TEXT:  
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  Her Dying Wish 
  You’ve come to the wild frontier outpost of Ylraphon, a town rebuilt from destruction and now ruled by 
  adventurers, to pass on a proud noblewoman’s final wish to her dungeon-raiding heirs. Yet the young heroes 
  of House Marsh have delved too deep. Can you rescue them from a trap-filled ruin, vengeful assassins, and a 
  mysterious entity that turns its attackers into its defenders? 
  A 4-hour adventure for 5th-10th level characters 
   
  JEREMY FORBING 
  Author 
   
  Adventure Code: CCC-YLRA01-01 
  Optimized For: APL 8 
  Version: 1.72 
   
  Edited by:  Fred Upton and Mickey Tan 
  Ylraphon Setting Development:  Jeremy Forbing, Grace Li, Gabe Resneck, Fred Upton 
  Ylraphon Color Map Cartography by: Derek Ruiz / Elven Tower Cartography (based on a map by Jeremy Forbing)  
  www.elventower.com 
  “Whispers over Ylraphon” Glyph by:  Jay Africa 
  Playtested by: Jonathan Forbing, Paul Myers, Timothy Hanson, Todd Thomas, Johnathan Wright, David Pakirdjian, Benjamen Scott Iorillo, 
  Brandon Turner, Greg Villalobos, Drew Carr, Victor Eichhorn, Brian To, Jamie Lockett, Westin Hogle, Cody Landis, Joe Gonzales, David Villareal, 
  Wes McCann, Timothy Cheng, Buddy Arnold, Mickey Tan, Eric Montijo, Mark Mapes, Jesse Smith, Violet Fermin, Sean Frankwick, Darryl Miller, 
  John Prichard, Shawn Callender, Carly Callender, Joey Cormane, Jackson Weaver, Erin Prichard, John Garcia, Morgan Fillion, Mary McKinny, 
  Delaney McKinny, and Christi Kopelev. 
  Special Thanks to: Isaac Forbing, Celine Massuger, Tosh Le, Jonathan Forbing, Timothy Schuchard, Michael Todd, Robert Prichard, John Prichard, 
  Jay Africa, Eric Montijo, Ryan Cannon, Mike Olson, Mickey Tan, Darryl Miller, JJ Tin, Paul Moore, and David Solon Phillips. 
   
  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. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
  Middlesex, UB11 1ET, UK. 
  
   
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  Welcome to YLRA01-01: Her Dying Wish, a D&D 
  Adventurers League™, adventure, part of the official 
  D&D Adventurers League™ organized play system. 
  The YLRA series is Convention Created Content for 
  Southern California's largest tabletop gaming 
  conventions, the Strategicon conventions: Orccon 
  (Presidents' Day Weekend), Gamex (Memorial Day 
  Weekend), and Gateway (Labor Day Weekend). 
   This adventure is designed for three to seven 5th-10th 
  level characters, and is optimized for five 8th-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in the newly rebuilt town of 
  Ylraphon, south of Mulmaster near the mouth of the 
  River Lis, just north of the Vast. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized 
  for. You’re not bound to these adjustments; they’re 
  here for your convenience. 
   To figure out whether you should consider adjusting 
  the adventure, add up the total levels of all the 
  characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Party Composition 
   
  ` 
  Party Strength  
  3-4 characters, APL less than 
   
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average  
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent 
   
  Average 
  5 characters, APL greater than 
   
  Strong  
  6-7 characters, APL less than 
   
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong  
   
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself of 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. Become familiar with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure—such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. To 
  facilitate this, consider 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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  Ylraphon, pronounced "ILL-ra-fon", is a small but growing port 
  outside the mouth of the River Lis, on the southern edge of the 
  Moonsea region, just north of the Vast. Elves from Myth Drannor 
  built the first city here, which stood for nearly a thousand years 
  before it was overrun by orcs, conquered by dwarves, and 
  reconquered by orcs again, before humans finally took over. Yet 
  in time, even the last human settlement here was destroyed by 
  the events of the Rage of Dragons, and the nearby swamp—known 
  as the Flooded Forest—expanded to swallow the ruins. Now the 
  town rises again, rebuilt into a bustling hive of gold-hungry 
  adventurers, fearless pirates, and powerful merchant houses. 
   Today, there are three Ylraphons. Ylraphon proper is the small 
  but thriving dockside settlement inside a recently erected 
  Palisade. Second is the Old City, a ramshackle village of 
  refurbished ruins just outside the port, where refugees from 
  undone Mulmaster try to forge new lives. The third is Outer 
  Ylraphon, which includes all the sprawling layers of ancient 
  rubble and buried necropoli that surround these younger 
  habitations. Only within the wooden walls of the Palisade do the 
  five houses of the Merchant Council and their figurehead mayor 
  hold sway. Real power lies with the local adventurers, whose 
  exploration and plunder of nearby ruins drives the new economy. 
  Thanks to their influence, Ylraphon remains a wild and lawless 
  town, a frontier outpost on the borderlands of civilization. 
  Ylraphon is a wild, uncivilized frontier settlement, and not long 
  ago it had only one proper temple (The Moonwater). Spellcasting 
  services are available, but limited according to the particular 
  deity and their center of worship, as follows: 
  • Bane (The Black Fane). Max spell level 4th. 
  • Berronar Truesilver (The Argent Hearth). Max spell level 3rd. 
  • Selûne (The Moonwater). No limit. 
  • Tymora (The Lady’s Token). Max spell level 2nd. 
  • Umberlee (The Kraken’s Grip). Max spell level 2nd. 
  Ages ago, long before Ylraphon was settled, the Tree of 
  Doors was created to imprison a being called Taavor 
  the Mad One. Taavor was bound into a prison of stone, 
  a green monolith buried in the land that would become 
  the Flooded Forest. The stone was the cell, but the 
  prison structure around it was the great Tree. A 
  mystical construct of living plant matter, the Tree stood 
  as the tallest tree in the Flooded Forest, its 100-foot 
  wide girth hidden in the depths of the swamp. It lived 
  only to confine the Mad One as its prisoner until the 
  time came for him to be released. 
   In order to imprison such a powerful being, the Tree 
  must siphon magical energy from distant lands and 
  other worlds. It obtains this energy by opening a 
  network of portals in the tunnels around its roots. 
   Eventually, during the era when elves founded the 
  port of Ylraphon nearby, this siphoning of energy 
  attracted a powerful being from the Astral Plane: a 
  morkoth, an otherworldly aberration obsessed with 
  collecting. This particular morkoth collects not objects, 
  but creatures—the more powerful the better. The 
  morkoth managed to pass through one of the portals 
  and was able to corrupt the Tree. It now uses the Tree 
  to imprison additional creatures in its eldritch amber, 
  collecting the ultimate menagerie of living things. Its 
  first catch by this means was the feared dragon 
  Solonphill Ipsevad, known to the elves as 
  “Smolderwrath.” But it was not the last. 
   The Tree’s prehensile roots and branches exude an 
  eldritch sap which traps living creatures, quickly 
  hardening into a magical substance much like amber. 
  Trapped in their own sleeping minds, the prisoners fall 
  deeper and deeper into the morkoth’s collection. 
  Through the rise and fall of elf, orc, dwarf, and human 
  settlements in the region, the morkoth has remained in 
  a cave deep beneath the Tree of Doors, on its own 
  island surrounded by the Tree’s roots, collecting 
  creatures from every era. Occasionally, some are 
  released in a mind-controlled state to act as bait for 
  other potential acquisitions—or to guard against 
  intruders who could threaten the menagerie. 
   The Tree of Doors itself has no reason to keep extra 
  prisoners except for short-term self-defense. It has 
  amassed its huge menagerie only under the morkoth’s 
  influence. If the morkoth were removed, the Tree 
  would release all but Taavor the Mad One himself.  
  The events of the Elemental Evil storyline still haunt Ylraphon’s 
  residents, especially the disaster that befell the Moonsea city of 
  Mulmaster. The four Elemental Evil Cults brought destructive 
  magic items called devastation orbs into Mulmaster, intending 
  to sacrifice the city’s population to the Elemental Princes they 
  worship. Heroes rose from the city to defend it, but defeating the 
  cults came at a terrible price. Many of the orbs were deactivated 
  or shunted away from Mulmaster, but others slipped past their 
  grasp and exploded. 
   
  The cultists were defeated, their power in the region shattered, 
  but at a terrible cost: the harbor, the heart of Mulmaster and a 
  
   
  . 
   
  significant trade artery in the north, was gone. Earthquakes, 
  perpetual storms, roiling clouds of flesh-melting steam, and the 
  wreckage of the Cult of the Howling Hatred's fallen airships make 
  the harbor unusable to this day. 
   
  A cold and hungry population, many once of great wealth, saw 
  the source of their city's prosperity obliterated. Many 
  Mulmasterites realized that whatever meager amount of help 
  they might receive from elsewhere would not be enough. A 
  steady stream of refugees poured out of the city. Several hundred 
  of these made their way down the North Road or the River Lis to 
  Ylraphon. 
  In the current era, Crispin Marsh was the second son of 
  Lady Myrandah Marsh, the matriarch of a Moonsea 
  noble family. He was an adventurer, exploring the 
  Flooded Forest between Ylraphon and Mulmaster, until 
  his mind became corrupted by an evil magic item, the 
  orb of living water (likely the same one seen in DDEX 2-3: 
  The Drowned Tower). This compelled him to join the 
  wicked Cult of the Crushing Wave.  
   Crispin tried to recruit his twin sons, Bresden Marsh 
  and Arden Marsh, to the Cult as well, but only young 
  Arden was converted. In Mulmaster, Arden and his 
  father participated in assassinations and the sale of 
  slaves. 
   Arden, who only joined to please his father, was 
  overwhelmed by guilt, and alerted the dwarven 
  constable Garm Stormbright—a paladin affiliated with 
  the Order of the Gauntlet—to the cult’s murderous 
  plots. Though Arden’s father Crispin and several other 
  cult leaders died battling Garm and his allies in 
  Mulmaster, the young man saved many more lives with 
  his revelation. 
   Since that time, Arden has joined the Order of the 
  Gauntlet. His singular role is to track down (and often 
  execute) those who betray the order. He sees this as 
  restitution for his previous acts. He has sworn never to 
  set foot back in Ylraphon until he has done penance for 
  his crimes, including what he sees as failing his family. 
   Meanwhile, Arden’s twin Sir Bresden grew up to 
  become an adventurer of some renown. He and his 
  younger cousin Lord Orrin now reside in Ylraphon, 
  delving into ruins and chasing after lost relics while 
  helping on the side to run the family’s furrier and 
  woodcarving shop, The Keen Edge. 
   Their grandmother, the matriarch Lady Myrandah, 
  was formerly one of Ylraphon’s leaders, but retired to 
  Elturel as her health was failing. While there, she 
  learned to her dismay of the fate that befell her son 
  Crispin, and swore her grandchildren would not walk 
  the same path. In her will she stipulates that none of 
  her considerable inheritance may be passed on to any of 
  her grandchildren unless they vow to give up 
  adventuring.  
   The dwarf Garm Stormbright has also made a vow. 
  After Mulmaster, he pledged to never raise his hand in 
  violence again. He is haunted by a secret no member of 
  the Marsh family knows: his own was the hand that 
  killed Arden’s father Crispin during the fighting 
  against the elemental cultists. A desire to watch over 
  the Marshes informed Garm’s choice to join his brother 
  Karl in Ylraphon, where he now serves as mentor to Sir 
  Bresden. 
  A few weeks ago, Lady Myrandah passed away. Arden 
  bears word of her death and terms of her will, and 
  needs to have this information relayed to his brother 
  Bresden and cousin Orrin in Ylraphon. Due to his oath 
  that prohibits him from entering the city, however, he 
  must enlist outside help to do so—therefore, he hires 
  the player characters. 
   Sir Bresden and Lord Orrin are out of town, 
  however. A few days ago, a local dwarf noblewoman 
  offered a sizeable reward for the return of the Blood 
  Metal Crown, a dwarven relic from Ylraphon’s long 
  history, and the two Marsh nobles took up the 
  challenge. At the same time, several others became 
  involved, in various ways, with the Marshes’ quest. 
   Jotan Silverhammer, lieutenant guildmaster of the 
  Ylraphon Adventurers Guild, is also hunting for the 
  lost crown. He adventures with a pair of elves, the 
  ranger Gythen Wildwood and a thief known as Clif. 
   Bresden and Orrin’s guide is Omidon Urnrayle, a 
  half-orc living among the Mulmasterite refugees in 
  Ylraphon. Omidon is obsessed with recovering the 
  hidden history of the “blood orcs,” bred by orc shamans 
  of Gruumsh to win a war 700 years ago. The half-orc 
  believes (rightly) that the Blood Metal Crown can be 
  found in tunnels these orcs once inhabited. Omidon 
  hopes that by leading Sir Bresden and Lord Orrin to 
  the area, he might recover lore of this lost orc subrace 
  while the humans obtain they crown. 
   The Sunken Shadows—water cultist monks who 
  survived Mulmaster, led by the powerful water genasi 
  Iselci Mondas— have come to Ylraphon seeking 
  retribution against Arden for his betrayal of the Cult 
  and his father Crispin Marsh. Since Bresden and Arden 
  
   
  . 
   
  are twins, the Sunken Shadows have mistakenly ended 
  up on the trail of Bresden. They plan to assassinate him 
  while he is out adventuring in the ruins. 
   Venturing into the tunnels beneath the ruins leads 
  into the territory of the Tree of Doors. As this 
  adventure begins, both Sir Bresden’s party and Jotan’s 
  party have already been attacked underground by the 
  Sunken Shadows, as well as preserved defenders from 
  the morkoth’s menagerie. Fleeing the assassins, the two 
  groups met up with each other while seeking a safe 
  place to recover from their respective ambushes. They 
  decided to team up to defeat their would-be assassins 
  and then seek the crown together, agreeing to share the 
  reward.  
   However, other battles with defenders of the Tree of 
  Doors went badly, splintering the unfied party. Clif and 
  Gythen were separated from the others, and escaped 
  the tunnels through a passage that collapsed behind 
  them. Sir Bresden and Jotan were captured by the Tree, 
  and are now imprisoned in its amber spheres. Omidon 
  has fallen into a magical sleep in one of the ancient 
  elven chambers. Orrin currently wanders through the 
  tunnels, nearly exhausted with illness and injuries.   
  Arriving in Ylraphon aboard The Blue Phantom, a 
  merchant ship, the characters are hired by Arden 
  Marsh to pass on word that Lady Myrandah Marsh 
  passed away recently in Elturel. Her grandchildren 
  Bresden and Orrin must be told of this, and that they 
  need to quit adventuring in order to inherit the family 
  fortune. 
   Entering the town, the characters are confronted 
  with the lawless and violent streets of this frontier port. 
  Attempting to find the young noblemen brings them 
  into contact with important personages in Ylraphon, 
  entangling them in the quest for the Blood Metal 
  Crown.  
   The characters may seek Bresden and Orrin’s aunt, 
  Aislyn Marsh, and her friend Ilasera, an aloof druid who 
  represents the Emerald Enclave in these parts. They 
  may visit a wild gambling den, becoming involved in a 
  dwarven family dispute over law and order in the town. 
  They may encounter the Marshes’ distant cousin 
  Zhelad, a follower of Umberlee who gave rival 
  adventurers inside information to help them get to the 
  Blood Metal Crown before Bresden and Orrin. 
   The trail to Bresden and Orrin will lead the heroes 
  outside of the town. They may follow (or fight?) a 
  group of Tyrantsworn, the Banite militia which keeps 
  order here, to see where their orcish prisoner can lead 
  them. They may search the tent of Omidon Urnrayle, 
  the half-orc guide engaged by the Marsh cousins, 
  finding a map or other clues.  
   Ultimately the heroes will find their way into an 
  underground area that most recently served as the lair 
  of the orcs of Clan Dragul. The characters first 
  encounter the vengeful water cultist Iselci Mondas, and 
  have to overcome or avoid a series of traps and puzzles 
  to reach the Hall of Preservation, where Bresden and 
  Jotan are currently imprisoned by a morkoth.  
   The morkoth fights back by releasing creatures in its 
  collection to destroy the characters. If the characters 
  escape the dungeon, they must deal with the 
  consequences of freeing the morkoth’s menagerie, the 
  difference their actions have made in the politics of 
  Ylraphon, and their involvement in personal struggles 
  to unify the town’s leading families.   
  Characters with factions are provided with letters from 
  higher-ranking members (Player Handout 1: Faction 
  Letters) that should give them ample reason to come to 
  Ylraphon.  
   Non-faction characters or those who seem to require 
  more coaxing may also be brought by the town’s 
  reputation as a community revolving around 
  adventurers. The treasures to be found in the many 
  local ruins and the privileges provided by the 
  Adventurers Guild of Ylraphon allow great fortunes to 
  be made overnight.  
   Other opportunities that could beckon characters to 
  town include:  
  • the call for veteran warriors to train a much-needed 
  replacement for the current Town Watch; 
  • profitable monster hunting in the unusually well-
  populated Flooded Forest nearby; 
  • teaching and research opportunities at the new 
  academy of magic being built by the wizard Salvar 
  Brix; 
  • a need for religious leaders to serve a town with a 
  growing population but only one real temple;  
  • or the chance to be a part of the initial growth of 
  Ylraphon’s new thieves’ guild, the Shadowcloaks. 
   
  
   
  . 
   
   
  This adventure has some extra features intended to adapt it to 
  the needs and preferred play-styles of different DMs and groups. 
  It is designed to include more material than you should actually 
  use if you are running it within 4 hours, but also includes special 
  guidance on what to leave out in order to complete it within that 
  time limit. Prepared specifically for the Strategicon family of 
  gaming conventions, where games are run in arranged slots with 
  hard time limits, this guidance will prove invaluable for DMs who 
  need to ensure its completion within 4 hours. 
   
  However, since this adventure will have a life beyond 
  convention play, it also includes added information for running 
  it in a more expansive context. If used, these sections lengthen 
  the adventure’s running time, but serve to deepen the story.  
  If running this adventure with a hard time limit, do your best to 
  leave two hours for Part 3, which is a small dungeon of some 
  complexity, as well as 15 minutes for the Conclusion (not 
  including the distribution of experience, treasure, and other 
  rewards. The basic time structure should be: 
  • Part 1: 60 minutes 
  • Part 2: 30 minutes 
  • Part 3: 120 minutes 
  • Part 4: 15 minutes 
   
  To assist with managing time, Pacing the Adventure sidebars 
  appear throughout the text. The guidance in these sections can 
  help you begin, play, and end the adventure within four hours. 
  Special sections on the history and details of people, places, and 
  objects the characters will encounter appear as well. As DM, you 
  can use or skip these at your leisure, along with the sections 
  specifically called out as optional. 
  In a time-limited situation, the most important consideration is 
  limiting the length of part 1. Initial runs of this adventure 
  indicated the most effective way to do this is leaving out 
  Location C: Hostettler’s House—the characters can get enough 
  clues to point them to the Old City outside the gates and 
  Omidon’s tent in conversing with Ilasera at Old Marsh House. One 
  consideration when leaving out Hostettler’s House comes up if 
  you have Order of the Gauntlet members in the group, which is 
  the requirement that they talk to Garm Stormbright. However, 
  Garm’s concerns could lead him anywhere in town, so as the DM, 
  it is easy to use the information in Location C to run a 
  conversation with him in any other location you wish. A 
  successful strategy some DMs use is having Garm come to visit 
  Aislyn Marsh at Location B: Old Marsh House as the characters are 
  on their way out—this gives them the opportunity to do 
  everything they need to do in order to go straight from Location 
  B to the town gates. 
   
  Survey input from the convention premiere of this adventure 
  indicated that many players wanted their own map of the town 
  and something to help them track the family members and other 
  NPCs Arden describes. The writer and editors were initially wary 
  of having too many handouts, especially at the beginning, but in 
  response to this input, you may choose to have Arden distribute 
  Player Handout 6: Notes from Arden and/or Player Handout 7: 
  Players Map of Ylraphon, based on your sense of what your 
  players would prefer and benefit from in the long-run.  
   
  The adventure can be run without these last two handouts, but 
  may be easier for players with them, so we leave it to your 
  judgment as DM. 
  If you run this adventure in a situation without a hard time limit 
  (such as a non-public Adventurers League game with a recurring 
  group, or even as part of your own non-AL home campaign), you 
  can use this adventure as an unbounded sandbox, letting go of a 
  tight focus on the larger plot and allowing the characters to 
  stride farther off the beaten path. Conversations with NPCs can 
  wander off into interesting tangents, and characters can take 
  time investigating seemingly minor details. 
   
  (At this adventure’s Orccon premiere, one DM who was 
  running both YLRA01-01: Her Dying Wish and YLRA01-02: Uneasy 
  Lies the Head chose to merge both their timeslots into one 8-
  hour open-world adventure, using the opening of YLRA01-01  to 
  bring everyone to Ylraphon, but then letting the characters visit 
  any location in town and pursue the various plot threads in 
  whatever order they wished. Characters still overcame all the 
  same challenges and encounters, and rewards were dispensed 
  normally after the players completed the final encounter of each 
  module.) 
   
  Optional expansions of the adventure appear, called out in 
  sidebars in the text, which focus on story, atmosphere, and 
  foreshadowing for future adventures. For example, the quick 
  detail of a bar-fight closing Hostettler’s House in the shorter 
  version of the story can, if you let the players get involved, 
  become a rollicking set-piece encounter between martial artists 
  and swashbucklers in a crowded gambling den. 
   
  Special attention is given in this adventure to introducing the 
  rebuilt town of Ylraphon, the location of other upcoming 
  Adventurers League modules as well as this one. Ylraphon is 
  intended to not only be a setting for future adventures, but also a 
  home-base for characters whose exploits may take them to more 
  distant lands, such as the Sword Coast. With a unique location—
  at the southernmost end of the Moonsea region, where it meets 
  the Dragon Reach, an arm of the larger Sea of Fallen Stars that 
  connects much of Faerûn—the town works well as a gateway 
  between the locations of previous seasons and new adventure 
  destinations.  
   
   
   
  
   
  . 
   
  Before starting, give each character with a faction their 
  appropriate letter from Player Handout 1: Faction 
  Letters. Allow them time to read the letters and share 
  the contents with each other as necessary. If possible, 
  have copies of the letters for the players to keep after 
  the game, since the letters are also relevant to future 
  adventures set in Ylraphon. 
  If you are running the adventure to end within 4 hours, Part 1 
  should take no more than 60 minutes of real time.  
   The adventure begins with the characters traveling to 
  Ylraphon aboard The Blue Phantom, a merchant ship. 
  The ship’s main cargo is food, which is apparently of 
  great value in the town, but it is also transporting about 
  20 passengers. Whether the characters met on board or 
  prior to that is for you and the group to determine. 
  During their voyage, the characters were hired as a 
  group to perform a quest in the town. When you are 
  ready to start playing, read the following introductory 
  text: 
  After days at sea, the first sign of your journey’s end 
  is the smell of woodsmoke on the wind. Within 
  minutes, you see the distant outline of the Flooded 
  Forest, high-canopied black trees frosted with the 
  whiteness of winter, meaning your destination is 
  close. Soon, you hear a voice call from above. 
   You travel on a ship called The Blue Phantom, 
  captained by a rock gnome who likes to scout ahead 
  on his flying mount, a bronze dragon wyrmling. He 
  now calls to his crew from the sky just above the 
  ship, where you see him on dragonback, gesturing 
  due east. Looking that direction, you finally see your 
  destination: the rebuilt port of Ylraphon. 
   The center of town, a snow-covered hill, glows 
  like a burning ember in the red light of the setting 
  sun behind you, and a duskwood palisade curves 
  inland to encircle it like an ebony crown. Chimneys 
  rise from black timber rooftops to paint smudges of 
  smoke across the clouds and rising crescent moon, 
  all reflected on the surface of the wine-dark sea.  
   You stand taking in this sight with your new 
  employer, a pale man in black with a shaved head 
  and the hard eyes of a warrior. His name is Arden 
  Marsh, and during your voyage, he hired you to 
  convey news of his noble grandmother’s death and 
  final wish to relatives in town. Due to a sacred oath, 
  Arden cannot enter Ylraphon himself, and so he has 
  promised you 1,000 gold pieces to perform this 
  deed.  
   “We’re almost there,” he says as he turns to you. 
  “Most of your questions should already be answered 
  by your copies of the letter I gave you to deliver, but 
  do you have any last inquiries for me?” 
  If you haven’t already done so, give the players one or 
  more copies of Player Handout 2: Arden’s Letter, and 
  allow them to read it. (In-game, their characters receive 
  three copies total.) 
   Order of the Gauntlet members automatically 
  recognize the name Arden Marsh as belonging to one of 
  the faction’s most feared members. He is infamous as a 
  relentless hunter who tracks down those who betray 
  the Order of the Gauntlet. Some tales tell of him 
  bringing these traitors back alive; most don’t. 
  Arden’s skulking posture, along with a clean-shaven head and 
  face, distinguish him from his twin Sir Bresden, but they share 
  the same pale skin and kind, soft features, hardened only by a 
  warlike gleam in their blue eyes. Still in his mid-twenties, Arden 
  carries the regret of a much older man over his youthful 
  misdeeds with the Cult of the Crushing Wave in Mulmaster. 
  Betraying the cult to agents of law led to his father’s death, but 
  he believes doing so sooner would have saved his father’s life. 
  Sworn not to re-enter the gates of Ylraphon or see his family until 
  his penance is complete, Arden believes hunting down those who 
  betray the Order of the Gauntlet is his path to redemption. He is 
  mercilessly intolerant of such crimes, but torn between judging 
  others and judging himself. 
   
  Quote: “A crime has been committed, and I will not rest until 
  justice is served.” 
  Characters who succeed on a DC 11 Intelligence (History) check 
  know the Marshes are an old noble family of the Moonsea, exiled 
  from their ancestral holdings in Vaasa after the Spellplague, who 
  have also held land in the areas of Ylraphon and Phlan since 
  ancient times. Until she took ill, the family matriarch Lady 
  Myrandah was a member of the Merchant Council that rules the 
  town. Rolls of 14 or higher reveal that the Marshes have an old 
  connection to the sea, and that one branch of the family is 
  
   
  . 
   
  mostly water genasi, descended from a Marsh who was a marid’s 
  lover. Members of this branch often worship Umberlee.  
   
