TEXT: Dead Men Feel No Cold
  Waterdeep’s master griffon rider has been murdered and no one knows why. Who would 
  dare such a crime in a city where even the smallest transgressions face harsh penalties? The 
  party is brought  in to answer this question, which sends them on a trail that will take them 
  through the most dangerous areas of the City of Splendors. Can they discover the truth 
  before the villains escape, or will they instead accuse an innocent of the crime?   
  A Four-Hour Adventure for 5th-10th Level Characters 
  Fenway Jones 
  Author 
  Adventure Code:​ DDAL-Ziege-03 
  Optimized For:​ APL 8 
  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 
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Introduction
   Welcome to ​Dead Men Feel No Cold​ �� �, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™​™​ organized play system 
  and the ​Dragon Heist ™​™​ �� �Season 8 .
  The players will explore just the tip of the iceberg 
  when it comes to the City of Splendor’s secrets. 
  However, they will see a few of the most well known 
  wards, and even discover the dangers of the sewers.  
  This adventure is designed for ​three to seven 
  5th-10th  level characters​ and is optimized for ​five 
  characters with an average party level (APL) of 8​. 
  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. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  DDAL-ZIEGE-03 Dead Men Feel No Cold 
  2 
  
  Adventure Primer
  “As far as I'm concerned, you can't beat a good 
  whodunnit: the twists and turns, the clues and the 
  red herrings and then, finally, the satisfaction of 
  having everything explained to you in a way that 
  makes you kick yourself because you hadn't seen it 
  from the start.”  
  ― ​Anthony Horowitz 
  Adventure Background 
  Deep in the abyss of Faerun’s oceans dwells the 
  Kraken, undisputed master of the seas. Accustomed 
  to being in control, it becomes agitated if it doesn’t 
  get its way. Occasionally, the Kraken will strike a 
  bargain with unfortunate sea goers, trading their 
  lives in exchange for servitude. Those who accept its 
  offer often find themselves transformed into deep 
  scions - emotionless creatures enthralled to the will 
  of the Kraken.  
  Otihand Droverson, captain of Waterdeep’s 
  vaunted griffon riders, once made a deal with the 
  Kraken, avoiding transformation into a deep scion 
  by promising to to protect sailors under the Kraken’s 
  protection. When Otihand failed to keep up his end 
  of the bargain, the Kraken had him killed, sending 
  two deep scion agents in Waterdeep - Krisga and 
  Urador Hawklight - to deal with the matter.  
  When Otihand turns up dead, suspicion falls on 
  those who may have cause to kill him. The 
  adventurer Lily Nailo, whose griffon Otihand has 
  recently impounded, as well as his 
  second-in-command Oswald. The dead man’s own 
  hand also implicates Krisga when he leaves a note 
  with her name.  
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with 
  a phonetic pronunciation and one-three sentences describing 
  them. 
  Lilly Na​ïlo​ (LIL-ly NAI-lo). ​A bright- eyed gnome with 
  platinum blond hair. Suspicion falls on Lilly because of her 
  past as an adventurer and her well-known dislike of Otihand.
  Oswald Nygma (OZ-Wold  NY-gma).  ​Otihand’s 
  second-in-command, Oswald comes under suspicion due to 
  the access he has to Otihand’s poisons. 
  Krisga Hawklight ( CHRIS-ga HAWK-light) ​Otihand’s secret 
  lover, and the daughter of Urador Hawklight. Krisga is one of 
  the murderers, and suspicion falls on her when a note with 
  her name turns up at the scene of the crime. 
  Nerisys Mistletoe (Ner-E-sis  Mistle - toe) ​Otihands 
  childhood best friend. She was the one who was called when 
  the guard found him, and she is the adventurers employer. 
  Waterdeep   ​Waterdeep, also known as the City of 
  Splendors or the Crown of the North, is the most 
  important and influential city in the North and perhaps in 
  all Faerûn 
  The City of the Dead   ​The graveyard of Waterdeep. It is 
  surrounded by a large wall. It is where Otihand’s body was 
  found. 
