TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of 
  the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you 
  to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in 
  terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level 
  characters. 
  Adventure Code: DDEX2-13 
  Credits 
  Adventure Design: Teos Abadia 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
  Debut: June 4, 2015 
  Release: June 1, 2015 
   
  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, D&D Encounters, D&D Expeditions, D&D Epics, 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. 
   
  ©2015 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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  2 
  Welcome to Eye of the Tempest, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   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. A majority of the adventure takes 
  place in an air elemental node below the Monastery of the 
  Yellow Rose. The Monastery is located in the Earthspur 
  Mountains near Mulmaster.  
    
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
   
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
   
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. 
   
  Get familiar with the monster statistics in the 
  Appendix. 
   
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
   
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Ask the players to provide you with relevant character 
  information. This includes:  
   
   
  Character name and level 
   
  Character race and class 
   
  Passive Wisdom (Perception)—the most common 
  passive ability check 
   
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  
   
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  3 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 8th-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
   
  Add up the total levels of all the characters 
   
  Divide the total by the number of characters 
   
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
   
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
   
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
   
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  4 
   
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
   
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
   
  Catching up  
   
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   
  Practicing a profession 
   
  Recuperating 
   
  Spellcasting services (end of the adventure only) 
   
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
   
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  5 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  This adventure builds off of previous adventures wherein 
  the Cult of the Howling Hatred, a cult of elemental evil 
  focused on the air element, attempted to corrupt or 
  infiltrate sources of power with the ultimate goal of 
  destroying Mulmaster from within and by controlling an 
  air elemental node.  
   In DDEX2-6 Breath of the Yellow Rose, the adventurers 
  uncovered a plot by the nobleman Zor Thylius Caramitru 
  to elevate himself to the position of High Blade and, 
  through control of the council of nobles, seize control of 
  Mulmaster. Thylius first kidnapped a monk of the 
  Monastery of the Yellow Rose and used the monks 
  teachings of a philosophy called the Yellow Breath, 
  involving controlled breathing, fasting, and meditation, to 
  create his own cult. Adventurers uncovered the plot, 
  defeated Thylius, and freed the monk.  
   As was revealed in DDEX2-9 Eye of the Tempest, 
  Thylius' plans were but a part of a larger threat 
  orchestrated by The Cult of the Howling Hatred. The Cult 
  had infiltrated the Monastery of the Yellow Rose. In fact 
  the monk Thylius had "kidnapped" was a member of the 
  cult. Their plot in the Monastery is multifaceted. In Eye of 
  the Tempest using the power of a massive storm, fueled 
  in part by an elemental rift, they attempted to create an 
  Air Beacon, a floating tower that could assist in them in 
  numerous ways. The characters had a chance to thwart 
  this plan, though doing so may have caused a tower of the 
  Monastery to collapse. Some heroes may have also 
  managed to defeat the onsite-leader of the Cult of the 
  Howling Hatred.  
   During the days following the Eye of the Tempest the 
  Cult of the Howling Hatred created a portal that gave 
  them complete access to the elemental air node deep 
  below the monastery. Because of the interference of 
  adventurers to their previous plans, the cult now wants to 
  open a portal within the node to allow the creatures of the 
  elemental plane unfettered access to this world. The 
  existence of an Air Beacon would make this easier, but is 
  not essential to their possible success.  
   
   
  
   
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  6 
  Dealing with What Came Before 
  Until the campaign publishes results from the initial run ask the 
  players at your table what was the result when their characters 
  played Eye of the Tempest. 
   
  Was the air beacon completed and is still floating? If yes then 
  all Howling Hatred cultists gain advantage on saving throws and 
  their first attack during the adventure. 
   
  Did the skyweaver Bloodwind escape? If so, he appears in this 
  adventure, but with additional abilities (See Part Two Area 9 and 
  Appendix A for details). 
   
  If there are conflicting results (the current group did not play 
  the other adventure together, then majority rules). 
  Note that it is possible for the beacon to be still floating but that 
  all the cultists died. In that instance the bonus still applies. 
   
  When running this adventure after the results are published 
  then use those results and apply any benefits. 
  The characters have either just arrived or where already 
  at the Monastery when It is discovered that several 
  monks have been kidnapped. The characters soon 
  discover the path the cultists took. They must deal with a 
  small group of rear guards before passing into the area of 
  the elemental air node.  
   The characters gain access to a cavern located beneath 
  the Monastery of the Yellow Rose where there is a portal 
  that allows them to enter an elemental air node. A 
  majority of the adventure takes place within this 
  wondrous air node, where cloud Islands hold encounter 
  locations swirling around a central growing storm. 
  Adventurers have the freedom to explore several 
  locations in a non-linear fashion but cannot complete all 
  the encounters presented. The characters' priorities can 
  impact how the adventure unfolds.  
   Active within the node are forces of the Cult of the 
  Howling Hatred, seeking to overcome the characters' 
  previous successes by increasing the power of the node 
  and by opening a portal to the Plane of Elemental Air. 
  Thus could creatures from the plane be sent to destroy 
  Mulmaster? 
   To open the portal they have begun to torment and 
  corrupt four of the Monastery's monks. The corruption 
  visibly powers the storm in the center of the node. To 
  reverse the corruption, the characters must undergo a 
  challenge associated with the teachings of the Monastery 
  of the Yellow Rose. Success frees the monk and provides 
  a helpful vision.  
   The Cult of the Howling Hatred has several objectives 
  within the node. Once they complete them they gather at 
  the storm and perform a sacrifice to open the portal. 
   Also present are a small contingent of the Cult of the 
  Black Earth. The factions of the cults of Elemental Evil 
  often compete against one another. The Black Earth 
  members have several objectives and the actions of the 
  party can impact whether they join or oppose the Cult of 
  Howling Hatred.  
   Events occur simultaneously. Every time the characters 
  complete an encounter, the DM consults a chart to see 
  where the two cult forces are located and whether they 
  achieve any objectives. Characters may engage in conflict 
  with cultists if they share the same location. 
   The characters can see the storm (Area 9) change when 
  the Cult of Howling Hatred begins to open the portal. 
  They must then travel to the portal (through any means 
  they have secured) and begin the final battle to stop the 
  cult's mad plan. See Appendix 2: DM's Air Node Map and 
  Appendix 3: Cultist Movement Tracking Sheet. 
  Timing and running the adventure 
  The Adventure Hook and Part One of the adventure should be 
  handled relatively quickly to insure the characters have enough 
  time to complete Part Two. In a four hour time slot you need to 
  reserve at least 2 1/2 hours to 3 hours for Part Two of the 
  adventure. In theory the characters could succeed with only 
  doing the three mandatory encounters, but that would increase 
  the difficulty in achieving success in the final encounter and 
  make retrieving all the captured monks unlikely. 
  For some characters, the adventure begins a few days 
  after the events of DDEX2-9 Eye of the Tempest.  
   Characters who have not participated in that adventure 
  have been sent to the Monastery by The House of 
  Suffering in Mulmaster. You can have them being sent as 
  reinforcements to the group sent in DDEX2-9 Eye of the 
  Tempest (because of the length of the journey word has 
  not yet reached the town regarding the first groups 
  success or failure). Since the Order of the Gauntlet and 
  the Lord's Alliance factions have been supporting the 
  church in their recent troubles another option is that a 
  priest within one of those orders has had a divination that 
  additional help is needed. Thus the factions arrange for a 
  second party to be sent. 
   If you have a mixed group, some have played DDEX2-9 
  Eye of the Tempest while others have not, the ones who 
  had not played simply were sent out by their factions to 
  assist the previous group, but the difficulties of the travel 
  resulted in their delay. 
  
   
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  7 
   Of course there might be those who played DDEX2-9, 
  but have played other adventures since then. Feel free to 
  fudge the timing of this adventure to allow them to make 
  the trek back to the Monastery (which takes about a 
  tenday). 
    While the storm around the Monastery is not as large 
  (it no longer reaches Mulmaster) it does still exist. 
  However, the Monastery itself remains in the eye of the 
  storm.  
   Allow for the players to introduce their characters. 
  Once that is complete, continue with Part 1. 
   
   
  
   
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  8 
  The monks of the Monastery of the Yellow Rose are still 
  somewhat shocked that members of the Cult of Howling 
  Hatred not only infiltrated the Monastery but also 
  managed to corrupt some of the 750 monks. This left the 
  leaders of the Monastery to question not only their own 
  hearts but the hearts of all of the monks within. They had 
  barely begun the process of self-examination when 
  several monks turned up missing and Sister Talia was 
  found unconscious in the hallway outside one of the 
  missing monks’ room.   
   If the characters have not played DDEX2-9 Eye of the 
  Tempest, then use this introduction to start them off. 
  For most of your trip to the Monastery of the Yellow Rose, a 
  raging storm has hindered your progress. But as you reach the 
  Monastery the sky lightens. High above you spot an enormous 
  building plastered against the rocky mountain side. A small path 
  winds its way up, passing through several gates before arriving 
  at the main building. Several groups of monks seem to be 
  searching the grounds. As you reach the first gate, one group 
  breaks off their search and heads your way.  
   
  The monks question the characters closely as for the 
  reason for their visit. They humbly apologize for the need 
  but they have problems of late. Once the characters 
  explain that they were sent to help from Lana and the 
  House of Suffering in Mulmaster they are allowed in and 
  taken to the Grandmaster of Flowers, Periwinkle Shin 
  and brought up to date regarding what has been 
  happening and the current problem regarding missing 
  monks and the injured Sister Talia. 
   If the characters have played DDEX2-9 Eye of the 
  Tempest, then use this: 
  The dawn quiet is disturbed with exclamations and raised 
  voices. The peace of the Monastery has once again been 
  disturbed. Perhaps the plan return to Mulmaster should be 
  delayed. 
   
  The characters can either search out what is happening 
  or wait in their rooms to be summoned to speak with 
  Grandmaster Periwinkle. 
   
   
  Roleplaying Grandmaster Periwinkle 
  Past middle age, but lean and strong, he is at his core a man who 
  is at peace with himself and retains a sense of humor. 
  His silver hair has recede far past on his head, his blue eyes are 
  bright and intense. While the care and administration of the 
  Monastery takes up much of his time, he has not relaxed his 
  training. 
   
  Since he is still unsure of all of the members of his 
  community, he asks the characters to help investigate. He 
  conveys the following details to the characters: 
   
  Early that morning Sister Talia, was found in a 
  hallway outside of a monk's room unconscious 
   
  There was no sign of the monk who normally resided 
  in the room, Sister Thasa, but there were signs of 
  struggle. 
   
  While searching for Sister Thasa, it was discovered 
  that a number of other monks appear to be missing. 
   
   Several of their rooms show signs of struggle.  
   
  He has not yet interviewed Sister Talia, as she was 
  still unconscious. She is in the Monastery's hospital. 
   
  She should be able to answer questions now. 
   
  While the characters can search those rooms, the rooms 
  do not reveal any additional rooms and you should not 
  spend a great deal of time on that.  
  The hospital is in a small separate area. It consists of one 
  big room with a couple of beds, an apothecary, a separate 
  ‘operating’-room (of sorts) and a private shrine of Ilmater. 
  As anything within the Monastery, the area is sparsely 
  furnished. The bedding is a bit more comfortable and the 
  area is a bit better heated than the rest of the Monastery.  
  Sister Talia has quietly insured that members of the cult 
  that had sneaked into the Monastery grounds reached the 
  crypts and had maps so they could eventually fine their 
  way to the cavern to open the node. However, she also 
  managed to allow in the members of the Cult of Black 
  Earth (they had the right passwords somehow). She also 
  helped in the kidnapping of monks to be sacrificed. It was 
  in the process of doing this that she was struck 
  unconscious. Her compatriots left her behind, they had all 
  they could do to carrying the monks to be sacrificed. 
  Logically she knows that, but she is still embittered and 
  resentful that they left her behind when she was struck 
  down. 
  
   
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  9 
  Roleplaying Sister Talia 
  Sister Talia, Keeper of the Crypts, is an older human Damaran. 
  Her years as caretaker of the crypts soured both her spirit and 
  her judgment. She was an easy convert to the cult as she had lost 
  belief in suffering so that others might not.  
   
  Unfortunately for her, one of the monk victims she had 
  assisted the cult in acquiring, did not docilely accept his fate and 
  had ore martial training than she realized. 
   
  The promise of freedom in the node gone, she is vindictive 
  enough to assist the characters with enough knowledge to give 
  the cultists trouble, while trying to keep back anything that might 
  give them a chance to stop the destruction of the Monastery. 
   
  Getting Talia to talk takes any combination of 
  Intimidation or Persuasion tactics. But her conversation 
  is laced with bitterness, venom and spitefulness.  
  You are too late; the creatures of elemental air shall destroy all 
  you self-righteous monks. The node is active and by now they 
  have taken the sacrifices within. Punish me as you may It won't 
  be long before this place is a pile of rubble.  
   
  Details she gloats about: 
   
  She has secreted over twenty cultists into the 
  Monastery 
   
  Most of whom she brought into the crypts  
   
  They had found an entrance into a large cavern ideal 
  for housing an elemental node. 
   
  The entrance to the node can be found behind the 
  shrine to Saint Zora in the crypts (she tries to make it 
  sound like the characters dragged this last piece of 
  information out of her). 
  Once the characters gain this information they can them 
  prepare to follow the cultists and retrieve the monks. 
  The path takes you deeper into the crypts toward a shallow cave 
  in which sits a shrine to Saint Zora. Wind whistles in the cave 
  from behind the statuary. Behind the statuary is an open 
  doorway a sloping path leads down to the floor of the cavern. At 
  the top of the cavern is a whirling mass of glowing clouds from 
  which lightning flashes periodically followed by a thunderous 
  crash. 
   
