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  Pool of Radiance Resurgent 
  Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more 
  than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and 
  ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under 
  Emerald Claws. An adventure for 5th-10th level characters. 
  Adventure Code: DDEX1-13 
  Credits 
  Adventure Design: Chris Tulach 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
   
  Debut: February 5, 2015 
  Release: March 1, 2015 
   
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  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Pool of Radiance Resurgent 
   
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  2 
   
  Introduction 
  Welcome to Pool of Radiance Resurgent, a D&D 
  ExpeditionsTM adventure, part of the official D&D 
  Adventurers LeagueTM organized play system and the 
  Tyranny of DragonsTM storyline season.  
   This adventure is designed for three to seven 5th-10th 
  level characters, and is optimized for five 8th level 
  characters. Characters outside this level range cannot 
  participate in this adventure. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the Grass Sea and Ticklebelly Hills 
  north and west of Phlan. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  
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  3 
   
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 8th-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
   
   
   
   
   
   
   
   
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun of 
  the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  
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  4 
   
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules). If a 
  character doesn’t resolve the effect between sessions, that 
  character begins the next session still affected by the 
  debilitating effect.  
  
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  5 
   
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Adventure Background 
  Two months ago, a mysterious shooting star landed in 
  Kraunun’s Crater, an area inhabited by a stone giant 
  outcast and his tribe of followers. The debris from its 
  impact created a new Pool of Radiance, and the stone 
  giant Kranun touched the pool. The spirit of a long-gone 
  entity known as Tyranthraxus possessed its body, and 
  began plotting its return to Phlan. 
   
   Vorgansharax, the Maimed Virulence, an adult green 
  dragon who fashions himself a new power in the 
  Moonsea, has taken over the town of Phlan with the help 
  of the Cult of the Dragon (as depicted in DDEX1-10 
  Tyranny in Phlan). Those who oppose him have either 
  fled the town, are in hiding, or have been slain. 
   The Cult of the Dragon has lured Vorgansharax here to 
  rule over the town by making it known that they have 
  uncovered the location of a Pool of Radiance beneath 
  Valjevo Keep (as revealed in DDEX1-4 Dues for the 
  Dead). By uncovering the Pool and using its powerful 
  magic, the cultists believe that Vorgansharax can extend 
  his rule across the Moonsea. 
   Learning of a green dragon in the area, and the Cult of 
  the Dragon’s presence, Tyranthraxus (in Kranun’s body), 
  managed to convince an orc tribe known as the Burning 
  Banner (seen in DDEX1-9 Outlaws of the Iron Route) to 
  ally with him and bolster the dragon’s presence in the 
  region. However, Tyranthraxus’s true motives remain 
  cloudy as he assembles a fighting force to join with 
  Vorgansharax in Phlan. 
   After the town was taken and most credible resistance 
  crushed or turned to the green dragon’s side, the cultists 
  finished work started months ago, and uncovered a 
  dormant Pool of Radiance beneath Valjevo Castle. 
  Consulting with their Red Wizard allies, the cult 
  attempted to reactivate this pool, only to find its waning 
  magic was merely a window to a new active pool at 
  Kranun’s Crater. Now, a band of cultists lead by Ixusaxa, 
  an elf mage and Wearer of Purple, journey to Kranun’s 
  Crater to attempt to capture the Pool’s essence—unaware 
  of Kranun, his possessed state, or his eagerness for 
  allegiance.  
  Overview 
  This adventure takes place in three parts. 
   Part 1: Meeting at the Prison. The adventure begins 
  with the characters meeting at Grimshackle Jail with 
  Glevith, a Welcomer from Phlan. He has critical 
  information that he obtained from various sources about 
  Vorgansharax’s aims to send a group to the foothills near 
  the Dragonspine Mountains to claim power from a new 
  Pool of Radiance. 
   Part 2: Trailing the Cultists. The characters head out 
  and follow the agents of Vorgansharax to Kranun’s 
  Crater, or accost them along the way and try to learn what 
  the cultists know.  
   Part 3: Kranun’s Crater. The characters arrive at 
  Kranun’s Crater, and choose how they might best 
  proceed. Kranun, the stone giant shaman outcast, 
  touched the newly active Pool of Radiance and is now 
  possessed by the spirit of Tyranthraxus. The magic of the 
  
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  6 
   
  Pool is still active, and the characters must figure out a 
  way to deactivate it if possible, stop the cultists from 
  gathering its essence to bring back to Vorgansharax, 
  and/or defeating Tyranthraxus.  
  Pacing and General Adventure Guidance 
  The adventure is designed for 4 hours of play or less. Almost all 
  of the adventure should happen at Kranun’s Crater, which can 
  take a lot of time to explore. Be sure to budget at least 2 1/2 
  hours for that area. 
   
  In addition, this adventure has a lot of room for decision-
  making and problem-solving. The characters benefit from being 
  proactive. The adventure can play out many different ways, 
  depending on the approach the party takes. There is no one 
  “right way” to play this adventure; different groups will take 
  different approaches to it, and that should result in an experience 
  that rewards ingenuity.  
  Player Introduction 
  Read the following, and then have the players introduce 
  their characters and figure out what motivated them to 
  head to Grimshackle Jail, using the Adventure Hooks 
  section.  
   
  The Maimed Virulence, a great green dragon known as 
  Vorgansharax, brood of Claugiyliamatar, turned one Leafall day 
  into a terrifying nightmare for the residents of the ever-troubled 
  town of Phlan. Arriving without notice—except to those in the 
  Cult of the Dragon who had brought him there—his noxious 
  breath and terrible claws reigned death upon the town. Crushing 
  most opposition within hours of his destructive arrival, he laid 
  claim to the Cinnabar Throne, and with the help of the cult, 
  subjugated those that remained, including a portion of the Black 
  Fists, the enforcers and town guard.  
   The few that opposed him were either slain, went into hiding, 
  or fled the town. A small band of adventurers helped the Lord 
  Regent and a few dozen townfolk escape in the wake of the 
  dragon’s destructive arrival. Knight Aleyd Burral, a Black Fist 
  who sacrificed herself to allow the Lord Regent to be extricated, 
  has been taken to be revived if possible. No word has been 
  given on her or the Lord Regent’s status as of late. 
   Denlor’s Tower in Phlan, a base of operations for a resistance 
  movement, fell to the Cult of the Dragon not long after the 
  dragon’s attack. The already weakened resistance within the 
  town crumbled, and most were forced out into the outlying 
  hamlets, villages, and wilderness. Most of you have spent the 
  last few weeks making your living in such places, as many of the 
  secret passages in and out of the town have now been seized or 
  sabotaged.  
  Adventure Hooks 
  The adventure begins three hours north of Phlan, at 
  Grimshackle Jail on the bank of the Stojanow River (first 
  featured in DDEX1-9 Outlaws of the Iron Route). The 
  players can invent one of their own reasons for journeying 
  to the prison to answer Glevith’s summons, or you can 
  use one of the following adventure hooks. 
   Dark Linsa’s Request. If a character possesses the 
  status In Dark Linsa’s Pocket from DDEX1-10 Tyranny in 
  Phlan, she has asserted that the adventurer meet with 
  Glevith concerning recent information the Welcomer has 
  obtained on the agents of Vorgansharax.  
   Exiles from Phlan. If a character recently completed 
  DDEX1-10 Tyranny in Phlan, they may have left the city 
  after the dragon’s attack with nowhere safe to go nearby. 
  One of the first safe havens established is Grimshackle 
  Jail, since it’s relatively secure, on the river, and unlikely 
  to gain the attention of the green dragon, his enforcers 
  (the Tears of Virulence), or the Cult of the Dragon. 
   Maintain Order. A character with the soldier or noble 
  background (or a member of the Lords’ Alliance) might 
  have been called to Grimshackle Jail recently to help 
  maintain fighting discipline amongst the ragtag Black Fist 
  that escaped the dragon’s reach, Welcomers (thieves’ 
  guild) that fled with the refugees, or other country folk 
  that have decided to throw their lot in with the town. 
  Past Adventures 
  It’s a good idea to check with the players prior to beginning the 
  adventure to see which characters have participated in DDEX1-10 
  Tyranny in Phlan, the first part of Under Emerald Claws. While it’s 
  not necessary to have played that adventure before this one, 
  characters that participated in the first part may have a small 
  advantage in experience as a result. 
  
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  Part 1: Meeting at the 
  Prison 
  The adventurers arrive at Grimshackle Jail, ready to meet 
  with Glevith, a Welcomer (member of Phlan’s theives’ 
  guild) and resistance fighter opposing the green dragon 
  Vorgansharax’s reign over the town of Phlan. Feel free to 
  paraphrase the read-aloud text below if some characters 
  begin the adventure at Grimshackle Jail. 
   
  In the haze of the late morning rain, you come upon the dreary 
  sight of Grimshackle Jail. 
   The complex precariously sits at the edge of the Stojanow 
  River, ill-maintained on the outside, the product of decades of 
  neglect and misuse. The tower itself seems stout enough, and 
  you are given entry through the iron door by a suspicious-
  looking fellow named Bhevek, one of the two Grimshackle 
  brothers that run this corrupt den of cruel despair. 
   Once inside, you’re ushered up to one of the cramped cells. At 
  first, it seems like this might’ve been some sort of ruse, perhaps 
  an enemy’s trick to lure you into the prison without recourse to 
  leave. But, as your eyes adjust to the dim lantern light of the cell, 
  you notice a figure sitting on a thin stone ledge look up from his 
  small leather book. He is a human with a thin face, slicked-back 
  black hair, and a large nose.  
   “I’m so glad you’ve come. I was beginning to worry that you 
  weren’t up for a challenge.” 
   
  The Welcomer Glevith has come to Grimshackle Jail to 
  gather up what adventurers would respond to his 
  summons, and ask for their aid. He’s left Phlan to set up a 
  base of operations outside the town, since the dragon has 
  eliminated almost all threats to his power through his 
  Cult of the Dragon allies and his enforcers, the Tears of 
  Virulence. 
   
  Roleplaying Glevith 
  Glevith is a Welcomer cutpurse. Despite his roots as member of 
  an organized crime syndicate, he greatly enjoys his new role as 
  hero of the people. He is distrustful of those who represent 
  established powers and likes those who embrace the struggle of 
  the lower class. This has led him to accept overtures from the 
  Harpers to pass information to and from their members. Glevith 
  was last seen in DDEX1-10 Tyranny in Phlan, where he helped 
  refugees and some adventurers escape from the town through 
  the sewers. 
   
  Glevith imparts the following information to the 
  characters; if asked, he says he obtained this from the few 
  contacts he still has inside the city. He intimates that he 
  may have an “inside source” in the Tears of Virulence (the 
  Black Fists that serve the dragon). 
   
