TEXT: Fate of the Nightworms 
  A 4-Hour Adventure for 1st-4th Level Characters 
   
  Strange geothermal activity brings adventurers to the tiny coastal village of Jarko’tu’ta.   
  A dangerous cave descent leads them into the dark world below the surface.  
   Waiting for them there are encounters with creatures strange, beautiful and deadly!   
   
   
   
  By Andrew Bishkinskyi 
   
                                                        
          
   
    
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-HAL-01 Fate of the Nightworms v1.0 
   
   
  2 
   
   
  Fate of the Nightworms 
   
   
   
  Adventure Code: CCC-HAL-01 
  Optimized For: APL 3 
   
   
   
  Design and Writing Andrew Bishkinskyi 
  Hal-Con Administration Elizabeth Ewert 
  Cover Photo Art by Andrew Bishkinskyi 
  Dwarf Art by Dean Spencer 
  Other Art DMsGuild/WoTC, used with permission 
  Jarko’tu’ta & Surroundings Map Andrew Bishkinskyi, made with Inkarnate 
  Maps Andrew Bishkinskyi  
  Playtesting Jeremy Hochhalter & group 
  Organized Play: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Lysa Chen, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan 
  Patrick 
  Version Publish 1.0 
   
          
   
   
   
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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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  CCC-HAL-01 Fate of the Nightworms v1.0 
   
   
  3 
  Introduction 
  Welcome to CCC-HAL-01 Fate of the Nightworms, a 
  D&D Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play 
  system and Con Created Content Program. 
   This adventure takes place in the Moonsea region, 
  is designed for three to seven 1st-4th level 
  characters and optimized for five characters with 
  an average party level (APL) of 3. 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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  4 
  Adventure Primer 
  How about we just talk to them before we start 
  throwing math problems at them?  
                                        
  — from the film Arrival 
   
  Adventure Background (DM 
  Only) 
    Not far from Elmwood, situated on a rarely-visited 
  shore of the Moonsea, lies the tiny village of 
  Jarko’tu’ta.   As long as anyone remembers, the 
  surrounding area has been blessed with an unusually 
  warm climate.   Steam beds, geysers and an 
  occasional whiff of sulfur have all served as clear 
  indicators of strong yet stable geothermal activity. 
    Recently, something has changed, causing strange 
  and irregular spikes and drops in temperature.  These 
  events have caused injuries and a general sense of 
  unease in the village.    
    Unbeknownst to the villagers, the cause of the 
  geothermal oddities is the on-going construction of 
  an underground dam by a tribe of lizardfolk who have 
  recently fled their home to escape a large predator.  
  They have begun efforts to dam an underground river 
  in order to create a better habitat for themselves. 
    In addition to affecting the village above, the dam is 
  interfering with the nesting grounds of a peaceful 
  specifies of “nightworms” – a unique and generally 
  harmless type of creature only visible in total 
  darkness.   
    The lizardfolk dam is not the biggest threat to the 
  nightworms however.  Members of a duergar mining 
  expedition have found a way to harvest the 
  nightworms’ magical glow with a special apparatus 
  and are hunting the defenseless creatures. 
    Possessed of a limited intelligence and unique 
  communication abilities, the nightworms do not fully 
  comprehend what threatens them, nor know the 
  sources of the danger.   
   
  Location and NPC Summary 
  The following NPCs,  locations and entities feature 
  prominently in this adventure. 
  Residents or Friends of Jarko’tu’ta: 
   
  Halona Washanthi (hello-na).  Female elder half-elf of 
  Jarko’tu’ta. 
       Mella.  Female child half-elf of Jarko’tu’ta. 
   
  Artaov(art-eh-oh). Male guide and trader of Jarko’tu’ta.  
  May have been saved by adventurers in the previous 
  adventure.  If he is asked about, he is “away on a trading run 
  to Big Folk Island”.  
   
  Osse’tinne (oss-eh-tin).  Awakened shark companion of the 
  female firbolg Sharkfriend Who Left.  Osse’tinne is only 
  present if any characters had met him in a previous adventure.    
  The Nightworms 
   
  The nightworms have no given names.  The party is 
  encouraged to name them as they see fit based on 
  interactions. 
  The Gloomscale Lizardfolk 
   
  Valtux (val-tux). Shaman, one of the leaders of the tribe.  
   
  Chusk.  (choo-sk). Male hunter.  May be encountered 
  teaching hatchlings to shoot or throw axes.  
   
  Xrishada (kri-shada)  Older female hunter.  May be 
  encountered teaching hatchlings to fish. 
   
  Yelchi (yell-chi) Older male gatherer, may be encountered 
  leading hatchlings to plant luminescent mushrooms. 
  The Deepaxe Delvers: 
   
  Gimtim Deepaxe Male duergar.  Brother of Gimtin. Leader 
  of expedition with his sister.  Does not speak common.   
   
   Gimtin Deepaxe. Female duergar.  Sister of Gimtim.  Leader 
  of expedition with her brother.  Does not speak common.  
  Does not appear if party is very weak. 
   
  Murghol (moor-goal).  Male duergar illusionist and 
  researcher.  Only member of the Deepaxe Delvers to speak 
  common.  Will translate, but does not make decisions.  
  Adventure Overview 
   Part 1.  The characters arrive in Jarko’tu’ta, meet 
  the locals and set off on their mission underground.   
   Part 2.  Following a hazardous descent, the 
  adventurers encounter a nightworm emissary and 
  discover that the creatures are in trouble. 
   Part 3.  Seeking to the source of the trouble, the 
  lizardfolk camp is discovered and must be dealt with.  
   Part 4.  With the lizardfolk problem solved, the 
  mystery of the nightworm deaths remains.  The party 
  must follow sparse clues, find a hidden camp and 
  finally face off with the devious duergar.  
  Adventure Hooks 
  Exquisite Stonework: The inhabitants of Jarko’tu’ta 
  are a reclusive group of half-elves of earth genasi 
  lineage.   Living in total seclusion until recently, the 
  half-elves have lately begun to use their unique 
  stoneshaping skills in commerce and other efforts – 
  such as to help rebuild destroyed cities.  Though few 
  leave the village, the some outsiders have made 
  inroads and local artisans produce a small amount of 
  particularly complex stonework when requested.    
  Big city merchants have interest in the unique 
  products and the transport of valuable stonework 
  provides caravan security (and other) opportunities.   
  As such, quite a few interested parties could have 
  asked or hired the adventurers to investigate the 
  troubles in the village. 
  
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  Shark friends:  Characters that recently participated 
  in CCC-CIC-09 Steamy Shores of Danger could have 
  ended that adventure in Jarko’tu’ta and may discover 
  the geothermal issues firsthand and continue their 
  adventures in the village.  Those that have since left 
  the area could be said to have kept in touch and 
  received a letter. 
    
  More about Jarko’tu’ta 
  The geothermal village of Jarko’tu’ta first appeared in the 
  stand-alone unrelated adventure Steamy Shores of Danger 
  (CCC-CIC-09).   
  The short, the long and the rest. 
  The adventurers may take a short rest any time after 
  their descent into the caves.  
    If the adventurers attempt a long rest prior to part 3,  
  the humidity, heat and general unease of the area 
  require them to make a DC10 Constitution check or 
  suffer a level of exhaustion upon the completion of 
  the rest (this exhaustion would not be cured by this 
  same rest). 
   After the party has completed Part 3 by defeating 
  either the Lizardfolk or the tentacle beast, they are 
  able to take either a short or long rest as they wish 
  and without consequence.   
  No light, no light 
  The adventure begins in the morning and in bright 
  sunshine.   Once the adventure proceeds 
  underground, there is no light unless otherwise 
  noted. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Part 1. Steam and Stone 
  Estimated Duration: 60 minutes 
   Story Beat: Adventurers arrive in Jarko’tu’ta and 
  descend underground to investigate the geothermic 
  anomalies. 
  Arrival 
  Characters arrive in Jarko’tu’ta using one of the 
  adventure hooks provided in the primer above.    
   If arriving from outside the village, the 
  adventurers have been told of the troubles in the 
  village and that the villagers are offering a reward. 
   If the adventurers are arriving directly from 
  playing Steamy Shores of Danger this adventure 
  can take place a few days later.  If need be, the 
  party could have traveled to Elventree to re-
  supply and/or touch base with their faction 
  superiors. 
  Roleplaying the villagers 
  Centuries ago, a group of wood elves and earth genasi drove 
  out the last of the sahuagin in the area and founded this 
  village. Many years of cross-breeding have resulted in the 
  current population consisting of a people that are half elf and 
  half genasi. For the most part, they have elven features, but 
  with slightly darker skin and occasional “szuldar” line 
  patterns that mark their skin.  
   
