TEXT:  
   
   
  A strange, foreign wizard calling himself Kelvan has appeared at the same time a mountain 
  materializes out of thin air. He asks you to recover the Gloomblade from a Netherese ruin in order 
  to help him with his research into this strange new mountain. 
   
  A Two-Hour Adventure for 5th-10th Level Characters 
   
   
   
  Author 
   
  Adventure Code: DDAL06-02 
  Optimized For: APL 8 
  Version: 1.0 
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  DDAL06-02 The Redemption of Kelvan 
   
   
  2 
  Welcome to DDAL06-02 The Redemption of Kelvan, 
  a D&D Adventurers League™ adventure, part of 
  the official D&D Adventurers League™ organized 
  play system and the Tales from the Yawning 
  Portal™ storyline season. 
   This adventure begins in Neverwinter and then 
  travels into the Sword Mountains before ending at 
  the newly appeared White Plume Mountain in the 
  Crags. This adventure is a good introduction for 
  the epic DDEP06-02 Return to White Plume 
  Mountain and the hardcover version of White 
  Plume Mountain. 
   This adventure is designed for three to seven 
  5th-10th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 8. Characters outside this level range 
  cannot participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, 
  characters of higher or lower levels, and 
  characters that are otherwise a bit more powerful 
  than the adventure is optimized for. You’re not 
  bound to these adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before you start play, consider the following: 
  • 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. Familiarize 
  yourself with the adventure’s appendices and 
  handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  3 
  North past forest, farm and furrow 
  You must go to the feather mound 
  Then down away from the sun you'll burrow 
  Forget life, forget light, forget sound. 
  -Keraptis, White Plume Mountain 
  This adventure follows the events of Return to 
  White Plume Mountain by Bruce Cordell, published 
  in 1999. The archmage Keraptis's efforts to 
  control space/time failed and he was reset to a 
  newborn version of himself and placed with foster 
  parents who named him Kelvan. He grew up with 
  flashes of his former memory becoming stronger 
  and stronger. 
   Now Keraptis (in the guise of Kelvan) has grown 
  once again into a powerful mage and still thirsts 
  for the ability to control space/time and live 
  forever without the burden of becoming being an 
  undead creature. So Keraptis opens a gate to a 
  "new" Prime Material plane (Toril) where no one 
  knows him or his legend. He asks adventurers to 
  "help" with recovering a lost artifact while he 
  examines the strange mountain that has appeared. 
  Really, he plans to use them to recover the magical 
  gloomblade, a sword blessed by Shar with powers 
  over shadow and time which he plans to use to 
  empower his ritual and try again. Only this time 
  rather than creating a demiplane of shadow, he 
  hopes to bind the plane to himself, leaving 
  Keraptis free to roam this new world.  
  The following NPCs and locations feature prominently in 
  this adventure. 
   
  The Umbral Repository. An ancient Netherese vault built 
  into an earthmote that has crashed in the Sword 
  Mountains. It houses the gloomblade.  
   
  White Plume Mountain. Lair and death trap of the 
  archwizard Keraptis. 
   
  “Kelvan” (KEL-van). Following his second attempt at 
  power, the wizard Keraptis of Oerth found himself reborn 
  as an infant in the care of foster parents. Raised as 
  “Kelvan,” Keraptis has located his lair to a new world where 
  his legend is unknown and plans to begin again.  
   
  Hildehrune (HILD-da-rune). An Illuskan barbarian from 
  Ten Towns turned educated scholar and cleric of Selûne, 
  Hildehrune is now an expert who studies ancient Netheril.  
  This adventure is intended to take two hours, 
  though it is possible that players who find puzzles 
  easy or difficult may cause this expected time to 
  vary. Be careful to adjust accordingly in 
  environments, such as conventions, where time is 
  a factor.  
   The adventure is broken down into three parts: 
   Part 1. The adventurers begin with the 
  characters meeting Kelvan who wishes to hire the 
  characters to seek out the ruins of a Netherese 
  outpost and recover a magical sword that he plans 
  to use to breach the newly appeared mountain. 
   Part2. The characters arrive at the fallen 
  earthmote and delve into the ruins, eventually 
  claiming the weapon.  
   Part3. The party arrives at Whiteplume 
  Mountain where they either deliver their prize or 
  are trapped inside it! 
  This adventure serves as an expanded adventure 
  hook for its counterpart from Tales from the 
  Yawning Portal—White Plume Mountain or 
  DDEP06-02 Return to White Plume Mountain. 
   The adventure begins with the characters 
  having already agreed to take a meeting with 
  Kelvan where he lays out the job offer to recover 
  the gloomblade. They might have agreed because 
  they want coin or fame, or because they want to 
  keep the Shades from reclaiming their lost relics.  
   In Need of Glory. Whether you are in need of 
  coin or just looking for your next adventure, you 
  have agreed to meet with a young, foreign wizard 
  named Kelvan who is looking for a band of 
  adventures to retrieve an item for him.  
   Enemy of Netheril. You have heard from a cleric 
  of Selûne named Hildehrune that she is putting 
  together a band of adventurers to travel to an 
  abandoned vault of ancient Netheril to capture a 
  relic of that lost empire before agents of the 
  Shades can recover it.  
  This adventure is trap heavy, but these are not traps that 
  can simply be disabled with a skill check. Nearly all of them 
  are puzzles where the answer or trick to solve them must 
  be deduced through clever play. DON’T allow players to roll 
  a d20 and move on. The DM should feel free to use skills to 
  give hints if the players become stymied.  
   
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  4 
  Estimated Duration: 10 minutes 
  Key Encounter Plot Point. Wherein "Kelvan" 
  outlines why he is hiring the characters and the 
  characters meet the scholar Hildehrune, both of 
  which are recurring characters that appear in 
  DDEP06-02 Return to White Plume Mountain. At no 
  point should the characters learn that Kelvan is 
  Keraptis, or that he has ill intentions, until Part 3.  
   The characters begin at the Muddy Mallard 
  Tavern, having arrived to hear out an offer of 
  employment. They are meeting with an obviously 
  foreign wizard named Kelvan, and a cleric of 
  Selûne named Hildehrune, who is well-versed in 
  lore about ancient Netheril. 
  Kelvan appears to be a friendly, but eccentric young foreign 
  human.  He has a soft-spot for adventurers, in particular, 
  gnomes, and he is happy to offer significant rewards. He 
  has a roundabout way of speaking and due to his foreign 
  birth, he frequently chooses a close, but not quite correct 
  word. He frequently mispronounces Faerûnian names 
  which he has read in books but rarely heard pronounced 
  aloud. 
   
