TEXT:  
   
  A Light in the Dark 
  Reports are coming out of the conclusion of the death curse, and the defeat of the lich 
  Acererak. Adventurers are no longer afraid to go into the night in search of fame and 
  fortune. A wily antiquarian has gleaned the location of an item of particular value and 
  unsurpassed rarity. The problem is, she is certain she isn’t the first…or the last to learn of 
  it. A race for riches and renown, who will be the ones to get there first and claim their 
  prize? 
  A Four-Hour Adventure for 11th-16th Level Characters 
                
     
   
   
            
   
  Sean Terrill 
  Author 
   
  Adventure Code: CCC-SAC-01 
  Optimized For: APL 13 
  Version: 1.0 
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick  
  Special Thank You: John Capriola, Jasmine Casasus, Deni Curtis, Ethan Foster, Mark Logoteta, Kyle Shelton, Stephanie 
  Shelton, Alan Soto, Robert Waite, and Mark Woodard 
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
  2 
  Introduction 
  Welcome to A Light in the Dark, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Tomb of Annihilation™ storyline season. 
   This adventure takes place in the Moonsea region 
  of Faerun. Players will begin play arriving in the city 
  of Mulmaster. 
   This adventure is designed for three to seven 
  11th to 16th  level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13. Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
  3 
   
  Adventure Background 
   Several hundred years ago, a young green dragon 
  by the name of Zourunth roamed the marshes of the 
  Flooded Forest. Finding a place to lay claim to, and 
  lair in, Zourunth hibernated for many months to 
  connect with her new home. Unbeknown to her, she 
  was connected with a portal to the Shadowfell and 
  was spirited away. Upon the destruction of the 
  necromantic artifact known as the Soulmonger, 
  Zourunth was able to return to this plane along with 
  her hoard. Including a massive gem, that continued 
  to hold an essence of the plane in which she was 
  given many a splendid gift. It is her most prized 
  possession. 
   Over the past few weeks, Zourunth has cleverly 
  “let word out” regarding her shadow-gem in hopes 
  of drawing adventurers (and their treasure) to her 
  lair to add to her amassing hoard.  
   Gedreghast is a commander and leader of a group 
  of shadowvar (denizens of the Shadowfell) intent on 
  keeping the gem in safe hands. Their intent is to use 
  this gem as an anchor to connect their home and this 
  realm, no safer place than in a dragon’s hoard! 
   Amerantha Everbright is a half-elf antiquarian 
  who has gained a vast reputation for herself by 
  hunting down artifacts and relics across the 
  Moonsea and beyond. Several weeks ago, 
  Amerantha and her associates at the Old-World 
  Society confirmed (as best they can) the existence of 
  an enormous gemstone, infused with the very 
  essence of the Shadowfell itself. Amerantha is 
  unaware of any owner of said gem, or that there may 
  or may not be anything guarding it.  
   
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Amerantha Everbright (A-muh-RAN-tha). Half-Elf 
  antiquarian of middle age, is a constant seeker to one-up 
  herself and her previous finds.  
   
  Zourunth (ZOR-oonth). Now an Adult Green Shadow 
  dragon, Zourunth has come back from the Shadowfell 
  changed forever. Using cunning and intelligence, she is a 
  powerful foe against the players who hopes to amass great 
  wealth and power. 
  Adventure Overview 
   A Light in the Dark is broken up into a linear 5-
  part adventure, some are very quick, and others take 
  much longer. Be aware of any time constraints you 
  may have at the table you are playing at and adjust 
  accordingly. 
   
   Part 1. A Request to Quest (15 minutes): The 
  characters are contacted by the half-elf Amerantha 
  Everbright, leader of the Old-World Society and 
  contracted into locating and procuring a gem of 
  unusually large size before anyone else can. 
   Part2. A Race for Riches (20 minutes):  The 
  adventurers find themselves in the flooded forest, 
  hunting down the precious stone. Without the use of 
  teleportation or scrying magic, they will have to use 
  wit and wisdom to find it first. They can play it safe 
  and go at a slow pace, or race headlong into the 
  forest potentially wearing themselves out. 
   Part3. There Are Always Hurdles (130 minutes): 
  The path through the forest is not always an easy 
  one. Here, the players find themselves inside a 
  cavern where they believe the gem to be located. 
  However, before they can extract the stone, their 
  competitors arrive. 
   Part4. The Showdown (60 minutes): After the 
  difficult defeat of strange, other-worldly enemies, 
  the adventurers find themselves face to face with 
  Zourunth herself, she promises not to go down 
  easily. 
   Part5. Not What We Expected (15 minutes): 
  The adult green shadow dragon Zourunth defeated, 
  and their counterparts eliminated, the players take 
  the stone back to Amerantha, only to find out it may 
  go deeper than just a payday. 
  Adventure Hooks 
  Any of the following hooks can be used to bring the 
  players into Mulmaster for this adventure. 
   With Friends Like You. The characters are 
  contacted by a courier with an urgent message. 
  Should they agree to meet with his employer, he will 
  cast teleport on them to bring them to Mulmaster’s 
  front gates. 
   Zhentarim (Faction Assignment). You receive a 
  coded message from the Zhentarim officials detailing 
  a mission of importance to your brothers and sisters. 
  Let no one know of your mission, and treat this as 
  high importance, you will be compensated well. Give 
  any Zhentarim characters a copy of Handout 1. 
   
   
  
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  4 
   
  Part 1. A Request to Quest 
  Estimated Duration: 15 minutes 
   The characters have accepted the invitation to 
  meet with Amerantha Everbright, chairwoman in 
  the Old-World Society. Upon entering the city, the 
  characters are met with associates of The Cloaks, 
  that advise the characters against casting arcane 
  spells within city limits. If the player characters are 
  members of appropriate rank within The Cloaks, this 
  restriction is waived. 
   Once the characters meet with Amerantha and 
  hear out her offer, they can decide whether or not to 
  accept the task at hand. If they do, proceed to Part 2: 
  A Race for Riches. 
  General Features 
  Mulmaster has the following general features: 
   
   
  Terrain. The inside of the city or Mulmaster is filled with 
  the hustle and bustle of trade. Cobblestone streets fill the 
  city and large crowds meet and disperse with relative 
  quickness.   
   
  Weather. The morning has a thick overcast with dark 
  clouds, obscuring most of the natural sunlight. It is chilly, but 
  not enough to need winter furs. What is clear, is that a storm 
  is on its way. 
   
  Light. With the amount of storm-clouds looming overhead, 
  natural sunlight is dimmed throughout this portion of the 
  overall landscape.  
   
  Smells and Sounds. Inside the tavern, it is warm and 
  inviting, despite the gloom and chill outside. The smell of 
  roasted meats and freshly prepared autumn vegetables and 
  ale marry in way that makes one think, and feel, at home. 
   
  The light of the open hearth provides bright light for those 
  inside the common room, and lanterns hang in the hallways 
  of the upper floor. 
  Amerantha’s Offer: 
  The players are ushered to an upstairs suite, in the 
  waiting room the players can meet each other and 
  talk if they wish. 
  You are ushered into a large sitting room. A Marvelous 
  painting of a half elf woman with flowing golden hair and 
  what appears to be archaeologist’s tools protruding from her 
  pocketed vest hangs over the mantle to the fireplace set 
  against the southern wall.  
   
  Comfortable sitting chairs are arranged against opposite 
  walls, and a large dining table with food and wine completes 
  the furnishings of this room. 
   
   
  “Please, don’t be shy. Have yourselves a good meal, and 
  let’s get right down to business, shall we?” 
   
  A half-elven woman matching the portrait enters the area 
  from the back room and introduces herself as Amerantha.  
   Amerantha Everbright wants this request to be 
  as humble as able, but negotiations over as quickly 
  as possible to ensure that the party has the best 
  chances of completion. She can provide the following 
  information: 
    
   Amerantha and her companions within the Old-
  World Society have confirmed rumors of a 
  treasure of great rarity and value, a cut diamond 
  the size of a halfling, with a smoky interior that 
  seems to be made of shadowstuff.  
   The Old-World Society is a group of antiquarians 
  and archaeologists devoted to unearthing the 
  secrets of the past, for prestige and profit. 
   While they have been able to scry its general 
  location, they cannot get a clear fix on the gem 
  itself. The Flooded Forest is currently under a 
  flux of the weave, hindering divination and 
  teleportation magic. 
   She cannot be certain that she is the only one to 
  hear of its rumor or that others are not actively 
  hunting the item itself. 
   She offers the party members a small fortune of 
  4,000gp each as incentive to complete this task 
  swiftly and quietly. Any additional finds will be 
  the players to do with as they will, for she is only 
  interested in the shadow-diamond. 
   The oncoming storm has overcast the skies and it 
  may be harder to search the dense forest, with 
  the lack of light and constant rainfall the last few 
  weeks. Heroes of their experience may have 
  little to no trouble at all. 
   This mission is of the upmost importance to her 
  and wishes the party to leave as soon as they are 
  able, providing a Potion of Superior Healing in 
  case they run into trouble and are in need of 
  healing. 
  If any character has a Passive 20 Wisdom 
  (Perception) check, that character hears a 
  floorboard creak just outside the door followed by 
  movement going down the stairwell. The spy 
  (Gedreghast) is under the effects of a non-detection 
  spell. Once the sound has been made, he rushes 
  down the stairs and starts to actively stealth to avoid 
  detection.  If the players pursue the sound they see a 
  
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  5 
  full common room of the inn downstairs as the spy is 
  leaving the front door (as an action Gedreghast 
  casts Seeming after his movement to leave the 
  establishment with an altered appearance). 
  Remember no components are needed for innate 
  casting. Gedreghast can be described to the players 
  as a tall slender humanoid very similar to 
  appearance as a Drow, save for his hair is shoulder-
  length and jet black, and he wears studded leather 
  that is dirty with ash and dust, and a pristine curved 
  dagger in a sheathe on his hip. 
  Roleplaying Amerantha 
  Amerantha is an outgoing and happy individual at every 
  moment of the day. This trait does not make her naive or 
  unwise, however. She understands what a find like this will 
  do not only monetarily for herself and her organization, but 
  also the historical and mystical properties of this gem are 
  something to be documented and studied closely for 
  preservation. She is fearful of too much faction involvement, 
  assuming that they would take credit for her discovery, and is 
  willing to do whatever it takes to ensure this missions success 
  (even if she has to pay extra for it). 
    