  The entrance is halfway between the ceiling and the floor 
  of the cavern. There are several stalagmites scattered 
  about reaching from 5 to 15 feet high. However there are 
  not any corresponding stalactites on the ceiling. The path 
  is 12 feet wide and while steep does not impose any 
  mechanical difficulties unless running. It takes 60 feet of 
  movement to get from the entrance to the floor of the 
  cavern by walking along the path. Those running must 
  make a DC 15 Dexterity (Acrobatics) check. Those who 
  fail fall prone and roll for 20 feet, taking 5 (1d10) 
  bludgeoning damage in the process. At that point they can 
  make a DC 15 Dexterity (Acrobatics) check to stop their 
  roll. This check can be made every 20 feet or until the 
  floor of the cavern is reached. The character gains an 
  additional 5 (1d10) damage for every 20 feet they fall.  
   The cavern is roughly 120 feet across (it is not perfectly 
  circular being a natural cave) and the portal is in the 
  center. 
   Ceilings. 60 feet above the floor of the cavern 
   Light. Flickering shadows with occasional (once per 
  round on Initiative 20, losing ties) flash of lightning. The 
  lightning does not strike the ground, but rather from one 
  cloud to another within the mass. Constitution 
  (Endurance) saving throw DC10 or be blinded till the end 
  of your next turn. 
   Sound. A constant rushing wind with a loud boom on 
  initiative 10 Constitution (Endurance) saving throw DC10 
  or be deafened till the end of your next turn. 
  In case someone followed them the cultist left a force to 
  defend access to the node. On the floor of the cavern, in 
  among stalagmites are a howling hatred priest, six 
  howling hatred initiates, and a hurricane. The howling 
  hatred priest and the hurricane move briefly from cover 
  cast and retreat back behind cover.  
   The howling hatred initiates have two daggers each. 
  Half of them are near the end of the path, with the rest 
  near the portal. They are fanatical and all fight to the 
  death. 
   Remember if the Air Beacon floats above the Monastery 
  then all Howling Hatred cultists gain advantage on saving 
  throws and their first attack. 
   This is intended as a quick and easy combat for the 
  characters. Do not let it drag on! 
  Adjusting the Encounter 
   Here are the recommendations for adjusting this combat 
  encounter. These adjustments are not cumulative. 
   
  Very weak party: Remove the howling hatred priest and 2 
  howling hatred initiates. 
   
  Weak party: Remove hurricane  
   
  Strong party: Add a hurricane. 
   
  Very strong party:  Add a howling hatred priest and 2 howling 
  hatred initiates. 
   
  
   
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  10 
  Once the cultists are all destroyed the characters can 
  access the portal. Note that if they wish they can take a 
  rest here without altering the timeline within the node. 
  Proceed to Part Two once the characters enter the portal. 
  The cultists have a total of 460 gp on their persons. 
   
   
  
   
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  11 
  Floating crystal spheres, solid clouds, air ships, and more 
  wonders have been created within the Cult of Howling 
  Hatred's air node, all to further Mulmaster's devastation.  
   See Player Handout 2: Map of the Air Node, for the 
  node's layout. 
  The air node is nearly 500 feet in diameter and has a few 
  common features. Exceptions are noted within the 
  encounter areas to which they apply. 
   Ceilings. Ceilings within the spheres and cloud castles 
  buildings are generally 30 feet high.  
   Doors. Most entrances are open archways without a 
  door. Where doors are present they are 25 feet tall, made 
  of thin pale wood, and unlocked.  
   Floating Spheres and Castles. The spheres corrupting 
  the monks are 200 feet above the level of the arrival area. 
  Other floating locations tend to be higher (see each 
  location's description).  
   Flying and Levitation. The air node's proximity to the 
  elemental plane of air allows a creature without the 
  natural capability to fly or levitate to do so with great 
  effort. A creature desiring to access a location about them 
  begins to levitate. Sustaining this requires spending 2 hit 
  points to levitate (as per the spell) at a speed of 20 feet for 
  one turn. If the creature ceases to levitate, they descend 
  safely to the ground. A creature may instead fly in any 
  direction at a speed of 60 feet for one turn at a cost of 10 
  hit points. The creature falls at the end of the turn unless 
  they continue the hit point cost, land, or levitate. When a 
  creature spends hit points to fly or levitate a pale amber 
  radiance escapes them, trailing towards the storm. As a 
  rule of thumb, traveling between two adjacent floating 
  islands costs 14 hit points.  
   Light. The node is brightly lit by a warm blue glow from 
  the node's walls. Near the storm the light becomes the 
  brilliant blue of lightning.  
   Node Floor. The floor of the node is shrouded in mist. 
  However, below the mist it is solid and curved. A creature 
  falling and striking the floor suffers damage normally.  
   Node Walls. The curved walls of the spherical node are 
  slippery and offer no purchase. They cannot be climbed.  
   Winds and Sound. Winds circulate throughout the 
  node, changing constantly. If desired, roll or select an 
  effect for each encounter: 
  Winds and Sound Effects  
  d20 
  Wind and Sound Effect 
  1-9 
  A monk's tormented whisper, as she tries to 
  endure her pain. If you choose, a hint could 
  be revealed.  
  10-12 
  The boasts of a woman (a member of the Cult 
  of the Black Earth), claiming they will soon 
  gain the Cult of Howling Hatred's glory for 
  themselves. 
  13-15 
  A whining cultist, promising to perform his 
  master's (Stormgale or Bloodwind's) bidding. 
  The whine could contain a clue related to 
  their current location.  
  16-17 
  A guttural but intelligent voice (belonging to 
  the cloud giant in the cyclops' body), 
  commanding another (the cyclops in the 
  giant's body) to allow him to sleep in. 
  18-19 
  Chirps and birdsong, followed by a creature 
  singing sweetly. (The aarakocra. If cultists are 
  there, the song could end abruptly, with the 
  creature begging for kindness.) 
  20 
  The voices of human children, hoping 
  someone will rescue them from the temple. 
  (The kenku, repeating something they heard 
  months ago. They may inadvertently repeat it 
  again when visited by the characters.) 
  The Cult of the Howling Hatred and Cult of the Black 
  Earth have slightly different objectives within the node. 
  This causes them to visit locations in a different order, 
  creating opportunities for interaction with the characters. 
  Because the characters interference in the previous two 
  adventures, the cult has begun a ritual to open a gate to 
  the plane of elemental air, bringing forth the forces of evil 
  elemental air to destroy Mulmaster. The first step was to 
  begin the corruption of four of the monastery monks. This 
  powers the storm at the center of the air node, making the 
  ritual easier.  
   
   
  
   
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  12 
   When the characters enter the air node, the Cult of 
  Howling Hatred does the following, in order: 
   
  Temple. Having arrived earlier, the Howling Hatred 
  has secured a ship and is praying to Yan-C Bin, 
  Prince of Elemental Evil Air. 
   
  Sphere of Corrupted Piety. Obtain the ritual book. 
   
  The Aerie. Capture the aarakocra leader and claim 
  the staff of withering.  
   
  Prison. Likely discover the prisoner is gone.  
   
  Storm Gate. Prepare the ritual.  
   
  Storm Gate. The ritual begins and player characters 
  must travel here for the final encounter. 
   
  The leader of the Cult of the Howling Hatred is a fanatical 
  and megalomaniacal villain named Stormgale. If the 
  characters defeat Stormgale prior to the written 
  encounter in section 9, his lieutenant Bloodwind (or Mifru 
  if Bloodwind died in DDEX2-9 Eye of the Tempest) is in 
  charge. 
  The Cult of the Black Earth came to the Monastery of the 
  Yellow Rose to spy upon the air cult. Seeing the cult's 
  plans begin to fail, they decided to infiltrate the air node. 
  If the air cultists cannot succeed, the Cult of the Black 
  Earth plans to take over. If the air cultists have a chance 
  of success, they plan to join forces and steal some of the 
  glory away from the Cult of the Howling Hatred.  
   When the characters enter the air node, the Cult of the 
  Black Earth does the following, in order: 
   
  Sphere of Corrupted Compassion. Explore, gain 
  ship, and leave one cultist behind.  
   
  Aerie. Retreat, unable to negotiate. 
   
  Prison. Convince giant to grant them the prisoner as 
  a sacrifice. 
   
  Sphere of Corrupted Piety. Explore and study, 
  taking no lasting actions.  
   
  Temple of Yan-C-Bin. Retreat once they face the 
  behir. 
   
  Storm Gate. Ally with the Cult of the Howling Hatred 
  if the characters have not prevented this.  
   
  The leader of this group of Cult of the Black Earth is a 
  human woman, Mica Foebreaker. 
  The goals and movement of each group of cultists is 
  tracked in Appendix 3: Cultist Movement Tracking Sheet. 
  After each character encounter, note where each group 
  will be located. If the characters and a group of cultists 
  share are in the same location, they encounter one 
  another.  
   The Cult of the Howling Hatred and the characters 
  encounter each other at the same Location. the cultists 
  leave a howling hatred initiate and a howling hatred 
  priest behind to do battle while the rest of the cult 
  escapes. This does have an effect on the ritual (see the 
  final encounter).  
   The Cult of the Black Earth and the characters 
  encounter each other at the same location. The cultists 
  demand the characters explain their presence. They can 
  be convinced to oppose and even fight the Cult of the 
  Howling Hatred if the characters convincingly argue that 
  the Cult of the Howling Wind will be defeated and that 
  they characters will help the Cult of the Black Earth seize 
  power (and likely control of the air node).  
   If combat breaks out, the cultists are two Black Earth 
  guard and two Black Earth priests. 
   If an alliance is formed, the cultists follow the 
  characters along but offer little help, so as to gauge the 
  characters abilities and retain as much of an upper hand 
  as possible. You are encouraged to make this an 
  enjoyable interaction with opportunity for double-crossing 
  by either side. 
   The two cults encounter each other at the same 
  location (including the Storm Gate). The cultists argue 
  but eventually agree to join forces--unless the characters 
  have convinced the Cult of the Black Earth not to do so.  
  Characters may take only a single Short Rest during the 
  adventure. The cultists do not change locations during 
  that rest period. 
  The remainder of the adventure takes place within the air 
  node. The characters begin in the Arrival Area. From 
  there they can access any of the four Spheres, where the 
  monks are being corrupted. They can travel back to the 
  Arrival Area and to another Sphere, or they can travel 
  from a Sphere to adjacent cloud buildings.  
  
   
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  13 
   There is not enough time to visit all of the encounter 
  areas. The characters must choose their course based on 
  their perception of what is important. As they travel they 
  gain information and at times can see what the two cults 
  are doing. They can sense when the ritual is about to 
  begin. At that time they must travel to the central storm 
  and stop the ritual!  
   The air node is a place of wonder, with vivid challenges, 
  moral conundrums, role-playing challenges, and high 
  stakes. The DM is encouraged to breathe additional life 
  into the encounter areas, creating an engaging and 
  cinematic experience.   
   A summary of the nine encounter areas is provided 
  below. Ideally the characters do six of the nine 
  encounters presented. However, they are required to do 
  areas 1 & 2, and area 9 is the final essential encounter. 
   Arrival Area. Defended by helmed horrors. The site of 
  the Test of Charity, given by a cultist seeking assistance. 
  Characters can reach any of the Corrupted Spheres from 
  this location. 
   Sphere of Corrupted Humility. The first sphere visited 
  by the characters. The monk being corrupted provides a 
  vision as the Test of Humility. Succeeding at the test frees 
  the monk and reduces the energy available for the ritual.  
   Sphere of Corrupted Compassion. The chaos of the 
  elemental node has caused a monk and a member of the 
  Cult of the Black Earth to switch bodies. Characters can 
  undergo the Test of the Cult of the Black Earth.  
   Sphere of Corrupted Suffering. The monk being 
  corrupted provides a vision of a pain-inflicting puzzle the 
  characters must endure as the Test of Suffering.  
   Sphere of Corrupted Piety. The monk being corrupted 
  provides a vision of a student attacked by shadow demons 
  as the Test of Piety. This sphere also serves as a 
  repository for the ritual book to open the Storm Gate. 
   Aerie. Home to the aarakocra. Their leader holds a 
  staff used in the ritual.   
   Prison. A faction member is held here, guarded by a 
  cyclops and a cloud giant who have switched bodies.  
   Temple of Yan-C Bin. A place to worship the prince of 
  evil elemental air. It is protected by a trap and demons.  
   Storm Gate. Located above the torus of clouds around 
  the central storm, this is where the Cult attempts to 
  complete the ritual to open the portal to the plane of 
  elemental air.  
  In addition to taking in the sweeping vista of the air node, 
  the player characters must contend with two helmed 
  horrors that are charged with protecting the area. The 
  Cult of the Black Earth fought them, destroying one, then 
  escaped to a Sphere. 
   This encounter is also the first of the monks' tests for 
  the party in the form of a vision of a survivor. The survivor 
  asks for compassion, one of the key teachings of the 
  Monastery of the Yellow Rose. Characters should not 
  discover this is a vision or a test until the conclusion of 
  the encounter.    
  Having passed through the portal you are standing inside the air 
  node - a sphere of glowing brilliant blue perhaps four hundred 
  feet in diameter. You are in an amphitheater near the bottom of 
  the air node. Two hundred feet above you, clouds orbit around a 
  massive central storm crackling with electricity and booming 
  with distant thunder.  
   The clouds circling around the storm are themselves imposing, 
  often fifty or more feet in diameter. As they approach and then 
  pass overhead you can see the larger ones support structures. 
  Three of the structures appear as castles or towers of gleaming 
  white stone. Four others are glowing, opaque crystal spheres. A 
  golden beam of light exits each of these spheres, pulsing into 
  the central storm. The storm seems to pull the beams within, as 
  if an entity hungry for power.  
   The space here contains an open amphitheater of polished 
  gray stone. The amphitheater is surrounded by fog which 
  obscures the floor of the node.  
   Columns ring the amphitheater, carved with depictions of 
  horrid winged creatures, air elementals and other horrors 
  destroying a city. 
   Behind you is the portal that brought you here. Another portal, 
  its center black as midnight, is at the center of the 
  amphitheater. Two warriors in plate armor stand in front of the 
  dark portal, surrounding a fallen body in a black cloak and 
  bloodstained leather armor. A groan comes from the body, but 
  there is no movement. Another similarly clothed body lies 
  further away, limbs spread at odd angles.  
   
  The two helmed horrors start 20 feet away and attack as 
  soon as any characters move closer without showing a 
  symbol of the Cult of the Howling Hatred (an inverted 
  triangle with three lines converging on its top). The 
  creatures do not hesitate to fly and will target weaker 
  party members and spellcasters. 
   The characters can note various features of the area 
  before or during combat. 
  
