TEXT: The temple lies just ahead, and within the answers to a great many questions about the recent 
  goings-on in Port Nyanzaru. The journey here has been long and arduous and hopefully soon at 
  an end. Leave your trepidations at the door; there’s exploring to be done! 
  Part Three of The Jungle Has Fangs Trilogy. 
  A Two-Hour Adventure for 1st-4th Level Characters 
  Author 
  Adventure Code: DDAL07-05 
  Optimized For: APL 3 
  Version: 1.0 
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
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  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  DDAL07-05 Whispers in the Dark 
   
   
  2 
  Welcome to Whispers in the Dark, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Tomb of Annihilation™ storyline season. 
   The adventure begins with the characters already 
  deep in the jungles of Chult—searching for the lost 
  city of Bulobo. Once there, they discover the Fane of 
  the Whispered Fang, a secret temple of Dendar. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life. To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  
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  DDAL07-05 Whispers in the Dark 
   
   
  3 
  “There were times that called for mindless, terror-
  filled panic, and times that called for measured, 
  considered, thoughtful panic.”  
  —Terry Pratchett 
  Shasskatar was once a Spiritlord of Ubtao, and from 
  within his temple beneath the city, Shasskatar 
  studied and worshipped—serving the people of 
  Bulobo as an advisor and spiritual guide.  
   Sadly, Bulobo was not spared from the devastation 
  wrought by the Spellplague across Chult, and its 
  Spiritlord was helpless to save her people from 
  within the temple. In anguish, Shasskatar cursed 
  Ubtao’s name; and while Ubtao—being absent from 
  Chult—didn’t hear her cries of anger, one being did. 
   Dendar began visiting Shasskatar in her dreams—
  whispering foulness and promises of dark powers. 
  Initially, Shasskatar resisted, but trapped within the 
  darkness of the Fane, she eventually succumbed to 
  the temptations and transformed into a yuan-ti. 
   Meanwhile, the archlich Rhaugilath has cast lines 
  wide and far, offering ancient secrets to those who 
  would aid in securing his freedom from the lich 
  Larloch. Offers that Shasskatar is all too eager to 
  accept. In exchange, she must only do the bidding of 
  Kress’voon—a powerful yuan-ti anathema in the 
  service of the lich. A seemingly easy task, indeed! 
  The following are featured prominently in this adventure: 
   
  Bulobo (Boo-LOW-bow). The jungle has reclaimed this 
  once-beautiful city. It conceals a temple dedicated to Dendar 
  within its ruins. 
   
  The Fane of the Whispered Fang. This temple of Dendar 
  lay hidden beneath the central square of Bulobo. 
   
  Venom Queen Shasskatar (SHASS-kuh-tar). A nightmare 
  speaker of Dendar the Night Serpent. Bound to the Fane of 
  the Whispered Fang, and unable to leave, she has invaded 
  the dreams of a nearby tribe of grungs who act as an 
  extension of her will upon Port Nyanzaru and its surrounds. 
   
  Wadumu Who-Would-Be-Blue (wah-DOO-moo). This 
  grung secretly plots against Venom Queen Shasskatar, and to 
  that end serves as a guide for the characters—leading them 
  to the Fane of the Whispered Fang—only to betray them 
  once they have slain the yuan-ti. 
  The adventure is broken down into three parts: 
   Part 1. Stepping into the Past. Its location having 
  been revealed by the Grudge-gill grungs or by their 
  contacts within Port Nyanzaru, the characters arrive 
  in the lost city of Bulobo. Once there, the characters 
  must locate the access the secret temple of Dendar. 
   Part 2. Descent into Darkness. Once within, the 
  characters confront the Venom Queen. They then 
  learn that her life was bound to the temple, and as 
  she dies, the Fane of the Whispered Fang collapses 
  around them. They must find a means of escape 
  before they are buried beneath forever. 
   Part 3. Climbing into the Light. Wadumu betrays 
  the characters—unleashing a torrent of yellow musk 
  zombies into the Fane as it collapses around their 
  heads. The characters must escape the horde and the 
  Fane before they are buried forever. 
  For these characters, the adventure picks up more or 
  less where DDAL07-04 A Walk in the Park left off; 
  the characters have accepted the aid of a red grung, 
  Wadumu Who-Would-Be-Blue, in finding the lost 
  city of Bulobo. After a few days of travel, they arrive. 
   The following adventure hooks replace or 
  complement the above with additional information: 
   Played Out of Order. Those who didn’t participate 
  in DDAL07-04 A Walk in the Park are contacted by 
  their factions or by a Merchant Prince, and asked to 
  investigate the rumors of a lost temple hidden away 
  in the jungle—which they believe to be related to 
  recent troubles in Port Nyanzaru. If he otherwise 
  isn’t present, the characters are provided a guide—a 
  green grung by the name of Wadumu Who-Would-
  Be-Blue, who claims to know the location of the city. 
   Faction Assignment (Lords’ Alliance). Prior to 
  arriving in Bulobo (or departing Port Nyanzaru for 
  those who didn’t participate in DDAL07-04 A Walk in 
  the Park), members are visited by an unusual, gold 
  pseudodragon named Hsing, he relates: “The Lords’ 
  Alliance demands that you learn who is truly behind 
  recent attacks in Port Nyanzaru, and learn their goals 
  however possible. The end justifies any methods that 
  you choose to utilize.” 
   Faction Assignment (Zhentarim). The Zhentarim 
  are informed that the Black Network is always on 
  the lookout for new tools to use in its dealings. If one 
  or more of the characters are members of the 
  Zhentarim, they rouse from a long rest to find a 
  parcel beside one of them. Inside the wax-sealable 
  box are two pairs of small plant clippers, and a 
  letter: “Chult is known for its dangerous plants. If you 
  come across any, bring back a sample.” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  4 
  Estimated Duration: 45 minutes 
  The adventure begins as the characters arrive at the 
  lost city of Bulobo—either having learned of its 
  existence by the Grudge-gill grung, Wadumu, or 
  through information relayed by Pock-Mocked Po. 
  The adventure begins with the characters arriving in the lost 
  city of Bulobo. Once the way into the Fane has been 
  revealed, the unliving denizens rise from their graves! 
   
  This Part is broken down into two Encounters. The first 
  describes the courtyard, while the second describes how the 
  objects in the courtyard are used to access the Fane. Be sure 
  to read both parts before running the encounter! 
  The city of Bulobo was—until the Spellplague—
  relatively prosperous given its location deep within 
  the jungles of Chult. Like others, it was ravaged by 
  earthquakes and torrential storms, and eventually 
  reclaimed by the jungle. 
  The city has the following general features: 
   
  Terrain. The ground is largely flat, but the remnants of the 
  buildings are still here—covered with thick undergrowth, 
  vines, and flowering plants. 
   
  Structures. The buildings are small and made of large 
  bricks of cut stone. Most of them are completely overgrown, 
  but the shapes of a few of them can be discerned and even 
  entered. Within, there is little more than rubble and rotted 
  wooden furniture. In one of them, the characters find a small, 
  partially-burnt wooden doll. 
   
