TEXT: A City on the Edge 
  Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a 
  landscape both mystifying and marvelous. However, the city’s vibrant beauty is 
  overshadowed by a mysterious scourge that plagues all within the land. Can the divergent 
  forces within the city discover the truth before all are overcome by this growing threat? 
  Five Four-Hour Mini-Adventures for 1st-4th Level Characters 
  Rich Lescouflair 
  Author 
  Adventure Code: DDAL07-01 
  Optimized For: APL 1 
  Version: 1.0 
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
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  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 
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  DDAL07-01 A City on the Edge 
   
   
  2 
   
  Introduction 
  Welcome to A City on the Edge, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Tomb of Annihilation™ storyline season. 
   This adventure takes place entirely within the 
  walls of Port Nyanzaru, a beautiful city at the edge 
  of the Chultan Peninsula, full of exotic smells, 
  sounds, sights, and architecture unlike that found 
  anywhere else in Faerûn. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 1st 
  level characters. Characters outside this level range 
  cannot participate in this adventure.  
   This adventure is divided into five mini-missions, 
  each of which should take approximately 60 - 70 
  minutes to complete. The first four missions may be 
  played in any order, with Mission 5 concluding the 
  story.  Please note that though these missions are 
  loosely connected to the overall story, they may each 
  also be played individually if desired. 
  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 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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  DDAL07-01 A City on the Edge 
   
   
  3 
   
  Adventure Primer 
  Life inspires more dread than death - it is life which is 
  the great unknown. 
  --Emile M. Cioran 
  Adventure Background 
  For the past nine years, seven Merchant Princes 
  have ruled over Port Nyanzaru. Recently, however, a 
  new threat has arisen that has them in a panic. An 
  affliction the locals have come to know as the “Death 
  Curse”. The five major factions operating throughout 
  Faerûn have each tasked a representative to 
  discover the source of this curse, and purge it from 
  the region.  
   Meanwhile, yuan-ti spies have attempted to 
  smuggle a cursed relic into the city with plans to 
  advance their own goals. Though this Dreamer’s 
  Amulet was to secretly arrive in four different parts, 
  events have kept the pieces from being retrieved and 
  united, forcing the spies to alter their plans in order 
  to reclaim them. 
  Location and NPC Summary 
  The following NPCs feature prominently in this adventure:  
   
  Port Nyanzaru bears the fitting moniker of “the Gateway 
  to Chult.” It is a beautiful, vibrant city full of exotic smells, 
  sounds, sights, and architecture unlike that found anywhere 
  else in Faerûn. Its beauty, however, belies the dangers that 
  lurk within and beyond its walls. 
   
  Alastar Bol (AL-a-star BOWL). Ranking member of the 
  Order of the Gauntlet. Alastar is convinced someone is 
  abducting citizens and using them for sinister ends. 
   
  Klevin Van’Sheran (KLEH-vin VAN-share-uhn). Member of 
  the Lord’s Alliance. The city and its people are his true love 
  and he seeks to root out those who dare tarnish its image. 
   
  Pock-Marked Po (POE). Though operating freely at the 
  behest of the Zhentarim, Po also uses his broad influence and 
  network of contacts for his own secretive ends. 
   
  Screaming Wind. A young tabaxi and member of the 
  Emerald Enclave. She does her best to safeguard the city’s 
  people against the jungle’s many savage threats. 
   
  Soggy Wren (REN). Ranking member of the Harpers. Wren 
  is a well-known local whose lack of sober wit and judgment 
  may have enmeshed him into one of the city’s darkest 
  secrets. 
  Adventure Overview 
  The adventure is broken down into five parts, each 
  involving a mission for one of the five factions: 
   A Snake in the Grass (Lord’s Alliance). The party 
  investigates a secret path between two of the city’s 
  districts to put a stop to the smuggling ring 
  operating there.  
   The Grand Prize of the Oracle (Zhentarim). The 
  party competes in a contest to win a coveted prize 
  before it falls into the wrong hands. They soon 
  discover that the “wrong” hands are a matter of 
  perspective. 
   Life As We Don’t Know It (Emerald Enclave). 
  Strange creatures are plaguing the people of the 
  Malar’s Throat. The party must venture into a den of 
  natural dangers to discover the source. 
   When Death Calls (Order of the Gauntlet). While 
  citizens in Old City are disappearing, the party is 
  sent to investigate an ancient underground maze to 
  discover the truth behind what the locals have 
  named “The Call of the Dead”. 
   Darkest Dreams of the Defiler (Harpers). Clues 
  obtained in the prior missions lead to an 
  investigation by the Ytepka Society. The party is 
  asked to help the Ytepka Society unmask a hidden 
  enemy and reveal their plans. 
  Story Beat: The Dreamer’s Amulet 
  As part of four of the missions, the party discovers a cursed 
  trinket. Each is one of the four parts of the Dreamer’s Amulet 
  (see “Adventure Background” above). In the Harpers mission, 
  to be completed last, the yuan-ti attempt to steal the relic 
  from the party. 
   
  Each of the trinkets are described in their corresponding 
  mission. When put together, the pieces magically combine 
  into the completed relic. The amulet is useless to anyone but 
  the yuan-ti and their servants. However, anyone within 10 
  feet of it experience feelings of uneasiness and trepidation. 
  The amulet is immune to any magical spells or effects that 
  would directly target it. 
   
  More information regarding the relic’s powers are detailed 
  in Mission 5: Darkest Dreams of the Defiler. 
  Adventure Hooks 
  In addition to individual backgrounds, here are two 
  suggested means of introducing the adventurers to 
  Port Nyanzaru. If possible, it’s also strongly 
  recommended that you utilize the introduction 
  Tomb of Annihilation (see Chapter 1: Voyage to Port 
  Nyanzaru). 
   Fortune and Glory. A call has been sent to brave 
  souls who wish to venture to Port Nyanzaru to assist 
  representatives of each faction in exchange for a 
  handsome reward and the chance for untold 
  discoveries and hidden wonders in the exotic jungles 
  of Chult.  The party may also have heard of the 
  mysterious “Death Curse” that plagues the populace. 
   Answering the Call of Duty. Each party member 
  was requested by their faction to assist with the 
  various situations arising in Port Nyanzaru. The 
  
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  DDAL07-01 A City on the Edge 
   
   
  4 
   
  players have been asked to meet with their faction 
  contact to receive instruction on where to begin, 
  with opportunities for reward and advancement. 
  The Death Curse 
  This mysterious curse has afflicted all creatures, spreading 
  fear and panic amongst the populace. For informational 
  purposes, the players can be made aware of the following: 
  • Any creature whose hit point maximum has been reduced 
  to 0 (via life draining or similar effect) will die immediately. 
  • Permanently reduced hit point maximums cannot be 
  restored. 
  • The dead cannot be brought back to life by any known 
  means (resurrection, raise dead, etc.). 
  • Those that have been previously resurrected begin to 
  physically wither and eventually waste away. 
   
  
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  DDAL07-01 A City on the Edge 
   
   
  5 
   
  Prologue. A Different World 
  The adventure begins with the party arriving by boat 
  in Port Nyanzaru’s Harbor District.  
  A westerly wind picks up as your ship approaches the inner 
  mouth of the Bay of Chult. To the west, mountains of dark 
  gray stone lead to jagged peaks, jutting out from an endless 
  canopy of trees so thick it seems as if the sunlight could only 
  dare beat its way in. Ahead, the tall, stonecast walls of Port 
  Nyanzaru form a stockade barrier between the bay and the 
  city proper. 
   
  Your ship passes through the gates, revealing the harbor 
  and land rises marking the city’s districts. Rows of buildings 
  made of multihued patched stonework are decorated by 
  colorful rooftops and murals. Small, winged lizards flitter past 
  the ship’s bow, heading off into the trees as you pull into the 
  harbor. You’ve finally arrived in Chult, and it’s time to get a 
  clear lay of the land. 
  Welcome to the Jungle: Describing the Climate 
  Though Chult has several different types of terrain, they all 
  have one thing in common. It is extremely hot and humid 
  anywhere you go. The area is also plagued with frequent 
  heavy rainfall. 
   
  If the DM chooses to describe the environment further, 
  they may wish to emphasize how the unbearable heat may 
  cause the players severe discomfort, especially those wearing 
  armor and heavy cloaks. The air here is also thick with 
  moisture, which may make some of the characters feel as if it 
  were harder to catch their breath. 
  Arriving in Port Nyanzaru 
  When the characters disembark, they are greeted by 
  a couple of dockworkers accompanied by Zindar, a 
  gold half-dragon, and the harbormaster of the city. 
  They bid them welcome and also direct them to the 
  nearest inn. If the players decide to ask around, they 
  can obtain various rumors from merchants and 
  dockworkers in the area (See “Rumors Abound”). 
   The party is directed to The Thundering Lizard, an 
  inn located in the Market Ward that caters to a 
  somewhat raucous clientele. Rooms are 5 sp per 
  night. As the party has been travelling together on 
  the way here, please allow the players to introduce 
  themselves to one another. 
   The characters may take this opportunity to 
  explore the city as well. The city is divided into six 
  districts. Each are as follows: 
  • Harbor Ward. A majority of the trade vessels use 
  these docks, their crews and passengers make 
  their way through here. It sits between the Market 
  and Merchant Wards 
  • Market Ward. Located in the eastern portion of 
  the city, this is where most of the tradesfolk and 
  middle class live and work. 
  • Merchant’s Ward. Covering the western half of 
  the city, this area houses the Grand Souk – the 
  city’s marketplace, as well as the residences of the 
  Merchant Princes. 
  • Old City. Built around the ruins of ancient 
  ziggurats, many underprivileged laborers reside 
  here in makeshift bamboo huts. 
  • Malar’s Throat. The city’s poorest live in this 
  region in rows of old shacks at the edge of a ravine 
  connected by narrow rope bridges on either side. 
  • Tiryki Anchorage. This area east of the city has 
  inexpensive housing for visitors and explorers, as 
  well as unregulated docks along the shore. 
  Faction Finding 
  In addition to lodgings, Zindar also tells the party 
  where each of the faction contacts seeking aid can be 
  found. Visiting each contact starts the corresponding 
  mission for that faction. 
  • Lord’s Alliance. Klevin Van’Sheran is in his shop 
  in the Merchant’s Ward (Go to Mission 1). 
  • Zhentarim. Pock-Marked Po is in his hut in Old 
  City (Go to Mission 2). 
  • Emerald Enclave. Screaming Wind is in the upper 
  ledges of Malar’s Throat (Go to Mission 3). 
  • Order of the Gauntlet. Alastar Bol is in his villa in 
  the Market Ward. (Go to Mission 4) 
  • Harpers. Soggy Wren’s is usually at Kaya’s House 
  of Repose in the Market Ward. (Go to Mission 5) 
  Rumors Abound 
  In every area in Port Nyanzaru, the party is able to obtain the 
  following rumors and additional information by speaking with 
  the various locals. 
  • Port Nyanzaru is overseen by seven Merchant Princes, 
  each with an economic stake in the success of the city. 
  • The Death Curse (see Adventure Background) has put 
  much of the city’s population on edge. 
  • The recent events have seen an increase in patrols from 
  both the city guard and the Citizen’s Brigade. 
  • There has been an influx of newcomers though many have 
  provided as much hindrance to the populace as they have 
  help. Each of the factions within the city have been 
  requesting members of their order for additional aid. 
  
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  DDAL07-01 A City on the Edge 
   
   
  6 
   
  Mission 1. A Snake in the Grass 
  Estimated Duration: 60 minutes 
  In this adventure, the party must help the Lord’s 
  Alliance put a stop to a local band of smugglers. 
   The adventure begins when the players arrive in 
  the Merchant’s Ward. 
  This open area is home to the city’s marketplace, known to 
  the locals as the Grand Souk. A vast array of stands, tents and 
  small shops can be found along rows of walking paths around 
  a grand square. The western end is occupied by grand villas 
  bearing decorative banners, all near a decorative stonework 
  palace which houses the city’s seat of power. 
   
  You arrive at a large storefront bearing a sign written in 
  both Common and the native Chultan tongue. It reads: “The 
  Weave of Life”. 
  The shop is a decorative array of garments and trade 
  goods with an astounding variety. The shop is 
  complete with self-published pamphlets on local 
  customs and traditions.  
   Klevin Van’Sheran, a young human male with 
  dark hair and green eyes, is found behind the shop’s 
  main counter. The Lord’s Alliance contact has no 
  problem displaying his local flair and offering his 
  wares to the players while discussing faction 
  business. 
  Roleplaying Klevin Van’Sheran 
  Though originally from Tethyr, Klevin does everything in his 
  power to portray the iconic Chultan. He has become fully 
  immersed in the culture. He speaks and acts in an almost—
  but not quite—perfect manner of a local Chultan. Despite the 
  derision that many of the locals display in discussions about 
  him, he is well-connected within the city, and more than one 
  local official is heavily indebted to him.  
   
  He is polite when his requests are honored, and downright 
  nasty when they are not. He is thoroughly self-centered, and 
  considers his financial interests before anything else—
  including the interests of his own faction.  
   
