TEXT:  
  Asleep and Awake 
   
  Refugees in Mulmaster have had a fairly tough time, and that was before the 
  disappearances. The few that return have been changed, refusing to believe that they were 
  even missing. You have been asked by Mulmaster’s nobility to find the source of the 
  disappearances and put an end to them. 
   
  A Four-Hour Adventure for 1st-4th Level Characters 
   
   
   
   
   
   
   
   
  Brogan Powlesland 
  Author 
   
  Adventure Code: CCC-AMER-01 
  Optimized For: APL 4 
  Version: 1.00 
   
  Playtesting Dungeon Masters: Tony Dooley, Lawrence Thompson 
  Playtesting Players: Laurie Bertoni, Karl Cederman, Valentin Domzalski, Aimee Dooley, Red Drennan, James East, James 
  Gravestock, Sam Haggerty, Sue Ling Kim, Ben Mills, Vedant Namboodiri, John Shackle, Stefano Stollenwerk Cavallaro, 
  Stephan van Dijk, Nicholas Weaver, Philip Wong 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  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. 
   
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  2 
  Introduction 
  Welcome to Asleep and Awake, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. 
   The adventure is set in Mulmaster, with 
  adventurers exploring the Tower of the Blades, the 
  Harbor District, and the new Temple of Sune in the 
  Temple District. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 4th 
  level characters. Characters outside this level range 
  cannot participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  3 
  Adventure Background 
  Mulmaster, a large city on the Moonsea, commonly 
  called the City of Danger, had an influx of refugees 
  from Phlan, which was taken over by the dragon 
  Vorgansharax.  
   
  Refugees arrived in Mulmaster in their thousands, 
  but many struggled to find lodgings. While some 
  stayed in inns and taverns, many had to stay in less 
  respectable places, such as horse stables or sewers. 
   
  The influx of refugees also brought in a supply of 
  cheap labor – something the nobility has been quick 
  to make use of after a recent battle destroyed many 
  of Mulmaster’s buildings. However, some projects 
  are better than others… 
  Location and NPC Summary 
  The following NPCs feature prominently in this adventure. 
   
  Frank Oatwater (Frank Oat-wau-ter). A minor noble 
  from a farming family. Frank works as a building inspector 
  for the city of Mulmaster, but has recently gone missing.  
   
  Gaby Oatwater (Ga-bee Oat-wau-ter). Wife of Frank. 
  The woman who hires the adventurers. 
   
  Jamart Woodbrooke (Jha-mart Wood-brooke). A 
  refugee builder working site-to-site. Did not return to his 
  family’s lodgings for three days while working on the 
  Temple of Sune.  
   
  Walda Woodbrooke (Wal-da Wood-brooke). Jamart’s 
  wife, and mother of their four children. She made a 
  missing person report after Jamart did not return from 
  work. 
   
  Rik Dungbreath (Rik Dung-breath). A refugee beggar 
  living in the port sewers. He has a very vivid hallucination. 
   
  Ethracs (Eth-raks). A spectator that has been 
  summoned by Neogi. Will be chatty and intimidatory 
  towards the adventurers to coax them into attacking him. 
  He is happy to die to let the Neogi Master escape. 
   
  The following locations feature prominently in this 
  adventure. 
   
  Tower of the Blades. A large tower that contains the 
  offices of the Blades, the governors of Mulmaster. The 
  adventure begins in the office of Frank Oatwater, an 
  employee of the Blades. 
   
  Temple of Sune (Soo-ne). A temple recently built near 
  the Gate of Good Fortune (temple to Tymora) and the 
  Black Lord’s Altar (temple to Bane). Sune is the goddess of 
  love and beauty.   
   
  If rushed for time, feel free to skip over a lot of the location 
  detail in Parts 1 and 2 – these parts are for the 
  adventurers to gather information about parts 3-5, not to 
  paint descriptions of Mulmaster. 
  Adventure Overview 
  Asleep and Awake is divided into five parts: 
   Part 1. The adventurers are given the task of 
  discovering the source of the of the disappearances.  
   Part 2. The adventurers visit those related to the 
  disappearances. They should learn of the work place 
  of Jamart Woodbrooke, as well as the hallucination 
  that Rik Dungbreath is having. 
   Part 3. The adventurers will come to the recently 
  constructed Temple of Sune.  
   Part 4. The adventurers must find their way down 
  to the basement, avoiding traps on the way. 
   Part 5. The adventurers encounter a spectator 
  and ‘Frank Oatwater’ (a disguised neogi master).  
  The real Frank Oatwater can be found under a 
  hidden trap door. The disguised noble aims to leave 
  the area before the adventurers find the real noble. 
   Part 6. The adventurers report their success or 
  failure. 
  Adventure Hooks 
  The following adventure hooks can be used to draw 
  the adventurers into the story. 
  For adventurers, work is slowing down in 
  Mulmaster. The refugees from Phlan are mostly 
  settling down, and the reconstruction of Mulmaster 
  is well under-way. 
   Story Hook. Gaby Oatwater has put out the word 
  that she is looking for a group of adventurers to 
  investigate the disappearances and find her 
  husband. She offers gold to entice mercenaries like 
  yourself. 
   Acolyte of Sune (Background Hook). Worshipers 
  of Sune have heard rumors of a Temple to Sune 
  being built, but no significant clergy are known to be 
  in the city. This is suspicious.  
   Lords’ Alliance Call for Help (Faction 
  Assignment). The Oatwaters are members of the 
  Lords’ Alliance, who have put out a call for members 
  to pay special attention to Frank’s disappearance. 
   Recover Sune Artifact (Harper Secret Mission). 
  The Temple of Sune holds a religious artifact – a 
  golden hand mirror used by Sune herself. This was 
  stolen from the Temple of Beauty in Waterdeep and 
  needs to be recovered. 
  Secret Mission 
  The Hand Mirror of Sune is in the catacombs of the temple.  
  A Harper agent will slip a Harper-aligned adventurer a note 
  (Player Handout 1) at the end of Part 1.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  4 
  Part 1. Missing Person Report 
  Estimated Duration: 15 minutes 
  Adventurers have gone to the Tower of the Blades to 
  answer a call for aid from Gaby Oatwater, the wife of 
  a Mulmaster building inspector.  
  Area A. The Tower of Blades 
  The adventurers begin this adventure outside the 
  Tower of Blades. 
  The Tower of Blades stands tall before you, dwarfing all other 
  buildings in Mulmaster, except perhaps the nearby Tower of 
  the Wyvern. This is where the note told you to go. 
   