   
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  14 
   Warriors. A DC 10 Wisdom (Perception) check reveals 
  that the warriors are actually hollow armor. This becomes 
  obvious during combat.   
   Fog Floor. The fog is mundane and conceals the 
  concave bottom of the air node.  
   Return Portal. Anyone stepping through this portal 
  exits the air node and appears in the Monastery.   
   Dark Portal. This portal allows access to a Sphere 
  when one is directly overhead. See Entering the Portal, 
  below. 
   Body Bent at Odd Angles. This woman clearly fell 
  from a great height. A DC 10 Wisdom (Medicine) check 
  reveals that she was already wounded and bears cuts 
  inflicted by the helmed horrors. In addition, she looks 
  withered, as if drained of moisture. This cultist attempted 
  to fly away from the battle, but ran out of life essence. 
   Wounded Cultist. Thasa, a member of the Cult of the 
  Black Earth, has just stabilized and regained 
  consciousness. She was left behind when the other 
  cultists escaped. She has no possessions. See Test of 
  Charity, below.  
   Flying and Levitation. The air node's proximity to the 
  elemental plane of air allows a creature without the 
  natural capability to fly or levitate to do so with great 
  effort. After spending 15 minutes within the node 
  characters are aware of this option. 
    A creature desiring to access a location about them 
  begins to levitate. Sustaining this requires spending 2 hit 
  points to levitate (as per the spell) at a speed of 20 feet for 
  one turn. If the creature ceases to levitate, they descend 
  safely to the ground. A creature may instead fly in any 
  direction at a speed of 60 feet for one turn at a cost of 10 
  hit points. The creature falls at the end of the turn unless 
  they continue the hit point cost, land, or levitate. When a 
  creature spends hit points to fly or levitate a pale amber 
  radiance escapes them, trailing towards the storm. 
  Moving in this manner requires the character to spend 
  their action each turn to maintain concentration. 
  When approached by the party, Thasa will try to push 
  herself to a seated position, clearly in pain. She calls out, 
  asking for help.  
   Personality: A dislikable person, Thasa has a nasal 
  voice and whines constantly. She asks for weapons, food, 
  magic, even a new pair of boots. She has a sour smell and 
  stands very close to those with whom she speaks.  
   The Cult. Thasa openly admits to being a member of  
  the Cult of the Black Earth. If asked, she shares the cult's 
  goal: to determine whether the Cult of Howling Hatred is 
  worthy of their support and otherwise steal their glory.  
   How much more she shares depends on how she is 
  treated, and how much she is given. However, she never 
  trades information. Instead, she goes back and provides 
  details for a previous question if more is given.  
   Redemption. The monks she has spied upon in the 
  monastery resonated with her. She whines that she isn't 
  sure, but may want to become a monk. 
   Failure. If Thasa is not given at least three items in 
  total by at least two characters, the party fails the Test of 
  Charity. Thasa's form becomes insubstantial and her 
  clothing changes to that of a monk. She slowly fades 
  away, whining, "I have hope for you yet, for all can be 
  redeemed. Help my brothers and sisters, please!" 
   Success. If she is given at least three total things by at 
  least two characters, the party passes the Test of Charity. 
  Thasa's voice becomes strong and kind. "Once, I was a 
  thief. In time, I redeemed myself, becoming a monk. 
  When I first arrived at the Monastery of the Yellow Rose I 
  walked through the Gate of Charity. Every day I relied 
  upon my brothers and sisters while I learned to discipline 
  my spirit." Thasa then becomes ghost-like, slowly fading 
  away. The characters gain a brief vision, seeing a young 
  Thasa in threadbare clothing, begging for stale bread 
  inside a monastery courtyard. The vision then changes, 
  showing the air node's central storm. A gate of clouds 
  hovers over the storm. Thasa's voice speaks one final 
  time. "The Storm Gate. Here the corrupted essence of my 
  sisters and brothers power the ritual. The cultists gather 
  what they need and assemble there to use the power. The 
  gate shall open and unleash elemental evil unless you 
  stop it." The vision fades.   
  Provide the players with Player Handout 2: Map of the Air 
  Node, so they may review the node's layout. They should 
  then proceed with examining the portal, below. 
  The portal is active only when a Sphere is directly above 
  it. When active, the portal seems to glow with a light from 
  beyond, but nothing can be seen beyond its clouds.  
   When the party studies the portal, read the following: 
  The portal is initially dark, as if inactive. 
   As a sphere rotates around the central storm to be directly over 
  the amphitheater, the portal glows with an inner light, its 
  surface now filled with clouds. The clouds change constantly 
  from dust-filled arid desert winds, to a freezing snowy gale, to a 
  lightning-filled storm, and back again. 
   
  When a character approaches, read the following: 
  
   
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  15 
   The clouds shift, forming into a large face. In a deep hollow 
  voice it asks, "What is your greatest flaw? To what do you 
  aspire? What creature do you fear most?"  
   
  This is an opportunity for the characters to share their 
  information that will help with the roleplay later in the 
  adventure when they play the personality of another 
  character (see Encounter 3). As each character answers, 
  provide the player with Player Handout 1: Cloud Portal's 
  Questions. 
   Until the portal's questions have been answered it 
  cannot be entered and causes 5 (1d10) damage (fire, cold, 
  or lightning damage--DM's choice) when touched.  
   If a creature provides a reasonably true answer, the 
  clouds separate, once more becoming a calm surface. A 
  creature entering fully into the portal is bathed in warm 
  white light and then appears in the Encounter 2: The 
  Sphere of Corrupted Humility.  
   The characters can return from a sphere to the 
  amphitheater at any time. On later trips they may choose 
  the exact sphere to which they wish to travel. They may 
  use Player Handout 2 to make decisions. The portal only 
  takes them to spheres, never to cloud buildings.  
  Adjusting the Encounter 
  This encounter is meant to be of medium difficulty. Here are the 
  recommendations for adjusting this combat encounter. These 
  adjustments are not cumulative. 
   
  Very weak party: Remove one of the helmed horrors and take 
  10 hit points off of the remaining helmed horror. 
   
  Weak party: Remove 10 hit points from each helmed horror. 
   
  Strong party: Each of the helmed horror's attacks has been 
  enchanted to receive a +2 bonus to damage rolls. 
   
  Very strong party:  Add a helmed horror. 
  When characters arrive, read the following, adjusting as 
  necessary if they did not arrive by the portal. 
  You emerge from the portal, appearing on the island above the 
  amphitheater. The island is composed of clouds that are soft 
  and yielding, but hold your weight. Wisps billow about your feet, 
  rising as you move before slowly settling back down. Your back 
  is to the churning storm at the center of the air node. You face 
  an opaque crystal sphere larger than most houses. No visible 
  entrances can be seen, though a brilliant stream of golden 
  energy exits a point in the curved wall above you.  
   The cloud islands rotate around the central storm in a 
  clockwise direction. In the trailing direction you see a small 
  structure of white marble. Beyond is empty space, and then a 
  cloud island high above yours. Upon that island you can make 
  out several towers. Small things, perhaps birds, seem to dart 
  from tower to tower. 
   In the opposite direction you see the edge of your island has a 
  small wooden platform extending, like a dock. A large empty 
  space separates you from a cloud island with a crystal sphere, 
  similar to the one upon which you stand.   
   
  This sphere is located between the Aerie and the Sphere 
  of Corrupted Piety. With a successful DC 20 Wisdom 
  (Perception) check, characters may gain glimpses of any 
  activities at those locations. 
   The portal they came from remains behind them and 
  can be used to return to the amphitheater. If a character 
  touches the crystal sphere, they are immediately 
  transported to the interior. They may also investigate the 
  marble shack or the dock.  
  Characters investigating the edges of the island in the 
  direction of the Aerie can find a small white marble 
  storage structure carved with symbols of elemental air.  
   Within are 10 large but light backpacks. These are 
  balloon packs.  
  Near the storage area is a wooden platform jutting out of 
  the edge of the cloud island. At the far end of the structure 
  is a 10 foot by 30 foot airship (similar to a boat, but 
  capable of flying at a speed of 40' for four hours and only 
  functions within the air node).  
  
   
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  16 
   On the dock are also five kenku pirates. These are 
  taking turns performing tricks with knives, some of which 
  involve throwing them just to the side of a sixth kenku 
  standing near a stack of crates.  
   The kenku begin the encounter standoffish and 
  unwilling to help the landlubbers, especially since the 
  Howling Wind cultists pay them well for their work 
  crewing ships. As the characters may learn through 
  discussion (challenging due to the kenku's mimicry) or 
  analyzing the ship, the airships are hard to pilot without 
  the skilled kenku (the effects of piloting without kenku are 
  a factor in the Storm Gate encounter). 
   Characters may attempt to negotiate with the kenku. 
  This requires good roleplaying and two skill checks 
  (depending on the negotiation tactic) at DC 15. This 
  encounter can be kept brief if you are short on time.  
  Though the characters likely won't realize it, they have 
  been pulled into a vision by the monk who is being 
  tortured. The vision is the Test of Humility. Read or 
  paraphrase the following.  
  The space inside the sphere is not what you would expect. You 
  stand at one end of a twenty foot by sixty foot rectangular room 
  carved from sandstone. Wide steps lead up to the furthest 
  twenty foot portion of the room, where three cultists in white 
  robes work in a laboratory. Two cultists work at tables piled high 
  with alchemical equipment and racks of potion bottles, mixing 
  yellow and blue beakers together. The mixture creates a foul 
  green fog which rolls down the steps and onto the main floor. 
  On the floor are five monks in plain robes. Some of them are 
  making coughing and choking noises, pleading and reaching 
  hands towards you. Others lie still or move only slightly. 
   The pair of cultists ceases their work as they see you approach. 
  One pauses to drink a clear potion from a rack of similar 
  potions. The other moves to a large torture rack, releasing the 
  creature strapped to it. A third cultist searches for a specific 
  bottle, finding one that seems to crackle with trapped lightning.   
   
  This encounter features three hurricane members of the 
  Cult of the Howling Wind and one flesh golem.  
   
  The flesh golem descends the stairs and attacks the 
  closest character or the one that hit it last. 
   
  The hurricanes use spells to keep characters at bay, 
  taking cover behind tables.  
   
  One of the hurricanes holds a special potion of 
  lightning breath (as potion of fire breath, but it 
  targets any foes in a 30 foot line. Targets must make 
  a DC 13 Dexterity save or take 4d6 lightning damage 
  on a failed save, half on a success). The hurricane 
  waits to use it until the flesh golem is wounded, 
  including the golem in the area of effect so as to heal 
  it. If the hurricane is killed before it can do so, 
  another hurricane will pick up the potion.   
  The five monks are all unable to breathe, due to 
  prolonged exposure to the green gas. They constantly 
  motion to the characters, begging for help. At the end of 
  each round, roll a d20 for each monk. On a roll of 10 or 
  higher, a monk goes unconscious and will die unless she 
  receives assistance before the end of the following round.  
   The characters can take several actions to help a monk. 
  The characters may come up with additional ideas. 
   Potion of Bottled Breath. The laboratory's potion 
  racks hold six clear bottles such as the cultist drank. If a 
  bottle is brought back and fed to a monk, the monk is 
  instantly cured for the remainder of the encounter.   
   Medicine. An action spent to make a successful DC 10 
  Wisdom (Medicine) check allows a monk to breathe 
  again.  
   Air Source. Spells that channel air in a forceful way, 
  such as gust can counter the effect on a monk, allowing 
  them to breathe again.  
  When a monk is healed, that monk will move away from 
  the gas and the battle as they recover. Once combat has 
  ended, read or paraphrase the following. 
  The laboratory, cultists, and monks all blur and fade from view, 
  as if a mirage. In its place is an open courtyard in the Monastery 
  of the Yellow Rose. Five young monks sit in contemplation as an 
  older master discusses the virtue of humility. The monks are 
  taught to pray and beg for the bare minimum they need to 
  survive and to endure all hardships, allowing the spirit to 
  overcome the body. While they themselves must be strong, they 
  must give aid to those who are hurt or in need. 
   The vision fades. You stand inside a golden sphere more than 
  forty feet in diameter. Upon an altar of white marble is the body 
  of a monk. The marble seems to have formed around her 
  tanned Tethryian arms and legs, turning the altar into a torture 
  rack. The monk whispers in a soft voice, professing to embrace 
  greed and selfishness. A golden radiance escapes the monk's 
  body, concentrating and exiting the sphere as the beam of 
  energy you know fuels the storm. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  17 
  If fewer than three monks died in the encounter, the Test 
  of Humility is a success. Read the following. 
  With great effort, the monk closes her mouth. When she does 
  so, the torture rack begins to crack and crumble, releasing her. 
  The radiance ceases to escape her body, no longer fueling the 
  storm.   
   
  Otherwise, the test ends in failure and the monk cannot 
  be freed by any means.  
  If the test was a success, the monk introduces herself as 
  Muriel. She can share the following: 
   
  She was captured by the Howling Wind and forced 
  into this rack to power the ritual.  
   
  Three of her fellow monks were captured and placed 
  into similar spheres. They can sense each other 
  while in the torture racks. They worked together to 
  create the vision, hoping the party could overcome 
  the sphere's corruptive magic.  
   
  The torture racks corrupt their teachings, powering 
  the air node's storm. The visions can counter the 
  corruption, but only with help from the characters.  
   
  Before she was freed she felt a change. Something 
  has happened to one of her fellow monks. She asks 
  the characters to investigate the other spheres. 
   
  The ritual is likely to take place very soon at the great 
  storm in the center of the node, at a ring of clouds 
  known as the Storm Gate. The storm should flare 
  when the ritual begins. 
   
  Cultists use airships to travel to the Storm Gate. 
   
  The cult is led by their maniacal leader, Stormgale.  
   
  Stormgale mentioned needing several items. A ritual 
  book and a prisoner were mentioned, as was a staff 
  that can draw a being's life force. This is needed for a 
  final sacrifice. She heard that it is protected by bird-
  men. 
   
  The cultists also have a prisoner, a member of 
  [choose one of the factions to which a character 
  belongs].  
   
