TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
  A Night to Remember     1 
   
   
   
  A NIGHT TO REMEMBER 
   
  A mysterious building has been constructed in the Zhent Slums outside Mulmaster. No one knows who or what built 
  this massive circular ziggurat. That is, until you received an invitation for a dinner party to be held at the very top of 
  the structure. What delights and mysteries await you? Part One of the Gary Con 2017 adventure arc. 
   
  A 2-hour adventure for 5th-10th level characters 
   
  Luke Gygax and Thomas Valley 
  Adventure Designers 
   
  Adventure Code: CCC-GARY-01 
   
   
   
   
   
   
   
   
  Special Thanks: Alex “Gamehole” Kammer, Joe “Zombie Joe” Alfano, Brian “Darkwing Duck” Crawford, Kieran “Son” Valley 
   
   
  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 
   
  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 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. 
   
  ©2017 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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  A Night to Remember     2 
   
  Introduction 
   Welcome to “A Night to Remember,” a D&D 
  Expeditions adventure, part of the official D&D 
  Adventurers League organized play system and the 
  Gary Con 2017 adventure arc. This adventure is 
  designed for three to seven 5th-10th level characters, 
  and is optimized for six 7th-level characters. 
  Characters outside this level range cannot participate 
  in this adventure. The adventure is set in the Moonsea 
  region of the Forgotten Realms. 
   
  The D&D Adventurers 
  League  
   This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, players 
  track their characters’ experience, treasure, and other 
  rewards, and can take those characters through other 
  adventures that continues their story.  
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check 
  with your organizer for details.  
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use to 
  create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a second 
  or third storyline with those same characters. A 
  character’s level is the only limitation for adventure 
  play. A player cannot use a character of a level higher 
  or lower than the level range of a D&D Adventurers 
  League adventure.  
   For more information on playing, running games as 
  a Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home at:  
  www.dndadventurersleague.org 
   
  Preparing the Adventure  
   Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
  • Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook.  
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  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.  
  • Get familiar with the monster statistics in the 
  Appendix.  
  • Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and battlemaps.  
  • If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure.  
   
  Before Play at the Table  
   Ask the players to provide you with relevant 
  character information: 
  • Character name and level 
  • Character race and class 
  • Passive Wisdom (Perception)—the most common 
  passive ability check 
  • Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, and so on 
   
   Players that have characters outside the adventure’s 
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new 1st-level character or use a 
  pregenerated character. Players can play an adventure 
  they previously played or ran as a Dungeon Master, 
  but not with the same character.  
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the starting 
  values for experience, gold, downtime, renown, and 
  number of permanent magic items. He or she fill in the 
  other values and write notes at the conclusion of the 
  
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  A Night to Remember     3 
   
  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 Player’s 
  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. Alternatively, 
  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 the Adventure  
   Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. This 
  is typically used exclusively for combat encounters.  
  You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For 
  example, if you’re playing with a group of 
  inexperienced players, you might want to make the 
  adventure a little easier; for very experienced players, 
  you might want to make it a little harder. Therefore, 
  five categories of party strength have been created for 
  you to use as a guide. Use these as a guide, and feel 
  free to use a different adjustment during the 
  adventure if the recommended party strength feels off 
  for the group.  
   This adventure is optimized for a party of seven 
  5th to 10th level characters. To figure out whether 
  you need to adjust the adventure, do the following: 
  • Add up the total levels of all the characters 
  • Divide the total by the number of characters 
  • Round fractions of .5 or greater up; round fractions 
  of less than .5 down 
   
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out 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  
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party strengths. 
  If a recommendation is not offered for your group, you 
  don’t have to adjust.  
  Running the Adventure  
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the narrative 
  and bring the words on these pages to life. The 
  outcome of a fun game session often creates stories 
  that live well beyond the play at the table. Always 
  follow this golden rule when you DM for a group: 
    
  Make decisions and adjudications that enhance the 
  fun of the adventure when possible.  
   
  To reinforce this golden rule, keep in mind the 
  following:  
  • You are empowered to adjust the adventure and 
  make decisions about how the group interacts with 
  the world of this adventure. Doing so is especially 
  important and applicable outside of combat, but feel 
  free to adjust the adventure for groups that are 
  having too easy or too hard of a time.  
  • Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the players 
  (not the characters) with the game, try to feel out 
  (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  • Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  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. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly  
  
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  A Night to Remember     4 
   
  • Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  Doing so helps to encourage immersion in the 
  adventure and gives players “little victories” for 
  figuring out good choices from clues.  
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating 
  a fun, challenging game environment for the players. 
  The Dungeon Master’s Guide™ has more information on 
  the art of running a D&D game. 
  Downtime and Lifestyle  
  At the beginning of each play session, players must 
  declare whether they are spending any days of 
  downtime. The player records the downtime spent on 
  the adventure logsheet. The following options are 
  available to players during downtime (see the D&D 
  basic rules or the D&D Adventurers League Player’s 
  Guide for more information): 
  • Catching up 
  • Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • Practicing a profession 
  • Recuperating 
  • Spellcasting services (end of the adventure only) 
  • Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities.  
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense 
  for his or her lifestyle. Costs are per day, so a character 
  that spends ten days of downtime also spends ten days 
  of expenses maintaining his or her lifestyle. Some 
  downtime activities help with lifestyle expenses or add 
  lifestyle expenses. 
  Spellcasting Services  
  Any settlement the size of a town or larger can provide 
  some spellcasting services. Characters need to be able 
  to travel to the settlement to obtain these services. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  SPELLCASTING SERVICES 
  Spell 
   