  Weather. It is swelteringly hot and so humid that it often 
  feels like gills are needed to breathe properly. Stagnant air. 
   
  Flora and Fauna. The ruins of the city teem with life. Birds 
  fill the air and taller clumps of brush. Here and there, small, 
  furry creatures leap from branch to branch and scramble 
  through the ruined buildings. There are also snakes—an 
  unusual (and uncomfortable) number of snakes. 
   
  The majority of the plant life here is tall grasses and 
  beautiful, flowering vines that wrap themselves around 
  everything in sight. A few of these plants are deadly—
  specifically, a yellow musk creeper and perhaps a mantrap, 
  and an assassin vine (See The Door’s Guardians, below). 
   
  Light. The city itself is devoid of tall trees, so the canopy 
  doesn’t extend to cover it. During the day, the sun is high 
  overhead and the area is brightly lit. At night, the stars shine 
  brightly, providing dim light. 
   
  Smells and Sounds. Shrill calls, chirps, and whistles 
  silenced occasionally, by faint and distant roars of large 
  predators. The stench of rotting vegetation, damp earth, and 
  the sweet smell of flowering plants. 
  As the characters arrive, read: 
  After days of traversing the thick jungle, the canopy finally 
  gives way to open, blue sky and the blinding light of the 
  midday sun—a sight you haven’t seen for a long while. 
   
  Before you lies a large clearing that, were you not paying 
  attention, would look like little more than a wide dell full of 
  plant-covered hillocks. However, hints of doorways and 
  windows along with the presence of an obelisk of pitted grey 
  stone reveals the truth—you have found the lost city of 
  Bulobo at last. 
  The main promenade into Bulobo leads into the 
  city’s central courtyard. 
  Wadumu (AC 12, 11 hit points; immune to poison) is a grung, 
  and a particularly tricky one at that. He’s good, however, at 
  not letting on as such. Characters that have played DDAL07-
  04 A Walk in the Park met Wadumu after he betrayed his kin 
  with promises to lead the characters to the Bulobo. It is 
  important to determine whether or not Wadumu is still with 
  the characters (some of whom may have simply killed him 
  after learning his true nature, or simply grew tired of him) 
  before proceeding into the adventure. 
   
  If the characters didn’t play in the previous adventure, 
  Wadumu is introduced to the characters and provided by the 
  Zhentarim as a guide to lead them to the Fane of the 
  Whispered Fang in pursuit of their mission. 
   
  Despite Wadumu being a skilled liar (Deception +6), he is 
  quite genuine in his desire to see the Venom Queen slain. He 
  sees his people as little more than slaves to her whim, and 
  facilitating her death as a means of both liberating them and 
  improving his position in the caste-society of his people. He 
  does, however, plan on betraying the characters when the 
  chance presents itself. I mean, why not? 
   
  Wadumu speaks broken, heavily-accented Common, and 
  the adventure is punctuated with quotes that represent 
  some of Wadumu’s reaction to the events that transpire. 
   
  Quote: “You see? Wadumu no trick you.” 
  As the characters enter the city proper, read: 
  The courtyard is covered in a carpet of ankle-deep grass—in 
  which a dozen bodies lie scattered about. The cold remains of 
  a month-old campfire sits in the middle of them and their 
  discarded packs. In addition to the large, central obelisk, a 
  number of short, squat pillars ring the courtyard. 
  The area was used as a campsite by an expedition of 
  dozen Flaming Fist soldiers just over a tenday prior 
  
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  DDAL07-05 Whispers in the Dark 
   
   
  5 
  to the characters’s arrival. The soldiers were slain by 
  carnivorous plants while they slept. 
   The Courtyard. The courtyard is over 100-feet 
  across, and covered with an ankle-deep carpet of 
  grass and other plants. As the characters approach, 
  they see the bodies lying in the grass around the 
  courtyard. The shapes of hundreds of other ruined 
  buildings can be seen surrounding the courtyard—
  Bulobo was once a great city, indeed. 
   Wadumu: “Oooooh, is Bulobo!” 
   The Central Obelisk. The obelisk is 20-feet tall 
  and crafted from a single piece of pitted, grey stone. 
  Like nearly everything around it, it is overgrown 
  with flowering vines—most notably, a yellow musk 
  creeper (see B. Entering the Fane of the Whispered 
  Fang, below). The plant’s False Appearance trait 
  prevents it from being identified until it attacks. 
  There are a series of riddles carved in rings 
  around the obelisk. If none of the characters can 
  read Chultan, Wadumu is able to. Otherwise, the 
  riddles can be deciphered with a successful DC 11 
  Intelligence check. There are a number of riddles 
  equal to the numbers of players at the table. In 
  numerical order, these riddles provide the 
  sequence in which the outer panels must be 
  activated in order to open the hidden entrance to the 
  Fane without triggering the trap. The riddles read 
  (don’t read the solutions to the characters): 
  Riddle 1. “I sizzle like bacon, and am come from an 
  egg. A backbone have I, but not a single leg.” 
   
  Answer: Snake 
  Riddle 2. “While I’ve got four legs, I’ve no tail in sight. 
  You see me in the day, but hear me at night.” 
   
  Answer: Frog 
  Riddle 3. “Armored, but not a knight. Snapping, but 
  not a twig. Always moving; always at home.” 
   
  Answer: Turtle 
  Riddle 4. “Within a lair of silver string, I dispatch my 
  prey with a biting sting.” 
   
  Answer: Spider 
  Riddle 5. “A face like a tree, skin like the sea. A huge 
  beast am I, but vermin frighten me.” 
   
  Answer: Elephant 
  Riddle 6. “Born of water, it will also drown me. I’m a 
  blood-thirsty beast you can barely see.” 
   
  Answer: Mosquito 
  Riddle 7. “I have no father, only a grandfather. I shall 
  bear no sons, only daughters.“ 
   