  Quote: “Have you tried these? You’ll love them.” 
  Quest: The Serpent’s Coil 
  Klevin has heard rumors from some of his local 
  merchant contacts about a recent bout of illegal and 
  stolen merchandise being smuggled through the 
  Harbor District. The amount of thefts and black 
  market goods has increased over the past few 
  tendays, noticeably affecting the prosperity of many 
  of the tradesfolk within the city. 
   Word from one of Klevin’s contacts is that there is 
  some sort of dangerous artifact being smuggled into 
  the city. The smugglers are using a secret passage 
  that leads from the docks in Tiryki Anchorage to 
  somewhere near the dock area of the Harbor 
  District. The contact provided him with the location 
  of where the passage exits on the smuggler’s side. 
   Since the docks outside the city are largely 
  unpatrolled, Klevin asks the party to investigate, 
  discover the nature of this artifact, and shut down 
  this smuggling operation. He offers a 50 gp reward 
  for accomplishing this task. Should the party accept, 
  he tells them the location of the entrance. 
  Developments 
  At this point, if asked about any of the pieces of the 
  Dreamer’s Amulet (see Mission #5), Klevin has never 
  seen anything like what they are describing and can 
  only provide information as an expert on the local 
  customs. 
  Secrets on the Dockside 
  The Tyriki Anchorage lies just outside of the city’s east walls. 
  Narrow dirt paths wind around gatherings of buildings made 
  from weatherworn stone and wood. At the north end, a small 
  group of docks branch out into the bay. Unlike the main 
  harbor, there is no lighthouse and no guard patrols. 
  Klevin’s directions lead the party to a dark alley at 
  the west end of the docks near the city walls. It is 
  guarded by three brigands. A locked grate in the 
  floor at the dead end marks the entrance to the 
  Serpent’s Coil. One of the brigands carries the key to 
  open the locked grate. Otherwise, the lock can be 
  picked with a set of thieves’ tools and a successful 
  DC 14 Dexterity check. 
  Tricks of the Trade 
  Consider the following guidance: 
  An Ambush. One of the brigands is hiding in the shadows 
  near the grate. Unless the party gets the drop on the 
  enemy first, he waits and gains surprise on the party at the 
  beginning of combat. The characters may notice the 
  hidden brigand with a DC 14 passive or active Wisdom 
  (Perception) check. All the brigands fight until defeated. 
  Trickery! If the party attempts to fool the brigands into 
  letting them pass, perhaps by posing as members of the 
  smuggling ring, a character must succeed on a DC 14 
  Charisma (Deception) check. Alternatively, the brigands 
  can also be bribed with an offering of 5 gp and a successful 
  DC 13 Charisma (Persuasion) check. 
  
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  DDAL07-01 A City on the Edge 
   
   
  7 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Strong: Add two brigands 
  • Very Strong: Add a ruffian 
  Treasure 
  Other than the grate key, the brigands carry a total 
  of 10 gp on them. 
  The Serpent’s Coil 
  Beyond the grate a ladder descends about 20 feet straight 
  down into a dimly lit winding passage. A platform attached to 
  a rope pulley runs next to the ladder. The air down here is 
  stale and cool. The walls are crafted of roughly hewn stone 
  and dirt. The ground is somewhat uneven, with occasional 
  slight dips and slopes. 
  The Serpent’s Coil is a winding dirt and stone 
  passage that leads past the city wall and exits near 
  the easternmost dock in the Harbor District. Though 
  used by only a few hirelings, the passage is rigged 
  with traps to keep intruders at bay. Please refer to 
  The Smuggler’s Passage map for locations. 
  General Features 
  The area has the following general features: 
   
  Terrain. The ground throughout the area is damp and 
  often littered with small puddles.   
   
  Lighting. Various makeshift sconces line the walls, 
  providing a dim light source. Players without darkvision can 
  see a maximum of 30 feet without additional light. 
  A. Storage Room 
  This chamber is littered with various crates, boxes, and 
  barrels. A small desk sits in the corner of the room. 
  This room is used to temporarily store items for 
  transfer to either end of the passage. There isn’t 
  much currently in the room other than a few crates 
  of common clothing and foodstuffs. 
   Developments. If the party examines the desk, 
  they find a couple of documents. One is a ledger of 
  smuggled goods coming in and out of the room, 
  much of them illegal weapons, poisons, and 
  dangerous flora. The other is a letter which reads: 
  Sanuya, 
   
  It has come to my attention that our operation may 
  have been discovered. If the princes or the Ytepka 
  learn of our existence, destroy everything. Leave no 
  trace! 
   
  --Nahu 
  Provide the players Player Handout 1 if you wish. A 
  successful DC 12 Intelligence (Investigation) check 
  reveals that a large number of goods were recently 
  taken from this room—most likely being transferred 
  to the Harbor District. 
   A character succeeding on a DC 13 Wisdom 
  (Perception) check notices a small key hanging from 
  a hook in the back corner of the desk. This key opens 
  the cabinet in Area D. 
  B. Checkpoint Alarm 
  Along the passage, there is a checkpoint alarm the 
  smugglers have set up as a warning system in case of 
  intruders. The checkpoint is marked with an “X” on 
  the map.  
  Checkpoint Needle Trap 
  Simple trap (levels 1-4, setback) 
  Thin woven rope strands are set up in a crisscross pattern 
  between the walls of this area. Small clusters of bells are 
  attached at the ends. A successful DC 14 passive or active 
  Wisdom (Perception) check is required to notice them. 
   
  Trigger. Contact with any of the ropes sets off the ringing 
  bells and releases a barrage of poison needles from the north 
  and south walls. 
   
  Effect. Each creature in the area must succeed on a DC 11 
  Constitution saving throw or suffer 4 (1d8) poison damage. 
   
  Countermeasures. The rope strands can be bypassed by 
  carefully stepping through the spaces between them. This 
  requires a successful DC 12 Dexterity (Acrobatics) check. 
   
  Alternatively, the ropes may be carefully cut and disarmed 
  with thieves’ tools and a successful DC 12 Dexterity check. 
  Triggering the alarm affects the tactics for the 
  encounter in Area E. 
   XP Award. For detecting and disabling the 
  checkpoint trap without triggering it, award each 
  character 20 XP. 
  C. Connecting Hall 
  The path dips downward and travels along a curve. The walls 
  here are a bit smoother and decorated with patterns of wavy 
  lines carved into its surface. 
  If the party examines the wall patterns and makes a 
  successful DC 12 Wisdom (Perception) check, they 
  
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  DDAL07-01 A City on the Edge 
   
   
  8 
   
  notice the lines seem to meet up in a circular pattern 
  in the center of the hallway. The carvings in the 
  center appear a bit deeper than the rest. 
   If examined further, have the players each make a 
  DC 14 Intelligence (Investigation) or Wisdom 
  (Insight) check. Success reveals that tracing a path 
  through the circular carving with their fingers 
  causes that wall section to open, leading to a path. 
  Plot Links: I’ve Seen This One Somewhere… 
   If the party has already completed Mission #4, grant them 
  advantage to the Investigation check, as the symbols are 
  familiar to the carvings found beneath the ziggurat in Old 
  City. 
  Read the following if the party follows the new 
  passage. 
  This hall is completely different from the rest of the area. 
  Dust and cobwebs line the walls and floor, all of which are 
  decorated in strange indecipherable glyphs. The air is stale. 
  Stone Block Trap 
  Simple trap (levels 1-4, dangerous threat) 
  A pressure plate is located near the end of the path before 
  the exit. It was placed here long ago to do away with 
  outsiders who discovered how to access these paths. 
   
  Trigger. Stepping onto the pressure plate triggers the trap.  
   
  Effect. A large stone block falls from the ceiling above the 
  triggering character. That character must succeed on a DC 13 
  Dexterity saving throw or suffer 5 (1d10) bludgeoning 
  damage. In addition, they are dazed from the blow, moving 
  at half speed and suffering a disadvantage to initiative checks 
  for the next 10 minutes. 
   
  Countermeasures: The pressure plate is spotted and 
  avoided with a DC 13 Wisdom (Perception) check. The trap 
  mechanism can be disarmed with thieves’ tools and a 
  successful DC 14 Dexterity check. 
  The passage ends at another circular pattern on the 
  wall. Activating it leads back out into the main hall 
  on the other side, providing a way for the party to 
  bypass Checkpoint Alarm in Area B. 
   XP Award. If the party disarms the stone trap 
  without triggering it, award each character 20 XP. 
   Treasure. A successful DC 14 Wisdom 
  (Perception) check spots an object lying on the 
  ground covered in dust. It is a small gold bracelet 
  worth 15 gp. 
  D. The Final Twist 
  Refer to The Final Twist map for the remaining 
  locations. This is the final stretch of hallway before 
  the exit path leading into the Harbor District. The 
  double door here is armed with a trap connected to a 
  pulley system within the passage walls. 
  Pulley System Trap 
  Simple trap (levels 1-4, dangerous threat) 
  The door latch is linked to a pulley system that floods the 
  entire hall, with the intention of sealing off the Serpent’s coil. 
   
  Trigger. Unless deactivated properly, pulling on the lever 
  triggers the trap. A successful DC 13 Wisdom (Insight) check 
  reveals the nature of the tracks along the doorway moving 
  along the sides of the wall. 
   
  Effect. A large stone block falls sealing off the eastern 
  passage. The chains pull open a sliding door on the north wall 
  flooding the entire area with water. Everyone caught within 
  must make a DC 12 Dexterity saving throw or be swept up 
  into the nearest wall for 4 (1d8) points of damage. 
   
  On the following round, much of the chamber is filled with 
  water. Characters may still attempt to open the door but 
  must make a DC 12 Strength (Athletics) check to swim their 
  way there. Once there, they can attempt to deactivate the 
  trap (see Countermeasures below). 
   
  If the trap is not disarmed by the fourth round, everyone is 
  completely underwater and must make a DC 12 Constitution 
  saving throw or suffer one point of exhaustion. 
   
  Countermeasures. There is a small switch concealed near 
  the lever on the door. It can be noticed with a DC 13 Wisdom 
  (Perception) check or Intelligence (Investigation) check. Once 
  the switch is pressed, the lever deactivates the trap. If the 
  hall is already flooded, the walls return to their original state, 
  allowing the water to drain out into the passage. 
   A Defective Barrier. If four rounds have already 
  passed after the trap is triggered, the old barrier that 
  came down to the east buckles and shatters from the 
  water pressure, draining the passage regardless of 
  whether or not the trap has been disarmed. 
   XP Award. For disarming the pulley trap without 
  triggering it, award each character 20 XP. 
  E. Harbor Exit 
  This passage ramps up to stairs leading into an 
  abandoned building at the edge of the Harbor 
  District docks.  
  The opposite end of this corridor takes a sharp ramp upward 
  toward a wide set of wooden steps. You also spot a small 
  archway leading off to the north. 
  Sanuya, a human mage, is here along with two 
  brigands and a ruffian. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  
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  9 
   
  • Weak Party: Remove both brigands 
  • Strong: Add two brigands 
  • Very Strong: Add a ruffian 
   Tricks of the Trade.  Consider the following 
  guidance: 
  Alarm! If either of the traps were triggered in Areas C or D, 
  the enemies expect the party’s arrival. Sanuya casts mage 
  armor on herself. The brigands and ruffian attempt to hide 
  and gain surprise on the party with ranged attacks. Each 
  character succeeding in a passive or active DC 12 Wisdom 
  (Perception) check avoids being surprised. 
  Sanuya. If she is brought down to 10 hp or less, Sanuya 
  surrenders and offers the characters a trinket valuable to 
  the Ytepka Society—a trinket rumored to be connected to 
  the mysterious “Death Curse”. She offers to give it to the 
  party along with her money pouch in exchange for her 
  freedom (see “Treasure” below).  
   
  If pressed for more information, or if questioned after she 
  is defeated, she tells the party the following: 
  • The trinket was procured from a merchant ship 
  coming in through the Tiryki Anchorage by order 
  of her employer. She was to await for further 
  instructions, which have yet to be received. 
  • Her employer goes by the name of “Nahurali”. She 
  has never met this Nahurali in person. 
  • She knows very little about the trinket’s nature, 
  but she knows that, whatever it is, the Ytepka 
  Society were also looking for it as part of an 
  investigation connected to the “Death Curse”. 
  If the party refuses to deal with Sanuya, she 
  continues to fight them to the death. 
   Treasure. The ruffians carry a total of 5 gp. 
  Sanuya carries a pouch with 10 gp.  She also has a 
  small box containing what appears to be a small 
  trinket in the form of a snake’s head. It is visibly 
  broken off at the bottom end. See “Adventure 
  Overview” for information on the Dreamer’s Amulet. 
   In the corner alcove, there is a small crate sitting 
  next to a locked desk. The small crate contains a 
  small velociraptor egg. So long as it is carefully 
  handled, it hatches within the next week, imprinting 
  upon the first character it sees. 
   The key found in Area A unlocks this desk. 
  Otherwise, it can also be opened with thieves’ tools 
  and a successful DC 12 Dexterity check. Inside is a 
  pouch with a tiger eye gem (worth 10 gp) and a 
  potion of healing. 
  Conclusion 
  The party may exit from either end of the Serpent’s 
  coil.  Once the party reports to Klevin, he tells them 
  he will have his contact reach out to the 
  harbormaster and the Citizen’s Brigade. 
  Nahu-what? 
  If the name “Nahurali” is mentioned, Klevin tells them that is 
  the ancient Tabaxi word for the number Four. It aligns with 
  his theory that the smuggling operation was being run by a 
  member of the mysterious group called The Twelve.  
   
