TEXT: CCC-ALMOG-26 DAGON01-01
  Shadowed Bellview 
  The Jade Curse Part 1 
  Some things are best left to rot in their forgotten temples. Even in the isolated village of Bellview, 
  common folk suffers the consequences of a treasure hunter’s greed. 
  A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
  
  CREDITS 
  Storyline Designer: David Morris 
  Designer:  Remley Farr 
  Editing: Ginny Loveday, David Morris 
  Produced By: Mount Ogden Gaming Company 
  Producer: David Morris 
  Associate Producer: Dave Knighton 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  Art & Cartography: Dean Spencer, Elven Tower 
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa 
  Penrose, Claire Hoffman, Greg Marks 
  Playtesters: Dave McFadden, Miranda McFadden, 
  Kenny Morris, Sean Payne 
  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 Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are the 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
  ©2018 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. 
  
   
   
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview 
   
   
  3 
  Adventure Primer
   
  “We monsters are necessary to nature also.” 
  —Marquis de Sade 
   
  This adventure incorporates the Jade Statue from 
  DDAL01-02 Secrets of Sokol Keep. 
  Background 
  In the seaside village of BELLVIEW, evil coagulates in 
  the caverns below. Sahuagin neophytes swarm to the 
  JADE SHARD’S calling, building their cabal under the 
  unsuspecting townsfolk. Their influence grows in 
  secret, but echoes of their tainted mass bleed into the 
  populace above. 
   The Bellview citizens are mutating, taking on 
  various fish-like features. The transformation is slow, 
  however, and unnoticed. Only Bellview’s deacon of 
  Umberlee, WALTER GRANTHAM, knows the truth. 
  He gave the Jade Shard to its current keeper, CERA 
  KAMALLA, an Emerald Enclave druid who rules over 
  the sahuagin beneath Bellview. 
   Wanting to rid the MOONSEA of its heinous 
  denizens, Cera is infecting herself with the Jade Shard 
  so that the evil demon god, DAGON, can manifest his 
  avatar into the world as a fiendish kraken. With this 
  beast loose in the Moonsea, Cera hopes this foul 
  region will fall to a judicious ruin. Sensing this 
  unnatural pox festering beneath Bellview, Cera’s 
  great-grandfather seeks the truth and Cera’s 
  involvement—so he hires a team of adventurers. 
  Episodes 
  The adventure’s story is spread over three story 
  episodes that take approximately 2 hours to play. 
  These episodes are introduced by a Call to Action 
  Episode. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
  • Episode 1: The Grieving Tree. The characters are 
  hired to explore Bellview. This is the Call to 
  Action. 
  • Episode 2: Bellview. The characters investigate the 
  bizarre town, utilizing their sleuthing, socializing, 
  and (if necessary) racketeering skills to uncover 
  what happened to Cera Kamalla. This is Story 
  Objective A. 
  • Episode 3: Umberlee’s Cistern. The characters 
  dive into the cistern to uncover the evil plot lurking 
  underneath Bellview. They fight sahuagin and 
  discover that Cera Kamalla has had her heart 
  ripped out to spawn a kraken. This is Story 
  Objective B. 
  Episode Sequence 
  Depending on your time constraints, play style, and 
  environment, this adventure takes approximately 
  two hours to play. 
   
   
  
   
   
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  Episode 1: 
   The Giving Tree 
  1 
  Episode 2:  
  Welcome to 
  Bellview 
  2 
  Episode 3:  
  Umberlee’s Cistern 
  3 
  
   
   
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  5 
  Episode 1: The Grieving Tree (Call to Action) 
  Estimated Duration: 15 minutes 
  Scene A. Emerald Enclave 
  The party is on the road between Yûlash and Hillsfar, 
  having just finished a small adventure. While they 
  travel, a member of the Emerald Enclave named 
  Domri Kamalla appears as a treant and enlists the 
  party to retrieve his missing great-granddaughter, 
  Cera Kamalla, from the town of Bellview. 
  Pregame Adventure 
   
  Your players may be gaming with each other for the 
  first time, but maybe their PC’s have already 
  interacted? Choose one of the three roleplay 
  adventures below to have already happened (or let 
  players vote). Your players may want to take a 
  minute or so describing how their PC’s played a part 
  in the event: 
  • Thief Relief. The PC’s turned in a bounty for Haith 
  Whistle, a halfling thief. They’ve blown their 
  reward money, but a random PC was allowed to 
  keep Haith’s jade earrings as trophies. 
  • Baron Overboard. The PC’s received “honorable 
  mention” in the Zhentil Keep Fishing Tournament 
  by netting the dwarven Baron Gristlebeard after 
  he fell overboard. After many nights partying with 
  the baron’s warband, each PC possesses a lock of 
  hair from the baron’s beard as his thanks. 
  • Inlaws with Claws. A prank went awry with a 
  drunk Chauntean priest at a hunting camp, and 
  now one of the PC’s is “married” to a grizzly bear. 
  The priest has been recalled to the nearest temple, 
  whose clerical auditor has begged each PC to 
  “please forget the whole ordeal” as the correct 
  annulment blessings wait in the queue. 
  Area Information 
  The PC’s are on the road again after their last 
  adventure. They are between Yûlash, a bridge-
  guarding fortress, and Hillsfar, a large merchant 
  town that caters only to humans. The massive 
  Moonsea lies to the north, barely visible over the 
  rolling hills. 
   
   Dimensions & Terrain. A light forest with sparse 
  undergrowth. Enough to get lost in if creatures 
  actively hide, but sneaking up on people would be 
  difficult. A light fog has settled. 
   Lighting. Dusk. Wisps of sunlight beam through 
  the tree line to the west, illuminating shadows 
  against the fog. 
  Domri Kamalla 
  A blind spirit seer in his human life, Domri sacrificed 
  himself in service of the Emerald Enclave decades 
  ago. In return for his service, high members of the 
  Enclave bound his spirit to Faerun’s forests, allowing 
  him to speak through trees on occasion, possessing 
  one as an immobile treant. 
   Domri appears as a talking tree to the party 
  alongside the foggy road, calling out for aid in his 
  gruff, ancient voice. He’s unseen until approached. 
   Objectives/Goals. Domri’s great-granddaughter, 
  Cera Kamalla, carries on Domri’s work for the 
  Emerald Enclave. She was sent to investigate a 
  “strange wrinkle against the natural order” at 
  Bellview over six months ago, but she has neither 
  returned nor reported her findings. Domri fears the 
  worst. He wants the party to discover Cera’s fate, 
  uncover Bellview’s secret, and save Cera if possible. 
   What Does He Know? Domri knows Bellview is a 
  village along the southern shore of the Moonsea, 
  south of Bell in the Deep. Their primary exports are 
  sugar, beef, and pork. Though Bellview is within no 
  true jurisdiction, the Zhentarim at Zhentil Keep have 
  an agent present who taxes the municipality for 
  protection fees. The sleepy town is rumored to have 
  allegiance with Umberlee, an evil goddess of the 
  ocean. Domri describes Cera as jaded, brash, and one 
  who would “amputate a finger to save a hand.” 
  Treasure & Rewards 
  Up front, Domri offers the party Cera’s bag of holding 
  that washed ashore on the Moonsea a month ago 
  and two potions of healing. Upon completing the 
  quest, 
  • Magic Items. Bag of holding, two potions of 
  healing. 
  Call to Action 
  • Discover Cera Kamalla’s fate. 
  • Find what unnatural disturbance is happening in 
  Bellview. 
  • If possible, stop the unnatural disturbance and 
  save Cera Kamalla.
  
