TEXT:  
   
  Reeducation 
   
  HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search 
  of knowledge pertaining to runes (or perhaps even how to create them), they were separated 
  and now the pseudodragon fears the worst. Without SEER’s guidance, the efforts of the 
  assembled factions in these recent events may all be for naught! 
   
  A Four-Hour Adventure for 11th-16th Level Characters 
   
   
   
  Cindy Moore 
  Adventure Designer 
   
  Adventure Code: DDAL05-14 
  Version: 1.0 
   
   
   
   
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
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  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
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  DDAL05-14 Reeducation 
   
   
  2 
  Introduction 
  Welcome to Reeducation, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Storm King’s Thunder™ storyline season. 
   This adventure is designed for 11th through 
  16th-level characters, and is optimized for five 
  14th-level characters. Characters outside this level 
  range cannot participate in this adventure. 
   The adventure begins in Beregost and quickly 
  moves to the foothills of the Cloud Peaks and The 
  Ruins of Ulcaster. 
  The D&D Adventurers League 
  The D&D Adventurers League™ is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their 
  characters’ experience, treasure, and other rewards, 
  and can take those characters through other 
  adventures that will continue their story. 
   For more information on playing, running games as 
  a Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
  • Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. 
  • Get familiar with the monster statistics in the 
  Appendix. 
  • Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
  • If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
  • Character name and level 
  • Character race and class 
  • Passive Wisdom (Perception)—the most common 
  passive ability check 
  • Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number (if they have one). In addition, the player also 
  fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent magic 
  items. He or she fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet. 
   If you have time or see the need to do so, you can 
  do a quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic items 
  of very high rarities or strange arrays of ability 
  scores, you can ask players to provide documentation 
  for the irregularities. If they cannot, feel free to 
  restrict item use or ask them to use a standard ability 
  score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference.  
   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. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to the 
  start of the adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what they 
  might face. 
  Adjusting the Adventure 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. This 
  is typically used exclusively for combat encounters. 
  These adjustments are not required, nor are you 
  bound to the suggestions made by the adventure—
  they are recommendations provided for guidance and 
  convenience. 
  
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  DDAL05-14 Reeducation 
   
   
  3 
   This adventure is optimized for a party of five 
  14th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
  • Add up the total levels of all the characters. 
  • Divide the total by the number of characters. 
  • Round fractions of .5 or greater up; round fractions 
  of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party strengths. 
  If a particular recommendation is not offered for your 
  group, you don’t have to make adjustments. 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the narrative 
  and bring the words on these pages to life. The 
  outcome of a fun game session often creates stories 
  that live well beyond the play at the table. Always 
  follow this golden rule when you DM for a group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
  To reinforce this golden rule, keep in mind the 
  following: 
   You Are Empowered. You get to make decisions 
  about how the group interacts with the NPCs and 
  environment within this adventure. It is okay to make 
  considerable changes or engage in improvisation, so 
  long as you maintain the original spirit of what’s 
  written. 
   Challenge Your Players. Never being challenged 
  makes for a boring game, and being overwhelmed 
  makes for a frustrating game. Gauge the experience 
  level of the players (not the characters) with the 
  game, try to feel out (or ask) what they like in a game, 
  and attempt to give each of them the experience 
  they’re after when they play D&D. Everyone should 
  have the opportunity to shine. 
   
  Mind the Time. Watch for stalling, since play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. Try to be 
  aware of running long or short. Adjust the pacing 
  accordingly. 
   Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues to your players so they can attempt to solve 
  puzzles, engage in combat, and roleplay interactions 
  without getting too frustrated over a lack of 
  information. This gives players “little victories” for 
  figuring out good choices from clues. The Dungeon 
  Master’s Guide has more information on the art of 
  running a D&D game. 
  Spellcasting Services 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available as a service is limited to a maximum of 
  three per day total, unless otherwise noted. 
  Spellcasting Services  
  Spell  
   
   
   
  Cost  
  Cure wounds (1st level)  
   
  10 gp  
  Identify   
   
   
  20 gp  
  Lesser restoration  
   
  40 gp  
  Prayer of healing (2nd level)  
  40 gp  
  Remove curse  
   
   
  90 gp  
  Speak with dead   
   
  90 gp  
  Divination  
   
   
  210 gp  
  Greater restoration  
   
  450 gp  
  Raise dead  
   
   
  1,250 gp 
  Resurrection* 
   
   
  3,000 gp 
  True Resurrection* 
   
  50,000 gp 
   
  *These spells require an additional expenditure of 
  downtime days (150 for resurrection and 350 for true 
  resurrection). This cost can be reduced by 50 days for 
  each faction rank above 1 that the character 
  possesses. This downtime is spent in community 
  
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  4 
  service for the church that provided the spell in 
  question. The Acolyte Background feature does NOT 
  reduce the gp or downtime cost for either of these 
  spells. 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any. 
   
  Acolytes can call upon spellcasting services in and around 
  the three towns as follows: 
   
  Parnast (Tier 1). Mielikki 
   
  Stagwick (Tier 2). Chauntea 
   
  Beregost (Tier 3). Lathander, Waukeen 
  Death and Recovery 
  Sometimes bad things happen, and characters get die. 
  Since you might not have the same characters return 
  from session to session, here are the rules when bad 
  things happen to characters.  
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one in 
  the adventuring party has immediate access to a raise 
  dead or revivify spell, or similar magic. A character 
  subject to a raise dead spell is affected negatively 
  until all long rests have been completed during an 
  adventure. Alternatively, each downtime day spent 
  after raise dead reduces the penalty to attack rolls, 
  saving throws, and ability checks by 1, in addition to 
  any other benefits the downtime activity might 
  provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a character 
  reaches 5th level, this option is no longer available. 
  Adventure Background 
  Giants have been plaguing the Sword Coast recently, 
  and the “little folk” are trying to put a stop to it. A 
  Lords’ Alliance operative by the name of SEER has 
  been researching, and hiring adventurers to explore 
  ancient locations in order to find an effective weapon 
  against these formidable foes.  
   The Archmage Ulcaster started a school of wizardry 
  not far from the town of Beregost in mid-11th century 
  DR. It enjoyed great success for nearly 80 years, until 
  Calishite mages grew frightened by the popularity as 
  well as the power of those within and attacked 
  Ulcaster’s school. A great spell battle ensued and the 
  school was left in ruins and Ulcaster nowhere to be 
  found. 
   Adventurers and travelers alike that have come to 
  the ruins, report seeing Ulcaster’s ghost haunting 
  them. To keep the powerful artifacts that likely lie 
  within the complex secure, the faithful of Lathander 
  graze their sheep near the ruins in order to keep 
  would be looters from coming across items that are 
  better left underground. 
   SEER discovered that Ulcaster may have known the 
  secrets of runes, and hid it somewhere in the school. 
  She decided to travel to the ruins in hopes of finding 
  Ulcaster’s secret library. Hsing, her pseudodragon 
  familiar, went with her. While exploring the ruins, 
  they were ambushed by a vampire and its minions, 
  and in the aftermath, SEER fell under the control of 
  the vampire. Hsing fled the dungeon, and returned to 
  the agreed upon rendezvous. SEER didn’t show up 
  and Hsing fears the worst. He knows he must try and 
  get his mistress help. 
  Adventure Overview 
  The characters find themselves in Beregost, a town on 
  the Sword Coast. 
   In Part 1, the characters are hired by Hsing, a blind 
  pseudodragon, who wishes for them to find his 
  