  Soon after, word spreads in certain circles that their 
  actions may have caused one of the elusive Twelve to lose 
  one of their most important smuggling routes.  
   
  This can earn the party a bit of both fame and ire in certain 
  circles of the criminal underground. At the very least, the 
  Twelve or those in their employ are sure to be wary of the 
  party in the future. 
  Treasure 
  Klevin thanks the party and rewards them the 50 gp 
  as promised. 
  A Piece of the Puzzle 
  The snake head trinket is a piece of the Dreamer’s 
  Amulet. If you are running this mission as part of the 
  entire module, Klevin tells the party that he’s heard 
  rumors the Ytepka Society may be searching for it. If 
  the party has already completed Missions 2-4, Klevin 
  directs them to visit Soggy Wren in the Market Ward 
  (see Mission 5). 
   
   
  
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  10 
   
  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:  75/100 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 
  Brigand  
   
   
  25 
  Ruffian  
   
   
  100 
  Sanuya  
   
   
  200 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Disarming the Checkpoint Trap 
  20 
  Disarming the Stone Block Trap 
  20 
  Disarming the Pulley System Trap 20 
  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 
  Quest Reward 
   
   
  50 
  Brigands Coins 
   
   
  10 
  Ruffians Coins 
   
   
  5 
  Sanuya Coins 
   
   
  10 
  Gold Bracelet 
   
   
  15 
  Tiger Eye 
   
   
  10 
   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.  
  Potion of Healing 
  Potion, common 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story awards: 
   Cute and Scaly. You found a velociraptor egg. 
  With proper care, it hatches within the next week, 
  but since it is away from its natural habitat, its 
  growth is stunted. 
   It may not be attack, defend, or provide aid in 
  combat, being no deadlier than a domesticated dog 
  or cat. However, through patience and practice, it 
  can be taught simple tricks and name recognition if 
  trained and fed for a minimum of 20 downtime days. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). However, 
  only characters that are also members of the Lords’ 
  Alliance earn a renown point at the conclusion of 
  this adventure—other characters earn no renown. 
  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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  Appendix. Monster/NPC Statistics 
   
  Brigand (Bandit) 
  Medium humanoid (human), neutral evil 
  Armor Class 12 (leather armor)  
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/8 (25 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Ruffian (Redbrand Ruffian) 
  Medium humanoid (human), neutral evil 
  Armor Class 14 (studded leather armor)  
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  9 (-1) 
  9 (-1) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 9 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Actions 
  Multiattack. The ruffian makes two melee or ranged 
  attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Sanuya (Evil Mage) 
  Medium humanoid (human), lawful evil 
  Armor Class 12  
  Hit Points 22 (5d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, History +5 
  Senses passive Perception 11 
  Languages Common, Tabaxi, Dwarvish, Elvish 
  Challenge 1 (200 XP) 
  Spellcasting. Sanuya is a 4th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). Sanuya has the following 
  wizard spells prepared: 
   
  Cantrips (at will): light, blade ward, shocking grasp 
  1st level (4 slots): charm person, mage armor, magic 
  missile 
  2nd level (3 slots): hold person, misty step 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 
  ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage. 
   
   
  
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  DDAL07-01 A City on the Edge 
   
   
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  Appendix. The Smuggler’s Passage 
  Map 
   
  
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  Appendix. The Final Twist Map 
   
   
   
  
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  Appendix. Player Handout 1 
   
   
   
   
   
  
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  Mission 2. Grand Prize of the Oracle 
  Estimated Duration: 60 minutes 
  In this mini-adventure, the party enters a sporting 
  competition in order to win a valuable treasure. 
  Beginning the Adventure 
  The adventure begins in the southernmost section of 
  Old City, where the party finds Pock-Marked Po. 
  Unlike any of the prominent districts within the city walls, Old 
  City is a haphazard sprawl of bamboo huts dotted with a few 
  makeshift tents. The entire area is built around the crumbling 
  remains of three ziggurats, each of their terraces reworked 
  into platforms housing numerous tents and bamboo huts. 
   
  Many residents are dressed in weathered garments that 
  have seen better days. Banner signs on bamboo posts mark 
  several local crafts and laborers. You reach the southernmost 
  area and the hut of Pock-Marked Po.  
  The hut is disheveled from the outside, but the 
  inside is surprisingly decorated with glittering 
  trinkets and tapestries, and also smells of fine oils.  
   Pock-Marked Po is helped to his feet by a couple 
  of robed female servants. As Po slowly approaches 
  the party, the servants walk with him in a protective 
  escort before Po waves them off and slowly 
  approaches, greeting the party in a very cool even-
  toned manner. He lets them know that he is thankful 
  for their timely arrival to help with the situation, 
  regardless of whether their decision to do so was 
  based off of “bravery, duty, or just sheer madness.” 
  Roleplaying Pock-Marked Po 
  Po is a human male in his mid-30’s with dusky skin and black 
  hair. An illness that nearly took Po’s life ravaged his body. His 
  face is heavily scarred, he is nearly blind in one eye, and he 
  walks with a painful, stooped gait. His hands are gnarled and 
  twisted and has difficulty with fine motor functions. Because 
  of this, he has a small cadre of young Chultan women that 
  tend to the physical aspects of his dealings: writing, fetching 
  and stowing ledgers, and the like.  
   
  Despite his physical deformities, he is wickedly cunning 
  and has a sharp, silver tongue. He displays the appropriate 
  professional courtesies in discussion and even when angry, 
  never loses his temper.  
   
  Quote: “What secrets do you hold dear? Wager that I 
  know what they are?” 
  Quest: The Competition 
  Po asks the party to participate in the upcoming 
  games held at the Grand Colosseum in the Market 
  Ward. Through his connections, he has “procured” a 
  few spots for event participants. Though he could 
  hire out to some of his contacts, he feels the party is 
  better suited to the task. 
   He asks the party to compete and win the grand 
  prize, consisting of 60 gp, a collection of fine 
  perfumes and poultices, and a small gem known as 
  the “Oracle’s Eye”, all gifted by Kwayothé, one of the 
  city’s merchant princes. 
   Po believes he can use the Oracle’s Eye to gain 
  some insight on the mysterious Death Curse, and 
  suspects others participating in the games may have 
  ulterior motives. The rest of the prize is also of 
  considerable personal value to him. The party gets to 
  keep the 60 gp prize for their participation. 
   Should the party agree, Po gives them entry 
  vouchers for the competitions, which begin in a little 
  over an hour. Their assigned team name is “The 
  Bladefangs”, working for a local merchant named 
  “Tarenbiril” (an ancient elven phrase translated as 
  “Hideous Prince”). 
  Eye-Spy With My Little Ey…::hiccup:: 
  Po leaves out an important detail from the mission. He 
  believes the Oracle’s Eye to be a piece of the Dreamer’s 
  Amulet. The Zhentarim contact is well aware of this as well as 
  its importance to the Harpers and the Ytepka Society.  
   
  However, Po wants to study the Eye first. Since it is highly 
  unlikely the Ytepka Society will work directly with him, he 
  hires the party to procure the trinket before turning it over to 
  aid in Soggy Wren’s investigation (see Mission #5). 
  Development 
  If asked about any of the pieces of the Dreamer’s 
  Amulet (see Mission 5), Po says he is aware of these 
  strange trinkets, but does not offer anything further. 
  The Colosseum 
  The Market Ward is a stark contrast to Old City in every way. 
  Large clusters of modest homes and shops are spread about 
  the area, with a public Bath House along the northern bay 
  ridge. A large elevated path runs through the center of the 
  area, housing the golden-roofed temple of Waukeen and the 
  Grand Colosseum. 
   
  Huge crowds have gathered for today’s events. Long lines 
  of excited patrons have formed around the side of the 
  massive structure. 
  Following Po’s instructions, the party enters through 
  the area’s rear entrance and registers for the 
  competition. Though there are competitions for 
  
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  DDAL07-01 A City on the Edge 
   
   
  16 
   
  different prizes, the party must compete in two 
  specific events in an attempt to win Po’s prize. 
  Tournaments and Non-Lethal Damage 
  Due to recent events and the ever-looming Death Curse, 
  fights to the death are strictly forbidden during tournaments. 
  Therefore, no elemental or spell damage is allowed. Reducing 
  an enemy to 0 hp may solely be done with the purpose of 
  knocking them out. 
   
  Refusal to follow these guidelines results in immediate 
  disqualification from either event. 
  The Dinosaur Race 
  In the first event, the characters participate in a race 
  through a circular obstacle course built around the 
  arena.  
   Mounts and Gear. Each player is assigned a 
  mount, a smaller, domesticated version of an 
  allosaurus. They are bred specifically for racing, 
  which is a weekly event. They have a racing harness 
  and saddle for the rider. Each rider is given a rider’s 
  pole as well. For the purpose of this event, treat the 
  pole as a quarterstaff with the light weapon property 
   The Opposing Team. The party faces off against 
  the Green Vipers, another team of newcomers. There 
  are three Green Viper riders. 
  Tricks of the Trade 
  Consider the following guidance: 
  The Green Vipers attempt to dash first to get ahead, then 
  may taunt or trip players who get close. Their main goal is 
  to reach the finish line. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. 
  • Strong and Very Strong: Add a green viper rider and move 
  the finish line down to Position 5. 
  Rules of the Race 
  Refer to the Race Tracker for this event, which 
  represents each rider’s level of completion on the 
  course. Roll for initiative to determine rider order. 
   Each rider starts on the course at their starting 
  point (Position #1). The first rider to reach the 
  Finish Line wins the race. Once the race begins, each 
  rider may move up one position and take one action 
  per turn. The available actions are: 
  Dash 
  If the rider makes a successful DC 13 Wisdom 
  (Animal Handling) check, they urge their mount to 
  move two spaces instead of one. Each mount may 
  successfully dash twice during the race. Failed dash 
  attempts do not count toward this number. 
  Jab 
  A rider may use their pole to jab at any other rider 
  so long as they are at the same position number 
  (Example: any rider at position #3 can jab any other 
  rider at #3).  
   Make a normal attack roll as you would with a 
  quarterstaff versus the Armor Class of the rider. On a 
  hit, instead of taking damage, the opponent must 
  make a DC 13 Dexterity saving throw. If failed, the 
  rider is knocked off of their mount and loses a turn 
  of movement to mount up again. 
  Taunt 
  A rider may taunt or distract any other rider so long 
  as they are within up to one position away from 
  their own. (Example: any rider at position #3 can 
  taunt any other rider between positions #2 and #4).  
   The rider makes a Charisma (Intimidation) check 
  against the opposing rider’s Wisdom (Insight) check. 
  If the taunting rider wins the roll, the opposing rider 
  is at a disadvantage on any checks made during the 
  next obstacle (see “Obstacles” below). 
  Trip 
  This action may be used on another rider so long as 
  they are at the same position number (Example: any 
  rider at position #3 can trip any other rider at #3).  
   Using their pole, the rider attempts to trip up 
  another rider’s mount. Make a DC 14 Strength 
  (Athletics) check or a Dexterity (Acrobatics) check. If 
  successful, the opposing rider must then make a DC 
  14 Wisdom saving throw.  
   If the saving throw is failed, the rider’s mount 
  stumbles and they lose one position rank. 
  Obstacles 
  In addition to the rider’s normal actions, there are 
  obstacles laid out along the course they must 
  overcome in order to win. 
   At the end of every combat round, each rider rolls 
  a d20 and consults the table below. A player may 
  spend inspiration at any time to instantly succeed in 
  any roll prompted by their obstacle. After the 
  obstacles are dealt with, continue to the next round. 
   
  
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  DDAL07-01 A City on the Edge 
   
   
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  Race Obstacles 
  d20 Roll 
  Obstacle Encountered 
  1-2 
  Blockade. A short wall of wood and debris 
  blocks your path. Make a DC 12 Wisdom 
  (Animal Handling) check. If failed, you stumble 
  and lose a position rank. 
  3-4 
  Mud Pit. Make a successful DC 13 Wisdom 
  (Animal Handling) check. If failed, you lose a 
  position rank and may not Dash on your 
  following turn. 
  5-6 
  Net Snare. You must make a DC 13 Strength 
  (Athletics) or Dexterity (Acrobatics) check. If 
  failed, you are dragged off of your mount, 
  losing a position rank. 
  7-8 
  Low Barrier. A wooden beam swings down in 
  front of you. Make a DC 14 Dexterity saving 
  throw. If failed, you are dismounted and lose a 
  position rank. 
  9-10 
  Vine Trap. Make a DC 13 Wisdom saving throw 
  to navigate the twisting vines. If failed, you and 
  your mount fall, costing you two position 
  ranks. 
  11-20 
  No Obstacle. Nothing Happens. 
  Post-Race Events 
  The events after the race depend on whether or not 
  the party wins or loses this leg of the competition.  
  Either way, they are allowed to take a brief respite, 
  gaining the benefit of a short rest.  
   Though the party did not suffer any major damage, 
  their minor cuts and scrapes are also tended to. It is 
  at this point where they are approached by Nerissa 
  for the first time. 
   Nerissa wishes to acquire the Oracle’s Eye, for her 
  own purposes as well as for the benefit of the 
  Harpers. She is here on behalf of the Harpers and the 
  Ytepka Society, but just as the party is keeping Po’s 
  identity a secret, so too does she for her associates. 
  Roleplaying Nerissa 
  Nerissa is a human woman in her mid-20’s. She has dark hair, 
  green eyes, and brown skin. 
   