   
   
  Cost 
  Cure wounds (1st level) 
   
  10 gp 
  Identify  
   
   
  20 gp 
  Lesser restoration 
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse 
   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination 
   
   
  210 gp 
  Greater restoration 
   
  450 gp 
  Raise dead 
   
   
  1,250 gp 
   
  Acolyte Background  
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Character Disease, Death, and 
  Recovery  
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen to 
  characters.  
  Disease, Poison, and Other Debilitating 
  Effects  
  A character still affected by diseases, poisons, and 
  other similar effects after an adventure can spend 
  downtime days recuperating until such time as he or 
  she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D Basic Rules).  
  If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect.  
  Death  
  A character who is killed during the adventure has a 
  few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the 
  adventuring party has immediate access to a raise 
  dead or revivify spell, or similar magic. A character 
  subject to a raise dead spell is affected negatively until 
  all long rests have been completed during an 
  adventure. Alternatively, each downtime day spent 
  after raise dead reduces the penalty to attack rolls, 
  
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  A Night to Remember     5 
   
  saving throws, and ability checks by 1, in addition to 
  any other benefits the downtime activity might 
  provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player would 
  like the character to be returned to life, the party can 
  take the body back to civilization and use the dead 
  character’s funds to pay for a raise dead spell. A raise 
  dead spell cast in this manner costs the character 
  1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend 
  their funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during that 
  session) and cannot replay that episode or adventure 
  with that character again. Once a character reaches 
  5th level, this option is no longer available. 
  Adventure Background 
  After the fall of Phlan, Mulmaster attracted many 
  refugees of varied background and skill. This diverse 
  diaspora took many forms, among them the Zhent 
  slums on the outskirts of the city proper. As the 
  months passed, this collection of temporary dwellings 
  slowly evolved and began to bring forth more 
  permanent structures.    
  Taverns, eateries hawking meat pies of questionable 
  origin, warehouses, and even quarters large enough 
  for multiple families were built. Shrewd merchants 
  and guildsmen began looking at the Zhent slums as 
  cheap real estate surrounded by even cheaper labor, 
  and they acquired the land rights eagerly.   
   One such man constructed a large and most unusual 
  structure on the outermost edge of the slum.  It is a 
  circular ziggurat of stone standing some 5 stories tall.  
  That which lies within the confines is unknown as the 
  ziggurat’s construction was shrouded in secrecy. 
   Rumors about the unusual building abounded 
  throughout the city since the foundation was laid, and 
  they grew in the telling with every level added to the 
  structure. Now that the external work has been 
  completed, the enigma of the building has continued to 
  confound the populace. 
   That is, until the characters, and several members of 
  the city’s elite, received invitations to a dinner party 
  taking place at the top of the building. 
   
  Adventure Hook  
  For more background and information on Mulmaster 
  and its political and regional landscape, try 
  referencing the DDEX2 Series of Adventurer’s League 
  modules, or the official site at 
  http://dndadventurersleague.org/tag/mulmaster/.   
  Players have been invited to the party, so they may 
  have found themselves receiving an invitation on 
  behalf of their faction, or receiving an invitation 
  because they’ve built a reputation in town as problem 
  solvers. 
   
   
  
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  A Night to Remember     6 
   
  Part 1:  
  The Dinner Party 
  The players should be given an opportunity to “dress 
  down” for the party.  The invitation to the event (If you 
  have purchased it, there is an illustration in the CCC-
  GARY Map and Illustration pack to hand out) 
  specifically requests that fine dining attire be the 
  standard of dress, which commonly precludes heavy 
  weapons and armor.  
   Inform the players that any character deciding to 
  forego any piece of heavy armor (anything heavier 
  than a chain shirt) and/or any heavy or cumbersome 
  weapon (polearm, great axe, etc.) will receive a Story 
  Reward at the end of the adventure. 
  You are greeted at the base of the gigantic stone structure by 
  liveried servants accompanied by squads of men-at-arms who 
  are managing the mustering of guests for the large soiree in the 
  upper levels of the ziggurat. You recognize a few political 
  functionaries, minor nobles and military officers with their 
  spouses arriving on horseback or carriages.  A marvelously 
  decorated red carpet leads to the elaborate entryway. Beyond 
  the velvet ropes that cordon off the grand entrance to the 
  ziggurat stand the citizens of the surrounding Zhent slum. They 
  appear to have come to witness the spectacle. 
   
  The servants cordially escort you into the ziggurat to a 
  massive platform which serves as a lift to the upper reaches of 
  the structure. It must be pulled by a whole team of horses, as 
  it’s large enough to heft your group along with at least 3 other 
  groups of newly arrived guests. 
   
