TEXT: CCC-ALMOG-27 DAGON01-02
  Cove of Fallen Souls 
  The Jade Curse Part 2 
  When a demon lord rises beneath the town of Bellview, adventurers must delve through lost sea 
  caves and depths unknown to track this monster’s descent. Will they arrive in time to save its 
  latest victims or be consumed by the Lord of the Deep himself?  
  A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.  
  
  CREDITS 
   
  Narrative Designer: David Morris 
  Designer:  Emily Smith 
   
  Editing: Ginny Loveday, David Morris 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Raven+Moon Co. 
  Art & Cartography: Dean Spencer, Elven Tower 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa Penrose, 
  Claire Hoffman, Greg Marks 
   
  Playtesters: Oelun Ulakhinova, 
  Randy Rhodes, Richard Anderson, 
  Christa Carr, John Garcia, Colin Arnott 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls (v.1.00)
  3 
  Adventure Primer 
  Background 
  During the events of DAGON01-01, a cult of sahuagin 
  worshippers of Dagon, in league with Emerald 
  Enclave member Cera Kamalla, successfully used a 
  Jade Shard in a ritual to summon an aspect of Dagon, 
  an enormous Kraken, into the sea caves beneath the 
  coastal town of Bellview. While characters were 
  able to escape with their lives and defeat the leader 
  of the sahuagin cult, The Flagellant, many sahuagin, 
  as well as the kraken, escaped into the caverns 
  beneath Bellview, collapsing tunnels in their wake. 
  As the kraken descended into the depths of the 
  Underdark, it found a village of kuo-toa, who 
  welcomed it as their one true God. The kuo-toa have 
  begun capturing individuals, including several 
  sahuagin cultists and Underdark denizens, to 
  sacrifice to the kraken.  
   Meanwhile, the remaining ghosts of the crew of 
  the pirate ship Audacity hide in their safehouse 
  beneath Bellview, hoping to escape their infernal 
  curse.  
  The Jade Shard was once part of a jade statuette of 
  Dagon, found in DDAL01-02 Secrets of Sokol Keep. 
  The statuette was broken apart, and its shards were 
  sold by adventurers. These shards, imbued with 
  Dagon’s power, have spread across Faerun and are 
  beginning to cause problems throughout the region. 
  Episodes 
  The adventure is spread over three to five episodes 
  that take approximately two to four hours to play. 
  These episodes are initially introduced by a Call to 
  Action Episode. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
  • Episode 1: Dagon Rises. Deacon Walter Grantham
  and Kek’kishka approach the characters and
  recruite them to locate the kraken beneath 
  Bellview. This is the Call to Action. 
  • Episode 2: Pirate Safehouse. The characters
  search for the entrance to the sea caves. Once
  inside, they explore the safehouse of the crew of 
  the Audacity, in search of a way deeper 
  underground. This is Main Objective A. 
  • Episode 3: Descent Into Madness. The characters
  locate the kraken in an underground lake next to
  a kuo-toa village. They must rush to save the 
  kuo-toas’ captives before they are sacrificed to 
  the kraken. This is Main Objective B. 
  Bonus Objectives 
  This adventure includes two bonus objectives that 
  the characters can pursue if they have additional 
  time to do so—earning additional advancement 
  checkpoints (but no treasure checkpoints) in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
  • Bonus Objective A: A Pirate’s Life For Me. The
  characters interact with the haunted crew of the
  Audacity. They must either help the crew 
  consecrate an altar to Umberlee or fight the 
  ghostly crew. This bonus objective is found in 
  Appendix 3: A Pirate’s Life for Me (Bonus 
  Objective A.). 
  • Bonus Objective B: A Risky Rescue. When
  characters discover another group of captives in
  the kuo-toa village, characters must race to help 
  them escape while the kraken attacks the village. 
  This bonus objective is found in Appendix 4: A 
  Risky Rescue (Bonus Objective B.). 
  Episode Sequence 
  Depending on your time constraints, and play style 
  and environment, this adventure will take 
  approximately two to four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives.  
   Main Objective Only. To complete the adventure’s 
  main objective, the characters participate in 
  Episodes 1 through 3 in order. However, you may 
  include the opportunity to pursue bonus objectives. 
   Bonus Objectives.  You can extend this adventure 
  by one or two hours by including opportunities for 
  the characters to pursue the bonus objectives. 
  
   
   
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  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the episode but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Episode 1: 
   Dagon Rises 
  1 
  Episode 2:  
  Pirate Safehouse 
  2 
  Episode 3:  
  Descent Into 
  Madness 
  3 
  Optional B:  
  A Risky Rescue 
  B 
  Optional A:  
  A Pirate’s Life for 
  Me 
  A 
  
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls (v.1.00)
  5 
  Episode 1: Dagon Rises (Call to Action) 
  Estimated Duration: 15 minutes 
  Scene A. Call to Action 
  Characters visit the coastal town of Bellview, where 
  they interact with Kek’kishka the Third of Scale, a 
  sahuagin ex-cultist of Dagon who was rescued from 
  the caverns beneath Bellview during DAGON01-01. 
  If characters participated in DAGON01-01 and 
  Kek’kishka did not survive, they speak with Deacon 
  Walter Grantham.   
  Bellview at a Glance 
  Built on a rocky outcropping, this little town has 
  been rather uneventful until Deacon Walter 
  Grantham returned from an adventure on Thorn 
  Island, which is also located in the Moon Sea.  
  Bellview Statistics 
  This area features: 
   Terrain. A large, rocky outcropping called Shark’s 
  Horn is surrounded by sugarcane fields. Most of the 
  trees are wet and rotten. A series of caves stretch 
  deep beneath Shark’s Horn.  
   Settlement. Docks and warehouses flank the 
  beaches on either side of Shark’s Horn, which gives 
  enough solid ground to support structures. A few 
  small businesses and homes hug the coastline. Pig 
  and cattle farms cover most of the land radiating 
  away from Shark’s Horn.  
   Economy. Bellview’s economy is supported mostly 
  by sugar and rum exports harvested from the 
  sugarcane fields, but pork and cattle play key parts 
  as well. The Zhentarim tax all exports and extort a 
  meager protection fee.  
   People. 90% human, 5% half-orcs, 5% other races. 
  350 residents. Mostly commoners with a few 
  artisans, Bellview citizens are insular, rarely 
  interacting with anyone outside their town aside 
  from sailors and merchants. Due to Dagon’s magic in 
  the cistern below, the citizens are physically 
  transformed and occasionally speak Abyssal. The 
  same curse has sparked a sudden increase in human 
  sacrifice. (See Dagon: The Curse Over Bellview 
  sidebar).  
   Religion. Umberlee is the one true deity for 
  Bellview. The citizens believe she allows sugarcane 
  to grow, so they routinely offer crates of refined 
  sugar and casks of rum to her by dumping it into the 
  sea. They worship Umberlee in the cistern beneath 
  Bellview. The citizens are misinterpreting Dagon’s 
  influence beneath them as signs from Umberlee.  
  Deacon Walter Grantham 
  A human male in his late 50s who is the head of 
  Umberlee’s cult in Bellview and a figurehead town 
  leader. After the events of DAGON01-01, he is 
  alerted to the presence of a kraken in the caves 
  beneath the town and asks characters to help 
  investigate the matter.  
  Kek’kishka the Third of Scale 
  A sahuagin ex-cultist of Dagon who was rescued 
  from the caverns beneath Bellview during 
  DAGON01-01. Kek’kishka details to characters the 
  rise of the kraken, which is an aspect of Dagon: Cera 
  Kamalla, a druid of the Emerald Enclave, sought the 
  help of a Dagon-worshipping cult of sahuagin. 
  Together, they performed a ritual to bring the 
  kraken into the world, using a powerful Jade Shard 
  with ties to Dagon. Now, the kraken has escaped into 
  the caverns beneath Bellview. 
  DAGON: THE CURSE OVER BELLVIEW  
  A fish-like demon lord from the 89th plane of the Abyss, 
  Dagon resides outside the Material Plane, preparing for his 
  attack on the physical world. A deity venerated by 
  sahuagin, kuo-toa, krakens, and hags, this entity will bring 
  havoc if allowed to manifest in a physical form. With his 
  Jade Shard weakening the barrier between the 89th plane 
  of the Abyss and the Material plane, Dagon is answering 
  Cera Kamalla’s call, obliging her desire to be a host for his 
  kraken form.  
  The jade shard and the sahuagin cult’s influence over it 
  have caused Bellview’s citizens to mutate. Their skin is 
  smoother, slightly oily, and their pupils take up most of 
  their eyes—similar to a fish. They are also increasingly 
  insular and territorial, goaded by the statue’s evil 
  tendencies combined with their own affiliation to 
  Umberlee.  
  Additionally, many citizens are hearing voices while they 
  sleep. These messages are actually Abyssal summoning 
  prayers from the sahuagin to Dagon. The townsfolk 
  misinterpret these messages as signs from Umberlee, 
  thinking they must conduct animal sacrifices in addition to 
  their regular offerings of sugar and rum. Hearing enough 
  of these prayers gives them a small familiarity with the 
  Abyssal language. Lately Dagon’s curse on the town has 
  caused the citizens to sacrifice not only animals but the 
  occasional person as well. 
  Call to Action 
  • The objective of this adventure is to locate the
  kraken and help its captives escape.
  