  The villagers, who call themselves the Whanau, are 
  friendly but reserved – not used to having outsiders in their 
  village. They move slowly and gracefully, and are slow to 
  judge, taking time to ponder and answer any question even 
  when those questions are inconsequential in nature.  To each 
  other, they act as a big family – a trait of the genasi heritage 
  – everyone seems to be a “sister”, “brother” or “uncle”. If 
  there are any half-elves, wood elves or genasi in the party, 
  they will also be addressed as part of the villagers’ extended 
  family.   
  Mist and warm humid air make a morning in the village of 
  Jarko’tu’ta uniquely more pleasant than the oft inhospitable 
  conditions elsewhere on the shores of the Moonsea. 
    Steam comes off the thermal pools littering the rocky 
  ground of the village.  Glassy surfaces of the water can be 
  seen whenever a light gust briefly sweeps away their smoky 
  veils. 
    The Whanau villagers go about their daily business in their 
  usual slow-paced way, yet there is unease in their motions 
  and distress in their typically serene expressions. 
    At one of the thermal pools a short robed figure can be seen 
  slowly lowering a box into the water using a rope.   Suddenly, 
  the pool begins to violently boil and explodes outwards in a 
  loud blast of steam and scalding hot water that steams as it 
  hits the ground all around.  The robed figure yelps in pain 
  jumping awkwardly away from the pool and dropping the 
  rope.    Bystanders rush to the area. 
  Development 
  The robed figure is a half-elven child named Mella.  
  Her arm has been scalded and she is in great pain 
  and needs to be helped before she able to fully 
  converse.   While this may not be immediately 
  obvious, the party must act quickly to help the girl.  
  If the party takes 6 or more rounds, the girl passes 
  out and will be less helpful later.   
  Initiative can be used but is not required here, the 
  rounds are approximate and actions have specific 
  lengths assigned to them.   It takes 1 round to 
  initially react and ascertain that the victim is a girl 
  and get her name (if the party is particularly slow to 
  react, count as 2 rounds). 
   A DC13 Wisdom (Medicine) or Intelligence 
  (Nature) can be used to determine that a soothing 
  poultice of some sort would relieve the pain.  (If 
  the check is made immediately and succeeds on 
  first try, the Charisma check below can take place 
  in the same round.  Otherwise, it takes 1 round 
  to figure out the girl’s condition).  
   The locals are somewhat in shock and need some 
  prodding to act.  A DC13 Charisma (Persuasion or 
  Intimidation) gets a bystander to tell the party 
  that healing poultices are stored.  The 
  conversation takes 1 round.  Whoever is being 
  questioned says: “Yes, I will go get it,” and begins 
  walking in their slow and manner towards the far 
  end of the village where the herbal supplies are 
  stored.  Anyone with a passive perception of 14 or 
  higher notices that the person is walking very 
  slowly.    If the party leaves the bystander to get 
  the poultice, it takes them 4 rounds to get it and 
  return.  If a member of the party instead runs to 
  get it, it only takes 2 rounds. 
   The use of a medicine kit or magical healing 
  extends the time that the party has by 1 round – it 
  obviously helps with the wound and to stabilize 
  the child, but not with the pain or itching that the 
  burn is causing – only the specific poultice can 
  help this. 
   It takes 1 round to apply the poultice, at which 
  point the child calms down and talks to the party.  
  
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  If the party fails to apply the poultice within the 
  first 5 rounds, the girl falls unconscious and needs 
  to be left to rest, even if the poultice is applied. 
   Whether through talking with the girl or through 
  investigation and speaking with the bystanders, 
  the party learns that this particular geothermal 
  pool is used for cooking and that what she was 
  doing is a common chore – placing a sealed stone 
  container of vegetables into the water, so that it 
  cooks in by mid-day.    While there are geysers in 
  the village, this pool is stable and has never 
  exploded before.   However, there has been odd 
  geothermal activity over the past couple of weeks 
  in other places. 
   As the party is learning the above, Halona – an 
  elder in the village arrives.   
  The small crowd around the girl parts suddenly as to let an 
  older half-elf woman pass.  The woman’s short pitch-black 
  hair is braided and she carries a thin staff seemingly made of 
  stone.   One of the bystanders quickly fills her in on the 
  situation as she kneels down to examine the child, then 
  stands again and turns to you.   “I am Halona, we should 
  speak.” 
  Roleplaying Halona 
   
  Halona Washanthi is one of the elders of Jarko’tu’ta.  She 
  is experienced and measured.  She acts and speaks with 
  confidence and authority, but not in a showy or imposing 
  way. 
   
  While it may seem that she has no concern for the pain of 
  the injured child, the truth is that she’s extremely worried 
  about the implications of the area destabilizing and the fate 
  of the village.  She is keeping herself composed and looking 
  at the bigger picture.  
   Halona thanks the party for helping the girl (if 
  they did).   If the characters are newly arrived, she 
  thanks them for coming.  If the characters had 
  previously helped the village, she praises their 
  help in re-establishing trade with the Big Folk – 
  the village is in their debt.  She leads the 
  characters away from the crowd, to a small 
  clearing where they are given space by the rest of 
  the populace. 
   Halona explains that there have been other signs 
  of odd geothermal activity in recent weeks.   Due 
  to their earth genasi heritage, the villages are 
  quite in turn with the earth and have not sensed 
  anything strange from area.  Yet something is 
  clearly wrong.   Examples of strange activity 
  include gradual cooling and then sudden heating 
  of the air and instances of extreme heat in places 
  where none had existed for decades.    Mella is not 
  the first person to be scalded or injured by these 
  effects. 
    The elders are willing to reward the party for 
  finding the source of the troubles.   She knows of 
  caves below the village, though none are easily 
  accessible or wide enough to be inhabited (as far 
  as she knows).   Children sometimes play in them, 
  but no one goes deep.  She believes that going 
  below might be a good place to start.   She tells the 
  party of several potential entry points, but doesn’t 
  expect any of them to be easily accessible.  She 
  points out the one she things is most likely to be 
  passable.   
   Without any additional guidance, the party will 
  have a difficult descent.  
   If the party succeeded in saving Mella in time, they 
  find her waiting to thank them immediately after 
  their meeting with Halona.   Mella is one of the 
  children that tend to climb into caves and she 
  knows of way down that she can show the party.  
  Using her path results in an easy descent.     
   If any members of the party had partaken in 
  Steamy Shores of Danger and interacted with 
  Osse’tinne the awakened shark, a messenger 
  comes to greet them after their meeting with 
  Halona.   The messenger says:  “Pardon me, there 
  is .. uhm… a shark at the shore.    The shark says 
  that he is here to speak with you.”    The shark is 
  Osse’tinne – an awakened shark saved by the 
  party in a previous adventure.  He has noticed 
  unusual temperature shifts near this shore and 
  has been exploring.   He has not found the source, 
  but he has seen a strange flying worm creature 
  that he thinks came from deeper underground.  He 
  can show the party the sea cave where he saw this 
  creature – he believes there is a way deeper below 
  through there also.   Following Osse’tinne results 
  in an easy descent. 
   While the village does not have an elaborate store, 
  if characters wish to procure items for caving, they 
  may buy most items from the PHB, however, these 
  items are a bit odd – with certain parts of stone 
  rather than typical materials.   This has no 
  mechanical effect. Two jars of the village poultice 
  are also available for free if the adventurers ask.  If 
  the adventurers had been successful in helping 
  Mella in time, Halona gives them two additional 
  jars.       
  
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  Roleplaying Mella 
  Mella is a half-elf child.  For roleplaying purposes, consider 
  her to be the equivalent of a 12-year-old human.  Her parents 
  are away on a trading expedition to Big Folk Island nearby. 
    She is a very independent child.  Cooking (which she was 
  doing when injured) is a common chore for village children 
  and she has been doing it for many years.  
  Roleplaying Osse’tinne 
   
  Osse’tinne is an awakened shark.  He is intelligent and 
  speaks common.  He is the companion of Sharkfriend Who 
  Left – a firbolg of Big Folk Island.   During the events of CCC-
  CIC-09 Steamy Shores of Danger some characters had the 
  opportunity to save him.  He only appears in this adventure if 
  that was the case.   
    Osse’tinne has typically only interacted with Sharkfriend, 
  but since the recent encroachment of the Sahuagin, he’s 
  taken to patrolling the waters for trouble.   
    Osse’tinne is brave and friendly, a personality that is ill-
  suited by the fact that he is an imposing shark with a large 
  scarred fin and has a very deep and hoarse voice. 
  Caving is Hard                                                                                                                                                     
  Difficult Descent 
  Without any additional guidance, Halona directs the 
  party to a small cave, from where they’ll have to 
  spelunk down below.  Map 1 is provided for general 
  layout of the village. 
  The way down is not a walkable hallway.  You’re directed to a 
  small cave at the end of which there is a crack in the rock, 
  barely a couple feet wide.   Shining a light into it shows little 
  in the way of wiggle room – you’ll need to crawl. 
  Difficult Descent 
  Descending is hard on both mind and body.  Characters must 
  crawl through crags in the rock and making their way down 
  one at a time.  The way through is very tight, so it is difficult 
  to assist others.  Be sure to describe the challenges of the 
  descent and reward any creative fore thinking or magic use 
  with advantage on the relevant step.   The descent requires a 
  character’s full attention – any character concentrating on a 
  spell has disadvantage.   Proceeding requires 2 checks and 2 
  saves: 
  (1) DC13 Wisdom Save 
   While this is not a fear effect, a resistance or immunity to 
  fear provides advantage on this save. 
   Result:  Caving is claustrophobic and disorienting.  Failing 
  this save results in a level of exhaustion.   
  (2) DC13 Dexterity (Acrobatics) 
   Advantage given by any climbing or caving gear (including 
  improvised). 
   Disadvantage given by lack of light or by holding any object  
  that is not caving gear – including shield, weapon, torch.   
   Result:  Sharp edges abound and cut anyone that isn’t 
  careful.   Failing this check results in taking 1d4 piercing 
  damage.  On a result of 6 or less, the damage is 2d4.  This 
  damage cannot reduce a character below 1 HP. 
  (3) DC13 Strength (Athletics) 
   Advantage given by any climbing or caving gear. 
   Disadvantage given by lack of light or by holding any object 
  that is not caving gear – including shield, weapon, torch. 
   Result:  Pockets of steam and hot water can be found 
  throughout the caves.  Avoiding them requires strength as 
  well as agility.  Failing this check results in taking 1d4 fire 
  damage.  On a result of 6 or less, the damage is 2d4.  This 
  damage cannot reduce a character below 1 HP. 
  (4) DC13 Constitution Save 
   Having succeeded on ALL previous steps gives advantage 
  on this save. 
   Having failed both the Dexterity and Acrobatics checks 
  gives disadvantage. 
   Result:  The way down is physically and mentally draining, 
  failing this save results in a level of exhaustion.  
  The difficult descent deposits the party arrive into 
  Area C on Map 2. 
  Easy Descent (Mella’s path): 
  Mella directs the party to a small cave, from where 
  they’ll have to spelunk down below.    Mella provides 
  the party with specific info.  As a matter of fact, she 
  keeps talking down into the crag long after the party 
  has gone into it.   
  The way down is not a walkable hallway.  You’re directed to a 
  small cave at the end of which there is a crack in the rock, 
  barely a few feet wide.   Shining a light into it shows little in 
  the way of wiggle room – you’ll need to crawl. 
    Mella is too hurt to accompany you, however, she has 
  climbed down this way many times and provides an almost 
  overwhelming amount of information about the way down.  
  Refer to the Difficult Descent chart for reference.  
  Taking Mella’s path has the following benefits:   
  1. Characters automatically succeed on the 
  Wisdom save (1) 
  2. Characters have advantage on their 
  Dexterity check (2)  
  This descent deposits the party into Area B on Map 
  2. 
  Easy Descent (Osse’Tinne’s path): 
  Osse’tinne directs the party to a small sea cave that 
  can also be accessed from shore.   There is no sign of 
  