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  DDAL05-14 Reeducation 
   
   
  5 
  mistress. His mistress, SEER, has run into trouble and 
  he seeks an able-bodied group to rescue her. 
   He tells the characters that SEER and he traveled to 
  ruins outside of the city to find information about 
  runes. They were ambushed and he fled to a 
  previously agreed upon rendezvous point. He is 
  certain that if she is not back yet, there is something 
  very wrong. 
   Part 2 takes the characters to the Ruins of 
  Ulcaster’s school of wizardry. The school has been in 
  ruins for centuries after an epic spell battle. 
   The characters run into the faithful of Lathander, 
  who patrol the area while their sheep graze on the 
  hills surrounding them. The characters have to talk 
  their way into the dungeons. 
   Ulcaster’s ghost approaches the characters, asking 
  for help getting back to his body. Those characters 
  belonging to the Harpers faction have an opportunity 
  to complete a secret mission by helping him. 
   Part 3 find the characters beneath the ruins 
  exploring the dungeons. They are accosted by 
  minions of the vampire that lairs here, as they travel 
  toward the resting place for Ulcaster’s body. 
   Once in the secret room where Ulcaster lies, they 
  are forced to defend themselves against a foe that 
  emerges from a crevasse in the floor. Once the enemy 
  is defeated they can bring Ulcaster back from stasis, 
  and escort him to safety in the courtyard above 
  ground. 
   They continue their search for SEER and find her 
  under the thralls of a vampire. Unexpectedly, they 
  must deal with SEER working against them. Once the 
  vampire and her pets are defeated, SEER is freed from 
  the charms of the vampire, yet still very weak. The 
  characters return her to Beregost, where Hsing is 
  very grateful. 
  Adventure Hooks 
  There are several reasons for which the characters 
  may be in Beregost at the start of the adventure. 
  Characters have heard that the Sword Coast has been 
  experiencing a huge threat, giants. They have come to 
  Beregost looking for a chance to assist in the fight. 
   Lords’ Alliance. Characters that are members of 
  the Lords Alliance are asked by their faction leaders 
  to proceed to Beregost. It was the last known location 
  of SEER, a faction leader in the Sword Coast area. She 
  has traveled there, in search of anything that could 
  help against the giant incursion. 
   Running from the Huge Threat. Many have fled 
  from the destruction that the giants have brought to 
  the Sword Coast. The characters have aided the 
  refugees in their travel to safer towns. They return 
  here to rest until they are needed once again. 
   Secret Mission: Harpers. Those characters that are 
  Harpers are asked to go to Beregost, as that was the 
  last known location of SEER. The Harpers want the 
  characters to do all they can to help SEER find a way 
  to stop the marauding giants. Members of the Harpers 
  that are rank 2 (Harpshadow) are told to proceed to 
  Beregost and wait for word from faction leaders 
  there. 
   
   
  
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  6 
  Part 1. Now You SEER, Now You Don’t 
  The adventure begins with characters relaxing at the 
  Feldepost’s Inn located in the village of Beregost. 
  There they are approached by one seeking their help. 
  How Rude… 
  Feldepost’s Inn is a nice way to start the day. Casual 
  conversation and great service bring those looking for a quiet 
  meal. The popular inn is filled and you have shared a table 
  with other adventurers. Your morning meal is hot and hearty, 
  getting you ready for a day of adventuring.  
  At this time, allow the characters to introduce 
  themselves. Once they are done, continue below with 
  what happens next. 
  The relative quiet is interrupted by the angry voice from 
  somewhere in the inn, “Hsing, you lazy gnat—get out of here!” 
   
  Flying into the main room is a tiny dragon holding a piece of 
  bread. It hovers in the middle of the room, and sniffs into the 
  air. Its head turns your way, and flies to your table. 
   
  It lands on the table and immediately lies down and starts 
  munching on its piece of bread. 
   
  “It is a long way from the kitchen. I am going to rest here for 
  a bit before we get to talking.” 
  It is not obvious at first that Hsing is blind. Feel free to 
  describe him as such. Note that his blindness is 
  incurable. Any spellcaster knows that he is a 
  pseudodragon. They are commonly used as familiars 
  for magic users. Non-spellcasters know this with a 
  successful DC 10 Intelligence (Arcana) check. 
   If the players have participated in any of the Storm 
  King’s Thunder Adventurers League adventures they 
  have likely been hired previously by Hsing in the 
  name of his mistress, SEER. 
  Roleplaying Hsing (SING) 
  Hsing has been a close friend of SEER for a long, long time. 
  However, while she is insightful and direct, Hsing is 
  distracted and speaks in vague, cryptic riddles. He is also 
  quite lazy and his preferred place is curled lazily around the 
  SEER’s shoulders. 
  Although he is blind, he has very well developed hearing and 
  an acute sense of smell to help him navigate. A gift from Io 
  himself, Hsing’s blindness is incurable. 
  Quote: “Zzzzzzzzz...” 
  The creature finishes its meal and addresses you, “Now that 
  my belly is full, we can get down to business. Mistress is 
  missing. I need you to find her. Please agree quickly so 
  Mistress can get back to her important work and I can take my 
  after-breakfast nap. Because I won’t be able to sleep until she 
  is home safe.” 
   
  Hsing then becomes distracted by a plate of food on the 
  table, sniffing into the air and then the plate itself. 
  Hsing relays additional information when asked 
  questions: 
  • Hsing is SEER’s familiar. Some of the characters 
  may have been hired by her in the past. Hsing acts 
  annoyed if a character asks who his Mistress is, 
  offended that they do not recognize him and who 
  he represents. SEER and Hsing went to explore the 
  Ruins of Ulcaster and were attacked by undead 
  creatures. Hsing barely escaped with his life. Hsing 
  assures the characters that SEER is very 
  resourceful, but fears that something terrible has 
  happened as she didn’t show up at their 
  rendezvous point. He does not disclose where they 
  were supposed to meet. 
  • Hsing is tight-lipped about the reasons behind their 
  excursion to the ruins, but if pressed, relates only 
  that SEER believed that knowledge of great 
  importance was hidden there. He doesn’t provide 
  any further information. He does, however, ask for 
  a bit of food to continue. 
  • He has no idea who was behind the attack or who 
  has possession of her currently 
  A character succeeding on a DC 18 Intelligence 
  (History) check knows the information provided in 
  the Adventure Background, above as it pertains to 
  Ulcaster, his school, and its subsequent destruction. 
   If asked about a monetary reward, Hsing indicates 
  with a sigh that SEER will no doubt pay the characters 
  handsomely if they find her and bring her back. He 
  can’t guess what that amount may be, but he is sure it 
  will be worth their while. 
   Hsing gives the characters directions to the ruins, 
  but warns that The Clergy of the Morning Lord patrol 
  the area around the ruins, and are likely to try and 
  keep treasure seekers away from the area. They are 
  concerned about what treasure may be found there. 
  Secret Mission: Harpers 
  Characters that are members of the Harpers 
  (Harpshadow) are surreptitiously assigned a secret 
  
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  DDAL05-14 Reeducation 
   
   
  7 
  mission as the meeting with Hsing concludes. Read or 
  paraphrase: 
  A barmaid approaches you and places an empty mug in front 
  of you as well as a flagon of what you have been drinking. She 
  smiles and winks at you as she walks away. 
  A character with a passive Investigation of 11 or 
  higher, notices a harp engraved on the handle of the 
  mug. If investigated further, they find a folded piece 
  of paper in the bottom of the mug. Alternatively, the 
  note is dislodged and floats to the top if something is 
  poured inside. Give the player Player’s Handout 1. 
  The barmaid is nowhere to be found if the characters 
  look for her. 
  Development 
  When the characters are ready to proceed to the 
  ruins, proceed to Part 2. Higher Learning. 
   
   
  
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  8 
  Part 2. Higher Learning 
  The characters make their way to the Ruins of 
  Ulcaster to find SEER and bring her home. 
  The air is crisp as you travel into the foothills of the Cloud 
  Peaks. The clouds lie low around the mountains to the south. 
  The path you follow is overgrown and not well traveled, yet 
  still discernible.  
   