   
  What the characters do now is up to them but 
  remind them that time is of the essence (even if they 
  did not hear the eaves-dropper). Allow the players 
  to acquire any items they may need from town 
  before venturing off.  
   
   Currently, due to the trapped essence of the 
  Shadowfell within the shadow-diamond, the Weave 
  is modified slightly in this area. The Flooded Forest 
  blocks scrying and teleportation or conjuration 
  magic on a large degree. Creatures attempting to 
  teleport into or out of the forest, to conjure creatures 
  or allies into the forest, or using scrying magic 
  (legend lore, locate creature/object arcane eye, 
  clairvoyance, or scry for example) on the flooded 
  forest or any object/creature within must make a DC 
  17 ability check using their spellcasting ability. 
  Those who fail, suffer 55 (10d10) necrotic damage 
  and gain one level of exhaustion as the spell fails and 
  a wave of necrotic shadows pulse around the caster. 
  Those that pass the check take half damage, are not 
  exhausted, and the spell functions as below: 
     
   
  Scrying and Divination magic have partial 
  effect, the character must make another 
  caster level check for each round they 
  concentrate on a spell from the school of 
  divination, and the exact location of the 
  diamond cannot be determined. The 
  characters do, however gain an automatic 
  success on their search for each successful 
  divination spell cast or each round spent 
  concentrating specifically requesting the 
  location of the diamond. For more 
  information on this, see Part 2: A Race for 
  Riches. 
   
  Teleportation and Conjuration magic 
  functions but teleports the character (or 
  summoned creature) outside the northern 
  end of The Flooded Forest. Teleportation 
  magic cast inside the forest itself fails 
  outright and will not teleport the character 
  to the northern end of the forest. Specific 
  spells do work for teleportation but require 
  direct line of sight and a target of self to 
  function (i.e. Misty Step or Dimension Door 
  to a location you can see) (see Part 2: A Race 
  for Riches.)  
   
   
   
  
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
  6 
  Part 2. A Race for Riches 
  Estimated Duration: 20 minutes 
   The characters have accepted the quest to hunt 
  down the shadow-diamond and have a rough area to 
  start their search. How the players locate the cavern 
  is entirely up to them but some examples are given 
  below to help guide their way through.  
   Once the characters set their pace, you will need to 
  record their setbacks. 
  General Features 
  The pathway through The Flooded Forest has the following 
  features: 
   
   
  Terrain. The terrain features thick brush, areas of water 
  and marshlands, and few easy paths to cross. Overly thick 
  walls of thorney vines create hazards and mazes as far as the 
  eye can see. 
   
  Weather. The air here is thick and humid, allbeit quite 
  cool. Mist and fog hang low to the ground and the trees block 
  most of the remaining sunlight from the overcast skies.  
   
  Light.  The light here under the overcast skies and the thick 
  fog alog with the dense tree cover is dim light. Those without 
  darkvision are at disadvantage on sight based checks. 
   
  Smells and Sounds. Musty, thick air is dense in the forest. 
  With it brings a damp, musty smell that is offputting. No 
  animal sounds can be heard which confirms a very unnatural 
  presence is within the area. 
  If the players chose to travel to the forest by foot or 
  horseback, it will take them roughly one day to reach 
  the area. If instead they teleport or request such 
  services of Amerantha that can be provided for the 
  players. Accepting such transportation or doing so 
  themselves provides them with a success in Part 3, 
  reducing the amount of failures the adventurers 
  have (minimum 0). 
  Forest Maze: 
  As the players reach the entrance to the forest, read 
  the following aloud: 
  Entering the forest, you feel unnerved. Something is 
  definitely not natural here. The fog is thicker, the trees and 
  landscape seem to warp and change at a glance. 
  Undoubtedly, the environment has been altered by whatever 
  is affecting the weave within the forest.   
   
   At this point, ask the players to decide on a guide 
  or leader throughout the exploration portion of the 
  adventure. They can also choose to work as a team, 
  however this will adjust the challenges into GROUP 
  checks, as opposed to one leader. 
   
  The alterations and challenges continue to worsen, 
  the closer they get to the gem. 
   
   
  The players must chose now to move at 
  “Slow”, “Normal”, or “Fast” pace.  
   
  Moving at a slow pace will grant the players 
  advantage on their ability checks, however 
  it counts as an automatic failure (setback) in 
  Part 3. 
   
  Moving at normal pace confers no penalty 
  or bonus to the players, while moving at fast 
  pace confers disadvantage on ability checks, 
  but grants an automatic success (and thus a 
  reduction in failures) in Part 3. 
   
  If the characters successfully used 
  divination magic to show the location of the 
  cave (but not the gem itself) award each 
  character 1 Inspiration that must be used 
  during this section and be sure to notify 
  them of the stipulation. 
   
  The first 30 minutes that they are in the 
  forest, and each hour thereafter, the party 
  must succeed on a DC 18 Constitution 
  saving throw as the necromantic energies 
  sap them of their energy, those who fail gain 
  a level of exhaustion in addition to the 
  group losing time. Record this as a setback 
  in Part 3. 
   
  For each 30 minutes of investigating, have 
  the party leader, or as a group make a DC 18 
  Wisdom (Survival) check or become lost for 
  a time. A failed check leads to another 30 
  minutes lost as they backtrack and find their 
  way. Record a failed roll as a setback in Part 
  3. 
  Setbacks: Record the number of failures (maximum 
  3) for Part 3. In addition to these, if the party at any 
  point takes a short rest, which will count as an 
  additional failure (advise the players a long rest is 
  not advised and could cause automatic failure of the 
  mission). After the party has successfully navigated 
  the forest with a single survival check success, 
  proceed to Part 3. 
   
   
   
   
  
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
  7 
  Tricks of the Trade: 
   
  Group Ability Checks, To make a group ability check, 
  everyone in the group makes the ability check. If at least half 
  the group succeeds, the whole group succeeds. Otherwise, 
  the group fails.   
  Weather. The morning has a thick overcast with dark clouds, 
  obscuring most of the natural sunlight. It is chilly, but not 
  enough to need winter furs. What is clear, is that a storm is 
  on its way. 
   
  Light. With the amount of storm-clouds looming overhead, 
  natural sunlight is dimmed throughout this portion of the 
  overall landscape.  
   
    
  Development 
  The intent of this section is to have one success in 
  locating the cave entrance. Depending on previous 
  attempts to divine the location some players may be 
  at disadvantage. The first check the players will 
  make is the DC 18 Constitution saving throw to 
  avoid exhaustion followed by the DC 18 Wisdom 
  (Survival) check. They can have up to 3 failures, or 
  one success, whichever comes first. Once that 
  condition is met, the players will find the entrance to 
  the cave. The players have at worse 2 checks against 
  exhaustion and 3 checks for survival. At best they 
  will have 1 and 1 respectively.  
   
   After the players have made their first survival 
  check attempt, read or paraphrase the following:  
  After half an hour of lost traveling, something peculiar sparks 
  your interest. Fifty feet or so to the south you notice the 
  edge of a fogbank seems to have ash within it, mixing with 
  the remainder of the cloud and created this blackened form 
  in the air. 
  Below it, the ground is dry and devoid of living foliage. Dried, 
  crumbling, and dead. You are unsure as to if this is a 
  desecrated area, or something else entirely.   
   
  The players can make an Intelligence (Arcana) DC 18 
  check to notice key similarities between this 
  abnormality and the general environmental status of 
  the Shadowfell. 
   
   
  
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  8 
  Part 3. There are Always 
  Hurdles 
  Estimated Duration: 130 minutes 
   The characters have located the entrance to a 
  cavern, and are fairly certain this is where they need 
  continue their search.  
  General Features 
  The Cavern of shadow has the following features: 
   
   
  Terrain. The inside of cavern ranges from natural rock 
  formation to worked tunnels and stone. Each section will 
  have detailed information if the terrain changes. 
   
  Light. The light inside the cave originates from 
  phosphorescent lichen, providing dim light throughout the 
  cavern system unless otherwise stated. Light sources due to 
  being partially in the Shadowfell are reduced to half 
  effectiveness. 
   
