TEXT:  
   
   
  East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has 
  intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane 
  wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL 
  treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient 
  fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has 
  committed significant resources toward recovering it. After a pleasant tea in her garden, SEER 
  calls upon you to beat him there and put a stop to his efforts! 
   
  A Four-Hour Adventure for 11th – 16th level Characters 
   
   
   
  Adventure Designer 
   
  Adventure Code: DDAL05-08 
  Version: 1.0 
   
  Development and Editing: 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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  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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  Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  2 
  Welcome to Durlag’s Tower, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Storm King’s Thunder™ storyline season. 
   This adventure is designed for 11th through 
  16th-level characters, and is optimized for five 
  13th-level characters. Characters outside this level 
  range cannot participate in this adventure. 
   This adventure begins in Beregost, but swiftly 
  takes changes location to Durlag’s Tower, east of the 
  Wood of Sharp Teeth. 
  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. 
   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 at: 
   
  www.dndadventurersleague.org 
   
  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 
  Handbook. 
   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 running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Ask the players to provide you with relevant 
  character information: 
   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, etc.) 
  Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number (if they have one). In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent magic 
  items. He or she 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 or see the need to do so, 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 
  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. 
  Alternatively, 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. 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters. These adjustments are not required, nor 
  are you bound to the suggestions made by the 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  3 
  adventure—they are recommendations provided for 
  guidance and convenience. 
   This adventure is optimized for a party of five 
  13th-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 
  fractions 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. 
  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. 
  As the Dungeon Master 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. You get to make decisions 
  about how the group interacts with the NPCs and 
  environment within this adventure. It is okay to 
  make considerable changes or engage in 
  improvisation, so long as you maintain the original 
  spirit of what’s written. 
   Challenge Your Players. Never being challenged 
  makes for a boring game, and being overwhelmed 
  makes for a frustrating game. Gauge the experience 
  level 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. 
  Everyone should have the opportunity to shine.
   Mind the Time. Watch for stalling, since 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. 
   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. 
  The Dungeon Master’s Guide has more information 
  on the art of running a D&D game. 
  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. 
   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 as a service is limited to a maximum of 
  three per day total, unless otherwise noted. 
  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 
  Resurrection* 
   
   
  3,000 gp 
  True Resurrection* 
   
  50,000 gp 
   
  
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  DDAL05-08 Durlag’s Tower 
   
   
  4 
  *These spells require an additional expenditure of 
  downtime days (150 for resurrection and 350 for 
  true resurrection). This cost can be reduced by 50 
  days for each faction rank above 1 that the character 
  possesses. This downtime is spent in community 
  service for the church that provided the spell in 
  question. The Acolyte Background feature does NOT 
  reduce the gp or downtime cost for either of these 
  spells. 
  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. 
   
  Acolytes can call upon spellcasting services in and around 
  the three towns as follows: 
   
  Parnast (Tier 1). Mielikki 
   
  Stagwick (Tier 2). Chauntea 
   
  Beregost (Tier 3). Lathander, Waukeen 
  Sometimes bad things happen, and characters get 
  die. Since you might not have the same characters 
  return from session to session, here are the rules 
  when bad things happen to characters.  
  A character who is killed 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 experience and rewards from that session 
  (both those earned prior to and after 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. 
  Durlag “Trollkiller” was a dwarven hero of old, from 
  even before the fall of Delzoun. As he grew close to 
  the sunset of his days he and his most loyal allies 
  sought out a rocky space near the Wood of Sharp 
  Teeth and raised a mighty tower. He and his team 
  laced this tower with complex arcane traps and 
  many mechanical hazards, as he was a brilliant 
  inventor as well as a formidable weapon master. 
  Upon his death, his tower was laced with hizagkuur, 
  a special enchanted stone from the Great Rift far to 
  the east. 
   Over the centuries that followed many adventures, 
  robbers, and monsters sought to break into Durlag’s 
  Tower and steal the treasures from within. Rumor 
  has it that nobody has successfully plundered the 
  tomb, but legend also has it that many powerful 
  demons, devils, and undead now inhabit that place – 
  as if the magical wards allow them to come close but 
  they can never leave. 
   Now, SEER has learned of a plot by the storm giant 
  Baron Rajiram to access the lower levels of the 
  tower. While she is unsure of what the Baron seeks, 
  she knows that it must be powerful indeed if the 
  Baron is to lead this attack himself. 
  SEER summons the adventurers to a Lords’ Alliance 
  meeting house in Beregost. There she offers them 
  what little she knows of the impending attack by 
  Baron Rajiram, stressing that whatever dwarven 
  artifacts may be located in the lower reaches of the 
  tower must be powerful indeed. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  5 
   She warns them that she has heard of a contract 
  being written and delivered to Bahldrak and Bellegia 
  Slagspit, twin dwarf assassins from Neverwinter. As 
  former Zhentarim agents, their prowess is legendary 
  and their cruelty the stuff of legend; they are tasked 
  with clearing the land around the Tower of 
  “malcontents, nay-sayers, and other small-minded 
  personages that would prevent, alter, or otherwise 
  impede in any way the grand progress of Baron 
  Rajiram”. She fears that the dwarves are already 
  near the Tower. In the hopes of preventing the 
  dwarves from interacting with the characters, SEER 
  teleports the characters to the Tower without delay. 
   Upon their arrival, the characters quickly find that 
  the Tower is indeed formidable, and that the lands 
  surrounding it are filled with foul creatures and 
  magical traps. During their explorations and 
  interactions with the creatures, the dwarf assassins 
  attack and aim to strike deep, lasting wounds – just 
  in time for the characters to open the front gate of 
  Durlag’s Tower and find the true threat to the area: a 
  starving nalfeshnee and his quasit “familiar”. 
   The characters must then choose: do they 
  continue down into the lower reaches, or do they 
  return to SEER and recuperate, thereby risking the 
  arrival of Baron Rajiram in their absence? 
  This adventure sees the characters delivered to the 
  area surrounding Durlag’s Tower by SEER, as she 
  has little time to waste. However, some characters 
  may have some deeper connections with this 
  material: 
   Emerald Enclave. The lands surrounding Durlag’s 
  Tower are said to be overrun with demons, undead, 
  and worse. These menaces are to be eliminated, so 
  that dwarven pilgrimages can return once more.  
   Harpers. Word has reached the Harpers that a 
  Lords’ Alliance agent named SEER has information 
  on how to breach Durlag’s Tower, a place of 
  dwarven heritage and pilgrimage. It has long been 
  rumored to hold treasures – but more importantly, 
  lore. Go now, little dove, and ensure that those 
  secrets do not fall into the wrong hands. 
   Secret Mission: Lords’ Alliance. SEER has a 
  somber mission for you: find Bitter-root, a former 
  ally of the Lords’ Alliance, and restore her mind. She 
  was last seen in the vicinity of Durlag’s Tower. See 
  the notes in Part 1 about Lords’ Alliance members. 
   Order of the Gauntlet. Despite the recent 
  incidents of giant incursions along the Sword Coast, 
  the town of Beregost has remained mostly secure – 
  thanks to the efforts of enigmatic agent known as 
  SEER. Though she is affiliated with the Lords’ 
  Alliance, she has worked with the Order before and 
  has asked for assistance on a matter “of grave 
  importance”. 
   Secret Mission: Zhentarim. Word has reached 
  you that two disgraced Zhentarim have struck out on 
  their own; these dwarf assassins have left a trail of 
  bodies a mile long, including more than a few 
  notable personalities, celebrities, and politicians. 
  Your instructions are clear: Return the twins to the 
  Beregost—dead or alive—and inform the Zhentarim 
  of where you found them. 
   
   Races of Stone. The contents of Durlag’s Tower 
  have never been disclosed, and although it is known 
  to be the final resting place of a great dwarven hero, 
  it is also a great challenge to your people. Cracking it 
  open and returning with proof of your victory will 
  likely curry great favor among your people! 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  6 
   
  “WHAT LIES WITHIN COMES FROM MY EXPLOITS, MY 
  PLIGHTS, AND MY BLOOD, SWEAT, AND TEARS. 
  You’re gonna have to t’earn your way in, youngblood". 
  —Durlag "Trollkiller", Dwarven Hero 
  Expected Duration: 30 minutes 
  The characters have amassed no small amount of 
  experience and wealth, and their exploits have not 
  gone unnoticed by SEER. The spymaster seeks to 
  employ the characters to recover an item of power 
  from a dwarven heritage site; Durlag’s Tower, east of 
  Beregost and nestled in the outskirts of the Wood of 
  Sharp Teeth. 
   NOTE: This adventure is quite trap-heavy. While it 
  is not suggested that you tell your players this at the 
  start of the session, be careful to observe their 
  reactions—if they are not acclimated to this style of 
  play, be prepared to give them hints and tips. Simply 
  replacing the traps with additional creatures is not a 
  suggested modification to this adventure, as Durlag’s 
  Tower has a dedicated fan base within the Forgotten 
  Realms. 
  The characters have been summoned by SEER to a 
  private room in the Red Sheaf Inn and Tavern in 
  Beregost. SEER, a female Shou mage of no small 
  talent, has taken up temporary residence in this 
  high-cost traveler’s sanctuary, far from the relative 
  safety of Baldur’s Gate but still very much under the 
  watchful eyes of both her Lords’ Alliance employers 
  and the Flaming Fist—the organization tasked with 
  keeping law and order in Beregost. SEER is an agent 
  of the Lords’ Alliance, but it is obvious that she only 
  truly answers to herself. 
   The meeting begins in the late evening. 
   “Visitors, ah, yes, good. Very good.” 
  A wizened Shou woman enters this private meeting room 
  and makes her way around the long ebony table. With a 
  grace that would defy her apparent age, she seemingly at 
  once takes a seat and makes a silver platter with a steaming 
  tea pot and eight delicate cups appear. The room instantly 
  smells of a heavy mix of mint and cinnamon. 
   
  She motions to the tea cups, which are all somehow 
  immediately filled. “I am SEER. But more importantly, I am 
  interested in you lot and what lies before us. As we begin, 
  might we all share some pleasantries?” 
  Allow the characters a few moments to introduce 
  themselves. SEER nods as they speak; respectfully 
  listening to their exploits but giving no sign of being 
  unimpressed—though, if anyone mentions their 
  exploits against the recent giant activities in the area 
  she does seem to perk up.  
   She doesn’t tolerate violence, and has a vast array 
  of magical abilities and trinkets to ensure that the 
  discourse remains civil.  
   If any of the characters comment on her age, she 
  simply responds with “It is not polite to speak of the 
  apparent experience of your allies. Not all is as it 
  seems.” She concludes with a knowing, playful wink. 
   Any character that samples the tea she has offered 
  finds it to be minty and quite refreshing; she claims 
  that the recipe is an ancient family secret, from far 
  off to the east and beyond the Hordelands. Those 
  that refuse her tea find that they have disadvantage 
  on all Charisma ability checks involving SEER for the 
  remainder of the adventure. 
  This Shou woman is a spymaster for the Lords’ Alliance. As a 
  powerful mage and operative, she changes her appearance 
  nearly as often as she recruits new junior agents. She always 
  seems to know the general goings-on for an area, and the 
  true extent of her power lies well outside of this adventure. 
  Simply put: SEER has interests and motivations far removed 
  from the matters that concern the characters and possibly 
  even the Realms. 
   