  Rolls of 17 or higher note that the Marshes are known for 
  internal religious conflicts between those family members who 
  worship Umberlee and the main branch who worship Selûne. It is 
  even rumored that some family members were once part of the 
  Cult of the Crushing Wave, one of the Elemental Evil cults that 
  devastated the Moonsea port of Mulmaster.  
  Order of the Gauntlet members know that The Blue Phantom is 
  owned by a financial supporter of the Order of the Gauntlet, a 
  Waterdhavian noblewoman named Arilosa Adarbrent, who often 
  charters this and other ships in her merchant fleet for the Order’s 
  use. The ship is named for a mysterious masked vigilante in 
  Waterdeep last century who foiled an assassination plot by the 
  Shadow Thieves. The rock gnome captain, Devorn Kee, and his 
  bronze dragon wyrmling mount Corronorrco both act as agents of 
  the Order on occasion as well. 
  Arden Marsh (LG Damaran human male) gives the 
  characters three copies of his letter: one for his brother 
  Bresden, one for his cousin Orrin, and one for his aunt 
  Aislyn. If the characters have further questions, Arden 
  can provide the following information: 
  • Lady Myrandah Marsh was the matriarch of House 
  Marsh until last year, and had a seat on the Merchant 
  Council that rules Ylraphon. She left for the 
  healthier climate of Elturel when she took ill.  
  • Her two sons’ adventuring careers led to their 
  eventual ruin and death. She does not want the same 
  for her grandchildren, which is why her will denies 
  them their inheritance if they don’t quit. 
  • The relatives who must quit adventuring are Arden’s 
  brother Sir Bresden, and his young cousin Lord 
  Orrin.  
  • If they don’t, Lady Myrandah’s inheritance will 
  instead go to Arden’s cousin Zhelad. He is an evil 
  genasi who keeps the local shrine to Umberlee. 
  • Arden sent word ahead to his aunt Aislyn of Lady 
  Myrandah’s death, but could not reach Bresden and 
  Orrin, who are rumored to have both left town to 
  pursue a relic for which a local noblewoman has 
  offered a reward. If they have not yet returned, the 
  best lead on their whereabouts is likely to be Aislyn, 
  who can be found at either the family home, or at the 
  family business The Keen Edge. 
  • Unfortunately, Arden’s aunt Aislyn—the 
  illegitimate half-drow daughter of his grandfather—
  is not named in the will and cannot inherit. 
  • Arden’s kin can be recognized by having pale skin 
  and dark hair like his, except Aislyn whose mother 
  was a drow, so she has dark skin as well as dark hair. 
  Orrin is a slender teen with the barest beginnings of a 
  beard. Arden’s brother Sir Bresden should be easiest 
  of all to identify—Bresden and Arden are identical 
  twins, though Arden shaves his head and beard while 
  Bresden lets his grow. 
  • Arden does not ask that the characters convince his 
  family members to do the right thing, just that they 
  convey the letters to his kin. 
   Arden does not volunteer information about himself 
  unless asked, but he gave up all claim to land, wealth, 
  and title when he swore his oaths to the Order of the 
  Gauntlet, so he cannot inherit any of the family 
  fortune. He has also sworn never to enter Ylraphon 
  again until he makes penance to his family for a great 
  wrong he committed against them. Under no 
  circumstance will he willingly break his oath. 
   Arden also gives an advance of 50 gp per character up 
  front just for trying, and promises the remaining 
  amount tomorrow if the characters return to the ship 
  before it leaves Ylraphon at noon the next day. 
  Otherwise, he says he must send their reward by 
  messenger, which could take a while.  
   If the characters attempt to negotiate a higher price, 
  Arden says that this money was left by his grandmother 
  to see her wishes carried out, and he himself has sworn 
  oaths of poverty and has nothing more to give. 
  Arden ensures that his fellow Order members have 
  received their faction letter (Player Handout 1E) 
  describing their mission, and answers any questions 
  they may have about what they are asked to do. 
  By the time the characters are done talking with Arden, 
  The Blue Phantom has pulled up to the furthest west of 
  Ylraphon’s docking slips. Arden tells the characters 
  that when they disembark, they just need to check in 
  with the Town Watch at the dock. It won’t take long, 
  he says, as Ylraphon’s Watch is always too shorthanded 
  to search anyone. 
  
   
  . 
   
  Appendix 8: DM Map of Ylraphon shows the entire 
  area, but on that map locations where events included 
  in this adventure take place are marked with red letters 
  (“A”), with all such locations described accordingly 
  below. Unless you are running without a significant 
  time limit, you should only use some of these location 
  encounters, not all of them. Once the characters have 
  information that points them out the gates of the 
  Palisade to the Old City refugee area (such as directions 
  to Omidon’s tent), you should move to Part 2 as soon as 
  you can. For members of the Order of the Gauntlet 
  seeking to complete their faction assignment, Garm 
  Stormbright (described in Location C) can be 
  encountered nearly anwhere in town. 
   Since The Blue Phantom arrived at sunset, darkness 
  falls in Ylraphon, but this town is nearly as active at 
  night as it is during the day, and businesses are open.   
  A short line of disembarking passengers has formed, 
  with one member of the Town Watch, Trell Bannon of 
  the Fens (CG half-elf berserker), speaking to each 
  before they step off the gangplank and onto the dock. 
  Read or paraphrase the following: 
  As you disembark down the Blue Phantom’s 
  gangplank, you are met by a single guard, his tabard 
  marking him as a member of the Town Watch, 
  though his appearance is that of a wild barbarian. 
  He has the smooth, youthful face of a half-elf, but a 
  hulking build and feral gaze. Another identical 
  Town Watch tabard hangs from a wolf-pelt tied 
  around his waist. 
   When you reach the front of the line, the hulking 
  guard puts his hand on the hilt of a curved 
  greatsword and says, "I am Trell Bannon of the Fens, 
  sergeant of the Ylraphon Town Watch. State your 
  names and business." 
  Though he goes through the motions, Trell won’t 
  bother trying to bar anyone’s passage unless they are 
  violent in front of him or directly say they are there to 
  attack the town or harm its inhabitants. However, 
  before they go, Trell will ask, “You look tough enough, 
  any interest in joining the Town Watch?” If engaged in 
  further conversation, Trell can relate the following: 
  • Most of the Town Watch volunteers are members of 
  the Adventurers Guild of Ylraphon who pick up 
  shifts between dungeon delves out in the ruins, since 
  those who do so have their guild dues waived. Trell 
  himself is an adventurer paying his dues this way (he 
  is currently looking for a group, though he won’t 
  shirk his Watch duties today). If the characters are 
  curious about the guild, Trell knows all the 
  information on Player Handout 5Z: The Adventurers 
  Guild of Ylraphon. 
  • The Town Watch is shorthanded today because 
  several members have gone in search of finding the 
  Blood Metal Crown, a lost relic of a dwarf king. Lady 
  Gwynora Ironheart, the leading member of the 
  Merchant Council, has offered a prize of 1,200 gp and 
  forgiveness of gambling debts at Hostettler’s House.  
  • That extra tabard at his waist is for the other Watch 
  member who was supposed to share Trell's shift 
  today, but never showed up. He likely is off in search 
  of the crown. 
  If any characters express interest in joining the 
  Adventurers Guild or working for the Town Watch, 
  Trell is pleased, and tells them they just need to go to 
  the dwarf Jotan Silverhammer, who is both lieutenant 
  guildmaster and sergeant of the Town Watch. Trell 
  says Jotan is usually at a gambling den called 
  Hostettler’s House, run and co-owned by Jotan’s 
  tiefling friend  Patience Hostettler. If the characters 
  don’t find him there, they can just ask Patience. 
  If you want a bit more atmospheric color to demonstrate to the 
  characters what life in Ylraphon is like, you can include the 
  following optional interaction: 
   
  While the characters are talking to Trell, a red dragonborn 
  archer named Tamaron Blackfire runs up to him, covered in 
  blood. Their exchange goes something like this: 
  • Tamaron: “The Mason Sisters murdered me in the street, I 
  want them arrested!” 
  • Trell: “…You don't look murdered…” 
  • Tamaron: “They had their uncle Cedric the cleric revivify me 
  with a scroll, but—” 
  • Trell: “Probably because they didn't want to clean your body 
  up off the street as I commanded them. You are lucky. The 
  sisters told me when you all got back from the ruins, everyone 
  agreed to roll dice for the magic items, but you were greedy 
  and ran off with a magic bow. They slew you and took it back. 
  Sounds like a justified killing to me. Move along.” 
  After the dragonborn leaves angrily to seek the Mason Sisters 
  (who are now playing Three-Dragon Ante at Hostettler’s House), 
  Trell just apologizes to the characters for the interruption, as if 
  this were all simply routine. 
  
   
  . 
   
  If the characters wish to try to contact the Marsh 
  family, proceed with Location B: The Marsh Compound. 
  If they go looking for Lady Gwynora Ironheart for more 
  information about the relic, proceed with Location C: 
  Hostettler’s House.  
  If there is a time limit, the characters should spend less than 20 
  minutes at Old Marsh House.  
  Old Marsh House is opulent, but has fallen into recent 
  disrepair. (Lady Myrandah stopped paying servants 
  when her nephews initially refused to quit 
  adventuring.) Just across the way, separated by a well-
  maintained courtyard garden, is a complex of 
  storefronts owned by the family, many rented out to 
  other businesses. All the shops are open except for one, 
  the Keen Edge, a prosperous tanning and furrier 
  concern owned by the Marshes. A sign in the window 
  of the Keen Edge says, “Closed for Bereavement.”  
  There is no response to knocking, and anyone breaking 
  in will find nothing of interest (though a glyph on the 
  door informs Aislyn Marsh of a break-in). 
   If anyone knocks on the door of Old Marsh House 
  itself, an agitated woman’s voice shouts “Come in!” 
  Inside, the only light comes from a doorway at the end 
  of a long hallway. The door leads to a study where 
  Aislyn Marsh (NG female half-elf) keeps pacing 
  anxiously in front of a roaring fireplace.  
   Sitting nearby, serene and calm by contrast, is the 
  druid Ilasera (N female half-elf), who considers Aislyn 
  her only real friend in town. Normally residing in the 
  Flooded Forest, Ilasera got word of Lady Myrandah’s 
  passing and came into town to check on Aislyn, 
  knowing that civilized folk have trouble accepting 
  death. The two have been sitting in silence, only 
  occasionally conversing—their friendship is based on a 
  shared laconic nature as well as similar backgrounds.  
  DC 14 Intelligence (History or Nature) checks (Emerald Enclave 
  members roll with advantage) reveal the druid Ilasera is nearly 
  revered in Ylraphon. Her ability to reclaim marshland as stable 
  ground enables the town’s growth. She permanently purified the 
  well in the Hunter’s Market, the only reliable source of safe 
  drinking water in the town. The locals also tell you that Ilasera is 
  hermit-like, aloof, and more comfortable with beasts than 
  people. Of all the townsfolk, she is only close to Aislyn. 
  Aislyn already knows about her stepmother Lady 
  Myrandah’s death, so the characters don’t need to be 
  the ones to tell her. She is grateful for Arden’s letter if 
  the characters deliver a copy to her. Since Aislyn has 
  not seen him in a long time, she asks when and where 
  they saw Arden, and how he was. While Aislyn mourns 
  her stepmother, they were never close (Aislyn was the 
  illegitimate daughter of Lady Myrandah’s husband and 
  a drow). Mostly, she is anxious to have her other 
  nephews Lord Orrin and Sir Bresden found before they 
  lose their inheritance. Aislyn is willing to share the 
  following information: 
  • Aislyn has been offered a seat on the town’s ruling 
  Merchant Council. However, if her nephews don’t 
  return to claim the family holdings, Aislyn will have 
  no merchant house to represent, and no place on the 
  council. Unless her nephews are found, she says 
  there is no point in taking the seat at all. She is very 
  concerned about how to respond to the Council’s 
  offer, given these circumstances, and even more 
  nervous about the family holdings possibly falling 
  the hands of Zhelad. 
  • Sir Bresden and Lord Orrin said they were headed 
  for the ruins in search of a lost crown. Gwynora 
  Ironheart has offered a great prize for it, and the 
  Marsh boys spoke to Gwynora before they left town. 
  Gwynora may have more information about where 
  they went. Gwynora can normally be found at 
  Hostettler’s House , of which she is a co-owner. 
  • Aislyn can offer the characters rooms in Old Marsh 
  House for the night, if they wish. 
  Ilasera also has information to share, as follows: 
  • Adventuring nearby has become more dangerous. 
  There has been an increase in unusual creatures in 
  the ruins of Outer Ylraphon recently. Such creatures 
  often appear dripping with a sticky golden liquid, 
  causing them to behave strangely. 
  • Sages have long believed that some unusual force has 
  been stocking the Flooded Forest with dangerous 
  monsters from distant places, but lately there are 
  many more than before. 
  • Bresden and Orrin came to her recently seeking a 
  guide to certain areas in the Flooded Forest. She 
  referred them to Omidon, a studious young half-orc 
  who had been researching the region’s history and 
  particularly some older dwarf-holds and orc lairs. He 
  sought the burial place of a particular orc tribe. 
  
   
  . 
   
  • Ilasera had told Omidon that the lair of the orc clan 
  Dragul, who had taken over an old dwarven ruin, fit 
  his description, and it also sounded like the location 
  Bresden and Orrin sought. 
  • Omidon is recognizable by a strange scar on his face 
  in the shape of a large red handprint. She can pass on 
  the directions she gave “the Marsh boys” to 
  Omidon’s tent. He lives among the Mulmasterite 
  refugees outside the Palisade walls. 
  • Ilasera is the local faction contact for members of the 
  Emerald Enclave. She will need help restoring the 
  balance between the overgrown swamp and the 
  human settlement of Ylraphon, though she has no 
  specific faction mission for Enclave members now.  
  • As a druid, Ilasera has been working to gradually turn 
  sections of water-logged marsh into solid dry land 
  that can be built upon, to create more places for 
  people to live. She hopes to soon learn how to create 
  farmland as well, since some kind of curse prevents 
  crops from being grown locally. 
  Before the characters leave, Aislyn asks their advice on 
  one more matter. She and Ilasera have been debating an 
  issue facing the Merchant Council, and since Aislyn 
  may soon join, she is seeking other opinions. Many 
  people now live outside the town walls, partly because 
  wealthy adventurers have made the price of housing 
  very high. Most are refugees from Mulmaster, who 
  came south after the elemental cultists devastated their 
  city. Camped at the foot of the Palisade, they are highly 
  vulnerable to attacks by brigands, orcs, and others. 
   Now, the Merchant Council has purchased a new 
  means of defense: a massive catapult, built by the 
  artificers of Lantan, which is so large an entire tower 
  must be built to support it. The original intention in 
  buying such a large weapon of war was to defend 
  against pirates of the Moonsea and Dragon Reach, who 
  have become increasingly brazen in their attacks, 
  threatening the maritime trade that is the lifeblood of 
  Ylraphon’s economy. Now, however, it is being 
  proposed that instead of building the catapult tower on 
  the docks, it should be placed outside the Palisade to 
  the east, to provide greater security to the refugees 
  living outside the walls. 
   Since getting all the merchant houses to donate the 
  funds for this catapult took the better part of a year, the 
  town probably won’t be purchasing another one any 
  time soon. Therefore, this is a decision of great 
  importance. Aislyn leans towards keeping it on the 
  docks, which would benefit the whole town, but Ilasera 
  has been arguing for placing it outside of town to guard 
  the refugees, who are much more defenseless than 
  anyone else. Both want to know what the characters 
  think. Record their response, which may be important 
  in the Conclusion.  
  A dark-skinned, raven-haired half-elf with large blue-green eyes 
  and a cleft in her chin, Aislyn dresses in the stained brown 
  leathers of a forester. Her long black hair hangs straight, braided 
  with feathers in places, hiding the pointed ears she inherited 
  from her drow mother. Known locally as a canny merchant 
  noblewoman, Aislyn is also a powerful warlock, but she has 
  always kept her eldritch powers secret, due to her stepmother 
  Myrandah’s superstitions. She tends to take in young people 
  living in poverty, making them live-in employees or apprentices, 
  without asking her family first. Compulsively organized, Aislyn 
  has helped manage (and, at times, helped raise) a lot of very 
  flawed people—she’s learned to silence most with a single hard 
  look. 
   
  Quote: “The men in my family are all impulsive, impetuous, 
  overgrown boys—Someone has to be the adult.” 
  An auburn-haired, olive-skinned half-elf in red robes with a 
  Calishite accent, Ilasera always has a distant look in her eyes, as 
  if attentive to a world beyond the one around her. She seems to 
  lack knowledge of civilized customs, but is more eager to discuss 
  local animals and plants, and the goals of the Emerald Enclave 
  (for which she is the main local contact). She always brings 
  conversations back around to the wildlife of the Flooded Forest 
  and the cause she speaks of as her sacred duty: recovering the 
  balance between the swamp and civilization. She believes the 
  natural order of this region—and the world—must be set right at 
  all costs.  
   
  Quote: “I grew up with humans, but now I live in the Flooded 
  Forest with beasts and monsters. They’re easier to trust.” 
  If the characters seek out Gwynora Ironheart, proceed 
  to Location C: Hostettler’s House. If they wish to head to 
  Omidon’s tent, they will go outside of the town walls—
  continue with Location D: The Gates of Ylraphon. 
   
  If you are concerned about time, try to skip this section entirely, 
  especially if you are planning to run the “Old Zhelad” encounter 
  in Location D. As long as the characters hear about Omidon from 
  Ilasera or Clif and Gythen, they have enough information to 
  proceed to Part 2. For characters pursuing the special 
  assignment for the Order of the Gauntlet, Garm Stormbright can 
  
   
  . 
   
  be encountered on the way to the gates or elsewhere rather than 
  here, with the same interaction. 
   
  If you think you can complete this section and still make it in 
  under the time limit—or if your players seem especially 
  enthusiastic about this location—the characters should spend 
  less than 25 minutes at Hostettler’s House. The brief bar-fight 
  described under “Developments” can clear out the 
  establishment when you need the characters to move on. 
  Crowded at nearly any hour of the night, Hostettler’s is 
  the center of the social scene for the town’s 
  adventurers. This ask-no-questions flophouse and bar 
  makes its real money from gambling, with high stakes 
  games run by the house. From dusk to dawn, the place 
  offers everything from performances by renowned 
  bards to rooftop bare-knuckle boxing matches and 
  other less savory forms of entertainment. 
   When the characters enter this establishment, read 
  or paraphrase the following: 
  You step out of the cold night into the bright 
  warmth of a bustling common room. The brass-
  fitted bar and many gaming tables are richly (if 
  gaudily) appointed, but this palatial regalia 
  contrasts with the appearance of the patrons.  
   A rough crowd of adventurers, hunters, 
  swampfolk, sailors, longshoremen, fish-mongers, 
  blacksmiths, and scavengers crowd around gaming 
  tables, clanking tankards and guzzling ale, while a 
  half-elf bard on a stage in the corner sings one of 
  the famed Elanil Elassidil’s jauntier ballads.  
   Everywhere you look, people of all races are 
  gambling and carousing, and everyone is armed to 
  the teeth.  
  If the characters ask for Gwynora Ironheart, Jotan 
  Silverhammer, Garm Stormbright, or Patience 
  Hostettler, read or paraphrase the following: 
  You are directed to a table in a back corner of the 
  common room. A female tiefling deals cards to two 
  dwarves, while a third dwarf stands nearby keeping 
  an eye on the room.  
   As you approach, one of the seated dwarves—a 
  male speaking to a female—says in a polite but 
  steely voice, “Gwynora, I do not. Want. The job. And 
  that’s final. If you ask Tarn, he’ll say the same. Now 
  can we just play cards?” 
  Gwynora Ironheart (NG female shield dwarf spy), uses 
  this table as her unofficial “office”, drinking hot spiced 
  apple cider (she is currently pregnant, and does not 
  drink liquor) while conducting meetings and seeing to 
  her business. She is presently in the midst of a friendly 
  game of poker with her soon-to-be brother-in-law, 
  Garm Stormbright (LG male gold dwarf warlord, see 
  sidebar for details.)  
   Nearby stands her bodyguard and fiancé, Karl 
  Stormbright (NG male gold dwarf swashbuckler), who 
  seldom speaks here, but keeps a close eye on everything 
  around him, especially the entrances. 
   Dealing the poker game is Patience Hostettler (CN 
  female tiefling warlock of the Great Old One) who co-
  owns the establishment together with Gwynora. 
   As the characters approach, Gwynora asks if they’re 
  looking for a room (modest lifestyle for 5 sp per night), a 
  seat at one of the gaming tables, or just want a drink. If 
  the characters say they are looking for information, she 
  says she’ll talk if they join her game. (Though she will 
  relent on this if you’re running in a time-sensitive 
  environment; see the sidebar below.) 
  If you’re concerned about getting to Part 2 quickly, Garm will 
  interject when Gwynora tells the players they must join the next 
  round of poker, insisting that the game be placed on hold while 
  the concerns of the adventurers are addressed, to which Gwynora 
  will reluctantly acquiesce. 
   
  If you have more time, Gwynora will only talk to those who join 
  her poker game. See DM Appendix 4: Gambling at Hostettler’s 
  House for how the game is run. Characters playing cards with 
  Gwynora and Garm are free to talk to them as much as they wish. 
  It only takes 10 minutes of poker (one ability check from each 
  character playing) to get a conversation going. 
   
   If a character indicates they are affiliated with the Order of the 
  Gauntlet, Garm offers to pay their first round’s buy in. 
   
  There are a variety of other games besides poker. All the 
  gaming options available are listed in DM Appendix 4. 
  Lady Gwynora is pleasant with anyone at her table and 
  eager to relate any of the following: 
  • Gwynora has offered 1,200 gp and forgiveness of any 
  house gambling debt to the group of adventurers that 
  brings her the Blood Metal Crown, a platinum crown 
  with tines of “blood metal,” which belonged to her 
  ancestor, Deep King Tuir Stonebeard of Roldilar, 
  when he ruled this land as a dwarven kingdom. 
  • Sir Bresden came to her with his cousin Orrin a few 
  days ago, asking about the reward for the crown. 
  Gwynora recommended that he seek a half-orc 
  named Omidon. 
  
   
  . 
   
  • Omidon came to Gwynora shortly after she 
  announced that she was looking for the crown. He 
  claimed the crown was much closer to Ylraphon than 
  anyone thought, buried under the hideout of a 
  nearby orc clan, along with the outcast orc warriors 
  who had claimed it in the Battle of Deepfires. 
  Omidon had the image of a red hand tattooed on his 
  face, and was small for a half-orc.  
  • Gwynora has heard that the Tyrantsworn now seek a 
  half-orc fitting Omidon’s description, but she 
  doesn’t know why. The Tyrantsworn are a Banite 
  militia who enforce law and order outside the 
  Palisade, in part because the Town Watch lacks the 
  capacity to patrol out there, and because most of the 
  refugees are Mulmasterites who worship Bane. 
  • The Merchant Council is presently deadlocked on 
  whether to let the refugees become citizens—even 
  after Serge Affapanov (a noble of Mulmaster) joined 
  the Merchant Council recently.  
  • There is currently a vacancy on the council due to 
  the departure of Myrandah Marsh. Only when the 
  council is restored to its full complement of five 
  voting members will the fate of the refugees be 
  resolved. The council has offered Aislyn Marsh the 
  crucial fifth seat, but she won’t accept until her 
  nephews Orrin and Bresden are found. 
  • Gwynora expects to recruit Garm to lead and reform 
  the Town Watch (this poker game is just an excuse 
  for her to try). If Garm hears this, he restates his firm 
  refusal to do so, saying to his nearby brother, “Karl, if 
  your fiancée here wants to marry a Stormbright 
  brother, you better let her know we can’t be bought.” 
  Matriarch of the dwarf merchant clan Ironheart and most-
  beloved member of the Merchant Council that rules the town, 
  Gwynora was once an adventurer, but gave it up to raise her son, 
  Bartrek (who is now grown and operates the Ironhearts’ alchemy 
  shop). She has an authoritative demeanor occasionally set off by 
  a mischievous smirk, and her probing green eyes seem to divine 
  the secret measure of those who cross her path. Gwynora's voice 
  is smooth as silk yet strong as steel. Several months pregnant, 
  this red-haired dwarven lady descends from royalty, and it 
  shows. Centuries ago her ancestor, Deep King Tuir “Stonebeard,” 
  forged the lost dwarf kingdom of Roldilar in these lands; now 
  Gwynora has built a fiefdom of her own, growing what was once a 
  tiny outpost into the prosperous port of Ylraphon. 
   
  Quote: “The only way to rise above our circumstances is to 
  work together: one and all, native and refugee, merchant and 
  adventurer.” 
  Note: Gwynora has the stat-block of a spy, adding the following 
  to her proficiencies: Gaming Sets (playing cards) +5 
  When Gwynora speaks of Roldilar or her ancestor Deep King Tuir, 
  characters may roll DC 13 Intelligence (History) checks to know 
  that the reign of Deep King Tuir Stonebeard was brief, and the 
  history of his kingdom, Roldilar, was measured in decades rather 
  than centuries. Roldilar once included these very lands, with 
  Ylraphon the kingdom’s greatest port.  
   
  It all ended in the Battle of Deepfires, a long series of 
  underground skirmishes so infamous for their hopeless brutality 
  that to this day laments and woeful sayings mention it. Dwarves 
  overwhelmed with sadness, sickness, or other miseries often say, 
  "I feel as if my axe were broken in the midst of Deepfires." 
  A DC 14 Intelligence (History) check (rolled with advantage by 
  dwarves or characters proficient in any kind of metalworking 
  tool) recalls that blood metal was a mysterious magical steel that 
  was toxic to orcs. A dwarven master smith worked with 
  spellcasters of three different races to forge blood metal into a 
  thousand orcslayers, legendary blades which could kill an orc 
  with a single scratch. All but a few of these blades were lost after 
  the fall of the Roldilarren dwarves, with no record of what 
  happened to them. History also does not record how the orcs 
  were later able to reconquer their lands from dwarves armed with 
  such weapons. 
  If anyone asks about Jotan Silverhammer, the 
  Adventurers’ Guild, or becoming a volunteer for the 
  Town Watch, the tiefling dealer Patience—who 
  remains silent otherwise—responds that Jotan would 
  be the one to sort all that out, but she hasn’t seen him 
  for a couple days, since he and his two elven 
  adventuring comrades headed out of town to find the 
  Blood Metal Crown. Jotan told her he had a tip 
  directing him out to the ruins, towards the orc lair of 
  Clan Dragul, where “the Marsh boys” were headed. 
  She advises the characters to seek Jotan outside the the 
  Palisade gates. 
  Garm is eager to assist anyone who seeks to help the 
  Marshes. As a paladin to Berronar Truesilver and 
  keeper of her shrine in town (the Argent Hearth), he is 
  devoted to the ideals of home and family. He is happy 
  to share the following information: 
  • Since coming to town, Garm has become a mentor to 
  Bresden Marsh, who lost his father during the 
  troubles in Mulmaster. A DC 15 Wisdom (Insight) 
  reveals Garm is hiding something related to this, 
  
   
  . 
   
  though not what. (See “House Marsh” from the 
  Adventure Background for more on this, if needed, 
  though Garm will not readily speak of it.) 
  • Bresden said he had connected the crown to a sacred 
  dwarven mortuary buried in the Flooded Forest 
  north of the temple of Bane, though he would need a 
  guide to find it. 
  • Garm knows a bit about the local orc tribes. A clan of 
  orcs, the Draguls, are rumored to have been using an 
  abandoned dwarven mortuary as a lair. Older magical 
  traps are often corrupted by the sorcery of orc 
  shamans, with their required words or gestures 
  changed to glorify Gruumsh or commemorate the 
  eye he lost battling the elf god Corellon Larethian. 
  • Garm is not a member of the Order of the Gauntlet, 
  but he owes them, and he will do anything to help its 
  members in need—so long as it doesn’t involve 
  violence. He’s given up that life. 
  A broad-shouldered, bronze-skinned dwarf in his prime, Garm 
  has a beard that is unusually gray for one not yet middle-aged. 
  He almost always wears a massive iron gauntlet on only his left 
  arm. Even though he laughs deeply and smiles easily, his flinty 
  eyes betray regret for a life of violence. Unless another member 
  of his family is directly in harm’s way, Garm will never attack 
  another sentient creature, even to defend himself. 
   
