TEXT:  
   
  Wreckers 
   
  Cargo ships are being dashed against the rocks west of Hulburg, lured off course by a mysterious light. Is 
  this the work of ordinary thieves, or are more nefarious forces at work? 
   
  A Two-Hour Adventure for 1st-4th Level Characters 
   
   
   
  AUTHOR NAME 
  William Beers 
   
  Adventure Code: CCC-KUMORI-01-01 
  Optimized For: APL 3 
  Version: 1.01 
   
  Art and Cartography: William Beers, Maciej Zagorski (The Forge Studios) 
  Development and Editing: William Murakami-Brundage, Kricket Beers 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 
  all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  2 
  Introduction 
  Welcome to Wreckers, a D&D Adventurers League™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system, and part of the 
  Tomb of Annihilation™ storyline season. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
   This adventure takes place on the Moonsea coast, 
  west of Hulburg. 
  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  
   
  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 the words on 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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  CCC-KUMORI-01-01 Wreckers 
   
   
  3 
  Adventure Primer  
  “…worse things happen at sea…” 
  -Frank Turner 
  Adventure Background 
  Tarron Hothel, formerly a priest of Talos, has fallen 
  under the sway of a power from the deep. Gn’Harra, 
  one of the ancient morkoths inhabiting the Moonsea, 
  has exerted its will on Tarron. Gn’Harra completely 
  dominated Tarron, and has commanded him to 
  provide sacrificial humanoids for the purpose of 
  creating deep scions. Gn’Harra’s plan is to use these 
  deep scions to rob Hulburg of its treasures. 
     Tarron has been combining a gem of brightness 
  with a salvaged spyglass lens to mimic a lighthouse, 
  luring ships off-course into a small rocky bay. After 
  the ship founders, he and his cultists capture any 
  survivors and bring them to Gn’Harra’s cave. The 
  morkoth transforms the survivors into deep scions 
  or sea spawn. 
     Tarron hasn’t bothered to do anything with the 
  cargo yet other than to hide it, as he is Gn’Harra’s 
  creature, mind, body, and soul. Gn’Harra only cares 
  for enlarging its collection of wealth and lore, 
  creating deep scions to infiltrate Hulburg. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with 
  a phonetic pronunciation and one-three sentences describing 
  them. 
   
  Hulburg. A small city on the northeast coast of the 
  Moonsea. 
   
  Tarron Hothel. Fallen priest of Talos. Now a devoted 
  follower of Gn’Harra. 
   
  Gn’Harra. A morkoth residing in the Moonsea waters off 
  Hulburg. 
   
  Mallon Marstel. Current head of the Marstel Trading 
  House 
   
  Sultha Bloodwind. Zhentarim agent in Hulburg. 
   
  Knobby. A dwarf seaman, employed by Mallon Marstel. 
  Adventure Overview 
  This section provides the DM a bulleted overview of 
  how the adventure is most likely to play out. 
   Part 1. The Assignment. Starting four months 
  ago, ships started to go missing in the vicinity of 
  Hulburg. Mallon Marstel, an agent with the Marstel 
  trading house, enlists the adventurers to solve this 
  mystery. 
   Mallon directs them to a rocky section of coast, 
  west of Hulburg, where some wreckage of the Gray 
  Gull was found. Mallon offers them the use of one of 
  his boats, or they can follow the shoreline. 
   As the party leaves the Marstel Trading House, 
  Sultha Bloodwind, a Zhentarim member, approaches 
  them and asks that if they find the cargo of the 
  missing ships, to keep an eye out for a small crate 
  that contains a valuable ledger. 
   Part 2a: One if by Land, -or- Part 2b: Two if by 
  Sea. As the party approaches they notice the 
  “wreckers,” (cultists, led by a cult fanatic) setting up 
  their lighthouse ruse, a gem of brightness and the 
  lens from a spyglass. 
   Part 3: Denizens of the Deep. After defeating the 
  “wreckers,” the party finds a trail that leads them to 
  a cave on the coastline.  Inside, they find the trade 
  goods from wrecked ships, evidence of prisoners, 
  and a tunnel that leads deeper into the cavern. 
   Among the spoils of the wrecked ships is a crate 
  containing a ledger. Retrieving this ledger and 
  bringing it back to Sultha is a Zhentarim faction 
  assignment. 
     As the party follows the tunnel deeper into the 
  cave, they begin to hear chanting. They arrive at the 
  final cavern just in time to witness a deep scion 
  emerging from a pool, joining Tarron Hothel (priest 
  or cult fanatic, depending on party strength) and 
  the sea spawn(s) already present. 
     The party defeats their watery opponents and 
  return to Hulburg to claim their reward from Mallon 
  Marstel, and possibly Sultha. 
  Adventure Hook 
  Wreckers begins with the adventurers in the port 
  city of Hulburg. They have recently arrived and are 
  looking for work. 
     The characters took rooms at The Copper Flagon in 
  the Harbor District. 
   
