TEXT:  
   
  Unusual Opposition 
   
  The trail leading from the Fane of the Whispered Fang has grown cold, but you can still 
  taste the machinations of the yuan-ti in Chult’s humid, stagnant air. Because of this, you 
  must venture deeper still into the jungle and petition the aid of an unlikely ally—the 
  fabled Ramshackle King. His assistance is crucial to the effort to save Chult! 
   
  A Four-Hour Adventure for 11th-16th Level Characters 
   
   
   
  Dan Dillon 
  Author 
   
  Adventure Code: DDAL07-09 
  Optimized For: APL 13 
  Version: 1.0 
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman,     
  Greg Marks 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  2 
  Introduction 
  Welcome to Unusual Opposition, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Tomb of Annihilation™ storyline season. 
   The characters set out in search of the Ramshackle 
  King far to the southeast of Port Nyanzaru, hoping to 
  learn more of the yuan-ti plot simmering in the 
  jungles of Chult. The path leads to the ruined coastal 
  village of Ishau in Refuge Bay, where the characters 
  pick up the trail to the Ramshackle King’s court in 
  the deep jungle east of Hisari. 
   This adventure is designed for three to seven 
  11th-16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13. Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  3 
  Adventure Primer 
  Drink up, poppet, and all your worries are behind you. 
  Well, right in front of you, but I’m sure everything will 
  be fine.  
  – Grandmother Callendra Blackwater 
  Adventure Background 
  Though Chult has weathered the Soulmonger’s 
  threat, evil yet stirs in its darkest jungle hollows. The 
  lich Rhaugilath seeks to throw off his oppressor’s 
  control, and moves Chult’s yuan-ti as pawns to that 
  end. Recently the snakefolks’ trail has gone cold, and 
  the mercenaries, investigators, and faction agents on 
  the peninsula are running out of time.  
   The Harpers have learned of a strange individual 
  deep in the jungle who might be able to shed light on 
  the current situation—an enigmatic figure known as 
  the Ramshackle King, who resides in a secret 
  stronghold called the Ramshackle Court.  
   Unfortunately, the Ramshackle Court’s history 
  with piracy has come back to haunt them. One of the 
  original wayward souls gathered into what would 
  become the Court was Vartagan Blacktide, a 
  notorious and bloodthirsty pirate captain who ran 
  afoul of Aliera Dunveil, a Sembian pirate hunter. 
  Dunveil hounded Blacktide all the way to Chult, 
  where both ships were lost in a storm, battered to 
  bits amidst Chultan shoals.  
   Aliera Dunveil perished with her ship, but a 
  watery grave was not to be her end. Her obsession 
  had long since turned to unholy hatred, and her soul 
  refused to give up the chase. She rose from the 
  depths as a death knight, and to this day hounds the 
  descendants of Captain Blacktide, and the King who 
  defends them. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Soggy Wren (REN). Wren is a Ffolk human who has lived in 
  Chult many years. He has a great love of drink and 
  merriment, and true to his nickname is almost never 
  encountered sober. Wren is the leader of the Harpers in Port 
  Nyanzaru, and spends most of his time in the Market Ward 
   
  The Ramshackle Court. Fifty miles due east of the ruins of 
  Hisari, the hulls of at least six ships hang in the thick jungle 
  canopy. Here dwells the Ramshackle Court of the Ramshackle 
  King. 
   
  Ishau. Once a prosperous fishing village in Refuge Bay it 
  sank into the shallow waters and now rests a mile out from 
  shore prowled by sharks, dinosaurs, and things much darker. 
   
  The Blackwater Three. A powerful sea hag coven that 
  claimed the waters surrounding Ishau as their own. They 
  draw fragments of souls of drowned and slain travelers from 
  the water, using them to steal forbidden secrets. 
  Adventure Overview 
  The adventure is broken down into three parts: 
   Part 1. Soggy Wren contacts the characters about 
  a possible lead to discover more about the yuan-ti’s 
  plans. The characters must travel to Refuge Bay, and 
  seek out a hermit woman and her blackwater elixir, 
  which can lead them to the Ramshackle King.  
   Part 2. Once at Refuge Bay, the characters find the 
  hermit, and her two sisters, in the watery ruins of 
  Ishau. The sisters, powerful sea hags, trade their 
  blackwater elixir for a price. The characters must 
  procure and drink the elixir, and weather the 
  consequences of seeking forbidden knowledge. 
   Part 3. With the knowledge gained from the elixir, 
  the characters can locate the Ramshackle Court. 
  Once there, the Ramshackle King can tell them more 
  of the yuan-ti’s plans, but demands they perform a 
  service for him first. The characters must find and 
  destroy the death knight and its minions, ending his 
  threat to the court once and for all. 
  Adventure Hooks 
  The characters have a reputation among the factions 
  of Port Nyanzaru, whether or not any of them belong 
  to the Harpers. Soggy Wren sends a messenger to 
  catch the party at their lodgings, or when they arrive 
  back in Port, who delivers an invitation to the 
  Thundering Lizard Inn, in the Market Ward. 
   Dumb Luck. The characters with no pre-existing 
  connections in Chult find themselves in the 
  Thundering Lizard Inn to rest for the night. Soggy 
  Wren notices the characters and waves them over, 
  asking if they want to make some good, honest gold. 
   Harpers (Faction Assignment). A passerby 
  accidentally bumps a Harper agent character. The 
  stranger apologizes profusely while subtly revealing 
  a Harper pin. The clumsy stranger directs them to 
  the Thundering Lizard Inn in the Market Ward, 
  where the stranger’s friend (Soggy Wren) will buy 
  them a meal. 
   Zhentarim (Secret Mission). A Zhentarim 
  character notices a strange slip of parchment in a 
  pocket. The note bears a Zhentarim mark and directs 
  the character and companions to the Thundering 
  Lizard inn, where one “Soggy Wren” seeks to hire 
  adventurers. The note ends with promise of further 
  instructions at a later date, and then disappears in a 
  harmless burst of black flame. 
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  4 
  Part 1. The Hunt Begins 
  Estimated Duration: 60 minutes 
  Soggy Wren, the Harper faction contact in Port 
  Nyanzaru, contacts the characters with an urgent 
  summons. The Harpers have finally identified a 
  possible source of information on the yuan-ti’s 
  mysterious dealings in Chult, but time is of the 
  essence.  
   Wren has as side task for any Harper characters 
  during their journey, and the Zhentarim haven’t 
  been idle. Pock-marked Poe has gotten wind of the 
  deal, and wants to make sure any Zhentarim agents 
  among the party seize this opportunity for their 
  advantage. 
  A. Soggy Summons 
  By invitation or happenstance, the characters find 
  themselves at the Thundering Lizard Inn. Soggy 
  Wren is already well into his cups, and greets the 
  characters as if they were old friends even if they’ve 
  never met. Adjust the circumstances when 
  describing the encounter to match the chosen 
  adventure hook. 
  The Thundering Lizard is loud but inviting. Music, off-key 
  singing, and laughter draw you into the cool shade and 
  promise of some much-needed comfort from the Chultan 
  heat.  
   
  A middle-aged human man dressed in stained, Chultan-
  style garb waves you over with a wide grin and slurred 
  greeting. “Now there’s some folks that need a drink if ever 
  I’ve seen ‘em!” He slaps the table, indicating that you should 
  sit. “The first round’s on me. But maybe I can do a bit more 
  than that for you, eh friends?”  
   
  He glances about the room then leans in conspiratorially. 
  “Unless I miss my guess, you folks can handle yourselves in a 
  scrape, and I need some good people right now. All of Chult 
  does, and maybe more besides. The yuan-ti are up to no 
  good, I’m sure you know, but they’ve gone to ground. Turns 
  out we might have a way to find them.”  
  Soggy offers the following information:  
  • The Ramshackle King is a man who lives deep in 
  the jungle with a group of followers.  
  • While the King doesn’t seem to be in league with 
  the yuan-ti, the scattered information the Harpers 
  have suggests he at least has some contact or 
  dealings with them.  
  • They’ve tried to track down the Ramshackle King 
  with both spies and magic, to no avail. He must be 
  well protected. 
  • An old hermit woman known as Grandmother 
  Callendra has some means of finding protected 
  secrets.  
  • She lives in or near the sunken ruins of Ishau in 
  Refuge Bay. Ishau was once a Chultan settlement, 
  but ever since the Spellplague it fell into ruin. Now 
  it sits about a mile or so offshore, in the shallows 
  of Refuge Bay. 
  • Callendra either makes or has access to a strange 
  potion called blackwater elixir. Supposedly the 
  elixir can unearth secrets that foil other means of 
  magical divination. While most of Port Refuge is 
  safe, Ishau itself is known to attract unsavory 
  creatures, sharks, and even aquatic dinosaurs.  
  • As Refuge Bay is quite a distance from Port 
  Nyanzaru, Soggy is willing to leverage his contacts 
  in the Harbor Ward to arrange passage on a ship 
  for the party. 
  Development 
  If the characters agree to the job, Soggy promises 
  them 1,000 gp each, paid on their return to Port with 
  the Ramshackle King’s whereabouts and hopefully 
  information on the yuan-ti. 
   Wren also arranges for the characters to receive 
  one week’s worth of food supplies if they wish, and 
  uses his contacts to charter a ship to take them to 
  Refuge Bay and back. 
  Harpers (Faction Assignment) 
  Soggy Wren invites Harper agents to remain for a 
  nightcap before sending them to prepare for the 
  voyage. He brings out a small stone carved in the 
  likeness of a speaking face, and requests that they 
  find a way to hide the stone within the Ramshackle 
  King’s private quarters, or in some other place 
  where interesting conversation is likely to occur. 
   The Harpers don’t like not knowing the major 
  players in a region, and they want to learn as much 
  about the King as they can when the opportunity 
  arises.  
  Zhentarim (Secret Mission) 
  The Harpers aren’t the only group with spies in 
  Chult, and the Zhentarim aren’t ones to let 
  opportunity pass un-seized. Members of the 
  Zhentarim (rank 2 or higher) are approached by 
  woman in Pock-marked Poe’s service—a ebon-
  skinned woman named Zansha. either late that night, 
  or early before they leave the next day.  
  