  In reality and not shared with anyone, Kelvan is Keraptis 
  reborn; an arch-wizard from the world of Oerth who’s been 
  forced to relive his life due to a failed experiment. He 
  hopes to reclaim his mastery over White Plume Mountain 
  and pick up where he left off.  
   
  Quote: “I have certitude in the constancy of well 
  remunerated adventurers. I am certain it is the same here in 
  Fair-rune.”  
  The strange, foreign wizard paid for food and drink before 
  launching into his pitch. "I am so contented that you have 
  concurred to allow the job I proffer. I am Kelvan, but you 
  know that already."  
   
  Gesturing to his companion, he continues, "This is 
  Hildehrune, she’s a priestess of Siloon and an expert of 
  Nethereel." The woman, whose dress makes it obvious that 
  she is born of the north, nods stiffly at you but remains 
  silent.  
  Kelvan offers the following details: 
  • A mountain has appeared in the Crags northeast 
  of Neverwinter. It wasn’t there a week ago; it 
  simply appeared one day.  
  • He’s come to the area to study the mountain, 
  and found an entrance that was blocked by 
  esoteric magic. 
  • Kelvan would like to study the mountain, as he 
  finds the idea of a teleporting—or possibly even 
  planeshifting—mountain fascinating. The 
  warded entrance has piqued his curiosity even 
  more. It's old, but somehow familiar in a way he 
  can’t place.  
  • Kelvan has examined the wards and thinks he 
  can breach them. He doesn’t wish to hire the 
  adventurers to explore the newly appeared 
  mountain, but rather acquire something that he 
  needs to complete the task. 
  • Kelvan believes his ritual to bypass the wards 
  requires a piece of “caged night;” a fragment of 
  elemental darkness held within an object. He 
  leaves elaboration on that matter to 
  Hildehrune—an expert on things related to 
  Netheril and Shar. 
  • Kelvan says he is will to pay the adventurers 
  500 gp up front, and offers them a pair of boots 
  of speed if they complete his task. He wants 
  them to meet him within one day.  
  • If the characters ask about where he is from, he 
  claims to be from very far away when he was a 
  child, but has traveled most of his life. If pressed 
  he claims his parents were from Abeir, before 
  the Sundering, and that is the cause for his odd 
  clothing and accent. If a player requests an 
  Insight check, a successful DC 20 Wisdom 
  (Insight) check suggests something is off about 
  his story, but he refuses to elaborate about the 
  past.  
  • Kelvan is currently under the effect of a mind 
  blank spell.  
  Hildehrune is an Illuskan cleric of Selûne who came to 
  Neverwinter from the far north as a teen, following the call 
  of her goddess. She has devoted her life to studying the 
  history of ancient Netheril to better understand the 
  enemies of her faith. She is a no-nonsense woman who 
  prefers direct conversation.  
   
  Quote: “The Moonmaiden does not suffer fools. Speak 
  your mind that we may proceed.”   
  Hildehrune was born in Good Mead of Ten Towns, 
  but left as a teen, following the call of Selûne 
  south. While she looks of Illuskan descent, she’s 
  been tempered by a city life in Neverwinter. She’s 
  since become a cleric of Selûne and a scholar, 
  specializing in studying Netheril and the minions 
  of Shar.  
   She offers the following specifics about how the 
  adventurers might find caged night: 
  • There is an ancient Netherese outpost, a vault of 
  sorts, called the Umbral Repository.  
  • The Vault was built upon an earthmote, but like 
  many of its kind that have fallen since the 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  5 
  Sundering when Toril and Abeir separated, the 
  vault slowly drifted to the ground in the Sword 
  Mountains.  
  An earthmote was a piece of dirt or rock that, due to the 
  influence of magic, float. Many are the size of small islands 
  and can be found floating a few feet above the ground or 
  many miles in the sky.  
  • Hildehrune has been to the earthmote via a 
  teleportation circle, and knows it to be intact. 
  Though she has never attempted to breach it, 
  she’s inspected the entrance to the Vault and 
  disclosed the circle’s sigil sequence to Kelvan, 
  who teleports the characters to the Vault if they 
  unable to do so themselves. 
  • Inside the Vault is rumored to be one of the 
  fabled gloomblades; perverted mirrors of the 
  elven moonblades. Longswords made from a 
  piece of frozen darkness brought from the 
  Shadowfell, it should suffice for Kelvan’s ritual. 
  The sword is likely tainted by evil—reflective of 
  Shar’s mission to unmake the world. Hildehrune 
  is happy to see it put to some good rather than 
  left where it may fall into less scrupulous hands.  
  Shar, often called the Mistress of the Night, is the evil 
  goddess of darkness, dungeons, forgetfulness, loss, night, 
  and secrets. She and her sister Selûne, goddess of the 
  moon, were the first deities to form after the Overgod Ao 
  created the world. The two are fierce rivals and her 
  followers frequently come into conflict.  
  Selune is the goddess of light, the moon, stars, navigation, 
  wanderers, and good lycanthropes. Her sister and primary 
  foe is the goddess Shar.  
  When the characters have had their fill of asking 
  questions, Kelvan provides the characters a 
  wooden case containing five, 100 gp trade bars, as 
  promised. In addition, he gives them a magical 
  crystal—explaining that if the characters break 
  the crystal while standing in the teleportation 
  circle, it will teleport them all to a circle that he 
  will be inscribing at the mountain in the Crags 
  where he and Hildehrune will await their return.  
   If the characters haggle for more, Kelvan smirks, 
  since adventurers are always the same. He offers 
  to throw in a potion of greater healing up front to 
  sweeten the deal. In this case, remove the potion of 
  greater healing that can be found in Part 2, Area B. 
   
   
   
   
   
   
   
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  6 
  Estimated Duration: 100 minutes; if your table is 
  progressing slowly and you are in danger of not 
  being able to finish the adventure due to playing 
  in a time limited environment, remove Area C.  
   Key Encounter Plot Point. The party arrives at 
  the ancient Netherese vault, known as the Umbral 
  Repository and tries to get past a series of light 
  and darkness themed traps to find the gloomblade 
  that is their goal.  
   The Umbral Repository floated above the 
  clouds, largely forgotten for centuries, until 
  disruptions in the Weave caused it to collapse to 
  the ground in the northern Sword Mountains. The 
  magic that sustained it kept the earthmote nearly 
  intact when it touched down and the Umbral 
  Repository is now easily accessible—a vault of 
  shadow and light. 
   Remember, these traps are effectively puzzles 
  that are to be solved by creative thinking on the 
  part of players, so in general there is no skill roll 
  that simply defeats the trap or puzzle and will 
  allow the characters to move on.  
  The Repository has the following general features. 
   
