try, fail and lose face.  
  House Tor’Erhyl’s interest is not so much in the 
  mining of diamonds – which may not even be viable 
  after the collapse – but rather in a rumored passage to 
  the surface that was reportedly being worked on by 
  House Vith’tyl for their own purposes. Such a secret 
  passage could potentially help House Tor’Erhyl’s 
  transport liberated former slaves to the surface.  
  CALL TO ACTION 
  Matron Tor’Erhyl would like the party to travel a short 
  distance to the mine, investigate the collapse and 
  discover what other houses – or their representatives – 
  are there and interested in the mine. The collapse is 
  extensive, so they’re unlikely to find their way far 
  inside, nor are they expected to. The discovery of other 
  houses’ presence at the mine is Story Objective B. If 
  time does not allow for Bonus Objective B, there is no 
  mention of entering the mine. 
   
  Bonus Objective B. If time allows for Bonus Objective B, 
  the Matron asks the party to try and find a way inside – 
  which may be difficult without an official writ - but if 
  the opportunity presents itself and they can get in, they 
  should search for any evidence of the secret tunnel. 
  They’re absolutely not to start any trouble (violence) – 
  especially with the Sald’iar guards.  
   
  Gaining entrance into the mine and learning about a 
  surface passage is Bonus Objective B 
  
   
   
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  14 
  SCENE C. THE AXCELON 
  MINE: OVERVIEW 
  BACKGROUND 
  A veritable city of near two dozen tents has sprung up 
  around the Axcelon Mine entrance. Formerly belonging 
  to House Vith’tyl, with that house having been recently 
  wiped out, the area has become Protectorate Ground. 
  This has put the various interested parties in the 
  precarious position of not being able to simply kill each 
  other.  
  With the mine being located a few miles from 
  Zethlentyn Prime, the peace is being kept by a pair of 
  Sald’iar guards who mind the mine’s entrance, their 
  glistening black armor serving as a grim reminder of 
  their ruthless efficiency should anyone get out of line. 
  The Sald’iar do not let anyone into the mine who does 
  not have an official writ allowing exploration. 
  OBJECTIVE 
  While insignias of several of the great houses are not 
  difficult to spot, their intent may not be what it seems. 
  Snooping around, conversation and observation can 
  give the characters insight into who truly has a chance 
  at the mine.  
  The goal is to learn – through any means – that 
  House Claddatar, Clan Moontunnel and House 
  Zaunmice are the strongest bidders and that the 
  duergar mercenaries are here as scouts for House 
  Quiltrin.  
  As the mine is currently considered to be Protectorate 
  Ground, combat would be strictly punished – even the 
  drow obey this. 
  SCOUTING 
  Initial scouting provides the characters with the map of 
  the area as per Appendix 6. It is trivial – even with the 
  characters’ base knowledge of the protectorate to 
  identify the insignias belonging to House Claddatar, 
  House Zaunmice and Clan Moontunnel of the dwarves.  
  SOCIAL INTERACTIONS 
  The majority of this episode is expected to revolve 
  around the party socializing with the various camps and 
  learning what they can. The different camps and 
  interactions with them are detailed in Scene D. It should 
  be very clear to the characters that being on 
  Protectorate Ground is keeping them alive here and that 
  starting any kind of violence with any of the camps 
  would result in swift and deadly reprisal. 
   
  Bonus Objective B. The characters aren’t allowed into 
  the mine unless they can convince one of the parties 
  with a writ to allow them entry. (While the characters 
  are expected to pursue obtaining this, it is not required 
  as a fortuitous opportunity eventually presents itself – 
  see The Attack below.) 
  THE ATTACK 
  At some point during their investigation, several 
  maddened monsters burst out of the mine and threaten 
  the camp. This encounter can be triggered at the DM’s 
  discretion and is detailed in Scene E. 
  It’s recommended that this event takes place once the 
  party has done most of their socializing or if they 
  become stuck, or begin to run out of time. The combat 
  can even be skipped (or dramatically simplified) if the 
  party is more interested in social interaction or there is 
  a lack of time. 
  If the party is working on Bonus Objective B and has 
  not yet found a way into the mine, the attack presents 
  them with the opportunity to enter.  
   
  If the party obtains permission to enter the 
  mine early on, the combat encounter can be moved to 
  take place inside the mine. 
  
   
   
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  15 
  SCENE D. THE AXCELON 
  MINE: SOCIAL ENCOUNTER
  CAMPS AT THE MINE 
  The following minor and major players have camps at 
  the mine. Learning about their motives requires 
  interactions or spying. Additional information on the 
  houses can be found in Appendix 8. 
  THE DWARF CAMP 
  The Dwarves of Clan Moontunnel are aligned with 
  House Briz’belar and see the opportunity to re-open 
  and operate the mine as a way of diversifying 
  themselves from building projects. They naturally have 
  the best set of skills for the job.  
  The dwarves are more tolerant of surfacers and don’t 
  require much persuasion to converse. They despise the 
  duergar and complain about gray dwarves’ presence. 
  Clan Moontunnel possesses a writ allowing entrance. 
  They’re not stupid and suspect the party to be spies. The 
  dwarves offer a deal – if the characters share what they 
  find out about the other houses here, the dwarves will 
  allow them one-time entry into the mine under their 
  writ. 
  THE DUERGAR CAMP 
  The duergar mercenary company The Deepaxe Delvers 
  are here not to vie for the mine, but to evaluate it and to 
  spy on the progress of other houses at the behest of 
  House Quiltrin.  
  The duergar are unlikely to talk to the characters. 
  Their tent does contain several pieces of 
  correspondence between the gray dwarves and their 
  employer. The duergar can also be persuaded (DC15) to 
  accept a bribe of 75g-100g to reveal their employer. The 
  Deepaxe Delvers have a writ to enter the mine and have 
  been inside. They’ve even lost a couple of people to a 
  collapse. 
  THE LESSER HOUSES 
  Two lesser drow houses have separately come out to the 
  mine in the hopes of securing the patronage of one of 
  the great houses.  
  • House Nishe’arth currently operates a successful 
  copper mine, but they do not have an official writ 
  allowing entrance. Their leader Miven Nishe’arth is a 
  shrewd businesswoman. She is frustrated by lack of 
  recognition of their own mine operation. She’s been 
  turned down by House Claddatar and is evaluating 
  whether to risk approaching the necromancers of 
  Zaunmice. She’s not willing to lower herself to even 
  talking to the dwarves.  
  • House Bil’drantral’s specialty is underdark 
  wilderness hunting. Represented by Trinnel 
  Bil’drantal and two other top hunters, they have little 
  interest in operating the mine, but see the chance to 
  kill whatever monster lives within. This is an 
  opportunity to distinguish themselves and gain the 
  patronage of a great house – preferably Claddatar. 
  They do not have an entry writ and are frustrated that 
  they’ve not been able to gain audience with the 
  Claddatar party. 
  THE BLADES TENT 
  Selvetarm’s faithful of House Claddatar have a 
  reputation as some of the protectorate’s top fighters 
  and they’re here to prove it. A fully male contingent led 
  by Fourthblade Nolkath Claddatar himself, they are 
  fully aware of others vying for attention, but are not 
  interested in sharing the accolades of winning the mine 
  or in subcontracting anyone else to use their writ.  
  It’s not possible to gain audience with Nolkath, but 
  this house has lesser ranked grunts who are bored and 
  can be chatted up. They can be approached in multiple 
  ways, but the key is to have a “grunt-to-grunt” chat or 
  to help alleviate their boredom with a game or a 
  performance. A DC15 Charisma (Persuasion, 
  Intimidation, Performance, Gaming Set of choice, 
  Athletics) is required for them to share their general 
  intentions here. 
  THE SKULL TENT  
  Even the other drow give this camp a wide berth. The 
  House Zaunmice party consists of two gaunt robed 
  drow – both males. The leader is Corpseplanter Solthus 
  Zaunmice. The other male is his apprentice, but rarely 
  speaks and is never referred to by name. Doing most of 
  their grunt work are several sturdy skeletons and pair of 
  undead oxen-like creatures the purpose of which seems 
  to be pull carts and to create an almost unbearable 
  stench in the area.  
  The main motivator for House Zaunmice being here 
  is to obtain bodies of the fallen miners or of whatever 
  beast haunts the mine. The necromancers are menacing 
  and reveal nothing. They do have a writ and have been 
  into mine. By snooping around their wagons (DC15 
  Stealth to avoid being kicked by the undead creature for 
  15 points of bludgeoning damage), characters find 
  several decaying body parts – a DC15 Wisdom 
  (Medicine) check reveals the victims were crushed 
  when the mine collapsed – this confirms that the 
  necromancers are retrieving bodies from the mine. 
  
