TEXT:  
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  1 
  DC-PoA-SH02 
   
   
   
   
   
  You found what was causing the bad luck in Easthaven and realized it went much farther 
  than that one part of Ten Towns. With the luck-depriving object in tow, you aim to return 
  it to its rightful owners: a kobold tribe that runs a gem mine near Termalaine. When the 
  people you mean to give it to show up, they are acting strange, confused, and hostile. 
  You are now tasked with figuring out what has happened to the kobold tribe. 
   
  A 4-hour adventure for 1st-4th level characters, APL 2. 
  Adventurer’s League Season 10, Plague of Ancients. Seed: In Too Deep. 
   
   
  Credits 
  Writer / Designer: Michael Valdez 
  Version: 1.1 
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  2 
  Table of Contents 
  Module Guide .................................................... 3 
  Adventurer’s League ...................................... 3 
  Markers and Organization ............................. 3 
  Named Subhead ............................................. 3 
  Combat ........................................................... 3 
  Appendices ..................................................... 3 
  Separate Files ................................................. 3 
  Party Level Guidance ..................................... 3 
  Adventure Preview ............................................ 4 
  DM Notes ....................................................... 4 
  Important People ........................................... 4 
  Important Places ............................................ 4 
  Part 1: Late to the Party ..................................... 5 
  Outside Kobold Mine ..................................... 5 
  Combat: Berbalang ........................................ 6 
  Part 2: The Gem Mine ........................................ 7 
  Dwarves? ........................................................ 7 
  Hardright Mine, Admin Level ......................... 8 
  Entering the Mine Level ............................... 10 
  Combat: Skeletal Surprise ............................ 10 
  Starry-Eyed ................................................... 11 
  Part 3: Hardright Mine, Level 2 ........................ 11 
  Reaching Level 2........................................... 11 
  You Stone My…! ........................................... 12 
  Part 4, Hardright Mine, Level 3 ........................ 13 
  Chasing A Monster ....................................... 13 
  Interplanar Intruder ..................................... 14 
  Combat: Berbalang Finale ............................ 15 
  Part 5: Conclusion ............................................ 16 
  In Sunlit ........................................................ 16 
  Part 1 Appendix ................................................ 17 
  Creatures, Part 1 .......................................... 17 
  Part 2 Appendix ............................................... 19 
  Creatures, Part 2 .......................................... 19 
  Maps, Part 2 ................................................. 20 
  Part 4 Appendix ............................................... 24 
  Creatures, Part 4 .......................................... 24 
  Maps, Part 4 ................................................. 25 
  Module Appendix 1: Magic Item Rewards ...... 27 
  Module Appendix 2: Story Rewards ................ 28 
  Sunlit Hands Auxiliary .................................. 28 
  Module Appendix 2: Attributions .................... 28 
   
   
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  3 
  This is a Dungeons and Dragons Adventurer’s 
  League adventure. It adheres to Season 10 and 
  Plague of Ancients rules. Explanations of those 
  rulesets, limitations, and reward structures are 
  available from Wizards of the Coast: 
  https://dnd.wizards.com/ddal_general  
  The adventure itself is aimed at around 4 hours 
  in length and is Tier 1, meaning it is meant for 
  players levels 1-4. 
  Sections of this module are organized with a 
  (hopefully) sensible pattern, section by section. 
  “Parts” are larger sections, possibly with 
  multiple scenarios for players to roll dice and 
  play their characters. 
  The named subheads (if viewing this in color, 
  the headings are light blue with red letters) are 
  parts within a Part. They represent different 
  challenges, location changes, or combat 
  scenarios. 
  “Combat” headers (tan background with black 
  lettering) will start by explaining the combat 
  scenario’s enemies. Further explanation of 
  mechanics will follow. Stat blocks or maps with 
  be relegated to the Appendix sections for ease 
  of use. 
  The Appendix section will be separated by Part, 
  and will contain creature stat blocks and maps. 
  At the end of the module, further appendices 
  will also contain the rewards, necessary legal 
  attributions, and credits. 
  If this module is part of a downloaded folder, 
  there will be separate maps and notes for ease 
  of printing. 
   
  This module is APL 2. 
  • 
  APL 1 is a Weak Party 
  • 
  APL 2 (3-4 players) is a Standard Party 
  • 
  APL 3+ (or more than 4 players at APL 2) is 
  a Strong Party 
   
   
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  4 
  This adventure follows up after Sunlit Hands, 
  Episode 1, but does not need ant knowledge of 
  that previous module. Characters may get 
  something extra out of having taken part and 
  will be familiar with some NPCs, that is all. 
  This module is designed mostly for Theater of 
  the Mind, meaning there are no maps except 
  for the final encounter, only stat blocks and 
  descriptions. This is due to the constantly 
  shifting nature of where the characters can be, 
  and maps for some sections would have had to 
  be so large as to be unfeasible to print or draw. 
  Eight 
  Female human, Eldritch Knight, around 60 years 
  old.  
  Smart, capable, and respected, she is the only 
  member of the Sunlit Hands currently stationed 
  in the town, Sunlit, and is the town’s attuned 
  handler. While she is tight-lipped about her 
  fellow Hands, she wears her badge openly. 
  Eight is genuine about her simple desire to help 
  as she can around Ten Towns, her nature 
  clearly selfless. Though she is 60 years of age, 
  she carries herself with the vigor and strength 
  of someone much younger. 
  Ash, Dash, and Mash 
  Icewind Kobolds, gender open to interpretation.  
  These three Icewind Kobolds are working with 
  Eight Tides and Sunlit. While their origin is 
  unclear, they are obviously deeply respectful of 
  Eight. 
  The three of them helped find the piece of the 
  Bad-Bad Rock stolen a week ago, then helped 
  return other goods stolen they found alongside 
  it. 
   