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  DDAL07-09 Unusual Opposition 
   
   
  5 
   The Black Network has gotten wind of the 
  blackwater elixir, and if the rumors are true they 
  want that power for themselves. The woman (named 
  Zansha) curtly instructs the characters to acquire a 
  second sample of the elixir and to return it to him so 
  Zhentarim alchemists can try to duplicate it. Zansha 
  is intolerant of Poe’s contemptuous underlings—no 
  matter how slight their insult might be. 
  Roleplaying the Faction Leaders in Chult 
   
  Soggy Wren (REN) - Harpers. Soggy Wren is friendly 
  almost to the point of being rude about it. He is astonishingly 
  adept at gauging the level of intoxication the object of his 
  attention is and more adept still at figuring out what they 
  prefer to drink. In his youth, he was a talented sorcerer, but 
  he has let his thirst for the drink take priority over his thirst 
  for honing his magical talents.  
   
  That aside, he bears an intense hatred of “party-poopers” 
  and bears little patience for people displaying evil-tendencies 
  in his presence. His close “professional” relationships with 
  most of the tavern owners in town means that those that 
  cross him find themselves without a place to quench their 
  thirst. 
   
  Quote: “Wushoomeanyouaren’thirssy? ::hiccup::”    
   
   
  Pock-marked Po (POE) - Zhentarim. The illness that nearly 
  took Po’s life ravaged his body. His face is heavily scarred, he 
  is nearly blind in one eye, and he walks with a painful, 
  stooped gait. His hands are gnarled and twisted and has 
  difficulty with fine motor functions. Because of this, he has a 
  small cadre of young Chultan women that tend to the 
  physical aspects of his dealings: writing, fetching and stowing 
  ledgers, and the like.  
   
  Despite his physical deformities, he is wickedly cunning 
  and has a sharp, silver tongue. He displays the appropriate 
  professional courtesies in discussion and even when angry, 
  never loses his temper.  
   
  Quote: “What secrets do you hold dear? Wager that I 
  know what they are?” 
  B. Voyage to Refuge Bay 
  Refuge Bay is a six-hundred-mile voyage by sea from 
  Port Nyanzaru. Soggy Wren makes good on his 
  promise to arrange passage on a ship to and from 
  their destination, and sends the characters to the 
  Harbor Ward to board their ship. Captain Vaelara 
  Ruathal, a female high elf bandit captain, 
  commands the sailing ship Nathir (Elvish for Ancient 
  Protector).  
   The Nathir is crewed by thirty solid hands, mostly 
  human and elvish men and women (all bandit), 
  including the Captain’s wife and first mate Ielenia 
  (female high elf scout).  
   Captain Ruathal has already been paid up front for 
  the voyage, and is impatient to get under way when 
  the characters arrive. She’s friendly enough, if a bit 
  terse. She also has a fondness for gnomes, and might 
  gravitate toward gnomish characters during the 
  voyage.  
  General Features 
  The voyage to Refuge Bay has the following features. 
   
  Terrain. Ocean, and ship’s deck. The sea is mostly calm, 
  but during rain the waves grow rough and are difficult terrain 
  for creatures without a swim speed. 
   
  Weather. Weather and wind during the trip is in the 
  characters’ favor, though about half of the time it rains, 
  during which the sea grows rough. During rough weather 
  time spent above decks is wet and uncomfortable, and time 
  below decks is miserable for anyone without sea legs and a 
  strong stomach. At the end of each day of the journey, each 
  characters that fail a DC 13 Constitution saving throw are sea-
  sick (poisoned condition). Characters with the Sailor or 
  similar background make this check with advantage. A 
  character that fails more than three checks over the course 
  of the thirteen-day journey gain a level of exhaustion which 
  can’t be removed until they complete a long rest on land. 
   
  Light. Lanterns provide light below decks, and on deck at 
  night. During the day, rain lightly obscures the area.  
   
  Smells and Sounds. Snapping of sailcloth. The constant 
  rush and crash of water against the hull. Creaking planks. 
  Orders from the Captain and calls from the sailors. The smell 
  of salt spray above deck, and faint sweat below decks.  
  The voyage takes a total of thirteen days, with the 
  ship arriving in Refuge Bay in the late afternoon. 
   The crew uses an efficient shift rotation to sail 
  around the clock. While some characters may have 
  ships of their own or magical means to make the 
  journey easier, ensure that they are able to 
  accommodate the entire party or that they even 
  know precisely where they’re going. 
  B1. Mating Season 
  Late morning on the seventh day of land travel, the 
  Nathir has a chance brush with a wondrous and 
  perilous event. 
   The mountains on the northeastern most corner of 
  Chult serve as the aerie of a roc. As fate would have 
  it, the usually solitary creature has crossed paths 
  with a female, and the two are engaged in an aerial 
  courtship dance, darting up into and out of the low-
  hanging clouds. The enormous birds sport vibrant 
  plumage of red, blue, green, and yellow.  
   As the ship sails, the male roc spies the ship’s sails 
  and colors, as well as the creatures scurrying about 
  the deck and rigging, and seizes the opportunity to 
  present offerings of bright baubles and food to its 
  
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  DDAL07-09 Unusual Opposition 
   
   
  6 
  would-be mate. With a piercing cry, both birds wheel 
  and dive toward the ship.  
  Adjusting this Encounter 
  • Very Weak. Remove a roc. 
  • Very Strong. A dragon turtle is drawn to the sounds of 
  combat. 
  Tricks of the Trade 
  The rocs dive toward the ship, intent on tearing the 
  rigging down for bright nest material, and snatching 
  sailors for food. If unmolested by the adventurers, 
  the birds content themselves with destroying the 
  rigging and devouring five sailors each, and carrying 
  away another one each in their talons.  
   If assaulted, the rocs focus their attacks against 
  their assailants. The birds attempt to flee with a 
  snatched target if reduced to 50 hit points or fewer. 
   It should be obvious to the characters that the 
  sailors have no hope of effectively fighting the 
  creatures. Captain Ruathal does her best to keep her 
  people safe, and begs the characters to intervene if 
  they don’t take the initiative.  
  Development 
  The Nathir (AC 15; 300 hit points; damage threshold 
  15; immune to poison and psychic damage). The 
  rigging can take a total of 100 damage before being 
  destroyed, stranding the ship. At 50 damage, the 
  ship can limp at half speed until repaired.  
   If crippled, the remaining trip takes twelve days 
  instead of six (arriving at night), and the return trip 
  from Refuge Bay to Port Nyanzaru takes nineteen 
  days. 
   If the rigging is destroyed, the Captain sends her 
  crew ashore in boats to gather lumber so they can 
  conduct emergency repairs on the Nathir. After five 
  days of work, the jury-rigged repairs allow the ship 
  to limp as described above. Spells such as fabricate 
  can speed this process immensely, or even repair the 
  rigging completely. 
   If the rocs reduce the number of available crew to 
  less than twenty, the ship likewise travels at half 
  speed. 
  Treasure 
  If slain, a roc’s carcass floats on the ocean waves for 
  5 (2d4) minutes before it becomes waterlogged and 
  sinks. Before it does, the characters can harvest 
  pristine feathers from the exotic creatures.  
   A successful DC 14 Intelligence (Arcana or Nature) 
  check reveals the value of roc feathers to collectors, 
  alchemists, and spellcasters, or a character with a 
  passive Perception of 14 or higher overhears Ielenia 
  musing about the potential value of such rare 
  feathers. A single roc yields 25 pounds of vibrant 
  feathers worth 500 gp.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  7 
  Part 2. Trials and Trails 
  Estimated Duration: 90 minutes 
  Having arrived at Refuge Bay, the Nathir drops 
  anchor in safe waters and lends the characters a 
  boat so they can row ashore. Or rather, as close to 
  shore as Ishau actually is. The ship is prepared to 
  await the party’s return, or if they intend to use 
  other means to return to Port Nyanzaru (such as 
  teleport), Captain Ruathal bids them good luck, and 
  farewell.  
   The characters must make their way to the 
  flooded ruin and seek out Grandmother Callendra 
  (and unbeknownst to them the other grandmother 
  sea hags) and convince her to sell or trade some 
  blackwater elixir.  
   Once they have the elixir, one of the characters 
  must undertake the risk of drinking it to learn the 
  location of the Ramshackle King. A harrowing battle 
  for part of the character’s soul takes place possibly 
  resulting in lasting effects or worse.  
   Armed with knowledge stolen from the dead, the 
  characters can trace the path through dense jungle 
  to the Ramshackle Court. 
  Ishau 
  General Features 
  Ishau has the following features. 
   