  Answer: Bee 
  A panel bearing a bas relief of a snake that can be 
  gripped like a handle is set into the obelisk’s face. To 
  activate the panel, it must be pulled from within its 
  housing. Doing so activates the mechanisms that 
  open the stairway that leads to the Fane. 
   Wadumu: “Writing is words that stay. I’m smart” 
   The Outer Pillars. The courtyard is ringed by six 
  3-foot tall, octagonal pillars—each with a stone 
  panel set into its top. The pillars are 50-feet away 
  from, and evenly distributed in a circle around the 
  obelisk. Each pillar has a stone panel set into the top 
  bearing a bas relief of an animal (see Appendix. 
  Bulobo Map). A creature inspecting a pillar notices 
  that the panel can be pushed—much like a large 
  button—into the pillar. Some of these pillars are 
  used to complete the process for opening the 
  stairway that leads down into the Fane (see B. 
  Entering the Fane of the Whispered Fang, below). 
   Wadumu: “That look broked.” 
   The Campfire. From a cautious distance, the 
  bodies are all human and all look to be wearing 
  similar uniforms. A character that succeeds on a DC 
  9 Intelligence (History) check identifies the uniforms 
  as of the Flaming Fist’s expeditionary forces—men 
  and women that venture into the shallower parts of 
  the jungle on patrols. Why they ventured this deep 
  into the jungle, however, defies explanation. Some of 
  them have been animated as yellow musk zombies 
  (see Component 2. The Door’s Guardians, below). 
   A cursory glance at the zombies reveals no 
  obvious cause of death, but a character succeeding 
  on a DC 9 Intelligence (Investigation) check notices 
  that some of them bear an unusual greenish-pallor 
  and they are already starting to be covered by the 
  undergrowth in the courtyard. 
   Wadumu: “You eat? You share?” 
  The characters must figure out how not only where 
  the entrance to the Fane of the Whispered Fang is, 
  but also how to open it. To do this, they must 
  contend with the “door’s” two components, each 
  with their own subheadings below: 
  • Component 1. The Door’s Lock. The characters 
  must activate the panels in a specific sequence or 
  trigger a trap set into the obelisk.  
  • Component 2. The Door’s Guardians. Upon 
  activating the first panel, or interacting with the 
  
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  DDAL07-05 Whispers in the Dark 
   
   
  6 
  plants or zombies in the courtyard, they animate 
  and attack the characters. 
  Opening the hidden entrance to the Fane of the 
  Whispered Fang involves locating and activating a 
  number of stone panels in the courtyard. There are 
  two types of panels. As an action, a character 
  adjacent to a panel can activate it. To access the Fane 
  without triggering the trap, the panels must be 
  activated in this order (ignoring unused riddles): 
  • Snake 
  • Frog 
  • Turtle 
  • Spider 
  • Elephant 
  • Mosquito 
  • Bee 
  If a panel is activated out of sequence, the courtyard 
  is showered with a spray of needles (see Obelisk 
  Needle Trap, below). All of the panels return to their 
  original position and the entire process must be 
  restarted. In addition, once the first panel has 
  been activated, plants and undead creatures rise 
  from their slumber to investigate (see Component 2. 
  The Door’s Guardians, below) 
   Inner Panel. The “snake” panel is integrated in the 
  obelisk and must be activated first. 
   Outer Panels. The other panels are integrated in 
  the smaller, outer pillars, and must be activated as 
  an action in the correct order after the inner 
  (snake) panel has been activated. To complicate 
  things, some of the outer panels may not work 
  properly; roll a d6 and consult the following table 
  the first time each of the outer panels is activated: 
  d6 
  Complication 
  1-3 
  No complication 
  4 
  The panel’s inner workings are damaged and once 
  activated, the panel springs violently from the 
  pillar that houses it. The character activating the 
  panel must succeed on a DC 11 Dexterity saving 
  throw or take 3 (1d6) bludgeoning damage from 
  the flying panel. Further attempts to activate are 
  treated as if a 6 was rolled (see below). 
  5 
  The pillar’s panel is missing from the pillar. A 
  successful DC 11 Wisdom (Perception) check 
  locates the panel in a nearby bush. Once replaced 
  it can be replaced and activated normally. 
  6 
  The panel is stuck and difficult to activate; it must 
  be unstuck with a successful DC 11 Strength 
  (Athletics) check before it can be activated. 
   NOTE: Remember that a character typically uses 
  an action to perform an ability check. As such, if a 
  character must repair a panel, they may not be able 
  to activate the panel until their following turn. 
   Upon the first panel being activated in the correct 
  order, read or paraphrase: 
  The ground shakes with a single, mighty heave, and the large 
  paving stones surrounding the obelisk rumble and drop a 
  fraction of an inch into the ground. Whatever it is you’re 
  doing seems to be working; the stones are descending 
  incrementally into the ground below—not unlike stairs. 
  Simple Trap (Levels 1-4, dangerous threat) 
  The obelisk is filled with sharp steel needles. 
   
  Trigger. The trap is triggered when the panels above are 
  activated in the incorrect order. 
   
  Effect. When triggered, pressurized air is released from an 
  internal canister, which shoots all of the needles in the 
  obelisk’s top-most compartment—striking each creature 
  within 30 feet of the obelisk. Each creature in the area must 
  succeed on a DC 11 Dexterity saving throw or take 7 (2d6) 
  piercing damage. 
   
  Once triggered, all of the panels reset—the characters 
  must start the sequence from the beginning. 
   
  Countermeasures. The trap can’t be disabled without 
  accessing its internal mechanisms. However, the trap can be 
  avoided by activating the panels in the correct sequence. In 
  addition, covering up the needle holes at the top of the 
  obelisk with a tarp or something similar significantly reduces 
  the needles’s velocity—any creature in the area of effect 
  makes the Dexterity saving throw with advantage. 
   
  Additionally, the trap is cleverly-designed to reset 
  automatically. When the panels reset, the trap’s inner 
  workings simultaneously fill the internal canister with 
  pressurized air and the top of the obelisk with needles. 
  However, due to time and exposure to the elements, the trap 
  may malfunction. Each time it is triggered, roll a d6 and 
  subtract the number of times it has been triggered during 
  this encounter. On a result of a 1 or less, part of the trap 
  breaks, and the trap no longer resets itself. 
  Once the characters activate the obelisk or a pillar, 
  or physically interact with the creeper, or zombies, 
  the creeper and the zombies animate and attack. 
   As the characters interact with the obelisk, the 
  panels, the yellow musk creeper that calls it home 
  animates and attacks, while four yellow musk 
  zombies rise in its defense and attack the heroes. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  7 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove the creeper and a zombie; reduce the 
  obelisk needle trap’s damage to 3 (1d6) piercing damage 
  • Weak: Remove three zombies 
  • Strong: Add a mantrap 
  • Very Strong: Add an assassin vine; increase the obelisk 
  needle trap’s damage to 14 (4d6) piercing damage 
  Yellow Musk Creeper/Mantrap. The creeper and the 
  mantrap (if present) use their Attractive Pollen or Yellow 
  Musk first. Upon using it, their False Appearance is 
  revealed—though any creature charmed by it may not 
  care. When this occurs, read the following to anyone 
  within 30 feet of the obelisk and the yellow musk creeper 
  (or hand them a note for extra suspense): 
  You hear a faint rustling and the thick vines tangled around 
  the obelisk stir slightly. Its yellow and purple flowers open 
  and a dusting of light, yellow pollen drifts into the air. 
  Yellow Musk Zombies. The zombies animate once combat is 
  initiated and attack mindlessly. Scatter the zombies in the 
  courtyard in such a way so as to separate the characters 
  from one another. When combat begins, read the 
  following to one of the characters near a zombie: 
  One of the nearby bodies nearby stirs, and a heartbeat later, 
  stands slowly to its feet. It fixes its vacant gaze upon you as a 
  thin tendril uncoils from within its rotting head—tipped with 
  a small, yellow and purple flower. 
   