  • 
  Rumors are swirling that Vorgansharax was not 
  satisfied with just control of Phlan, but rather has his 
  designs on all of the Moonsea.  
  • 
  In his quest to obtain even more power, he has 
  started consulting with Red Wizards, who have 
  advised him to gather up whatever magic he can for 
  their research. 
  • 
  A few days ago, word spread throughout the Cult of 
  the Dragon that Vorgansharax was looking for a 
  group to travel outside Phlan to obtain some 
  powerful magic. 
  • 
  Ixusaxa Terrorsong (whom the characters may have 
  fought in DDEX1-10 Tyranny in Phlan) volunteered 
  to lead the cultists on their expedition. They were to 
  head north into the Ticklebelly Hills to the foot of the 
  Dragonspine Mountains.  
  • 
  The cultists are scheduled to depart Phlan tomorrow 
  morning. Their route will take them close to 
  Grimshackle Jail by mid-afternoon.  
   
  That’s all that Glevith knows at the moment; he’s not sure 
  what the cultists are attempting to retrieve for the dragon, 
  or where exactly they’re headed.  
   Glevith asks the characters to find out what these 
  cultists are after, and if it seems like a powerful boon for 
  the dragon, to stop them from obtaining it.  
   
  “I do not know what these cultists seek, nor exactly where they 
  are headed, but whatever their mission, it cannot bode well for 
  us. This is the first expedition that Vorgansharax has ordered 
  since consulting with the Red Wizards. I fear that knowledge is 
  on their side, and sadly, my scant few ears in the town are not 
  close enough to the dragon’s advisors to get all the details.” 
  Treasure 
  This is a mission filled with unknown variables, and could 
  be quite dangerous, as Iuxsaxa is involved. Glevith offers 
  the party 1,000 gp in fine-cut gems “liberated from the 
  dragon’s clutches” (enough for each character to take 
  his/her share in one gem) if they agree to find out what 
  the cultists are after and head out to stop them. He’ll 
  begrudgingly pay them up-front if they insist. In addition, 
  he offers a potion of greater healing to take with them.  
  
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  8 
   
  A Day to Make Ready 
  The characters have about a day to do whatever they’d 
  like in order to prepare for their task. There are two basic 
  options that should be presented to each character.  
  Empowering the Players 
  Simply mention to the players that their character can spend 
  downtime to do something, or not. Let each player determine 
  what their character might do with the day, without just reading 
  off a list of activities. If a player needs suggestions, then feel free 
  to give them some ideas from the list of downtime activities. 
  Option 1: Use Downtime 
  Each character can spend one downtime day to perform 
  one of the following downtime activities. Note that if a 
  character performs a downtime activity, that character 
  must pay their lifestyle expense.  
   Carousing. The character can fritter away the day 
  engaged in all sorts of less scrupulous activities with the 
  other non-prisoner residents of the jail (especially the 
  exiled Black Fists). Roll on the table present in the 
  Dungeon Master’s Guide to see what happens over the 
  course of the day. If the result is 31-40, replace the result 
  listed with the following. 
   
  31–40 
  You impress one of the Black Fist enforcers with your 
  tales of daring and swagger. You gain his or her 
  services as a hireling for the duration of the adventure, 
  provided you pay the enforcer a retainer of 10 gp per 
  day. Use the thug statistics for the enforcer (see Player 
  Handout 1). 
   
   Researching. It is possible for one of the characters to 
  attempt to use the limited information networks at their 
  disposal to find out more about Vorgansharax’s plans. It 
  is too dangerous and time-consuming for the character to 
  head back into Phlan and find out rumors, but it is 
  possible to either send one of Glevith’s agents back or use 
  magical means to contact a member of the resistance in 
  the city for aid. In addition, the character’s faction may 
  determine what sort of information might be available. 
  Have the character make an Intelligence (Investigation) 
  or Charisma (Persuasion) check (their choice). If the 
  result is 10 or higher, give them one piece of information 
  from the table below; if the result is 20 higher, give them 
  two pieces of information instead. 
  Researching Vorgansharax’s Plans 
  Faction 
   
   
  Result 
  Any/none 
  Ixusaxa Terrorsong, a powerful 
  mage and Wearer of Purple, leads 
  the expedition. She is 
  accompanied by several 
  dragonclaws and dragonwings, 
  experienced and trusted members 
  of the Cult of the Dragon. In 
  addition, it is said that Iuxsaxa’s 
  wyvern mount may be close to 
  her, scouting ahead for danger.  
  Any/none 
  The expedition is headed to a 
  place called Kranun’s Crater, 
  about two days away from 
  Grimshackle Jail in the Ticklebelly 
  Hills.   
  Harpers 
  Rumors coming from inside Phlan 
  suggest that a new Pool of 
  Radiance has formed, and 
  Vorgansharax seeks its power. A 
  Pool of Radiance is infused with 
  strong magic that could be 
  harnessed for all sorts of 
  purposes. 
  Order of the Gauntlet  
  There have been sightings of the 
  Burning Banner orc tribe recently 
  in the Ticklebelly Hills. This tribe, 
  numbering several dozen, is lead 
  by an orog known as Narle 
  Shieldbiter, once employed by the 
  Cult of the Dragon. 
  Emerald Enclave 
  A shooting star fell in the 
  Ticklebelly Hills a few months ago. 
  Ever since then, the indigenous 
  fauna has been anxious, especially 
  burrowing creatures such as 
  bulettes. Looking for churned 
  earth in the rocky landscape is a 
  sure sign of their passage.  
   
  Members of the Lords’ Alliance and Zhentarim receive no 
  specific information, but may receive any information that 
  is not faction-specific. 
   
   
  
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  9 
   
  Following Up on Research 
  Characters might want to to see if they can recall any lore based 
  on the results of using downtime for research. Listed below are 
  the various checks that can be made to recall information once 
  the appropriate research has been conducted. 
   
   Kranun. If the characters learn that the Cult of the Dragon is 
  headed to Kranun’s Crater, an individual succeeding on a DC 15 
  Intelligence (History) check has heard of the namesake of the 
  crater. Kranun is a stone giant shaman that was cast out from his 
  tribe for reasons known only to the giants. He found solace in a 
  crater in the Ticklebelly Hills. It is said that many tribal chieftains 
  in the area have come to him for guidance and wisdom. He also 
  has maintained a rapport with various creatures of the area, 
  which help keep watchful eyes over his domain. 
   
  Pool of Radiance. A character succeeding on a DC 10 
  Intelligence (Arcana) check or a DC 15 Intelligence (History) 
  check knows a bit more about the Pool of Radiance. Long ago, it 
  was a powerful and dangerous anomaly in the Weave, a font of 
  raw magic beneath Valjevo Castle in Phlan that was utilized by an 
  entity known as Tyranthraxus. Tyranthraxus was defeated by a 
  band of adventurers, and the pool’s magic was rendered inert. 
  There have been rumors of other Pools of Radiance existing 
  since, although none have been completely verified. The pool can 
  be tapped, among other things, for summoning, teleportation, or 
  possibly magical coercion.    
   
   Counterintelligence. A character might attempt to 
  misdirect members of the expedition through espionage 
  or rumor mongering. This could take the form of 
  falsifying Red Wizard communications (magical or 
  otherwise), sending bad trail reports back to Phlan on the 
  Ticklebelly Hills, or creating rumors of dissension in the 
  ranks of the expedition.  
   A character can make a DC 10 Charisma (Deception) 
  check to engage in counterintelligence activities. 
  Characters with appropriate backgrounds, and those of 
  rank 2 or higher within the Harpers, Lords’ Alliance, or 
  Zhentarim, gain advantage on the check. If the check is 
  successful, choose one of the results below as an effect. 
  Effects of Misinformation 
  Example Type 
   
  Effect 
  Bad travel report 
  Cult of the Dragon expedition 
  takes an additional day to get to 
  Kranun’s Crater (three days 
  instead of two). 
  Dissension 
  Reduce the number of 
  dragonwings present in Iuxasaxa’s 
  expedition by one. 
  False communications 
  The party gains advantage on 
  Dexterity (Stealth) checks to trail 
  the cultists. 
  Other counterintelligence 
  The character gains inspiration 
  when encountering cultists. 
  Option 2: Wait It Out 
  If a character elects to not spend downtime, they can be 
  assumed to spend it preparing for their journey. They 
  gain no special advantages. They can follow up on 
  research gleaned from other characters, as specified in 
  the sidebar. 
   Characters might want to attempt to obtain proper gear 
  for an overland expedition, especially cold weather gear.  
  As it is Nightal, the final month of the year, the weather is 
  cold and snow could fall at any point. Horses are not 
  available. 
   
   
  
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  10 
   
  Part 2: Trailing the 
  Cultists 
  Once the party reaches midday of the next day, they 
  should be getting ready to depart, although they could 
  leave earlier or later depending on their plan. They can 
  proceed in any manner that they believe is appropriate. 
  More informed groups might wind up with better options 
  on how to deal with the cultists.  
  Limited Information 
  If the party doesn’t know exactly where the cultists are heading, 
  then someone in the party needs to navigate to avoid becoming 
  lost if they do not keep the cultists in sight (or they need to track 
  the cultists).  
   
  If the party doesn’t know the exact composition of the 
  cultists’ expedition, and choose not to keep the cultists in sight, 
  all they can learn through tracking is that there are multiple 
  creatures in the party, most of which appear to be humanoid. A 
  character with the natural explorer class feature (favored terrain 
  of grassland or mountain) can determine the exact type and 
  number of creatures.   
  The Cultist Expedition 
  The Cult of the Dragon expedition was formed by order of 
  Vorgansharax under advisement from Red Wizards in his 
  court. Their mission is to travel to Kranun’s Crater to 
  ascertain whether a new Pool of Radiance has formed, 
  and to take a sample of the pool to return to the dragon 
  and the Red Wizards for analysis.  
   The expedition consists of the following: Ixusaxa 
  Terrorsong, two dragonclaws, a dragonwing, a guard 
  drake, and Ixusaxa’s wyvern mount. The expedition’s 
  composition does not change regardless of level. It should 
  be apparent to lower-level parties (such as those of 5th or 
  6th level) that fighting this force head on might be 
  overwhelming. Ixusaxa does not ride her wyvern during 
  the journey, except in combat.  
  Roleplaying Ixusaxa Terrorsong 
  Ixusaxa Terrorsong was outcast from Myth Drannor at an early 
  age. Learning from whatever mages would teach her, Ixusaxa fell 
  in with the Cult of the Dragon after witnessing the devastation 
  wrought by a red dragon allied with the cult. She believes that 
  she will one day command true dragons, and considers all beings 
  shorter lived than her to be nothing more than cattle. Only elven 
  arcane casters are afforded any respect by her. She is only willing 
  to compromise if the reward of draconic knowledge is placed 
  before her; otherwise, she carries out her duties as a Wearer of 
  Purple in hopes of ascending higher in the cult’s ranks and 
  learning more draconic secrets.  
   
   
  The cult’s travel route takes them northwest along lesser-
  used trails about a mile west of Grimshackle Jail, where 
  they start to veer nearly due west across the Grass Sea to 
  the Ticklebelly Hills. You can give the players Player 
  Handout 2: Map of the Region to give them a sense of 
  the area traveled. 
   The cult travels at a normal pace on foot. It takes them 
  two full days to arrive at Kranun’s Crater if they are 
  unimpeded; they arrive around midday of the third day. 
  The Expedition’s Timeline 
  If completely uninterrupted, the expedition’s timeline is as 
  follows.  
   