  Smells and Sounds. Inside the cavern lacks sound unless 
  otherwise noted. Hollow echoes can be heard from the 
  adventurer’s footsteps. 
   
  Shade Explosion Traps. At the locations marked T on the 
  map, are arcane runes visible only to those that can see the 
  Ethereal Plane. After being passed over by a living creature 
  who is not attuned to it, an explosion of necromantic energy 
  erupts from the rune causing all living creatures within a 30-
  foot radius to make a DC 18 Constitution saving throw. 
  Failure indicates the player takes 3d10 Necrotic damage and 
  has their maximum hit points reduced by the same amount 
  until they have taken a long rest. Success halves the damage 
  and does not reduce maximum hit points. If the players can 
  see the rune, casting a Dispel Magic targeting a 6th level spell 
  will suppress the rune for 1d6+1 rounds. If the character has 
  spent a week in the Shadowfell within the last 30 days, they 
  do not trigger the traps and may pass freely. 
  Area 1. Entry Chamber 
  This small cave entrance is the beginning of 
  Zourunth’s lair. Due to her affinity to the Shadowfell, 
  the natural rock has darkened in color over time. 
  Read or paraphrase: 
  General Features 
  The lair has the following general features: 
   
  Terrain. The floor here is natural stone and is more or less 
  level. The walls are unworked and bear a darker color than 
  normal for this type of stone. All rooms in this cave are 
  twenty feet tall, unless otherwise noted. 
   
    
   
  Smells and Sounds. The smell of death, mildew, the tang 
  of acidity in the air. It is disturbingly quiet here. 
  As you pass through the cave mouth, you feel a rush of cold. 
  Like an unnatural curtain of freezing air. The walls of this 
  cavern seem to be worked (albeit spottily) and the eastern 
  alcove is covered in dark, thorny vines. The northern end of 
  this cavern houses a rather large pile of gold and gemstones 
  intermixed with blood stained and destroyed adventuring 
  gear.  
  This is the entrance to Zourunth’s home. The entry 
  chamber is housed to entice individuals in, rather 
  than scaring them away. The lesser gemstones, 
  destroyed gear, and bloodied gold coins would mar 
  her pristine collection, and thus have been left in this 
  entrance for eager treasure seekers to walk into. 
  Development 
  If the players wish to investigate the area, not 
  finding the stone, allow them to make a Wisdom 
  (Perception) check DC 18. Other skills may be used 
  in place of this, as long as the reasoning is valid 
  (such as investigation, survival, etc.) If successful, 
  the players can note that the lichen in the thorns of 
  the eastern wall seem to go deeper than the others, 
  possibly this is not the end of the cave. 
   
  The thickets lining the walls can be moved through 
  with every 1 foot a creature moves costing 4 feet of 
  movement. The walls are 10 feet thick unless 
  otherwise stated. A creature in the thickets must 
  make a DC 17 Dexterity saving throw once each 
  round it is in contact with the thickets or take 14 
  (4d6) piercing damage from the thorns. Each 10-foot 
  cube has AC 5, 30 hit points, resistance to 
  bludgeoning and piercing damage, vulnerability to 
  fire damage, and immunity to psychic and thunder 
  damage. These are a modified part of the regional 
  effect of the dragon nesting here. 
  Development 
  From here, the characters proceed out of this room. 
  However, the hallway out of this chamber has a 
  cunningly disguised Enveloping Walls trap. If this 
  trap is not located and bypassed, it will alert the 
  creatures in Area 2. 
   
   
  
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  Trap: Enveloping Walls 
  Simple trap, dangerous threat (levels 11-16) 
  The passageway through the thorns is magically trapped to 
  ensnare the unwary. A 5-foot radius symbol is embedded 5 
  feet past the entrance, on all surfaces of this tunnel. Any 
  creature that moves past this rune, and any others within a 
  20-foot radius suffer an explosion of thorns and are trapped. 
  Trigger. A creature passes within the area of the rune. 
  Effect. The triggering character is the target of the effect and 
  all creatures within a 20-foot radius of the triggering 
  character must make a DC 17 Dexterity saving throw or take 
  55 (10d10) Piercing damage and be restrained by the thorny 
  vines. A successful saving throw halves the damage and 
  negates the restrained condition.  
  A creature restrained by the vines can use its action to make 
  a Strength or Dexterity check (its choice) against the same DC 
  17. On a success, it frees itself. 
  Countermeasures. A successful DC 18 Intelligence (Arcana) 
  check identifies magical runes cleverly hidden in the floor and 
  touching it or passing over it is likely to trigger some effect. 
  Detect Magic identifies an aura of transmutation magic. 
  However, due to the vines blocking line of sight, this check is 
  made at disadvantage (unless they are removed prior to 
  passing). A successful dispel magic against a 6th level spell 
  suppresses the symbol for 1d6+1 rounds. Teleporting past 
  the symbol can bypass this trap.  
  XP Award 
  If the characters detect and avoid the wall trap, 
  award each character 2,500 XP. 
  Treasure 
  The players upon investigating the small hoard can 
  salvage up to 2,500 gp in gold and gems. The armor 
  and equipment are unsalvageable. Additionally, the 
  players can find a Potion of Speed at the bottom of 
  the pile inside a locked, but un-trapped coffer (DC 20 
  Dexterity Thieves Tools check to open). 
  Area 2. Hall of Fallen Heroes 
  Passing through the wall of thorns, the players find 
  themselves in this chamber, blood and bone litter 
  the floor.  
  General Features 
  The hall has the following general features: 
   
  Weather. The air here is humid and cold. The walls are 
  damp from the humidity and sport small patches of mold. 
   
  Smells and Sounds. Rotting corpses, mildew, and the tang 
  of acidic air. Scratching of claws on stone, as well as no 
  natural insect activity can be heard in this chamber. 
  Much like the chamber you encountered previously, this area 
  is damp and cold, the stone more worked than previously. 
  You feel tired as you enter, as if you are becoming ill or 
  drained of energy. The black thorns cover the stonework 
  along the southern and eastern walls, save for an unworked 
  stone hallway exiting north of this room.  
  Blood and pieces of humanoid corpses litter the floor here, 
  hampered by cuts and scrapes from the thorn walls, along 
  with abnormally large puncture wounds the size of spears in 
  larger portions of what torsos you find remaining. 
  . 
  You may have the players attempt a DC 17 
  Intelligence (Arcana) check, on success the players 
  can determine that the exhaustion is a draining 
  effect similar to that of the plane of shadow. 
   
  Hidden in the room is a Boneclaw and four 
  Banshee that lie in wait for new victims (Passive 
  Perception DC 17). Once more than half the party 
  enters the area, they attack hoping to gain advantage 
  against the party. The boneclaw is cloaked in 
  shadowstuffs 
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Strong/Very Strong: Remove the Banshees and add a 
  second Boneclaw. 
  Treasure 
  The treasure that would normally be remaining on 
  these bodies has been given to the lord of this 
  domain and is included in the treasure at the end. 
   Additionally, a character that spends time 
  searching the vines and succeeds on a DC 18 
  Intelligence (Investigation) check discovers that the 
  southern end of this room continues through to Area 
  6, some 20 feet of vines stands between them 
  however. 
   
   
  
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
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  Area 3. Corridor of Lost Hope 
  This hallway has been crafted by shadowmages from 
  the Shadowfell to trap would be plunderers inside 
  for an eternity of torment.  
  This area seems much different than others, with the 
  absence of thorny vines instead shows a worked black stone 
  similar to marble. 
   
   
  The entrance to this T-section of hallway has an archway 
  as you enter. To the west, a black adamantine door sits shut 
  40 feet away from where you stand. Opposite it, to the east, 
  stands a large statue of a robed man pointing his 
  outstretched index finger towards the door. 
  There is a concealed door cleverly hidden opposite 
  where the party enters this hallway. A successful DC 
  30 Intelligence (Investigation) check reveals an 
  outline of what appears to be a crease in the wall, 
  outlining a door. If the players instead investigate 
  the statue of the wizard, a successful DC 22 
  Intelligence (Investigation) or Wisdom (Perception) 
  reveal there is a hinge cleverly hidden on the 
  knuckle of the outstretched finger. This finger can be 
  activated as a lever, opening the concealed door in 
  the center of this T section. 
   
  The doorway is trapped with an Endless Loop Gate 
  trap that affects players crossing into it. In addition 
  to the Shade Explosion effect of crossing into this 
  area for the first time. After opening the door, the 
  player sees a long hallway (roughly 85 feet long) 
  with another black metal door at the far end. The 
  first time a player crosses the threshold of the door, 
  that player must make a DC 20 Charisma saving 
  throw or be trapped in this looped hallway. While 
  inside this loop, the hallway in which they came 
  from is gone, and once they open the door at the end 
  of the hallway and step through they see themselves 
  in an identical 85-foot-long hallway. A form of plane 
  shift has been fashioned in this trap, which has been 
  altered to send the participant to a demi plane of 
  endless running. Possible countermeasures include a 
  casting of the plane shift spell with a key to the 
  prime material (shunting them to the entryway to 
  the cavern), or by having someone cast a targeted 
  Dispel Magic (targeting a 9th level spell) on the 
  doorway. Characters outside this hallway can see the 
  trapped character in this pocket dimension but do 
  not have line of effect for the purposes of spell 
  casting. 
   