  The Sea Ward     ​The wealthiest of the wards. Many of the 
  newer nobles and old adventurers who can afford the odd 
  villa live there. It contains most of the city’s temples. The 
  Hawklights just recently moved there and now own a house 
  on the water. 
  The North ward ​  ​Tucked in the northeastern portion of 
  the city, North Ward is  the home of the nobility and their 
  villas. The moneyed classes made their homes here, far 
  removed from the hustle and bustle of the lower classes 
  Adventure Overview
  The adventure is broken down into three parts: 
  Part 1.​ The City of the Dead:​ The adventurers are 
  hired by Nerisys Mistletoe to solve the murder of her 
  best friend. They have the opportunity to investigate 
  the crime scene and gain information about the 
  suspects.  
  Part 2.​ ​Investigations:​ The players have the 
  ability to talk to all of the suggested NPCs. They may 
  develop their own ideas and gain evidence towards 
  the correct (or incorrect) accusation. A few of the 
  scions’ henchmen attack in between.  
  Part 3. ​ �� �Accusation:​ The characters are asked to 
  accuse who they think or know murdered Otihand 
  Droverson. The final battle is with the deep scions 
  and their pets.  
  Adventure Hooks
    Story Hook.​ ​ �The party looked to be highly 
  experienced, drawing the attention of Nerisys, who 
  sends a messenger informing them that their 
  presence and skills are needed to help ensure the 
  future of Waterdeep’s griffon riders. 
    Alternately, the characters are in Waterdeep, 
  looking for work, when Nerisys’ messenger finds 
  them, and informs them his mistress needs help. The 
  messenger then  invites them to join Nerisys in the 
  City of the Dead.  
    Emerald Enclave (Faction Assignment). ​ �After the 
  players 
  obtain 
  their 
  mission, 
  a 
  faction 
  representative arrives, asking them to recover 
  whatever killed Otihand. The weapon killed quickly 
  and efficiently, and the Enclave doesn’t want it to fall 
  into the wrong hands again.   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  DDAL-ZIEGE-03 Dead Men Feel No Cold 
  3 
  
  Part 1. The City of the Dead
  Estimated Duration:​ 30 minutes 
  As the adventure begins, the characters are 
  contacted by a  messenger and brought to 
  Waterdeep’s City of the Dead, where they, are 
  assured they will be filled in on the night’s events. 
  General Features 
  The City of the Dead has the following general features:
  Terrain.​ Muddy, dew covering the ground, surrounded by 
  graves. 
  Weather.​ A light drizzle falls from dour-looking clouds that 
  hide the sun. The combination creates a dreary atmosphere. 
  Light. ​ It is early morning, however rain and clouds cast the 
  city in a dim light. 
  Smells and Sounds.​ The smell of water and mud, mixed 
  with death fills the air. The drizzle drowns out any of the 
  “usual” morning sounds. 
  1a. The Body 
  You have been summoned to the City of the Dead early in the 
  morning.  The smell of rain, mixed with death, hits your 
  nostrils, taking you aback. The messenger leads you  to a 
  small gnome with an unusual streak of red in her otherwise 
  pitch black hair. As she turns her eyes to you, you notice 
  immediately that her eyes are not the same color, one is dark 
  brown, while the other is a piercing blue. She stands with the 
  confidence of a battlefield commander, certain that her 
  commands will be obeyed.  
  “My name is Nerisys Mistletoe,” the gnome says in a voice 
  filled with the same assurance as her stance, “and this,” she 
  motions over a shoulder at a corpse, “is my friend Otihand 
  Droverson. I have called you to this wretched place so that 
  you might solve his murder and bring justice to the criminal.” 
  Roleplaying Nerisys 
  Nerisys is a proud gnome, possessed of immense 
  self-assurance. She has a commanding presence, despite her 
  short stature, somehow always seeming at the center of 
  every scene. She is unaccustomed to being turned down, and 
  will not take no for an answer, though she quickly grows 
  weary of anyone who seems overly eager, given the grisly 
  nature of the task she presents. Her manners are a bit 
  sketchy, and she’s quick to talk over others and give her blunt 
  opinion on anything they bring to her. 