  Day 1. The expedition leaves Phlan in the morning, passes 
  Grimshackle Jail just after midday, and then continues further 
  west into the Grass Sea. 
   
  Evening 1. The expedition camps in a crumbling watchtower. 
   
  Day 2. The expedition enters the Ticklebelly Hills in the late 
  morning, and follows a trail that turns northwest. 
   
  Evening 2. The expedition camps under a craggy outcropping 
  in the hills.  
   
  Day 3. The expedition leaves the trail early in the morning, 
  and makes a direct line west for Kranun’s Crater. They arrive at 
  the crater on midday.  
   
  At the Crater. The expedition fights the perytons and orcs, 
  loses their guard drake and one dragonclaw. They decend into 
  the crater using the spiral stair. Eventuallly, Iuxsaxa convinces 
  Narle to take them to Kranun. Kranun (possessed by 
  Tyranthraxus) agrees to allow them to take a sample of the Pool 
  of Radiance back to Phlan for Vorgansharax. Kranun falls 
  unconscious as Tyranthraxus leaves his body. The orcs are 
  befuddled, but Iuxsaxa promises them riches from the dragon’s 
  hoard for allowing them passage out. The expedition spends the 
  rest of the day resting, before assembling at night. 
   
  Evening 3. Narle, his worg, and four orcs accompany Iuxsaxa 
  and the remainder of her expedition back to Phlan. They opt to 
  travel at night to avoid detection and for the comfort of the orcs. 
  The expedition follows a route heading due south, moving at a 
  fast pace, and leaves the Ticklebelly Hills around sunrise.  
   
  Day 4. The expedition camps in a dried-out stream in the 
  Grass Sea. 
   
  Evening 4. The expedition, still traveling at a fast pace, passes 
  the Giant’s Cairn (a barren field with large burial mounds capped 
  with boulders) early in the evening, and makes it to the Iron 
  Route before sunrise. They attack a farmstead, kill its residents, 
  and use it as a camp. 
   
  Day 5. The expedition camps in the farmstead. The wyvern 
  kills the livestock in the barn and uses it as a roost. 
   
  Evening 5. The expedition quickly closes in on Phlan, reaching 
  the town just after midnight. They immediately are taken to 
  Vorgansharax. Narle and his orcs are paid and dismissed. They 
  turn around and begin traveling back to Kranun’s Crater. 
  
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  11 
   
  Fighting the Cultists 
  At some point, the characters might decide to fight the 
  cultist expedition. They might wait until the cult has just 
  finished a fight (either with a random encounter or with 
  the orcs at the crater), or decide to ambush them on their 
  way to or from Kranun’s Crater.  
   In a fight, Ixusaxa Terrorsong leaps onto her wyvern, 
  taking to the skies. She casts powerful ranged spells like 
  cone of cold, ice storm, and fireball to hit enemies in a 
  group. She orders the wyvern to swoop down and pick off 
  single targets with its claws and stinger, or engage any 
  foes in the air. If she or the wyvern is hurt badly, she 
  wheels around and retreats through the air if possible. As 
  a last defense, she casts greater invisibility on herself and 
  attempts to get away with misty step.   
   The two dragonclaws and the guard drake swarm a 
  single target, usually a melee character. They all fight 
  fanatically to the death as Ixusaxa shouts battle cries. 
   The dragonwing leaps into the fray alongside the other 
  cultists, or attempts to use limited flight to surprise a 
  character engaged with Ixusaxa. Like the others, the 
  dragonwing fights until dead.  
  Treasure 
  Ixusaxa carries a small spellbook that has all the spells 
  she has prepared for today inscribed in it. 
  XP Award 
  If the characters capture Ixusaxa Terrorsong and bring 
  her back to Grimshackle Jail, award each character 250 
  XP. In addition, Order of the Gauntlet characters earn 
  one additional renown point.  
  Traveling to Kranun’s Crater 
  There are two obvious routes to Kranun’s Crater—one 
  uses the trails that see infrequent use; the other involves 
  traversing the wilds. The cultist expedition uses the trails, 
  since it’s faster and involves less possibility of dangerous 
  encounters. The characters know about both routes. 
   Wilderness Route. If the characters choose to take the 
  wilderness route, it slows them by a full day (the 
  Ticklebelly Hills are difficult terrain) and there is a 
  greater possibility of a random encounter, but there is no 
  possibility of being detected by the cultists. A character 
  with the natural explorer class feature (favored terrain of 
  grassland or mountain) eliminates this penalty.  
   Trails. If the characters choose to travel along the 
  trails, they can attempt to follow the cultists. Visibility to 
  the cultists is about two miles if the day stays clear (less if 
  a weather event is rolled). Keeping them within view is 
  not without risk; Ixusaxa’s wyvern circles the area. Once 
  on each day, the wyvern gets close enough to the party to 
  potentially spot them. When that occurs, the party gets an 
  opportunity to spot the large flying creature before it 
  notices them. If any character in the party not enaged in a 
  different activity (such as tracking or foraging) has a 
  passive Wisdom score of 12 or greater (15 or greater in 
  poor weather), they notice the wyvern just before it 
  notices them. The party can take appropriate actions to 
  hide.  
   If the wyvern spots the characters, it does not engage 
  them, but instead does a wingover and immediately flies 
  back to Ixusaxa to warn her. The wyvern can’t relate 
  details, but can let Ixusaxa know that there’s danger on 
  the trail behind them. If this is the case, Ixusaxa orders 
  her entourage to pick up the pace; the expedition does not 
  engage the characters. They increase their overland 
  movement to a fast pace, which gets them to Kranun’s 
  Crater at least 12 hours earlier.  
  Tracking  
  Tracking the cultists allows them to travel far enough behind to 
  avoid notice, but the possibility of losing the trail exists. Any 
  character that decides to track as their activity while traveling 
  must succeed on a DC 15 Wisdom (Survival) check once each 
  day to keep on the trail. This check is made with advantage, as 
  there are many tracks in their group. 
  Travel Summary 
  Once the party has made the decision to take the trails or 
  wilderness route, go through the following steps for 
  overland travel. See the Player’s Handbook or basic rules 
  for more information. 
   
  • 
  Create a marching order 
  • 
  Determine travel pace (fast, normal, slow) 
  • 
  Determine travel activities for each character 
  • 
  Check for random encounters once per full day of 
  travel and once per long rest (see below) 
  • 
  Check for wyvern encounter once per day if 
  necessary 
  • 
  Each long rest, determine watch schedule 
  Travel Pace 
  All of the above assumes a normal travel pace on foot.  
   
  If the group decides to travel at a fast pace or with horses, 
  they could arrive at Kranun’s Crater on the evening of the second 
  day, instead of midday on the third day, well ahead of the cultists. 
  If they do so and are on the trails, they’ll need to come up with a 
  way to avoid detection by the cultists (possibly by overtaking 
  them under cover of darkness). They could also conduct a forced 
  march for 8 hours to gain the same advantage (but risk 
  
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  12 
   
  exhaustion). 
   
  If the group travels at a slow pace, they’ll be able to use 
  stealth. This may help them avoid random encounters on the way 
  to Kranun’s Crater, but they won’t catch up to the cultists. 
  Instead, they could encounter them back on the trail in the 
  Ticklebelly Hills after dark on the third day. 
   
  The weather is clear and cool unless it changes as a 
  result of the random encounter table. The below timeline 
  assumes the characters are traveling on foot.  
   
   Day 1. The characters leave Grimshackle Jail and head 
  into the Grass Sea. It is a vast, flat, tall grassy plain 
  occasionally dotted with small ruined forts and crumbling 
  watchtower. There are few trees or even shrubs. Wind 
  howls through the plain, and sound carries far. The 
  weather is cool, but not uncomfortable. 
   Evening 1. After sunset, the plain gets cold quickly. 
  Frost forms at night. Sometimes the howl of a wolf-like 
  creature can be heard on the wind. 
   Day 2. The plain begins to give way to the Ticklebelly 
  Hills. In the transition zone, the terrain becomes dotted 
  with scrub here and there. The tall grass shortens, and 
  then completely recedes to wiry plants and rocky ground. 
  Once in the hills, large crags dot the landscape. The great 
  Dragonspine Mountains can be hazily viewed from afar.  
   Evening 2. The wind relents, but it’s even colder at 
  night. Characters need to have cold weather gear or 
  resistance to cold to avoid making DC 10 Constitution 
  saving throws to check for exhaustion for each hour of 
  darkness (about 12 saving throws).  
   Day 3. The landscape becomes nearly barren, with 
  stones jutting at odd angles and more extreme changes in 
  topography. Some trees dot the landscape. Cliffs one to 
  two hundred feet high, canyon-like passages carved by 
  once-mighty rivers, and craters sunk into the earth are 
  part of the scene as the characters make their way to 
  Kranun’s Crater. 
  Random Encounters 
  While the characters are traveling, roll for a random 
  encounter once during the day and once during each long 
  rest. Roll a d20; on a result of 18 or higher, roll on the 
  random encounter table below. You can decide that a 
  random encounter is automatically triggered if there’s 
  time or the characters need a challenge. 
   In addition, you can roll for the cultists. If they receive a 
  random encounter, it’s with a bulette. The cultists lose 
  one dragonclaw in the fight, and Ixusaxa casts two spells. 
  The party might use this opportunity for an ambush.  
  Grass Sea/Ticklebelly Hills  Encounters 
  2d6 
  Encounter 
  2 
  1d6 death dogs meancing a dragonborn druid named 
  Coldborn, who is a member of the Emerald Enclave. If 
  saved, he gives the characters six goodberries and tells 
  them about the falling star that landed in Kranun’s 
  Crater and the Burning Banner orc tribe’s recent move 
  there.  
  3 
  2d4 shadows. They are knights from a long-ago battle. 
  Reroll this encounter if it’s during the day. 
  4 
  3d6 bison (use giant goats). They are not aggressive 
  unless the characters approach within 50 feet of the 
  herd. 
  5 
  Weather becomes freezing rain (day) or snow (night). 
  The inclement weather reduces visibility to half a mile 
  during the day, and lasts for several hours.  
  6 
  A ruined tower close to the party’s path. Moaning can 
  be heard from within. A ghost (former officer who died 
  defending the tower against a horde of orcs), crazed to 
  view all humanoids as orcs, viciously attacks the 
  characters. The ghost’s foot locker contains his 200-
  year-old officer’s regalia and a pouch containing four 
  opals worth a total of 400 gp.  
  7 
  2d6 orcs. They are a hunting party from the Burning 
  Banner tribe located in Kranun’s Crater. If any escape, 
  they warn the rest of the tribe about the party. 
  8 
  1 bulette 
  9 
  Weather turns to a freezing fog that does not relent for 
  24 hours. Visibility is reduced to 100 feet, day or night.  
  10 
  1d2 stone giants with 1d2 saber-toothed tigers. They 
  are initially hostile to the party but become indifferent 
  if the characters tell them they’re going to Kranun’s 
  Crater to deal with the situation there. The giants can 
  tell the characters that they have heard of Kranun, and 
  that he was exiled from his tribe to live on the surface. 
  11 
  1 bulette 
  12 
  1 cyclops. His sack contains a half-eaten bison and a 
  gray cloak with a Harper pin. If a member of the 
  Harpers returns the pin to Glevith at Grimshackle Jail, 
  they earn an additional renown point.  
  