  As you approach the doors leading to the entrance, an 
  intimidating guard stops your advance. “Halt! State your 
  business.” As you show him the note, he nods approvingly, 
  “You’re expected, follow me.” 
   
  As you pass through the ground floor, you can’t help but 
  be impressed by the grandeur of the reception. Large 
  tapestries depicting the Blades’ successes surround the room 
  and exquisite chandeliers brighten all within. The room has a 
  busy feeling to it, with well-dressed and well-armed alike 
  swarming loudly from office to office. 
   
  The guard leads you up a single flight of stairs, down a left 
  corridor, another left corridor, then straight down, until you 
  come to a door. “Oatwater – Building Inspector”, the sign on 
  the door reads. The guard knocks on the door, opens the 
  door, and hustles you in. 
   
  A human lady, standing elegantly in fine clothes, beckons 
  you to sit at the circular table. “Greeting adventurers. I’m 
  afraid I need your help. I am Gaby Oatwater.”   
  Gaby Oatwater explains the following: 
   
  • The adventurers are currently in the office of her 
  husband, Frank Oatwater, who went missing 3 
  days ago. 
   
  • Frank is a minor noble, and a member of the 
  Lord’s Alliance. He works as building inspector for 
  the City. 
   
  • Her own investigation has found that the last place 
  Frank visited was the Temple of Sune, a new 
  building near-completion in the Temple district.  
   
   
  • She has also raised the issue with the Blades, who 
  informed her that two refugees had been reported 
  missing near the Temple of Sune a tenday ago, but 
  both had their missing person reports withdrawn 
  a few days after. They are Jamart Woodbrooke and 
  Rik Dungbreath, both residents of the Harbor 
  District. 
   
  • The Blades do not have the resources to rush a 
  temple, and given that the others that have gone 
  missing have reappeared, this is not a priority for 
  them. Nonetheless, they are willing to pay 200gp 
  to make the disappearances stop if it will put other 
  minor nobles at ease. 
   
  • The Oatwater family is not rich, but does have 
  some land that it can sell in the case of an 
  emergency. The Oatwaters can pay 200gp for the 
  successful rescue of Frank Oatwater.  
   
  If the adventurers accept, Gaby Oatwater will 
  suggest visiting Jamart Woodbrooke and Rik 
  Dungbreath before going to the Temple of Sune. 
   
  Jamart Woodbrooke is a builder that worked on the 
  Temple of Sune. He was reported missing by his wife 
  Walda Woodbrooke. They live at The Tipsy Raccoon 
  Tavern in the Harbor district. 
   
  Rik Dungbreath is a beggar that lives near the 
  sewers by the Harbor. He was reported missing by 
  another beggar. 
   
  Area B. Tower of Blades Reception 
  As the adventurers leave the tower, going back 
  through the Tower of Blades Reception Hall, if there 
  are any Harpers among the adventurers, a female 
  half-elf will advise the highest ranking among them 
  that a piece of parchment has fallen out of their pack. 
   
  If they pick it up, present that adventurer with 
  Player Handout 1.  
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  5 
  Part 2. Gathering Information 
  Estimated Duration: 1 hour 
  Adventurers will visit two people who were 
  reported missing, but reappeared. Both people live 
  in different areas of the Harbor District. 
  The Harbor District 
  The noon-sun hits you as the smell of salt passes your nose.  
  It is safe to say that you are in the Harbor District. It has seen 
  better days. The rubble of several docks and countless 
  buildings still litters the area, and with no serviceable docks 
  around, fishermen are forced to fish off any large piece of 
  wood they find.  
  Adventurers have two people to find: Jamart 
  Woodbrooke and Rik Dungbreath. 
   
  Jamart and his wife Walda live at The Tipsy Raccoon 
  Tavern described in Area A. 
   
  Rik is harder to find, and some exploration or social 
  interaction will be necessary. He lives in the Sewers 
  described in Area B. 
  Area A. The Tipsy Raccoon Tavern 
   
  Looking around the part of the harbor you were directed to, 
  there’s no obvious building that looks like the tavern you are 
  looking for. That’s when it hits you. Anchored by a half- 
  wrecked dock is a large sailing ship, with the words The Tipsy 
  Raccoon Tavern painted on the side. A plank leads from land 
  into a widened gap in the main hold. 
   
  As you walk through the hole, a tabaxi greets you from a 
  nearby counter. “Greetings friends!” he exclaims, smiling as 
  you walk towards him. “If you’re looking for food or 
  accommodation, you’ve come to the right place. Lunch is 
  currently being served on the main deck, and we still have 
  some cabins downstairs fit for fine nobles like yourself.”   
  • The owner introduces himself as Cheeky Wave, 
  but his friends and patrons call him Zazzy. If asked 
  about the background of the tavern, Zazzy 
  explains that his merchant ship was damaged 
  during the devastation. While it is no longer sea-
  worthy, he was able to anchor it and convert it 
  into a tavern, with rooms in the lower levels and a 
  bar on the main deck. 
   