   
   
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls (v.1.00)  
   
  6 
  Episode 2: Pirate Safehouse (Story Objective A) 
  Estimated Duration: 60 minutes 
  Setting Description 
  In this episode, the characters locate an entrance 
  and explore the sea caves beneath Bellview. As 
  characters explore the caves, they discover its 
  history as a pirate safehouse and the pirates’ 
  connection to Umberlee. Meanwhile, the ocean tide 
  continues to rise, threatening to flood the cavern 
  system and trap the characters within. 
  Prerequisites 
  Characters must complete the Call to Action before 
  beginning this episode. 
  Objectives 
  The objective of Story Objective A is to locate an 
  entrance and explore the sea caves beneath Bellview. 
  Scene A. Sea Cave Entrance  
  There are two possible entrances to the 
  underground sea caves located beneath Bellview. 
  The characters’ interaction with NPCs and/or their 
  exploration of the shoreline will determine which 
  entrance they use.  
  Option A: Underwater Entrance 
  If characters interact with Big Sam, he will inform 
  them of a tunnel entrance in the Moonsea beneath 
  Shark’s Horn that opens up into a series of sea caves 
  beneath Bellview. While Big Sam has not entered the 
  tunnel himself (it’s too narrow for his large size), he 
  has seen sahuagin coming and going from the exit. 
  He ambushed and killed a group of these sahuagin a 
  tenday ago and has not seen any in the area since. 
  Creatures/NPCs 
  Drawn by the jade shard’s power, Big Sam is a 
  massive, scar-covered giant shark with the 
  following changes:  
  • The spell awaken has been cast on him. 
  • His Intelligence score is 10. 
  • He knows Common. 
  • He is immune to the sahuagin’s Shark Telepathy 
  ability. 
   Objectives/Goals. Big Sam is an agent of Umberlee, 
  sent by the clerics of The Last Drop in Mulmaster to 
  investigate the presence of “a godly parasite” 
  growing near Bellview. After the events of 
  DAGON01-01, this parasite (the Jade Shard 
  incubated by Cera Kamalla) gave birth to a kraken 
  aspect of Dagon after a sahuagin-led ritual in the 
  caverns beneath Bellview. While Big Sam is unaware 
  of these events that just occurred, he is will gladly 
  provide directions to the characters if they inform 
  him of the situation.  
   What Does He Know? He knows that a group of 
  sahuagin led by “the Flagellant” live beneath 
  Bellview. He has killed several of them, causing them 
  to stay cooped up in their lair.  
  Area Information: 
  This area features: 
   Dimensions & Terrain. This underwater tunnel 
  begins 25 feet below the surface of the Moonsea, 
  situated almost directly below Shark’s Horn. It is a 5-
  foot wide tunnel, carved into the stone, which 
  stretches 90 feet into the earth before surfacing in a 
  pool within the sea caves (Scene C). The winding 
  tunnel is entirely underwater, with walls of rough-
  hewn stone. A DC 11 Mason’s Tools Check reveals 
  the tunnel is at least 100-400 years old and hand-
  carved with rough tools.  
   Lighting. The light at the seaside entrance of the 
  tunnel is dim, from light filtering down from the sun, 
  but quickly shifts to darkness further into the tunnel. 
  The pool on the other side is inside of a dark cavern. 
   Traversing the Tunnel. Refer to the Player’s 
  Handbook for rules on swimming. Moving at 15 feet 
  per round, it will take 13 rounds (78 seconds) to 
  traverse the tunnel. Because a creature can hold its 
  
   
   
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls (v.1.00)  
   
  7 
  breath for a number of minutes equal to 1 + its 
  Constitution modifier (minimum of 30 seconds), it is 
  likely most characters will be able to swim the 
  length of the tunnel without the need for water 
  breathing or other spells. Remember that a 
  character can use the Dash action to travel further. 
  However, the tunnel winds and characters cannot 
  see to the other side, so they will not know initially 
  how long the tunnel is.  
  Option B: Shoreside Entrance 
  If characters speak with Kek’kishka, the 
  traumatized sahuagin ex-cultist they may have 
  rescued at the end of DAGON01-01, he tells them of 
  another entrance to the sea caves a half mile along 
  the coast of the Moonsea, to the west of Shark’s Horn. 
  The sahuagin never explored the area, but 
  Kek’kishka saw sunlight streaming into the tunnels 
  in that area, and expects that there must be an 
  entrance somewhere along the shore. 
  If Kek’kishka did not survive DAGON01-01 or 
  characters ask NPCs around the village for the 
  location of an entrance, they are likely to encounter 
  Ginny Halfsail, who runs Bellview’s only inn 
  (Halfsail House). Ginny’s two spirited younger 
  siblings, Regina and Max (10 and 8 years old, 
  respectively), often left to entertain themselves 
  while Ginny is working, have spent significant time 
  playing on the shoreline. They found a handful of 
  gold-painted copper coins among the rocks (near the 
  entrance of the sea caves), though they have not 
  discovered the entrance itself. A DC 12 Persuasion 
  Check, the gift of a small bauble, or an entertaining 
  performance convinces the children to tell 
  characters where they found the coins. A DC 12 
  Insight Check reveals that Regina seems ill at ease. 
  If asked, she tells characters that she heard strange, 
  echoing voices coming from the bluff near the shore. 
  They haven’t played in that area since.  
  The Coins. These coins were washed out of the false 
  treasure room in Scene E of the sea caves. A DC 10 
  Investigation Check reveals the coins are copper and 
  covered in flaking golden paint. Each coin is embossed 
  with a sea creature (octopus, shark, sea horse, dolphin, 
  etc.) on one side and the word Audacity on the other. A DC 
  11 History Check reveals the Audacity was a pirate ship, 
  famous in the Moonsea around 50 years ago, which 
  vanished without a trace. The crew of the Audacity was 
  known for their cruelty, pillaging villages and tormenting 
  villagers for fun. A DC 14 History Check reveals the 
  captain of the Audacity was Reeve Sar Testain. 
  Area Information: 
  This area features: 
   Dimensions & Terrain. A sandstone bluff abuts 
  the rocky shoreline. A 10-foot long crack in the 
  rough, sandstone wall opens up into the sea cavern 
  system (Scene B). A rocky beach stretches 10 feet to 
  the water at low tide, where waves chop against the 
  shoreline. Characters can locate the entrance to the 
  cave with a successful DC 10 Perception Check or 
  after searching the beach for 30 minutes. A DC 10 
  Investigation Check locates a dozen copper coins, 
  painted gold, scattered among the rocky shore near 
  the entrance. A DC 12 Arcana Check reveals traces 
  of Abjuration and Illusion magic in a 30-foot radius 
  surrounding the entrance. This entrance was once 
  cloaked in Umberlee’s divine magic, to disguise it 
  and protect the pirates’ safehouse.  
   Lighting. The beach is brightly lit from the hot sun 
  above. The entrance to the cave is dimly lit.  
  Scene B. Just Another Cave  
  This cavern is designed to look like a dead-end, to 
  disguise the pirate safehouse beyond.  
  Area Information 
  This area features: 
   Map. For a map of the sea caves, see Appendix 5: 
  Map of the Sea Caves. 
   Dimensions & Terrain. This 20-by-30-foot 
  natural cavern is dimly lit, with sunlight filtering in 
  through the narrow entrance. The 7-foot ceiling 
  hangs low, with drops of condensation haphazardly 
  dripping onto the rocky floor. A handful of gold-
  painted coins are found on the floor.  
   Secret Door. A DC 11 Investigation or 
  Perception Check locates a thin rocky seam in the 
  wall near the back of the cavern. The door is trapped, 
  with a line of glyphs carved inside of the seam. If the 
  door is opened, a cloud of poisonous gas fills the 
  area in a 10-foot radius. Characters must succeed a 
  DC 12 Constitution Saving Throw or take 8 Poison 
  Damage or half on a success. The glyphs can be 
  located with a DC 13 Investigation Check. A DC 11 
  Arcana Check is required to disable the trap. 
  Scene C. Safehouse Entryway 
  This entryway once served as a makeshift guard 
  station, manned by a pair of pirates round the clock. 
  The entrance is trapped with a series 5 of crossbows. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The entryway of the 
  safehouse is a long 15-by-25-foot stone corridor 
  with a 10-foot ceiling. The area is obviously 
  