   
   
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  16 
  SCENE E. THE AXCELON 
  MINE: MADDENED BEASTS 
  PREREQUISITES. 
  As per Scene C, this scene can be triggered at any time 
  during the party’s interactions at the camp or moved 
  inside the mine. The description here assumes that it 
  takes place outside at the camp. 
  It’s important to note that if the characters are 
  pursuing Bonus Objective B and have not obtained 
  permission to go inside, this scene creates an 
  opportunity to do that without a writ. The Sald’iar 
  guards may get knocked away or covered in rubble as 
  the beasts burst out or the sound of an extra beast may 
  result in the Sald’iar allowing the characters to go in to 
  deal with it. Or perhaps the characters can simply use 
  the fight as a diversion to sneak in. Use whatever best 
  suits the strengths of the party, but obtaining entrance 
  as a result of this encounter should be trivial. If the 
  characters are not pursuing Bonus Objective B, the 
  opportunity to go in simply does not arise. 
  BURSTING OUT 
  A deep rumble and shaking of the ground are 
  accompanied by the alarmed shouts of two drow 
  (Claddatar) and a Duergar (Deepaxe Delvers) running 
  out of the mine’s entrance just as several kruthik burst 
  out of the ground both ahead and behind them.  
  The kruthik are typically intelligent, however, these 
  ones have been driven mad by something and attack 
  indiscriminantly. Other than learning that their 
  behavior is unusual for their species (along with the 
  presence of multiple hive lords) it’s not possible to 
  determine anything further on this matter (the truth of 
  this is the subject of another adventure!) 
   
   
  DEFENSIVE POSITIONING 
  While not required to run the encounter, below are 
  some ideas of how the other camps react to the attack: 
  • The Clan Moontunnel dwarves form a shield wall. 
  • The Deepaxe Delvers enlarge and/or go invisible.  
  • Clan Claddatar drow calmly assume a defensive 
  formation and draw swords, they attack with swift, 
  highly practiced strikes. 
  • Corpseplanter Solthus and his apprentice walk out of 
  their tent almost in-sync and cast two walls of fire 
  that encircle their compound and result in the kruthik 
  recoiling and rushing away. 
  • The drow of House Nishe’arth panic. Several are 
  killed and Miven is forced to flee.  
  • The hunter drow of House Brin’drantal can be seen 
  quickly applying bright warpaint and howling as they 
  attack – almost barbarian-like. They each fight with 
  different weapons – one has two large curved knifes, 
  the second a large double-bladed staff and the third a 
  massive spear that she throws to pierce an on-
  rushing kruthik’s skull. 
  OPPORTUNITY 
  If pursuing Bonus Objective B, the commotion creates 
  plenty of opportunity to the characters to enter the 
  mine as described in Scene C, if this is the case, proceed 
  to Appendix 4.  
  If not pursuing Bonus Objective B, the characters 
  may spend additional time socializing with the other 
  campers or return to Castle Tor’Erhyl if they’ve 
  collected enough information – proceed to Concluding 
  the Adventure if this is the case. 
  After the battle ends, the characters obtain a Potion 
  of Superior Healing. This can be obtained in multiple 
  ways – one of the NPCs (likely the dwarves) may toss it 
  to them, or they might find it on the body of one of the 
  victims of the attack.  
   
   
   
   
  
   
   
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  17 
  CONCLUDING THE 
  ADVENTURE 
   
  Upon reporting back to Castle Tor’Erhyl, Matron 
  Merielle thanks the characters for their help. She 
  awards them a Moon-touched Rapier of House 
  Tor’Erhyl. It has been specially enchanted to allow them 
  to allow the bearer to speak Undercommon. She is very 
  pleased that the alliance is mutually beneficial and 
  promises that there will be more opportunities to work 
  together for the greater good. 
   
  All characters in the party also gain the story award 
  Knowledge of House Tor’Erhyl. 
   
  The party is not required to return to the surface at this 
  time, but if they wish to, they can be guided above. 
  Whenever they return and eventually report to Liana 
  Tuffletackle, she is extremely pleased that there is now 
  hope that many of those long thought lost to the drow 
  might one day be liberated and returned to their 
  families on the surface. 
  TREASURE 
  MOON-TOUCHED RAPIER OF THE DARK TONGUE 
  Weapon, Common 
  In darkness, the unsheathed blade of this sword sheds 
  moonlight, creating bright light in a 15-foot radius and 
  dim light for an additional 15 feet.  
   
   
  
   
   
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  18 
  ADVENTURE REWARDS
  ADVANCEMENT AND 
  TREASURE CHECKPOINTS 
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
   
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoints for each story objective 
  that they complete, as follows: 
  • Story Objective A: Stop the drow raid. 
  • Story Objective B: Secure an alliance with House 
  Tor’Erhyl (by learning who is interested in the 
  Axcelon mine) 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus 
  objective that they complete, as follows: 
  • Bonus Objective A: Complete the Underdark journey 
  to Zethlentyn. 
  • Bonus Objective B: Learn of the secret surface 
  passage. 
  PLAYER REWARDS 
  The characters earn the following player rewards for 
  completing the adventure: 
  MAGIC ITEM UNLOCKS 
  Characters completing the adventure unlock: 
  WAND OF WEB 
  Wand, Uncommon, Requires Attunement, Table F. 
  The full description of this item can be found in the 
  dungeon masters guide (DMG).  
  MOON-TOUCHED RAPIER OF THE DARK TONGUE 
  Weapon, Common 
  In darkness, the unsheathed blade of this sword sheds 
  moonlight, creating bright light in a 15-foot radius and 
  dim light for an additional 15 feet.  
   
  STORY AWARDS 
  During this adventure, the characters may earn the 
  following story awards: 
   
  Knowledge of House Tor’Erhyl. You have gained some 
  insight or secret of a drow house. Other houses of the 
  Zethlentyn Protectorate may find this valuable. This 
  award has no immediate mechanical effect. 
   