  As you arrive at the top floor, guards pull open huge 
  mahogany double-doors using the large golden handles crafted 
  in the shape of a serpents’ heads.  A cavernous dining hall lies 
  beyond the doors and within its ample confines a lavish party is 
  well underway.  The din of scores of revelers talking loudly 
  intermixed with music from various performers spread 
  throughout assails your ears. Liveried servants carrying trays of 
  drinks and sweetmeats circulate throughout the crowd.  The 
  pleasant aroma of roasted meat and fresh bread are enough to 
  make your mouth water in anticipation. This is easily the most 
  opulent affair you have ever attended. 
  The party can spend some time here socializing with 
  the elite and semi-elite who are in various stages of 
  inebriation.  There is loud music, dancing, and food of 
  every variety from which the party might partake, but 
  for certain they’ll want to roll some Investigation 
  (Intelligence) checks to try and ferret information out 
  of their fellow guests.  If they spend 30 minutes of 
  game time mingling at the party, have them roll an 
  Investigation check. They may spend as much as 2 
  hours (4 checks) doing this at the party. 
   
  DC5: 
  • Everyone knows this building belongs to the Gos 
  family. They have their tendrils in so many activities 
  in Mulmaster, both legal and illicit. 
  • The Blades, the city council of Mulmaster, have put a 
  stop to construction on this building, and this party 
  is just a decadent “last hurrah” by the mysterious 
  owner. 
  • Those in the know understand that the building is 
  going to be the Moonsea region’s largest den of sin. 
  Just look at everyone at this party. 
  DC10: 
  • Mulmaster is a city of cults, and so it stands to 
  reason that one of them must be behind the 
  construction of this building. But which cult, you 
  say? Better be on the lookout for signs. 
  • The company that managed the construction of the 
  external shell of the building didn’t survive to work 
  on the inside: It went bankrupt as soon as the job 
  was finished, and was unable to pay any of the labor 
  from the surrounding area. Who is working on the 
  interior of the building ever since is anyone’s guess. 
  • The exterior of the building has no windows and no 
  doors, except for the main entrance through which 
  everyone recently entered. Other than this party, 
  that entrance is rarely used, so it’s a wonder how 
  anyone is getting in or out of the place.   
  DC15: 
  • The Cloaks, the city’s official magic guild, have 
  divined a malign purpose to this Ziggurat.  And they 
  have been questioning many about the building and 
  its mysterious master.  
  • The Cloaks aren’t the only people in town asking 
  about the building: Several strangers have been 
  asking about the place. Some attempted to disguise 
  themselves while others simply wore masks. But 
  these unusual folks always ask about the ziggurat. 
  • People have gone missing in the slums ever since 
  the construction started. It’s a slum, so people go 
  missing every day, but the increase was hard not to 
  notice. Mulmaster hasn’t done anything about it 
  because most of the people that go missing were 
  undesirable to begin with. 
  DC20: 
  • The master of the building is most skilled at 
  pretense and disguising his appearance. He is here, 
  at the party, right now! I overheard him talking to 
  
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  A Night to Remember     7 
   
  one of the guards earlier, but I couldn’t begin to tell 
  you what he looked like. 
  • I have friends in a secret organization that has ties 
  to Kraken Society. For some reason, they’re very 
  interested in this building. I heard they were 
  gathering information and perhaps and even making 
  plans to gain entry to the ziggurat. My friends 
  seemed especially vehement when discussing this 
  place. 
  • One of my servants told me that Goodman Gartak 
  the sheepherder told him of a massive reptile kept 
  as a pet within the ziggurat.  Said he sends 6 of his 
  fattest sheep to the master every fortnight.  Even 
  saw a glimpse of the giant lizard himself once if he is 
  to be believed. 
   
   After 2 hours of partying, the music slows to a stop 
  and a man stands in front of the band and addresses 
  the crowd: 
   
  The man at the front of the room holds court as if he’s one born 
  to such things. He wears an ornate doublet with accents 
  embroidered in gold thread and the entire garment trimmed 
  with ermine meets his fine woolen hose at mid-thigh. A festive 
  neckerchief and curly gold wig complement his ensemble.   
   
  After he has gained everyone’s attention in the hall, he says, 
  “My friends, welcome to The Complex. I’m incredibly pleased 
  that so many of you are here this evening. We will have more 
  music and dancing for you in the blink of an eye, but first you 
  must allow me to welcome you to my humble abode. 
  To those who may not know me, let me introduce myself.  I am 
  Baron Debent and Lord Sayar, lately of Debent Swamp. I hope 
  to make Mulmaster my home, if you’ll have me!” 
   
  And with that, the assembled guests yell out their drunken 
  approval, and the musicians burst into song again. Many 
  approach the Baron to shake his hand and offer him 
  congratulations. After only a few minutes, a pair of guards 
  hastily push their way through the crowd to reach the Baron’s 
  side.  One of them speaks closely to the Baron’s ear, and for a 
  fleeting moment you catch a look of anger and then alarm 
  before he regains control of himself. 
   