  Her real name is Mesika. She is a warrior of Mezro who is 
  investigating the happenings in Chult, particularly the 
  machinations of the dark forces operating in the midst of the 
  Death Curse. Only a chosen few know her true identity, 
  which she does not reveal under any circumstances until the 
  end of the adventure. 
   
  Nerissa is proud and honorable, but despises dark magic 
  almost to a fault. She goes through great lengths and puts 
  herself in grave danger to eradicate any trace of necromancy 
  and dark magics tied to the dead. 
  Nerissa’s Bargain 
  Nerissa’s conversation with the characters is 
  dependent on the race results: 
   The Party’s Team Wins. Nerissa introduces 
  herself and makes an offer to the characters. She 
  reveals that the metallic piece of the trinket that 
  holds the Oracle’s Eye gem is very important to her 
  noble cause, and offering 30 gp for it should the 
  party win. They may still keep the gem itself, which 
  is what Po had asked the party to get for him. 
   If pressed on the details of her mission, have the 
  party make a DC 12 Charisma (Persuasion) check. If 
  they succeed, she admits she is on a quest to aid an 
  ally, a Harper agent named Wren. This metal piece 
  she refers to is actually part of the Dreamer’s Amulet 
  (Mission 5). 
   If the party tells Nerissa who they are working for, 
  she explains they are all on the same side and her 
  offer benefits both her and the characters. If 
  necessary, have the party make a DC 12 Wisdom 
  (Insight) check to confirm her as being earnest. If the 
  party still refuses to help her, she does not push the 
  issue any further and simply leaves. 
   The Party’s Team Loses. The race is the qualifier 
  to participate in the arena competition. Should the 
  party lose, they are officially out of the contest. 
  Nerissa still approaches them as above, but with a 
  different offer. In exchange for the metallic piece of 
  the trinket, she allows the party to represent her 
  team, who is still in the running for the prize. They 
  may keep the remainder of the prize as if they had 
  won it themselves. This is the only opportunity the 
  characters have to continue. 
   If the party questions her motives, have them 
  make the same checks as above to see what 
  information she gives them. 
  The Gladiatorial Arena 
  The second event is a test of martial prowess. The 
  party must defeat the opposing team in combat. 
   The Opposing Team. The party faces off against a 
  kenku mercenary named Slicer, and his four pet 
  velociraptors. 
  Rules of the Match 
  The first team with all members brought to 0 hp 
  loses the match. The characters may use whatever 
  armor, and abilities they have at their disposal, so 
  long as they follow the rules for knocking out their 
  opponents. The velociraptors are trained not to kill. 
  
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  DDAL07-01 A City on the Edge 
   
   
  18 
   
  Adjusting for Time 
  If you would like to resolve the arena combat quickly, you 
  may instead elect to have Slicer concede the competition 
  when he is brought down below 7 hp, or when one or more 
  of his pets are defeated. 
  The Vine Cage 
  Please refer to the Arena Map for this event. The 
  event takes place inside an iron cage, the bars of 
  which are covered in semi-sentient poisonous vines 
  the locals refer to as “Matabo vines”. 
   Vine Attack. At the end of each round, vines lash 
  out at a random creature within 10 feet of the cage 
  bars. The target must succeed on a DC 13 Dexterity 
  saving throw or be struck by the vine’s poisoned 
  tip—taking 1 piercing damage and poisoned until 
  the end of their next turn. 
  Plot Links: Would You Be Vine? 
  If the party completed Mission #3, they recognize the vines 
  to be much smaller versions of the Matabo patches 
  encountered in Malar’s Throat. During this contest, they gain 
  advantage to their saving throw versus the vines’ attacks. 
  Ending the Competition 
  Should the party win this match, they are declared 
  the victors and the crowds cheer ecstatically. If the 
  party loses, see “Recovering Losses” below. 
   After receiving their accolades from the crowd, the 
  party is again allowed a respite, gaining the same 
  benefits as the race (See “Post-Race Events” above”). 
  Shortly thereafter, the party may make their way 
  toward the upper chambers to meet with Nerissa. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. 
  • Strong: Replace all three velociraptors with one 
  deinonychus 
  • Very Strong: Replace two velociraptors with one 
  deinonychus 
  Treasure 
  If victorious, the party receives a 20 gp prize bonus. 
  Recovering Losses 
  If the party loses the match, Nerissa instead bribes 
  the victorious kenku for the prize. She then locates 
  the party and asks them to meet her outside the 
  upper chambers. She still wishes to help the party 
  with their task, as all she wants is the piece of the 
  Dreamer’s Amulet. 
  Receiving the Prize 
  The party is brought up to one of the decorative 
  upper chambers of the colosseum. 
   The merchant prince Kwayothé (k-WAY-oath-ay) 
  is a beautiful Chultan woman accompanied by three 
  male and three female servants. She briefly 
  congratulates the party and signals one of her 
  servants to present them with their prizes. 
   If anyone asks Kwayothé about the Oracle’s Eye, 
  she explains it was a gift from one of her many 
  suitors. She has no need for it and for some reason, it 
  puts her at unease whenever she looks at it. 
   The Oracle’s Eye. A bright orange gem sits in the 
  crevice of a curled piece of silvery metal. The metal 
  portion is actually the bottom piece of the snake 
  headed trinket found in Mission #1. 
  Conclusion 
  Nerissa thanks the party if they chose to help her. 
  Regardless of the outcome, she still wishes them luck 
  and bids them farewell. When the party returns to 
  Old City, Po is grateful for their return with the prize.  
  Treasure 
  Their remaining reward is dependent upon their 
  actions during the games. If the characters: 
   Agreed to Help Nerissa and Won. Before 
  departing, Nerissa pays the party 30 gp as promised. 
  In addition, Po lets them keep the 60 gp prize and 
  rewards the party with a potion of healing. 
   Agreed to Help Nerissa and Lost. Nerissa keeps 
  part of the gold, leaving the party with 35 gp. For 
  delivering the gem, Po rewards the party with a vial 
  of alchemist’s fire. 
   Refused to Help Nerissa and Won. Po lets them 
  keep the 60 gp prize and rewards the party with a 
  potion of healing. 
   Refused to Help Nerissa and Lost. Nerissa keeps 
  the entire prize, including the trinket and gives the 
  party the Oracle’s Eye gem. Po rewards the party 
  with 20 gp for their services. 
  Special Delivery 
  This event only occurs if this mission is being played as a part 
  of the entire module.  
   
  If the party did not give the trinket piece to Nerissa, Po 
  asks the party to wait one hour, after which he gives it back 
  to the party and mentions that Soggy Wren may be looking 
  for it. He asks they deliver it for him as a “token of good 
  faith”. See the introduction to Mission #5 for details. 
  
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  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:  75/100 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 
  Deinonychus 
   
   
  200 
  Kenku 
   
   
   
  50 
  Velociraptor 
   
   
  50 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Winning the Dinosaur Race 
  25 
  Agreeing to help Nerissa  
  25 
  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 
  Quest Reward 
   
   
  90/60/35/20 
    
   
   
   
  (see Conclusion) 
  Gladiator Arena Coins 
   
  20 
   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.  
  Potion of Healing 
  Potion, common 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Vial of Alchemist’s Fire 
  This item can be found in the Player’s Handbook. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award. 
   The Thrill of Victory. By claiming victory in both 
  the dinosaur race and the gladiator’s arena, you gain 
  a bit of fame from the citizens within the walls of 
  Port Nyanzaru. Once per day, you may gain 
  advantage on a single Charisma (Persuasion) check 
  when dealing with any residents within the Market, 
  Merchant’s, or Harbor Wards. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). However, 
  only characters that are also members of the 
  Zhentarim earn a renown point at the conclusion 
  of this adventure—other characters earn no renown. 
  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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  Appendix. Monster/NPC Statistics 
   
  Deinonychus 
  Medium beast, unaligned 
  Armor Class 13 (natural armor)  
  Hit Points 26 (4d8 + 8) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  15 (+2) 
  14 (+2) 
  4 (-3) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Pounce. If the deinonychus moves at least 20 feet 
  straight toward a creature and then hits it with a claw 
  attack on the same turn, that target must succeed on a 
  DC 13 Strength saving throw or be knocked prone. If 
  the target is prone, the deinonychus can make one bite 
  attack against it as a bonus action. 
  Actions 
  Multiattack. The deinonychus makes three attacks, 
  one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage. 
   
  Green Viper Rider (Scout) 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor)  
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Animal Handling +3, Nature +3, Perception +3 
  Senses passive Perception 13 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The rider has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions (Not available during Dinosaur Race event) 
  Multiattack. The rider makes two melee or two ranged 
  attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
   
  
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  Kenku 
  Medium humanoid (kenku), chaotic neutral 
  Armor Class 13  
  Hit Points 13 (3d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Deception +4, Perception +2, Stealth +5 
  Senses passive Perception 12 
  Languages understands Auran and Common but speaks 
  only through the Mimicry trait. 
  Challenge 1/4 (50 XP) 
  Ambusher. In the first round of a combat, the kenku 
  has advantage on attack rolls against any creature it 
  has surprised. 
  Mimicry. The kenku can mimic any sounds it has heard, 
  including voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom 
  (Insight) check. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Velociraptor 
  Tiny beast, unaligned 
  Armor Class 13 (natural armor)  
  Hit Points 10 (3d4 + 3) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  14 (+2) 
  13 (+1) 
  4 (-3) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Pack Tactics. The velociraptor has advantage on an 
  attack roll against a creature if at least one of the 
  velociraptor’s allies is within 5 feet of the creature and 
  the ally isn’t incapacitated. 
  Actions 
  Multiattack. The velociraptor makes two attacks, one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  
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  Appendix. Dinosaur Race Tracker 
   
   
   
   
  
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  Appendix. Arena Map 
   
   
   
  
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  Mission 3. Life as We Don’t Know It 
  Estimated Duration: 60 minutes 
  In this mini-adventure, the party must stop a 
  delegation of grungs from unleashing an unknown 
  evil upon the people of Malar’s Throat. 
  Beginning the Adventure 
  When the party arrives in Malar’s Throat, they 
  receive a firsthand example of the current situation. 
  Read the following before beginning the first 
  encounter. 
  As you reach the furthest outskirts beyond the city walls, the 
  terrain rises again along the ridge leading to Malar’s Throat. 
  The pouring rain begins to fall even harder, dashing all your 
  hopes of the storm receding anytime soon. You continue 
  along the wet, muddy path while summoning the resolve to 
  push through the curtain of heavy raindrops. 
   
  The view of Malar’s Throat itself is as astonishing as it is 
  unsettling. A massive ravine runs along the entire area. Along 
  the edge of the ravine are rows of small houses made of old 
  wood and patched stonework, all of which have seen much 
  better days. Narrow rope bridges extend to the other side of 
  the ravine with similar homes skirting the opposite ridge. 
  Several buildings cling to the steep wall which roughly ramps 
  down to the bottom of the ravine. 
   
  A cry for help nearby forces your focus to narrow to where 
  you barely make out a figure on one of the bridges in the 
  distance fighting two winged humanoids! 
  The figure on the bridge is Screaming Wind, facing 
  off against two pterafolk. By the time the party 
  moves into action, Screaming Wind defeats one 
  enemy and the other flees into the ravine below. If 
  the party does not move toward the encounter, 
  Screaming Wind spots and waves to them. 
   Once close, she looks them up and down, points to 
  herself and says “Screaming Wind. You must be 
  visitors. You here to help or to sightsee?” 
  Roleplaying Screaming Wind 
  Screaming Wind is a young tabaxi woman with black-spotted 
  yellow fur and green eyes. 
   
  She is shy in crowds, but listens carefully from the back of 
  the room, and adds her opinion only when she feels it 
  necessary. Screaming Wind speaks very seldom, but when 
  she does, people tend to listen.  
   
  She is remarkably insightful for her age, and a more skilled 
  hunter few have seen. She is the sole surviving member of 
  her tribe the rest of whom were slain by undead.  
   
  Quote: “Less talking, more hunting.” 
  After exchanging greetings, the Emerald Enclave 
  contact leads the party to her small home at the far 
  end of the ravine. She tells the party that the people 
  of Malar’s Throat have encountered several strange 
  threats coming from the encroaching foliage along 
  the ridge.  
   Though she knows nothing in regards to the 
  Dreamer’s Amulet, Screaming Wind can provide the 
  following information to the party. 
  • Most of the threats have come from the jungle area 
  east of the ridge. 
  • The foliage in recent weeks have become 
  overgrown with diseased brush and blighted flora. 
  It’s expanded quickly, overtaking some homes at 
  the far end of the ravine. 
  • In addition to the blighted trees and plants, 
  several undead have made their way into the 
  region. 
  • With the Citizen’s Brigade as their only defense, 
  it’s been difficult keeping the residents here safe. 
  • On occasion, a group of pterafolk swoop into the 
  area attempting to abduct some of the locals. So 
  far, they have been successful a couple of times. 
  • A rescue party went into the area yesterday. None 
  have returned. 
   Quest: Seeds of Corruption. Screaming Wind is 
  convinced these occurrences are linked, and may 
  even be connected to the mysterious Death Curse. 
  She asks the party to investigate the area and find 
  the source of these threats. She offers a 50 gp 
  reward for completing this task. 
   Should the party accept, Screaming Wind escorts 
  them to the area most affected by the blighted flora. 
  Into the Jungle 
  Screaming Wind leads you past a couple of now abandoned 
  shacks overrun by dark vines and thorny brush. The area 
  beyond is a sprawling collection of massive trees and foliage 
  beneath a thick canopy, shutting out what’s left of the 
  daylight. The rain, however, still seeps through with ease. 
  Journeying into the blanket of trees and brush 
  involves a number of new hazards, with only a 
  general suggestion on a path.  
   Screaming Wind insists she stay and help the few 
  members of the Citizen’s Brigade defend the ridge 
  from any incoming threats. 
  Features of the Jungle Ridge 
  The following are the environmental features of the area. 
  