  Drawn to the Wheel. You have received a vision of a 
  great magic item at the bottom of the Axcelon mine. 
  You sense that it is a powerful weapon. This award has 
  no immediate mechanical effect. 
  DUNGEON MASTER REWARDS 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
  However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for more 
  information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  19 
  APPENDIX 1. LOCATIONS & NPCS 
  The following NPCs and locations feature prominently 
  in this adventure.  
  MERIELE TOR’ERHYL (MERRY-ELLE TOR-
  AY-HILL)– DROW FEMALE, MATRON OF 
  HOUSE TOR’ERHYL 
  Personality. Meriele Tor’Erhyl looks very young (early 
  20s in human terms) but is over 200 years old. 
  Typically, she smiles brightly and speaks excitedly. Her 
  mannerisms mask a cunning and calculating mind and 
  though the deception is not entirely malicious, neither 
  is it incidental. 
  Ideal: Change. We must help bring to life Eilistraee’s vision 
  for our race. 
  Bond: I fight for those who cannot fight for themselves. 
  Flaw: Responsibility weighs heavily upon me and avoid 
  forming deep bonds because of it.. 
  KAYLETH TOR’ERHYL (KAY-LETH TOR-AY-
  HILL) – DROW FEMALE, SWORD DANCER OF 
  EILISTRAEE 
  Personality. Kayleth is a high-ranking member of the 
  house Tor’Erhyl. Extremely independent, Kayleth was 
  chosen as the one to make contact with the surface and 
  prevent the most recent slave-taking raid – a mission 
  that was a great success. Kayleth had also been tasked 
  with guiding surface adventurers safely down to 
  Zethlentyn. 
  Ideal: Freedom. Chains are meant to be broken, as are 
  those who would forge them.  
  Bond: I fight for those who cannot fight for themselves. 
  Flaw: Once I pick a goal, I become obsessed with it to the 
  detriment of everything else in my life. 
   
  ZIM VON ZEAM 
  Personality. Zim is an experienced and toughened 
  trader, always looking for the next opportunity. His 
  expertise is running caravans. 
  Ideal: Commerce. The trade must flow. 
  Bond: I am a man of my word and care for those who work 
  for me. 
  Flaw: I’ll buy from anyone and sell to anyone. 
   
  LIANA TUFFLETACKLE 
  Personality. Liana is part of a minor noble family in 
  Waterdeep and a low ranked Lords Alliance member. 
  She wasn’t thrilled to be sent to the backwater town of 
  Melvaunt, but has decided to make the best of it by 
  improving trade and looking out for Lords Alliance 
  interests. 
  Ideal: Responsibility. It is my duty to respect the authority 
  of those above me, just as those below me must respect 
  mine.  
  Bond:  
  I will face any challenge to win the approval of my 
  family. 
  Flaw: I put on a brave face, but am actually quite afraid of 
  violent conflict and getting hurt. 
   
   
   
   
  
   
   
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  20 
  APPENDIX 2. CREATURE STATISTICS  
  ADULT KRUTHIK 
  Stat block metadata Medium monstrosity, unaligned 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft.  
  Armor Class 18 (Natural Armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft., burrow 20 ft., climb 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
  Senses darkvision 60 ft., passive Perception 12 
  Languages enter here 
  Challenge 1/4 (50 XP)  
  Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11 
  Languages: Kruthik 
  Challenge 2 (450 XP) 
  Inline Subhead. The inline header has the bold/italic character 
  style, and this paragraph uses the “5E – STAT BLOCK BODY PARA1” 
  style. Keen Smell. The kruthik has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pack Tactics. The kruthik has advantage on an attack roll against a 
  creature if at least one of the kruthik’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Tunneler. The kruthik can burrow through solid rock at half its 
  burrowing speed and leaves a 5-foot-diameter tunnel in its wake. 
  ACTIONS 
  Multiattack. This continues using the same stat block body style 
  as in the previous section. 
  Really Big Stick. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  Multiattack. The kruthik makes two stab attacks or two spike 
  attacks. 
  Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage. 
  Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.  
  BANDERHOBB 
  Large monstrosity, neutral evil 
  Armor Class 15 (Natural Armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft.  
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
  Skills: Athletics +8, Stealth +7 
  Condition Immunities: Charmed, Frightened 
  Senses: Darkvision 120 ft., Passive Perception 12 
  Languages: Common understands and the languages of its creator, 
  but can’t speak 
  Challenge 5 (1,800 XP) 
  Resonant Connection. If the banderhobb has even a tiny piece of a 
  creature or an object in its possession, such as a lock of hair or a 
  splinter of wood, it knows the most direct route to that creature or 
  object if it is within 1 mile of the banderhobb. 
  Shadow Stealth. While in dim light or darkness, the banderhobb 
  can take the Hide action as a bonus action. 
  ACTIONS 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 
  (5d6 + 5) piercing damage, and the target is grappled (escape DC 
  15) if it is a Large or smaller creature. Until this grapple ends, the 
  target is restrained, and the banderhobb can’t use its bite attack or 
  tongue attack on another target. 
  Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. 
  Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 
  Strength saving throw. On a failed save, the target is pulled to a 
  space within 5 feet of the banderhobb, which can use a bonus 
  action to make a bite attack against the target. 
  Swallow. The banderhobb makes a bite attack against a Medium or 
  smaller creature it is grappling. If the attack hits, the creature is 
  swallowed, and the grapple ends. The swallowed creature is 
  blinded and restrained, it has total cover against attacks and other 
  effects outside the banderhobb, and it takes 10 (3d6) necrotic 
  damage at the start of each of the banderhobb’s turns. A creature 
  reduced to 0 hit points in this way stops taking the necrotic damage 
  and becomes stable. 
  The banderhobb can have only one creature swallowed at a 
  time. While the banderhobb isn’t incapacitated, it can regurgitate 
  the creature at any time (no action required) in a space within 5 feet 
  of it. The creature exits prone. If the banderhobb dies, it likewise 
  regurgitates a swallowed creature. 
  Shadow Step. The banderhobb magically teleports up to 30 feet to 
  an unoccupied space of dim light or darkness that it can see. Before 
  or after teleporting, it can make a bite or tongue attack. 
   
  Source: Volo’s Guide to Monsters 
  
   
   
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  21 
  CARAVAN GUARD (SCOUT) 
  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. 
   
  Source: Monster Manual 
  CORPSEPLANTER (DROW NECROMANCER) 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  Saving Throws: INT +7, WIS +5 
  Skills: Arcana +7, History +7 
  Damage Resistances: Necrotic 
  Senses: Passive Perception 11 
  Languages: any four languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The necromancer is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to hit with 
  spell attacks). The necromancer has the following wizard spells 
  prepared: 
  Cantrips (at will): chill touch, dancing lights, mage hand, mending 
  1st level (4 slots): false life,* mage armor, ray of sickness* 
  2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web 
  3rd level (3 slots): animate dead,* bestow curse,* vampiric touch* 
  4th level (3 slots): blight,* dimension door, stoneskin 
  5th level (2 slots): Bigby’s hand, cloudkill 
  6th level (1 slot): circle of death* 
  *Necromancy spell of 1st level or higher 
  Grim Harvest (1/Turn). When necromancer kills a creature 
  that is neither a construct nor undead with a spell of 1st 
  level or higher, the necromancer regains hit points 
  equal to twice the spell’s level, or three times if it is a 
  necromancy spell. 
  ACTIONS 
  Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 5 (2d4) necrotic damage.  
   
  Source: Monster Manual 
  
   
   
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  22 
  DERRO SAVANT 
  Small humanoid (derro), chaotic evil 
  Armor Class 13 (Leather Armor) 
  Hit Points 36 (8d6 + 8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  12 (+1) 
  11 (+1) 
  5 (-3) 
  14 (+2) 
  Skills: Stealth +4 
  Senses: Darkvision 120 ft., Passive Perception 7 
  Languages: Dwarvish, Undercommon 
  Challenge 3 (700 XP) 
  Magic Resistance. The derro has advantage on saving throws 
  against spells and other magical effects. 
  Spellcasting. The derro savant is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell 
  attacks). The derro knows the following sorcerer spells: 
  Cantrips (at will): acid splash, mage hand, message, 
  prestidigitation, ray of frost 
  1st level (4 slots): burning hands, chromatic orb, sleep 
  2nd level (3 slots): invisibility, spider climb 
  3rd level (2 slots): lightning bolt 
   
  Sunlight Sensitivity. While in sunlight, the derro savant has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) bludgeoning damage. 
   