   
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  4 
  Part 1. The Assignment 
  Estimated Duration: 15 minutes 
  The adventurers meet a local trader who suspects he 
  has been losing ships to foul play. 
  Last night, while you were relaxing in the common room of 
  The Copper Flagon, a young man entered. He had a quick 
  conversation with the innkeep, mounted the stage and made 
  a brief announcement. 
     “Attention please! Attention! Greetings patrons of The 
  Copper Flagon. Mallon Marstel, of the Marstel Trading House 
  wishes to employ a small team to find the whereabouts of his 
  missing ships. Interested persons should present themselves 
  tomorrow morning at the Marstel Trading House, in the 
  Harbor District, for an interview.”  With that, the man 
  hopped down from the stage, walked across the now-silent 
  room, and left the inn. The common room remained quiet for 
  a second or two, then the buzz of conversation swelled once 
  more. 
     After a brief discussion around the table, you agreed that 
  this may be just the opportunity that you’ve been looking for. 
     The next morning, you make your way to the Marstel 
  Trading House, and are shown to a waiting room. Five 
  minutes later, you are led into a room where a man sits at a 
  desk covered with stacks of papers and scrolls. Behind him is 
  a floor-to-ceiling window overlooking the Hulburg harbor. His 
  red eyes, mussed hair, and generally rumpled appearance 
  make you suspect he has not been getting much sleep of late. 
  The man at the table is Mallon Marstel, current head 
  of shipping at his family’s trading house. In the past 
  three months, the Marstels have lost two ships. 
  Missing ships aren’t just a problem for his family, as 
  four other ships bound for Hulburg have been 
  reported missing in the same time period.      
     Mallon has sent search parties out to scour the 
  coastline hear Hulburg, with no success until earlier 
  this week, when one party returned with news that 
  they had found wreckage of the Gray Gull. 
   Mallon had cautioned his search parties to report 
  only, not to investigate further. His crews are 
  experienced sailors, and he would much rather 
  contract out the investigation to those who are 
  expendable, or at least easily replaced. 
  Roleplaying Mallon Marstel 
  Mallon is in his early 50’s, and his once powerful frame has 
  started to thicken around the middle. Mallon’s family has 
  been at the trading business a long time. The have 
  occasionally lost ships to pirates, weather, or bad luck, but 
  never so many in so short of time. He has a no-nonsense 
  attitude, doesn’t mince words, and gets straight to the point. 
  He is eager to get the adventurers on their way to solving his 
  problem. 
  As you enter, the man looks up from his desk.  
      “Greetings, and thank you for coming so early. I am Mallon 
  Marstel. I am a busy man, and I don’t like to waste my time. I 
  imagine you feel the same way. In the past three months, the 
  family business has lost both the Lydia, and the Gray Gull. 
  Historically, we lose a ship every 2-3 years. To say this is an 
  anomaly is an understatement. My search parties have 
  recently turned up evidence of the Gull in a rocky section of 
  coast to the west of the city. I have a map to the location that 
  I will provide to you should we decide to do business. 
     “I will pay 200 gold for information leading to the recovery 
  of ship, cargo, or crew. Hopefully you will find all three! I will 
  pay you 10 gold each, regardless of what you find, for your 
  efforts. 
     “I’ll provide you with a boat and crew, or if saltwater isn’t 
  to your liking, the coast route will get you there, if only a little 
  longer. What do you say?” 
  Mallon will answer any of the questions the party 
  might have, as long has he knows the answer, and 
  doesn’t divulge any secrets of the family business. If 
  the adventurers don’t specifically ask, Mallon will 
  tell them the following additional information: 
   His trading house has lost two ships in the past 
  three months 
   Other missing ships bring the total up to six in the 
  past three months. 
   His search party found the remains of the Gray 
  Gull, dashed against the rocks west of Hulburg. 
   No signs of any life were found. 
   His men could see a narrow beach beyond the 
  rocks. A boat could get in there, but it would be 
  challenging. 
   He has recently heard rumors of a strange light on 
  the coastline at night, but hasn’t been able to 
  verify this. “It may just be coincidence.” 
  Mallon provides the characters with a rough map 
  leading to the wreckage of the Gray Gull. Give the 
  players Player Handout 1. 
  Faction Assignment 
  As the adventurers leave the Marstel Trading house, 
  they are approached by Sultha Bloodwind, a Black 
  Network agent. Sultha asks them if they have 
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  5 
  accepted Marstel’s assignment, and requests that 
  they be on the lookout for a special item. 
     Sutha will approach the party whether a member 
  of the Zhentarim is present or not; he wants the 
  mission accomplished and isn’t too picky about who 
  does it.  
  “Looking for the lost ships?  Good! Sultha Bloodwind, at your 
  service.  
     We had a valuable cargo aboard Nimrodale, which was due 
  here two tendays back. I’m itching to get out of Hulburg and 
  back to Zhentil Keep. This place is such a backwater!  
     Aboard the Nimrodale was a small, sealed crate, listed on 
  the manifest as The Collected Poems of Danthar Hodek. In 
  addition to Danthar’s absolutely dreadful poetry, the crate 
  contains a ledger that we don’t want to fall into the wrong 
  hands. Please retrieve this ledger, if you can, and I will 
  reward you. 
     Bring the ledger to me and I’ll pay you 50 gold pieces. I’ll be 
  at the Seafarer’s Arms.” 
  Provide the adventurers with the following 
  information through answering questions, or have 
  Sultha volunteer the information: 
   The sealed crate is roughly one foot by two feet by 
  four feet.’ 
   The crate is made of wood, its seams sealed with 
  wax. 
   It should be marked “Books, Hodek’s works.” 
   The crate weighs about 50 pounds. 
  If the party chooses to travel along the shoreline, 
  proceed to “One if by Land.”  If they opt for the 
  sea route, go to “Two if by Sea.” 
   