  With arms outstretched, it shambles towards you. 
  Assassin Vine. This plant simply starts throttling people when 
  combat begins. While the creeper is at the obelisk, the 
  assassin vine should be near one of the outer panels. 
  As the characters fight and work to solve the puzzle, 
  the other unliving denizens of Bulobo are roused 
  from their slumber. At the beginning of the second 
  round, read or paraphrase: 
  The noise of the grinding machinery appears to have a rather 
  unfortunate side effect. In the distance, you see dozens of 
  zombies clawing, crawling, and climbing out of the collapsed 
  and overgrown buildings that surround the courtyard. To 
  make matters worse, they’re heading in your direction! 
  It should be made clear that there is no way for the 
  characters to defeat so many foes. Their only hope is 
  to either abandon their mission, or to solve the 
  puzzle quickly so as to enter the safety of the Fane. 
  At the end of the fourth round of combat, two more 
  zombie shambles into the courtyard and enters 
  initiative. Two rounds later, three more enter 
  combat. From then on, at the end of every other 
  round, three yellow musk zombies enter combat. 
   NOTE: Be sure to remind any Zhentarim members 
  of their faction assignment! 
   Wadumu: “No get me! Hap, hap!” 
  Zhentarim members that obtain a clipping of the 
  yellow musk creeper, a yellow musk zombie, a 
  mantrap or an assassin vine, and complete the 
  adventure with it in their possession complete this 
  assignment. Award each character 50 XP. 
  If the characters open the entrance to the Fane of the 
  Whispered Fang without triggering the obelisk’s 
  needle trap, award each character 100 XP. 
  Given the horde of zombies spilling into the 
  courtyard it may not be the best idea, but characters 
  that spend an action searching a body they find a 
  total of 43 gp in coins and gems on its person along 
  with a total of four vials of insect repellant balm, 
  three potions of healing, and a spell scroll of warding 
  bond. While only one body carries treasure, it’s the 
  first one they happen to search. 
   The only other possession among them that hasn’t 
  otherwise succumbed to rust and rot is a fine, brass-
  headed maul that one of the zombies drags behind 
  it—tethered to its arm by a half-rotted leather thong. 
  It is worth 5 gp. 
  Once the characters activate the panels in the correct 
  order, the flagstones surrounding the obelisk lower 
  into the ground in the fashion of a staircase winding 
  around a central column (atop which rests the 
  obelisk)—revealing themselves to be columns 
  themselves that extend into the darkness below. 
  Yellow musk zombies, however, continue to flood 
  out of the surrounding buildings and head towards 
  the characters. If they stand their ground, it’s clear 
  they’ll be overwhelmed. 
   Proceed to Part 2. 
   Wadumu: “Run, fool! Run!” 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  8 
  Estimated Duration: 45 minutes 
  It has been centuries since this hidden temple of 
  Dendar has seen the light of day. Since that time, 
  Shasskatar has been alone with her thoughts, 
  dreams, and schemes. 
  The beginning of Part 2 should be suspenseful as the 
  characters are addressed by an unseen threat. Once 
  revealed, the characters are pressed into combat. 
  The stairs lead the characters beneath the city and 
  into the Fane. Read or paraphrased: 
  The stairs wind down 20 feet into the darkness and open into 
  a vast cavern, a full fifty-feet wide and twice again as long. 
   
  A platform rests in the middle of the chamber, with four 
  tall pillars extending to a wide ceiling resembling a mass of 
  writhing snakes. Each of the 3-foot thick pillars is carved in 
  such a way to appear as if serpents are coiled around it. The 
  carved serpents have been lacquered in once-vibrant shades 
  of green, yellow, orange, and red that have faded with age. 
   
  On the far side of the chamber, a twenty-foot wide curtain 
  of water falls into the room from the carved maw of a stone 
  serpent’s head with two, huge eyes that appear to be made 
  of sparkling yellow stones. 
  Once all of the characters have entered the Fane, the 
  staircase grinds back into place behind them and 
  form a solid wall of stone. Any attempts to locate a 
  means to open the staircase again fail—it appears as 
  if they are stuck here. 
   This temple of Dendar is home to Venom Queen 
  Shasskatar, a yuan-ti nightmare speaker. 
  The nesting area has the following general features: 
   
  Terrain. The floor and walls of the chamber are of unhewn 
  stone—worn down by the passage of time and water. With 
  the exception of the pool that the characters are dumped 
  into and the platform itself, the room is filled with ankle-deep 
  water. The stone underfoot is smooth, but not slick. The 
  water isn’t deep enough to inhibit mobility. 
   
  The platform in the center of the room is of worked stone 
  brick. The craftsmanship is exquisite and well over two 
  centuries old. The pillars extending towards the ceiling are of 
  the same stone. 
   
  Water. The water that covers the floor is only a few inches 
  deep—nothing that would inhibit movement. A thin layer of 
  sand lines the bottom of the pool—sediment accumulated by 
  the river that feeds the waterfall. There may be small areas in 
  the Fane that are deeper than they appear, however. 
   
  The Platform. The central platform within the Fane is 
  made of curious, rough stone. It is clearly worked, but the 
  surface is rough and uneven—as if it were intentionally 
  worked with a tool to make it as such. Characters examining 
  the surface closely with a passive Investigation score of 13 or 
  higher notice that the rough surface conceals an odd, 
  geometric shape—that of a large maze in the shape of a 
  circle. Characters seeing it or hearing the description that 
  also succeed on DC 11 Intelligence (Religion) check identify 
  the symbol as that of Ubtao. 
   
  The Waterfall. The magic of the Fane captures ambient 
  light within the waterfall which Shasskatar is able to 
  manipulate to create images (akin to the silent image spell). 
  The water is saturated with the evil of Dendar the Night 
  Serpent, and any creature willingly passing through the 
  waterfall must succeed on a DC 11 Wisdom saving throw or 
  take 5 (1d10) psychic damage and be frightened. Creatures 
  have three-quarters cover against attacks made from the 
  other side of the waterfall. Using these images doesn’t betray 
  Shasskatar’s False Appearance trait. 
   
  Light. There is no light here save for that which the 
  characters brought with them. Once the characters step onto 
  the platform, a number of old, moldering torches bursts into 
  light—shedding bright light in a 20-radius and dim light an 
  additional 20 feet beyond that. The light reflects off of the 
  curtain of water on the eastern wall in the same radius. 
   
  Sounds and Smells. Falling water. Old rot and mildew, the 
  faint smell of long-dead fires. 
  Once the first character steps atop the platform, read 
  or paraphrase the following: 
  The darkness is shattered as a number of torches set 
  throughout the room burst into yellow and blue flames. The 
  light is reflected in the mist of the waterfall, and forms the 
  image of a bright, golden orb—the sun. The warmth is short-
  lived, however, as the reflected light shifts and change in 
  shape—resolving into a pair of yellow, serpentine eyes that 
  seem to peer directly into your soul. 
   