  Source: Mordekainen’s Tome of Foes 
  DROW ELITE WARRIOR 
  Medium humanoid (Elf), neutral evil 
  Armor Class 18 (studded leather, shield) 
  Hit Points 71 (11d8+22) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (1) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  Saving Throws Dex +7, Con +5, Wis +4 
  Skills Perception +4, Stealth +10 
  Senses darkvision 120 ft., passive Perception: 14 
  Languages Elvish, Undercommon 
  Challenge 5 (1,800 XP) 
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can't put the drow to sleep. 
  Innate Spellcasting. The drow's spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:  
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  ACTIONS 
  Multiattack. The drow makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. 
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or be poisoned for 1 
  hour. If the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target wakes up if it 
  takes damage or if another creature takes an action to shake it 
  awake. 
  REACTIONS 
  Parry. The drow adds 3 to its AC against one melee attack that 
  would hit it. To do so, the drow must see the attacker and be 
  wielding a melee weapon. 
   
  Source: Monster Manual 
  
   
   
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  23 
  DROW HOUSE CAPTAIN 
  Medium humanoid, neutral evil 
  Armor Class 16 (Chain Mail) 
  Hit Points 162 (25d8 + 50) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  19 (+4) 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  Saving Throws: DEX +8, CON +6, WIS +6 
  Skills: Perception +6, Stealth +8 
  Senses: Darkvision 120 ft., Passive Perception 16 
  Languages: Elvish, Undercommon 
  Challenge 9 (5,000 XP) 
  Battle Command. As a bonus action, the drow targets one ally he 
  can see within 30 feet of him. If the target can see or hear the drow, 
  the target can use its reaction to make one melee attack or to take 
  the Dodge or Hide action. 
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma (spell save DC 13). He can innately cast the following 
  spells, requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  ACTIONS 
  Multiattack. The drow makes three attacks: two with his scimitar 
  and one with his whip or his hand crossbow. 
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison 
  damage. 
  Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 
  (1d4 + 4) slashing damage. If the target is an ally, it has advantage 
  on attack rolls until the end of its next turn. 
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or be poisoned for 1 
  hour. If the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target regains 
  consciousness if it takes damage or if another creature takes an 
  action to shake it. 
  REACTIONS 
  Parry. The drow adds 3 to his AC against one melee attack that 
  would hit him. To do so, the drow must see the attacker and be 
  wielding a melee weapon. 
   
  Source: Mordekainen’s Tome of Foes 
  DROW SHADOWBLADE 
  Medium humanoid, neutral evil 
  Armor Class 17 (Studded Leather) 
  Hit Points 150 (20d8 + 60) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  21 (+5) 
  16 (+3) 
  12 (+1) 
  14 (+1) 
  13 (+1) 
  Saving Throws: DEX +9, CON +7, WIS +6 
  Skills: Perception +6, Stealth +9 
  Senses: Darkvision 120 ft., Passive Perception 16 
  Languages: Elvish, Undercommon 
  Challenge 11 (7,200 XP) 
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma (spell save DC 13). He can innately cast the following 
  spells, requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Shadow Step. While in dim light or darkness, the drow can teleport 
  as a bonus action up to 60 feet to an unoccupied space it can see 
  that is also in dim light or darkness. It then has advantage on the 
  first melee attack it makes before the end of the turn. 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely 
  on sight. 
  ACTIONS 
  Multiattack. The drow makes two attacks with its shadow sword. If 
  either attack hits and the target is within 10 feet of a 5-foot cube of 
  darkness created by the shadow sword on a previous turn, the drow 
  can dismiss that darkness and cause the target to take 21 (6d6) 
  necrotic damage. The drow can dismiss darkness in this way no 
  more than once per turn. 
  Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic 
  damage and 10 (3d6) poison damage. The drow can then fill an 
  unoccupied 5-foot cube within 5 feet of the target with magical 
  darkness, which remains for 1 minute. 
  Hand Crossbow. Ranged Weapon Attack: +9to hit, range 30/120 ft., 
  one target. Hit: 8 (1d6 + 5) piercing damage, and the target must 
  succeed on a DC 13 Constitution saving throw or be poisoned for 1 
  hour. If the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target regains 
  consciousness if it takes damage or if another creature takes an 
  action to shake it. 
   
  Source: Mordekainen’s Tome of Foes 
  
   
   
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  24 
  GRICK 
  Medium monstrosity, neutral 
  Armor Class 14 (Natural Armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft., climb 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  14 (+2) 
  11 (+0) 
  3 (-4) 
  14 (+2) 
  5 (-3) 
  Damage Resistances: Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Senses: Darkvision 60 ft., Passive Perception 12 
  Languages: -- 
  Challenge 2 (450 XP) 
  Stone Camouflage. The grick has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain. 
  ACTIONS 
  Multiattack. The grick makes one attack with its tentacles. If that 
  attack hits, the grick can make one beak attack against the same 
  target. 
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 9 (2d6 + 2) slashing damage. 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
  Source: Monster Manual 
  GRICK ALPHA 
  Large monstrosity, neutral 
  Armor Class 18 (Natural Armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 30 ft., climb 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  16 (+3) 
  15 (+2) 
  4 (-3) 
  14 (+2) 
  9 (-1) 
  Damage Resistances: Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Senses: Darkvision 60 ft., Passive Perception 12 
  Languages: -- 
  Challenge 7 (2,900 XP) 
  Stone Camouflage. The grick has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain. 
  ACTIONS 
  Multiattack. The grick makes two attacks: one with its tail and one 
  with its tentacles. If it hits with its tentacles, the grick can make one 
  beak attack against the same target. 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 
  (2d6 + 4) bludgeoning damage. 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 22 (4d8 + 4) slashing damage. 
  Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  13 (2d8 + 4) piercing damage. 
  Source: Monster Manual 
  
   
   
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  25 
  HOOK HORROR 
  Large monstrosity, neutral 
  Armor Class 15 (Natural Armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 30 ft., climb 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  15 (+2) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
  Skills: Perception +3 
  Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 13 
  Languages: Hook Horror 
  Challenge 3 (700 XP) 
  Echolocation. The hook horror can’t use its blindsight while 
  deafened. 
  Keen Hearing. The hook horror has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  ACTIONS 
  Multiattack. The hook horror makes two hook attacks. 
  Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage. 
  Source: Monster Manual 
  KAYLETH TOR’ERHYL (DROW INQUISITOR) 
  Medium humanoid (elf), neutral evil 
  Armor Class 16 (Breastplate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  21 (+5) 
  20 (+5) 
  Saving Throws: CON +7, WIS +10, CHA +10 
  Skills: Insight +10, Perception +10, Religion +8, Stealth +7 
  Condition Immunities: Frightened 
  Senses: Darkvision 120 ft., Passive Perception 20 
  Languages: Elvish, Undercommon 
  Challenge: 14 (11,500 XP) 
  Discern Lie. The drow knows when she hears a creature speak a lie 
  in a language she knows. 
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep. 
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma (spell save DC 18). She can innately cast the following 
  spells, requiring no material components: 
  At will: dancing lights, detect magic 
  1/day each: clairvoyance, darkness, detect thoughts, dispel magic, 
  faerie fire, levitate (self only), suggestion 
  Magic Resistance. The drow has advantage on saving throws 
  against spells and other magical effects. 
  Spellcasting. The drow is a 12th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). 
  She has the following cleric spells prepared: 
  Cantrips (at will): guidance, message, poison spray, resistance, 
  thaumaturgy 
  1st level (4 slots): bane, cure wounds, inflict wounds 
  2nd level (3 slots): blindness/deafness, silence, spiritual weapon 
  3rd level (3 slots): bestow curse, dispel magic, magic circle 
  4th level (3 slots): banishment, divination, freedom of movement 
  5th level (2 slots): contagion, dispel evil and good, insect plague 
  6th level (1 slot): harm, true seeing 
  Sunlight Sensitivity. While in sunlight, the drow has disadvantage on 
  attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight. 
  ACTIONS 
  Multiattack. The drow makes three death lance attacks. 
  Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic 
  damage. The target’s hit point maximum is reduced by an amount 
  equal to the necrotic damage it takes. This reduction lasts until the 
  target finishes a long rest. The target dies if its hit point maximum is 
  reduced to 0. 
   