   
   
  Starry-Eyed 
  Male dwarf, age unknown but at least 120, 
  artificer / wizard 
  Starry-Eyed is a clever student of the arcane 
  and a proud member of Clan Battlehammer 
  that’s been assigned to Hardright Mine as a 
  scribe and assistant administrator. He is very 
  faminilar with the mine, its history, its workings, 
  and the people within. 
  Sunlit 
  Sunlit is a town that is also a demi-plane and 
  able to travel all over the world, taken to places 
  its currently attuned handler is familiar with. 
  The strange town is made invisible by a magical 
  border, and anyone who enters seems to 
  disappear. 
  No matter where it is in the world, the 
  temperature is comfortable, and at least one of 
  its elite guard, the Sunlit Hands, keeps it safe. 
  Hardright Mine 
  This gem mine is run and worked by a tribe of 
  kobolds. That smartest of those kobolds handle 
  the standard business dealings of a mining 
  operation. For some reason, no one that is not 
  guided to the mine by a kobold of that tribe can 
  ever seem to find it, making Hardright both 
  profitable and completely safe from intruders.  
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
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  Recently, a merchant from Easthaven 
  named Werth stole a magical artifact 
  that could imbue objects and people 
  with bad luck. He further used it to 
  steal from many people in Ten Towns. 
   
  A group of adventurers hired by a 
  knight named Eight Tides stopped Werth 
  and handed the criminal over before 
  returning goods from his purloined 
  cache to their rightful owners. 
   
  Now it’s time to return the luck-
  ruining artifact to the kobold tribe it 
  belongs to. Near Termalaine, a hidden 
  gem mine run by that tribe is where the 
  handoff is to take place.  
   
  You are there now, with Eight, but the 
  kobolds are long overdue. In a region 
  as dangerous as Icewind Dale, that 
  doesn’t bode well. 
  Players can now introduce themselves. 
  With the adventurers are Eight Tides and three 
  kobolds names Ash, Dash, and Mash. In 
  addition, the party has several Crag Cats with 
  them as travel mounts. The meeting mentioned 
  in the boxed text above passed by an hour ago, 
  and Eight is getting worried and suspicious. 
  Eight decides to take Sunlit, her magical moving 
  town, closer to the gem mine. She asks that the 
  adventurers join her and finish their tasks as 
  escorts. 
  The adventurers must follow Eight to continue 
  their assigned duties, and she assures their 
  safety as she disappears into an invisible 
  barrier. 
  Beyond the barrier is Sunlit, a mildly warm 
  demi-plane where the sun is shining through 
  thin clouds. About three dozen humanoids of a 
  great variety of races are here, all doing work to 
  finish up three residential structures that are 
  early in their construction. 
  • 
  If no player at the table has dealt with 
  Sunlit or Eight in the previous adventure, 
  the knight quickly explains: 
  • 
  Sunlit, her town, is a demi-plane under a 
  veil, and can travel the material plane. 
   
  Before Eight can do anything however, 
  someone yells “Thief! Thieves, maybe!” 
  Behind the party, four new kobolds dressed in 
  mining equipment have rushed into Sunlit’s 
  barrier. They only pay attention to Eight as they 
  rush toward the knight, wobbly on their feet 
  and glassy-eyed. 
  They accuse her of stealing…something. 
  • 
  These kobolds are extremely confused and 
  will accuse anyone of stealing something or 
  other, even something that the newcomers 
  are still wearing like a miner’s helmet or a 
  pickaxe. 
  • 
  They may also accuse the adventurers of 
  stealing things like the weapons they are 
  carrying, their hairstyles, their singing 
  voices, anything and everything at DMs 
  discretion. 
  • 
  DC 10 Persuasion, Deception checks 
  o 
  Any of the four new kobolds can be 
  convinced that nothing was stolen or 
  that something else was stolen instead. 
  o 
  They will forget what they were 
  convinced to believe within seconds, and 
  just go back to accusing someone of 
  stealing something else. 
  • 
  DC 12 Insight check 
  o 
  The kobolds wholeheartedly believe 
  anything they say and also anything they 
  are convinced of to believe for the few 
  seconds prior to becoming confused 
  again. 
   
   
   
   
   
   
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
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  At this point a loud, abrasive bell begins to 
  chime in Sunlit. The construction workers stop 
  what they are doing and rush to grab weapons 
  and gear. 
  Eight explains that that is an arcane alarm, and 
  only goes off when a powerful magical item or 
  creature that she has not sanctioned is within 
  100 feet of the town. She asks the adventurers 
  to take their Crag Cats back outside to check it 
  out while she handles these odd new kobolds. 
  Outside, the party is nearly run over by a horse-
  drawn open wagon. The wagon’s dwarf steward 
  yells for the adventurer’s to “Get out of the 
  bloody way!” as the wagon careens forward at 
  high speed. 
  On the cargo wagon, two dwarves with great 
  axes are doing battle with a medium creature 
  that has wings, long spindly arms, very dark red 
  skin, bat-like wings, and a bulbous head. 
  • 
  DC 12 Arcana check 
  o 
  The creature the dwarves are fighting is 
  a berbalang, a knowledge-obsessed 
  aberration from the astral plane. 
  o 
  DC 15 Arcana: a berbalang is highly 
  intelligent and possibly extremely 
  dangerous. 
   
  The characters can now climb onto Crag Cats 
  and join the fray. 
  Roll Initiative! 
  Combat Encounter: Berbalang 
  Any Party: 1x berbalang 
  Weak Party: The Guard on the wagon 
  starts with a free attack, then 
  has a turn at the top of the 
  order. The berbalang will make one 
  of its two attacks against the 
  dwarf Guard if it lives. 
  Standard Party: The Guard has a 
  turn in initiative. The berbalang 
  makes a single attack against the 
  Guard, then focuses on the party. 
  Strong Party: The party fights the 
  berbalang alone, and the enemy 
  focuses on them. 
  This combat encounter is done on the run, 
  while the characters ride Crag Cats and rush to 
  save the dwarves. 
  Movement 
  • 
  Due to the speed of the wagon, the Crag 
  Cats will always take the mounted action 
  Dash, helping the characters move at 80 ft. 
  per round. 
  • 
  The damaged dwarf wagon will always 
  move at 60 ft. per round and is 80ft from 
  the characters as the battle begins. 
   
  The Wagon 
  • 
  The wagon is 5 ft. wide, 10ft. long, and has 
  no cargo. 
   