  She is a stickler for proper etiquette and respect, and 
  offers exactly one admonishment before labeling someone as 
  a lout or cretin. 
   
  Quote: “Hm, yes, that is interesting. Please: go on.” 
  A pseudodragon that serves as the ally of a Lords’ Alliance 
  spymaster, codenamed SEER. He was stuck blind by Io 
  himself (or so he claims), and though this malady is incurable 
  he wears it as a badge of pride—as if this broken sense has 
  somehow empowered him. Whatever the truth may be, 
  Hsing is a font of historical facts. He prefers to spend his time 
  curled up around someone’s shoulders, or in front of a 
  roaring fire while atop a luxurious rug. 
   
  Quote: “Zzzzzzzzzzzzz...” 
  After introductions have been made and tea has 
  been shared, SEER presses forward. 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  7 
  “It has come to my attention that Baron Rajiram, a cloud 
  giant of well-earned ill repute, has turned his vision in-land 
  for once. While historically he has focused his attention on 
  the Sword Coast and the ocean, the Baron has begun 
  mobilizing his forces in an effort to breach Durlag’s Tower. 
  The Lords’ Alliance, would like you to ensure that this does 
  not happen—and we will reward you handsomely for it.” 
  As SEER speaks, a small, golden pseudodragon with 
  milky, white eyes fades into view snuggled around 
  her shoulders. They share a series of rapid facial 
  muscle twitches, after which the beast wraps itself 
  tightly around SEER’s shoulders and dozes off to 
  sleep. SEER produces wax-sealed envelopes from the 
  folds of her robe, and hands them to anyone in the 
  party that claims membership in the Lords’ Alliance 
  or Zhentarim. 
  “Hsing tells me that our situation is escalating, and our 
  previous timeline is no longer correct.” She sighs, swirls her 
  tea, and continues: 
   
  “I do so loathe it when they don’t respect the rules of the 
  game. Giants. Psh. Impetuous, no matter what they say 
  about us ‘small folk’.” 
  SEER and Hsing provide the following information to 
  the characters. If time is not an issue, this encounter 
  can be stretched out to better resemble a more 
  formal tea service; displays of charisma and 
  diplomacy is suggested. 
   Durlag’s Tower is the tomb of an ancient dwarf 
  hero, and is rumored to have never been sacked or 
  even fully breached 
   The tower is built of hizagkuur, a rare enchanted 
  stone made by the dwarves of Eartheart--far to the 
  east, on the edge of the Great Rift. Hizagkuur is 
  thought to contain the spirits of great dwarf 
  warriors and clerics, and to reflect magic back at 
  its caster. 
   SEER feels that there is “sufficient evidence” to 
  indicate that a potent dwarven artifact lies below 
  the tower—not above in its upper reaches. Hsing 
  confirms this suspicion, but neither elaborates 
  further. 
   Hsing tells the characters of Bahldrak & Bellegia 
  Slagspit (see sidebar, below), suggesting that they 
  are already at the tower. 
   SEER describes the forces of Baron Rajiram as 
  consisting of the cloud giant, a contingent of oni, 
  two airships, and “a whole mess of uncouth 
  vagrants, classless barbarians, and other 
  indescribable miscreants from the Nelanther 
  Isles.” 
   The characters are urged to make haste to the 
  tower, as the challenges surrounding that place 
  are far simpler than facing the forces of the Baron.  
   SEER isn’t certain about what the Baron seeks, but 
  knows that Durlag’s Tower houses ancient lore 
  and treasures—none of which should fall into the 
  evil giant’s hands. 
   Hsing relays that horrid demons and devils are 
  plentiful in the area, and that proper precautions 
  should be taken. 
   They both comment that the upper reaches have 
  been entered several times, but they are unaware 
  of anyone entering the lower levels. As scrying 
  magic does not pierce the tower’s protections, 
  they feel that the Baron’s efforts are focused there. 
   SEER says that she has encountered Baron 
  Rajiram and his forces before, and that the 
  encounter ended poorly for everyone—especially 
  unlucky Bitter-root—who Hsing describes as an 
  “erstwhile ally of the Lords’ Alliance, though she 
  can be a bit salty at times. It’s best not to mention 
  SEER around her if you meet her.” 
  These vicious dwarf twins from Neverwinter (one male, one 
  female) are known mercenaries and assassins. SEER does not 
  have much information on them, but warns the characters 
  that they are known to employ invisibility spells and seem to 
  greatly enjoy inflicting pain and misery upon their victims 
  prior to striking a killing blow—similar to a game of cat and 
  mouse. They were once Zhentarim but struck out on their 
  own in order to make more gold in less time. 
   
  Zhentarim characters that succeed on a DC 14 Intelligence 
  (History) check know of them and recognize them as former 
  Ardragons (rank 4 members) of the Black Network; they 
  recall that the vicious twins were in charge of contracting 
  Zhentarim mercenaries into the service of Thayan wizards. 
  If any of the characters are members of the Lords 
  Alliance, SEER asks them for a moment of their 
  time—privately, and away from their allies.  
       SEER tells the Lords’ Alliance characters of an ill-
  fated expedition to Durlag’s Tower. While only she 
  escaped that place, she fears that one of her allies 
  may yet live: Bitter-root, a powerful elf druid. Bitter-
  root became possessed by some great force and in 
  her final moments of lucidity begged for SEER to 
  abandon her in a nearby copse. The characters are 
  provided with Bitter-root’s former holy symbol: a 
  triangle with three interlocking circles within, 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  8 
  marking her as a druid of Angharradh (the triple 
  goddess of wisdom and protection in the elven 
  pantheon). SEER feels that this may be the only way 
  to convince her old friend that all is not lost. 
  Once SEER and Hsing have told the characters all 
  they know, grown tired of them, or worse, have been 
  offended, SEER deftly flips the silver platter over. 
  Inscribed on the bottom is a magic glyph (a 
  pictogram of a teacup) that, when read, instantly 
  teleports the characters to the outskirts of Durlag’s 
  Tower.  
   Proceed to Part 2. 
   
  
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  DDAL05-08 Durlag’s Tower 
   
   
  9 
   
  Expected Duration: 180 minutes  
  SEER’s abrupt transportation methods pay off--the 
  characters have a little time to explore the grounds 
  surrounding the tower before Baron Rajiram’s 
  forces arrive. The characters should interact with no 
  fewer than five features from this list, not including 
  the tower doors themselves. 
   As the characters take stock of their situation, one 
  of them (a wizard, preferably) finds that a 
  specialized version of a spell scroll of teleport has 
  been inserted into their packs. This version shows 
  SEER’s crest at the top, and seems to have some 
  extra sigils in reference to piercing arcane 
  protections. A note on the back says: “Once the 
  elevator is secured, you can use this to return to me. 
  I apologize for the abrupt nature of our discourse, 
  but time is of the essence.” 
  The tower has the following general features: 
   Terrain. The lands that surround Durlag’s Tower 
  are littered with stones and collapsed buildings, 
  many of which were hastily erected by would-be 
  treasure seekers. The ground is easily traversable 
  except where specifically noted. 
   Light and Visibility. It is late morning, with very 
  little cloud cover. 
   Smells and Sounds. The air is cool and crisp, and 
  wildlife can be heard in the distance. Every so often, 
  a tumbling stone can be heard—perhaps kicked by 
  an animal, or perhaps just the ongoing decay of the 
  tower and the land surrounding it. 
   Hizagkuur. The tower is built from hizagkuur, a 
  rare stone mined from the Deep Rift far to the east. 
  This stone is considered by dwarves to be significant 
  to their heritage, and possibly even quasi-sentient; 
  many of the stout folk believe that some of their 
  greatest fighters and crafters live on in spirit form 
  inside the stone. Hizagkuur reflects spells back their 
  caster—even non-damaging spells make for a potent 
  deterrent. The stone is immune to physical damage, 
  and can’t be removed from the tower. It’s been 
  imbued with powerful magic and the dwarves and 
  faithful of Moradin. Full details are in the sidebar. 
   
   
  Durlag had his tower constructed using hizagkuur, a very 
  special stone enchanted by powerful priests of the dwarven 
  pantheon. This curious stone cannot be made by non-
  dwarves, and loses its properties if removed from the area 
  for more than an hour. It is quite powerful and has the 
  following qualities: 
   
  Spell Reflection. Spells cast upon the stone reflect back 
  upon the caster (target the caster instead of the stone). 
   
  Dimensional Shielding. The stones form a protective 
  cocoon around the contents of the tower. If a spell or effect 
  would cause a creature to teleport (including spells like misty 
  step and banishment), that spell’s effect is changed and the 
  caster must succeed on a DC 16 Constitution saving throw for 
  the spell to take effect. On a failed save, the caster takes 55 
  (10d10) force damage and the spell slot or resource has no 
  effect (though it is still used).  
   
  Reality Anchor. Creatures are unable to phase through the 
  stone, even if they are normally incorporeal.  
   
  Quasi-Sentience. Characters that use telepathy can feel 
  the personalities of ancient dwarven heroes, priests, and 
  people of great power contained within the stone. This is 
  comforting for dwarves, but can be disconcerting for non-
  dwarves. Communication with these spirits is not part of this 
  adventure, but you are encouraged to be creative! 
   
  Tough. Hizagkuur is immune to non-magical damage. 
  The doors to the tower are sealed, and behind a gate 
  hosting a curious locking mechanism. Two distinct 
  layers of thick iron bars rise from the stone at the 
  characters’s feet and disappear into the stone 
  overhead, but there is a one-foot wide gap in the 
  middle of the gate, shaped roughly like a gear. The 
  gate is sealed by an arcane lock spell. 
   Opening the Gates. The gates can be opened by 
  inserting an affixed pair of specific holy symbols--the 
  holy symbol of Moradin found in the Chapel area and 
  the holy symbol of Silvanus found in the Wooded 
  Copse area. Other holy symbols, even of those same 
  deities, don’t work. 
   However, intrepid adventurers may wish to pick 
  the lock or somehow suppress it. Durlag was no fool 
  and left many protections on his tower. Even though 
  he is long dead, he has seen to it that potent 
  enchantments would ensure that his legacy and 
  treasures would only be gained by those who are 
  truly worthy. 
   If the characters attempt to force entry, please 
  refer to the Shuttered Gate Effects table for 
  ramifications. The tower is built with special stone 
  called hizagkuur; refer to the sidebar for full details.  
  
