TEXT:  
   
  Pools of Cerulean 
   
   The Land of Ash and Smoke. Once a hellish landscape of volcanic activity, now a nightmare 
  region that hosts one of the scattered Soulmonger fragments. The fragment’s burgeoning power 
  attracted the attention of the Red Wizards of Thay and, thankfully, adventurers who are willing 
  to risk life and limb to keep the fragment from these vile arcanists. Can you reach the fragment 
  before the Red Wizards make off with it? The hunt is on. Part Two of the Broken Chain Series.  
   
  A Four-Hour Adventure for 17th-20th Level Characters 
   
   
   
  Alexander Lindsay 
  Author 
   
  Adventure Code: DDAL07-16 
  Optimized For: APL 18 
  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: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg Marks 
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-16 Pools of Cerulean 
   
   
  2 
  Introduction 
  Welcome to Pools of Cerulean, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Tomb of Annihilation™ storyline season. 
   The adventure takes place in the Land of Ash and 
  Smoke. A volatile and desolate region with lava flows 
  and smog. 
   This adventure is designed for three to seven 
  17th-20th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 18. Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  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. Familiarize 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.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring these pages to life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   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. 
  Watch for stalling—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. 
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  3 
  Adventure Primer 
  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’s characters to the action. 
  Adventure Background 
  Acererak, defeated by a band of adventurers, 
  sundered the Soulmonger—freeing Toril from the 
  inescapable clutches of the dreaded Death Curse. It 
  isn’t time to pop the bubbly and celebrate the 
  salvation of the world, though. Unbeknownst to the 
  heroes, fragments of the device were scattered to the 
  far corners of Chult. Its incredibly dangerous and 
  corrupting fragments, to be precise. Thanks to their 
  highly magical nature, in the wrong hands they could 
  pose a threat to the entire world. Hands such as 
  those that belong to the Red Wizards of Thay.  
   The Red Wizards have sent a group to Chult to 
  recover the fragments and fortunately for them, 
  there hunt for the fragments are going great. They’ve 
  detected one such fragment in the Land of Ash and 
  Smoke. A region of Chult which is, to paraphrase, a 
  hellish, smoky sea of black volcanic rock traced with 
  streams of lava. They’ve sent an expedition led by 
  Semm Nahar, a newly minted archmage, was given 
  this opportunity to prove his worthwhileness to the 
  other more powerful Red Wizards. Should he 
  succeed, his advancement in their order will be set. 
  Should he fail, his life would be forfeit. 
   Unfortunately for Semm Nahar, the archlich 
  Rhaugilath noticed this fragment and has other plans 
  for it, namely, to utilize the fragment’s energies to 
  free himself from the lich Larloch. Preventing 
  Dendar the Night Serpent from devouring the world 
  is a nice bonus as well. Utilizing his powerful dream 
  magic, Rhaugilath located and contacted a group of 
  exceptional (and assumedly brave, adventurers and 
  tasked them with retrieving the fragment and 
  destroying the expedition. All for reasonable 
  compensation, of course.  
  Location and NPC Summary 
   
  Rhaugilath (RAW-gill-ath). An ancient Netherese lich, 
  Rhaugilath has spent centuries exploring the dreams of 
  mages and cultural personalities all around Faerûn. Desires to 
  be freed from his servitude to Larloch above all else. He 
  believes that the remains of the Soulmonger and the atropal 
  it fed, will allow him to sever his bondage to Larloch. 
   
   
  Larloch (LAR-lock). The oldest non-draconic being on 
  Faerûn, this Netherese lich also survived the fall of the flying 
  citadels in -339 DR. Due to near-infinite power, he is nigh 
  untouchable by mortals and even some deities.  
  Adventure Overview 
  This adventure is divided into three parts: 
   Part 1. Rhaugilath warns the characters of a 
  Soulmonger fragment an expedition of Red Wizards 
  are after and how they need to be stopped. This 
  guides the characters to the Land of Ash and Smoke 
  to an abandoned campsite. There they’ll meet a 
  firenewt shaman who was summoned to give the 
  characters more information on what lies ahead. 
  After providing insight, the shaman dies of 
  Soulmonger fragment’s corruption and turns into a 
  monster that attacks the players. 
   Part 2. Following the expedition’s trail, the 
  characters get lost in a group of enchanted hot 
  springs which are planar adjacent to the Feywild and 
  where corrupted fey now reside. The trail leads into 
  a petrified grove. Hanging from a tree are 
  unconscious Chultan mercenaries. The nearby 
  burrowing creatures attempt to do the same thing 
  they did to the mercenaries, to the characters. 
   The expedition left behind the remaining 
  members of the Chultan mercenary company to allay 
  anyone that may be following. They set up an 
  ambush in a ravine along their trail, putting up a fake 
  camp to lure in any unsuspecting pursuit.  
   Part 3. The characters catch up to Semm Nahar 
  who’s absorbing the energies of the Soulmonger 
  fragment that rests over the pyramid tomb of a dead 
  ancient dragon. His undead and mage minions are 
  watching his back during the ritual. 
  Adventure Hooks 
  Insert general adventure hook here. Alternatives 
  follow. 
   Dream Summons. Rhaugilath the archlich has a 
  vested interest in securing the Soulmonger fragment 
  and is willing to reward the player’s mightily for 
  destroying the Thayan expedition and recovering 
  the fragment. 
   Order of the Gauntlet (Faction Assignment). The 
  Red Wizards have hired the Kamadan Marauders, a 
  company of Chultan mercenaries, to aid them and 
  we would like you to attempt to turn them against 
  their master. 
   Emerald Enclave (Secret Mission). The Emerald 
  Enclave is thrilled that you will attempt to remove 
  the Soulmonger fragment but they’re concerned that 
  what’s already been corrupted may not be undone 
  by simply removing the source. To study the effects 
  of the corruption, they’d like you to steal three eggs 
  (or live young) from one of the corrupted creatures 
  you encounter.  
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  4 
  Part 1. The Dream 
  Estimated Duration: 30 minutes 
  The characters receive a dream from the archlich 
  Rhaugilath masquerading as a benevolent being. He 
  warns the characters of a danger involving a 
  Soulmonger fragment, a sect of Red Wizards, and the 
  Land of Ash and Smoke.  
  Rhaugilath’s Summons 
  Read or paraphrase: 
  Whether you’re giving a spell report to your fellow wizard 
  apprentices in your small clothes, reliving that moment you 
  took another humanoid’s life, or enjoying a beverage in a 
  pool filled with enticing tentacle-elf ‘companions,’ your 
  dream shifts abruptly. You’re in a hell blasted wasteland. 
  Smog clogs the air, stone hisses beneath your feet, and pools 
  of lava bubble. Around you are other figures, clearly 
  adventurers like you, they’ve that look. 
  At this point, the players can describe and introduce 
  their characters if they haven’t done so already. 
  Then read or paraphrase: 
  Another figure appears, an amorphous entity of brilliant 
  golden light that exudes a gentle warmth. It hovers above 
  and in a voice that touches the heart more than the ear, it 
  speaks, “Do not fear. For I am Larua, and I have contacted 
  you from afar to warn you of a dire threat. A threat that can 
  destroy all life as we know it. An evil has taken root in the 
  Land of Ash and Smoke and you need to stop it.” 
  Disguised as Larua, the helpful and semi-omniscient 
  extraplanar entity, Rhaugilath contacts the 
  characters in their dreams. While it’s impossible to 
  see through the illusions he’s cast about himself to 
  hide his identity, it’s possible with a Wisdom 
  (Insight) ability roll of DC 33 or higher to infer that 
  ‘Larua’ may not be telling the characters everything.  
   Rhaugilath shares the following information: 
  • When the Soulmonger was destroyed, fragments 
  were scattered across Chult; one of which took 
  root within the Land of Ash and Smoke. 
  • A group of Red Wizards of Thay are collecting 
  these fragments to enhance their terrible magics. 
  They’ve sent an expedition into these lands to 
  retrieve the fragment.  
  • Semm Nahar, the expedition leader and archmage, 
  uses a magical opal pendant in his possession to 
  absorb the energies of the fragment for transport. 
  The characters must stop him, take the opal 
  pendant, and retrieve the energy themselves so 
  that it doesn’t fall into the wrong hands.  
  • The Soulmonger fragment’s unpredictable and 
  corrupting nature affects native magic, flora, and 
  fauna of the Land of Ash and Smoke. 
  • The Land of Ash and Smoke is a wasteland 
  comprised of volcanic rock, lava streams, and fiery 
  native creatures. Rainfall is either nonexistent or 
  results in scalding steam showers that cut 
  visibility and sear exposed flesh.  
  •  “Larua” can only provide a general location for the 
  fragment but provides instructions on how to 
  reach the first marker of the expedition’s journey 
  and a local for the characters to speak to who 
  knows more about the area. 
  • In exchange, she promises a great reward for 
  stopping this menace and retrieving the opal 
  pendant. A reward to be delivered once their 
  mission is complete. 
  Roleplaying Rhaugilath as “Larua” 
  Rhaugilath is portraying a Good Samaritan style entity that 
  wants to stop the bad guy, save the world, and has obviously 
  called the right people for the job. He plays his role to the 
  expectations of how he believes the party believes a truly 
  good entity would behave. Demure, caring, and with an 
  insatiable thirst that can only be quenched by sweet, sweet 
  justice. 
  Developments 
  The characters wake from the dream with full 
  knowledge of where they need to go. They may 
  already be at a specific location in Chult, like an inn 
  in Port Nyanzaru, or one of the forts in the jungle, 
  and regardless of where they’re when they receive 
  the dream we can assume that they’re all together by 
  the time they reach the Abandoned Camp in the 
  Land of Ash and Smoke.  
   This adventure doesn’t cover travel from where 
  the characters begin to the Land of Ash and Smoke, 
  and it’s left up to the Dungeon Master’s discretion 
  whether they wish there to be any encounters or 
  interactions along the way. A few ways the 
  characters could travel overland rapidly include 
  some of the following spells: teleportation circle, 
  teleport, transport via plants, and plane shift, etc. 
  Tricks of the Trade 
  Interaction Encounter. Rhaugilath refuses to reveal his true 
  self and if the characters discern something is off through 
  a successful ability check, he deflects—likely by relating 
  the idea that, as a semi-omniscient entity, there is only so 
  much information he can provide to mortals, which also 
  explains why he is unable to direct the characters to the 
  exact location of the Soulmonger fragment.  
  