  Terrain. Once a Chultan village, the town is now 
  abandoned and ruined. It stands in shallow waters at the 
  edge of Refuge Bay, about a mile from dry land. All of the 
  area is difficult terrain due to the water, and there are 
  occasional drop-offs and sinkholes.  
   
  The entire ruin of Ishau counts as the sea hags’ lair. 
   
  Weather. Overcast and light wind.  
   
  Light. Gloomy bright light during the day. At night mostly 
  dark, but there are occasional strange eerie blue or green 
  glowing areas in the water that shed dim light out to 10 feet.  
   
  Smells and Sounds. Outside the ruins: the clean and 
  invigorating smell of the sea. In Ishau: the smell turns acrid 
  and stagnant. It coats the nose and tongue in an unpleasant 
  way that lingers for a while even after leaving the area. 
   
  Dead Fish. Within the ruins, the waters are littered with 
  dead, rotting fish. The hags know when any of the fish is 
  handled or disturbed, and they can cause the fish to speak 
  with their voice. 
  A. The Grandmothers of Ishau 
  Fortunately, the objects of the characters’ search 
  aren’t difficult to find. The Blackwater Three is a 
  coven of grandmother sea hags who prowl the ruins 
  of Ishau, and occasionally range farther out to pick 
  through shipwrecks. The hags can snatch slivers of 
  souls of people who drowned or otherwise died in 
  the sea, and they consume those fragments to 
  produce their blackwater elixir. 
   The elixir allows a creature who drinks it to glean 
  secret knowledge from the dead souls who gave up 
  part of their essence to brew the vile stuff. The elixir 
  has great potential, but its scope is limited. Only the 
  soul fragments the hags glean impart their 
  knowledge, so the topic sought must have some 
  connection to the sea, or to souls who died in it.  
   Fortunately, one of the most prominent souls 
  connected to the Ramshackle Court is that of Captain 
  Blacktide (see Adventure Background) 
   While the ruins are home to reef sharks and 
  hunter sharks, as well as the occasional plesiosaur 
  and once-drowned undead, these stick to the deeper 
  waters of the ruins for the most part (see the 
  Monster Manual if necessary, as long as the 
  characters stick to the shallows they can avoid these 
  creatures). 
  Roleplaying the Blackwater Three 
  The Blackwater coven are content to pick through the 
  moldering remains of Ishau to glean secrets from the dead, 
  even more so now that new souls can be claimed by the sea 
  without the Soulmonger devouring them. They parley with 
  any visitors to their territory, but can’t contain their disgust 
  and loathing if confronted with someone or something 
  beautiful. 
   
  The hags present themselves in the guise of hideously ugly 
  human crones, only revealing their true forms when they 
  create blackwater elixir, or in battle. 
   
  When they speak, the hags often trade off which one of 
  them speaks between sentences in the same thought, as if 
  their minds are somehow one. 
   
  All of the hags share one physical similarity. Their eyes, 
  noses, and mouths all constantly leak a salty, bitter black bile 
  that stains their skin and clothes. A fresh rush of the 
  disgusting fluid often dribbles down their chin when they 
  speak. Even in their disguised form this black liquid and its 
  stains show through. 
   
  They use many terms of endearment such as dear, darling, 
  poppet, child, little one, little jellyfish, minnow, little clam, 
  and other such nicknames one might give a child, often with 
  an ocean-leaning theme.  
   
  Grandmother Callendra Blackwater. Callendra is the 
  eldest of the coven, and its leader. She speaks in a high-
  pitched, cackling voice. In her true form, black-shelled 
  mussels grow from her face, neck, arms, and probably 
  elsewhere thankfully hidden by her salt-crusted, tattered 
  robes.  
   
  Grandmother Omfalah Blackwater. Omfallah’s voice is 
  raspy and phlegmy. Her teeth and fingernails are made of 
  gray, splintery driftwood that clacks when she talks. 
  
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  DDAL07-09 Unusual Opposition 
   
   
  8 
   
  Grandmother Dintessa Blackwater. Dintessa’s voice is a 
  deep croak, and when she laughs her belching laugh, she 
  sprays a fine spatter of black bile. Patches of her skin are 
  covered in dry, flaking scales like those of a dead fish left for 
  days under the sun. 
  When the characters first locate the hags in the heart 
  of ruined Ishau, they see only Callendra, but her 
  sisters soon appear. 
  After slogging through the slime-coated ruins, you see a 
  hunched figure ahead. An ancient woman scoops handfuls of 
  muck and bits of debris out of the water. She tucks one or 
  two bits into a pocket and discards the rest. 
   
  She stops suddenly and turns toward you. Her wrinkled, 
  hideous face bears black stains from the eyes, nose, and 
  mouth that run down her skin. “Well hello there dears,” she 
  calls in a shrieking voice. “Don’t stand so far apart, come 
  closer. Sisters!” She calls out. “Come and see our visitors!”  
   
  Another crone wades out of a ruined building, her eyes 
  dark and bulging, running with that same black liquid. 
  “Truly?” she croaks, belching a fresh trickle of black fluid 
  from her lips.  
   
  A third appears, rising out of the seawater without so 
  much as a ripple. “Ah,” she rasps, “how exciting.”  
  The hags introduce themselves by name, and are 
  delighted to converse with the characters, asking 
  who they are and why they’ve come to Ishau. When 
  it comes out that they’re in search of blackwater 
  elixir the hags are forthcoming. Some answers they 
  might give include: 
  • “Oh yes, we can help you find that which is hidden. 
  The sea contains so many dead, and the dead know 
  so much. We know the right way to ask!”  
  • “The elixir taps the knowledge of the dead. So much 
  better now that Acererak isn’t gobbling them all up! 
  So greedy!”  
  • “The Ramshackle King’s name is known to us, the 
  sea whispers it. More than that we can’t say, he 
  keeps tightly to himself. The elixir could point the 
  way!”  
  • “No, no. We don’t have any elixir right now, but we 
  can brew some up in a flash. If we want to…”  
  The exception to the hags’ congenial nature is if any 
  characters or their things are particularly beautiful. 
  Their disgust toward such characters is obvious, and 
  they grow more and more agitated, eventually 
  demanding that the offending beauty be marred, or 
  at least covered in their presence.  
  Development 
  When it comes time to acquire blackwater elixir, the 
  hags demand payment in the form of beauty they 
  can force the characters to destroy.  
  • An object of art or jewelry of great beauty and 
  craftsmanship. 
  • A magic item of rare or higher rarity, though they 
  accept a lesser item if it’s particularly beautiful 
  (such as mithral armor). 
  Death Before Collusion! 
  It’s possible the characters might refuse to deal with sea 
  hags, and decide to attack the Blackwater Three instead. This 
  would be a good time to remind any of the less rash 
  characters that the hags are their only hope of locating the 
  Ramshackle King. If they persist in attacking, the hags 
  attempt to flee as outlined in Part B.  
   
  Under no circumstances do the hags give the elixir to a 
  party that attacks them. They might be persuaded to trade 
  the elixir for their lives, but they’ll insist on leaving the elixir 
  for the party at a location of the hags’ own choosing, after 
  they’re safely away. 
   
  If the party agrees, the hags withdraw into the ocean. At 
  the following midnight, a sea spawn carries a dead fish into 
  the party’s camp or ship. The fish perks up and speaks with 
  Grandmother Callendra’s voice: “You’ll find your price at the 
  eastern promontory, at the edge of Ishau. Take it and go, and 
  never return!”  
   If the characters don’t relish the thought of 
  destroying something precious, the hags settle for a 
  character sacrificing their own beauty.  
   A character who choses this option becomes 
  hideously ugly in some way, and gain the 
  Blackwater Twist story award. This usually 
  manifests as a physical deformity or twist, but runs 
  deeper and damages the character’s essential nature.  
   Once the price is paid, the hags gleefully create a 
  dose of blackwater elixir for the party. Their 
  disguises melt away, revealing their true forms. The 
  three gather together and fish a barnacle-crusted 
  human skull with the top of the cranium missing out 
  of a robe. They each vomit black bile into the skull, 
  and stir it around with a dead fish while cackling and 
  chanting.  
   Grandmother Callendra then happily presents it to 
  the character who paid the price. 
  “Here you are, poppet! Whoever drinks this will learn the 
  secret you’re looking for.” She grins, revealing black-stained 
  piranha-like teeth.  
  
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  DDAL07-09 Unusual Opposition 
   
   
  9 
   
  Dintessa speaks up in her guttural croak “Have a care, 
  there’s a price to pay so keep your friends close. There is 
  danger for whoever drinks it, but you’re strong. We’re sure 
  you can save them.”  
   