   
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  6 
  Part 2a. One if by Land 
  Estimated Duration: 50 minutes 
  The adventurers travel the coast seeking the 
  wreckage of the Gray Gull. 
  General Features 
  The coastal trail west of Hulburg has the following general 
  features. 
   
  Terrain. The trail runs atop a series of high bluffs, 
  occasionally leading down to secluded beaches. Most are 
  rocky, a few are sandy, but none seem to be inhabited.  
   
  Weather. The temperature is brisk, and the sky overcast. It 
  is dry however, and rain unlikely. 
   
  Light. Vision is unimpeded. 
   
  Smells and Sounds. The smell of the sea air is invigorating. 
  Following the trail on top of the bluff, there is constant wind, 
  and seabirds are present. 
  The map given to them by Mallon Marstel leads the 
  adventurers west, well away from Hulburg. Within 
  an hour of the city, the path is well used, but east of 
  there, it becomes overgrown quickly. Characters 
  who succeed on a DC 12 Wisdom (Survival) check 
  notice a few humanoid tracks that are quite recent, 
  within the last two days.  Rangers who chose coast 
  as their favored terrain and Land Druids of the coast 
  make this check with advantage. 
  Quicksand 
  After the characters have been following the trail for 
  two hours, read or paraphrase the following: 
  The trail leads downward again, leaving the bluff for the 
  waterline. Ahead, the trail splits, the left fork disappears into 
  the heavy surf, as the other heads toward a gap between the 
  base of the bluff and a large rock. Perhaps at low tide the left 
  path is exposed, but not now.  
     To the right, between a huge rock, half in the water, and a 
  large clump of brush and vines at the base of the bluff, is a 
  patch of undisturbed sand.  
     There is a jumbled mass of footprints in the sand on the 
  near side of the patch, and you can see another churned up 
  patch 15 feet away, on the other side of the undisturbed 
  sand. The only marks visible on the patch are two parallel 
  indentations, only a couple inches deep, and about two feet 
  apart. 
  The sand is quicksand, and the brush at the base of 
  the bluff is razorvine (see Wilderness Hazards, p110 
  of the Dungeon Master’s Guide.)  When the tide is out, 
  the quicksand is easily avoided by walking around 
  the sea side of the rock, on wet sand. The quicksand 
  patch is roughly 10 feet wide by 15 feet long, and 10 
  feet deep. See Map 1. 
  Quicksand 
  A quicksand pit covers the ground in roughly a 10-foot by 15-
  foot oval area and is 10 feet deep. When a creature enters 
  the area, it sinks 1d4+1 feet into the quicksand and becomes 
  restrained. 
   
  At the start of each of the creature’s turns, it sinks another 
  1d4 feet. As long as the creature isn’t completely submerged 
  in quicksand, 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 quicksand. A creature that is 
  completely submerged in quicksand can’t breathe (see the 
  suffocation rules in the Player’s Handbook). 
     A creature can pull another creature within its reach out of 
  a quicksand pit 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 quicksand. 
  Rangers who chose coast as their favored terrain 
  and Land Druids of the coast automatically recognize 
  this as quicksand. All others recognize the quicksand 
  on a successful DC 15 Intelligence (Nature) or 
  Wisdom (Survival) check.  
     In recent months, only Tarron Hothel and his 
  cultists have been using this path. The two lines in 
  the quicksand are from the 20-foot ladder they use 
  to cross the patch during high tide. 
     Characters may opt to wade around the rock to 
  avoid the quicksand. Once a character moves to the 
  tip of the rock, the ground falls away, requiring a 
  successful DC 15 Dexterity saving throw. 
   Anyone without a swim speed who falls in the 
  water must make a successful DC 12 Strength 
  (Athletics) check to safely swim to shore. Failure 
  means the character will suffer 4 (1d8) bludgeoning 
  damage as they are buffeted by waves, but then 
  arrive at the shoreline at the end of their next turn. 
     Climbing the large rock to get around is also an 
  option.  The rock is wet and slick from the surf, and 
  requires a DC 12 Strength (Athletics) ability check to 
  climb it. 
     Characters who avoid the quicksand by entering 
  the “brush” on the bluff side find the razorvine. 
  Razorvine 
  Razorvine is a plant that grows in wild tangles and hedges. It 
  also clings to the sides of buildings and other surfaces as ivy 
  does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge 
  of razorvine has AC 11, 25 hit points, and immunity to 
  bludgeoning, piercing, and psychic damage. 
   