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  DDAL05-08 Durlag’s Tower 
   
   
  10 
  Hit Points 100 (per gate; 2 gates by default) 
  Damage Immunities damage from non-magical weapons; 
  piercing, poison, psychic 
  Damage Resistances bludgeoning, slashing 
  Special Defenses multiple contingency spells (refer to the 
  table above); adamantine (immune to critical hits); stone is 
  hizagkuur (reflects spells; artifact-level magic) 
       The characters are not intended to open the gates 
  upon their first arrival, though if they do that is fine--
  they simply miss out on the treasure and rewards of 
  the grounds surrounding the exterior of Durlag’s 
  Tower. Additionally, the dwarven assassins Bahldrak 
  and Bellegia Slagspit are already lurking around the 
  tower grounds (as per their contract with Baron 
  Rajiram) and are watching the characters intently 
  (they have used spell scrolls of greater invisibility 
  and silence to mask their movements and presence). 
  They are agents of the Baron, and plan to attack the 
  party when the timing and situation is most 
  advantageous. They aren’t close enough to the gates 
  for the characters to detect them at this point in the 
  adventure, but the duo follow the characters through 
  other exterior zones or even potentially into the 
  tower itself as they prepare their attack. If they 
  realize that they have been spotted, they will 
  attempt to flee and hide when they are more 
  confident that combat will go their way. 
  The tower is far from abandoned. Strange howls, unearthly 
  screams, and other sounds can all be heard. The echoes of 
  what has come before can often be heard—as if in warning. 
   
  As the characters move from space to space and explore, 
  they may find an additional threat. If their new space 
  contains a combat encounter, roll a d20; on a 10 or higher, 
  add a slaad to the combat. Weak and very weak parties 
  encounter a blue slaad; all other groups encounter a death 
  slaad. This only occurs once during the adventure. If the 
  characters rest and have not yet encountered the slaad, it is 
  guaranteed to arrive in their next combat encounter (which 
  will likely be with Schvalt and K’nap, inside the tower itself). 
   
  Additionally, the twin dwarf assassins Bahldrak and 
  Bellegia Slagspit are watching the characters and waiting for 
  the most opportune time to strike. This may happen after a 
  trap has been triggered or even inside another combat 
  encounter. As the DM you have the responsibility to deliver a 
  fun yet challenging game; though these dwarves are 
  unmistakably evil, they do adhere to a strange code of honor. 
  The implementation and execution of that code is entirely up 
  to you. Be sure to carefully read section “H. Assassin Attack!” 
  when the characters interact with the dwarves. 
   
  You are strongly encouraged to lead the characters from 
  one site to another before they investigate the main tower. 
  Much can be learned from this area! 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  11 
  The forge in this building has not been lit in many 
  years, and the holy symbols proclaiming faith in 
  Moradin have fallen to the floor. There are stylized 
  hammers scattered across the room; the characters 
  can quickly identify them as holy symbols of the 
  dwarven deity. The building itself stinks of rotting 
  meat and wet iron, and the walls are buckled in upon 
  themselves as if the roof is too heavy to support. 
  Lurking in the wreckage are two tanarukk, large 
  fiends that are close to starving—they attack as soon 
  as they realize that they are not alone! 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak or weak party: no adjustments 
   Strong party: Add a third tanarukk 
   Very strong party: as strong party, and all the tanarukk 
  begin the encounter hiding amongst the debris (Passive 
  Perception 17 to spot) and will begin combat with surprise 
  on the characters 
  As the tanarukk roar and attack, other creatures in 
  the general area may be alerted to the events—
  including the dwarven assassins if they have not 
  already been encountered (be sure to check “H. 
  Assassin Attack!”, below for details). On initiative 
  count 10, though, something truly awful occurs: the 
  dust and debris is disturbed and explodes outward 
  as the floating, distended body of a beholder 
  zombie rises to join the fray. It acts immediately and 
  fights to the death. 
   Treasure. Damaged holy symbols of Moradin dot 
  the floor here, and one of them is encrusted with 
  gems—this particular one is worth a fair amount of 
  gold. Any character that succeeds on a DC 17 
  Intelligence (Investigation) check realizes that the 
  holy symbols have small pegs on one side, as if they 
  were designed to be attached to something. If the 
  characters have already discovered the discarded 
  holy symbols of Silvanus in the Wooded Copse, make 
  a DC 15 Wisdom (Insight) check. If successful, the 
  characters realize that the two holy symbols actually 
  snap together. 
  Over the years, Durlag’s Tower has seen numerous visitors. 
  All vying for entrance into the dwarf’s crypt, they often erect 
  permanent and semi-permanent structures in order to better 
  mark their territory. In some cases, later visitors have 
  attempted to destroy those buildings – as is the case here. 
  Thick chains were anchored into the stone and wrapped 
  around the structure, and when pulled caused it to come 
  crashing to the ground. Nothing but jagged foundations 
  remain, and the rubble has been bleached by the sun. 
  There is very little of interest here on first a basic 
  inspection, but if one of the characters is affected by 
  see invisibility and also has a passive Perception of 
  18 or higher they can discover a small iron-bound 
  crate. Why the original owner made it invisible is 
  Condition or 
  Character Action 
  Gate Effect 
  DC 20 Strength 
  check 
  The bars glow red-hot; any 
  characters in contact with the bars 
  take 25 (4d10) points of fire damage. 
  This counts as a success. 
  DC 20 Dexterity 
  check (thieves’ 
  tools) 
  The character must succeed on a DC 
  16 Dexterity saving throw or find 
  their thieves’ tools ruined by acid. 
  This counts as a success. 
  Dispel magic (DC 
  18) 
  The bars glow orange, then blue, 
  then green as enchantments fade. 
  This counts as a success. 
  Knock 
  The characters hear the frenzied 
  sounds of gears as latent 
  enchantments automatically 
  recharge the arcane lock. Later 
  castings of knock count as a success. 
  Antimagic aura 
  (or similar effect) 
  is used 
  An additional set of bars drops from 
  the stone ceiling, as they were 
  previously held aloft by a permanent 
  levitate effect. This adds a third gate 
  in front of the doors, and raises the 
  total number of needed successes by 
  one. 
  Melee or spell 
  attacks are used 
  The bars are made of adamantine; 
  their full statistics can be found in 
  the sidebar. Additionally, the first 
  character to make an attack against 
  the bars is affected by Otto’s 
  Irresistible Dance. The characters 
  earn a success for each gate 
  destroyed. 
  Conjoined holy 
  symbols are used 
  The characters immediately unlock 
  the gates. 
  3 successes (or 4, 
  if antimagic aura 
  or similar effects 
  were used) 
  One of the gates sinks into the floor, 
  and another gate rises into the 
  ceiling. If a third gate is present, it 
  also rises into the ceiling. The door 
  beyond is unlocked, and leads into 
  the tower. 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  12 
  outside the context of this adventure, but the lock is 
  of superb quality and requires a DC 22 Dexterity 
  check by a character with thieves’ tools (and that can 
  see invisible) in order to unlock; it is not trapped in 
  the traditional sense. 
   The true menace of this invisible box becomes 
  apparent when it is opened. The box initially 
  appears to be empty, but on a DC 17 Intelligence 
  (Investigation) check, two things happen: 
   A false bottom is detected, and the characters 
  discover the items located in the treasure section 
   A weirdly-moving shape can be spotted inside the 
  lid of the box, and as the Investigating character 
  realizes that they see something, the glyph of 
  warding’s stored spell immediately manifests as a 
  reverse gravity effect!  
  Characters affected by the reverse gravity spell—
  likely the entire party—may attempt a Dexterity 
  check (DC 17) to grab one of the nearby chains so 
  that they do not fly into the sky. Any character that 
  cannot both see invisible and also possesses a passive 
  Perception of 17 or higher makes this check at 
  disadvantage, as they are not prepared. At the 
  conclusion of the spell’s effect, all affected characters 
  and objects (including all the rubble, stones, and 
  boulders) come crashing down to the ground—a 
  hundred-foot drop, causing 35 (10d6) bludgeoning 
  damage. Any character with a fly speed, feather fall, 
  or some similar enchantment or effect does not 
  crash down in this manner (note that freedom of 
  movement has no effect here, as the character’s 
  speed is not reduced to 0). 
   For very strong parties, you are encouraged to 
  play up the drama of the falling debris. One potential 
  effect might be to have characters that fell to the 
  ground make a DC 17 Dexterity saving throw or take 
  an additional 18 (5d6) bludgeoning damage from 
  the falling boulders, timbers, and flailing chains. Be 
  careful to keep it fun and not make it feel like the 
  party is being unfairly taxed or punished. 
  This would be a prime opportunity for the twin 
  dwarf assassins to harass the characters, possibly 
  even making a few ranged attacks. If they clearly 
  have the upper hand, they will continue to attack (as 
  they will have advantage against non-flying 
  characters, and those characters will be at 
  disadvantage on their own attacks due to the 
  circumstances). If they cannot inflict serious harm 
  inside of 2-3 rounds, they giggle and move on to 
  hide—the characters are safe to assume that the 
  dwarves will be back. 
   Treasure. The invisible lockbox holds a number of 
  valuable items, including a necklace of pink pearls, a 
  significant number of octagonal coins from Old 
  Delzoun (a long-dead dwarven empire), and a potion 
  of invulnerability that is conveniently labeled in 
  Common (it has a slightly chunky composition now 
  due to the settling of the contents).  
  Huge chains encircle the remains of this watchtower, and the 
  rubble scattered about this place seem to indicate that 
  several sections have already been pulled down or have 
  otherwise collapsed over the years. The wind yowls sullenly, 
  and the barren rocks seem to be hiding legends of those that 
  came before you. 
  If the characters spend more than a few moments 
  here, three chain devils rise from the coils of 
  chains–announcing their presence with animate 
  chains (as there is no shortage of chains and chain 
  segments here); any character with a passive 
  Perception of 17 or higher is not surprised when the 
  devils emerge from the chains. Characters that used 
  divine sense or other similar abilities here are not 
  surprised. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak or weak party: delay the arrival of the 
  assassins by one round 
   Very Strong party: add a chain devil 
  The chain devils seek to eliminate all mortals, and 
  are unconcerned about the reasons behind the 
  characters’s presence. The devils ensnare flying foes 
  with the 100-foot long chains in the area, and focus 
  on single, lightly-armored targets. 
   On initiative count 10 (losing ties) of the second 
  round, the two dwarf assassins (Bahldrak and 
  Bellegia) enter combat (unless previously defeated), 
  enjoying advantage on their attacks unless the target 
  can see invisible creatures as are both affected by 
  greater invisibility having cast from scrolls just 
  before combat began. Additional details about the 
  vile twins can be found in “H. Assassin Attack!” 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  13 
  Bahldrak carries a potion of speed and one spell scroll 
  of greater invisibility; Bellegia carries a potion of 
  superior healing as well as a potion of frost giant 
  strength. 
  It is quite obvious that many dwarves have made pilgrimage 
  to the Tower over the years--but this building really 
  demonstrates this fact. Shattered barrels of dwarven stouts 
  and potent spirits are scattered about the space. The wind 
  whistles through the corpse of this building, even though the 
  spirit of rowdy dwarven camaraderie can still be felt. 
  If the characters explore the room, they find 
  evidence of old copper stills and piles of dehydrated 
  hops (little more than dust) in the shallow cellar. A 
  character succeeding on a DC 22 Intelligence 
  (Investigation) check finds enough pieces of a still to 
  begin reconstructing it; the characters may earn 
  access to the Vergadain’s Firespirits downtime 
  activity if they also rescue Bitter-root (see Wooded 
  Copse, below). Dwarven characters or characters 
  proficient with brewer’s supplies make this check 
  with advantage. 
   Icons of several dwarven deities can be seen 
  around the room, but a few finely-detailed images of 
  Vergadain can be seen to be more prominent than 
  the rest. 
  Often referred to as “the trickster god”, Vergadain also 
  champions wealth, merchants, and laughter. While many 
  dwarf bards follow his teachings, others would curse him for 
  his chaotic ways; he takes great joy in offering deals that are 
  too good to be true just so that he can see what befalls those 
  that are not wise enough to pass up the chance to effortlessly 
  better their place in life. His holy symbol is that of a heavily 
  stylized coin covered in Dethek (Dwarvish) runes. 
   