  Doors. Each room has a door that leads to the next area 
  that can only be opened by solving the puzzle. Indeed, due 
  to the dimensional magic of the Umbral Repository, there is 
  not even a hallway behind the door until the door is 
  properly opened; the hallway and the next room existing 
  on a separate demiplane until that time.  
   
  The door the party enters through to each room slams 
  shut behind them and disappears after they enter. If a 
  character refuses to enter a room and others begin 
  exploring the room, confirm that the player is not going to 
  enter. Allow them to enter if they wish. Once they have 
  chosen, the door slams shut and disappears so that a 
  character outside the room no longer has access to the 
  room. Once the party has solved the puzzle and moved on, 
  the door reappears giving that character another chance to 
  catch up if they can solve the puzzle of the room on their 
  own. If successful, they find the rest of the party in the 
  hallway beyond and may rejoin them for the next room. 
   
  Hallways. The hallways are safe, trap free, and have no 
  creatures patrolling them. Nothing stops characters from 
  resting in them. The characters have time for multiple short 
  rests before they need to meet Kelvan. 
   
  Light. Unless otherwise specified, there are no lights 
  anywhere in the complex. The only light that exists is that 
  which the characters bring with them. 
   
  Smells and Sounds. The entire complex is filled with stale, 
  dusty air and deathly silence. 
  The characters arrive at the entrance stepping out 
  of the teleportation circle. It is early morning 
  when the party arrives.  
  You stand in a glowing circle of runes located on the edge 
  of a precipice. The floor slopes slightly away from the drop 
  and the mountainside below, towards a pair of black doors 
  covered in writing that have been inset a dagger's toss into 
  the side of the fallen earthmote.  
  The earthmote has come to rest on the side of one 
  of the tall peaks of the Sword Mountains. A 
  character that succeeds in a DC 15 Strength 
  (Athletics) check is able to climb 60 feet down the 
  side of the earthmote to the mountainside and 
  inspect the site of the crash. It is clear the impact 
  was forceful, though not as much as one would 
  have expected if the earthmote was in freefall; it is 
  readily apparent that it drifted to its current 
  location. It is embedded fairly deeply, and isn’t 
  going to tumble down the mountainside any time 
  soon. There are several knocked-over trees below 
  that may be useful in bypassing some traps should 
  any characters go back for them.  
   Doors of Night. The doors are 10-feet wide, 15-
  feet tall, and appear to be made of solid obsidian. 
  They stand at the end of a short 20-foot corridor. 
  They’re covered in symbols of darkness, night, 
  Shar and Netheril. A successful DC 10 Intelligence 
  (Religion) check provides all the information in 
  the Who is Shar? sidebar in Part 1, above. Written 
  in Ancient Netherese among them are the words: 
  "Walk in Darkness and be saved." The doors 
  radiate powerful abjuration magic due to the 
  glyph of warding (see sidebar, below). They’re 
  locked and require a set of thieves’ tools and a 
  successful DC 20 Dexterity check, and are very 
  durable (AC 17; 40 hit points; resistant to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical weapons; immune to poison and 
  psychic damage). 
  The default language in Faerûn is Common—a derivative of 
  Thorass. It is distinctly different from Netherese which 
  belongs to the Ulou family of languages which use a 
  different alphabet. These languages aren’t spoken in many 
  places any more, only by the Shades and a few holdouts in 
  Damara. For characters to know this language without 
  magical aid, they have to have specifically learned the 
  language, the most common way is by the Shade Fanatic 
  background from Season 3. 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  7 
  Teleportation Circle. The teleportation circle 
  looks ancient, but intact and it radiates strong 
  conjuration magic. A character may spend 
  downtime days to memorize the sigil sequence of 
  this circle for future use with teleportation circle 
  (see Player Handout 1).  
  Simple Trap (levels 5-10, deadly threat) 
  The doors bare an ancient glyph of warding.  
   
  Trigger. If the doors are damaged, or opened while the 
  doors are well- or dimly-lit, the glyph explodes. If the door 
  is opened at night, or under the cover of darkness such as 
  caused by a darkness spell or by blocking off the entire 
  alcove with blankets or the like, the glyph remains active 
  but isn’t triggered.   
   
  Effect. When triggered, the glyph explodes. Each 
  creature in a 20-foot radius takes 32 (7d8) thunder 
  damage. A successful DC 18 Dexterity saving throw halves 
  the damage. 
   
  Countermeasures. A successful DC 18 Intelligence 
  (Investigation) check reveals the arcane symbol hidden 
  among the sigils on the door. Once detected, a character 
  who makes a DC 15 Intelligence (Arcana) check recognizes 
  it as a trapped glyph related to darkness. The glyph of 
  warding is cast using a 5th-level spell slot.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are cumulative.  
  • Very Weak: The glyph was cast using a 4th-level spell slot 
  and does 27 (6d8) thunder damage.  
  • Very Strong: The glyph was cast using a 6th-level spell 
  slot and does 36 (8d8) thunder damage.  
  If the characters dispel the glyph, award each 
  character 250 XP. If they figure out how to open 
  the door without setting it off, award each 
  character 500 XP. 
  The walls of this long room are made of tightly-fitted black 
  bricks and the floor consists of solid sheets of black metal 
  with white spirals painted upon them. Beams of light lance 
  down from three different unseen sources. 
   