  When a creature comes into direct contact with razorvine 
  for the first time on a turn, the creature must succeed on a 
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  7 
  DC 10 Dexterity saving throw or take 5 (1d10) slashing 
  damage from the razorvine’s bladelike thorns. 
  The “Lighthouse” 
  When the party nears the spot on the map marked 
  “wreckage,” a successful DC 12 Wisdom (Perception) 
  reveals a group of humans setting erecting a wooden 
  tower on a bluff overlooking a small bay. See Map 2. 
     The cultists have two of their number standing 
  guard, while the rest do the work of setting up the 
  tower. A cult fanatic supervises. 
     The tower is a 20-foot-tall wooden structure on 
  which the cultists mounted a special lantern to 
  mimic the effect of a lighthouse. The lantern started 
  life as a bullseye lantern, but has now been fitted 
  with a spyglass lens. It is powered by a gem of 
  brightness. 
     If the lookouts spot the adventurers, they raise the 
  alarm. The cultists will fight to the death, and are not 
  interested in parley. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: 
  4 cultists, 1 cult fanatic 
  Weak: 
   
  5 cultists, 1 cult fanatic 
  Average:  
  6 cultists, 1 cult fanatic  
  Strong:  
  8 cultists, 1 cult fanatic 
  Very strong: 
  6 cultists, 2 cult fanatics 
  Tactics 
  Cult fanatic(s) casts spiritual weapon as their first action, to 
  allow for a bonus action attack every round. 
  Cult fanatic(s) casts hold person or command (“Grovel”) on 
  subsequent rounds to give their allies advantage. 
  Cultists charge in and gang up on Held/prone PCs. 
  Treasure 
  Between them, the cultists have 22 gp in various 
  denominations. Examining the “lighthouse” the 
  characters find a modified bullseye lantern, with a 
  gem of brightness inside. The lantern has been fitted 
  with what looks to be a spyglass lens and is worth 85 
  gp.  
  Developments 
  The cultists are stubborn, and if captured, give up 
  information only after a great struggle. A successful 
  DC 12 Charisma (Intimidation) check, made at 
  disadvantage, will enable the adventurers to learn 
  one of the following for each successful check. 
   Their leader’s name is Tarron. 
   Their leader is a powerful magic user. 
   The direction of the cave, which is 20 minutes 
  west on the coastline. 
   Powerful sea creatures are their allies. 
   On a successful DC10 Wisdom (Insight) check, the 
  adventurers will realize that normal pirates would 
  not fight to the death. 
  Searching the bodies reveals that each has a crude 
  tattoo on the left shoulder of a stylized morkoth. A 
  DC 15 Intelligence (Arcana or History) check reveals 
  that morkoths are sea-dwelling plunderers of lore 
  and treasure, and often have charmed minions. 
     A thorough search of the area reveals a trail that 
  leads to the cultist’s subterranean hideout. Proceed 
  to Part 3. Denizens of the Deep. 
   
   
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  8 
  Part 2b. Two if by Sea 
  Estimated Duration: 50 minutes 
  The adventurers travel the coast seeking the 
  wreckage of the Gray Gull. 
  General Features 
  The Marstel crew keeps the boat close to shore. 
   
  Terrain. The coastline here is a series of high bluffs. A few 
  paths can be seen leading down to the occasional beach. 
  Most are rocky, a few are sandy, but none seem to be 
  inhabited. 
   
  Weather. The temperature is brisk, and the sky overcast. It 
  is dry however, and rain unlikely. 
   
  Light. Vision is unimpeded. 
   