  All three hags cackle madly and shuffle back a step, 
  watching intently.  
  If questioned as to the danger or the price, the hags 
  merely shrug, and say the price is different for 
  everyone. They suspect, however, that the answer 
  the characters seek will draw the dead out to try and 
  take back what’s theirs.  
  Secret Mission: Zhentarim 
  To fulfil their secret mission, members of the Zhentarim must 
  acquire a second dose of elixir. This comes across as greedy 
  and irritates the hags, causing them to become less amiable. 
  A successful DC 20 Charisma (Persuasion) check convinces 
  them to create one (and only one) more dose of blackwater 
  elixir which they give over in a moldering ceramic flask. If a 
  Zhentarim member agrees to pay the hags’ price again, 
  reduce the DC to 10.  
   
  If they do so, a minor curse settles over the Zhentarim 
  members. The curse ends when the creatures are defeated. 
  (see Tricks of the Trade, below). 
  B. The Harrowing 
  Now that they have the blackwater elixir, the party is 
  ready to take the next step of their journey. Drinking 
  the elixir (which has an aura of necromancy magic) 
  reveals the path to the Ramshackle Court, but it also 
  draws out fiendish and undead creatures intent on 
  taking back the stolen bits of soul, along with the 
  character’s own as well!  
   When a character drinks the elixir:  
  The potion has a surprisingly mild taste, though it isn’t 
  remotely pleasant. Your body goes cold, and images and 
  whispers begin to float through your mind. Before you can 
  make sense of the emerging knowledge, the area around you 
  roils with shadows. A hulking, gaunt figure and undead 
  shades emerge! The giant is nearly skeletal, with its ribcage 
  exposed. Inside the cage of bone burns sickening green 
  flame. Within the fire you can see a terrified humanoid 
  figure, writhing and shrieking in agony! 
   A devourer, three wraiths, and three ghosts 
  strike at the characters. The devourer has a dying 
  commoner trapped in its rib cage. 
  Adjusting this Encounter 
  • Very Weak. Remove two wraiths and two ghosts. Remove 
  the trapped commoner 
  • Weak. Remove one wraith and one ghost.  
  • Strong. Add a second devourer. 
  • Very Strong. Add a second devourer and a fourth ghost. 
  Increase the save DC of the ghosts’ Possession action to 
  16. 
  Tricks of the Trade 
  Consider the following: 
  The devourer and undead are enraged by the blackwater 
  elixir’s tampering with souls, and they focus their attacks on 
  the character who drank the elixir if possible. This can get 
  very dangerous very quickly, so the creatures’ focus is 
  obvious to the party even before the creatures act.  
  The devourer and undead have advantage on initiative checks, 
  and on attack rolls against the cursed characters. The 
  cursed characters have a –1 penalty on saving throws made 
  against the creatures. 
  The creatures are equally enraged at cursed Zhentarim. The 
  ghosts spend their first turn attempting to possess cursed 
  characters.  
  The devourer’s Large size allows it to ignore difficult terrain 
  while wading. 
  Development 
  When the party defeats the fiend and undead, the 
  Blackwater Three congratulate the characters, and 
  sincerely wish them luck in their search. Before the 
  hags go about their business, assuming the 
  characters let them go peacefully, they point out an 
  old, but still watertight sea chest in a ruined building 
  that might be of interest to them. The hags hope the 
  characters take the treasure and be more inclined to 
  leave them in peace. If the hags don’t point out the 
  chest, the characters can discover it with a 
  successful DC 20 Wisdom (Perception) check. 
   If the party insists on attacking the hags after 
  acquiring the elixir, twelve sea spawn arise from the 
  water to attack the characters, intent on grappling 
  and impeding them so the hags can escape. The 
  spawn are immune to the hags’ Horrific Appearance.  
   If the hags’ Horrific Appearance frightens any 
  characters, they use Death Glare on those characters 
  to try and slow the party down. Failing that, they 
  cast phantasmal killer and eyebite to frighten two 
  characters, and the final one uses her Death Glare 
  before they all dive into the water and swim to 
  safety. 
  Treasure 
  The chest contains two potions of greater healing, 
  along with 200 gp and several sets of Medium-sized 
  
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  DDAL07-09 Unusual Opposition 
   
   
  10 
  sets of sailor’s outfits (traveler’s clothes worth a 
  total of 12 gp). 
  B1. Dreams of the Dead 
  A character who drinks the blackwater elixir notices 
  strange thoughts floating through their mind. 
  Fragments of memories like a barely-remembered 
  dream suggest fear, desperation, the crashing waves 
  of the open sea in a storm, dark water and panic, but 
  nothing more coherent. A successful DC 15 Wisdom 
  (insight) check reveals the dreamlike connection of 
  the memory fragments, suggesting that dreams may 
  be the answer.  
   The next time the character sleeps, they have vivid 
  nightmares reliving the harrowing experiences of 
  the long-dead pirate captain Vartagan Blacktide (the 
  character knows the name and general character of 
  Blacktide as a result). The character experiences 
  Blacktide’s perspective as he desperately evades 
  Aliera Dunveil the pirate hunter, flees to Chult, and 
  narrowly escapes death when the ships sink. The 
  image of Aliera Dunveil looms large as a mostly 
  black silhouette wielding a blade of ice.  
   The final moments of the dream show Blacktide 
  and a few bedraggled survivors of his crew 
  stumbling through the jungle near death, until they 
  find a strange human dressed in archaic 
  Waterdhavian finery.  
   The character snaps awake, and from that point on 
  knows the path to the Ramshackle Court through the 
  jungle as if from a distant memory. 
  XP Award 
  For acquiring the blackwater elixir and discerning 
  the location of the Ramshackle Court, award each 
  character 1,000 XP. 
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  11 
  Part 3. Deathless Vendetta in the 
  Ramshackle Court 
  Estimated Duration: 90 minutes 
  The characters can now make their way through the 
  jungle to the hidden Ramshackle Court thanks to the 
  stolen memories of a long-dead pirate captain. Once 
  there, they must take care to make a good 
  impression on the Ramshackle King in the hopes 
  that he’ll reveal what he knows of the yuan-ti’s dark 
  plans.  
   Even if the characters impress him with their 
  courtesy or bravado, his Majesty won’t give up his 
  secrets lightly. He demands a service in payment for 
  his aid, in the form of ridding him of an annoyingly 
  dangerous rival from years past. If the party agrees 
  to rid him of his enemy, the Ramshackle King tells 
  them what they wish to know. 
   The journey southeast from Ishau to the 
  Ramshackle Court spans about 50 miles. At a normal 
  pace, the trek takes 5 days. The character who drank 
  the blackwater elixir sees vivid hallucinations on the 
  way, as elements from the pirate captain’s travels 
  stand out, marking the path.  
  • Apparitions of dead pirates stare with blank eyes, 
  silently watching the character pass.  
  • Phantom cries for help reach the character’s ears 
  if they become lost, the voices desperately 
  screaming for help in echoes of their deaths 
  decades prior. 
  • The character can’t shake the feeling that they 
  know each phantom personally.  
  General Features 
  The jungle leading to and surrounding the Ramshackle Court 
  has the following features. 
   
  Terrain. The jungle is dense and seemingly trackless. It is 
  difficult terrain, and limits normal pace travel to 10 miles (or 
  1 hex) per day. 
   
  Weather. The weather continues to be half fair, half rain. 
  The rain makes travel miserable, but affords plenty of 
  opportunity to collect potable water. The heat is oppressive 
  as usual, and characters must drink 2 gallons of water per day 
  to stave off dehydration (see Tomb of Annihilation or the 
  Dungeon Master’s Guide).  
   
  Light. During the day dim light filters through the canopy, 
  but the dense foliage limits visibility to 1d6 x 10 feet.  
   
  Smells and Sounds. The sounds of birds and other small 
  animal life are constant. Patter or rush of rain on the foliage. 
  The smell of wet earth and plant life. Distant cries of great 
  jungle predators. The occasional stench of rot emanating 
  from destroyed undead, some killed by weapons, others by 
  teeth and claws. 
  A. The Ramshackle Court 
  Fifty miles due east of the ruins of Hisari lies the 
  Ramshackle Court. The Court is a strange sight 
  indeed, composed of a half dozen or so shipwrecks 
  suspended in the dense jungle canopy around a 
  central galleon hulk. Shortly after the court’s 
  founding, a grateful tabaxi shaman wove a 
  permanent Mordenkainen’s private sanctum over the 
  entire settlement after the Ramshackle King saved 
  the tabaxi’s tribe, so the area is impervious to 
  divination, teleportation, and planar travel magic.  
   The blurring effect of the spell also makes it 
  incredibly difficult for simple explorers to locate it, 
  and the courtiers see to it that unwelcome visitors 
  don’t carry word of their home away into the world.  
   When the characters breach the boundaries of the 
  Court, the sentries notice them immediately. 
  The dense foliage seems to almost actively resist your efforts 
  to push ahead, and the undergrowth weaves and blurs 
  together before you in a dizzying manner. With one last hack 
  into the vines, you stumble into an area cleared of 
  undergrowth. 
   