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  DDAL07-16 Pools of Cerulean 
   
   
  5 
  The Land of Ash and Smoke 
  The Land of Ash and Smoke is a desolate and hellish 
  region that would be challenge enough to traverse 
  even if the Soulmonger fragment hadn’t taken root 
  and begun creating new and horrible hazards to 
  overcome. 
   Now, besides the merciless weather and patches 
  of adjacent Feywild, abominations can walk out of 
  thin air. They’re summoned or created by energies of 
  the Soulmonger fragment. 
  Magic and Hazards of the Land of Ash and Smoke 
  The following are explanations of the environment 
  and the events occurring within the Land of Ash and 
  Smoke. The Dungeon Master should feel free to use, 
  modify, or add to these features in whatever way 
  best suits their style or needs. 
  General Features 
  The Land of Ash and Smoke has the following general 
  features: 
   
  Weather and Extreme Heat. Chult is hot, humid, and rainy 
  throughout the year. The Land of Ash and Smoke is far worse. 
  The temperature regularly climbs as high as 115 to 135 
  degrees F (~45 to 60 degrees C) during the day and seldom 
  falls below 90 degrees F (~30 degrees C) even at night.  
   
  For the rest of Chult, a day without rain is rare, but in the 
  Land of Ash and Smoke downpour is either nonexistent or, 
  thanks to the lands fiery magical nature, turned into a 
  scalding steam shower, reducing visibility and cooking 
  exposed skin. At the beginning of each location, the Dungeon 
  Master may roll 1d20 to determine if a steam shower occurs. 
  On a roll of 15 or higher a steam shower occurs. 
  Alternatively, the Dungeon Master can just decide if they’d 
  like a steam shower to occur or not. During a steam shower, 
  characters have disadvantage on their Constitution saving 
  throws against exhaustion due to extreme heat.  
   
  Whenever the characters reach a new location within the 
  Land of Ash and Smoke, an hour or more of travel will have 
  passed, and they must each must succeed on a DC 15 
  Constitution saving throw or suffer one level of exhaustion. 
  Characters who fail this saving throw by 10 or more suffer 
  two levels of exhaustion. These levels of exhaustion can only 
  be removed by taking a long rest in a cool environment. 
  Creatures wearing medium or heavy armor, or who are clad 
  in heavy clothing, have disadvantage on the saving throw. 
  Characters wearing clothing appropriate to extreme hot 
  environment or those with resistance or immunity to fire 
  damage automatically succeed on the saving throw, as do 
  creatures naturally adapted to hot climates. 
   
  Visibility. Due to the constant smog in the Land of Ash and 
  Smoke, visibility is limited to 60 feet. Beyond that distance, 
  only Huge or larger objects can be distinguished. This 
  distance is halved during a steam shower. 
   
  Abominations. The magic of the Soulmonger fragment 
  conflicts with the native magic and planar alignments of the 
  Land of Ash and Smoke, which results in horrible 
  abominations that appear out of thin air. The closer the 
  characters get to the Soulmonger fragment, the more likely 
  one or more of these abominations appears.  
   
  With exception to the abandoned camp location, when 
  the characters move into a new location, the Dungeon 
  Master may roll one or more d20(s) to determine if an 
  abomination appears. On a roll of 11 or higher, an 
  abomination appears. Consult and roll on the Abominations 
  chart to determine what type of abomination appears and its 
  brief description. After determining if and which abomination 
  is appearing, it’s up to the Dungeon Master to decide when, 
  where, and how to introduce them into the scene. The 
  Dungeon Master can also just decide if and which 
  abomination appears at any given time without having to roll 
  for it. Whatever suits their need or interest.  
   
  Corrupted Creatures. Throughout the adventure, the 
  characters are going to encounter native creatures that have 
  been changed by the Soulmonger fragment. The corruption 
  tends to result in an altered appearance and drastic increase 
  in aggression. Each time this is present, a suggestion for how 
  the corruption affected an area’s creatures is provided, but 
  feel free to modify and expand on those ideas as needed.  
   
  Abominations 
  D4 
  Descriptions 
  1 
  A centaur-like creature charges out of 
  thin air. Its stony body is covered in 
  gasping craters that jet and release 
  noxious smelling gas, its arms narrow 
  down to barbed and pointed appendages, 
  and a single green eye glares from where 
  a face should be. A briarlance attacks the 
  characters. 
  2 
  A mass of writhing skeletal arms and 
  hands floats out of thin air, the bony 
  limbs and digits forming a sea anemone-
  like field around a gnashing fanged 
  mouth. A hand tyrant attacks the 
  characters. 
  3 
  A warhorse sized scorpion scrabbles and 
  pulls itself into the material plane, its 
  pincers are human mouths that whisper 
  and utter senseless arcane phrases. Its 
  stinger is replaced with the face of a 
  gaunt woman with inky drifting hair 
  whose jaw distends into a fanged mouth. 
  A thought stinger attacks the characters. 
  4 
  The ground rumbles as this titan of 
  ancient worms’ steps from nothing, its 
  two clawed arms pulling its bulk into the 
  material plane as the mouths at the end 
  of its five-segmented worm-like heads 
  split into petal shaped jaws and release a 
  piercing shriek. A tremor terror attacks 
  the characters. 
  If a steam shower occurs, the Dungeon Master may 
  read or paraphrase: 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  6 
  You all hear the clash of thunder overhead and following a 
  violent chorus of hissing, in the blink of an eye, you’re 
  surrounded instantly by pale searing steam as the rain boils 
  before it even touches the ground.  
  Hot Climate Clothing 
  Before traveling to the Land of Ash and Smoke, the 
  characters can purchase items. In addition to the normal 
  items for sale in the Player’s Handbook, inform the 
  characters that hot climate outfits are available for 4 gp each 
  (twice the cost of normal traveler’s clothing). 
  Tricks of the Trade 
  Combat Encounters. Here are a few suggestions on how to 
  introduce abominations into an encounter: 
  Initiative. Roll an initiative for the abomination as well and 
  this is when it appears. The Dungeon Master can roll 
  randomly amongst the characters to see who it appears 
  next to. If the Dungeon Master is kind, the abomination 
  can appear amongst the middle of the melee combatants. 
  Or, if they’re incredibly kind, the abomination can appear 
  next to a character that otherwise managed to remove 
  themselves from the dangers of combat. Archers and 
  spellcasters in the back deserve some excitement too.  
  Drama. Release the abomination at the highest point of 
  drama. Example: Say the characters have managed to get a 
  conversation going between themselves and the Kamadan 
  Marauders. What better way to solidify an alliance, or 
  show a need for alliance, then by throwing the 
  abomination into the fray and possibly everyone working 
  together to defeat it?  
  Surprise. The abomination coallesces from thin air and 
  attempts to get the jump on the characters. They must 
  succeed a Wisdom (Perception) ability roll of DC 20 or 
  higher to avoid being surprised. Keep in mind, the 
  abomination suddenly appearing and attacking may attract 
  the attention of the other creatures in the area. 
  Challenge. The abominations can be used to empower an 
  encounter if the Dungeon Master feels like the characters 
  need more of a challenge. 
  Short Rest. During short rest abominations can appear and 
  attack the characters, giving the sense that there is 
  nowhere safe hide while in the Land of Ash and Smoke. 
  The Abandoned Camp 
  Following the dream message, the characters arrive 
  in the Land of Ash and Smoke at an abandoned camp 
  that belonged to the Red Wizards they’ve been set in 
  pursuit. A corrupted and dying firenewt shaman and 
  his retinue approach the party to offer more 
  information on the path ahead.  
  General Features 
  The Abandoned Camp has the following general features: 
   
  Terrain. The ground here is made of volcanic stone and is 
  mostly even. The ground has an inch or two layers of ash 
  covering.  
   
  Weather. The surroundings possess an incredible dry heat. 
  The Dungeon Master may roll for a steam shower and the 
  characters must make a saving throw against exhaustion due 
  to extreme heat. 
   
  Light. The sunlight here is dim thanks to the near constant 
  ash-fall and smog.  
   
  Smells and Sounds. The smell of rotten eggs permeates 
  the air alongside the smell of baking rocks and the sound of 
  hissing and bubbling lava in the distance. 
   