  Complications 
  • 
  If there is a party member with proficiency 
  in Arcana, the DM may have them roll a 
  free Arcana check the first time the 
  berbalang makes any attack. 
  • 
  DC 12 Arcana check 
  o 
  The berbalang’s attack did psychic 
  damage that only looked like piercing or 
  slashing. 
  o 
  This means that this berbalang is a 
  Spectral Duplicate of the original, and 
  the real creature is elsewhere. 
   
  Once the berbalang is bloodied (Weak Party) or 
  down to 10 hit points (stronger than Weak 
  Party), it attempts to flee from the wagon. This 
  provokes opportunity attacks. If the berbalang 
  is killed, it vanishes into nothing due to being 
  an illusion. 
  • 
  When the fighting is done, a DC 12 Arcana 
  check can be done to gain the same 
  information from the pre-combat check. 
  • 
  At DC 15 Arcana, any and all of the 
  previous information about the aberration 
  can be given to the players. 
  o 
  If any previous check to gain information 
  on the berbalang succeeded, this 
  additional check can be done at 
  Advantage 
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  7 
   
  DM Note: Due to limitations placed on Plague 
  of Ancients creatures that can be used, the 
  Guard has some slightly different statistics that 
  normally expected of a dwarf. As appendix 
  creatures cannot be edited, these stats are 
  correct. 
  Combat ends when the berbalang illusion is 
  destroyed or disappears. 
  When combat ends, the characters and dwarves 
  are safe and within view of the entrance to the 
  gem mine. 
  The dwarves thank the adventurers for saving 
  them. They have no idea what that creature was 
  or why it attacked them, but they need to 
  deliver what they have to the mine and report. 
  The dwarves will be happy to show the heroic 
  adventurers some hospitality. 
  At the mine entrance, Eight is already here and 
  speaking to two dwarf guards in front of a large 
  metal and wood gate. 
  The guards stop speaking to Eight and greet the 
  other dwarves heartily, then tell the eldritch 
  knight that she was right about their sudden 
  arrival. The wagon riders tell the guards of the 
  heroic adventurers and want to show them 
  some hospitality and give them respite for their 
  act of kindness on the road. 
  Eight meets the adventurers before they enter. 
  • 
  Astute adventurers that ask about why 
  there are dwarves here instead of kobolds 
  can do a fairly easy check for the 
  information. 
  • 
  DC 10 History check 
  o 
  Kelvin’s Cairn was left by the dwarves of 
  Clan Battlehammer 136 years ago 
  o 
  DC 14 History: those dwarves set 
  themselves up in Mithral Hall and never 
  returned. 
   
   
   
  To the party, Eight suggests taking the dwarves 
  up on their offer of safety and finding out what 
  happened to the kobold tribe that ran this mine 
  literally the previous day. That tribe had been 
  here for decades, it is highly unlikely they 
  disappeared overnight. She also mentions that 
  she senses someone strange and arcane 
  nearby, though she cannot tell where. 
  Eight will keep those confused kobold miners 
  safe and out of sight while the adventurers 
  explore. 
  The party can now enter the gem mine, and the 
  guards will happily let them in. 
  It is immediately apparent the dwarves 
  completely control this mine instead of the 
  kobolds and may have for some time. The entry 
  chamber has the name of the mine carved in 
  both dwarvish and common into stone on the 
  ground, the letters filled with yellow resin to 
  keep the floor flat. It reads: Hardright Mine. 
  There are also two signs with the name is 
  marked with 2 of signs in dwarvish for the 2 
  paths available. 
  • 
  Left: Administration 
  • 
  Right: Mine Entry 
   
  A few dwarves are visible and the sounds of a 
  busy mine echo faintly into the entranceway. 
  The dwarves from the wagon celebrate their 
  safety with a small handful of others of their 
  kind here, slapping shoulders and promising to 
  tell stories of their harrowing fight. 
  There are two other dwarves in the room, 
  talking about the two strange tunnel collapses 
  or closures. No one heard anything, no one was 
  hurt, but those tunnels are like no one dug 
  them out at all. That conversation is not quiet 
  and any adventurer can hear it. 
  At this point, the second the party members are 
  not talking to dwarves, the following boxed text 
  occurs. 
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  8 
  The moment your eyes are not on the 
  entry room or a dwarf, even for the 
  tiniest fraction of a second, even to 
  blink, there is a silence so sudden and 
  so deep that it hits like a hammer. 
   
  There is no sound, no echoes, no noise, 
  no revelry. Nothing. You find the entry 
  you are in empty, the dwarves you saved 
  minutes ago and all others have 
  disappeared. There are no echoes of 
  mining coming from deeper in, either, 
  and you are certain of this one thing: 
  this mine is suddenly completely empty. 
   
  The party can now explore at will. The map in 
  the appendix, while not entirely necessary for 
  this exploration section, may be useful in 
  helping the table know what there is to explore. 
  The map is marked with the following locations: 
  • 
  Administrator Office 
  • 
  Supply Room 
  • 
  Defense Station 
  • 
  Sales Rep 
  • 
  Dwarven Resources 
   
  Passive Perception and Investigation can be 
  used freely here to speed up the investigative 
  process. 
  1. Administrator Office 
  This is an office with dwarf-sized stone and 
  wood furnishings, including stone crevices in 
  the wall where bureaus are crammed in. 
  • 
  DC 12 Perception check 
  o 
  The office is clean, well-appointed, and 
  there is no sign of fighting. 
  • 
  DC 14 Nature check 
  o 
  There is no sign of kobold-like fur 
  anywhere in here, only the occasionally 
  loose beard hair 
  • 
  DC 12 Investigation check at the bureaus 
  o 
  The papers contain contracts, work 
  notices, schedules, and so on 
  o 
  It is all dated, and the dates go back 
  anywhere between a day and several 
  years. 
  o 
  DC 15 Investigation: There are vaguely 
  coded markings on work orders 
  suggesting dates or references that go 
  back decades. 
   
  2. Supply Room 
  The supply room is decked out with standing 
  racks that contain mining tools of all kinds, 
  helmets, gloves, overalls, boots, ropes, and first 
  aid supplies. 
  • 
  DC 14 Perception check 
  o 
  There is a potion of climbing behind one 
  of the tool racks. 
   