  Smells and Sounds. The sea air is invigorating, and the 
  motion of the boat is not as bad as you thought it would be. 
  Mallon gives the party directions to the Marstel 
  docks. There they meet Knobby, a bald dwarf (treat 
  as a bandit with proficiency in water vehicles) and 
  his two crewmembers, Hal and Lem (commoners). 
  Following the directions of Mallon, you soon find yourselves 
  at the Marstel docks. After no more than a minute on the 
  quay, a bald dwarf spots you, and waves you over. 
     “Ah! So, you’re the group we’ll be ferrying around today 
  eh?  Master Mallon said a group might be showing up this 
  morning. Have sea legs do ya?  Name’s Knobby, and the two 
  down in the boat there are Hal and Lem,” he says, sticking 
  out a calloused hand for you to shake. 
     After introductions, he ushers you down to the boat, and 
  bids you to sit fore and aft of the rowers. Hal and Lem are 
  both large humans, and don’t say much. 
     Knobby talks enough for the rowers, and a few more 
  besides. Even as the boat eases away from the quay, he is 
  already hip-deep in a story of how he used to fight pirates in 
  the Nelanther Isles “in the old days.” 
  The “Lighthouse” 
  About an hour west of Hulburg, characters that are 
  actively looking at the shoreline spot a small group 
  of humans. A successful DC 15 Wisdom (Perception) 
  check reveals a group of humanoids (one cult 
  fanatic and three cultists) making their way down a 
  narrow trail along the bluff. On top of the bluff is a 
  rickety wooden tower, observable with a successful 
  DC 12 Wisdom (Perception) check. 
     Checking the map confirms this as the location 
  where Mallon’s searchers found wreckage of the 
  Grey Gull. Knobby verifies this as well. 
   The tower is a 20-foot-tall wooden structure on 
  which the cultists mounted a special lantern to 
  mimic the effect of a lighthouse. The lantern started 
  life as a bullseye lantern, but has now been fitted 
  with a spyglass lens. It is powered by a gem of 
  brightness. 
     The bluff is devoid of trees, but has some small 
  pockets of brush. A single cultist is concealed there, 
  keeping a lookout. He spots the adventurers on a 
  successful DC 10 Wisdom (Perception) check. If the 
  lookout spots the adventurers, he moves to the edge 
  of the bluff, shouting down to his comrades to alert 
  them. The adventurers hear and see the lookout 
  yelling in this case. 
     The cult fanatic and cultists will attempt to hide 
  behind rocks. If it appears that the adventurers are 
  approaching the beach, the cult fanatic will cast 
  spiritual weapon, keeping it below the water at the 
  shoreline. 
     Getting onto the beach is tricky because of strong 
  waves and narrow channels. See Map 2 for details. 
  Knobby will attempt to land the boat. It will require 
  a successful DC 20 Dexterity (Water vehicles) by 
  Knobby or an adventurer to boat through unscathed. 
  If any adventurer is proficient in water vehicles, 
  Knobby will help them, giving them advantage.  
   Failure by 5 or more means that the boat has hit a 
  rock. All occupants of the boat must make a DC 10 
  Dexterity saving throw, or fall overboard. 
   Failure by 10 or more means the boat hit hard 
  enough to knock a hole in it. All occupants of the 
  boat must make a DC 10 Dexterity saving throw, 
  or fall overboard. In this case, the crew can limp 
  the boat to shore, but it will need to be repaired 
  before it is usable again. Using mending three 
  times can repair the hole. Alternately, a successful 
  DC 12 Intelligence (Water vehicles) check will 
  
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  9 
  repair the hole. This proficiency check requires an 
  hour spent making the repair. 
   Anyone without a swim speed who falls in the 
  water must make a successful DC 12 Strength 
  (Athletics) check to safely swim to shore. Failure 
  means the character will suffer 4 (1d8) 
  bludgeoning damage as they are buffeted by 
  waves, but then arrive at the shoreline at the end 
  of their next turn. 
  If any adventurer or ally falls into the water, this 
  alerts the sea spawn guarding the beach. The sea 
  spawn attacks the next round. If the party makes it 
  ashore with no one overboard, the sea spawn enters 
  combat one round after the first adventurer reaches 
  shore. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: 
  3 cultists, 1 cult fanatic, 1 sea spawn 
  Weak: 
   
  4 cultists, 1 cult fanatic, 1 sea spawn 
  Average:  
  5 cultists, 1 cult fanatic, 1 sea spawn  
  Strong:  
  4 cultists, 1 cult fanatic, 2 sea spawn 
  Very strong: 
  5 cultists, 2 cult fanatics, 2 sea spawn 
  Tactics 
  Cult fanatic(s) casts spiritual weapon as their first action, to 
  allow for a bonus action attack every round. 
  Cult fanatic(s) casts hold person or command (“Grovel”) on 
  subsequent rounds to give their allies advantage. 
  Cultists charge in and gang up on incapacitated/prone PCs. 
  Sea spawn attack the nearest enemy.
  Treasure 
  Between them, the cultists have 22 gp in various 
  denominations. Examining the “lighthouse” the 
  characters find a modified bullseye lantern, with a 
  gem of brightness inside. The lantern has been fitted 
  with what looks to be a spyglass lens and is worth 85 
  gp. 
  Developments 
  The cultists are stubborn, and if captured, give up 
  information only after a great struggle. A successful 
  DC 12 Charisma (Intimidation) check, made at 
  disadvantage, will enable the adventurers to learn 
  one of the following for each successful check. 
   Their leader’s name is Tarron. 
   Their leader is a powerful magic user. 
   The direction of the cave, which is 20 minutes 
  west on the coastline. 
   Powerful sea creatures are their allies. 
   On a successful DC10 Wisdom (Insight) check, the 
  adventurers will realize that normal pirates would 
  not fight to the death. If Knobby is still alive, he 
  will comment that it is indeed not pirate behavior. 
  Searching the bodies reveals that each has a crude 
  tattoo on the left shoulder of a stylized morkoth. A 
  DC 15 Intelligence (Arcana or History) check reveals 
  that morkoths are sea-dwelling plunderers of lore 
  and treasure, and often have charmed minions. 
     A thorough search of the area reveals a trail that 
  leads to the cultist’s subterranean hideout. Proceed 
  to Part 3. Denizens of the Deep. 
   