  Read or paraphrase: 
  Sweat stings your eyes and your throat burns as you travel 
  through the Land of Ash and Smoke. You eventually arrive at 
  the abandoned campsite Larua directed you to. Before 
  investigating further, a trio of firenewts approach, their 
  leader’s hands raised. The leader pads closer, thick lines of 
  pulsing black infection on their glowing orange skin stretches 
  from beneath their feathery raiment. Their voice is rough as 
  they speak. “I am Cinza and I’ve followed my dreams here. 
  Followed the voice of Imix. A dark force grows here, and I will 
  offer what I can to help you to remove it from my people’s 
  lands.”  
  Cinza and his retinue two firenewt warriors, have 
  come to offer what information they can to the 
  characters. The Soulmonger fragment’s corruption is 
  spreading haphazardly throughout the region 
  corrupting its natural denizens, including the 
  firenewts. Cinza is being consumed by corruption 
  himself and knows they’ve less than a day to live, 
  and at this stage no blessing or medicine would be 
  enough to cure them.  
   Cinza received dream messages from Rhaugilath, 
  who disguised himself as Imix, and thus they believe 
  the characters to be here by the will of their god. As 
  natives of this land, they’ve a better idea of what 
  dangers lurk in the character’s path.  
   Cinza explains the following: 
  • The darkness has taken root at the distant Tomb 
  of the Fire King. A ruined pyramid that used to be 
  the lair of an ancient red wyrm. 
  • It’s suspected that the path the Red Wizards are 
  forging leads through the Singing Springs and the 
  Cinder Grove.  
  • The darkness is infecting the land and its 
  creatures, killing or changing them. Some of 
  Cinza’s people have fallen to this corruption and 
  they’d prefer the darkness removed before it 
  destroyed them all. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  7 
  • Cinza’s is infected with this corruption as well and 
  doesn’t wish to tarry. They’re aware that they 
  don’t have long to live and at this stage, not the 
  characters, nor even the great Imix can spare their 
  life.  
  • The characters shouldn’t tarry either. Imix told 
  Cinza to warn the characters that by the end of the 
  day (about 8 hours) the Red Wizards will have 
  retrieved the darkness. The Tomb is 
  approximately 6 hours away on foot. 
  Developments 
  After Cinza has answered the character’s questions 
  and makes to leave, they manage to make it 30 feet 
  away and fall prey to the corruption infecting them 
  and transforms into a corrupted firenewt. They 
  then attack anything nearby including their own 
  retinue. 
  Corrupted Creatures 
  Easily more than a foot taller and a hundred pounds heavier, 
  the once Cinza has coal black skin, their internal light snuffed 
  out, and their body is twisted, hunched, and covered in 
  jutting bone spurs and jagged protrusions.  
  Tricks of the Trade 
  Combat Encounters. The Corrupted Firenewt is ruthless and 
  bloodthirsty. It immediately attacks the nearest creatures, 
  starting with the other firenewts if the characters haven’t 
  yet drawn its attention. The other firenewts attempt to 
  help dispatch the creature, given that after Cinza’s mission 
  it was their job to kill them and disperse their remains 
  before they turned into a monster. This monster is 
  incredibly easy to defeat at this tier, so alternatively to 
  rolling initiative and going into combat for so easy a foe, 
  another possibility is to let the characters describe how 
  they put down the corrupted creature and move on from 
  there.  
  Interaction Encounter. Cinza’s under the impression that 
  they’re helping their people and following the edicts of 
  their god, Imix. They believe Imix wishes the characters to 
  claim this darkness rather than the Red Wizards. If the 
  characters suggest that it wasn’t Imix who sent them on 
  this mission, Cinza would be amused rather than angry, as 
  obviously the characters have little understanding in the 
  power of their god and their faith. 
  Exploration Encounter. After dealing with the Corrupted 
  Firenewt, the characters may attempt to follow the 
  expedition’s trail. The characters must make a Wisdom 
  (Survival) ability roll of DC 15 or higher to successfully 
  follow the expedition’s trail. If they fail the ability roll, it 
  takes them an hour to relocate the path. During the time it 
  takes them to regain their bearings, they must make a 
  saving throw against exhaustion from extreme heat. 
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  8 
  Part 2. The Trail 
  Estimated Duration: 135 minutes 
  Starting from the abandoned camp, the characters 
  pursue the expedition further into the Land of Ash 
  and Smoke.  
  A. The Singing Springs 
  General Features 
  The Singing Springs has the following general features. 
   
  Terrain. The springs reside within a honeycomb structure 
  of stone arches and glowing crystalline structures.  
   
  Hallucinatory Terrain. The area is concealed by multiple 
  naturally occurring hallucinatory terrain spells. These spells 
  are concealing the expedition’s trail. The tactile 
  characteristics of the terrain are unchanged, so creatures 
  entering the area are likely to see through the illusion.  
   
  Weather. The surroundings possess a humid heat thanks 
  to the close approximation with the springs, multicolored 
  mosses and fungus have grown because of this. The 
  characters must make a saving throw against exhaustion due 
  to extreme heat.  
   
  Light. Thanks to the glowing crystals growing out of the 
  arches, there is plenty of light to see by, though the smog still 
  heavily obscures vision. Between the smog and the stone 
  arches, almost no natural sunlight can be seen.  
   
  Smells and Sounds. The hot springs exude a pleasant 
  fragrance more akin to fresh flowers and honeysuckle. They 
  burble happily, their steam and fumes seeming to form small 
  winged figures that dance and flow over and off the surface 
  of the water. 
   
  Hot Springs. Any creature that enters a hot spring takes 44 
  (8d10) fire damage immediately and again at the start of 
  each of its turns for as long as it remains in the spring. 
   
  Extraplanar. The Singing Springs occupies a spot on the 
  material plane that is adjacent to the Feywild. This allowed 
  fey creatures and phenomena to trickle into the material 
  plane with ease, changing the material terrain to appear 
  more like the Feywild. The planar adjacency enhances illusion 
  magic and exacerbates the senses of non-fey creatures as 
  they move through this area. Creatures without the fey 
  creature type have disadvantage on ability rolls to see 
  through an illusion while in this area. 
   
  Abominations. Roll 1d20 to determine if an abomination 
  appears. 
  It takes two hours to reach this area from the 
  Abandoned Camp. 
  Following the trail into a honeycomb structure of stone 
  arches and glowing prisms, you find a collection of prismatic 
  colored hot springs. Several elven figures drift over the 
  springs, their vacant stares lit by passing glimmering motes. 
  After a transfixed moment, you quickly realize you’ve lost the 
  trail, that there’re corpses on the surface of the springs, and 
  that the Singing Springs are deathly free of any song. 
  Six poltergeists cling to arches around the area and 
  floating over the hot springs are five banshees. 
  These are undead remnants of the Faerie Dragons 
  and Sirens that used to live here, who were killed 
  and corrupted by the proximity of the Soulmonger. 
   Euphoric Springs. Due to the proximity to the 
  Feywild, the fumes that come off the hot springs are 
  akin to the faerie dragon’s breath.  
   Any creature that starts its turn within 5 feet of 
  the spring must succeed on a DC 13 Wisdom saving 
  throw, or, for 1 minute, be unable to take reactions 
  and must roll a d6 at the start of each of its turns to 
  determine its behavior during the turn. If the saving 
  throw is successful, the creature takes damage, or 
  the effect ends for it, the creature is immune to the 
  Euphoric Springs for the next 24 hours. 
  Euphoric Springs Effects 
  Die 
  Effect 
  1-4 
  The target takes no action or bonus action and 
  moves as far as it can in a random direction. 
  5-6 
  The target doesn't move, and must make a DC 
  13 Wisdom saving throw, or do nothing on its 
  turn; ending the effect on itself on a success. 
  Developments 
  The creatures attack the characters if they try to fish 
  out the corpses, come into a contact with a hot 
  spring, or noticeably try to move through the center 
  of the area.  
  Corrupted Creature 
  The Soulmonger fragment’s corruption has transformed the 
  faerie dragons and sirens that used to live here into horrible 
  undead versions of themselves. What features they 
  possessed that were once beautiful or adorable have been 
  made gaunt or malevolent by their transformation. 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These aren’t cumulative. 
  • Very weak: Remove two banshees and two poltergeists. 
  • Weak: Remove a banshee and a poltergeist. 
  • Strong of very strong: Add a hand tyrant and a thought 
  stinger. 
  Tricks of the Trade 
  Combat Encounters. The Poltergeists are fans of using their 
  telekinesis ability to throw people into the hot springs, 
  especially ones that have been driven unconscious by the 
  Banshees. They fly just in range of the characters in order 
  to use their abilities on them. The Banshees use their wail 
  ability on the largest groups they can and attack ruthlessly 
  from that point on.  
  
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  DDAL07-16 Pools of Cerulean 
   
   
  9 
  Interaction Encounter. It’s possible to retrieve the corpses 
  from the water. These are dead members of the Kamadan 
  Marauders and it’s possible with the use of spells like 
  speak with dead to interrogate them. The marauders know 
  the following information: 
  • Semm Nahar’s lieutenant, Kava Viguel, wields a 
  dangerous sword capable of cleaving the heads off 
  creatures with ease and she leads a shock troop of four 
  giant skeletons. 
  • There should be ten more in their company including 
  their leader, M’baeo the Adder.  
  Exploration Encounter. A creature carefully examining the 
  hallucinatory terrain illusion can attempt an Intelligence 
  (Investigation) ability roll of DC 13 or higher to disbelieve 
  it. A creature who discerns the illusion for what it’s, sees it 
  as a vague image superimposed on the terrain. Once a 
  character has seen through the illusion, that character may 
  make a Wisdom (Survival) ability roll of DC 15 or higher to 
  relocate the expedition’s trail.  
  B. The Cinder Grove 
  General Features 
  The Cinder Grove has the following general features.  
   