  After traveling half a day, mostly uphill, the ground levels 
  out. A large plateau appears before you, with the remnants of 
  many buildings atop. A wide path leads up to the area, acting 
  as a ramp. 
  There is very little left of Ulcaster’s school. The areas 
  of any interest are described below, and marked on 
  Appendix. Ruins of Ulcaster Map. 
   The rest of the ruins are just shells of the once great 
  center of arcane knowledge. 
  General Features 
  The plateau has these general features: 
   Light. It is midday, and the sun shines brightly on 
  the top of this hill. The sun has taken the chill out of 
  the air. 
   Ground. The plateau is overgrown, but vague paths 
  wind through the crumbled walls of the ruins of the 
  school. Flagstone floors can be seen in some areas 
  among the knee-high grass.  
   Sound. Besides the chirping of birds, there is very 
  little noise. 
   Ruins. The ruins are difficult to maneuver through. 
  Stones that were once walls are piled high with rotted 
  wood protruding in all angles out of them. 
  Surrounding this mess are broken walls that still bear 
  the scorch marks of a great arcane battle. Any 
  creature attempting to move through the rubble 
  needs to make a successful DC 15 Dexterity saving 
  throw or take 4 (1d6) bludgeoning damage from 
  falling onto the rubble. 
  A. The Guardians 
  The ruins of Ulcaster are patrolled by the 
  Lathanderites of Beregost.  
   Because of the open area around the ruins, if the 
  characters have not taken precautions prior to getting 
  to the foot of the plateau, it is nearly impossible to 
  sneak past the guards without being seen.  
  There are four men in robes watching a flock of sheep at the 
  top of the plateau before you. They stand up when they see 
  you approach. 
   
  One of them address you, “The Morning Lord welcomes 
  you. What brings you to these historical ruins?” The guards are 
  armed but do not have weapons drawn. They wear the holy 
  symbol of Lathander prominently on their livery. 
  If the guards are told about SEER, they do not hesitate 
  to let the group enter the ruins. SEER is well known to 
  those in the Temple of Lathander. Her guidance in the 
  fight against the giants has helped keep Beregost safe 
  so far. As such, the guards realize that finding her is 
  quite important. One of the guards offers to take them 
  to the courtyard where two of their fellow clergy 
  guard the entrance. Those guards should be able to 
  help them get into the dungeons.  
   Characters attempting to deceive the guards must 
  succeed on a DC 17 Charisma (Deception) check. If 
  unsuccessful one of the guards says, “The Morning 
  Lord encourages honesty.” The priests insist on 
  knowing the truth, telling the characters that The 
  Morning Lord watches over only the worthy. 
   When the characters are ready to continue a priest 
  from the group leads them to The Courtyard (Area B).  
  B. The Courtyard 
  This area was once a courtyard for quiet 
  contemplation, but is little more than ruins now. 
  This area has less rubble in it than the other areas within the 
  ruins. There are the remnants of an iron fence encircling it. 
  Flagstone paths weave through areas where weeds have 
  grown tall, and bushes untamed. 
   
  At the far end is a stone slab that has the crumbling remains 
  of what could have been another statue. 
   
  Your escort lets out a gasp as he stares at giants standing 
  over the dead bodies of his companions. 
  There are two stone giants and a stone giant 
  dreamwalker in the courtyard that have just finished 
  killing the Lathanderites that were guarding the area. 
  Adjusting the Encounter 
  Here are the adjustments for the encounter. They are not 
  cumulative. 
  • Very Weak: Replace the dreamwalker with two hill giants. 
  • Weak: Replace the dreamwalker with a stone giant. 
  • Strong: Replace a stone giant with a hill giant. 
  • Very Strong: Replace a stone giant with two hill giants 
  Development 
  The giants fight to the death. The dreamwalker 
  touches the first character it charms and petrifies 
  
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  DDAL05-14 Reeducation 
   
   
  9 
  them. It then adheres the creature having no effect 
  other than keeping the character from being released 
  from the petrification. 
   The escort blows a whistle and runs to his 
  colleague’s bodies to try and heal them. The whistle 
  alerts the clerics at the entrance there is trouble. The 
  other arrive shortly after the fight is over. They offer 
  to heal any characters that are injured. They insist on 
  leaving in order to bring their fallen comrades back to 
  the church. Before they depart, they show the 
  characters where the entrance to the dungeons are. 
   In a secret cache beneath a flagstone on the edge of 
  the courtyard, lies a golden jar inlaid with precious 
  stones. The jar is a magic jar that contains the soul of 
  Ulcaster, the Master of the fallen school. As the 
  characters recover from the fight, the soul of Ulcaster 
  senses their presence.  
   Ulcaster then possess a Harper character, one who 
  uses the arcane arts, or a character of the DMs 
  choosing if neither are present. There is no saving 
  throw for this.  
  The area around you becomes noticeably cooler as a figure 
  emerges from the flagstone near the pool. The ghost slams 
  into the body of your companion. A spectral form leaves your 
  companion’s body and disappears underneath the same 
  flagstone. Meanwhile, your companion’s eyes roll back into 
  their head momentarily before turning to look at the group. 
  They start to talk in a deep echoing voice, “Do not be afraid; I 
  don’t wish to harm you. I will leave this body after I speak with 
  you. I am Ulcaster, the master of this once great school. I need 
  your help to wake up from my slumber. I have been waiting 
  for a worthy group to free me from my tomb. If you are willing 
  to help, I can give you directions to the secret room where you 
  can find my body.” 
  If the characters agree to help, Ulcaster relays the 
  following information: 
  • When the fall of the school was inevitable, Ulcaster 
  took his closest and most powerful advisors into 
  the dungeons. 
  • He told them that the end was inevitable and that 
  he needed to ensure that his body not be able to be 
  questioned after death. The only way to do that was 
  to capture his soul using a magic jar spell. 
  • He gave his advisors specific instructions on where 
  to put the jar, and how to prepare his body. He also 
  told them to hide in a secret room until the attack is 
  over and the enemies have gone. Ulcaster stocked 
  the room with provisions for them to live on in case 
  of siege. 
  • Ulcaster is unsure what might have happened after 
  the jar was hidden here in the courtyard, but the 
  advisors never returned.  
  • While possessing a character, Ulcaster gauges the 
  character’s intentions. If they appear amicable and 
  willing to help him, he discloses the location of the 
  magic jar. 
  Ulcaster asks that his jar be brought with them into 
  the dungeons. He tells the characters that his soul will 
  return to his body once they are within 100 feet of it. 
  Finally, he tells the characters where the secret door 
  is in the Lab (Part 3 Area B) Ulcaster then exits the 
  character and remains in the jar until his body is 
  found. 
  Inspiration 
  If a character is possessed by Ulcaster, and 
  demonstrates entertaining roleplaying as a result, 
  consider awarding the character inspiration. 
  Treasure 
  The giants carry a total of 100 gp in various coins and 
  three rubies worth 100 gp each. 
  Development 
  The entrance to the dungeons is beneath the stone 
  slab on which the statue of Ulcaster once stood.  
  The stone slab that is at the far end of the courtyard is actually 
  a large base on which a very large statue used to stand. The 
  feet are still intact; the broken remains of the rest of statue lie 
  scattered around them. The base and pieces of the statue are 
  made of a white marble. 
   
  According to the clerics of Lathander, the statue slides back 
  revealing a staircase leading into the dungeons. 
  Proceed to Part 3. Forbidden Descent. 
   
   
  
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  10 
  Part 3. Forbidden Descent  
  The dungeons beneath the Ruins of Ulcaster have 
  been barely touched in the centuries since the 
  destruction of the school. Use Appendix. Forbidden 
  Descent Map. 
  The stairs are made of the same marble as the statue. They 
  descend into the darkness below the plateau. The air is still 
  but the chill makes the dampness uncomfortable.  
   