  • He is happy to offer accommodation to the 
  adventurers. While all the poor lodgings have been 
  taken by Phlan refugees and homeless 
  Mulmasterites, comfortable cabins that come with 
  a comfortable breakfast are available for 1 gold 
  piece a day per person. 
   
  • If the adventurers ask to see Jamart Woodbrooke, 
  Zazzy’s smile turns to a frown. He explains that 
  Jamart appears to have been quite confused lately. 
  Out of respect for Jamart and his wife Walda, he 
  refuses to go into detail. Zazzy says that Jamart is 
  having lunch with his wife Walda on the main deck 
  – Zazzy is happy to take the adventurers to talk to 
  them. 
   
  If the adventurers ask, Zazzy will lead them upstairs 
  to the main deck.  
   
  The main deck has been fitted to be a bar and 
  restaurant, with tables and chairs stretching across 
  the deck. The tables are half-occupied. The two 
  upper decks have been fitted with more grand chairs 
  and tables, but currently sit empty.  
   
  Zazzy leads you to table with a human man and 
  human woman. He introduces Jamart and his wife 
  Walda, then returns downstairs. Jamart appears 
  surprised that you are here to see him. 
   
  • Jamart explains that he was wrongly reported as 
  missing a tenday ago. As a builder, he went to the 
  Temple of Sune, and merely volunteered to do an 
  extra-long three-day shift. 
   
  • Walda interjects. She says that Jamart, even as 
  experienced as he is, would have struggled to 
  work for three days straight. She also points out 
  that he would have at least told her, and certainly 
  would not leave her being unable to pay board.  
   
  • Jamart is not sure how he managed to finish the 
  shift, or why he didn’t let Walda know, but insists 
  he was just inspired by Sune’s love and beauty. 
   
  • Should the adventurers ask Jamart to describe the 
  internals of the temple, Jamart will speak of a 
  great calming he felt walking into the foyer of the 
  temple. He especially remembers that the hot 
  pools were very soothing and reassuring. 
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  6 
   
  • Upon thinking harder about specific details of the 
  temple, Jamart starts to feel intense pain in his 
  head. Returning to thinking about the foyer calms 
  him down.  
   
  • If the adventurers have told Jamart about the 
  disappearance of Frank Oatwater, Jamart finishes 
  by telling the adventurers not to worry. There is 
  nothing to worry about from the temple. If Frank 
  is in the temple, he is likely just relaxing.  
   
  • Walda disagrees and urges the adventurers to 
  continue their quest to find out why people like 
  Frank and Jamart have been disappearing.       
  Area B. Harbor Sewers 
   
  You’re told that the best way to reach the Harbor Sewers is 
  to follow your nose. That advice perhaps carried more 
  wisdom than you originally thought, as your reach the 
  entrance of the sewers following its fowl stench.  
  Around a dozen homeless humans sit outside the 
  sewer pipe. The pipe is 20-foot long, with a 5-foot 
  raised path on each side and a 10-foot river running 
  out to sea. Bones and other body parts occasionally 
  float down. 
   
  If an adventurer asks someone where Rik 
  Dungbreath is, they’ll point to the tunnel and say to 
  look for the broken man.  
   
  A bald man named Gil will be interested in why the 
  adventurers are asking questions about Rik. He says:  
  • Rik is a short man, with long hair, a large shaggy 
  beard, and a slight stutter. 
   
  • He disappeared around a tenday ago, which is 
  unusual for him. Usually he comes back every 
  night. Some of the us told the Blades that Rik was 
  missing, but they laughed. He returned to the 
  sewers a few days later. 
   
  • Since returning, Rik’s stutter has gotten worse, 
  and he seems more confused than usual. He 
  thought it odd that we reported him missing. Now 
  we struggle to get anything other than babbling 
  out of him. 
   
  • Gil will suggest that the adventurers go into the 
  sewers and find Rik themselves. 
   
  Wandering the sewers, it takes some time for the 
  adventurers to find Rik. He is curled up in the corner 
  of a sewer alley, sitting in soft dirt. If the adventurers 
  approach him, he can be heard muttering the 
  following:  
   
  Their mind… Their mind is in my head… 
  I can see its eye… Beware the eye… It’s not alone… 
  The tunnel… The tunnel hurts… It’s cold… 
  Their mind… Their mind is in my head… 
  Approaching the last sentence, he starts to tremble 
  more, but returns to his original state.  
   
  After the adventurers spend a minute attempting to 
  talk to Rik, they will be attacked by an otyugh  
  (oh-tee-yug), which has made itself at home in the 
  sewers. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Otyugh only gets one tentacle attack and has 
  only 57hp. 
  • Weak: Otyugh only gets one tentacle attack and has only 
  76hp. 
  Combat Tactics 
  The otyugh should aim to grapple one or two adventurers 
  using its tentacle attack, then bite them, attempting to make 
  them diseased. Note that an adventurer successfully 
  grappled and restrained by the otyugh’s tentacle will grant 
  advantage to the otyugh’s bite.  
   
  After the combat, Rik will fall unconscious, the fright 
  of the combat being too much for him. Should the 
  adventurers wait for him to come to, he will be in the 
  same state as he was before. 
   
  Adventurers who become diseased cannot remove 
  the disease in this adventure without the use of an 
  effect that specifically ends disease, such as use of 
  the lesser restoration spell. 
   