  Quote: “For once in my life, I just want to live in peace.”  
  Garm does not know it, but he is being tested by Berronar 
  Truesilver to one day become her Chosen, a mortal being imbued 
  with special divine power to serve a special purpose. As such, he 
  has potent divine abilities (though he does not realize their 
  origin). Garm is a warlord, but he also gains the Innate 
  Spellcasting trait, as follows: 
  • Innate Spellcasting. Garm’s spellcasting ability is Charisma 
  (spell save DC 16). He can innately cast the following spells, 
  requiring no material components: 
  • 1/day:  detect evil and good, banishment, calm emotions 
  • 3/day: cure wounds (as a 4th-level spell) 
  If the characters seek to talk Garm into taking 
  leadership of the Town Watch, his initial response is a 
  hard no. However, he is willing to hear the characters 
  out. For her part, Gwynora says, “See, they’re on my 
  side!” but otherwise stays out of it. 
   Keep the conversation short and focused, but play 
  Garm as respectful, and understanding of why the 
  characters would ask. He may say some version of any 
  or all of the following: 
  • Garm admits that Ylraphon needs a real, 
  professionally trained Town Watch. But Garm came 
  here to live in peace and avoid the violence of his old 
  life.  
  • Given the number of adventurers here and the lack 
  of any real government, any officer of the law must 
  eventually kill or be killed, and Garm says he already 
  has as much blood on his hands as his goddess will 
  permit. 
  • Since Garm won’t take the job, there’s been talk of 
  offering it to his elder brother Tarn, who is also a 
  respected lawman. However, when Tarn arrived in 
  town for upcoming nuptials of Tarn and Garm’s 
  younger brother, the first thing Garm did was hand 
  him a letter explaining the extreme danger of trying 
  to rein in a town this lawless and full of adventurers.  
  Garm has good reason for refusing command of the 
  Town Watch himself, but is being overly stubborn 
  about not helping in any way, given his connections 
  and expertise. This stubbornness makes the DC of 
  Charisma (Persuasion) checks to convince him high: 
  DC 15 if the Average Party Level is 5th or 6th, DC 17 if it 
  is 7th or 8th, and DC 19 if it is 9th or 10th. 
   However, certain arguments can reduce this DC—
  specifically the following: 
  • referencing the information Ilasera shared about a 
  mysterious force stocking the nearby forest with 
  monsters;  
  • specific references to the events that led to the 
  undoing of Mulmaster (a source of guilt for Garm); 
  • accurate citations of the dwarf gods’ theology; 
  • or appeals to the future safety of Garm’s family 
  (especially his unborn nephew).  
  Grant advantage on dice rolls for truly impassioned 
  pleas or earnest roleplaying. However, due to the 
  blessing of Garm’s goddess, all Charisma (Deception) 
  checks on this subject fail automatically, and grant 
  disadvantage on subsequent Charisma checks. 
   If the characters fail, Garm makes his refusal clear. 
  He says something like, “Enough. I’m newly married 
  myself, and the goddess I serve tells me to put family 
  first. I have no intention of making my new wife a new 
  widow, nor of letting any of the rest of my kin die 
  fighting murderous vagabonds in the streets.” If the 
  
   
  . 
   
  characters try to push the conversation further, Garm 
  excuses himself and goes home for the night. 
   If the characters succeed, Garm finally gives in, with 
  words to this effect: “Alright, you’ve convinced me I 
  can’t sit idly by while my home, and the home of my 
  brother’s unborn child, descends into lawlessness. I 
  won’t take the job myself, but I’ll make it my purpose to 
  find the man or woman who will. You can tell the 
  Order of the Gauntlet that Garm Stormbright said this: 
  Within a tenday, Ylraphon will have a new Captain of 
  the Watch.” 
   Whether the characters succeed or fail, if they 
  respect Garm’s decision, he will bless one nonmagical 
  weapon belonging to a member of the Order of the 
  Gauntlet. For 24 hours, this item is magical, granting a 
  +1 bonus to attack rolls. However, while the item has 
  this magical bonus, anyone carrying it gains this 
  temporary Ideal: “Home, family, and peace are worth 
  any sacrifice.” 
  If there is time and the characters seek to try their hand at other 
  games besides poker, or simply wish to check out other areas of 
  Hostettler’s House the DM has the option of including others 
  whose games they can join or observe. If the characters do, roll 
  on the rumors table in DM Appendix 3: Rumors to determine 
  gossip that comes up in these gamblers’ conversations: 
  • Over a game of High Dragon, the elderly and cranky Cristobella 
  Crexi (LN female gold dragonborn), the Emberstar Exchange’s 
  most renowned swordsmith, is getting increasingly annoyed. 
  Her opponent, Gwynora’s niece Cora Ironheart (CG female 
  shield dwarf) runs her family’s brewery and distillery; she 
  irritates Cristobella with both her luck at cards and chatty 
  banter. The third player, a navigator for the Chiang Emporium 
  named Yi Zhong Fan (N male Shou human), focuses on his 
  beer rather than the awkwardness between his fellow players, 
  seeking distraction from a bittersweet love affair.  
  • At the Thabort table, four sinister monks of an order called the 
  Sunken Shadows (LE water genasi martial arts adepts who are 
  disciples of Iselci Mondas (see Part 3)) use the game to 
  practice their manual dexterity by getting dice to come up as 
  they wish. If asked their names, they say they have none, 
  having given them up in an occult ritual.  
  • The Mason Sisters (most are actually cousins), a group of 
  Vaasan noblewomen, are raucously playing Three-Dragon 
  Ante. They are three swashbucklers (two CN human females 
  named Rustine and Edera and their CG goliath bodyguard 
  Wargo the Goat) and a monk of the Yellow Rose named Luellen 
  (LN female human (Damaran) martial arts adept), celebrating 
  how they dealt with a dragonborn partner who tried to steal 
  from them by the docks. 
  If the characters linger too long at Hostettler’s House, a 
  bar-fight breaks out between two groups of gamblers: 
  the Sunken Shadows and the Mason Sisters. The fight 
  ends quickly, however—Patience shouts that the next 
  person who strikes a blow is banned from Hostettler’s 
  House for life, and that stops both groups in their 
  tracks. After that, Gwynora and Patience shut down all 
  gambling for the night, and Hostettler’s House clears 
  out. 
  If you are not restricted by time, letting the bar-fight between 
  the Sunken Shadows and the Mason Sisters become a full combat 
  can get some action happening earlier while also demonstrating 
  more of Ylraphon’s lawlessness. Also, the Sunken Shadows are 
  disciples of Iselci Mondas, who the characters will encounter in 
  Part 3. Their sinister nature and presence in town can foreshadow 
  that encounter, especially if they threaten the Masons with 
  retribution when their absent master returns. If you choose to 
  play out the fight, use the information in the Optional 
  Expansion: Other Gaming Groups sidebar above for details on 
  these combatants. 
  If the characters have not yet visited the Marsh 
  compound and want to try to contact Aislyn Marsh, 
  proceed with Location B: Marsh Compound. If they are 
  headed outside the city to look for either Omidon, or to 
  search directly for Orrin and Bresden, proceed to 
  Location D: The Gates of Ylraphon. 
  Ultimately the characters will need to leave town, 
  either to seek Omidon, or the lost ruin near the temple 
  of Bane. There are two gates out of town: the Marsh 
  Gate, and the Shou Gate. The Marsh Gate is directly 
  between Hostettler’s House and the Marsh Compound 
  that gives the gate its name. The Shou Gate is on the 
  other side of town, far to the east. 
   Whichever gate they exit through or visit first is 
  being guarded by Clem Stouthandle (NG female 
  halfling guard), while the other is currently unmanned. 
  Read or paraphrase the following: 
  
   
  . 
   
  Ylraphon’s Palisade is a wall of sturdy duskwood 
  trunks lined in a row, still clad in their black bark, 
  each sharpened to a point. A small wooden platform 
  stands next to the gate, giving the watcher on duty—
  a female halfling—a view of both the city within and 
  the ruins outside. The halfling does not bar your 
  passage, and nods as you pass. As you walk north 
  towards the gate, it begins to snow. 
  Clem can provide essentially the same information as 
  Trell Bannon of the Fens (from Location A), though she 
  is more talkative and friendly. After the characters 
  finish with Clem, move on as follows: 
  • If the characters have not visited both Location B: The 
  Marsh Compound and Location C: Hostettler’s House, 
  run the encounter Old Zhelad, but only if you have 3 
  or more hours of real-time left to finish this 
  adventure. (If you have enough time, you may 
  optionally run this encounter even if they visited 
  both places.) 
  • If the characters have already been to both Location B 
  and Location C, nothing more of interest happens 
  here. They may proceed out the gate, directly to Part 
  2: On the Borderlands 
  Make sure you reference the above guidance before choosing 
  whether to run this encounter. If you have less than 3 hours left 
  to complete the adventure, or if the characters have already 
  visited both Location B: The Marsh Compound and Location C: 
  Hostettler’s House, you should not include this encounter at all—
  as long as the characters already intend to leave through the 
  town gates, by now they should have all the information they 
  need to proceed. 
  As the characters are about to exit through the gate 
  read or paraphrase the following: 
  As you are about to leave town, a rugged individual 
  with greyish-blue skin and shocking white hair is on 
  his way in through the gate. Clem appears to 
  recognize him and gives him a cool yet polite nod.As 
  soon as he is within the gates, two elves run up from 
  a nearby alley, shouting “You sent us into an 
  ambush!” and “Why are your friends trying to kill 
  Orrin Marsh?”  The blue man looks confused as the 
  elves begin to attack him, then cries out for help. 
  The man with the bluish skin is “Old” Zhelad (LE male 
  water genasi, see sidebar for stats), the cousin of the 
  Marshes who keeps the local shrine to Umberlee. The 
  two elves attacking Zhelad are Gythen Wildwood and 
  Clif (CG male wood elves). Clif and Gythen originally 
  accompanied Jotan Silverhammer in search of the lost 
  crown. Their adventuring group met up with that of 
  Bresden and Orrin Marsh, before an attack by water 
  cultists, including several water genasi, nearly killed 
  everyone in both companies.  
   Clif and Gythen escaped and were coming back to 
  town when they saw Zhelad behind them on the road. 
  They are suspicious that Zhelad may have been 
  involved with the water cultists who attacked them 
  (Zhelad is a water genasi, priest of Umberlee who 
  historically had rocky relations with the rest of House 
  Marsh.) In fact, Old Zhelad had nothing to do with it, 
  but Clif and Gythen don’t know that yet. They don’t 
  want to kill Zhelad, but they want to drag him 
  someplace private and question him, and if no one 
  interferes, they will beat him unconscious. 
  These two elves have minor psionic abilities, and are seasoned 
  adventurers, but neither is feeling their best at the moment. 
  Both have a level of exhaustion from deepdelve fever (described 
  at the beginning of Part 3), which gives them disadvantage on 
  ability checks (but not saves or attack rolls). Each has the stats 
  of a drow elite warrior, with the following minor changes: 
  • Alignment is chaotic good 
  • Under Skills, add Sleight of Hand +7 (for Clif) or Survival +4 
  (for Gythen) 
  • Under Languages, replace Undercommon with Common 
  • Remove the Sunlight Sensitivity trait 
  • Replace spells for Innate Spellcasting with the following: 
  At will: mage hand, spare the dying 
  1/day: jump 
  2/day: invisibility (for Clif) or pass without trace (for Gythen) 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Clif and Gythen have been reduced to 45 hp each in 
  previous fights and their weapons are not poisoned (they 
  don’t inflict extra poison damage or effects). 
  • Weak: Clif and Gythen have been reduced to 45 hp each in 
  previous fights. 
  • Strong: Clif and Gythen each have 107 hit points. 
  • Very Strong:  Clif and Gythen each have 133 hit points and 
  Dexterity of 20, increasing their Armor Class to 20 and adding 
  +2 to their attack and damage rolls for their shortsword and 
  hand crossbow attacks. In addition, they can each make a 
  shortsword attack as a bonus action. 
  
   
  . 
   
  If the characters fight Clif and Gythen, it should not be 
  a fight to the death. In fact, if the characters try to 
  protect the water genasi, the two elves take pains to 
  convince the characters the attack is justified. They 
  don’t want to kill the characters, or even Zhelad, since 
  they want to interrogate him. If the characters 
  intervene to protect him,  
   Zhelad tries to get away from the elves, but not leave 
  the area entirely. He tries to defend himself and escape 
  as soon as he can. If necessary, he will cast the tidal wave 
  spell (from the Elemental Evil Player’s Guide, also 
  described in DM Appendix 7) to help cover his escape, 
  and while he’ll try not to get Clem or the characters in 
  the effect area, he doesn’t mind doing so if necessary. If 
  Zhelad gets a bit of distance between himself and his 
  attackers, he will feel more comfortable using his spells 
  to punish the elves for assaulting him. 
   It takes Clem a round to climb down off her 
  platform, but when she does she will try to protect 
  Zhelad while shouting for help from her fellow Town 
  Watch members (none of whom are within hearing). 
  The elves will try to get at Zhelad without doing Clem 
  any lasting harm. 
   If they are losing the battle, the elves break off their 
  attack and run as fast as they can towards the Marsh 
  gate to try to hide out in the wild. If they are unable to 
  leave the fight safely, they may try to surrender and 
  make a deal, especially if they begin to believe the 
  characters are not here to kill them. 
   If the characters try to help attack Zhelad or don’t 
  offer him help, he is quick to surrender to the elves and 
  try to ask what the trouble is. If Zhelad is surrendering 
  without any trouble, the elves will accept his surrender 
  before reducing him to 0 hit points. 
  These two affable elven adventurers are only attacking Zhelad 
  out of loyalty to Jotan, the comrade they believe he endangered. 
  They’re always eager for gold and glory, but not to the point of 
  ignoring the consequences of what they do. Loyal to a fault, 
  they’ve followed Jotan Silverhammer into plenty of tight corners, 
  though they’re too ill to try rescuing him now.  
   Gythen Wildwood  takes a childlike glee in his life as an 
  adventurer. He dreams of greatness, longing to restore the 
  original Ylraphon as the capital of a new elven kingdom. 
   Clif (short for Accliferaeth) is a prolific thief but only steals 
  from those who can spare it. He is constantly annoyed by how 
  many things can still detect him when he’s invisible. 
  Zhelad wants to make it clear that he did nothing that 
  would justify the two elves attacking him. He can reveal 
  any or all of the following, which Wisdom (Insight) 
  checks reveal to all be true: 
  • Zhelad was just returning from a visit to Salvar 
  Brix’s. Zhelad had been helping the wizard tend to 
  his pet octopus, Wobbles. This attack has taken him 
  completely by surprise. 
  • Zhelad knows of Lady Myrandah Marsh’s death, will, 
  and dying wish. He openly admits he would like to 
  inherit her wealth. However, he believes his goddess 
  punishes kinslayers, so he doesn’t intend to kill any 
  relatives to make that happen. 
  • Zhelad learned from Ilasera that his cousins Orrin 
  and Bresden sought the Blood Metal Crown, and 
  that they would be seeking it in the lair of orc caln 
  called Dragul. 
  • When Zhelad heard that Jotan Silverhammer was 
  also planning to go in search of the crown, Zhelad 
  offered to tell Jotan the area Bresden and Orrin were 
  headed to, in exchange for 200 gp of the prize money 
  if it helped Jotan find the crown first. 
  •  In doing so, Zhelad also hoped to delay Bresden and 
  Orrin by giving them some competition, which might 
  cause them to return to town too late to claim their 
  inheritance.  
  Though “Old” Zhelad (as he’s often called) is the fanatical local 
  leader of Umberlee’s cult, he thrives by being calm and rational 
  in his dealings. Despite his nickname, this water genasi looks 
  young. His dark sense of humor and rugged good looks hide the 
  grim ruthlessness of Umberlee’s clergy. He has large sea-foam 
  green eyes, silver hair, and greyish-blue skin the color of storm 
  clouds. Few realize the charm he wears around his neck is the 
  mummified hand of a drowned halfling. Zhelad is extremely 
  patient, instinctively manipulative, and quietly insane. Yet he 
  keeps the Bitch Queen’s shrine immaculate, and most sailors 
  who pass through live to tell the tale—he sees all who live on or 
  near the sea as potential members of his flock.  
   
  Quote: “Until Umberlee comes to flood the world with brine 
  and blood, Ylraphon is my home, and anyone who threatens it 
  will die with saltwater in their throat.” 
  Zhelad has the same stats as Shoalar Quanderil from Princes of 
  the Apocalypse, adding Religion +2 to his skills 
  
   
  . 
   
  Clif and Gythen have a story to tell, but they do so as 
  quickly as possible. They are very ill and need rest. 
  • The dwarf Jotan Silverhammer is the leader of the 
  elves’ adventuring company, as well as the lieutenant 
  guildmaster of the Adventurers Guild. 
  • Jotan said he had a lead from Zhelad that would help 
  them beat the Marshes to the crown. After hours of 
  spelunking, they ultimately found what appeared to 
  be tunnels leading to the right area.  
  • They were attacked by water cultists. They managed 
  to escape into a secret passage where they found Sir 
  Bresden Marsh, Lord Orrin, and a half-orc called 
  Omidon, likewise recovering from an attack by the 
  water cultists. 
  • Jotan and Sir Bresden agreed to join forces against 
  the water cultists, and then work together to find the 
  crown and split Lady Ironheart’s prize. 
  • They rested, but when they awoke, Jotan and 
  Bresden, who had taken the last watch, were gone. 
  • When they set out to find them, again however, they 
  were attacked by some strange undead, dripping with 
  a golden syrupy liquid. Clif and Gythen were forced 
  to retreat, and when they returned there was no sign 
  of Orrin or Omidon—only trails of the golden sap. 
  • They searched for Jotan and the others for hours, but 
  they were already weak from deepdelve fever, a 
  sickness that affects those who stay down in the 
  dungeons outside Ylraphon for too long. So, they 
  decided to return to town and seek help.  
  • The tunnel they exited from collapsed as they were 
  leaving. Sir Bresden, however, had mentioned that 
  Omidon had guided them down through a much 
  quicker entrance.  
  • Clif and Gythen suspect that Zhelad had sent them 
  out to be ambushed with the Marshes. Water genasi 
  are rare, and it seemed like too great a coincidence 
  that other water genasi tried to kill them. So, when 
  they saw Zhelad, they attempted to waylay him so 
  they could interrogate him. 
  By making a DC 13 Intelligence (History or Medicine) check (or by 
  asking any local), a character discerns that deepdelve fever is 
  known to adventurers in Ylraphon as a sickness afflicting those 
  who spend too many hours underground in certain local ruins. 
  There is no cure, not even magical healing, until those suffering 
  get a good night’s sleep above ground. 
  It’s likely that the characters will be able to talk to both 
  sides and clear things up. If the characters side with 
  Zhelad and help him fight the elves, Zhelad likely flees, 
  but if still present after their defeat, he will suggest 
  taking them to the jail in the aging Town Hall. Even if 
  jailed, the elves will be released after sleeping off their 
  deepdelve fever—they are volunteer members of the 
  Town Watch and friends with Jotan, one of the 
  Watch’s leaders. 
   If the characters help the elves capture Zhelad, the 
  elves will stealthily smuggle him up to their rooms at 
  Hostettler’s House for interrogation. They likely end 
  up believing Zhelad’s story, however, and in any case, 
  they will be too sick by then to do much else but let the 
  genasi go. 
   After the characters have finished talking to Zhelad 
  and/or the elves as much as they wish, proceed to Part 
  2: On the Borderlands. 
  
   
  . 
   
  Clues from investigations in town guide the characters 
  beyond Ylraphon's protective Palisade and into the 
  surrounding ruins, which sprawl out into the Flooded 
  Forest. Refugees from Mulmaster have constructed a 
  makeshift town of their own just outside the Palisade, 
  hastily rebuilding ruins or erecting other forms of 
  shelter against a relentless winter. 
  If you are running the adventure to end within 4 hours, Part 2 
  should take no more than 30 minutes of real time.  
  If the characters are about to enter Part 2 short on hit points or 
  any other significant resource, circumstances and NPCs should 
  both encourage them to take a long rest before they get too far 
  from Ylraphon. Almost all the intended combat challenge for this 
  adventure will be happening in Parts 2 and 3, so the characters 
  should be prepared when they leave the town. Characters can 
  camp safely out here in the Old City, which is relatively secure 
  due to the constant patrols of the relentless Tyrantsworn militia, 
  but may be more comfortable—and certainly warmer—resting 
  back in town. 
   
  In addition to Aislyn Marsh offering rooms at Old Marsh House, 
  Garm will offer to put them up at his shrine to Berronar 
  Truesilver, the Argent Hearth. Characters who finish a long rest at 
  the Argent Hearth are healed for 2d4 hit points. 
   
  Gwynora is willing to offer a discount on rooms at Hostettler’s 
  House as well. However, due to the noise, characters who attempt 
  a long rest at Hostettler’s House must roll a DC 17 Constitution 
  save (creatures like elves who don’t require sleep automatically 
  succeed). Those who fail require an extra hour of rest before their 
  rest is finished. 
  When the characters exit the gates of Ylraphon or 
  otherwise enter this area, read or paraphrase the 
  following: 
  A second, more ragged town has sprung up among 
  the ruins just outside Ylraphon’s palisade, like 
  weeds at the foot of a walled garden. The area hosts 
  a wild mix of dwellings.  
   Icicle-covered yurts stand next to newly 
  reinforced ruins, heavily-patched tourney pavilions, 
  hastily erected wooden shacks, and crude cabins 
  half-collapsed with heavy snow. The inhabitants are 
  all refugees, but a few live more comfortably than 
  the others. In the distance, more ancient ruins 
  spread in every direction, to the edge of the Flooded 
  Forest and beyond. 
   As you cross beneath an ancient stone bridge—
  now snow-covered and leading only to rubble—you 
  see a group of ten black-armored soldiers in heavy 
  fur cloaks on a side path off to the side of the Hunt 
  Trail. They wear symbols of the god Bane and lead a 
  shackled orc in red plate armor. They march in 
  silence, but their orc prisoner sings a defiant, dirge-
  like song in Orcish as they go. The leader gives you a 
  simple but polite nod of his head, as they march past 
  you into the nearby wilderness. 
  These Banites are not hostile, but they are very 
  officious. The officers, three Banite knights, lead seven 
  guards escorting their prisoner. They are part of a local 
  Banite militia called the Tyrantsworn, mercilessly 
  efficient keepers of the peace.  
  Characters who spent time in Phlan recognize the officers’ plate 
  as armor of the Knights of the Black Fist, refurbished with a 
  slightly different symbol of Bane. Phlan’s rising and falling 
  fortunes have placed many such suits of armor into the hands of 
  scavenging iron mongers. 
   The orc prisoner is Krim Dragul (LN male orc, see 
  sidebar for details). He is kinsman to the half-orc 
  Omidon, but is not a half-orc and does not have the 
  mark of a red hand. He keeps singing, but never smiles. 
  Those who make a DC 12 Intelligence (History or 
  Religion) check identify the song as "The Dirge of 
  Ilneval's Vengeance," a religious anthem devoted to 
  Ilneval, the orcish god of battle and leadership. The 
  same roll also identifies the symbol Krim wears on his 
  red armor (a longsword with a red blade) as that of 
  Ilneval. He refuses to speak, only singing. (Krim can kill 
  all his captors at any time, but that is not his plan…) 
   A paladin of Bane called Darkhand is the leader of 
  the Tyrantsworn militia, and he ordered them to seek a 
  half-orc called Omidon, who has a red hand tattoo on 
  his face. (Secretly, Darkhand did so because of a 
  prophecy from a high-ranking priest of Bane in 
  
   
  . 
   
  Mulmaster, who predicted this half-orc would ignite 
  great chaos in this region.) Darkhand also ordered them 
  to question any orcs in the area.  
   These Banites found their orc prisoner walking his 
  horse through the refugee camp. He appeared to be 
  drunk. They killed his horse and captured him. This 
  orc has offered to guide them to the hideout of the orc 
  Clan Dragul, which the Tyrantsworn have long sought.  
   The Tyrantsworn won’t stop to talk, and won’t let 
  anyone talk to their prisoner. If questioned, they try to 
  avoid a fight, but do not stop their march. Instead, one 
  of the officers peels off from the main group to deal 
  with the characters. This officer will reveal only that 
  this orc has been taken prisoner on orders from 
  Darkhand, their commander at the Black Fane, the 
  nearby shrine of Bane, and that they have legal 
  authority to do so outside of the Palisade.  
   If anyone is asking about Krim, or paying specific 
  attention to him, or trying to make sure he is not being 
  treated unjustly, he looks right at that person and 
  winks. Then Krim increases the volume of his Orcish 
  song, intoning the lyrics “Our war god’s name protects 
  us as we reveal the hidden depths.” (Anyone who 
  identified the song realizes these lyrics are not normally 
  part of it.) A DC 12 Wisdom (Insight) check reveals 
  Krim is in no distress, has no wish to be freed, and is 
  not drunk, even though the Banites think he is. 
  Krim is a natural rebel, yet he prides himself on discipline, 
  stoicism, and self-control. Kin to King Obould Many-Arrows, he 
  believes orcs can raise cities and empires as great as those of 
  humans, and considers Ilneval the greatest of the orc gods, with 
  Gruumsh having held orcs back from greatness. He is descended 
  from the leaders of the blood orcs, and shares both their physical 
  traits and beliefs. An ally of the Order of the Gauntlet, he plays 
  the part of the savage orc here to fool his enemies. He is a 
  warlord with the following altered traits: 
  • Race is orc 
  • Alignment is Lawful Neutral 
  • Add History +5 to Skills 
  • As a bonus action, Krim can cast the spare the dying cantrip or 
  move up to his speed toward a hostile creature that he can 
  see. 
  • Magical effects which specifically target or affect orcs do not 
  treat Krim as an orc. 
  • Krim is immune to the effects of deepdelve fever 
  • Krim can innately cast the following spells (his spellcasting 
  ability is Charisma), requiring no material components:  
  1/day each: aura of purity, cure wounds (as a 4th-level spell), 
  dimension door 
  The characters may choose to follow or accompany the 
  Banites and Krim instead of heading for Omidon’s tent. 
  Doing either should eventually lead them to Location 
  G: The Flooded Forest. If the Tyrantsworn notice they 
  are being followed, they don’t like it, but won’t be the 
  ones to start a fight. 
   Characters who follow the group may end up 
  witnessing or even participating in Krim’s plan. Having 
  no issue with the characters, Krim tries not to catch 
  them in what he has planned for the Banites. Krim 
  knows all the information in Player Handout 3: 
  Omidon’s Journal and Player Handout 4: The Notes on 
  the Map, and he is trying to keep the Tyrantsworn off 
  his cousin Omidon’s trail as long as he can.  
   To this end, Krim intends to lead his “captors” on a 
  long, circuitous wilderness route (taking over an hour) 
  to Location G: The Flooded Forest, then the pit described 
  in detail as Area 1 in Part 3). He knows the orcs of Clan 
  Dragul no longer live in the tunnels beneath the pit, 
  but does not reveal that fact. He will point out the 
  tunnel entrance, but will refuse to go near it, saying he 
  fears his people will kill him if they see he betrayed 
  them. In fact, he does not want to be in the area of the 
  magical ward that will be triggered. Krim knows the 
  ward can be avoided by speaking the name “Ilneval,” 
  but he doesn’t tell the Banites that. He believes the 
  effect will likely leave all the Tyrantsworn dead, or 
  wounded enough that Krim can kill them all himself. 
   Krim’s plan was originally to distract these Banites, 
  not harm them, but they’ve earned his ire; the horse 
  they killed was one he had raised from a foal. Once all 
  the Banites are dead, Krim will ensure the bodies end 
  up in or near the pit, so that the hungry roots from 
  below will hide the bodies from the other Banites (see 
  Part 3 for details; having grown up in this underground 
  ruin when it was an orc lair, Krim understands how the 
  roots and eldritch amber prisons work).  
   Unless the characters interfere, Krim’s plan above is 
  exactly what happens. After that, the orc intends to 
  hide in the nearby woods and watch the pit for 
  Omidon’s return. Since his cousin asked him to wait 
  here, Krim will not leave for any reason. 
   The characters should not fight Krim. If for some 
  reason they attack him, Krim will do his best to retreat, 
  likely casting dimension door to escape. He will avoid 
  killing anyone besides Banites, even using spare the 
  dying on fallen characters. 
  