  A round door with arcane symbols is set in the far wall.  
  The room is quiet and there are no obvious 
  monsters or obstacles. The metal floor and the 
  spiral painting are unrelated to the trap. The real 
  danger here is the light. 
   Door. The door at the far end of the room is 
  circular with a roughly hand-sized crescent 
  depression in the center. There are no obvious 
  handle, lock, or hinges. The door is magically 
  sealed (as a 5th-level spell) and, unless the ward is 
  dispelled, can’t be physically opened until the 
  crescent key (found at the bottom of the pit trap) 
  is put into the indentation. 
   Lances of Light. The lances of light are wide 
  with little shadow between, making them difficult 
  to avoid. A creature moving at half speed and 
  succeeding on a DC 12 Dexterity (Acrobatics) 
  check can move past the first set of beams to the 
  white spiral where the pit trap is. A second, 
  similar check is needed to get past the second set 
  and to reach the door. Small creatures make this 
  saving throw with advantage, while those moving 
  faster do so with disadvantage. A creature that 
  fails touches the beams and takes 22 (4d10) 
  radiant damage. A DC 15 Constitution saving 
  throw reduces this damage by half. The lances of 
  light radiate magic if checked for.  
   All of the lances of light deactivate once the 
  door to Area 3 is opened using the crescent key. 
   The Pit. There is a symbol painted on the 
  bottom of the pit that is further described in the 
  sidebar below. Hidden amongst the symbols is a 
  crescent symbol that matches the mark on door 
  that can be found with a DC 11 Intelligence 
  (Investigation) check. Pushing on the crescent 
  causes it to spring out, the backside possessing a 
  handle so it can be used as a key.  
  Simple trap (Levels 5-10, moderate danger) 
  A pit trap is halfway through the light beams. The door’s 
  crescent key is at the bottom of the pit. At the bottom of 
  the pit there is a symbol painted on the floor. The symbol 
  depicts a black skull with a key in its mouth, covered in 
  arcane looking runes.  
   
  Trigger. Stepping on the pit trap triggers the trap. 
   
  Effect. A creature that steps on the trap must succeed on 
  a DC 15 Dexterity saving throw or fall 20 feet into the pit 
  taking 7 (2d6) bludgeoning damage. On initiative count 20 
  of the next round (losing ties), the trap door closes and 
  locks (DC 17 Dexterity (thieves’ tools). On initiative count 
  10 (losing ties), a darkness spell is cast in the pit. On 
  Initiative 20 of the second round two shadow demons are 
  summoned into the trap and attack the nearest creature.  
   
  The trap door must be unlocked or destroyed (AC 19, 35 
  hit points, resistant to bludgeoning, piercing, and slashing 
  damage from nonmagical weapons; immune to poison and 
  psychic damage) in order to be opened. 
   
  Detection and Disabling. A DC 25 Wisdom (Perception) 
  check notices a seam in the painted spiral, suggesting that 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  8 
  there is a trap door or covered pit. A DC 15 Dexterity 
  (Thieves Tools) can be used to jam the cover, making it safe 
  to walk across. The pit can also be bypassed with a long 
  plank or one of the knocked down trees that the characters 
  may have found outside in area A.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are cumulative.  
  • Very Weak: Remove a shadow demon.  
  • Very Strong: Add a shadow demon.   
  There is a potion of greater healing in a metal vial 
  at the bottom of the pit trap that the characters 
  may claim. This may be of use in bypassing the 
  door in Area D if none of the characters have 
  spellcasting abilities.  
  If the characters detect and avoid falling into the 
  pit trap, award each character 250 XP. They 
  receive this award if they detect the trap and 
  intentionally enter the pit to explore it. Characters 
  that realize the danger of the lances of light and 
  avoid them should be awarded 200 XP.  
  A pedestal stands in each corner, sprouting a metal rod 
  that supports a large black mirror. In the center of the 
  room is a large cauldron with a bright flame burning within. 
  On the wall to your right is a round door like the one you 
  entered through. The room smells strongly of lamp oil. The 
  door behind you slams shut, leaving you sealed in the 
  room.  
  This square room is 80-feet on a side and 
  eventually fills with life-draining energy; 
  encouraging haste, while putting a number of 
  distractions and obstacles in the party's path. The 
  door that they can see is a false door. In order to 
  proceed, the characters must turn the mirrors to 
  reflect the cauldron's light back upon itself.  
   Cauldron. The flame within is magical and 
  doesn’t radiate heat. If dispelled, it reignites 1d4 
  rounds later. Once it has turned black (see Mirror 
  Pedestals, below), it fills the room with a deep-
  purple life-draining light which illuminates and 
  unlocks the secret door, making it obvious to all 
  in the room. Any creature that begins its turn 
  illuminated by the purple life-draining light 
  takes 11 (2d10) necrotic damage and finds its 
  speed halved. A creature succeeding on a DC 14 
  Constitution saving throw takes half damage and 
  avoids the reduction in speed. 
   False Door. The false door looks identical to the 
  one used to enter the room. It appears magically 
  locked just like the entrance was, but radiate no 
  magic. Characters searching the door that also 
  succeed on a DC 12 Wisdom (Perception) check 
  find a hidden compartment containing a metal vial 
  containing a potion of diminution. 
   Mirror Pedestals. Each mirror pedestal is 
  dangerous to manipulate (see sidebar), but must 
  be turned if the characters are to proceed. If all 
  four mirrors are turned so that they reflect the 
  firelight back to cauldron, the light turns a deep 
  purple activating the life-draining light and 
  illuminating and unlocking the secret door. 
   Secret Door. The door requires a successful DC 
  25 Intelligence (Investigation) check to locate 
  prior to being illuminated. The door is magically 
  sealed (as a 5th-level spell) until it’s illuminated 
  by the black flame.  
  Simple Trap (Levels 5-10, dangerous threat) 
  Each mirror pedestal consists of two cylindrical pieces of 
  flinty rock stacked on top of each other. An iron rod 
  impales them vertically through the center, joining them 
  together so they cannot be separated. At the top of the rod 
  is a 5-by-5-foot mirror. The bottom stone is affixed to the 
  floor and the top stone may be rotated around the metal 
  pole. The top stone cannot be lifted off of the bottom 
  stone without breaking the mirror which rests atop it. Both 
  cylinders are covered in lamp oil that is magically produced 
  from and oozes down from the stone. The bottom cylinder 
  is affixed to the floor and the top cylinder, rod, and mirror 
  can be rotated. However, doing so is dangerous (see 
  below). Rotating a mirror requires 70 pounds of force. 
   
  Trigger. If character rotates the mirror, it sparks and 
  ignites the oil coating the cylinders, triggering the trap. 
   
  Effect. When triggered, the oil ignites and explodes. Any 
  creature within 10 feet of the cylinders takes 22 (4d10) fire 
  damage. A successful DC 15 Dexterity saving throw reduces 
  this by half. In addition, any creature that manipulated the 
  pedestal is covered in oil and catch fire, taking 3 (1d6) fire 
  damage at the start of their turn for 1d3 rounds or until the 
  fire is extinguished with an action. 
    Countermeasures. A DC 13 Intelligence (Investigation) 
  check notes that the surfaces that grind against each other 
  are studded with chips of metal. If character begins to 
  rotate a mirror, a creature within 10 feet that has a passive 
  Perception score of 15 or higher notices a tiny spark shoot 
  from between the rock cylinders. If they stop, nothing 
  happens. The trap can’t be disabled, and the stones 
  replenish the oil faster than it can be removed. It is clear 
  that trying to cut away the rock so it doesn't grate would 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  9 
  make the mirror list to one side and not line up correctly. 
  However, a character can try to move the mirror very, very 
  slowly and gently so as to try to avoid creating sparks. 
  Doing so requires a successful DC 13 Intelligence check and 
  avoids triggering the trap if successful. 
   