  Source: Mordekainen’s Tome of Foes 
  
   
   
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  26 
  KNIGHT 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (Plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
  Saving Throws: CON +4, WIS +2 
  Senses: Passive Perception 10 
  Languages: Any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws against being 
  frightened. 
  ACTIONS 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or warning 
  whenever a nonhostile creature that it can see within 30 feet of it 
  makes an attack roll or a saving throw. The creature can add a d4 to 
  its roll provided it can hear and understand the knight. A creature 
  can benefit from only one Leadership die at a time. This effect ends 
  if the knight is incapacitated. 
  REACTIONS 
  Parry. The knight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the knight must see the attacker and be 
  wielding a melee weapon. 
  KRUTHIK HIVE LORD 
  Large monstrosity, unaligned 
  Armor Class 20 (Natural Armor) 
  Hit Points 102 (12d10 + 36) 
  Speed 40 ft., burrow 20 ft., climb 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  16 (+3) 
  17 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 12 
  Languages: Kruthik 
  Challenge 5 (1,800 XP) 
  Keen Smell. The kruthik has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Pack Tactics. The kruthik has advantage on an attack roll against a 
  creature if at least one of the kruthik’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Tunneler. The kruthik can burrow through solid rock at half its 
  burrowing speed and leaves a 10-foot-diameter tunnel in its wake. 
  ACTIONS 
  Multiattack. The kruthik makes two stab attacks or two spike 
  attacks. 
  Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 
  (1d10 + 4) piercing damage. 
  Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Acid Spray (Recharge 5–6). The kruthik sprays acid in a 15-foot 
  cone. Each creature in that area must make a DC 14 Dexterity saving 
  throw, taking 22 (4d10) acid damage on a failed save, or half as 
  much damage on a successful one. 
   
  Source: Mordekainen’s Tome of Foes 
  
   
   
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  27 
  UMBER HULK 
  Large monstrosity, chaotic evil 
  Armor Class: 18 (natural armor) 
  Hit Points: 93 (11d10+33) 
  Speed: 30 ft., burrow 20 ft.  
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  13 (+1) 
  16 (+3) 
  9 (-1) 
  10 (0) 
  10 (0) 
  Senses: darkvision 120 ft., tremorsense 60 ft. Passive Perception 10 
  Languages: Umber Hulk 
  Challenge 5 (1,800 XP) 
  Confusing Gaze. When a creature starts its turn within 30 feet of 
  the umber hulk and is able to see the umber hulk's eyes, the umber 
  hulk can magically force it to make a DC 15 Charisma saving throw, 
  unless the umber hulk is incapacitated. 
  On a failed saving throw, the creature can't take reactions until 
  the start of its next turn and rolls a d8 to determine what it does 
  during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, 
  the creature takes no action but uses all its movement to move in a 
  random direction. On a 7 or 8, the creature makes one melee attack 
  against a random creature, or it does nothing if no creature is 
  within reach. 
  Unless surprised, a creature can avert its eyes to avoid the saving 
  throw at the start of its turn. If the creature does so, it can't see the 
  umber hulk until the start of its next turn, when it can avert its eyes 
  again. If the creature looks at the umber hulk in the meantime, it 
  must immediately make the save. 
  Tunneler. The umber hulk can burrow through solid rock at half its 
  burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its 
  wake.  
  ACTIONS 
  Multiattack. The umber hulk makes three attacks: two with its 
  claws and one with its mandibles. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 
  (1d8 + 5) slashing damage. 
  Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) slashing damage. 
   
  Source: Monster Manual 
  XORN 
  Medium elemental, neutral 
  Armor Class 19 (Natural Armor) 
  Hit Points 73 (7d8 + 42) 
  Speed 20 ft., burrow 20 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  22 (+6) 
  11 (+0) 
  10 (+0) 
  11 (+0) 
  Skills: Perception +6, Stealth +3 
  Damage Resistances: Piercing and Slashing from Nonmagical 
  Attacks that aren't Adamantine 
  Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16 
  Languages: Terran 
  Challenge 5 (1,800 XP) 
  Earth Glide. The xorn can burrow through nonmagical, unworked 
  earth and stone. While doing so, the xorn doesn't disturb the 
  material it moves through. 
  Stone Camouflage. The xorn has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain. 
  Treasure Sense. The xorn can pinpoint, by scent, the location of 
  precious metals and stones, such as coins and gems, within 60 feet 
  of it. 
  ACTIONS 
  Multiattack. The xorn makes three claw attacks and one bite 
  attack. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) slashing damage. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 
  (3d6 + 3) piercing damage 
   
  Source: Monster Manual 
   
  
   
   
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  ZIM VON ZEAM (SWASHBUCKLER) 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8+12) 
  Speed 30 ft.  
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (0) 
  15 (+2) 
  Skills: Acrobatics +8, Athletics +5, Persuasion +6 
  Senses: Passive Perception 10 
  Languages: any one language (usually Common) 
  Challenge 3 (700 XP) 
  Lightfooted. The swashbuckler can take the Dash or Disengage 
  action as a bonus action on each of its turns. 
  Suave Defense. While the swashbuckler is wearing light or no 
  armor and wielding no shield, its AC includes its Charisma 
  modifier.  
  ACTIONS 
  Multiattack. The swashbuckler makes three attacks: one with a 
  dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (1d8+4) piercing damage. 
   
  Source: Volo`s Guide to Monsters 
   
   
   
   
   
  
   
   
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  APPENDIX 3. UNDERDARK JOURNEY (BONUS OBJECTIVE A) 
  Estimated Duration: 60 Minutes 
  OBJECTIVE OVERVIEW 
  This bonus objective details the party’s journey of 
  several days through the Underdark to the Zethlentyn 
  Protectorate. The three brief scenes are intended to 
  provide characters with a flavor of Underdark life and 
  denizens. There is likely only time for one or two of the 
  three scenes. If time runs short, a scene can be skipped, 
  but should be summarized as having happened. If there 
  is only time to run one, Scene B is recommended.  
  SCENE A. CRASHED PARTY 
  As the characters proceed into the Underdark, led by 
  their capable guide Kayleth, they come across a party of 
  derro traveling along with several female steeeders. 
  The derro are attempting to recover one of their carts 
  that has fallen into a crevice. These would-be 
  merchants have captured and trained several steeders 
  and are on their way to sell them in Zethlentyn.  
  AREA INFORMATION 
  This area features: 
  Dimensions & Terrain. This scene takes place in a 
  large cavern, about 200ft wide. A large 30ft wide crevice 
  runs through the middle of the cavern with a narrow 
  natural landbridge bisecting it in the middle and 
  allowing travel across. No specific map is provided for 
  this encounter. 
  Lighting. The faerzress in the area gives off a sickly 
  greenish light throughout the cavern. It is considered to 
  be dim. The crevice is dark beyond 10ft down and 
  within. 
  CREATURES/NPCS 
  Dodarak, derro group leader, NE. 
  Dodarak is a derro savant 
  who has become obsessed 
  by the entrepreneurial idea 
  that he can make a fortune 
  breaking in and selling 
  steeders. To this end, he 
  has conscribed several 
  others and they are now 
  heading to attempt selling their first lot in Zethlentyn. 
  Dodarak frequently talks to himself as though another 
  person was actually present. 
  What Does He Want? Dodarak and his crew are manic 
  and paranoid, but ultimately they do not wish to fight 
  anything bigger than themselves. They want to recover 
  their cart and continue on their journey.  
  What Does He Know? They’ve seen some movement 
  in the crevice and have been afraid to go down.  
  TREASURE 
  If the characters successfully assist the derro in 
  retrieving their cart, Dodarak gives them a potion of 
  superior healing. If the adventures kill the derro, it can 
  be found on the derro bodies.
   