   
  . 
   
  The characters have little reason to fight the Banites. Characters 
  who do likely win easily, but if any Tyrantsworn are killed, 
  divinations at the nearby temple reveal that some of Bane’s 
  faithful have been harmed. 10 minutes later a larger force sweeps 
  across the refugee area to restore order and seek anyone who 
  harmed their comrades. This larger group consists of seven 
  Banite knights, led by the Captain of the Tyrantsworn, Kelrom 
  “Darkhand” al-Tahaad (LE male human (Zakharan) 
  blackguard). This second group is almost certainly not a fight 
  the characters can win, so if they are wise they won’t stay out 
  here on Ylraphon’s outskirts. 
   If the characters are defeated by Tyrantsworn forces, they will 
  not be killed. Instead, the Banites capture as many as possible 
  and leave them tied up unconscious at the Marsh Gate of 
  Ylraphon—after tattooing the back of each character's right hand 
  with the black hand symbol of Bane. If this occurs, the characters 
  earn the Old City Infamy story award at the adventure’s end. 
  This small tent seems ready to collapse at any moment. 
  It seems as if no one has brushed off the snow 
  accumulating on top of it for days. 
   Omidon placed a glyph of warding on his tent, which 
  can be noticed only if someone examines it with a DC 
  15 Intelligence (Investigation) check. Anyone besides 
  Omidon or his cousin Krim who opens a tent flap 
  triggers an erupting earth spell in a 20-foot cube that 
  includes the creature who triggered it but not the tent 
  itself (erupting earth is a spell from the Elemental Evil 
  Player’s Guide, and also appears in DM Appendix 7: 
  Special Spells). Saving throws against the damage and 
  other effects of this spell are made at DC 15. 
   Furs line the inside of the tent, and tall arrow-reeds 
  help keep it propped up. Its floor is a thick bear pelt. 
  Beneath the pelt, two flat books are hidden, wrapped in 
  a sack (DC 11 Intelligence (Investigation) to find). 
   The first book is a thin tome called A Treatise on 
  Selûne’s Phases and the Prediction of Future Events. A DC 
  12 Intelligence (Arcana or Religion) reveals this text to 
  be wildly incorrect on matters of astrology, but an 
  excellent academic study of the Selûnite faith, as well as 
  a perfect almanac for predicting the moon’s phases. 
  Someone has recently circled a chart showing the moon 
  phases for the current tenday. In its final third, it is a 
  spellbook, containing the following wizard spells: 
  • 1st level: chromatic orb, find familiar, ice knife*, Tasha's 
  hideous laughter 
  • 2nd level: crown of madness, Maximilian's earthen grasp* 
  • 3rd level: erupting earth*, tidal wave* 
   
  *= This spell appears in DM Appendix 7: Special Spells. 
   The second book is Omidon's journal, written in 
  erudite Common. Studying Omidon’s journal reveals 
  the information found in Player Handout 3: Omidon’s 
  Journal, though doing so requires an Intelligence 
  (Investigation) roll that only has a DC of 9, but requires 
  1 hour of speed-reading. For every 5 by which a 
  character beats the DC, they reduce this time by 10 
  minutes (to a minimum of 10 minutes). 
   In addition to recording Omidon's thoughts and 
  experiences, the journal also has a map folded between 
  its pages. Two notes are written on the map, both in the 
  Orcish language. If the characters can read these notes, 
  give the characters Player Handout 4: The Notes on the 
  Map. The map leads to a pit in Location G: The Flooded 
  Forest, in the ruins north of the temple of Bane. The 
  journal indicates this is the entrance to the lair of Clan 
  Dragul, the orc tribe that banished Omidon. 
  DC 12 Intelligence (History) checks (orcs and half-orcs roll with 
  advantage) recall that Clan Dragul is a feared orc horde that has 
  terrorized caravans on the nearby Hunt Trail and hunters in the 
  Flooded Forest for centuries. The name “Dragul” is an Orcish 
  word meaning “dragon-blooded,” a reference to a legendary 
  half-blue dragon ancestor. Those who roll 15 or higher have 
  heard that the clan’s shamans of Gruumsh have an unusual fear 
  of their spiritual leadership being usurped by worshipers of the 
  other orc gods. Rolls of 18 or higher remember tales of Clan 
  Dragul keeping their lair amid the roots of a great and powerful 
  tree, with hungry roots that claimed the unwary as sacrifices. 
  Omidon’s map or Gythen’s directions lead the 
  characters into the Flooded Forest. When they enter it, 
  read or paraphrase the following: 
  Even as far as swamps go, the Flooded Forest is 
  uniquely unpleasant. It exudes a stench of decay 
  that can be detected even hundreds of feet outside 
  of it, and as one gets closer, the buzz of insects 
  becomes a constant drone. Via sluggish channels, 
  murky waters stagnate between grimy snowdrifts, 
  dead trees, treacherous marshlands, and bogs of 
  deep quicksand. Towering duskwood trees, with 
  their thick canopies 60 feet above the ground, create 
  patches of absolute darkness. 
  The Flooded Forest is commonly referred to as one of 
  the most dangerous locations in the Moonsea region, if 
  not all of Faerûn. Fortunately, the characters don’t have 
  to travel too far in. Reaching the location shown on 
  
   
  . 
   
  Omidon’s map takes twice the normal amount of travel 
  time to reach, due to the difficult terrain (though a 
  ranger with a favored terrain of coast, swamp, or forest 
  allows travel at the normal rate). 
   The destination is a trash pit formerly used by the 
  residents of the Temple of Bane before they created a 
  more convenient dumping ground. Detailed as Area 1 
  in Part 3, the pit also conceals the entrance to the 
  underground area where the Marshes are.  
   However, when the characters get within 100 feet of 
  the pit, they enter an area where the morkoth is not 
  only aware of them, but can claim and release prisoners 
  via the Tree of Doors. At that point, there is a ground-
  shaking rumble as the Tree of Doors extrudes some of 
  its captured creatures up into the pit to attack the 
  characters. Go to DM Appendix 6: Preserved Defenders 
  Table and choose or roll for one entry on the table 
  there. The preserved defender rolled on that table 
  appears and attacks, under the morkoth’s mental sway. 
  They are accompanied by four orc blades of Ilneval. 
   These creatures do not rise out of the ground under 
  their own power, but are forced up by a mass of 
  tentacle-like roots. Dripping with a golden sap-like 
  substance, each creature appears on a different side of 
  the characters, opening its eyes as if slapped awake 
  from a deep sleep. The creatures attack the characters at 
  once, under the complete control of the morkoth and 
  the Tree of Doors. They want to keep the characters 
  out, but also want to reduce them to 0 hit points so they 
  too may be claimed by the Tree. 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  •  Very Weak: Remove the creature rolled on the Preserved 
  Defenders table and remove one orc blade of Ilneval. 
  •  Weak: Remove one orc blade of Ilneval. 
  •  Strong: Remove the creature rolled on the Preserved 
  Defenders table and remove one orc blade of Ilneval; add one 
  warlock of the Great Old One recently captured by the Tree of 
  Doors (see the Lore: Warlocks in the Ruins sidebar below). 
  •  Very Strong: Remove the creature rolled on the Preserved 
  Defenders table and add two more orc blades of Ilneval. 
  If you are low on time, remove the battle here if necessary, or 
  reduce the number of monsters, and usher the characters on to 
  Part 3. The characters should be entering Area 1 of Part 3 with 
  more than two hours of real time remaining to play. 
    
  All orc blades of Ilneval in this adventure are members of the 
  subrace called “blood orcs.” These orcs differ from most of their 
  kind due to their innate intelligence, discipline, and tactical 
  acumen. Also, they tend to be Lawful Neutral or Lawful Evil in 
  alignment, rather than chaotic, and magical effects which 
  specifically target or affect orcs do not treat blood orcs as orcs. In 
  addition, they are immune to the effects of deepdelve fever. 
  When any creature is reduced to 0 hit points or fails a 
  death save in these areas, tentacle-like tree roots burst 
  from the ground, oozing a golden, syrupy substance. 
  This is the Tree of Doors trying to “preserve” the 
  creature. These roots attempt to grapple the creature, as 
  described under Hungry Roots in the General Features 
  section at the beginning of Part 3. 
  Between them, all creatures in this battle have a total of 
  140 gp, and one also carries a potion of fire giant strength. 
  If there is a warlock of the Great Old One in this battle, 
  it bears one ring and one dagger made of the magical 
  material ironfell. Each ironfell item is worth 45 gp. 
  Each warlock of the Great Old One here or in Part 3 wears a ring 
  and a dagger made of a metallic magical substance called 
  “ironfell.” Any warlock encountered in these locations is a 
  former Warlock Knight of Vaasa, now turned renegade. 
   
  Each has made a new pact with a mysterious patron to 
  maintain their powers. They have temporarily allied with Iselci 
  Mondas, in pursuit of an unknown agenda. DC 15 Intelligence 
  (Arcana or History) checks identify the ironfell items as the 
  implements of the Warlock Knights of Vaasa, spellcasting noble 
  elites of Vaasa’s brutal, slave-based feudal system.  
   
  The Vaasans’ warped knightly order is based on an 
  otherworldly being, a colossus known as Telos that fell onto 
  Vaasa during the Spellplague. Ironfell is harvested from Telos’s 
  body; it is hard as steel when worked, though more crystalline in 
  structure and duller in luster.  
   
  These particular warlocks also all wear shining copper cloak-
  pins bearing the image of a flaming spirit hound, but the 
  meaning of these insignias cannot yet be discerned. 
  If you wish, once during their turn, you can allow warlocks of the 
  Great Old One bearing ironfell items to inflict extra damage equal 
  to their Charisma modifier (+4) against one target on a 
  successful attack roll. Attacks dealing this extra damage blaze 
  with a violet, starlight glare. 
    
  
   
  . 
   
  For Strong or Very Strong parties: You may choose to have 
  warlocks encountered in this adventure reveal a clue to their new 
  allegiance when they die. When one of these warlocks of the Great 
  Old One is reduced to 0 hp (regardless of whether the damage is 
  lethal or not), the warlock exclaims, “Dark Whisperer, grant me 
  power to strike my foes down before I am defeated!” The warlock 
  then explodes in roaring flames that blossom out from their 
  body in a 10-foot radius sphere. Anyone caught within this effect 
  must make a DC 18 Dexterity saving throw, taking 22 (4d10) fire 
  damage on a failure, and half as much damage on a success. If 
  there are multiple warlocks of the Great Old One in an encounter, 
  only the last one to die triggers this effect, though the bodies of 
  all fallen warlocks are turned to ash. 
   
  When the flames dissipate, all that is left of the warlock is a 
  pile of smoldering ashes and their ironfell items. Their 
  distinctive cloak pins are seemingly destroyed with them. 
  
   
  . 
   
  The concealed excavation in the pit opens the way 
  down to the dwarven mortuary, which in turn opens 
  into tunnels dug by the roots of the Tree of Doors. 
  These tunnels join several different local underground 
  areas into one large “super-dungeon,” centered on the 
  central trunk of the Tree itself (only part of which 
  appears in this adventure). The upper portions 
  included here are a mix of dwarven and elven ruins, but 
  both later became the home of the orc clan called 
  Dragul. Recently, adventurers cleared out the orcs—
  only to themselves fall victim to the Tree of Doors. 
  If you are running the adventure to end within 4 hours, Part 3 
  should take 2 hours or less of real time. After the characters 
  complete Part 3, allow 15 minutes for the Conclusion. 
  See Appendices 5A and 5B for a map of most of these 
  areas. The underground portions consist of crudely dug 
  caverns connecting various buried rooms constructed 
  in different eras. The following features apply to Areas 
  1-8. 
   Light. Unless otherwise specified, there are no light 
  sources in any of these areas, except the amber prisons 
  (which shed dim light in a 10-foot radius). 
   Ceilings. Unless otherwise specified, all rooms have 
  15-foot high ceilings. 
   Scents. Everything down here smells like wet soil. 
  Areas dominated by tree roots also have a heavy, smoky 
  smell, like recently felled oak, tinged with the sweetness 
  of maple syrup. 
   Morkoth’s Awareness. The morkoth in Area 8 is aware 
  of all objects and creatures within 100 feet of any part of 
  the Tree of Doors. This area of awareness extends to all 
  of Areas 1-8 plus parts of the surrounding forest. 
  Creatures here feel like they are being watched (even 
  when they are not). 
   Hungry Roots. Whenever any creature falls 
  unconscious or is reduced to 0 hit points within 5’ of 
  any surface (including the floor), a swarm of grappling 
  roots extends from that surface and grapples the 
  creature. Escaping this grapple requires a successful DC 
  16 Strength (Athletics) or Dexterity (Acrobatics) check. 
  The roots can also be attacked, and have AC 15, 12 hit 
  points, and an effective grapple check modifier of +6.  
   Any creature that ends two turns in a row grappled 
  by the roots is absorbed into the adjacent floor or wall. 
  The roots then automatically stabilize any dying 
  creature, and begin burrowing through the earth at a 
  speed of 90 ft. per round, bearing their grappled 
  captive. After three rounds, a portal will open that 
  allows the roots to deposit their grappled creature in 
  Area 8. One round later, more roots will place the 
  creature into an amber prison, not far from where Sir 
  Bresden is being held. 
   Eldritch Amber Prisons. These spheres vary in size. Any 
  prison large enough that it takes up at least the majority 
  of a 5-foot space can be used as cover. Each amber 
  prison sheds dim light in a 10-foot radius and has AC 17 
  and 44 hit points regardless of size. Creatures within 
  these large, translucent golden spheres are unconscious 
  and cannot regain consciousness until freed. Outside of 
  Area 8, any attempt to free their prisoners causes tree 
  roots to grapple and try to remove the amber prison to 
  Area 8 (as described above under Hungry Roots). 
   Until the morkoth in Area 8 is defeated, any creature 
  freed from an eldritch amber prison remains psionically 
  linked to the Tree, maddened by the need to protect it. 
  Such creatures attack the characters as if affected by a 
  crown of madness spell, rolling a DC 17 Wisdom saving 
  throw at the end of each round to shake off this effect. 
   Dangerous Rests. Trying to rest in the underground 
  areas (Areas 2 through 8) is very risky. See the Effects of 
  Resting sidebar below for details.  
  The Tree of Doors and the warping of reality’s laws created by the 
  morkoth and its lair create several risks for those attempting to 
  rest in this area. These effects include: 
   
  Hungry Roots. Whenever a creature attempts to rest here for 
  more than two hours (i.e. a long rest), there is a 50% chance for 
  every two hours spent resting that hungry roots will attempt to 
  collect them. (Roll individually for each resting creature.) Those 
  targeted by the roots must make a DC 16 Dexterity saving throw 
  or be grappled, as described in the General Features under 
  Hungry Roots. Any creature that remains grappled two turns in a 
  row is absorbed as described in that section and taken to Area 8.  
   
  Deepdelve Fever. Whenever a creature finishes a short or long 
  rest here they must roll a DC 15 Constitution save. The save is 
  
   
  . 
   
  made with a cumulative penalty of -1 per 24 hours that the 
  creature has been in this area, and with advantage if the rest was 
  only a short rest. On a failure, the character receives a level of 
  exhaustion (this cannot increase their exhaustion level above 
  4). This exhaustion cannot be cured by anything short of a wish 
  until the afflicted creature spends at least 8 hours above ground. 
   
  Unbeknownst to anyone, this fever is caused by sentient 
  pollen the Tree of Doors releases into the air around its roots, 
  which is why only dungeons intruded upon by the Tree’s roots are 
  affected. The pollen prepares the bodies of those it affects for 
  later hibernation, making it easier for the Tree to “preserve” 
  them in its eldritch amber later. 
  Read or paraphrase the following: 
  This smell of damp earth and rotting food permeates 
  this 25-foot by 25-foot trash pit. The garbage has 
  been shoved over into the southwest corner, while 
  the northeast corner is just flat earth, with a couple 
  piles of recently dug soil. 
  The tunnel is hidden in the northeast corner, but can 
  be found easily if Krim spoke of it. Otherwise, a DC 12 
  Intelligence (Investigation) or a passive Perception of 14 
  or higher can reveal it, hidden by a large piece of 
  camouflaged rotting plywood. 
   Moving the plywood without first saying the name 
  Ilneval triggers a glyph of warding, which can be noticed 
  only if someone examining it succeeds on a DC 15 
  Intelligence (Investigation) check. Like at Omidon’s 
  tent, this triggers an erupting earth spell (from the 
  Elemental Evil Player’s Guide and described in DM 
  Appendix 7: Special Spells), but this one was cast with a 
  6th-level spell slot, increasing its damage from 19 (3d12) 
  to 39 (6d12)! 
   The open shaft underneath is 10 feet wide and 
  descends 20 feet into the wet earth before opening into 
  a dark space. Some kind of magic (Omidon’s spells) 
  keeps the tunnel from collapsing despite the wetness of 
  the earth. An appropriate light source will reveal an 
  uneven tiled floor about 15 feet below the end of the 
  shaft (Area 2). 
   The Call of the Tunnel. When the tunnel is revealed, 
  every creature within 30 feet of it must make a DC 15 
  Wisdom saving throw. This is a charm/enchantment 
  effect generated by the Morkoth in Area 8. On a failed 
  save, affected creatures feel an intense urge to take the 
  most direct path they can to Area 8. They use their 
  fastest means of movement to proceed to Area 2, enter 
  the pool to swim down to Area 6, then move to Area 7 
  where they will likely be stymied by the door to Area 8 
  if they are still under the effect. The creature has no 
  idea what it is moving towards, nor why.  
   At the end of each of its turns, whenever it takes 
  damage, or when it first sees the morkoth, the creature 
  can repeat the saving throw, ending the effect on itself 
  with a success. 
  Read or paraphrase the following: 
  The sides of this hexagonal antechamber are lined 
  with alcoves bearing standing stone coffins carved 
  with images of dwarven warriors. Four empty 
  rectangular slabs hang at waist level, suspended by 
  rusted iron chains anchored in long grooves in the 
  ceiling. The smooth granite walls have been 
  vandalized with crude graffiti and drawings in red, 
  white, and black paint. 
   Two archways -- one to the east and one to the 
  west -- are both blocked by closed doors of beaten 
  brass. At the northern corner a yawning crack in the 
  wall edged in winding tree roots radiates a faintly 
  glowing light. The southeast corner of the room has 
  partially sunk, and is filled with water. 
   There are signs of battle everywhere—splattered 
  blood stains, nicks and cracks in the stone, 
  fragments of weapons and ammunition—but 
  strangely, not a single body. 
  The brass doors in the archways to the east and west 
  lead to Areas 3 and 4, respectively. The 10-foot wide 
  crack in the wall leads to Area 5. The hole in the ceiling 
  leads back up to Area 1. 
  Intelligence (History) rolls of 10 or higher determine that this 
  granite stonework is of Dwarven make and at least 900 years old. 
  Characters who roll 14 or higher on this check determine this 
  room was built during the era of the lost dwarf kingdom of 
  Roldilar, the Realm of Glittering Blades, which ruled the port of 
  Ylraphon almost a millennium ago. 
   A DC 13 Intelligence (Medicine or Religion) check determines 
  that the moveable hanging slabs here were used by dwarven 
  morticians to give special funerary rites. Those who discern this 
  and also know the history can put together what would have 
  happened here. This place would have serviced a growing number 
  of war-dead as the orcs reconquered these lands. Eventually, as 
  the losing war grew more desperate and there wasn’t enough 
  time to bury all the dead elsewhere, this room became a tomb as 
  well. 
   The graffiti is all in Orcish, claiming these ruins as the lair of 
  the orc clan Dragul. It is clear this was once a dwarf-hold that orcs 
  later took over. Painted in red are special warnings against “the 
  
   
  . 
   
  roots of the evil tree.” DC 13 Intelligence (Religion) checks 
  identify symbols of Gruumsh and other orc gods. Black paint 
  crosses out the symbol of the god Ilneval. 
   The Moving Slabs. Thanks to rolling mechanisms in 
  the grooves from which the chains hang, these four 
  slabs can be moved up to 15 feet in a straight line north 
  or south with a good shove or kick. A creature who 
  makes a melee attack while standing on or leaping from 
  a moving slab has advantage on that attack roll if their 
  target is on the ground. The slabs hang 3 feet above the 
  ground, and moving onto (or off) a moving slab just 
  requires a DC 12 Strength (Athletics) or Dexterity 
  (Acrobatics) check.  
   The Brass Doors. These two sets of double doors are 
  always magically locked, except while being touched by 
  a creature who is not at their maximum hit points or 
  has touched the remains of a dead creature within the 
  last minute. Otherwise they can be picked with a DC 22 
  Dexterity (Thieves Tools) roll. If a locked door is 
  touched by a creature who does not meet the criteria to 
  unlock it, a magic mouth appears on that door and 
  speaks a message in Dwarven: “The unbloodied cannot 
  enter here.” One of these doors leads to Area 3, the 
  other to Area 4. 
   The Pool. The dark water at the southeast corner of 
  the room conceals a much deeper drop than one might 
  suspect. The floor here collapsed decades ago, creating 
  a 40-foot deep pool. At the very bottom, a hidden 
  passage (DC 15 Intelligence (Investigation) check) leads 
  to Area 6, the Defaced Shrine, via a very dark and 
  claustrophobic 60-foot swim. 
  After a few rounds of investigation (some unlucky 
  characters may still be under a compulsion to move to 
  Area 8), read or paraphrase the following: 
  A ragged-looking figure enters from the crack in the 
  wall. He is pale and slender, with close-cropped 
  black hair, icy blue eyes, and the barest beginnings 
  of a beard. No sooner does he enter the room when 
  he collapses on the floor. Immediately, root tendrils 
  begin to reach out from the floor and enwrap his 
  body. 
  This is 17-year-old Lord Orrin Marsh (LN male 
  Damaran human knight), recognizable from prior 
  description and his resemblance to Arden. His 
  deepdelve fever gives him four levels of exhaustion. In 
  addition, earlier he barely escaped Iselci Mondas (see 
  below), who hit Orrin with a poison dart. As he enters, 
  ongoing poison damage reduces him to 0 hp. 
   As Orrin falls to the ground, roots emerge from 
  beneath the ground to pull his body into the earth. He 
  begins to suffer the full effects of the Hungry Roots 
  described under General Features at the beginning of 
  Part 3 unless the characters intervene. 
   The poison affecting Orrin is firethorn, harvested 
  from flowers that grow on an island off the coast of 
  Zakhara. At the end of each of his turns, Orrin must 
  make a DC 15 Constitution save to recover from the 
  poison. If he succeeds, this effect ends, but each time he 
  fails, he takes 9 (2d8) poison damage. If healed, Orrin 
  will likely fall unconscious again unless this ongoing 
  damage has ended. Note that if he is taken by the 
  hungry roots, he will be automatically stabilized. 
   Allow each of the characters try to help Orrin. After 
  everyone has had an opportunity to take an action, 
  Iselci Mondas (see sidebar) emerges from Area 4 and 
  attacks, aided by four orc red fangs of Shaargas, 
  attempting to kill Lord Orrin. (If Orrin is somehow 
  conscious and able to fight, add one extra orc red fang 
  of Shargaas). Having drunk magical water from Area 4, 
  Iselci and her allies currently have climbing speeds of 
  30, and can move across any vertical or narrow surface 
  at normal speed. 
  Having the enemies use the terrain is a good way to inspire the 
  characters to do the same. If the characters aren’t using the 
  moveable slabs in Area 2, have their opponents do so, 
  encouraging them to follow suit. Since the characters are 
  unlikely to know that Iselci is hiding in Area 4, she and her allies 
  probably attack with surprise. 
  If the characters manage to save Orrin Marsh, he mostly 
  has the same story to tell as Clif and Gythen Wildwood 
  from Part 1 did, and not much in the way of new 
  information. While he can be healed, his deepdelve 
  fever gives him four levels of exhaustion that cannot be 
  removed by any magic short of a wish until he spends 8 
  hours outside these tunnels.  
   The characters may take him with them, take him 
  back up the tunnel to the pit, or leave him here. In any 
  case, the characters’ quest is not complete until they 
  find Sir Bresden Marsh as well. 
  
   
  . 
   
  With pale skin, icy blue eyes, and the beginnings of a beard the 
  same color as his short auburn hair, 17-year-old Lord Orrin is 
  small and slim, but has a natural bearing of command. Though 
  well-mannered and generally pleasant, he expects deference and 
  obedience from those below his station. Smarter than nearly 
  everyone he meets, Orrin feels obligated to give others orders for 
  their own good. A chess master, he always thinks twenty moves 
  ahead, and finds it tedious to explain his plans to those who 
  can’t keep up. He has enjoyed his time as an adventurer with his 
  cousin Sir Bresden, but now he’s ready to shift his focus to House 
  Marsh’s day-to-day needs. 
   