   
   
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview 
   
   
  6 
  Episode 2: Welcome to Bellview (Story Objective A) 
  Estimated Duration: 45 minutes 
  Bellview at a Glance 
  Built on a rocky outcropping, this little town has 
  been rather uneventful until Deacon Walter 
  Grantham returned from an adventure on Thorn 
  Island, which is also located in the Moon Sea. 
  Bellview Statistics 
  This area features: 
   Terrain. Sugarcane fields surround a large, rocky 
  outcropping called Shark's Horn. Most trees are wet 
  and rotten. A series of caves stretch deep beneath 
  Shark’s Horn. 
   Settlement. Docks and warehouses flank the 
  beaches on either side of Shark’s Horn, which gives 
  enough solid ground to support structures. A few 
  small businesses and homes hug the coastline. Pig 
  and cattle farms cover most of the land radiating 
  away from Shark’s Horn. 
   Economy. Bellview’s economy is supported mostly 
  by sugar and rum exports harvested from the 
  sugarcane fields, but pork and cattle play key parts 
  as well. The Zhentarim tax all exports and extort a 
  meager protection fee. 
   People. 90% human, 5% half-orcs, 5% other. 350 
  residents. Mostly commoners with a few artisans, 
  Bellview citizens are insular, rarely interacting with 
  anyone outside their town aside from sailors and 
  merchants. Due to Dagon’s magic in the cistern 
  below, the citizens are physically transformed and 
  occasionally speak Abyssal. The same curse has 
  sparked a sudden increase in human sacrifice. (See 
  Dagon: The Curse Over Bellview sidebar). 
   Religion. Umberlee is the one true deity for 
  Bellview. The citizens believe she allows sugarcane 
  to grow, so they routinely offer crates of refined 
  sugar and casks of rum to her by dumping it into the 
  sea. They worship Umberlee in the cistern beneath 
  Bellview. The citizens are misinterpreting Dagon’s 
  influence beneath them as signs from Umberlee. 
  Deacon Walter Grantham 
  A human male in his late 50’s who is the head of 
  Umberlee’s cult in Bellview and a figurehead town 
  leader.  In his youth, he lead “crusades” to various 
  Moonsea locations for Umberlee’s glory. Two years 
  ago, he returned from an adventure in Sokol Keep on 
  Thorn Island. While there, he found the jade statue. 
   The jade statue was shaped like a fanged, fish-like 
  face—Dagon! Deacon Grantham knew Dagon was 
  Umberlee’s enemy, so he destroyed the statue and 
  took a shard as a trophy. Back home, Deacon 
  Grantham heard Dagon whispering to him through 
  the shard. In a fit of panic, Deacon Grantham made to 
  toss the shard back into the Moonsea, but Cera 
  Kamalla interfered, took the shard from him, then 
  used a team of sahuagin to steal control of 
  Umberlee’s cistern beneath Bellview. Ashamed, 
  tainted, and broken, Deacon Grantham is now 
  deathly sick, infected with tryporanha hydra 
  parasites that have covered his body in pustules. 
   Objectives/Goals. Deacon Grantham knows the 
  Zhentarim will extort thousands in extra protection 
  fees if they are called to rid the cistern of sahuagin, 
  so he is appeasing Cera and her monsters until they 
  decide to leave—or a cheaper alternative arrives 
  (hiring the party). He’s keeping the rest of the town 
  ignorant of the occupation, stating that “Umberlee 
  demands we practice our rites in the open, not 
  underground like cowards!” 
   What Does He Know? He knows his parish is 
  falling under Dagon’s sway and that Umberlee’s 
  influence is waning. If the town falls to Dagon, he 
  will surely be eradicated as a heretic. If he leaves, 
  Umberlee will punish him for his cowardice. 
   
  DAGON: THE CURSE OVER BELLVIEW 
  A fish-like demon lord from the 89th plane of the Abyss, 
  Dagon resides outside the Material Plane, preparing for his 
  attack on the physical world. A deity venerated by 
  sahuagin, kuo-toa, krakens, and hags, this entity will bring 
  havoc if allowed tangible form. With his Jade Shard 
  weakening the barrier between the 89th plane of the Abyss 
  and the Material plane, Dagon is answering Cera Kamalla’s 
  call, obliging her desire to be a host for his kraken 
  emissary. 
   
  The jade shard and the sahuagin cult’s influence over it 
  have caused Bellview’s citizens to mutate. Their skin is 
  smoother, slightly oily, and their pupils take up most of 
  their eyes—similar to a fish. They are also increasingly 
  insular and territorial, goaded by the statue’s evil 
  tendencies combined with their affiliation to Umberlee. 
   
  Additionally, many citizens hear voices while they sleep. 
  These messages are Abyssal summoning prayers from the 
  sahuagin to Dagon. The townsfolk misinterpret these 
  messages as signs from Umberlee, thinking they must 
  conduct animal sacrifices in addition to their regular 
  offerings of sugar and rum. Hearing enough of these 
  prayers gives them a small familiarity with the Abyssal 
  language. Lately Dagon’s curse on the town has caused the 
  citizens to sacrifice not only animals but the occasional 
  person as well. 
  
   
   