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  the strange creature Osse’tinne had mentioned, but 
  there are cracks in the rock which he believes lead 
  down below.  Osse’tinne says that there is an 
  underwater path that leads to a cavern below this 
  one from which they would be able to walk.  He 
  thinks going through these cracks will lead to it.  
  (Taking his underwater path is not an option unless 
  the characters have a means to breathe water for 
  more than an hour, as the undersea passage that 
  leads there begins farther away from shore.)  
  The way down is not a walkable hallway.  You’re directed to a 
  small cave at the end of which there is a crack in the rock, 
  barely a few feet wide.   Shining a light into it shows little in 
  the way of wiggle room – you’ll need to crawl. 
    Osse’tinne is unable to accompany you through the rock, 
  but promises to meet you at the lower sea cave, should you 
  be able to find your way to it. 
  Refer to the Difficult Descent chart for reference.  
  Taking Osse’tinne’s path has the following benefits:   
  1. Characters automatically succeed on the 
  Wisdom save (1) 
  2. Once the party arrives in the lower sea cave, 
  they meet up with Osse’tinne.  If any 
  members of the party have a level of 
  exhaustion, Osse’tinne brings a sizeable 
  freshly killed fish.   Eating the fish right 
  away removes one level of exhaustion.   If 
  the fish is stored, it loses its restorative 
  benefit. 
  This descent deposits the party into Area A on Map 
  2. 
  It's Dark in the Dark                                                                                                                                           
  The characters arrive underground in in an area that 
  has three immediate caverns and a path that leads to 
  Part 2 of the adventure.    
   
  Only one of the caverns (Area C) contains a combat 
  encounter or anything of interest.   Unless the party 
  arrives directly into that cavern, the combat 
  encounter is entirely optional and provides no clues 
  or special treasure. 
   
  Once the party proceeds in the direction of Area D, 
  move to Part 2 of the adventure. 
  Area A 
  This is a small cave with a deep pool of saltwater.  
  The pool actually contains an underwater passage 
  that leads all the way out to the Moonsea.  It would 
  take more than an hour of swimming underwater to 
  exit the cave into the Moonsea and there is little 
  point in doing so.   
    If the party is following Osse’tinne directions, he 
  meets them here and brings them a delicious 
  freshly-killed fish. 
   If the party has not met Osse’tinne, the cavern 
  contains nothing of interest.  
  Area B 
  This is a small cave that contains nothing of interest 
  other than a natural opening into a sort of natural 
  corridor.   A DC13 Perception check locates an old 
  but intricate figurine made of stone.  It’s a toy 
  belonging to one of the children that had previously 
  come down here – perhaps even Mella herself.    
  Area C 
  This small cave contains a random combat 
  encounter.   Select one of the encounters detailed in 
  the Adjusting the Encounter sidebar below or roll a 
  D6 to determine randomly. 
  . 
  Time Check  
  It is recommended that this encounter be skipped if it has 
  taken the party more than 30 minutes game-time to arrive 
  here. 
   
    
   
  
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  Adjusting the Encounter 
   
  Encounter A (Roll of 1-2):  Darkness Falls 
  Very Weak:  2 Darkmantles 
  Weak:  3 Darkmantles 
  Average:  1 Trapper, 2 Darkmantles 
  Strong:  1 Trapper, 3 Darkmantles 
  Very Strong:  2 Trappers, 2 Darkmantles 
   
  Encounter B (Roll of 3-4): Why? Why?   
  Very Weak:  6 Poisonous Snakes 
  Weak:  5 Giant Poisonous Snakes 
  Average:  1 Giant Constrictor Snake, 6 Giant Poisonous 
  Snakes 
  Strong:  1 Giant Constrictor Snake, 2 Swarms of Poisonous 
  Snakes 
  Very Strong:  2 Giant Constrictor Snakes, 2 Swarms of 
  Poisonous Snakes 
   
  Encounter C (Roll of 5-6):  That Silken Feeling 
  Very Weak:  4 Giant Wolf spiders 
  Weak:  2 Giant Spiders 
  Average:  4 Giant Spiders 
  Strong:  6 Giant Spiders 
   
  Very Strong:  8 Giant Spiders 
   
   
  To add some flair to you descriptions of this 
  encounter consider using the following monster 
  traits: 
   Encounter A.  Darkmantles can cast darkness, 
  snuffing out any existing light.  Maybe this 
  happens suddenly just as the party gets 
  comfortable after the descent.    Trappers can be 
  patient in waiting for their prey, perhaps someone 
  inadvertently crawls across one, feeling the 
  surface change only to discover it’s too late as the 
  monster smothers them! 
   Encounter B.  Snakes can slither out from the 
  porous holes in the rock.  Perhaps one character 
  sees a snake coming up from behind a less 
  perceptive character! 
   Encounter C.  Perhaps someone trips during the 
  final part of the descent and are relieved to be 
  caught by something soft… only to discover that 
  webs do not weave themselves!  Spiders also tend 
  to come from all sides – think in 3D! 
  Development 
  Once the characters proceed toward Area D, move 
  onto Part 2. 
   
   
  
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  Part 2:  First Contact 
  Estimated Duration: 45 minutes 
   Story Beat: Adventurers meet the strange 
  nightworm creatures and must find a way to 
  communicate with them. 
  Strangeness of Sight  
  Tricks of the Trade:  
  The Speech of Light segment is intended to allow for 
  creativity among both DMs and players.   You’re encouraged 
  to improvise unique ways of displaying the nightworms’ light 
  patterns and to encourage players to do the same.    
    Due to the somewhat abstract nature of this, be mindful of 
  players becoming frustrated.   Drop hints or allow checks 
  where needed and move on once the overall concept has 
  played out. 
    Additional tools:  Some DMs may wish to use a light 
  emitting device such as a flashlight, a small mirror or glow 
  sticks (untz-untz-untz!) as props.  Please take care in using 
  such things safely! 
  The Nightworms 
  Nightworms are peaceful intelligent creatures 
  unique to this area.  They use an adjusted stat block 
  of a faerie dragon (younger), but are in no way 
  related to dragons.   Adjust the faerie dragon 
  (younger) stat block as follows:  
  Nightworm (Faerie Dragon - Younger) 
  Tiny aberration, neutral 
  Armor Class 15 
  Hit Points 14 (4d4+4) 
  Speed 10 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  20 (+5) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Skills Perception +3, Stealth +7 
  Senses darkvision 60 ft., passive Perception 13 
  Languages can neither speak nor understand any 
  existing language (even with the aid of magic). 
  Lightspeech  While nightworms are able to 
  communicate with each other telepathically, their 
  natural mode of communication is comprised of 
  changing the colour of their inner glow while moving 
  their bodies in a pattern to create a visible light 
  effect that is understood by others of their kind.    
  Challenge 1 (200 XP) 
  Lighthide.  Due to their natural biological 
  composition, nightworms are completely 
  transparent when any light is present.   The effect of 
  this is similar to being invisible.   In darkness, 
  nightworms emit a dim glow which they can control 
  but cannot turn off.  Over time, they have adapted to 
  colour their glow to be imperceptible by those that 
  rely only on normal darkvision to see in darkness.   
  Limited Telepathy. Using telepathy, the nightworm 
  can magically communicate with any other 
  nightworm within 60 feet of it. 
  Read thoughts. The nightworm has a natural ability 
  to read thoughts.   This innate natural ability 
  functions as an always-on detect thoughts spell.     
  Due to the nightworms’ inability to understand 
  language, only visual thoughts are of use to them.  
  Nightworms do not use the “probe deeper” part of 
  detect thoughts unless the creature is either willing 
  or openly hostile. 
  Forethought.   Whenever a creature casts a spell or 
  uses an ability that would target an area where the 
  nightworm is present, the nightworm can use its 
  reaction to move up to its speed.  This does not 
  prevent the nightworm from being directly targeted 
  and cannot be used if the creature’s mind is 
  protected from intrusion (such as by a ring of mind 
  shielding). 
  Magic Resistance. The nightworm has advantage on 
  saving throws against spells and other magical 
  effects. 
   
  Actions 
  Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 1 bludgeoning damage. 
  Kaleidoscope of Colour (Recharge 5-6). The 
  nightworm twists its body into swirl of dazzling 
  colours aimed at one creature within 5 feet of it. The 
  target must succeed on a DC 11 Wisdom saving 
  throw, or for 1 minute, the target can't take 
  reactions and must roll a d6 at the start of each of its 
  turns to determine its behavior during the turn: 
  1-4. The target takes no action or bonus action and 
  uses all of its movement to move in a random 
  direction. 
  5-6. The target doesn't move, and the only thing it 
  can do on its turn is make a DC 11 Wisdom saving 
  throw, ending the effect on itself on a success. 
  
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  Area D 
  Area D is a fairly large cavern with nothing of 
  interest other than a single nightworm.  While it’s 
  being explored, the nightworm makes contact with 
  the group and attempts to communicate the 
  predicament of its colony. 
    Be sure to establish whether the party is carrying 
  any light prior to entering this cavern.  If the party 
  has light, the nightworm can’t be seen when they 
  enter and the cavern looks empty.   This also true if 
  the party is using darkvision. 
     The nightworm is visible only to members of the 
  party that do not have darkvision and when there is 
  no light present.  If this is the case, they see it 
  immediately upon entering the cavern: 
  Within the darkness, you see a line of faint blue light.  Long as 
  the tail of a cat, the line suddenly twirls in midair its colour 
  shifts from blue to a slightly brighter yellow and back to blue 
  again.  
  If the party has seen the Nightworm, proceed to 
  First Contact section.   
   