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  Terrain. The ground is damp and covered in brush and 
  twigs making it somewhat hard to navigate. 
   
  Climate. It is extremely hot and humid, requiring a lot of 
  water to stay hydrated. The air is hard to breathe and anyone 
  wearing anything other than light garments are 
  uncomfortable. There is a constant drip of raindrops. 
   
  Lighting. Only extremely dim light is available, especially 
  with the weather conditions. Without darkvision or 
  additional light sources, visibility only extends to 10 feet. 
   
  Smell and Sounds. This blighted area is musty and smells 
  of rotten fruits and plants. 
  Hazards on the Job 
  The characters experience the following after a few 
  minutes of walking through the area. 
   Satabayi Swarm. While the party makes their 
  way through the brush, they are accosted a small 
  swarm of diseased insects. Each character 
  succeeding on a DC 13 Dexterity saving throw avoids 
  most of the swarm. Those that failed are infected 
  with a minor disease. For the next hour, the affected 
  target experiences dizziness and blurry vision, 
  giving them disadvantage to all Perception and 
  Investigation checks. 
   Okuligbo Weed. Large patches of poisonous 
  weeds are mixed into the normal brush. The odd 
  looking brown brush seems to move on its own and 
  can be spotted with a successful DC 13 Wisdom 
  (Perception) check. If noticed, a DC 14 Wisdom 
  (Survival) check can also identify its properties. 
   Anyone who doesn’t notice the patches is stung by 
  the thorny tips and must make a DC 14 Constitution 
  saving throw. On a failed save, the creature suffers 3 
  (1d6) points of poison damage and are poisoned for 
  10 minutes. Poisoned creatures suffer mild 
  hallucinations and any saving throws are made with 
  disadvantage. This effect lasts for 10 minutes. 
  The Blighted Path 
  After the first few minutes, the party finds a worn 
  path through the brush, marked by the rotted corpse 
  of a pterafolk and two figures trapped in the 
  brambles, an elven woman named Siela and a tabaxi 
  man named Ashen Rock. Two needle blights and 
  two twig blights are here waiting to ambush the 
  party, but they do not attack until the characters 
  speak with the trapped NPCs. 
  You come across a makeshift path made from grey, muddy 
  dirt and dead foliage. It cuts through a cluster of trees 
  covered in thorny brambles. A fin-headed humanoid lies 
  dead on the side of the path. You see two figures tangled in 
  the brambles. On the left is a tabaxi, who is motionless. Next 
  to him, an elven woman reaches out toward you and moans 
  out, “Help me…” 
  Developments 
  The elf only has a few moments to speak with the 
  party. She frantically tells them she is from Malar’s 
  Throat and the pterafolk are using her as an offering. 
  She then has just long enough to scream before she 
  is instantly dragged and enveloped in the thick mesh 
  of brambles. Sadly, there is nothing the party can do 
  for her. Clearing the vines will reveal her corpse. 
   The needle blights attack at this point and gain 
  surprise on anyone who fails to make a passive or 
  active DC 11 Wisdom (Perception) check. 
   The Other Sacrifice. During the first round of 
  combat, the tabaxi awakens and begins to struggle 
  against the bramble prison. If anyone chooses to 
  help, they may pull him free with a successful DC 12 
  Strength (Athletics) check or by inflicting enough 
  damage to his bindings (AC 10 with 6 hp). Once free, 
  Ashen Rock may join the combat, but he is very weak 
  (10 hp remaining). 
   If not freed during the combat, Ashen Rock frees 
  himself after the blights are defeated. He introduces 
  himself and thanks the characters for their help. If 
  the party converses with him, he can provide the 
  following information. 
  • He was sent as part of a rescue party to save a 
  couple of citizens abducted by pterafolk. He is not 
  sure what happened to the rest of his group. 
  • The pterafolk don’t usually venture into the city 
  districts. This small pack of them appear to have 
  been drawn by something. 
  • Ashen Rock learned very little from the pterafolk, 
  save that they appeared somewhat crazed, and 
  were stealing citizens as sacrifices to the twisted 
  plant creatures in this area. They often gather 
  around this path. 
  • Most of the pterafolk have died anyway, their 
  bodies slowly wasting away. Ashen believes they 
  may have been afflicted with the Death Curse. 
   After their discussion, Ashen Rock says he will 
  continue to search for the rest of this companions. 
  He prefers to operate stealthily and feels he can best 
  do so on his own. The party may attempt to convince 
  him to accompany them. He joins them if they 
  
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  succeed on a DC 18 Charisma (Persuasion) check. 
  Otherwise, he bids them farewell. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters,  
  • Strong Party: Add a needle blight 
  • Very Strong Party: Add two needle blights 
  Treasure 
  The needle blights carry no treasure. As thanks for 
  helping him, Ashen Rock gives the party a potion of 
  poison resistance. 
  The Tangled Turn 
  The path winds to the south and narrows between a 
  few sickly-looking trees. The roots and base of the 
  trunk are covered with hundreds of poisonous 
  blood-sucking Matabo vines.  
  I Hurt It Through the Great Vine 
  Simple trap (levels 1-4, dangerous threat) 
  The Matabo vines latch onto creatures with poisonous barbs. 
   
  Trigger. Vines lash out at any creature who steps within 10 
  feet of the base of the sickly trees. 
   
  Effect. The target creature must make a DC 12 Dexterity 
  saving throw or be restrained (escape DC 11) and stung by 
  venomous barbs, taking 4 (1d8) poison damage. Targets 
  already restrained at the beginning of a new round take an 
  additional 4 (1d8) poison damage at the start of their turn. 
  The vines can restrain three creatures at a time. 
   
  Countermeasures. The vines are well hidden, requiring a 
  successful DC 15 Wisdom (Perception) check to notice them, 
  but are easily avoided when located. The vines can also be 
  destroyed (AC 10; 5 hit points; immune to poison damage). 
  Destroying three vines removes the threat. 
  XP Award 
  For detecting and bypassing the vine trap without 
  triggering it, award each character 25 XP. 
  A Grungy Confrontation 
  Refer to the Altar of the Grungs map for this 
  encounter. In this area, four grungs have made a 
  makeshift altar, atop of which is a half-moon shaped 
  piece of the Dreamer’s Amulet. Unless the party 
  entered the clearing using stealth, the grungs 
  immediately spot the party. 
  The path turns east again, sloping upward before reaching a 
  hilly clearing covered in thick grass. Four small humanoids 
  with bright green skin gather around a small, decorated stone 
  block in the center of a small pool of water. 
  The grungs shout excitedly when they spot the party 
  and beckon them over. If anyone approaches, one of 
  the grungs eagerly point toward the stone altar. This 
  piece of the Dreamer’s Amulet is shaped like a half 
  moon. It is mostly metallic with a black leathery 
  substance decorating the center. 
  Jungle Love 
  The amulet piece is a sacred gift from their beloved patron. 
  Their mission is to empower the gift, partially through ritual 
  sacrifice of some of the locals. Once the “gift” is ready, it is to 
  be delivered to a specific individual named on the scroll one 
  of the grungs carries. 
   
  The power of this “gift” is the cause of the blights and 
  recent undead in this area. Those who get close enough to it 
  can be charmed by the grungs. They used this power on the 
  pterafolk then brought them here to collect sacrifices. 
   The grungs plan on luring the party close enough 
  to the gift to be enchanted, then kill them as final 
  sacrifices to its power. When any approaching 
  character is within 10 feet of the altar, the “gift” 
  comes into view.   
   If the characters are wary of the grungs, their 
  suspicious nature is revealed on a successful passive 
  or active DC 14 Wisdom (Insight) check. 
   If the check fails or none is made, each character 
  who approached the altar must make a DC 12 
  Wisdom saving throw. If unsuccessful, the character 
  is charmed until the end of their next turn. The 
  grungs then attack the party immediately. 
   Story Award. Any character who fails their saving 
  throw also earns the story award listed at the end of 
  the mission. 
    
  Story Beat: If the Snake Fits… 
  If the party completed Mission #1, they immediately notice 
  that the ridges along the flat side of the amulet piece match 
  the shape of the snake head trinket obtained from Sanuya. 
  With this knowledge of the amulet’s nature, they gain 
  advantage to both the Insight check and Wisdom saving 
  throw described above. 
  The charm effect only occurs once and has no effect 
  after the grungs are defeated. 
  
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  Treasure 
  The grungs carry 20 gp. One of them has a jade ring 
  worth 20 gp, and a scroll case containing a letter 
  written in grung. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. 
  • Weak Party: Remove a grung 
  • Strong Party: Replace two grungs with a grung wildling 
  • Very Strong Party: Replace one grung with a grung wildling 
  Conclusion 
  Upon return to the ridge, Screaming Wind informs 
  the party that the intrusive growth has already 
  begun to die out.  
   Treasure. Screaming Wind rewards the party with 
  50 gp as promised. 
   The Dreamer’s Amulet. If shown the amulet piece, 
  Screaming Wind’s first instinct is to destroy it. 
  However, she recognizes it as was described to her 
  by one of her contacts.  
   If you are running this mission as part of the entire 
  module, Screaming Wind recommends the party 
  bring the trinket to Soggy Wren in the Market Ward 
  (see the introduction to Mission #5). 
   The Grung Directive. If the party shows the letter 
  to Screaming Wind, she translates it with some 
  difficulty, if the characters are unable to. The letter 
  describes empowering the “gift” of the mother 
  patron. Afterward, it is to be delivered to a “prince”. 
  Other than that, she can’t make out anything else. 
   
   
  
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  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: 75/100 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 
  Grung 
   
   
   
  50 
  Grung Wildling 
   
   
  200 
  Needle Blight 
   
   
  50 
  Twig Blight 
   
   
  25 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Avoiding the Matabo Vine Trap 
  25 
  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 
  Quest Reward 
   
   
  50 
  Grung Coins 
   
   
  20 
  Jade Ring 
   
   
  20 
   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.  
  Potion of Poison Resistance  
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award. 
   Snakes on a Brain. After being charmed by the 
  grung’s gift, you experience recurring nightmares 
  over the next few weeks. Most of them involve 
  vicious serpents and a soft voice whispering to join 
  them in the arms of oblivion. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). However, 
  only characters that are also members of the 
  Emerald Enclave earn a renown point at the 
  conclusion of this adventure—other characters earn 
  no renown. 
  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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  Appendix. Monster/NPC Statistics 
   
  Ashen Rock (Scout) 
  Medium humanoid (tabaxi), chaotic good 
  Armor Class 13  
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. Ashen Rock has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. Ashen Rock makes two melee attacks. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage. 
  Grung (Green) 
  Small humanoid (grung), lawful evil 
  Armor Class 12  
  Hit Points 11 (2d6 + 4) 
  Speed 25 ft., climb 25 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Dex +4 
  Skills Athletics +2, Perception +3, Stealth +4, Survival 
  +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 12 
  Languages Grung 
  Challenge 1/4 (50 XP) 
  Amphibious. The grung can breathe air and water. 
  Poisonous Skin. Any creature that grapples the grung 
  or otherwise comes into direct contact with the grung’s 
  skin must succeed on a DC 12 Constitution saving 
  throw or become poisoned for 1 minute. A poisoned 
  creature no longer in direct contact with the grung can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Standing Leap. The grung’s long jump is up to 25 feet 
  and its high jump is up to 15 feet, with or without a 
  running start. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or take 5 (2d4) poison 
  damage. 
   
  
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  Grung Wildling (Red) 
  Small humanoid (grung), lawful evil 
  Armor Class 13 (16 with barkskin) 
  Hit Points 27 (5d6 + 10) 
  Speed 25 ft., climb 25 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  16 (+3) 
  15 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
   
  Saving Throws Dex +5 
  Skills Athletics +2, Perception +4, Stealth +5, Survival 
  +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 14 
  Languages Grung 
  Challenge 1 (200 XP) 
  Amphibious. The grung can breathe air and water. 
  Poisonous Skin. Any creature that grapples the grung 
  or otherwise comes into direct contact with the grung’s 
  skin must succeed on a DC 12 Constitution saving 
  throw or become poisoned for 1 minute. A poisoned 
  creature no longer in direct contact with the grung can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Spellcasting. The grung is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It knows the following ranger 
  spells: 
   
  1st level (4 slots): cure wounds, jump 
  2nd level (3 slots): barkskin, spike growth 
  3rd level (2 slots): plant growth 
  Standing Leap. The grung’s long jump is up to 25 feet 
  and its high jump is up to 15 feet, with or without a 
  running start. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or take 5 (2d4) poison 
  damage. 
   