  “Yessss,” a woman’s whispered, hissing voice echoes 
  throughout the room. “She tastes your fear; relishes upon it. 
  So sssssweet. Step closer that she might taste it better.” 
  Venom Queen Shasskatar is a yuan-ti nightmare 
  speaker with beautiful dark-brown skin. She is 
  hiding in plain sight; her snake-like lower torso is 
  wrapped around one of the pillars in the room. She 
  is treated as having the False Appearance trait; as 
  long as she remains motionless, she can’t be 
  distinguished from an otherwise normal carving. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  9 
  Similarly, the acoustics of the chamber make it 
  impossible to discern from where her voice is 
  coming. Play this up to cinematic effect with things 
  such as the following: 
  • The light reflected by the waterfall casts dancing 
  shadows throughout the room—making it appear 
  as if the carvings on the ceiling or on one of the 
  outer pillars are moving. 
  • A few of the stone snakes fall from the ceiling and 
  animate upon striking the floor. They slither 
  harmlessly by the feet of a nearby character. 
  • Other images fade into view within the waterfall 
  depicting the characters and their loved ones or 
  their deepest fear—visible only to that character. 
  • One of the characters tastes bitter poison on their 
  mouth, but the others don’t. 
  Consider the following: 
  Venom Queen Shasskatar. Shasskatar isn’t quick to pick a 
  fight. She is curious not only as to how the characters 
  found her, but also what has led them to Bulobo in the 
  first place. She relates the information below. When she 
  grows tired of talking, however, Shasskatar begins combat 
  by casting hex on the nearest target (which foils her False 
  Appearance) and dropping down and attacking it (taking 
  no damage from the fall). She uses Invoke Nightmare on 
  whoever looks to best fit the “dumb fighter” stereotype. 
  NOTE: If you feel that Shasskatar’s legendary actions may 
  be too much for your group to contend with, use them 
  sparingly, but avoid omitting them entirely if possible—the 
  characters should be scared. Even if you’re only using 
  Slither, demonstrating these extra actions will keep them 
  on their toes. Don’t go too easy on them, but don’t 
  overwhelm them. Give them what they can handle, but 
  push their limits. 
  • She has resided in the Fane of the Whispered Fang for 
  over a hundred years. Within its walls, she communes 
  with Dendar anticipating the Night Serpent’s apocalyptic 
  return to Faerûn. 
  • She is in the service of Kress’voon (featured in DDAL07-
  14 The Fathomless Depths of Ill Intent), a powerful yuan-
  ti anathema who dwells in a mighty temple to Dendar. 
  • Kress’voon, in turn, serves Rhaugilath, a far-away lich 
  who visits the anathema in his dreams. 
  • She knows that the lich is the servant of some other 
  powerful, unknown being. The lich requires the 
  assistance of the Soulmonger (see Tomb of 
  Annihilation), an artifact of great power, to free himself.  
  • She knows little else about the lich or Kress’voon’s plan; 
  she doesn’t even know where to find him—inquiries as 
  to whom Kress’voon is are met with mocking laughter. 
  • If asked who she is, Shasskatar reveals little—having 
  forsaken her life before her transformation. She recalls 
  that she has been locked away within the Fane for over 
  a century, and that her hatred for Ubtao burns with the 
  white-hot fire of the sun—which Dendar will consume. 
  She doesn’t recall where she came from. 
  Her time spent locked away within the temple has made the 
  Venom Queen bitter and resentful. She loathes everyone and 
  everything. In combat, she lashes out with neither mercy nor 
  remorse. In conversation, her words drip with contempt. 
   
  She hates Kress’voon with every fiber of her being for his 
  refusal to involve her in his plans. Her dedication to Dendar 
  and her curiosity are all that keep her serving the anathema. 
   
  Quote: “You are naught but meddlesome children.” 
  Wadumu Who-Would-Be-Blue. The grung plays the role of 
  steadfast ally throughout the fight; he must see Shasskatar 
  dead—be it by his hands or by those of the adventurers—
  to be satisfied. That said, he has no wish to die. If 
  absolutely necessary, he uses a blowgun (+4 to hit; 3 
  piercing damage) from a distance, and renders aid to the 
  characters—stabilizing them or administering potions 
  (provided they have any that Wadumu knows about). He 
  flees to safety (using Disengage if necessary) if pressed 
  into melee combat. Note that Wadumu is not a combatant 
  here—he is more likely to run and hide than actually help. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Replace Shasskatar with a yuan-ti pureblood 
  with the lower body of a serpent. Her type changes to 
  monstrosity and she has the Legendary Resistance Trait, 
  and the Slither and Blinding Poison legendary actions 
  possessed by Venom Queen Shasskatar, but only has 2 
  legendary actions per round, instead of 3. Her type changes 
  to monstrosity. The waterfall deals 3 (1d6) psychic damage.  
  • Weak: Shasskatar is instead a yuan-ti pureblood with the 
  lower body of a serpent; she has the Legendary Resistance 
  Trait, and the Slither, Blinding Poison, and Slice and Dice 
  legendary actions possessed by Venom Queen Shasskatar. 
  Her type changes to monstrosity. The waterfall deals 3 
  (1d6) psychic damage. 
  • Strong: Add a yuan-ti malison (type 3) who begins the 
  encounter coiled around a pillar similar to Shasskatar. 
  • Very Strong: Add a yuan-ti pit master with the lower body 
  of a serpent who begins the encounter coiled around a 
  pillar like Shasskatar is; the pit master can target only two 
  creatures with Merrshaulk’s Slumber, and the damage 
  dealt by Poison’s Disciple is reduced to 11 (2d10) poison 
  damage. The waterfall deals 11 (2d10) psychic damage. 
  Any creature that fails its saving throw against 
  Shasskatar’s Invoke Nightmare ability is subjected to 
  terrifying visions of Dendar the Night Serpent 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  10 
  consuming the sun and everything that bathes in its 
  light. These visions are so powerful that these 
  characters gain The Night Serpent Comes story 
  award (see Rewards, below). 
   Legendary actions can be potent at lower levels; if 
  you feel that the characters aren’t able to keep up 
  with them, consider forgoing or limiting their use. 
  Yuan-ti characters may be victim to some sort of moral crisis 
  here—especially if they’re followers of Dendar. This is a 
  possibility, but characters should be made aware of the 
  Adventurers League Code of Conduct as it pertains to 
  treachery-most-foul (i.e., Rule #1). Adventuring characters, 
  despite differences in morals and ethics (alignment), are 
  presumed to be sufficiently motivated so as to stick together 
  in times of danger. 
  Lords’ Alliance members that learn who is behind 
  the plots facing Port Nyanzaru by actively engaging 
  Venom Queen Shasskatar in discussion complete this 
  assignment. Award each character 50 XP. 
  Shasskatar wears an ornate headdress fashioned of 
  emeralds, green silk, and feathers of yellow, red, and 
  orange. The headdress is worth 250 gp. She also 
  wears a pair of electrum bangles worth 25 gp each, 
  and pearl of power set into a black iron ring. Lastly, 
  she has a potion of healing tucked away in a satchel. 
   If the characters for some reason want to pry the 
  diamonds away from the serpent’s eyes during the 
  fight, they may. For each action spent prying them 
  away, the characters retrieve 50 gp worth of the 
  stones (max 200 gp). A character must succeed on a 
  DC 11 Strength (Athletics) check to climb the 30 feet 
  up to the eyes. Any diamonds recovered here are 
  unavailable in Part 3, below. 
  When all of the yuan-ti die, read or paraphrase: 
  The yuan-ti cries out in anger and pain, and crumples 
  lifelessly to the ground. As her life’s blood soaks into the 
  Fane’s stone floor, you hear—more in your mind than your 
  ears—a piercing cry of anger. 
   