  Quote:​ ​“I don’t much like you adventurers, but I knew 
  you’d come, and quickly at that. Plus, you’ll likely find the 
  culprit just a quick, so despite my better judgement, I called. 
  Now don’t get me wrong, I’m thankful you came.” 
  Nerysis quickly fills the characters in on Otihand, his 
  position as captain of Waterdeep’s griffon riders, 
  and the state in which he was found. She asks the 
  characters to solve his murder.  
  Investigating the Scene 
  The characters are encouraged to complete their 
  own investigation of the murder scene.  
  ● A cursory examination of the body reveals a
  long gash to the neck, but a character who
  makes a successful DC 10 Wisdom (Medicine)
  check discerns that it wasn’t the wound that
  killed Otihand, but rather poison.
  ● A separate successful DC 17 Intelligence
  (Nature) check is required to identify the
  poison as purple worm poison.
  A search of the corpse also turns up: 
  ●
  Clutched in one hand is a feather, half of its
  plumes white, the other half silver.
  ●
  Tucked away in a pocket is a letter. If the
  characters locate this letter, distribute
  Player Handout 1​.
  If they don’t notice on their own, a successful DC 14 
  Intelligence (Investigate) check turns up the fact that 
  Otihand’s money pouch has not been taken, likely 
  ruling out robbery as a motive.  
  Info For The Players 
  ●
  Otihand was recently elected the head of the
  griffon riders. He beat his second in
  command, Oswald for it.
  ●
  He was loved by most people, but could
  have a temper if he was upset.
  ●
  Single as far as Mistletoe knows
  ●
  The guards of the City of the Dead found his
  body 
  The Note 
  The letter is written in code. Some letters are 
  missing, and others are misspelled. The errors spell 
  the name of one of his killers. It reads:  
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  DDAL-ZIEGE-03 Dead Men Feel No Cold 
  5 
  
  I kneed tr si you, I have mised you. Please meet 
  me in the City of the Dead at midniht of the 
  secand day of Mirtul, in three days. I love you 
  The errors spell the name, “Krisga.” 
  ●
  “Need” misspelled with an extra “K”
  ●
  “To” misspelled with an “R”
  ●
  “See” misspelled with an “I”
  ●
  “Missed” misspelled with a missing “S”
  ●
  “Midnight” missing the “G”
  ●
  “Second” misspelled with an “A”
  At a glance, it may appear to have been written by 
  someone with a poor command of the written word, 
  but a successful DC 15 Intelligence (History) check 
  suggests that it is instead a code. If the PCs are 
  stumped by the letter, Nerisys can help decode it.  
  The Feather 
  The feather is magical, a scrying device planted at 
  the scene by Urador and Krisga. If the characters 
  make a successful DC 20 Intelligence (Investigate) 
  check, they suspect the feather was planted after the 
  murder. A successful DC 21 Intelligence (Arcana) 
  check is necessary to identify it as a scrying focus, 
  although magic such as ​detect magic​ �, reveals its 
  magical nature.  
  The Poison 
  If the characters as Nerisys about the poison, read or 
  paraphrase:  
  As you reveal the fact that Otihand was poisoned, a scowl 
  crosses Nerysis’ face as she growls, “Those uncivilized, 
  uncultured swine! There are only two people that I can think 
  of that would have the means and motive to use purple 
  worm poison to kill him.” 
  She lifts one finger and says, “Lilly Nailo. A gnome 
  adventurer who has been pestering Otihand about her 
  gryffon Moo, impounded by Otihand as Lilly didn’t have her 
  licence. She might’ve picked up the poison while out doing 
  some lowly job.” For a moment, she looks off, lost in thought, 
  and then adds, “She’s oddly attached to that griffon.” 
  She then holds up her second finger, “Then there’s 
  Otihand’s econd-in-command Oswald. What second wouldn’t 
  like a shot at the big seat? And Oswald has access to the 
  stock of poisons Otihand keeps locked in his office. I don’t 
  know Oswald well, he’s a quiet man who keeps to himself.” 