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  Part 3: Kranun’s Crater  
  After a few days of travel, the characters reach Kranun’s 
  Crater, home of the (now possessed) stone giant Kranun, 
  the Burning Banner orc tribe, a flock of perytons, and a 
  new Pool of Radiance. Go to area 1 to read the approach 
  when they arrive. 
   Kranun, a stone giant shaman that was exiled from his 
  tribe, has lived in the crater for several years. He shaped a 
  tunnel network for a living space, created standing stones 
  for meditation, and made a meeting hut for entertaining 
  visitors. After a while, goblins from the Frostfur tribe 
  settled in the caves, trying to avoid the perytons that were 
  preying upon them. Kranun expanded the caves further to 
  accommodate the goblins. 
   When the meteor fell into the crater and Kranun 
  became possessed by Tyranthraxus, things began to 
  change quickly. The goblins were driven from the caves, 
  and the predatory peryton were allowed to nest in their 
  place, becoming his first allies. Eventually Tyranthraxus 
  learned of Vorgansharax, and managed to contact the 
  Burning Banner orc tribe to discuss his plans with them. 
  Narle, the orog leader, brought the tribe to Kranun’s 
  Crater, and struck a deal with the possessed stone giant—
  the tribe helps Tyranthraxus gain an audience with 
  Vorgansharax, and in return, they are offered the use of 
  the crater as a base of operations for plundering the 
  countryside. 
  Cultists Arrive First 
  If the Cult of the Dragon expedition arrives before the characters, 
  signs of a battle are apparent. The cultists showed up, tried to 
  intimidate the orcs into letting them through, and instead were 
  met by a force of over a dozen orcs who initiated combat. 
  Eventually, Narle intervened, and ended the fight, agreeing to 
  escort the cultists through the caves down to the possessed 
  Kranun. There, the cultists met with Kranun and agreed to take a 
  sample of the Pool of Radiance back to Vorgansharax. Upon 
  being gifted with the sample from the pool, Kranun fell 
  unconscious, and there was confusion for about an hour. 
  Eventually, Narle arranged for he andn some of his orcs to escort 
  the cultists back to Phlan. The cultists then rest for several hours 
  until they leave at nightfall. See “The Expedition’s Timeline” in 
  Part 2 for more details. 
   
  If the characters arrive after the cultists, they find four orcs 
  lying dead on the ground near the cave entrance at area 1.  
  General Features of the Area 
  Kranun’s Crater is in a barren, rocky part of the Tickbelly 
  Hills. A few wiry trees dot the landscape around the 
  crater, and the shadow of the Dragonspine Mountains 
  looms large when visbility permits. The crater itself is 
  described in detail in area 6. 
   Weather. The sky is partly cloudy and cool, unless a 
  weather result was rolled. Even without a weather result, 
  a small bout of freezing rain sweeps in during the day 
  (flurries at night), provide light obscurement to those in 
  the minutes it falls. 
   Caves. The caves and passages that were shaped by 
  Kranun’s magic in the past few years are smooth and not 
  ideal for climbing, requiring a DC 15 Strength (Athletics) 
  check to do so. All of the ceilings in the caves are about 
  15-20 feet high, and so are the passageways unless 
  otherwise noted. There are whorl designs on the walls of 
  all of the caves and passageways except the narrow 
  passage and area 6a (both were created by Kranun after 
  his possession).  
   Light. Inside the caves, darkness prevails (except in 5 
  and 6a, where light can enter from outside). All of the 
  creatures that dwell inside have darkvision. Outside of the 
  caves, the time of day determines the lighting.  
   Smells. Unwashed bodies, animal dung, campfire, wet 
  stone 
   Sounds. Conversations in Orcish, patter of freezing 
  rain, occasional cry of a beast (peryton) 
  1. Cave Entrace and Approach 
  When the characters arrive at Kranun’s Crater, read the 
  following. 
   
  After climbing a jagged rise, the terrain flattens out ahead, 
  dotted with some scrub and a wiry tree here and there. A loose 
  pile of stones is stacked about fifty feet from your current 
  position. Beyond that, the ground opens up into a great 
  craterous hole well over a hundred feet in diameter. You can 
  spot some sort of carved stair on the inside of the crater, 
  spiraling beyond your view further down. A smoke trail is barely 
  visible rising from inside the crater.  
   Near the stone pile, two orcs lazily stand guard, passing a 
  drinking horn between them. A blackened hide banner is 
  planted in the ground near them. 
   
  The stone pile conceals the main entrance the orcs use to 
  the cave network. Characters can easily remove the 
  stones here to access the narrow passageway that slowly 
  decends down into area 2. The banner is identifiable as 
  belonging to the Burning Banner tribe if a character 
  participated in DDEX1-9 Outlaws of the Iron Route or 
  succeeds on a DC 15 Intelligence (History) check. 
   The players may take whatever approach they wish at 
  Kranun’s Crater. The two orcs here notice the characters 
  if they do not take immediate action to avoid detection.  
  
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   Passage Further Down. The passage into the cave 
  complex is very narrow—only about five feet across. It 
  was made for goblins and similar folk to use. There’s 
  enough room for everyone to file in single file, but anyone 
  trying to swing two-handed bludgeoning or slashing 
  weapons here has disadvantage on attack rolls.  
   The narrow passage continues for about 35 feet, and 
  slopes gradually downward, until it opens up into area 2. 
  Assault 
  The orcs on guard could be taken out quickly, before 
  they’re able to alert the rest of the tribe. If the characters 
  decide to take this approach, roll initiative. Neither side is 
  surprised unless the characters took precautions to 
  conceal themselves.  
  Deception 
  Characters could try to disguise themselves as orcs, or 
  possibly members of the Cult of the Dragon. Either 
  approach requires a lot of convincing; however, if some of 
  the characters have experience with the Burning Banner 
  tribe (knowing Narle’s name, their battle tactics, etc.) they 
  might gain advantage on their deception. A successful DC 
  15 Charisma (Deception) check works if the characters 
  have a convincing orc disguise; for anything else 
  (including masquerading as cultists) requires a successful 
  DC 20 Charisma (Deception) check.  
   If the cultists have already been in the area, any orcs on 
  guard here are more likely to buy into that disguise 
  (reduce the DC to succeed from 20 to 15).  
  Stealth 
  It is also plausible the characters could try to sneak past 
  the orcs, if they immediately conceal themselves after 
  seeing them. They could approach the ridge of the crater, 
  or try to take out the orcs up close.  
  Developments 
  If the orcs are alerted to a hostile presence, one of them 
  pours out the drinking horn, and sounds the alarm. This 
  alerts the orcs in the cave in area 2, who sound further 
  horns to alert the orcs throughout the entire cave 
  complex. The horn also piques the peryton’s interest; they 
  might fly over to investigate the battle. Kranun hears the 
  horn, but does not leave his place at the pool or area 5 
  (depending on time of day). 
   The alarm summons 1d6 orcs initially. These orcs 
  arrive within 1d4 + 2 rounds after the horn blows. They 
  take the narrow passage leading outside from area 2. 1d8 
  rounds later, another 1d10 orcs arrive, with Narle and his 
  worg. Any additional orcs left afterwards ready 
  themselves for battle inside the area 2 cave.  The 
  perytons in area 6a have a 50% chance of reacting to the 
  horn, if they do, 1d2 arrive at the same time Narle arrives. 
   Any orcs captured can be interrogated with a successful 
  DC 15 Charisma (Intimidation) check. They can reveal 
  what they know from their perspective (the stone giant 
  shaman, the perytons, and that there’s an agreement 
  between Narle and the giant). Only Narle knows the 
  nature of the agreement, though.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove the second wave of orcs (Narle and 
  his worg still show up); there is no chance to summon the 
  perytons 
  • 
  Weak party: The second wave is 1d6 plus Narle and his worg 
  • 
  Strong party: The perytons are automatically summoned 
  • 
  Very strong party: Maximize the number in both waves of 
  orcs; the perytons are automatically summoned 
  XP Award 
  If the characters sneak into the caves without being 
  detected, award each character 200 XP. If the characters 
  dupe the orcs with deception, award each character 250 
  XP. 
  2. Loot Cave 
  This cave is a leisure area for the orcs, and also where 
  they stockpile plundered gear and goods.  
   
  The air moderates as you move from the tight passage down 
  into a smooth-walled cave. The walls have strange whorl 
  patterns intricately carved in them, almost up to the ceiling 
  about 20 feet above you. 
   In the center of the room are several barrels that serve as 
  makeshift seats. Some of the barrels have been placed under a 
  large board to form a table. Around the edges of the room are 
  piles of worn-out weapons, half-full sacks, more barrels, and 
  other junk. There is a passage heading away from this room, 
  further into the earth. 
   
  During the day, 1d6 + 2 orcs are in this room. In the 
  evening, that number doubles. Many are seated around 
  the table, drinking grog and playing violent games with 
  knives or gambling with dice. Some are sparring with one 
  other using the old weapons.  
   A character succeeding on a DC 10 Intelligence 
  (History) or (Arcana) check can tell that the carvings in 
  the room were not made by tool, but by a sort of magic.  
    
  
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   The barrels hold foul-smelling grog, and the sacks are 
  filled with old, moldering grain (some of which is still 
  edible). All of the weapons appear to be pitted and rusty 
  scimitars and flimsy shortbows sized for smaller 
  humanoids. There are torn and worn suits of leather 
  armor, crude wolf pelt coats, and some arrows. All of the 
  gear looks battle-damaged. The weapons and gear once 
  belonged to the Frostfur goblins. 
  Tactics 
  The orcs do not hestitate to attack the party. In their 
  carousing, they forget to raise any sort of alarm, but as 
  soon as it looks like the fight turns against them, two of 
  them make a break for area 3 to release the death dogs 
  and continue on to warn Narle.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Two orcs are in the room (do not double at 
  night) 
  • 
  Weak party: 1d4 + 1 orcs are in the room 
  • 
  Strong party: 1d8 + 3 orcs are in the room 
  • 
  Very strong party: Twelve orcs are in the room 
  Treasure 
  20 arrows can be salvaged from the goblin gear, and the 
  collective wealth of the orcs totals 50 gp and a pearl 
  worth 50 gp.  
  3. Refuse Cave 
  The passageway continues into a room converted into the 
  orc tribe’s refuse area, with a hungry pack of death dogs 
  providing an excellent means of waste disposal.  
   
  The smooth-walled, carved passage continues a steady slope 
  down into the earth. Something rotted and foul catches your 
  nose from up ahead and you hear the clinking of chains. After 
  winding about 80 feet or so it opens again into another room, 
  slightly smaller than the other but with the same designs on its 
  walls. A passage continues on opposite your position. 
   The room has a wretched smell. Bones litter the floor, and 
  there’s a dead orc in the center of the room. To one side of the 
  room, a stained privy hole provides an obvious source for the 
  evil stench. To the other side, the clinking chains produce their 
  origin—several two-headed mangy hounds. Several are fiddling 
  with bones. 
   