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview 
   
   
  7 
  Cera Kamalla 
  A human member of the Emerald Enclave and great-
  granddaughter of Domri Kamalla. She is a human 
  woman in her early twenties who appeared from the 
  Moonsea in front of Deacon Grantham, knowing the 
  Jade Shard to be just the weapon she needed for her 
  plan. She then bade Dagon’s will by venturing into 
  Sokol Keep, finding the remaining Jade Shards, and 
  then spread them across the Moonsea before 
  returning to Bellview with an escort of wicked 
  sahuagin cultists. She now lies at the bottom of the 
  cistern as a willing host for the dark parasite Dagon’s 
  Flagellant is cultivating within her heart.  
   Objectives/Goals. Cera grows weary of all the 
  Moonsea’s troubles, so she is setting things right by 
  unleashing Dagon’s fiend into the waters. Isn’t it true 
  that the cleansing flames of a forest fire also kill 
  some innocent beasts? To balance nature comes at a 
  cost, and who better to pay that price than those that 
  upset the balance? 
   What Does She Know? Cera knows that what she 
  is doing is evil, but her morals of right and wrong are 
  squelched by her desire to “set right” the Moonsea, 
  no matter the cost. 
  The Flagellant 
  An elder, self-scarred sahuagin crone and magic 
  user, she heard the Jade Shard’s call. She was waiting 
  at Sokol Keep with her entourage for “the emerald 
  girl who will harbor a greener hue,” as Dagon’s 
  visions told her. When Cera Kamalla arrived, the 
  Flagellant pledged her soldiers to the cause, sending 
  several of them out to scatter the 12 remaining 
  shards across the Moonsea—spreading Dagon’s 
  infection. She now resides beneath Bellview in the 
  cistern, using the initial Jade Shard to infect Cera’s 
  heart with Dagon’s malice. 
   Objectives/Goals. Keep Cera a secret from the 
  populace until Dagon’s avatar of dread takes form 
  within her. Kill anyone who interferes. Keep a low 
  garrison of sahuagin in the cistern (a large army will 
  garner Zhentarim attention—also, she doesn’t like 
  sharing glory). After the kraken emerges, devour the 
  town above in revelry. 
   What Does She Know? Glory awaits her in the 
  Abyss after Dagon manifests his monster. She need 
  not fear death if she delivers the kraken to the 
  Material plane. Deacon Grantham wants her gone, 
  but since neither of them wants to invoke the 
  Zhentarim by starting a public war, they are at a 
  stalemate. She cannot retreat with her company into 
  the ocean due to the arrival of a sentient shark, Big 
  Sam, that killed several of her zealous sahuagin 
  followers. 
  Navigating Bellview (1-11) 
  While in Bellview, the party should eventually be 
  steered towards Deacon Grantham. Through 
  coercion, parlay, or force, the party will learn from 
  him that Cera Kamalla is collaborating with the 
  Flagellant and may possess a Jade Shard with ties to 
  Dagon. If Walter is unable to give them this 
  information (i.e., he is slain), the party can piece 
  together information from the Zhentarim Prefect 
  House, interacting with Ollie, or gaining Ginny 
  Halfsail’s trust. 
   All citizens except for the half-orcs, Ginny Halfsail, 
  Harriet Ogden, and Deacon Grantham are initially 
  unfriendly to the PC’s, many of them telling the PC’s 
  to “take your issues up with Deacon Grantham or Ms. 
  Ogden.” 
  1. Shark’s Horn 
  A rocky, ramp-shaped outcropping is rising from the 
  inland into the beach. Though most of Bellview is 
  marshland or sugarcane farms, Shark’s Horn is the 
  exposed piece of a large chunk of rock that extends 
  beneath the surface for hundreds of feet. 
  2. Moonsea 
  The massive body of water is home to many coastal 
  powers, most of them harboring ill-intent and 
  criminal propaganda. For Bellview, the Moonsea is 
  Umberlee’s domain, and appeasing her allows the 
  sugar cane to grow. 
   Big Sam. Drawn by the jade shard’s power, a 
  massive, scar-covered giant shark with the 
  following changes has appeared: 
  • The spell awaken has been cast on him. 
  • His Intelligence score is 10. 
  • He knows Common. 
  • He is immune to the sahuagin’s Shark Telepathy 
  ability. 
  The shark is dubbed Big Sam by Bellview. He rarely 
  harasses boats, but sailors keep a safe distance when 
  they see him in the area. He is an agent of Umberlee, 
  sent by the clerics of The Last Drop in Mulmaster to 
  investigate the presence of “a godly parasite” 
  growing near Bellview. Any PC who uses animal 
  friendship or convinces him that they seek the same 
  answers that he desires will learn that a team of 
  sahuagin led by “the Flagellant” live beneath 
  Bellview. He has killed several of them, causing them 
  to stay cooped up in their lair. He survives by eating 
  the sacrificed pigs, cows, and sugar thrown from 
  
   
   
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  8 
  Shark’s Horn. He doesn’t eat the occasional 
  sacrificed person, but the rum bottle tastes great. 
  3. Docks and Warehouses 
  These docks usually moor local shipping boats and 
  small transport ships, though other Moonsea traders 
  can be found docked as well. The warehouses store 
  50% sugar barrels, 20% rum, 10% pork, 10% beef, 
  and 10% oil/misc. gear/ship rigging. 
  4. Cistern Entrance 
  A stone chapel adorned with engravings of tsunamis, 
  lightning, sharks, and other ocean terrors rest near 
  Shark’s Horn. Its studded, wooden double-doors are 
  chained shut. A PC using thieves’ tools and passing a 
  Dexterity (Sleight of Hand) DC 20 check can unlock 
  the chains. A key carried by Deacon Grantham can 
  also unlock these chains. The interior is a 20 ft. x 20 
  ft. bare room with a set of stone stairs that leads to 
  the cistern below (Area 12). 
   Ollie. Cera Kamalla’s raven companion, Ollie, 
  lurks outside this area. Cera abandoned him for fear 
  that the sahuagin would eat him. He smells Cera, but 
  he can’t get to her. He will imprint on any PC 
  carrying Cera’s bag of holding since he can smell her 
  scent on it. He has learned how to squawk the word, 
  “Dagon.” He and Deacon Grantham hate each other. 
  5. Zhentarim Prefect House 
  A small cottage with a bedroom, kitchen, and office. 
  Owned by Harriet Ogden, a female human spy in her 
  70's who is the Zhentarim auditor assigned to 
  Bellview. She is rarely here, usually watching the 
  waves near the beach. 
   Zhentarim Documents. Digging through the office 
  shows a series of documents detailing exports, taxes, 
  and key events. Anyone spending more than an hour 
  searching the documents learns the following: 
  • Sugarcane. The sugarcane yield over the last half 
  year has been declining. Townsfolk interpret it as 
  a sign of Umberlee’s disproval. 
  • Cera Kamalla. A representative from the Emerald 
  Enclave arrived over six months ago. She ventured 
  into the sea against the town’s wishes. 
  • Forgery. A DC 15 Intelligence (Investigation) or 
  Dexterity (Sleight of Hand) check recognizes the 
  handwriting and signature has been forged within 
  the last year. (Walter has taken over since Harriet 
  has grown apathetic.) 
  • Thieves’ Cant. Some of the Zhentarim’s more 
  discreet agendas are written in Thieves’ Cant. Key 
  information from these documents are the 
  protection fees, specifically that Bellview will owe 
  Zhentil Keep thousands in gold if the Zhentarim 
  mercenaries are invoked. 
  • Scrolls of Comprehend Languages. Walter keeps 
  two scrolls of comprehend languages in case more 
  Zhentarim agendas arrive written in Thieves’ Cant.  
  6. Town Center Square 
  Mostly bare, this series of farmer’s market-style 
  displays and tables is a prime location for traveling 
  vendors to set up shop. A proper permit with a 
  negligible processing fee must be obtained from the 
  Zhentarim Prefect House. People who live around 
  the prefect house are less insular since they meet 
  more outsiders. 
  7. Blacksmith 
  Owned by Hagnir Oxkin and Oggo Craghorn, two 
  elder male half-orcs using the orc stat blocks. They 
  mostly make tools and sell simple weapons only. 
  They adopted a one-armed half-orc “nephew” named 
  Kago Oxhorn. They have raised him since he was a 
  baby, his tribe abandoning him due to his absent 
  limb. Kago is 14-years-old and dating Ginny Halfsail. 
  Oggo and Hagnir strictly enforce that “as wonderful 
  as little Ginny is, Kago is not allowed to stay the 
  night at her inn!” 
  8. Halfsail House (Inn) 
  This four-bedroom house is the only location in 
  Bellview that resembles an inn. It was built around a 
  stone well, which rests in the basement with stored 
  grains, sugar, and jarred jams. Two bedrooms are 
  always in use, one by Ginny Halfsail and her two 
  baby siblings (Tira and Lexie), the other by Ginny’s 
  two other, younger siblings (Regina and Max). Ginny 
  is a 15-year-old human commoner. She and her 
  siblings were orphaned after her mother died in 
  childbirth. Their father died of a heart attack a 
  month earlier. Though spiritually broken, Ginny 
  continues to find ways to make a living for her family 
  by working the sugar cane fields and renting the 
  other bedrooms out. Her boyfriend is Kago Oxhorn, 
  who can usually be found helping her around the 
  house. Kago’s uncles, Oggo and Hagnir, keep an eye 
  on Ginny, ensuring her tenants that “two half-orc 
  neighbors live very close by if you act out of line!” 
   Rent. Ginny charges 5 sp per room, then 2 
  additional sp per person after the first. Rent includes 
  clean linens, free laundry service, and a hot meal of 
  