  If the party has not spotted it due to the presence of 
  light, the nightworm will attempt to signal for them 
  to put out the light by flying past the light source and 
  creating wind.    If the party has a friendly 
  disposition (which the nightworm can read 
  telepathically), the nightworm might even brush 
  against someone or gently nudge them to announce 
  its presence.   If the light is out and the party has not 
  seen the nightworm due to their reliance on 
  darkvision, the nightworm realizes this and changes 
  its glow to be visible.   
  The Speech of Light 
  The initial encounter with the nightworm in this cavern 
  intended to allow a lot of creativity for both the DM and the 
  players.   Use the following guidelines to create the scene: 
   The nightworm is able to read surface thoughts and by the 
  time it reveals itself, it has ascertained that it wants to get 
  the players’ help.   
   The nightworm can’t speak, formulate thoughts into words 
  or even understand that sounds are words.  It 
  communicates through light patterns by changing the 
  colour of its glow and moving around to create light 
  patterns out of it.    
   The goal of the scene is to get the players and the 
  nightworm achieve a basic level of communication.  
  Because it can read surface thoughts of players, it will 
  initially try to respond to them to establish some kind of 
  baseline.   Likely the most basic things it will learn/do first 
  is move up and down to indicate “yes” (or a nod) and side 
  to side to indicate “no” (or a shake of head).      
   The nightworm doesn’t directly answer spoken questions.  
  If the character is evocative in their language (signaling 
  that they’re visually imagining things associated with their 
  question) the nightworm will respond to those images. 
   Allow the encounter to proceed organically and reward 
  players with more clear responses if they try interesting 
  approaches.  Some things that might work are: 
   Using a light (natural or magical) to create patterns or 
  visual illusions.  (they’ll need to turn light off to get 
  response – the nightworm will wait for it go out) 
   Using telepathic abilities – but only in visual ways.   No 
  spells or special abilities are required for this, simply 
  thinking visual things will help – ask characters to be 
  specific in what they’re trying to project. 
   Refer to Appendix B: Lightspeech Dictionary for a list of 
  potential things the nightworm may communicate to the 
  party and how it would do that.  Feel free to invent your 
  own! 
  Eventually, the nightworm will beckon the 
  characters to follow it.   Depending on how well 
  communication is proceeding, this could happen 
  either early on in the conversation (to help it along) 
  or later on in the conversation (after situation has 
  been established).    It leads the characters through 
  several passages and into the nightworm nursery. 
   
  As the characters proceed through the tunnels, 
  several more nightworms appear eventually lighting 
  up the tunnels with a dull multi-coloured glow. 
  Area E The Nightworm Nursery 
  The cavern is almost unbearably hot and (given the party is 
  able to see them) full of countless glowing lights.  There is 
  also a great deal of steam as a wall of water falls from a ledge 
  above into a natural opening in the floor. The loud sound of 
  crashing water echoes through the chamber. 
  Development 
   Upper parts of the cavern are full of living 
  nightworm “nests”. 
   Lower parts are full of dead nests – only tiny specs 
  of glow remain from dead nightworms – but they 
  DO still emit a glow.  
   The nightworm indicates sadness at the death of 
  many others. 
   It explains the heat variations have caused the 
  death.    It points to the waterfall, where a DC13 
  
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  Intelligence (Investigation or Nature) check 
  reveals a previously heavier glow. 
   A DC13 Wisdom (Perception) or Intelligence 
  (Nature) check shows dead fungi in the lower and 
  hotter part of the cavern, indicating that it was 
  once cooler.   
   If anyone touches the water in the waterfall, they 
  find it to be ice cold. 
   Looking into the “steam vent” reveals that there is 
  hot magma flowing at the bottom and as water 
  hits it, the evaporation creates steam.   
   
  Once the group has had a chance to look around, 
  trigger the “explosive event”:    
  Despite the loud environment of the large cavern, a much 
  louder rumbling can suddenly be heard, coming from the 
  direction of the waterfall.    
  If nightworms can be seen by party add: 
  The dim lights of the nightworm creatures begin to blink and 
  twirl in a dazzling display of colourful patterns and then, 
  almost as one giant all of light, all the nightworms fly up and 
  away from the waterfall.    
   Characters with a passive Initiative of 13 or higher 
  can move up to their speed prior to the explosion 
  happening.  Others remain where they are when 
  the explosion event triggers. 
  The rumbling grows louder and closer and suddenly a wider 
  wave of water comes rushing over the waterfalls edge and 
  smashes down into the hot depths below.    There is a loud 
  hiss and suddenly scalding steam explodes from several 
  places in the ground.   
  Steam Explosion: 
   Everyone in cavern must make a Dexterity Save to avoid 
  being struck by the steam.   The DC of the save for anyone 
  within 30ft of the waterfall is 15.   The DC of the save for 
  anyone more than 30ft away from the waterfall is 13.  
   Those more than 30ft away take 1d6 fire damage on a fail 
  and no damage on a success.   
   Those within 30ft take 3d6 fire damage on a failed save 
  and half on a success.   
  One character who fails their save takes the most fire 
  damage from the explosion suffers from serious burns and 
  crippling pain.  They must make a DC15 Constitution save or 
  suffer a level of exhaustion.  This specific level of exhaustion, 
  as well as all damage associated with this wound can be 
  removed by immediately applying the village poultice. 
   
  In the unlikely event that the explosion knocks out the entire 
  party, the nightworms manage to stabilize one character and 
  bring them to 1hp at the end of the first full round after the 
  explosion. 
   A DC13 Intelligence (Investigation or Nature) 
  check after the explosion connects this sudden 
  explosion to the explosion witnessed on the 
  surface.   
   If appropriate communication has been 
  established (DM discretion), the nightworms will 
  explain to the party that the waterfall used to flow 
  heavier all the time.  This kept the temperature 
  (slightly) cooler and there were no sudden 
  explosions.   Recently (nightworms don’t really 
  know measurement of time) the waterfall has 
  become irregular – it becomes small, then it 
  becomes big, then small again.    They believe this 
  is the cause of their deaths.   
   Several nightworms that went to investigate did 
  not return.  At least a couple were found dead in 
  the upper tunnels alongside the Cold River. 
   The nightworms want your help to find the cause 
  of their deaths and of the waterfall irregularities.   
  They offer no reward for the former, but the latter 
  matches up with the characters’ existing objective.   
  The original nightworm that the party encountered 
  can be convinced to accompany the party with DC13 
  Charisma (Persuasion) check.  Grant advantage if the 
  party has behaved peacefully or anyone has formed 
  a particular bond/relationship with the nightworm.   
  The nightworm senses deception, so if the check is 
  being performed by character that is not altruistic in 
  their request, it has disadvantage. 
  
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  Part 3. Lizards dam It!  
  “There is always a bigger fish.”   
  - 
  Qui-Gon Jinn 
   
  Estimated Duration: 60 minutes 
   Story Beat: Adventurers discover a lizardfolk dam 
  and must confront the tribe.  
  Cold River 
  The party climbs up and proceeds along the natural 
  banks of the Cold River to seek the source of the 
  disturbances.  Once away from the nursery cavern, 
  the temperature drops noticeably– whatever the 
  source of the river is, it must be extremely cold.   As 
  the party proceeds, they notice that the river 
  branches off in many places.  Most such offshoots 
  disappear into rock and cannot be followed.  At least 
  a couple lead to other areas where they interact with 
  magma or superheated rock and cause steam.   
    A DC13 Intelligence (Investigation, Nature, 
  Survival) ascertains that it’s likely that several of 
  these offshoots lead to area of high geothermal 
  activity at least some of which likely pass 
  underneath Jarko’tu’ta.    Whatever has been 
  affecting the flow is likely causing the explosions in 
  those areas as well. 
  Area F  
   Along the way, the party discovers a small side 
  cave.  A successful DC10 Intelligence 
  (Investigation) check reveals the corpses of 3 
  nightworms.    
   No check is required to see that these were not 
  killed by the heat or a steam explosion as you saw 
  in the nursery.  If there is no light present, the 
  characters notice that they do not see the remains 
  of “death glow” they had seen from the dead 
  Nightworms of the nursery 
   A DC13 Wisdom (Medicine) check reveals that 
  something tore these apart from the inside.   
   A DC13 Wisdom (Survival) check finds a boot 
  print.  It’s just about impossible to tell what type 
  of humanoid left the print (An extremely high 
  check or Favoured Enemy: Dwarf feature would 
  identify this as likely belonging to a member of a 
  squat race, but that as much detail as it is possible 
  to learn given the poor condition of the print.) 
  Area G 
  This is a large cavern where a tribe of subterranean 
  lizardfolk has built a dam to create an artificial lake 
  for themselves.    They’re also tunneling to extend it.       
     The village has a dozen or so crudely built huts that 
  look be built of bone and leather.   The area is fairly 
  open and phosphorescent mushrooms grow in neat 
  rows all around – providing dim light.  A DC13 
  Intelligence (Nature) check helps realize that the 
  mushrooms must have been cultivated and planted 
  for the very purpose of providing light. 
   
  As the party approaches they encounter one of the 
  following scenes (roll a D6 or pick): 
   (1-2) An adult male lizardfolk named Chusk 
  (Choo-sk)  is teaching a hatchling to use weapons 
  – they are throwing hand-axes and shooting a 
  makeshift crossbow at a dummy.   
   (3-4) An older female lizardfolk named Xrishada 
  (kri-shada)is teaching two hatchlings how to 
  spearfish by the dam.   
   (5-6) A lizardfolk named Yelchi (yell-chi) uses an 
  old spear as a walking stick as he leads two 
  hatchlings toward the edge of the cave.  The 
  hatchlings are each carrying a pot with a large 
  glowing mushroom.   
   
   
   
   
   If approached, the adult lizardfolk draws their 
  weapon cautiously while the hatchlings run off to 
  get help.   A DC15 Charisma (Intimidation only!) 
  check is required to stop the hatchlings.  Any 
  particularly loud noise also draws attention.      
  The adult lizardfolk does not attack the party 
  unless provoked (for example if the party tries to 
  harm one of the hatchlings).   
  