   
   
  
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  10 
  Part 3. Denizens of the Deep 
  Estimated Duration: 50 minutes 
  Confronting the cultists! 
  General Features 
  Terrain. The cave floor is sandy. The walls are mostly natural, 
  though some passages have clearly been widened with tools. 
  Unless otherwise noted, cave ceilings are 15 feet high. 
  Weather. The interior of the cave is cold and damp. 
  Light. The cave is lit with tallow candles, providing dim light. 
  The path the characters have been following shortly 
  leads to a deserted beach, with a large cave mouth 
  dominating the bluff face. See Map 3. 
  Area A. Main Chamber 
  The yawning cave mouth allows light to spill into this 
  cavern, faintly illuminating stacks of crates, heaps of 
  grain sacks, barrels, bags, and bales of cloth. 
  The sand floor of the cave here has been disturbed by many 
  feet, coming to and fro, forming a path that leads deeper into 
  the cavern, branching in the center. One path leads north, 
  and one east. In the northwest corner of the cavern, one of 
  the stacks of crates has tipped over into pool of water. 
  This roughly 30 foot by 40 foot chamber is piled high 
  with trade goods. Crates of apples and root 
  vegetables, bales of cotton, sacks of grain, and 
  dozens of crates fill this area. The trade goods are 
  heaped into roughly four different piles. A 5-foot-
  wide pathway winds through the piles, forking near 
  the center of the cavern. One branch continues 
  straight (north) and one branch heading off to the 
  right (east).  A successful DC 15 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  reveals some of the tracks to be from webbed feet. 
  Coastal druids, and anyone with a sea-faring 
  background, make this check with advantage. 
     The sealed crate containing Sultha’s missing ledger 
  is in the pile that has toppled into the water. 
  Adventurers that questioned Sultha about the crate’s 
  appearance will have no trouble spotting it, half 
  submerged in the water, laying on crates that are 
  fully immersed. Unless the party comes up with 
  some clever way recover the crate, one of them will 
  have to enter the water to get to it. 
     The pool is approximately 5 to 8 feet deep, and 
  connected to the cove and to the rearmost chamber 
  of the caves, via a submerged tunnel. Inside this pool 
  is a sea spawn, which attacks adventurers that 
  enters the water. If there are less than 50 minutes 
  remaining for this adventure, skip this encounter. 
     If the party didn’t question Sultha about the crate’s 
  appearance, a successful DC 15 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  reveals a crate with the word “Hodek” chalk-marked 
  on it. 
  Treasure 
  In addition to the ledger requested by Sultha 
  Bloodwind, the crate contains a dozen poetry books 
  by Danthar Hodek. Each book can be sold for 1 gp. 
  Area B. Side Chamber 
  This smaller cavern has four solid wood posts sunk into sandy 
  floor, hanging from which are numerous ropes and cords. 
  The remains of a wood fire and a small collection of pots are 
  snugged up against one wall. On the opposite side of the 
  cavern are two barrels, standing side by side. 
  Tarron has been using this chamber to store his 
  prisoners before they are transformed by the 
  morkoth. There are no prisoners here presently, but 
  a successful DC 15 Intelligence (Investigation) or 
  Wisdom (Perception) check reveals the words Lydia, 
  Gray Gull, and Breeze carved into three different 
  posts, presumably by prisoners from those ships. 
     The barrels contain fresh water. The fire is cold, 
  and the pots show no signs of recent use. 
  Area C. The Well 
  The passage at the rear of the main cavern leads deeper into 
  the cave. As you move slowly down it, you can just make out 
  the faint sounds of chanting from up ahead.  
     Rounding the last bend, you see a robed figure facing a pool 
  of water on the far side of this chamber. In the flickering 
  torchlight, you see that its arms are upraised. Crouching next 
  to the chanting figure is a scaled humanoid beast, staring at 
  the pool.  
     Emerging from the water is a humanoid figure, with long 
  tentacles protruding from the back of its head, twitching as if 
  alive. As it sees you, its red eyes narrow, and its face splits 
  apart, revealing dozens of needle-sharp teeth! 
  Tarron (priest or cult fanatic, depending on party 
  strength) has an alarm spell on the passage leading 
  
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  11 
  to this chamber. Unless the adventurers were able to 
  detect and disarm the spell, he cannot be surprised.  
     He sees the party as a source of sacrifices for 
  Gn’Harra, and if the opportunity arises, will attempt 
  subdual damage. Under no circumstance will he 
  allow the morkoth’s plans to go awry, and he will do 
  everything in his power to stop anyone from 
  escaping with news of his activities. If more than one 
  sea spawn is present for the encounter, the rest of 
  the sea spawn arrive from the passage on the second 
  round of combat. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: 
  1 sea spawn, 1 cult fanatic, 1 deep scion 
  Weak: 
   