  While not a true clearing, the jungle floor is meticulously 
  clear of large plant life, and lights draw your eyes up to the 
  thick canopy. Ship hulls perch in the treetops, with 
  suspended walkways, platforms, ladders, and staircases 
  linking each to the others. Lights burn on the ships’ decks and 
  through portholes, and startled faces stare down at you from 
  above.  
   
  A dozen more figures approach from behind the trees on 
  the ground, leveling weapons at you. “Explain your presence 
  here,” demands a dark-eyed Chultan woman. The head of her 
  mace erupts into purple flame.  
  The leader of the group facing the party is Azuil, one 
  of three warlocks of the fiend who serve as the 
  Ramshackle King’s right hands and body guards. The 
  rest of the welcome committee consists of a 
  gladiator, five spies, and five tribal warriors (these 
  stat blocks appear in the Monster Manual, it’s 
  unlikely the party ends up fighting them).  
   If the characters explain their presence without 
  resorting to violence, Azuil grudgingly agrees to 
  bring them to the Ramshackle King so he can decide 
  their fate. If they decide to fight for some reason, the 
  party may find themselves quickly facing down 
  nearly one hundred Ramshackle Court combatants 
  (more NPCs as described above, as well as guards, 
  veterans, acolytes, and priests).  
  
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  DDAL07-09 Unusual Opposition 
   
   
  12 
   When convinced, Azuil brings the party to one of 
  the outer trees supporting the ships above. She gives 
  a terse word to one of her companions, who blows a 
  short series of notes on a whistle. With a clattering 
  from above, a wooden spiral staircase unfolds from 
  the ship’s hull and descends on an intricate network 
  of ropes, allowing access to the suspected village. 
   Azuil leads the way to the largest ship in the 
  center, the home of the Ramshackle King. 
  A1. The Ramshackle King 
  The main hold of the galleon serves as the King’s 
  audience hall. The Ramshackle King is an eccentric 
  creature. Though he looks and acts the part of a mad 
  aristocrat, the truth is he is anything but.  
   The King is actually a rakshasa who revels in the 
  adoration of his Court. The two Chultan women by 
  the throne are Naboli and Zaidi, the remaining two 
  warlocks. 
  Thick, exotic carpets soften the floor, and a large throne 
  made of an amalgamation of ship lumber and jungle wood 
  rests against the far wall. There sits the Ramshackle King 
  himself. A middle-aged human man, he is clearly no native of 
  Chult. His complexion and manner of dress mark him as 
  hailing from the Sword Coast, perhaps from Waterdeep, 
  though it’s difficult to tell.  
   
  His attire was once rich and sumptuous, befitting nobility, 
  but it is archaic in style and threadbare.  
   
  “Well, well!” he announces in a deep, almost musical 
  voice. “It is not often that supplicants find their way to the 
  Ramshackle Court! I am pleased to receive you. Or is it 
  dismayed? Ah no matter, time will tell, wouldn’t you say my 
  dears?”  
   
  He addresses this question to two Chultan woman flanking 
  the throne, both are dressed and armed similarly to the 
  woman who led you up. 
   
  “So let us hurry time along. Who are you, and why have 
  you come?” 
  The King can offer the following information:  
  • If asked about the yuan-ti: “The snake people, yes. 
  They slither through the shadows seeking to devour 
  the light. I know them better than I care to.” 
  • Regarding the Blackwater Three: “Hags you say? 
  Intriguing. How very clever of them to suck the 
  marrow from dead bones to find me. I should see to 
  that someday.”  
  • Regarding Acererak or the Soulmonger: “The 
  deathly wasting caused quite a stir here. We lost 
  several of our loved ones forever to the dark 
  architect of that calamity. May he rot in the 
  blackest of the Nine Hells.”  
  Roleplaying the Ramshackle King 
  The fiend has built a dedicated community, more of a cult, 
  around himself in his jungle fastness. What originally started 
  off as a simple ploy for servants and power has grown into 
  something more, and the Ramshackle King now believes his 
  own fictions.  
   
  He styles himself as a gentleman pirate (a continuing 
  legacy of the original members of his cult) crossed with an 
  eccentric aristocrat. His speech is even and measured, and 
  quite grandiose. At the same time, he often seems distracted, 
  answering questions no one asked, and making comments 
  that don’t fit the flow of conversation. 
   
  He dresses in archaic finery: lace ruffs around his wrists 
  and collar. His waistcoat has long tails, and though is made of 
  fine silk, has become threadbare and stained. His black 
  leather, high-heeled shoes and their silver buckles are 
  polished, and his long, curly black hair tumbles from beneath 
  a wide brimmed but battered hat, seated at a jaunty angle on 
  his head. A colorful ostrich feather rises from the hat, bent at 
  a sharp angle midway up. 
   
  The King has little fear of his true nature coming to light 
  between his limited magic immunity and his Mind Shielded 
  trait—which protects him from spells as well as effects that 
  reveal his true nature, such as Divine Sense. 
  The sudden appearance of uninvited visitors 
  intrigues the King, and rather than being upset when 
  he discovers how the characters found his court, he 
  is amused and congratulates their ingenuity. In 
  truth, he now recognizes this opportunity and seeks 
  to use the characters to further his own ends.  
   When the characters make their request for 
  information of him, he pretends to consider for quite 
  some time. Hemming and dramatically shifting his 
  pose on the throne. A successful Wisdom (Insight) 
  check opposed by the King’s Charisma (Deception) 
  reveals that he’s only pretending to wrestle with the 
  decision of whether or not to help.  
  The King sighs deeply. “Your plight has moved me, new 
  friends, and I should dearly love to help. Alas, for the 
  moment my attention must remain focused on a dire threat 
  to my Court.” He taps his chin thoughtfully.  
   
  “But perhaps we can help one another. Though for now I 
  have been able to protect my people against this foul 
  outsider, she has proven too powerful for me to vanquish, at 
  least not without risking many lives in the process. You 
  though,” he narrows his eyes shrewdly.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  13 
   
  “You are quite strong and resourceful. Undertake this task 
  for me. Rid my Court of the abomination that haunts it, and I 
  shall be in your debt, and promptly repay it with the secrets 
  you seek”. 
   If questioned further about this thread, the King 
  offers the following information: 
  • A powerful undead creature seeks to destroy the 
  entire Ramshackle Court. 
  • The undead was a woman in life who pursued a 
  vendetta against one of the first Courtiers. 
  • He can provide a basic overview from the history 
  of Aliera Dunveil and Captain Blacktide, all of 
  which resonates with the character that drank the 
  elixir. 
  • The undead Aliera is a terrifying warrior in black 
  armor with fell magics at her disposal, and she 
  marshals lesser undead to her will.  
  • Aliera lairs in an abandoned yuan-ti temple, about 
  a day’s trek from the Ramshackle Court. He 
  provides accurate directions. 
  • Any mention of Aliera Dunveil fills the character 
  who drank the blackwater elixir with dread. 
  • Characters who attempt to puzzle out Aliera’s 
  nature from the King’s descriptions can identify 
  her as a death knight with a successful DC 18 
  Intelligence (Religion) check. 
  Faction Assignment: Harpers 
  Members of the Harpers in the party have a secondary goal 
  in the Court, and must find a way to plant the modified 
  sending stone in the Ramshackle King’s personal chambers. A 
  DC 16 Wisdom (Perception) or Intelligence (Investigation) 
  check discerns the location of the King’s chambers adjoining 
  the audience hall.  
   
  Silver-tongued characters can convince the King to speak 
  with them in private with a successful Charisma (Persuasion) 
  or (Deception) check opposed by the King’s Wisdom (Insight). 
  Once in private, it’s a simple matter to slip the stone 
  somewhere innocuous with a successful Dexterity (Sleight of 
  Hand) check against the Ramshackle King’s passive 
  Perception. 
   
  Alternatively, one character might occupy the court’s 
  attention in some fashion, while the Harper tries to slip away 
  briefly to plant the stone. Without a distraction of some kind, 
  or magic, it’s not possible for a character to slip away 
  unnoticed, but in the right circumstances (such as a bard or 
  entertainer spinning a thrilling tale for the Court) the 
  character can slip away long enough to plant the stone with a 
  successful DC 15 Dexterity (Stealth) check. 
  Development 
  If the characters agree to hunt down and destroy 
  Dunveil, the Ramshackle King leaps up and thanks 
  them in an almost too enthusiastic manner, shaking 
  hands and clapping shoulders, and double cheek-
  kisses. 
   He promises not only the information they seek, 
  but the Court’s full hospitality and a sumptuous feast 
  upon their triumphant return. 
  B. The Abandoned Temple 
  Once the party agrees to strike out against Aliera 
  Dunveil, their journey to the death knight’s lair takes 
  a single day’s travel at a normal pace.  
  The sounds of jungle life die away as the hours pass, until 
  finally the only sound is your own steps in the undergrowth. 
  Soon you see signs of blight and death in all the plants 
  around you, as if the jungle is struggling to survive.  
   
  Finally, you come to a crumbled stone structure, a small 
  covered entry way sheltering stairs leading down into the 
  earth. Two tumbled statues are now little more than rubble 
  strewn before the doorway. 
  The crumbled status once depicted yuan-ti 
  abominations. Worn relief carvings of snake people 
  sacrificing Chultans to Dendar the Night Serpent 
  adorn the walls of the stairwell leading down.  
  B1. Corrupted Sanctum 
  The main sanctuary of the ancient temple. 
  The stairs lead twenty feet down, opening into a long temple 
  sanctuary. The humid heat of the jungle freezes in the 
  stairwell, and your breath fogs in the frigid air.  
   