  Muriel needs time to recover. She asks the characters to 
  proceed without her.   
  Any potions of bottled breath remaining at the end of the 
  encounter become treasure. 
   If it was not used in the fight, the special potion of 
  lightning breath can be gained. A DC 10 Intelligence 
  (Arcana) reveals that its magic functions only within the 
  air node.  
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These adjustments are not cumulative. 
   
  Very weak party: The flesh golem is only resistant (not 
  immune) to non-magical weapons. Remove 2 hurricanes 
   
  The hurricane targets only the flesh golem with the potion of 
  lightning breath.  
   
  Weak party: The flesh golem is only resistant (not immune) 
  to non-magical weapons. Remove a hurricane 
   
  Strong party: Add a hurricane. 
   
  Very strong party: Add a hurricane. The chance of the golem 
  going berserk increases to 3-6. While berserk, any attack 
  against a character is made with advantage. 
  When characters arrive, read the following, adjusting as 
  necessary if they did not arrive by the portal. 
  The portal's magic transports you to another cloud island 
  dominated by an enormous opaque crystal sphere. Here too, a 
  brilliant stream of golden energy exits a point in the curved wall 
  above you and feeds the central storm. A small wooden dock 
  can be seen jutting out from the edge of your island to one side 
  of the crystal sphere. 
   The closest island in the clockwise direction the islands rotate 
  is a large cloud high above and in front of yours. You can make 
  out several towers. Small things, perhaps birds, seem to dart 
  from tower to tower.  
   Upon the closest cloud trailing yours is a single tall tower 
  seemingly built from clouds.   
   
  This sphere is between the Aerie and the Prison. With a 
  DC 20 Wisdom (Perception) check characters may gain 
  glimpses of any activities at those locations. 
   An airship is the easiest way to travel directly from this 
  island to the Aerie. Cultists sometimes call to the 
  aarakocra, forcing them to come carry them up. It is also 
  possible for characters to expend hit points to levitate and 
  then fly across (a cost of 14 hit points).  
   The portal they came from remains behind them and 
  can be used to return to the amphitheater. If a character 
  touches the crystal sphere, they are immediately 
  transported inside. Characters may also explore the dock. 
  
   
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  18 
  The dock is a simple wooden platform. A small wooden 
  shed stores eight sets of gray winged clothing. These are 
  wingwear and can be used to glide down to the Prison. 
   If the party arrives here after the third encounter, the 
  airship is missing from the dock and two dead kenku are 
  here, slain in battle with the Cult of the Black Earth.  
   If visited before the third encounter, tied to the dock is a 
  10 foot by 30 foot airship (similar to a boat, but capable of 
  flying at a speed of 40' for four hours and only functions 
  within the air node).  
   If the ship is still present then five kenku pirates are 
  also here, taking turns mimicking voices they have heard 
  from the tortured monks. The kenku begin the encounter 
  standoffish and unwilling to help the landlubbers, 
  especially since the Howling Wind cultists pay them well 
  for their work crewing ships. As the characters may learn 
  through discussion, the airships are hard to pilot without 
  the skilled kenku (the effects of piloting without kenku are 
  a factor in the Storm Gate encounter). 
   Characters may negotiate with the kenku (made 
  challenging due to their mimicry), requiring good 
  roleplaying and two skill checks (depending on the 
  negotiation tactic) at DC 15. This encounter can be kept 
  brief if you are short on time.  
  The element of air is imbued with chaotic energy, 
  including sudden change. Some of that chaotic nature has 
  infused itself into this sphere. The result is that creatures 
  in the sphere may suddenly swap bodies, the personalities 
  of one trapped in the bodies of the other. The duration is 
  unpredictable. When the Cult of the Black Earth explored 
  this node, one of the cultists swapped bodies with the 
  monk. The cultist is now tortured upon the rack, her cult 
  teachings being corrupted instead of those of the monk. 
  The monk feels terribly guilty, for now the cultist bears 
  the pain she was meant to endure - something contrary to 
  the teachings of her god, Ilmater.  
  You stand inside a golden sphere more than forty feet in 
  diameter. Upon a table of white marble is the body of a monk, 
  her head shaved but for a long topknot. The marble seems to 
  have formed around her arms and legs, turning the altar into a 
  torture rack. The monk whispers through clenched teeth, 
  speaking out against elemental earth. A golden radiance 
  escapes the monk's body, concentrating end exiting the sphere 
  as the beam of energy you know fuels the storm. 
   Huddled at the base of the marble rack is a human male 
  dressed in a black cloak and red-brown leather armor. He cries 
  softy to himself, "Why? Why does he bear my pain?"  
   
  The skinny monk and the member of the Cult of the Black 
  Earth have exchanged personalities, though this should 
  take a while for the characters to discern. The cultist's 
  personality is currently being tortured, his love for earth 
  corrupted into the teachings of the Cult of Howling 
  Hatred.  
   The cultist's body is now inhabited by the mind of the 
  monk. The Monastery teaches monks compassion and to 
  bear pain for others, so she is now suffering under the 
  realization that this evil cultist now bears the monk's 
  pain.  
   If characters speak to the person in brown and black 
  (the monk in the cultist's body), the information given is 
  cryptic. Use the following as guidance, and then 
  improvise.  
   
  "I never would have wished for this to happen. He," 
  (pointing at the cultist on the rack) "should never 
  have had to endure this!' 
   
  "I was Marren, but my name is now Luros. I think he 
  would like that." 
   
  "I do not wish to be free. Not while he suffers." 
   
  "Is there a way for me to become him?" 
   
  "It started when he touched my arm, to see if I was 
  alive." 
   
  If the characters touch the monk on the rack (who has the 
  cultist's personality), they initiate the vision. Read of 
  paraphrase the following: 
  The moment you touch the monk upon the rack, you are 
  somewhere else. You stand upon an earthmote, so high up in 
  the sky that you can see no land below, just more sky and scores 
  of other slowly rotating earthmotes. A woman robed in white, a 
  cultist of the Howling Hatred, is commanding you to obey. She 
  says this is your last chance to join the cult. Failure is death. You 
  must find a mount and claim it as your own. She points to the 
  nets and climbing gear at your feet, then at a cluster of floating 
  rocks near the far edge of your earthmote. 
  
   
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  19 
  This encounter has one manticore for each character.  
   This vision is different, the test reflecting that a cultist is 
  upon the rack and the chaotic nature of elemental air. To 
  succeed at this test each character must find a mount, 
  proving them worthy of joining an elemental cult.  
   The manticores have a series of nests on earthmotes. 
  Each earthmote varies in size from six feet to twenty feet 
  in diameter. Many of them pivot in place slowly, while a 
  few drift from place to place (sometimes crashing into 
  another earthmote).  
   There are three parts to this test. All checks are DC 10, 
  though the DM may modify this to fit the narrative and 
  adjust the challenge for a stronger or weaker party. DMs 
  should run this as a cinematic narrative, using die rolls 
  only to punctuate the action and build tension. 
   Climbing the Earthmotes. Characters must scramble 
  over and jump across the earthmotes to reach the area 
  with the nests, each character must succeed at a Strength 
  (Athletics) test. Failure results in disadvantage on the 
  next check in this encounter  
   Catching the Manticore. Each character must make an 
  attack with the net to grapple and safely climb onto the 
  beast. All characters can add their proficiency bonus to 
  the check. If the attack check fails, the character still 
  jumps on but the manticore gains a multiattack action 
  against the character.  
   Riding and Taming the Manticore. Each "round" a 
  character must attempt a check of their choice to tame 
  the manticore as it flies through the maze of floating 
  earthmotes and the character hangs on for dear life. 
  Applicable skills include Strength (Athletics), Dexterity 
  (Acrobatics), Intelligence (Nature), Wisdom (Survival), 
  and Charisma (Intimidation). After the check, the 
  manticore gains a multiattack action against him or her.  
   The mount is tamed once the character has made three 
  successful checks. If a character is unable to succeed due 
  to taking too much damage, the group fails the test. 
  Characters may aid one another if they think to do so.   
   Once success or failure has been determined, the vision 
  ends. If the test succeeded, read the following. 
  Just as your commanding officer is congratulating you, the 
  earthmote and mounts fade, returning you to the Sphere. 
   Upon the marble torture rack, the monk closes her mouth. 
  When she does so, the torture rack begins to crack and crumble, 
  releasing her. The radiance ceases to escape, no longer fueling 
  the storm. The cultist at the foot of the rack stands. "I am me 
  again." 
   It is then that you glance down and realize your body is not 
  your own.  
  If the test failed, read the following instead.  
  Just as the cultist leader is ordering you to jump off the 
  earthmote to your death, the earthmote fades, returning you to 
  the Sphere. 
   Upon the marble torture rack, the monk's body continues to be 
  tortured, the corrupted life essence still fueling the storm. The 
  cultist at the foot of the rack stands up. "I am me again! That 
  fool of a monk!" 
   It is then that you glance down and realize your body is not 
  your own.  
  Whether they succeeded or failed, the characters have 
  just switched bodies! A player's character retains their 
  character sheet, but should give the card they filled out 
  from Player Handout 1: Cloud Portal's Questions to the 
  player to their left. Players now get to roleplay the 
  personality (and flaws and ideals) of the person to their 
  right.  
   To encourage this, place several tokens, poker chips, or 
  dice in the center to act as a pool of inspiration. You or 
  any player may grant one to another player who does a 
  great job roleplaying another player's personality.  
   By default, this effect lasts until the party completes 
  another encounter. However, you may end it earlier or 
  extend it based on whether the table is enjoying the 
  experience.  
  If the test succeeded, the monk (Marren) thanks the 
  characters and asks to stay here recuperating. The cultist 
  (Luros) will profess to help the party while planning to 
  double-cross them. Good roleplaying could cause the 
  cultist to reform and turn to their cause.  
   Both can share the location of the prison and the name 
  of the prisoner. The cultist can identify the domed 
  building as a temple to Yan-C-Bin, prince of evil elemental 
  air. They can share the information provided by Muriel in 
  Area 2, if the party has not yet learned it.  
  The cultist has a malachite brooch inscribed with the 
  symbol of the Cult of the Black Earth, worth 400 gp. 
  Adjusting the Encounter 
  The skill DC can be adjusted to create a more enjoyable 
  challenge. In addition, the manticore may gain extra or fewer 
  attacks to act as a proper threat on especially weak or strong 
  characters. 
  
   
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  20 
  When characters arrive, read the following, adjusting as 
  necessary if they did not arrive by the portal. 
  You emerge from the portal, arriving on another cloud island 
  dominated by an enormous opaque crystal sphere. A small dock 
  structure is located on the far side of the island. Closer is a 
  small marble structure. 
   The cloud islands rotate around the central storm in a 
  clockwise direction. Upon the closest cloud trailing yours, and 
  slightly above the plane of your island, is a tall tower made 
  entirely of clouds. 
   In the direction of the islands' forward movement you see a 
  large domed building surrounded by hundreds of thin and 
  delicate spires. The building and spires glow with silvery 
  radiance. Winds gust around that island, whistling as they 
  weave through perforations in the spires.   
   
  This sphere is located between the Prison and the 
  Temple of Yan-C-Bin. With a DC 20 Wisdom (Perception) 
  check characters may gain glimpses of any activities at 
  those locations. 
   The portal they came from remains behind them and 
  can be used to return to the amphitheater. If a character 
  touches the crystal sphere, they are immediately 
  transported to the interior. Characters may also 
  investigate the marble structure or the dock.  
   The marble structure is similar to the one in encounter 
  3, containing 10 balloon packs. The dock is also similar 
  to that in encounter 3, though four of the kenku who 
  watch the airship are currently bullying and beating up a 
  fifth, who is smaller and has a broken wing.  
  The interior immediately triggers a vision, in the form of a 
  puzzle testing the character's ability to endure damage.  
  Adjusting the Encounter 
  If there are only three or four characters, there are only four 
  gargoyle heads in this sphere. 
   
  You stand inside a golden sphere more than forty feet in 
  diameter. Six busts carved from chalky white stone have been 
  secured to the walls around the room's perimeter, their 
  feathered forms resembling harpies, owlbears, chimeras, and 
  horrid demonic creatures. Heads tilted to their right, each of the 
  open mouths blows chalk dust and howling winds which spin 
  around the room like a funnel cloud, exiting with a rush through 
  a 10 foot hole in the floor.  
   A torture rack stands a few feet from the hole, but the marble 
  straps are broken, as if the captive escaped. That is when you 
  hear a cry and see a monk at the edge of the hole, holding onto 
  a length of chain for dear life.  
   
  Note: it is recommended that you go around the table 
  asking for character actions, so as to track the two rounds 
  the players have to solve the puzzle.  
   The room is a puzzle, requiring characters to point the 
  gargoyle faces in different directions, thereby removing 
  the dangerous whirlwind. The room has several 
  important features. 
   Akla, female Monk. Akla is tired. Speaking with her or 
  making a DC 10 Wisdom (Perception) check reveals she 
  can hold on for only two rounds.  
   Gargoyles. Surprisingly life-like and horrific, they each 
  unleash a powerful blast of wind from their open mouth.  
   
  A DC 5 Wisdom (Perception) or Intelligence 
  (Investigation) check (no action) notes that each of 
  the heads faces the same direction.   
   
  A DC 15 Wisdom (Nature) or Intelligence (Arcana) as 
  an action notes that the direction of the wind causes 
  the powerful whirlwind effect. 
   
  A DC 15 Intelligence (Investigation) check as an 
  action notes a groove where the gargoyle's neck and 
  head meet, potentially allowing the head to pivot. 
   
  A gargoyle head can be rotated as an action, so as to 
  cause the head to blow in a different direction. Doing 
  so causes the head to animate slightly snarl, bite, or 
  scream at the character.  
   
  A character rotating a head must make a DC 12 
  Dexterity saving throw or take 2d10 points of 
  damage. The head rotates only if the saving throw is 
  successful. 
  
   
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  21 
   
  If all six gargoyle heads are pointed so the winds are 
  in different directions, blow upward, cancel each 
  other, or other clever design of the players, the 
  whirlwind effect stops and the monk is saved. 
   