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   Eventually, a party of well-armed lizardfolk shows 
  up to confront the characters or the single 
  lizardfolk takes them to leadership.   (Note: if the 
  party is being particularly stealthy, they may be 
  able to sneak up on a group of these more senior 
  lizardfolk and act as they wish.) The leadership 
  explains that this is their home and the dam is 
  required to maintain their way of life.  They don’t 
  care about anyone it might be hurting.    
   If questioned about the nightworms, they have 
  seen the “dancing lights” but dismiss the idea that 
  they are sentient.   They claim that they did not kill 
  any (this is true, they did not).    
   Overall the lizardfolk are not scared of the party 
  and are actually strongly considering killing and 
  eating them.  Intimidation may help dissuade the 
  lizardfolk from outright trying to attack and eat 
  the party, but is of no help in getting them to move.   
  The only way to resolve the lizardfolk situation 
  peacefully is offer to kill the “giant tentacle 
  monster” the lizardfolk original home.    
  Roleplaying the Gloomscale Lizardfolk 
  The Gloomscale lizardfolk were once a surface tribe.   A year 
  of terrible famine forced them to look to nearby caves for 
  sources of food.   Unaccustomed to the dark, the hunting was 
  hard but the abundance of cave life was worth it.     
    In time, they found a subterranean lake fed by a river.  In 
  addition to the harder prey found in the underdark, they now 
  had fish and a habitat similar to what they had left on the 
  surface.    
    Years passed, the tribe remained underground and even 
  began to develop basic darkvision.    Over time they grew to 
  sustain themselves more and more on the fish brought in by 
  the river and less on forays into the underdark to hunt more 
  dangerous prey.     
    Eventually – as is oft to happen in the underdark – a 
  predator found them.   It made its home in their lake and 
  began preying on their numbers.    
    In their practical, emotionless way, the lizardfolk abandoned 
  their homes and relocated to their current camp in the Cold 
  Water Cavern.   Since the cavern did not have a lake, they 
  decided to simply build one by damming the river. 
    Not having much experience with stone, the digging of the 
  lake is going slowly and is very hard and uncomfortable work.     
    The Gloomscale will protect their territory if they can, but in 
  lacking emotions, they have no special attachment to it.   
  They will do whatever they believe is the more practical thing 
  – fighting or moving.    Food has lately been scarce and fresh 
  softskin meat is always a welcome scent. 
  If it comes to a battle, use the lizardfolk encounter  
  Below. 
  Adjusting the Encounter 
  Very Weak:  3 Lizardfolk  
  Weak:  2 Lizardfolk, 1 Lizardfolk Shaman 
  Average:  4 Lizardfolk, 1 Lizardfolk Shaman, 10 commoners 
  Strong:  5 Lizardfolk, 1 Lizardfolk Shaman, 10 commoners 
  Very Strong:  10 Lizardfolk, 2 Lizardfolk Shamans, 5 
  commoners 
   
  Use your discretion to determine the actions of the 
  commoners in combat – they may jump into the fight or 
  watch and cheer or flee.    The presence of the commoners is 
  important as it establishes that the characters are fighting a 
  whole village.  It is not recommended that commoners join 
  the weak and very wear encounters.   
  Development – Lizardfolk Defeated 
   If the lizardfolk are defeated, the characters can 
  restore proper flow to the river and destroy the 
  dam without issue. 
   If the characters choose to not investigate further, 
  upon starting back, a nightworm will ask them if 
  they’ve found the cause of the nightworm deaths.  
  If the characters claim that the lizardfolk were 
  entirely at fault, this will be accepted.   
   If the characters are satisfied with their progress.  
  They can return to the surface and complete the 
  adventure.    Proceed to Part 5: Conclusion.   (To 
  fill time, you may wish to run one of the 
  encounters offered in Part 2 (Area C) on the way 
  out, but this is not required.)   
   If the characters wish to proceed further, they do 
  so on their own.  Proceed to A Bigger Fish 
  Development – Lizardfolk Negotiated With 
   If the characters agree to go kill the tentacle beast, 
  they are given directions by the lizardfolk and are 
  free to proceed to A Bigger Fish.    If the party is 
  very weak, two lizardfolk and a lizardfolk 
  shaman accompany them. If the party is weak, 
  only the lizardfolk shaman accompanies.  Any 
  other party can make a DC13 Charisma 
  (Persuasion) check to convince one lizardfolk to 
  come along, for such a party, he will act strictly as 
  a guide and will not join combat.     
  A Bigger Fish 
   On the way further up river, the party finds a side 
  cave identical to Area F including all the same 
  findings (no checks required if they were 
  successful in the original Area F).   The only 
  difference is that there is a pair of boot prints this 
  
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  time around.    If there are lizardfolk with the 
  party and they are asked about boot prints, they 
  will say “Maybe gray ones? Sometimes there are 
  gray ones.  Very rare.  Dangerous.”   They describe 
  dwarves (without using the word “dwarf”) with 
  gray skin that they have seen a couple of times but 
  generally avoid due to them being dangerous.    
  They hadn’t seen any lately, but say the gray ones 
  have ways of moving unseen. 
  Area H 
  A passage winds around another corner and opens 
  up into a large cavern.  A foul smell and an eerie 
  silence fill the air.    Lizardfolk huts stand in various 
  states of disrepair.   The bones of several lizardfolk 
  make an odd counterpart to the larger bones that 
  had been used by their kin to build the huts 
  themselves.  (If there is a Lizardfolk with the party, 
  they will not that the bones will make good 
  salvaging.) 
  After about 60ft of huts there is 30ft clearing that 
  forms the shore of the lake.  The lake itself looks to 
  have a large island about 40 feet in.  Several smaller 
  stones are in the water near the shore.  (These are 
  actually tentacles).  
   When anyone approaches within 15 of the shore, 
  the Otyugh emerges from the water and attacks.   It 
  is large and unlikely to surprise the party, but it has 
  120ft darkvision and is unlikely to be surprised or 
  snuck upon either.   It can be circumvented entirely 
  by going around the edge of the cavern.   
  Adjusting the Encounter 
   
  These adjustments take into account the accompaniment of 
  Lizardfolk.   Weaker Parties that killed the lizardfolk would 
  have no chance against it and should be given an opportunity 
  to run away or avoid the monster. 
   
  Every version of this encounter has an Otyugh, use the 
  following adjustments: 
     
  Very Weak:  The Otyugh does not have its Bite or Tentacle 
  Slam abilities.  It makes only two attacks (Tentacle) 
  Weak:  The Otyugh does not have its Bite and makes only two 
  attacks or uses Tentacle Slam. 
  Average:  Otyugh 
  Strong:  Otyugh, 2 Piercers 
  Very Strong:  Otyugh, 4 Piercers 
   
  Tactics:  For weak and very weak parties, the lizardfolk 
  shaman tries to immobilize the monster with spells and the 
  other lizardfolk attack it head on.    For Strong and Very 
  strong parties, the Otyugh begins by “flinging” 2 piercers at 
  the party.  This uses up the piercers’ actions (but not the 
  Otyugh’s) and uses same distance calculations for damage as 
  if they were falling (see piercer stat block). The remaining 
  piercers (very strong) remain on the cavern ceiling, 50 feet up 
  and attack in the second round.   
   
  Additional Adjustment:  If the party is less combat-oriented, 
  at your discretion, you may include a 40ft long, 5ft wide 
  chunk of rock that has fallen down near one of the cavern’s 
  walls, creating a narrow 5ft wide passage.  As the Otyugh is 
  too big to fit into the 5ft space without squeezing, this can 
  give the party a great advantage in fighting it.  
   
  Once the Otyugh is dead, the lizardfolk (if any are 
  alive) are satisfied and immediately start making 
  plans about they will move back into the cavern and 
  renovate.   They also get to cutting up and trying out 
  the meat of anything dead – including any of their 
  companions.    They assure the party that they’ll go 
  back and inform the tribe.  This part of the mission is 
  a success and the lizardfolk give the characters an 
  old scroll case they found and had no use for.  The 
  case contains a Spell Scroll of Clairvoyance and a 
  pair of mundane spears made of bone. 
     Examination of the cavern reveals more (duergar) 
  boot prints on the outskirts.  They clearly 
  circumvented the beast when going through here, 
  but couldn’t help but prints in the more humid 
  cavern.   The tracks can be followed out of the cavern 
  deeper underground (toward Area J).  Proceed to 
  Part 4.   
   
  
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  Part 4.  Hidden in Stone 
  Estimated Duration: 60 minutes 
   Story Beat: The party comes to a dead end must 
  figure out what lies beyond it and how to deal with it. 
  Dead End  
  After following the prints through several caves, the 
  party comes to a small cave and a very clear dead 
  end (Area J).   
  While the tracks lead clearly into this tunnel, the ground soon 
  becomes dry and rocky and any trace of prints disappears.  
  Soon enough, the tunnel opens up into a small chamber.  
  Barely tall enough for a human to stand in, the chamber is 
  sheer rock on all sides.   This is a dead end.  
  This is the noise that keeps them awake 
  The amount of noise made by the characters in this chamber 
  determines whether the duergar on the other side are 
  alerted.   As the chamber is empty, there is no overt reason 
  for the characters to be stealthy, so keep track of their 
  behavior!    If the characters are purposely trying to be 
  sneaky throughout their investigation and in the chamber, 
  the thickness of the stone will cover any basic conversation.   
  Otherwise keep track of the following “noise points”: 
   
   Knocking on the wall to tell if it’s hollow: 3 noise points 
   Any non-ritual spell with verbal components cast:  1 point 
   Any spell with verbal components cast as a ritual: 5 points 
   Any spell that does thunder damage cast:  25 points 
   Any hit of stone with a weapon:  3 points 
   Every round of conversation that is not explicitly quiet: 1 
  point 
   
  If the party decides to take a short rest, there is a 50% chance 
  the duergar naturally wake up during this time, open the 
  passage and attack the party.    If the party decides to take a 
  long rest, this definitely happens. 
   