  The guardsmen rush him behind the stage and through the 
  door to the kitchen. Sensing that there’s something wrong, you 
  begin to gather your party together and relate what you saw. 
  Suddenly the lights are extinguished and the musicians cease 
  playing mid-note. You hear screams as some people panic in 
  the sudden darkness.  You are willing your limbs to act but 
  realize belatedly that your body is feeling numb and you sink to 
  the ground as your vision blurs and you fade into 
  unconsciousness…. 
   
  You awake sometime later.  The room is eerily quiet.  A few 
  torches near the exit shed flickering light, but otherwise the 
  room is dark. You get up slowly from the floor and realize that 
  dead bodies litter the floor all around. The recent party-goers 
  lie stiffening on the floor with limbs twisted as if contorted and 
  flecks of bloody foam spilling from their cold lips.  You appear 
  to be the only ones left alive. 
   
   
   
   
  
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  A Night to Remember     8 
   
  Part 2: The After-
  Party  
  The top floor of the ziggurat is a circular stone 
  structure with 3 rooms.  There is no one alive on the 
  top floor.  The only way down off the top floor is via 
  the stairs down to the next level.  The lift is not 
  operational, and won’t budge. 
   For the particularly wily adventurers, the lift floor is 
  protected and automatically saves vs. spells below 4th 
  level, and should someone, somehow, manage to get 
  through and under the lift, the shaft is filled with 
  poisonous gas that requires a DC25 check every round 
  or the character acquires a Poisoned condition and 
  takes 2d10 damage. 
   
  Room 1: The Dining Hall 
  The remains of the late party-goers litter the floor throughout 
  the room. Their twisted limbs and visages frozen in grotesque 
  expressions stand in stark contrast to the festive decorations 
  that festoon the hall.  There are bodies slumped over in chairs 
  in the dining section and you identify members of the 
  entertainment and kitchen staff intermixed amongst the 
  guests. There are no visible wounds on any of the corpses. But 
  the pain wracked faces, foaming mouths and hands clutching 
  their throats is indicative of a lack of air or the ability to 
  breathe. 
  A successful Perception (Wisdom) check against a 
  DC15 will reveal that not everyone who was originally 
  in the room has died, and some of the guests or staff 
  made it out of the room and down the stairs. 
   A successful Investigation (Intelligence) check 
  against a DC20 by a party member convinced that the 
  guests and staff had been gassed will find nozzles 
  embedded in the wall and hidden behind the 
  tapestries. Players stating that they are using smell as 
  a way of identifying what happened check against a DC 
  of 15. 
   Most of the bodies contain items of only nominal 
  street value (most of the pocket items will be of 
  sentimental value, only). Any party member insisting 
  on looting the bodies will recover, at most, 50g worth 
  of trinkets that they must then carry through the rest 
  of the building.  If the party members make a thorough 
  Investigation check on the bodies and succeed against 
  a DC of 15, they’ll discover some party-friendly 
  weaponry and armor: Nothing better than Leather 
  armor, and only finesse weaponry. 
   The room is a half-circle, with the flat side of the 
  room containing 3 doors:  2 double doors that swing 
  open into and out of the large kitchen, and 1 door in 
  the northern part of the wall that leads to the Baron’s 
  personal offices. 
   
  Room 2: The Kitchen and Pantry 
  A large well-equipped kitchen is arrayed before you.  Multiple 
  hearths line the outside wall, with stations and islands placed 
  strategically throughout the room.  Vast quantities of food 
  occupy the tables and counter tops in various states of 
  preparation. All the hearths are cold. The remains of the 
  liveried kitchen staff is strewn throughout the room.  Many still 
  holding knives, spatulas or other utensils in their lifeless hands.  
   
  An open doorway in the north wall leads to a larder with 
  shelves amply stocked with fresh vegetables, bags of dry goods 
  and many choice cuts of meat hanging on hooks. 
  A successful Investigation (Intelligence) check with a 
  DC of 10 will allow the investigating character to 
  determine that the hearths would have to either have 
  been banked when the gas hit, or it’s been over at least 
  10 hours since the party lost consciousness, based on 
  how cool the hearths are. 
   All the food is still fresh, and is edible. 
   
  Room 3: The Baron’s Offices 
  The door to this room is locked. A successful Dexterity 
  check on a DC20 will be able to pick the lock, or a 
  successful Strength check on a DC20 will be able to 
  kick the door in. Anyone proficient with Thieves’ Tools 
  (and who has brought them to the dinner party) will 
  be able to take advantage of their proficiency to 
  increase their chances with the lock.  
   However, the door handle is coated with a thin layer 
  of contact poison.  A DC25 Investigation (Intelligence) 
  check would be required to spot it. It can be 
  circumnavigated with a simple cloth or gloves. Contact 
  with the poison confers a Poisoned condition to the 
  character as well as a Stunned condition.  The 
  conditions last for 5 rounds. 
   