  There are five death dogs chained to the walls here. They 
  are chained to the wall opposite the privy (the hole on the 
  map in area 3). The chains give them about 5 feet of lead.  
   Only orcs can approach them without being attacked, 
  but they cannot reach the characters unless released (or 
  someone foolishly attempts to approach within biting 
  distance). The chains can be uprooted from the wall with 
  a DC 20 Strength check, or broken (AC 10, 10 hp).  
   The orc in the center of the room has been dead for 
  some time. A successful DC 10 Wisdom (Medicine) check 
  determines that he was bitten and burned. The hell hound 
  in area 6b (Kranun’s new pet, a gift from Narle), killed 
  this orc.   
   The bones littering the floor (and serving as chew sticks 
  for the death dogs) are goblin bones.  
  Tactics 
  Regardless of their disposition, the death dogs snarl as 
  the characters reach the threshold of the room. Once a 
  character steps inside, they bark and lunge aggressively, 
  eventually alerting the remainder of the orc tribe and 
  Narle. If this happens, roll a Strength check once for each 
  death dog; any dog with a result of 20 or more succeeds 
  in snapping their chain.  
   The dogs fight viciously to the death, as is their 
  namesake. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove two death dogs 
  • 
  Weak party: Remove one death dog 
  • 
  Strong party: Remove the death dogs; add three hell hounds 
  • 
  Very strong party: Change the death dogs to hell hounds 
  4. Burning Banner Home  
  After a long circuitous descent further down a long 
  passageway, it ends at the Burning Banner tribe’s 
  common room. 
   
  The smooth passage continues its slope downward, curving on 
  and on. After a few hundred feet, you can start to hear guttal 
  voices chattering and smell cookfires and unwashed masses.  
   The passage opens up into a large room, similar in design to 
  the others you’ve seen. Lying all about on crude straw bundles, 
  furs, and dirty blankets are many, many orcs. Some are cooking 
  food. Others are chatting amongst themselves or harshly 
  chanting something foul for all to hear. There is an emaciated 
  goblin moving to and fro among the orcs, attempt to help them 
  with small tasks.  
   
   
   
  
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   At the back of the room, a once-fine high backed chair, now 
  scarred and nicked, holds the frame of an impressively-built orc. 
  He is clearly a chief among his people. To one side, a battle-
  tested greataxe leans against the chair. To the other, a massive 
  worg sits obediently as the orc strokes its wiry fur with a 
  discolored hand. A blackened piece of hide hangs on the wall 
  above the chair.  
   
  This is the new home of the Burning Banner tribe. Narle 
  Shieldbiter sits on his makeshift throne with his worg by 
  his side. Present in the room are twelve orcs of fighting 
  strength, plus another ten non-combatant orcs (old and 
  young).  
   The goblin is Parg, the last known member of the 
  Frostfur tribe. He has no armor or weapons, and has one 
  level of exhaustion from malnourishment. He has stayed 
  alive by serving the orc tribe, and takes scraps Narle’s 
  worg wouldn’t eat. 
   The room is littered with the tribe’s personal 
  belongings, none of which are valuable. All the orcs of the 
  Burning Banner tribe keep their wealth on their person 
  rather than lose it to a rival.  
   A passageway continues on to area 5. It is located right 
  next to the entrance to this room.  
  Parg 
  Parg is the last goblin of the Frostfur tribe. While Narle is 
  alive, he does not speak to any of the characters. If Narle 
  is killed or he is rescued from his predicament, he can 
  relate the following information. 
   
  • 
  His tribe, the Frostfur goblins, lived in these caves for 
  many seasons under the protection of the stone giant 
  Kranun. 
  • 
  His tribe has been hunted by perytons, and Kranun 
  took them in to protect them from the foul creatures. 
  (Parg can describe a peryton.) 
  • 
  A couple of moons ago, a star fell from the sky and 
  created a silvery glowing pool where it landed. 
  Kranun was interested in the pool. 
  • 
  Soon after Kranun started acting very strange. At 
  first, he asked us lots of questions about things we 
  didn’t know, like magic, time, and what the world is 
  like. He started calling himself something like “Ty-
  ram-trak-us” sometimes. He ordered the tribe to go to 
  the human lands to bring back smart people to be 
  questioned. (A character succeeding on a DC 20 
  Intelligence (History) check can parse the name as 
  Tyranthraxus, and knows the information under 
  “Tyranthraxus, the Possessing Spirit.”) 
  • 
  We were confused and didn’t do what he said right 
  away. He attacked us, driving a few out and killing 
  many others with some horrible fiery attack. The few 
  that pledged themselves to him were told to do what 
  he told them. 
  • 
  I hid for a long time in the caves, but eventually these 
  orcs came. They killed all the rest of the goblins and 
  said they work for Kranun now. Kranun even let the 
  vile peryton nest here!  
  • 
  Narle found me, and I told him I could help his tribe. 
  He kept me alive to help cook and take meals to his 
  dogs.  
  Roleplaying Parg 
  Parg is beaten down, a hollow shell of his former goblin self. His 
  tribe was crude and mischevious rather than evil, and raided only 
  when the land didn’t provide. He only wants to leave this place 
  with his life. He does not care about seeking revenge or finding 
  out the truth behind Kranun’s odd behavior. He flees into the 
  wilderness at the first opportunity. 
  Developments 
  If the characters make it this far without sounding an 
  alarm, the battle-ready orcs rise up, and prepare to fight. 
  Narle asks them to hold, and for the party to approach. 
  He wishes to know why they’ve come, so he can tell 
  Kranun before he orders his tribe to destroy the party. 
   It is possible that the characters could try to buy 
  passage from Narle to go to Kranun, but it costs them at 
  least 1,000 gold pieces and one magic item such as a 
  weapon or suit of armor (something Narle would value). 
  Even then, Narle does not relinquish his home nor turn 
  on Kranun. He would consider that for double the offer 
  above and a character needs to succeed on a DC 20 
  Charisma (Persuasion) check. 
  Roleplaying Narle Shieldbiter 
   
  Narle is an orog, a prime specimen of orcish power and cunning. 
  He leads the mercenary Burning Banner tribe (last seen working 
  for the Cult of the Dragon in DDEX1-9 Outlaws of the Iron Route), 
  and has entered an agreement with Kranun to join him in his 
  allegiance with Vorgansharax, the green dragon ruler of Phlan. 
  Narle wants to prosper and live like a king. He has heard tales of 
  Obould Many-Arrows and would like to rule an orc kingdom, but 
  doesn’t have the demeanor or discipline for it. He respects those 
  who face him in battle. He is a bit vain and quite greedy. 
  Tactics 
  If Narle decides he’s heard enough, he orders the orcs to 
  attack, and plunges headlong into combat with his 
  greataxe and worg by his side. Narle fights savagely, 
  attempting to engage the toughest-looking warrior type. 
  He fights to the death, and his orcs fight with him.  
  
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  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove six orcs 
  • 
  Weak party: Remove three orcs 
  • 
  Strong party: Add two orcs 
  • 
  Very strong party: Add three orcs and two worgs  
  Treasure 
  Narle carries a pouch containing 250 gp, an ornate 
  dagger carved like a dragon’s head worth 8 gp, and an 
  armband made from wyvern skin worth 5 gp. The worg 
  wears a collar studded with black pearls worth 22 gp. 
  Xp Award 
  If the characters question Parg, award each character 
  150 XP.  
  5. Kranun’s Chambers 
  This is the living space of the stone giant shaman Kranun, 
  now possessed by Tyranthraxus. As the party makes its 
  way close to the chamber, they can feel the fresh, cool air 
  from outside.  
   
  Continuing further down another passage, the stifling air clears 
  and you can feel the cool from outdoors. The way opens into 
  another chamber, this one almost as large as the last. There is 
  an opening out into the crater to your right.  
   The same smooth stone is present here, but the designs are far 
  more intricate. The stone floor is shaped into furnishings fit for 
  a giant. Present in the room is a large table with a few stools, a 
  gem-studded slab that resembles a bed, a brazier, a cistern, and 
  a shelf on the far wall. Books, scrolls, and sheets lie strewn 
  about the room and on the table. The strange-shaped ceiling 
  above appears to hang like an upside-down mountain range. 
   
  This is Kranun’s personal chamber, where he spent the 
  majority of his time before becoming possessed by 
  Tyranthraxus.  
   Kranun is present here if he’s not currently meeting 
  with another party in the crater. He does not take kindly 
  to surprise visitors. See the section entitled “Kranun 
  Possessed” for more information. 
  Features of the Area 
   Exit. This chamber has a 15-foot-tall exit with large, 
  stair-like impressions in the face of the crater below it, 
  acting as a sort of ladder down to the bottom (about 20 
  feet). The spiral stair that winds all the way down the 
  interior rim of the crater is about 80 feet above this exit.  
   Ceiling. A successful DC 10 Intelligence (History) 
  check reveals that the ceiling is carved to look like the 
  Dragonspine Mountains. 
   Gem-Studded Bed. There are 12 amethysts studded 
  upon the bed, forming a coiling pattern. They can each be 
  pried free with a successful DC 10 Strength check or 
  enough time. 
   Brazier. The needle-like remains of some sort of 
  aromatic plant are in the brazier. It smells sharp and cool. 
   Cistern. Inside the cistern is a small amount of a silvery 
  liquid, slightly more viscous than water (but not as 
  viscous as mercury). This is inert liquid taken from the 
  Pool of Radiance. If detect magic is cast, it does not 
  register—the magic has faded. 
   Peg. There is a peg on the wall. If Kranun is present in 
  the chamber, a mantle of spell resistance hangs from it. 
   Shelf. On the shelf sit numerous small carvings of 
  humanoids. A successful DC 10 Intelligence (History) 
  check can discern that these humanoids are different 
  stone giants. (They are figures of Kranun’s former tribe.)  
   Books and Scrolls. Scattered all about the room are 
  various books and scrolls with a myriad of topics: recent 
  history, magical theory, politics, and almanacs. A 
  successful DC 10 Intelligence (Investigation) check 
  reveals that all the books and scrolls reference events 
  from the last 200 years or so, save one: Moonsea Cults, a 
  book about various cults written a long time ago (some 
  characters might have obtained a copy of it from DDEX1-
  2 Secrets of Sokol Keep).  
   Another theme gleaned from the writings with a 
  successful DC 15 Intelligence (Investigation) check is that 
  pages referencing the Cult of the Dragon are marked. 
   Lastly, amongst the scrolls on the table is a scroll of 
  dispel magic.   
  Treasure 
  The twelve amythests are worth 100 gp each. There is a 
  mantle of spell resistance hanging on the peg if Kranun is 
  present (if not, he’s wearing it). The carvings of the stone 
  giants are worth a collected total of 80 gp to an interested 
  buyer. The Moonsea Cults book can be sold for 20 gp, or 
  kept (see the Treasure section at the end of the adventure 
  for details). The scroll of dispel magic is found on the 
  table with the other books and papers.  
    