  The stairs end in a hallway that leads south with a passage 
  branching off to the east. 
  General Features 
  The ruins have the following general features: 
   Light. There is no light anywhere in the dungeons 
  unless indicated. The description assume that the 
  group has a light source. Adjust any descriptions if 
  that is not the case. 
   Ceilings. The ceilings in this underground area are 
  15 feet high in the passageways, and 20 feet high in 
  the rooms. 
   Smells. The smells of rot and mustiness permeate 
  this area. 
   Climate: It is damp and cold down here. 
   Tunnel Collapse. The tunnel that continues south 
  from the initial three-way intersection needs a little 
  work before the characters can get through. 
   If the characters wish to try and be quiet, they may 
  make a DC 15 Wisdom (Perception) check to notice 
  that the obstruction is a trap constructed to make a 
  lot of noise if the blockage is cleared. Also, if 
  successful, that character can guide the others in 
  removing the rocks quietly. Otherwise, Levanna hears 
  them coming and is prepared for them. (Area D). 
  A. The Nest 
  Several undead creatures have made a nest in this 
  room. They have been given orders from Levanna, the 
  vampire that rules over the Ulcaster dungeons, to get 
  rid of any intruders that happen into the underbelly 
  of the Ruins of Ulcaster. 
  The room looks like the nesting grounds of some foul 
  creatures. There are tattered tapestries being used as beds, 
  and small bones scattered throughout the room. 
   
  There are five humanoid creatures in this room. Most are 
  lounging about, but some are walking around annoying those 
  that are resting. A few are chewing on the remains of small 
  mammals. Seeing you, they hiss and lunge forward to attack. 
  There are five vampire spawn. They are ravenous 
  and attack interlopers on sight. 
  Adjusting the Encounter 
  Here are the adjustments for the encounter. They are not 
  cumulative. 
  • Very Weak and Weak: Remove a vampire spawn 
  • Strong and Very Strong: Add a vampire spawn 
  Tactics 
  The creatures fight to the death and pursue any 
  characters that flee. 
  Treasure 
  Nestled among the makeshift beds is a ruby and 
  emerald-encrusted ivory statue of a wizard worth 
  1,500 gp. 
  B. Ulcaster’s Lab  
  Ulcaster used this room to create magic items.  
  Ruined stone tables line the walls of this chamber. Broken 
  glass and twisted metal are mixed in with the rubble on the 
  floor. Nooks are carved into the stone walls, below which lie 
  pieces of broken glass, some in piles of powdered and granular 
  substances. The dampness underground has caused some of 
  the substances to cake, or become a paste. There is a large urn 
  on the wall you came in; although it remains stoppered and 
  standing, the urn is broken, with large cracks and piece broken 
  off. A stone chest lies in the far corner of the room. 
   
  There are cracks along the southern wall, and the wall has 
  slightly shifted because of it. There is a large puddle near the 
  wall where the cracks are. There are no other exits in this 
  room. 
  There are three black puddings, one slithering 
  tracker, and two banshees in this room. 
   There is a secret door in here that leads to the 
  Ulcaster’s “tomb.”  A character inspecting the walls 
  who succeeds on a DC 15 Wisdom (Perception) check 
  finds the secret door leading within. 
   On brief inspection, the chest appears to be nothing 
  but a solid piece of stone. A successful DC 20 
  Intelligence (Investigation) check means the 
  character finds a secret compartment that pops open 
  revealing two intact vials with liquid inside each (see 
  Treasure, below). 
   If the characters are “accompanied” by Ulcaster, he 
  identifies the secret door and the potions. 
  
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  11 
  Treasure 
  The characters find a potion of cloud giant strength 
  and a potion of superior healing in this room. There is 
  also a flawless diamond worth 600 gp. 
  C. The Tomb of Ulcaster 
  This area is where the body of Ulcaster lies in state—
  waiting for the return of its soul. It is not alone, 
  however. The secret door, once found, requires a DC 
  15 Strength (Athletics) check to open. 
  The secret door is hard to open because of the shifted wall, 
  but it eventually does so with a gasp, as an ancient seal is 
  broken. As the door opens, braziers on either side of this room 
  ignite, flooding the room with bright light. The change in 
  pressure kicks dust up into the air. 
   
  The room contains a stone alter the size of a sarcophagus, 
  though there is no immediately discernable way to open it. It 
  has the symbol of Oghma carved into it. There is a shelf with 
  open containers scattered about, more empty containers lying 
  on the ground, some human skeletons, and many other small 
  bones about the floor. There are dried blood stains scattered 
  across the floor. However, the element of the room that sticks 
  out the most is a gaping fissure in the floor. 
  The containers once held different kinds of food, and 
  water, but are now completely empty. The skeletons 
  belonged to the mages that were hiding with Ulcaster. 
  They found themselves unable to open the secret 
  door because of the damage the wall sustained in the 
  attack, and subsequently died of starvation before 
  they could return Ulcaster’s soul to his body. 
   The opening in the floor is 7-feet long and 10-feet 
  wide, and is deep and dark. A breeze whistles as it 
  works its way up from somewhere far below. 
  The fissure is difficult to maneuver around and a 
  character that is pushed into the rift must succeed on 
  a DC 10 Dexterity saving throw or fall within. 
  Adjacent characters can grab falling colleagues as a 
  reaction—granting a second saving throw. If a 
  character still doesn’t save, they fall 20 feet landing 
  on a ledge, taking 10 (2d6) bludgeoning damage from 
  falling. It takes a DC 10 Strength (Athletics) check to 
  climb the walls to get out of the crevasse. If a rope, or 
  other means of help, is lowered to the character, no 
  check is needed.  
   The stone altar is hollow, and Ulcaster’s body lies 
  within, preserved by the altar’s magic. The altar can 
  only be opened from within. As soon as the magic jar 
  enters the room, the soul of Ulcaster possesses the 
  body inside. Once this happens, five wraiths emerge 
  from the skeletons in the room. 
  A screech is heard as five dark, spectral forms arise from the 
  skeletons in the room. 
   
  Adjusting the Encounter 
  Here are the adjustments for the encounter. They are not 
  cumulative. 
  • Very Weak or Weak: Remove a wraith. 
  • Strong: Add a wraith. 
  • Very Strong: Remove three wraiths. Add four ghosts. 
  Development 
  At the beginning of the second round a beholder 
  zombie rises from the chasm and joins the fight. 
   Once the battle is ended, a panel on the side of the 
  altar falls to the floor and an ancient human with a 
  long white beard emerges—Ulcaster. He is quite old, 
  and has trouble moving but is otherwise quite alive. If 
  the characters help him to the courtyard, he suggests 
  they leave him while they continue on with their 
  mission. 
   Ulcaster reveals the location of a cache behind 
  another panel in the altar and informs the characters 
  that they’re welcome to have what is there in 
  exchange for saving him from that stone box. He also 
  tells the characters to seek Oghma further in the 
  complex. Ulcaster travels along with the characters, 
  but does not assist in combat. 
  Treasure 
  Inside the compartment in the altar is 80 pp, and an 
  opal of the ild rune. 
  XP Award 
  If they rouse Ulcaster from his “sleep” award each 
  character 250 XP. 
  Roleplaying Ulcaster 
  Ulcaster is an aged man. However, he is still vigorous and 
  active. His mind is also as sharp as it was when he was a young 
  man. He is sometimes impatient with those that do not 
  understand his ramblings, but is understanding of those that 
  do not have the intellectual level as himself. He is hard on his 
  apprentices thinking that it will make them more successful. 
  D. There She Is! 
  The characters find SEER, but she is not happy to see 
  them. 
  
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  12 
  A rough tunnel continues to the south. Ahead the passage 
  opens up into a dimly lit room. 
  Let the characters make a plan of attack before you 
  continue with the narrative below and adjust it to 
  work with any plan they come up with. 
  This room has an altar on the southern wall. To the east there 
  is a rough passage that leads out of the room. 
   