  Intelligence (Religion) DC 15. Vergadain delights 
  misleading those that trust without questioning.  
   
  Intelligence (Religion) DC 20. Though once an exarch of 
  Moradin, he became a deity in his own right. 
  A small wooded area has been raised here through 
  druidic magic. Despite the rocky, salt-laden terrain, 
  the trees here are lush and vibrant, with strong, 
  thick trunks. The soil here is marshy and full of 
  water. 
  The trees soar nearly thirty feet overhead, with their lowest 
  branches almost twenty feet off the ground. The canopy is 
  tightly woven, and the entire wooded lot feels out of place 
  for the rocky terrain surrounding Durlag’s Tower--as if it were 
  magically coerced into existence by a powerful druid. 
  Bitter-root (“Root” to her friends) has taken up 
  residence here with her three invisible stalker 
  allies. She hasn’t seen other mortal creatures in a 
  very long time, and has spent her time talking to the 
  wind and rocks. As a result, she is quite far gone and 
  borderline insane. She watches the characters for a 
  while, but if they attempt to rest here or speak to 
  her, she attacks first, screaming that they are “more 
  of Schvalt’s tricks!” 
  Bitter-root arrived at Durlag’s Tower decades ago, and 
  watched her allies get slaughtered by Schvalt, a disgusting 
  and morbidly obese nalfeshnee that would later be captured 
  by the Tower itself. In time, she was able to secure this small 
  wooded lot and weave certain protections into it. Her only 
  friends now are the stones and the wind, though she has 
  fashioned some invisible stalkers to assist her in mundane 
  tasks where possible.   
   
  She has a long history with SEER and has encountered 
  Baron Rajiram before. Mentioning these names in her 
  presence (along with appropriate Charisma checks or skills 
  checks as you deem appropriate) will certainly shake loose 
  her memory and help restore sanity—though she is likely to 
  be very, very angry. The full details of her involvement with 
  SEER and Baron Rajiram is outside the context of this 
  adventure, but it should be hinted that Bitter-root was 
  betrayed and abandoned as a result of that encounter. In 
  truth, she was possessed by a Nalfeshnee named Blelthnol 
  and though she begged SEER to leave her, she harbors great 
  resentment that nobody came back to rescue her. Her 
  ongoing mental struggles to contain the demon have broken 
  her sanity. 
   
  Quote: “Did the bees send you? Did they!?” 
   
  If any of the characters are members of the Lords’ Alliance, 
  they should have received Bitter-root’s holy symbol from 
  SEER. Showing the holy symbol to her is enough to cause her 
  final mental defenses to crumble, and Bitter-root’s form tears 
  and ripples as the demon manifests. Use the Nalfeshnee stat 
  block for this combat, and be sure to include the three 
  invisible stalkers. Without the presence of her old holy 
  symbol as given to the characters by SEER, her demonic 
  possession cannot be cured in this adventure as the demon 
  will never emerge. 
   
  If the characters incapacitate the demon, they may yet 
  save Bitter-root’s life. To successfully complete this secret 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  14 
  mission, the characters must either kill Bitter-root, or 
  exorcise her of Blelthnol’s presence by reducing her to 0 hit 
  points and spending one use of Channel Divinity while 
  sprinkling her with holy water. 
   
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak or weak party: no adjustments 
   Strong party: Add one invisible stalkers 
   Very strong party: as Strong party, and Blelthnol has 
  advantage on melee attacks made against any enemy that 
  is not at their maximum hit points. 
  It should become apparent that Bitter-root is not a 
  threat to the characters. Roll initiative as normal, 
  though if the characters damage her she dies very 
  quickly. Once slain, her invisible stalker allies 
  immediately dissipate back into the wind. Instead, 
  play up how she screams about the “fat one in the 
  tower” and her knowledge of the lands surrounding 
  the forest. If her insanity is cured, she shares a little 
  information about Schvalt, including that he is a 
  demon and his basic appearance. A character 
  listening to the description that succeeds on a DC 18 
  Intelligence (Arcana) check finds that she is likely 
  referring to a nalfeshnee. Unless there are Lords’ 
  Alliance members in the group, simply restoring her 
  sanity may not be sufficient to “cure” her – in fact, it 
  may actually lead to a powerful nalfeshnee escaping 
  into the world without the knowledge of the 
  characters! 
   If the characters interpret her issues and deploy a 
  reasonable method of healing or intervention that 
  restores her sanity, award them experience as if she 
  and her stalkers were defeated. If her sanity is 
  restored, she tells the characters about Schvalt—the 
  demon that is captured within the tower (though she 
  does not know what type of demon he is). She also 
  warns the characters to beware of “the cat’s bite, it 
  felt of poisoned lightning.” This is in reference to the 
  quasit K’nap, which Schvalt keeps wrapped up in a 
  wig made of human hair so that it appears to be a 
  cat. If the characters determine that she is harboring 
  a demon within her, exorcisms and the like are 
  outside the bounds of this adventure except as-
  noted in the sidebar. They may wish to return her to 
  SEER, but it is up to you to determine if Bitter-root 
  will actually want to return to the side of a so-called 
  friend that abandoned her so long ago. 
  Whether or not Bitter-root is alive, the characters 
  find that all the leaves here have strange peg-like 
  protrusions on one side. If fitted against one of the 
  fallen holy symbols of Moradin from Hearthforge, 
  they form the key to open the front gate. Each of the 
  leaves here can serve as a holy symbol of Silvanus, 
  though they crumble to dust at first light following 
  their removal from one of these trees.  
   If Bitter-root is cured of her malady, she digs up a 
  fist-sized chunk of malachite worth 250 gp from 
  beneath an aspen tree; this treasure is otherwise 
  unavailable. If the characters have already found the 
  broken still in the Crafthall section, she gladly helps 
  the characters with the ingredients list for 
  Vergadain’s Firespirits; characters that both cure 
  Bitter-root and find the still gain access to this new 
  downtime activity. 
   If left to her own devices, Bitter-root leaves this 
  place and attempts to track down SEER. 
   SEER is grateful but distraught if Bitter-root does 
  not accompany the characters back to Beregost, and 
  deeply saddened if the druid died. Either way, SEER 
  vows to stamp out such activities in the future 
  before they can progress this far.  
  The stables have not been used in many years, but 
  the external structure still stands. If the characters 
  hide here or take shelter for some reason, any 
  Dexterity (Stealth) checks are made with advantage 
  here due to the fallen timbers and wreckage. The 
  dwarf assassins know this and use against the 
  characters if this is where the attack takes place. 
  The dwarf assassins are cruel and haughty, and take 
  advantage of the characters and their misfortune at 
  every opportunity. If they haven’t already attacked 
  the characters as the party enters the tower, they do 
  so here. Baron Rajiram has offered a 3,000 gp 
  reward for the head of any “proven” agent of SEER—
  a handsome reward. As luck would have it, the 
  characters likely still have SEER’s custom teleport 
  scroll marking them as her agents. 
   The twins carry a pair of logbooks.  Contained 
  inside the logbooks is a record of the events that led 
  to their exit from the Zhentarim; some of the details 
  refer to “subjects for the Red Wizards”, notes about 
  the Thayans increased desire for living “specimens”, 
  and a vile offer from the Red Wizards: to turn the 
  twins into unliving killing machines by way of 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  15 
  undead grafts. The final entries detail their decision 
  to flee the Black Network when evidence of their 
  deeds became known; apparently the Zhentarim are 
  not fond of their agents delivering other living 
  Zhentarim into the care of a nation of necromancers. 
  If any of the characters are members of the Zhentarim, the 
  dwarves immediately panic once in combat. This has a 
  number of effects: 
   
  Panicked Attacks. Each melee weapon attack the dwarves 
  make during their turns are made with advantage, and all 
  attacks made against the dwarves are made with advantage. 
   
  Magic Resistance. The Red Wizards have been slowly 
  grafting undead body parts onto the dwarves. Their panic 
  here triggers a partial metamorphosis – the dwarves have 
  advantage on saving throws versus spells and other magical 
  effects. 
   
  Immutable Form. Another benefit of the undead grafts 
  they have received is that the dwarves are now immune to 
  any spell or effect that would alter their form. 
   
  The Red Wizards had slowly been converting the dwarves 
  into flesh golems, and the Zhentarim leaders discovered this 
  fact. Furthermore, the Red Wizards intended (as found in the 
  logbook) to use the Slagspit twins as undead spies inside the 
  Black Network for their own nefarious purposes. 
   
  During combat, be sure to describe the dwarves as being 
  covered in surgical scars, having grey or greenish flesh (as if 
  diseased or partially rotting), and so on. Their transformation 
  is a slow one, and only triggers if one or more of the 
  characters are members of the Zhentarim. 
   
  To successfully complete the secret mission, the bodies of 
  the dwarves must be returned to Beregost at the end of the 
  adventure. The characters may wish to capture the dwarves 
  and not kill them, but this does not alter the reward. If 
  anything, the dwarves will almost certainly attempt to escape 
  and flee at their first opportunity—and read the text in the 
  conclusion to any Zhentarim characters! 
  If the characters haven’t already encountered the 
  dwarven assassins, they are attacked as they 
  attempt to enter Durlag’s Tower; their treasure and 
  tactics can be found in D. Watchtower West, above. 
  The characters should be encouraged to complete at 
  least two or three of the above areas before 
  exploring the interior of the tower if they found 
  some way to bypass the gate. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  16 
  Expected Duration: 45 minutes 
  The interior of Durlag’s Tower isn’t much safer. It is 
  full of traps, and all manner of dangerous beasts 
  have taken to living in here--largely because they 
  have been unable to escape. As such, the place 
  should have a feel that is equal parts menace and 
  decay. 
  Durlag’s Tower extends above the characters, but 
  they are more interested in the lower reaches. To get 
  there, though, they will need to figure out how to 
  activate the elevator that will descend into the earth. 
  As with the exterior, the stonework here is 
  constructed entirely of hizagkuur. Discretion is 
  recommended. 
   Terrain. Durlag’s Tower was well-constructed, 
  and the craftsmanship is easily apparent. Dwarven 
  stonemasons have left their mark here, and the 
  interior is in very good condition. 
   Light. There is no light on the tower’s first floor. 
   Smells. Stale air and dust, with the occasional sniff 
  of hot rocks. 
   