  
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  6. The Crater 
  If the characters get close to the rim of the crater, read 
  the following. The read-aloud text assumes it is daytime. 
   
  A crater over a hundred feet in diameter stretches down nearly 
  twice that distance. The crater’s sides are craggy and sharp, with 
  two prominent ledges. One of these ledges, close to the top, is 
  littered with some sort of debris. A cave entrance can be spotted 
  beyond the ledge.  
   A roughly-hewn stair is carved into the interior of the crater, 
  winding down from the top all the way to the bottom along the 
  circumference of the crater. Another cave mouth can be seen 
  just above the crater’s floor.  
   On the floor of the crater, a stone structure that looks like a hut 
  sits next to a fire pit. There are a few wiry trees present on the 
  crater’s floor, and an incomplete circle of standing stones is 
  near the center. The circle is broken by the existence of a silvery 
  pool, which shines with an unearthly glow.   
  Features of the Area 
   A Long Drop. It is 200 feet down to the crater’s floor.  
   Crater Walls. The walls of the crater can be climbed. 
  They are treated as difficult terrain, unless there’s a 
  weather event such as freezing rain. In those extreme 
  cases, climbing the crater walls requires a successful DC 
  10 Strength (Athletics) check. Attackers have advantage 
  against characters climbing the wall.  
   Stair. A narrow stair has been hewn into the side of the 
  crater. The stairs begin at the top, and spiral down the 
  circumference of the crater wall, reaching the bottom 200 
  feet below where the stair began. The stair was obviously 
  constructed long before Kranun, as it does not match the 
  work of the caves. A character that takes damage on the 
  stair must succeed on a DC 10 Dexterity (Acrobatics) 
  check or risk a fall, requiring a DC 10 Dexterity saving 
  throw to catch themselves.  
   Ledges. There are two main ledges that jut from the 
  roughly circular crater—one 10 feet from the top (and 
  littered with bones), and the other midway down at 100 
  feet (and relatively clear). The former serves as the 
  landing for the peryton roost, which is described in area 
  6a.  
   Crater Floor. The crater floor is earthier than the 
  terrain at the top, but still strewn with small, sharp 
  stones. A few wiry trees grow here, each stretching its 
  tangle of bare limbs about twenty feet in the air.  
   Standing Stones. These delicately carved stones near 
  the center of the crater floor were formed directly from 
  the ground by Kranun. Two of them have been shattered 
  when the meteorite hit, the broken remains still present 
  nearby. Each depicts a scene featuring one or more of the 
  giant deities that embraces their best-known aspects. 
  Skoraeus Stonebones’ carving (god of the stone giants) 
  appears to have the most detail and attention given to it, 
  shown leading a cavern filled with stone giants in some 
  sort of ritual.  
   Visitor’s Hut. This smooth stone hut was shaped by 
  Kranun to entertain visitors. It now is the home of 
  Tyranthraxus’s hell hound. See area 6b. 
   Pool of Radiance. A luminescent silvery pool about 15 
  feet wide fills the impact area of the meteorite that fell a 
  few months ago. This active Pool of Radiance emanates 
  powerful magic, but only those that understand how to 
  manipulate it are able to take advantage of its nature. See 
  “Interacting with the Pool of Radiance,” below. 
  Interacting with the Pool of Radiance 
  The Pool of Radiance serves as a font of raw magical 
  power, an anomaly of the Weave that is linked to the 
  planes beyond. Several pools have formed over the 
  centuries; many of them in the Moonsea region. This one 
  is but the latest. 
   The pool radiates a silvery luminescence, and registers 
  as strong magic of many shifting schools if a detect magic 
  is cast upon it. It can be temporarily rendered inert for 1 
  minute with a dispel magic—it is treated as a 9th-level 
  spell.  An identify spell simply tells the caster that it is a 
  Pool of Radiance, a powerful anomaly in the Weave that 
  is linked to an unknown plane. 
   Touching the pool with bare skin or drinking some of 
  the liquid results in a feeling of euphoria for the character. 
  Roll a d20; on a result of 19 or higher, roll on the Power 
  of the Pool table below to see how the character is 
  affected. All effects are considered to be cast at 9th level, 
  with a save DC of 19.   
   Liquid removed from the pool no longer provides any 
  benefit for touching it, and the luminescence slowly fades 
  away over the course of several days. The magic is only 
  dormant—it can be reactivated by returning it to the pool 
  or through a proper ritual (known only to Tyranthraxus, 
  and possibly some cultists).  
   Tyranthraxus is currently the only one who understands 
  the nature of this pool, and even he does not know all of 
  its secrets (all of the pools are a bit different). However, 
  he can use the pool as a conduit for his spirit, including 
  liquid taken from the pool. See “Kranun Possessed” for 
  more information. 
   Harper characters that take a sample of the pool earn 
  one additional renown point.  
  
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  19 
   
  Power of the Pool 
  d10 
  Result 
  1 
  Creature takes 9d6 radiant damage  
  2 
  Creature becomes incorporeal for 1 minute 
  3 
  Creature gains telepathy for 1 minute 
  4 
  Creature is affected by Nystul’s magic aura for one day 
  5 
  Creature is affected by freedom of movement for 1 
  minute 
  6 
  Creature can cast dimension door once during the next 
  1 minute 
  7 
  Creature can cast dominate person once during the next 
  1 minute 
  8 
  Creature can use the pool to cast divination once 
  during the next 1 minute 
  9 
  Creature is magically healed of all afflications and 
  wounds  
  10 
  Creature is affected by antimagic field 
   
  XP Award 
  If the characters learn the true nature of the Pool of 
  Radiance (either through spells or interacting with it) 
  award each character 500 XP.  
  6a. Peryton Nest 
  A ledge is present near the top of the crater. It can be 
  accessed by jumping down from crater’s edge (about 10 
  feet down), by climbing over, or any other means available 
  to the party. 
   
  The ledge here is wide enough for a few to stand. There are 
  gnawed-upon bones scattered about, and a cave entrance is 
  present, large enough for a human to easily walk through. 
  Strange smells of rotted meat and musk fill the air near the 
  entrance.  
   
  A flock of four perytons dwell in the cave, recently moved 
  in at the behest of Tyranthraxus. They have been ordered 
  to leave the orcs alone, and travel far and wide to fetch 
  victims to their lair. Any items that look valuable 
  (especially books and magic) are given to Tyranthraxus.  
   The bones on the ledge can be identified as humanoid 
  bones without a check; a successful DC 10 Wisdom 
  (Medicine) check confirms most of them are goblin bones.  
   Inside, partially-consumed goblin bodies with their 
  hearts eaten away are everywhere; the perytons grew sick 
  of eating goblin. The place reeks of musk and decay.  
   This cave does not seem to be naturally made, but 
  certainly does not seem to be fashioned with the same 
  artistry and attention to detail present in most of the other 
  stonework. 
  Tactics 
  The perytons leave their cave and take flight to attack if 
  they hear movement on the nest or near the cave 
  entrance. In addition, they might investigate an orcish 
  warning horn. They also respond to Tyranthraxus’s call if 
  he summons them. 
   The perytons attempt to stay airborne during combat. 
  They attack savagely until they die, kill all the intruders, 
  or are ordered to stop by Tyranthraxus.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove two perytons 
  • 
  Weak party: Remove one peryton 
  • 
  Strong party: Add one peryton 
  • 
  Very strong party: Add two perytons  
  Treasure 
  Amongst the remains of the goblins is a torn belt pouch. 
  Inside it is a potion of gaseous form.  
  6b. Vistors’ Hut 
  This hut used to be furnished for Kranun’s visitors, but 
  now has been converted to a lair for Tyranthraxus’s hell 
  hound. 
   
  A stone hut is here, constructed in the same manner as the 
  standing stones, with intricate patterns woven through the 
  surface. The curved walls are smooth, and the entrance is wide 
  enough for two to walk abreast and tall enough for a giant to 
  easily pass through the threshold. A fire pit sits just outside the 
  hut. 
   
  A hell hound, miserable with a cold, is present inside, 
  curled up on a bed of blackened bones. It does not leave 
  the hut unless called by Tyranthraxus.  
   Inside, it appears the hut was once nicely appointed, 
  with wooden and stone furnishings sized for medium 
  creatures. However, most of it is now smashed to flinders, 
  burnt, or chewed; the result of the hell hound’s romping. 
  There is nothing left of value in here.  
  Tactics 
  If the party enters the hut, the hell hound attacks them. Its 
  energy level is low though, and it does not pursue them 
  outside—it just wants to be left alone. If it is hurt badly, it 
  attempts to make its way across the crater floor to 
  Kranun’s chamber (area 5).  
  
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  20 
   
  Kranun Possessed 
  Kranun has been possessed by the spirit of Tyranthraxus, 
  a malevolent entity bent on controlling all Faerûn.  
  Tyranthraxus, the Posssessing Spirit 
  Tyranthraxus’s true origin is unknown, but he is some sort of 
  malevolent extraplanar entity that has existed for a long time. 
   
  Tyranthraxus has had his own cults in Faerûn before, and it 
  was through those cults that he took control of a bronze dragon 
  for several decades, destroying Phlan with an army of savage 
  humanoids. Eventually, he was defeated, only to reappear later, 
  ruling over many evil beings in the overrun Myth Drannor, and 
  learning more secrets from the magical pools that seemed to be 
  his entry into the world. Once again, he was brought low by a 
  group of adventurers aided by Elminster, and was thought slain. 
   
  However, the mysterious appearance of a new Pool of 
  Radiance has brought Tyranthraxus back to Faerûn. Remaining in 
  stasis in the pool, he was able to possess the stone giant shaman 
  Kranun when he touched the magical liquid. Instantly, 
  Tyranthraxus gained the knowledge and experience of Kranun, 
  but the stone giant’s sheltered life didn’t give him enough 
  information on what had transpired in the past 150 years or so.  
   
  When the characters first encounter Kranun, read the 
  following. 
   
  A stone giant stands before you, impressive in his gray stature, 
  wearing a crimson mantle and a host of talismans. His gaunt 
  features and fluid movements suggest a grace not typical for 
  giantkind. Behind his sunken eyes though, lurks a flash of 
  malevolence. 
   “You DARE enter the domain of Kranun without permission? 
  Tell me, fleshlings, why should I not crush you to pulp and feed 
  you to my dog?” 
   