  PLAYING THE PILLARS 
   
  COMBAT 
  If the characters attack the derro 
  party, they face 4 derro savants 
  and 6 female steeders who act as 
  separate combatants. One of the 
  savants is Dodarak himself, who 
  has 56 hitpoints. Add or subtract 
  1 savant and 1 female steeder for 
  stronger or weaker parties. 
  EXPLORATION 
  Crossing the crevice on the land 
  bridge requires going past the 
  derro. If the characters wish 
  cross elsewhere, they can avoid 
  the derro. It’ll be up to them to 
  find a clever way to get across the 
  crevice which is 60ft deep. 2 
  gricks and a grick alpha live and 
  hunt at the bottom at the crevice. 
  Add or a remove 2 gricks for 
  stronger or weaker parties.
  SOCIAL 
  The derro are manic but don’t 
  want to fight. Dodarak tries to get 
  the characters to help get the cart 
  out of the crevice. Plenty of rope 
  is available, though the derro 
  aren’t particularly strong. The 
  cart is damaged and can’t be 
  reliably secured by ropes without 
  descending (mage hand, etc.). 
  Once the cart is secure, bringing 
  it up is not difficult. If the 
  characters descend, they ‘re 
  attacked by the gricks. 
  
   
   
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  SCENE B. PORT DARKTIDE
  On the fourth day of the journey, Kayleth leads the 
  characters to a small port on the shores of the 
  Moondeep Sea. She explains that there are two main 
  routes into Zethlentyn – a lengthy trek by land 
  (caverns) and a safer, more comfortable journey by ship 
  across the Moondeep Sea. House Tor’Erhyl has already 
  paid for their passage by ship.  
  OBJECTIVE 
  This scene is intended to introduce House Briz’belar 
  and their strange practices. All passengers of Briz’belar 
  ships must participate in a passage ritual.  
  AREA INFORMATION 
  Port Darktide started its life as little more than a dock 
  and a small fort, but has grown to a moderately sized 
  trading post that has basic amenities. The town is 
  territory of House Briz’belar who control the majority 
  of the Moondeep Sea’s commercial vessels. Most of the 
  port’s shops are bazaar-style stands located outside.  
  Dimensions. The port is not very large and can be 
  walked end-to-end in 10-15 minutes. No map is 
  required. 
  Light. There is a number of various colored lights 
  through the port. Looking out over the sea, it is pitch 
  dark into the distance. 
  A COIN FOR THE FERRYMAN 
  As the party approaches the port, Kayleth fills the 
  characters in on the Port as well as on House Briz’belar 
  and their peculiar rituals.  
  After they arrive and she checks in with their ship – 
  which is set to depart in an hour – she informs the party 
  that one part of the journey’s price must be paid by 
  them. As the ship will be passing across the Bay of 
  Regrets, all aboard must partake in the “Passing of 
  Regrets.” All partaking must drop into the sea an object 
  connected to one of their regrets. Kayleth explains that 
  the object itself is of no significance – it could 
  something they own, something that reminds them of a 
  regret, or even a note with the regret written on it.  
  Vendors around the port sell a variety of trinkets and 
  there are even some who can custom carve a simple 
  piece for the characters. Most things can be purchased 
  for 5-10 silver pieces and it is not difficult to find a 
  metal or bone trinket in any shape. 
  Allow each character to come up with what they need 
  and purchase it. If players are unable to come up with an 
  item, have them use a piece of paper to write a regret 
  and bring it along. 
  The characters may choose not to take anything. This 
  is considered disrespectful and Kayleth cautions against 
  it. See below for consequences. 
  KELAGH’DIN’S WAKE  
  Once they’re ready, characters board the Kelagh’din’s 
  Wake – a large vessel, with a number of oars connected 
  to a huge wheel, so that rather than needing to be pulled 
  by an individual, all the oars can simultaneously be used 
  by rotating the wheel atop the deck. A bound and oddly 
  docile gorgon is strapped into the contraption to do the 
  pulling.  
  The strange ship has short masts which can be 
  unfolded to become taller or dismantled to go through 
  low cavern passages. While there is occasional wind 
  upon the Moondeep Sea, is it unpredictable and can’t be 
  counted upon to propel a ship at all times. 
  HOUSE BRIZ’BELAR 
  The sailors of house Briz’belar are all drow. They wear 
  sleeveless tunics and bear tattooes featuring sea and 
  tentacle motifs. The captain is a male by the name of 
  Bardiin Briz’belar. He has a thin face and would be 
  considered roguishly handsome by most standards. He 
  has a calmness and smiles often – creating a 
  particularly eerie sensation when this smile 
  accompanies tales of horror on the sea.  
  Upon setting out, the captain brings all the 
  passengers to the side of the ship and asks them to cast 
  away their regrets. Any character that refuses to 
  participate is secretly cursed with bad luck: the next 
  time they roll a natural 20 on a to-hit or saving throw 
  roll, the result is considered a natural 1 instead. This 
  function similar to a portent roll and does not persist 
  beyond this adventure. 
  Beyond this, the two-day journey is uneventful and 
  ends at Port Moontunnel, described in Scene C. 
   
   
  
   
   
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  SCENE C. PORT MOONTUNNEL 
  OBJECTIVE 
  This short scene introduces characters to Port 
  Moontunnel and the dwarves of Clan Moontunnel. 
  While the characters have the opportunity to ask 
  questions and learn some of the history (as per the 
  sidebar). Their objective is to proceed through the 
  Moontunnel to Zethlentyn one they’re ready. 
  AREA INFORMATION 
  Port Moontunnel is similar in size to Port Darktide, yet 
  entirely different in look. Massively fortified by blocky 
  finely masoned stone walls, the port is clearly of 
  dwarven make. The decorative motifs feature not 
  dwarves, but mainly drow, ships of odd makes and 
  massive sea creature tentacles. 
  The port has no land access other than the tunnel and 
  in the water, there is a giant portcullis that opens like 
  the maw of a great beast to let the Briz’belar ship 
  approach. 
  Once inside, the port is home to a number of finely 
  carved stone buildings of dwarven build. The far 
  grander sight, however, is the 40ft wide and more than 
  60ft tall arched entrance to a tunnel that is carved into 
  the rockface and seems to stretch endlessly into the 
  distance. This is the Moontunnel. 
   
  THE MOONTUNNEL 
  Though the party – especially if there are elves present 
  – gets strange looks, they have no trouble proceeding 
  forward under Kayleth’s confident direction. She sets a 
  quick pace and leads the party through to the tunnels. 
  She informs the characters that the tunnel is just over 
  20 miles long and that it would take a hard march for 
  most of the day to get to Zethlentyn. The tunnel trek is 
  detailed in Scene D.  
    