  3. Defense Station 
  There are weapons here on standing racks, 
  separated by one-handed and two-handed 
  varieties. There are also several sets of dwarf-
  sized armor and a corner dedicated to broken 
  weapons and armor that need repaired. 
  • 
  DC 12 Perception check 
  o 
  There are 2 sign-out sheets, one near the 
  good supplies and one near the broken 
  ones. 
  o 
  The good one has several dwarves with 
  in and out times, and sometimes 
  supervisor signatures for people taking 
  out multiple weapons at once. 
  o 
  The list near the broken supplies is filled 
  with assignments for blacksmiths or 
  when more complex items will be 
  returned to Kelvin’s Cairn for repair and 
  refit. 
   
   
   
   
   
   
   
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
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  4. Sales Rep 
  This is a small, well-appointed office. The 
  furniture is nice, clean, and cushioned in a way 
  that many dwarves might dislike but others 
  may appreciate. Everything in this room is 
  extremely organized. The only thing of interest 
  here is a leather-bound ledger with a lock. 
  • 
  DC 16 Sleight of Hand with Thieves Tools 
  o 
  The ledger is in an extremely good hand 
  entirely in the common language. 
  o 
  Sales and purchases are featured here, 
  with dates going back almost fifty years 
  and references to several speakers from 
  Ten Towns, the Longsaddle wizards, Clan 
  Battlehammer, and many more private 
  citizens. 
  • 
  The previous check, if successful, is 
  concrete proof that the dwarves have been 
  here this whole time, no matter how 
  strange it is that the kobolds were, too. 
   
  5. Dwarven Resources 
  This room is small with a desk and two chairs in 
  it. On the wall are three posters. 
  • 
  1: A heroically posed miner next to a 
  heroically posed blacksmith. Underneath 
  are the words “Teamwork Makes the Dream 
  Work.” 
  • 
  2: A kind-looking dwarf with a benevolent 
  expression wearing a cardigan takes up the 
  entire poster. Underneath are the words 
  “I’m here to listen, even if you yell.” 
  • 
  3: An image of a red-bearded dwarf with a 
  crown holding a two-handed hammer. 
  Underneath are the words “Battlehammer 
  Strong, Day In and Day Out!” 
   
  • 
  DC 14 History check 
  o 
  The dwarf with the crown is King 
  Bruenor Battlehammer, who helped 
  save Ten Towns from barbarian invasion 
  137 years ago and left for Mithrall Hall 
  136 years ago. 
   
   
   
  Lantern (Magic Item) 
  In one of the rooms there is a Lantern of 
  Tracking (Aberrations) (Icewind Dale: Rime of 
  the Frostmaiden , pg. 314) inside a very obvious 
  open box. 
  The DM can decide on a check for this item, but 
  as it will be important later, it is advised to 
  make this discovery very obvious. If the players 
  do not explore and therefore cannot find the 
  lantern, an NPC will also have it later on. 
  Detect Magic will reveal that it glows with 
  divination energy. 
  The description of the item is in the end-of-
  module Appendix: Magic Items, but this is the 
  same description for ease of the use: 
  • 
  This hooded lantern burns for 6 hours on 1 
  pint of oil, shedding bright light in a 30-foot 
  radius and dim light for an additional 30 
  feet. 
  • 
  While the lantern is within 300 feet of any 
  creature of the Aberration type, its flame 
  turns bright green. The lantern doesn’t 
  pinpoint the creature’s exact location, 
  however. 
   
  There is a note attached to the lantern: 
   
  From Kelvin’s Cairn to Hardright Mine 
  Admin.  
   
  Deliver directly to Admin. Assistant 
  Starry-Eyed. We have no idea what this 
  is, and it’s probably magical nonsense, 
  so DON’T TOUCH IT UNLESS YOU HAVE TO! 
   
  If you tell us your beard got burned to 
  a crisp for your “curiosity” you’re not 
  getting hazard pay. 
  There is nothing else of interest in this section, 
  and the adventurers can go into the mine itself. 
   
   
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  10 
  As soon as all the characters are down the short 
  steps into the mine proper, they can once again 
  hear some commotion a little farther ahead. 
  This area, however, is already different from the 
  level above and seems abandoned instead of 
  just empty. Cobwebs line the edges of the 
  ceiling, there is a mild musty odor, and a thin 
  layer of dust is kicked up as the characters 
  move. 
  A groaning comes from ahead and grows. The 
  groans and moans increase by the second, and 
  two sets of glowing red eyes show up deep 
  down the main path. Then, another set  shows 
  up to the right, and another to the left, and 
  finally two more sets behind the party. The 
  adventurers are surrounded. 
  Roll Initiative! 
  Combat Encounter: Skeletons 
  Weak Party: 4 skeletons at rear, 2 
  in front, 1(one) to the left, 
  1(one) to the right 
  Standard Party: 4 skeletons at 
  rear, 3 in front, 1 to each side 
  Strong Party: 5 skeletons at rear, 
  3 in front, 2 to the side 
  This section is part combat and part 
  exploration. 
  The way back up to the entrance level is now 
  blocked with many more skeletons than there 
  are ahead. The party can choose to stay and 
  fight, but the side paths are not as well-
  defended. 
  On the map are several different paths that the 
  party can take and a few important locations, 
  explained below. 
  1: Old Room 
  This room looked to have previously held some 
  sort of supplies, but it is full of nothing but 
  cobwebs, dust, and a decrepit wooden table. 
   