   
   
   
  
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  A Night to Remember     9 
   
  This well-appointed office is decorated in burgundy velvet and 
  leather. The aroma of pipe smoke permeates the fabric and is a 
  tangible part of the atmosphere along with the beaten brass 
  table, decorative urns and oiled wood of the furnishings. A 
  large desk dominates the room, with high backed leather chairs 
  in front of it and a master chair behind it. A large leather couch 
  and two book shelves laden with many thick volumes complete 
  the office’s furnishings. 
   
  A thin wooden door stands ajar in the south side of the room 
  leading to an opulent privy and bath decorated in marble and 
  gold. 
  Papers are strewn across the desk, and there are three 
  drawers down the right side of the desk.  Each drawer 
  has a brass handle fashioned to look like a snake’s 
  head with a gaping mouth. After the door handle trap 
  to get into this room, characters may be wise to the 
  nature of the traps, and will have no trouble (DC10 
  Investigation (Intelligence) check if seeking traps) 
  noticing the poison needle traps in the fangs. 
  Characters who missed that and who meet the trap 
  will contract a Poisoned condition, and will maintain 
  that condition for 10 rounds unless cured. 
   Investigation (Intelligence) rolls against the desk 
  will reveal the following Note:  *** denote an item in 
  the drawers.  Players must open drawers to find 
  these): 
   
  • DC5: Blueprints to a level of the building that 
  appears to be a seemingly random series of 
  corridors and rooms. None of the rooms are labeled, 
  and chalk markings on the blueprints are smudged. 
  This appears to be an early draft. 
  • DC5: Detailed notes on Blade and Cloak members 
  around the city of Mulmaster. Notes appear to have 
  been compiled by both rumor gathering as well as 
  personal surveillance. 
  • DC10: ***An unsigned letter scrawled in flowing 
  script: “Dearest Brother: Your request for more 
  bodies for your vanity project is denied. Our Master 
  shows his many faces to you in this and is sorely 
  disappointed in your progress. Make haste, Brother, 
  or Mother’s cold dark shall embrace you.” 
  • DC10: A letter in Giantish. For someone casting 
  Comprehend Languages or who knows Giant, the 
  letter reads: “We know it was you who attacked our 
  masons. You shall pay for your audacity.” 
  • DC20: *** A detailed floor plan and diagram 
  detailing a safe route through the floor maze room 
  in GARY2.  Make sure that the character that 
  discovers this floor plan notes that he has it in his 
  Log Sheet. 
   
   
   
   
  
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  A Night to Remember     10 
   
  Part 3: The 
  Museum 
  The stairs down from the top level have a few bodies 
  of party guests. They appear to have dragged 
  themselves here before they finally died. At the bottom 
  of the stairs, read the following to the party: 
  You descend the wide stairwell traversing some 80 steps or 
  more to reach the terminus. The landing leads to a wooden 
  platform suspended from the high ceiling by thick metal cables. 
  The walls of this mammoth chamber rise 60 feet or more. Torch 
  filled sconces set high up on the walls create pools of light in 
  the stygian darkness and provide low, indirect illumination to 
  most of the room. 
   
  The dominant features in this area are several huge stone 
  statues spaced relatively evenly across the room.  The figures 
  stand approximately 20 feet high and even from a distance the 
  exquisite detail of the sculptures is apparent.  They statues 
  depict figures in various battle poses, some are leaping back as 
  if dodging while others have an arm outstretched throwing 
  something.  One has a fiercely screaming face as if he is calling 
  out some harsh curse.  
   
  Suspended from the ceiling far above with metal cables, the 
  platform on which you stand sways slightly as you put your 
  weight to it. The platform forms an elevated path that leads in 
  between the statues veering left and right as needed to bring 
  the edge of the walkway within a foot or two of each finely 
  crafted sculpture. 
   
  Below the platform, the floor of the hall is covered in a 
  murky liquid. The elevated walkway stretches across the room 
  and leads to an opening in the wall on the far side.  In the dim 
  lighting, you think the portal leads to stairs down to a lower 
  level. 
  A successful DC10 Perception check by anyone in the 
  party will allow them to determine that these aren’t 
  just tall statues of regular humans, but are extremely 
  life-like renditions of Stone Giants. 
   The platform path in the room will sway as 
  characters walk across it. Any sudden movement or 
  shaking of the platform will require everyone on the 
  platform to make a Dexterity Saving Throw or be 
  thrown to the floor below. The DC of the Dexterity 
  Saving Throw is up to the DM, depending on the 
  violence of the hit or sway of the platform. A fall to the 
  floor will deliver 1d6 damage. 
   The floor is home to 3 Black Puddings. The 
  Puddings stay sump-like niches carved along the walls.  
  They have been conditioned to only attack something 
  that falls to the floor from the walkway above.  
   The statues are, in fact, the dead bodies of Stone 
  Giants that were ordered kidnapped and killed by the 
  Baron. These corpses have been hallowed out by the 
  Baron’s servants, and stocked with Stirges. Anyone 
  applying more pressure than a simple touch to the 
  statue will cause that point on the statue to crumble 
  away and release the Stirges caught within.  Each 
  statue contains 20 Stirges. 
   There are 5 statues of Stone Giants in the museum.  
  The last statue, however, is a Stone Golem fashioned 
  to look like one of the other statues. It will not attack 
  unless a character enters its melee range.  A character 
  with a Passive Perception of 16 or better will notice 
  that the Golem is different enough from the other 
  statues to not be Surprised when the Golem attacks. 
   The Golem will alternate between his Slam attacks 
  hitting the characters and hitting the platform directly. 
  It is not able to destroy the platform, so is trapped by 
  its position on the opposite side of the platform. The 
  party will not be able to pass the Golem without 
  entering its melee range. If the Golem has already 
  made itself known, and the party has retreated to a 
  safe distance on the platform, it’ll continue to hit the 
  platform to try and throw them off. 
   If characters search through the slime after the 
  battle, they will find half-digested bones and items.  
  Indigestible items can be found with a successful DC10 
  Investigation (Intelligence) check and include 3 gems 
  worth 150gp each and a pair of jeweled dagger 
  scabbards worth 100gp each. Those scabbards might 
  provide a hint, and a DC15 Investigation check will 
  turn up the Fangs of Sibyl (described in the Rewards 
  section).  
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
   