   
   
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls (v.1.00)  
   
  8 
  abandoned. Puddles of stagnant seawater cover the 
  floor.  
   A DC 12 Investigation Check discovers graffiti 
  etched into the walls near the doorway (left behind 
  by bored pirate guards). These include a sloppily 
  drawn skull and crossbones, “Dancing the hempen 
  jig”, “Avast Ye!”, “Yo Ho Ho”, and “Shark bait” with a 
  surprisingly artistic image of a shark.  
   Crossbow Trap. Opposite the door is a row of 5 
  loaded crossbows, connected to a trip wire 5-feet 
  from the entry door. A DC 12 Perception Check is 
  needed to notice the tripwire. If triggered, two of the 
  crossbows fire (the others are rusted in place), 
  dealing 1d8 piercing damage each.  
   Painting. A surprisingly well-preserved painting 
  is hung on the wall near the crossbow traps. It 
  depicts a man with a curling black mustache, bushy 
  eyebrows, and tanned skin. He sits on an 
  embellished throne, holding a bejeweled scepter in 
  his left hand, a golden ball in his right hand, and 
  wearing a gaudy crown on his head. This image 
  corresponds to the puzzle in Scene E. False 
  Treasure Room. A DC 13 Arcana Check reveals 
  traces of abjuration magic on the painting 
  (protecting it from the elements and aging).  
  Scene D. Sleeping Quarters 
  This room once housed the sleeping quarters for the 
  crew of the Audacity. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This 15-by-45-foot room 
  features two rows of a dozen bunks in various states 
  of disrepair. Each bunk features a pair of straw 
  pallets that have largely rotted away. The wooden 
  bunks are decaying and layered with mold. A small 
  wooden chest sits next to each bunk.  
   Pool. A pool of seawater in one corner of this room 
  is connected to the underwater tunnel entrance.  
   Chests. Inside of each chest is at least one bottle of 
  crude liquor, most of which are empty. A weathered 
  painting of a strapping young Tiefling male, with 
  curling indigo horns, pale blue skin, and a crooked 
  smile is carefully concealed at the bottom of one 
  chest. The reverse side of the image is signed 
  “Enderbel” in delicate cursive. A DC 12 
  Investigation Check is needed to discover a false 
  bottom in one of the chests. Inside is a Dark Shard 
  Amulet in the shape of a shark’s tooth, carefully 
  wrapped in a worn leather cloth.  
   Rats, Rats Everywhere. If characters disturb any 
  of the bunks or chests, 2 swarms of rats emerge and 
  attack. Additionally, 1 of the chests is a mimic.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • Very Weak: Remove 2 swarms of rats. 
  • Weak: Remove 1 swarm of rats. 
  • Strong: Add 1 mimic. 
  • Very Strong: Add 1 mimic and 2 swarms of rats. 
  Treasure & Rewards 
  • Magic Items. Dark Shard Amulet. A single shard 
  of seaglass, carved in the shape of a shark’s 
  tooth, hangs on a leather thong necklace. This 
  fetish to Iahovas fills the user with a desperate 
  longing for love and acceptance, which cannot 
  be satisfied. 
  Scene E. False Treasure Room 
  This false treasure room contains a puzzle which, 
  once completed, opens the door to the inner caverns 
  of the safehouse. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This 40-by-20-foot false 
  treasure room is overflowing with gold-painted fake 
  coins and treasure. A large throne dominates the 
  center of the room, opposite of which sits a mirror (a 
  character sitting in the chair sees their reflection). 
  An unadorned wooden stool sits in one corner of the 
  room. Against the opposite wall rests a tall wooden 
  cabinet next to a short wooden side table. A crystal 
  chandelier hangs from the center of the ceiling. 
  Every surface is laden with treasure.  
   Puzzle. In order to solve the puzzle, a character 
  must sit on the throne holding the correct scepter 
  and sphere and wearing the right crown. There are 
  10 identical copies of each item laid throughout the 
  room. In order to determine which items are correct, 
  characters must solve the riddle. If a character sits in 
  the wooden stool, they notice words carved into the 
  wall on the opposite wall, hidden beneath the 
  wooden side table; they may also discover this detail 
  with a DC 12 Investigation Check. The words say: 
   
   
  Each day I stand and stare 
  And wonder, where… 
  A rod I long to hold 
  Trapped behind doors of old 
  Then I look up and see 
  The globe far above me 
  And as it looks down 
  I see the crown 
  
   
   
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls (v.1.00)  
   