   
    
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  7 
  Part 3. Temple of Sune 
  Estimated Duration: 1 hour 
  This is the entrance to the Temple of Sune, where 
  most of the remainder of the adventure will play out. 
  Area A. Outside the Temple 
  Before you is the entrance of a small brick building that 
  matches the description of the Temple of Sune. It only strikes 
  you now how recently the temple was built. Scaffolding still 
  surrounds the building, and the tympanum of the temple is 
  free of any icons or symbols.     
  Note for DM: the tympanum describes the top 
  triangular recessed part of a temple. 
   
  The front door of the temple leads to the Temple 
  Entrance.  
   
  Adventurers may wish to look through a window 
  before opening the door. If they do, they see a 
  steamy room with three people lounging in 
  individual baths, amid a mostly barren room.  
  There is no back entrance. 
  Area B. Temple Entrance 
   
  General Features 
  The temple entrance has the following general features:  
   
  Terrain. The floor is paved with white marble and is level. 
  Brick walls surround the temple. The ceiling is 30 feet high. 
   
  Weather. The air is humid, the result of a hot sunny day 
  outside and steam coming from three hot baths.  
   
  Light. Plenty – torches with symbols of Sune cover the 
  walls. 
   
  Bathes. The Bathes are full of hot water and are built into 
  the ground. 
  As you walk through the door, a wave of steam hits you 
  immediately. As you look around, you find yourself in an 
  opulent, but mostly derelict room.  
   
  The next room presents a little more activity. Three men 
  bathe in three small low-sided pools. They look relaxed and 
  comfortable, as the steam rises into holes in the ceiling.  
  Attempts to talk to the men will be met with silence 
  – they appear to be gazing into the abyss and are 
  unaware of their surroundings. 
   
  Two Neogi and four Neogi Hatchlings are hiding in 
  the ceilings. They will climb down the sides of the 
  walls to attack the adventurers if one of the 
  following occurs: 
  • One of the adventurers climbs into a pool or 
  otherwise starts to be aggressive towards one of 
  the inhabitants. 
  • The adventurers attempt to leave the temple or 
  move towards the next room. 
  • The adventurers spend more than a minute 
  investigating. 
  If the adventurers had a long rest before Part 3, 
  replace one Neogi Hatchling with one Neogi. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Replace two Neogi with one Neogi (at full hp) 
  • Weak: The two Neogi have 22 hp (4d6 +8) 
  • Strong: Replace the four hatchlings with six hatchlings. 
  Combat Tactics 
  The Neogi will begin by climbing down the walls closest to 
  the adventurers and attempting to enslave the brawniest 
  looking adventurers. The hatchlings will follow the lead of the 
  Neogi. 
   
  Enslaved adventurers and neogi should aim to swarm ‘tanky’ 
  adventurers first, or alternatively, may feel insulted by PCs 
  wearing religious symbols and target them instead. 
   
  Neogi hatchlings should aim for more ‘squishy’ adventurers, 
  such as spellcasters, and attempt to swarm them. 
  Alternatively, they should provide back-up to their grown 
  counter-parts. 
   
  Once the neogi are killed, the men in the baths will 
  wake up from their trance. They will be surprised to 
  be in bathes.  
   
  They explain that they are sculptors employed to 
  finish the temple’s finer details, and that they were 
  hired by a Mulmaster building inspector named 
  Frank Oatwater.  
   
  They remember entering the temple for their first 
  day of work, and briefly talking to Frank in this 
  room, but remember nothing else. A DC 13 Insight 
  (Wisdom) check shows they are genuine. 
   
  Adventurers who pillage the area, or explore the 
  next room, will discover the stairs to the Temple.  
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  8 
  Part 4. Catacomb Crawl 
  Estimated Duration: 45 min 
  These are the catacombs of the temple. This part of 
  the adventure has significant scope for reward, as 
  well as significant scope for harm depending on how 
  trap-savvy the party is. 
  General Features 
  The catacombs have the following general features:  
   
  Terrain. The floor here is paved stone and is more or less 
  level. Walls surround the corridors and the stairs, and near 
  the top of the walls in several places are holes large enough 
  for crawling creatures to fit through.  
   
  Weather. The air here is cold, reminiscent of a tomb on a 
  chilly night.  
   
  Light. None.  
   
  Smells. The smell of death wafts around the air. 
  As you walk down the stairs, the hairs on your neck raise. 
  You’re not sure if it’s the cold draft, the lack of light, or the 
  stench of death, but you suspect it is the combination. 
  Area A. Entrance 
  The area straight into the catacombs are guarded by 
  two sets of arrow traps.  
  Arrow Trap 
  The arrow slits are armed with arrows and are automated to 
  shoot any creature that walks in their path. 
   
  Detection. An adventurer with a passive perception of 16 
  will see the arrow slits in the walls. Alternatively, a DC 13 
  Intelligence (Investigation) check will detect broken bolts on 
  the ground. 
   
  Disabling. A DC 15 Thieves’ Tools check could disable the 
  pressure plates triggering the trap. An appropriate DC 15 
  Artisan’s Tools check could be used to seal or block the slits. 
  Alternatively, a DC 18 Strength check could be used to bash 
  rocks into the slits.  
   
  Trigger. Failing a check to disable the trap or moving in the 
  path of the slits will trigger the pressure plates, activating a 
  volley of arrows. Setting off one arrow trap does not set off 
  the adjoining one. 
   
  Effect. Each creature passing through the path of the 
  arrow slits must make a DC 15 Dexterity Saving Throw. Those 
  that fail take 6 (1d6+3) piercing damage.  
  Once passed the arrow traps, adventurers will have 
  the opportunity to turn left down stairs (Area B), or 
  to carry on down the corridor (Area C). 
   