  • Very Weak Party:  Swap out Stirges for Swarms of Poisonous 
  Snakes (1 Swarm per statue) 
  • Weak Party:  Reduce count of Stirges to 10 per statue 
  • Strong Party:  Increase count of Stirges to 30 per statue 
  • Very Strong Party:  2 Stone Golems instead of 1, placed near 
  each other at the end of the room. 
   
  A note from the play test: This room, given the wrong player 
  temperament (i.e. players prone to not being overly cautious), 
  can easily cause a Total Party Kill. Adjust the strength 
  accordingly. 
   
  
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  A Night to Remember     11 
   
  Part 4: The Baths 
  You descend the staircase after successfully navigating through 
  the chamber of statues. As you carefully proceed downward 
  you hear the faint sounds of dulcimer and lyre floating through 
  the air.  The notes grow in volume as you continue your 
  descent and are accompanied by the drifting smell of lilac and 
  cherry blossom. As you approach the landing at the bottom of 
  the stairwell warm, steamy air greets the colder air from above.  
   
  A comfortably low-lit area greets you as you finally reach the 
  bottom of the stairs, and after what you’ve experienced 
  upstairs, the sight of an active bath house seems pleasantly 
  incongruous, to say the least. 
   
  The large open room contains six placid pools of steamy 
  water.  Scantily clad wait-staff move from pool to pool 
  administering to those that sit idly in various stages of enjoying 
  the warm and comfortable baths. 
   
  Shimmering torchlight provides adequate light to illuminate 
  the walkways while leaving other areas just dark enough to 
  lend a modicum of privacy to the occupants of the pools. The 
  room reverberates with low laughter and pleasant sighs.  Most 
  occupants of the baths have oversized goblets and are drinking 
  deeply with expressions of pure pleasure. 
  Of course, the party will be suspicious. After what 
  they’ve been through, why wouldn’t they? Attempt to 
  allay their suspicions with unsuccessful Perception 
  and Investigation and Insight checks. The creatures 
  here have prepared for that sort of thing. 
   And creatures they are.  The wait-staff are 12 Yuan-
  Ti Purebloods.  The “guests” in the pool are 6 Yuan-
  Ti Malisons (Type 3). Their purpose here is to 
  entertain any proper guests of the Baron, but to entice 
  and devour any enemies. At this moment, the 
  characters can be classified as the latter. 
   There is no obvious exit from this room.  In fact, if 
  questioned directly about an exit, the wait-staff will 
  claim that the exit from The Complex is “upstairs” and 
  the characters must have gotten turned around.  In 
  fact, the exit is through a trap door at the bottom of the 
  6th pool in the far corner, and is fiercely guarded by 
  every creature in the room. 
  Option #1: Entertaining Themselves 
  The characters may opt to take the room at face value 
  and spend at least a short rest, here.  The denizens of 
  the room will allow for this, making no move on the 
  party until at least an hour of repose has taken place. 
  Allow the party to actively take a Short Rest, if they 
  need to.  
   
  If any character decides that they want to disrobe and 
  have a shvitz, they’re going to get bitten by some of the 
  30 poisonous eels at the bottom of the pool. Roll 1d6 
  for the number of bites per round.  Each bite will 2 
  points of damage and if the character fails a 
  Constitution check on a DC10, contracts a Poisoned 
  condition that will last for 10 rounds.  Any Malison in 
  the pool with them will Suggest to the character that 
  they haven’t been bitten, that they’re not slowly dying 
  from poison, and that everything’s just peachy. 
  Option #2: This doesn’t seem right. 
  The characters won’t be harassed if they choose to 
  actively investigate the room. The wait-staff will 
  occasionally offer them refreshment, and will seem 
  amused at their efforts to figure out what’s going on, 
  here.  A successful DC15 Investigation check when 
  examining the bottom of any pool will inform the 
  character that something is odd – the bottom of the 
  pool seems to be moving. However, the light is too low 
  and the reflection on the pool too great to make out 
  without entering the pool for more information (or 
  using magic means to light up the underside of the 
  water). If such measures are taken, it’s revealed that 
  the bottom of the pools are lined with 30 poisonous 
  eels each. 
   Anyone actively attempting to determine the nature 
  of the bottom of the pools will be Suggested by any 
  resident Malison that they should check one of the 
  other pools. Any revealing of the bottom of the pool 
  will reveal the nature of the bottom half of the Malison 
  as well. 
   