  Quote: “I may be young, but I know we nobles have a moral 
  obligation to help those in need, regardless of whether those in 
  need are equal to or below us.” 
  Note: Orrin is a knight with a 20 Intelligence, and the following 
  skills: Gaming Set (Chess Set) +7, History +7. 
  Iselci Mondas carries 70 gp and a spell scroll of water 
  breathing she found down here in the dungeon. She also 
  bears an unusual ioun stone of reserve, a purple gem cut 
  like a coin, with a face on each side. If there are 
  warlocks of the Great Old One in this battle, each bears 
  one ring and one dagger made of the magical material 
  ironfell. Each ironfell item is worth 45 gp. 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Remove all orc red fangs of Shargaas; add a warlock 
  of the Great Old One who has allied with Iselci 
  • Weak: Remove two orc red fangs of Shargaas 
  • Strong: Add one orc red fang of Shargaas 
  • Very Strong: Remove all orc red fangs of Shargaas; add two 
  warlocks of the Great Old One 
  Iselci Mondas uses the same stats as a githzerai zerth with the 
  following changes: 
  • Iselci can breathe both air and water. 
  • Iselci has a Wisdom of 20 (raising her AC to 19 and giving her a 
  spell save DC of 16 and +8 to hit with spell attacks) 
  • The following spells are added to Iselci’s Innate Spellcasting 
  trait: 
  At will: shape water* 
  1/day: create or destroy water 
  (*= This spell also appears in DM Appendix 7: Special Spells.)  
   
  Background. Iselci is a water genasi monk with psionic powers 
  who came down here to kill Sir Bresden, aided by her cult, the 
  Sunken Shadows. She believes Sir Bresden’s betrayal of the Cult 
  of the Crushing Wave in Mulmaster caused her liege Crispin Marsh 
  (father of Arden and Bresden and a leader of the cult) to die 
  battling Garm Stormbright. (In fact, she has confused Bresden 
  with his twin Arden.) 
   
  Despite Iselci’s ambush, the Marshes escaped to hide 
  elsewhere in the dungeon with their adventurer allies. She has 
  found no sign of Bresden recently, but managed to wound Orrin 
  with a poison dart before he eluded her. Unfortunately, that was 
  her last poison dart. Since then, the strange roots and creatures 
  have claimed Iselci’s students, and she has replaced them by 
  recruiting new allies, including vengeful survivors of the 
  slaughtered orc tribe who once claimed this ruin. 
   
  Seeking the Marshes, she discovered Area 4 and the properties 
  of the water there. Iselci carries an ioun stone of reserve that 
  allows her to cast one of the following spells of your choice once 
  during the battle: counterspell, fireball or tidal wave. In battle, 
  she dispenses with most opponents using spells, but seeks to 
  duel powerful hand-to-hand combatants. 
  Iselci Mondas’s spells include plane shift, which can shunt a 
  character to another plane. Guidance on this spell appears in the 
  most up-to-date version of the Adventurers’ League FAQ, 
  outlining how spells or downtime can be used to return. For 
  example, if the character lacks the ability to return to Faerûn by 
  magic, they must spend 50 downtime to wander randomly 
  throughout the planes until they find a portal to Faerûn. 
   
  However, if you, as a DM, feel that you do not want a stranded 
  character to miss the rest of the story, this adventure provides 
  another way out: the many portals in Area 8. When the other 
  characters arrive in that area (or sooner if you wish), the 
  character can simply return through one of those portals, 
  hopefully with a good story to tell. 
  This 20-foot by 20-foot antechamber is mostly 
  featureless save for a white marble basin built 
  around a bubbling spring against the far wall. The 
  water bubbling up has a bluish color, and above it is 
  a dwarvish rune. A brass ladle chained to the wall 
  seems to indicate this water was meant for drinking. 
  Characters who speak Dwarvish know the rune 
  symbolizes purification. This water here has a bluish 
  color, but is normal water, with a minor magical effect 
  that keeps it fresh and pure. Dwarf clerics used it to 
  cleanse the wounds of fallen soldiers. 
  If you wish, the water in this room can be infused with wild 
  magic, giving it a much stranger magical effect. Anyone drinking 
  from the spring in Area 3 is affected by random wild magic. They 
  must roll 1d20 and compare the results to the Sacred Spring 
  Water Table. Sorcerers with the Wild Magic sorcerous origin who 
  drink instead roll 1d12, and they may also roll twice and choose 
  
   
  . 
   
  which of the two effects they prefer. Lasting effects can be 
  dispelled with dispel magic as if they were 5th level spells.  
  1 
  The character is healed for 2d8 hit points and recovers 1 level of 
  exhaustion, if they have any. 
  2 
  The character's hit point maximum and current hit points 
  increase by 5 for 8 hours, as if they had benefitted from an aid 
  spell. 
  3 
  The character is affected by an enhance ability spell, gaining 
  the benefit connected to whichever of their ability scores is 
  lowest. The benefit continues for 8 hours. 
  4-5 
  The character's shadow appears to be armored in magnificent 
  spiked plate mail and carrying a massive kite shield for 8 hours, 
  no matter what armor they wear. This grants them a +1 bonus to 
  AC, as their shadow actually raises its shadow shield to block 
  attacks. The next time the character would take radiant 
  damage, they are immune to that damage, but this effect ends 
  and their shadow returns to normal as soon as this benefit is 
  used. 
  6-7 
  The character grows a red insect-like hard carapace over its skin 
  for 8 hours, during which time their AC can’t be less than 16, 
  regardless of what kind of armor they wear, as if benefitting 
  from a barkskin spell, and they gain a climbing speed of 20. 
  8-9 
  The character takes on the froglike appearance of a bullywug for 
  8 hours, as if affected by the Change Appearance effect of an 
  alter self spell. They do not change their other physical traits, 
  except that for 8 hours they can now breathe water as well as 
  air, their jumping distances are tripled, and they have 
  advantage on Strength (Athletics) checks to jump or swim. 
  10-11 
  For 8 hours, the character can communicate with all beasts as if 
  they had benefitted from a speak with animals spell. 
  12-13 
  The character grows massive, curving ram-horns, as per the 
  Natural Weapons effect of an alter self spell. The horns persist 
  for 8 hours. 
  14-15 
  The character’s head catches fire, but the fire is harmless and 
  does not burn them, functioning exactly as a continual flame 
  spell would. The fire remains for 8 hours. 
  16-17 
  For a duration of 8 hours, the character is reduced as if by an 
  enlarge/reduce spell. 
  18-19 
  The character must roll a DC 19 Constitution saving throw. If it 
  fails, it has disadvantage on all Wisdom (Perception) checks 
  related to hearing for 8 hours. If it succeeds, it suffers the same 
  effect for only 10 minutes. Either way, for the duration, they 
  hear a deep voice in their heads, delivering a long-winded 
  lecture in the Dwarven tongue, recounting the names of all of 
  the 1,000 legendary orcslayer weapons forged by the dwarves of 
  Roldilar, and the deeds and histories of their wielders. 
  20 
  The character must roll a DC 19 Constitution saving throw. On a 
  failure, they take 9 (2d8) poison damage and 1 level of 
  exhaustion. If they succeed, the damage is halved. 
  Water taken away from this spring in a container only retains its 
  magical effects for 8 hours. Once, these magical waters had very 
  different properties, but in the time since, portals opened to the 
  plane of Limbo by the Tree of Doors near the sources of the 
  springs have leaked chaotic energies into the waters, which have 
  transformed their once reliable blessings into wild magic effects. 
  This room appears identical to Area 3, except the water 
  here has a reddish color rather than bluish. Those who 
  drink from it gain all the benefits of a potion of climbing 
  (for 1 hour, gain a climb speed equal to their walking 
  speed and advantage on Strength (Athletics) checks to 
  climb). For the same duration, they can move across 
  surfaces as narrow as one inch wide at their full speed 
  without making a Dexterity (Acrobatics) check.  
   Water taken away from this spring in a container 
  only retains its magical effects for 8 hours. 
  A staircase of carved green marble proceeds 
  downwards for 70 feet before it turns sharply left. It 
  is replaced here by angular tree roots, growing in 
  unnatural step-like patterns that twist and tunnel 
  deeper into the earth.  
   The root walls and ceilings are festooned with a 
  menagerie of creatures, imprisoned in translucent 
  spheres glowing with golden light. Humanoids of 
  many kinds are here, mostly orcs, dwarves, and 
  elves, dressed in the trappings of different eras.  
  As the passage continues it becomes wider, and 
  larger spheres hold larger creatures: horses, 
  dinosaurs, and what may even be a beholder. 
  The tunnel winds erratically, in some places sloping 
  back up towards the surface before spiraling down 
  again, making a U-turn, etc. A DC 12 Intelligence 
  (History) check determines that there is no engineering 
  logic to the route this passage takes. Eventually, the 
  passage resumes a more direct path. Read or paraphrase 
  the following: 
  The tunnel is now thirty feet wide as it resumes a 
  step-like descent. An amber prison here holds what 
  looks to be a giant nearly twenty feet tall. By the 
  dim light of this and the other amber spheres you 
  can make out a landing at the bottom of the stairs, 
  sixty feet ahead. Red graffiti marks one of the walls 
  here.  
   The Warning. Words have been painted in red on the 
  wall of roots. They read, in Orcish, “Walk with the 
  visage of our highest god to pass unharmed.” This was 
  written by the orcs of Clan Dragul who exiled Krim 
  and Omidon, and thus are referencing the god 
  Gruumsh One-Eye as a warning on how to avoid the 
  stair trap (by covering one eye; see below). 
  
   
  . 
   
   Stair Trap. This trap was originally only part of the 
  green marble staircase (built by the elves of old), but 
  over time, the stairs formed by the tree roots have 
  emulated it. The orcs later adapted it as well. 
   The final thirty feet of stairs just above the landing 
  are trapped. If anyone steps into this area without 
  covering one eye (with their hand, an eyepatch, or 
  anything else), every step on the staircase (the full 60 
  feet, not just the last 30 feet) shifts to form one long, 
  smooth, 45-degree sloped ramp.  
   Anyone who fails a DC 16 Dexterity saving throw 
  slides down the length of the staircase to a 10-foot by 5-
  foot landing at the bottom of the stairs. Those sliding 
  down take only 7 (2d6) falling damage, but also likely 
  trigger the trapdoors at the end of the stairs (see below). 
   The trapped area can be detected by a DC 22 
  Wisdom (Perception) check or DC 19 active 
  Intelligence (Investigation) check. If detected, it can be 
  disabled with a DC 19 Dexterity (thieves' tools) check, 
  though a failure on this check by 5 or more triggers the 
  trap. 
   Trapdoors. The landing at the bottom of the stairs is 
  10 ft. x 5 ft. and is composed of two 5 ft. x 5 ft. trapdoors. 
  Anyone approaching at normal speed notices the 
  trapdoors on a DC 16 Wisdom (Perception) check, but 
  those approaching at a faster pace (such as sliding down 
  from the stair trap) don’t have the chance.  
   Putting more than 30 lbs. of weight on either 
  trapdoor causes it to swing open, exposing a 50-foot 
  deep pit. Anyone on or entering the area of the trap 
  door when it is open must make a DC 17 Dexterity save 
  or fall in, taking 17 (5d6) falling damage when they hit 
  the ground. Anyone who rolls a natural 1 on this save 
  strike the broken statue in the room at the bottom, and 
  takes an extra 7 (2d6) damage.  
   Those who succeed on the Dexterity save catch the 
  edge of the pit, hanging there until a DC 14 Strength 
  (Athletics) or Dexterity (Acrobatics) check pulls them 
  up or they find another way out of their predicament. 
  Once open, the trap door cannot be closed again. 
   Those who fall through the trapdoor land in Area 6, 
  the Defaced Shrine. There is no other exit from the 
  landing other than down 50 feet to Area 6. 
  (Note that this area does not appear on the maps in the 
  Appendix.) When the characters enter this room, read 
  or paraphrase the following: 
  This domed chamber is constructed of green marble, 
  though the floor is tangled with tree roots. Two 
  archways—one to the north, one to the south—open 
  onto green marble passages leading out of this 
  room.  
   In the center of the chamber stands a granite 
  statue of an elf. The statue has been beheaded, and 
  the body vandalized with profane drawings in red, 
  black, and white paint.  
   Towards the east side of the room, a half-orc lies 
  upon the floor. Brackish water gushes out of a hole 
  in the wall to the northeast, splashing down into a 
  small dip in the floor before flowing out through a 
  number of small cracks. 
  The passage to the north angles up, but after 50 feet it 
  ends in a thick wall of jumbled earth, having collapsed 
  in a massive cave-in. This is the passage by which Clif 
  and Gythen escaped earlier, but it is now impassible.  
   The passage to the south angles down, and leads 20 
  feet to Area 7, the Chamber of the Door. 
   The half-orc is Omidon Urnrayle (LN male half-orc, 
  stats described below), also known as Omidon of the 
  Red Hand or Omidon Two-Eyes, the guide who led the 
  Marshes down here and left his journal behind for his 
  cousin Krim. He lies unconscious but uninjured. The 
  most distinctive thing about him is that he has a red 
  scar on his face the size and shape of a human 
  handprint.  
   Unusually, the roots of the tree have not tried to 
  assimilate him at all—for mysterious reasons related to 
  its larger purpose, the Tree of Doors has long awaited 
  this half-orc’s return, and not even the morkoth’s 
  influence can cause it to harm him. 
   It is up to the characters to decide if they move, 
  disturb, or do anything else with him. However, he 
  cannot be awakened by any means until he is removed 
  to the surface or the the morkoth is defeated in Area 8. 
  As soon as the morkoth is reduced to 0 hit points, 
  however, Omidon will awake on his own and seek to 
  escape this place. 
   Near the sleeping Omidon a rolled spell scroll of glyph 
  of warding has fallen to the ground; in his hand, 
  Omidon holds a tin box (described below).  
  
   
  . 
   
  Omidon has identical statistics to Miraj Vizann from Princes of 
  the Apocalypse, except that he is a half-orc and his alignment is 
  Lawful Neutral. Also, like all descendants of the orc clan Dragul, 
  he is immune to the effects of deepdelve fever. His personality 
  and interests are captured in his writings in Player Handout 3 
  and 4. 
   The Tin Box. This box is unlocked and nonmagical, 
  though its contents radiate an aura of transmutation 
  magic. The box contains 112 pieces of silver. One fourth 
  of these are complete silver coins; another fourth are 
  half coins, a fourth of them are coins with a sizeable 
  sliver sliced off, and the final fourth are just the slivers 
  sliced off the other coins. Thus, they comprise only 70 
  sp worth of silver. The complete coins are each marked 
  with symbol of a star. The fractional pieces each have a 
  corresponding fractional star symbol upon them.  
   If the tin box and coins are taken from this area, they 
  disappear from anyone who possesses them the next 
  time they take a long rest, reappearing here in Area 6. 
  Omidon found the box after arriving here, just before 
  he fell asleep. The pieces of silver are needed to pass the 
  warded door in Area 7. 
   The Brackish Waterfall. Water streams out of a hole 
  ten feet above the floor in the northeast wall. 
  Characters attempting to swim upstream find a dark 
  and cramped passage that slopes up 60 feet to the 
  bottom of the pool in Area 2. Strength (Athletics) 
  attempts to swim upward are at disadvantage, as it 
  requires swimming against the current.  
  (Note that this area does not appear on the maps in the 
  Appendix.) When the characters enter this room, read 
  or paraphrase the following: 
  This 40-foot by 40-foot green marble room looks 
  much like the shrine from which you entered it. A 
  stone statue stands atop a much older and more 
  beautiful pedestal. The only exit besides the way you 
  came is a wooden door leading south. 
  Next to the door is carved a round hole roughly the size 
  of a coin. Etched above the hole is a symbol: a pair of 
  eyes surrounded by seven silver stars. 
   The Statue. The statue here is again a beheaded elf, 
  and again has been graffitied in Orcish. The stone head 
  lies nearby in a corner. The statue holds some sort of 
  chart in its hands. A DC 13 Intelligence (Investigation) 
  check reveals that it contains astronomical markings. If 
  the stone head is fit back onto the statue, it can be seen 
  to be facing upwards. 
   The Warded Door. The magical door cannot be 
  opened until its puzzle is solved. Any attempts at 
  forcing it or picking a lock automatically fail.  
  • Anyone making a DC 12 Intelligence (Investigation) 
  check realizes there is some kind of magical trap on 
  the door, activated by even the slightest touch.  
  • The ward is also detectable as an aura of 
  transmutation magic on the door with detect magic 
  or a DC 12 Intelligence (Arcana) check. 
  • A DC 12 Intelligence (Religion) check identifies the 
  pattern of eyes and stars above the hole as the holy 
  symbol of the goddess Selûne, also known as the 
  Moonmaiden. 
   Anyone touching the door must attempt a DC 15 
  Constitution saving throw. On a failure, they are 
  pushed back 20 feet and take 17 (5d6) radiant damage, as 
  rays of magical moonlight blast them back. On a 
  success, a character takes half as much damage and is 
  only pushed back 10 feet.  
   The hole next to the door radiates magic 
  (transmutation), and is key to deactivating the warded 
  door. To do so, one of the coins or partial coins from 
  the tin box found in Area 6 must be inserted to 
  deactivate the ward, but the coin must represent the 
  current phase of the moon: full coins represent the full 
  moon, half coins represent a half-moon, sliver of coins 
  represent a quarter moon, and the coins missing a sliver 
  represent a gibbous moon. 
   Since the adventure began on the night of a crescent 
  moon, one of the slivers must be inserted (unless many 
  days have passed.) Inserting the wrong coin has the 
  same effect as touching the door. 
   If the correct coin is inserted, the door opens of its 
  own accord. Opening it reveals a magical portal, like 
  that of an arcane gate spell, which leads to Area 8. 
   If the characters are struggling to figure out the 
  puzzle, allow them Intelligence (Arcana, Investigation, 
  or Religion) checks to determine how various 
  components of it may be intended to work.  
   Once the characters realize what they must do, if they 
  don’t remember descriptions of the phase of the moon 
  from earlier, allow them to figure it out with a DC 15 
  Intelligence (Arcana, Nature or Religion) check. If the 
  characters have the tome from Omidon’s tent entitled 
  A Treatise on Selûne’s Phases and the Prediction of Future 
  Events, they gain advantage on this roll. 
  
   
  . 
   
  The prior adventurers who drove out the orcs 
  consolidated their pillaging in this room. At the north 
  end of the room is a chest filled with 188 gp worth of 
  coins and art objects portraying Gruumsh.  
  The characters appear in this room adjacent to the 
  portal they entered through, marked as X on DM 
  Appendix 5B: Underground Map II (Area 8). Read or 
  paraphrase the following: 
  The air is heavy and humid in this wide hallway, 
  quickly drenching you with moisture. All is silent 
  except for the rustle of slithering tree roots, which 
  cover every surface.  
   They even cover the ceiling, from which globe-
  shaped prisons of eldritch amber hang everywhere, 
  both here and to the south, where the hallway opens 
  up into a massive chamber, with a 60-foot high 
  ceiling, from which hangs what appears to be the 
  prize of the collection: a massive red dragon is 
  imprisoned in an enormous amber sphere. Looking 
  at the chamber, you can make out a single gigantic 
  piece of hard amber beneath the roots criss-crossing 
  the floor.  
   Beneath the imprisoned dragon, two more of the 
  amber globes radiate a particularly bright glow as 
  they are spun in place by tentacle-like roots. The 
  roots are layering them thinly with oozing sap that 
  seems to harden into more of the confining amber. 
  As they rotate, you can see the first contains a well-
  armored human male, and the second a male dwarf, 
  wearing a platinum crown with tines of a strange, 
  crimson colored metal.  
   As the human’s face turns up towards you, you 
  see he looks just like Arden Marsh, save for long 
  black hair and a well-groomed goatee. Surely this 
  imprisoned man is Sir Bresden Marsh! 
  The “air” in this room is actually water, magically made 
  clear and breathable by the morkoth’s power. 
   The human in the amber sphere is indeed Sir 
  Bresden Marsh. The dwarf is Jotan Silverhammer. They 
  are both trapped and unconscious. If the characters 
  examine the other amber prisons, about half of them 
  contain tall, red-armored orcs. The rest contain mostly 
  humanoids, some seemingly local, some from other 
  planes (i.e. githyanki, slaadi, etc.) 
   Any humanoid creatures who were reduced to 0 hit 
  points in Areas 1 through 7 (such as Iselci Mondas or 
  her allies) are also now imprisoned here. 
   Characters with passive Perceptions of 13 or higher 
  realize that beneath all the tree roots, the floor of the 
  chamber is one massive block of amber, containing a 
  colossal humanoid with coal-black skin, at least twice as 
  large as a storm giant. 
   When someone attempts to free any of the caught 
  creatures, the master of this menagerie knows and 
  responds at once. Read or paraphrase the following: 
  A portal opens ahead of you, and a man-sized, 
  squid-like aberration emerges, its bulging eyes 
  flashing with anger. Its skin and tentacles are black 
  and spotted with patches of luminescence. It rises 
  on translucent red segmented legs in a threatening 
  stance and hisses through a hawk-like beak. 
   No no no no no! you hear in your head, as the 
  horror chatters telepathically. Pathetic mortal worms 
  of a backwater plane, you dare steal from my menagerie? 
  These beings are mine, do you hear me? Mine mine mine 
  mine mine! The dragon is mine, the adventurers are 
  mine, the rare orcs and the titan are mine, the whole 
  Tree of Doors is mine! Surrender now and I may simply 
  make you part of my collection, you mindless insects! 
  This is the morkoth. Interrupting its telepathic speech 
  does not surprise it, as it is expecting battle. In fact, it 
  has already summoned creatures to defend it. Roll 1d6 
  for (or simply select) two creatures from the table in DM 
  Appendix 6: Preserved Defenders Table. Those 
  creatures are pushed out of the nearby wall by the 
  roots, dripping with golden sap, and will fight to 
  protect the morkoth. 
   The morkoth is upset for a reason. Since Omidon 
  entered the area of the Tree of Doors, the Tree and the 
  creatures it has captured resist the morkoth’s control, 
  causing it to occasionally need to stop and concentrate 
  to keep its collection intact. Because of this, it takes no 
  chances now, devoting its full attention (though only a 
  small portion of its precious menagerie) to capturing or 
  destroying the characters. Unless the characters 
  immediately surrender, the morkoth attacks at once. 
  This is the morkoth’s lair, and it gains its lair actions.  
   
   
  
   
  . 
   
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: This is not the morkoth’s lair, and it does not gain 
  its lair actions. The morkoth does not have its hypnosis 
  action, its spell reflection, or any 6th-level spells. 
  • Weak: This is not the morkoth’s lair, and it does not gain its 
  lair actions. 
  • Strong: Replace the preserved defenders with two orc red 
  blades of Ilneval, one of whom is not freed from its mind 
  control until it is incapacitated or the morkoth is defeated.  
  • Very Strong:  Replace the preserved defenders with 
  Smolderwrath, a red dragon. Smolderwrath uses the statblock 
  of a young green dragon, but has damage immunity to fire 
  instead of poison, and its bite and poison breath inflict fire 
  damage instead of poison damage.  
  The morkoth initially appears as far away from the 
  characters as is practical. It keeps its distance if it can, 
  only moving as close as necessary for the range of its 
  spells or its potent Hypnosis. It should be one of the 
  smartest opponents most characters have ever fought, 
  and its decisions in battle reflect this. In fact, given the 
  morkoth’s scrying and its genius intelligence, you’re not 
  metagaming if you play the morkoth as knowing 
  everything you know. 
   The morkoth’s minions attempt to protect it by 
  interposing themselves between the morkoth and any 
  characters not hypnotized by it. Those creatures just 
  released from an eldritch amber prison are still partially 
  sustained by the sap in their lungs, and do not need to 
  breathe for 1 minute after their release. The morkoth’s 
  magic also grants them each a swim speed equal to their 
  walking speed. 
   In addition, whenever the morkoth takes damage, 
  1d4 of the amber prisons liquefy, freeing their various 
  humanoid prisoners. Since the morkoth is 
  concentrating on controlling other minions, these freed 
  prisoners are not under its control. They do not seek to 
  participate in the fight, but immediately attempt to flee 
  (using portals if any are open yet).  
  If the morkoth is not yet defeated, the following events 
  occur each round on initiative count 20:  
  • 1st round:  Unless the Party Strength is Weak or Very 
  Weak, all the air in the entire room instantly turns 
  into its true form – that of murky water. See Player’s 
  Handbook Chapter 9 for rules on underwater combat. 
  (Among other things, note that the underwater 
  combat rules state that creatures fully immersed in 
  water have resistance to fire damage, but 
  disadvantage with most weapon attacks unless they 
  have a swim speed.) 
  • 2nd round: The morkoth’s allies, if still conscious, 
  stop fighting for a moment, looking confused. They 
  will not attack again until after the morkoth’s turn, 
  when it uses a bonus action to concentrate on 
  regaining mental control. (For Weak or Very Weak 
  parties, this requires the morkoth to use its action 
  rather than its bonus action.) 
  • 3rd round: Portals wink open in random locations 
  every 15 to 30 ft., all over this room and in Areas 5, 6, 
  and 7. Each portal leads to the Flooded Forest near 
  Area 1, the pit. 
  • 4th round: The morkoth’s allies, if still conscious, 
  suddenly shake their heads, as if waking from a 
  dream. They do not attack this round—instead they 
  attempt to flee through one of the open portals. The 
  morkoth’s telepathic voice shouts out in possessive 
  anger at this. On its turn, the morkoth again uses a 
  bonus action to concentrate on regaining mental 
  control—but fails. (For Weak or Very Weak parties, 
  this requires the morkoth to use its action rather than 
  its bonus action.) 
  This fight is designed to be extremely difficult but still winnable; 
  maintaining that balance requires your careful attention. 
  Depending on the characters’ performance in the fight, you may 
  wish to have the morkoth’s allies shake off its mind control later 
  or earlier than indicated above under Developments. In fact, if 
  the battle seems too challenging once it is underway, you may 
  choose to allow allies who stop being mind-controlled (or 
  creatures freed from amber prisons when the morkoth takes 
  damage) to join the fight on the characters’ side, seeking 
  vengeance for their long imprisonment. Creatures freed when 
  the morkoth takes damage can be from DM Appendix 6: 
  Preserved Defenders Table, or they may even be orc blades of 
  Ilneval (blood orcs). 
   
  In fact, as a reminder, the rules of Adventurers League do allow 
  DM’s to add or substitute thematically appropriate monsters to 
  any encounter, in order to create the most enjoyable level of 
  challenge. Given the nature of the morkoth’s menagerie, nearly 
  any monster makes thematic sense as a substitute for, or 
  addition to, the morkoth’s allies. Use your best judgment in 
  giving this fight a satisfying level of difficulty, with the 
  characters battling anatagonists that are appropriately 
  challenging. 
   
  If the characters flee via the portals rather than killing the 
  morkoth, none of the creatures trapped in amber prisons 
  
   
  . 
   