  Adventurers with a source of light that extends 30ft 
  or 30ft of dark vision will be able to see an altar and 
  a statue at the bottom of the stairs. This altar sits in 
  front of statue and holds a pair of gold spectacles 
  with dark red crystal lenses. 
  Area B. Altar of Madness 
  The altar holds the Eyes of Charming.  
  Glyph of Confusion 
  Removing the spectacles causes a mass confusion spell to be 
  cast on those before the Altar of Madness. 
   
  Detection. An adventurer with a passive perception of 16 
  will see runes etched on the altar. Alternatively, a DC 13 
  Intelligence (Investigation) check will find the runes, or a DC 
  13 Intelligence (Religion) check will identify the statue as 
  being an idol of the Great Old One.  
   
  Disabling. Singing an appropriate praise to the Great Old 
  One will placate the deity, which can be done with a DC 15 
  Performance (Charisma) check. Alternatively, a DC 15 Arcana 
  (Intelligence) check could disable the Glyph of Confusion.  
   
  Trigger. Failing a check to disable the glyphs or removing 
  the spectacles from the altar will trigger the trap.  
   
  Effect. Party members on the outlined area in front of the 
  altar will be hit with a confusion spell, DC 13. 
   
  Details for the Eyes of Charming can be found on 
  Player Handout 2.  
  Area C. Mind the Gap 
  Adventurers carrying down the corridor turn a 
  corner, then another corner before coming to a set of 
  stairs descending. But adventurers should be aware 
  of their surroundings.  
  Slide Trap 
  The end of the corridor leading to the top of the stairs has a 
  mechanized floor that leads down a chute. 
   
  Detection. An adventurer with a passive perception of 16 
  will see the deep gap between the floor and the wall. 
  Alternatively, a DC 13 Intelligence (Investigation) check will 
  detect broken bolts on the ground. 
   
  Disabling. A DC 15 Thieves’ Tools check could disable the 
  pressure plates triggering the trap. An appropriate DC 15 
  Artisan’s Tools check could be used to block the mechanism.  
   
  Trigger. Failing a check to disable the trap or moving on 
  the affect floor tiles.  
   
  Effect. Each character on the affected tile must make a DC 
  13 Dexterity saving throw. Those that fail take 6 (1d6+3) 
  bludgeoning damage as they tumble down the chute. The 
  bottom of the chute is close to the entrance of Part 5. 
  The stairs are comparatively simple to descend. 
  Adventurers may wish to turn right to Part 5, or 
  examine the second altar in Area D. 
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  9 
  Area D. Altar of Beauty 
  Adventurers that look into the forward room see a 
  large stone woman. The woman stands tall in a 
  gown, with hair falling to the ground. In front of her 
  lies an altar, with a golden hand mirror sitting on it.   
  Pit Trap 
  In front of the altar, there are pit traps to stop those that 
  would seek to steal from Sune. 
   
  Detection. An adventurer with a passive perception of 16 
  will see that the tiles appear lower quality next to the altar. 
  Alternatively, a DC 13 Intelligence (Investigation) check will 
  detect that the tiles adjacent to the altar are slightly lower 
  than the others in this room, and therefore more prone to 
  falling when stepped on. 
   
  Disabling. An appropriate DC 15 Artisan’s Tools check 
  could be used to board the pit up. A DC 12 Acrobatics 
  (Dexterity) check could allow an adventurer to jump over the 
  pit onto the edge of the altar. Use of mage hand to pick-up 
  the mirror will also suffice, avoiding the trap altogether.  
   
  Trigger. Failing a check to jump over the pit or moving on 
  the affected floor tiles.  
   
  Effect. A character that falls down the 10-foot pit must 
  pass a DC 15 Acrobatics (Dexterity) check to grab onto an 
  edge of the pit, or take 6 (1d6) piercing damage as they land 
  on the spikes at the bottom.  
  Providing this hand mirror to the Harpers will fulfil 
  the secret Harper mission.  
   
  If there are no Harpers in the party, the mirror will 
  be stolen from the adventurers when returning to 
  the Tower of the Blades in Part 6. 
   
   
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  10 
  Part 5. Temple Sanctuary 
  Estimated Duration: 1 hour 
  This area is the basement of the temple and is 
  reserved for the Neogi Master and his friend Ethracs, 
  a spectator. 
  General Features 
  The basement has the following general features: 
   
  Terrain. The floor here is paved stone and is more or less 
  level. The walls are worked stone and appear sturdy. The 
  ceiling is around 20ft high. 
   
  Weather. The air is not as cold as the catacombs, still quite 
  cold. Warmth radiates from the torches.  
   
  Light. Several torches decorate the walls. 
  As you look around the corner of the next corridor, a wide 
  stone room opens. A green beast floats above the floor, with 
  its large main eye fixed in your direction. “Come closer 
  friends, so we may discuss what you have seen”, it invites the 
  adventurers from its large mouth. The monster, in the shape 
  of an orb, gently continues to hover over the ground, as its 
  four eye stalks continue to look around the room. “I am 
  Ethracs, pleased to make your acquaintance.” 
  You see that you’re not alone. A male, tall and well-groomed, 
  sits in the left back corner of this room. As you move 
  forward, he shouts with joy “I’m being saved!”, as he stands 
  up to greet his rescuers. He matches the description of Frank 
  Oatwater.    
  This person looking like Frank Oatwater is in fact a 
  Neogi Master that has cast disguise self to look like 
  Frank Oatwater. A successful DC 14 Investigation 
  check will reveal that more noise is coming from 
  Frank than his movement should appear to justify. 
   