  9 
  Beneath my feet 
  And take a seat 
   
  The correct rod is located in the cabinet. The correct 
  globe is sitting atop the chandelier. The correct 
  crown is sitting directly on the stone floor (rather 
  than atop the various piles of treasure). If the 
  characters fail to solve the riddle, it may be solved 
  with a DC 12 Investigation Check. Once a character 
  selects the right items and sits in the chair, the 
  mirror shimmers with a blue light and swings open 
  to reveal a secret door leading to the true treasure 
  room.  
  Scene F. True Treasure Room 
  This 20–by-20-foot treasure room is filled with 
  barrels of ale and mead. Boxes of provisions have 
  largely rotted away. The opposite side of the room 
  opens into a corridor.  
  Scene G. Corridor 
  This 10-foot wide corridor leads deeper into the 
  earth. 30 feet ahead, a side passage connects to the 
  corridor, with large chunks of broken stone littering 
  the area. A DC 11 Investigation Check discovers 
  this is a recent cave-in (made by the passage of the 
  kraken’s escape at the end of DAGON01-01). The 
  characters now follow in the tracks of the kraken, 
  who fled deeper underground. A DC 14 Survival or 
  Nature Check reveals large tentacle-shaped grooves 
  in the stone, where large volumes of rock were 
  displaced by the thrashing of the kraken.  
  If you are running Bonus Objective A, proceed to 
  Bonus Objective A at this time. Otherwise, proceed 
  to Story Objective B.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  10 
  Episode 3: Descent Into Madness (Story Objective B) 
  Estimated Duration: 45 minutes 
  Setting Description 
  In this episode, characters follow the path of the 
  kraken. They meet an escaped sahuagin ex-cultist of 
  Dagon, Rekh’reshku, who tells them of the kuo-toa 
  and the captives they have taken. When characters 
  arrive in the kuo-toa village, they must rush to save 
  the captives, before they are fed to Dagon. 
  Prerequisites 
  Characters must complete Story Objective A before 
  beginning this episode. 
  Objectives 
  The objective of Story Objective B is to free the 
  captives in the kuo-toa village. 
  Scene A. Dark Descent 
  While characters travel along a path leading deep 
  into the Underdark, they discover crumbling walls 
  and piles of rubble that mark the passage of the 
  Kraken.  
  Area Information 
  This area features: 
   Dimensions & Terrain. A 10-foot wide, 15-foot 
  tall tunnel winds downwards into the depths of the 
  Underdark. 
   Sounds. Drops of seawater drip from stalactites on 
  the ceiling, into shallow puddles on the floor. Dried 
  salt encrusts the walls of the tunnel.  
   Lighting. Patches of fungi dimly illuminate the 
  tunnel with a pale lavender light.  
   
  As characters continue along the tunnel, they see 
  evidence of the Kraken’s passage. Large chunks of 
  the wall have been smashed to pieces by tentacle 
  attacks, leaving behind deep gouges in the walls and 
  piles of rocky rubble on the floor. A DC 12 Nature 
  check reveals this is evidence of the Kraken’s 
  passage.   
  As characters continue along the passage, they 
  discover Rekh’reshku collapsed beside a pile of 
  rubble.  
  Creatures/NPCs 
  Rekh’reshku is a sahuagin ex-cultists of Dagon. 
  After the ritual that summoned the Kraken, he and 
  his companions (4 sahuagin cultists) fled into the 
  tunnel network. They wandered the tunnels, 
  searching for a way out when they were captured by 
  kuo-toa worshippers of Dagon. Rekh’reshku took a 
  beating from the kuo-toa but was able to narrowly 
  escape when they were distracted by the kraken’s 
  thrashing from further down the tunnels.  
   Objectives/Goals. Rekh’reshku is interested in 
  self-preservation. He is willing to tell the characters 
  whatever they ask, as long as they provide him 
  healing or other means to safely escape the tunnels.  
   What Does He Know? Rekh’reshku knows the 
  following:  
  • The kuo-toa patrol consisted of 8 kuo-toa guards.  
  • They took his sahuagin friends captive. They also 
  had other captives (3 drow children, an elderly 
  drow woman, and a human woman in plate 
  armor). 
  • After taking his friends captive, they continued 
  downwards into the tunnels.  
  Scene B. Dooglooshoop 
  When characters arrive in Dooglooshoop, a kuo-toa 
  village under Dagon’s control, they must find a way 
  to infiltrate the village, free the captives, and escape 
  with their lives before the Kraken rises from the 
  depths to destroy the village.  
  Area Information 
  This area features: 
   Dimensions & Terrain. Dooglooshoop is a small 
  kuo-toa village, roughly a half-mile in diameter, on 
  the edge of a small lake in the Underdark. The village 
  consists of 1-story tall buildings, constructed from 
  reclaimed zurkhwood in varied states of rot (from 
  the rich saltwater air). This shantytown is 
  unremarkable, aside from a large 25-foot statue of a 
  Kraken at the center of town near the coastline, 
  constructed from cast-off trash (rusted armor, wood 
  scraps, small rocks, sea shells, a net, a barnacle-
  encrusted anchor). A bloody stone altar to Dagon sits 
  at the bottom of the statue.  
   Map. For a map of Dooglooshoop, see Appendix 
  6: Map of Dooglooshoop. 
   Lake. A dome-shaped cavern soars 120 feet above 
  a dark 2-mile-wide lake at the edge of the village. 
  Patches of lavender light on the ceiling look like 
  distant stars, reflected in the eerily calm surface of 
  the lake. Deep below the surface, the Kraken 
  slumbers, sleeping off its recent meal of kuo-toa 
  sacrifices (5 gnolls).  
  
   
   
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  11 
   Citizens. A hundred kuo-toa inhabit the village 
  and have entered a state of fanatical worship of 
  Dagon. Seeing the arrival of their god has driven 
  them further into madness. They have begun 
  capturing any creature they find to sacrifice to the 
  Kraken. When it first arrived, several of the kuo-toa 
  threw themselves into the water as sacrifices in a 
  state of fervent fanatical worship. The kuo-toa 
  cannot be reasoned with and exist to serve the 
  Kraken’s every whim.  
   Captives. The captives are held in a rusting metal 
  cage at the edge of the water, near the center of town. 
   Sounds. Kuo-toa scream out in religious rapture at 
  irregular intervals, building into a chorus and 
  echoing throughout the cavern. 
   Lighting. Patches of dimly luminescent fungi have 
  been applied to the buildings and cultivated in the 
  shapes of sea creatures.  
   Story Objective B. If you are running Bonus 
  Objective B, characters may also be able to see or 
  locate the second set of cages on the East side of 
  town while they are exploring or scouting the village. 
  You may choose to describe both locations to the 
  characters initially and let them decide how to 
  proceed. You may also choose to run Story 
  Objective B and Bonus Objective B simultaneously 
  if the party gets split.   
  Navigating the Village 
  Characters must make their way through the village 
  to reach and free the captives at the edge of the 
  water. The kuo-toa will attack the characters on 
  sight so that they can be captured and fed to the 
  Kraken. Allow characters to make a plan before they 
  enter the village. Characters may be able to stealth 
  through the village, disguise themselves as kuo-toa, 
  or use other means to reach the prisoners. Reward 
  creativity.  
  If characters arouse suspicion while navigating the 
  village, they may attract the attention of a kuo-toa 
  patrol, consisting of 1 kuo-toa whip and 4 kuo-toa.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • Very Weak: Remove 1 kuo-toa whip and 2 kuo-toa. 
  • Weak: Remove 2 kuo-toa. 
  • Strong: Add 1 kuo-toa whip. 
  • Very Strong: Add 1 kuo-toa monitor and 1 kuo-toa 
  whip. 
  Releasing the Captives 
  The captives are held in a rusting metal cage at the 
  edge of the water, near the center of town. The cage 
  is square, 10-foot long on each side, and locked with 
  a chain and padlock. The cage can be opened with a 
  DC 12 Sleight of Hand check or a DC 13 Athletics 
  check. 
   Captives. Captives include 3 drow children 
  (Vexalora, Xarath, Theraan), an elderly drow woman 
  (Exartha), two myconid adolescents (Stout and Slim), 
  a snarky female Paladin of Gond in plate armor 
  (Exora). The captives suffer from two levels of 
  exhaustion. They saw the gnolls fed to the kraken 
  and are desperate to escape. 
   Combat. The captives are closely guarded by 1 
  kuo-toa monitor, 1 kuo-toa whip, and 3 kuo-toa. 
  These guards fight to the death to defend the 
  captives. Beginning on round 2 of combat at 
  Initiative Count 20, the Kraken emerges from the 
  depths and begins attacking the area. The Kraken 
  slams its tentacle in a 30-foot line beginning at a 
  random point on the edge of the lake. Characters in 
  the area must make a DC 12 Dexterity Saving 
  Throw or take 2d6 bludgeoning damage (half on a 
  success) and fall prone from flying debris.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • Very Weak: Remove 1 kuo-toa monitor and 1 kuo-toa. 
  The Kraken’s attacks do 1d6 bludgeoning damage. 
  • Weak: Remove 1 kuo-toa monitor and add 1 kuo-toa 
  whip. The Kraken’s attacks do 1d6+2 bludgeoning 
  damage. 
  • Strong: Add 2 kuo-toa whips and remove 3 kuo-toa. The 
  Kraken’s attacks do 2d6+2 bludgeoning damage. 
  • Very Strong: Combat consists of 1 kuo-toa archpriest 
  and 2 kuo-toa whips. The Kraken’s attacks do 3d6 
  bludgeoning damage. 
   Escape. After the combat finishes, the non-
  combatant kuo-toa have entered a state of fervent 
  worship, paying no attention to the characters. Many 
  of the kuo-toa are jumping into the water, sacrificing 
  themselves to the Kraken in religious ecstasy, as the 
  Kraken snacks on them like popcorn. If you are using 
  Bonus Objective B, characters notice another group 
  of captives trapped in a cage on the East side of the 
  village, across a narrow100-foot rope bridge. 
  Proceed to Bonus Objective B. Otherwise, 
  characters are able to safely flee the village with the 
  captives and return to Bellview. 
  Kraken Madness (Optional). When the Kraken surfaces, or 
  at other thematically appropriate times, you may request a 
  Madness Saving Throw from characters (DC 12 Wisdom 
  Saving Throw). See Appendix 7: Madness. 
   