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are cumulative.  
  • Very Weak: Reduce the damage caused by the trap to 17 
  (3d10) fire damage, and the life-draining light to 7 (2d6) 
  necrotic damage if triggered. 
  • Weak: Reduce the damage caused by the trap to 17 
  (3d10) fire damage if triggered. 
  • Strong: Increase the damage caused by the trap to 28 
  (5d10) fire damage if triggered. 
  • Very Strong: Increase the damage caused by the trap to 
  28 (5d10) fire damage if triggered, and increase the DC to 
  pace the cylinders to 15; Increase the damage caused by 
  the life-draining light to 14 (4d6) necrotic damage. 
  Once the characters enter the hallway beyond the 
  secret door, the door seals behind them and the 
  characters are no longer affected by the life 
  draining light. They can proceed to Area D. 
  There is a potion of diminution in a metal vial 
  hidden in the false door. Note that this may be 
  useful in bypassing the door in Area D if none of 
  the characters have the ability to cast spells.  
  For each mirror pedestal that the characters avoid 
  detonating, award each character 125 XP. If the 
  characters are able to solve the reflected light 
  puzzle, award each character 500 XP. 
  The walls, floor and ceiling of this chilly room are painted 
  black and covered with purple writing and symbols, 
  seemingly at random. 
   
  There is a double door with a large handle on the wall 
  opposite your entrance. Small holes, the diameter of a 
  climbing rope, are equally spaced around the frame. The 
  doors are engraved with pictures of scrolls.   
  This room is filled with a dangerous chill that 
  makes extended stay in this room difficult. To 
  open the next door, the characters must unravel 
  the puzzle of the writing before freezing to 
  death—hidden keys only add to the distractions.  
   Ceiling. The ceiling is 30-feet high in this room.  
  Like the rest of the room, it is covered in writing.  
   Chill. The room is very cold and getting colder 
  by the moment. For every five rounds spent in the 
  room, a creature must succeed on a DC 10 
  Constitution saving throw or gain a level of 
  exhaustion. Creatures resistant to cold damage or 
  those wearing cold weather gear make this saving 
  throw with advantage.   
   Door. The double doors are engraved with the 
  image of fifty scrolls which have been painted the 
  colors of precious metals, ten each of copper, 
  silver, electrum, gold, and platinum. The symbols 
  on them look arcane and it is likely they depict 
  spell scrolls. A successful DC 15 Intelligence 
  (History) suggests that they are intended to 
  represent the Nether Scrolls created by the elves, 
  and from which the humans of Ancient Netheril 
  learned the secrets of arcane magic. From the 
  scrolls, the Netherese learned how to craft 
  mythallar, floating cities, and more.  
   Anyone who tries to open the door or pick the 
  lock triggers the floating dark trap. The door 
  can’t be forced open, and even if destroyed, they 
  reveal only solid stone. In order to open the door 
  and the passage beyond, a character must expend 
  an arcane spell slot into the door or place a potion, 
  a scroll, or a charged magic item into one of the 
  holes. Doing so causes the door to disappear and 
  revealing a hallway. Potions and scrolls used in 
  this manner are destroyed. Charged magic items 
  used in this manner lose one charge. 
   Hidden Keys. Throughout the room are three 
  hidden trap doors that can be found with 
  successful DC 15 Wisdom (Perception) checks. 
  Under each is a 6-inch deep cache with a small 
  false key. Using any of these false keys on the 
  door triggers the cone of frost trap. 
   Writing. The writing on the walls are various 
  arcane and Ancient Netherese symbols, seemingly 
  random and unconnected words. It is clear 
  without any checks that much of it has something 
  to do with arcane magic.  
   Hidden amongst the random writing are four 
  sentences written in Ancient Netherese, each of 
  which can be found with a successful DC 15 
  Intelligence (Investigation) check. If a character 
  finds one, read them one of the following phrases 
  in order (do not repeat): 
   
  The Dark shares; 
  The Key is not hidden; 
  The Tool shall suffice; 
  The Art is the key. 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  10 
  Simple trap (Levels 5-10, deadly threat) 
  Tampering with the door triggers a trap that potentially 
  immobilizes and slowly kills the victim.   
   
  Trigger. The trap is triggered when the door is opened or 
  if the door’s lock is picked.  
   
  Effect. Anyone who triggers the trap is targeted by a net 
  made of thin, metal wire (Ranged Weapon Attack: +10 to 
  hit, range 10/30 ft. Hit: the target is restrained) that fires 
  from one of the holes around the frame—coursing with 
  electricity. Escaping the net requires a successful DC 15 
  Strength (Athletics) or Dexterity (Acrobatics) check. A 
  creature restrained by the net (AC 15; 40 hit points; 
  immune to poison or psychic damage, vulnerable to 
  slashing damage) takes 5 (1d10) lightning damage and is 
  stunned until the end of their next turn. A creature that 
  succeeds on a DC 15 Constitution saving throw takes half 
  damage and isn’t stunned. The net then radiates a 5-foot 
  radius sphere of magical darkness levitates the victim 
  fifteen feet up into the air. The darkness and levitate last 
  until the victim escapes. Creatures restrained by the net 
  take half of the damage of the same type dealt to the net. 
   
  Countermeasures. A character succeeding on a DC 15 
  Wisdom (Perception) check notes that there appears to be 
  an annulus like closure about 12 inches inside each hole 
  around the door. There is no obvious way to open them. 
  The trap can’t be reached to disable it, but if all of the holes 
  are blocked, the net attack is made with disadvantage.  
  Simple trap (Levels 5-10, dangerous threat) 
  Attempting to open the door with one of the false keys 
  triggers a dangerous spray of frigid water that damages all 
  near the door.  
   
  Trigger. Trying to open the door with one of the false 
  keys triggers the trap. 
   