  Needle Blight 
  Medium plant, neutral evil  
  Armor Class 12 (natural armor)  
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  12 (+1) 
  13 (+1) 
  4 (-3) 
  8 (-1) 
  3 (-4) 
   
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 9 
  Languages understands Common but can’t speak 
  Challenge 1/4 (50 XP) 
  False Appearance. While the blight remains 
  motionless, it is indistinguishable from a dead shrub. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) piercing damage. 
  Needles. Ranged Weapon Attack: +3 to hit, range 
  30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage. 
   
  
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  Twig Blight 
  Small plant, neutral evil 
   
  Armor Class 13 (natural armor)  
  Hit Points 4 (1d6 + 1) 
  Speed 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  13 (+1) 
  12 (+1) 
  4 (-3) 
  8 (-1) 
  3 (-4) 
   
  Skills Stealth +3 
  Damage Vulnerabilities fire 
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 9 
  Languages understands Common but can’t speak 
  Challenge 1/8 (25 XP) 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
   
  
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  DDAL07-01 A City on the Edge 
   
   
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  Appendix. Altar of the Grungs Map 
   
   
   
   
  
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  Mission 4. When Death Calls 
  Estimated Duration: 60 minutes 
  In this mini-adventure, a priest, driven mad by an 
  evil treasure, endangers the lives of all those living in 
  Old City. Using the power of a cursed relic, he has 
  been abducting local laborers and using them to 
  create undead minions. 
  Beginning the Adventure 
  The party arrives in at the villa of Alastar Bol. 
  You make your way through the myriad of shops and crafting 
  houses amidst the typical bustle of The Market Ward. 
   
  Alastar Bol resides in one of the fancy villas located near 
  the wall of the raised area that supports the House of Gold. 
  One of his many servants escorts you through the main hall 
  to a large, covered balcony. 
  Alaster Bol, the primary contact for the Order of the 
  Gauntlet, is here, his servants fanning away the 
  brutal, sweltering heat. He appears visibly pleased to 
  see the characters, wasting no time in giving them a 
  quick welcome and letting them know he has an 
  urgent task that requires a few courageous souls. 
  Roleplaying Alastar Bol 
  Alastar is a heavyset balding human in his late 30’s. His skin is 
  well tanned and his fine garments are often dampened with 
  profuse sweating. 
   
  Alastar has put on quite an amount of weight since arriving 
  in town, mostly because he doesn’t leave his home and eats 
  constantly—likely out of boredom. He complains endlessly 
  about his position here, and hopes nothing more for 
  something exciting to happen, mostly because he hopes that 
  if he handles it well, it’ll earn him a nice promotion 
  someplace civilized and decently cool.  
   
  He is amazingly smart and wise, and is quick to provide his 
  insight on whatever task is being discussed. He doesn’t, 
  however, take kindly to his guidance being disregarded.  
   
  Quote: “Fetch me that pitcher of cool water, please.” 
   Quest: The Call of the Dead. Strange occurrences 
  in Old City has caught the attention of the Order of 
  the Gauntlet. A local rumor has been spreading 
  about several residents vanishing in the dead of 
  night and re-emerging as undead a few days later. 
  Alastar had sent Derio, one of his lower ranking 
  associates, to investigate, but he hasn’t returned. 
   At this point, he fears this does not look well for 
  him if the situation is not resolved, however, he is 
  also somewhat pleased to be involved in some 
  much-needed excitement. He asks the party to 
  investigate these rumors and offers the party a 60 gp 
  reward if they can find both Derio and the source of 
  these emerging undead. 
   Alastar recommends speaking with a few of the 
  locals in the area. Should the party accept, they 
  immediately set out to Old City. 
  New Tales in Old City 
  In the southwestern section of the city, a central path 
  between two massive ziggurats of crumbling, weathered 
  stone marks the entrance into Old City. Beyond these 
  makeshift palaces, huts and shacks are scattered around a 
  road passing near a third, smaller ziggurat as well as splitting 
  around a long, stone-lined pit. Many of the locals can be seen 
  walking alongside or in between these structures. 
  Working the Locals 
  The following information can be obtained from the 
  various locals and laborers in the area with no 
  required checks. 
  • Several disappearances started a couple of 
  tendays ago. There doesn’t seem to be any 
  apparent connection between those that have 
  vanished. 
  • A few days ago, one of the local tavern goers just 
  got up and left mumbling something about Death 
  calling out to him. Since then, those who vanished 
  are said to have received the “Call of the Dead”. 
  • A clergyman named Derio was in the area a couple 
  days ago investigating these disappearances. He 
  too, vanished. He was last seen near set of huts 
  behind the ziggurat facing Executioner’s Run. 
  Friends in Low Places 
  If the party completed Mission #2, they may decide to pay a 
  visit to Pock-Marked Po. If so, Po provides the same 
  information that the party would be able to obtain from the 
  locals. In addition, his contacts confirmed that the larger hut 
  is locked up tight and may even be trapped. This information 
  grants the party advantage on the roll to disable the poison 
  needle trap on the door (see below). 
  Following the Leads 
  The information gathered leads the party to the 
  western side of the southernmost ziggurat. In a 
  nearby clearing, they find a large bamboo hut with a 
  smaller, similarly built hut less than 20 feet away. 
  Small Hut (Prison) 
  Three zombies are clustered inside the small hut on 
  the north side. The latch on the slanted door is weak 
  
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  and the zombies bust out and immediately attack 
  any creature that comes within 5 feet of the hut’s 
  door. 
  Undead Amplified 
  These undead are faster and more brutal than their normal 
  counterparts. Their speed has been increased by 15 ft. and 
  they have vicious looking claws that extend from their rotted 
  fingertips. Though statistically identical otherwise, you may 
  choose to present these undead as fast-moving and savage if 
  you wish to provide a sense of heightened danger. 
   
  Inside the hut smells of death. Whatever furnishings in this 
  hut are all rotted or destroyed. Half a dozen long iron chains 
  are fixed to the ground, each ending in manacles at their 
  opposite ends. There are several animal carcasses in here as 
  well as the severed remains of a couple of humanoids. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. 
  • Strong Party: Add a zombie and grant all zombies 
  advantage to save versus turn undead 
  • Very Strong Party: Add two zombies and grant all zombies 
  advantage to save versus turn undead 
  Large Hut (Viplo’s Home) 
  The door to this hut is both locked and trapped. The 
  lock requires a DC 12 Dexterity check to open. It may 
  also be broken by dealing at least 10 hp of damage 
  versus its AC of 12, or also forced open with a 
  successful DC 12 Strength (Athletics) check. 
  Poison Needle Trap 
  Simple trap (levels 1-4, setback) 
   
  Trigger. Unless properly disarmed, opening the door sets 
  off the poison needle spring trap. A successful DC 12 Wisdom 
  (Perception) check is required to notice the trap. 
   
  Effect. If the trap is sprung, the creature opening the door 
  must succeed on a DC 11 Constitution saving throw or suffer 
  5 (1d10) poison damage and become paralyzed for one 
  minute. 
   
  Countermeasures. The trap can be disarmed with a 
  successful DC 12 Dexterity check. 
   Neighborly Evil. If the zombies in the Small Hut 
  have not been defeated, they burst out and attack 
  the party as soon as the Large Hut door is opened. 
  Refer to the “Small Hut” encounter above. 
  The functional décor of this hut consists of a small table with 
  a few chairs that takes up the center with a small desk and a 
  bed tucked into either of the rear corners. Much of the air 
  here is stale, and it looks as if the occupants haven’t been 
  here in quite some time. 
  Developments 
  The interior is of this area is dark, the candles that 
  once provided any light having burned out long ago. 
  There is a small bookshelf here, many of the books 
  having faded, worn, or moisture-logged pages. Some 
  detail various regions of the Sword Coast, while 
  others give travel tips and wilderness survival 
  tactics for novices. 
   On top of the desk is a small book of arcane 
  studies and practices bearing the symbol of Azuth, 
  god of arcane knowledge. Next to it is a collection of 
  handwritten pages, the writing on it scribbled over 
  with numerous sigils and inscriptions. A successful 
  DC 16 Intelligence (Arcana) check identifies many of 
  these scribbles for use in arcane ritual, but nothing 
  specific beyond that. 
   The last page has writing that is still barely legible. 
  It is written in Common. The Viplo’s Letter handout 
  may be given to the players at this point. The page 
  reads: 
  Another night with dreams of the serpents. I know I 
  should deliver the relic as promised, but it calls to me... 
  In Azuth’s name, it calls to me through my dreams, 
  and has led me to my lair beneath the walls of the 
  ziggurat.  
   
  But what if I am wrong? Would the gods wish me to 
  walk such a path? Perhaps this is the true path to 
  eternal knowledge? Perhaps my teacher was wrong 
  all this time?  
   
  I must see this through and finish my work. Should I 
  not return, then I have joined with those I have 
  brought with me into the dark unknown. 
   
  Viplo 
   On the back of the parchment is a drawing of three 
  circles in a triangular pattern. An arrow points to the 
  bottom left circle. Written beneath it are the words 
  “Begin Here”. This provides a clue to the party in the 
  next section (see below). 
  Treasure 
  The desk is locked, requiring a DC 13 Dexterity 
  check to open. Inside is an ivory scroll case worth 10 
  
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  gp. It contains a scroll of healing word and a scroll of 
  protection from evil and good. 
  Secret Entrance 
  Directly behind the large hut is a set of fist-sized 
  circles carved into the stone of the ziggurat’s bottom 
  terrace. Pushing the circular carvings inward in the 
  correct order opens the secret path into Viplo’s 
  underground passage. This is a simple puzzle, 
  requiring a successful DC 12 Intelligence 
  (Investigation) check to solve. 
   Examining Viplo’s letter allows the party to easily 
  match the triangular pattern with the one inscribed 
  on the back of the parchment, granting the party 
  advantage to the puzzle roll. 
   After hitting the correct sequence, a doorway 
  opens within the wall with a steep ramp leading 
  down into darkness. 
  Keeping It Moving 
  If a situation arises where the party does not find Viplo’s note 
  or doesn’t search for the secret entrance, you may choose to 
  point it out or have them automatically notice them in 
  passing. 
   
  If the party fails their check to resolve the door puzzle, 
  simply allow them another attempt with each attempt takes 
  up a minute of game time. 
  The Bladed Path 
  Refer to The Feeding Pit map for locations in both 
  this section and the next. The ramp leads east and 
  downward at a 45-degree angle to an area beneath 
  the ziggurat. A successful DC 12 Intelligence 
  (History) check confirms this area has most likely 
  been here for centuries as part of the original 
  construction. Viplo uses it as a secret lair and altar of 
  sacrifice. 
   After following the path for another 60 feet, the 
  party arrives in a 20-foot square chamber. A set of 
  wavy lines are carved into the east wall ending in a 
  converging into sets of concentric circles in the 
  center. 
  Developments 
  If the carvings are examined further, have the 
  players each make a DC 12 Intelligence 
  (Investigation) or Wisdom (Insight) check. Success 
  reveals that tracing the correct path along the 
  carvings with their fingers causes a secret door on 
  that wall to open into a second chamber identical in 
  size, but this time with wall carvings on three out of 
  the four walls. 
   DM’s Option. If the party discovered the secret 
  passage in Mission #1, the party may already have a 
  clue as to how to activate the carvings. If so, the DM 
  may grant them advantage to the check required to 
  open the secret door. This bonus, however, should 
  not apply to the following trapped rooms beyond. 
  Blade Trap Puzzle 
  Simple trap (levels 1-4, dangerous threat) 
  In the next three rooms (each one marked with the “T” trap 
  symbol, the wall carvings run along all four walls and must be 
  completed in the correct sequence to open the secret door to 
  the next room, or trigger a trap if completed incorrectly. 
   
  Choosing the right sequence requires a successful DC 13 
  Intelligence (Investigation) check. 
   
  Trigger. Activating the wrong sequence will trigger the 
  trap. The carvings follow a specific line pattern, similar to the 
  prior chamber. 
   
  Effect. If this check is failed, a set of three giant pendulum 
  blades swing down from the ceiling from one side of the 
  room to the other. Each creature in the room must make a 
  DC 12 Dexterity saving throw or suffer 3 (1d6) hit points of 
  slashing damage. 
   
  The trap will only trigger once per room, regardless of how 
  many times the wrong sequence is activated.  
   
  Countermeasures. The secret door to each room will open 
  once either the correct sequence is activated or the trap in 
  that room has already been triggered.  
   
  The party must pass all three of these rooms before 
  making it into the main chamber. 
  XP Award 
  For solving the path without triggering any blade 
  traps, award each character 20 XP. 
  The Feeding Pit 
  This chamber was originally used to perform rituals 
  to the gods. Viplo is here, ready to release four 
  zombies into the pit to feast on the prisoners 
  trapped there as a sacrifice to the relic, who are then 
  to be released onto the streets of Old City. 
  The walls and floor of this ancient chamber are worn and 
  have crumbled apart in certain areas. A narrow path leads 
  from the entrance to a platform on the opposite end. Upon 
  the platform is a small dais and a stone stand. From the 
  entrance, two debris covered paths slope down into a dingy 
  pit with rusty gates against the east and west walls. 
  Viplo is in the middle of one of his rituals when he 
  spots the party and shouts, “Interlopers! You shall 
  become food for the dead!” 
  