  USE WITH CAUTION. Madness can add a fun element to 
  the game but can also ruin the fun for some players. 
  
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  12 
  Treasure & Rewards 
  If characters are able to safely rescue Exora, she 
  reluctantly offers them her Ring of Swimming as 
  payment for their assistance.  
  Magic Items. Ring of Swimming (uncommon) 
  While wearing this ring, the user has no dreams or 
  nightmares. Despite their restful slumber, the user 
  experiences a sense of unease, as if the dreams are 
  being drawn away and consumed by some unseen 
  force. For more information, see Appendix 8: Magic 
  Item. 
  
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  13 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints 
  The characters receive one advancement 
  checkpoints for each objective completed: 
  • Story Objective A: The objective of Story
  Objective A is to locate an entrance and explore
  the sea caves beneath Bellview. 
  • Story Objective B: The objective of Story
  Objective B is to free the captives in the kuo-toa
  village.
  The characters earn an additional advancement
  checkpoint for each bonus objective they complete. 
  • Bonus Objective A: The objective of Bonus
  Objective A is to either help the crew of the
  Audacity by consecrating an altar to Umberlee 
  or fight the ghostly crew. 
  • Bonus Objective B: The objective of Bonus
  Objective B is freeing the second group of
  captives in the kuo-toa village. 
  Treasure Checkpoints 
  The characters receive a treasure checkpoint for 
  completing both main objectives or both bonus 
  objectives. 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   Magic Items. Ring of Swimming (uncommon) 
  While wearing this ring, the user has no dreams or 
  nightmares. Despite their restful slumber, the user 
  experiences a sense of unease, as if the dreams are 
  being drawn away and consumed by some unseen 
  force. For more information, see Appendix 8: Magic 
  Item. 
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
  
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  14 
  Appendix 1: Locations & NPCs 
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Deacon Walter Grantham. NE Human male, 50s.
  Athletic former adventurer. Cleric of Umberlee.
  Brought the Jade Shard to Bellview. Wrought with
  guilt. Tries to keep the sahuagin occupation a
  secret.
  Personality: Manipulative, thorough, broken.
  Ideal: Secrecy. He messed up—don’t let people find
  out what happened.
  Bond: Himself and Umberlee.
  Flaw: Mad with zealous behavior.
  • Ginny Halfsail. LG Human female, 12. Thin orphan
  girl. Her mother died a year ago in childbirth. Her
  father died of heat stroke. Works the sugarcane
  fields and rents rooms of her house. She is the
  oldest of five children.
  Personality: Spiritually broken, rugged.
  Ideal: Marriage. Dreams of a good husband one day
  to help fill the gap her parents left.
  Bond: “My sisters… and Kago! He’s good to me.”
  Flaw: Insecurity. Develops childish crushes easily.
  Trusts Deacon Grantham too much.
  • Rekh’reshku (wreck-RESH-coo). CN Sahuagin ex-
  cultist of Dagon. He narrowly escaped kuo-toa
  cultists and is trying to escape the tunnels 
  beneath Bellview. 
  Personality: Resigned, reactionary, realistic. 
  Ideal: Self-preservation. Aligning with those in 
  power is the best way to protect yourself. 
  Bond: My own life is of paramount importance. 
  Flaw: Too willing to place trust in a higher power. 
  
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  Appendix 2: Creature Statistics 
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6 (-2) 
  Damage Immunities Poison 
  Condition Immunities Charmed, Exhaustion, 
  Poisoned 
  Senses Darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: (2d4 + 2) slashing damage. If the 
  target is a creature other than an elf or undead, it 
  must succeed on a DC 10 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 itself on a success. 
  Kuo-Toa 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 
  Hit Points 18 (4d8) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  10 (+0) 
  11 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
  Skills Perception +4 
  Senses Darkvision 120 ft., passive Perception 14 
  Languages Undercommon 
  Challenge 1/4 (50 XP) 
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense 
  the presence of any creature within 30 feet of it that 
  is invisible or on the Ethereal Plane. It can pinpoint 
  such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Claws. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 
  + 1) piercing damage, or 5 (1d8 + 1) piercing
  damage if used with two hands to make a melee
  attack.
  Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft.,
  one Large or smaller creature. Hit: The target is
  restrained. A creature can use its action to make a
  DC 10 Strength check to free itself or another
  creature in a net, ending the effect on a success.
  Dealing 5 slashing damage to the net (AC 10) frees
  the target without harming it and destroys the net.
  Reactions
  Sticky Shield. When a creature misses the kuo-toa 
  with a melee weapon attack, the kuo-toa uses its 
  sticky shield to catch the weapon. The attacker must 
  succeed on a DC 11 Strength saving throw, or the 
  weapon becomes stuck to the kuo-toa's shield. If the 
  weapon's wielder can't or won't let go of the weapon, 
  the wielder is grappled while the weapon is stuck. 
  While stuck, the weapon can't be used. A creature 
  can pull the weapon free by taking an action to make 
  a DC 11 Strength check and succeeding.  
  
   
   
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  Kuo-Toa Archpriest 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  16 (+3) 
  14 (+2) 
   
  Skills Perception +9, Religion +6 
  Senses Darkvision 120 ft., passive Perception 14 
  Languages Undercommon 
  Challenge 6 (2300 XP) 
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense 
  the presence of any creature within 30 feet of it 
  that is invisible or on the Ethereal Plane. It can 
  pinpoint such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a 
  grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Spellcasting. The kuo-toa is a 10th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 14, 
  +6 to hit with spell attacks). The kuo-toa has the 
  following cleric spells prepared: 
   
  Cantrips (at will): guidance, sacred flame, 
  thaumaturgy 
  1st level (4 slots): detect magic, sanctuary, shield of 
  faith 
  2nd level (3 slots): hold person, spiritual weapon 
  3rd level (3 slots): spirit guardians, tongues 
  4th level (3 slots): control water, divination 
  5th level (2 slots): mass cure wounds, scrying 
  Actions 
  Multiattack. The kuo-toa makes two melee attacks. 
  Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 
  14 (4d6) lightning damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage.  
   