  2: Fence with Note 
  A fence blocks what looks like an entrance to a 
  room. A slow-burning candle with a blue flame 
  lights up this location as if for attention. The 
  note reads: 
  Go around, stay safe. 
  3: Digging Paths 
  These paths looked to have been part of the 
  mining effort, but are empty of miners. There is 
  at least one skeleton at the end of each of the 4 
  paths. 
  4: Fences 
  There are two fences blocking the way out from 
  the south. 
  The southmost fence is as tall as the ceiling and 
  made of an incredibly strong metal, making it 
  impossible to break. 
  The fence with a key icon blocking a set of stairs 
  down has three huge padlocks on it. 
  This spot is a dangerous dead end, but the NPC 
  Starry-Eyed will hear any party member arrive 
  at either fence. The dwarf will open his door 
  and yell for the adventurer and anyone with 
  them to get into the room he’s in as soon as 
  possible. 
  5: Safe Room 
  This room is where Starry-Eyed has barricaded 
  himself. 
  At DMs discretion, more and more skeletons 
  may show up from the top floor and deeper 
  into the mine to force the players to run away. 
  • 
  After two rounds, one adventurer at 
  random will receive a telepathic message at 
  the top of the turn order telling them to 
  head to the east tunnel via the north path 
  for safety 
  • 
  DC 10 Insight check 
  o 
  The message deliverer is honest 
  • 
  The character can choose to relay this 
  message to their comrades or not.  
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  11 
  o 
  If so, the party can immediately pick the 
  right direction and head that way.  
  o 
  If not, the party must continue exploring 
  while slowly being surrounded by more 
  and more skeletons. 
  • 
  If the adventurers listen to the message 
  and decide to head or when any party 
  member gets within ten feet of the eastern 
  door, the door opens. 
   
  Combat ends when all characters enter Starry-
  Eyed’s room. 
  When the party is all safely in the room, a 
  brown-haired dwarf quickly closes the door. 
  The new dwarf is as confused as any character 
  if asked about what is going on. The NPC 
  introduces himself as Starry-Eyed, a contract 
  writer and artificer who is a member of Clan 
  Battlehammer and works in Hardright Mine. 
  Starry-Eyed was following a strange arcane 
  energy that was coming from further down the 
  mine, and that energy suddenly spiked right 
  before he was transported to another version 
  of the mine.  He ended up alone, surrounded 
  by undead skeletons, and quickly set up safety 
  fences. He’s been stuck here for an hour. 
  Starry-Eyed can still sense an arcane energy 
  further down, and there is only one more level 
  to the mine. That’s where they might need to 
  go. 
  • 
  DC 11 Insight check on Starry-Eyed 
  o 
  The dwarf is telling the truth 
  • 
  DC 12 Arcana check 
  o 
  There is a slight energy in the air, just 
  like the dwarf said. 
  o 
  DC 15 Arcana check reveals that the 
  energy is a combination of divination, 
  conjuration, and transmutation, which is 
  why it is so difficult to pin down a 
  direction other than “down” ©  
   
  Starry-Eyed has no more information for them, 
  but can confirm the histories they discovered 
  earlier in the Admin area. He doesn’t know 
  anything about kobolds ever running a mine in 
  this territory. 
  Starry-Eyed also realizes how much stronger 
  the adventurers are than him alone, and offers 
  use of his Psi Crystal (check the magic item 
  appendix for details) to whoever might want it. 
  The party can take a short rest in the closed 
  room if they need to. An adventurer has time to 
  attune to the Psi Crystal if they wish to. 
  When the rest is over, the Starry-Eyed can 
  unlock the fence blocking the way down and 
  the party can reach Level 2. 
  On the way down, the party hears the sound of 
  many voices create a hard to discern white 
  noise. 
  • 
  DC 14 Perception or Passive Perception 
  check 
  o 
  The white noise is in two languages, 
  common and draconic 
  o 
  For those that speak draconic, the 
  dialect is Yipyak, a kobold tongue 
   
  At the bottom of the stairs is a confused kobold 
  looking at a wall. The confounded kobold turns 
  at the sound of the adventurers arriving, 
  immediately points at one of them, and accuses 
  them of stealing something. 
   
  
   
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  In this next section, the characters must 
  navigate a Hardright Mine’s second level by 
  tricking, lying, convincing, or cajoling kobold 
  miners that are constantly accusing them of 
  having taken something. 
  • 
  The characters will encounter kobolds along 
  the way that block passages and prevent 
  the party from proceeding. 
  • 
  Each player must be accused at least once, 
  and there must be 8 accusations in all 
  during this scenario 
  • 
  The adventurers must make a DC 10 check 
  to proceed via talking their way out of the 
  accusation 
  • 
  Typically, Deception, Persuasion, 
  Performance, Strength (Intimidation), or 
  Charisma (Intimidation) work best 
  o 
  Checks can be aided by magic, other 
  characters, or familiars for advantage. 
  o 
  All checks done with magic spells to aid 
  have advantage. 
  • 
  Starry-Eyed has access to prestidigitation, 
  and the adventurers can ask him to help 
  them get past the accusations. 
   
  At DMs discretion, anything and everything they 
  wish to make the kobolds accuse the 
  adventurers of is fair game. In addition, the 
  players can also argue for other checks to 
  succeed. This section is meant to be a socially 
  open-ended challenge. 
  • 
  DM rolls 1d20 and uses the chart below to 
  describe what the kobold blockers accuses 
  a player of. 
   
   
   
   
   
   
   
   
   
  Accusations 
  “You stone my…” 
  1 
  …Sense of adventure 
  2 
  …Hairstyle 
  3 
  …Shoelaces 
  4 
  …Big muscular neck 
  5 
  …Incredibly calves 
  6 
  …Kind eyes 
  7 
  …Lovely demeanor 
  8 
  …Superb fashion sense 
  9 
  …Desire to end the patriarchy 
  10 
  …Desire to end the matriarchy 
  11 
  …Favorite stuffed bear 
  12 
  …Excellent hearing 
  13 
  …Heavy metal lifestyle 
  14 
  …Mom’s Bundt cake recipe 
  15 
  …Poofy shirt 
  16 
  …Toenail clippers 
  17 
  …Vitamin deficiency 
  18 
  …Icy glare 
  19 
  …Passion for the flute 
  20 
  …Rock hard abs 
   
  When 8 accusations have been made and 
  passed, the party can move down to Level 3.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  This level of the mine is completely dark, and 
  adventurers must provide their own way of 
  seeing. 
  The first thing visible on this third level of the 
  mine are three paths marked with signs in 
  Dwarvish as “Tunnel A,” “Tunnel B,” and “Tunnel 
  C.” 
  To start, there is a forced skill check here. 
  • 
  DC 12 Arcana check 
  o 
  A pass here can be interpreted as a 
  character sensing arcane power, so 
  much that it is difficult to gauge a 
  direction. 
   