   
  Trap: Endless Loop Gate 
  Simple trap, Deadly threat (levels 11-16) 
  The passageway in this hallway is magically trapped to entrap 
  the unwary. On the inside of the door frame are arcane 
  glyphs to transport the character to a demi-plane as a prison. 
  Trigger. A creature passes through the doorway. 
  Effect. The triggering character is the target of the effect and 
  must make a DC 20 Charisma saving throw or be trapped in 
  the demi plane. A successful saving throw means the 
  character presses against the wall, unable to be transported 
  or to see the trapped hallway. Other creatures can still see 
  the trapped hallway but once the saving throw is made 
  successfully, the character is immune to its effect for 24 
  hours, or until the trap is dispelled (see below). 
  Countermeasures. A successful DC 20 Intelligence (Arcana) 
  check identifies magical runes cleverly hidden in the 
  doorframe and that passing through the door will set the trap 
  off. A successful dispel magic against a 9th level spell will 
  dispel the trap and eject anyone caught within. Someone 
  inside can escape via any form of planar travel (such as a 
  Plane Shift spell keyed to the prime material) ejecting them 
  to the entrance of the cavern. 
   A successful DC 20 Intelligence (Arcana) check or 
  use of Detect Magic shows a strong aura of 
  Conjuration (Teleportation) magic, in addition to 
  another aura of Necromancy (for the explosion). 
  Development 
  Once the characters bypass the loop trap, or find the 
  concealed door, they can continue to area 4.  
  Area 4. Pit of Shadows 
  This unassuming hallway is again, filled with a 
  deadly trap for those who have not made this place 
  home.  
  After a 15-foot long, 5-foot wide hallway, takes a direct 90 
  degree turn to the east. The features are similar to the 
  previous hallway you just exited, however after 55 feet it 
  takes a turn to the south. 
  Beneath this hallway is a large pit filled with a 
  continuous seepage of Shadowfell into this plane. 
  The effects of which are identical for those who fall 
  in to an Incendiary Cloud spell, dealing necrotic 
  damage instead of fire. The saving throw for this 
  effect is a DC 15 Dexterity saving throw each round 
  they end their turn in the cloud, as well as when they 
  enter the cloud for the first time on any turn. On a 
  
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  failure, the player takes 10d8 Necrotic damage, or 
  half on a successful one. The cloud persists 
  indefinitely and cannot be dispelled via Dispel Magic. 
  Because of the nature of the cloud, it does not move 
  and fills the entirety of the bottom of this hallway. 
  The pit extends the full 55 feet across, but the 
  opening only extends up to 20 feet at its most. 
   
   The players can spot the pit trap with a successful 
  DC 17 Wisdom (Perception) check, or an Intelligence 
  (Investigation). Holding the floor panels up and 
  disarming the trap would require clever thinking on 
  the player’s part as a total of 4 sections of floor give 
  away individually. A DC 17 Dexterity (Thieves Tools) 
  check can secure the first plate, however each 
  additional plate the party attempts to secure 
  requires another check, with a cumulative +2 to its 
  DC for Thieves Tools only. (17/19/21/23) If the 
  check fails by 5 or more, all of the floor plates fall, 
  and any player falls into the 20-foot pit who is 
  standing on them, they must then make a saving 
  throw against its effects. 
  Development 
  From here, the characters proceed Area 5 through 
  an open doorway. 
   
  Area 5. A Candle in the Darkness. 
  Passing through the doorway leads to a large, empty 
  room. Save for a small stand in the middle and a 
  candle burning atop it. The entirety of this chamber 
  was meant to again, weaken the resolve of would be 
  dungeon delvers and thieves. Read or paraphrase: 
  This large chamber is void of all debris and articles, save for 
  pedestal in the very center, and a lit candle atop it. The 
  pedestal is a metallic statue of a predatory cat with 
  interlinking plates and the candle rests atop it’s head. There 
  is a door opposite the one you entered into, that currently is 
  closed. 
  . 
  You may have the players attempt a DC 18 Wisdom 
  (Perception) check, on success the players can see 
  on the roof and walls there are words in common 
  written in the marble walls.  
  Provide the players a copy of Player Handout 2. 
  After all the players enter this room, read the 
  following:  
  As the last of you enters the room, the door behind you 
  slams shut, and the candle in the center of the room begins 
  to glow brighter. With the added illumination, you can see 
  that the pedestal has an engraving along is edge in glowing 
  runes stating: 
  “Provide me that which I seek.” 
   
   This is a timed event, have each player roll for 
  Initiative and give each player up to 10 seconds to 
  determine what they will do. Having a timer for this 
  event helps with the theme. After each player has 
  had a turn to decide what to do, the encounter ends 
  one of two ways.  
   Should the players learn of the riddle, and 
  correctly cast a shadow over the candle (non-
  magical means are possible with a brighter light 
  source and an object between them and the candle) 
  or snuffing the candle out with a darkness spell the 
  candle turns black and awakens the Steel Predator 
  disguised as the pedestal at the end of that round.  
  The candle is magical in nature, attempts to dispel 
  the candle would succeed against a 7th level spell, 
  however does not answer the riddle, by 
  extinguishing the flame by hand or another source 
  would result in the triggering event of a Delayed 
  Blast Fireball 
   
   If the players do not successfully answer the 
  riddle, the candle explodes in a Delayed Blast Fireball 
  centered on its location, effecting the entire room 
  (DC 18). Regardless of the outcome, after the 
  Delayed Blast Fireball or the Steel Predator is 
  defeated, both doors on opposite walls open once 
  more.  
  Treasure 
  The awakened Steel Predator is destroyed upon its 
  defeat and leaves no treasure behind.  
   
   
  
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
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  Area 6. The Library 
  This set of two adjoining rooms serves as a resting 
  place for those who have traveled across 
  dimensions, currently it was used as a study for 
  beings from the Shadowfell in hopes to learn more 
  about their past and plans for the future. Read or 
  paraphrase: 
  General Features 
  The library has the following general features: 
   
  Terrain. The floor here is polished and worked stone.  
   
  Weather. The air here is warm and inviting. 
   
  Light. This area is illuminated with torches in sconces, 
  providing bright light throughout. 
   
  Smells and Sounds. The smell of dust clings heavily here as 
  this area is quite old. The crackle of the torches echoes in an 
  otherwise silent area. 
  These two adjoining rooms are fashioned into what appears 
  to be a library of sorts. Complete with an oaken desk, 
  comfortable armchair, and several old bookshelves. Tomes 
  covering a wide range of knowledge can be seen and seem to 
  have a specialized focus around the border planes and the 
  rise of the Netherese empire. 
   
  The walls here bear tapestries and paintings of wizards 
  engaging in spell duels and study lessons in grand halls. There 
  is one book that is left open on the desk itself and seems to 
  be more theory than magical practice. 
   
   
  In the eastern part of this room, there are two furnished 
  beds sized for humanoids of medium size with footlockers. 
  Gedreghast, a Shadowvar Knight (statistics as a 
  Shadar-kai Soul Monger, was here previously 
  trying to research into ways of bringing back large 
  portions of the Shadowfell and its citizens to the 
  Material plane.  
   
   
  Characters may attempt a DC 18 Intelligence 
  (Arcana) check to decipher that this tome theorizes a 
  bleeding of one plane into another, using resonating 
  tools in the same locations on multiple planes 
  attempting to synchronize the two. 
   
   The players can spend time in this room reading 
  through some of the tomes and advise them it will 
  take 30 minutes or so to get a good grasp on the 
  books here. If they choose to stay, add an additional 
  count to the failure chart presented in Area 8. After 
  spending time reading through the tomes, one is 
  written in Netherese and speaks of the history of 
  someone by the name of Telamont Tanthul, and a 
  city by the name of Thultanthar, floating on an 
  inverted mountaintop. In -339 DR, Telamont 
  (referred to in many of the passages as Lord 
  Shadow) is described as an archmage of 
  extraordinary power with a tall, athletic build, 
  wearing dark armor with Netherese decorations. It 
  states he had a purple robe over a draconic 
  overmantle and at one point, had transported the 
  entire city into the Shadowfell to avoid some kind of 
  tragedy. If they do their research they have a more 
  descript understanding of Netherese and gain 
  advantage in Area 7 when attempting to investigate. 
   
   If the players do not read Netherese (from a story 
  award or another source) or have access to 
  comprehend languages via magic, they can attempt a 
  DC 22 Intelligence (History) check to piece together 
  an understanding of this story. 
   
  In addition to understanding the story, they 
  understand basic physiology that the Shadowfell has 
  on certain creatures infused with it, namely, a dislike 
  or susceptibility to bright light as it hinders their 
  ability to effectively fight. This information can 
  greatly assist the players against Zourunth. 
  Treasure 
  If the players decide to collect the books for a private 
  collector, they can fetch as much as 2,750gp.  
   Additionally, the players will find 2 scholars packs 
  located in the footlockers, as well as rare spell 
  components worth 1,250gp. 
  Development 
  From here, the characters proceed to Area 7 through 
  a hallway to the east.  
  