  Terrain. The ground is made of ash choked pumas that 
  rises and descends in a series of slopes and divots that direct 
  the lava flow from the towering petrified trees into pools and 
  ponds. 
   
  Weather. The surroundings possess an incredible dry heat. 
  The Dungeon Master may roll for a steam shower and the 
  characters must make a saving throw against exhaustion due 
  to extreme heat.  
   
  Light. The sunlight here is dim thanks to the near constant 
  ash fall and smog.  
   
  Smells and Sounds. The air is rank with the smell of hot 
  stone and smoke as the massive pillar-like petrified trees 
  funnel more smoke into the air. 
   
  Lava. Small streams are leaking from the petrified trees 
  and flowing into a small pond. Any creature that enters the 
  lava stream or pond takes 55 (10d10) fire damage 
  immediately and again at the start of each of its turns for as 
  long as it remains in the ponds. 
   
  Abomination. Roll 2d20 to determine if an abomination 
  appears. 
  It takes one hour to reach this area from the Singing 
  Springs. 
  The trail leads you into a forest of black stone columns that 
  weep streams of lava and black smoke, their height 
  disappearing into the smog overhead. On closer inspection 
  you can make out stony plant matter, winding vines, and 
  rough bark-like texture on the surface of the columns. A 
  petrified forest that hints at the jungle trees they may have 
  grown here long ago. 
   
  A clearing opens ahead sporting a lake of lava made from 
  thin rivulets that pour from nearby petrified trees. The 
  largest tree releases a font of lava into this pond and the side 
  of its trunk you can make out three humans that have been 
  stuck to the columns surface with black ooze. They twitch 
  and cough on occasion, alive but unconscious. 
  Two rock worms are lingering around the lava lake, 
  basking in the heat of hot liquid magma. They’re 
  huge segmented worm-like creatures covered in 
  earthen plates that vent intense heat. Four 
  flameskulls flit above the smog cover 60 feet up 
  near the trees, the undead and corrupted remains of 
  a group of pixies that nested in the trees. 
   When the expedition ventured through the area, 
  three human scouts (Oro, Zafu, and Willet) from 
  Kamadan Marauders became separated from the 
  rest of the group and were attacked by the Rock 
  worms and flameskulls. They were beaten to 
  unconsciousness and then the Rock Worms stuck the 
  scouts to a tree with their black pus in order to 
  preserve them for their own eventual corruption. 
   Sulphur pockets dot the area, a few have already 
  exploded, offering a clue to the characters that such 
  a threat exists here. 
  Emerald Enclave (Secret Mission) 
  If one or more of the characters are part of the Emerald 
  Enclave faction and have been given the Secret Mission, add 
  one more Rock Worm to the encounter.  
   
  Peeking out of the middle of the lava lake is a mound of 
  glistening black eggs, of which the Enclave member(s) needs 
  to gather three to complete their mission. As an action, a 
  character can retrieve one of the 50 lb. eggs from the lava. 
  The Rock Worms focus their attacks on characters openly 
  carrying eggs. The special mission’s success doesn’t require 
  killing the creatures defending the eggs—only the retrieval of 
  the eggs.  
  Developments 
  If any of the characters cross the ground in the area 
  around the lake, especially the petrified tree with the 
  unconscious scouts hanging from it, then the rock 
  worms attack. This alerts the flameskulls 60 feet in 
  the air to the presence of the characters, and they 
  follow up the attack. 
  Corrupted Creatures 
  The Rock Worms have taken on a leprous quality, their earthy 
  plates peeling away to reveal a steaming black pus 
  underneath. The Flameskulls are the undead remnants of 
  groups of pixies that used to live in the petrified trees, now 
  they’re little more than tiny blackened skeletons in fiery 
  nimbuses. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  10 
  Sulphur Pocket 
  Simple trap, deadly threat (levels 16-20) 
  The Cinder Grove is littered with barely contained pockets of 
  superheated gas (see map).  
   
  Trigger. Stepping onto the Sulphur pocket triggers the 
  trap. 
   
  Effect. The triggering character must succeed on a DC 19 
  Dexterity saving throw or take 55 (10d10) fire damage. The 
  creature takes half as much damage on a successful save. 
   
  Countermeasures. A character who makes a Wisdom 
  (Perception or Survival) ability roll of DC 13 or higher notices 
  bulges in the earth and hissing gas and can avoid them. 
  A character may use their action to release a trapped 
  scout from the black ooze. If the characters bring 
  them to consciousness they’re grateful and feel no 
  need to attack the characters and would rather go 
  their separate ways but the characters may attempt 
  a Charisma (Intimidate or Persuasion) ability roll of 
  DC 17 or higher to convince them to come with them 
  and help convince the rest of their mercenary 
  company to turn on the Red Wizards.  
   The scouts share the following information as a 
  gesture of goodwill, regardless of whether the 
  characters manage to persuade them to come along: 
  • Kava Viguel wields a dangerous sword capable of 
  cleaving the head off a creature with ease and 
  leads a troop of four giant skeletons. 
  • They’d lost a lot of their company coming in here 
  but if the others survived the burrowers, there 
  should be seven more in their company including 
  their leader M’baeo the Adder. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These aren’t cumulative. 
  • Very weak: Remove a rock worm and a flameskull. 
  • Weak: Remove a rock worm. 
  • Strong of very strong: Add a rock worm and a flameskull 
  or add a tremor terror. 
  Tricks of the Trade 
  Combat Encounters. The Rock Worms attempt to attack 
  anyone who gets too close to the scouts. They’re aware of 
  the Sulphur pockets and may try to knock the characters 
  into them, or even swallow a character and drag it into the 
  lava lake if they prove too hardy to subdue readily. The 
  Flameskulls prefer to attack from range, launching spells 
  from a distance while staying out of contact with melee 
  characters. 
  Interaction Encounter. The scouts would rather not fight the 
  characters but defend themselves if attacked. They want 
  to leave the Land of Ash and Smoke but are also favorable 
  to the idea of reuniting with the rest of the Kamadan 
  Marauders. So long as they can travel with the characters. 
  It mightn’t be a bad idea to hint to Order of the Gauntlet 
  characters that this could be helpful towards turning the 
  rest of the Kamadan Marauders against Semm Nahar. 
  Exploration Encounter. A character may make a Wisdom 
  (Perception or Survival) ability roll of DC 15 or higher. If 
  they succeed, they spot three ownerless shortswords, 
  signs that the earth has been disturbed by subterranean 
  activity, and a smattering of fresh craters. If the characters 
  wait for a moment after noticing the disturbed earth, from 
  a distance they feel a rumble and see the ground’s surface 
  near the lake buckle and quake like a serpent breaking the 
  surface of a lake. Due to the churned earth in this area, the 
  characters must make a Wisdom (Survival) ability roll of DC 
  15 or higher to successfully follow the expedition’s trail. If 
  they fail the ability roll, it takes them an hour to relocate 
  the path. During the time it takes them to regain their 
  bearings, they must make a saving throw against 
  exhaustion from extreme heat. 
  C. Ambush! 
  General Features 
  Ambush in the ravine has the following general features. 
   
  Terrain. A foot of ash covers the floor of the ravine and the 
  walls are jagged with series of ledges, the widest being 30 
  feet up.  
   
  Weather. The surroundings possess an incredible dry heat. 
  The Dungeon Master may roll for a steam shower and the 
  characters must make a saving throw against exhaustion due 
  to extreme heat.  
   
  Light. The sunlight here is dim thanks to the near constant 
  ash fall and smog.  
   
  Smells and Sounds. Walking through the ravine, you finally 
  have some small amount of freedom from the sweltering ash 
  laced wind that rushes over the wasteland. 
   
  Abomination. Roll 2d20 to determine if an abomination 
  appears.  
  It takes one hour to reach this area from the Cinder 
  Grove. 
  You’re drawing close to the Tomb. The trail leads into a series 
  of ravines, a thick layer of ash cushions your foot falls as you 
  sift and search for signs of passing from the expedition. Just 
  when you begin to grow concerned that you may have lost 
  them in these winding passages, ahead you’re able to make 
  out a campsite. A large tent has been erected at the turn 
  surrounded by four smaller ones in the ravine.  
  The ravine is 60-feet deep with narrow ledge 30 feet 
  off the ground. An assassin and a mage are standing 
  on the ledges. The assassin is hiding in a crevice and 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  11 
  the mage has cast improved invisibility and mage 
  armor on themselves. Characters must make a 
  Wisdom (Perception) ability roll of DC 25 or higher, 
  to notice that there are enemies on the ledge. 
  Meanwhile, M’Baeo the Adder (Warlord) and four 
  Veterans are in the tent and are waiting to charge 
  the characters after the Assassin and the Mage have 
  attacked. 
  Order of the Gauntlet (Faction Assignment) 
  The Kamadan Marauders are experiencing low morale. The 
  idea of getting paid to adventure through the unmapped and 
  untamed Land of Ash and Smoke had appealed to them but 
  after traveling for days through the wasteland and losing 
  many of their members, they’re not feeling very warmly 
  towards their employer, Semm Nahar. The archmage is 
  dangerous, as are his inner circle, and he’s still paying well, so 
  they’ve not felt a need to move against him despite the 
  mounting bitterness.  
   