  The above check is automatically passed by 
  Starry-Eyed, who says that the amalgam of 
  power is what he started sensing a week 
  before. The dwarf either mentions that he 
  wishes he had that lamp he asked for or brings 
  it out, depending on whether a player character 
  found it at the Admin level. 
  If an adventurer has the lantern, Starry-Eyed 
  will ask them to light it. If he has it, he will light 
  it himself. When the lantern is lit, it hovers 
  between yellowish light and bright green, the 
  latter color meaning that there is an aberration 
  nearby. Starry-Eyed will (or will ask someone) to 
  get close to all three marked tunnels. At one of 
  those tunnels, the light completely turns bright 
  green. The other two tunnels have skeletons 
  and are too dangerous to go into. 
  Starry-Eyed has an idea (if none of the players 
  think of it first). They can check each tunnel 
  with the lantern and carefully move around, 
  using their own skills to help them aim for the 
  next safe tunnel without having to reveal 
  themselves to any undead. It shoudn’t take too 
  long to reach whatever aberration might be 
  here. 
   
  The next exploration section uses the lantern to 
  literally light the way through. The party must 
  success on four team checks to pass and end at 
  the final chamber. 
   
  Team Checks 
  • 
  Characters can use different skills to pass 
  these checks, each signifying their attempt 
  to check a tunnel before they go all the way 
  inside. find the tunnel that the lantern 
  deems safe. 
  • 
  The checks must total at least 11 if all 
  numbers are added up and averaged, 
  meaning the adventurers have a 50% 
  chance to succeed at each round. 
  • 
  Perception 
  o 
  The character hears the shuffling of 
  skeletons and can advise on when to 
  check the tunnels safely 
  • 
  Survival 
  o 
  A character notices skeleton tracks and 
  can confirm how new they are before 
  they go check a tunnel 
  • 
  Stealth 
  o 
  A character can sneak to the entrance of 
  a tunnel and report back what they see 
  inside without being spotted. 
  • 
  Arcana or Religion 
  o 
  A character focuses on the necromancy 
  around them to discover where that 
  magic does not saturate the air to find a 
  safe path. 
  • 
  Strength (Athletics) 
  o 
  A character can boldly enter a tunnel 
  o 
  If there are enemies within, they can 
  restrain the first one before more arrive 
  while comrades check the other paths. 
   
  The Psi Crystal 
  • 
  Whoever is attuned to the Psi Crystal can 
  use it to communicate with fellow 
  adventurers, making exploration faster. 
  • 
  The Psi Crystal user adds a 1d6 to their 
  check rolls. 
   
   
  
   
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  Completing the Challenge 
  • 
  At DMs discretion, the use of other skills or 
  spells can be justified by a character 
  • 
  Like the “You Stole My…” challenge, this is 
  meant to be an open ended, fairly easy for 
  players to use their own character strengths 
  outside of combat. 
   
  After navigating the dangerous mine, the 
  adventurers and Starry-Eyed read a dead-end 
  chamber. 
  This is a simple stone cavern with a 20 ft. high 
  ceiling, carved open and made safe by thick 
  buttresses of strong wood and four fat load-
  bearing beams. 
  At the far end is a humongous, smooth, shiny 
  black tear-drop stone 10 feet wide and tall. 
  Near the stone is a berbalang and the corpses 
  of three creatures, a kobold and two dwarves. 
  The berbalang is speaking to the dead kobold’s 
  corpse. 
  Berbalang: “How long has this stone 
  been here?” 
   
  Kobold: “Don’t know.” 
   
  Berbalang: “What is it made of?” 
   
  Kobold: “Don’t know.” 
   
  Berbalang: “What does it do for your 
  people?” 
   
  Kobold: “It protects us, makes not-
  kobolds, not-magic-people have bad luck 
  like walk around our mine.” 
   
  The berbalang pauses momentarily, 
  thinks, and asks another question. 
   
  Berbalang: “What happens if I remove 
  it?” 
   
  Kobold: “Cannot. We try. Can only break 
  small pieces off, always grows back.” 
  When this short conversation is over, the dead 
  kobold’s mouth stiffens, and it is fully dead 
  again. The berbalang turns to study the party 
  now, and does just that, staring at each 
  adventurer in turn for a long moment.  
   
  • 
  DC 12 Perception or Intelligence check 
  for the black rock in the chamber 
  o 
  The black stone at the end of the 
  chamber looks the same as the Bad-Bad 
  Rock that Eight held and was waiting to 
  deliver to the kobolds at the beginning 
  of this adventure. 
  • 
  DC 12 Arcana check 
  o 
  The amalgam of strange energies in 
  Hardright Mine stems from that rock in 
  the background 
  • 
  DC 12 Religion for the way the berbalang 
  talked to the kobold corpse, with 
  advantage for Clerics or Necromancers 
  o 
  The spell was common necromancy 
  magic, Speak with Dead. 
  o 
  As there is no incense burning and the 
  creature does not seem to have a focus, 
  this aberration can cast this spell at will. 
  • 
  Free for anyone with interplanar travel in 
  the background or personal history 
  o 
  The black shiny stone spears to be 
  secreting energy that forces interplanar 
  travel. 
  o 
  I might be moving the entire mine or 
  portions of it back and forth for some 
  reason. 
   
  The berbalang says nothing more, only studies 
  the party intently once again. Any questions put 
  to it are met with silence, any threats with a 
  stoic stare. 
  Finally, the berbalang figures something out 
  and comments that the adventurers all seem to 
  be in one place only, while this gem mine is in 
  three, and the stone in many, many more. The 
  black stone wants to protect itself, to keep itself 
  from being taken. Perhaps it sees the 
  adventurers as allies, here to save it? 
  