   
   
   
  Kuo-Toa Monitor 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 13 (natural armor, unarmored 
  defense) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6, Religion +4 
  Senses Darkvision 120 ft., passive Perception 16 
  Languages Undercommon 
  Challenge 1 (200 XP) 
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense 
  the presence of any creature within 30 feet of it 
  that is invisible or on the Ethereal Plane. It can 
  pinpoint such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a 
  grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The kuo-toa makes one bite attack and 
  two unarmed strikes. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Unarmed Strike. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage plus 3 (1d6) lightning damage, and the 
  target can’t take reactions until the end of the kuo-
  toa’s next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Kuo-Toa Whip 
  Medium humanoid (kuo-toa), neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 65 (10d8+20) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6, Religion +4 
  Senses Darkvision 120 ft., passive Perception 16 
  Languages Undercommon 
  Challenge 1 (200 XP) 
  Amphibious. The kuo-toa can breathe air and water. 
  Otherworldly Perception. The kuo-toa can sense 
  the presence of any creature within 30 feet of it 
  that is invisible or on the Ethereal Plane. It can 
  pinpoint such a creature that is moving. 
  Slippery. The kuo-toa has advantage on ability 
  checks and saving throws made to escape a 
  grapple. 
  Sunlight Sensitivity. While in sunlight, the kuo-toa 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
  Spellcasting. The kuo-toa is a 2nd-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). The kuo-toa has the 
  following cleric spells prepared: 
  Cantrips (at will): sacred flame, thaumaturgy 
  1st level (3 slots): bane, shield of faith 
  Actions 
  Multiattack. The kuo-toa makes two melee attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Pincer Staff. Melee Weapon Attack: +4 to hit, reach 
  10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If 
  the target is a Medium or smaller creature, it is 
  grappled (escape DC 14). Until this grapple ends, the 
  kuo-toa can’t use its pincer staff on another target. 
   
   
   
   
   
   
   
   
   
  Mimic 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 12 (Natural Armor) 
  Hit Points 58 (9d8+18) 
  Speed 15 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1) 
   
  Skills Stealth +5 
  Damage Immunities Acid 
  Condition Immunities Prone 
  Senses Darkvision 60 ft., passive Perception 11 
  Challenge 2 (450 XP) 
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics 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. 
  Adhesive (Object Form Only). The mimic adheres 
  to anything that touches it. A Huge or smaller 
  creature adhered to the mimic is also grappled by 
  it (escape DC 13). Ability checks made to escape 
  this grapple have disadvantage. 
  False Appearance (Object Form Only). While the 
  mimic remains motionless, it is indistinguishable 
  from an ordinary object. 
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: (1d8 + 3) bludgeoning damage. If 
  the mimic is in object form, the target is subjected to 
  its Adhesive trait 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: (1d8 + 3) piercing damage plus (1d8)acid 
  damage. 
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Poltergeist 
  Medium undead, chaotic evil 
  Armor Class 12  
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Stealth +5 
  Damage Resistances acid, cold, fire, lightning, 
  thunder, bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, unconscious 
  Senses darkvision 60 ft. 
  Languages Understands all languages it knew in life 
  but can’t speak. 
  Challenge 2 (450 XP) 
  Incorporeal Movement. The poltergeist can move 
  through other creatures and objects as if they 
  were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
  Sunlight Sensitivity. While in sunlight, the 
  poltergeist has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that rely 
  on sight. 
  Invisibility. The poltergeist is invisible. 
  Actions 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 
  5 ft. one creature. Hit: 10 (3d6) force damage. 
  Telekinetic Thrust. The poltergeist targets a 
  creature or unattended object within 30 feet of it. A 
  creature must be Medium or smaller to be affected 
  by this magic, and an object can weigh up to 150 
  pounds. 
  If the target is a creature, the poltergeist makes a 
  Charisma check contested by the target’s Strength 
  check. If the poltergeist wins the contest, the 
  poltergeist hurls the target up to 30 feet in any 
  direction, including upward. If the target then comes 
  into contact with a hard surface or heavy object, the 
  target takes 1d6 damage per 10 feet moved. 
  If the target is an object that isn’t being worn or 
  carried, the poltergeist hurls it up to 30 feet in any 
  direction. The poltergeist can use the object as a 
  ranged weapon, attacking one creature along the 
  object’s path (+4 to hit) and dealing 5 (2d4) 
  bludgeoning damage on a hit. 
   
  Swarm of Rats 
  Medium swarm of tiny beasts, unaligned 
  Armor Class 10 
  Hit Points 24 (7d8-7) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  11 (+0) 
  9 (-1) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Damage Resistance Bludgeoning, Piercing, Slashing 
  Condition Immunities Charmed, Frightened, 
  Grappled, Paralyzed, Petrified, Prone, Restrained, 
  Stunned 
  Senses Darkvision 30 ft., passive Perception 10 
  Challenge 1/4 (50 XP) 
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny rat. 
  The swarm can't regain hit points or gain 
  temporary hit points. 
  Actions 
  Bites (swarm has more than half HP). Melee 
  Weapon Attack: +2 to hit, reach 0 ft., one target in the 
  swarm's space. Hit: (2d6) piercing damage. 
  Bites (swarm has half HP or less). Melee Weapon 
  Attack: +2 to hit, reach 0 ft., one target in the 
  swarm's space. Hit: (1d6) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  19 
  Sahuagin 
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 12 (Natural Armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1) 
   
  Skills Perception +5 
  Senses Darkvision 60 ft., passive Perception 10 
  Languages Common, Sahuagin 
  Challenge 1/2 (100 XP) 
  Blood Frenzy. The sahuagin has advantage on 
  melee attack rolls against any creature that 
  doesn't have all its hit points. 
  Limited Amphibiousness. The sahuagin can 
  breathe air and water, but it needs to be 
  submerged at least once every 4 hours to avoid 
  suffocating. 
  Shark Telepathy. The sahuagin can magically 
  command any shark within 120 feet of it, using a 
  limited telepathy. 
  Actions 
  Multiattack. The sahuagin makes two melee attacks: 
  one with its bite and one with its claws or spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: (1d4 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: (1d4 + 1) slashing damage. 
  Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: (1d6 + 1) piercing damage, or (1d8 + 
  1) piercing damage if used two handed 
  Spear. Ranged Weapon Attack: +3 to hit, reach 
  20/60 ft., one target. Hit: (1d6 + 1) piercing damage. 
   
  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 16 (3d8+3) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
   
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses Darkvision 60 ft., passive Perception 10 
  Challenge 1/2 (100 XP) 
  Amorphous. The shadow can move through a space 
  as narrow as 1-inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow 
  has disadvantage on attack rolls, ability checks, 
  and saving throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic 
  damage, and the target's Strength score is reduced 
  by 1d4. The target dies if this reduces its Strength to 
  0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. If a non-evil humanoid 
  dies from this attack, a new shadow rises from the 
  corpse 1d4 hours later.
  