  A character succeeding on a DC 10 Wisdom (Insight) 
  check can tell that there’s something not right with the 
  stone giant. A successful DC 20 Wisdom (Insight) check 
  suggests some form of possession. 
  Roleplaying Tyranthraxus 
  Tyranthraxus wants to find a more impressive form to exert his 
  dominance over all of Faerûn; he’s looking for another dragon to 
  possess. He is a haughty malevolent being that will stop at 
  nothing to get what he wants, either through guile or force. He 
  craves power and takes comfort in subjugating all other beings, 
  but knows that he has much knowledge to catch up on in the 
  time he’s been done, including how to unlock the secrets of this 
  new Pool of Radiance.  
  Tyranthraxus’s Possession 
  Tyranthraxus, in his spirit form, can enter any open 
  magical liquid within 100 feet of him as an action (or a 
  reaction if his host body dies). The process is 
  undetectable. Once in a liquid, Tyranthraxus can possess 
  another creature if that creature touches the liquid. 
  Tyranthraxus does not attempt to possess anyone else 
  present at the crater, including another character. 
   A creature’s mind possessed by Tyranthraxus is 
  dormant. Tyranthraxus has access to all of the creature’s 
  memories and abilities while in the body, as well as his 
  own powers.  
   If Tyranthraxus’s possessed body is slain without a 
  magical liquid present for him to inhabit, he may be 
  forced from the plane until he finds another way to re-
  enter. It is unknown how to permanently slay 
  Tyranthraxus. 
   If Tyranthraxus leaves Kranun’s body without it being 
  slain, Kranun falls unconscious and can be revived after a 
  short rest.  
  Roleplaying Kranun 
  Kranun is a stone giant shaman exiled from his people. He 
  sought a peaceful existence, and has the heretical belief that the 
  sky is real, and creatures of the surface are not, by nature, 
  inferior. He is inquisitive, contemplative, and soft-spoken. He 
  has a longing to be back with his tribe, but knows that judgment 
  has been passed, and he will not see them again. 
   
  Kranun has no recollection of anything that happened after he 
  touched the Pool of Radiance. If confronted with the events of 
  the past few months, he sinks into a deep despair, and becomes 
  indifferent to the party. He does not know how to deal with the 
  Pool of Radiance. 
  Developments 
  The party might try to deal with Tyranthraxus. If engaged 
  in conversation, Tyranthraxus seems haughty and unable 
  to treat anyone else as one worthy of respect. He tries to 
  reign in his meglomanical tendancies, attempting to 
  maintain his ruse as Kranun, but can be seen through 
  with a successful DC 10 Wisdom (Insight) check.  
   He starts out hostile to the party, but could be 
  persuaded not to destroy them if they agree to take a 
  sample of the pool to Phlan to present to the green 
  dragon, since he has heard of Vorgansharax and would 
  like nothing more than to possess him (although he does 
  not reveal his intention to the party under any 
  circumstances). That probably won’t be acceptable to the 
  characters; at that point, he flies into a rage and attacks 
  them.  
   At some point during the battle, Tyranthaxus accidently 
  lets slip his true identity. 
  
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  21 
   
   
  “Lesser beings! You are unworthy to behold the power of 
  TYRANTHRAXUS!” 
   
  Characters succeeding on a DC 15 Intelligence (History) 
  check recognize this name, and can recall history about 
  the malevolent entity as listed under “Tyranthraxus, the 
  Possessing Spirit.” 
  Tactics 
  Kranun (as Tyranthraxus) activates his fire aura, and 
  signals for his hell hound from area 6b to aid him in the 
  fight. The hell hound is lazy and sick, so it takes 1d4 
  rounds to get to the battle.  
   Kranun attacks with abandon, swinging his greatclub 
  and breaking off bits of the standing stones to use as 
  rocks to throw at the characters. Several of the orcs start 
  mustering in area 5 to join the fight, but Narle orders 
  them to wait. 
   After two rounds of combat, Kranun signals for the 
  perytons to aid him; two arrive in another 1d4 rounds. If 
  the two perytons are defeated, Narle Shieldbiter and his 
  worg rush into battle to attack the characters, climbing 
  down from area 5. The other orcs stay their ground. 
   If the battle goes badly for Kranun, he uses his meld 
  into stone to escape while the others fight on, hoping that 
  they’ll kill the party or drive them off. He tries to escape 
  by any means necessary, but after several days, he’ll 
  return to the Pool of Radiance. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Kranun receives no aid except the hell 
  hound 
  • 
  Weak party: Kranun does not receive aid from the perytons 
  • 
  Strong party: No adjustment 
  • 
  Very strong party: Add one peryton and an additional 1d6 
  orcs  
  Defeating Tyranthraxus 
  If the characters manage to slay the possessed Kranun 
  while the Pool of Radiance is inert (possible with a dispel 
  magic), he’s more than 100 feet away from it, or there are 
  no other open magical liquids within 100 feet, then 
  Tyranthraxus’s spirit is gone from this plane for the time 
  being. 
   If the characters slay Kranun, but the Pool of Radiance 
  is active (or another open magical liquid is present), 
  Tyranthraxus jumps into the liquid, ready to possess 
  another victim someday.  
  XP Award 
  If the characters discern who Kranun really is, award 
  each character 1,000 XP.  
  Conclusion 
  When the characters return to Grimshackle Jail, they can 
  fill in Glevith with as much information as they’d like. If 
  the characters stopped the cultists from returning to 
  Phlan with a sample of the Pool of Radiance, then they 
  are successful in their mission, and receive the agreed-
  upon payment, and an earnest thank you from Glevith. 
  Iuxsaxa, if captured, is taken to the cells where “she’ll be 
  kept in comfort befitting her reputation.” 
   
   If the characters confirm that there is indeed a Pool of 
  Radiance, Glevith says: 
   
  “Our green-scaled foe cannot learn of this… I fear the worst if 
  word does get back to him. What a dragon could do with that 
  sort of power is nearly limitless.” 
    
   If the characters let Glevith know that Tyranthraxus has 
  once again reared his head in the Moonsea, he remarks: 
   
  “The bane of old Phlan returns just in time to challenge the 
  bane of new Phlan? It seems there’s some sort of saying about 
  ‘always darkest’… but I’m pretty sure it doesn’t end well. Looks 
  like we’ll need more than just our ragtag lot to fix this up. 
  Tymora help us.” 
  
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  22 
   
  Rewards 
  Make sure 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 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Kranun, possessed by Tyranthraxus 
  3,900 
  Stone giant 
   
   
  2,900 
  Iuxsaxa Terrorsong, mage 
   
  2,300 
  Wyvern 
   
   
   
  2,300 
  Bulette 
   
   
   
  1,800 
  Ghost 
   
   
   
  1,100 
  Hell hound 
   
   
  700 
  Dragonwing 
   
   
  450 
  Guard drake 
   
   
  450 
  Narle, orog 
   
   
  450 
  Peryton 
   
   
   
  450 
  Saber-toothed tiger  
   
  450 
  Dragonclaw 
   
   
  200 
  Death dog 
   
   
  100 
  Giant goat 
   
   
  100 
  Orc 
   
   
   
  100 
  Shadow  
   
   
  100 
  Worg 
   
   
   
  100 
  Parg, goblin 
   
   
  50 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Capturing Ixusaxa 
   
   
  250 
  Sneaking into the cave complex 
  200 
  Deceiving the orcs  
   
  250 
  Questioning Parg 
   
   
  150 
  Learning the true nature of the pool 
  500 
  Learning Kranun is Tyranthraxus 
  1,000 
   
   The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 6,000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided up 
  among the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
   
  GP Value 
  Payment from Glevith 
   
   
  1,000 
  Opals from the ghost in the ruined tower 
  400 
  Orc loot from area 2  
   
   
  100 
  Treasure from Narle and his worg 
   
  285 
  Amythests from Kranun’s chambers 
   
  1,200 
  Stone giant carvings from Kranun’s chambers 
  80 
  Moonsea Cults book  
   
   
  20 
  Mantle of Spell Resistance 
  Wondrous item, rare (requires attunement) 
  This crimson fine linen cloak is edged with cloth-of-gold, 
  and bears a gold clasp. The wearer’s ears tingle when a 
  spell targets the wearer, whether or not it takes effect. A 
  description of this item can be found in the Dungeon 
  Master’s Guide.  
  Moonsea Cults 
  Thailoss of Tyr wrote a book on various cults in the 
  Moonsea region. The book can be sold for 20 gp, or a 
  character can keep it. If a character keeps the book, and 
  is able to reference it, the character gains advantage on 
  Intelligence checks regarding cults of the Moonsea 
  region.  
  Potion of Gaseous Form 
  Potion, rare 
  This potion’s container seems to hold fog that moves and 
  pours like water. A description of this item can be found 
  in the Dungeon Master’s Guide.  
  
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  23 
   
  Potion of Greater Healing 
  Potion, uncommon 
  This potion’s red liquid glimmers when agitated. A 
  description of this item can be found in the Dungeon 
  Master’s Guide.  
  Spell Scroll: Dispel Magic 
  Scroll, uncommon 
  A description of this item can be found in the Dungeon 
  Master’s Guide, and the spell is found in the Player’s 
  Handbook.  
  Spellbook 
  Ixusaxa’s spellbook has the following spells in it that may 
  be scribed into a character’s spellbook, using the rules in 
  the Player’s Handbook. 
  1st level: detect magic, mage armor, magic missile, shield  
  2nd level: misty step, suggestion 
  3rd level: counterspell, fireball, fly 
  4th level: ice storm, stoneskin 
  5th level: cone of cold 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s log sheet contains a column to record 
  permanent magic items for ease of reference. 
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • 
   In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic items 
  owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Harpers characters earn one additional renown point 
  for bringing back a sample of the Pool of Radiance. 
   
  Order of the Gauntlet characters earn one additional 
  renown point for capturing Ixusaxa and bringing her 
  back to face justice. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 400 XP and ten downtime days for running 
  this session. 
   
   
   
  
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  24 
   
  Appendix 1: 
  Monster/NPC 
  Statistics 
  Bulette 
  Large monstrosity, unaligned 
    
  Armor Class 17 (natural armor) 
  Hit Points 94 (9d10 + 45) 
  Speed 40 ft., burrow 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  21 (+5) 
  2 (−4) 
  10 (+0) 
  5 (−3) 
    
  Skills Perception +6 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 16 
  Languages — 
  Challenge 5 (1,800 XP) 
    
  Standing Leap. The bulette’s long jump is up to 30 feet and its 
  high jump is up to 15 feet, with or without a running start. 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  30 (4d12 + 4) piercing damage. 
  Deadly Leap. If the bulette jumps at least 15 feet as part of its 
  movement, it can then use this action to land on its feet in a 
  space that contains one or more other creatures. Each of those 
  creatures must succeed on a DC 16 Strength or Dexterity saving 
  throw (target’s choice) or be knocked prone and take 14 (3d6 + 
  4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a 
  successful save, the creature takes only half the damage, isn’t 
  knocked prone, and is pushed 5 feet out of the bulette’s space 
  into an unoccupied space of the creature’s choice. If no 
  unoccupied space is within range, the creature instead falls 
  prone in the bulette’s space. 
   