   
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  15 
  The berbalang says that it tires of speaking so 
  much. It will take any more information it wants 
  from their corpses, and attacks. 
  Roll Initiative! 
  Combat Encounter: Berbalang 
  Weak Party: 1 berbalang, and 
  Starry-Eyed helps. 
  Standard Party: 1 berbalang, and 
  another appears in the room when 
  the first is bloodied. The Bad-Bad 
  Rock intervenes when the second 
  enemy appears. 
  Strong Party: 1 berbalang, and 
  another appears in the room when 
  the first is bloodied. 
  In this final encounter, the berbalang is the real 
  version, meaning it does mundane damage. 
  However, the Bad-Bad Rock is trying to save 
  itself and will use its power in the fight. 
  Starry-Eyed 
  The DM plays the dwarf, and his stats and spells 
  are as the appendix states, though he has a few 
  extra tricks for this combat. 
  As an artificer, Starry-Eyed has a few 
  Experimental Elixirs at his disposal he kept for 
  study, but will use on the party. 
  • 
  Healing (2 potions) 
  o 
  The drinker regains a number of hit 
  points equal to 2d4 +2. 
  • 
  Resilience (1 potion) 
  o 
  The drinker gains a +1 bonus to AC for 
  10 minutes. 
  • 
  Boldness (1 potion) 
  o 
  The drinker can roll a d4 and add the 
  number rolled to every attack roll and 
  saving throw they make for the next 
  minute. 
   
   
   
   
  The Bad-Bad Rock 
  The magical stone artifact’s ability to cause 
  extreme bad luck comes into play here. 
  • 
  For a standard party, the Bad-Bad Rock 
  intervenes when the second berbalang 
  shows up. 
  • 
  The artifact banishes the weaker berbalang 
  temporarily. 
  • 
  The banished enemy returns after one full 
  round, on its initiative 
  o 
  At DMs discretion, this can be two 
  rounds if the party is having a rough 
  time. 
  • 
  The berbalang will be returned at its 
  initiative. 
   
  Second Berbalang Arrival 
  At the arrival of the second aberration enemy, 
  all of the party members receive a psychic 
  message. 
  There is a message in the air, in your 
  mind, concepts huddled together. The 
  ideas of greed, collection, fear, 
  safety, and pleading mingle with the 
  images of aberrations, kobolds, Ten 
  Towns commoners, and even you. It is a 
  plea that you somehow understand: 
   
  “Another collector is here. Please, 
  keep this place, this secret, safe from 
  harm, away from their greedy hands. for 
  your sake and those around you.” 
   
  Psi Crystal 
  If an adventurer is using the Psi Crystal, they 
  can send a message directly to the berbalang 
  using a bonus action. 
  • 
  This is a pseudo psychic attack  
  • 
  The Bad-Bad Rock will work alongside the 
  psychic message to force the next roll of a 
  D20 made by the Berbalang to be made at 
  disadvantage. 
   
   
  
   
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  Ending the Fight 
  Combat ends when however many berbalangs 
  are involved in the fight are killed. 
  The following boxed text can be summed up 
  rather than read aloud. 
  With the berbalang gone, the Bad-Bad 
  Rock is no longer in danger, and no 
  longer needs to protect itself. The 
  strange shifting of realities, of 
  timelines and planes, falters, wavers, 
  and then settles back to where it 
  should be, and you are back where you 
  belong. 
   
  Hardright Mine is once again filled 
  with enterprising kobolds, all of whom 
  feel ill thanks to the detrimental 
  effects of the artifact trying to 
  protect itself by shifting realities. 
   
  However, and strangely, Starry-Eyed is 
  still here, not back in the reality in 
  which he was a member of Clan 
  Battlehammer. Not sure what to do now, 
  he goes along with the party as they 
  make their way back to the mine’s 
  entrance chamber and find Eight Tides 
  waiting for them. 
  Eight greets the party and asks what happened 
  to the dwarves. Once things are explained to 
  her, she guesses that the Bad-Bad Rock simply 
  wanted Starry-Eyed in this reality and made it 
  so. 
  An artifact powerful enough to bend time just 
  to keep itself safe cannot be revealed to the 
  world. She’ll likely have to find a way to keep it 
  protected from scrying magics and have the 
  kobolds bury it again. 
   
   
   
   
  Meanwhile, she will be happy to pay the 
  adventurers their standard rate. Starry-Eyed 
  also decides to pay back the party by letting 
  them keep his aberration-finding lantern and 
  the Psi Crystal he used to communicate with 
  them telepathically. 
   
   
   
   
   
   
  
   
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  17 
  Berbalang 
   
  Medium aberration, neutral evil 
  Armor Class 14 (Natural) 
  Hit Points 38 (11d8 - 11) 
  Speed 30 ft., fly 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  16 (+3) 
  9 (-1) 
  17 (+3) 
  11 (+0) 
  10 (+0) 
  Saving Throws DEX +5, INT +5 
   
  Skills Arcana +5, History +5, Insight +2, 
  Perception +2, Religion +5 
   
  Senses Truesight 120 ft, Passive Perception 
  12 
   
  Languages all, but rarely speaks 
   
  Challenge 2 
   
  Proficiency Bonus +2 
  Spectral Duplicate (Recharges after a 
  Short or Long Rest). As a bonus action, the 
  berbalang creates one spectral duplicate of 
  itself in an unoccupied space it can see 
  within 60 feet of it. While the duplicate 
  exists, the berbalang is unconscious. A 
  berbalang can have only one duplicate at a 
  time. The duplicate disappears when it or the 
  berbalang drops to 0 hit points or when the 
  berbalang dismisses it (no action required).    
   
  The duplicate has the same statistics and 
  knowledge as the berbalang, and everything 
  experienced by the duplicate is known by the 
  berbalang. All damage dealt by the 
  duplicate’s attacks is psychic damage. 
   
  Innate Spellcasting. The berbalang’s innate 
  spellcasting ability is Intelligence (spell save 
  DC 13). The berbalang can innately cast the 
  following spells, requiring no material 
  components: 
   
  At will: speak with dead 
   
  1/day: plane shift (self only) 
  Actions 
  Multiattack. The berbalang makes two 
  attacks: one with its bite and one with its 
  claws. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 8 (1d10 + 3) piercing 
  damage. 
   
  Claw. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 8 (2d4 + 3) slashing 
  damage. 
   