  An insight check will not reveal that this is a Neogi 
  Master. This is because the other humans were 
  enslaved, while this is a magical disguise. 
  Nonetheless, a 16 or higher will suggest that Frank 
  appears to have too much energy for someone who 
  has been kidnapped, but if this point is raised, 
  Ethracs will claim to be treating his prized prisoners 
  with the respect befitting their title. This would not 
  be out of character for a spectator. 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Neogi Master has no spell slots and only 38hp 
  • Weak: Neogi Master has only 55hp 
  • Strong: The Neogi Master has 2 spell slots. 
  Roleplaying Ethracs 
  Ethracs is a spectator that has never known a life away from 
  the Neogi. He will be disappointed that the adventurers have 
  slain his siblings, but will also be mindful of their concerns. 
   
  Ethracs was summoned by the Neogi Master, and Ethracs 
  is grateful for the time he has had with the Neogi. He will do 
  everything in his power to ensure that the Neogi Master 
  escapes, but will try not to give this away.  
  Quote: “You can’t blame them, that’s just their nature.” 
   
  Note: Spectators and Beholders are of similar kin, but the 
  terms should not be used interchangeably. Spectators are 
  known to be more reasonable to deal with, and have in fact 
  been known to have friends outside of their own species. See 
  Pages 26-30 of the Monster Manual for more information. 
   
  Roleplaying ‘Frank’ the Neogi Master 
  Frank has one goal: Get out alive. He will claim that he 
  desperately wants to escape the clutches of Ethracs and 
  return to his wife. Without the Neogi Master, the Neogi in 
  Mulmaster will die out and not be able to continue their 
  mission. He is well aware of this. 
   
  Frank will claim that he has no combat ability. Should a 
  fight break out, he will flee down the corridor. If an 
  adventurer attempts to touch Frank, they will physically 
  touch him before his body physically looks like it should be 
  touched. He will immediately revert to his true form and 
  attack the adventurer who touched him, as a surprise round 
  action. If Frank is attacked by an adventurer, he will 
  immediately turn into his true form.  
  Quote: “Cover me! I’m going to run for it!” 
  Combat Tactics 
  If the Neogi Master is attacked 
  If the adventurers do not fall for the Neogi Master’s ruse, and 
  he is found out, he will attempt to enslave the toughest 
  fighter. Spellcasters are not of a huge concern to Ethracs, 
  who can reflect failed spells as a reaction, but strong strikers 
  are. If Ethracs is in melee combat, he will use his eye rays to 
  attack his attackers first. If he manages to float away, he will 
  attack those causing the most harm to the Neogi Master.  
   
  If the Neogi Master is not attacked 
  Ethracs is aware that his death is imminent. His aim is to 
  ensure that the (hopefully now) fleeing Neogi Master has 
  enough time to escape. To aid this, the spectator will hover 
  as high as possible to avoid melee, and force adventurers to 
  attack him using ranged weapons, bearing in mind that 
  Ethracs is able to reflect spell attacks under certain 
  conditions. The Neogi Master is aware of any traps in the 
  corridor and will use his climbing ability to avoid them. After 
  2 rounds of combat, it would be very unlikely for the 
  adventurers to catch him. After 3, it would be impossible.  
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  11 
  Development 
  This room appears to be priest’s chambers. Looking 
  around the room, the adventurers will find some 
  Sune symbols. By the back room, there is a chest 
  containing a key, a Potion of Water Breathing and a 
  Scroll of Sanctuary. 
   
  There is a trapdoor under the rugs in the room, 
  which can be found with a DC 13 Investigation 
  check. It is locked, but can be opened with the key in 
  the chest. Alternatively, it can be opened by a DC 13 
  Thieves Tool check, or a DC 18 Strength check. When 
  opened, read or paraphrase: 
  As you peer down the opening, you see a familiar figure some 
  distance down. A human that looks just like Frank. A faint 
  “haaaaaalp” echoes from the depths.  
  This appears to be Frank Oatwater. A DC 10 Insight 
  check will reveal that this person seems to have 
  been starved enough to be a prisoner. Any 
  adventurer with rope will be able to pull Frank up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Part 6. Returning to Gaby 
  Estimated Duration: 2 minutes 
  This adventure concludes depending on how the 
  events of Part 5 turned. 
   
  If the Neogi Master is slain and Frank Oatwater 
  rescued: 
  As you open the door to Gaby’s office, her face immediately 
  brightens as she sees Frank. “FRANK!” she exclaims, as she 
  comes running towards your party. 
   When you finish telling Gaby your story, she is very pleased 
  with your work and gives you full payment. Soon after, 
  rumors of disappearances stop and work as normal continues 
  in Mulmaster. 
  If the Neogi Master is slain and Frank Oatwater is 
  not rescued: 
  As you open the door to Gaby’s office, she looks disappointed 
  as she looks towards the back of your party. 
  When you finish telling Gaby your story, she is pleased that 
  you killed the ringleader, but saddened that her husband 
  remains missing. She gives you the Blades’ portion of the 
  payment. Soon after, rumors of disappearances stop and 
  work as normal continues in Mulmaster. 
  If the Neogi Master escapes and Frank Oatwater is 
  rescued: 
  As you open the door to Gaby’s office, her face immediately 
  brightens as she sees Frank. “FRANK!” she exclaims, as she 
  comes running towards your party. 
   When you finish telling Gaby your story, she is very pleased 
  with your work and gives you the full part of her payment. 
  However, the rumors of disappearances continue as the 
  weeks go on. 
  If the Neogi Master escapes and Frank Oatwater is 
  not rescued: 
  As you open the door to Gaby’s office, she looks disappointed 
  as she looks towards the back of your party. 
  When you finish telling Gaby your story, she informs you that 
  she has not seen Frank. She requests that you continue 
  looking for him. However, days of searching yields no fruit, 
  and the rumors of disappearances continue as the weeks go 
  on. You eventually decide to abandon this quest. 
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  12 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Ethracs  
   