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  Appendix 3: A Pirate’s Life for Me (Bonus Objective A.) 
  Estimated Duration: 60 minutes 
  “With the keys to the cage 
  And the Devil to pay 
  We lay to Fiddler's Green. 
  Yo ho, haul together 
  Hoist the colours high 
  Heave ho, thieves and beggars 
  Never shall we die” 
  -Hoist the Colours, Hanz Zimmer
  Setting Description 
  In this episode, characters encounter the remaining 
  ghostly crew of the Audacity. They must either help 
  the crew consecrate an altar to Umberlee or defeat 
  the crew in combat. 
  Prerequisites 
  Characters must complete Story Objective A before 
  beginning this episode. 
  Objectives 
  The objective of Bonus Objective A is to interact 
  with the ghost crew of the Audacity. Characters 
  should either help the crew consecrate an altar to 
  Umberlee or defeat the crew in combat. 
  Scene A. A Fate Worse Than Death 
  At the edge of the pirate safehouse cave systems, 
  characters come across a cavern haunted by the 
  ghostly crew of the Audacity. 
  The Fate of the Audacity. 60 years ago, the pirate crew of 
  the Audacity plundered the waters of the Moonsea for 
  fame and fortune. After the Audacity and its captain, Reeve 
  Sar Testain, plundered a rich merchant vessel, they sought 
  refuge in an unnamed island in the Stormy Bay. The island 
  was home to a small village, which the pirates took over 
  and enslaved the villagers. After days of abuse, the citizens 
  of the unnamed village enacted foul rituals to call upon 
  devils subservient to Tiamat. They traded their worship 
  and souls, along with the gold and gems on the ship, to the 
  devils. In exchange, the devils carried the pirates into 
  infernal slavery. After being trapped in the Nine Hells for 
  50 years, the pact was broken by a group of adventurers 
  (DDEX01-03 Shadows over the Moonsea), and the pirates 
  returned to Faerun. While many of them were defeated in 
  battle, a handful of the ghostly crew fled to their old 
  hideout. Still sought out by the devils that enslaved them 
  for decades, these pirates remain in hiding, hoping to 
  evade their detection. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This 20-by-30-foot 
  natural cavern is sparsely furnished, with a set of 
  three rotting wooden chairs surrounding a round 
  wooden table. A group of three pirate ghosts sits 
  around the table, playing a game of 3 dragon ante. 
   Lighting. The cavern is illuminated with dim light, 
  by patches of luminescent lavender fungi on the 
  walls and ceiling.  
   Map. For a map of the sea caves, see Appendix 5: 
  Map of the Sea Caves. 
  Creatures/NPCs 
  Xavier “Parrotnose” Smitt and his two crewmates, 
  Andy “The Plank” Carver and Linda “Sharktooth” 
  Kimbell, are the remaining ghost crew of the 
  Audacity.  
   Objectives/Goals. The ghost crew is trying to 
  remain undiscovered by the devils that enslaved 
  them for decades. If they are found, they believe the 
  devils will drag them back to the Nine Hells. The 
  crew came back to their hideout because they 
  believed that they would be protected by Umberlee’s 
  divine magic. After the sahuagin defaced Umberlee’s 
  altar and turned the citizens of Bellview to the 
  worship of Dagon, they fear that Umberlee’s magic 
  will no longer cloak them from the devils. The crew 
  wants the adventurers to consecrate the altar to 
  Umberlee so that her magic will shield them from 
  detection by the devils. 
   What Does He Know? The pirates know about the 
  sahuagin cultists as well as the existence of the kuo-
  toa village, which has been there for at least 100 
  years. 
   Combat. If characters refuse to help the crew by 
  consecrating the shrine to Umberlee, the 3 
  poltergeists attack.  
  Adjusting the Scene  
  • Very Weak: Remove 3 poltergeists and add 2 ghouls. 
  • Weak: Remove 3 poltergeists and add 3 ghouls.
  • Strong or Very Strong: Add 1 poltergeist.
  Scene B (Optional). Umberlee’s Altar 
  If characters decide to help the crew of the Audacity, 
  they are guided to an adjacent altar room, where a 
  desecrated altar to Umberlee is guarded by the dark 
  shadows.  
  
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  Area Information 
  This area features: 
   Dimensions & Terrain. A simple stone altar, with 
  a shallow divot on top, sits in the center of a dark 
  circular natural cavern (30-foot in diameter). A 
  shark’s mouth is carved into the center of the divot, 
  which opens into a 1-inch chute that descends into 
  the altar. This chute was used to accept offerings of 
  gold coins. The altar has been obviously defaced, 
  with markings in black paint, forming the shape of a 
  poorly-drawn kraken, covering the stone. 
  Lighting. This chamber is dark. 
   Shadows. 4 shadows lurk in this room. They 
  attack when characters approach the altar.  
  Adjusting the Scene  
  • Very Weak: Remove 2 shadows.
  • Weak: Remove 1 shadow.
  • Strong: Add 1 shadow.
  • Very Strong: Add 2 shadows.
   Consecrating the Altar. To consecrate this altar to 
  Umberlee, characters must clean the markings off of 
  the stone. Then, a DC 12 Religion check is needed 
  to perform the correct ritual prayer to consecrate 
  the altar. 
  Blessing of Umberlee. If a character places a gold piece 
  into the chute on the altar, after the altar has been 
  consecrated, they receive a blessing from Umberlee that 
  lasts until the end of this adventure. This blessing grants 
  the character with Water Breathing until the end of the 
  adventure.  
  
   
   
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  Appendix 4: A Risky Rescue (Bonus Objective B.) 
  Estimated Duration: 60 minutes 
  Setting Description 
  In this episode, characters locate another group of 
  captives within the kuo-toa village. Characters must 
  rush across a narrow 100-foot bridge to reach and 
  rescue the captives while dodging the attacks of the 
  Kraken. 
  Prerequisites 
  Characters must complete Story Objective B before 
  beginning this episode. 
  Objectives 
  The objective of Bonus Objective B is to free the 
  remaining captives in the kuo-toa village while 
  dodging the kraken’s attacks. 
  Scene A. A Rickety Bridge 
  In this episode, characters locate another group of 
  captives on the Eastern side of the kuo-toa village.  
  Area Information 
  This area features: 
   Dimensions & Terrain. Dooglooshoop is a small 
  kuo-toa village, roughly a half-mile in diameter, on 
  the edge of a small lake in the Underdark. The village 
  is consists of 1-story tall buildings, constructed from 
  reclaimed zurkhwood in varied states of rot (from 
  the rich saltwater air). This shantytown is 
  unremarkable, aside from a large 25-foot statue of a 
  Kraken at the center of town near the coastline, 
  constructed from cast-off trash (rusted armor, wood 
  scraps, small rocks, sea shells, a net, a barnacle-
  encrusted anchor). A bloody stone altar to Dagon sits 
  at the bottom of the statue.  
   Map. For a map of Dooglooshoop, see Appendix 
  6: Map of Dooglooshoop. 
   Lake. A dome-shaped cavern soars 120 feet above 
  a dark 2-mile-wide lake at the edge of the village. 
  Distant patches of lavender light on the ceiling look 
  like distant stars, reflected in the eerily calm surface 
  of the lake. Deep below the surface, the Kraken 
  slumbers, sleeping off its recent meal of kuo-toa 
  sacrifices (5 gnolls).  
   Citizens. The kuo-toa inhabitants have entered a 
  state of fanatical worship of Dagon. Seeing the 
  arrival of their God has driven them further into 
  madness. The kuo-toa cannot be reasoned with and 
  exist to serve the Kraken’s every whim.  
   Sounds. Kuo-toa scream out in unison in religious 
  rapture, building into a chorus that echoes 
  throughout the cavern. The thundering feet of kuo-
  toa stampeding to the lake, where they are 
  sacrificing themselves to the Kraken. The Kraken 
  roars, slamming its tentacles along the shoreline, 
  destroying buildings and sections of the bridge. 
   Lighting. Patches of dimly luminescent fungi have 
  been applied to the buildings and cultivated in the 
  shapes of sea creatures.  
  Releasing the Captives 
  Have characters roll initiative. Characters must race 
  across the bridge while it is under attack from the 
  Kraken. On initiative count 20, the Kraken attacks a 
  random point on the bridge, causing a 10-foot 
  section to collapse. Characters in the area must make 
  a DC 12 Dexterity Saving Throw or take 2d6 
  bludgeoning damage (half on a success) and fall into 
  the water. Once characters reach the other side, they 
  must fight through a crowd of kuo-toa and free the 
  captives.  
  Adjusting the Scene  
  • Very Weak: The Kraken’s attacks do 1d6 damage. 
  • Weak: The Kraken’s attacks do 1d6+2 damage. 
  • Strong: The Kraken’s attacks do 2d6+2 damage. 
  • Very Strong: The Kraken’s attacks do 3d6 damage. 
   Bridge. The wooden bridge is 100-foot long, 
  raised roughly 10 feet above the water. It is held up 
  by wooden beams at 10-foot intervals, which rise up 
  from the water itself.  
   Captives. The captives are two human children 
  (Aislynn and Scamander LeHue) with wavy blonde 
  hair and freckled, tan skin, wearing surprisingly fine 
  clothing. They were captured while playing along the 
  Moonsea shoreline, near a cave East of Bellview. 
   The captives are held in a large rope net, hanging 
  10 feet above the churning water of the lake, on the 
  eastern side of the village. The net is hanging from a 
  wooden scaffold, which is moored to a dock. The 
  rope has AC 10 and 15 HP. The knots holding the net 
  in place can be untied with a DC 12 Thieves Tools 
  check.  
   Guards. The captives are surrounded by 13 kuo-
  toa, who have entered into a state of fervent 
  worship. The kuo-toa blindly attack any creature 
  