   
  
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  A Night to Remember     12 
   
  Option #3: Well, let’s fight, then. 
  Note: This option will happen at the end of the first 
  hour of Option #1, and will happen if the characters 
  force the investigation of the pools in Option #2. 
   Weapons will come out from beneath serving trays 
  and from underneath discarded towels.  The Yuan-Ti 
  in the room will try to act tactically, but they’ll most 
  likely die from the party’s onslaught. The remaining 
  creatures will try to guard the exit from the room in 
  the 6th pool (thereby acknowledging its existence to 
  the party). 
   The poisonous eels at the bottom of any pool are 
  easily dispatched, as they’re warm and comfortable 
  and don’t want to leave the water. 
   Looting the bodies of the Malisons will reveal that 
  they carry a total of 3 potions of greater healing 
  between the lot of them. 
   
  Adjusting the Encounter 
  Here are the recommendations for adjusting these combat 
  encounters. They are not cumulative. 
   
  • Very Weak Party:  All humanoids in the room are Human 
  Thugs with makeup and tendencies toward acting like 
  Purebloods, but they’re all a bunch of posers. 
  • Weak Party:  Swap out the Malisons for Purebloods, and the 
  Purebloods for Human Thugs 
  • Strong Party:  Swap out the Malisons for Yuan-Ti Nightmare 
  Speakers (pretty girls from the waist up in the water). 
  • Very Strong Party:  As with a Strong Party, but in Pool 6, the 
  resident is a Yuan-Ti Pit Master. 
   
   
  
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  A Night to Remember     13 
   
  Rewards  
  Make sure 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. Give all characters in 
  the party non-combat experience awards unless 
  otherwise noted. 
   
  Combat Awards 
  Name of Foe 
  XP Per Foe 
  Stirge 
  25 
  Black Pudding 
  1100 
  Stone Golem 
  5900 
  Yuan-Ti Malison 
  700 
  Yuan-Ti Pureblood 
  200 
   
   
   
  The minimum total award for each character 
  participating in this adventure is 2,600 experience 
  points.  
   
  The maximum total award for each character 
  participating in this adventure is 3,250 experience 
  points. 
  Treasure  
  The characters receive the following treasure, divided 
  up amongst the party. Characters should attempt to 
  divide treasure evenly whenever possible. Gold piece 
  values listed for sellable gear are calculated at their 
  selling price, not their purchase price.  
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character 
  is interested in a specific consumable magic item, the 
  DM can determine who gets it randomly should the 
  group be unable to decide.  
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items.  
   
  Treasure Awards 
  Item Name 
  GP Value 
  Dinner Guests Treasure 
  50 
  Yuan-Ti Treasure 
  600 
  Slime Gem Treasure 
  450 
  Slime Scabbard Treasure 
  200 
   
  3 x POTIONS OF GREATER HEALING  
  Potion, uncommon 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
   
  FANGS OF SYBIL 
  2x Dagger of Venom 
  These stylized versions of the Dagger of Venom (pg. 
  161 of the Dungeon Master’s Guide) are etched with 
  symbols that appear almost religious, but are 
  impossible to identify even to the most educated 
  scholar. 
   
  Story Awards 
  NAKED AND UNAFRAID 
  Any player entering the dinner party having left a 
  piece of armor or a weapon behind gains an additional 
  point of renown for participating in this adventure. 
   
  Renown  
  All faction members earn one renown point for 
  participating in this adventure.  
   
  Downtime  
  Each character receives 5 downtime days after this 
  adventure.  
   
  DM Rewards  
  You receive 450 XP, 225 gp and 5 downtime days for 
  running this session.  
   
  
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  A Night to Remember     14 
   
  Appendix: Monster/NPC 
  Statistics 
   
  Stirge 
  Tiny Beast, Unaligned 
  Armor Class: 14 (natural armor) 
  Hit Points: 2 
  Speed: 10ft., fly 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4 (-1) 
  16 (+3) 
  11 (+0) 
  2 (-4) 
  8 (-1) 
  6 (-2) 
   
  Senses: darkvision 60ft., passive Perception 9 
  Languages: ----  
  Challenge: 1/8 (25 XP) 
  Actions 
  Blood Drain.  Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage, and the 
  stirge attaches to the target. While attached, the stirge 
  doesn't attack. Instead, at the start of each of the stirge's 
  turns, the target loses 5 (1 d4 + 3) hit points due to blood 
  loss.  
   The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of 
  blood from the target or the target dies. A creature, 
  including the target, can use its action to detach the 
  stirge. 
   