   Hole. The circular hole in the center of the room seems 
  to lead out over the air node. A fall would be certain 
  death. There are no other handholds. Player ingenuity 
  could help the monk hold on for one additional round or 
  more, at your discretion.  
  If the characters stop the whirlwind in two rounds, the 
  test is a success. Read or paraphrase the following: 
  As you help the monk up, she and then the room all blur and 
  fade from view. You are walking through a gate into a small 
  courtyard filled with monks perform amazing feats of 
  endurance. Some place their hands into burning braziers, 
  making no sound as the flesh reddens. Others repeatedly punch 
  through blocks of ice, their fists bleeding from countless cuts 
  and bruises. Others engage in acrobatics, balancing and 
  supporting the weights of others for hours. A monk turns to 
  you. "Suffering is necessary for the spirit to overcome the flesh." 
   The vision blurs and becomes a view from the top of the air 
  node. You feel as if you could fly down to any of the islands and 
  get a closer view.  
   
  The party may select a single island or sphere, gaining a 
  brief vision of your choosing. This can include the interior 
  of buildings or a sphere, if so desired. Once the vision has 
  ended, continue. 
  Your final vision fades, returning you to the sphere. Only a 
  marble torture rack occupies the room, a female monk (Akla) 
  with a shaven pate secured to it. With great effort she breaks 
  free of the torture rack's bindings. When she does so, the 
  torture rack begins to crack and crumble, releasing her. The 
  radiance ceases to escape her body, no longer fueling the storm. 
   
  Akla knows the same things as the monk in Encounter 2. 
  If the characters could not rotate all of the heads in two 
  rounds, the test failed. Read or paraphrase the following: 
  Your final vision fades, returning you to the sphere. Upon the 
  marble torture rack, the monk's body continues to be tortured, 
  the corrupted life essence still fueling the storm.  
   
  With a failure, the characters are unable to free the monk. 
  When characters arrive, read the following, adjusting as 
  necessary if they did not arrive by the portal. 
  The portal's magic dissipates, leaving you on another cloud 
  island dominated by an enormous opaque crystal sphere.  
   Past a small mountain of clouds on your island you can see the 
  closest island ahead of yours. Upon it is a large domed building 
  surrounded by hundreds of thin and delicate spires. The 
  building and spires glow with silvery radiance. Winds gust 
  around that island, whistling as they weave through perforations 
  in the spires.  
   In the opposite direction there is a large open space. A wooden 
  ramp on this island leads out into open space. Further beyond 
  can be seen another sphere - the one you first visited upon 
  entering the air node.  
   
  This Sphere is located between the Temple of Yan-C-Bin 
  and the Sphere of Corrupted Humility. With a DC 20 
  Wisdom (Perception) check characters may gain glimpses 
  of any activities at those locations. 
   The portal they came from remains behind them and 
  can be used to return to the amphitheater. If a character 
  touches the crystal sphere, they are immediately 
  transported inside.  
  A cache of balloon packs is stored under a pile of loose 
  clouds at the leading edge of the island, allowing travel up 
  to the Temple of Yan-C Bin. 
  Character can also find a dock, but the airship and kenku 
  normally found here have been taken by the Cult of 
  Howling Hatred. A single dead kenku is here, punished 
  for being disrespectful. A DC 10 Wisdom (Medicine) 
  check reveals that the kenku has only been dead for a few 
  hours. 
  
   
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  22 
  A vision takes place as soon as the party enters.  
  The interior of this forty foot sphere seems to serve a dual 
  purpose of lore and torture. Six bookshelves are distributed 
  around the perimeter of the sphere's interior. Each has a plaque 
  atop of it, bearing an inscription. 
   The torture rack in this room appears to be a chair of white 
  marble, straps formed to hold fast a scrawny seated monk; His 
  arms are bound together with a red cord, his hands holding a lit 
  candle.  
   As you draw closer, the sphere becomes dark, but for a golden 
  halo created by the candle's light. The monk cries out, "Quickly, 
  my studies! They must be completed before the fiends break 
  through!" He glances to the side, where a yellowed sheet of 
  parchment rests on the floor. 
   Two beings of shadow rise from the darkness, their pale eyes 
  fixed upon the monk.  
   
   Shadow Demons. The two shadow demons will strike 
  at the monk on each of their turns. However, the golden 
  halo of light acts as a solid shield. The shadow demon's 
  attacks cause it to crack like a crystal, promising to give 
  way. A character adjacent to the shield can interpose 
  themselves, automatically stopping the blow but taking 
  the damage (no to hit roll needed). Characters may also 
  draw up to one of the demons away by attacking while 
  wielding a light source.  
   Candle Shield. The shield has an Armor Class of 12 
  and 40 hit points.  
   Shelves and Inscriptions. Each of the shelves bears an 
  inscription in a different language. A character fluent in 
  the language can read the inscription. A DC 15 
  Intelligence check allows a character who cannot speak 
  the language to recognize what the language is, but not to 
  read the inscription. The languages and inscriptions are: 
   
  Elven: "Supernatural Beings" 
   
  Dwarven: "Geography" 
   
  Giant: "Famous Personages" 
   
  Draconic: "Magic" 
   
  Infernal: "History" 
   
  Gnomish: "Politics" 
   Scroll. The parchment is Player Handout 3: 
  Parchment Scroll, and bears five questions: 
  The elves of Kryptgarden Forest are wary of this Fey 
  king, for he shows little regard for those who serve 
  him.  
  Bookshelf: Elven/Supernatural Beings  
  Answer: King Witchthorn (encountered by some parties 
  in DDEP1 Corruption in Kryptgarden). 
   
  Name two of the ten towns of Icewind Dale.  
  Bookshelf: Dwarven/Geography 
  Answer: Any two of Bryn Shander, Lonelywood, Caer-
  Konig, Caer-Dineval, Termalaine, Targos, Easthaven, 
  Dougan's Hole, Good Mead, Bremen.  
   
  What two creatures are depicted in a single statue in 
  the center of a square in Baldur's Gate? 
  Bookshelf: Giant/Famous Personages 
  Answer: Minsc and his pet hamster, Boo. 
   
  What school of wizardry is favored by the Red Wizards 
  who have controlled Thay in recent history? 
  Bookshelf: Draconic/Magic 
  Answer: Necromancy. 
   
  What many-towered fortress requiring an unusual 
  entrance fee was recently attacked by the forces of 
  Asmodeus? 
  Bookshelf: Infernal/Devils 
  Answer: Candlekeep. 
  Characters must answer the questions before the demons 
  breach the shield. The five questions can be answered if 
  the character (or player) already knows the answer. 
  Otherwise, they must decipher the shelf with the answer.  
   Any creature touching the incorrect shelf is assailed 
  with a blast of force that inflicts 11 (2d10) force damage. 
  A successful DC 13 Constitution saving throw reduces 
  this damage by half. 
   If the correct shelf is found, the same character's action 
  finds the answer. Once all of the answers have been 
  found, the demons disappear and the monk is freed.  
   If the characters succeed, read the following: 
  The shadow demons disappear and the light returns to normal. 
  The shelves remain, as does the marble chair. Standing up from 
  it is the monk, now freed. As he looks into your eyes you gain a 
  brief vision of this man, Santir, filling a small book with prayers 
  and lore. He bows to you. 
  
   
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  23 
   
  Santir can provide the same information as the monk in 
  encounter 2. In addition, he says the Howling Wind have 
  been here recently to claim a book necessary for the 
  ritual. They came from the Temple and likely already 
  have whatever they needed from there.  
   Santir is a 30 year old human male with elven ancestry. 
  Characters who participated in DDEX2-9 Eye of the 
  Tempest and researched in the Library would have met 
  him and remember him as talkative. His experiences here 
  have curbed that tendency somewhat. He shall urge them 
  to continue on without him as his skills reside in research 
  and gossip. 
  If the characters could not answer the questions before 
  the demons pierced the shield, the test failed. Read or 
  paraphrase the following: 
  Your final vision fades, returning you to the sphere. The 
  candlelight and darkness are gone, as are the demons, but the 
  marble chair and bookshelves are still here. Seated on the chair, 
  the monk's body continues to be tortured, the corrupted life 
  essence still fueling the storm.  
   
  The characters are unable to free the monk should they 
  fail the test. 
  Four rare tomes can be found, worth 50 gp each. 
   If the characters arrive here as their second encounter, 
  they likely drove off the cultists and can claim the ritual 
  book. The value is stated in the final encounter.  
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These adjustments are not cumulative. 
   
  Very weak party: The shield has 50 Hit Points and the 
  demons have only 55 Hit Points.  
   
  Weak party: The shield has 50 Hit Points. 
   
  Strong party: The shadow demons do not need to roll to hit 
  the shield. 
   
  Very strong party: Add a shadow demon. The shadow 
  demons do not need to roll to hit the shield.  
  Ten aarakocra (including one elder) live and work in this 
  aerie. The masters of the Howling Hatred use magical 
  compulsion to force these aarakocra to maintain the bells 
  at the top of 5 towers on this cloud island. The bells are 
  vital components in various rituals for summoning 
  creatures of elemental air that serve the cult, but also 
  contain an invisible stalker that watches over the aerie 
  and controls the aarakocra through magic. 
  This cloud island holds 5 towers of differing heights. The 
  shortest is 20 feet tall, while the tallest is 60 feet, with the rest 
  increasing 10 feet between the shortest and tallest. 
   Thick, strong grape vines cover all of the towers, with plump, 
  delicious-looking white grapes hanging amid the vines. At the 
  top of each tower, highly polished brass bells hang from strong 
  wooden beams. Although the bells sway in the strong breeze, 
  they make no sound. Stone platforms decorate the towers at 
  ten-foot intervals vertically. 
   Hundreds of birds of various shapes and sizes whistle, chirp, 
  and caw in a cacophonous orchestration. The flocks move 
  around each other, flying from tower to tower, in a chaotic 
  dance. 
   As your group surveys the island and its 5 towers, a winged 
  humanoid figure appears on the top of the tallest tower. It 
  screeches at you to be heard above the wind. [If none of the 
  characters speak Auran, they only hear unintelligible squawks. 
  The aarakocra speaks these words again in Common if none of 
  the characters understand Auran.] "You must leave this sacred 
  place. Our aerie is forbidden to those who tread on the ground."  
   
  If the characters visit this island as their fourth or later 
  encounter, the elder aarakocra has been taken, along with 
  her arcane staff, to the Storm Gate (to sacrifice) by the 
  Howling Hatred cult. In this case, the aarakocra speaking 
  is the second in command. If not, the elder is the one who 
  speaks. The elder's name is Lazra; the second in 
  command is Thalen. 
   Each of the towers has a 10-foot-by-10-foot platform 
  jutting from it at every 10 feet interval vertically. There 
  are no ladders or stairs on the towers, but the vines are 
  easily climbable with a successful DC 10 Strength 
  (Athletics) check. 
  
   
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  24 
   The aarakocra are bound here by the magic of the bells. 
  Two aarakocra stand atop each tower, hiding behind the 
  bells when the Characters arrive. A successful DC 20 
  Wisdom (Perception) check lets a character notice that 
  each of the aarakocra (once they reveal themselves from 
  their perches atop of the towers) wears a brass band on 
  the left wrist. The brass around their wrists is the same 
  type as that of the bells, and similar swirls are etched into 
  both the bells and the wrist bands. 
   Anyone noticing the similarities in the bells and bands 
  can attempt a DC 15 Intelligence (Arcana) check to 
  understand that there is strong magic involved, forging an 
  arcane connection between the bells and the creatures 
  wearing the bands. Simply put, anyone wearing a band is 
  forced to stay within proximity of the bells, and cannot 
  really control their own actions. How the bells control the 
  actions of band-wearers is a mystery though. 
  In order to start a peaceful dialog with the aarakocra, the 
  characters must first persuade the creatures to allow 
  them onto the cloud island. This requires a successful DC 
  15 Charisma (Deception or Persuasion) check. Creatures 
  that can speak Auran or who can fly for at least a minute 
  have advantage on the check. If the characters go to great 
  lengths to be peaceful, allow a second Charisma check if 
  the first fails. Otherwise, the aarakocra attack 
  immediately. 
   If the Characters are able to open a dialog with the 
  aarakocra, use the bullet points below to guide the 
  conversation: 
   
  The aarakocra worship and care for the bells. They 
  clean and maintain them, and the bells protect the 
  aerie. 
   
  When needed by the humans, the aarakocra use the 
  bells to summon air creatures to help create the 
  structures on the islands or perform other menial 
  tasks. This work pleases the bells. 
   
  If Lazra has been taken, Thalen is conflicted, having 
  difficulty reconciling concern with the bell's 
  compulsion.  
   
  After conversing with the aarakocra, any character 
  succeeding on a DC 10 Wisdom (Insight) check realizes 
  that these creatures are under some sort of mental 
  compulsion. This could trigger another Intelligence 
  (Arcana) check to let the characters understand that 
  something within the bells is magically controlling the 
  aarakocra. 
  An invisible stalker inhabits the bells, being able to move 
  into and out of the bells as an action. The invisible stalker 
  has been ordered to remain here and keep the aarakocra 
  in line. It does not want to fight, so it remains in one of the 
  bells until the aarakocra attack the characters (or vice 
  versa), or until the characters disable the first bell. 
   If the characters have conversed with the aarakocra 
  successfully, they may quickly learn that the bells are a 
  threat. The aarakocra are proud of the bells, and they 
  happily allow the characters to examine them. A close 
  study reveals that the bells are obviously magical, both as 
  a conduit for controlling the aarakocra and as a 
  component in a ritual to summon creatures from the 
  elemental plane of air. 
   Disabling a bell requires a successful DC 15 
  Intelligence (Arcana) check or a DC 15 Dexterity (thieves' 
  tools) check. On a success, the hold of the invisible stalker 
  over the aarakocra is weakened. On a failure, the bells all 
  ring loudly, pushing any creatures on the tower tops off 
  unless they succeed on a DC 15 Strength saving throw.  
   The bells can also be physically destroyed (AC 18, 100 
  hit points), but time a bell is stuck in this manner, the 
  creature attacking it takes 16 (3d10) thunder damage. 
   The number of bells that must be disabled to 
  completely free the aarakocra varies depending on table 
  strength. When the threshold of disabled bells is reached, 
  the following happens: 
   
  The aarakocra are released from their compulsion. 
  They immediately stop fighting. 
   