  A pale woman sits on a large pile of pillows. An older Shou 
  woman has her head resting in the other woman’s lap. A 
  creature similar to the ones at the entrance, uses its claws to 
  comb through the woman’s hair. Stroking the resting woman’s 
  head, the pale woman says, “My dear, we have company, 
  don’t be rude.” 
   
  The resting woman rises and stands next to the woman who 
  spoke. The woman fits the description of SEER. Her face is 
  expressionless as she stands motionless.  
   
  The pale woman addresses you, “Welcome to my lair. I am 
  Levanna and these are my pets. You may know one of them. I 
  see your determination has allowed you to get past my 
  minions at the entrance. Let’s see how you fare against me.” 
  She smiles and her fangs are clearly visible, as she hisses at 
  you. 
  Levanna is a vampire spellcaster and there is also 
  one vampire spawn with her. The altar is to Mystra, 
  the goddess of magic that controls the Weave. 
  Mystra: The Mother of all Magic 
  Mystra is the Goddess of Magic. She is worshipped by mages 
  and those that use magic and magic items. Many Faerûnians 
  that fear magic and its power also pray to her for protection. 
   
  Mystra controls the Weave, which is the force that allows 
  those that are magically inclined to access magic. She was 
  killed by Cyric, God of Lies and Murder, on the request of her 
  sister, Shar. Mystra was brought back by a group of her chosen 
  followers. 
  Tactics 
  SEER succumbed to Levanna’s charms and has been 
  with her since. She fights alongside the vampire. 
  However, she only casts spells that benefit her captor. 
  She does not directly attack the characters. If the 
  charm on SEER is broken, she falls to her knees. She is 
  unable to aid the characters do to her physical and 
  mental sake. The characters may wish to knock SEER 
  unconscious (AC 12 (15 with mage armor), 99 HP, +6 
  on all saving throws). 
  Adjusting the Encounter 
  Here are the adjustments for the encounter. They are not 
  cumulative. 
  • Very Weak and Weak: Remove the vampire spawn. 
  • Strong and Very Strong: Add a vampire spawn. 
   
  SEER’s Actions During Combat  
  SEER acts last in each round.  
  • On her first turn, she casts haste on Levanna.  
  • The second round she casts mage armor on herself. 
  After that she uses her action on each of her turns to Dodge. 
  She reserves her reactions each round to assist Levanna by 
  performing one of the following: 
  • Counterspell any spells cast against Levanna. She has three 
  4th level spell slots available for this. 
  • SEER also has the Portent diviner class feature with the 
  following rolls: 2, 16, 20. As a reaction, SEER can replace any 
  attack roll, saving throw, or ability check made by a creature 
  she can see with one of these foretelling rolls. SEER must 
  choose to do so before the roll, and she can replace a roll in 
  this way only once per turn. Each roll can be used only once. 
  Development 
  If the characters failed the Wisdom (Perception) 
  check in the General Features section of Part 3: 
  Forbidden Descent, above, SEER has cast mage armor 
  on herself already. She has readied an action to cast 
  haste when something other than one of Levanna’s 
  allies enter the room. 
   Levanna uses misty escape to escape through the 
  rubble of the eastern corridor. Once she has escaped, 
  she flees to another lair she has some distance away. 
   SEER collapses to the floor unconscious when 
  Levanna is defeated or escapes. Healing and 
  restoration spells do not rouse her from this state. A 
  successful, DC 15 Wisdom (Medicine) check reveals 
  that her breathing is regular and there doesn’t seem 
  to be a physical cause for her state. A character 
  succeeding on a DC 15 Intelligence (History) check 
  knows that meditation is a common practice among 
  Shou culture, and allows the body to heal itself and 
  rest. While unconscious, SEER can be easily carried 
  back to Beregost. 
   Characters investigating SEER’s possessions that 
  succeed on a DC 17 Intelligence (Investigation) check 
  find a piece of parchment in a concealed pocket 
  within her robes. 
   The parchment has written instructions on the 
  location of Ulcaster’s secret library—written in a 
  combination of Dwarven script and Giant runes. 
  Characters able to read Giant discern that the note 
  describes a ritual titled “Oghma’s Gifts,” but without 
  
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  13 
  the ability to read the runes, it makes little sense. 
  Because of the way that the notes are written, it more 
  closely resembles a written code; this renders it 
  incomprehensible to spells such as comprehend 
  languages. It should become quickly apparent that the 
  instructions are beyond the characters’ current 
  capabilities–the only one that may be able to 
  understand and perform the ritual lies unconscious 
  before them. The next step is no doubt to let her 
  recover. 
  Roleplaying Levanna 
  Levanna is a centuries old vampire who has laired in the Ruins 
  of Ulcaster. She is confident, condescending, and viciously 
  cruel. She rarely loses her temper, and oozes sarcasm.  
  Treasure 
  There are fine silks draped throughout the room 
  worth 500 gp. She also has a chest that contains 30 
  pp, two large diamonds worth 500 gp each, a 
  platinum circlet inlaid with rubies and emeralds 
  worth 700 gp, a jade statuette of Mystra with seven 
  stars made of pearl around the base worth 250 gp, 
  and a small golden gong worth 350 gp. Lastly, she has 
  an ancient illuminated manuscript concerning the 
  Time of Troubles; it is bound in leather, and gilded in 
  gold. Within, vellum pages bear illuminated, golden 
  letters enhanced with images of the symbols of the 
  Gods. The book is housed inside a wierwood box with 
  platinum fittings, and set with a faintly-glowing, blue 
  sapphire. The book is worth 400 gp. Finding the box 
  requires a successful DC 18 Intelligence 
  (Investigation) check. 
   The altar has a secret compartment in it that can be 
  found with a successful DC 15 Intelligence 
  (Investigation). Inside is a mahogany box. The box 
  contains a granite orb that is adorned with the stein 
  (stone) rune in crystalline veins that run across the 
  surface. This is an orb of the stein rune. 
  XP Award 
  If the characters subdue SEER (rather than kill her), 
  award each character 750 XP. 
  Conclusion 
  You hear the ringing of a bell coming from above ground. 
   
  Outside is a surreal scene. An enormous pirate ship resting 
  on a cloud looms over the ruins. The bell is ringing on the ship. 
  There are dozens of long ropes that lower men onto the 
  ground running. They are making their way to the ruins at a 
  fast pace. The pirates appear too strong and numerous to 
  fight, and with your weakened charges in tow you have no 
  choice but to focus on escape. 
   
  You manage to hide in the surrounding hills, and watch the 
  ship move to hide within the nearby mountains. You need to 
  get these injured back, and figure out the next plan of attack. 
  The characters are able to travel back to Beregost 
  with little trouble. Hsing is very grateful to the 
  characters for rescuing his mistress. 
   Hsing asks them to kindly stick around until SEER 
  has rested a bit, because he is certain she would like 
  to thank them herself for helping her. 
  Treasure 
  If the characters rescued SEER, she awards them with 
  1,000 gp for their efforts. If the characters killed her 
  rather than subduing her, Hsing is devastated. He 
  provides no additional reward and curtly dismisses 
  them. 
   Ulcaster is very grateful to the characters for 
  rescuing him. He awards them 1,000 gp in gratitude.  
   Harper characters that escort Ulcaster to the 
  faction leader in Beregost satisfy the requirements of 
  their Faction Secret Mission. 
   