  Cyclops 
  Huge giant, chaotic neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  11 (+0) 
  20 (+5) 
  8 (−1) 
  6 (−2) 
  10 (+0) 
    
  Senses passive Perception 8 
  Languages Giant 
  Challenge 6 (2,300 XP) 
    
  Poor Depth Perception. The cyclops has disadvantage on any 
  attack roll against a target more than 30 feet away. 
  Actions 
  Multiattack. The cyclops makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
  Death Dog 
  Medium monstrosity, neutral evil 
    
  Armor Class 12 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  3 (−4) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5, Stealth +4 
  Senses darkvision 120 ft., passive Perception 15 
  Languages — 
  Challenge 1 (200 XP) 
    
  Two-Headed. The dog has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, or knocked unconscious. 
  Actions 
  Multiattack. The dog makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 12 Constitution saving throw against disease or 
  become poisoned until the disease is cured. Every 24 hours that 
  elapse, the creature must repeat the saving throw, reducing its 
  hit point maximum by 5 (1d10) on a failure. This reduction lasts 
  until the disease is cured. The creature dies if the disease 
  reduces its hit point maximum to 0. 
   
  
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  25 
   
  Dragonclaw 
  Medium humanoid (human), neutral evil 
    
  Armor Class 14 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (–1) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
    
  Saving Throws Wis +2 
  Skills Deception +3, Stealth +5 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
    
   
  Dragon Fanatic. The dragonclaw has advantage on saving throws 
  against being charmed or frightened. While the dragonclaw can 
  see a dragon or higher-ranking Cult of the Dragon cultist friendly 
  to it, the dragonclaw ignores the effects of being charmed or 
  frightened. 
  Fanatic Advantage. Once per turn, if the dragonclaw makes a 
  weapon attack with advantage on the attack roll and hits, the 
  target takes an extra 7 (2d6) damage. 
  Pack Tactics. The dragonclaw has advantage on an attack roll 
  against a creature if at least one of the dragonclaw’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The dragonclaw attacks twice with its scimitar. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
   
  Dragonwing 
  Medium humanoid (human), neutral evil 
    
  Armor Class 14 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  11 (+0) 
  13 (+1) 
    
  Saving Throws Wis +2 
  Skills Deception +3, Stealth +5 
  Damage Resistances one of the following: acid, cold, fire, 
  lightning, or poison 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 2 (450 XP) 
   
   
   
  Dragon Fanatic. The dragonwing has advantage on saving 
  throws against being charmed or frightened. While the 
  dragonwing can see a dragon or higher-ranking Cult of the 
  Dragon cultist friendly to it, the dragonwing ignores the effects of 
  being charmed or frightened. 
  Fanatical Advantage. Once per turn, if the dragonwing makes a 
  weapon attack with advantage on the attack roll and hits, the 
  target takes an extra 7 (2d6) damage. 
  Limited Flight. The dragonwing can use a bonus action to gain a 
  flying speed of 30 feet until the end of its turn. 
  Pack Tactics. The dragonwing has advantage on an attack roll 
  against a creature if at least one of the dragonwing’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The dragonwing attacks twice with its scimitar. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type 
  to which the cultist has damage resistance. 
   
  Druid 
  Medium humanoid (any race), any alignment 
    
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 2 (450 XP) 
   
  Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  It has the following druid spells prepared: 
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave 
  2nd level (3 slots): animal messenger, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 4 (1d8) bludgeoning damage with shillelagh or if 
  wielded with two hands. 
  
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  26 
   
  Giant Goat 
  Large beast, unaligned 
    
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  11 (+0) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  6 (−2) 
    
  Senses passive Perception 11 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Charge. If the goat moves at least 20 feet straight toward a target 
  and then hits it with a ram attack on the same turn, the target 
  takes an extra 5 (2d4) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw or be 
  knocked prone. 
  Sure-Footed. The goat has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone. 
  Actions 
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (2d4 + 3) bludgeoning damage. 
   
  Ghost 
  Medium undead, any alignment 
    
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
    
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa. 
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage. 
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect 
  or be affected by anything on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  ghost that can see it must succeed on a DC 13 Wisdom saving 
  throw or be frightened for 1 minute. If the save fails by 5 or more, 
  the target also ages 1d4 × 10 years. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, the target is immune 
  to this ghost’s Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration spell, but only 
  within 24 hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost can see 
  within 5 feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the ghost; the ghost then disappears, 
  and the target is incapacitated and loses control of its body. The 
  ghost now controls the body but doesn’t deprive the target of 
  awareness. The ghost can’t be targeted by any attack, spell, or 
  other effect, except ones that turn undead, and it retains its 
  alignment, Intelligence, Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit points, the 
  ghost ends it as a bonus action, or the ghost is turned or forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the ghost reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this ghost’s 
  Possession for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
  Guard Drake 
  Medium dragon, unaligned 
    
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  16 (+3) 
  4 (–3) 
  10 (+0) 
  7 (–2) 
    
  Skills Perception +2 
  Damage Resistances lightning 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Draconic but can’t speak it 
  Challenge 2 (450 XP)  
    
  Actions 
  Multiattack. The drake makes two attacks: one with its bite and 
  one with its tail. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) bludgeoning damage. 
  
  Pool of Radiance Resurgent 
   
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  27 
   
  Hell Hound 
  Medium fiend, lawful evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (−2) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
    
  Keen Hearing and Smell. The hound has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The hound has advantage on an attack roll against 
  a creature if at least one of the hound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage plus 7 (2d6) fire damage. 
  Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 21 (6d6) fire damage on a failed save, or half 
  as much damage on a successful one. 
   
  Kranun, Stone Giant Shaman 
  (Possessed by Tyranthraxus) 
  Huge giant, lawful evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
    
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., telepathy 120 ft., passive Perception 14 
  Languages Abyssal, Celestial, Common, Draconic, Infernal, Giant 
  Challenge 8 (3,900 XP) 
    
  Innate Spellcasting. Kranun’s innate spellcasting ability is 
  Charisma (spell save DC 15). He can innately cast the following 
  spells, requiring no material components: 
  At will: detect thoughts 
  1/day: meld into stone, stone shape 
  Special Equipment. Kranun wears a mantle of spell resistance, 
  which gives him advantage on saving throws against spells. 
  Stone Camouflage. Kranun has advantage on Dexterity (Stealth) 
  checks made to hide in rocky terrain. 
  Actions 
  Multiattack. Kranun makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or be 
  knocked prone. 
  Fire Aura. Kranun activates a fiery aura that surrounds him and 
  burns creatures close to him. At the start of each of Kranun’s 
  turns, each creature within 5 feet of him takes 7 (2d6) fire 
  damage, and flammable objects in the area that aren’t being 
  worn or carried ignite. A creature that touches Kranun or hits it 
  with a melee attack while within 5 feet of him takes 7 (2d6) fire 
  damage. Kranun can end this effect at any time, or it ends when 
  Kranun is unconscious or killed.   
  Reactions 
  Rock Catching. If a rock or similar object is hurled at Kranun, 
  Kranun can, with a successful DC 10 Dexterity saving throw, 
  catch the missile and take no bludgeoning damage from it. 
   
  Ixusaxa Terrorsong, Mage 
  Medium humanoid (elf), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages Common, Draconic, Elvish, Infernal 
  Challenge 6 (2,300 XP) 
    
  Spellcasting. Ixusaxa is a 9th-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). Ixusaxa has the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  
  Pool of Radiance Resurgent 
   
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  28 
   
  Narle Shieldbiter, Orog 
  Medium humanoid (orc), chaotic evil 
    
  Armor Class 18 (plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
   
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc, Worg 
  Challenge 2 (450 XP) 
    
  Aggressive. As a bonus action, the orog can move up to its speed 
  toward a hostile creature that it can see. 
  Actions 
  Multiattack. The orog makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Orc 
  Medium humanoid (orc), chaotic evil 
    
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0) 
    
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
    
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
    
  Parg, Goblin 
  Small humanoid (goblinoid), chaotic neutral 
   
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
    
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  
  Pool of Radiance Resurgent 
   
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  29 
   
  Peryton 
  Medium monstrosity, chaotic evil 
    
  Armor Class 13 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 20 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  13 (+1) 
  9 (−1) 
  12 (+1) 
  10 (+0) 
    
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Senses passive Perception 15 
  Languages understands Common and Elvish but can’t speak 
  Challenge 2 (450 XP) 
    
  Dive Attack. If the peryton is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon 
  attack, the attack deals an extra 9 (2d8) damage to the target. 
  Flyby. The peryton doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach. 
  Keen Sight and Smell. The peryton has advantage on Wisdom 
  (Perception) checks that rely on sight or smell. 
  Actions 
  Multiattack. The peryton makes one gore attack and one talon 
  attack. 
  Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) piercing damage. 
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) piercing damage. 
   
  Saber-Toothed Tiger 
  Large beast, unaligned 
    
  Armor Class 12 
  Hit Points 52 (7d10 + 14) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  8 (−1) 
    
  Skills Perception +3, Stealth +6 
  Senses passive Perception 13 
  Languages — 
  Challenge 2 (450 XP) 
    
  Keen Smell. The tiger has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Pounce. If the tiger 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 14 Strength saving throw or be 
  knocked prone. If the target is prone, the tiger can make one bite 
  attack against it as a bonus action. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (1d10 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage. 
   
  
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  30 
   
  Shadow 
  Medium undead, chaotic evil 
    
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
    
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Amorphous. The shadow can move through a space as narrow as 
  1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the shadow can 
  take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s 
  Strength score is reduced by 1d4. The target dies if this reduces 
  its Strength to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
   If a non-evil humanoid dies from this attack, a new shadow 
  rises from the corpse 1d4 hours later. 
   
  Stone Giant 
  Huge giant, neutral 
    
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  9 (−1) 
    
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2,900 XP) 
    
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Actions 
  Multiattack. The giant makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 17 Strength saving throw or be 
  knocked prone. 
  Reactions 
  Rock Catching. If a rock or similar object is hurled at the giant, 
  the giant can, with a successful DC 10 Dexterity saving throw, 
  catch the missile and take no bludgeoning damage from it. 
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
  
  Pool of Radiance Resurgent 
   
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  31 
   
  Worg 
  Large monstrosity, neutral evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 26 (4d10 + 4) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  13 (+1) 
  7 (–2) 
  11 (+0) 
  8 (–1) 
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Goblin, Worg 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Smell. The worg has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be knocked prone. 
   
  Wyvern 
  Large dragon, unaligned 
    
  Armor Class 13 (natural armor) 
  Hit Points 110 (13d10 + 39) 
  Speed 20 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  5 (−3) 
  12 (+1) 
  6 (−2) 
    
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 6 (2,300 XP) 
    
  Actions 
  Multiattack. The wyvern makes two attacks: one with its bite and 
  one with its stinger. While flying, it can use its claws in place of 
  one other attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. The target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a successful 
  one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Pool of Radiance Resurgent 
   
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  32 
   
  Player Handout 1: Thug Statistics 
  Thug  
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
   
  
   
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  33 
   
  Player Handout 2: Map of the Region 
   
   
   
   
   
   
  
   
  Pool of Radiance Resurgent 
   
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  34 
   
  Map 1: Kranun’s Crater 
  
   
  Pool of Radiance Resurgent 
   
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  35 
   
  Results Code: February-March 2015 
  If you are DMing this adventure at during the months of February or March 2015, please show your players this page. The 
  QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the 
  storyline in the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEX1-13 - Pool of Radiance Resurgent.pdf