  If the characters rescued the scouts in the Cinder Grove, 
  they’ll point out the ambush to the characters and call out for 
  M’Baeo. Having the rescued scouts at hand gives the Order of 
  the Gauntlet member advantage on Charisma (Persuasion) 
  ability rolls while interacting with M’Baeo and the 
  Marauders.  
   
  Otherwise, if the characters manage to knock unconscious 
  or kill three of the mercenaries, or M’Baeo, the Marauders 
  are willing to make a deal. The Order of the Gauntlet 
  character can make a Charisma (Intimidate or Persuasion) 
  ability roll of DC 15 or higher with advantage to halt the fight. 
  You may want to offer a hint of this, should it come up, so 
  that the Order of the Gauntlet member can attempt to turn 
  the mercenaries.  
   
  Once the fighting has come to an end, it is possible to try 
  and turn the Marauders against their employer. The 
  character must make a Charisma (Intimidate or Persuasion) 
  ability roll of DC 15 or higher with disadvantage to convince 
  them to offer your team aid. If the Order member makes the 
  attempt to turn the Marauders on Semm Nahar, regardless of 
  whether they’re successful, this counts as a success as far as 
  the assignment is concerned. Should they fail to turn them, 
  the Marauders just leave and make to get out of the Land of 
  Ash and Smoke. 
  Developments 
  The assassin and the mage attack when the 
  characters move within 60 feet of the tent. If it 
  begins to look like the characters are going to defeat 
  the marauders, those that are able flee and run 
  ahead to warn Semm Nahar and join the encounter 
  in Part 3. 
   If one or more of the characters are part of the 
  Order of the Gauntlet faction and have managed to 
  convince the Marauders to join the characters 
  against Semm Nahar, they’ll listen to the characters 
  but behave within reason. They’re not game for a 
  suicide run. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These aren’t cumulative. 
  • Very weak: Use the M’Baeo the Adder (Gladiator) stat 
  block instead of the M’Baeo the Adder (Warlord) stat 
  block and all the Kamadan Marauders have already taken 
  25 points of damage from their travels to this point. 
  • Weak: Use the M’Baeo the Adder (Gladiator) stat block 
  instead of the M’Baeo the Adder (Warlord) stat block. 
  • Strong of very strong: Add one Assassin and replace the 
  four Veterans with four Gladiators, use the M’Baeo the 
  Adder (Gladiator) stat block for them. 
  Tricks of the Trade 
  Combat Encounters. The assassin and the mage attempt to 
  cause as much damage as possible in the first turn. The 
  assassin focuses fire on a character that looks least 
  armored and most like a spellcaster. The mage casts area 
  of effect spells to soften the characters before M’Baeo and 
  the veterans charge. They charge headlong and attempt to 
  swamp the characters at the bottom of the ravine while 
  the assassin and mage pick off targets.  
  Interaction Encounter. The Kamadan marauders are suffering 
  from low morale and whether a character is part of the 
  Order of the Gauntlet or not, this can be used against the 
  marauders to get them to surrender and forfeit the field as 
  described in the Order of the Gauntlet (Faction 
  Assignment) sidebar. 
  Exploration Encounter. The trail from this point on is so fresh 
  that it doesn’t require an ability roll to follow. If anyone 
  casts detect magic as they move through the ravine 
  around the ambush site, they’ll detect a faint abjuration 
  aura from the alarm spells Semm Nahar cast on the way 
  through. The Kamadan marauders don’t set the alarm spell 
  off. There are other alarm spells set up through the ravine 
  approaching the Tomb of the Fire King as well. 
   
     
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  12 
  Part 3. Tomb of the Fire King 
  Estimated Duration: 75 minutes 
  The characters have caught up to the expedition. 
  Semm Nahar leads his acolytes in a ritual to gather 
  the energies of the Soulmonger fragment, while Kava 
  Viguel and her retinue of giant skeletons stand 
  guard. The characters need to stop the expedition, 
  retrieve the opal pendant, and gather up the 
  energies of the fragment for themselves. 
  D. The Tomb 
  General Features 
  The Tomb of the Fire King has the following general features. 
   
  Terrain. A foot of ash covers the floor of the ravine and the 
  walls are jagged with series of ledges, the widest being 30 
  feet up.  
   
  Weather. The surroundings possess an incredible dry heat. 
  The Dungeon Master may roll for a steam shower and the 
  characters must make a saving throw against exhaustion due 
  to extreme heat.  
   
  Light. The sunlight here is dim thanks to the near constant 
  ash fall and smog. (See Weather and Extreme Heat)  
   
  Smells and Sounds. Walking through the ravine, you finally 
  have some small amount of freedom from the sweltering ash 
  laced wind that rushes over the wasteland. 
   
  Deep Lava. There is a large 15 feet deep pool and streams 
  within the tomb. Any creature that enters the lava stream or 
  pool takes 55 (10d10) fire damage immediately and again at 
  the start of each of its turns for as long as it remains in the 
  lava. The pool is deep enough that it behaves like quicksand. 
  When a creature enters the area, it sinks 1d4 + 1 feet into the 
  lava and becomes restrained. At the start of each of the 
  creature's turns, it sinks another 1d4 feet. If the creature isn't 
  completely submerged in lava, it can escape by using its 
  action and succeeding on a Strength check. The DC is 10 plus 
  the number of feet the creature has sunk into the lava. A 
  creature that’s completely submerged in lava can't breathe 
  (see the suffocation rules in the Player's Handbook). A 
  creature can pull another creature within its reach out of the 
  lava pool by using its action and succeeding on a Strength 
  check. The DC is 5 plus the number of feet the target creature 
  has sunk into the lava. 
   
  Abomination. Roll 3d20 to determine if an abomination 
  appears.  
  It takes half an hour to reach this area from the 
  Kamadan Marauder’s Ambush site. 
  The ravine widens to reveal the ruins of a squat stone 
  pyramid. Large cracks run through the structure, letting in 
  rivulets of lava that pool in the depression at the center of 
  the room.  
   
  The front wall has completely crumbled away exposing a 
  large chamber within supported by four pillars. 
   
  Dragon skeletons are mounted on these pillars, their 
  bones and jaws flexing slowly. A blackened ribcage of a 
  massive creature is just visible above the surface of this lava 
  pool. Clinging to it is a shifting entity, a pit of darkness that 
  hangs in their air, exuding pale green wisps that look like the 
  stretched souls of the damned.  
   
  A man in resplendent red robes stands near the pool, 
  tattooed bald pate dripping with sweat as he focuses on his 
  ritual. The wisps of energy coming off the menacing darkness 
  flow into something the man clutches against his chest. A half 
  circle of towering skeletons stands guard, while a fell figure in 
  blackened armor glances between the ritual and the smoggy 
  landscape from the way they came. 
  The characters arrive as Semm Nahar finishes his 
  preparations and is now starting the ritual to absorb 
  the Soulmonger fragment’s energies into the opal 
  pendant. Kava Viguel keeps a wary eye on their 
  surroundings and is prepared to lead her four giant 
  skeletons against whatever foe deems to reveal 
  itself. As part of his preparations, Semm Nahar 
  warded himself against the abominations and 
  undead in the area. To these creatures the archmage 
  appears to be undead and therefore not targets of 
  hostility. Semm Nahar has already cast mage armor 
  and mind blank on himself.  
   If the alarm spells he cast through the approaching 
  ravines goes off, he’ll warn Kava and place a wall of 
  force in front of the entrance into the pyramid. It is 
  set at an angle and with enough room around the 
  sides for a medium sized character to squeeze 
  through, forcing any who wish to get into the 
  pyramid to funnel to the sides.  
   Kava Viguel wields a Vorpal Sword (scimitar). 
  Here are the following adjustments for her Death 
  Knight and Warlord stat blocks: 
  Multiattack. Kava Viguel makes three melee attacks.  
  Vorpal Sword (Death Knight). Melee Weapon Attack: 
  +14 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) 
  slashing damage, plus 18 (4d8) necrotic damage. When 
  the death knight attacks a creature that has at least 
  one head with this weapon and rolls a 20 on the attack 
  roll, they cut off one of the creature's heads. The 
  creature dies if it can't survive without the lost head. 
  Vorpal Sword (Warlord). Melee Weapon Attack: +12 to 
  hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing 
  damage. When the warlord attacks a creature that has 
  at least one head with this weapon and rolls a 20 on 
  the attack roll, they cut off one of the creature's heads. 
  The creature dies if it can't survive without the lost 
  head. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  13 
   Dragon Skeletons. Thanks to the presence of the 
  Soulmonger fragment, the dragon skeletons on 
  display have begun to animate and become 
  aggressive. They’re still bound to the pillars and 
  can’t move but on initiative 20 (losing ties), each 
  attempt to bite a random creature within reach. The 
  skeletons don’t attack creatures that appear to be 
  undead, such as Semm Nahar and his acolytes. The 
  skeleton uses the following attack: 
  Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one 
  target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) 
  fire damage.  
   