   
   
  
   
   
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  SCENE D. THROUGH THE 
  MOONTUNNEL 
  OBJECTIVE 
  Characters have the opportunity to help Clan 
  Moontunnel dwarves fend off a wildlife attack. 
  PRIDE OF THE DWARVES 
  Though the tunnel was built in slavery and for the drow, 
  it is easy to see why the dwarves have such an 
  attachment to their creation. The Moontunnel is not 
  only a brilliant feat of structural engineering, but a 
  work of art to admire. Statues, carved reliefs ,and 
  magical light fixtures in both dwarven and drow styles 
  adorn the walls. Walking along the tunnel’s smooth 
  marbled floors is closer to being in a museum than in a 
  road through the Underdark. It’s truly a marvel. 
  There is not a lot of traffic in the Moontunnel as the 
  characters pass, though Kayleth still recommends that 
  they try to remain as inconspicuous as they can to avoid 
  drawing attention. 
  A CONSTANT MENACE. 
  A few hours into their journey, the characters hear a 
  commotion one hundred feet ahead. There are dwarven 
  shouts and the sound of stone breaking.  
  Upon approach, a breach in the tunnel’s wall can be 
  seen, and a trio of Clan Moontunnel dwarves are trying 
  to prevent some Underdark monstrocities from 
  breaking through.  
  As the characters approach, one of the dwarves casts 
  a spell and creates a small wall of stone intended to seal 
  the breach. It sounds like the monstrocities will burst 
  through it at any moment.  
  The dwarves yell at the characters: 
  “The battlerager brigade is on their way to reinforce us, , 
  but the barrier may not hold long enough!”  
  The monsters soon burst through and characters have 
  the opportunity to assist in disposing of them. 
  Choose one of the following Underdark monster 
  encounters for the party. 
  The Clan Moontunnel Battlerager Bridage 3 arrives a 
  few minutes after the encounter is over (or earlier if the 
  party is at risk!). They’re a rough and tumble bunch and 
  almost disappointed that they won’t get to kill 
  anything. Still they offer the party a chance to rest 
  safely if they wish to do so before getting to the city.  
  The remainder of the journey is uneventful. Proceed 
  to Episode 3. 
   
   
   
  
   
   
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  APPENDIX 4. BONUS OBJECTIVE B. 
  Estimated Duration: 60 Minutes 
  SCENE A. INTO THE 
  COLLAPSE 
  OBJECTIVE 
  The characters enter the collapsed mine and must 
  search for signs of a secret tunnel to the surface. 
  AREA INFORMATION 
  This area features: 
  Lighting Conditions. The mine is entirely dark. 
  Terrain. Beyond the entrance, the mine is in rough 
  condition. While a number of well-established passages 
  are visible, most have collapses a short way in and 
  cannot be ventured further into. Whatever happened to 
  cause the collapse caused massive damage. It’s easy to 
  see why it has been difficult for someone to simply 
  resume operations – a lot of work needs to be done here 
  to restore the mine to operating condition. 
  A couple of passages can be followed down for a few 
  hundred feet – walking through these passages 
  requires climbing over collapses and passing areas 
  where collapses have recently been cleared. Most of the 
  work that has been done so far has focused on clearing 
  the mine’s main tunnel. Although some of the side 
  tunnels look to have been recently explored, following 
  them leads to dead ends.  
  Eventually, the main passage comes to a larger 
  chamber and splits into three tunnels that all look 
  recently worked. Regardless of which tunnel the 
  characters go down, 50ft into it, any character whose 
  mind is not protected from telepathic intrusion (such as 
  by a Ring of Mind Shielding) gets a vision of a powerful 
  weapon deep within the mine (see sidebar) .  
  TUNNEL 1 
  This tunnel goes about 400ft in before reaching an 
  impassible collapse. The party finds a number of 
  skeletons here – the skeletons seem to be neatly 
  stacked as though for use. (House Zaunmice has been 
  exploring this way). There is nothing else of note. 
  TUNNEL 2 
  This tunnel goes 300ft. The party find the remains of a 
  large dead froglike creature. A successful DC15 
  Intelligence (Nature or Arcana) check identifies it as a 
  banderhob. A successful investigation check confirms it 
  was slain using a number of swords. (This was done by 
  House Claddatar troops) 
  Tunnel 3 is detailed in Scene B.
   
   
  
   
   
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  SCENE B. THE LOST DUERGAR
  OBJECTIVE 
  Proceeding down the last tunnel, the characters find a 
  collapse containing the information they seek. 
  TUNNEL 3 
  200ft down this tunnel, the floor has collapsed, leaving 
  a hole. The collapse is recent and the floor leading up to 
  it is unstable. A successful DC15 Intelligence 
  (Investigation or Masonry Tools) identifies this is as a 
  danger. 
  If more than 3 characters are standing within 20ft of 
  the collapse, the unstable area collapses. All creatures in 
  the area of the collapse must succeed on a DC15 
  Dexterity saving throw or take 5d8 (22) bludgeoning 
  damage from the fall and rubble. On a successful save, 
  they take half. In either case, the ground collapses 20ft 
  down.  
  If the unstable area is spotted, it can be safely 
  navigated so long as there are never more than 3 
  creatures standing on it. The other side of the 20ft wide 
  collapse is stable.  
  BURIED IN THE RUBBLE 
  Buried in the rubble 20 feet below the party are two 
  duergar. One of these is dead, the other is stable but 
  unconscious. Spotting them from above requires a 
  successful DC12 Wisdom (Perception) check. From the 
  ground, it’s trivial. At least 1 point of healing is required 
  for the injured duergar to regain consciousness.  
  Several of the duergar’s bones are crushed and her 
  injuries are very severe. She’s unable to move of her 
  own accord but can speak once she’s healed. 
  The other duergar’s body contains an oil of 
  slipperiness. 
  CREATURES/NPCS 
  Nalifra Deepaxe, female duergar, LE. 
  Nalifra is part of the Deepaxe Delvers mercenary 
  company who are camped above. Her and a partner had 
  been exploring this tunnel when it collapsed.  
  What Does She Want? Nalifra is grievously wounded 
  and will do anything to be healed and safely returned to 
  her companions above. 
  What Does She Know? She knows that the passage 
  beyond here is blocked. This is as far as it’s currently 
  possible to get in the mine. The Deepaxe Delvers once 
  worked for House Vith’tyl – the mine’s previous owners 
  - and she can confirm that there was indeed a secret 
  passage dug up into the rock at one point, in the hopes 
  of finding a new surface route. However, the 
  exploration party that went up there never returned and 
  the passage was found to have been sealed from above. 
  She knows its location (it’s deeper down, in a currently 
  inaccessible area of the mine. Adventurers that played 
  CCC-HAL-01 Fate of the Nightworms may recognize this 
  tale).  
   
   
  PLAYING THE PILLARS 
   
  COMBAT 
  As the characters converse with 
  Nalifra or explore the collapse 
  area, the reanimated corpse of 
  the banderhob from the previous 
  scene ambushes them from 
  behind.  
  Unbeknownst to the party, it 
  had been raised by a hiding 
  necromancer of House Zaunmice, 
  who has now departed. (The risen 
  monster hints at the fact that 
  House Zaunmice wants bigger 
  monsters to for their 
  necromancy.) 
   Use the regular stat block for 
  the monster, changing its type to 
  undead.
  EXPLORATION 
  To get Nalifra to safety, the party 
  must find a way to transport her 
  body out of the hole and back out 
  of the mine. Allow for the party to 
  come up with creative ways to do 
  this.  
  Nalifra has an old map of the 
  mine that includes a reference to 
  the secret passage. Because of the 
  notation and party’s lack of 
  knowledge, it’s difficult for them 
  to tell what the map is without 
  her active cooperation.  
  Characters may find (DC13 
  Intelligence (Investigation)) this 
  map on her should she perish or 
  while she’s unconscious.
  SOCIAL 
  Nalifra is hateful and does not 
  like the characters. Yet she 
  desperately needs their help, so 
  she may very well volunteer that 
  “I know a lot about the mine. 
  Used do some work down here in 
  the old days. Get me up safely and 
  I’ll tell you anything you want!”  
  She holds up her end of the 
  bargain once they escort her out. 
  Prior to them doing so, the only 
  thing she tells them is that they 
  can’t get any deeper at the 
  moment due to the collapse. 
  