   
   
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  9 
  syrup-glazed pork with cabbage and hard tack 
  paired with rum. 
   Sahuagin. Ginny witnessed Big Sam’s attack on 
  the sahuagin while she was working in the 
  sugarcane fields. The most terrifying sight was the 
  Flagellant casting her horrific spells, whose image 
  has given Ginny nightmares every night since. She 
  told Deacon Grantham, who instructed her to keep 
  quiet and that “the fish people will leave soon.” She 
  is afraid of them, but she knows that they live in 
  Umberlee’s cistern. She may snitch to the PC’s if they 
  gain her trust. 
   Stone Well. The well leads to the Hoard Room 
  (Area 17) in Umberlee’s Cistern. Neither Ginny nor 
  the sahuagin have discovered this path. The water 
  itself is salty (Ginny has to boil and distill it to drink) 
  and void of bacteria, so she knows it doesn’t connect 
  to the sugar cane fields. The singular, curved tunnel 
  connecting the Halfsail House to the Hoard Room is 
  200 feet long—almost impossible for anyone to 
  traverse without drowning unless they’re using 
  magic or clever tricks. 
  9. Walter’s House 
  A modest cottage near the center of town, this stone 
  structure is where Deacon Grantham stays when he 
  isn’t at the docks, warehouses, or sugarcane fields. It 
  is by far the most luxuriously decorated place in the 
  whole town. Deacon Grantham uses the priest stat 
  block. 
  10. Sugarcane Fields 
  These marshy fields are the source of Bellview’s rum 
  and sugar, and they can thrive in Bellview’s location 
  due to Umberlee’s blessing. With Dagon’s influence 
  steering the citizens away from Umberlee, the fields 
  are dying. 
   Tryporanha Hydra. Dagon’s curse has spread into 
  the fields by infecting local plankton, mutating them 
  into tryporanha hydra (Appendix 2). These flesh-
  eating swarms infect others by burrowing into 
  people’s skin with their teeth, then metamorphosing 
  into clumps of tryporanha hydra eggs. These eggs 
  later hatch out of the victim’s skin, usually an area 
  below the knee. Anyone working in the fields will 
  wear rubber, waist-high waders. Deacon Grantham 
  has allowed the tryporanha hydra to infect several 
  parts of his body, including his face, as personal 
  penance for letting his people fall from Umberlee’s 
  sway. Unknown to him, the tryporanha hydra have 
  dug all the way into his heart, infecting it in much 
  the same way that Dagon infects Cera. He will die in 
  a few months. Casting cure disease and poison 
  removes the eggs from infected people. There is a 
  25% chance that anyone spending an hour in the 
  sugarcane fields will come across a swarm of 
  tryporanha hydra. They are harmless as long as they 
  can’t touch bare skin. 
  11. Farmers’ Houses 
  The majority of Bellview’s citizens live away from 
  the town proper, typically raising pigs, cattle, and 
  children. These families tend to be traditional, 
  aggressive, standoffish, and paranoid—especially 
  the men. PC’s will pass these properties first when 
  they enter by lands. 
   
   
  Playing the Pillars 
  COMBAT 
  Roughing up Deacon Grantham 
  or certain NPC’s can help reveal 
  information piece-by-piece. If 
  the players need to fight 
  something, a sahuagin squad 
  in a religious fervor can sneak 
  out of the cistern and try to 
  kidnap the Halfsail children as 
  “morsels” for Dagon. Children’s 
  screams will alert the party.
  EXPLORATION 
  There are two entrances to the 
  cistern: one through the stone 
  chapel, and one through the 
  stone well. The top of Shark’s 
  Horn is a great place to survey 
  the land. If the players are 
  “stuck” on where to go, have 
  Ollie hear Cera crying from 
  deep in the caverns or have Big 
  Sam cough up sahuagin body 
  parts on the beach. 
  SOCIAL 
  The citizens aren’t keen on 
  visitors who stray beyond the 
  town center, but those who live 
  near the town center are more 
  open to outsiders. NPC’s still 
  have an air of otherworldliness 
  to them, occasionally dropping 
  a phrase in Abyssal.  The 
  numbers 8, 9, and 89, are 
  considered lucky numbers.
   