  Kava keeps her giants directed at the sides of the 
  wall of force spell to stem any invading force. Her 
  primary goal is to protect her charge, Semm Nahar, 
  and provide him cover while he rains deadly spells 
  against the group. Semm Nahar isn’t one to run and 
  fears the consequences if he were to do so and stick 
  out the fight for good or ill. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These aren’t cumulative. 
  • Very weak: Use the Kava Viguel (Warlord) stat block 
  instead of the Kava Viguel (Death Knight) stat block and 
  Kava Viguel can’s use her Legendary Actions. 
  • Weak: Use the Kava Viguel (Warlord) stat block instead of 
  the Kava Viguel (Death Knight) stat block.  
  • Strong of very strong: Add one Hand Tyrant and or add 
  one Tremor Terror. 
  Unless the character’s approach the ritual in a 
  stealthy manner, a Dexterity (Stealth) ability roll of 
  DC 20 or higher, Kava Viguel spots them and warns 
  her master as she and the giant skeletons moves to 
  intercept the characters. She’ll try to start with her 
  Hellfire Orb ability and/or destructive wave spell 
  against any groups before wading into combat with 
  her vorpal sword. She and her giant skeletons 
  attempt to create a perimeter to protect her charge, 
  Semm Nahar. Semm Nahar ends the ritual for the 
  time being, he can resume later once he’s killed 
  these filthy interrupting interlopers and use his 
  spells from range. A possible tactic he may use if he 
  isn’t already concentrating on wall of force, is to cast 
  time stop, move to safety, cast globe of invulnerability 
  and then attack if he’s a turn left. He can then move 
  in and out of the globe, casting spells once outside 
  and then moving back in when he’s finished. Semm 
  Nahar has resigned to succeed or fail and won’t flee 
  the fight, choosing to die in combat rather than 
  returning to his allies in shame, or worse, fleeing and 
  being hunted down by his allies. If the characters 
  managed to convince the Kamadan Marauders to 
  join them in this fight, the Dungeon Master may 
  want to adjust the encounter strength if they feel the 
  alliance would make the final encounter too easy. 
  Treasure 
  In the tomb are the remains of what once upon a 
  time could’ve been a dragon’s hoard, long buried in 
  dust and ash. In gems, golden statuary, and ancient 
  relics the characters gain 15,000 gp. 
   In addition, Semm Nahar carried the opal 
  pendant and a scroll of dominate monster, and Kava 
  Viguel carried a potion of speed. 
  Conclusion 
  After defeating Semm Nahar and his minions it is a 
  simple ordeal to claim the opal pendant and use it 
  to complete the ritual that the archmage began. Once 
  the characters finish siphoning the energies of the 
  Soulmonger fragment into the pendant, the animated 
  dragon skeletons become inert, the creeping 
  corruption is halted, monsters no longer walk out of 
  thin air, and the only thing that remains is the long 
  walk home. 
   If the characters managed to win the Kamadan 
  Marauders over to their side, the mercenary 
  company is more than happy to provide an escort 
  back to Port Nyanzaru.  
   Otherwise, the characters return home and find 
  their just rewards awaiting in the form of cold hard 
  coin.  
  Treasure 
   As ‘Larua’ promised, couriers deliver to the group 
  and additional 15,000 gp for recovering the opal 
  pendant and stopping Semm Nahar.  
   
     
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  14 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience (Min/Max XP: 20,250/27,000 ea.) 
  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. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Briarlance 
   
   
  1,800 
  Hand Tyrant 
   
   
  1,800 
  Thought Stinger  
   
  3,900 
  Tremor Terror 
   
   
  3,900 
  Cinza 
   
   
   
  200 
  Corrupted Firenewt 
   
  5,900 
  Firenewt Warrior  
   
  100 
  Banshee  
   
   
  1,100 
  Poltergeist 
   
   
  450 
  Flameskull 
   
   
  1,100 
  Rock Worm 
   
   
  7,200 
  Assassin  
   
   
  3,900 
  Mage 
   
   
   
  2,300 
  M’Baeo the Adder (Gladiator) 
  1,800 
  M’Baeo the Adder (Warlord) 
  8,400 
  Veteran  
   
   
  700 
  Giant Skeleton 
   
   
  2,900 
  Kava Viguel (Death Knight)  
  18,000 
  Kava Viguel (Warlord) 
   
  8,400 
  Semm Nahar 
   
   
  8,400 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Aiding the Trapped Scouts  
  5,000 
  Parley with Kamadan Marauder 
  6,000 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Dragon Tomb 
   
   
  15,000 
  Larua Payment 
   
   
  15,000 
   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 detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Vorpal Sword 
  Weapon (scimitar), legendary (requires attunement) 
  This blade hums and vibrates with great energy, and 
  slices through obstacles with the greatest of ease. If 
  the sword does not claim the life of a sentient 
  creature each day, you find that you are easily 
  angered and become frustrated by even the smallest 
  obstacles. This item is found in Player Handout 1. 
  Potion of Speed 
  Potion, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll of Dominate Monster 
  Scroll, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Player Rewards 
  For completing this adventure, each character 
  receives downtime and renown as described in the 
  D&D Adventurers League Dungeon Master’s Guide 
  (ALDMG). 
   Members of the Order of the Gauntlet that 
  convinced the mercenaries to betray Semm Nahar 
  earn one additional renown point. 
   Members of the Emerald Enclave (rank 2 or 
  higher) that recovered the eggs earn one 
  additional renown point and mark the completion 
  of a secret mission on their adventure logsheet. 
  Story Award 
  The characters have the opportunity to earn the 
  following story award during the course of this 
  adventure: 
   The Opal Pendant. You captured part of the 
  Soulmonger’s energy within a magical opal pendant 
  taken from a Red Wizard of Thay. At some point in 
  the future, you and your allies will need to deal with 
  this nefarious device permanently. Perhaps this will 
  aid you when you do. This story award is found in 
  Player Handout 1. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  15 
  DM Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  16 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Rhaugilath (RAW-gill-ath). An ancient Netherese 
  lich, Rhaugilath has spent centuries exploring the 
  dreams of mages and cultural personalities all 
  around Faerûn. Desires to be freed from his 
  servitude to Larloch above all else. He believes that 
  the remains of the Soulmonger and the atropal it fed, 
  will allow him to sever his bondage to Larloch. 
   
   Larloch (LAR-lock). The oldest non-draconic 
  being on Faerûn, this Netherese lich also survived 
  the fall of the flying citadels in -339 DR. Due to near 
  infinite power, he is nigh untouchable by mortals 
  and even some deities.  
   Semm Nahar (SEM nah-HAR). An ambitious 
  archmage given a chance to make his mark in a sect 
  full of powerful wizards by bringing back a coveted 
  Soulmonger fragment. Despite his power and talent, 
  he feels himself to be a low man on the totem pole 
  and if he is to get anywhere, he’ll have to gain the 
  respect of his peers. Failure isn’t an option. 
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  17 
  Appendix. Monster/NPC Statistics 
   
  Assassin 
  Medium humanoid (human), any non-good alignment  
  Armor Class 15 (studded leather)  
  Hit Points 78 (12d8+24) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Dex +7, Int +5 
  Skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth + 11 
  Damage Resistance poison 
  Senses passive Perception 14 
  Languages Thieves' cant plus any two languages 
  Challenge 8 (3,900 XP) 
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn't taken a turn. Any hit the assassin scores against 
  a surprised creature is a critical hit.  
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails.  
  Sneak Attack (1/Turn). The assassin deals an extra 13 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin that 
  isn't incapacitated and the assassin doesn't have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The assassin makes two shortsword 
  attacks.  
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one.  
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  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 +4  
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from non-
  magical weapons  
  Damage Immunities cold, necrotic, poison  
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained  
  Senses darkvision 60ft., 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 that 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. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  18 
  Briarlance (Gorgon) 
  Large monstrosity, unaligned  
  Armor Class 19 (natural armor)  
  Hit Points 114 (12d10+48) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  18 (+4) 
  2 (-14) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +4 
  Condition Immunities poison 
  Senses darkvision 60 ft., passive Perception 14 
  Languages -- 
  Challenge 5 (1,800 XP) 
  Trampling Charge. If the gorgon moves at least 20 feet 
  straight toward a creature and then hits it with a gore 
  attack on the same turn, that target must succeed on a 
  DC 16 Strength saving throw or be knocked prone. If 
  the target is prone, the gorgon can make one attack 
  with its hooves against it as a bonus action. 
  Actions 
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) piercing damage.  
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage.  
  Petrifying Breath (Recharge 5-6). The gorgon exhales 
  petrifying gas in a 30-foot cone. Each creature in that 
  area must succeed on a DC 13 Constitution saving 
  throw. On a failed save, a target begins to turn to stone 
  and is restrained. The restrained target must repeat 
  the saving throw at the end of its next turn. On a 
  success, the effect ends on the target. On a failure, the 
  target is petrified until freed by the greater restoration 
  spell or other magic. 
   