  Effect. When triggered, the trap emits a cone of frost. 
  Any creature within a 40-foot cone of the door takes 22 
  (4d10) cold damage. A creature that succeeds on a DC 15 
  Dexterity saving throw takes half damage. 
  Countermeasures. A character succeeding on a DC 15 
  Wisdom (Perception) check notes what appears to be an 
  annulus-like closure about 12 inches inside each hole 
  around the door with no obvious way to open them. The 
  trap can’t be reached to disable it, but stuffing something 
  in all of the holes gives the characters advantage on saving 
  throws to avoid the cone of frost. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are cumulative.  
  • Very Weak:  Decrease net’s attack bonus to +8. The chill 
  forces a saving through every six rounds.  
  • Weak: Decrease the net’s attack bonus to +8; decrease 
  the cone of frost’s saving throw DC to 13.  
  • Strong: Increase the net’s lightning damage to 11 (2d10) 
  lightning damage.  
  • Very Strong: Increase the net’s lightning damage to 11 
  (2d10) lightning damage; increase the cone of frost’s saving 
  throw DC to 17; decrease the DC to locate a false key to 13.  
  If the characters detect and avoid the cone of frost 
  trap, award each character 250 XP. If the 
  characters solve the floating dark puzzle to open 
  the door, award each character 500 XP. 
  Interlocking gears, coiled springs, and other gewgaws cover 
  the walls in a dense mass of clockworks that spring to 
  motion as you enter the room. Throughout the room 
  dozens of small handled drawers are inset into the largest 
  cogs. 
   
  Six vaguely draconic contraptions, three to each side, 
  flank the approach up to a gray metal pedestal with a large 
  red lever protruding from it. Several keyholes can be seen 
  on the pedestal. As you watch, with a tick that matches the 
  click of the massive clockwork machine, the lever drops 
  one third of the way to the floor.  
  As soon as the characters enter, the door slams 
  shut behind them and disappears behind a mass of 
  clockworks. As the clockwork machine ticks, the 
  lever drops, until after three rounds, it reaches the 
  bottom and a door opens at the far end of the 
  room. The DM should stress how the lever seems 
  to bounce in time to the ticking clockworks and 
  drops one third of the way every six seconds. This 
  room plays on the fear of what will happen if the 
  characters fail to reset the lever, though each time 
  they do so, it makes their situation worse.  
   At the end of the first round, a clockwork 
  wyvern activates and moves to attack the nearest 
  character. It attacks until the characters leave the 
  room or it is destroyed. 
   Clockworks. The floor, walls and ceiling of the 
  room is filled with pinching clockworks, springing 
  springs, and flailing levers. At the beginning of 
  each character’s turn, they must succeed on DC 12 
  Dexterity saving throw or suffer 7 (2d6) 
  bludgeoning, piercing, or slashing damage (DM’s 
  choice). This affects all characters who are 
  touching the floor, walls, or ceiling anywhere in 
  the room.  
   Drawers. The various drawers open to reveal 
  keys, knickknacks, switches and other 
  distractions. Have each character make an 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  11 
  Intelligence (Investigation) check as they search 
  to give the illusion that the drawer matters, but 
  instead roll randomly on the nearby chart to see 
  what they find. Roll 1d20 to determine what is 
  found. Do not duplicate results, but rather reroll if 
  a result would repeat. 
   
  d20 
  Contents of the Gear Drawers 
  1 
  Empty 
  2 
  A very large key that doesn’t fit any of the 
  holes on the pedestal. 
  3 
  A very small key that doesn’t fit any of the 
  holes on the pedestal. 
  4 
  A gold key (worth 20 gp) that fits a gold 
  keyhole (to no effect) on the pedestal. 
  5 
  A silver key (worth 10 gp) that fits a silver 
  keyhole on the pedestal and causes another 
  random drawer to open. 
  6 
  A pewter key (worth 5 gp) that fits a pewter 
  keyhole on the pedestal and causes the 
  lever to reset. 
  7 
  A large red handle that looks like it turns. If 
  the character turns it, one active clockwork 
  wyvern makes a bite attack against the 
  nearest foe. 
  8 
  Three switches (red, orange and yellow). No 
  matter what combinations the character 
  might flip, the gears appear to accelerate 
  their spinning, but it has no real effect on 
  the level or the wyverns. 
  9 
  A silver dagger fashioned to look like a 
  wyvern’s claw. 
  10 
  A magical blue light emanates from inside of 
  the drawer. It does nothing. 
  11 
  A small pouch filled with 2 pp. 
  12 
  A small figurine of a clockwork wyvern. It is 
  not magical and does not fit into anything in 
  the room. 
  13 
  The back of the drawer is missing and there 
  is one-foot square chute dropping down out 
  of sight behind the drawer. The chute goes 
  down 5 feet before ending. If a character 
  somehow gets inside the chute, it heats up 
  after one round doing 5 fire damage per 
  round the character stays inside it. 
  14 
  A dead fish rests on the bottom of the 
  drawer. 
  15 
  An orange and yellow striped stocking cap 
  with several cog shaped patches sewn onto 
  it. 
  16 
  A small red lever. Pulling the lever makes the 
  drawer slam shut. The character must 
  succeed in a DC 10 Dexterity saving throw or 
  be restrained with their arm caught in the 
  drawer until they succeed on a DC 10 
  Strength check as an action to pry it free. 
  17 
  A rope with a knot at the end goes through 
  the back wall of the drawer. If pulled the 
  rope feels as if there is a weight providing 
  tension but after a foot, it clicks into place 
  and the rope will not move further. Doing so 
  causes one active clockwork wyvern to make 
  a claw attack as a reaction against the 
  nearest foe. 
  18 
  A purple button with a symbol that looks like 
  a stylized skull. Pushing the button causes 
  the character to take 10 (3d6) necrotic 
  damage, DC 10 Constitution to save for half 
  damage. 
  19 
  Three small red buttons labeled with one, 
  two, and three dots. If all three are pushed 
  the character is healed 5 (1d4+2) points of 
  damage. 
  20 
  A small, wax sealed vial filled with a 
  pearlescent blue fluid. Drinking it grants the 
  character a short rest. It loses its 
  enchantment if removed from the room 
  before a character drinks it. 
   