  The ground shudders with a startling jolt. Cracks appear in 
  the walls, and motes of dust fall from the ceiling as the 
  quaking intensifies and the waterfall pouring from the 
  serpent’s maw suddenly slows to a trickle. 
   
  There is no mistaking it—the Fane is collapsing. 
  Proceed to Part 3. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  11 
  Estimated Duration: 30 minutes 
  With the Venom Queen slain, the Fane begins to 
  collapse around the adventurers’s heads. However, 
  Wadumu has a surprise in store for them. 
  The characters’s victory is short-lived as Wadumu Who-
  Would-Be-Blue betrays them as the Fane begins to collapse. 
  This should be a nail-biting race to escape the collapsing Fane 
  and the horde of zombies in pursuit of the characters. 
  As the Fane begins to collapse around the heroes’s 
  heads, the horde of yellow musk zombies above 
  pours into the Fane through the newly opened 
  ceiling. Read or paraphrase: 
  The motes of dust falling from the ceiling are replaced with 
  huge chunks of stone as the ceiling crashes to the ground. 
  Following it, dozens upon dozens of writhing, rotting bodies 
  pour into the chamber before rising slowly to their feet. 
  Allow the characters a moment to decide how 
  they’re going to react. Unbeknownst to them, 
  Wadumu is coming to terms with the situation as 
  well. Eventually, he makes his decision: his time with 
  the characters has come to an end. 
   Read or paraphrase: 
  The small red frogman, Wadumu, blinks the dust from his 
  large black eyes. In a single bound, the grung leaps into the 
  mouth of the stone-carved serpent above. 
   
  “This where our paths part, tall ones,” the grung says as a 
  cruel grin plays over his face, “now you see that Wadumu 
  fooled you after all! Haha!” 
   
  The grung leaps back in shock and disappears as the 
  carved effigy of a serpent’s head collapses in front of him. 
  The characters are faced with the dilemma of escape 
  while facing down a horde of zombies… Read: 
  The entirety of the wall where the serpent’s face once lay 
  collapses completely to the cavern floor—sending a spray of 
  stone and water throughout the chamber. Where it once 
  stood is a gaping hole in the far wall that leads into darkness. 
  The hole leads into the ground beneath the city of 
  Bulobo. Characters climbing the 30-foot high pile of 
  precarious stone must succeed on a DC 11 Strength 
  (Athletics) check for every 10 feet moved. Failure 
  indicates that no progress is made, while a character 
  that fails by 5 or more falls to the base of the pile—
  taking 3 (1d6) bludgeoning damage for every 10 feet 
  fallen, and must succeed on a DC 11 Dexterity saving 
  throw or be restrained by rubble (escape DC 11).  
   To make matters worse, three yellow musk 
  zombies fall into the Fane and enter combat. They 
  begin their first turn prone and 30 feet away from 
  the characters. At the end of every round thereafter, 
  three more zombies enter combat. Hundreds of 
  zombies have poured into the Fane. It should be 
  made clear that the characters have no hope to 
  defeat them—flight is the only option! 
  The yellow diamonds that once decorated the 
  serpent’s eyes can still be found, but in addition to 
  spending an action prying them free, the characters 
  must succeed on a DC 13 Strength (Athletics) 
  check—moving boulders and digging through rubble 
  in order to find them (see Enter the Serpent, above). 
  Once all of the characters have successfully entered 
  the tunnel, they find that after what seems like miles 
  of crawling, climbing, and swimming, it leads them 
  to the bottom of a mucky, stagnant pond about a 
  mile away from the location of Bulobo. 
   From there, their trip back to Port Nyanzaru is 
  riddled with the typical hazards of the jungles of 
  Chult, but is otherwise uneventful. 
   The merchant princes and their factions are 
  unnerved by the confirmation that the yuan-ti are in 
  fact behind the recent events; they ask the 
  characters to remain vigilant and on the watch for 
  further threats that might face the city, but for now, 
  new dangers loom on the horizon. 
   Unfortunately, it seems that the characters’s 
  searching has hit a dead end, but that doesn’t mean 
  their adventures have as well! 
   
  —Fin. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  12 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Yellow Musk Zombie 
   
  50 
  Mantrap  
   
   
  200 
  Yellow Musk Creeper 
   
  450 
  Assassin Vine 
   
   
  700 
  Yuan-ti Pureblood 
   
  200 
  Yuan-ti Malison  
   
  700 
  Venom Queen Shasskatar  
  1,100 
  Yuan-ti Pit Master 
   
  1,800 
  Task or Accomplishment  
  XP Per Character 
  Avoiding the Needle Spray trap 
  100 
  Zhentarim Faction Assignment 
  50 
  Lords’ Alliance Faction Assignment 50 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Item Name 
   
   
  GP Value 
  Flaming Fist coins  
   
  43 
  Flaming Fist maul  
   
  5 
  Insect repellant  
   
  2 
  Venom Queen’s headdress 
  250 
  Electrum bangles  
   
  25 ea. 
  Yellow Diamonds  
   
  50 ea. (200 max) 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Wondrous Item, uncommon (requires attunement by a 
  spellcaster) 
  This bright yellow pearl is set in a ring of black iron 
  and glows with a warm, yellow light. The ring has 
  been fashioned into the shape of a serpent that 
  twists around its wearer’s finger with the pearl 
  clutched in its mouth. While attuned to the pearl, the 
  wearer’s dreams are consumed by a pair of yellow, 
  serpentine eyes staring from fathomless darkness. 
  This item can be found in Player Handout 3. 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  During the course of this adventure, the characters 
  may earn the following story award: 
   The Night Serpent Comes. You have experienced 
  a nightmare so raw and pure that it haunts your 
  waking mind. You gain the flaw “I’ve seen into the 
  future. A future where the Night Serpent has come 
  and devoured us all. Nothing matters anymore.” More 
  information can be found in Player Handout 2. 
  The characters earn downtime and renown as 
  described in the D&D Adventurers League Dungeon 
  Master’s Guide (ALDMG). 
   Characters that are members of the Lords’ 
  Alliance or the Zhentarim that complete their 
  faction assignment earn an additional renown point. 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  13 
  The following NPCs are featured prominently in this 
  adventure: 
   Venom Queen Shasskatar (SHASS-kuh-tar). A 
  nightmare speaker of Dendar the Night Serpent. 
  Bound to the Fane of the Whispered Fang, and 
  unable to leave, she has invaded the dreams of a 
  nearby tribe of grungs who act as an extension of her 
  will upon Port Nyanzaru and its surrounds. 
   Wadumu Who-Would-be-Blue (wah-DOO-moo). 
  This grung is secretly in the service of Venom Queen 
  Shasskatar, and is serving as a guide for the 
  characters—leading them to the Fane of the 
  Whispered Fang—only to betray them. 
   Kress’voon. This yuan-ti anathema is furthering 
  Rhaugilath’s machinations in Chult. In exchange for 
  ancient secrets of Netherese power, the yuan-ti has 
  sent his people across the peninsula searching for 
  the Soulmonger and the atropal it feeds. Kress’voon 
  doesn’t appear in this adventure. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  14 
   