  Four statues dominate a large open space. While you can 
  plainly see staircases on the far side of the room, you are 
  reminded of SEER’s request: secure passage to the basement 
  and proceed as quickly as possible--the agents of Baron 
  Rajiram cannot be far behind! 
  Though the characters may assume that there are 
  staircases in the corners, they have been closed off 
  by additional hizagkuur bricks (as their content lies 
  outside the context of this adventure). The four 
  statues are seemingly crafted from solid bronze and 
  have silver nameplates along their bases: 
   The Shorn. This bald dwarf lacks all hair; he has 
  neither beard nor eyebrows nor coif. He holds a 
  massive flagon and a sports a look of bemusement. 
  (flagon) [beard] 
   The Hunter. This stout dwarf is crouched down, as 
  if prepared to pounce on his prey. He wields a 
  wickedly curved dagger in each hand. (one 
  dagger) [replace dagger with flagon] 
   The Delver. Bedecked with maps, pouches, a 
  spyglass, and other gear typically found on 
  explorers, this dwarf sports a wild beard and a fist 
  full of parchments. (beard) [insert hammer into 
  hand]  
   The Crafter. Wearing thick goggles, this dwarf 
  seems to have scorch marks over his face. He 
  holds a heavy hammer in one hand, and his forge 
  apron sports the holy symbol of Moradin. 
  (hammer) [replace hammer with dagger] 
  The characters quickly realize that the statues are all 
  facing each other across the open room. Characters 
  succeeding on a DC 13 Intelligence (Investigation) 
  check realizes that each statue has a removable 
  piece, as indicated in parentheses ( ) in the statue’s 
  description; and that each statue has small scrapes 
  around some portion of the sculpture as indicated in 
  the brackets [ ]. Once the characters discover the 
  removable pieces, a bit of simple trial-and-error 
  should help them determine where each piece 
  should fit. 
  Here are recommendations for adjusting this encounter. 
  Once a statue’s trap has been triggered, it will not trigger 
  again for ten hours or until the next sunrise, whichever is 
  longer. 
   Strong or very strong party: all the removable pieces 
  appear to be mountable on every statue. Each character 
  may make a single DC 17 Wisdom (Insight) check in order 
  to determine what piece goes where. Improperly attaching 
  a piece triggers the appropriate trap: 
   
      The Shorn. The statue glows red-hot, causing all 
  creatures within 10 feet to make a DC 15 Constitution 
  saving throw or take 24 (4d10) fire damage and gain 1 
  level of exhaustion; a successful save results in half 
  damage and no exhaustion. 
   
      The Hunter. There is a sudden and distinct whooshing 
  noise as the statue sucks in all the air in a 10-foot-radius 
  sphere around it. Any living, breathing character in this 
  zone must make a DC 15 Constitution saving throw or else 
  gain 1 level of exhaustion as they struggle to refill their 
  struggling lungs. 
   
      The Delver. The parchments flare with arcane light and 
  tiny force missiles leap out to surround the statue. Each 
  character in a 10-foot-radius sphere around the statue 
  takes 32 (8d4 + 8) force damage from the magic missile 
  barrage. Any character damaged in this way also receives 1 
  level of exhaustion. 
   
      The Crafter. The statue opens its mouth and issues a 
  high-pitched metal-on-metal shrieking noise. Every 
  creature within 100 feet of the statue must succeed on a 
  DC 15 Constitution saving throw or else take 24 (4d10) 
  thunder damage and be rendered deaf for 1 hour. 
  Succeeding on the saving throw results in half damage. 
  Any character damaged by this event gains 1 level of 
  exhaustion as their equilibrium is thrown off. 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  17 
  After each statue’s puzzle has been solved, the 
  center of the floor separates and a 20-foot-square 
  platform rises up from the depths. Upon it is a 
  violently fat wolf/ape hybrid demon with what 
  appears to be a spike-covered second chin. The 
  creature stinks of cheap liquors and spiced, salty 
  sausages. It is lounging on an ottoman, and strokes a 
  very shaggy cat as it rises into view. 
  A gigantic, bulbous demon cradles a tiny long-haired cat atop 
  its sweaty belly. It grins, causing both sets of horrifically 
  obese chin-horns to dribble beads of brown saliva.  
   
  “Adventurers! It’s been so long since Schvalt has had 
  company!” 
   
  The cat yowls and spews forth a stream of bile onto the 
  demon’s chest, causing the rotund demon to toss the 
  pathetic creature unceremoniously across the room. It 
  quickly becomes apparent that the “cat” was merely a quasit 
  in a disguise made of hair as a tiny, scaled demon crawls out 
  of the messy pile. It takes a few faltering steps before fading 
  from view. 
   
  “Excuse K’nap; it does not know its place. You, though…” 
  he rubs his belly in a fairly disturbing manner. “You know 
  where you’re going to end up.” 
  Schvalt and K’nap are both ravenously hungry and 
  do not desire to parley with the characters, though 
  they will use every advantage they can think of 
  during the fight—including but not limited to 
  feigning insanity, emitting “purring” noises or 
  horrific blasts of bodily gas, and so on.  
  These two demons have been in close quarters for a very 
  long time, and as such have developed a close bond. While 
  this encounter should be terrifying in regards to the stats and 
  attack methods, you are strongly encouraged to play up 
  some of the more humorous aspects of their relationship and 
  interactions during the combat. Given a chance to escape, 
  both of the demons will pursue it—and they’re not afraid to 
  beg for it if it becomes clear that the characters have them 
  outclassed. 
  As soon as Schvalt tosses him aside, K’nap uses 
  invisibility. He knows that he is much weaker than 
  Schvalt, but wields the staff of thunder and lightning-
  -if he can get a clear shot on one of the characters, he 
  will attempt to use the staff’s thunder ability as soon 
  as possible.  
   Schvalt, on the other hand, is not nearly as 
  crafty—though he is a fairly powerful demon. He 
  summons demons on initiative count 20 (losing ties) 
  during the first round of combat. He attempts to 
  snack on characters with low defenses first, and he 
  prefers warlocks “because they’re saltier”. He 
  cackles about the treasures he has uncovered from 
  the tower’s depths, including spell scrolls of glyph of 
  warding (true), potions of healing (true), and rooms 
  full of wondrous items (untrue). He even tempts any 
  clerics in the party with promises of glory should 
  they swear subservience to him. Due to the time has 
  spent bound to the tower, Schvalt has developed a 
  strange, mutually-beneficial relationship to it: 
  The obese nalfeshnee has spent many years trapped within 
  the confines of Durlag’s Tower. In that time, he has learned 
  to communicate with the stone, and for some reason the 
  enchantments in the stone respond to him as if he were an 
  extension of those very materials. As such, this has become 
  his home plane—if targeted by a spell or effect like 
  banishment, he simply grins and lets loose a horrific laugh, 
  his two chins and pot belly jiggling madly. 
   
  If Schvalt would be affected by a spell, he can spend his 
  reaction to be treated as if he were made of hizagkuur. This 
  means that spells will reflect upon their casters. This ability 
  recharges on a 5 or 6, or when he scores a critical hit against 
  an enemy. Schvalt does not have to be specifically targeted 
  by a spell to use this reaction. 
  On initiative count 10 (losing ties) of the first round, 
  reinforcements may emerge from the gate to assist 
  the demons—or maybe just to check out the noise. If 
  the party is very strong, a death slaad enters the 
  fray; otherwise, add a blue slaad. These creatures 
  act immediately. Do NOT add the slaad here if the 
  characters faced it previously. 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak: Schvalt summons a vrock, and does not have 
  the Schvalt’s Lair reaction 
   Weak party: Schvalt summons two vrocks, and Schvalt’s 
  Lair only recharges after a rest 
   Strong party: Schvalt summons a glabrezu, and Schvalt’s 
  Lair recharges every turn 
   Very strong party: summons two glabrezu, and Schvalt 
  has scribed a glyph with flesh to stone on it in the center of 
  the room in a 10-foot-square area; this glyph is triggered 
  by the first humanoid creature that steps on it. 
  Additionally, Schvalt’s Lair recharges every turn. 
  This is intended to be a cinematic, absurd, and panic-
  filled encounter. As written this is a very deadly 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  18 
  encounter for most characters, so you are 
  encouraged to practice restraint. Remember that 
  demons are chaotic by nature, and that slaadi rarely 
  work with anyone other than members of their own 
  kind. If the characters are having a tough time, feel 
  free to have the slaadi turn on the demons to “keep 
  things even.” Ultimately the characters should be 
  able to eke out a painful but well-earned victory 
  here, even if that involves one or more of their 
  opponents fleeing outside the Tower. 
   Schvalt and K’nap fight to the death, but the 
  summoned demons may be inclined to flee if the 
  opportunity presents itself. The slaadi serve only 
  themselves, and while they are powerful opponents 
  they are not above pleading for their lives—only to 
  betray the characters shortly thereafter. 
   NOTE: It is strongly suggested that the Schvalt and 
  K’nap are assigned spots in the initiative order if you 
  feel that the characters are overly-prepared or if 
  their damage output is significant enough to require 
  this sort of action; this combat should be a story 
  worth re-telling. 
   Treasure. K’nap carries a staff of thunder and 
  lightning. Additionally, Schvalt has a very fine jade 
  dagger attached to a silver chain around his neck. 
  The blade is inscribed with SEER’s personal crest 
  and is worth 500 gp—a reward that SEER happily 
  provides in exchange for the dagger. 
  Once the elevator has been secured and Schvalt has 
  been dealt with, the characters can proceed to 
  DDAL05-09 Durlag’s Tomb or return to SEER with 
  their findings. Intrepid characters may comment on 
  the absence of Baron Rajiram’s forces. While this is 
  an astute observation, they can be assured that the 
  mad giant is surely not far behind them. 
  The characters can use the spell scroll provided by 
  SEER in conjunction with the teleportation circle in 
  this room if they wish to return to safety; this 
  teleportation circle is designed to bypass the 
  Tower’s defenses. If they do, this adventure is over 
  and the characters should be made aware of their 
  next options (see DM Appendix. Completing the 
  Experience, below). In addition, read the following: 
  SEER seems pleased at your return, and offers to a generous 
  cup of mint tea. She takes a long sip of her drink, deep in 
  contemplation. 
   
  “Rest well, honorable adventurers. Your services are going 
  to be required again, and soon. The mysteries of Durlag’s 
  Tower are only beginning to be revealed.” 
  The characters should be presented with the option 
  to take a long rest. If they choose to forego this 
  benefit, they must record this option on their 
  logsheet as it may become important during their 
  adventure in DDAL05-09 Durlag’s Tomb. 
   Read the following when the characters are ready 
  to proceed: 
  Outside, the shadows grow long. Two airships draw close to 
  Durlag’s Tower, and as you gather your equipment the front 
  gate leaps to a life of its own: the gates reset, the locks spin 
  back into locked positions, and a magical aura sizzles to life 
  around the adamantine bars. Long fluttering banners on the 
  prow of both ships proclaim the arrival of Baron Rajiram. 
   
  Perhaps the Tower somehow knows that dark times are 
  coming, or perhaps it is simply luck… but the dungeons 
  beckon. 
  This assumes the characters returned to Beregost to 
  recuperate. Modify the text as you see fit; a 
  wandering minstrel would certainly suffice! 
   