   
  
   
   
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  10 
  Episode 3: Umberlee’s Cistern (Story Objective B) 
  Estimated Duration: 1 hour
  Navigating Umberlee’s Cistern (12-
  20) 
  Deacon Grantham owns these caverns that extend 
  beneath Shark’s Horn. Only a small percent are 
  mapped out—nobody dares venture into the deeper 
  tunnels. In decades past, these watery passageways 
  served as a religious site for Umberlee, allowing 
  Bellview a location to worship and bury their dead. 
  The sahuagin intrusion has caused Deacon 
  Grantham to forbid entry. 
   Lighting. Sconces for torches dot all walls except 
  the Flagellant’s Chamber (Area 20).  The caverns are 
  in complete darkness unless otherwise noted. 
   Terrain. The cistern is a rocky and eroded series 
  of tunnels and rooms, but carved steps and 
  handholds make descending the tunnels easier 
  unless otherwise noted. Most connecting tunnels are 
  around ten feet wide and ten feet tall. 
   Water Level. Water can be found in almost every 
  room, and it varies from shallow (between a foot and 
  five feet deep) and deep (greater than five feet 
  deep). Treat shallow water as difficult terrain. The 
  depths of the water may be adjusted in the Valve 
  Room (Area 16). 
   Abyssal Scrawl. Chiseled and chalked Abyssal text 
  cover the walls of the cistern locations. See the 
  Abyssal Scrawl sidebar for more info. Occasionally, 
  these scrawls are written 89 times by “truly devout” 
  followers. 
  Prerequisites 
  Obtain Deacon Grantham’s key to the cistern or 
  break in. Ginny Halfsail can offer a way in through 
  the well. 
  Story Objective B 
  Discover Cera Kamalla’s fate and save her if possible. 
  Reverse Bellview’s curse by vanquishing the 
  Flagellant. 
  Treasure & Rewards 
  • Magic Items. Candle of the Deep 
  • Special Rewards. Deacon Walter Grantham can 
  offer trade goods such as sugar and rum for 
  getting rid of the sahuagin. 
  12. Worship Hall 
  The stone stairs from the Cistern Entrance (Area 4) 
  exit into this large stone chamber covered in 
  etchings that idolize Umberlee. Many of these 
  etchings have been vandalized with Abyssal scrawl. 
  Two deep pools of seawater flank the north end, and 
  a large pool of deep water dominates the south end. 
  A marble statue of carved waves (Umberlee’s 
  symbol) rises from the south pool, but sahuagin have 
  smashed it. Two snuffed out candles lie nearby; one 
  is a magical unlit Candle of the Deep. A wooden door 
  sits on the eastern wall. 
   Deacon Grantham led his services in this room. 
  When not used for worship, men and women bathed 
  here (separate pools for separate genders). 
   Secret Path. At the bottom of the south pool near 
  the statue is a 30-foot underwater path that leads to 
  the Hoard Room (Area 18). When Bellview patrons 
  would throw coin offerings into the south pool, 
  Deacon Grantham would use a long-handled broom 
  to sweep the money down this path where it was 
  deposited into the Hoard Room. 
  Abyssal Scrawl 
  Need a cryptic Abyssal phrase for the PC’s to come across? 
  Roll or pick from the chart below: 
  1. “Do not challenge the Flagellant.” 
  2. “They call him Big Sam. He is no friend of ours!” 
  3. “Hail Dagon, ruler of the 89th!” 
  4. “89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89…” 
  5. “Her heart will bear his face!” 
  6. “Grandest Dagon, if only I could offer my heart instead!” 
  7. “Glory to the parasite god. Glory to Cera Kamalla!” 
  8. “She who bears the Jade Shard yields the power.” 
  9. “The Walter-man is no-food.” 
  10. “No-raid the surface town. Not until the heart bursts.” 
  11. “A beauty, mother Cera. She is the vessel.” 
  12. “Forgive me, Flagellant. My soul is Dagon’s. My eyes 
  and tongue are now yours.” 
  13. “Dagon, rider of blood and veins, welcome your bestial 
  reliquary to your new world!” 
  14. “We are the 89 waves that drown the earth.” 
  15. “The Walter-man took the Jade Shard. Now the Jade 
  Shard will take the Walter-man’s people!” 
  16. “We are but half now. Big Sam-shark took us.” 
  17. “Sekollah be damned—Dagon reigns now!” 
  18. “The Bitch Queen Umberlee wanes. The god-titan 
  approaches.” 
  19. “Blessed be the swine offerings from the Walter-man.” 
  20. “89 centuries on a throne await the Fever of the Sea.” 
  13. Descending Stairs 
  
   
   
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  These stairs descend downward about 20 feet in a 
  wide spiral. The lowest portion is covered in water 
  one foot deep. 
  14. Crypt 
  Stone caskets line the walls in this rectangular room. 
  Dead members of the town are buried down here, 
  and a foot of water lines the whole floor in 
  accordance to Umberlee’s religious custom. Almost 
  all of the caskets have been looted with several lids 
  lying crumbled on the ground and corpses flung all 
  over the place. 
   Deep Crypts. Two of the crypts are large family 
  crypts. Older families put all their dead into one 
  tomb that goes back for generations. The bottoms of 
  these crypts are wet, mildewed, and covered in 
  rampant bones.  
   Treasure. A successful DC 12 Intelligence 
  (Investigation) check finds an unlit Candle of the 
  Deep and a tattered Umberlee banner at the bottom 
  of another. 
   Traitor. A sahuagin named Kek’kishka the Third 
  of Scale has been entombed alive in one of the 
  caskets. He has been trapped for a week and is near 
  death at exhaustion level 5. He spoke against the 
  Flagellant, exposing his still-remaining faith in the 
  Sahuagin god, Sekollah, and was punished 
  accordingly. He is willing to assist the PC’s if they 
  help him recover since he hates what Dagon has 
  done to his people. 
  15. Crypt/Valve Hall 
  This hall extends from the Crypt (Area 14) to the 
  Valve Room (Area 16). The water grows murkier on 
  the Valve Room side. 
  16. Valve Room 
  This 35-foot tall room is nearly filled with murky 
  water, leaving only five feet of air near the ceiling. 
  The water is too dirty to see through, but there is a 
  patch of rock raised 30 feet up that bridges to the 
  other side where a rusty, iron valve is mounted to 
  the wall. 
   Valve. Turning the valve causes an unseen intake 
  tunnel to close off, lowering the water level 
  throughout the whole area. In 10 minutes, the water 
  will recede: deep water becomes shallow water, and 
  shallow water becomes dry land. This effect can be 
  reversed by turning the valve back. 
   Crabs. A cluster of small crabs is attached to the 
  edge of the rock bridge. If undisturbed, they stay 
  still. If a PC falls slips off the edge of the bridge or 
  lowers the water level to expose them, they will 
  attack. They use the swarm of insects stat block, but 
  are amphibious, allowing them to breathe air and 
  water. 
   Hidden Path. A hole near the southwest corner of 
  the room is still hidden even if the water is lowered. 
  It can be found by passing a DC 15 Intelligence 
  (Investigation) check and actively searching the 
  area. Any creature of small size or smaller can fit 
  through the hole. 
  17. Valve/Horde Tunnel 
  This 30-foot-long path connects the Valve Room 
  (Area 16) and the Hoard Room (Area 18). Only 
  creatures of small size and below can fit through it. 
  18. Hoard Room 
  This room is 35 feet in diameter and 20 feet tall. It is 
  deeper on the western end than on the eastern end. 
  This open room is where Deacon Grantham swept 
  the offerings from the Worship Hall (Area 12). 
   Treasure. Sacrifices of precious heirlooms sit in a 
  pile near the tunnel leading into this room from the 
  Worship Hall. The items are corroded and rusted 
  together in a giant mass, nearly useless. Deacon 
  Grantham has been unable to collect it since the 
  sahuagin invaded. 
   Tryporanha Hydra. A batch of tryporanha hydra 
  (Appendix 2) eggs nestled in the shallows will hatch 
  and attack the closest PC to step into the water. 
  Tryporanha hydra 
  Speed swim 20 ft. 
  Water Breathing. The swarm can only breathe 
  underwater. 
  Infectious. If the target is a creature, it must succeed on a 
  DC 12 Constitution saving throw or be infected with 
  tryporanha hydra eggs.  A creature infected suffers 
  disadvantage to ability checks until they take a long rest 
  and the eggs hatch allowing the new larva to escape. A 
  lesser restoration will also remove the infection and kill 
  the larva. 
  19. Toad Trap Hall 
  This hall will be very hard to traverse if it stays filled 
  with deep water. There is a fork in this hall: one path 
  leads deeper into the caverns, the other leads to a 
  dead end holding a captured giant toad tethered to 
  a chain leash that prevents it from bypassing the 
  fork. The toad will attack anything that gets too close 
  to it. 
   Swing Door Trap: The sahuagin have a cunning 
  trap meant to redirect intruders towards to toad. A 
  