  Shattered rubble is all that remains of the altar that once 
  stood near the east wall. A low stone brazier sits in the center 
  of the room, coals smolder in the bowl, shedding dim light.  
   
  To the north and south, intricate stone latticework carved 
  to resemble writhing serpents section off narrow galleries.  
   
  Several iron torch sconces on the walls burn with low, 
  green flames. In the dim light cast by these torches, a figure 
  in black plate armor stands before the destroyed altar.  
   
  When you enter, it turns toward you, revealing a skeletal 
  face overlaid with the phantom image of a pale woman. Her 
  eye sockets burn with red pinpoints of light, and she draws a 
  long thin blade made of steaming ice that glows blue. 
   
  “You,” Aliera Dunveil’s hollow voice slices across the room. 
  “I smell the stink of Blacktide on you. At last, death will have 
  her due!”  
  
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  DDAL07-09 Unusual Opposition 
   
   
  14 
  Aliera Dunveil (a death knight) bides her time, 
  waiting in the desecrated temple for her next foray 
  against the Ramshackle Court. She is attended by a 
  corrupted yuan-ti archmage. 
   The presence of Aliera’s frostbrand, coupled with 
  the unholy energy seeping into the temple ruin 
  combine to create a frigid environment. The entire 
  temple is wracked with biting cold; each creature 
  that starts its turn within the abandoned temple 
  must succeed on a DC 12 Constitution saving throw 
  or gain 1 level of exhaustion. Constructs, undead, or 
  creatures wearing cold weather clothing, or who are 
  resistant or immune to cold damage are immune to 
  this effect. 
   The temple is made of fitted stone with 15-foot-
  high ceilings. The area is dimly lit by the coals and 
  ghostly continual flame torches.  
  B2. Galleries 
  These side galleries once held slaves awaiting the 
  sacrificial knife. Two bodaks hide in the galleries, 
  one in each. Aliera created the undead here by 
  torturing and corrupting the last of the pureblood 
  yuan-ti priests who once worshipped here. 
   The entrance to each gallery is a secret door in 
  the stone lattice work. A DC 18 Wisdom (Perception) 
  check reveals both the doorway, and the puzzle lock 
  built into the carved snakes that opens the door. 
  Operating the lock requires a DC 20 Intelligence 
  (Investigation) check, or Dexterity check made in 
  conjunction with a set of thieves’ tools. 
   Most weapon attacks can’t pass through the 
  lattice. Arrows and other thin (less than 1 inch) 
  piercing weapons can, but the lattice provides 
  three-quarters cover against such attacks. A 5-foot 
  section of lattice is AC 18, has 30 hit points, and is 
  immune to poison and psychic damage if attacked 
  directly. 
  Adjusting this Encounter 
  • Very Weak. Remove a bodak and the corrupted yuan-ti 
  archmage; eliminate the exhaustion due to cold. 
  • Weak. Remove the corrupted yuan-ti archmage; eliminate 
  the exhaustion due to cold.  
  • Strong. Increase the exhaustion’s saving throw DC to 15. 
  • Very Strong. Increase the exhaustion’s saving throw DC to 
  15; Aliera’s hit points are increased to 250, and she has 
  the benefit of a foresight spell. 
  Tricks of the Trade 
  Consider the following: 
  Aliera wastes no further words on these intruders, because she 
  can feel the fragments of Vartagan Blacktide’s soul residing 
  within the character who drank the blackwater elixir.  
  The death knight opens with a Hellfire Orb if she can catch 
  multiple characters in its area without hitting her bodak allies. 
  She then casts banishment using a 5th level spell slot to take 
  two characters out of the fight before she wades into melee, 
  intent on killing everyone in sight.  
  She fights to the death and offers no quarter. 
  The archmage uses counterspell against any character that 
  tries to counter one of its own or Aliera’s spells (especially 
  banishment), or to shut down any large damaging or 
  debilitating spells.  
  The bodaks remain in the galleries, using their Aura of 
  Annihilation, Death Gaze, and Withering Gaze to slay all 
  intruders. Their abilities easily pass through the lattice work 
  that sections the galleries off from the sanctum. 
  The character who drank the blackwater elixir knows Aliera 
  Dunveil as if she’d hunted the character their entire life. The 
  character is frightened of Aliera as long as she is within 60 
  feet. The shards of Captain Blacktide’s soul within the 
  character impart these feelings of dread. 
  Treasure 
  Aliera carries Bitter Wrath. The bodak in the north 
  gallery carries a forgotten potion of speed in a 
  moldering pouch amidst its tattered priest 
  vestments. 
   Scattered throughout the galleries and the rubble 
  of the altar are gold and silver trappings of the 
  ceremonies once held here (chalices, sacrificial 
  knives, and tablets) worth a total of 4,000 gp. 
  Conclusion 
  With Aliera Dunveil destroyed, the characters can 
  return to the Ramshackle King to claim their reward. 
  True to his word, the King and his Court throw a 
  lavish celebration and feast in honor of the party’s 
  deeds.  
   In payment for the tremendous service, the 
  Ramshackle King reveals that the yuan-ti are moving 
  to open the gates sealing away one of their fell gods, 
  Dendar the Night Serpent. There is a place in Chult 
  where fire splits the earth, and soot chokes the very 
  sky. In the depths of that land of fire and ash lies the 
  doorway to the Night Serpent’s prison. Characters 
  that succeed on a DC 11 Intelligence (History) check 
  believe that the Ramshackle King is describing the 
  Land of Ash and Fire—likely a good place to 
  investigate. Characters that have a Chultan guide 
  with them make this check with advantage. This 
  information alludes to DDAL07-10 Fire, Ash, and 
  Ruin, and later adventures as well. 
   If there are any Harper members in the party who 
  still need to plant their sending stone to complete the 
  
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  DDAL07-09 Unusual Opposition 
   
   
  15 
  faction assignment, the party offers ample 
  opportunity to slip away unnoticed with a successful 
  DC 12 Dexterity (Stealth) check. 
   Once the characters have eaten their fill, 
  celebrated their victory, and replenished their 
  stores, they can set out for Port Nyanzaru via their 
  own magical means, or by retracing their steps to 
  the waiting Nathir anchored in Refuge Bay. Upon 
  their return to Port, Soggy Wren gleefully pays them 
  their promised price. 
  XP Award 
  If they successfully retrieve the Ramshackle King’s 
  information, award each character 1,500 XP. 
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  16 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience (Min/Max XP: 10,125/13,500) 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Bodak 
   
   
   
  2,300 
  Death Knight 
   
   
  18,000 
  Devourer 
   
   
  10,000 
  Ghost 
   
   
   
  1,100 
  Roc 
   
   
   
  7,200 
  Sea Spawn 
   
   
  200 
  Wraith  
   
   
  1,800 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Acquiring blackwater elixir  
  1,000 
  Retrieving the King’s information 1,500 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Roc Feathers 
   
   
  500 per roc 
  Sea chest 
   
   
  212 
  Temple Treasures 
   
  4,000 
  Upon Completion  
   
  1,000 each 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Bitter Wrath (Frostbrand Rapier) 
  Weapon (rapier), very rare (requires attunement) 
  This extraordinary weapon is crafted from a single 
  piece of ice with a pommel wrapped in braided 
  leaves. If wielded in temperatures in excess of 90 
  degrees, rivulets of water run down its blade—
  soaking the hand holding it. Despite this, it never 
  melts away. This item can be found in Player 
  Handout 1. 
  Potion of Greater Healing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Potion of Speed 
  Potion, very rare 
  This potion is contained in a wax-sealed stone vial 
  carved with snake motifs. This item can be found in 
  the Dungeon Master’s Guide. 
  Player Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   Members of the Harpers that successfully plant 
  the sending stone in the Ramshackle King’s chambers 
  earn one additional renown point. 
   Members of the Zhentarim (rank 2 or higher) 
  that return a sample of blackwater elixir to Pock-
  marked Poe earn one additional renown point and 
  mark the completion of a secret mission on their 
  adventure logsheet. 
  Story Award 
  The characters have the opportunity to earn the 
  following story award: 
   Blackwater Twist. You bartered away your own 
  beauty to the Blackwater Three in exchange for 
  secret knowledge. Something about you, be it 
  physical or spiritual, becomes twisted and hideous. 
  This story award is described in Player Handout 2. 
  DM Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
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  DDAL07-09 Unusual Opposition 
   