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  Area 7. Homage to Lord Shadow 
  This room was reserved to the memory of 
  Telamont. It houses a clever, and very deadly trap 
  for those who seek to steal other’s possessions. 
  Entering into this large chamber, you see to the south a pair 
  of black adamantine doors, adorned with engravings of wisps 
  of smoke, and a pair of deep green eyes in its background 
  sporting vertical slits. Similar to that of a serpent. 
   
   
  The center of this room is dominated by a statue of a tall 
  man, robed in deep purple with draconic themed pauldrons. 
  The statue depicts him with both hands raised, palms 
  towards the sky and bears semblance to a wizard using 
  somatic components to a spell being performed.  
   
  Near his feet rests a large, dust-covered spell tome with 
  platinum latches and a lock across its top as well as an 
  intricate staff topped with a large cut ruby. Both items to not 
  appear to be a part of the statue, rather items laid at its foot.  
   
   
  To the north, there is a 10-foot wide section of black thorn 
  walls that protrude slightly from the rest of the wall. 
  If the players decide to investigate the statue, or 
  their surroundings,  
  The roof of this cavern is flat, not domed like you would 
  expect. You can discern a latticework of black adamantine 
  spanning its entirety. 
   
  The statue is surrounded by a translucent cylinder that 
  completely encircles it from floor to ceiling. 
  This indeed, was a cleverly well done Falling Roof 
  Trap. Have the players make a DC 20 Intelligence 
  (Investigation) check, with advantage if they studied 
  in the Library. Success indicates that the tome and 
  staff, while old and dust covered, have nothing to do 
  with Netheril or have any similar markings 
  whatsoever, making them seem out of place. 
  Additionally, the cylinder in the middle is an oddity 
  as it goes from floor to ceiling, rather than just 
  encasing the statue. A DC 20 Wisdom (Perception) 
  check can see that the latticework is not imbedded in 
  the ceiling, more so being supported against it.  
   
    
   
   
  The players can dispel the cylinder in one of two 
  ways, via Disintegrate spell, much in the same way as 
  with a Wall of Force or by dispelling it (a Dispel 
  Magic targeting a 4th level spell). Upon doing so, 
  however sets off the trap.  
   
   This Falling Roof Trap is designed to dispose of 
  any who made it this far, or at least weaken them, 
  while their coins and magical items remain intact for 
  plundering. The latticework falls down covering the 
  entire room, and gaps in the lattice work are only 1-
  foot square. The entire piece weighs over 5 tons and 
  once it starts to fall, it hits the floor in the same 
  round.  
   Each player must make a dexterity saving throw, 
  DC 18 or take 10d10 bludgeoning damage as they rip 
  through a small opening. Those that pass the saving 
  throw take half damage. Characters smaller than 
  small size, or those who have the ability to squeeze 
  through 1” areas (such as a polymorphed player into 
  a small animal, or a Druid Wildshaped into an air or 
  water elemental for example) have advantage on the 
  check, take no damage on a successful save, and only 
  half on a failure. If this damage reduces a player to 0 
  hp, they are smashed to a pulp, and require a True 
  Resurrection or a Wish to restore the character to 
  life. 
   
  As the lattice falls, it crushes the statue, the tome, 
  and the staff beneath it.  The cylinder only has 
  enough room for the statue itself, making it not a 
  valid destination for spells like Misty Step or 
  Dimension Door as players of small or larger size are 
  unable to squeeze in the area. If somehow the 
  players are able to achieve tiny size or smaller, there 
  is enough room to be inside the cylinder to retrieve 
  the items. 
  Development 
  At this point, the players have survived the traps of 
  the lair, and are on to the final push. The spellbook is 
  empty but can be used as a spellbook or sold for the 
  base platinum in it, for 500gp. The staff can fetch 
  250gp to an art dealer and has a Nystul’s Magic Aura 
  cast upon it to fool others. 
    
  XP Award 
  If the characters detect and avoid the Falling Roof 
  Trap, award each character 2,500 XP. 
  
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  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
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  Area 8. There’s No Place like Home. 
  Passing through the doorway into Zourunth’s resting 
  place. She has constructed most of her lair to be 
  nothing but a death maze for would-be intruders. 
  She has made an especially thick wall of thorns here 
  upon seeing the teleportation runes, or hearing the 
  party in her home, and now lies in wait in the 
  southern corner of the room for the collision to 
  begin.  
   
  This encounter will run differently depending on the 
  number of failures in Part 2, as well as a possible 
  addition in Part 3 in the Library or any rest that was 
  taken and subtract the number of successes gained 
  to achieve your final result. Read the first box text 
  aloud to players and reference the chart below to 
  determine where to go next. Read or paraphrase: 
  The exit from the previous room and entrance to this one 
  inspires awe and wonder. The floor is made of the same 
  polished black marble, swirled with dark wisps of grey. The 
  floor expands out to a room 35-feet long, and 135-feet wide. 
  The edges of the room do not have walls, but instead seem 
  to fall into a darkened void. There is no ceiling here, and you 
  cannot see out into the darkness to an end. Your stomachs 
  turn as though you had been forcibly moved across to 
  another realm. At the southern end of this floor, is a 60-foot-
  high domed wall of blackened thorns abnormally dense in 
  nature. 
  . 
  Exiting the side of the floor has a base for the players 
  to walk, however if the players begin their turn, or 
  move into a square outside the mapped zone, they 
  will be subjected to the Shade Explosion effect with 
  no radius, only affecting that player, and treat this 
  area as heavily obscured. The dome in the center of 
  the room as well as the enclosure of the 
  shadowstuffs is 60 feet around the area.  
   
   
   
   
   
   
   
   
   
   
   
   
  Refer to the chart below, determining how the 
  encounter proceeds from here.  
   
  Failures- 
  Successes 
  Effect 
  0 
  The players have beat their enemies 
  here and have one round to prepare 
  before they see glowing runes on the 
  floor in the center of this room begin 
  to illuminate. After one round of 
  preparation, read section 8a. 
  1-2 
  The players arrive as the runic circle 
  starts to illuminate. Read section 8a 
  3 
  Players arrive shortly after the 
  enemies have arrived, they are 
  preparing for combat against the 
  players. Have the enemies make one 
  movement or one action, but not both. 
  Read section 8b. 
  4+ 
  The players arrive at the end of the 
  second round of enemies arriving. The 
  enemies have one full round of activity 
  to prepare for the adventures, and to 
  hide in the room, Adventures with less 
  than 20 passive perceptions are 
  considered to have the surprised 
  condition. Read section 8b. 
   
  8a. After the last of you enters the room, the door behind 
  you slams shut and as you look up, a light appears and begins 
  to build in the center of the floor. Slowly forming a circle of 
  arcane runes. 
   
   
  Within a moment, several figures appear in the light. 
  Slender and tall, these humanoids have features similar to 
  that of elves, but from a much older time. They are cloaked in 
  lightly obscuring shadows that cling to them like a fine mist.  
  Two of these enemies wield long lengths of spiked chain, 
  while one holds a curved dagger. 
   
   
  
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  8b. After the last of you enters the room, the door behind 
  you slams shut and several figures appear out of the void at 
  the edges of the room, as a softening glow dies down from a 
  runic circle in the center of the floor. Slender and tall, these 
  humanoids have features similar to that of elves, but from a 
  much older time. They are cloaked in lightly obscuring 
  shadows that cling to them like a fine mist. Two of these 
  enemies wield long lengths of spiked chain, while one holds a 
  curved dagger.  
   
   
  You may have the players attempt a DC 18 
  Intelligence (Arcana) check, on success the players 
  know that the runic circle is a teleportation effect on 
  similar type to plane shift, but on a much stronger, 
  and a very different level. 
    
  The players are now face to face with their 
  competition, led by Gedreghast a Shadowvar 
  Knight (Shadar-kai Soul Monger), and to his sides 
  stands two Shadowvar Assassins (Shadar-kai 
  Shadow Dancer). The enemies waste no time in 
  taking care of the interlopers from this realm and 
  charge in to attack. Take note, that since the 
  shadowvar have been to the plane of shadow for 
  more than a week in the last month, along with their 
  immunity to necrotic damage, they are therefore 
  immune to the damaging aspects of the void. The 
  floor continues out seemingly endlessly but the map 
  is dictating where the end of the clouds begin. 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Strong/Very Strong: Add a Shadowcaster (Shadar-kai 
  Gloom Weaver) 
   
  The Shadowvar here fight to the death. With the 
  diamond acting as a synchronizing focus for the 
  Shadowfell, they believe it can help in the blending 
  of the planes and will do whatever it takes to keep 
  this item safe. 
  Tricks of the Trade 
   After two full rounds of combat, proceed to Part 4, 
  The Showdown. If the players have defeated the 
  shadowvar within these two rounds, it provides 
  them with a moment of reprieve, if not however, 
  they must hurry before they have another powerful 
  enemy on their hands. 
  Strike as One. These enemies strike as a group to help take 
  down stronger enemies first in swift fashion. They target 
  players wearing heavy armor or wielding two handed 
  weapons to ensure they can close the distance with 
  casters afterwards.  
    