  (including Bresden or Jotan) are freed unless the characters 
  directly free them. Omidon is not awakened unless the 
  characters take him with them. Therefore, you’ll need to alter 
  descriptions after the battle, removing all references to the 
  creatures who instead remain trapped in the dungeon. 
  If the characters reduce the morkoth to zero hit points, 
  all its allies cease fighting and the Tree of Doors is free 
  from the morkoth’s will. All amber prisons in Areas 2 
  through 8 immediately melt into golden sap, though 
  most of the freed creatures only have 1 hit point when 
  they emerge. When this happens, read or paraphrase 
  the following: 
  All at once, everything begins to shake, and all the 
  amber spheres remaining in the chamber begin to 
  quickly dissolve. Within seconds, Sir Bresden and 
  the dwarf spill out, covered in liquefied amber, 
  looking weak but otherwise unharmed. The orcs and 
  other creatures in the chamber begin to free 
  themselves as well. The quaking becomes more 
  violent, and clumps of heavy earth begin dropping 
  from the ceiling.  
   With the roots retreating, you gain a better view 
  of the amber prison that forms the floor of the 
  chamber. It isn’t melting, but one long jagged crack 
  appears in its surface, and the titanic being 
  imprisoned within opens its eyes. Immediately, the 
  chamber is filled with an oppressive heat. 
   If they have not already done so during the third 
  round of combat, portals now open throughout the 
  entire dungeon, appearing every 15 to 30 feet.  
   Sir Bresden Marsh (LG male Damaran human 
  champion) and the dwarf Jotan Silverhammer (N male 
  shield dwarf assassin) are alive and conscious, with 1 hit 
  point each. The sleeping half-orc, Omidon, awakes 
  wherever he is, and rushes for the nearest portal unless 
  compelled to do otherwise. 
    
   The chamber is beginning to collapse. The characters 
  must escape or die. If the chamber is filled with water, 
  creatures must swim to escape via the portals. A 
  creature remaining in this room or in Areas 5, 6, or 7 
  after one minute has elapsed must make a DC 17 
  Dexterity saving throw each round or take 13 (2d12) 
  bludgeoning damage from falling pieces of the earth 
  above. After ten more rounds, the damage for a failed 
  Dexterity save starts increasing by an additional +1d12 
  every round.  
  Jotan Silverhammer is wearing the blood metal crown. 
  This elaborate platinum crown has tines of the strange, 
  crimson colored metal that gives it its name. Both 
  Bresden and Jotan relinquish all claim to the crown, 
  saying the characters earned the prize by freeing them 
  from imprisonment. 
  Any portal the characters enter leads to Area 1 or near 
  it. The weather has turned suddenly hot, and the earth 
  is shaking as much of the tunnel system beneath the 
  area collapses. The pit itself is flooded, and the area 
  around it is ankle deep in water as well, as more water 
  rushes out of the many open portals. 
   When the characters arrive, Krim is here, waiting for 
  Omidon with several saddled horses. About a dozen 
  tall, tall red-armored orc blades of Ilneval (blood orcs) 
  have gathered with him. No words seem to be 
  exchanged, but all the orcs appear to begin following 
  Krim’s lead instinctively. They are respectful and 
  grateful towards the characters. 
   Various other creatures the characters fought or saw 
  trapped underground can be seen nearby—covered in 
  sap and confused, but alive and awake. Most run away 
  towards the nearby cover of the Flooded Forest with 
  splashing steps, but some of the humanoids seem more 
  disoriented than frightened. After 10 minutes or so, all 
  the portals suddenly blink out of existence, and no 
  more creatures appear to be escaping. One way or 
  another, among the humanoids that appear with the 
  characters should be Sir Bresden, Jotan Silverhammer, 
  and Omidon.  
   Bresden and Jotan are confused, unsure how long 
  they’ve been gone. They were taking the last watch in a 
  passage when roots came out of the walls and snatched 
  them away. While in the Tree of Doors, they were in 
  telepathic contact with thousands of minds, not all of 
  them friendly, and they believe the morkoth has been 
  using the Tree to capture creatures for millennia—and 
  now most or all seem to have been set free by the 
  morkoth’s defeat. In the distance, they can even see the 
  red dragon, soaring away over the treetops. The 
  Flooded Forest has become a more dangerous place. 
   When they reach someplace safe, Bresden, Jotan, and 
  Omidon are happy to discuss any subject the characters 
  wish. Bresden is receptive to the message about his 
  inheritance, and Jotan is enthusiastic if they ask about 
  joining the Adventurers Guild. 
  
   
  . 
   
   Omidon is also eager to explain. He says the 
  underground ruins used to be home of the orc clan 
  Dragul, but adventurers cleared them out. The red-
  armored orcs are blood orcs—imprisoned in the Tree of 
  Doors purposefully by orc shamans of Gruumsh, who 
  betrayed them for trying to elevate Ilneval as the 
  greatest orcish god, as well as trying to organize and 
  transform orc society.  
   Omidon thanks the characters for rescuing him, and 
  departs together with Krim and the blood orcs for the 
  Flooded Forest. There they will seek a new home, a 
  haven where they can regroup, recover, and make 
  plans. As they ride away on the horses—mounts which 
  clearly once belonged to members of the Tyrantsworn 
  militia the characters encountered earlier—the orcs all 
  begin singing, in loud and deep voices, the song Krim 
  sang when he was the Banites’ prisoner: "The Dirge of 
  Ilneval's Vengeance."   
  It doesn’t feel like winter out here anymore—
  snowdrifts and icicles are rapidly melting, and the 
  humid air has turned fatiguingly hot. Local streams are 
  on the verge of flooding from all the snowmelt 
  combined with the water that flowed out of the portals. 
  The characters see some of the ramshackle homes the 
  refugees lived in being swept out to sea. 
   Whatever else happens that night, one noteworthy 
  event is the appearance of a comet of copper-red color 
  in the night sky. For the next few months, this new 
  comet can be seen in the night sky—since it 
  accompanies this new heat wave, many townsfolk 
  consider it an ill omen. It does not move with the stars, 
  but always appears in the center of the firmament 
  directly above Ylraphon. 
   
  DC 14 Intelligence (Arcana) checks reveal that while many such 
  celestial objects cross the skies of Toril at regular intervals—
  allowing their appearance to be predicted—no almanac or sage’s 
  writing anticipated the new copper-colored reddish comet which 
  now blazes above the region. 
   
  Rolls of 19 or higher note that it looks like a smaller version of 
  the King-Killer Star, a reddish comet whose rare appearances 
  used to cause all Faerûn’s dragons to go mad, before an ancient 
  curse tied to it was broken—the same curse that made the 
  dragons destroy Ylraphon a century ago. 
  
   
  . 
   
  '
  If the characters take the Blood Metal Crown to 
  Gwynora Ironheart at Hostettler’s House, she will 
  happily pay them 1,200 gp for it.  
  After their recent experience, Orrin and Bresden are 
  more than willing to give up the adventuring life to 
  claim their inheritance. Sir Bresden swears the oath 
  required of him before the altar of Selûne. One way or 
  the other, young Lord Orrin (whether rescued by the 
  characters or preserved by the Tree of Doors until 
  being released) should be present as well, and he too 
  will swear the oaths. Andorran Bree, the town’s leading 
  cleric of Selûne bears witness, passing the Marshes legal 
  title to their inheritance.  
   Afterwards, 17-year old Orrin thanks the characters 
  again for his rescue and saving the family’s legacy. 
  Orrin reports that as part of efforts to unify the town, a 
  marriage has been arranged between himself and Ting-
  Ting Chiang of the merchant house of Chiang.  
  If the characters succeeded in bringing Bresden and 
  Orrin back alive, they are summoned to a meeting of 
  the Merchant Council that rules Ylraphon after they 
  have rested and recovered. The meeting is being held at 
  Old Marsh House, which has had a recent cleaning and 
  is already being restored.  
   All five current members of the Merchant Council—
  including Gwynora and the heads of the merchant 
  houses of Affapanov, Chiang, and Emberstar, as well as 
  the newest member, Aislyn Marsh—are present. Other 
  attendees include Lord Orrin. Sir Bresden, and three 
  dwarves: Jotan Silverhammer, Gwynora’s fiancé Karl 
  Stormbright, and another dwarf who looks like an elder 
  brother to Karl and Garm—because he is. This is Tarn 
  Stormbright (LG male gold dwarf warlord). 
   If the characters advised Aislyn on the question of 
  where to build the tower to house their new catapult, 
  then before or after the meeting, she takes a moment to 
  tell them she will be advocating for the council to 
  follow their advice (whatever it was). 
   The atmosphere is that of an official proceeding and 
  ceremony. Gwynora Ironheart stands and addresses the 
  characters on behalf of the council. Read or paraphrase 
  the following: 
  Speaking for her peers, the councilwoman addresses 
  you in a formal voice. “Your efforts to aid the Marsh 
  family have filled the fifth seat of our council, giving 
  us a needed quorum to pass emergency laws to 
  address our town’s problems. A new Town Watch is 
  being formed, and the new Captain of the Watch 
  will be Tarn Stormbright, older brother to friends of 
  the council Garm and Karl. Our town will be a safer 
  and more unified place thanks to your deeds. For 
  these achievements, please accept these golden 
  medallions and the thanks of a grateful city.” 
  Each character is awarded a gold medallion worth 50 gp. 
  All characters so recognized also receive the Founding 
  Landowner story award, which gives them the option to 
  purchase land in the city (now or in the future). After 
  this, the formal meeting is concluded. 
  As the characters finish their conversations, Garm 
  Stormbright knocks on the door of Old Marsh House 
  with his enormous iron gauntlet. 
   If the characters convinced Garm to help with the Town 
  Watch: Garm has come to congratulate his older 
  brother and declares his willingness to advise Tarn and 
  to help him organize, drill, and train the new Watch. 
  He thanks the characters for helping him realize that 
  the local chaos must be reined in, even if he himself is 
  not the one to do it.  
   Otherwise: Garm marches in, points a thick finger at 
  his older brother Tarn and says, “You bloody fool! I 
  warned you not to take this job. You’re making a great 
  mistake. Don’t ask me for anything until you figure that 
  out!” And with that, Garm stomps out the way he came 
  in, ignoring anyone in his way. 
  If Jotan Silverhammer was rescued, characters may join 
  the Ylraphon Adventurers Guild with his assistance. In 
  addition, characters who join the guild are now in 
  contact with various influential residents, and gain the 
  
   
  . 
   
  opportunity to participate in important local activities. 
  Characters who wish to pursue one of these activities 
  may select one of the “Local Pursuit” story awards. Give 
  the characters Player Handout 5Z and Player Handout 
  5Y, which detail how the Guild and Local Pursuit 
  awards work. 
  Clad in the wintry garb of the north no matter the weather, this 
  steel-eyed dwarf sports a well-kept platinum beard, a brace of 
  daggers holstered across his torso, and the bemused gaze of 
  someone who suspects he’s seen it all. Though some would call 
  him a criminal, Jotan acts to preserve the wild freedom that he 
  believes makes Ylraphon unique. He is jovial, friendly, 
  manipulative, and absolutely ruthless when crossed. A self-
  described “dwarf of many parts,” Jotan is leader of an 
  adventuring party with his two elven friends, as well as assistant 
  guildmaster of the Adventurers Guild of Ylraphon, lieutenant to 
  the captain of the Town Watch, a respected ally of the Zhentarim, 
  and—secretly—the leader of the Shadowcloaks, Ylraphon’s 
  thieves’ guild.  
   
  Quote: “I’m here to save this town, whether they know it or 
  not.” 
  If the characters return to the docks to seek their 
  reward, Bresden insists on accompanying them. He is 
  very anxious to see his twin Arden after a long 
  separation. In fact, if they don’t tell him they are going, 
  the characters simply see Bresden at the docks when 
  they arrive.  
  Sir Bresden’s well-groomed black goatee, proud posture, and 
  long dark brown ponytail distinguish him from his twin Arden, 
  but they share the same pale skin and kind, soft features, 
  hardened only by a warlike gleam in their blue eyes. Still in his 
  mid-twenties, Bresden is already famed as a swordsman. His 
  code of honor binds him to protect the church of Selûne and to 
  serve his noble family, especially his younger cousin Lord Orrin 
  and aunt Aislyn. He feels an urgent need for his family to accept 
  his calling as their guardian, as well as a leader when it comes to 
  spiritual matters. Desperate for his brother Arden to return to the 
  family, Bresden is terrified that House Marsh’s former ties to the 
  Cult of the Crushing Wave will become public. He tries to be a 
  voice of morality and reason, but also often checks in with others 
  to ensure he is on solid ethical ground. 
   
  Quote: "That's reasonable, isn't it?" 
   Unfortunately, The Blue Phantom seems to have left 
  early (in fact, it put out to sea hours ago). However, 
  Arden Marsh knows the characters succeeded in their 
  task, and has arranged for Corronorrco—the bronze 
  dragon wyrmling mount of The Blue Phantom’s rock 
  gnome captain—to await their arrival at the docks.  
   The dragon speeds down out of the sky like the flash 
  of a falling star to greet the characters in Common 
  when they approach. He gives the characters a great 
  blue tourmaline gem, worth an amount equal to the 
  remaining gp owed to the characters, and says it is from 
  Arden. 
   Corronorrco also explains that while The Blue 
  Phantom was chartered by the Order of the Gauntlet 
  and had to sail to Phlan suddenly, Arden has not left 
  the area. He was dropped off just a short way up the 
  coast. The dragon was told that that Arden’s current 
  assignment for the Order will keep him near Ylraphon 
  for the foreseeable future. 
   Before the bronze dragon flies away to catch up with 
  his ship, Sir Bresden will pull out a folded letter he’s 
  been keeping tucked into his glove and ask the dragon 
  to give it to Arden if he sees him again. Judging by the 
  letter’s condition, Bresden has had it in his glove for a 
  very long time. The dragon will agree to pass this 
  missive on if it has the chance, and soon takes to the 
  skies once more, quickly vanishing toward the northern 
  horizon. The characters may not see what the letter 
  said, but if they do, or they ask Sir Bresden about it, it 
  says simply, “Brother, we pray every day to see you 
  again. You are truly missed.” 
   
   
  
   
  . 
   
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session.  
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present in 
  the combat. For non-combat experience, the rewards 
  are listed per character. 
  Name of Foe 
  XP per Foe 
  Archer 
  700 
  Assassin 
  3,900 
  Berserker 
  450 
  Blackguard 
  3,900 
  Bronze dragon wyrmling 
  450 
  Champion 
  3,900 
  Drow elite warrior 
  1,800 
  Eternal Flame priest 
  700 
  Githyanki warrior 
  700 
  Githzerai zerth 
  2,300 
  Guard 
  25 
  Knight 
  700 
  Martial arts adept 
  700 
  Morkoth (with lair actions) 
  8,400 
  Morkoth (without lair actions) 
  7,200 
  Omidon (stats as Miraj Vizann) 
  2,300 
  Orc blade of Ilneval 
  1,100 
  Orc red fang of Shargaas 
  700 
  Smolderwrath (stats as young green dragon) 
  3,900 
  Spy 
  200 
  Swashbuckler 
  700 
  Warlock of the Great Old One 
  2,300 
  Warlord 
  8,400 
  Zhelad (stats as Shoalar Quanderil) 
  1,100 
  Task or Accomplishment 
  XP per Character 
  Deliver letter to Aislyn Marsh 
  500 
  Deliver letter to Orrin Marsh 
  1,000 
  Deliver letter to Sir Bresden Marsh 
  1,000 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly as 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price.  
  Item Name 
  GP Value 
  Treasure on Preserved Defenders in Location G 
  140 gp 
  Ironfell ring 
  45 gp each 
  Ironfell dagger 
  45 gp each 
  Iselci Mondas’s coins 
  70 gp 
  Treasure chest 
  188 gp 
  Quest reward from Arden Marsh 
  1,000 gp 
  Lady Gwynora’s Prize (Blood Metal Crown) 
  1,200 gp 
  Gold medallion of honor 
  50 gp per character 
   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 the 
  system provided in the Adventurers League Dungeon 
  Master’s Guide. 
  Scroll, uncommon 
   This spell scroll contains a single glyph of warding spell. 
  A description of spell scrolls can be found in the in the 
  D&D Basic Rules or the Dungeon Master’s Guide. 
  Scroll, uncommon 
   This spell scroll contains a single water breathing spell. 
  A description of spell scrolls can be found in the in the 
  D&D Basic Rules or the Dungeon Master’s Guide. 
  Wondrous item, rare (requires attunement) 
   A description of this item can be found in the 
  Dungeon Master’s Guide. Rather than appearing as a 
  prism like a normal ioun stone of its type, however, this 
  purple gem is cut like a coin, with a face on each side. 
  One is an elf woman whose long hair has a ruby tint, 
  and the other is an older dwarf in a helm bearing the 
  symbol of the dwarf god Clangeddin Silverbeard. In 
  darkness, one can see ghostly shapes trailing after the 
  coin-like jewel as it moves. When a spell is cast into the 
  stone, the caster hears a male and female voice arguing. 
  When a spell is unleashed from it, the same voices are 
  heard chanting in unison by the user. Anyone attuned 
  to this item receives to +1 bonus on Charisma 
  (Persuasion) checks to resolve conflict or calm 
  emotions. Research indicates this item was known as 
  the Peacemaker’s Coin in the old dwarf kingdom of 
  Roldilar, where it belonged to the human mage and 
  dwarf ally Beldossan the Short. 
  
   
  . 
   
  Written a century ago by a deranged clone of the 
  archmage Halaster Blackcloak, this thin leather-bound 
  tome is a glimpse into the mind of a madman. Its first 
  half consists of wildly inaccurate theories on matters of 
  astrology, but the latter appendices include excellent 
  academic studies of the moon and the Selûnite faith, as 
  well as a perfect almanac for predicting the moon’s 
  phases.  
   Consulting this book grants advantage on all 
  Intelligence checks related to the moon, its phases and 
  movements, or the religion of Selûne. If consulted on 
  matters of divination or astrology, however, it grants 
  disadvantage on all related Intelligence checks. In 
  addition, the last third of the book functions as a 
  spellbook, containing the following wizard spells: 
  • 1st level: chromatic orb, find familar, ice knife*, Tasha's 
  hideous laughter 
  • 2nd level: crown of madness, Maximilian's earthen 
  grasp* 
  • 3rd level: erupting earth*, tidal wave* 
  *= This spell from the Elemental Evil Player’s Guide also 
  appears in DM Appendix 7: Special Spells. 
  Potion, rare 
   A description of this item can be found in the 
  Dungeon Master’s Guide. 
  The characters can earn the following story awards 
  during play. 
  Spend 1,000 gp and 30 downtime days to obtain this 
  award, which marks you as a resident of Ylraphon. You 
  are the owner of a 10-foot by 10-foot room in town 
  which you can call entirely your own, which contains a 
  bed, one chest, two chairs, and a very small table. In 
  addition, while adventuring in the Ylraphon area, you 
  can reduce the cost of a comfortable, wealthy, or 
  aristocratic lifestyle by 2 gp per day (to a minimum of 1 
  gp per day). 
  This award is available to characters who succeeded in 
  bringing Orrin and Bresden back alive. 
  Great misfortune caused you to be trapped and locked 
  away in an eldritch amber prison controlled by the 
  ancient entity called the Tree of Doors. You remain 
  there, alive but in a death-like hibernation, until you 
  are rescued by members of the Adventurers Guild of 
  Ylraphon. Spend 20 downtime days to wait until you 
  are rescued. If you do not have the downtime days to 
  spend, you are still eventually freed, but whenever you 
  earn downtime during any future adventure, it is 
  immediately spent towards repaying the downtime cost 
  of this story award, until you have spent a total of 20, 
  after which you resume earning downtime normally. 
  A character receives this story award if they were left behind 
  unconscious, incapacitated, or dead in one of the 
  underground areas in Part 3. 
  You have become involved with a local institution in 
  Ylraphon. You may choose one (and only one) of the 
  “Local Pursuit” story award options described in Player 
  Handout 5Y: Local Pursuits for successfully completing 
  this adventure. This signifies your character having the 
  opportunity to become more involved with day-to-day 
  life and significant institutions in Ylraphon. You may 
  gain only one of the story award options listed for 
  completing this adventure, though you may later gain 
  additional ones if other adventures grant these story 
  award options. 
  This award is available to characters who successfully 
  completed this adventure. 
  Your activities have earned you both respect and 
  contempt. Rumors of your activities alienate the 
  Mulmasterites who live in the Old City. You have 
  disadvantage on Charisma (Persuasion) checks with 
  refugees living in the area outside the Palisade. 
  However, due to the rivalry between these newcomers 
  and the natives, you gain advantage on Charisma 
  (Persuasion) checks with Ylraphon locals who live 
  within the Palisade. 
  Characters earn this story award if they were defeated and 
  captured by the Banites of the Tyrantsworn, or if witnesses 
  reported seeing them killing these Banites or refugees of 
  Mulmaster without provocation.  
   
  
   
  . 
   
  You may join the Ylraphon Adventurers Guild if you 
  either obtain one of the Local Pursuit story awards (as 
  described above) or are willing to pay 50 gp initial dues 
  as described in Player Handout 5Z: The Ylraphon 
  Adventurers Guild. This grants access to the Guild 
  Delving downtime activity described in that handout, 
  as well as other benefits to be seen in future modules 
  set in Ylraphon. 
  This award is available to characters who succeeded in 
  bringing Jotan Silverhammer back alive. 
  The characters earn downtime and renown in 
  accordance with the guidance prescribed by the 
  Adventurers League Dungeon Master’s Guide. 
   Order of the Gauntlet characters whose influence 
  causes Garm Stormbright to support his brother Tarn 
  becoming Captain of the Town Watch earn one 
  additional renown point. 
  In exchange for running the adventure, you earn XP, 
  gp, and downtime days in accordance with the 
  guidance prescribed by the Adventurers League Dungeon 
  Master’s Guide. 
   
   
  If you enjoyed this adventure, or have any suggestions as to how it could be improved, please leave a rating 
  and review on its DM’s Guild page (at DMsguild.com where you downloaded it). Even a brief review is greatly 
  appreciated, and you can share any observations you’d like the author and his collaborators to be aware of as 
  they continue to produce content for Dungeons & Dragons and especially the Adventurers League! 
   
  
   
  . 
   
  Archer 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
    
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
    
  Archer’s Eye (3/Day). As a bonus action, the archer can add 1d10 
  to its next attack or damage roll with a longbow or shortbow. 
  Multiattack. The archer makes two attacks with its longbow. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
  Assassin 
  Medium humanoid (any race), any non-good alignment 
    
  Armor Class 15 (studded leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Dex +7, Int +5 
  Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11 
  Damage Resistances poison 
  Senses passive Perception 14 
  Languages Thieves’ cant plus any two languages 
  Challenge 8 (3,900 XP) 
    
  Assassinate. During its first turn, the assassin has advantage on 
  attack rolls against any creature that hasn’t taken a turn. Any hit 
  the assassin scores against a surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet of 
  an ally of the assassin that isn’t incapacitated and the assassin 
  doesn’t have disadvantage on the attack roll. 
  Multiattack. The assassin makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much damage on a successful 
  one. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one. 
  
   
  . 
   
  Berserker 
  Medium humanoid (any race), any chaotic alignment 
    
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
    
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that turn, but 
  attack rolls against it have advantage until the start of its next 
  turn. 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage. 
   
  Blackguard 
  Medium humanoid (any race), any non-good alignment 
    
  Armor Class 18 (plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
   
  Saving Throws Wis+5, Cha+5 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 8 (3,900 XP) 
    
  Spellcasting. The blackguard is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following paladin spells prepared: 
  1st level (4 slots): command, protection from evil and good, 
  thunderous smite 
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic 
  Multiattack. The blackguard makes three attacks with its glaive 
  or its shortbow. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  blackguard exudes magical menace. Each enemy within 30 feet 
  of the blackguard must succeed on a DC 13 Wisdom saving throw 
  or be frightened for 1 minute. If a frightened target ends its turn 
  more than 30 feet away from the blackguard, the target can 
  repeat the saving throw, ending the effect on itself on a success. 
   
  
   
  . 
   
  Bronze Dragon Wyrmling 
  Medium dragon, lawful good 
    
  Armor Class 17 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft., fly 60 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Dex +2, Con +4, Wis +2, Cha +4 
  Skills Perception +4, Stealth +2 
  Damage Immunities lightning 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 
  Languages Draconic 
  Challenge 2 (450 XP) 
    
  Amphibious. The dragon can breathe air and water. 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (1d10 + 2) piercing damage. 
  Breath Weapons (Recharge 5-6). The dragon uses one of the 
  following breath weapons. 
  Lightning Breath. The dragon exhales lightning in a 40-foot 
  line that is 5 feet wide. Each creature in that line must make 
  a DC 12 Dexterity saving throw, taking 16 (3d10) lightning 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Repulsion Breath. The dragon exhales repulsion energy in a 
  30-foot cone. Each creature in that area must succeed on a 
  DC 12 Strength saving throw. On a failed save, the creature is 
  pushed 30 feet away from the dragon.  
   
   
   
   
  Champion 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Str + 9, Con + 6 
  Skills Athletics +9, Intimidation +5, Perception + 6 
  Senses passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
    
  Indomitable (2/Day). The champion rerolls a failed saving 
  throw. 
   
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the champion can regain 20 hit points.  
  Multiattack. The champion makes three attacks with its 
  greatsword or its light crossbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing 
  damage if the champion has more than half its total hit points 
  remaining. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half its total hit 
  points remaining. 
  
   
  . 
   
  Drow Elite Warrior 
  Medium humanoid (elf), neutral evil 
   
  Armor Class 18 (studded leather, shield) 
  Hit Points 71 (11d8 + 22) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1)   18 (+4) 14 (+2)     11 (0)    13 (+1)      12 (+1) 
   
  Saving Throws Dex +7, Con +5, Wis +4 
  Skills Perception +4, Stealth +10 
  Senses Darkvision 120 ft., passive Perception 14 
  Languages: Elvish, Undercommon 
  Challenge: 5 (1,800 xp) 
   
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can't put the drow to sleep.  
   
  Innate Spellcasting. The drow's spellcasting ability is Charisma 
  (spell save DC 12). It can innately cast the following spells, 
  requiring no material components:  
  At will: Dancing lights 
  1/day: Darkness, faerie fire, levitate (self only)  
   
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Multiattack. The drow makes two shortsword attacks.  
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison 
  damage. 
   
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 
  ft, one target. Hit: 7 (1d6 + 4) piercing damage. The target must 
  succeed on a DC 13 Constitution saving throw or be poisoned for 1 
  hour. If the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target wakes up if it 
  takes damage or if another creature takes an action to shake it 
  awake. 
   