  1 sea spawn, 1 priest, 1 deep scion  
  Average:  
  2 sea spawn, 1 priest, 1 deep scion  
  Strong:  
  3 sea spawn, 1 priest, 1 deep scion 
  Very strong: 
  4 sea spawn, 1 priest, 1 deep scion 
  Tactics 
  Cult fanatic(s) casts spiritual weapon as their first action, to 
  allow for a bonus action attack every round. 
  Cult fanatic(s) casts hold person or command (“Grovel”) on 
  subsequent rounds to give their allies advantage. 
  Priest casts spiritual guardians as their first action, for area-
  of-effect damage. 
  Priest casts spiritual weapon as their next action, to allow for 
  a bonus action attack every round. 
  Priest uses remaining spell slots to cast cure wounds on the 
  deep scion as necessary. 
  Sea spawn attacks the nearest enemy with tentacles and 
  attempt to drag the characters into the water while attacking 
  them. 
  Deep scion is in hybrid form, and attacks the nearest enemy. 
  Deep scion, knowing it affect allies as well as enemies, uses 
  its psychic screech as a last resort. 
  Net Trap 
  10 feet into this cavern is a trip wire set to release a 
  net, suspended from the ceiling.  
  Falling Net 
  This trap uses a tripwire to release a net suspended from the 
  ceiling. 
       The tripwire is near the ground and stretches across the 
  cave floor. The net is hidden behind cobwebs. A successful 
  DC 15 Wisdom (Perception) check spots the trip wire. A DC 
  20 Wisdom (Perception) check spots the net. A successful DC 
  15 Dexterity check using thieves’ tools breaks the trip wire 
  harmlessly. A character without thieves’ tools can attempt 
  this check with disadvantage using any edged weapon or 
  edged tool. On a failed check, the trap triggers. 
       When trap is triggered, the net is release, covering a 10-
  foot-square area. Those in the area are trapped under the 
  net and restrained, and those that fail a DC 10 Strength 
  saving throw are also knocked prone. A creature can use its 
  action to make a DC 10 Strength check, freeing itself or 
  another creature within its reach on a success. The net has 
  AC 10 and 20 hit points. 
       Dealing 5 slashing damage to the net (AC 10) destroys a 5-
  foot square section of it, freeing any creature trapped in that 
  section. 
  Treasure 
  The deep scion carries a finely crafted battleaxe 
  worth 40 gp.  Stuffed into a large pouch on Tarron’s 
  belt is a spell scroll of lesser restoration, a potion of 
  healing, and 75 gp. 
  Conclusion 
  Mallon Marstel is pleased to learn what happened to 
  his ships, sad that his crews are lost, and optimistic 
  that the problem may be at its end. 
   Sultha Bloodwind is relieved that the ledger is 
  back in the hands of the Black Network, and presents 
  the adventurers with a 50 gp bounty. This is one 
  more successful assignment for him. If he keeps this 
  up, maybe he can leave this one-horse town. 
   Gn’Harra has lost a source of bodies, but it is 
  patient, content to bide its time beneath the surface 
  of the Moonsea. 
   
  
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  12 
  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: 450/Max: 600 Each) 
  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 
  Cult fanatic 
   
   
  450 
  Cultist  
   
   
  25 
  Priest 
   
   
   
  450 
  Deep scion 
   
   
  700 
  Sea spawn 
   
   
  100 
  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 
  Cultist Gold 
   
   
  22 
  Poetry Books 
   
   
  12 
  Lantern w/ Lens  
   
  85 
  Mallon Marstel (Reward)  
  200 
   
  Mallon Marstel (Payroll)  
  10 each 
  Sultha’s Bounty  
   
  50 
  Tarron Hothel’s Pouch 
   
  75 
  Ornate Battleaxe  
   
  40 
   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. 
   
   
   
  Gem of Brightness 
  Wondrous item, uncommon 
  This prism has 50 charges. While you are holding it, 
  you can use an action to speak one of three 
  command words to cause one of the following 
  effects: 
     The first command word causes the gem to shed 
  bright light in a 30-foot radius and dim light for an 
  additional 30 feet. This effect doesn't expend a 
  charge. It lasts until you use a bonus action to repeat 
  the command word or until you use another function 
  of the gem. 
     The second command word expends 1 charge and 
  causes the gem to fire a brilliant beam of light at one 
  creature you can see within 60 feet of you. The 
  creature must succeed on a DC 15 Constitution 
  saving throw or become blinded for 1 minute. The 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
     The third command word expends 5 charges and 
  causes the gem to flare with blinding light in a 30-
  foot cone originating from it. Each creature in the 
  cone must make a saving throw as if struck by the 
  beam created with the second command word. 
     When all of the gem's charges are expended, the 
  gem becomes a nonmagical jewel worth 50 gp. 
    See Player Handout 2 for details. 
     This item can be found in the Dungeon Masters 
  Guide. 
  Potion of Healing 
  Potion, common 
  This item can be found in the Players Handbook. 
  Scroll of Lesser Restoration 
  Scroll, uncommon 
  This item can be found in the Dungeon Masters 
  Guide. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Zhentarim earn an additional one 
  renown, for successful completion of their faction 
  assignment. 
  
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  DM Reward 
  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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  14 
  Appendix. Monster/NPC 
  Statistics 
   
  Cult Fanatic 
  Medium humanoid (any race,) any non-good alignment 
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8+6) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
   
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
   
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to 
  hit with spell attacks). The fanatic has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Fanatics are often part of a cult’s leadership, using 
  their charisma and dogma to influence and prey on 
  those weak of will. Most are interested in personal 
  power above all else. 
   
  Cultist 
  Medium humanoid (any race,) any non-good alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) slashing damage. 
   
  Cultists swear allegiance to dark powers such as 
  elemental princes, demon lords, or archdevils. Most 
  conceal their loyalties to avoid being ostracized, 
  imprisoned, or executed for their beliefs. Unlike evil 
  acolytes, cultists often show signs of insanity in their 
  beliefs and practices. 
   