   Lever. The lever drops a third of the way at the 
  end of every round. It can be pushed back to the 
  starting position as an action with a successful DC 
  5 Strength check. The round following resetting 
  the lever causes a second clockwork wyvern to 
  animate and joins the initiative on the following 
  round. A character can wedge the lever with a set 
  of thieves’ tools or other appropriate tool or item 
  and a successful DC 10 Dexterity check. At the end 
  of each round that the lever is wedged into 
  position, roll a d20. On a roll of 11 or higher, the 
  item wedging the lever is dislodged, and the lever 
  immediately drops a third of the way down.  
   While not obvious to the characters, the only 
  way to prevent more wyverns from activating is to 
  let the lever fully descend to the floor after three 
  rounds, at which point a door opens in the wall 
  opposite from that which the characters entered. 
  This is the only way out of the room. A maximum 
  of four clockwork wyverns can be animated in 
  this manner.  
   If the door to the next hall is activated, a large 
  cog rolls aside, permitting egress. The clockwork 
  wyverns don’t follow the characters into the 
  hallway, but they continue to attack anyone in the 
  room. They deactivate if anyone enters the room 
  carrying the gloomblade from Area F.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are cumulative.  
  • Very Weak: A maximum of two clockwork wyverns can be 
  animated. Increase the Dexterity saving throw to DC 10. 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  12 
  • Weak: Only three clockwork wyverns can be animated. 
  • Strong: Five clockwork wyverns can be animated. 
  • Very Strong: Six clockwork wyverns can be animated. 
  Increase the Dexterity saving throw to DC 15. 
  The following items might be found in the drawers 
  of this room: gold key (20 gp), silver key (10 gp), 
  pewter key (5 gp), silver dagger that looks like a 
  wyvern’s claw (102 gp), and a sack with 2 pp.  
  For each clockwork wyvern that could have—but 
  wasn’t animated—award each character 500 XP. 
  This simple door opens to a small dimly lit room. In the 
  center there is a block of stone, upon which lies a book, a 
  pile of gems, and a longsword with a blade black as night. 
  This is the gloomblade that the characters seek, 
  along with some gems in a bronze bowl and a 
  tome of history and spells. Any character picking 
  up the sword feels a deep sense of despair and 
  emptiness, as if all hope has drained from them. It 
  is horrible to carry and no living soul would be 
  able to bear it for more than a few days. The 
  sword has no magical abilities that the characters 
  can access at this time.  
  The bronze bowl itself is worth 250 gp, and the 
  mixed gems another 550 gp. In addition, one of 
  the characters may claim ownership of the 
  Shadow Tome spellbook. 
   The spells in the Shadow Tome are written in 
  white ink upon black paper. It evokes feelings of 
  wistful sadness whenever it is gazed upon. It 
  contains the spells: bestow curse, blight, 
  blindness/deafness, comprehend languages, 
  darkness, darkvision, dispel magic, fear, Evard’s 
  black tentacles, find familiar, and witch bolt. This 
  spellbook is described in Player Handout 3. 
  When the characters are ready, all the traps 
  deactivate and they can safely return to the 
  teleportation circle. Once the crystal is broken, 
  they move on to Part 3.  
   
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  13 
  Estimated Duration: 10 minutes 
  Key Encounter Plot Point. The characters hand 
  the gloomblade off to Kelvan who reveals himself 
  as Keraptis and then descends into White Plume 
  Mountain with a magically compelled Hildehrune, 
  leaving a reason for the characters to follow him 
  in either DDEP06-02 Return to White Plume 
  Mountain or hardcover White Plume Mountain 
  adventure.  
   The encounter begins with the characters 
  having just used the teleportation circle to travel 
  from the Umbral Repository to White Plume 
  Mountain.  
  Using the teleportation circle you find yourself at a cave 
  entrance on the side of a mountain. Kelvan and Hildehrune 
  are there, inspecting their work; a freshly inscribed magical 
  circle. 
   
  Kelvan smiles at your appearance. “Ah, excellent. It is 
  good to witness that you have entered. I knew I chose the 
  accurate adventurers. Did you find the blade?” 
  Kelvan affords the characters the opportunity to 
  describe their experience. He makes no effort to 
  rush them or demand the sword. He is in no hurry 
  and stays jovial if the characters did well or 
  saddened if the party had any deaths.  
   Once the characters turn over the sword, he 
  gives them a sack containing the boots of speed 
  that he promised and continues: 
  Kelvan holds the blade gently toward Hildebrand to inspect. 
  The priestess nods, and the wizard smiles. “Thank you, 
  friends. If you would please step back away from the door 
  in case anything goes wrong, Hildebrand will attempt to 
  enact a spell to open the entrance.” 
  Kelvan directs the characters to move back to the 
  teleportation circle, 80 feet down the corridor 
  from where he and Hildehrune are. They will not 
  begin until they are certain the characters are 
  back far enough “to be safe.” 
  Kelvan begins to cast a spell, and upon completing his 
  incantation, Hildehrune face goes blank. “Muhahahaha! I 
  can always rely on adventurers.” He reaches forward and 
  pushes the door open. “Come slave, once I sacrifice you 
  with this fell blade, my return to my full power as Keraptis 
  will be complete!”  
   
  Kelvan and the magically-compelled Hildehrune walk 
  into White Plume Mountain, the door sealing behind them.  
  The spell Kelvan has cast is forcecage, which he 
  used to block the tunnel for an hour, and prevent 
  easy following. Finding out who Keraptis and 
  going after him is the focus of either DDEP06-02 
  Return to White Plume Mountain or hardcover 
  White Plume Mountain adventure. Encourage 
  those players who want to want to pursue him, to 
  find the vengeance they seek in those adventures.  
  For their efforts, Kelvan (Keraptis) awards the 
  characters a pair of boots of speed. 
  For recovering the gloomblade and returning it to 
  Kelvan, award each character 1,000 XP. 
   
  The End 
   
    
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
  14 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  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. 
  Name of Foe 
   
   
  XP Per Foe 
  Clockwork Wyvern 
   
  2,300 
  Shadow Demon  
   
  1,100 
  Task or Accomplishment 
   
  XP Per Character 
  Avoid triggering the glyph of  
  500  
  warding in Area A 
   
  Dispel the glyph of warding in 
  250 
   Area A 
  Avoid falling in to the pit trap 
  250 
   in Area B 
  Avoid the lances of light in Area B 200 
  Avoid detonating a mirror   
  125 
   pedestal (each), Area C 
  Solving the reflected light   
  500 
  puzzle, Area C 
  Avoid triggering the cone of  
  250 
  Frost, Area D 
  Solving the Floating Dark   
  500 
   puzzle, Area D 
  Each clockwork wyvern that is 
  500 
   not animated, Area E 
  Recovering the gloomblade, 
  1,000 
   Area F 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
  Item Name 
   