  Black Pudding 
  Large Ooze, Unaligned 
  Armor Class: 7 
  Hit Points: 85 
  Speed: 20ft., climb 20ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  5 (-3) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
   
  Damage Immunities: acid, cold, lightning, slashing 
  Condition Immunities: blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses: blindsight 60ft. (blind beyond this radius), 
  passive Perception 8 
  Languages: ----  
  Challenge: 4 (1,100 XP) 
   
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing.  
  Corrosive Form. A creature that touches the pudding or 
  hits it with a melee attack while within 5 feet of it takes 4 
  (1d8) acid damage. Any nonmagical weapon made of 
  metal or wood that hits the pudding corrodes. After 
  dealing damage, the weapon takes a permanent 
  cumulative -5 penalty to damage rolls. If its penalty drops 
  to -5, the weapon is destroyed. Non-magical ammunition 
  made of metal or wood that hits the pudding is 
  destroyed after dealing damage.  
   The pudding can eat through 2-inch-thick, non-magical 
  wood or metal in 1 round.  
   
  Spider Climb. The pudding can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
   
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 
  (4d8) acid damage. In addition, non-magical armor worn 
  by the target is partly dissolved and takes a permanent 
  and cumulative -1 penalty to the AC it offers. The armor 
  is destroyed if the penalty reduces its AC to 10 
  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits into 
  two new puddings if it has at least 10 hit points. Each 
  new pudding has hit points equal to half the original 
  pudding's, rounded down. New puddings are one size 
  smaller than the original pudding. 
   
  Stone Golem 
  Large Construct, Unaligned 
  Armor Class: 17 (natural armor) 
  Hit Points: 178 
  Speed: 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5) 
   
  Damage Immunities: poison, psychic; bludgeoning, 
  piercing, and slashing from non-magical weapons that 
  aren't adamantine 
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses: darkvision 120ft., passive Perception 10 
  Languages: understands the languages of its creator but 
  can't speak   
  Challenge: 10 (5,900 XP) 
   
  
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  A Night to Remember     15 
   
  Immutable Form: The golem is immune to any spell or 
  effect that would alter its form. 
   
  Magic Resistance: The golem has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons: The golem's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
   
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
    
  Slow (Recharge 5-6). The golem targets one or more 
  creatures it can see within 10 feet of it. Each target must 
  make a DC 17 Wisdom saving throw against this magic. 
  On a failed save, a target can't use reactions, its speed is 
  halved, and it can't make more than one attack on its 
  turn. In addition, the target can take either an action or a 
  bonus action on its turn, not both. These effects last 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. 
   
  Yuan-Ti Malison 
  Medium monstrosity (shapechanger, yuan·ti), neutral evil 
  Armor Class: 12 
  Hit Points: 66 
  Speed: 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Skills: Deception +5, Stealth +4 
  Damage Immunities: poison 
  Condition Immunities: poisoned 
  Senses: darkvision 60ft., passive Perception 11 
  Languages: Abyssal, Common, Draconic 
  Challenge: 3 (700 XP) 
   
  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Medium snake, or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed. It 
  doesn't change form if it dies.  
   
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's 
  innate spellcasting ability is Charisma (spell save DC 13). 
  The yuan-ti can innately cast the following spells, 
  requiring no material components:  
   At will: animal friendship (snakes only)  
   3/day: suggestion  
   
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects.  
   
  Malison Type. The yuan-ti has one of the following types:  
   Type 1: Human body with snake head  
   Type 2: Human head and body with snakes for arms  
   Type 3: Human head and upper body with a serpentine 
  lower body instead of legs 
   
  Actions For Type 1 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two 
  ranged attacks or two melee attacks, but can use its bite 
  only once.  
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage.  
   
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage.  
   
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: 
  +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage plus 7 (2d6) poison damage. 
   
  Actions For Type 2 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two 
  bite attacks using its snake arms.  
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
  Actions For Type 3 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes two 
  ranged attacks or two melee attacks, but can constrict 
  only once.  
   
  Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage 
  plus 7 (2d6) poison damage.  
   
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage, and 
  the target is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the yuan-ti can't 
  constrict another target.  
  
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  A Night to Remember     16 
   
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage.  
   
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: 
  +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage. 
   
  Yuan-Ti Pureblood 
  Medium humanoid (yuan·ti), neutral evil 
  Armor Class: 11 
  Hit Points: 40 
  Speed: 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  12 (+1) 
  14 (+2) 
   
  Skills: Deception +6, Perception +3, Stealth +3 
  Damage Immunities: poison 
  Condition Immunities: poisoned 
  Senses: darkvision 60ft., passive Perception 13 
  Languages: Abyssal, Common, Draconic 
  Challenge: 1 (200 XP) 
   
  Innate Spellcasting. The yuan-ti's spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately cast 
  the following spells, requiring no material components:  
   At will: animal friendship (snakes only)  
   3/day each: poison spray, suggestion  
   
  Magic Resistance. The yuan·ti has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The yuan-ti makes two melee attacks. 
   
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
   
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage 
  plus 7 (2d6) poison damage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-GARY-01 - A Night to Remember.pdf