   
   
  
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  14 
  Rewards  
  Make sure the players note their character’s rewards 
  on the adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who ran 
  the session.  
  Experience  
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted.  
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Stone Giant 
   
   
  2,900 
  Stone Giant Dreamwalker  
  5,900 
  Vampire Spawn  
   
  1,800 
  Banshee  
   
   
  1,100 
  Black Pudding 
   
   
  1,100 
  Slithering Tracker  
   
  700 
  Ghost 
   
   
   
  1,100  
  Wraith  
   
   
  1,800  
  Beholder Zombie  
   
  1,800  
  Levanna  
   
   
  13,000 
  SEER 
   
   
   
  3,900  
  Non-Combat Awards  
  Task or Accomplishment   
  XP per Character  
  Return Ulcaster to his body 
  250 
  Saving SEER 
   
   
  750 
   The minimum total award for each character 
  participating in this adventure is 11,250 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 15,000 experience 
  points.  
  Treasure  
  The characters receive the following treasure, divided 
  up amongst the party. Characters should attempt to 
  divide treasure evenly whenever possible. Gold piece 
  values listed for sellable gear are calculated at their 
  selling price, not their purchase price.  
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.  
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items.  
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Giants  
   
   
  400 
  Vampire Spawn  
   
  1,500 
  Flawless diamond 
   
  600 
  Ulcaster Tomb 
   
   
  800 
  Levanna’s Riches  
   
  3,000 
  Ulcaster Reward  
   
  1,000 
  SEER reward 
   
   
  1,000 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s log sheet contains a column to 
  record permanent magic items for ease of reference. 
  • If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic items 
  gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM. 
  Opal of the Ild Rune 
  Wondrous item, rare (requires attunement) 
  This triangular fire opal measures about three inches 
  on each side and is half and inch thick. The ild (fire) 
  rune shimmers within its core, causing it to be 
  slightly warm to the touch. Properties of the Opal of 
  the Ild Rune can be found in Player Handout 2. 
  Orb of the Stein Rune 
  Wondrous item, rare (requires attunement) 
  This orb of granite is about the size of an adult 
  human’s fist. The stein (stone) rune appears on it in 
  the form of crystalline veins that run across the 
  surface. Properties of the Orb of the Stein Rune can be 
  found in Player Handout 3. 
  Potion of Cloud Giant Strength 
  Potion, Very rare 
  A description this item can be found in the Dungeon 
  Master's Guide.  
  
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  15 
  Potion of Superior Healing 
  Potion, rare  
  A description this item can be found in the Dungeon 
  Master's Guide.  
  Renown  
  All faction members earn one renown point for 
  participating in this adventure. 
   Members of the Harper (Harpshadow) that 
  successfully resurrect Ulcaster and return him to 
  their faction gain an additional renown point, and 
  mark the completion of a secret mission on their 
  adventure logsheet 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure.  
  DM Rewards 
  You receive 3,750 XP, 1,875 gp, and ten downtime 
  days for running this session. 
   
   
   
   
  
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  16 
  Appendix. NPC Summary
  The following NPCs appear in this adventure: 
   
   Hsing (SING). Hsing has been a close friend of SEER 
  for a long, long time. However, while she is insightful 
  and direct, Hsing is distracted and speaks in vague, 
  cryptic riddles. He is also quite lazy and his preferred 
  place is curled lazily around the SEER’s shoulders. 
   Although he is blind, he has very well developed 
  hearing and an acute sense of smell to help him 
  navigate. A gift from Io himself, Hsing’s blindness is 
  incurable. 
   Levanna (Leh–VAHN–uh). Levanna is a centuries 
  old vampire who has laired in the Ruins of Ulcaster. 
  She is confident, condescending, and viciously cruel. 
  She rarely loses her temper, and oozes sarcasm. 
   Ulcaster (UHL –cast–er). Ulcaster is an aged man. 
  However, he is still vigorous and active. His mind is 
  also as spark as it was when he was a young man. He 
  is sometimes impatient with those that do not 
  understand his ramblings, but is understanding of 
  those that do not have the intellectual level as 
  himself. He is hard on his apprentices thinking that it 
  will make them more successful.
   
   
   
   
   
  
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  17 
  Appendix. Monster and NPC Statistics 
   
  Banshee 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 58 (13d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  1 (-5) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  17 (+3) 
   
  Saving Throws Wis +2, Cha +5 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common, Elvish 
  Challenge 4 (1,100 XP) 
  Detect Life. The banshee can magically sense the 
  presence of living creatures up to 5 miles away. She 
  knows the general direction they’re in but not their 
  exact locations. 
  Incorporeal Movement. The banshee can move through 
  other creatures and objects as if they were difficult 
  terrain. She takes 5 (1d10) force damage if she ends her 
  turn inside an object. 
  Actions                      
  Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 
  ft., one target. Hit: 12 (3d6 + 2) necrotic damage. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the banshee that can see her must succeed on a 
  DC 13 Wisdom saving throw or be frightened for 1 
  minute. A frightened target can repeat the saving throw 
  at the end of each of its turns, with disadvantage if the 
  banshee is within line of sight, ending the effect on itself 
  on a success. If a target’s saving throw is successful or 
  the effect ends for it, the target is immune to the 
  banshee’s Horrifying Visage for the next 24 hours. 
  Wail (1/Day). The banshee releases a mournful wail, 
  provided that she isn’t in sunlight. This wail has no 
  effect on constructs and undead. All other creatures 
  within 30 feet of her than can hear her must make a DC 
  13 Constitution saving throw. On a failure, a creature 
  drops to 0 hit points. On a success, a creature takes 10 
  (3d6) psychic damage. 
   
  Beholder Zombie 
  Large undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 0 ft., fly 20 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  8 (-1) 
  5 (-3) 
   
  Saving Throws Wis +2 
  Damage Immunities poison 
  Condition Immunities poisoned, prone 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understand Deep Speech and Undercommon 
  but can’t speak 
  Challenge 5 (1,800 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage is 
  radiant or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead.  
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 14 (4d6) piercing damage.  
  Eye Ray. The zombie uses a random magical eye ray, 
  choosing a target that it can see within 60 feet of it. 
   1. Paralyzing Ray. The targeted creature must succeed 
  on a DC 14 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   2. Fear Ray. The targeted creature must succeed on a 
  DC 14 Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself with a 
  success. 
   3. Enervation Ray. The targeted creature must make a 
  DC 14 Constitution saving throw, taking 36 (8d8) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
   4. Disintegration Ray. If the target is a creature, it 
  must succeed on a DC 14 Dexterity saving throw or take 
  45 (10d8) force damage. If this damage reduces the 
  creature to 0 hit points, its body becomes a pile of fine 
  gray dust. 
  
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  18 
   If the target is a Large or smaller nonmagical object or 
  creation of magical force, it is disintegrated without a 
  saving throw. If the target is a Huge or larger 
  nonmagical object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it. 
   
  Black Pudding 
  Large ooze, unaligned 
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  5 (−3) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  1 (−5) 
    
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or 
  hits it with a melee attack while within 5 feet of it takes 
  4 (1d8) acid damage. Any nonmagical weapon made of 
  metal or wood that hits the pudding corrodes. After 
  dealing damage, the weapon takes a permanent and 
  cumulative −1 penalty to damage rolls. If its penalty 
  drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal or wood that hits the 
  pudding is destroyed after dealing damage. 
   The pudding can eat through 2-inch-thick, nonmagical 
  wood or metal in 1 round. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 
  (4d8) acid damage. In addition, nonmagical armor worn 
  by the target is partly dissolved and takes a permanent 
  and cumulative −1 penalty to the AC it oﬀers. The armor 
  is destroyed if the penalty reduces its AC to 10. 
  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits into 
  two new puddings if it has at least 10 hit points. Each 
  new pudding has hit points equal to half the original. 
   