  As you sit at a table in the Red Sheaf Inn and Tavern, a 
  pleasantly inebriated bard pours himself into an open seat 
  nearby. As he regales his tablemates with a tale of high 
  heroics, explosive magics, and derring-do you can pick up on 
  certain elements: Red Wizards crafting terrible monsters by 
  grafting undead body parts onto living hosts, sleeper agents 
  that were triggered by a remote ritual as performed by a 
  certain giant of ill repute… Baron Rajiram. 
   
  His tale ends with the disintegration of the two premiere 
  test subjects, vile dwarf assassins that were betrayed by 
  those Wizards after they themselves had betrayed the Black 
  Network. He closes the tale with:  
   
  “A morality play, to be sure. Loyalty is expensive and 
  forever, where gold is only good for measuring the wealth of 
  mortals – and we are all heroes; we desire to be LEGEND!” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  19 
  Make sure players note their rewards on their 
  adventure logsheets. 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. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Name of Foe 
   
   
  XP per Foe 
  Tanarukk 
   
   
  1,800 
  Beholder Zombie  
   
  1,800 
  Elf Druid  
   
   
  450 
  Invisible Stalker  
   
  2,300 
  Dwarf Assassin 
   
   
  3,900 
  Schvalt (Nalfeshnee) 
   
  10,000 
  K’nap (Quasit) 
   
   
  200 
  Glabrezu 
   
   
  5,000 
  Vrock 
   
   
   
  2,300 
  Death Slaad 
   
   
  5,900 
  Blue Slaad 
   
   
  2,900 
  Task or Accomplishment  
  XP per Character 
  Paying off the assassin’s contracts 1000 
   The minimum total award for each character 
  participating in this adventure is 10,300 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 13,800 
  experience points. 
  The characters receive the following treasure, 
  divided up amongst 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. 
  Item Name 
   
   
  GP value 
  Necklace of pink pearls 
   
  2500 
  Delzoun coins (lockbox) 
   
  1500 
  Gem-encrusted holy symbol 
  250 
  Chunk of malachite 
   
  1500 
  Jade dagger and silver chain 
  500 
  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 logsheet 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. 
  Potion, rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  Potion, rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  Potion, very rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  Scroll, very rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  
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  DDAL05-08 Durlag’s Tower 
   
   
  20 
  Staff, very rare (requires attunement) 
  This aspen staff shines brightly in direct light. The 
  staff is almost perfectly smooth with a crown of 
  silver lightning bolts atop it which cradle gleaming 
  sapphire. A description of this item can be found in 
  the Player’s Handout 2. 
   
  --OR-- 
  Optional rule, unique (requires attunement by a 
  warlock with a quasit familiar) 
  The quasit K’nap, long trapped in Durlag’s Tower 
  with the obese and foul nalfeshnee Schvalt, 
  demonstrated a greater-than-average ability to 
  perform autonomous actions. You have retained a 
  bit of his fleeting essence, and may choose to bolster 
  your own quasit familiar using a powerful ritual that 
  requires the destruction of a powerful magic item. If 
  you perform this ritual (see sidebar, below), your 
  quasit familiar grants you access to the Variant: 
  Quasit Familiar rule from the Monster Manual.  
  If you defeated K’nap, you gain access to a special ritual. By 
  spending five downtime days destroying the staff of thunder 
  and lightning and mixing its arcane components with the 
  essence of the quasit, you gain access to the Variant: Quasit 
  Familiar rule as described on page 63 of the Monster Manual. 
  Gaining the benefit of this variant rule uses one of your 
  attunement slots. In addition, the destroyed staff 
  permanently counts against the number of permanent magic 
  items you possess, and can’t be traded—even if you later 
  forfeit the benefit of this ritual. If you ever choose to 
  “unattune” from the benefit of this ritual, the attunement 
  slot is once more available, but the staff of thunder and 
  lightning and the benefit of the ritual fueled by its 
  destruction are forever lost, never to be reclaimed. 
  All faction members gain one renown point for 
  completing this adventure. 
   Members of the Lords’ Alliance that are rank 2 
  (Redknife) or higher that successfully restored 
  Bitter-root by purging the demon Blelthnol gain one 
  additional renown point for their efforts. This 
  counts as the completion of a secret mission. 
   Members of the Zhentarim that that are rank 2 
  (Wolf) or higher that also successfully delivered the 
  bodies of both Slagspit twins to Beregost receive one 
  additional renown point. This counts as the 
  completion of a secret mission.  
  Characters have the opportunity to earn the 
  following downtime activity during this adventure: 
   Vergadain’s Firespirits. Vergadain, a dwarven 
  deity of wealth and trickery, was known for his 
  favored drink; as clear as water and smelled of 
  honey and cane sugar, but was in truth an incredibly 
  potent liquor that put standard dwarven spirits to 
  shame. He would sometimes challenge unknowing 
  humans and elves to drinking contents, where he 
  would slyly swap in sweetened water while his 
  opponent would down drink after drink of this 
  highly-flammable liquid. It rarely ended well for 
  them. And now you have the recipe! 
   You may spend 60 downtime days to craft one 
  barrel of firespirits. Each batch requires special 
  sweet herbs from Bitter-root’s copse near Durlag’s 
  Tower and 100 gp worth of other materials, 
  including aged dwarven spirits blessed by a dwarven 
  priest. If you find yourself in possession of campaign 
  documentation that bestows ownership of a 
  distillery, this time and gold cost is reduced by half. 
   Each barrel contains approximately 30 gallons of 
  firespirits, and can be sold for 1,000 gp. Alternately, 
  as this is a rare elixir; it may be worth a significant 
  amount to Fai Chen, certain high-ranking lords, or 
  other purveyors of such fineries. Additionally, if you 
  give a nip of firespirits (just a wee one) to a dwarf, 
  all Charisma (Persuasion) checks made with them 
  are made with advantage for the next hour. 
  Characters have the opportunity to earn the 
  following story awards during this adventure.
   Traitor to Your Faction. Lords’ Alliance and 
  Zhentarim faction members that falsified evidence of 
  their missions or failed their missions suffer a 
  terrible blow to their reputation. After this 
  adventure, the character must forfeit the next two 
  renown points that they would gain; once this 
  forfeiture is complete, strike out this story award. 
   Favor of SEER. If the characters choose to not sell 
  the jade dagger, they may instead turn it over to 
  SEER. If they do, they all earn her admiration, as this 
  very dagger was lost during an expedition that, in 
  her words, “went poorly”. The blade is a family 
  heritage item and all that remains of her long-lost 
  uncle, whom she refuses to name directly. SEER is 
  willing to provide a character that has this story 
  
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  DDAL05-08 Durlag’s Tower 
   
   
  21 
  award with one spell scroll of second level or lower. 
  If the character is a member of the Lords’ Alliance, 
  they can instead choose a spell scroll of up to third 
  level. If the character is a member of the Lords’ 
  Alliance and is rank four or higher, they may instead 
  choose a spell scroll of level 3 or lower and also 
  receive a potion of heroism. Any spell chosen for this 
  reward must be on the wizard spell list and cannot 
  be a ritual. Once a reward is chosen, strike out this 
  story award. 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  You receive 3,375 XP, 1,688 gp and ten downtime 
  days for running this session. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  22 
  Below is a list of NPCs that appear in this adventure. 
   
   SEER. Female Shou. SEER is merely a codename 
  for a Lords’ Alliance operative. This Shou woman is 
  of curious origin, as in some situations she may 
  appear as a wizened old woman and in others a spry 
  woman in her early 20s. She has great command of 
  the Art, and her spells serve her well as she recruits 
  junior operatives and pursues agendas that blur the 
  line between the Lords’ Alliance, her own 
  inscrutable goals, and the safety of the entire Sword 
  Coast. May have history with Baron Rajiram. 
   Hsing (SING). A golden pseudodragon that serves 
  as the familiar, friend, and herald of the Lords’ 
  Alliance spymaster, SEER. 
   Bahldrak Slagspit (BALL-draak SLAG-spit). Male 
  shield dwarf; former Zhentarim enforcer. Bahldrak 
  and his twin sister Bellegia were last seen in 
  Neverwinter. They have a long history of cruelty and 
  aggression, and although they are in the employ of 
  Baron Rajiram now they have a significant bounty on 
  their heads – and it is worth more to return them 
  dead than alive to the Zhentarim. 
   Bellegia Slagspit (BELL-edge-EE-ah SLAG-spit). 
  Female shield dwarf; former Zhentarim enforcer. As 
  with her brother above, she is wanted for crimes 
  against both the Zhentarim and the population of 
  Neverwinter. Cruel beyond words. 
   Schvalt (SHH-vault). Nalfeshnee demon. Grossly 
  obese and foul even among his own fellow demons, 
  Schvalt finds that fear “spices the meat just right” 
  and likes to savor his meals one still-living bite at a 
  time. A bully, he lashes out at every opportunity. 
   K’nap (kuh-NAP):  Quasit demon. A captive of 
  Schvalt, K’nap has been forced to wear a cat 
  costume. The costume is crudely made, and 
  composed of human hair. Bitter, vile, and very 
  cowardly. 
   Baron Rajiram (BAH-ron rah-JEER-am). Male 
  cloud giant. Ambitious cloud giant and pirate lord 
  that has turned his attention from the Sword Coast 
  to locations of power in-land. Desires a powerful 
  object from the depths of Durlag’s Tower. NOTE: 
  Baron Rajiram is not present in this adventure, but 
  his shadow looms over all of these events. May have 
  history with SEER and Hsing. 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  23 
   
  Medium humanoid (mountain dwarf), neutral evil 
  Armor Class 15 (studded leather) 
  Hit Points 90 (12d8 + 36) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Dex +7, Int +5 
  Skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth +11 
  Damage Resistances poison 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Thieves’ cant, Common, Dwarvish 
  Challenge 8 (3,900 XP) 
  Dwarven Resilience. The twins have advantage on 
  saving throws against poison.  
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against 
  a surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The assassin deals an extra 13 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin that 
  isn’t incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll. 
  Multiattack. The assassin makes two shortsword 
  attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 
  Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  Large undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10+33) 
  Speed 0 ft., fly 20 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  8 (-1) 
  5 (-3) 
   
  Saving Throws Wis +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands Deep Speech and 
  Undercommon but can’t speak 
  Challenge 5 (1,800 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) piercing damage. 
  Eye Ray. The zombie uses a random magical eye ray, 
  choosing a target that it can see within 60 feet of it 
  1. Paralyzing Ray. The targeted creature must succeed 
  on a DC 14 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on a 
  success 
  2. Fear Ray. The targeted creature must succeed on a 
  DC 14 Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.  
  3. Enervation Ray. The targeted creature must make a 
  DC 14 Constitution saving throw, taking 36 (8d8) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  
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  4. Disintegration Ray. If the target is a creature, it must 
  succeed on a DC 14 Dexterity saving throw or take 45 
  (10d8) force damage. If this damage reduces the 
  creature to 0 hit points, its body becomes a pile of fine 
  gray dust. 
   If the target is a Large or smaller nonmagical object 
  or creation of magical force, it is disintegrated without 
  a saving throw. If the target is a Huge or larger 
  nonmagical object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it. 
   