  Parry. The drow adds 3 to its AC against one melee attack that 
  would hit it. To do so, the drow must see the attacker and be 
  wielding a melee weapon. 
  Eternal Flame Priest 
  Medium humanoid (human), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  16 (+3) 
   
  Skills Deception +5, Intimidation +5, Religion +2 
  Damage Resistances fire 
  Senses passive Perception 10 
  Languages Common, Ignan 
  Challenge 3 (700 XP) 
    
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell attacks). 
  It knows the following sorcerer spells: 
  Cantrips (at will): control flames*, create bonfire*, fire bolt, 
  light, minor illusion 
  1st level (4 slots): burning hands, expeditious retreat, mage 
  armor 
  2nd level (3 slots): blur, scorching ray 
  3rd level (2 slots): fireball 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  *= This spell from the Elemental Evil Player’s Guide also appears 
  in DM Appendix 7: Special Spells. 
  
   
  . 
   
  Githyanki Warrior 
  Medium humanoid (githyanki), lawful evil 
    
  Armor Class 17 (half-plate) 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0) 
    
  Saving Throws Con +3, Int +3, Wis +3 
  Senses passive Perception 11 
  Languages Gith 
  Challenge 3 (700 XP) 
   
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence. It can innately cast the 
  following spells: 
  At will: mage hand (the hand is invisible) 
  3/day each: jump, misty step, nondetection (self only) 
   
  Multiattack. The githzerai makes two greatsword strikes. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic 
  damage. 
   
  Githzerai Zerth 
  Medium humanoid (githzerai), lawful neutral 
    
  Armor Class 17 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  17 (+3) 
  12 (+1) 
    
  Saving Throws Str +4, Dex +7, Int +6, Wis +6 
  Skills Arcana +6, Insight +6, Perception +6 
  Senses passive Perception 16 
  Languages Gith 
  Challenge 6 (2,300 XP) 
   
  Innate Spellcasting (Psionics). The githzerai’s innate 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). It can innately cast the following spells: 
  At will: mage hand (the hand is invisible) 
  3/day each: feather fall, jump, see invisibility, shield 
  1/day each: phantasmal killer, plane shift 
   
  Psychic Defense. While the githzerai is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Multiattack. The githzerai makes two unarmed strikes. 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) 
  psychic damage. This is a magic weapon attack. 
   
  
   
  . 
   
  Guard 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
   
  Knight 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws against being 
  frightened. 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  the knight can utter a special command or warning whenever a 
  nonhostile creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This effect ends if 
  the knight is incapacitated. 
  Parry. The knight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the knight must see the attacker and be 
  wielding a melee weapon.  
  
   
  . 
   
  Martial Arts Adept 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 
  Hit Points 60 (11d8 + 11) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  16 (+3) 
  10 (+0) 
    
  Skills Acrobatics +5, Insight +5, Stealth +5 
  Senses passive Perception 13 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Unarmored Defense. While the adept is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Multiattack. The adept makes three unarmed strikes or three 
  dart attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a 
  creature, the adept can choose one of the following additional 
  effects: 
  • The target must succeed on a DC 13 Strength saving throw 
  or drop one item it is holding (adept’s choice). 
  • The target must succeed on a DC 13 Dexterity saving throw 
  or be knocked prone. 
  • The target must succeed on a DC 13 Constitution saving 
  throw or be stunned until the end of the adept’s next 
  turn. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage.  
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the adept deflects the missile. The damage it takes from 
  the attack is reduced by 1d10 + 3. If the damage is reduced to 0, 
  the adept catches the missile if it’s small enough to hold in one 
  hand and the adept has a hand free. 
  Miraj Vizann 
  Medium humanoid (earth genasi), neutral evil 
   
  Armor Class 10 (13 with mage armor) 
  Hit Points 82 (11d8+33) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (0) 
  17 (+3) 
  13 (+1) 
  11 (0) 
  18 (+4) 
   
  Skills Arcana +4, Deception +7 
  Senses passive Perception 10 
  Languages Common, Primordial 
  Challenge 6 (2,300 xp) 
  Earth Walk. Moving through difficult terrain made of earth or 
  stone costs Miraj no extra movement. 
  Innate Spellcasting. Miraj’s innate spellcasting ability is 
  Constitution (spell save DC 14). Miraj can innately cast the 
  following spells, requiring no material components: 
  1/day: pass without trace 
  Spellcasting. Miraj is an 11th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). Miraj knows the following sorcerer spells: 
  Cantrips (at will): acid splash, blade ward, friends, light, 
  message, mold earth* 
  1st level (4 slots): chromatic orb, mage armor, magic missile 
  2nd level (3 slots): Maximilian's earthen grasp*, shatter, 
  suggestion 
  3rd level (3 slots): counterspell, erupting earth* 
  4th level (3 slots): polymorph, stoneskin 
  5th level (2 slot): wall of stone 
  6th level (1 slot): move earth 
  Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning when 
  used with two hands. 
  *= This spell from the Elemental Evil Player’s Guide also appears 
  in DM Appendix 7: Special Spells. 
   
   
  
   
  . 
   
  Morkoth 
  Medium aberration, chaotic evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 130 (20d8 + 40) 
  Speed 25 ft., swim 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  14 (+2) 
  14 (+2) 
  20 (+5) 
  15 (+2) 
  13 (+1) 
   
  Saving Throws Dex +6, Int +9, Wis +6 
  Skills Arcana +9, History +9, Perception +10, Stealth +6 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  20 
  Languages telepathy 120 ft. 
  Challenge 11 (7,200 XP) 
   
  Amphibious. The morkoth can breathe air and water. 
   
  Spellcasting. The morkoth is an 11th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit with 
  spell attacks). The morkoth has the following wizard spells 
  prepared: 
  Cantrips (at will): acid splash, mage hand, mending, ray of frost, 
  shocking grasp 
  1st level (4 slots): detect magic, identify, shield, witch bolt 
  2nd level (3 slots): darkness, detect thoughts, shatter 
  3rd level (3 slots): dispel magic, lightning bolt, sending 
  4th level (3 slots): dimension door, Evard’s black tentacles 
  5th level (3 slot): geas, scrying 
  6th level (1 slot): chain lightning 
   
  Multiattack. The morkoth makes three attacks: two with its bite 
  and one with its tentacles or three with its bite. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  9 (2d6 + 2) slashing damage. 
  Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one 
  target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is 
  grappled (escape DC 14) if it is a Large or smaller creature. Until 
  this grapple ends, the target is restrained, and takes 15 (3d8 + 2) 
  bludgeoning damage at the start of each of the morkoth’s turns 
  and the morkoth can’t use its tentacles on another target. 
  Hypnosis. The morkoth projects a 30-foot cone of magical 
  energy. Each creature in that area must make a DC 17 Wisdom 
  saving throw. On a failed save, the creature is charmed by the 
  morkoth for 1 minute. While charmed in this way, the target tries 
  to get as close to the morkoth as possible, using its actions to 
  dash until it is within 5 feet of the morkoth. A charmed creature 
  can repeat the saving throws at the end of each of its turns and 
  whenever it takes damage, ending the effect on itself with a 
  success. If a creature’s saving throw is successful or the effect 
  ends for it, the creature has advantage on saving throws against 
  the morkoth’s hypnosis for 24 hours. 
   
  Spell Reflection. If the morkoth makes a successful saving throw 
  against a spell, or a spell attack misses it, the morkoth can 
  choose another creature (including the spellcaster) it can see 
  within 120 feet of it. The spell targets the chosen creature 
  instead of the morkoth. 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 that creature.  
   
  While fighting in its lair, the morkoth can invoke the ambient 
  magic of the area around its sanctum to take lair actions. On 
  initiative count 20 (losing initiative ties), the morkoth takes a 
  lair action to cause one of the effects described below:  
  • The morkoth uses its Hypnosis action, originating at a point 
  within 120 feet of itself. It doesn’t have to see the effect’s 
  point of origin. 
  • The morkoth casts darkness, dispel magic, or misty step, 
  using Intelligence as its spellcasting ability and without 
  expending a spell slot. 
  
   
  . 
   
  Orc Blade of Ilneval 
  Medium humanoid (orc), chaotic evil 
    
  Armor Class 18 (chain mail, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (-3) 
  11 (+0) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
   
  Saving Throws Wis +3 
  Skills Insight +3, Intimidation +4, Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Orc 
  Challenge 4 (1,100 XP) 
    
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see. 
   
  Foe Smiter of Ilneval. The orc deals an extra die of damage when 
  it hits with a longsword attack (included in the attack). 
  Multiattack. The orc makes two melee attacks with its longsword 
  or two ranged attacks with its javelins. If Ilneval’s Command is 
  available to use, the orc can use it after these attacks. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) 
  slashing damage when used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 4) piercing damage. 
  Ilneval’s Command (Recharge 4-6). Up to three allied orcs 
  within 120 feet of this orc that can hear it can use their reactions 
  to each make one melee attack. 
  Orc Red Fang of Shargaas 
  Medium humanoid (orc), chaotic evil 
    
  Armor Class 15 (studded leather) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  15 (+2) 
  9 (-1) 
  11 (+0) 
  9 (-1) 
   
  Skills Intimidation +1, Perception +2, Stealth +5 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Orc 
  Challenge 3 (700 XP) 
   
  Cunning Action. On each of its turns, the orc can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Hand of Shargaas. The orc deals an extra 2 dice of damage when 
  it hits a target with a weapon attack (included in its attacks). 
  Shargaas’s Sight. Magical darkness doesn’t impede the orc’s 
  darkvision. 
  Slayer. In the first round of combat, the orc has advantage on 
  attack rolls against any creature that hasn’t taken a turn yet. If 
  the orc hits a creature that round who was surprised, the hit is 
  automatically a critical hit. 
  Multiattack. The orc makes two scimitar or dart attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 13 (3d6 + 3) slashing damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 10 (3d4 + 3) piercing damage. 
  Veil of Shargaas (Recharges after a Short or Long Rest). The orc 
  casts darkness without any components. Wisdom is its 
  spellcasting ability. 
  
   
  . 
   
  Shoalar Quanderil 
  Medium humanoid (water genasi), lawful evil 
    
  Armor Class 10 (13 with mage armor) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
    
  Skills Arcana +4, Deception +5, Insight +2, Persuasion +5 
  Damage Resistances acid 
  Senses passive Perception 10 
  Languages Aquan, Common 
  Challenge 4 (1,100 XP) 
    
  Amphibious. Shoalar can breathe air and water. 
   
  Innate Spellcasting. Shoalar’s innate spellcasting ability is 
  Constitution (spell save DC 13, +5 to hit with spell attacks). He 
  can innately cast the following spells:  
  At will: shape water* 
  1/day: create or destroy water 
   
  Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 13, +5 to hit with spell 
  attacks). He knows the following sorcerer spells: 
  Cantrips (at will): acid splash, chill touch, friends, 
  prestidigitation, ray of frost 
  1st level (4 slots): disguise self, mage armor, magic missile 
  2nd level (3 slots): hold person, misty step 
  3rd level (3 slots): tidal wave* 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 
  *= This spell from the Elemental Evil Player’s Guide also appears 
  in DM Appendix 7: Special Spells. 
   
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
    
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  
   
  . 
   
  Swashbuckler 
  Medium humanoid (any race), any non-lawful alignment 
    
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
    
  Skills Acrobatics +8, Athletics +5, Persuasion +6 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Lightfooted. The swashbuckler can take the Dash or Disengage 
  action as bonus action on each of its turns. 
  Suave Defense. While the swashbuckler is wearing light or no 
  armor and wielding no shield, its AC includes its Charisma 
  modifier. 
  Multiattack. The adept makes three attacks: one with a dagger 
  and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage. 
  Warlock of the Great Old One 
  Medium humanoid (any race), any alignment 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Wis +4, Cha +7 
  Skills Arcana +4, History +4 
  Damage Resistances psychic 
  Senses darkvision 60 ft,, passive Perception 11 
  Languages any two languages, telepathy 30 ft. 
  Challenge 6 (2,300 XP) 
   
  Innate Spellcasting. The warlock's spellcasting ability is 
  Charisma. It can innately cast the following spells (spell save 
  DC 15), requiring no material components:  
  At will: detect magic, jump, levitate, mage armor, speak with 
  dead 
  1/day each: arcane gate, true seeing 
    
  Spellcasting. The warlock is a 14th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 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): chill touch, eldritch blast, guidance, mage 
  hand, minor illusion, prestidigitation, shocking grasp 
  1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, 
  crown of madness, clairvoyance, contact other plane, detect 
  thoughts, dimension door, dissonant whispers, dominate 
  beast, telekinesis, vampiric touch 
   
  Whispering Aura. At the start of each of the warlock’s turns, each 
  creature of its choice within 5 feet of it must succeed on a DC 15 
  Wisdom saving throw or take 10 (3d6) psychic damage, provided 
  that the warlock isn’t incapacitated. 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or ranged 
  20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. 
  
   
  . 
   
  Warlord 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (plate) 
  Hit Points 229 (22d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws Str + 9, Dex + 7, Con + 8 
  Skills Athletics +9, Intimidation +8, Perception + 5, Persuasion + 
  8 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 12 (8,400 XP) 
    
  Indomitable (3/Day). The warlord can reroll a saving throw it 
  fails. It must use the new roll. 
   
  Survivor. The warlord regains 10 hit points at the start of its turn 
  if it has at least 1 hit point but fewer hit points than half its hit 
  point maximum.  
  Multiattack. The warlord makes two weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  The warlord can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature’s turn. The warlord 
  regains spent legendary actions at the start of its turn.  
  Weapon Attack. The warlord makes a weapon attack. 
  Command Ally. The warlord targets one ally it can see within 
  30 feet of it. If the target can see and hear the warlord, the 
  target can make one weapon attack as a reaction and gains 
  advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one enemy 
  it can see within 30 feet of it. If the target can see and hear 
  the warlord, the target must succeed on a DC 16 Wisdom 
  saving throw or be frightened until the end of the warlord’s 
  next turn. 
   
   
  Young Green Dragon 
  Large dragon, lawful evil 
    
  Armor Class 18 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  12 (+1) 
  17 (+3) 
  16 (+3) 
  13 (+1) 
  15 (+2) 
   
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5 
  Skills Deception +5, Perception +7, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 
  Languages Common, Draconic 
  Challenge 8 (3,900 XP) 
    
  Amphibious. The dragon can breathe air and water. 
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
  Poison Breath (Recharge 5–6). The dragon exhales poisonous 
  gas in a 60-foot cone. Each creature in that area must make a DC 
  14 Constitution saving throw, taking 42 (12d6) poison damage 
  on a failed save, or half as much damage on a successful one. 
  
   
  . 
   
  The following NPCs are featured in this adventure. 
  • Aislyn Marsh, female half-drow warlock, aunt to 
  Bresden, Arden, and Orrin Marsh, runs the house 
  holdings, soon to be member of the Merchant Council 
  that rules Ylraphon. 
  • Sir Bresden Marsh, male human (Damaran) 
  swordsman and knightly champion of House Marsh, 
  Arden’s twin brother. 
  • Lord Orrin Marsh, male human (Damaran) knight-in-
  training, Bresden and Arden’s cousin, young heir to 
  the noble titles of House Marsh. 
  • Trell Bannon of the Fens, male half-elf barbarian, 
  volunteer member of the town guard. 
  • Gwynora Ironheart, female shield dwarf, pregnant 
  matriarch of the Ironheart Clan, leading member of 
  the Merchant Council that rules Ylraphon. Part-
  owner of Hostettler’s House. Offers reward for the 
  Blood Metal Crown. 
  • Karl Stormbright, male gold dwarf warrior, Gwynora’s 
  fiancé and bodyguard and father to her unborn child, 
  youngest brother to Tarn and Garm. Too affable to be 
  Captain of the Town Watch. 
  • Garm Stormbright, male gold dwarf paladin, head of 
  the shrine to Berronar Truesilver called the Argent 
  Hearth, younger brother to Tarn, elder brother to 
  Karl. Really, really doesn’t want to be Captain of the 
  Town Watch. 
  • Tarn Stormbright, male gold dwarf lawman, brother to 
  Karl and Garm. Eldest Stormbright, later becomes 
  Captain of the Guard. 
  • “Old” Zhelad, distant water genasi cousin of the 
  Marshes, keeper of the local shrine to Umberlee. 
  Stands to inherit the family fortune if Bresden and 
  Orrin don’t quit adventuring. 
  • Omidon Urnrayle, aka Omidon Two-Eyes, aka Omidon 
  of the Red Hand, male half-orc, heretic shaman and 
  occultist, small and bookish for a half-orc, hired as 
  guide by Sir Bresden. 
  • Krim Dragul, male orc paladin of the god Ilneval, 
  Omidon’s cousin, seeks to reclaim an ancestral legacy 
  and change orcish society forever. 
  • The Tyrantsworn, a volunteer militia that polices the 
  Mulmasterite refugees outside of town, sworn to 
  Bane, the god of tyranny. Their leader is the Banite 
  paladin called Darkhand. 
  • Iselci Mondas, female water genasi monk, leader of a 
  water-worshiping ki martial arts cult. Seeks to 
  assassinate Sir Bresden Marsh (thinking him guilty of 
  Arden’s past deeds). 
  • Jotan Silverhammer, male shield dwarf rogue, 
  Lieutenant Guildmaster of the Adventurers Guild of 
  Ylraphon, who is also a sergeant in the volunteer town 
  guard. His loyal adventuring comrades are two elves: 
  the skilled thief Acclifferaeth (known locally as "Clif”) 
  and the wilderness scout Gythen Wildwood. 
  The characters may seek out their faction contacts 
  within Ylraphon. 
  • Harpers. The steward of the Moonwater, High Initiate 
  Andorran Bree, male half-elf cleric of Selûne. Most 
  respected man in town. 
  • Order of the Gauntlet. Male human avenger Arden 
  Marsh, refuses to enter the actual town, asks the 
  characters to inform his kin about Lady Myrandah 
  Marsh’s final wish. 
  • Zhentarim. A male kenku spy called Clank, lurks in 
  Zhentish Corners facilitating the black market, often 
  accompanied by the blind human beggar girl Zoya. 
  • Emerald Enclave. A female half-elf druid from 
  Calimshan, Ilasera Kombul, mostly dwells in the 
  Flooded Forest, but can be found visiting her friend 
  Aislyn Marsh at Old Marsh House. 
  • Lords Alliance. Male human noble Zor Serge 
  Affapanov, Mulmasterite gem dealer and member of 
  the Merchant Council that rules Ylraphon, 
  sequestered in deep negotiations during this 
  adventure. 
   
   
  
   
  . 
   
  Characters may choose to seek rumors out, making various checks (such as Charisma (Deception or Persuasion) to converse or carouse with 
  locals to seek information, or Wisdom (Perception) to eavesdrop), with the DCs varying based on circumstances. If the character is specifically 
  seeking information on a topic, try to find a rumor related to it. If a character buys someone a drink, takes the time to establish a special 
  rapport, or otherwise expends real effort or resources, roll twice and give the character both results.  
   
  Unless you are specifically running this adventure as part of an ongoing campaign including all of the YLRA-series modules, you shouldn’t 
  just roll a d20 for the whole table. Instead, roll 1d10+8 to obtain a rumor intended for this particular module, or simply choose a logical result.
  Die 
  roll 
  Result 
  1 
  Some of the refugees have had their minds taken over by brain-
  eating fungus from the Underdark that got in the air when 
  Mulmaster exploded. (FALSE) 
  2 
  One of the acolytes at the Moonwater is the avatar of the 
  goddess Selûne herself! She sleeps in a hidden vault under the 
  temple. The High Priest, Andorran Bree, has sworn to protect 
  her, that’s why he’s so secretive—some say he’s in love with 
  her! (FALSE) 
  3 
  You ever heard of the Shadovar? Shades of Old Netheril who 
  ruled the Anauroch desert? Some say they were defeated, but I 
  hear they still secretly rule places like Sembia and Mulmaster—
  all those Mulmasterite refugees coming here is prelude to an 
  invasion. (MOSTLY FALSE) 
  4 
  The priests of Chauntea had to flee their shrine in the Old City of 
  Ylraphon when a group of reckless adventurers opened a portal 
  to the Abyss within it. Some new Chauntea priests went out 
  looking for it, and they never returned! (MOSTLY FALSE) 
  5 
  I don't trust the merchant houses who rule within the Palisade 
  walls, except for the Ironheart dwarves. The Ironhearts have 
  always been honest neighbors, but all the rest of them care 
  about is money. (MOSTLY TRUE) 
  6 
  House Emberstar will take in anyone. Not only do they allow 
  goblins and half-orcs and the like to join their house, but they 
  even took in former members of the Elemental Evil Cults who 
  begged for shelter after Mulmaster fell—especially fire cultists 
  who could help work metal. (MOSTLY TRUE) 
  7 
  They say the Chiang Emporium have the largest fleet in the Sea 
  of Fallen Stars. A woman at their boat repair shop told me one 
  of their ships is magical, and can fly to the very stars! It’s also 
  said they never forget a debt, good or bad, so if you do work for 
  them, it’s best to do it right! (MOSTLY TRUE) 
  8 
  The Affapanovs are nobles from Mulmaster who got wealthy 
  dealing in gems. They lock their enemies away in their deep 
  underground treasure vaults, never to be seen again. (HALF 
  TRUE) 
  9 
  House Marsh seems like a good family, but their leaders are all 
  too young. I heard the older generation were all fanatics from 
  one of the Elemental Evil Cults that destroyed the harbor in 
  Mulmaster, and they died trying to destroy the rest of the city. 
  (MOSTLY TRUE) 
  10 
  No one knows this, but that dwarf paladin Garm Stormbright 
  killed Sir Bresden Marsh’s father in that big battle in 
  Mulmaster—he felt so guilty that now he’s sworn to never pick 
  up a weapon again. In fact, all the sons of that family grew up 
  without fathers, and it’s made them desperate to start families 
  of their own. (HALF TRUE) 
  11 
  A great knight of the Order of the Gauntlet was murdered out on 
  the Hunt Trail two winters ago, and he rose again as a death 
  knight. He haunts the coast, tricking the living into becoming 
  his unwitting pawns as he hunts down all those who betray his 
  Order and drags them screaming into the Nine Hells. (FALSE) 
  12 
  Hostettler's House used to be more tavern than gambling 
  house, until Old Man Hostettler's tiefling wife killed him and 
  took over—that's why they call her the Red Widow! (FALSE) 
  13 
  Something, or someone, keeps filling the Flooded Forest with 
  monsters from other lands. Some say it’s the forest’s master, 
  the Mage Who Never Dies. (HALF TRUE) 
  14 
  A whole caravan of Cormyrean nobles was kidnapped by orcs in 
  the Flooded Forest and locked away in the caverns they call 
  home—I wager their wealthy families would pay a pretty penny 
  to get them back. Some the orc caverns aren’t outside town at 
  all, but actually beneath the town, though they say our soil is 
  too soft and muddy for that… (MOSTLY FALSE) 
  15 
  Over a hundred years ago, in the Year of Rogue Dragons, an old 
  elvish curse made all manner of drakes and wyrms go mad, 
  coming from the swamps to destroy the Old City of Ylraphon 
  and kill everyone who didn’t flee—They cursed the land, and 
  now no crops grow around here. That’s why food costs so much. 
  (MOSTLY TRUE) 
  16 
  Buried around these parts are a thousand orcslayer blades, 
  made of a magical steel poisonous to orcs. The dwarves of 
  Roldilar used these weapons to break out of the mountain 
  caverns to run in waist-high riot across these lands. No one 
  knows how the orcs managed to drive the dwarves back out 
  decades later, nor what happened to all those enchanted 
  blades! (TRUE) 
  17 
  Gwynora Ironheart already has a grown son, but now she's 
  pregnant again, and her bodyguard’s the father! And they're 
  not even married! Gwynora's always been honest and fair, but 
  what kind of example is that for a leader to set? (MOSTLY TRUE) 
  18 
  The druid Ilasera can reclaim lands from the swamp! It’s thanks 
  to her the whole Palisade doesn’t sink into the marsh. Without 
  her this would still just be a muddy trading post next to the 
  docks. That's why they can't dig a sewer here—the ground 
  under us is too wet and unstable! (TRUE) 
  19 
  The well at Hunter’s Market is the only clean drinking water in 
  town, and anyone who stands near it must tell the truth, thanks 
  to a blessing from Waukeen. (MOSTLY TRUE) 
  20 
  "Bree-yark" is goblin-language for "we surrender!” (FALSE) 
  
   
  . 
   
  There are many games on offer at Hostettler’s House. 
  When a character gambles, ask which strategy for 
  winning they will rely on the most. This determines 
  what kind of ability check they will use, as well as 
  certain benefits and penalties in terms of winnings and 
  the type of game played, as shown on the Gambling 
  Strategies table. (If you have a time limit, hold the 
  characters to three rounds of ability checks before a 
  bar-fight ends the evening’s entertainments.) 
  Technique 
  Ability Check 
  Special Modifiers 
  Precise 
  hands 
  Dexterity 
  Advantage on checks for dice 
  games; disadvantage on all 
  card games 
  Calculation 
  Intelligence 
  -2 penalty to ability check; any 
  winnings are doubled 
  Reading 
  your 
  opponents 
  Wisdom 
  Disadvantage on checks for dice 
  games; -2 penalty on checks for 
  card games; any winnings are 
  doubled 
  Table talk 
  or bluffing 
  Charisma 
  +2 bonus on checks for card 
  games 
   
  Each roll represents about 10 minutes of in-game time, 
  during which time any character playing can bet a 
  maximum of 10 times the minimum buy-in for that 
  particular game (see the House Games table, below). 
  Checks do not include a proficiency bonus unless the 
  character is proficient with the gaming set that game 
  uses (also determined on the house games table). 
   When playing against random patrons, the 
  characters make their ability check against a DC of 14. 
  If they fail, they lose all of their bet; if they succeed, 
  they break even; if they roll 19 or higher, they keep their 
  bet and gain the same amount in winnings. 
   When characters play against more specific 
  characters (such as Garm or other player characters), 
  replace the DC rules above with an opposed ability 
  check among all participants. The highest roll keeps 
  their bet and gains the same amount in winnings; the 
  lowest roll loses their bet; other rolls break even. Ties 
  for highest roll are settled by a random d20 roll; anyone 
  tied for the lowest roll loses their bet. 
   Most NPCs utilize Wisdom for their gambling 
  checks. Both Gwynora and Garm use Charisma, relying 
  on a combination of bluffing and table talk when 
  playing poker, giving them a +2 bonus on top of their 
  normal check. (Meaning Gwynora rolls with a total 
  modifier of +7, while Garm’s modifier is +6.)  
   Many games are available at this establishment. 
  Those hosted by the house on the night the characters 
  visit in this adventure are listed below. 
  Game 
  Gaming Set Used 
  Minimum Buy-In 
  Three-Dragon 
  Ante 
  Three-Dragon Ante 
  1 gp 
  Thabort, 
  Traitor’s 
  Heads 
  Dice set (two six-sided 
  for thabort, five six-
  sided for traitor’s 
  heads) 
  1 sp 
  Talis, Poker 
  Playing cards (Tarokka 
  or Talis deck) 
  2 gp, or 10 gp for 
  high stakes games 
  (such as Garm and 
  Gwynora’s game) 
  Archers, High 
  Dragon, 
  Smashcastle 
  Playing cards (High 
  Dragon deck) 
  5 sp 
   
   
   
  
   
  . 
   