  Guard 
   
  Medium dwarf, lawful good 
  Armor Class 16 (Chain Shirt, Shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  Skills Perception +2 
   
  Senses Passive Perception 12 
   
  Languages Common 
   
  Challenge 1/8 
   
  Proficiency Bonus +2 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 
  to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
   
   
   
   
   
   
   
  
   
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  Crag Cat 
   
  Large monstrosity, unaligned 
  Armor Class 13 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 
  16 (+3) 
  4 (-3) 
  14 (+2) 
  8 (-1) 
  Skills Perception +4, Stealth +7 
   
  Senses Darkvision 60 ft., Passive Perception 
  14 
   
  Languages – 
   
  Challenge 1 
   
  Proficiency Bonus +2 
  Nondetection. The cat can’t be targeted or 
  detected by any divination magic or 
  perceived through magical scrying sensors. 
   
  Pounce. If the cat moves at least 20 feet 
  straight toward a creature and then hits it 
  with a claw attack on the same turn, that 
  target must succeed on a DC 13 Strength 
  saving throw or be knocked prone. If the 
  target is prone, the cat can make one bite 
  attack against it as a bonus action. 
   
  Spell Turning. The cat has advantage on 
  saving throws against any spell that targets 
  only the cat (not an area). If the cat’s saving 
  throw succeeds and the spell is of 7th level 
  or lower, the spell has no effect on the cat 
  and instead targets the caster. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 8 (1d10 + 3) piercing 
  damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) slashing 
  damage. 
   
   
  
   
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  Skeleton 
   
  Medium undead, lawful evil 
  Armor Class 13 (Armor Scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities Bludgeoning 
   
  Damage Immunities Poison 
   
  Condition Immunities Exhaustion, 
  Poisoned 
   
  Senses Darkvision 60 ft., Passive Perception 
  9 
   
  Languages Common, but can't speak 
   
  Challenge 1/4 
   
  Proficiency Bonus +2 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
   
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Hardright Mine Entrance 
   
   
   
  
   
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  Hardright Mine Entrance, 
  Monochrome 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Hardright, Level 1 Color 
   
   
   
  
   
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  Hardright, Level 1 (Monochrome) 
   
  
   
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  24 
  (For berbalang, see Part 1 Appendix, for 
  Apprentice Wizard, also see Part 2 Appendix) 
  Apprentice Wizard 
   
  Medium dwarf, lawful good 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  Skills Arcana +4, History +4 
   
  Senses Passive Perception 10 
   
  Languages Common 
   
  Challenge 1/4 
   
  Proficiency Bonus +2 
  Spellcasting. The apprentice is a 1st-level 
  spellcaster. Its spellcasting ability is 
  Intelligence (spell save DC 12, +4 to hit with 
  spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): fire bolt, mending, 
  prestidigitation 
   
  1st level (2 slots): burning hands, disguise 
  self, shield 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +2 
  to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 2 (1d4) piercing damage 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Bad-Bad Rock Chamber (Color) 
   
   
   
   
   
  
   
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  Bad-Bad Rock Chamber 
  (Monochrome) 
   
   
  
   
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  27 
  Psi Crystal 
  Wondrous Item, uncommon (requires 
  attunement by a creature with an Intelligence 
  score of 3 or higher) 
  Rewarded to all players 
  This crystal grants you telepathy for as long as 
  you remain attuned to it. See the introduction 
  of the Monster Manual for rules on how this 
  telepathy works. 
  The crystal also glows with a purplish inner light 
  while you are attuned to it. 
  The higher your intelligence, the greater the 
  light’s intensity and the greater the range of the 
  telepathy (see the Psi Crystal Properties table). 
  Psi Crystal Properties 
  Intelligence 
  Score 
  Range of 
  Telepathy 
  Light Intensity 
  3–7 
  15 feet 
  Dim light out to a range of 
  5 feet 
  8–11 
  30 feet 
  Bright light in a 5-foot 
  radius and dim light for an 
  additional 5 feet 
  12–15 
  60 feet 
  Bright light in a 10-foot 
  radius and dim light for an 
  additional 10 feet 
  16 or 
  higher 
  120 feet 
  Bright light in a 15-foot 
  radius and dim light for an 
  additional 15 feet 
  Icewind Dale: Rime of the Frostmaiden , pg. 315 
  Lantern of Tracking (Aberrations) 
  Wondrous Item, common 
  Rewarded to one player per table 
  This hooded lantern burns for 6 hours on 1 
  pint of oil, shedding bright light in a 30-foot 
  radius and dim light for an additional 30 feet. 
  While the lantern is within 300 feet of any 
  creature of the Aberration type, its flame turns 
  bright green. The lantern doesn’t pinpoint the 
  creature’s exact location, however. 
   
  Icewind Dale: Rime of the Frostmaiden , pg. 
  314 
  Potion of Climbing  
  Potion, common 
  Rewarded to one player per table 
  When you drink this potion, you gain a climbing 
  speed equal to your walking speed for 1 hour. 
  During this time, you have advantage on 
  Strength (Athletics) checks you make to climb. 
  The potion is separated into brown, silver, and 
  gray layers resembling bands of stone. Shaking 
  the bottle fails to mix the colors. 
  Basic Rules , pg. 187 
   
   
  
   
  DC-PoA-SH02 Dug Too Deep? © Michael Valdez, 2021 
  28 
   
                    
   
   
  After a job well done, Eight Tides is happy to let 
  the adventurers use Sunlit as a camp of sorts if 
  any of them wish to be auxiliaries of the Sunlit 
  Hands. The reward comes with two boons. 
  • 
  A small steel badge of the Sunlit Hands 
  symbol (seen above) is given as a gift. 
  • 
  A Crag Cat can be borrowed once for a total 
  of 30 minutes for Plague of Ancients 
  adventures. 
  o 
  The DM has the right to refuse this gift’s 
  use if it would be detrimental to an 
  adventure. 
  o 
  The cat must be borrowed at the 
  beginning of an adventure. 
   
  This reward can be collected up to three times, 
  once for each Tier 1 Sunlit Hands module. 
   
   
   
   
  Maps 
   
  Software:  
  • 
  “RPG Map Editor 2” from Deepnight Games 
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Plague of the Ancients (PoA)/DC-PoA SH02 Sunlit Hands 02.pdf