   
   
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  23 
  that comes within 5 feet of them, attacking at 
  disadvantage because of their blind religious fervor.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene, 
  according to your group. 
  • Very Weak or Weak: Remove 5 kuo-toa. 
  • Strong: Add 5 kuo-toa. 
  • Very Strong: Add 10 kuo-toa. 
   Stampede (Optional). While characters attempt 
  to free the captives, the nearby kuo-toa form into a 
  mob and begin rushing towards the water, 
  attempting to sacrifice themselves to the kraken. On 
  Initiative Count 10, characters surrounded by kuo-
  toa must make a DC 12 Strength Saving Throw or 
  be swept up by the mob, where they are pushed 10 
  feet towards the water. If they are within 10 feet of 
  the water, they are pushed into the lake.   
   Escape. After characters have freed the captives, 
  they are able to safely flee the village with the 
  captives and return to Bellview. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Appendix 5: Map of the Sea Caves 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls
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  Appendix 6: Map of Dooglooshoop 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls
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  Appendix 7: Madness 
  Madness can be short-term, long-term, or indefinite. 
  Most relatively mundane effects impose short-term 
  madness, which lasts for just a few minutes. More 
  horrific effects or cumulative effects can result in 
  long-term or indefinite madness. 
   A character afflicted with short-term madness is 
  subjected to an effect from the Short-Term Madness 
  table for 1d10 minutes. 
   A character afflicted with long-term madness is 
  subjected to an effect from the Long-Term Madness 
  table for 1d10 × 10 hours. 
   A character afflicted with indefinite madness gains 
  a new character flaw from the Indefinite Madness 
  table that lasts until cured. 
  SHORT-TERM MADNESS 
  D100 
  Effect (lasts 1d10 minutes) 
  01–20 
  The character retreats into his or her mind 
  and becomes Paralyzed. The effect ends if 
  the character takes any damage. 
  21–30 
  The character becomes Incapacitated and 
  spends the duration screaming, laughing, or 
  weeping. 
  31–40 
  The character becomes Frightened and 
  must use his or her action 
  and Movement each round to flee from the 
  source of the fear. 
  41–50 
  The character begins babbling and is 
  incapable of normal Speech or Spellcasting. 
  51–60 
  The character must use his or her action 
  each round to Attack the nearest creature. 
  61–70 
  The character experiences vivid 
  hallucinations and has disadvantage 
  on Ability Checks. 
  71–75 
  The character does whatever anyone tells 
  him or her to do that isn’t obviously self- 
  destructive. 
  76–80 
  The character experiences an overpowering 
  urge to eat something strange such as dirt, 
  slime, or offal. 
  81–90 
  The character is Stunned. 
  91–
  100 
  The character falls Unconscious. 
  LONG-TERM MADESS 
  D100 
  Effect (lasts 1d10 × 10 hours) 
  01–10 
  The character feels compelled to repeat a 
  specific activity over and over, such as 
  washing hands, touching things, praying, or 
  counting coins. 
  11–20 
  The character experiences vivid 
  hallucinations and has disadvantage 
  on Ability Checks. 
  21–30 
  The character suffers extreme paranoia. The 
  character has disadvantage 
  on Wisdom and Charisma Checks. 
  31–40 
  The character regards something (usually 
  the source of madness) with intense 
  revulsion, as if affected by the antipathy 
  effect of the Antipathy/Sympathy spell. 
  41–45 
  The character experiences a powerful 
  delusion. Choose a potion. The character 
  imagines that he or she is under its effects. 
  46–55 
  The character becomes attached to a “lucky 
  charm,” such as a person or an object, and 
  has disadvantage on Attack rolls, Ability 
  Checks, and Saving Throws while more than 
  30 feet from it. 
  56–65 
  The character is Blinded (25%) 
  or Deafened (75%). 
  66–75 
  The character experiences uncontrollable 
  tremors or tics, which impose disadvantage 
  on Attack rolls, Ability Checks, and Saving 
  Throws that involve Strength or Dexterity. 
  76–85 
  The character suffers from partial amnesia. 
  The character knows who he or she is and 
  retains Racial Traits and Class Features, but 
  doesn’t recognize other people or 
  remember anything that happened before 
  the madness took effect. 
  86–90 
  Whenever the character takes damage, he or 
  she must succeed on a DC 15 Wisdom saving 
  throw or be affected as though he or she 
  failed a saving throw against 
  the Confusion spell. The Confusion effect 
  lasts for 1 minute. 
  91–95 
  The character loses the ability to speak. 
  96–
  100 
  The character falls Unconscious. No amount 
  of jostling or damage can wake the 
  character. 
  
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls
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  INDEFINITE MADNESS 
  D100 
  Flaw (lasts until cured) 
  01–15 
  “Being drunk keeps me sane.” 
  16 - 25 
  "I keep whatever I find." 
  26–30 
  “I try to become more like someone else I 
  know—adopting his or her style of dress, 
  mannerisms, and name.” 
  31–35 
  “I must bend the truth, exaggerate, or 
  outright lie to be interesting to other 
  people.” 
  36–45 
  “Achieving my goal is the only thing of 
  interest to me, and I’ll ignore everything 
  else to pursue it.” 
  46–50 
  “I find it hard to care about anything that 
  goes on around me.” 
  51–55 
  “I don’t like the way people judge me all 
  the time.” 
  56–70 
  “I am the smartest, wisest, strongest, 
  fastest, and most beautiful person I know.” 
  71–80 
  “I am convinced that powerful enemies are 
  hunting me, and their agents are 
  everywhere I go. I am sure they’re 
  watching me all the time.” 
  81–85 
  “There’s only one person I can trust. And 
  only I can see this Special friend.” 
  86–95 
  “I can’t take anything seriously. The more 
  serious the situation, the funnier I find it.” 
  96–100 
  “I’ve discovered that I really like killing 
  people.” 
  Curing Madness 
  A Calm Emotions spell can suppress the effects of 
  madness, while a Lesser Restoration spell can rid a 
  character of a short-term or long-term madness. 
  Depending on the source of the madness, Remove 
  Curse or dispel evil might also prove effective. A 
  Greater Restoration spell or more powerful magic is 
  required to rid a character of indefinite madness. 
  
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  CCC-ALMOG-27 DAGON01-02 Cove of Fallen Souls
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  Appendix 8: Magic Item 
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Ring of Swimming 
  Tier 1, 8 treasure checkpoints 
  You have a swimming speed of 40 feet while wearing 
  this ring. This item is found in the Dungeon Master’s 
  Guide. 
  While wearing this ring, the user has no dreams or 
  nightmares. Despite their restful slumber, the user 
  experiences a sense of unease, as if the dreams are 
  being drawn away and consumed by some unseen 
  force. 
  
   
   
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  Appendix 9: Dungeon Master Tips 
   
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such as 
  a way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  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 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/SaltCON/CCC-ALMOG-27 - Fallen Souls.pdf