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  Plot Links: Fist of Fury 
  If the party helped Nerissa in Mission 2, she follows the party 
  into this chamber, making her appearance at the start of the 
  encounter. She too, has been investigating the nature of the 
  “Call of the Dead” and would go through any lengths to stop 
  it. She joins the fight as soon as combat starts.  
  Tricks of the Trade 
  There are three prisoners shackled against the south 
  wall of the pit. Derio, Alastar Bol’s associate, is one of 
  the three prisoners.  
  The Feast. When Viplo spots the party, but before initiative is 
  rolled, he opens the rusty gates at the bottom of the pits, 
  releasing the four zombies (two from each alcove). At that 
  point, the party has three rounds to interrupt each zombie 
  before it feasts upon one of the hostages. Any successful 
  attack or ability that affects the zombie distracts it from its 
  target. The zombies have the same traits as those 
  encountered in the northern hut outside (see “Undead 
  Amplified”). 
  The Crumbled Walkways. The fastest way down into the pits 
  are two ramps on either side of the entrance filled with 
  loose, crumbling debris. Traversing these requires a 
  successful DC 14 Dexterity saving throw. If failed, the 
  character slips and falls down the path, suffering 2 (1d4) 
  bludgeoning damage and is considered prone at the end of 
  their move. 
  Viplo’s Wrath. During combat, Viplo casts fire bolt from a 
  distance. Once he is beset upon by more than one 
  character, he casts burning hands. Viplo is obsessed with 
  this task and cannot be reasoned with until defeated. Due 
  to his small size, the altar grants Viplo three-quarters cover 
  from ranged attacks (PHB page 196). 
  The Prisoners. The three shackled prisoners are too weak to 
  fight, exhausted, and have only 2 hp remaining. A single 
  attack from any of the zombies finishes them.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. It is 
  recommended you do not adjust for a Weak Party if Nerissa 
  is with the group. 
  • Weak Party: Remove a zombie 
  • Strong Party: Add a zombie and grant all zombies 
  advantage to save versus turn undead 
  • Very Strong Party: Add two zombies and grant all zombies 
  advantage to save versus turn undead 
  Treasure 
  Viplo carries a pouch containing 20 gp and a vial of 
  alchemist’s fire. 
   Sitting on a three-foot stone stand is the relic that 
  held Viplo under its sway. It is a half-moon shaped 
  trinket, one of the four pieces of the Dreamer’s 
  Amulet. Any creature touching the trinket directly 
  must make a DC 13 Wisdom saving throw or suffer 3 
  (1d6) psychic damage. They also experience 
  numerous visions of yellow eyes with slit pupils and 
  hear incoherent whispers almost resembling hissing 
  noises.  
   If Nerissa is with the party, she suggests that there 
  may be others searching for this trinket and that 
  they should report back to Alastar Bol right away. 
  XP Award 
  For each prisoner rescued from the zombies, award 
  each character 10 XP. 
  Conclusion 
   After reporting back to Alastar Bol, he awards the 
  party 60 gp as promised, with an additional 10 gp if 
  they managed to rescue Derio. Upon hearing about 
  the relic, Alastar suggests that perhaps Viplo was 
  using the power of the trinket to charm others and 
  lure them into his trap, eventually creating the local 
  rumor surrounding the disappearances. 
   The Dreamer’s Amulet. Either Nerissa or Alastar 
  identifies the trinket as one of the pieces that Soggy 
  Wren is looking for and intends to deliver it to him, 
  with hopes that there can be something found in 
  relation to stopping the Death Curse. 
   If this mission is being run as part of the full 
  module, the party may also choose to do so 
  themselves (see Mission #5). Either way, Nerissa 
  bids them all farewell for now. 
   
   
  
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  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: 75/100 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 
  Viplo 
   
   
   
  50 
  Zombies  
   
   
  50 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Solving the Bladed Path with no errors 
  20 
  For each prisoner rescued  
   
  10 
  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 
  Quest Reward 
   
   
  60 
  Reward Bonus Coins 
   
  10 
  Viplo Coins 
   
   
  20 
  Ivory Scroll Case  
   
  10 
   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.  
  Scroll of Healing Word 
  Scroll, common 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll of Protection from Evil and Good 
  Scroll, common 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Vial of Alchemist’s Fire 
  This item can be found in of the Player’s Handbook. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). However, 
  only characters that are also members of the Order 
  of the Gauntlet earn a renown point at the 
  conclusion of this adventure—other characters earn 
  no renown. 
  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) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix. Monster/NPC Statistics 
   
  Nerissa (Sacred Stone Monk) 
  Medium humanoid (human), lawful good 
  Armor Class 14 
  Hit Points 22 (4d8 + 4) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  9 (-1) 
   
  Skills Acrobatics +4, Athletics +3, Perception +4 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Unarmored Defense. While Nerissa is wearing no 
  armor and wielding no shield, her AC includes her 
  Wisdom modifier. 
  Unarmored Movement. While Nerissa is wearing no 
  armor and wielding no shield, her walking speed 
  increases by 10 feet (included in her speed). 
  Actions 
  Multiattack. Nerissa makes two unarmed strikes. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage. 
  Reactions 
  Parry. Nerissa adds 2 to her AC against one melee or 
  ranged attack that would hit her. To do so, she must 
  see the attacker. 
   
  Viplo (Apprentice Wizard) 
  Small humanoid (halfling), lawful neutral 
  Armor Class 10 
  Hit Points 9 (2d6 + 2) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
   
  Skills Arcana +4, History +4 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/4 (50 XP) 
  Spellcasting. Viplo is a 1st-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 12, +4 
  to hit with spell attacks). Viplo has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, mending, prestidigitation 
  1st level (2 slots): burning hands, disguise self, shield 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 
  ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage. 
   
  
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  DDAL07-01 A City on the Edge 
   
   
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  Zombie 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 35 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 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 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage. 
   
   
   
  
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  DDAL07-01 A City on the Edge 
   
   
  40 
   
  Appendix. The Feeding Pit Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-01 A City on the Edge 
   
   
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  Appendix. Viplo’s Letter 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-01 A City on the Edge 
   
   
  42 
   
  Mission 5. Darkest Dreams of the 
  Defiler 
  Estimated Duration: 60 minutes 
  The Dreamer’s Amulet, a source of many strange 
  happenings in Port Nyanzaru, is now whole, and may 
  be unwittingly delivered into the hands of the 
  enemy. In this adventure, the party must face off 
  against a group of yuan-ti spies who have been 
  manipulating this scenario from the very start. 
   NOTE. If you are running all of the adventures in 
  this module together, this mission should be run 
  only after the party has completed Missions 1-4 
  (please refer to “Plot Links” below.) 
  Beginning the Adventure 
  The adventure begins when the party travels to the 
  Market Ward to meet with Soggy Wren, the faction 
  contact for the Harpers. 
  The Red Bazaar dominates the area east of the bridge 
  between the Grand Colosseum and the Hall of Gold. Broad 
  rows of colorful merchant stands span across the area, many 
  selling various meats, produce, and trade goods. Not far to 
  the south, you arrive at Kaya’s House of Repose, one of the 
  more prominent inns for travelers looking for a bit more 
  opulence, as well as the last rumored location of your 
  contact. 
  Soggy Wren and Nerissa are both here at one of the 
  tables. Wren, in a bit of a stupor, insists the party 
  join him for a round of drinks. “Ya cant disscush 
  bishniss with an empty glassh!” he proclaims.  
  Plot Links: The Whole Story 
  The meeting with Wren is dependent upon how this mission 
  is being run. 
   
  Running this mission as part of the whole module. If the 
  party has not completed Missions 1-4, they encounter Soggy 
  Wren alone and he asks them (struggling through his slurs) to 
  learn more about these cursed trinkets and bring any located 
  directly to him. He can often be found at this establishment 
  in the evenings as part of his “party tour”. After all four 
  pieces are discovered, Wren commends the party for 
  stopping the enemy from “being a bunch of killjoys” and 
  continues with his request to continue his investigation. 
   
  Running the mission on its own. If this mission is being 
  played by itself, Nerissa and Wren have instead acquired the 
  Dreamer’s Amulet through their agents and contacts, and still 
  request the party’s help to deliver it to the Ytepka Society. 
   With a little help from Nerissa, Wren drunkenly 
  explains that he has been working with one of his 
  “buddies” from the Ytepka Society who has informed 
  him of a cursed relic known as the Dreamer’s Amulet.  
   Somehow, this “curshed thingamawhatsit” as 
  Wren refers to it, had found its way into Port 
  Nyanzaru by various means, and that if it hadn’t 
  been for the party’s interference (or quirks of fate, if 
  the party was not involved), these pieces would have 
  eventually found their way into more dangerous 
  hands. Wren wishes to discover the source behind 
  this attempt to bring this relic here, as he believes it 
  may be linked to the mysterious Death Curse that’s 
  been “sucking all the fun out of his city.” Nerissa has 
  been working with him as an ally of the Harpers. 
  Roleplaying Soggy Wren 
  Soggy Wren is friendly almost to the point of being rude 
  about it. He is astonishingly adept at gauging the level of 
  intoxication the object of his attention is and more adept still 
  at figuring out what they prefer to drink. In his youth, he was 
  a talented sorcerer, but he has let his thirst for the drink take 
  priority over his thirst for honing his magical talents.  
   
  That aside, he bears an intense hatred of “party-poopers” 
  and bears little patience for people displaying evil-tendencies 
  in his presence. His close “professional” relationships with 
  most of the tavern owners in town means that those that 
  cross him find themselves without a place to quench their 
  thirst.  
   
  Quote: “Wushoomeanyouaren’thirssy? ::hiccup::” 
   Quest: Unmasking the Enemy. Wren offers the 
  party a reward of 100 gp if they bring the amulet to 
  his contact in the Ytepka Society and help them 
  discover the source and purpose behind the amulet’s 
  dark magic. His contact’s name is Diamssar, who can 
  be found working by the entrance of the public 
  Bathhouse. 
   Should the party accept, Wren tells them they 
  need to display a secret hand gesture when they 
  meet with Diamssar. It’s a raised left hand, with 
  fingers poised to represent the horns of a 
  triceratops. Diamssar should respond with the same 
  to verify they are allies. When the party is ready, 
  they head to the Bathhouse on the north side of the 
  ward. 
  The Ytepka Society (ee-TEPP-kah) 
  Also known as the Triceratops Society, this organization 
  serves to ensure the balance of power and preserving the 
  natural order within Port Nyanzaru. Instrumental in wresting 
  control of the city away from Amn nearly a decade ago, the 
  Society now work to keep Port Nyanzaru safe from external 
  threats, such as pirates, foreign factions, and their agents. 
  
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  Putting Together the Pieces 
  Before the party leaves, Wren has Nerissa put 
  together the four pieces of the Dreamer’s Amulet (the 
  snake head, the Oracle’s Eye trinket, and the two half-
  moon shaped sides). Please refer to the Dreamer’s 
  Amulet sidebar in the “Adventure Overview” at the 
  beginning of the module for additional details. 
   If the party objects to joining the four pieces, they 
  may choose to carry them separately, but Wren 
  insists all of them must be delivered to the Ytepka 
  Society at once. 
   Nerissa’s Mission. Nerissa would like to 
  accompany the party, with Wren’s recommendation 
  as they are working toward the same goal. The party 
  may accept or decline as they see fit. For notes on 
  roleplaying Nerissa, refer to Mission 2. 
  A Night in Northside 
  The party arrives at the front of the Bathhouse. 
  Diamssar is here, waiting for them. 
  Spies Like Us 
  Diamssar is actually a spy for the yuan-ti. He was recruited 
  weeks ago and is responsible for reuniting the pieces of the 
  Dreamer’s Amulet. Due to various missteps (Sanuya’s defeat, 
  Kwayothe’s acquisition, Viplo’s madness, etc.), he had to 
  resort to other methods of procuring the missing trinkets. 
   