  Treasure 
  On the belt Gedreghast, hangs a stoppered brass 
  bottle. This is an efreeti bottle and is described on 
  player handout 3. 
   
  Development 
  At this point, if they players have fallen in battle to 
  the Shadowvar enemies, proceed to Part 5: Not 
  What We Expected, Defeat! 
   
   
   
  
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  Part 4. The Showdown 
  Estimated Duration: 60 minutes 
   After 2 rounds of combat, read or paraphrase the 
  following: 
  An ear-shattering roar erupts from within the vined dome.  
  The thorns dance and move, slowly pulling back as if alive 
  themselves. Something is coming out of its shell…. something 
  BIG.  
   
   At this point, the players have two full rounds to 
  prepare if they defeated the Shadowvar on their 
  own, if not and are in need of assistance, they must 
  survive another two rounds before Zourunth 
  reveals herself. At that point, read the following to 
  the players: 
   
  As the vines thin and pull back from their dense packing, you 
  can distinctly see a pair of large green eyes staring back at 
  you through the foliage. You realize now that these were not 
  the eyes of a snake, but that of dragons.  
   
  With a crash, the remaining vines are blown open as an 
  enormous green dragon with dark charcoal and green scales 
  erupts from the dome, splintering thorns shower the floor. 
  Unfurling its wings, you can see the same darkness cling to it, 
  and its wings become translucent.  She lowers her head to 
  meet you and begins to grin. 
   
  “Take care, little ones, as you may fall into a hole seeking 
  glory and gold, that you may never come back from. This is 
  the home of Zourunth, The Endless Shadow and YOU are 
  TRESSPASSING!” 
    
  Zourunth emerges along with two Allip from her 
  shell to dispose of the adventurers and keep her 
  prized possession safe from the grubby hands of 
  lesser beings. A few things to keep in mind: 
   
  The terrain remains the same, and any 
  creature pushed into the void continues to 
  take damage as per the Shade Explosion 
  effect. 
   
  The ceiling of this area is effectively 60-feet 
  high, before going into the void effect. 
  Players take damage from this effect when 
  they first enter the void on a turn, or when 
  they begin their turn inside it. 
   
  Zourunth uses this environment to her 
  advantage, attempting to pin the 
  adventurers to the walls, forcing them to 
  either run past her, or be forced into the 
  void. 
   
  The lighting in this room is dim light. 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak:  Remove one Allip 
   Strong/Very Strong: Add a third Allip 
   
  Development 
  At this point, if they players have fallen in battle to 
  Zourunth, proceed to Part 5: Not What We 
  Expected, Defeat!  
   
  If the party is successful, after the final blow has 
  been struck against Zourunth, the room begins to 
  shake and crumble. The runic circle in the center of 
  this room begins to grow in light, and a familiar 
  voice calls out to the players: 
   
  As the final blow is delivered, and the great dragon’s body 
  begins to flail in death throws, the shadows in the void begin 
  to dissipate.  
   
  Flickering softly like a candle in a storm, the arcane glyphs 
  in the center of the room begin to illuminate with the familiar 
  voice of Amerantha ringing through: 
   
  “Hurry heroes! My diviners have found you once again and 
  we don’t know how long we can keep the connection open! 
  Grab the gem, run into the circle, and hold on tight!!” 
   
  Treasure 
  The players are able to stuff their bags and pockets 
  with the horde from the dragon totaling 15,500 gp, 
  safely gather the shadowdiamond and enter into the 
  ring before the walls crumble, closing the caverns for 
  good. 
   
   
   
  
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  Part 5. Not What We Expected 
  Estimated Duration: 15 minutes 
   
  Success! 
  The players step through the portal and find 
  themselves in the personal teleportation circle of 
  Amerantha Everbright anxiously requesting the 
  full story of what took place during their adventure.  
  Zhentarim Faction Assignment: 
  Allow any Zhentarim players who acquired the Shadowgem 
  an opportunity to use the black blade to chip a small piece 
  into a secret compartment within its hilt. Role-play is 
  encouraged and die rolls are not necessarily needed. If the 
  character cannot find a way to stay in the back of the 
  group, etc. allow them to attempt a DC 15 Dexterity 
  (Sleight of Hand or Stealth) check to do so without being 
  spotted. This will complete the Zhentarim Assignment 
   After the players have informed her of their 
  situation and what has transpired, Amerantha asks 
  the players for the Shadowgem and hands it to her 
  researchers for careful and immediate study. They 
  place the gem in a clear protective container and 
  begin a ritual to identify any additional properties of 
  the gem. 
  After a few moments of well-deserved rest, both diviners 
  look up to you with eyes widened, jaws slowly dropping. They 
  quickly end their ritual and pull Amerantha aside speaking 
  softly. 
   
   
  She turns to you, concern in her voice, 
  “This is more than just a relic I’m afraid…It appears as this 
  gem also acts as a conduit for something beyond my contacts 
  and powers to harness. It seems like this is but a piece in a 
  much larger ritual, and I think we may have bitten off more 
  than we can chew…”  
   
   
   
  Defeat! 
  Should the players have not defeated the 
  Shadowvar enemies, or fallen in battle against 
  Zourunth, The enemies have regrouped and taken 
  the Shadowgem with them, furthering their plans. 
  Players earn the Ire of Everbright story award for 
  their failure. After reporting the failure to 
  Amerantha, she shows her disapproval greatly and 
  their story ends here. 
   
   
  
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  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Zourunth (Adult green dragon) 
  13,000 
  Allip 
   
   
   
  1,800 
  Banshee  
   
   
  1,100 
  Bone Claw 
   
   
  8,400 
  Steel Predator 
   
   
  15,000 
  Gedreghast (Soul Monger)  
  7,200 
  Shadovar Assassin (Shadowdancer) 2,900 
  Shadowcaster (Gloom Weaver)  
  5,000 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Bypassed Vine ensnarement 
  2,500 
  Bypassed Falling Roof Trap 
  2,500 
   The minimum total award for each character 
  participating in this adventure is 10,125 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 13,500 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Zourunth’s Hoard  
   
  15,500gp 
  Platinum spellbook 
   
  500 gp 
  Ruby Staff 
   
   
  250 gp 
  Private Library books 
   
  2,750 gp 
  Rare spell components 
   
  1,250 gp 
  Entry chamber treasure 
   
  2,500 gp 
  Amerantha’s reward 
   
  4,000 gp each 
   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 detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Efreeti Bottle 
  Wonderous Item, Very Rare 
  This painted brass bottle weighs 1 pound. When you 
  use an action to remove the stopper, a cloud of thick 
  smoke flows out of the bottle. At the end of your 
  turn, the smoke disappears with a flash of harmless 
  fire, and an efreeti appears in an unoccupied space 
  within 30 feet of you. The first time the bottle is 
  opened, the GM rolls to determine what happens. 
  This item can be found in Player Handout 3. 
  . 
  Potion of Speed 
  Potion, very rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
   
  Potion of Superior Healing 
  Potion, rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
   
   
   
   
   
   
   
  
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  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
   Favor of Everbright. You have collected 
  successfully the Shadowgem against all odds and 
  have proven yourself to Amerantha Everbright. 
  The Old-World Society will remember this, should 
  you meet with them in the future. 
  More information can be found in Player Handout 
  2. 
  Ire of Everbright. You have let the Shadowgem fall 
  into the hands of your enemies, earning you the 
  disapproval of Amerantha Everbright.  The Old-
  World Society will remember this, should you meet 
  with them in the future. More information can be 
  found in Player Handout 2. 
   
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Zhentarim that successfully take 
  a piece of the Shadowgem for the faction and hide it 
  inside the hidden hilt of the blade, earn one 
  additional renowned point. 
    
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
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  Appendix. NPC Summary 
  The following NPCs are featured prominently in this 
  adventure: 
   Amerantha Everbright (A-muh-RAN-tha).  
  Amerantha Everbright is a half-elf antiquarian who 
  has gained a vast reputation for herself by hunting 
  down artifacts and relics across the Moonsea and 
  beyond. 
   
  Zourunth (ZOR-oonth). Zourunth is a fairly new 
  addition to the ranks of shadow dragons. After 
  hibernation, she was taken away to the Shadowfell 
  and transformed in her long period of sleep. Upon 
  her return, she had noticed a change in her prized 
  possession as well, the transformation of her 
  diamond into one infused with the very plane itself. 
   
  Gedreghast (Ged-reh-gast). Gedreghast is a 
  shadowvar knight, part of an organization on the 
  Shadowfell obsessed with the history of Telamont 
  and his teleportation of the City of Shade to the 
  Shadowfell. This fringe group believes there is 
  something truly powerful within the 
  Shadowdiamond and it may be used in a ritual to 
  bring the city of shade back to the prime material. 
   