  The flocks of birds stop harassing the characters (see 
  below). 
   
  The invisible stalker becomes visible for the rest of 
  the combat. 
  The aarakocra and the invisible stalker attack in 
  tandem, either immediately or after the Characters 
  tamper with the first bell. When the disabled bell 
  threshold is reached for the encounter, the aarakocra 
  cease attacking.  
   While the aarakocra are attacking, the many flocks of 
  birds may get involved in the combat. At the beginning of 
  the round, roll 1d10. On a result of 1 or 2, flocks of birds 
  inhibit the characters. 
   
   
  
   
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  25 
   This inhibition can take many forms, but do not hamper 
  a character more than once in a round. If a character is 
  making a ranged attack, the flock obscures the target, 
  giving the attack disadvantage. An attack against a 
  character might have advantage as the flock blinds the 
  character with wing buffets. Characters attempting to 
  climb the vines of a tower have disadvantage as the birds 
  swoop and peck. Spellcasters who are concentrating on a 
  spell must make a DC 20 check to maintain 
  concentration. 
  If the elder aarakocra is present, she gifts the party her 
  staff of withering. It can also be taken from her through 
  combat.  
   A DC 10 Intelligence (Nature) check shows that these 
  grapes are a rare species of the fruit. Characters picking 
  the best grapes from these vines and selling them to a 
  master vintner could get 40 gp. 
  If the aarakocra are freed from the Howling Hatred's 
  control, Lazra and/or Thalen are overjoyed. If the party 
  has an airship but no pilots, the aarakocra are a capable 
  crew. In addition, the aarakocra agree to join the party 
  when they reach the Storm Gate (see the final encounter 
  for details). 
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These adjustments are not cumulative. 
   
  Very weak party: Change the invisible stalker to an air 
  elemental, and half of the aarakocra do not attack. Only two 
  bells need to be disabled. Eliminate the interference of the 
  bird flocks. 
   
  Weak party: Change the invisible stalker to an air elemental. 
  Only two bells need to be disabled. Reduce the interference 
  of the bird flocks from 20% to 10% 
   
  Strong party: Four bells need to be disabled. 
   
  Very strong party: Add an air elemental. All five bells need to 
  be disabled. Increase the interference of the bird flock from 
  20% to 40%. 
  This tall tower is a prison holding a faction representative 
  (DM's choice; choose from the factions represented by the 
  characters), and is guarded by a cloud giant and a 
  cyclops. Due to the Sphere of Corrupted Compassion, the 
  two have switched personalities. The cloud giant (in the 
  cyclops' body) orders the cyclops (in the giant's body) to 
  stay quiet while he sleeps. This can provide the party with 
  the leverage to avoid a combat and rescue the prisoner. 
  The Black Earth comes to the prison during Encounter 3. 
  After that point the prisoner is with the Black Earth (and 
  taken to the Storm Gate).  
  Faction 
   
   
  NPC 
  Lords Alliance 
   
  Gregur Illinov (male human) 
  Oder of the Gauntlet 
  Zakk Bilnis (male gnome) 
  Harpers  
   
  Shael (female half-elf) 
  Emerald Enclave 
   
  Yurl Dirtmonger (male halfling) 
  Zhentarim 
   
  Kros Barash (female drow) 
   Characters may arrive here in an airship, or by using 
  wingwear. Read or paraphrase the following: 
  A single tower some eighty feet tall and thirty feet wide rises 
  from this cloud island. The tower's walls appear to be made of 
  the very same cloud material. A 25-foot-high iron door is flanked 
  by long stained-glass windows. A crooked sign hangs on the 
  door. In very poor handwriting it reads, "Stand rite, not left. 
  Nock soft."  
   
   Sign and Trap. The sign was written by the cyclops (in 
  the giant's body), to prevent any cultists from stepping on 
  the trap by mistake and waking up the giant. Anyone 
  walking on the left side must succeed at a DC 15 Wisdom 
  (Perception) check to notice a pressure plate buried 
  under light clouds. If not noticed, the creature stepping on 
  the plate must make succeed on a DC 13 Constitution 
  saving throw or take 22 (4d10) thunder damage on a 
  failed save, or half as much damage on a successful one. 
  Walking on the right side does not trigger the trap.  
   Listening or Peeking.  A successful DC 10 Wisdom 
  (Perception) check hears loud snoring within, while 
  someone else tiptoes slowly around the room. The same 
  check by someone looking through the window shows a 
  cyclops asleep on an enormous bed, while a cloud giant 
  comically tries to tiptoe across the room with a bowl of 
  food. The jail cell can be seen from the window, including 
  whether a prisoner is within. If the prisoner has been 
  taken and you have time, you could allow the party to 
  travel to a different location and not count this island as 
  an encounter. 
  
   
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  26 
  If characters take pains to be quiet (opening the door 
  quietly, knocking softly) the cloud giant (with the cyclops 
  personality and dim intelligence) is likely to think they 
  must be cultists and quietly greats them. A single DC 15 
  Charisma check is sufficient to settle any doubts and he 
  gladly will allow them to take the prisoner. 
   However, the key is on a key chain held by the snoring 
  cyclops (with the cloud giant's brain). A successful DC 15 
  Dexterity (Stealth) check is required to lift the keys 
  without making a noise. 
   If a noise is made, the cyclops (cloud giant) begins to 
  wake. Allow the characters to devise one more plan and 
  assign a DC based on the plan. If successful, the cyclops 
  continues sleeping and the party has one more chance to 
  rescue the prisoner. 
   If noise is made a second time, the cyclops wakes up 
  and orders the giant to fight. The party may wish to 
  consider an escape plan! 
  If the party has arrived in time, the prisoner is in good 
  shape and very thankful for the rescue. The prisoner can 
  share one piece of information you consider to be 
  important, based upon what the party has yet to explore.  
  The key ring is actually a giant's ring, made of silver and 
  etched with electrum. It is worth 500 gp. 
  The temple honors Yan-C-Bin, the prince of evil elemental 
  air. The temple holds a magical gong, a spyglass 
  observatory, and is protected by a behir. 
   Characters may arrive here in an airship, or by using 
  balloon packs. Read or paraphrase the following: 
  The architecture of the large domed building on this cloud 
  island is as wondrous as it is terrible. Hundreds of thin and 
  delicate spires whistle and moan as gusts of wind race through 
  perforations in the spires. The dome and spires are inlaid with 
  golden marble, the patterns depicting tornadoes, hurricanes, 
  and other disasters destroying the cities of the Sword Coast. 
  Details include elementals and demons tearing through the 
  cities, showing no mercy. 
   Double doors fifty feet high stand open, revealing an opulent 
  interior of marble veined with whorls or pink and blue. Small 
  chimes and bells are suspended throughout the room, softly 
  ringing as the winds rush through the chamber. 
   Two large tapestries flank the entranceway. One depicts a 
  formless cloud of smoke, tentacles and eyes floating as if 
  disembodied limbs. The other depicts an old mystic in robes, 
  with brown skin and white hair.  
   The center of the room is a shimmering pool of electricity, 
  from which rises a 40 foot tall obelisk of obsidian. A golden 
  gong atop the cone hums as if recently struck, never changing 
  its tone.  
   
   Tapestries. These depict two of Yan-C-Bin's common 
  forms. The tapestries are non-magical, but enormous. A 
  DC 15 Strength (Athletics) check is required to pull the 
  tapestries off the wall. If pulled over the pool, the 
  electricity only does half damage.  
   Gong. The gong was struck by Stormgale as part of his 
  prayers. A character succeeding at a DC 15 Wisdom 
  (Religion) or Intelligence (Arcana) check notes that the 
  golden gong is etched to appear like a storm and reveals 
  the gong's religious and magical significance to the ritual. 
  Stopping the gong from ringing will weaken the ritual. To 
  do so, the characters must reach the gong and succeed on 
  a DC 15 Strength check. A character may make any 
  number of attempts, but each one takes an action and the 
  character takes 11 (2d10) thunder damage from the 
  vibrations. 
   Gravity. Gravity functions differently here. Characters 
  may walk on any surface, including walls, the angled 
  cone, or even the domed roof (roughly 50 feet above the 
  gong). This can make for a cinematic battle. 
   
  
   
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  27 
   Pool. Any creature entering the electric pool must 
  make a DC 12 Constitution saving throw, taking 11 
  (2d10) lightning damage on a failed save or half as much 
  on a successful one.  
   Behir. The behir waits under the pool's surface, 
  immune to the damage. It emerges as the characters 
  negotiate the pool, using its climb speed to maintain the 
  upper hand. It can grapple a creature to pull it into the 
  pool, or sit in the pool when it has swallowed a creature 
  so that it will be regurgitated into the pool.  
  A spyglass is on the cone, near the gong. It functions as a 
  normal spyglass outside the air node. Within the air node 
  it allows the viewer to unerringly find someone (including 
  someone known only by name). This can be used to find 
  Stormgale's location and spy on his movements. It can be 
  used on creatures known only by name, such as Mica 
  Foebreaker of the Black Earth (it is possible that the 
  characters met her in this adventure previously). The 
  spyglass is exquisitely designed, and would be worth 750 
  gp to a collector in Mulmaster. 
  This is intended to be a cinematic conclusion to the 
  adventure trilogy. It is less important if it is a challenging 
  battle than if it is an enjoyable cinematic experience. 
  Characters should shine. This is a great encounter to say 
  "Yes" to player ideas, even if it shortcuts the encounter. 
  For example, pushing Stormgale into the swirling storm 
  could be tremendously satisfying for the players.  
   When the party finishes its fifth encounter, read the 
  following:  
  As you begin to consider your next destination, the storm at the 
  center of the air node suddenly pulses with thunderous power, 
  cold air and the tang of electricity rushing over you. 
   An airship hovers above the swirling storm. The sounds of the 
  cultists' fevered chanting reaches you even here. As if in 
  response, a mouth opens in the storm below the cultist's airship 
  - the gate has begun to form!  
  The characters must immediately head to the Storm 
  Gate. An airship is the best way to reach the gate.  
   If they have a kenku crew, one of the kenku asks in a 
  mimicked voice, "Shall we ram our foe, captain?" To do 
  so, one character must act as captain, attempting a DC 20 
  Dexterity or Intelligence check. On a failure, the two ships 
  collide but no damage is done. The two ships float 5 feet 
  apart, above the swirling storm. On a success, the ships 
  crash into each other, momentarily stuck. All Howling 
  Hatred suffer 11 (1d10) bludgeoning damage from the 
  impact.  
   If they lack an airship, but befriended the aarakocra, the 
  aarakocra arrive and carry them to the storm, depositing 
  them on the cultist's airship. Characters have 
  disadvantage on their initiative checks due to the rough 
  handling by the aarakocra. 
   As a last resort, characters can spend fly out to the 
  Storm Gate, but lose 16 (3d10) necrotic damage as their 
  life essence drains into the storm.  
  Consult Appendix 4: Storm Gate Accomplishments, to 
  determine how the actions of the characters in the 
  adventure have impacted the final battle. Make a note of 
  changes directly on the monster statistics in Appendix 1. 
  Make a note of any effects that may happen on rounds 2 
  or 3. At a minimum on the airship are five kenku pirates, 
  a Stormgale, Bloodwind and a howling hatred priest. If 
  Bloodwind died in DDEX2-9 then Mifru is there (same 
  stats. If Stormgale is killed earlier in the adventure then 
  add Bloodwind is not present then Mifru takes his place 
  and a different skyweaver is present.  
  The ritual, if not stopped, will open a gate to the Plane 
  of Elemental Air at the start of round 4. Provide 
  warnings to the characters as the time approaches, 
  encouraging them if necessary to take drastic measures 
  (such as shoving a cultist over the edge, sacrificing 
  themselves, etc.).  
   In addition, the ritual's power transforms Stormgale 
  into an air elemental myrmidon. This would happen at 
  the end of the first round, but is delayed by one round for 
  each successful test taken by the characters. You may 
  wish to roleplay the transformation happening each 
  round - even if it never takes place the characters can get 
  a sense of what would happen.  
   If the transformation happens, replace the cultist with 
  the air elemental myrmidon. Remove half of the damage 
  the cultist had taken before the transformation.  
  
   
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  28 
   If the portal is opened by the ritual, the characters have 
  failed. If the foes are defeated prior to that, the ritual is 
  stopped. See the Conclusion, below.  
  In this combat you can lead by example. Foes should 
  verbally challenge the characters, highlighting the cult's 
  successes (such as sacrificing the aarakocra elder). 
  Cultists may leap onto the character's ship or use ropes to 
  swing away from a character. Though the ships are not 
  detailed, introduce features as needed for fun and 
  encourage the characters to do the same. Barrels, rigging, 
  steps up onto a platform - all can be present. 
   The ships move above a huge storm. At your discretion, 
  player or enemy tactics could require skill checks to avoid 
  falling prone… or even overboard.  
  Because the cultist leader expects to be transformed by 
  the ritual, he or she is rash. Best spells are used first and 
  the leader shows little fear for taking damage. 
  Overconfidence! 
   The other cultists are also brash; sure that victory is at 
  hand. They do whatever makes the combat the most fun 
  for the players, while trying to deal damage and defeat the 
  characters.  
  If the number of effects is overwhelming, pick the ones 
  that seem the most fun and run only those, highlighting 
  these during the battle to draw attention to the impact of 
  the party's actions.  
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These adjustments are not cumulative. 
   
  Very weak party: Delay the arrival of Black Earth cultists by 
  one round. Aarakocra or even kenku can lend aid, granting 
  players heal checks to stabilize or even healing them to get 
  them back into battle. Encourage characters to use the 
  terrain to their advantage (such as pushing foes overboard). 
  Remove 20 Hit Points from the Stormgale.  
   
  Weak party: Remove howling hatred priest. 
   
  Strong party: Add two howling hatred initiates. 
   