  Large plant, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 5 ft., climb 5 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  10 (+0) 
  16 (+3) 
  1 (-5) 
  10 (+0) 
  1 (-5) 
   
  Damage Resistances cold, fire 
  Condition Immunities blinded, deafened, exhaustion, 
  prone 
  Senses blindsight 30 ft., passive Perception 10 
  Languages — 
  Challenge 3 (700 XP) 
  False Appearance. While the assassin vine remains 
  motionless, it is indistinguishable from a normal plant. 
  Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., 
  one creature. Hit: The target is grappled (escape DC 
  14). While it is grappled by the assassin vine, the target 
  is restrained and takes 11 (2d6 + 4) bludgeoning 
  damage plus 21 (6d6) poison damage at the start of 
  each of the vine’s turns. The vine can constrict only one 
  target at a time. 
  Entangling Vines. The assassin vine can animate 
  normal vines and roots in a 15-foot square starting 
  from a point within 30 feet of it. A creature in the area 
  when the effect begins must succeed on a DC 13 
  Strength saving throw or be restrained by entangling 
  vines and roots. A creature restrained by the plants can 
  use its action to make a DC 13 Strength (Athletics) 
  check, freeing itself on a successful check. The effect 
  ends after 1 minute or when the assassin vine dies or 
  uses Entangling Vines again. 
   
  Large plant, unaligned 
  Armor Class 12 
  Hit Points 45 (7d10 + 7) 
  Speed 5 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  2 (-4) 
   
  Condition Immunities blinded, deafened, exhaustion, 
  prone 
  Senses tremorsense 30 ft., passive Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
  Attractive Pollen (1/Day). When the mantrap detects 
  one or more creatures nearby, it releases pollen out to 
  a radius of 30 feet. Any beast or humanoid within the 
  area must succeed on a DC 11 Wisdom saving throw or 
  be forced to use all its movement on its turn to get as 
  close to the mantrap as possible. An affected creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
  False Appearance. While the mantrap remains 
  motionless, it is indistinguishable from an ordinary 
  tropical plant. 
  Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one Medium or smaller creature. Hit: The target is 
  trapped inside the mantrap’s leafy jaws. While trapped 
  in this way, the target is blinded and restrained, has 
  total cover from attacks and other effects outside the 
  mantrap, and takes 14 (4d6) acid damage at the start 
  of each of the mantrap’s turns. If the mantrap dies, the 
  creature inside it is no longer restrained by it. A 
  mantrap can engulf only one creature at a time. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-05 Whispers in the Dark 
   
   
  15 
  Medium monstrosity (shapechanger, yuan-ti), neutral 
  evil 
  Armor Class 14 (natural armor) 
  Hit Points 71 (13d8 + 13) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3)  
  14 (+2)  
  13 (+1)  
  14 (+2)  
  12 (+1)  
  16 (+3) 
   
  Saving Throws Wis +3, Cha +5 
  Skills Deception +5, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft. (penetrates magical 
  darkness), passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Challenge 4 (1,100 XP) 
  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Medium snake or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. If 
  it dies, it stays in its current form. 
  Death Fangs (2/Day). The first time the yuan-ti hits 
  with a melee attack on her turn, she can deal an extra 
  16 (3d10) necrotic damage to the target. 
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s 
  innate spellcasting ability is Charisma (spell save DC 
  13). The yuan-ti can innately cast the following spells, 
  requiring no material components: 
   
  At will: animal friendship (snakes only) 
  3/day: suggestion 
  Legendary Resistance (3/day). When the yuan-ti fails a 
  saving throw, she succeeds instead. 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-
  level spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It regains 
  its expended spell slots when it finishes a short or long 
  rest. It knows the following warlock spells: 
   
  Cantrip (at will): chill touch, eldritch blast (two rays, 
  range 300 ft., +5 bonus to each damage roll), mage 
  hand, message, poison spray, prestidigitation 
  1st–3rd level (2 3rd-level slots): arms of Hadar, 
  darkness, fear, hex, hold person, hunger of Hadar, 
  witch bolt 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  one constrict attack and one scimitar attack. 
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage, and 
  the target is grappled (escape DC 14) if it is a Large or 
  smaller creature. Until this grapple ends, the target is 
  restrained, and the yuan-ti can’t constrict another 
  target. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  slashing damage. 
  Invoke Nightmare (Recharges after a Short or Long 
  Rest). The yuan-ti taps into the nightmares of a 
  creature it can see within 60 feet of it and creates an 
  illusory, immobile manifestation of the creature’s 
  deepest fears, visible only to that creature. The target 
  must make a DC 13 Intelligence saving throw. On a 
  failed save, the target takes 11 (2d10) psychic damage 
  and is frightened of the manifestation, believing it to 
  be real. The yuan-ti must concentrate to maintain the 
  illusion (as if concentrating on a spell), which lasts for 
  up to 1 minute and can’t be harmed. The target can 
  repeat the saving throw at the end of each of its turns, 
  ending the illusion on a success, or taking 11 (2d10) 
  psychic damage on a failure. 
  Shasskatar can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time, and only at the end of another 
  creature's turn. She regains spent legendary actions at 
  the start of its turn. She can’t use the same legendary 
  action twice in consecutive turns. 
  • Slither. Shasskatar moves her speed. This movement 
  doesn’t provoke opportunity attacks. 
  • Blinding Spittle. Shasskatar casts poison spray. A 
  creature that takes damage from the cantrip is 
  blinded until the end of its next turn. 
  • Slice and Dice (2 actions). Shasskatar makes two 
  scimitar attacks. 
  • Squeezing Your Life Away (3 actions). Shasskatar 
  deals 10 (2d6 + 3) bludgeoning damage to a creature 
  she has grappled and until the creature escapes the 
  grapple, it can no longer breathe. 
  