  The particular duergar expedition that the 
  characters are tracking is able to manipulate stone 
  and used stone shape to pass through and 
  subsequently seal this passage.   When the party 
  arrives, the duergar are actually asleep on the other 
  side of the stone wall.  This is unknown to the party 
  and isn’t easily learned.     The party is able to 
  discover the following in the chamber: 
   DC13 Wisdom (Perception) or Intelligence 
  (Investigation) check that involves knocking on 
  the stone allows the characters to tell that the wall 
  is 3-5ft think.   
   A DC12 Wisdom (Survival) check discovers 
  unnatural marks on the stone floor.  The marks 
  are definitely recent and lead a short distance 
  between from the middle of the chamber toward 
  the far wall, ending 5ft before it.  With a result of 
  16 or higher or with a subsequent Intelligence 
  (Investigation) check of 13 or higher, the party can 
  tell that these are the signs of a large metal item 
  having been dropped and then dragged a short 
  distance before being picked up again.  
   A detect magic spell picks up a faint aura of 
  transmutation magic on the wall.   
   A successful DC13 Wisdom (Perception) check 
  notices a slightly wider crack/hole in the stone 
  above the door, near the ceiling.  If the party is 
  specifically looking for such a thing, no check is 
  required.  The crack is 10ft off the ground.   The 
  crack is fairly small – approx. 5 inches wide at the 
  opening and narrower in places inside.  It goes to 
  the other side, but not directly, so it does not offer 
  line of sight.  A DC13 Wisdom (Perception) check 
  at the crack picks up the snoring of the duergar.    
   A tiny creature such as a familiar, pet or 
  shapechanged druid is able to go through the 
  crack and to the other side. 
   The stone is 4ft thick and solid.   While the 
  characters do not know the exact thickness of the 
  wall, a DC12 Intelligence (History) check tells 
  them that solid stone walls typically have 30 
  hitpoints per inch of thickness.   This wall can be 
  destroyed, but this is very difficult.  It has AC15 
  and 1440 HP.   It is immune to fire, poison, 
  necrotic and radiant damage.  It is resistant to 
  slashing damage.   The wall can be destroyed by 
  any group of players in 20 minutes.  If they wish to 
  try and destroy it faster, they must make 
  appropriate attack and damage rolls (an average 
  can be used to expedite this process – roll 3-5 
  rounds worth of combat to get the average.) 
   The characters can choose to Breach the Stone 
  Wall (see sidebar) or devise A Clever Ruse (see 
  sidebar) in order to face the duergar.  
  
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  Breach the Stone Wall 
   
  If the characters’ intention is to breach the stone wall, the 
  amount of noise they make determines the duergar state.  If 
  the duergar are awake, they will be hostile. 
   
   0-5 points of noise:  If the characters are able to breach 
  the wall while making 5 or less points of noise and without 
  carrying any bright light, none of the duergar are awake 
  when the wall is breached. 
   6-15 points of noise:  at 6-15 points of noise, the duergar 
  will be awake once the wall is breached, but will not have 
  readied actions or surprise. 
   16+ points of noise:  duergar will get ready, go invisible 
  and surprise the party on entry.  
   
   
  A Clever Ruse? 
  Drawing the duergar out requires some clever thinking – 
  allow the players to get creative here.   Waking the duergar 
  up (on purpose) is not difficult; some shouting is enough to 
  do it.  Possible scenarios that would cause the duergar to 
  come out:   
   talking to them about the nightworms – either claiming 
  that they have one (bait!) or that the characters intend to 
  stop the their continued killing.      
   devise some sort of other ruse – from pretending to be lost 
  and helpless, to wanting to hire the duergar, etc.    
   
  Reward creativity here, but as the characters plan their 
  ambush consider that there is a very good chance that the 
  duergar – regardless of any deal made – ALSO plan to simply 
  kill the characters.     When ready, the duergar illusionist will 
  cast stone shape and open a 5ft passage in the wall.   
  Area K 
  On the other side of the stone wall is a slightly larger 
  chamber which the duergar expedition has been 
  using as their staging area into the upper caves.  A 
  round “manhole cover” made of solid stone covers a 
  narrow shaft 200ft deep that leads into a vast 
  Underdark cavern.    The expedition made their way 
  up the shaft, clearing it out as they went.   
   
  There are several of the gray dwarves in the room, 
  including one dressed in a sort of tunic (the 
  illusionist).    Strewn across the room is a variety of 
  expeditionary equipment including pickaxes, pitons, 
  climbing ropes.  Also in the room is a heavy-looking 
  3ft tall metal contraption that as several arcane 
  runes inscribed into it.   A small bowl-shaped with 
  rich purple lining sits on the tables beside it.  In the 
  container are several round marble-sized items that 
  each glow with a distinct dim light – these are 
  extracted nightworm essences.  (They are dead for 
  the purposes of sentience.) 
  Adjusting the Encounter 
  Very Weak:  1 Duergar, 1 Duergar Illusionist (22hp, level 1 
  and 2 spells only)  
  Weak:  2 Duergar, 1 Duergar Illusionist (22hp, level 1 and 2 
  spells only) 
  Average:  3 Duergar, 1 Duergar Illusionist 
  Strong:  3 Duergar Spies, 1 Duergar Illusionist 
  Very Strong:  3 Duergar Spies, 2 Duergar Illusionists (replace 
  phantom steed with enemies abound (XGE) on the Illusionist 
  stat block. 
   
  The Deepaxe Expedition 
  The DEEPAXE DELVERS are an exploratory team working for 
  the AV MINING COMPANY.      
   
  Typically tasked with finding new routes through and out of 
  the Underdark, these duergar have been given special 
  equipment and an additional mission to evaluate the viability 
  of harvesting innate magical properties of Underdark 
  creatures for other uses.   
   
  After having tunneled their way up, they discovered several 
  nightworms in the tunnels.   With some experimentation, 
  they found a way to extract nightworm essences from the 
  creatures and store them using a specialized mecha-magical 
  contraption.     Their goal now is to extract more and use 
  them to develop advanced invisibility runes.    The extraction 
  is painful and lethal for the nightworms. 
   
  
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  These duergar have a mercenary mentality – they are greedy 
  and proud.   They’re certain they’ve stumbled upon 
  something extraordinary and are making copious research 
  notes on their progress.    While they’re unlikely to share 
  their findings, they DO require more specimens and access to 
  the upper tunnels.  They have not yet discovered the nursery. 
   
  While the duergar may make a temporary deal with the 
  characters to achieve their ends, they’re likely ambush and 
  kill them in the end.   There is nothing that would convince 
  the duergar to pack up and leave or to stop “harvesting” the 
  nightworms.  
  Once the duergar are defeated (whether here or 
  elsewhere), characters discover a detailed journal 
  found which explains the duergar activities and lists 
  their employer as the Axcelon-Vyth’tyl Mining 
  Company (AV MINING).    
  The characters must decide what to do with the 
  extraction contraption, the research notes and the 
  shaft into the underdark. 
  Their choices have no immediate mechanical impact, 
  but result in one of the following resolutions: 
  Destroying the contraption and research notes, seal 
  or somehow collapse the shaft:    
  With the duergar notes and cruel contraption destroyed, the 
  nightworm colony is safe.   The wondrous creatures have 
  learned to fear the gray dwarves and to hide from them, 
  which should serve them well if they are once again found.    
  Destroying the contraption and research notes, leave 
  the shaft (no special plan to report it): 
  With the duergar notes and cruel contraption destroyed, the 
  nightworm colony is safe.   The wondrous creatures have 
  learned to fear the gray dwarves and to hide from them, 
  which should serve them well if they are once again found.    
    Yet the ominous shaft into darkness remains.   Will other 
  duergar follow?  Or will something perhaps even more 
  sinister crawl its way up from below?    
  Destroying the contraption and research notes, leave 
  the shaft with the intention of reporting it to proper 
  authorities or relevant contacts: 
  With the duergar notes and cruel contraption destroyed, the 
  nightworm colony is safe.   The wondrous creatures have 
  learned to fear the gray dwarves and to hide from them, 
  which should serve them well if they are once again found.  
    Yet the ominous shaft into darkness remains.   While it is 
  uncertain what may crawl its way up through, your 
  knowledge of this secret path into the underdark may yet be 
  of use.    
  If either the contraption or the research notes are 
  not destroyed: 
  Thanks to your actions, the nightworm colony is safe – at 
  least for now.   The duergar research, however, is disturbing.  
  Knowledge may be power, but in the wrong hands it can spell 
  the doom for an entire species.    
  
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  Part 5.  Conclusion 
  Nightworms 
  If the characters are successful in discovering and 
  defeating the duergar, the nightworms reward them 
  a special Driftglobe called Faint.   
   
  Faint (Driftglobe) 
  Wondrous Item, uncommon 
   
  The nightworms of Jarko’tu’ta have imbued this 
  driftglobe with some of their magic and fears. When 
  used to emanate the light spell, ALL of the light 
  generated is dim. If Faint is ON when the item is 
  within 120ft of a Duergar, it goes out and can be 
  reactivated again using the normal command word 
  and will stay on regardless of continued Duergar 
  presence. If it is OFF when the item is within 120ft of 
  a Duergar, will begin to pulse with soft light. Faint 
  can be used to cast the daylight spell once per dawn 
  as a normal driftglobe. 
   
  If the characters do not discover the true threat to 
  the nightworms, they instead earn the Story Award:  
  Dark Dreams of Light. 
  Jarko’tu’ta 
  Regardless of the success with the nightworms, as 
  long as the lizardfolk dam is disabled and Cold River 
  flow restored, this stabilizes the geothermal activity 
  in the region and results in mission success in 
  Jarko’tu’ta and with any involved factions.    Each 
  member of the party receives a finely crafted stone 
  figurine. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Adventure Rewards 
   
  Advancement and Treasure 
  Checkpoints 
  This is a 4 hour, Tier 1 adventure.  As such,  
  characters may receive up to 4 advancement and 
  treasure checkpoints for completing this adventure.  
  See the ALDMG (Adventurers League Dungeon 
  Master’s Guide) for more information. 
  Magic Item Unlock 
  With their actions in this adventure, characters may 
  be able to unlock this magic item: 
  Faint (Driftglobe) 
  Wondrous Item, uncommon 
  The nightworms of Jarko’tu’ta have imbued this 
  driftglobe with some of their magic and fears. When 
  used to emanate the light spell, ALL of the light 
  generated is dim. If Faint is ON when the item is 
  within 120ft of a Duergar, it goes out and can be 
  reactivated again using the normal command word 
  and will stay on regardless of continued Duergar 
  presence. If it is OFF when the item is within 120ft of 
  a Duergar, will begin to pulse with soft light. Faint 
  can be used to cast the daylight spell once per dawn 
  as a normal driftglobe.   
  A description of this item can be found in Player 
  Handout 1. 
  Consumables 
  With their actions in this adventure, characters may 
  be able to gain the following consumable: 
  Spell Scroll of Clairvoyance  
  Spell scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   Dark Dreams of Light.   Sometimes at night, when 
  a star falls across an outdoor sky on a moonless 
  night, or when a lantern’s faint light can be seen 
  through a foggy city morning, you remember the soft 
  light of the nightworms.   Yet, there is a worry there.  
  Did you truly find the cause of their demise or will 
  they perish to their unknown predator and be 
  forever gone from anything but dreams?  Your sleep 
  after such thoughts is uneasy. 
   