   
   
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  APPENDIX 5. MAP OF THE HIDDEN CAMPSITE  
   
  
   
   
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  APPENDIX 6. MAP OF AXCELON MINE EXTERIOR  
  Note: The interior of the mine is not to scale on this map. 
   
   
  
   
   
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  APPENDIX 7. MAP OF THE UNDERDARK JOURNEY 
   
  
   
   
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  APPENDIX 8. FURTHER INFORMATION ON THE 
  HOUSES OF ZETHLENTYN. 
  THE FIFTH HOUSE: QUILTRIN 
  House Quiltrin was established by traders from 
  Sschindylryn. Realizing over the years that they’ve 
  found a niche where males are able to achieve even 
  higher prominence than in their home city, a number of 
  merchants split off and founded an official house.  
  Their connections outside the Protectorate quickly 
  allowed them to dominate many mercantile affairs. 
  Success in external trade was of course good for the 
  Protectorate as a whole and greatly contributed to its 
  recent growth. 
  THE SIXTH HOUSE: CLADDATAR 
  The Sixth House is a militaristic, male-dominated 
  house dedicated to the deity Selvetarm.  
  It would be unthinkable in a Lolth-worshipping city 
  that an entire house would worship her enslaved 
  protector. In Zethlentyn, however, those who were once 
  indentured or of low rank and prayed to the enslaved, 
  have now risen to a position of great power.  
  Those of House Claddatar worship Selvetarm not out 
  of pity for their lot in society, but for his battle ferocity 
  and unmatched combat prowess.  
  Over the years, House Claddatar has earned great 
  respect among the drow of Zethlentyn, and many 
  warriors – males especially – yearn to join the House.  
  While it’s still somewhat taboo for a female drow to 
  worship Selvetarm, some who wish to focus their 
  efforts on melee combat have joined over the years. 
  A typical House Claddatar warrior is known for their 
  unflinching calm- they are not quick to anger, yet when 
  one’s ire is incurred, they fight like possessed beasts. 
  Another distinguishing feature is their typical 
  appearance. While all drow typically prize appearance, 
  House Claddatar male warriors especially exemplify this 
  and for anyone that might find male drow physically 
  attractive, these are just about perfect specimens.  
  THE TENTH HOUSE: ZAUNMICE 
  The Tenth House is – much to the chagrin of several 
  others -- dedicated to the death goddess Kiaransalee. 
  Operating on the outskirts of Zethlentyn, they are allies 
  to none within, yet seem to be content with taking what 
  they want from the battles without.  
  THE ELEVENTH HOUSE: BRIZ’BELAR 
  One of the protectorate’s oldest houses, House 
  Briz’belar has – by drow standards – a strange history. 
  For more than 50 years, the house toiled tirelessly at 
  one seemingly foolish task – digging miles through 
  solid rock in order to create a passage from Zethlentyn 
  to the Moondeep Sea.  
  The unusual part was that the drow themselves did 
  much of the tunneling. This unfit work for their race 
  garnered them nicknames such as a “dirters” and 
  “moles”. It also nearly bankrupted and ruined the 
  house. It wasn’t until they switched tactics and took a 
  full clan of dwarves as slaves that the tunnel was finally 
  completed.  
  Yet the history grew stranger still. Enamoured with 
  their creation and wanting to make it grander still, the 
  dwarves made an unheard-of alliance with the drow. 
  Calling themselves Clan Moontunnel, the dwarves not 
  only continue lifelong improvements to their creation, 
  but also provide high-end building services to the rest 
  of the protectorate.  
  With the tunnel complete and their former slaves 
  turned into staunch allies, the fortunes of 
  HouseeBriz’belar have turned around. Ships to sail the 
  Moondeep Sea were built and new avenues for trade 
  became open and profitable. As centuries passed, the 
  nicknames of “dirters” and “moles” have been replaced 
  by a reputation as fearless sailors who dare to cross the 
  calm yet dangerous Moondeep Sea.  
  As many non Briz’belar ships were lost at sea, 
  rumours began of the house having made some dark 
  pact with the mysterious “deep ones”, and this has only 
  served to ensure their dominance of the sea trade. 
  Those of House of Briz’belar have embraced these 
  rumours and now adorn their ships with tentacled 
  figureheads and perfor strange rituals during the 
  crossings for all to see. 
  For obvious reasons, House Briz’belar has close ties 
  to the mercantile House Quiltrin. 
  
   
   
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  APPENDIX 9. MAGIC ITEMS & STORY AWARDS 
  MAGIC ITEMS 
  Characters completing this adventure’s objective 
  unlock this magic item. 
  WAND OF WEBS 
  Wand, Uncommon, Requires Attunement, Table F. 
  The full description of this item can be found in the 
  dungeon masters guide (DMG).  
   
  
   
   
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  Characters completing this adventure’s objective 
  unlock this magic item. 
  MOON-TOUCHED RAPIER OF THE DARK 
  TONGUE  
  Moon-touched Rapier with the language (Undercommon) 
  minor property. 
  Weapon, Common 
  In darkness, the unsheathed blade of this sword sheds 
  moonlight, creating bright light in a 15-foot radius and 
  dim light for an additional 15 feet. The bearer of this 
  weapon can speak and understand Undercommon. 
  
   
   
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  STORY AWARDS 
  During this adventure, the characters may earn the 
  following story awards: 
   
  Knowledge of House Tor’Erhyl. You have gained some 
  insight or secret of a drow house. Other houses of the 
  Zethlentyn Protectorate may find this valuable. This award 
  has no immediate mechanical effect. 
   
  Drawn to the Wheel. You have received a vision of a great 
  magic item at the bottom of the Axcelon mine. You sense 
  that it is a powerful weapon. This award has no immediate 
  mechanical effect.Appendix 11:  
  
   
   
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  APPENDIX 10: CHARACTER PORTRAIT CARDS  
   
  
   
   
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  DUNGEON MASTER TIPS
  This adventure is designed for three to seven 5th-10th 
  level characters and is optimized for five characters with 
  an average party level (APL) of 8. Characters outside this 
  level range cannot participate in this adventure. 
  To DM an adventure, you must have 3 to 7 players—each 
  with their own character whose level is within the 
  adventure’s level range.  
  PREPARING THE ADVENTURE 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiar yourself with the adventure’s appendices and 
  handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception), and anything specified as 
  notable by the adventure (such as backgrounds, traits, 
  flaws, etc.) 
  Players can play an adventure they previously played as a 
  Player or Dungeon Master, but may only play it once with a 
  given character. Ensure each player has their character’s 
  adventure logsheet (if not, get one from the organizer). 
  The players 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 advancement and 
  treasure checkpoints, downtime days, and renown. These 
  values are updated 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 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 Players 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, or 
  they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  ADJUSTING THIS ADVENTURE 
  When combat is a possibility, the adventure will provide a 
  sidebar that helps you to determine the best mix/number 
  of opponents to provide them with to create an appropriate 
  challenge. While you’re not bound to these adjustments; 
  they’re here for your convenience and consideration. 
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party strength for 
  the adventure, consult the table below. 
   
  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 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-UNITE-05 House of Moonlight Full Colour v3.pdf