   
   
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  swivel door is disguised to resemble the stone walls. 
  When PC’s have passed by (heading to the giant toad 
  room), two sahuagin hiding on the eastern side of 
  the door will swing the door, blocking off the dead-
  end path and exposing the real path—trapping the 
  PC’s in the dead-end path with the toad. PC’s can 
  notice the disguised swivel door with a DC 20 
  Intelligence (Investigation) check, or you can have 
  the sahuagin roll Dexterity (Stealth) at advantage 
  against your party’s Passive Perception to see if the 
  PC’s notice the sahuagin behind the fake door. The 
  door can be shattered with a DC 20 Strength 
  (Athletics) check or unlocked with thieves’ tools and 
  a DC 20 Dexterity (Sleight of hand) check. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove either the toad or the trap 
  altogether. 
  • Weak: Only one sahuagin is involved in the trap. 
  • Strong: The sahuagin uses the door to split the party. 
  • Very Strong: The sahuagin splits the party with the door 
  to a massive degree, such as one PC trapped with the 
  toad or one PC trapped in the hall with the sahuagin. 
  20. Flagellant’s Chamber 
  The Toad Trap Hall (Area 19) leads into this 60-foot-
  high, 40-foot-wide, 80-foot-long rock chasm. The 
  water is shallowest in the southwest and northeast 
  section. Four sahuagin praying to Dagon are 
  stationed around the chamber. A fifth sahuagin, the 
  Flagellant, shouts joyous praises into the sky. 
   Cera Kamalla and Dagon. The missing Emerald 
  Enclave druid lies unmoving on a pedestal on the 
  dry land in the northeast. Dagon’s kraken has just 
  emerged from her chest cavity, fully infecting her 
  heart with malice. Immediately upon entering the 
  Flagellant’s chamber, the PC’s will witness a large, 
  pulsing, neon-glowing, tentacled creature—Dagon’s 
  emissary—slinking into the water and disappearing 
  down a tunnel. Cera is actually alive, even with her 
  heart and full circulatory system removed. Her veins 
  and blood are replaced with coral and seawater, and 
  the Jade Shard that started the whole apocalypse 
  pulses in her ribcage where her heart used to be. 
  Dealing with the Flagellant 
  A tall, horrifying wretch, the Flagellant (Appendix 
  2) sports a seining net shawl laced with baubles, 
  charms, and bones. She kneels over Cera, assuring 
  the druid that her name is being sung by all choruses 
  in the 89th hell. If the PC’s don’t stop the Flagellant 
  within an hour of the kraken’s emergence, the 
  Flagellant and her sahuagin raid the surface in 
  revelry, then return below to take Cera and follow 
  the kraken’s trail. The Flagellant engages the PC’s 
  with a host of spells, trickery, and lackies to do her 
  bidding. 
  The Flagellant 
  Languages Abyssal, Common 
  Whalespine Staff. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 
  (1d8) bludgeoning damage if used with two hands to make 
  a melee attack. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove the Flagellant’s 3rd and 4th level 
  spellcasting abilities and spell slots. 
  • Weak: Remove the Flagellant’s 4th level spellcasting 
  abilities and spell slots. 
  • Strong: Two more sahuagin are hiding in the water near 
  Cera Kamalla. They emerge when the fight starts. 
   
  Playing the Pillars 
  COMBAT 
  The sahuagin have a huge 
  advantage in the water. The 
  Flagellant has several 
  teleporting spells that she can 
  use to evade close combat. 
  EXPLORATION 
  Lowering the water level will 
  help tremendously. Keep in 
  mind that the sahuagin have 
  darkvision, so the Flagellant’s 
  chamber is unlit, but Dagon’s 
  kraken glows like 
  bioluminescent fish, so he 
  lights up the room when the 
  party first looks in. PC’s using 
  only torches will need to relight 
  them if they submerge fully in 
  water. 
  SOCIAL 
  Having Ginny or Deacon 
  Grantham (better if both) on 
  the party’s side can help since 
  they know the cistern’s layout. 
  Abyssal speaking PC’s may 
  convince the Flagellant that 
  they are allies, but she’ll see 
  through their ruse quickly. 
  
   
   
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  13 
  Wrap-Up: Concluding the Adventure 
  Dagon’s aspect is let loose onto the world, but the 
  characters have satisfied their end of the deal with 
  Domri Kamalla: they found his great-granddaughter 
  and, hopefully, saved her life. Cera will be dazed, her 
  time with the sahuagin coming off as a fevered 
  nightmare, but she has a connection with Dagon—
  she acted as host to his aspect, and it may destroy 
  the Moonsea just as she hoped, but she doesn’t need 
  to let the party know that. Playing a helpless damsel 
  can prove beneficial to her. 
   But a terror is loose! And it’s still weak, not fully 
  grown into a kraken beast. It’s time for the 
  characters to rest up, don their best gear, and get 
  back into the cistern. If they can catch Dagon’s 
  aspect before it finds its way into the Moonsea, there 
  may be a chance to stop it. 
   Depending on how you end the adventure, 
  Bellview can be a mess of maddened civilians and 
  corpses, or it can be thankful for the party’s actions. 
  Deacon Walter Grantham’s fate is up in the air—is he 
  outed for keeping the sahuagin a secret, or is he a 
  tragic character who was given unfair choices? Or, 
  did the party feed him to Big Sam? 
   