   
  
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  Appendix. Monster/NPC 
  Statistics 
   
  Zourunth (Adult Green Shadow Dragon) 
  Huge dragon, lawful evil 
  Armor Class 19(Natural Armor) 
  Hit Points 207 (18d12+90) 
  Speed 40 ft., fly 80 ft., swim 40 ft 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   23 (+6) 
  12 (+1) 
  21 (+5) 
  18 (+4) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws Dex +6, Con +10, Wis +7, Cha +8 
  Skills Deception +8, Insight +7, Perception +12, 
  Persuasion +8, Stealth +11 
  Damage Resistances Necrotic 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 60ft. , darkvision 120 ft, passive 
  perception 22 
  Languages Common, Draconic 
  Challenge 15 (13,000 XP) 
  Living Shadow. While in dim light or darkness, the 
  dragon has resistance to damage that isn’t force, 
  psychic, or radiant. 
  Shadow Stealth. While in dim light or darkness, the 
  dragon can take the Hide action as a bonus action. 
  Sunlight Sensitivity.  While in sunlight, the dragon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks; one with its bite and two 
  with its claws. 
   
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10+6) piercing damage plus 7 
  (2d6) necrotic damage. 
   
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage. 
   
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8+6) bludgeoning damage. 
   
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 16 Wisdom saving throw of 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Presence 
  for the next 24 hours. 
   
  Shadow Breath (Recharge 5-6). The dragon exhales 
  necrotic gas in a 90-foot cone. Each creature in that 
  area must make a DC 18 Constitution saving throw, 
  taking 56 (16d6) Necrotic damage on a failed save, or 
  half as much damage on a successful one. A humanoid 
  reduced to 0 hit points by this damage dies, and an 
  undead shadow rises from its corpse and acts 
  immediately after the dragon in the initiative count. 
  The shadow is under the dragon’s control.  
  Lair Actions 
  On initiative count 20 (losing initiative ties), the dragon 
  takes a lair action to cause one of the following effects; 
  the dragon can’t use the same effect two rounds in a 
  row: 
   
  Grasping roots and vines erupt in a 20-foot 
  radius centered on a point on the ground that 
  the dragon can see within 120 feet of it. That 
  area becomes difficult terrain, and each 
  creature there must succeed on a DC 15 
  Strength saving throw or be restrained by the 
  roots and vines. A creature can be freed if it or 
  another creature takes an action to make a DC 
  15 Strength check and succeeds. The roots 
  and vines wilt away when the dragon uses this 
  lair action again or when the dragon dies. 
   
  A wall of tangled brush bristling with thorns 
  springs into existence on a solid surface within 
  120 feet of the dragon. The wall is up to 60 
  feet long, 10 feet high, and 5 feet thick, and 
  blocks line of sight. When the wall appears, 
  each creature in its area must make a DC 15 
  Dexterity saving throw. A creature that fails 
  the save takes 18 (4d8) piercing damage and is 
  pushed 5 feet out of the wall’s space, 
  appearing on whichever side of the wall it 
  wants. A creature can move through the wall, 
  albeit slowly and painfully. For every 1 foot a 
  
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  creature travels through the wall, it must 
  spend 4 feet of movement. Furthermore, a 
  creature in the wall’s space must make a DC 
  15 Dexterity saving throw once each round it’s 
  in contact with the wall, taking 18 (4d8) 
  piercing damage on a failed save, or half as 
  much damage on a successful one. Each 10-
  foot section of wall has AC 5, 15 hit points, 
  vulnerability to fire damage, resistance to 
  bludgeoning and piercing damage, and 
  immunity to psychic damage. The wall sinks 
  back into the ground when the dragon uses 
  this lair action again or when the dragon dies.  
   
  Magical fog billows around one creature the 
  dragon can see within 120 feet of it. The 
  creature must succeed on a DC 15 Wisdom 
  saving throw or be charmed by the dragon 
  until initiative count 20 on the next round. 
  Legendary Actions 
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The dragon regains spent 
  legendary actions at the start of its turn. 
   
  Detect. The dragon makes a Wisdom (Perception) 
  check. 
   
  Tail Attack.  The dragon makes a tail attack. 
   
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 15 feet of the dragon must 
  succeed on a DC 19 Dexterity saving throw or take 13 
  (2d6+6) bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying speed. 
   
  Allip 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   
  6 (-2) 
  17 (+3) 
  10 (+0) 
  17 (+3) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws INT +6, WIS +5 
  Skills Perception +5, Stealth +6 
  Damage Resistances Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks. 
  Damage Immunities Cold, Necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained. 
  Senses darkvision 60 ft, passive perception 15 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The allip 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. 
  Actions 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 
  5 ft., one target. Hit: 17 (4d6+3) psychic damage. 
   
  Whispers of Madness. The allip chooses up to three 
  creatures it can see within 60 feet of it. Each target 
  must succeed on a DC 14 Wisdom saving throw, or it 
  takes 7 (1d8+3) psychic damage and must use its 
  reaction to make a melee weapon attack against one 
  creature of the allip’s choice that the allip can see. 
  Constructs and undead are immune to this effect. 
   
  Howling Babble (Recharge 6). Each creature within 30 
  feet of the allip that can hear it must make a DC 14 
  Wisdom saving throw. On a failed save, a target takes 
  12 (2d8+3) psychic damage, and it is stunned until the 
  end of its next turn. On a successful save, it takes half 
  as much damage and isn’t stunned. Constructs and 
  undead are immune to this effect. 
   
   
   
  
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  Banshee 
  Medium undead, chaotic evil 
  Armor Class 12 (half plate) 
  Hit Points 58 (13d8) 
  Speed 40 ft., (hover), walking 0 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   
  1 (-5) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  11 (+0) 
  17 (+3) 
   
  Saving Throws WIS +2, CHA +5 
  Damage Resistances Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks. 
  Damage Immunities Cold, Necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained. 
  Senses darkvision 60 ft, passive perception 10 
  Languages Common, Elvish 
  Challenge 4 (1.100 XP) 
  Detect Life. The banshee can magically sense the 
  presence of creatures up to 5 miles away that aren’t 
  undead or constructs. She knows the general direction 
  they’re in but not their exact locations. 
  Incorporeal Movement. The banshee can move 
  through other creatures and objects as if they were 
  difficult terrain. She takes 5 (1d10) force damage if she 
  ends her turn inside an object. 
  Actions 
  Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 
  ft., one target. Hit: 12 (3d6+2) necrotic damage. 
   
  Horrifying Visage.  Each non-undead creature within 
  60 feet of the banshee that can see her must succeed 
  on a DC 13 Wisdom saving throw or be frightened for 1 
  minute. A frightened target can repeat the saving 
  throw at the end of each of its turns, with disadvantage 
  if the banshee is within line of sight, ending the effect 
  on itself on a success. If a target’s saving throw is 
  successful or the effects ends for it, the target is 
  immune to the banshee’s Horrifying Visage for the next 
  24 hours. 
   
  Wail (1/day). The banshee releases a mournful wail, 
  provided that she isn’t in sunlight. This wail has no 
  effect on constructs and undead. All other creatures 
  within 30 feet of her that can hear her must make a DC 
  13 Constitution saving throw. On a failure, a creature 
  drops to 0 hit points. On a success, a creature takes 10 
  (3d6) psychic damage. 
   
  Boneclaw 
  Large undead, chaotic evil 
  Armor Class 16(Natural) 
  Hit Points 127 (17d10 + 34) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  16 (+3) 
  15 (+2) 
  13 (+1) 
  15 (+2) 
  9 (-1) 
   
  Saving Throws DEX +7, CON +6, WIS +6 
  Skills Perception +6, Stealth +7 
  Damage Resistances Cold, Necrotic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks. 
  Condition Immunities charmed,  exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft, passive perception 16 
  Languages Common, plus one language of its master 
  Challenge 12 (8,400 XP) 
  Rejuvenation. While its master lives, a destroyed 
  boneclaw gains a new body in 1d10 hours, with all its 
  hit points. The new body appears within 1 mile of the 
  boneclaw’s master. 
  Shadow Stealth. While in dim light or darkness, the 
  boneclaw can take the Hide action as a bonus action. 
  Actions 
  Multiattack. The boneclaw makes two claw attacks. 
   
  Piercing Claw. Melee Weapon Attack: +8 to hit, reach 
  15 ft., one target. Hit: 20 (3d10+4) piercing damage. If 
  the target is a creature, the boneclaw can pull the 
  target up to 10 feet toward itself, and the target is 
  grappled (escape DC 14). The boneclaw has to claws. 
  While a claw grapples a target, the claw can only attack 
  that target. 
  Shadow Jump. If the boneclaw is in dim light or 
  darkness, each creature of the boneclaw’s choice 
  within 5 feet of it must succeed on a DC 14 
  Constitution saving throw or take 34 (5d12+2) necrotic 
  damage. 
   
  The boneclaw then magically teleports up to 60 feet to 
  an unoccupied space it can see. It can bring one 
  creature it is grappling, teleporting that creature to an 
  unoccupied space it can see within 5 feet of its 
  
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  destination. The destination spaces of this 
  teleportation must be in dim light or darkness. 
  Reactions 
  Deadly Reach. In response to a visible enemy 
  moving into its reach, the boneclaw makes 
  one claw attack against that enemy. If the 
  attack hits, the boneclaw can make a second 
  claw attack against the target. 
   