  To regain control of the situation, Diamssar has been 
  manipulating Wren for some time now, hoping the amulet 
  would eventually be reunited with help from the Harpers. He 
  has fully abandoned his duty to Port Nyanzaru and intends on 
  betraying and ambushing the characters once they reach the 
  Northside Warehouse (see below). 
  Meeting Diamssar 
  Diamssar is a pale-skinned human in his mid-30’s 
  dressed in dark clothes and a hooded purple cloak. 
  He calmly nods to the party when they approach. If 
  any of the characters displays the hand gesture 
  provided by Wren, Diamssar pauses for a brief 
  moment, then returns the hand gesture and 
  introduce himself. 
   If anyone in the party is specifically wary of 
  Diamssar’s greeting, allow them a DC 16 Wisdom 
  (Insight) check. Success reveals Diamssar’s hand 
  gesture may seem hastily returned, as if it may have 
  been unexpected. If asked about it, he simply jokes 
  that Wren is often so drunk, even he doesn’t get it 
  right most of the time. 
   He then asks if the party has the Dreamer’s 
  Amulet. Should they present it to him, or at least 
  confirm they are carrying it, he asks they accompany 
  him to one of the Ytepka Society’s safe houses. He 
  leads them to an old stone building with faded 
  murals and a worn sign that reads “The Northside 
  Market Textile House”. 
   Increasing Distrust. If the party is overly 
  suspicious or confronts Diamssar, he does his best to 
  allay suspicion, but flees toward the warehouse if 
  the characters attack him. 
  A. The Abandoned Warehouse 
  Refer to the Lair of the Serpent map for this area.  
  Two zealots are on either side of the upper walkway 
  (marked with a “Z” on the map). They are dressed 
  similarly to Diamssar. Against the east wall at the 
  center of the room is a small pedestal draped over 
  with a large cloth, which is actually a cage containing 
  Diamssar’s pet: a giant poisonous snake. 
   A pit trap is positioned near the center of the 
  room. Diamssar’s goal is to lead the party over the 
  trap, then send his snakes in during the ambush. 
  Tricks of the Trade 
  Consider the following guidance: 
  Diamssar. When the party first enters the warehouse, 
  Diamssar walks toward the pit, displaying the hand signal 
  the party had given him earlier. He then repeats it, with 
  the two zealots responding in kind a moment later. 
  Suspicious characters that succeed on a DC 13 Wisdom 
  (Insight) check to realize that something may be wrong. If 
  the players stop moving or question Diamssar, he and the 
  zealots attack immediately with the snakes being released 
  in the following round. 
  The Snake Pit. Characters may notice the pit trap as a 
  distortion in the floor with a DC 14 passive or active 
  Wisdom (Perception) check. If triggered, each character 
  must make a DC 14 Dexterity saving throw or fall into the 
  pit, suffering 3 (1d6) falling damage. Those that fail their 
  save are also surprised when combat begins. Diamssar 
  releases his snake into the pit when combat begins. 
   
  All enemies fight until they are defeated. If the party 
  refuses to kill Diamssar, he continues to curse at them in 
  Abyssal, shouting phrases such as “The serpent will devour 
  you all!” and “Your souls are food for the beast!” He 
  eventually falls unconscious. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. It is 
  recommended you do not adjust for a Weak Party if Nerissa 
  is with the group. 
  • Weak Party: Remove the giant poisonous snake 
  • Strong Party: Add a constrictor snake to the cage. 
  • Very Strong Party: Use the stats for a yuan-ti pureblood 
  for Diamssar. 
  
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  DDAL07-01 A City on the Edge 
   
   
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  Treasure 
  Diamssar carries a potion of healing and a dagger 
  with a jewel encrusted snake head hilt. It can be sold 
  for 15 gp. 
  B. The Breeding Room 
  The door at the top of the walkway leads into an 
  upper storage room. It is extremely dirty and smells 
  of blood and rotting flesh. Three cages are in this 
  chamber, two of them occupied by a tabaxi and an 
  elf. Both appear to be suffering from some type of 
  sickness, bearing dark thick veins and scaled patches 
  all over their bodies.  
   A successful DC 12 Intelligence (Investigation) 
  check reveals them to be locals of the area. The cages 
  can be easily unlocked with a DC 11 Dexterity check. 
  The elf male is unconscious, but Shaded Moon, the 
  tabaxi female, can barely speak. She tells the party 
  they were poisoned by “snake creatures” and placed 
  in this cell. The pain is unbearable and she is 
  haunted with visions of dark serpents. 
   A successful DC 18 Intelligence (Arcana) check 
  concludes they are being turned by the yuan-ti into 
  mindless servants. Only a lesser restoration or 
  remove curse can cure them. Shaded tells the party 
  the creature that poisoned them is in an area behind 
  the warehouse and needs to be stopped. It is also her 
  hope that the party may also find a cure for what is 
  happening to them.  
  XP Award 
  For rescuing the prisoners or reporting their 
  location, award each character 25 XP. 
  C. The Serpent’s Lair 
  This area is walled off between two buildings and 
  only accessible from the rear door of the abandoned 
  warehouse. Lekhet, a yuan-ti pureblood, is here 
  along with three yuan-ti broodlings. 
  This area is lush with overgrown flora. The land dips slightly 
  into somewhat of a bowl shape. In the center is a circular dais 
  with a gigantic serpent carved into its base. 
  Deadly as a Dandelion 
  Near the entrance are patches of flowers known to the locals 
  as “Olarubu” (Vile Beauty). They resemble ash colored 
  dandelions that emit poisonous spores when stepped on. 
   
  Trigger. The spores are triggered only when the flowers 
  are stepped on or touched. 
   
  Effect. If they are triggered, spores are released into the 
  air around the target. The target must then succeed on a DC 
  13 Constitution saving throw or be considered poisoned until 
  the end of their next turn. 
   
  Countermeasures. These flowers can be noticed with a 
  successful DC 12 Wisdom (Perception) check and identified 
  with a successful DC 12 Wisdom (Survival) check. If noticed, 
  they can be easily avoided by stepping over them. 
   XP Award. For detecting and avoiding the flowers, 
  award each character 15 XP. 
  Tricks of the Trade 
  Lekhet and his minions attack immediately. 
  The Amulet’s Power. If the party is still carrying all the pieces 
  of the Dreamer’s Amulet, Lekhet may summon the amulet 
  to his hand as a bonus action. Regardless of how it was 
  being carried, all of the pieces are instantly joined 
  together. He taunts the party by shouting “Thank you for 
  returning our gift!” Please refer to the Dreamer’s Amulet 
  special ability in Lekhet’s stat block. This ability may be 
  removed if a character specifically targets the amulet with 
  an attack (use Lekhet’s armor class with a disadvantage to 
  the attack roll) or wrested away with a contested Strength 
  roll during a grapple. 
  Nerissa’s Wrath. If the party chose to bring Nerissa with 
  them, on her first action she speaks a command word 
  while presenting her engraved hand bracer. The bracer 
  grants the party advantage to saving throws versus 
  Lekhet’s spellcasting abilities. A successful DC 16 
  Intelligence (Religion) check identifies the engraving on the 
  bracer as the symbol of Ubtao, the patron deity of Chult. 
  The Broodlings. These creatures are humans that have been 
  afflicted with the same curse as the NPCs found in Area B, 
  but are further along and under Lekhet’s control. If Lekhet 
  is killed first, the broodlings scream in madness and attack 
  each other brutally until they are both dead. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative. It is 
  recommended you do not adjust for a Weak Party if Nerissa 
  is with the group. 
  • Very Weak: Remove the broodlings 
  • Weak: Remove one broodling 
  • Strong: Add a broodling 
  • Very Strong: Add two giant poisonous snakes 
  Ending the Combat 
  Lekhet and the broodlings fight until defeated. If the 
  party chooses to leave Lekhet alive, he continues to 
  taunt the party, calling their efforts useless and that 
  eventually they shall all fall sway to the dark dream 
  of oblivion. 
  
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  DDAL07-01 A City on the Edge 
   
   
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  Treasure 
  Lekhet carries a pouch containing 25 gp. In his 
  pouch is a potion of animal friendship and a potion of 
  poison He also wears a silver coiled snake bracelet 
  worth 10 gp. 
  Conclusion 
  Upon return to Kaya’s House of Repose, the party 
  finds Wren, Alastar, Klevin, Po, and Screaming Wind 
  waiting for them. If the party rescues the NPCs from 
  the Breeding Room (Area B) or reports their 
  location, Alastar calls for healers to cure them of 
  their affliction. 
   Soggy Wren grants the party the 100 gp reward 
  and thanks the party for uncovering the hidden 
  enemy that threatened the city. Though it does not 
  appear the Dreamer’s Amulet is the direct cause of 
  the Death Curse, it was certainly brought into Port 
  Nyanzaru for a reason and intended to be used to 
  influence someone of importance within the city. 
  Wren promises to have the relic destroyed after 
  examined for more information. 
  A Warrior’s Journey 
  If the party treated Nerissa courteously and worked with her 
  through the adventure, she thanks the party as well, 
  revealing her true name as Mesika, a warrior of Mezro, and 
  enemy of those who corrupt the souls of the dead against the 
  living. She has also been investigating the Death Curse. 
   
   Though her work is far from finished, she is thankful to 
  have helped the people of Port Nyanzaru. She bids farewell 
  to the party and extends her hopes that they one day cross 
  paths again. 
  The faction contacts praise the characters for 
  bringing the factions into full cooperation, as they 
  are now aware of an active threat that threatens all 
  within the city, but whose true nature can only be 
  revealed by venturing beyond the city’s walls. 
  Story Links: Why’d It Have to be Snakes? 
  The Dreamer’s Amulet, once reassembled, was intended to 
  be delivered to the merchant prince, Jessamine, either as a 
  gift or planted near her person.  
   
  As the yuan-ti have been plotting to subvert Jessamine to 
  their cause, with hopes the unassuming relic would invade 
  the prince’s dreams and unwittingly bend her toward the will 
  of the yuan-ti. Though this plan has now been foiled, the 
  machinations of the yuan-ti and their undead benefactor are 
  far from over. 
   
  More information on this is introduced in future modules 
  in this series as well as the Tomb of Annihilation hardcover. 
   
   
  
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  DDAL07-01 A City on the Edge 
   
   
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  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: 75/100 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 
  Constrictor Snake  
   
  50 
  Diamssar 
   
   
  50 
  Giant Poisonous Snake 
   
  50 
  Lekhet  
   
   
  200 
  Yuan-ti Broodling  
   
  50 
  Zealot 
   
   
   
  25 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Rescuing the afflicted NPCs 
  15 
  Avoiding the Dandelions  
  15 
   The minimum total award for each character 
  participating in this adventure is 75 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 100 experience 
  points. 
  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 
  Quest Reward 
   
   
  100 
  Lekhet Coins 
   
   
  25 
  Jeweled Dagger  
   
  15 
  Silver Bracelet 
   
   
  10 
   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.  
  Potion of Animal Friendship 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Potion of Healing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Potion of Poison 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award. 
   The Trusting Triceratops. Through your actions, 
  you’ve garnered the respect of the Ytepka Society. 
  Though their numbers are few, you are now aware 
  of how their members secretly identify themselves 
  to each other. During any of the rare social 
  interactions you may have a member of the Ytepka, 
  their starting attitude will automatically be friendly. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). However, 
  only characters that are also members of the 
  Harpers earn a renown point at the conclusion of 
  this adventure—other characters earn no renown. 
  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) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-01 A City on the Edge 
   
   
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  Appendix. Monster/NPC Statistics 
   
  Constrictor Snake 
  Large beast, unaligned 
  Armor Class 12 
  Hit Points 13 (2d10 + 2) 
  Speed 30 ft., swim 30 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
  Senses blindsight 10 ft., passive Perception 10 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) bludgeoning damage, and 
  the target is grappled (escape DC 14). Until this grapple 
  ends, the creature is restrained, and the snake can’t 
  constrict another target. 
   
  Diamssar (Acolyte) 
  Medium humanoid (human), neutral evil 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 12 
  Languages Common, Abyssal, Draconic 
  Challenge 1/4 (50 XP) 
  Spellcasting. Diamssar is a 1st-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). He has the following cleric spells 
  prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) piercing damage. 
   
  Giant Poisonous Snake 
  Medium beast, unaligned 
  Armor Class 14 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  18 (+4) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Skills Perception +2  
  Senses blindsight 10 ft., passive Perception 12 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 
  10 (3d6) poison damage on a failed save, or half as 
  much damage on a successful one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-01 A City on the Edge 
   
   
  48 
   
  Lekhet (Yuan-ti Pureblood) 
  Medium humanoid (yuan-ti), lawful neutral 
  Armor Class 11 
  Hit Points 40 (9d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +6, Perception +3, Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Abyssal, Common, Draconic 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: animal friendship (snakes only) 
  3/day each: poison spray, suggestion 
  Dreamer’s Amulet. When in possession of this item, 
  the yuan-ti can also innately cast the following spells: 
  2/day each: crown of madness, ray of sickness, sleep 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The yuan-ti makes two melee attacks. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage 
  plus 7 (2d6) poison damage. 
  Nerissa (Sacred Stone Monk) 
  Medium humanoid (human), lawful good 
  Armor Class 14 
  Hit Points 22 (4d8 + 4) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  9 (-1) 
   
  Skills Acrobatics +4, Athletics +3, Perception +4 
  Senses passive Perception 14 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Unarmored Defense. While Nerissa is wearing no 
  armor and wielding no shield, her AC includes her 
  Wisdom modifier. 
  Unarmored Movement. While Nerissa is wearing no 
  armor and wielding no shield, her walking speed 
  increases by 10 feet (included in her speed). 
  Actions 
  Multiattack. Nerissa makes two unarmed strikes. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage. 
  Reactions 
  Parry. Nerissa adds 2 to her AC against one melee or 
  ranged attack that would hit her. To do so, she must 
  see the attacker. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL07-01 A City on the Edge 
  49 
  Yuan-ti Broodling 
  Medium humanoid (yuan-ti), neutral evil 
  Armor Class 10 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  10 (+0) 
  15 (+2) 
  2 (-4) 
  12 (+1) 
  5 (-3) 
  Senses darkvision 30 ft., passive Perception 11 
  Languages Common, Abyssal, Draconic 
  Challenge 1/4 (50 XP) 
  Keen Smell. The broodling has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The broodling makes two attacks, one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage. 
  Zealot (Bandit) 
  Medium humanoid (human), neutral evil 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  Senses passive Perception 10 
  Languages Common 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-01 A City on the Edge 
   
   
  50 
   
  Appendix. Lair of the Serpent Map 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-01 - A City on the Edge.pdf