  Very strong party: Add a hurricane and increase the damage 
  of all attacks by +2. 
  If the ritual is interrupted, the Storm Gate begins to pull 
  at the air node, consuming it for power. Acting as a black 
  hole, the gate pulls the cloud islands and eventually the 
  entire node into itself, destroying it utterly. The characters 
  have time to escape in cinematic fashion - flying to the 
  exit portal or using a sphere island to escape to reach the 
  Amphitheater and escape. Note that only those monks 
  already freed can also escape. 
   If the ritual succeeds, the Storm Gate begins to open. 
  The characters can see into the Plane of Elemental Air as 
  the gate opens. An army of evil elemental air creatures 
  prepares to enter. The characters have time to escape, 
  and to hear the mocking laughter of any remaining 
  cultists. 
   
  The monks of the monastery invite the characters to a 
  feast in their honor. If the characters succeeded in at least 
  three of the tests, they may be named honorary members 
  of the Monastery of the Yellow Rose at your discretion. 
  This title confers no in-game benefits, but may provide 
  additional roleplay opportunities in later adventures.  
  If the characters succeed then the Lord's Alliance and 
  Order of the Gauntlet grants them a bonus of 200 gp each 
  upon their return to Mulmaster. 
   
  
   
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  29 
  Make sure 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. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Black Earth guard 
   
   
  450 
  Black Earth priest 
   
   
  700 
  Air elemental 
   
   
  1,800 
  Howling Hatred initiates 
   
  25 
  Hurricane  
   
   
  450 
  Howling Hatred priest 
   
  450 
  Helmed horror 
   
   
  1,100 
  Kenku 
   
   
   
  50 
  Flesh golem 
   
   
  700 
  Manticore 
   
   
  700 
  Shadow demon 
   
   
  2,200 
  Aarakocra  
   
   
  50 
  Invisible stalker 
   
   
  2,300 
  Cyclops  
   
   
  2,300 
  Cloud giant 
   
   
  5,000 
  Behir 
   
   
   
  7,200 
  Skyweaver 
   
   
  700 
  Stormgale 
   
   
  2,300 
  Bloodwind 
   
   
  700 
  Air elemental myrmidon 
   
  2,900 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Test of Charity 
   
   
  200 
  Test of Humility 
   
   
  200 
  Test of the Elemental Cult 
   
  300 
  Test of Suffering 
   
   
  200 
  Test of Piety 
   
   
  200 
  Disabling the Bells  
   
  200 
  Freeing prisoner without combat 
  200 
  Disabling the gong  
   
  200 
  Stopping the ritual  
   
  200 
   
   The minimum total award for each character 
  participating in this adventure is 3,000 experience 
  points. 
    
   The maximum total award for each character 
  participating in this adventure is 5,000 experience 
  points. 
   
  The characters receive the following treasure, divided up 
  amongst the party.  Characters should attempt to divide 
  treasure evenly whenever possible.  Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
       Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
       Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Cultists gold (part one) 
   
  460 
  Brooch (section 3)  
   
  400 
  Rare tomes (section 5) 
   
  200  
  Rare grape vines (section 6) 
   
  40  
  Giant's ring (section 7) 
   
  500  
  Spyglass  
   
   
  750 
  Reward   
   
   
  200 (each) 
  Potion, uncommon 
  This bottle contains a breath of elemental air. When you 
  inhale it, you either exhale it or hold it. 
   If you exhale the breath, you gain the effect of the gust 
  of wind spell. If you hold the breath, you don't need to 
  breathe for 1 hour, though you can end this benefit early 
  (for example, to speak). Ending it early doesn't give you 
  the benefit of exhaling the breath.  The full effect of gust 
  of wind can be found in the Player's Handbook. 
  Staff, rare (requires attunement by a cleric, druid, or 
  warlock) 
  This staff of lightweight wood blows is constantly 
  surrounded by an unseen breeze. To those attuned to it, 
  the winds whispers words of warning, granting a +2 
  bonus on Dexterity checks made to determine initiative in 
  combat. A full description of this item can be found in the 
  Dungeon Master's Guide. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  30 
  Wondrous item, uncommon  
  A full description of this item can be found in the 
  adventure Princes of the Apocalypse. Unless used in the 
  adventure it is fully charged. 
  Wondrous item, uncommon (requires attunement) 
  A full description of this item can be found in the 
  adventure Princes of the Apocalypse. Unless used in the 
  adventure it is fully charged. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference. 
   
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic items 
  owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  All characters earn one renown point for participating 
  in this adventure. 
   
  Lord's Alliance and Order of the Gauntlet members 
  earn one additional renown point for successfully 
  completing the adventure.  
   
  Emerald Enclave members earn one additional renown 
  point for restoring the balance by closing the node and 
  reporting their findings to their faction. 
   
  A character that rescued a fellow faction member who 
  was a prisoner in the node earns one additional renown 
  point. 
  All characters earn ten downtime days at the conclusion 
  of this adventure. 
  You receive 400 XP, 200 gp, and ten downtime days for 
  running this session. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  31 
  Medium humanoid (human), neutral evil 
    
  Armor Class 18 (plate) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  9 (−1) 
   
  Skills Intimidation +1, Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 2 (450 XP) 
    
  Actions 
  Multiattack. The guard makes two melee attacks. 
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  Reactions 
  Unyielding. When the guard is subjected to an effect that would 
  move it, knock it prone, or both, it can use its reaction to be 
  neither moved nor knocked prone. 
   
  Medium humanoid (human), neutral evil 
    
  Armor Class 17 (splint) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
   
  Skills Intimidation +5, Religion +3, Persuasion +5 
  Senses passive Perception 10 
  Languages Common, Terran 
  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 (an asterisked spell is from 
  appendix B): 
  Cantrips (at will): acid splash, blade ward, light, mending, mold 
  earth* 
  1st level (4 slots): earth tremor,* expeditious retreat, shield 
  2nd level (3 slots): shatter, spider climb 
  3rd level (2 slots): slow 
  Actions 
  Multiattack. The priest makes two melee attacks. 
  Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 
  Hit: 7 (1d10 + 2) slashing damage. 
   
  Large elemental, neutral 
    
  Armor Class 15 
  Hit Points 90 (12d10 + 24) 
  Speed 0 ft., fly 90 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran 
  Challenge 5 (1,800 XP) 
    
  Air Form. The elemental can enter a hostile creature’s space and 
  stop there. It can move through a space as narrow as 1 inch wide 
  without squeezing. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage. 
  Whirlwind (Recharge 4–6). Each creature in the elemental’s space 
  must make a DC 13 Strength saving throw. On a failure, a target 
  takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet 
  away from the elemental in a random direction and knocked 
  prone. If a thrown target strikes an object, such as a wall or floor, 
  the target takes 3 (1d6) bludgeoning damage for every 10 feet it 
  was thrown. If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving throw or take 
  the same damage and be knocked prone. If the saving throw is 
  successful, the target takes half the bludgeoning damage and 
  isn’t flung away or knocked prone. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  32 
  Medium humanoid (human), neutral evil 
    
  Armor Class 13 (leather) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  10 (+0) 
  9 (−1) 
  11 (+0) 
    
  Skills Deception +2, Religion +2, Stealth +4 
  Senses passive Perception 9 
  Languages Common 
  Challenge 1/8 (25 XP) 
    
  Guiding Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the initiate gains advantage on the next ranged attack roll 
  it makes before the end of its next turn. 
  Hold Breath. The initiate can hold its breath for 30 minutes. 
  Actions 
  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. 
   
  Medium humanoid (human), lawful evil 
    
  Armor Class 14 
  Hit Points 33 (6d8 + 6) 
  Speed 45 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  13 (+1) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
   
  Skills Acrobatics +5 
  Senses passive Perception 11 
  Languages Auran, Common 
  Challenge 2 (450 XP) 
    
  Spellcasting. The hurricane is a 3rd-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit with 
  spell attacks). It knows the following sorcerer spells (an 
  asterisked spell is from appendix B): 
  Cantrips (at will): blade ward, gust,* light, prestidigitation 
  1st level (4 slots): feather fall, jump, thunderwave 
  2nd level (2 slots): gust of wind 
  Unarmored Defense. While the hurricane is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier. 
  Unarmored Movement. While the hurricane is wearing no armor 
  and wielding no shield, its walking speed increases by 15 feet 
  (included in its speed). 
  Actions 
  Multiattack. The hurricane makes two melee attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  Reactions 
  Deflect Missiles. When the hurricane is hit by a ranged weapon 
  attack, it reduces the damage from the attack by 1d10 + 9. If the 
  damage is reduced to 0, the hurricane can catch the missile if it 
  is small enough to hold in one hand and the hurricane has at 
  least one hand free. 
   
  Medium humanoid (human), neutral evil 
    
  Armor Class 15 (studded leather) 
  Hit Points 45 (10d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
   
  Skills Acrobatics +5, Intimidation +4, Religion +4 
  Senses passive Perception 10 
  Languages Auran, Common 
  Challenge 2 (450 XP) 
    
  Hold Breath. The priest can hold its breath for 30 minutes. 
  Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with spell attacks). 
  It knows the following sorcerer spells (an asterisked spell is from 
  appendix B): 
  Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking 
  grasp 
  1st level (4 slots): feather fall, shield, witch bolt 
  2nd level (3 slots): dust devil,* gust of wind 
  3rd level (2 slots): gaseous form 
  Actions 
  Multiattack. The priest makes two melee attacks or two ranged 
  attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  33 
  Medium construct, neutral 
    
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects. 
  Spell Immunity. The helmed horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands. 
   
  Medium humanoid (kenku), chaotic neutral 
    
  Armor Class 13 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Deception +4, Perception +2, Stealth +5 
  Senses passive Perception 12 
  Languages understands Auran and Common but speaks only 
  through the use of its Mimicry trait 
  Challenge 1/4 (50 XP) 
    
  Ambusher. The kenku has advantage on attack rolls against any 
  creature it has surprised. 
  Mimicry. The kenku can mimic any sounds it has heard, 
  including voices. A creature that hears the sounds can tell they 
  are imitations with a successful DC 14 Wisdom (Insight) check. 
  Actions 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Medium construct, neutral 
    
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  9 (−1) 
  18 (+4) 
  6 (−2) 
  10 (+0) 
  5 (−3) 
    
  Damage Immunities lightning, poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 5 (1,800 XP) 
    
  Berserk. Whenever the golem starts its turn with 40 hit points or 
  fewer, roll a d6. On a 6, the golem goes berserk. On each of its 
  turns while berserk, the golem attacks the nearest creature it can 
  see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points. 
   The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action to 
  make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again. 
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of its 
  next turn. 
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form. 
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt. 
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  34 
   
  Large monstrosity, lawful evil 
    
  Armor Class 14 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  17 (+3) 
  7 (−2) 
  12 (+1) 
  8 (−1) 
    
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
    
  Tail Spike Regrowth. The manticore has twenty-four tail spikes. 
  Used spikes regrow when the manticore finishes a long rest. 
  Actions 
  Multiattack. The manticore makes three attacks: one with its bite 
  and two with its claws or three with its tail spikes. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 
  (1d8 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage. 
   
  Medium fiend (demon), chaotic evil 
    
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
    
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the demon can 
  take the Hide action as a bonus action. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage 
  on the attack roll, 17 (4d6 + 3) psychic damage. 
   
  Medium humanoid (aarakocra), neutral good 
    
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 20 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS
   
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  12 (+1) 
  11 (+0) 
    
  Skills Perception +5 
  Senses passive Perception 15 
  Languages Auran 
  Challenge 1/4 (50 XP) 
    
  Dive Attack. If the aarakocra is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon 
  attack, the attack deals an extra 3 (1d6) damage to the target. 
  Actions 
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  35 
  Medium elemental, neutral 
    
  Armor Class 14 
  Hit Points 104 (16d8 + 32) 
  Speed 50 ft., fly 50 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  19 (+4) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0) 
   
  Skills Perception +8, Stealth +10 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 18 
  Languages Auran, understands Common but doesn’t speak it 
  Challenge 6 (2,300 XP) 
    
  Invisibility. The stalker is invisible. 
  Faultless Tracker. The stalker is given a quarry by its summoner. 
  The stalker knows the direction and distance to its quarry as long 
  as the two of them are on the same plane of existence. The 
  stalker also knows the location of its summoner. 
  Actions 
  Multiattack. The stalker makes two slam attacks. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) bludgeoning damage. 
   
  Huge giant, chaotic neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  11 (+0) 
  20 (+5) 
  8 (−1) 
  6 (−2) 
  10 (+0) 
    
  Senses passive Perception 8 
  Languages Giant 
  Challenge 6 (2,300 XP) 
    
  Poor Depth Perception. The cyclops has disadvantage on any 
  attack roll against a target more than 30 feet away. 
  Actions 
  Multiattack. The cyclops makes two greatclub attacks. 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one 
  target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
  Huge giant, neutral good (50%) or neutral evil (50%) 
    
  Armor Class 14 (natural armor) 
  Hit Points 200 (16d12 + 96) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  10 (+0) 
  22 (+6) 
  12 (+1) 
  16 (+3) 
  16 (+3) 
   
  Saving Throws Con +9, Wis +7, Cha +7 
  Skills Insight +7, Perception +7 
  Senses passive Perception 17 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
    
  Keen Smell. The giant has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Innate Spellcasting. The giant’s innate spellcasting ability is 
  Charisma. It can innately cast the following spells, requiring no 
  material components: 
  At will: detect magic, fog cloud, light 
  3/day each: feather fall, fly, misty step, telekinesis 
  1/day each: control weather, gaseous form 
  Actions 
  Multiattack. The giant makes two morningstar attacks. 
  Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 21 (3d8 + 8) piercing damage. 
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 30 (4d10 + 8) bludgeoning damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  36 
  Huge monstrosity, neutral evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 168 (16d12 + 64) 
  Speed 50 ft., climb 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  16 (+3) 
  18 (+4) 
  7 (−2) 
  14 (+2) 
  12 (+1) 
    
  Skills Perception +6, Stealth +7 
  Damage Immunities lightning 
  Senses darkvision 90 ft., passive Perception 16 
  Languages Draconic 
  Challenge 11 (7,200 XP) 
    
  Actions 
  Multiattack. The behir makes two attacks: one with its bite and 
  one to constrict. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 22 (3d10 + 6) piercing damage. 
  Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large 
  or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 
  17 (2d10 + 6) slashing damage. The target is grappled (escape 
  DC 16) if the behir isn’t already constricting a creature, and the 
  target is restrained until this grapple ends. 
  Lightning Breath (Recharge 5–6). The behir exhales a line of 
  lightning that is 20 feet long and 5 feet wide. Each creature in 
  that line must make a DC 16 Dexterity saving throw, taking 66 
  (12d10) lightning damage on a failed save, or half as much 
  damage on a successful one. 
  Swallow. The behir makes one bite attack against a Medium or 
  smaller target it is grappling. If the attack hits, the target is also 
  swallowed, and the grapple ends. While swallowed, the target is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the behir, and it takes 21 (6d6) acid damage 
  at the start of each of the behir’s turns. A behir can have only one 
  creature swallowed at a time. 
   If the behir takes 30 damage or more on a single turn from the 
  swallowed creature, the behir must succeed on a DC 14 
  Constitution saving throw at the end of that turn or regurgitate 
  the creature, which falls prone in a space within 10 feet of the 
  behir. If the behir dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 15 feet of 
  movement, exiting prone. 
   