  Ghost 
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and vice 
  versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and vice 
  versa, yet it can’t affect or be affected by anything on 
  the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 × 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  
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  19 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for the 
  next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it 
  occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn’t deprive the target of 
  awareness. The ghost can’t be targeted by any attack, 
  spell, or other effect, except ones that turn undead, and 
  it retains its alignment, Intelligence, Wisdom, Charisma, 
  and immunity to being charmed and frightened. It 
  otherwise uses the possessed target’s statistics, but 
  doesn’t gain access to the target’s knowledge, class 
  features, or proficiencies. 
   The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the ghost 
  is turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost’s Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
  Levanna, Vampire (spellcaster) 
  Medium undead (shapechanger), lawful evil 
  Armor Class 17 (natural armor) 
  Hit Points 100 (17d8 +68) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
   
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistance necrotic, bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Common, Abyssal 
  Challenge15 (13,000 XP) 
  Shapechange. If Levanna isn’t in sunlight or running 
  water, it can use its action to polymorph into a Tiny bat 
  or a Medium cloud of mist, or back into its true form. 
   While in bat form, Levanna can’t speak, its walking 
  speed is 5 feet, and it has a flying speed of 30 feet. Its 
  statistics, other than its size and speed, are unchanged. 
  Anything it is wearing transforms with it, but nothing it 
  is carrying does. It reverts to its true form if it dies. 
   While in mist form, Levanna can’t take any actions, 
  speak, or manipulate objects. It is weightless, has a 
  flying speed of 20 feet, can hover, and can enter a 
  hostile creature’s space, the mist can do so without 
  squeezing, and it can’t pass through water. It has 
  advantage on Strength, Dexterity, and Constitution 
  saving throws, and it is immune to all nonmagical 
  damage, except the damage it takes from sunlight. 
  Legendary Resistance (3/Day). If the vampire fails a 
  saving throw, it can choose to succeed instead. 
  Misty Escape. When she drops to 0 hit points outside its 
  resting place, the Levanna transforms into a cloud of 
  mist (as in the Shapechanger trait) instead of falling 
  unconscious, provided that it isn’t in sunlight or running 
  water. If it can’t transform, it is destroyed. 
   While it has 0 hit points in mist form, it can’t revert to 
  its vampire form, and it must reach its resting place 
  within 2 hours or be destroyed. Once in its resting place, 
  it reverts to the vampire form. It is then paralyzed until 
  it regains at least 1 hit point. After spending 1 hour in its 
  resting place with 0 hit points, it regains 1 hit points. 
  Regeneration. Levanna regains 20 hit points at the start 
  of its turn if it has at least 1 hit point and isn’t in sunlight 
  or running water. If Levanna takes radiant damage or 
  damage from holy water, this trait doesn’t function at 
  the start of the Levanna’s next turn. 
  Spider Climb. Levanna can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Spellcasting. Levanna is a 9th level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). Levanna has the following 
  wizard spells prepared: 
   
  Cantrips (at will): mage hand, prestidigitation, ray of 
  frost 
  1st level (4 slots): comprehend languages, fog cloud, 
  sleep 
  2nd level (3 slots); detect thoughts, gust wind, mirror 
  image 
  3rd level (3 slots): animate dead, bestow curse, 
  nondetection 
  4th level (3 slots): blight, greater invisibility 
  5th level (1 slots): dominate person 
  Vampire Weakness. Levanna has the following flaws: 
   Forbiddance. Levanna can’t enter a residence without 
  an invitation from one of the occupants. 
  
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  20 
   Harmed by Running Water. The vampire takes 20 acid 
  damage if it ends its turn in running water. 
   Stake to the Heart. If a piercing weapon made of 
  wood is driven into the Levanna’s heart while the 
  Levanna is incapacitated in its resting place, the Levanna 
  is paralyzed until the stake is removed. 
   Sunlight Hypersensitivity. Levanna takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions  
  Multiattack (Vampire Form Only). Levanna make two 
  attacks, only one of which can be a bite attack. 
  Unarmored Strike (Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 
  4) bludgeoning damage. Instead of dealing damage, 
  Levanna can grapple the target (escape DC 18). 
  Bite (Bat or Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one willing creature, or a 
  creature that is grappled by Levanna, incapacitated, or 
  restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 
  (3d6) necrotic damage. The target’s hit points maximum 
  is reduced by an amount equal to the necrotic damage 
  taken, and Levanna regains hit points equal to that 
  amount. The reduction last until the target finishes a 
  long rest. The target dies if this effect reduces its hit 
  point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the Levanna’s control. 
  Charm. Levanna targets one humanoid it can see within 
  30 feet of it. If the target can see Levanna, the target 
  must succeed on a DC 17 Wisdom saving throw against 
  this magic or be charmed by Levanna. The charmed 
  target regards Levanna as a trusted friend to be heeded 
  and protected. Although the target isn’t under the 
  Levanna’s control, it takes the Levanna’s requests or 
  actions in the most favorable way it can, and it is a 
  willing target for the Levanna’s bite attack. 
   Each time Levanna or Levanna’s companions do 
  anything harmful to the target, it can repeat the saving 
  throw, ending the effect on itself with a success. 
  Otherwise, the effect lasts 24 hours or until the Levanna 
  is destroyed, is on a different plane of existence than 
  the target, or takes a bonus action to end the effect. 
  Children of the Night (1/Day). Levanna magically calls 
  2d4 swarms of bats or rats, provided that the sun isn’t 
  up. While outdoors, the Levanna can call 3d6 wolves 
  instead. The called creatures arrive in 1d4 rounds, acting 
  as allies of the Levanna and obeying its spoken 
  commands. The beasts remain for 1 hour, or until the 
  Levanna dies, or until the Levanna dismisses them as a 
  bonus action. 
  Legendary Actions 
  The vampire can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. Levanna regains spent 
  legendary actions at the start of its turn. 
  • Move. Levanna moves up to its speed without 
  provoking opportunity attacks. 
  • Unarmed Strike. Levanna makes one unarmed strike. 
  • Bite (Costs 2 Actions). Levanna makes one bite attack. 
   
  
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  21 
  Slithering Tracker 
  Medium ooze, chaotic evil 
  Armor Class 14 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft., climb 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
    
  Skills Stealth +8 
  Damage Immunities cold, fire 
  Damage Resistance bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities blinded, deafened, exhaustion, 
  grappled, paralyzed, petrified, prone, restrained, 
  unconscious 
  Senses blindsight 120 ft. (blind beyond this radius), 
  passive Perception 12 
  Languages understands languages it knew in its previous 
  form but can’t speak 
  Challenge 3 (700 XP) 
  Ambusher. In the first round, the slithering tracker has 
  advantage on attack rolls against any creature it has 
  surprised. 
  Damage Transfer. While it is grappling a creature, the 
  slithering tracker takes only half the damage dealt to it, 
  and the creature grappled by it takes the other half. 
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  False Appearance. While the slithering tracker remains 
  motionless, it is indistinguishable from a normal puddle, 
  unless its observer succeeds on a DC 18 Intelligence 
  (Investigation) check. 
  Liquid Form. The slithering tracker can enter an enemy’s 
  space and stop there. It can also move through a space 
  as narrow as 1 inch. 
  Watery Stealth. While underwater, the slithering 
  tracker has advantage on Dexterity (Stealth) checks 
  made to hide, and it can take the Hide action as a bonus 
  action. 
  Actions 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 3) bludgeoning damage.  
  Life Leech. One Large or smaller creature that the 
  slithering tracker can see within 5 feet of it must 
  succeed on a DC 13 Dexterity saving throw or be 
  grappled (escape DC 13). Until this grapple ends, the 
  target is restrained and unable to breathe unless water. 
  In addition, the grappled target takes 16 (3d10) necrotic 
  damage at the start of each of its turns. The slithering 
  tracker can grapple only one target at a time. 
   
  Specter 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1 (200 XP) 
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target must 
  succeed on a DC 10 Constitution saving throw or its hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the creature 
  finishes a long rest. The target dies if this effect reduces 
  its hit point maximum to 0. 
   