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
  
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  Monster/NPC Statistics 
  Darkmantle 
  Small monstrosity, unaligned 
  Armor Class 11 
  Hit Points 22 (5d6+5) 
  Speed 10 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  13 (+1) 
  2 (-4) 
  10 (0) 
  5 (-3) 
   
  Skills Stealth +3 
  Senses blindsight 60 ft., passive Perception 10 
  Challenge 1/2 (100 XP) 
  Echolocation. The darkmantle can't use its blindsight 
  while deafened. 
  False Appearance. While the darkmantle remains 
  motionless, it is indistinguishable from a cave 
  formation such as a stalactite or stalagmite.  
  Actions 
  Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the 
  darkmantle attaches to the target. If the target is 
  Medium or smaller and the darkmantle has advantage 
  on the attack roll, it attaches by engulfing the target's 
  head, and the target is also blinded and unable to 
  breathe while the darkmantle is attached in this way. 
  While attached to the target, the darkmantle can 
  attack no other creature except the target but has 
  advantage on its attack rolls. The darkmantle's speed 
  also becomes 0, it can't benefit from any bonus to its 
  speed, and it moves with the target. 
  A creature can detach the darkmantle by making a 
  successful DC 13 Strength check as an action. On its 
  turn, the darkmantle can detach itself from the target 
  by using 5 feet of movement. 
  Darkness Aura (1/day). A 15-foot radius of magical 
  darkness extends out from the darkmantle, moves with 
  it, and spreads around corners. The darkness lasts as 
  long as the darkmantle maintains concentration, up to 
  10 minutes (as if concentrating on a spell). Darkvision 
  can't penetrate this darkness, and no natural light can 
  illuminate it. If any of the darkness overlaps with an 
  area of light created by a spell of 2nd level or lower, 
  the spell creating the light is dispelled. 
   
  Source: monster manual 
  Duergar 
  Medium humanoid (dwarf), lawful evil 
  Armor Class 16 (scale mail, shield) 
  Hit Points 26 (4d8+4) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (0) 
  14 (+2) 
  11 (0) 
  10 (0) 
  9 (-1) 
   
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Dwarvish, Undercommon 
  Challenge 1 (200 XP) 
  Duergar Resilience. The duergar has advantage on 
  saving throws against poison, spells, and illusions, as 
  well as to resist being charmed or paralyzed. 
  Sunlight Sensitivity. While in sunlight, the duergar 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.  
  Actions 
  Enlarge (Recharges after a Short or Long 
  Rest). For 1 minute, the duergar magically increases in 
  size, along with anything it is wearing or carrying. 
  While enlarged, the duergar is Large, doubles its 
  damage dice on Strength-based weapon attacks 
  (included in the attacks), and makes Strength checks 
  and Strength saving throws with advantage. If the 
  duergar lacks the room to become Large, it attains the 
  maximum size possible in the space available. 
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 
  + 2) piercing damage while enlarged. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage, or 9 (2d6 + 2) piercing damage 
  while enlarged. 
  Invisibility (Recharges after a Short or Long 
  Rest). The duergar magically turns invisible until it 
  attacks, casts a spell, or uses its Enlarge, or until its 
  concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the duergar 
  wears or carries is invisible with it . 
   
  Source: monster manual 
  
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  Faerie Dragon (Younger) 
  Tiny dragon, chaotic good 
  Armor Class 15 
  Hit Points 14 (4d4+4) 
  Speed 10 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  3 (-4) 
  20 (+5) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Skills Arcana +4, Perception +3, Stealth +7 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Draconic, Sylvan 
  Challenge 1 (200 XP) 
  Superior Invisibility. As a bonus action, the dragon can 
  magically turn invisible until its concentration ends (as 
  if concentrating on a spell). Any equipment the dragon 
  wears or carries is invisible with it. 
  Limited Telepathy. Using telepathy, the dragon can 
  magically communicate with any other faerie dragon 
  within 60 feet of it. 
  Magic Resistance. The faerie dragon has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting. The dragon's innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately 
  cast a number of spells, requiring no material 
  components. As the dragon ages and changes color, it 
  gains additional spells as shown below. 
  1/day each: dancing lights, mage hand, minor illusion 
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. 
  Euphoria Breath (Recharge 5-6). The dragon exhales a 
  puff of euphoria gas at one creature within 5 feet of it. 
  The target must succeed on a DC 11 Wisdom saving 
  throw, or for 1 minute, the target can't take reactions 
  and must roll a d6 at the start of each of its turns to 
  determine its behavior during the turn: 
  1-4. The target takes no action or bonus action and 
  uses all of its movement to move in a random 
  direction. 
  5-6. The target doesn't move, and the only thing it can 
  do on its turn is make a DC 11 Wisdom saving throw, 
  ending the effect on itself on a success. 
   
  Source: monster manual 
  Giant Constrictor Snake 
  Huge beast, unaligned 
  Armor Class 12 
  Hit Points 60 (8d12+8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (0) 
  3 (-4) 
   
  Skills Perception +2 
  Senses blindsight 10 ft., passive Perception 12 
  Challenge 2 (450 XP) 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. 
  Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 13 (2d8 + 4) bludgeoning damage, 
  and the target is grappled (escape DC 16). Until this 
  grapple ends, the creature is restrained, and the snake 
  can't constrict another target. 
   
  Source: monster manual 
  Giant Poisonous Snake 
  Medium beast, unaligned 
  Armor Class 14 
  Hit Points 11 (2d8+2) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (0) 
  18 (+4) 
  13 (+1) 
  2 (-4) 
  10 (0) 
  3 (-4) 
   
  Skills Perception +2 
  Senses blindsight 10 ft., passive Perception 12 
  Challenge 1/4 (50 XP 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 
  10 (3d6) poison damage on a failed save, or half as 
  much damage on a successful one. 
   
  Source: monster manual 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Giant Spider 
  Large beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d10+4) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  12 (+1) 
  2 (-4) 
  11 (0) 
  4 (-3) 
   
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft.,  
  Challenge 1 (200 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
    
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 9 (2d8) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, 
  range 30/60 ft., one creature. Hit: The target is 
  restrained by webbing. As an action, the restrained 
  target can make a DC 12 Strength check, bursting the 
  webbing on a success. The webbing can also be 
  attacked and destroyed (AC 10; hp 5; vulnerability to 
  fire damage; immunity to bludgeoning, poison, and 
  psychic damage). 
   
  Source: monster manual 
   
  Giant Wolf Spider 
  Medium beast, unaligned 
  Armor Class 13 
  Hit Points 11 (2d8+2) 
  Speed 40 ft., climb 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  13 (+1) 
  3 (-4) 
  12 (+1) 
  4 (-3) 
   
  Skills Perception +3, Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 13 
  Challenge 1/4 (50 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
    
  Actions 
  Bite. Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6 + 1) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 7 (2d6) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
   
  Source: monster manual 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Illusionist 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 38 (7d8+7) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  13 (+1) 
  16 (+3) 
  11 (0) 
  12 (+1) 
   
  Senses passive Perception 10 
  Saving Throws Int +5, Wis +2 
  Skills Arcana +5, History +5 
  Languages any four languages 
  Challenge 3 (700 XP) 
  Spellcasting. The illusionist is a 7th-level spellcaster. its 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). The illusionist has the 
  following wizard spells prepared: 
  Cantrips (at will): dancing lights, mage hand, minor 
  illusion, poison spray 
  1st level (4 slots): color spray*, disguise self*, mage 
  armor, magic missile 
  2nd level (3 slots): invisibility*, mirror image*, 
  phantasmal force 
  3rd level (3 slots): major image*, phantom steed* 
  4th level (1 slot): phantasmal killer* 
  *Illusion spell of 1st level or higher 
  Displacement (Recharges after the Illusionist Casts an 
  Illusion Spell of 1st Level or Higher). As a bonus action, 
  the illusionist projects an illusion that makes the 
  illusionist appear to be standing in a place a few inches 
  from its actual location, causing any creature to have 
  disadvantage on attack rolls against the illusionist. The 
  effect ends if the illusionist takes damage, it is 
  incapacitated, or its speed becomes 0.  
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 
  ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 
  (1d8-1) bludgeoning damage if used with two hands. 
   