  Cinza (Firenewt Warlock of Imix) 
  Medium humanoid (firenewt), neutral evil 
  Armor Class 10 (13 with mage armor)  
  Hit Points 33 (6d8+6) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  9 (-1) 
  11 (+0) 
  14 (+2) 
   
  Damage Immunities fire  
  Senses darkvision 120 ft. (penetrates magical 
  darkness), passive Perception 10  
  Languages Draconic, lgnan  
  Challenge 1 (200 XP) 
  Amphibious. The firenewt can breathe air and water.  
  Innate Spellcasting. The firenewt's innate spellcasting 
  ability is Charisma. It can innately cast mage armor 
  (self only) at will, requiring no material components.  
  Spellcasting. The firenewt is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells:  
   
  Cantrips (at will): fire bolt, guidance, light, mage hand, 
  prestidigitation  
  1st-2nd level (2 2nd-level slots): burning hands, flaming 
  sphere, hellish rebuke, scorching ray  
  lmix's Blessing. When the firenewt reduces an enemy 
  to 0 hit points, the firenewt gains 5 temporary hit 
  points. 
  Actions 
  Morningstar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  19 
  Corrupted Firenewt (Death Slaad) 
  Medium aberration (shapechanger), chaotic evil 
  Armor Class 18 (natural armor)  
  Hit Points 170 (20d8+80) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
   
  Skills Arcana +6, Perception +8  
  Damage Resistances acid, cold, fire, lightning, thunder  
  Senses blindsight 60 ft., darkvision 60ft., passive 
  Perception 18  
  Languages Ignan, telepathy 60ft.  
  Challenge 10 (5,900 XP) 
  Shapechanger. The firenewt can use its action to 
  polymorph into a Small or Medium humanoid, or back 
  into its true form. Its statistics, other than its size, are 
  the same in each form. Any equipment it’s wearing or 
  carrying isn't transformed. It reverts to its true form if 
  it dies.  
  Innate Spellcasting. The firenewt’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). The firenewt can innately cast the following 
  spells, requiring no material components: 
   
  At will: detect magic, detect thoughts, invisibility (self 
  only), mage hand, major image  
  2/day each: fear, fireball, fly, tongues  
  1/day each: cloudkill, plane shift  
  Magic Resistance. The firenewt has advantage on 
  saving throws against spells and other magical effects.  
  Magic Weapons. The firenewt’s weapon attacks are 
  magical.  
  Regeneration. The firenewt regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
  Actions 
  Multiattack. The firenewt makes three attacks: one 
  with its bite and two with its claws or greatsword.  
  Bite (Firenewt Form Only). Melee Weapon Attack: +9 
  to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage plus 7 (2d6) necrotic damage.  
  Claws (Firenewt Form Only). Melee Weapon Attack: +9 
  to hit, reach 5 ft., one target. Hit: 10 (ld10 + 5) slashing 
  damage plus 7 (2d6) necrotic damage.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 
  (2d6) necrotic damage. 
  Firenewt Warrior 
  Medium humanoid (firenewt), neutral evil 
  Armor Class 16 (chain shirt, shield)  
  Hit Points 22 (4d8+4) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+1) 
  13 (+1) 
  12 (+1) 
  7 (-2) 
  11 (+0) 
  8 (-1) 
   
  Damage Immunities fire  
  Senses passive Perception 10  
  Languages Draconic, lgnan  
  Challenge 1/2 (100 XP) 
  Amphibious. The firenewt can breathe air and water.  
  Actions 
  Multiattack. The firenewt makes two attacks with its 
  scimitar.  
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage.  
  Spit Fire (Recharges after a Short or Long Rest). The 
  firenewt spits fire at a creature within 10 feet of it. The 
  creature must make a DC 11 Dexterity saving throw, 
  taking 9 (2d8) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  20 
  Flameskull 
  Tiny undead, neutral evil 
  Armor Class 13  
  Hit Points 40 (9d4+18) 
  Speed 0 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  16 (+3) 
   
  Skills Arcana +5, Perception +2  
  Damage Resistances lightning, necrotic, piercing  
  Damage Immunities cold, fire, poison  
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned  
  Senses darkvision 60ft., passive Perception 12  
  Languages Common  
  Challenge 4 (1, 100 XP) 
  Illumination. The flameskull sheds either dim light in a 
  15-foot radius, or bright light in a 15-foot radius and 
  dim light for an additional15 feet. It can switch 
  between the options as an action. 
  Magic Resistance. The flameskull has advantage 0n 
  saving throws against spells and other magical effects.  
  Rejuvenation. If the flameskull is destroyed, it regains 
  all its hit, points in 1 hour unless holy water is sprinkled 
  on its remains or dispel l magic or remove curse spell is 
  cast on them.  
  Spellcasting. The flameskull is a 5th-level spell caster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It requires no somatic or 
  material components to cast its spells. The flameskull 
  has the following wizard spells prepared: 
    
  Cantrip (at will): mage hand  
  1st level (3 slots): magic missile, shield  
  2nd level (2 slots): blur, flaming sphere  
  3rd level (1 slot): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice.  
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage. 
   
  Giant Skeleton 
  Huge undead, neutral evil 
  Armor Class 17 (natural armor)  
  Hit Points 115 (10d12+50) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  20 (+5) 
  4 (-3) 
  6 (-2) 
  6 (-2) 
   
  Damage Vulnerabilities bludgeoning  
  Damage Immunities poison  
  Condition Immunities exhaustion, poisoned  
  Senses darkvision 60 ft., passive Perception 8  
  Languages understands Giant but can't speak  
  Challenge 7 (2,900 XP) 
  Evasion. If the skeleton is subjected to an effect that 
  allows it to make a saving throw to take only half 
  damage, it instead takes no damage if it succeeds on 
  the saving throw, and only half damage if it fails.  
  Magic Resistance. The skeleton has advantage on 
  saving throws against spells and other magical effects.  
  Turn Immunity. The skeleton is immune to effects that 
  turn undead. 
  Actions 
  Multiattack. The skeleton makes three scimitar 
  attacks.  
  Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6 + 5) slashing damage. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  21 
  Hand Tyrant (Zombie Beholder) 
  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  
  Senses darkvision 60ft., passive Perception 9  
  Languages understands 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 
  target. 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 on 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. If the target is a Large or smaller non magical 
  object or creation of magical force, it’s disintegrated 
  without a saving throw. If the target is a Huge or larger 
  non magical object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it. 
  Kava Viguel (Death Knight) 
  Medium undead, chaotic evil 
  Armor Class 20 (plate, shield)  
  Hit Points 180 (19d8+95) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  18 (+4) 
   
  Saving Throws Dex +6, Wis +9, Cha +10  
  Damage Immunities necrotic, poison  
  Condition Immunities exhaustion, frightened, 
  poisoned  
  Senses darkvision 120ft., passive Perception 13  
  Languages Abyssal, Common  
  Challenge 17 (18,000 XP) 
  Magic Resistance. The e death knight has advantage 
  on saving throws against spells and other magical 
  effects.  
  Marshal Undead. Unless the death knight is in 
  capacitated, it and undead creatures of its choice 
  within 60 feet of it have advantage on saving throws 
  against features that turn undead.  
  Spellcasting. The death knight is a 19th-level spell 
  caster. Its spellcasting ability is Charisma (spell save DC 
  18, +10 to hit with spell attacks). It has the following 
  paladin spells prepared:  
   
  1st level (4 slots): command, compelled du el, searing 
  smite  
  2nd level (3 slots): hold person, magic weapon  
  3rd level (3 slots): dispel magic, elemental weapon  
  4th level (3 slots): banishment, staggering smite  
  5th level (2 slots): destructive wave (necrotic) 
  Actions 
  Multiattack. The death knight makes three longsword 
  attacks.  
  Longsword. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 
  (1d10 + 5) slashing damage if used with two hand s, 
  plus 18 (4d8) necrotic damage.  
  Hellfire Orb (1/Day). The death knight hurls a magical 
  ball of fire that explodes at a point it ca n see within 
  120 feet of it. Each creature in a 20-foot·radiu s sphere 
  centered on that point must make a DC 18 Dexterity 
  saving throw. The sphere spreads around corners. A 
  creature takes 35 (10d6) fire damage and 35 (10d6) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  22 
  Reactions 
  Parry. The death knight adds 6 to its AC against one 
  melee attack that would hit it. To do so, the death 
  knight must see the attacker and be wielding a melee 
  weapon. 
   
  Kava Viguel (Warlord) 
  Medium humanoid (human), chaotic evil 
  Armor Class 18 (plate)  
  Hit Points 229 (27d8+108) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8  
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8  
  Senses passive Perception 15  
  Languages any two language (usually Common)  
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll.  
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum 
  Actions 
  Multiattack. The warlord makes three melee attacks or 
  two ranged attacks.  
  Greatsword. Melee Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage.  
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one creature. Hit: 6 (1d6+3) piercing 
  damage. 
  Legendary Actions 
  The warlord 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. The warlord regains spent 
  legendary actions at the start of its turn.  
  Weapon Attack. The warlord makes a weapon attack.  
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll.  
  Frighten Foe (Costs 2 Actions). The warlord 
  targets one enemy it can see within 30 feet of it. If 
  the target can see and hear it, the target must 
  succeed on a DC 16 Wisdom saving throw or be 
  frightened until the end of warlord's next turn. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  23 
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor)  
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4  
  Skills Arcana +6, History +6  
  Senses passive Perception 11  
  Languages any four languages  
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared:  
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation  
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield  
  2nd level (3 slots): misty step, suggestion  
  3rd level (3 slots): counterspell, fireball, fly  
  4th level (3 slots): greater invisibility, ice storm  
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  M’Baeo the Adder (Gladiator) 
  Medium humanoid (human), lawful neutral 
  Armor Class 16 (studded leather, shield)  
  Hit Points 112 (15d8+45) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6  
  Skills Athletics +10, Intimidation +5  
  Senses passive Perception 11  
  Languages any one language (usually Common)  
  Challenge 5 (1, 800 XP) 
  Brave. The gladiator has advantage on saving throws 
  against being frightened.  
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in the 
  attack). 
  Actions 
  Multiattack. The gladiator makes three melee attacks 
  or two ranged attacks.  
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 
  + 4) piercing damage, or 13 (2d8 + 4) piercing damage 
  if used with two hands to make a melee attack.  
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. 
  If the target is a Medium or smaller creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Reactions 
  Parry. The gladiator adds 3 to its AC against one melee 
  attack that would hit it. To do so, the gladiator must 
  see the attacker and be wielding a melee weapon. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  24 
  M’Baeo the Adder (Warlord) 
  Medium humanoid (human), lawful neutral 
  Armor Class 18 (plate)  
  Hit Points 229 (27d8+108) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Str +9, Dex +7, Con +8  
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8  
  Senses passive Perception 15  
  Languages any two language (usually Common)  
  Challenge 12 (8,400 XP) 
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll.  
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum 
  Actions 
  Multiattack. The warlord makes three melee attacks or 
  two ranged attacks.  
  Greatsword. Melee Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage.  
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one creature. Hit: 6 (1d6+3) piercing 
  damage. 
  Legendary Actions 
  The warlord 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. The warlord regains spent 
  legendary actions at the start of its turn.  
  Weapon Attack. The warlord makes a weapon attack.  
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll.  
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can 
  see and hear it, the target must succeed on a DC 16 
  Wisdom saving throw or be frightened until the end of 
  warlord's next turn. 
   