  Medium humanoid (human), chaotic evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  16 (+3) 
    
  Skills Deception +5, Persuasion +5 
  Senses passive Perception 10 
  Languages Auran, Common 
  Challenge 3 (700 XP) 
    
  Spellcasting. The skyweaver is an 6th-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): blade ward, light, message, ray of frost, shocking 
  grasp 
  1st level (4 slots): feather fall, mage armor, witch bolt 
  2nd level (3 slots): gust of wind, invisibility 
  3rd level (3 slots): fly, lightning bolt 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 
   
  Medium humanoid (human), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (10d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +8, Wis +5 
  Skills Arcana +9, History +9 
  Damage Resistances cold, fire, lightning, thunder 
  Senses passive Perception 12 
  Languages Common, Draconic, Giant, Ignan 
  Challenge 6 (2,300 XP) 
    
  Spellcasting. Stormgale is a 10th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 17, +7 to hit with 
  spell attacks). The mage has the following wizard spells 
  prepared: 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor*, magic missile, shield 
  2nd level (3 slots): detect thoughts, mirror image, misty step 
  3rd level (3 slots): fireball, lightning bolt, sleet storm 
  4th level (2 slots remaining): dimension door, fire shield, stoneskin* 
  5th level (1 slot): cone of cold, wall of force 
  *Stormgale casts these spells on himself before combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
   
  
   
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  37 
  Medium elemental, neutral 
    
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  14 (+2) 
  9 (−1) 
  10 (+0) 
  10 (+0) 
    
  Damage Resistances lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities paralyzed, petrified, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran, one language of its creator’s choice 
  Challenge 7 (2,900 XP) 
    
  Magic Weapons. The myrmidon’s weapon attacks are magical. 
  Actions 
  Multiattack. The myrmidon makes three flail attacks. 
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) bludgeoning damage. 
  Lightning Strike (Recharge 6). The myrmidon makes one flail 
  attack. If the attack hits, it deals an extra 18 (4d8) lightning 
  damage, and the target must succeed on a DC 14 Constitution 
  saving throw or be stunned until the end of the myrmidon’s next 
  turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  38 
   
  Numbers match encounter areas and are also used on the Player's Map. The Arrival Amphitheater is at ground level. All 
  other locations float within the air node. All other locations float within the air node, 200 feet above. Spheres and cloud 
  dwellings rotate clockwise around the central Storm. 
   
   
   
   
   
   
   
  6. Aerie 
  8. Temple 
  7. Prison 
  1. Arrival 
  Amphithe-
  ater 
  9. Storm Gate 
  3. Corrupted 
  Compassion 
  2. Corrupted 
  Humility 
  4. Corrupted 
  Suffering 
  5. Corrupted 
  Piety 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  39 
    
  Check off the first column every time the characters visit a location. The party's first encounter is always the Arrival 
  Amphitheater and the second is always the Sphere of Corrupted Humility. The 6th encounter is always the Storm Gate. 
   
  Encounter 
  Progress 
  Location visited by characters 
  Howling Hatred location 
  Black Earth Location 
  1st ____ 
  1, Amphitheater 
  8, Temple 
  - Pray to Yan-C Bin 
  3, Sphere of Corrupted Compassion 
  - Explore, gain skiff, leave cultist 
  behind 
  2nd ____ 
  2, Sphere of Corrupted Humility 
  - Gain skiff, choice of where to 
  proceed 
  5, Sphere of Corrupted Piety 
  - Obtain ritual book 
  6, Aerie 
  - Retreat, unable to negotiate 
  3rd ____ 
   
  6, Aerie 
  - Capture elder, staff 
  7, Prison 
  - Convince guards to give prisoner 
  4th ____ 
   
  7, Prison 
  - Come to gain prisoner, may be 
  picked up by Black Earth 
  5, Sphere of Corrupted Piety 
  - Explore, learn some lore 
  5th ____ 
   
  9, Storm Gate 
  - Prepare for ritual 
  8, Temple 
  - Retreat, unable to defeat guardians 
  6th ____ 
  9, Storm Gate 
  - Must fight cultists to stop ritual 
  9, Storm Gate 
  - Begin ritual 
  9, Storm Gate 
  - Either help or hinder Howling Hatred 
   
   
  
   
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  40 
    
  You may wish to track the accomplishments of the characters on this table, using it in encounter 9, Storm Gate, to determine 
  the battle's parameters. Cross out rows that do not apply.  
   
  Encounter 
  Location 
  Action Taken 
  Impact on Storm Gate Encounter 
  Previous 
  Adventure 
  Failed to stop Air Beacon from being 
  created and it still floats above 
  Howling Hatred cultists gain advantage on saving throws and their 
  first attack during the adventure 
  Docks / Kenku 
  No Kenku crew on character airship 
  Any attempt to ram a ship is at disadvantage 
  Any 
  Party and cultists visited a location 
  simultaneously and fought 
  If some Black Earth forces were defeated and are foes in the Storm 
  Gate encounter, one Black Earth Priest begins at 22 (instead of 45) Hit 
  Points. 
  If some Howling Hatred Forces were defeated, one Skyweaver begins 
  at 22 (instead of 44) Hit Points. 
  Any 
  Black Earth become allies 
  Arrive on round 2 and engage any Skyweaver and Hurricanes, 
  removing them from the battle. They defeat each other "off screen." 
  Any 
  Black Earth are foes 
  2 Black Earth Guards and 1 Black Earth Priest arrive on round 2 and 
  bolster the Howling Hatred from afar. To represent this, add +2 
  damage to the weapon or spell attacks of each Howling Hatred cultist. 
  This effect ends if a character engages them in battle, or if (DM 
  discretion) they feel the tide of battle has turned against the cultists 
  (at which point they flee).  
  2-5, Spheres 
  Each successful test 
  The cultist leader's transformation is delayed by one round 
  3, Compassion 
  Gained manticore mount 
  If a character should fall, rescued by a manticore and dropped back 
  into battle at position of their choice 
  5, Piety 
  Recovered the ritual book 
  The cultist leader makes a mistake during round 1, taking 20 points of 
  damage from the storm 
  6, Aerie 
  Disabled the bells 
  If a character should fall, rescued by an aarakocra and dropped back 
  into battle at position of their choice 
  6, Aerie 
  Recovered the staff and saved the 
  elder 
  The ritual falters on round 2, dealing 15 damage to each cultist foe 
  7, Prison 
  Rescued faction prisoner 
  The faction NPC aids the characters. Once per round, a character may 
  choose to gain advantage on an attack. 
  8, Temple 
  Disabled gong 
  The island with the temple crashes down to the bottom of the node on 
  round 2, causing all cultists to suffer disadvantage on attacks and 
  saving throws.  
   
  
   
   
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  41 
   
   
  While not necessary to run this adventure, since the characters may have been here before the information below may assist 
  you in answering player questions: 
   There are over 750 monks members of the Monastery, one for each of the many saints of Ilmater, though not all are 
  continuously present. In addition there are a few dozen acolytes, hopefuls to replace any open position, and twenty or so 
  novices, orphans from Damara sent here to be raised by the monks. The Monastery is a village on its own. Built over time, 
  additions have been added with functionality and balance a higher priority than comfort. 
  The monks of the monastery are divided in three different orders, each with a different focus in their work and religious 
  practices. All three are considered equally important both in theory and in practice. Novices and acolytes are not part of these 
  orders and are assigned to one on their promotion to full monk based on their preferences, skill and recommendations from 
  their superiors. Most enjoy their work, the few that don’t endure as is the nature of Ilmater’s religion. 
   Order of the Chisel. The Monastery is famous for its sculptures, tapestries and blueberry wine. Most of these never leave 
  the premise, but it is one of the sources of income. Next to prayers and meditation, members of this order work on these 
  crafts and are also involved in cooking, housekeeping and a bit of trade. They tend to be hard working, some more outgoing 
  than others. Few of the members are skilled martial artists. 
   Order of the Rose.  Ascetics, priests, warriors and adventurers belong to the Order of the Rose. They are in charge of the 
  monasteries defense, both physically as spiritually. These dedicated man and woman tend to be brave, grim and outspoken. 
  They also are worldlier, regularly traveling in the world to gather lore and to do good. They do not actively spread their faith, 
  only discussing their religion when asked. This order contains the highest number of martial artists and spell casters. 
   Order of the Scroll. Librarians, scholars and scribes form the third order. They manage the extensive libraries and help 
  those seeking the lore within it. Most members are typical scholars, socially awkward, preferring books to people and 
  discussing genealogy, history and theology to more down to earth subjects. As with the Order of the Chisel few members are 
  martial artists or spellcasters.   
   An abbreviated list of the Monasteries hierarchy: 
   
  Grandmaster of Flowers. Grandfather Perwinkle Shin (male human), the abbot of the Monastery.  
   
  Prioress. Mother Savahn, Mistress of the East Wind (female human), the Prioress is basically the second in rank of 
  the active monks. 
   
  Doorkeeper. Father Hern (male human) Master of Gates. His primarily responsibility is as a liaison between guests 
  and the rest of the Monastery, managing the guest quarters and keeping guests entertained. 
   
  Master of Quarters. Mother Rosinden (female Halfling). She leads the Order of the Chisel and is the quartermas-
  ter, treasurer and main diplomat of the Monastery. 
   
  Master Healer. Brother Durmas (male human) 
   
  Master Chronicler. Mother Alethra (female human). Leads the Order of the Scroll 
   
  Keeper of the Crypts. Sister Talia (member of the Howling Hatred Cult)*.  
   
  Master of Summer. Father Blath (male human). Leads the Order of the Rose 
   
  Knight Commander. Lady Tace Blueshield (female dwarf). 
   
  Sacristan. Mother Wydda (female human). In charge of the relics and maintaining the church of Ilmater. 
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  42 
   
   
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  The face in the cloud portal asked you two questions: 
  What is your greatest flaw? _______________________________ 
  _____________________________________________________ 
  To what do you aspire? _________________________________ 
  ____________________________________________________ 
  What creature do you fear the most? 
  ____________________________________________________ 
  Name:_____________  Class:___________ Race: ___________ 
  Background:_________________ Faction:___________________ 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  43 
   
   
  The descriptions for each encounter area are what can be seen from a distance. The Arrival Amphitheater is at ground level. 
  All other locations float within the air node, 200 feet above. Spheres and cloud dwellings rotate clockwise around the central 
  Storm. 
   
   
   
   
   
   
  6. Five 
  Towers 
  8. Domed 
  Building 
  7. Tall 
  Tower 
  1. Arrival 
  Amphithe-
  ater 
  9. Storm  
  3. Golden 
  Sphere 
  2. Golden 
  Sphere 
  4. Golden 
  Sphere 
  5. Golden 
  Sphere 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  44 
   
   
  The parchment appears to be part of an examination given to a student. Five questions are printed on the page. Six shelves 
  are in the room, each bearing an inscription in a different language.  
   
   
  1. The elves of Kryptgarden Forest are wary of this fey king, for he shows little regard for those 
  who serve him. 
  2. Name two of the ten towns of Icewind Dale. 
  3. What two creatures are depicted in a statue in the center of a square in Baldur's Gate? 
  4. What school of wizardry is favored by the Red Wizards who have controlled Thay in recent 
  history? 
  5. What many-towered fortress requiring an unusual entrance fee was recently attacked by the 
  forces of Asmodeus? 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  45 
   
   
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Mother Alethra (uh-LETH-ruh). Female human. Leads 
  the Order of the Scroll 
  Brother Durmas (DOOR-mah). Male human oversees 
  the hospital 
  Brother Santir (SAN-teer). Male human librarian who 
  likes to talk, assigned to guide characters while they are 
  in library 
  Father Blath. Male human. Leads the Order of the 
  Rose. 
  Father Hern aka The Doorkeeper. Male human, His 
  primarily responsibility is as a liaison between guests 
  and the rest of the Monastery, managing the guest 
  quarters and keeping guests entertained. Needs to 
  retire. 
  The Grandmaster of Flowers, Grandfather 
  Periwinkle Shin (PEAR-ee-wink-kull SHIN). Male 
  human, the abbot of the Monastery.  
  Mother Rosinden (ROSE-in-din). Female Halfling. She 
  leads the Order of the Chisel and is the quartermaster, 
  treasurer and main diplomat of the Monastery. 
  Mother Savahn, Mistress of the East Wind (suh-VAN). 
  Female human, subordinate only to Grandfather 
  Periwinkle Shin. 
  Knight Commander Tace Blueshield (TAYSE). 
  Female dwarf. In charge of the Monasteries defenses. 
  Sister Talia (TALL-ee-uh). Female human. Former 
  Keeper of the Crypts; recent convert to the Cult of the 
  Howling Wind. 
  Mother Wydda (WHY-duh). Female human, In charge 
  of the relics and maintaining the chapel of Ilmater. 
  Stormgale. Male human. Leader of the Cult of the 
  Howling Wind at the Monastery of the Yellow Rose. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  46 
   
  If you are DMing this adventure during the months of June or July 2015, please show your players this page. The QR code 
  below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the 
  future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-13 - The Howling Void.pdf