   
  700 
  Neogi 
   
   
   
  700 
  Neogi Hatchling  
   
  25 
  Neogi Master 
   
   
  1100 
  Otyugh  
   
   
  1800 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Each trap disarmed or avoided 
  100 
  Rescue Frank 
   
   
  100 
   The minimum total award for each character 
  participating in this adventure is 1,275 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1,700 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
   
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Rescuing Frank Oatwater  
  200 
  Disappearances Stop 
   
  200 
  Miscellaneous symbols of Sune 
  50 
  Neogi Hide 
   
   
  10 (per hide) 
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
  Eyes of Charming 
  Wondrous Item, Uncommon 
  This item can be found in Player Handout 2. 
  Potion of Water Breathing 
  Potion, uncommon 
  You can breathe underwater for 1 hour after 
  drinking this potion. Its cloudy green fluid smells of 
  the sea and has a jellyfish-like bubble floating in it. 
   
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll of Sanctuary 
  Scroll, common 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
   Enslaved by Neogi. You have formerly been 
  enslaved by Neogi and have developed a phobia of 
  not being in control of your actions.  
  This award can be found in Player Handout 3. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Lords’ Alliance that successfully 
  rescue Frank Oatwater earn one additional 
  renown point. 
   Members of the Harpers that retrieve the Hand 
  Mirror of Sune earn one additional renown point 
  and mark the completion of a secret mission on their 
  adventure logsheet. 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  13 
  Appendix. Monster Statistics 
   
  Ethracs the Spectator 
  Medium aberration, lawful neutral 
  Armor Class 14 (natural armor) 
  Hit Points 39 (6d8 + 12) 
  Speed 0 ft., fly 30 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   8 (-1) 
  14 (+2) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
   
  Skills Perception +6 
  Condition Immunities prone 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Common, Deep Speech, Undercommon, 
  Telepathy 120 ft 
  Challenge 3 (700 XP) 
  Actions 
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 - 1) piercing damage. 
  Eye Rays. The spectator shoots up to two of the 
  following magical eye rays at one or two creatures it 
  can see within 90 feet of it. It can use each ray only 
  once on a turn. 
  1- Confusion Ray. The target must succeed on a DC 13 
  Wisdom saving throw, or it can't take reactions until 
  the end of its next turn. On its turn, the target can't 
  move, and it uses its action to make a melee or ranged 
  attack against a randomly determined creature within 
  range. If the target can't attack, it does nothing on its 
  turn. 
  2- Paralyzing Ray. The target must succeed on a DC 13 
  Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  3- Fear Ray. The target must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. 
  The target can repeat the saving throw at the end of 
  each of its turns, with disadvantage if the spectator is 
  visible to the target, ending the effect on itself on a 
  success. 
  4- Wounding Ray. The target must make a DC 13 
  Constitution saving throw, taking 16 (3d10) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Create Food and Water. The spectator magically 
  creates enough food and water to sustain itself for 24 
  hours. 
  Reactions 
  Spell Reflection. If the spectator makes a successful 
  saving throw against a spell, or a spell attack misses it, 
  the spectator can choose another creature (including 
  the spellcaster) it can see within 30 feet of it. The spell 
  targets the chosen creature instead of the spectator. If 
  the spell forced a saving throw, the chosen creature 
  makes its own save. If the spell was an attack, the 
  attack roll is rerolled against the chosen creature. 
   
   
   
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  14 
  Neogi 
  Small aberration, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 33 (6d6 + 12) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   6 (-2) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
   
  Skills Intimidation +4, Perception +2 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Deep Speech, Undercommon 
  Challenge 3 (700 XP) 
  Mental Fortitude. The neogi has advantage on saving 
  throws against being charmed or frightened, and magic 
  can’t put the neogi to sleep. 
  Spider Climb. The neogi can climb difficult surfaces, 
  including upside down on ceiling, without needing to 
  make an ability check. 
  Actions 
  Multiattack. The neogi 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: 6 (1d6 + 3) piercing damage plus 14 (4d6) 
  poison damage, and the target must succeed on a DC 
  12 Constitution saving throw or become poisoned for 1 
  minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.  
  Enslave (Recharges after a Short or Long Rest).  
  The neogi targets one creature it can see within 30 feet 
  of it. The target must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed by the neogi for 
  1 day, or until the neogi dies or is more than 1 mile 
  from the target. The charmed target obeys the neogi’s 
  commands and can’t take reactions, and the neogi and 
  the target can communicate telepathically with each 
  other at a distance of up to 1 mile. Whenever the 
  charmed target takes damage, it can repeat the saving 
  throw, ending the effect on itself on a success. 
   