   
  17 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   
   Soggy Wren (REN). Wren is a Ffolk human who 
  has lived in Chult many years. He has a great love of 
  drink and merriment, and true to his nickname is 
  almost never encountered sober. Wren is the leader 
  of the Harpers in Port Nyanzaru, and spends most of 
  his time in the Market Ward 
   Pock-marked Po (POE): Zhentarim. Po suffers 
  the effects of the disease that almost killed him. His 
  face is heavily scared, he is blind in one eye and he 
  walks with a stooped gait. He travels with a cadre of 
  Chultan women that handle the dealings he can’t 
  because of his gnarled hands. He never loses his 
  temper, is cunning, and has a silver tongue. 
   The Ramshackle King. An eccentric, and quite 
  mad, rakshasa masquerading as a human aristocrat. 
  He knows much despite his oddity, and can be either 
  a powerful ally or a terrifying foe. 
   Aliera Dunveil (Ah-LEE-ra DUNN-vale). A death 
  knight obsessed with the destruction of the 
  Ramshackle King and all of his court. Dunveil lairs in 
  a ruined yuan-ti temple near the Ramshackle Court, 
  and has corrupted several of the snake people into 
  undeath alongside her. 
   The Blackwater Three. A powerful sea hag coven 
  that claimed the waters surrounding Ishau as their 
  own. They draw fragments of souls of drowned and 
  slain travelers from the water, using them to steal 
  forbidden secrets. 
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  18 
  Appendix. Monster/NPC Statistics 
   
  Aliera Dunveil (Death Knight) 
  Medium undead, chaotic evil 
  Armor Class 20 (plate, shield)  
  Hit Points 180 (19d8 + 95) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  18 (+4) 
   
  Saving Throws Dex +6, Wis +9, Cha +10 
  Damage Immunities necrotic, poison 
  Damage Resistances fire 
  Condition Immunities exhaustion, frightened, 
  poisoned 
  Senses darkvision 120 ft., passive Perception 13 
  Languages Abyssal, Common 
  Challenge 17 (18,000 XP) 
  Magic Resistance. Aliera has advantage on saving 
  throws against spells and other magical effects. 
  Marshal Undead. Unless Aliera is incapacitated, she 
  and undead creatures of her choice within 50 feet of 
  her have advantage on saving throws against features 
  that turn undead. 
  Special Equipment. Aliera carries Bitter Wrath, a 
  frostbrand rapier 
  Spellcasting. Aliera is a 19th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 18, +10 to 
  hit with spell attacks). She has the following paladin 
  spells prepared:  
   
  1st level (4 slots): command, compelled duel, searing 
  smite 
  2nd level (3 slots): hold person, magic weapon 
  3rd level (3 slots): dispel magic, elemental weapon 
  4th level (3 slots): banishment, staggering smite 
  5th level (2 slots): destructive wave (necrotic) 
  Actions 
  Multiattack. Aliera makes three Bitter Wrath attacks. 
  Bitter Wrath (frostbrand rapier). Melee Weapon 
  Attack: +11 to hit, reach 5ft., one target. Hit: 9 (1d8 + 
  5) piercing damage plus 18 (4d8) necrotic damage and 
  3 (1d6) cold damage. 
  Hellfire Orb (1/day). Aliera hurls a magical ball of fire 
  that explodes at a point she can see within 120 feet of 
  her. Each creature in a 20-foot-radius sphere centered 
  on that point must make a DC 18 Dexterity saving 
  throw. The sphere spreads around corners. A creature 
  takes 35 (10d6) fire damage and 35 (10d6) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one.  
  Reactions 
  Parry. Aliera adds 6 to her AC against one melee attack 
  that would hit her. To do so, she must see the attacker 
  and be wielding a melee weapon. 
   
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  19 
  Bodak 
  Medium undead, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  16 (+3) 
  15 (+2) 
  7 (-2) 
  12 (+1) 
  12 (+1) 
   
  Skills Perception +4, Stealth +6 
  Damage Resistances cold, fire, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities lightning, poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, Common, Draconic 
  Challenge 6 (2,300 XP) 
  Aura of Annihilation. The bodak can activate or 
  deactivate this feature as a bonus action. While active, 
  the aura deal 5 necrotic damage to any creature that 
  ends it turn within 30 feet of the bodak. Undead and 
  fiends ignore this effect. 
  Death Gaze. When a creature that can see the bodak’s 
  eyes starts its turn within 30 feet of the bodak, the 
  bodak can force it to make a DC 13 Constitution saving 
  throw if the bodak isn’t incapacitated and can see the 
  creature. If the saving throw fails by 5 or more, the 
  creature is reduced to 0 hit points, unless it is immune 
  to the frightened condition. Otherwise, a creature 
  takes 16 (3d10) psychic damage on a failed save. 
   Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it has disadvantage on attack rolls 
  against the bodak until the start of its next turn. If the 
  creature looks at the bodak in the meantime, it must 
  immediate make the saving throw. 
  Sunlight Hypersenstivity. The bodak takes 5 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft. one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 
  (2d8) necrotic damage. 
  Withering Gaze. One creature that the bodak can see 
  within 60 feet of it must make a DC 13 Constitution 
  saving throw, taking 22 (4d10) necrotic damage on a 
  failed save, or half as much damage on a successful 
  one. 
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  20 
  Corrupted Yuan-ti Archmage 
  Medium undead, chaotic evil 
  Armor Class 12 (15 with mage armor)  
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  21 (+5) 
  15 (+2) 
  18 (+4) 
   
  Saving Throws Int +9, Wis +6 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, Aarakocra, Common, Draconic, 
  Dwarvish, Elvish 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting. The archmage’s innate spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). It can cast the following innate spells, 
  requiring no material components:  
  At will: animal friendship (snakes only), poison spray 
  1/day: suggestion 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). It has the following wizard 
  spells prepared: 
    
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, identify, mage armor*, 
  magic missile 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, greater 
  invisibility 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): circle of death  
  7th level (1 slot): finger of death 
  8th level (1 slot): mind blank* 
  9th level (1 slot): time stop 
  * The archmage starts with these spells cast on itself 
  Actions 
  Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Devourer 
  Large fiend, chaotic evil 
  Armor Class 16 (natural armor)  
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Abyssal, telepathy 120 ft.  
  Challenge 13 (10,000 XP) 
  Actions 
  Multiattack. The devourer makes two claw attacks and 
  can use either Imprison Soul or Soul Rend. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage plus 21 
  (6d6) necrotic damage. 
  Imprison Soul. The devourer chooses a living humanoid 
  with 0 hit point that it can see within 30 feet of it. That 
  creature is teleported inside the devourer’s ribcage 
  and imprisoned there. A creature imprisoned in this 
  manner has disadvantage on death saving throws. If it 
  dies while imprisoned, the devourer regains 25 hit 
  points, immediately recharged Soul Rend, and gains an 
  additional action on its next turn. Additionally, at the 
  start of its next turn, the devourer regurgitates the 
  slain creature as a bonus action, and the creature 
  becomes an undead. If the victim had 2 or fewer Hit 
  Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it 
  becomes a ghoul. Otherwise, it becomes a wight. A 
  devourer can imprison only one creature at a time. 
  Soul Rend (Recharge 6). The devourer creates a vortex 
  of life-draining energy in a 20-foot radius centered on 
  itself. Each humanoid in that area must make a DC 18 
  Constitution saving throw, taking 44 (8d10) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. Increase the damage by 10 for each 
  living humanoid with 0 hit points in that area. 
   
   
                                                          
  
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  DDAL07-09 Unusual Opposition 
   
   
  21 
  Dragon Turtle 
  Gargantuan dragon, neutral 
  Armor Class 20 (natural armor)  
  Hit Points 341 (22d20 + 110) 
  Speed 20 ft., swim 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
   
  Saving Throws Dex +6, Con +11, Wis +7,  
  Senses Darkvision 120 ft., passive Perception 11 
  Languages Aquan, Draconic 
  Challenge 17 (18,000 XP) 
  Amphibious. The dragon turtle can breathe air and 
  water. 
  Actions 
  Multiattack. The dragon turtle makes three attacks: 
  one with its bite and two with its claws. It can make 
  one tail attack in place of its two claw attacks. 
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) piercing damage.   
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 16 (2d8+7) slashing damage. 
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target. Hit: 26 (3d12 + 7) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 feet away 
  from the dragon turtle and knocked prone. 
  Steam Breath (Recharge 5-6). The dragon turtle 
  exhales scalding steam in a 60-foot cone. Each creature 
  in that area must make a DC 18 Constitution saving 
  throw, taking 52 (15d6) fire damage on a failed save, or 
  half as much damage on a successful one. Being 
  underwater doesn't grant resistance against this 
  damage. 
   