  Poltergeist 
  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 
  weapons  
  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. 
  Invisibility. The poltergeist is invisible.  
  Actions 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 10 (3d6) force damage.  
  Telekinetic Thrust. The poltergeist targets a creature or 
  unattended object within 30 feet of it. A creature must 
  be Medium or smaller to be affected by this magic, and 
  an object can weigh up to 150 pounds. 
   If the target is a creature, the poltergeist makes a 
  Charisma check contested by the target's Strength 
  check. If the poltergeist wins the contest, the 
  poltergeist hurls the target up to 30 feet in any 
  direction, including upward. If the target then comes 
  into contact with a hard surface or heavy object, the 
  target takes 1 d6 damage per 10 feet moved. 
   If the target is an object that isn't being worn or 
  carried, the poltergeist hurls it up to 30 feet in any 
  direction. The poltergeist can use the object as a 
  ranged weapon, attacking one creature along the 
  object's path (+4 to hit) and dealing 5 (2d4) 
  bludgeoning damage on a hit. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  25 
  Rock Worm (Remorhaz) 
  Huge monstrosity, unaligned 
  Armor Class 17 (natural armor)  
  Hit Points 195 (17d12+85) 
  Speed 30 ft., burrow 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  13 (+1) 
  21 (+5) 
  4 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Immunities cold, fire  
  Senses darkvision 60 ft., tremorsense 60ft., passive 
  Perception 10  
  Languages –  
  Challenge 11 (7,200 XP) 
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it takes 
  10 (3d6) fire damage. 
  Actions 
  Bite. Melee Weapon Attack: + 11 to hit, reach 10ft., 
  one target. Hit: 40 (6d10 + 7) piercing damage plus 10 
  (3d6) fire damage. If the target is a creature, it’s 
  grappled (escape DC 17). Until this grapple ends, the 
  target is restrained, and the remorhaz can't bite 
  another target.  
  Swallow. The remorhaz makes one bite attack against 
  a Medium or smaller creature it’s grappling. If the 
  attack hits, that creature takes the bite's damage and is 
  swallowed, and the grapple ends. While swallowed, the 
  creature is blinded and restrained, it has total cover 
  against attacks and other effects outside the remorhaz, 
  and it takes 21 (6d6) acid damage at the start of each 
  of the remorhaz's turns. If the remorhaz takes 30 
  damage or more on a single turn from a creature inside 
  it, the remorhaz must succeed on a DC 15 Constitution 
  saving throw at the end of that turn or regurgitate all 
  swallowed creatures, which fall prone in a space within 
  10 feet of the remorhaz. If the remorhaz dies, a 
  swallowed creature is no longer restrained by it and 
  can escape from the corpse using 15 feet of 
  movement, exiting prone. 
   
  Semm Nahar (Archmage) 
  Medium humanoid (human), lawful evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; non magical 
  bludgeoning, piercing, and slashing (from stoneskin) 
  Senses passive Perception 12 
  Languages any six languages 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects.  
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The arch mage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared:  
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp  
  1st level (4 slots): detect magic, identify, mage armor*, 
  magic missile  
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step  
  3rd level (3 slots): counterspell, fly, lightning bolt  
  4th level (3 slots): banishment, fire shield, stoneskin*  
  5th level (3 slots): cone of cold, scrying, wall of force  
  6th level (1 slot): globe of invulnerability  
  7th level (1 slot): teleport  
  8th level (1 slot): mind blank* 
  9th level (1 slot): time stop 
  *The archmage casts these spells on itself before 
  combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (ld4 + 2) 
  piercing damage. 
  
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  DDAL07-16 Pools of Cerulean 
   
   
  26 
  Thought Stinger (Spirit Naga) 
  Large monstrosity, chaotic evil 
  Armor Class 15 (natural armor)  
  Hit Points 75 (10d10+20) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Dex +6, Con +5, Wis +5, Cha +6  
  Damage Immunities poison  
  Condition Immunities charmed, poisoned  
  Senses darkvision 60ft., passive Perception 12  
  Languages Abyssal, Common  
  Challenge 8 (3,900 XP) 
  Rejuvenation. If it dies, the naga returns to life in 1d6 
  days and regains all its hit points. Only a wish spell can 
  prevent this trait from functioning.  
  Spellcasting. The naga is a 10th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks), and it needs only verbal 
  components to cast its spells. It has the following 
  wizard spells prepared: 
    
  Cantrips (at will): mage hand, minor illusion, ray of 
  frost  
  1st level (4 slots): charm person, detect magic, sleep  
  2nd level (3 slots): detect thoughts, hold person  
  3rd level (3 slots): lightning bolt, water breathing  
  4th level (3 slots): blight, dimension door 
  5th level (2 slots): dominate person 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage, and the 
  target must make a DC 13 Constitution saving throw, 
  taking 31 (7d8) poison damage on a failed save, or half 
  as much damage on a successful one. 
   
  Tremor Terror (Hydra) 
  Huge monstrosity, unaligned 
  Armor Class 15 (natural armor)  
  Hit Points 172 (15d12+75) 
  Speed 30 ft., swim 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  2 (-4) 
  10 (+0) 
  7 (-2) 
   
  Skills Perception +6  
  Senses darkvision 60ft., passive Perception 16  
  Languages –  
  Challenge 8 (3, 900 XP) 
  Hold Breath. The hydra can hold its breath for 1 hour.  
  Multiple Heads. The hydra has five heads. While it has 
  more than one head, the hydra has advantage on 
  saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked 
  unconscious. Whenever the hydra takes 25 or more 
  damage in a single turn, one of its heads dies. If all its 
  heads die, the hydra dies. At the end of its turn, it 
  grows two heads for each of its heads that died since 
  its last turn, unless it has taken fire damage since its 
  last turn. The hydra regains 10 hit points for each head 
  regrown in this way.  
  Reactive Heads. For each head the hydra has beyond 
  one, it gets an extra reaction that can be used only for 
  opportunity attacks.  
  Wakeful. While the hydra sleeps, at least one of its 
  heads is awake. 
  Actions 
  Multiattack. The hydra makes as many bite attacks as 
  it has heads.  
  Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage. 
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  27 
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint)  
  Hit Points 58 (9d8+18) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2  
  Senses passive Perception 12  
  Languages any one language (usually Common)  
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack.  
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands.  
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.  
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
   
   
    
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  28 
  Appendix. Singing Springs Map 
   
   
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  29 
  Appendix. Cinder Grove Map 
   
   
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  30 
  Appendix. Ambush! Map 
   
   
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  31 
  Appendix. Tomb of the Fire King Map 
   
   
   
   
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  32 
  Player Handout 1. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  The Opal Pendant 
  You captured part of the Soulmonger’s energy within 
  a magical opal pendant taken from a Red Wizard of 
  Thay. 
   At some point in the future, you and your allies 
  will need to deal with this nefarious device 
  permanently. Perhaps this will aid you when you do.  
   
  
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  DDAL07-16 Pools of Cerulean 
   
   
  33 
  Player Handout 2. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Vorpal Sword 
  Weapon (scimitar), legendary (requires attunement) 
  You gain a +3 bonus to attack and damage rolls 
  made with this magic weapon. In addition, the 
  weapon ignores resistance to slashing damage.  
   When you attack a creature that has at least one 
  head with this weapon and roll a 20 on the attack 
  roll, you cut off one of the creature's heads. The 
  creature dies if it can't survive without the lost head. 
  A creature is immune to this effect if it’s immune to 
  slashing damage, doesn't have or need a head, has 
  legendary actions, or the DM decides that the 
  creature is too big for its head to be cut off with this 
  weapon. Such a creature instead takes an extra 6d8 
  slashing damage from the hit. 
   This blade now hums and vibrates with great 
  energy, and slices through obstacles with the 
  greatest of ease. If the sword does not claim the life 
  of a sentient creature each day, you find that are 
  easily angered and become frustrated by even the 
  smallest obstacles. This item can be found in the 
  Dungeon Master’s Guide. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-16 - Pools of Cerulean v1.0.pdf