   
  Neogi Hatchling 
  Tiny aberration, lawful evil 
  Armor Class 11 (natural armor) 
  Hit Points 7 (3d4) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   3 (-4) 
  13 (+1) 
  10 (-) 
  6 (-3) 
  10 (-) 
  9 (-1) 
   
  Senses darkvision 60 ft. 
  Challenge 1/8 (25 XP) 
  Mental Fortitude. The neogi has advantage on saving 
  throws against being charmed or frightened, and magic 
  can’t put the neogi to sleep. 
  Spider Climb. The neogi can climb difficult surfaces, 
  including upside down on ceiling, without needing to 
  make an ability check. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) 
  poison damage, and the target must succeed on a DC 
  10 Constitution saving throw or become poisoned for 1 
  minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  15 
  Neogi Master 
  Medium aberration, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 71 (13d6 + 26) 
  Speed 30 ft., climb 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   6 (-2) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Wis +3 
  Skills Arcana +5, Decption +6, Intimidation +6, 
  Perception +3, Persuasion +6 
  Senses darkvision 120 ft. (penetrates magical 
  darkness), passive Perception 13 
  Languages Common, Deep Speech, Undercommon, 
  Telepathy 30ft 
  Challenge 4 (1100 XP) 
  Mental Fortitude. The neogi has advantage on saving 
  throws against being charmed or frightened, and magic 
  can’t put the neogi to sleep. 
  Spellcasting. The neogi is a 7th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): eldritch blast (range 300 ft., +4 bonus 
  to each damage roll), guidance, mage hand, minor 
  illusion, prestidigitation, vicious mockery 
  1st-4th level (1 4th-level slot): arms of Hadar, 
  counterspell, disguise self (currently using), fear, 
  hold person, hunger of Hadar, invisibility. 
  DM Note: Dimension Door has been removed and 
  replaced with Disguise Self 
  Spider Climb. The neogi can climb difficult surfaces, 
  including upside down on ceiling, without needing to 
  make an ability check. 
  Actions 
  Multiattack. The neogi 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: 6 (1d6 + 3) piercing damage plus 14 (4d6) 
  poison damage, and the target must succeed on a DC 
  12 Constitution saving throw or become poisoned for 1 
  minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.  
  Enslave (Recharges after a Short or Long Rest).  
  The neogi targets one creature it can see within 30 feet 
  of it. The target must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed by the neogi for 
  1 day, or until the neogi dies or is more than 1 mile 
  from the target. The charmed target obeys the neogi’s 
  commands and can’t take reactions, and the neogi and 
  the target can communicate telepathically with each 
  other at a distance of up to 1 mile. Whenever the 
  charmed target takes damage, it can repeat the saving 
  throw, ending the effect on itself on a success. 
   
   
   
   
  
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  CCC-AMER-01 Asleep and Awake 
   
   
  16 
  Otyugh 
  Large aberration, neutral 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10+48) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (-) 
  19 (+4) 
  6 (-2) 
  13 (+1) 
  6 (-2) 
   
  Saving Throws Con +7 
  Senses darkvision 120 ft., passive perception 11 
  Languages Otyugh 
  Challenge 5 (1800 XP) 
  Limited Telepathy: The otyugh can magically transmit 
  simple messages and images to any creature within 
  120 ft. of it that can understand a Language. This form 
  of telepathy doesn't allow the receiving creature to 
  telepathically respond. 
  Actions 
  Multiattack: The otyugh makes three attacks: one with 
  its bite and two with its tentacles. 
  Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 15 Constitution 
  saving throw against disease or become Poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  target must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease 
  reduces its hit point maximum to 0. This reduction to 
  the target's hit point maximum lasts until the disease is 
  cured. 
  Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 
  (1d8) piercing damage. If the target is Medium or 
  smaller, it is Grappled (escape DC 13) and Restrained 
  until the grapple ends. The otyugh has two tentacles, 
  each of which can grapple one target. 
  Tentacle Slam: The otyugh slams creatures Grappled 
  by it into each other or a solid surface. Each creature 
  must succeed on a DC 14 Constitution saving throw or 
  take 10 (2d6 + 3) bludgeoning damage and be Stunned 
  until the end of the otyugh's next turn. On a successful 
  save, the target takes half the bludgeoning damage and 
  isn't Stunned. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  17 
  Appendix. Map - Part 2 
   
   
  Rik Dungbreath 
  Otyugh 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  18 
  Appendix. Map - Part 3 
   
   
  Entry 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  19 
  Appendix. Map - Part 4  
   
   
  A. Arrow Traps 
  B. Confusion Trap 
  Eyes of Charming 
  Hand Mirror  
  of Sune 
  D. Pit Traps 
  C. Slide Traps 
  Entry 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  20 
  Appendix. Map - Part 5 
   
   
   
  Ethracs 
  Frank 
  Entry 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  21 
  Player Handout 1. Note from the Harpers 
   
   
   
    
   
   
  Friend, 
  We have become aware that a hand mirror used by Sune herself 
  has gone missing from the Temple of Beauty in Waterdeep. 
  The disappearance occurred just a tenday before the Temple of 
  Sune in Mulmaster began construction. 
  We believe that the two events are related. 
  Should you find the hand mirror, we would be grateful if you 
  returned it. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  22 
  Player Handout 2. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Eyes of Charming 
  Wondrous Item, Uncommon (requires attunement) 
  These crystal lenses fit over the eyes. They have 3 
  charges. While wearing them, you can expend 1 
  charge as an action to cast the charm person spell 
  (save DC 13) on a humanoid within 30 feet of you, 
  provided that you and the target can see each other. 
  The lenses regain all expended charges daily at 
  dawn. 
  Crafted of an oddly moist, slick leather with 
  unsettling purplish lenses these goggles make the 
  attuned wearer feel an odd kinship with the 
  unwholesome denizens of the Far Realm and other 
  aberrations.  
   This item can be found in the Dungeon Masters 
  Guide (Page 168). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AMER-01 Asleep and Awake 
   
   
  23 
  Player Handout 3. Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Enslaved by Neogi 
  You have formerly been enslaved by Neogi and have 
  developed a phobia of not being in control of your 
  actions.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/AMERICA's Cup 2018/CCC-AMER-01 - Asleep and Awake.pdf