   
  
   
   
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  14 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 1 advancement checkpoint(s) 
  and 1 treasure checkpoint(s) for each story 
  objective that they complete, as follows:  
  • Story Objective A: Uncover what happened to 
  Cera Kamalla and return her to the Emerald 
  Enclave. 
  • Story Objective B: Defeat the sahuagin beneath 
  Bellview. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Bag of Holding. This bag has an interior space 
  considerably larger than its outside dimensions, 
  roughly 2 feet in diameter at the mouth and 4 feet 
  deep. The bag can hold up to 500 pounds, not 
  exceeding a volume of 64 cubic feet. The bag weighs 
  15 pounds, regardless of its contents. Retrieving an 
  item from the bag requires an action. This item can 
  be found in Appendix 4. 
   Candle of the Deep. The flame of this candle is not 
  extinguished when immersed in water. It gives off 
  light and heat like a normal candle. This item can be 
  found in Appendix 4. 
  Story Awards 
  Characters playing the adventure may earn: 
   Touched by Dagon. Keeps track of how many jade 
  shards the character has collected. More information 
  can be found in Appendix 5. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  15 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Ginny Halfsail. LG Human female, 12. Skinny 
  orphan girl. Her mother died a year ago in 
  childbirth. Her father died of heat stroke. Works 
  the sugarcane fields and rents rooms of her house. 
  Oldest of five children. Knows of the sahuagin 
  presence. 
   Personality: Spiritually broken, rugged. 
   Ideal: Marriage. Dreams of a good husband one day 
  to help fill the gap her parents left. 
   Bond: “My sisters… and Kago! He’s good to me.”  
   Flaw: Insecurity. Develops childish crushes easily. 
  Trusts Deacon Grantham too much. 
  • Harriet Ogden. LE Human female, 70’s. A retired 
  Zhentarim auditor, Harriet has a cushy job as the 
  prefect overseeing Bellview's taxing/tariffs. 
  Knows Thieves’ Cant. Walter "does the books" 
  now instead of her. She spends most of her time 
  staring into the sea, awaiting "the new monster 
  who will wipe out the old monsters." 
   Personality: Aloof, tranquil, educated. 
   Ideal: Acceptance. The Zhentarim are old news. 
   Bond: “The new god of the sea.” A new world with a 
  new king is coming.  
   Flaw: Aloof. What’s the point anymore? 
  • The Flagellant. CE Sahuagin female, 140’s. Clad in 
  baubles, seaweed robes, and wielding a whale-
  spine staff, the Flagellant is summoning Dagon’s 
  kraken into the world. Seeks glory in the Abyss. 
  Doesn't fear death. Knows common, and speaks in 
  a gargled, sputtering voice. 
   Personality: Ancient, cantankerous, dominant. 
   Ideal: Glory. Seeks a noble position in the Abyss. 
   Bond: Dagon. He is the key to salvation. 
   Flaw: Jealousy. Keeps a small, ill-equipped garrison 
  so no other powerful agents can share her 
  success. 
  • Seamus Crowler. CE human male, 30’s. A slowly 
  maddened citizen who rallies the men of the town 
  to revolt against the party once Dagon’s kraken 
  enters the world. 
   Personality: Clouded, sneering, inciting. 
   Ideal: Duty. Dagon demands action NOW! 
   Bond: “I have no authority but to the demon lord of 
  the 89’th plane.” 
   Flaw: Brash. He’s getting several men killed. 
  • Deacon Walter Grantham. NE Human male, 50’s. 
  Athletic former adventurer. Cleric of Umberlee. 
  Brought the Jade Shard to Bellview. Wrought with 
  guilt. Tries to keep the sahuagin occupation a 
  secret. 
   Personality: Manipulative, thorough, broken. 
   Ideal: Secrecy. He messed up—don’t let people find 
  out what happened. 
   Bond:  Himself and Umberlee. 
   Flaw: Mad with zealous behavior. 
   
   
  
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  Appendix 2: Creature Statistics 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) piercing damage. 
  Cultist 
  Medium humanoid (any race), any non-good 
  alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The Cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+1) slashing damage. 
  Druid 
  Medium humanoid (any race), any alignment 
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 2 (450 XP) 
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 
  to hit with spell attacks). It has the following druid 
  spells prepared: 
  Cantrips (at will): druidcraft, produce flame, 
  shillelagh 
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave 
  2nd level (3 slots): animal messenger, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to 
  hit with shillelagh), reach 5 ft., one target. Hit: 3 
  (1d6) bludgeoning damage, or 4 (1d8) bludgeoning 
  damage with shillelagh or if wielded with two hands. 
  
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  Sahuagin Priestess (The Flagellant) 
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 12 (Natural Armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft., swim 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  Skills Perception +6, Religion +3 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Sahuagin 
  Challenge 3 (700 XP) 
  Blood Frenzy. The sahuagin has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The sahuagin can 
  breathe air and water, but she needs to be 
  submerged at least once every 4 hours to avoid 
  suffocating. 
  Shark Telepathy. The sahuagin can magically 
  command any shark within 120 feet of her, using a 
  limited telepathy. 
  Spellcasting. The sahuagin is an 6th-level 
  spellcaster. Her spellcasting ability is Wisdom (spell 
  save DC 12, +4 to hit with spell attacks). She has the 
  following cleric spells prepared: 
  Cantrips (at will): guidance, thaumaturgy 
  1st level (4 slots): bless, detect magic, guiding bolt 
  2nd level (3 slots): hold person, spiritual weapon 
  (trident) 
  3rd level (3 slots): mass healing word, tongues 
  Actions 
  Multiattack. The sahuagin makes two attacks: one 
  with her bite and one with her claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) slashing damage. 
  Giant Shark 
  Huge beast, unaligned 
  Armor Class 13 
  Hit Points 126 (11d12+55) 
  Speed 0 ft., swim 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 
  11 (+1) 
  21 (+5) 
  1 (-5) 
  10 (+0) 
  5 (-3) 
  Skills Perception +3 
  Senses darkvision 30ft., passive Perception 10 
  Languages – 
  Challenge 5 (1,800 XP) 
  Blood Frenzy. The shark has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Water Breathing. The shark can breathe only 
  underwater. 
  Actions 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10+6) piercing damage. 
  
   
   
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  18 
  Giant Toad 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 39 (6d10+6) 
  Speed 20 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  13 (+1) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Senses darkvision 30ft., passive Perception 10 
  Languages – 
  Challenge 1 (200 XP) 
  Amphibious. The toad and breathe air and water. 
  Standing Leap. The toad’s long jump is up to 20 feet 
  and its high jump is up to 10 feet with or without a 
  running start. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10+2) piercing damage plus 5 
  (1d10) poison damage, and the target is grappled 
  (escape DC 13). Until this grapple ends, the target is 
  restrained, and the toad can’t bite another target. 
  Swallow. The toad makes one bite attack against a 
  Medium or smaller target it is grappling. If the attack 
  hits, the target is swallowed, and the grapple ends. 
  The swallowed target is blinded and restrained, it 
  has total cover against attacks and other effects 
  outside the toad, and it takes 10 (3d6) acid damage 
  at the start of each of the toad’s turns. The toad can 
  only have one target swallowed at a time. If the toad 
  dies, a swallowed creature is no longer restrained by 
  it and can escape from the corpse using 5 feet of 
  movement, exiting prone. 
   