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  22 
  Grandmother Sea Hag 
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor)  
  Hit Points 142 (19d8 + 57) 
  Speed 30 ft., swim 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  10 (+0) 
  18 (+4) 
  12 (+1) 
  18 (+4) 
   
  Damage Resistances cold, fire; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Aquan, Common, Giant 
  Challenge 7 (2,900 XP) 
  Amphibious. The hag can breathe air and water. 
  Shared Spellcasting. While all three members of a hag 
  coven are within 30 feet of one another, they can each 
  cast the following spells from the wizard’s spell list but 
  must share the spell slots among themselves:  
   
  1st level (4 slots): identify, ray of sickness 
  2nd level (3 slots): hold person, locate object 
  3rd level (3 slots): bestow curse, counterspell, lightning 
  bolt 
  4th level (3 slots): phantasmal killer, polymorph 
  5th level (2 slots): contact other plane, scrying 
  6th level (1 slot): eyebite 
  For casting these spells, each hag is a 12th-level 
  spellcaster that uses Intelligence as her spellcasting 
  ability (spell save DC 16, +8 to hit with spell attacks). 
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the hag and can see the hag’s true 
  form must make a DC 15 Wisdom saving throw. On a 
  failed save, the creature is frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the hag is within 
  line of sight, 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 hag’s Horrific 
  Appearance for the next 24 hours. 
   Unless the target is surprised or the revelation of the 
  hag’s true form is sudden, the target can avert it eyes 
  and avoid making the initial saving throw. Until the 
  start of its next turn, a creature that averts its eyes has 
  disadvantage on attack rolls against the hag. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Death Glare. The hag targets one frightened creature 
  she can see within 30 feet of her. If the target can see 
  the hag, it must succeed on a DC 15 Wisdom saving 
  throw against this magic or drop to 0 hit points. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature of her 
  general size and humanoid shape. The effect ends if 
  the hag takes a bonus action to end it or if she dies.
   The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have no claws, but someone touching her hand 
  might feel the claws. Otherwise, a creature must take 
  an action to visually inspect the illusion and succeed on 
  a DC 16 Intelligence (Investigation) check to discern 
  that the hag is disguised. 
  Lair Actions 
  On initiative count 20 (losing initiative ties), the hag 
  can take a lair action to cause one of the following 
  effects, but can’t use the same effect two rounds in a 
  row:  
  • Until initiative count 20 on the next round, the hag 
  can pass through solid walls, doors, ceilings, and 
  floors as if the surfaces weren’t there. 
  • The hag targets any number of doors and windows 
  that she can see, causing each one to either open or 
  close as she wishes. Closed doors can be magically 
  locked (requiring a successful DC 20 Strength check 
  to force open) until she chooses to unlocked them, 
  or until she uses this lair action again to open them.  
  • The hag fills up to four 10-foot cubes of water with 
  ink. The inky areas are heavily obscured for 1 
  minute, although a steady, strong underwater 
  current dispersed the ink on initiative count 10. The 
  hag ignores the obscuring effect of the ink. 
  • The hag chooses one humanoid within the lair and 
  instantly creates a simulacrum of that creature (as if 
  created with the simulacrum spell). This hideous 
  simulacrum is formed out of seaweed, slime, half-
  eaten fish, and other garbage, but still generally 
  resembles the creature it is imitating. The creature 
  acts on initiative county 0 (losing ties). This 
  simulacrum obeys the hag’s commands and falls to 
  pieces (and is destroyed) on initiative count 20 on 
  the next round (losing ties). 
   
  
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  DDAL07-09 Unusual Opposition 
   
   
  23 
  Ghost 
  Medium undead, chaotic evil 
  Armor Class 11  
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grapple, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creature and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and 
  vice versa, yet it can’t affect or be affected by anything 
  on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 x 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghosts Horrifying Visage for 24 
  hours. The aging effect can be reversed with a greater 
  restoration spell, but only within 24 hours of it 
  occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or proficiencies.  
   The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the ghost 
  is turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost’s Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  24 
  Ramshackle King (Rakshasa) 
  Medium fiend, lawful evil 
  Armor Class 16 (natural armor)  
  Hit Points 110 (13d8 + 52) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  17 (+3) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  20 (+5) 
   
  Skills Deception +10, Insight +8 
  Damage Vulnerabilities piercing from magic weapons 
  wielded by good creatures 
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Infernal 
  Challenge 13 (10,000 XP) 
  Limited Magic Immunity. The Ramshackle King can’t 
  be affected or detected by spells of 6th level or lower 
  unless he wishes to be. He has advantage on saving 
  throws against all other spells and magical effects. 
  Innate Spellcasting. The Ramshackle King’s innate 
  spellcasting ability is Charisma (spell save DC 18, +10 to 
  hit with spell attacks). The Ramshackle King can 
  innately cast the following spells, requiring no material 
  components:  
   
  At will: detect thoughts, disguise self, mage hand, 
  minor illusion 
  3/day each: charm person, detect magic, invisibility, 
  major image, suggestion 
  1/day each: dominate person, fly, plane shift, true 
  seeing 
  Mind Shielded. The Ramshackle King is immune to 
  magic that allows other creatures to read his thoughts, 
  determine whether he is lying, know his alignment, or 
  know his creature type. 
  Actions 
  Multiattack. The Ramshackle King makes two claw 
  attacks. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) slashing damage, and the target 
  is cursed if it is a creature. The magical curse takes 
  effect whenever the target takes a short or long rest, 
  filling the target’s thoughts with horrible images and 
  dreams. The cursed target gains no benefit from 
  finishing a short or long rest. The curse lasts until it is 
  lifted by a remove curse spell or similar magic. 
  Roc 
  Gargantuan monstrosity, unaligned 
  Armor Class 15 (natural armor)  
  Hit Points 248 (16d20 + 80) 
  Speed 20 ft., fly 120 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   28 (+9) 
  10 (+0) 
  20 (+5) 
  3 (-4) 
  10 (+0) 
  9 (-1) 
   
  Saving Throws Dex +4, Con +9, Wis +4, Cha +3 
  Skills Perception +4 
  Senses passive Perception 14 
  Languages — 
  Challenge 11 (7,200 XP) 
  Keen Sight. The roc has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The roc makes two attacks: one with its 
  beak and one with its talons. 
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 27 (4d8 + 9) piercing damage.  
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 23 (4d6 + 9) slashing damage, and the 
  target is grappled (escape DC 19). Until this grapple 
  ends, the target is restrained, and the roc can’t use its 
  talons on another target. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  25 
  Sea Spawn 
  Medium humanoid, neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 20 ft., swim 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
   
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Aquan and Common but can’t 
  speak 
  Challenge 1 (200 XP) 
  Limited Amphibiousness. The sea spawn can breathe 
  air and water, but needs to be submerged in the sea at 
  least once a day for 1 minute to avoid suffocating.  
  Actions 
  Multiattack. The sea spawn makes three attacks: two 
  unarmed strikes and one with its tentacle. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage.  
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage, and 
  the target is grappled (escape DC 12) if it is a Medium 
  or smaller creature. Until this grapple ends, the sea 
  spawn can’t use this tentacle on another target.  
   
  Warlock of the Fiend 
  Medium humanoid (human), lawful neutral 
  Armor Class 12 (15 with mage armor)  
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Wis +4, Cha +7 
  Skills Arcana +4, Deception +7, Persuasion +7, Religion 
  +4 
  Damage Resistances slashing damage from nonmagical 
  attacks not made with silvered weapons 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 7 (2,900 XP) 
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma (spell save DC 15). The warlock can 
  innately cast the following spells, requiring no material 
  components:  
   
  At will: alter self, false life, levitate (self only), mage 
  armor (self only), silent image 
  1/day each: feeblemind, finger of death, forcecage 
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). It regains its spell slots when it 
  finishes a short rest. It knows the following warlock 
  spells:  
   
  Cantrips (at will): eldritch blast, fire bolt, friends, mage 
  hand, minor illusion, prestidigitation, shocking grasp 
  1st–5th level (4 5th-level slots): banishment, burning 
  hands, flame strike, hellish rebuke, magic circle, 
  scorching ray, scrying, stinking cloud, suggestion, 
  wall of fire 
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When the warlock makes an ability check or 
  saving throw, it can add a d10 to the roll. It can do this 
  after the roll is made but before any of the roll’s effects 
  occur.  
  Actions 
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) 
  fire damage.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  26 
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13  
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover)  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+3) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks not made with silvered weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The wraith 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 wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0.  
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target’s spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith’s 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  27 
  Appendix. Ship Deck Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  28 
  Appendix. Ruins of Ishau Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  29 
  Appendix. Abandoned Temple Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  30 
  Player Handout 1. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Bitter Wrath (Frostbrand Rapier) 
  Weapon (rapier), very rare (requires attunement) 
  When you hit with an attack using this magic sword, 
  the target takes an extra 1d6 cold damage. In 
  addition, while you hold the sword, you have 
  resistance to fire damage. 
   In freezing temperatures, the blade sheds bright 
  light in a 10-foot radius and dim light for an 
  additional 10 feet. 
   When you draw this weapon, you can extinguish 
  all nonmagical flames within 30 feet of you. This 
  property can be used no more than once per hour. 
   This extraordinary weapon is crafted from a single 
  piece of ice with a pommel wrapped in braided 
  leaves. If wielded in temperatures in excess of 90 
  degrees, rivulets of water run down its blade—
  soaking the hand holding it. Despite this, it never 
  melts away. This item can be found in the Dungeon 
  Master’s Guide. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-09 Unusual Opposition 
   
   
  31 
  Player Handout 2. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award: 
  Blackwater Twist 
  You bartered away your own beauty to the 
  Blackwater Three in exchange for secret knowledge. 
  Something about you, be it physical or spiritual, 
  becomes twisted and hideous. 
   For the remainder of this adventure, and for the 
  next adventure in which your character participates, 
  you have disadvantage on Charisma saving throws, 
  and Charisma (Deception or Persuasion) checks. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S7 - Tomb of Annihilation/DDAL07-09 Unusual Opposition v1.0.pdf