  
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  Deep Scion 
  Medium humanoid (shapechanger,) neutral evil 
  Armor Class 11 
  Hit Points 67 (9d8+27) 
  Speed 30 ft. (20ft. and swim 40 ft. in hybrid form) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
   
  Saving Throws Wis +3, Cha +4 
  Skills Deception +6, Insight +3, Sleight of Hand +3, 
  Stealth +3 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Aquan, Common, thieves’ cant  
  Challenge 3 (700 XP) 
   
  Shapechanger. The deep scion can use its action to 
  polymorph into a humanoid-piscine hybrid form, or 
  back to its true form. Its statistics, other than its 
  speed, are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. The deep 
  scion reverts to its true form if it dies. 
   
  Amphibious (Hybrid Form Only). The deep scion can 
  breathe air and water. 
  Actions 
  Multiattack. In humanoid form, the deep scion makes 
  two melee attacks. In hybrid form, the deep scion 
  makes three attacks:  one with its bite and two with its 
  claws. 
   
  Battleaxe (Humanoid Form Only). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) 
  slashing damage, or 9 (1d10+4) slashing damage if used 
  with two hands. 
   
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing 
  damage. 
   
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing 
  damage. 
   
  Psychic Screech (Hybrid Form Only; Recharges after a 
  Short or Long Rest). The deep scion emits a terrible 
  scream audible within 300 feet. Creatures within 30 
  feet of the deep scion must succeed on a DC 13 
  Wisdom saving throw or be stunned until the end of 
  the deep scions next turn. In water, the psychic screech 
  also telepathically transmits the deep scion’s memories 
  of the last 24 hours to its master, regardless of 
  distance, so long as it and its master are in the same 
  body of water. 
   
  
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  Priest 
  Medium humanoid (any race,) any alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 33 (5d8+5) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages  
  Challenge 2 (450 XP) 
   
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon 
  attacks to magically deal an extra 10 (3d6) radiant 
  damage to a target on a hit. This benefit lasts until 
  the end of the turn. If the priest expends a spell slot 
  of second level or higher, the extra damage 
  increased by 1d6 for each level above first. 
   
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  Priests bring the teachings of their gods to the 
  common folk. They are the spiritual leaders of 
  temples and shrines and often hold positions of 
  influence in their communities. Evil priests might 
  work openly under a tyrant, or they might be the 
  leaders of religious sects hidden in the shadows of 
  good society, overseeing depraved rites. 
     A priest typically has one or more acolytes to help 
  with religious ceremonies and other sacred duties. 
   
  Sea Spawn 
  Medium humanoid, neutral evil 
  Armor Class 11 
  Hit Points 32 (5d8+10) 
  Speed 20ft. and swim 30 ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
   
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Aquan and Common but can’t 
  speak 
  Challenge 1 (200 XP) 
   
  Limited Amphibiousness. The sea spawn can breathe 
  air and water, but needs to be submerged in the sea 
  at least once a day for 1 minute to avoid suffocating. 
  Actions 
  Multiattack. The sea spawn makes three attacks:  two 
  unarmed strikes, and one with its Piscine Anatomy 
   
  Unarmed Strike. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning 
  damage. 
   
  Piscine Anatomy. The sea spawn has one or more of 
  the following attack options, provided it has the 
  appropriate anatomy. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 3 (1d6) poison damage, and the 
  target must succeed on a DC 12 Constitution saving 
  throw or be poisoned 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. 
   
  Tentacles. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, 
  and the target is grappled (escape DC 12) if it is a 
  Medium or smaller creature. Until this grapple ends, 
  the sea spawn can’t use this tentacle on another 
  target. 
  
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  Map 1. Quicksand and Razorvine 
  
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  Map 2. The Lighthouse 
   
  
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  19 
  Map 3. The Cave                          
   
  
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  CCC-KUMORI-01-01 Wreckers 
   
   
  20 
  Player Handout 1. Mallon’s Map 
   
  
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  21 
  Player Handout 2.   
  Gem of Brightness
  This prism has 50 charges. While you are holding it, 
  you can use an action to speak one of three 
  command words to cause one of the following 
  effects: 
     The first command word causes the gem to shed 
  bright light in a 30-foot radius and dim light for an 
  additional 30 feet. This effect doesn't expend a 
  charge. It lasts until you use a bonus action to repeat 
  the command word or until you use another function 
  of the gem. 
     The second command word expends 1 charge and 
  causes the gem to fire a brilliant beam of light at one 
  creature you can see within 60 feet of you. The 
  creature must succeed on a DC 15 Constitution 
  saving throw or become blinded for 1 minute. The 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
     The third command word expends 5 charges and 
  causes the gem to flare with blinding light in a 30-
  foot cone originating from it. Each creature in the 
  cone must make a saving throw as if struck by the 
  beam created with the second command word. 
     When all of the gem's charges are expended, the 
  gem becomes a nonmagical jewel worth 50 gp. 
     This item can be found in the Dungeon Masters 
  Guide. 
  Gem of Brightness Charges 
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            
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-KUMORI-01-01 - Wreckers v1.01.pdf