  Medium humanoid (wood elf), neutral 
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 35 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +8 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Druidic, Common, Elvish 
  Challenge 2 (450 XP) 
  Fey Ancestry. Bitter-root has advantage on saving 
  throws against being charmed, and magic can’t put her 
  to sleep.  
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 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 
  Quarterstaff. Melee Weapon Attack: +3 to hit (+5 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. 
  Large aberration, chaotic neutral 
  Armor Class 15 (natural armor) 
  Hit Points 123 (13d10 + 52) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  18 (+4) 
  7 (−2) 
  7 (−2) 
  9 (−1) 
    
  Skills Perception +1 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Slaad, telepathy 60 ft. 
  Challenge 7 (2,900 XP) 
  Magic Resistance. The slaad has advantage on saving 
  throws against spells and other magical effects. 
  Regeneration. The slaad regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
  Multiattack. The slaad makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. If the target is 
  a humanoid, it must succeed on a DC 15 Constitution 
  saving throw or be infected with a disease called chaos 
  phage. While infected, the target can’t regain hit 
  points, and its hit point maximum is reduced by 10 
  (3d6) every 24 hours. If the disease reduces the 
  target’s hit point maximum to 0, the target instantly 
  transforms into a red slaad or, if it has the ability to 
  cast spells of 3rd level or higher, a green slaad. Only a 
  wish spell can reverse the transformation. 
   
  
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  Medium fiend (devil), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 85 (10d8 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
    
  Saving Throws Con +7, Wis +4, Cha +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Infernal, telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Multiattack. The devil makes two attacks with its 
  chains.  
  Chains. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. The 
  target is grappled (escape DC 14) if the devil isn’t 
  already grappling a creature. Until the grapple ends, 
  the target is restrained and takes 7 (2d6) piercing 
  damage at the start of each of its turns. 
  Animate Chains (Recharges after a Short or Long 
  Rest). Up to four chains the devil can see within 60 feet 
  of it magically sprout razor-edged barbs and animate 
  under the devil’s control, providing that the chains 
  aren’t being worn or carried. 
   Animated chain is an object with AC 20, 20 hit points, 
  resistance to piercing damage, and immunity to psychic 
  and thunder damage. When the devil uses Multiattack 
  on its turn, it can use each animated chain to make one 
  additional chain attack. An animated chain can grapple 
  one creature on its own but can’t make attacks while 
  grappling. An animated chain reverts to its inanimate 
  state if reduced to 0 hit points or if the devil is 
  incapacitated or dies. 
  Unnerving Mask. When a creature the devil can see 
  starts its turn within 30 feet of the devil, the devil can 
  create the illusion that it looks like one of the 
  creature’s departed loved ones or bitter enemies. If the 
  creature can see the devil, it must succeed on a DC 14 
  Wisdom saving throw or be frightened until the end of 
  its turn. 
   
  Medium aberration (shapechanger), chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 170 (20d8 + 80) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  16 (+3) 
    
  Skills Arcana +6, Perception +8 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 18 
  Languages Slaad, telepathy 60 ft. 
  Challenge 10 (5,900 XP) 
  Shapechanger. The slaad can use its action to 
  polymorph into a Small or Medium humanoid, or back 
  into its true form. Its statistics, other than its size, are 
  the same in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form if 
  it dies. 
  Innate Spellcasting. The slaad’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components: 
   
  At will: detect magic, detect thoughts, invisibility (self 
  only), mage hand, major image 
  2/day each: fear, fireball, fly, tongues 
  1/day each: cloudkill, plane shift 
  Magic Resistance. The slaad has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The slaad’s weapon attacks are 
  magical. 
  Regeneration. The slaad regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
  
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  Multiattack. The slaad makes three attacks: one with 
  its bite and two with its claws or greatsword. 
  Bite (Slaad Form Only). Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage plus 7 (2d6) necrotic damage. 
  Claws (Slaad Form Only). Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing 
  damage plus 7 (2d6) necrotic damage.  
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 
  (2d6) necrotic damage.  
  Large fiend (demon), chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  17 (+3) 
  16 (+3) 
    
  Saving Throws Str +9, Con +9, Wis +7, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
  Innate Spellcasting. The glabrezu’s innate spellcasting 
  ability is Intelligence (spell save DC 16). It can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: darkness, detect magic, dispel magic 
  1/day each: confusion, fly, power word stun 
  Magic Resistance. The glabrezu has advantage on 
  saving throws against spells and other magical effects. 
  Multiattack. The glabrezu makes four attacks: two with 
  its pincers and two with its fists. Alternately, it makes 
  two attacks with its pincers and casts one spell. 
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. Hit: 16 (2d10 + 5) bludgeoning damage. If 
  the target is a medium or smaller creature, it is 
  grappled (escape DC 15). The glabrezu has two pincers, 
  each of which can only grapple one target. 
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 7 (2d4 + 2) bludgeoning damage. 
  Medium elemental, neutral 
  Armor Class 14 
  Hit Points 104 (16d8 + 32) 
  Speed 50 ft., fly 50 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  19 (+4) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
   
  Skills Perception +8, Stealth +10 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Auran, understands Common but doesn’t 
  speak it 
  Challenge 6 (2,300 XP) 
  Invisibility. The stalker is invisible. 
  Faultless Tracker. The stalker is given a quarry by its 
  summoner. The stalker knows the direction and 
  distance to its quarry as long as the two of them are on 
  the same plane of existence. The stalker also knows the 
  location of its summoner. 
  Multiattack. The stalker makes two slam attacks. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. 
  
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  Tiny fiend (demon, shapechanger), chaotic evil 
  Armor Class 13 
  Hit Points 7 (3d4) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   5 (−3) 
  17 (+3) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +5 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, Common 
  Challenge 1 (200 XP) 
  Shapechanger. The quasit can use its action to 
  polymorph into a beast form that resembles a bat 
  (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 
  ft.), or a toad (40 ft., swim 40 ft.), or back to its true 
  form. Its statistics are the same in each form, except 
  for the speed changes noted. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies. 
  Magic Resistance. The quasit has advantage on saving 
  throws against spells and other magical effects. 
  Claws (Bite in beast form). Melee Weapon Attack: +4 
  to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must succeed on a DC 10 
  Constitution saving throw or take 5 (2d4) poison 
  damage and become poisoned for 1 minute. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  Scare (1/Day). One creature of the quasit’s choice 
  within 20 feet of it must succeed on a DC 10 Wisdom 
  saving throw or be frightened for 1 minute. The target 
  can repeat the saving throw at the end of each of its 
  turns, with disadvantage if the quasit is within line of 
  sight, ending the effect on itself on a success. 
  Invisibility. The quasit magically turns invisible until it 
  attacks or uses Scare, or until its concentration ends (as 
  if concentrating on a spell). Any equipment the quasit 
  wears or carries is invisible with it. 
  Medium fiend (demon, orc), chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 95 (10d8 + 50) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  9 (-1) 
  9 (-1) 
  9 (-1) 
    
  Skills Intimidation +2, Perception +2  
  Damage Resistances fire, poison 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, Common, Orc 
  Challenge 5 (1,800 XP) 
  Aggressive. As a bonus action, the tanarukk can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Magic Resistance. The tanarukk has advantage on 
  saving throws against spells and other magical effects. 
  Multiattack. The tanarukk makes two attacks: one with 
  its bite and one with its greatsword.  
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 11 (2d6 + 4) slashing damage. 
  Unbridled Fury. In response to being hit by a melee 
  attack, the tanarukk can make one melee weapon 
  attack with advantage against the attacker. 
  
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  Large fiend (demon), chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 184 (16d10 + 96) 
  Speed 20 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  22 (+6) 
  19 (+4) 
  12 (+1) 
  15 (+2) 
    
  Saving Throws Con +11, Int +9, Wis +6, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
  Magic Resistance. The nalfeshnee has advantage on 
  saving throws against spells and spell effects. 
  Multiattack. The nalfeshnee uses Horror Nimbus if it 
  can. It then makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 32 (5d10 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6 + 5) slashing damage. 
  Horror Nimbus (Recharge 5-6). The nalfeshnee 
  magically emits scintillating, colored light. Each 
  creature within 15 feet of the nalfeshnee that can see 
  the light must succeed on a DC 15 Wisdom saving 
  throw or be frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the nalfeshnee’s Horror Nimbus 
  for the next 24 hours. 
  Teleport. The nalfeshnee magically teleports along 
  with any equipment it is wearing or carrying, up to 120 
  feet to an unoccupied space it can see. 
   
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 104 (11d10 + 44) 
  Speed 40 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  18 (+4) 
  8 (-1) 
  13 (+1) 
  8 (-1) 
    
  Saving Throws Dex +5, Wis +4, Cha +2 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Magic Resistance. The glabrezu has advantage on 
  saving throws against spells and other magical effects. 
  Multiattack. The vrock makes two attacks: two with its 
  beak and one with its talons.  
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage.  
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 14 (2d10 + 3) slashing damage. 
  Spores (Recharge 6). A 15-foot-radius cloud of toxic 
  spores extends out from the vrock. The spores spread 
  around corners. Each creature in the area must 
  succeed on a DC 14 Constitution saving throw or 
  become poisoned. While poisoned in this way, a target 
  takes 5 (1d10) poison damage at the start of each of its 
  turns. A target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. Emptying a vial of holy water on the target 
  also ends the effect. 
  Stunning Screech (1/Day). The vrock emits a horrific 
  screech. Each creature within 20 feet of it that can hear 
  it and isn’t a demon must succeed on a DC 14 
  Constitution saving throw or be stunned until the end 
  of the vrock’s next turn. 
  
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  This staff can be wielded as a magic quarterstaff that 
  grants a +2 bonus to attack and damage rolls made 
  with it. It also has the following additional 
  properties. When one of these properties is used, it 
  can't be used again until the next dawn. 
   Lightning. When you hit with a melee attack using 
  the staff, you can cause the target to take an extra 
  2d6 lightning damage. 
   Thunder. When you hit with a melee attack using 
  the staff, you can cause the staff to emit a crack of 
  thunder, audible out to 300 feet. The target you hit 
  must succeed on a DC 17 Constitution saving throw 
  or become stunned until the end of your next turn. 
   Lightning Strike. You can use an action to cause a 
  bolt of lightning to leap from the staff's tip in a line 
  that is 5 feet wide and 120 feet long. Each creature in 
  that line must make a DC 17 Dexterity saving throw, 
  taking 9d6 lightning damage on a failed save, or half 
  as much damage on a successful one. 
   Thunderclap. You can use an action to cause the 
  staff to issue a deafening thunderclap, audible out to 
  600 feet. Each creature within 60 feet of you (not 
  including you) must make a DC 17 Constitution 
  saving throw. On a failed save, a creature takes 2d6 
  thunder damage and becomes deafened for 1 
  minute. On a successful save, a creature takes half 
  damage and isn't deafened. 
   Thunder and Lightning. You can use an action to 
  use the Lightning Strike and Thunderclap properties 
  at the same time. Doing so doesn't expend the daily 
  use of those properties, only the use of this one. This 
  item can be found in the Dungeon Master’s Guide. 
   This aspen staff shines brightly in direct light, The 
  staff is almost perfectly smooth with a crown of 
  silver lightning bolts atop it which cradle gleaming 
  sapphire. 
  Optional rule, unique (requires attunement by a 
  warlock with a quasit familiar) 
  The quasit K’nap, long trapped in Durlag’s Tower 
  with the obese and foul nalfeshnee Schvalt, 
  demonstrated a greater-than-average ability to 
  perform autonomous actions. You have retained a 
  bit of his fleeting essence, and may choose to bolster 
  your own quasit familiar using a powerful ritual that 
  requires the destruction of a powerful magic item. If 
  you perform this ritual (see sidebar, below), your 
  quasit familiar grants you access to the Variant: 
  Quasit Familiar rule from the Monster Manual.  
  If you defeated K’nap, you gain access to a special ritual. By 
  spending five downtime days destroying the staff of thunder 
  and lightning and mixing its arcane components with the 
  essence of the quasit, you gain access to the Variant: Quasit 
  Familiar rule as described on page 63 of the Monster Manual. 
  Gaining the benefit of this variant rule uses one of your 
  attunement slots. In addition, the destroyed staff 
  permanently counts against the number of permanent magic 
  items you possess, and can’t be traded—even if you later 
  forfeit the benefit of this ritual. If you ever choose to 
  “unattune” from the benefit of this ritual, the attunement 
  slot is once more available, but the staff of thunder and 
  lightning and the benefit of the ritual fueled by its 
  destruction are forever lost, never to be reclaimed. 
   