  Gedreghast (Soul Monger) 
  Medium humanoid (elf), neutral 
  Armor Class 15 (studded leather) 
  Hit Points 123 ( 19d8+38) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   
  8 (-4) 
  17 (+3) 
  14 (+2) 
  19 (+4) 
  15 (+2) 
  13 (+1) 
   
  Saving Throws Dex +7, Wis +7, Cha +5 
  Skills, Perception +7 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened 
  Senses darkvision 60 ft., passive perception 17 
  Languages Common, Elvish 
  Challenge 11 (7,200 XP) 
  Fey Ancestry. The soul monger has advantage on 
  saving throws against being charmed, and magic can’t 
  put it to sleep. 
  Innate Spellcasting. The soul monger’s innate 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). It can innately cast the 
  following spells requiring no material components: 
  At will: chill touch (3d8 damage), poison spray (3d12 
  damage). 
  1/day each: bestow curse, chain lightning, finger of 
  death, gaseous form, phantasmal killer, seeming 
   
  Magic Resistance. The soul monger has advantage on 
  saving throws against spells and other magical effects. 
   
  Soul Thirst. When the soul monger reduces a creature 
  to 0 hit points, the soul monger can gain temporary hit 
  points equal to half the creature’s hit point maximum. 
  While the soul monger has temporary hit points fromo 
  this ability, it has advantage on attack rolls. 
   
   
  Weight of Ages. Any beast or humanoid, other than 
  shadar-kai, that starts its turn within 5 feet of the soul 
  monger has its speed reduced by 20 feet until the start 
  of that creature’s next turn. 
  Actions 
  Multiattack. The soul monger makes two phantasmal 
  dagger attacks. 
   
  Phantasmal Dagger. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing 
  damage plus 19 (3d12) necrotic damage, and the target 
  has disadvantage on saving throws until the start of the 
  soul monger’s next turn. 
   
  Wave of Weariness (Recharge 4-6). The soul monger 
  emits weariness in a 60-foot-cube. Each creature in 
  that area must make a DC 16 Constitution saving 
  throw. On a failed save, a creature takes 45 (10d8) 
  psychic damage and suffers 1 level of exhaustion. On a 
  successful save, it takes 22 (5d8) psychic damage. 
   
   
  
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  Shadovar Assassin (Shadow Dancer) 
  Medium humanoid (elf), neutral 
  Armor Class 15 
  Hit Points 71 (13d8+13) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
   
  Saving Throws Dex +6, Con +4 
  Skills. Stealth +6 
  Damage Immunities Necrotic 
  Condition Immunities Charmed, Exhaustion 
  Senses passive perception 11, darkvision 60’ 
  Languages Common, Elvish 
  Challenge 7 (2,900 XP) 
  Fey Ancestry. The Shadow Dancer has advantage on 
  saving throws against being charmed, and magic can’t 
  put it to sleep. 
  Shadow Jump. As a bonus action, the shadow dancer 
  can teleport up to 30 feet to an unoccupied space it 
  can see. Both the space it teleports from and the space 
  it teleports to must be in dim light or darkness. The 
  shadow dancer can use this ability between the 
  weapon attacks of another action it takes. 
  Actions 
  Multiattack. The Shadow Dancer makes three spiked 
  chain attacks. 
   
  Spiked Chain. Melee Weapon Attack: +6 to hit, reach 
  10 ft., one target. Hit: 10 (2d6+3) piercing damage, and 
  the target must succeed on a DC 14 Dexterity saving 
  throw or suffer one additional effect of the shadow 
  dancer’s choice: 
   
  The target is grappled (escape DC 14) if it is a 
  Medium or smaller creature. Until the grapple 
  ends, the target is restrained, and the shadow 
  dancer can’t grapple another target. 
   
  The target is knocked prone. 
  The target takes 22 (4d10) necrotic damage. 
   
  Shadowcaster (Gloom Weaver) 
  Medium humanoid (Elf),neutral  
  Armor Class 14 (17 With Mage Armor) 
  Hit Points 104 (16d8+32) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  18 (+4) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  18 (+4) 
   
  Saving Throws  Dex +8, Con +6 
  Damage Immunities Necrotic 
  Condition Immunities Charmed, Exhaustion 
  Senses passive perception 11, darkvision 60’ 
  Languages Common, Elvish 
  Challenge 9 (5,000 XP) 
  Burden of Time. Beasts and humanoids, other than 
  shadar-kai, have disadvantage on saving throws while 
  within 10 feet of the gloom weaver. 
  Fey Ancestry. The gloom weaver has advantage on 
  saving throws against being charmed, and magic can’t 
  put it to sleep. 
  Innate Spellcasting. The gloom weaver’s innate 
  spellcasting ability is Charisma (spell save DC 16, +8 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no material components:  
  At will: arcane eye, mage armor, speak with dead 
  1/day each: arcane gate, bane, compulsion, confusion, 
  true seeing 
  Spellcasting. The gloom weaver is a 12th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 16, +8 to hit with spell attacks). It regains its 
  expended spell slots when it finishes a short or long 
  rest. It knows the following warlock spells: 
   
  Cantrips (at will): chill touch (3d8 damage), eldritch 
  blast (3 beams +4 bonus to each damage roll), minor 
  illusion, prestidigitation. 
  1st-5th level (3 5th-level slots): armor of Agathys, blight, 
  darkness, dream, invisibility, fear, hypnotic pattern, 
  major image, contact other plane, vampiric touch, 
  witch bolt 
  Actions 
  Multiattack.  The gloom weaver makes two spear 
  attacks and casts one spell that takes 1 action to cast. 
   
  
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  Shadow spear. Melee Weapon Attack: +8 to hit, reach 
  5 ft. one target. Hit: 7 (1d6 + 4) piercing damage, or 8 
  (1d8+4) piercing damage if used with two hands, plus 
  26 (4d12) necrotic damage.  
   
  Reactions 
  Misty Escape (Recharges after a Short or Long Rest). 
  When the gloom weaver takes damage, it turns 
  invisible and teleports up to 60 feet to an unoccupied 
  space it can see. It remains invisible until the start of its 
  next turn or until it attacks or casts a spell. 
   
  Steel Predator 
  Large construct, lawful evil 
  Armor Class 20 (Natural Armor) 
  Hit Points 207 (18d10+108) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   24 (+7) 
  17 (+3) 
  22 (+6) 
  4 (-3) 
  14 (+2) 
  6 (-2) 
   
  Skills Perception +7, Stealth +8, Survival +7 
  Damage Resistances Cold, Lightning, Necrotic, Thunder 
  Damage Immunities Poison, Psychic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks. 
  Condition Immunities Charmed, Exhaustion, 
  Frightened, Paralyzed, Petrified, Poisoned, Stunned 
  Senses Blindsight 30 ft., Darkvision 60 ft., Passive 
  Perception 17 
  Languages Understands Modron and the language of 
  its owner but can’t speak. 
  Challenge 16 (15,000 XP) 
  Innate Spellcasting. The steel predator’s innate 
  spellcasting ability is Wisdom. The steel predator can 
  innately cast the following spells, requiring no 
  components: 
  3/day each: dimension door (self only), plane shift (self 
  only) 
  Magic Resistance. The steel predator has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The steel predator’s weapon attacks 
  are magical. 
  Actions 
  Multiattack. The steel predator makes three attacks: 
  one with its bite and two with its claw. 
   
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6+7) piercing damage. 
   
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 16 (2d8+7) slashing damage. 
   
  Stunning Roar (Recharge 5-6). The steel predator 
  emits a roar in a 60-foot cone. Each creature in that 
  area must make a DC 19 Constitution saving throw. On 
  a failed save, a creature takes 27 (5d10) thunder 
  damage, drops everything it’s holding, and is stunned 
  for 1 minute. On a successful save, a creature takes half 
  as much damage. The stunned creature can repeat the 
  saving throw at the end of its turns, ending the effect 
  on itself on a success. 
   
   
   
   
   
  
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  Appendix. Map 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                         
  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
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  Zhentarim Faction Assignment. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                         
  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
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  Player Handout 1. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                         
  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
  30 
  Player Handout 2. Story Award 
  During the course of this adventure, the characters may earn the following story award. If you are printing these out 
  for your characters, print as many as you may need to ensure that any eligible character receives a copy: 
  Favor of Everbright 
  You have collected successfully the Shadowgem against all odds and have proven yourself to Amerantha 
  Everbright. The Old-World Society will remember this, should you meet with them in the future. 
  Ire of Everbright 
  You have let the Shadowgem fall into the hands of your enemies, earning you the disapproval of Amerantha 
  Everbright.  The Old-World Society will remember this, should you meet with them in the future. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                         
  CCC-SAC-01 A Light in the Dark 
   
   
   
   
   
   
   
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  Player Handout 3.  
  During the course of this adventure, the characters may find the following permanent magic item: 
  Efreeti Bottle 
  Wonderous Item, very rare 
  This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke 
  flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti 
  appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine 
  what happens. 
  D100 
   
  01-10 
  The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle 
  loses its magic.  
   
  11-90 
  The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the 
  bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next 
  two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, 
  the efreeti escapes and disappears, and the bottle loses its magic. 
   
  91-100 
  The efreeti can cast the Wish spell three times for you. It disappears when it grants the final 
  Wish or after 1 hour, and the bottle loses its magic. 
   
  This item can be found in the Dungeon Masters Guide. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Kublacon (SAC)/CCC-SAC-01 A Light in the Dark.pdf