  Orc 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8+6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  11 (+0) 
  10 (+0) 
   
  Skills Intimidation +2 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
  Aggressive. As a bonus action, the or can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12+3) slashing damage. 
  Javelin. Melee or Ranged Weapon attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 
  (1d6+3) piercing damage. 
   
  
   
   
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview 
   
   
  19 
  Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8+5) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage 
  to a target on a hit. This benefit lasts until the end of 
  the turn. If the priest expends a spell slot of 2nd level 
  or higher, the extra damage increases by 1d6 for 
  each level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 
  to hit with spell attacks). The priest has the 
  following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  Raven 
  Tiny beast, unaligned 
  Armor Class 12 
  Hit Points 1 (1d4-1) 
  Speed 10 ft., 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
  14 (+2) 
  8 (-1) 
  2 (-4) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages – 
  Challenge 0 (10 xp) 
  Mimicry. The raven can mimic simple sounds it has 
  heard, such as a person whispering, a baby crying, or 
  an animal chittering. A creature that hears the 
  sounds can tell they are imitations with a successful 
  DC 10 Wisdom (Insight) check. 
  Actions 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit 1 piercing damage. 
   
   
   
  
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview
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  Sahuagin 
  Medium humanoid (sahuagin), lawful evil 
  Armor Class 12 
  Hit Points 22 (4d8+4) 
  Speed 30 ft., 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (-1) 
  Skills Perception +5 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Sahuagin 
  Challenge 1/2 (100 xp) 
  Blood Frenzy. The sahuagin has advantage on melee 
  attack rolls against any creature that doesn’t have all 
  its hit points. 
  Limited Amphibiousness. The sahuagin can breathe 
  air and water, but it needs to be submerged at least 
  once every 4 hours to avoid suffocating. 
  Shark Telepathy. The sahuagin can magically 
  command any shark within 120 feet of it, using a 
  limited telepathy. 
  Actions 
  Multiattack. The sahuagin makes two melee attacks: 
  one with its bite and one with its claws or spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4+1) slashing damage. 
  Spear. Melee 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. 
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 xp) 
  Cunning Action. On each of its turns, the spy can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/day). The spy deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the spy that 
  isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6+2) piercing 
  damage. 
  
   
   
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  21 
  Swarm of Insects (Tryporanha Hydra) 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 12 (Natural Armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Immunities bludgeoning, piercing, 
  slashing 
  Condition Immunities charmed, frightened, 
  grappled, paralyzed, petrified, prone, restrained, 
  stunned 
  Senses blindsight 10 ft., passive perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a microscopic 
  plankton. The swarm can’t regain hit points or gain 
  temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm 
  has half of its hit points or fewer. 
  Treant 
  Huge plant, chaotic good 
  Armor Class 16 (natural armor) 
  Hit Points 138 (12d12+60) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  8 (-1) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
   
  Damage Resistances bludgeoning, piercing 
  Damage Vulnerabilities fire 
  Senses passive Perception 13 
  Languages Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 xp) 
  False Appearance. While the treant remains 
  motionless, it is indistinguishable from a normal 
  tree. 
  Siege Monster. The treant does double damage to 
  objects and structures. 
  Actions 
  Multiattack. The treant makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 16 (3d6+6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +10 to hit, range 
  60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning 
  damage. 
  Animate Trees (1/Day). The treant magically 
  animates one or two trees it can see within 60 feet of 
  it. These trees have the same statistics as a treant, 
  except they have Intelligence and Charisma scores of 
  1, they can’t speak and they have only the Slam 
  action option. An animated tree acts as an ally of the 
  treant. The tree remains animate for 1 day or until it 
  dies; until the treant dies or is more than 120 feet 
  from the tree; or until the treant takes a bonus 
  action to turn it back into an inanimate tree. The tree 
  then takes root if possible. 
   
   
  
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview
  22
  Appendix 3: Map (Umberlee’s Cistern) 
  
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview
  23
  Appendix 4: Magic Item 
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Bag of Holding (Table A) 
  Wonderous item, uncommon 
  This bag has an interior space considerably larger 
  than its outside dimensions, roughly 2 feet in 
  diameter at the mouth and 4 feet deep. The bag can 
  hold up to 500 pounds, not exceeding a volume of 64 
  cubic feet. The bag weighs 15 pounds, regardless of 
  its contents. Retrieving an item from the bag 
  requires an action. 
   If the bag is overloaded, pierced, or torn, it 
  ruptures and is destroyed, and its contents are 
  scattered in the Astral Plane. If the bag is turned 
  inside out, its contents spill forth, unharmed, but the 
  bag must be put right before it can be used again. 
  Breathing creatures inside the bag can survive up to 
  a number of minutes equal to 10 divided by the 
  number of creatures (minimum 1 minute), after 
  which time they begin to suffocate. 
   Placing a bag of holding inside an 
  extradimensional space created by a handy 
  haversack, portable hole, or similar item instantly 
  destroys both items and opens a gate to the Astral 
  Plane. The gate originates where the one item was 
  placed inside the other. Any creature within 10 feet 
  of the gate is sucked through it to a random location 
  on the Astral Plane. The gate then closes. The gate is 
  one-way only and can't be reopened. This item is 
  found on Magic Item Table A in the Dungeon 
  Master’s Guide. 
  Candle of the Deep (XGtE) 
  Wonderous item, common 
  Tier 1, 2 treasure checkpoints 
  The flame of this candle is not extinguished when 
  immersed in water. It gives off light and heat like a 
  normal candle. This item is found in Xanathar’s 
  Guide to Everything. 
  
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview
  24
  Appendix 5: Player’s Handout (Story Award) 
  Touched by Dagon 
  Keeps track of how many jade shards the character 
  has collected. Circle the number of jade shards your 
  character has collected. 
  1  2  3  4  5  6  7  8  9  10  11  12  13 
  
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  CCC-ALMOG-26 DAGON01-01 Shadowed Bellview
  25
  Appendix 6: Dungeon Master Tips 
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to, but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of
  anything you’d like to highlight or remind yourself
  of while running the adventure, such as a way
  you’d like to portray an NPC or a tactic you’d like
  to use in a combat. Familiar yourself with the
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you
  in running this adventure--such as notecards, a
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant
  character information, such as name, race, class,
  and level; passive Wisdom (Perception), and
  anything specified as notable by the adventure
  (such as backgrounds, traits, flaws, etc.)
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  Very weak
  3-4 characters, APL equivalent  
  Weak
  3-4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  Average
  5 characters, APL greater than  
  Strong
  6-7 characters, APL less than  Average
  6-7 characters, APL equivalent  
  Strong
  6-7 characters, APL greater than  Very strong
  
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