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  DDAL07-05 Whispers in the Dark 
   
   
  16 
  Medium plant, unaligned 
  Armor Class 6 
  Hit Points 60 (11d8 + 11) 
  Speed 5 ft., climb 5 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1) 
  3 (-4) 
  12 (+1) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
  Condition Immunities blinded, deafened, exhaustion, 
  prone 
  Senses blindsight 30 ft., passive Perception 10 
  Languages — 
  Challenge 2 (450 XP) 
  False Appearance. While the creeper remains 
  motionless, it is indistinguishable from an ordinary 
  flowering vine. 
  Regeneration. The creeper regains 10 hit points at the 
  start of its turn. If the creeper takes fire, necrotic, or 
  radiant damage, this trait doesn’t function at the start 
  of its next turn. The creeper dies only if it starts its turn 
  with 0 hit points and doesn’t regenerate. 
  Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 13 (3d8) psychic damage. If the target is a 
  humanoid that drops to 0 hit points as a result of this 
  damage, it dies and is implanted with a yellow musk 
  creeper bulb. Unless the bulb is destroyed, the corpse 
  animates as a yellow musk zombie after being dead for 
  24 hours. The bulb is destroyed if the creature is raised 
  from the dead before it can transform into a yellow 
  musk zombie, or if the corpse is targeted by a remove 
  curse spell or similar magic before it animates. 
  Yellow Musk (3/day). The creeper’s flowers release a 
  strong musk that targets all humanoids within 30 feet 
  of it. Each target must succeed on a DC 11 Wisdom 
  saving throw or be charmed by the creeper for 1 
  minute. A creature charmed in this way does nothing 
  on its turn except move as close as it can to the 
  creeper. A creature charmed by the creeper can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
  Medium undead, neutral evil 
  Armor Class 9 
  Hit Points 33 (6d8 + 6) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  9 (−1) 
  12 (+1) 
  1 (−5) 
  6 (−2) 
  3 (−4) 
    
  Condition Immunities charmed, exhaustion 
  Senses blindsight 30 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is fire or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead. 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) bludgeoning damage. 
   
  
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  DDAL07-05 Whispers in the Dark 
   
   
  17 
  Medium monstrosity (shapechanger, yuan-ti), neutral 
  evil 
  Armor Class 12 
  Hit Points 66 (12d8 + 12) 
  Speed 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1)  
  16 (+3) 
   
  Skills Deception +5, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60ft., passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Challenge 3 (700 XP) 
  Shapechanger. The yuan -ti can use its action to 
  polymorph into a Medium snake, or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed. It 
  doesn't change form if it dies. 
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's 
  innate spellcasting ability is Charisma (spell save DC 
  1.3). The yuan-ti can innately cast the following spells, 
  requiring no material components: 
   
  At will: animal friendship (snakes only)  
  3/day: suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Malison Type (Type 3). The yuan-ti has a human head 
  and upper body with a serpentine lower body instead 
  of legs 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  two ranged attacks or two melee attacks, but can 
  constrict only once. 
  Bite (Snake Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing 
  damage plus 7 (2d6) poison damage. 
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage, and 
  the target is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the yuan-ti can't 
  constrict another target. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing 
  damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: 
  +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage. 
  
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  DDAL07-05 Whispers in the Dark 
   
   
  18 
  Medium monstrosity (shapechanger, yuan-ti), neutral 
  evil 
  Armor Class 14 (natural armor) 
  Hit Points 88 (16d8 + 16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3)  
  14 (+2)  
  13 (+1)  
  14 (+2)  
  12 (+1)  
  16 (+3) 
   
  Saving Throws Wis +3, Cha +5 
  Skills Deception +5, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft. (penetrates magical 
  darkness), passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Challenge 5 (1,800 XP) 
  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Medium snake or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. It 
  doesn’t change form if it dies. 
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti’s 
  innate spellcasting ability is Charisma (spell save DC 
  13). The yuan-ti can innately cast the following spells, 
  requiring no material components: 
   
  At will: animal friendship (snakes only) 
  3/day: suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Poison’s Disciple (2/Day). The first time the yuan-ti hits 
  with a melee attack on its turn, it can deal an extra 16 
  (3d10) poison damage to the target. 
  Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-
  level spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It regains 
  its expended spell slots when it finishes a short or long 
  rest. It knows the following warlock spells: 
   
  Cantrips (at will): eldritch blast (range 300 ft., +3 bonus 
  to each damage roll), friends, guidance, mage hand, 
  message, poison spray  
  1st–3rd level (2 3rd-level slots): command, 
  counterspell, hellish rebuke, invisibility, misty step, 
  unseen servant, vampiric touch 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  two bite attacks using its snake arms. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
  Merrshaulk’s Slumber (1/Day). The yuan-ti targets up 
  to five creatures that it can see within 60 feet of it. 
  Each target must succeed on a DC 13 Constitution 
  saving throw or fall into a magical sleep and be 
  unconscious for 10 minutes. A sleeping target awakens 
  if it takes damage or if someone uses an action to 
  shake or slap it awake. This magical sleep has no effect 
  on a creature immune to being charmed. 
   
  Medium humanoid (yuan -ti), neutral evil 
  Armor Class 11 
  Hit Points 40 (9d8) 
  Speed 30ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0)  
  12 (+1)  
  11 (+0)  
  13 (+1)  
  12 (+1)  
  14 (+2) 
   
  Skills Deception +6, Perception +3, Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60ft., passive Perception 13 
  Languages Abyssal, Common, Draconic 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The yuan-ti's spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately 
  cast the following spells, requiring no material 
  components: 
   
  At will: animal friendship (snakes only) 
  3Jday each: poison spray, suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Multiattack. The yuan-ti makes two melee attacks. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage 
  plus 7 (2d6) poison damage. 
   
  
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  DDAL07-05 Whispers in the Dark 
   
   
  19 
   
  
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  DDAL07-05 Whispers in the Dark 
   
   
  20 
   
  
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  DDAL07-05 Whispers in the Dark 
   
   
  21 
   
   
   
   
  
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  DDAL07-05 Whispers in the Dark 
  22
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  You have experienced a nightmare so raw and pure 
  that it haunts your waking mind. You gain the flaw 
  “I’ve seen into the future. A future where the Night 
  Serpent has come and devoured us all. Nothing 
  matters anymore.”  
  
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  DDAL07-05 Whispers in the Dark 
   
   
  23 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Wondrous Item, uncommon (requires attunement by a 
  spellcaster) 
  You can use an action to speak this pearl's command 
  word and regain one expended spell slot of up to 3rd 
  level. Once you have used the pearl, it can't be used 
  again until the next dawn. 
   This bright yellow pearl is set in a ring of black 
  iron and glows with a warm, yellow light. The ring 
  has been fashioned into the shape of a serpent that 
  twists around its wearer’s finger with the pearl 
  clutched in its mouth. While attuned to the pearl, the 
  wearer’s dreams are consumed by darkness with a 
  pair of yellow, serpentine eyes staring at them. This 
  item can be found in the Dungeon Master’s Guide. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-05 - Whispers in the Dark.pdf