  
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  22 
  Stone Giant 
  Huge giant, chaotic neutral 
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2,900 XP) 
  Stone Camouflage. The giant has advantage on 
  Dexterity (Stealth) checks made in rocky terrain. 
  Actions 
  Multiattack. The giant makes two attacks with its 
  greatclub. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., 
  one creature. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If 
  the target is a creature it must succeed on a DC 17 
  Strength saving throw or be knocked prone. 
  Reactions 
  Rock Catching. If a rock or similar object is hurled at the 
  giant, the giant can, with a successful DC 10 Dexterity 
  saving throw, catch the missile and take no bludgeoning 
  damage from it. 
   
  Stone Giant Dreamwalker 
  Huge giant, chaotic neutral 
  Armor Class 18 (natural armor) 
  Hit Points 161 (14d12 + 70) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  14 (+2) 
  21 (+5) 
  10 (+0) 
  8 (−1) 
  12 (+1)  
   
  Saving Throws Dex +6, Con +9, Wis +3 
  Skills Athletics +14, Perception +3 
  Condition Immunities charmed, frightened 
  Senses passive Perception 8 
  Languages Common, Giant 
  Challenge 10 (5,900 XP) 
  Dreamwalker’s Charm. An enemy that starts it turn 
  within 30 feet of the giant must make a DC 13 Charisma 
  saving throw, provided that the giant is not 
  incapacitated. On a failed save, the creature is charmed 
  by the giant. A creature charmed in this way can 
  repeated the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. Once it 
  succeeds on the saving throw, the creature is immune to 
  this giant’s Dreamwalker’s Charm for 24 hours. 
  Actions 
  Multiattack. The giant makes two attacks with its 
  greatclub. 
  Greatclub. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one creature. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Petrifying Touch. The giant touches one Medium or 
  smaller creature within 10 feet of it that is charmed by 
  it. The target must make a DC 17 Constitution saving 
  throw. On a failed save, the target becomes petrified, 
  and the giant can adhere the target to its stony body. 
  Greater Restoration spells and other magic that can 
  undo petrification have no effect on a petrified creature 
  on the giant unless the giant is dead, in which case the 
  magic works normally, freeing the petrified creature as 
  well as ending the petrification condition on it. 
  Rock. Ranged Weapon Attack: +10 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If 
  the target is a creature it must succeed on a DC 17 
  Strength saving throw or be knocked prone. 
   
  
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  23 
  Swarm of Bats 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  15 (+2) 
  10 (+0) 
  2 (−4) 
  12 (+1) 
  4 (−3) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 60 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
  Echolocation. The swarm can’t use its blindsight while 
  deafened. 
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny rat. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 5 (2d4) piercing 
  damage, or 2 (1d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  Swarm of Rats 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 10 
  Hit Points 24 (7d8 − 7) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  11 (+0) 
  9 (−1) 
  2 (−4) 
  10 (+0) 
  3 (−4) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses darkvision 30 ft., passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny rat. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
   
   
   
   
   
  
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  24 
  Vampire Spawn 
  Medium undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  16 (+3) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Saving Throws Dex +6, Wis +3 
  Skills Perception +3; Stealth +6 
  Damage Resistance necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common 
  Challenge 5 (1,800 XP) 
  Regeneration. The spawn regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t on 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the spawn’s turn. 
  Spider Climb. The spawn can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws: 
   Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
   Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
   Stake to the Heart. The vampire is destroyed if a 
  piercing weapon made of wood is driven into its heart 
  while it is incapacitated in its resting place. 
   Sunlight Hypersensitivity. The vampire takes 20 
  radiant damage when it starts its turn in sunlight. While 
  in sunlight, it has disadvantage on attack and ability 
  checks. 
  Actions 
  Multiattack. The spawn makes two attacks, only one of 
  which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, the spawn can grapple the target 
  (escape DC 13). 
  Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  willing creature, or a creature grappled by the spawn, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing 
  damage plus 7 (2d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the spawn regains hit points 
  equal to that amount. The reduction last until the target 
  finishes a long rest. The target dies if this effect reduces 
  its hit point maximum to 0. 
   
  Wolf 
  Medium beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (–4) 
  12 (+1) 
  6 (–2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is a 
  creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
  
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  DDAL05-14 Reeducation 
   
   
  25 
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until the 
  target finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
    
   
   
   
  
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  DDAL05-14 Reeducation 
   
   
  26 
  Appendix. Ruins of Ulcaster Map 
   
   
   
   
   
  
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  DDAL05-14 Reeducation 
   
   
  27 
  Appendix. The Courtyard Map 
   
   
   
   
  
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  DDAL05-14 Reeducation 
   
   
  28 
  Appendix. Forbidden Descent Map 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL05-14 Reeducation 
   
   
  29 
  Player Handout 1. 
   
   
   
   
   
   
  
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  DDAL05-14 Reeducation 
   
   
  30 
  Player Handout 2. Opal of the Ild 
  Rune 
   
  Opal of the Ild Rune 
  Wondrous item, rare (requires attunement) 
  This triangular fire opal measures about three inches on 
  each side and is half and inch thick. The ild (fire) rune 
  shimmers within its core, causing it to be slightly warm 
  to the touch. The opal has the following properties. 
   Ignite. As an action, you can ignite an object within 10 
  feet of you. The object must be flammable, and the fire 
  starts in a circle no larger than 1 foot in diameter. 
   Fire’s Friend. You have resistance to cold damage. 
   Fire Tamer. As an action, you can extinguish any open 
  flame within 10 feet of you. You choose how much fire 
  to extinguish in the radish. 
   Gift of Flame. You can transfer the opal’s magic to a 
  nonmagical item—a weapon or suit of armor—by 
  tracing the ild rune there with your finger. The transfer 
  takes 8 hours of work that requires the two items to be 
  within 5 feet of each other. At the end, the opal is 
  destroyed, and the rune appears in red on the chosen 
  item which gains a benefit based on its form: 
   
  Weapon. The weapon is now an uncommon magic 
  weapon. It deals an extra 1d6 fire damage to any 
  target it hits 
  Armor. The armor is now a rare magic item that 
  requires attunement. You have resistance to cold 
  damage while wearing the armor. 
   
   
   
  
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  DDAL05-14 Reeducation 
   
   
  31 
  Player Handout 3. Orb of the Stein 
  Rune 
   
  Orb of the Stein Rune 
  Wondrous item, rare (requires attunement) 
  This orb of granite is about the size of an adult human’s 
  fist. The stein (stone) rune appears on it in the form of 
  crystalline veins that run across the surface. The orb has 
  the following properties, which work only while it is one 
  your person. 
   Indomitable Stand. As an action, you can channel the 
  orb’s magic to hold your ground. For the next minute or 
  until you move any distance, you have advantage on all 
  checks and saving throws to resist effects that force you 
  to move. In addition, any enemy that moves to a space 
  within 10 feet of you must succeed on a DC 12 Strength 
  saving throw or be unable to move any farther this turn. 
   Stone Soul. You can’t be petrified. 
   Earthen Step. You can meld into stone as a bonus 
  action. Once you use this property, you can’t use it again 
  until you finish a short or long rest. 
   Gift of Stone. You can transfer the opal’s magic to a 
  nonmagical item—a weapon or suit of armor—by 
  tracing the stein rune there with your finger. The 
  transfer takes 8 hours of work that requires the two 
  items to be within 5 feet of each other. At the end, the 
  orb is destroyed, and the rune appears in silver on the 
  chosen item, which gains a benefit based on its form: 
   
  Shield. The shield is now a rare magic item that requires 
  attunement. While you wield it, you have resistance 
  to all damage dealt by ranged weapon attacks. 
  Boots. The pair of boots is now an uncommon magic 
  item that requires attunement. While you wear the 
  boots, you have advantage on Strength saving throws, 
  and you can use your reaction to avoid being knocked 
  prone.
   
   
  
  Results Code: January – February 2017 
   
  If you are DMing this adventure during the months of January – February 2017, please show your players this page. 
  The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence 
  the storyline in the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter 
  their results. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S05 - Storm Kings Thunder/DDAL5-14 - Reeducation.pdf