  
  Characters have the opportunity to earn the 
  following downtime activity during this adventure: 
  Vergadain, a dwarven deity of wealth and trickery, 
  was known for his favored drink; as clear as water 
  and smelled of honey and cane sugar, but was in 
  truth an incredibly potent liquor that put standard 
  dwarven spirits to shame. He would sometimes 
  challenge unknowing humans and elves to drinking 
  contents, where he would slyly swap in sweetened 
  water while his opponent would down drink after 
  drink of this highly-flammable liquid. It rarely ended 
  well for them. And now you have the recipe! 
   You may spend 60 downtime days to craft one 
  barrel of firespirits. Each batch requires special 
  sweet herbs from Bitter-root’s copse near Durlag’s 
  Tower and 100 gp worth of other materials, 
  including aged dwarven spirits blessed by a dwarven 
  priest. If you find yourself in possession of campaign 
  documentation that bestows ownership of a 
  distillery, this time and gold cost is reduced by half. 
   Each barrel contains approximately 30 gallons of 
  firespirits, and can be sold for 1,000 gp. Alternately, 
  as this is a rare elixir; it may be worth a significant 
  amount to Fai Chen, certain high-ranking lords, or 
  other purveyors of such fineries. Additionally, if you 
  give a nip of firespirits (just a wee one) to a dwarf, 
  all Charisma (Persuasion) checks made with them 
  are made with advantage for the next hour. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  34 
  Characters have the opportunity to earn the 
  following story awards during this adventure. 
  Lords’ Alliance and Zhentarim faction members that 
  falsified evidence of their missions or failed their 
  missions suffer a terrible blow to their reputation. 
  After this adventure, the character must forfeit the 
  next two renown points that they would gain; once 
  this forfeiture is complete, strike out this story 
  award. 
  If the characters choose to not sell the jade dagger, 
  they may instead turn it over to SEER. If they do, 
  they all earn her admiration, as this very dagger was 
  lost during an expedition that, in her words; “went 
  poorly”. The blade is a family heritage item and all 
  that remains of her long-lost uncle, whom she 
  refuses to name directly. SEER is willing to provide a 
  character that has this story award with one spell 
  scroll of second level or lower. If the character is a 
  member of the Lords’ Alliance, they can instead 
  choose a spell scroll of up to third level. If the 
  character is a member of the Lords’ Alliance and is 
  rank four or higher, they may instead choose a spell 
  scroll of level 3 or lower and also receive a potion of 
  heroism. Any spell chosen for this reward must be on 
  the wizard spell list and cannot be a ritual. Once a 
  reward is chosen, strike out this story award. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  35 
   
  A new development with Season 5, Storm King’s 
  Thunder, is dividing the Tier 3 (levels 11 to 16) and 
  Tier 4 (levels 17 to 20) adventures into multiple 
  parts. Our players, DMs, convention organizers and 
  store owners have all been very vocal about how 
  they want to be able to interact with higher-level 
  content, and we want to make sure that as many of 
  our players as possible can experience these 
  adventures. 
   These higher-level adventures used to be 8 hours 
  long, and many people made two things clear to us: 
   There is not enough Tier 3 and Tier 4 content 
   Eight hours cannot be easily accommodated in the 
  common public play locations (conventions and 
  stores) 
  In response, we’ve moved to creating a series of 
  linked four-hour adventures for these higher-level 
  characters… but the adventures can be played 
  independently! These adventures are as follows: 
   
  DDAL05-08 Durlag’s Tower 
  DDAL05-09 Durlag’s Tomb 
   
  If a character plays the first adventure, they can 
  certainly proceed through and play the second 
  adventure immediately (or in a future session). A 
  character can jump in and play the second adventure 
  with only a little catch-up; this information can be 
  found in the “Background” section of the adventure. 
  A character can play the second adventure, then play 
  the first (though this may be a tad confusing on some 
  story elements). There are some specific rules for 
  this, though… 
  Characters are NOT required to play both halves of 
  this two-part adventure. 
   Characters may level up normally if they have 
  enough experience to do so between “Part 1” and 
  “Part 2” unless the adventure indicates otherwise. 
  They may also participate in downtime activities as 
  they desire. 
   Characters may temporarily “bank” their rewards 
  from the “Part 1” adventure. If they do this, they 
  must record their downtime, XP, gp, and renown 
  awards on their logsheet but they may elect to delay 
  the actual receipt of those awards until they 
  complete “Part 2”. If the character participates in any 
  other adventure prior to playing in “Part 2”, they 
  immediately gain the previously-delayed rewards as 
  indicated on their logsheet. 
   NOTE: this may cause the character to be unable 
  to participate in other adventures in this tier, 
  including “Part 2” at a later date. 
  The D&D Adventurers League will be continuing our 
  tradition of including a permanent magic item in 
  every adventure. This means that players may have 
  access to more adventures—and therefore 
  permanent magic items--than any previous season. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  36 
  If the characters are searching for traps, the general 
  order of checks and effects is as follows: 
   
   Wisdom (Perception) checks to find a trap 
   Intelligence (Investigation) to determine how best 
  to interact with or disable a trap 
   Once the disabling method has been determined, 
  Intelligence (Arcana) for magic traps or Dexterity 
  checks for mechanical traps (if the character has 
  thieves’ tools) 
  If a character is using thieves’ tools and fails to 
  disable a trap by a result of 5 or more, their tools will 
  break. As Durlag’s Tower is very trap-heavy, if the 
  characters break their tools you should modify any 
  additional traps in this adventure as if the party was 
  one step weaker (see the APL table near the 
  beginning of this document) than they actually are. 
  While the Dungeon Master’s Guide may not present 
  a lot of options for traps, there are a few simple 
  things you can do to customize the options as-
  presented in this adventure (and of course in the 
  DMG!) in order to make this experience more 
  memorable for your players. If you know that one or 
  more of your players has already played this 
  adventure one or more times previously, you are 
  strongly encouraged to exercise a little DM 
  empowerment and adjust the challenges using any 
  of the following tips in this section. 
   As always, remember that adjusting traps – much 
  like adjusting monsters – should be done carefully 
  and with forethought. Adding new damage dice or 
  damage types may make some challenges 
  insurmountable for our heroes, and cause players to 
  lose interest in the face of adversity. Proceed boldly 
  but carefully! Adding additional effects to a trap or a 
  trap encounter will almost certainly turn that trap 
  into a complex trap, which means that you will need 
  to roll initiative (for an example of this, refer to the 
  “rolling sphere” suggestions later on). If you adjust 
  the traps in this adventure, please use the following 
  outlines to modify the saving throws and damage 
  output in order to keep things balanced: 
   
   
   
  Trap Danger 
  Save DC 
  Attack Bonus 
  Setback 
  10-11 
  +3 to +5 
  Dangerous 
  12-15 
  +6 to +8 
  Deadly 
  16-20 
  +9 to +12 
   
  Character Level 
  Setback 
  Dangerous 
  Deadly 
  11th – 16th  
  4d10 
  10d10 
  18d10 
  Magic trap 
  These traps are almost always primed to fire when 
  pressure plates receive the appropriate amount of 
  weight. You can very easily change damage types, 
  though, in order to keep players on their toes. If a 
  statue belches out a cloud of poison gas, or spits a 
  bolt of lightning… it is the charm of the unexpected! 
  You can also easily exchange a damage-dealing 
  magic trap for one that casts bestow curse instead. 
  Mechanical trap 
  If ever there was a “default” trap for a dungeon or 
  battlefield, it would be the pit trap. However, these 
  classic traps can be customized by adding oil or ice 
  on top of them, coating the tips of a spiked pit trap 
  with poison, or even adjusting a locked pit trap to 
  deposit the hapless character into a watery tomb.  
  Mechanical trap 
  The easiest way to modify a poison dart trap is to 
  simply change the effect of the poison. You could 
  lower the damage done but have characters make 
  Constitution saving throws or fall unconscious, or 
  even adjust to one of the other “injury” poison types 
  as listed in the Dungeon Master’s Guide. Remember 
  that “inhaled” and “ingested” poisons are not 
  suitable for this type of trap, though a contact poison 
  combined with a large number of tiny objects may 
  create quite a stir! 
  Mechanical trap 
  If you are seeking to dramatically raise the danger of 
  a rolling sphere trap, you may choose to place pit 
  traps of fire-breathing statue traps along its path. 
  This can bring about immediate reactions from 
  characters that otherwise believe that they are safe 
  from this rolling death machine. Another option is to 
  coat the sphere in the remains of a black pudding, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  37 
  the corpse of a gelatinous cube, tar, or some other 
  acidic, flammable, or poisonous substance. Should a 
  character find themselves bowled over by the 
  sphere, the worst part may have yet to come! 
   Be aware that adding additional damage types on 
  top of the damage of the sphere, or by adding 
  additional traps, you are raising the overall difficulty 
  of the adventure as a whole. Combining traps in this 
  way should only be used for very strong parties. 
  Magic trap 
  The Sphere of Annihilation trap is not suitable for 
  Adventurers League play at this level.  
  Magic trap 
  Glyphs and symbols are part of everyday life for 
  arcane casters and dungeon explorers, but 
  sometimes those elements are dangerous. The 
  symbol spell should be used carefully; once 
  characters read (and therefore trigger) a glyph, they 
  are unlikely to fall for it again. Change the triggering 
  conditions or even the symbol’s effect to one of those 
  samples listed in the Player’s Handbook for 
  maximum impact on the characters!
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL05-08 Durlag’s Tower 
   
   
  38 
   
  If you are DMing this adventure during the months of December – January 2017, 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/S05 - Storm Kings Thunder/DDAL5-08 - Durlag's Tower.pdf