  Source: Volo's Guide to Monsters 
   
  Lizardfolk 
  Medium humanoid (lizardfolk), neutral 
  Armor Class 15 (natural armor, shield) 
  Hit Points 22 (4d8+4) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (0) 
  13 (+1) 
  7 (-2) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3, Stealth +4, Survival +5 
  Senses passive Perception 13 
  Languages Draconic 
  Challenge 1/2 (100 XP) 
  Hold Breath. The lizardfolk can hold its breath for 15 
  minutes.  
  Actions 
  Multiattack. The lizardfolk makes two melee attacks, 
  each one with a different weapon. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage. 
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Source: monster manual 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Lizardfolk Shaman 
  Medium humanoid (lizardfolk), neutral 
  Armor Class 13 (natural armor) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (0) 
  13 (+1) 
  10 (0) 
  15 (+2) 
  8 (-1) 
   
  Skills Perception +4, Stealth +4, Survival +6 
  Senses passive Perception 14 
  Languages Draconic 
  Challenge 2 (450 XP) 
  Hold Breath. The lizardfolk can hold its breath for 15 
  minutes. 
  Spellcasting (Lizardfolk Form Only). The lizardfolk is a 
  5th-level spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 12, +4 to hit with spell attacks). The 
  lizardfolk has the following druid spells prepared:  
  Cantrips (at will): druidcraft, produce flame, thorn whip 
  1st Level (4 slots): entangle, fog cloud 
  2nd Level (3 slots): heat metal, spike growth 
  3rd Level (2 slots): conjure animals (reptiles only), plant 
  growth  
  Actions 
  Multiattack (Lizardfolk Form Only). The lizardfolk 
  makes two attacks: one with its bite and one with its 
  claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) 
  piercing damage in crocodile form. If the lizardfolk is in 
  crocodile form and the target is a Large or smaller 
  creature, the target is grappled (escape DC 12). Until 
  this grapple ends, the target is restrained, and the 
  lizardfolk can't bite another target. If the lizardfolk 
  reverts to its true form, the grapple ends. 
  Claws (Lizardfolk Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 
  slashing damage. 
  Change Shape (Recharges after a Short or Long 
  Rest). The lizardfolk magically polymorphs into a 
  crocodile, remaining in that form for up to 1 hour. It 
  can revert to its true form as a bonus action. Its 
  statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Source: monster manual 
   
  Otyugh 
  Large aberration, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10+48) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (0) 
  19 (+4) 
  6 (-2) 
  13 (+1) 
  6 (-2) 
   
  Saving Throws Con +7 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Otyugh 
  Challenge 5 (1,800 XP) 
  Limited Telepathy. The otyugh can magically transmit 
  simple messages and images to any creature within 
  120 ft. of it that can understand a language. This form 
  of telepathy doesn't allow the receiving creature to 
  telepathically respond.  
  Actions 
  Multiattack. The otyugh makes three attacks: one with 
  its bite and two with its tentacles. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 15 Constitution 
  saving throw against disease or become poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  target must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease 
  reduces its hit point maximum to 0. This reduction to 
  the target's hit point maximum lasts until the disease is 
  cured. 
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 
  (1d8) piercing damage. If the target is Medium or 
  smaller, it is grappled (escape DC 13) and restrained 
  until the grapple ends. The otyugh has two tentacles, 
  each of which can grapple one target. 
  Tentacle Slam. The otyugh slams creatures grappled by 
  it into each other or a solid surface. Each creature must 
  succeed on a DC 14 Constitution saving throw or take 
  10 (2d6 + 3) bludgeoning damage and be stunned until 
  the end of the otyugh's next turn. On a successful save, 
  the target takes half the bludgeoning damage and isn't 
  stunned. 
  Source: monster manual 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Piercer 
  Large monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 22 (3d8+9) 
  Speed 5 ft., climb 5 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (0) 
  13 (+1) 
  16 (+3) 
  1 (-5) 
  7 (-2) 
  3 (-4) 
   
  Passive Perception 8 
  Skills Stealth +5 
  Senses blindsight 30 ft., darkvision 60 ft. 
  Challenge 1/2 (100 XP) 
  False Appearance. While the piercer remains 
  motionless on the ceiling, it is indistinguishable from a 
  normal stalactite. 
  Spider Climb. The piercer can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.  
  Actions 
  Drop. Melee Weapon Attack: +3 to hit, one creature 
  directly underneath the piercer. Hit: 3 (1d6) piercing 
  damage per 10 feet fallen, up to 21 (6d6). Miss: The 
  piercer takes half the normal falling damage for the 
  distance fallen. 
   
  Source: monster manual 
   
  Swarm of Poisonous Snakes 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 14 
  Hit Points 36 (8d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  8 (-1) 
  18 (+4) 
  11 (0) 
  1 (-5) 
  10 (0) 
  3 (-4) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 10 
  Challenge 2 (450 XP) 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny snake. The swarm 
  can't regain hit points or gain temporary hit points.  
  Actions 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm's space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer. The target must make a 
  DC 10 Constitution saving throw, taking 14 (4d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
   
  Source: monster manual 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Trapper 
  Large monstrosity, unaligned 
  Challenge 3 (700 XP) 
  Armor Class 13 (natural armor) 
  Hit Points 85 (10d10+30) 
  Speed 10 ft., climb 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (0) 
  17 (+3) 
  2 (-4) 
  13 (+1) 
  4 (-3) 
   
  Skills Stealth +2 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 11 
  Fake Appearance. While the trapper is attached to a 
  ceiling, floor, or wall and remains motionless, it is 
  almost indistinguishable from an ordinary section of 
  ceiling, floor, or wall. A creature that can see it and 
  succeeds on a DC 20 Intelligence (investigation) or 
  Intelligence (Nature) check can discern its presence. 
  Spider Climb. The trapper can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
    
  Actions 
  Smother. One Large or smaller creature within 5 feet of 
  the trapper must succeed on a DC 14 Dexterity saving 
  throw or be grappled (escape DC 14). Until the grapple 
  ends, the target takes 17 (4d6+3) bludgeoning damage 
  plus 3 (1d6) acid damage at the start of each of its 
  turns. While grappled in this way, the target is 
  restrained, blinded, and at risk of suffocating. The 
  trapper can smother only one creature at a time. 
   
  Source: Volo's Guide to Monsters 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Map 1:  Jarko’tu’ta & Surrounding area.  
   
   
   
  
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  Map 2:  Below Jarko’tu’ta 
   
  
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  Map 3:  Nightworm Nursery 
   
   
   
  
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  Map 4:  Old Gloomscale Village 
   
  
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  Appendix A  
  Location and NPC Summary 
  The following NPCs,  locations and entities feature 
  prominently in this adventure. 
   
  Residents or Friends of Jarko’tu’ta: 
   
  Halona Washanthi (hello-na).  Female elder half-elf of 
  Jarko’tu’ta. 
       Mella.  Female child half-elf of Jarko’tu’ta. 
   
  Artao. Male guide and trader of Jarko’tu’ta.  May have been 
  saved by adventurers in the previous adventure.  If he is asked 
  about, he is “away on a trading run to Big Folk Island”.  
   
  Osse’tinne.  Awakened shark companion of the female 
  firbolg Sharkfriend Who Left.  Osse’tinne is only present if any 
  characters had met him in a previous adventure.    
   
  The Nightworms 
   
  The nightworms have no given names.  The party is 
  encouraged to name them as they see fit based on 
  interactions. 
   
  Gloomscale Lizardfolk: 
   
  Valtux (val-tux). Shaman, one of the leaders of the tribe.  
   
  Chusk.  Male hunter.  May be encountered teaching 
  hatchlings to shoot or throw axes.  
   
  Xrishada (chri-shada)  Older female hunter.  May be 
  encountered teaching hatchlings to fish. 
   
  Yelchi (yell-chi) Older male gatherer, may be encountered 
  leading hatchlings to plant luminescent mushrooms. 
   
  The Deepaxe Delvers: 
   
  Gimtim Deepaxe Male duergar.  Brother of Gimtin. Leader 
  of expedition with his sister.  Does not speak common.   
   
   Gimtin Deepaxe. Female duergar.  Sister of Gimtim.  Leader 
  of expedition with her brother.  Does not speak common.  
  Does not appear if party is very weak. 
   
  Murghol (moor-goal).  Male duergar illusionist and 
  researcher.  Only member of the Deepaxe Delvers to speak 
  common.  Will translate, but does not make decisions.  
   
   
  
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  Appendix B 
  The Light Dictionary 
  The nightworms visually communicate using light and colour 
  pattern.  In addition to this, they can read surface thoughts of 
  creatures, but are only able to discern visual thoughts.   This 
  “dictionary” is meant to provide some examples of how a 
  nightworm may communicate.  Note that the nightworm 
  learns as it goes, so some of these may not be available right 
  away if an appropriate situation has not come up or if a 
  character hasn’t thought it.   DMs are encouraged to make up 
  their own patterns, phrases and words.   
   
  yes –communicated by moving body up and down, simulating 
  a nodding motion. 
  no – communicated by body side to side, simulating a head-
  shake motion. 
  Dead/death/body –motion of flying up and then falling to the 
  ground and glow becoming dimmer. 
  Warmth/heat – changing glow colour to red-orange as 
  required 
  Cold – changing glow colour to red-orange and then to blue-
  white   
  Name – nightworms have no concept of names.  There is no 
  set response to characters asking, though they are encouraged 
  to name it!  Will it be Blinky? Dotty? Swirl? Rainbow?  The 
  nightworm will understand that it’s being referred to by that 
  name because the characters will likely be thinking of it when 
  they say it. 
  Violence – sudden motions and colour changes, simulated 
  splattering against wall + death motion. 
   
  Contribute to the dictionary!  Do you have light “words” that 
  worked well in your session?  If you wish to contribute them to 
  this dictionary for other DMs to use, please contact the author 
  via DMsGuild or Facebook messenger for details. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Player Handout 1. 
  Faint (Driftglobe) 
  Wondrous Item, uncommon 
  The nightworms of Jarko’tu’ta have imbued this 
  driftglobe with some of their magic and fears. When 
  used to emanate the light spell, ALL of the light 
  generated is dim. If Faint is ON when the item is 
  within 120ft of a Duergar, it goes out and can be 
  reactivated again using the normal command word 
  and will stay on regardless of continued Duergar 
  presence. If it is OFF when the item is within 120ft of 
  a Duergar, will begin to pulse with soft light. Faint can 
  be used to cast the daylight spell once per dawn as a 
  normal driftglobe.   
   
  Player Handout 2. 
  Story Award 
   Dark Dreams of Light.   Sometimes at night, when 
  a star falls across an outdoor sky on a moonless night, 
  or when a lantern’s faint light can be seen through a 
  foggy city morning, you remember the soft light of the 
  nightworms.   Yet, there is a sense of unease.  Did you 
  truly find the cause of their demise or will they perish 
  to their unknown predator and be forever gone from 
  anything but dreams?  Your sleep after such thoughts is 
  uneasy. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Hal-Con (HAL)/CCC-HAL-01 - Fate of the Nightworms (1-4).pdf