   
  GP Value 
  Gold Key  
   
   
  20 
  Silver Key 
   
   
  10 
  Pewter Key 
   
   
  5 
  Wyvern’s Claw Silver Dagger 
  102 
  Pouch of Platinum coins 
   
  20 
  Kelvan/Keraptis’ Upfront Payment 500  
  Bronze Bowl 
   
   
  250 
  Mixed Gems 
   
   
  550 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according 
  to a system detailed in the D&D Adventurers 
  League Dungeon Master’s Guide. 
  Wondrous Item, rare (requires attunement) 
  These boots are embroidered with the image of a 
  mountain venting a large plume of white smoke. 
  While worn the bearer can understand and speak 
  Gnomish. This item can be found in the Dungeon 
  Master's Guide. This item can also be found in 
  Player Handout 2. 
  Potion, rare 
  This item can be found in the Dungeon Master's 
  Guide. 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  This book is written with white writing up black 
  paper. It evokes feelings of wistful sadness 
  whenever it is gazed upon. It contains the spells: 
  bestow curse, blight, blindness/deafness, 
  comprehend languages, darkness, darkvision, dispel 
  magic, fear, Evard’s black tentacles, find familiar, 
  and witch bolt. The spells in this item can be found 
  in the Player’s Handbook. This item can also be 
  found in Player Handout 3. 
  During the course of this adventure, the 
  characters may earn access to the following 
  downtime activity: 
   Teleportation Circle Sigil Sequence. You have 
  traveled through two teleportation circles while on 
  your mission to recover the gloomblade for the 
  wizard Keraptis. If you spend one downtime day, 
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
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  you commit the unique teleportation circle sigils 
  for each to memory, allowing you to use the 
  circles outside the Umbral Repository in the 
  Sword Mountains and White Plume Mountain in 
  the Crags as targets for use with teleportation 
  circle. This downtime activity is described in 
  Player Handout 1. 
  The characters earn downtime and renown in 
  accordance with the guidance prescribed by the 
  Adventurers League Dungeon Master’s Guide. 
  In exchange for running this adventure, you earn 
  downtime, XP, and gold as described in the D&D 
  Adventurers League Dungeon Master’s Guide. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-02 The Redemption of Kelvan 
   
   
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  The following NPCs are featured prominently in 
  this adventure: 
   Hildehrune (HIL-da-rune). Hildehrune is an 
  Illuskan cleric of Selûne who come to Neverwinter 
  from Good Mead in Ten Towns. As a teen, she felt 
  the call of her goddess and came to Neverwinter. 
  She has devoted her life to studying the history of 
  ancient Netheril to better understand the enemies 
  of her faith. An educated barbarian of the north, 
  she is a no-nonsense woman who prefers direct 
  conversation.  
   Kelvan (KEL-van). Kelvan appears to be a 
  friendly, but eccentric young foreigner.  He has a 
  soft-spot for adventurers, in particular, gnomes, 
  and he is happy to offer significant rewards for 
  good work. He has a roundabout way of speaking 
  and due to his foreign birth he frequently choses a 
  close, but not quite correct word. He also is prone 
  to pronounce proper names, having seen them in 
  books, but never heard them said aloud before.  
   In reality, Kelvan is Keraptis reborn; an arch-
  wizard from the world of Oerth who has been 
  forced to relive his life due to a failed experiment. 
  He hopes to reclaim his mastery over White Plume 
  Mountain and pick up where he left off.  
   
   
   
   
  
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  DDAL06-02 The Redemption of Kelvan 
   
   
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  Large construct, 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 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned   
  Special Senses blindsight 60 ft. (blind beyond this 
  radius), passive Perception 14 
  Languages - 
  Challenge 6 (2,300 XP) 
  Antimagic Susceptibility. The clockwork wyvern is 
  incapacitated while in the area of an antimagic field. 
  If targeted by a dispel magic, the clockwork wyvern 
  must succeed o a Constitution saving throw against 
  the caster's spell save DC or fall unconscious for 1 
  minute.  
  False Appearance: While the clockwork wyvern 
  remains motionless, it is indistinguishable from a 
  normal clockwork statue.  
  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 target. 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 5 ft., 
  one target. Hit: 11 (2d6 + 4) piercing damage. The 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed saving 
  throw, or half as much damage on a successful one.  
  Medium fiend (demon), chaotic evil 
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Incorporeal Movement. The demon 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. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the 
  demon can take the Hide action as a bonus action. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 10 (2d6 + 3) psychic damage or, if 
  the demon had advantage on the attack roll, 17 (4d6 
  + 3) psychic damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-02 The Redemption of Kelvan 
   
   
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  During the course of this adventure, the 
  characters may earn access to the following 
  downtime activity. If you are printing these out for 
  your characters, print as many as you may need to 
  ensure that any eligible character receives a copy: 
  You have traveled through two teleportation 
  circles while on your mission to recover the 
  gloomblade for the wizard Keraptis. If you spend 
  one downtime day, you commit the unique 
  sequence of sigils for each to memory, allowing 
  you to use the circles outside the Umbral 
  Repository in the Sword Mountains and White 
  Plume Mountain in the Crags as targets for use 
  with teleportation circle. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-02 The Redemption of Kelvan 
   
   
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  During the course of this adventure, the 
  characters may find the following magic items: 
  Wondrous Item, rare (requires attunement) 
  While you wear these boots, you can use a bonus 
  action and click the boots’ heels together. If you 
  do, the boots double your walking speed, and any 
  creature that makes an opportunity attack against 
  you has disadvantage on the attack roll. If you 
  click your heels together again, you end the effect. 
  When the boots’ property has been used for a total 
  of 10 minutes, the magic ceases to function until 
  you finish a long rest. This item can be found in 
  the Dungeon Master's Guide. 
   These boots are embroidered with the image of 
  a mountain venting a large plume of white smoke. 
  While worn the bearer can understand and speak 
  Gnomish.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-02 The Redemption of Kelvan 
   
   
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  During the course of this adventure, one of the 
  characters may keep the following spellbook; this 
  spellbook isn’t a permanent magic item. 
  The spells in this book are written in white ink 
  upon black paper. It evokes feelings of wistful 
  sadness whenever it is gazed upon. It contains the 
  spells: bestow curse, blight, blindness/deafness, 
  comprehend languages, darkness, darkvision, dispel 
  magic, fear, Evard’s black tentacles, find familiar, 
  and witch bolt. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S06 - Tales from the Yawning Portal/DDAL6-02 - The Redemption of Kelvan.pdf