   
   
  
   
  . 
   
  
   
  . 
   
  This table represents the adventurers the 
  morkoth has collected using the Tree of Doors. 
  He occasionally releases them to bait adventurers 
  or to fight unwanted intruders. Adventurers 
  preserved in this way may be highly confused if 
  released, as they do not perceive any time as 
  having passed since their imprisonment—some 
  have been trapped here for mere days, others for 
  millennia! 
   If the characters can defeat the morkoth who 
  controls the Tree of Doors, all the creatures listed 
  here are released into the Ylraphon area at the 
  end of the story. Thus, this table is also good 
  resource if you ever need a random NPC during 
  any future adventure set around Ylraphon or 
  another Moonsea locale. 
   DMs preparing this adventure may wish to roll 
  or choose beforehand, rather than waiting to do 
  so during the game, so they can familiarize 
  themselves with only those stat-blocks they know 
  they will use. 
   If two Preserved Defenders are needed for the 
  same encounter, roll a d6 instead of d12, and use 
  both the entries indicated by the number rolled. 
  Ignore all results for creatures the characters have 
  already encountered this adventure. 
   Each entry on the table includes a name and 
  description for that adventurer, the statblock you 
  use for them (in bold), a bit of background, and a 
  tiny description of the events which led to that 
  character being trapped in the Tree of Doors. 
  Some are members of the factions; if so, that 
  faction is listed in parentheses at the end of the 
  entry. 
   In general, these are not NPCs you need to 
  prepare to roleplay. The background details are 
  provided in case the characters free them from 
  the morkoth’s control and want to ask them how 
  they got here, but most will be too disoriented for 
  deep conversation. Feel free to customize names, 
  gender, backgrounds, personalities, alignments, 
  or races for these NPCs if you wish.
   
  Table: Preserved Defenders 
  Choose, or roll 1d12 (d6 if you need two) 
  1 
  1 
  Lady Bister, LN female copper dragonborn knight, mercenary 
  chaplain of the Red Knight and expert in military tactics, lone 
  survivor of a doomed dungeon-delve (Lords Alliance) 
  2 
  Drath of the Shining Lands, LN male Durpari human knight, 
  pathologically curious, split the party while adventuring in the 
  ruins by opening the wrong secret door (Harpers) 
  2 
  3 
  Sutora Jubei, CG male drow elf archer, raised in the isles of Wa, 
  came west with a Chiang Emporium caravan to seek his drow kin, 
  lost in the Flooded Forest (Emerald Enclave) 
  4 
  Starlanthra, NG female dusk elf archer, wandered through the 
  Mists from Barovia many years ago while fleeing a massacre by 
  the evil lord Strahd’s enforcer Rahadin 
  3 
  5 
  Darkhelm, LE male drow elf (stats as Eternal Flame priest), born 
  Kaltheas Ned'razak, exiled son of the archmage ruler of Szith 
  Morcane, turned on his allies in the ruins (Zhentarim) 
  6 
  Dreagan, CN female tiefling (stats as Eternal Flame priest), raised 
  by the unicorn Dialon in the Flooded Forest, tracked cultists of 
  Tiamat into a dwarven tomb (Emerald Enclave) 
  4 
  7 
  Veridian, LG female githyanki warrior turned constable, with 
  glowing green tattoos, exiled for showing mercy to githzerai, 
  wandered through a portal from Sigil (Order of the Gauntlet) 
  8 
  Ismael Djaduur, NG male Bedine human (stats as a githyanki 
  warrior), swordsman with psychic gifts, came to these lands 
  hunting vampires who enslaved his nomadic tribe 
  5 
  9 
  Mingh, CN female tabaxi (feline humanoid) swashbuckler, 
  Shadowcloaks member, sells black market alchemy and illicit 
  consumables, betrayed at meeting in the ruins (Zhentarim) 
  10 
  Rualdor Thann, CG male half-elf swashbuckler, carefree 
  Waterdhavian noble, friend and ally of House Marsh, entered the 
  underground as part of Bresden’s party (Harpers) 
  6 
  11 
  Hojo Mashiko, N female Shou human martial arts adept, from the 
  distant realm of Kozakura, member of the Sunken Shadows’ rival 
  monk clan, followed Iselci here seeking a duel 
  12 
  Henry of Sudia’s Spire, CG male lightfoot halfling martial arts 
  adept wanderer from another world, escaped from a crashed mind 
  flayer nautiloid long ago, when elves still ruled Ylraphon 
  
   
  . 
   
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous or 1 hour (see below) 
  You choose nonmagical flame that you can see within range and 
  that fits within a 5-foot cube. You affect it in one of the following 
  ways:  
  • You instantaneously expand the flame 5 feet in one direction, 
  provided that wood or other fuel is present in the new 
  location.  
  • You instantaneously extinguish the flames within the cube.  
  • You double or halve the area of bright light and dim light cast 
  by the flame, change its color, or both. The change lasts for 1 
  hour.  
  • You cause simple shapes—such as the vague form of a 
  creature, an inanimate object, or a location—to appear within 
  the flames and animate as you like. The shapes last for 1 hour.  
  If you cast this spell multiple times, you can have up to three of 
  its non-instantaneous effects active at a time, and you can 
  dismiss such an effect as an action. 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You create a bonfire on ground that you can see within range. 
  Until the spells ends, the bonfire fills a 5-foot cube. Any creature 
  in the bonfire’s space when you cast the spell must succeed on a 
  Dexterity saving throw or take 1d8 fire damage. A creature must 
  also make the saving throw when it enters the bonfire’s space for 
  the first time on a turn or ends its turn there. 
   
  At Higher Levels. The spell’s damage increases by 1d8 when 
  you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a piece of obsidian) 
  Duration: Instantaneous 
  Choose a point you can see on the ground within range. A 
  fountain of churned earth and stone erupts in a 20-foot cube 
  centered on that point. Each creature in that area must make a 
  Dexterity saving throw. A creature takes 3d12 bludgeoning 
  damage on a failed save, or half as much damage on a successful 
  one. Additionally, the ground in that area becomes difficult 
  terrain until cleared away. Each 5-foot-square portion of the area 
  requires at least 1 minute to clear by hand. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d12 for each slot 
  level above 3rd. 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a drop of water or piece of ice) 
  Duration: Instantaneous 
  You create a shard of ice and fling it at one creature within range. 
  Make a ranged spell attack against the target. On a hit, the target 
  takes 1d10 piercing damage. Hit or miss, the shard then 
  explodes. The target and each creature within 5 feet of the point 
  where the ice exploded must succeed on a Dexterity saving throw 
  or take 2d6 cold damage. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the cold damage increases by 1d6 for each 
  slot level above 1st. 
  '
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a miniature hand sculpted from clay) 
  Duration: Concentration, up to 1 minute 
  You choose a 5-foot-square unoccupied space on the ground that 
  you can see within range. A Medium hand made from compacted 
  soil rises there and reaches for one creature you can see within 5 
  feet of it. The target must make a Strength saving throw. On a 
  failed save, the target takes 2d6 bludgeoning damage and is 
  restrained for the spell's duration. As an action, you can cause 
  the hand to crush the restrained target, who must make a 
  Strength saving throw. It takes 2d6 bludgeoning damage on a 
  failed save, or half as much damage on a successful one. To break 
  out, the restrained target can make a Strength check against 
  your spell save DC. On a success, the target escapes and is no 
  longer restrained by the hand. As an action, you can cause the 
  hand to reach for a different creature or to move to a different 
  unoccupied space within range. The hand releases a restrained 
  target if you do either.  
  
   
  . 
   
  . 
  Transmutation cantrip 
  Casting Time: 1 Action  
  Range: 30 feet  
  Components: S  
  Duration: Instantaneous or 1 hour  
  You choose a portion of dirt or stone that you can see within 
  range and that fits within a 5-foot cube. You manipulate it in one 
  of the following ways: 
  • If you target an area of loose earth, you can instantaneously 
  excavate it, move it along the ground, and deposit it up to 5 
  feet away. This movement doesn’t have enough force to cause 
  damage. 
  • You cause shapes, colors, or both to appear on the dirt or 
  stone, spelling out words, creating images, or shaping 
  patterns. The changes last for 1 hour. 
  • If the dirt or stone you target is on the ground, you cause it to 
  become difficult terrain. Alternatively, you can cause the 
  ground to become normal terrain if it is already difficult 
  terrain. This change lasts for 1 hour. If you cast this spell 
  multiple times, you can have no more than two of its non-
  instantaneous effects active at a time, and you can dismiss 
  such an effect as an action. 
  Transmutation cantrip  
  Casting Time: 1 action  
  Range: 30 feet  
  Components: S  
  Duration: Instantaneous or 1 hour (see below)  
  You choose an area of water that you can see within range and 
  that fits within a 5-foot cube. You manipulate it in one of the 
  following ways: 
  • You instantaneously move or otherwise change the flow of the 
  water as you direct, up to 5 feet in any direction. This 
  movement doesn’t have enough force to cause damage. 
  • You cause the water to form into simple shapes and animate 
  at your direction. This change lasts for 1 hour. 
  • You change the water’s color or opacity. The water must be 
  changed in the same way throughout. This change lasts for 1 
  hour. 
  • You freeze the water, provided that there are no creatures in 
  it. The water unfreezes in 1 hour.  
  If you cast this spell multiple times, you can have no more than 
  two of its non-instantaneous effects active at a time, and you can 
  dismiss such an effect as an action. 
   
    
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a drop of water) 
  Duration: Instantaneous 
  You conjure up a wave of water that crashes down on an area 
  within range. The area can be up to 30 feet long, up to 10 feet 
  wide, and up to 10 feet tall. Each creature in that area must make 
  a Dexterity saving throw. On a failure, a creature takes 4d8 
  bludgeoning damage and is knocked prone. On a success, a 
  creature takes half as much damage and isn't knocked prone. 
  The water then spreads out across the ground in all directions, 
  extinguishing unprotected flames in its area and within 30 feet 
  of it. 
  
   
  . 
   
   
  
   
  . 
   
   
   
   
  From the desk of the honorable First Lord Vuhm Yestral of Hillsfar: 
  Points of civilization shine in this untamed land like candles in 
  the night. One flicker we must fan into a flame is the borderlands 
  outpost called Ylraphon, just south of the Moonsea. Menaces from 
  other neighbors threaten prosperity in this highly profitable port. 
  They say dragon cultists driven from Phlan dwell among the wyrms 
  and drakes of the Flooded Forest, while worshippers of Elemental 
  Evil hide among the settlers from undone Mulmaster. 
  Our best ally in Ylraphon is the eminent Zor Serge Affapanov, 
  who has led lowly refugees and noble scions alike down from 
  Mulmaster to wrset civilization from this den of misrule. Zor 
  Affapanov is a hard man, shaped by years of ruthless political 
  rivalry, and at times his motives may seem inscrutable. Yet his plans 
  benefit both his aims and ours, and he has taken a seat on the 
  Merchant Council that rules Ylraphon. Soon, a great city may rise 
  from this remote outpost, reborn in the image of once-great 
  Mulmaster. 
  Since the efforts of a Calishite druid and other locals to 
  reclaim swampland have made good land available for a pittance, 
  opportunities abound, yet so do challenges. A proper Town Watch is 
  needed (instead of the unruly ragamuffins, pirates, tomb robbers, and 
  adventurers who currently pass for local law), but the Merchant 
  Council is deadlocked and must fill one more vacant seat before it 
  can take necessary action. 
  If you can carve out your own piece of stablity amid this chaos, 
  so much the better for you, and the legends that will become your 
  legacy! 
  By Divine Grace I Remain, 
  First Lord Vuhm Yestral of Hillsfar 
   
  
   
  . 
   
   
   
  
   
  . 
   
  (This letter does not record its writer’s name, but certain hidden markers tell you that it comes 
  from Darathra Shendrel, Lord Protector of Triboar.) 
   
  
   
  . 
   
   
   
  
   
  . 
   
  
   
  . 
   
   
  
   
  . 
   
  A thorough read of Omidon’s journal reveals a first-person narrative of the events summarized below:  
   
  
   
  . 
   
   
  (A hand-drawn map leading to a place in the Flooded Forest north of the Temple of Bane is tucked into 
  the pages of the journal. Written on the map are two notes in Orcish, written in two different hands.) 
   
   
  
   
  . 
   
  The characters can earn the following story awards 
  during play. 
  Spend 1,000 gp and 30 downtime days to obtain this 
  award, which marks you as a resident of Ylraphon. You 
  are the owner of a 10-foot by 10-foot room in town 
  which you can call entirely your own, which contains a 
  bed, one chest, two chairs, and a very small table. In 
  addition, while adventuring in the Ylraphon area, you 
  can reduce the cost of a comfortable, wealthy, or 
  aristocratic lifestyle by 2 gp per day (to a minimum of 1 
  gp per day). 
  This award is available to characters who succeeded in 
  bringing Orrin and Bresden back alive. 
  Great misfortune caused you to be trapped and locked 
  away in an eldritch amber prison controlled by the 
  ancient entity called the Tree of Doors. You remain 
  there, alive but in a death-like hibernation, until you 
  are rescued by members of the Adventurers Guild of 
  Ylraphon. Spend 20 downtime days to wait until you 
  are rescued. If you do not have the downtime days to 
  spend, you are still eventually freed, but whenever you 
  earn downtime during any future adventure, it is 
  immediately spent towards repaying the downtime cost 
  of this story award, until you have spent a total of 20, 
  after which you resume earning downtime normally. 
  A character receives this story award if they were left behind 
  unconscious, incapacitated, or dead in one of the 
  underground areas in Part 3. 
  You have become involved with a local institution in 
  Ylraphon. You may choose one (and only one) of the 
  “Local Pursuit” story award options described in Player 
  Handout 5Y: Local Pursuits for successfully completing 
  this adventure. This signifies your character having the 
  opportunity to become more involved with day-to-day 
  life and significant institutions in Ylraphon. You may 
  gain only one of the story award options listed for 
  completing this adventure, though you may later gain 
  additional ones if other adventures grant these story 
  award options. 
  This award is available to characters who successfully 
  completed this adventure. 
  Your activities have earned you both respect and 
  contempt. Rumors of your activities alienate the 
  Mulmasterites who live in the Old City. You have 
  disadvantage on Charisma (Persuasion) checks with 
  refugees living in the area outside the Palisade. 
  However, due to the rivalry between these newcomers 
  and the natives, you gain advantage on Charisma 
  (Persuasion) checks with Ylraphon locals who live 
  within the Palisade. 
  Characters earn this story award if they were defeated and 
  captured by the Banites of the Tyrantsworn, or if witnesses 
  reported seeing them killing these Banites or refugees of 
  Mulmaster without provocation.  
  You may join the Ylraphon Adventurers Guild if you 
  either obtain one of the Local Pursuit story awards (as 
  described above) or are willing to pay 50 gp initial dues 
  as described in Player Handout 5Z: The Ylraphon 
  Adventurers Guild. This grants access to the Guild 
  Delving downtime activity described in that handout, 
  as well as other benefits to be seen in future modules 
  set in Ylraphon. 
  This award is available to characters who succeeded in 
  bringing Jotan Silverhammer back alive.  
   
  
   
  . 
   
  If you successfully completed this adventure, you may choose one “Local Pursuit” story award. This signifies your 
  character becoming involved with significant Ylraphon activities or institutions. You may gain only one of the story award 
  options listed below for completing this adventure, though other adventures may offer additional ones.  
  You enjoy research privileges at Master Salvar’s Academy of Spellcraft and the Arcanist’s Art, a school of magic still under 
  construction. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. Record the chosen 
  skill as part of this story award (“Local Pursuit: Academic Researcher (Skill)”). Immediately before or after an adventure set in 
  Ylraphon, you may spend 5 downtime days performing special research. Once during your next game session, you may 
  inform your DM you are using this benefit to gain advantage on a single Intelligence check or on a single Constitution 
  saving throw to maintain your concentration on a spell when you take damage. If you use this benefit on an Intelligence 
  check for the skill you chose when you gained this story award, you may treat a d20 roll of 9 or lower as a 10 for that check. 
  You hunt a certain type of creature in the local wilderness during your spare time in Ylraphon. Choose one of the 
  following: black puddings, hags, fire giants, shambling mounds, dinosaurs, umber hulks, beholders (and beholder-kin, 
  such as gauths or mindwitnesses), yugoloths, golems, zombies, red dragons, or hell hounds. (If you have the Favored 
  Enemy feature, you may instead choose one type of humanoid that is your favored enemy.) Record your choice as part of 
  this story award (“Local Pursuit: Monster Hunting (Creature Type)”). Immediately before or after an adventure set in 
  Ylraphon, you may spend 5 downtime days hunting with experienced trackers. Once during your next game session after 
  this activity, you may inform your DM you are using this benefit to gain advantage on a single attack or initiative roll 
  against a creature of the type you chose for this story award, or on one Wisdom check. 
  You take on an important role at a local temple or shrine. Choose a deity you worship. If you do not already worship a 
  chosen deity, you must choose one worshiped by a fellow member of your party. Record your choice as part of this story 
  award (“Local Pursuit: Preaching the Faith (Deity)”). Immediately before or after an adventure set in Ylraphon, you may 
  spend 5 downtime days participating in or leading religious rites (such as weddings, funerals, ordinations, or rituals 
  recognizing holy occasions). If you do so, you gain the benefits of having spent 3 days performing the Recuperating 
  downtime activity (as described in the Player’s Handbook), and you begin your next game session with Inspiration.  
  You have become an influential member or ally of the Shadowcloaks, Ylraphon’s thieves’ guild, and they rely on you for 
  your expertise in a particular illicit activity. Choose any one tool. Record the chosen tool as part of this story award (“Local 
  Pursuit: Shadowcloak Specialist (Tool)”). Immediately before or after an adventure set in Ylraphon, you may spend 5 
  downtime days performing illicit activities with the Shadowcloaks in town. Once during your next game session after this 
  activity, you may inform your DM you are using this benefit to gain advantage on a single ability check with the tool you 
  chose for this story award or on a single initiative roll. 
  You help to train the new Town Watch. Choose a type of simple or martial weapon that you and your comrades train with 
  and record it as part of this story award (“Local Pursuit: Town Watch Training (Weapon)”). (If you wish, you may choose 
  Unarmed Strike as a weapon for this purpose.) Immediately before or after an adventure set in Ylraphon, you may spend 5 
  downtime days training Town Watch members or recruits. Once during your next game session after this activity, you 
  may inform your DM you are using this benefit to gain advantage on a single attack roll with the weapon you chose for this 
  story award or on a single social interaction check with members of a law enforcement organization (such as the Ylraphon 
  Town Watch).  
   
  
   
  . 
   
  The Adventurers Guild of Ylraphon is a loose-knit 
  league of “dungeoneers, tomb-robbers, errant 
  crusaders, swashbuckling mercenaries, and sundry 
  formidable scalawags of all races and vocations” 
  (according to its charter). It represents adventurers’ 
  interests in town and helps regulate the profitable 
  exploration of the surrounding ruins. 
  To initially join the Adventurers Guild of Ylraphon, a 
  character must speak to Jotan Silverhammer, lieutenant 
  guildmaster and volunteer sergeant of the Town 
  Watch. There is no cost if you obtain one of the Local 
  Pursuit story awards (described in Player Handout 5Y: 
  Local Pursuits or appearing in other adventures), due to 
  your substantial contribution to the town’s prosperity. 
  Otherwise, initial dues are 50 gp, with additional 
  payments of 12 gp a month. These costs are waived, 
  however, for volunteers either who work three shifts a 
  month for the Town Watch. In game terms, this means 
  a character must spend 50 gp to join, and to remain a 
  member, whenever they spend downtime, they must 
  spend an additional 4 gp for every 10 downtime days 
  they spend (though you may be able to substitute 
  downtime for this cost, see below).  
   If a character who owes these dues fails to pay them 
  as soon as they spend downtime, they must pay them 
  by the end of their next game session or they lose all 
  benefits of guild membership, and must pay the 50 gp 
  initial dues again to regain them. 
  Members of the Adventurers Guild may delve local 
  ruins in search of treasure. They gain access to the 
  Guild Delving downtime activity before or after any 
  adventure set in Ylraphon. 
  Immediately before or after an adventure set in 
  Ylraphon, you may spend up to 30 downtime days 
  (minimum 10) to attempt to research, find, and explore 
  some of the ruins of Outer Ylraphon in search of 
  treasure. In the presence of the DM, roll percentile dice 
  and add the number of days spent on this downtime 
  activity, comparing the total to the Guild DelvingTable 
  on this page. 
   
  d100 + 
  Downtime 
  Spent 
  Result 
  1-35 
  A fatiguing and fruitless cavern exploration. You 
  spend 10 gp on expenses and gain 4 levels of 
  exhaustion. For each downtime day you spend 
  recovering before your next adventure, you remove 
  one of these exhaustion levels. 
  36-50 
  A difficult and taxing trudge through the Flooded 
  Forest. You gain 2 levels of exhaustion. For each 
  downtime day you spend recovering before your 
  next adventure, you remove one of these 
  exhaustion levels. 
  51-65 
  A strange and discouraging affair. You make only 
  enough to recuperate half of your lifestyle 
  expenses. 
  66-79 
  A lengthy but unremarkable overland trip. You 
  recuperate half your lifestyle expenses and gain 
  2d12 gp. 
  80-89 
  A profitable expedition to the Underdark. You 
  recuperate half your lifestyle expenses and gain 1d4 
  x 10 gp. 
  90-99 
  An exciting delve into a lost dwarven tomb. You 
  recuperate half your lifestyle expenses and gain 1d6 
  x 10 gp. 
  100-109 
  An unexpected discovery of a long-lost merchant 
  house compound. You recuperate all your lifestyle 
  expenses and gain 1d8 x 10 gp,  as well as a book on 
  the history of a Sword Coast city or town. (Have your 
  DM select a title for it.) 
  110-119 
  A lost shrine. You recuperate all your lifestyle 
  expenses and gain 1d10 x 10 gp as well as a holy 
  symbol for a deity of your choice. 
  120 or 
  Higher 
  Altar of the Ghost Hound. You find a millennia-old 
  shrine to a god you cannot identify, with treasures 
  laid upon an altar deep beneath the ground. You 
  recuperate all your lifestyle expenses and gain 1d12 
  x 10 gp as well as a potion of healing.  
  If this is the first time you have rolled this result: 
  You also gain a shining copper cloak-pin bearing 
  the image of a flaming spirit hound. Write down 
  “Copper Pin of the Spirit Hound” as a separate story 
  award on your logsheet.  
  
   
  . 
   
  To help you keep track of people you meet, during the sea voyage Arden described some local 
  personages who may come up in your quest. The following Non-Player Characters are 
  summarized in your notes; use the space at the bottom for notes on others you might meet: 
  • Arden Marsh, asks you to deliver letters 
  informing three of his kin about his 
  grandmother Lady Myrandah Marsh’s final 
  wish. Also the local contact for the Order of 
  the Gauntlet, he travels aboard a ship called 
  The Blue Phantom. 
   
  • Sir Bresden Marsh is Arden’s twin brother, with 
  the same pale skin and blue-green eyes, so he 
  should be easy to recognize, but he lets his 
  black hair and goatee grow long instead of 
  shaving them like Arden does. Needs a copy of 
  Arden’s letter. 
   
  • Lord Orrin Marsh, Bresden and Arden’s cousin, 
  young heir to the noble titles of House Marsh. 
  Only seventeen, slender with only the barest 
  beginnings of a beard. He has the pale skin of a 
  Marsh, but icier blue eyes and a more auburn 
  tint to his hair. Needs a copy of Arden’s letter. 
   
  • Aislyn Marsh, half-elf aunt to Bresden, Arden, 
  and Orrin Marsh, runs the house holdings but 
  can’t inherit. Has the same raven-black hair and 
  blue-green eyes as most Marshes, but her 
  mother was a drow, so she has dark skin instead 
  of pale. Should know where Bresden and Orrin 
  went—needs a copy of Arden’s letter (though 
  she already knows of Lady Myrandah’s passing). 
   
  • “Old” Zhelad, wicked distant water genasi 
  cousin of the other Marshes, keeper of the 
  local shrine to Umberlee. Stands to inherit the 
  family fortune if Bresden and Orrin don’t quit 
  adventuring. Blue skin and a shockingly white 
  beard. 
  • Gwynora Ironheart, pregnant red-haired dwarf 
  lady, leading member of the Merchant Council 
  that rules Ylraphon, part-owner of the local 
  gambling house. Rumor is she offers a reward 
  for the return of a relic which Bresden and 
  Orrin went to find. 
   
  • Karl Stormbright, brown-bearded dwarf, 
  Gwynora’s fiancé and bodyguard, father to 
  their unborn child, youngest of three 
  brothers. 
   
  • Garm Stormbright, gray-bearded, flinty-eyed 
  dwarf, elder brother to Karl, former constable, 
  head of the shrine to Berronar Truesilver 
  called the Argent Hearth, mentor to Bresden. 
  The Order of the Gauntlet wants him to be 
  Captain of the Town Watch. 
   
  • Jotan Silverhammer, dwarf adventurer, light-
  haired Lieutenant Guildmaster of the 
  Adventurers Guild of Ylraphon and sergeant in 
  the volunteer town guard. Always dresses like 
  it is winter. His loyal adventuring comrades are 
  two elves: the skilled thief Acclifferaeth 
  (known locally as "Clif”) and the wilderness 
  scout Gythen Wildwood. 
   
  • Ilasera Kombul is a half-elf druid from 
  Calimshan with red hair and olive skin. She 
  mostly dwells in the Flooded Forest, but she is 
  Aislyn Marsh’s best friend and often visits her 
  at Old Marsh House. She represents the 
  Emerald Enclave as well. Her ability to reclaim 
  swampland is what has allowed Ylraphon to 
  grow.  
   
   
   
  
   
  . 
   
  
   
  . 
   
   
  This adventure is dedicated to the memory of David Solon Phillips 
  (1972-2016), a fellow D&D player, published RPG author, game-
  store owner, and beloved friend to many. Though we lost Dave 
  tragically, not long before work on this setting began, some of his 
  many characters live on in these pages, including Sir Bresden 
  Marsh, Trell Bannon of the Fens, Jotan Silverhammer, the Blue 
  Phantom, and Clif the Elf. Clif appears here in the company of his 
  best friend Gythen Wildwood, the creation of Dave’s real-life best 
  friend, Brandon Dee Rogers (1972-2003), also a gamer, Dungeon 
  Master, game-store owner, and well-loved friend, also lost to us 
  far too soon. Many of these characters return in other modules in 
  the YLRA series. It is hoped that these small samplings from a 
  lifetime of creativity will continue to inspire other Adventurers 
  League writers, and remain a source of enjoyment and adventure 
  to players and DMs everywhere, for years to come. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-YLRA01-01 - Her Dying Wish.pdf