  Assuming the characters have discovered Krisga’s 
  name hidden in the letter, add:  
  Nerisys pauses for a moment before lifting a third finger, “It’s 
  probably best you speak with Krisga Hawklight too. Figure 
  out what she has to do with all of this?  
  After they gain this information, Nerisys tells the 
  characters the likely location of their suspects.  
  ●
  Lilly can usually be found at her room in the
  Yawning Portal.
  ●
  Oswald is typically at his post in the North
  Ward.  They must take the sewers to get
  there.
  ●
  Krisga will likely be found at her home in
  the Sea Ward.
  A Final Request 
  Before they depart, Nerysis asks the characters to 
  keep the investigation quiet, at least until the killer 
  is brought to justice. She also provides admonition 
  that, in Waterdeep, the penalty for killing is to be 
  killed. She recommends the characters apprehend 
  their suspect without kill them, or if they choose the 
  more violent path, don’t get caught.  
  1b. Attacked! 
  Nerysis remains at the graveyard, to take care of 
  Otihand’s body when the characters leave. When 
  they are just out of the cemetery, they are ambushed 
  by a pair of ​kraken priests​.​ ​One of them has a 
  suckered tentacle for a tongue and two tentacles 
  coming out of its jaw, and the other is covered with 
  eyes and mouths that are constantly dripping with 
  green ooze.  
  They find two kraken statues. They don’t, however, 
  find any evidence as to how the priests knew that 
  the characters were coming.  
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  DDAL-ZIEGE-03 Dead Men Feel No Cold 
  6 
  
  Part 2. Investigations 
  Estimated Duration:​ 120 minutes 
  The characters can visit the NPCs in any order they 
  wish, however, they must visit all of them.  
  General Features 
  Waterdeep has the following general features:
       Terrain.​ The leftover water from the storm makes small 
  puddles on the paved roads. 
  Weather.​ A light drizzle falls from an overcast sky creating 
  an all-around dreary atmosphere. 
  Light. ​ The heavy cloud cover and rain cast a gray pallor 
  over the city, although this has no mechanical effects. 
  Smells and Sounds.​ The smell of rain mixed with fish from 
  the nearby Sea of Swords fills the air while the shouts of 
  merchants hawking goods competes with the sounds of 
  hundreds of people going about their daily tasks . 
  Urban Dryads 
  The Elder Dryads refuse to let the land perish beneath stone 
  and structure. To combat this, these stubborn defenders of 
  nature have bound fey spirits to weeds of Waterdeep, 
  creating urban dryads that grow in the cracks between 
  buildings and cobblestone. The dryads do many things to 
  protect Waterdeep. 
  Each dryad has six sproutlings that travel around their 
  neighborhood, and report to their dryad of events in the city. 
  One such sproutling was watching the scene of the murder, 
  and reported all it saw. However, neither the dryads nor their 
  sproutlings can speak. Instead, they use symbols to 
  communicate their message. 
  As the characters go about their investigations, they have 
  three chances to interact with the dryads. Details of each 
  encounter are presented below. 
  2a. Lilly Nailo 
  One of the suspects that Nerisys mentioned is a 
  gnome adventurer named Lilly Nailo. Lilly keeps a 
  room at the Yawning Portal, a favorite stopping 
  place for adventures in Waterdeep’s Castle ward.  
  Castle Ward 
  Waterdeep’s Castle Ward is situated at the center of the city, 
  and includes the famed Mount Waterdeep, as well as most of 
  the government offices. Castle Waterdeep, the Palace of 
  Waterdeep, and Blackstaff Tower are all located in the Castle 
  Ward, as are the homes of many retired adventurers. 
  Dryads 
  On their way to the tavern the characters notice long 
  strands of ivy moving about in one of the adjoining 
  alleys. If they stop to investigate, they see that it is 
  actually some sort of creature: a humanoid with 
  strangely sharp jawlines, long hair made of thick 
  strands of ivy, and wooden limbs that may be 
  animate roots. The creature is drawing in the dirt.  
  Distribute Player Handout 2​. 
  The dryads are extremely shy, and as soon as the 
  creature they encounter finishes its drawing, it 
  skitters off, quickly melding into the vines and plant 
  life growing on the nearby buildings.  
  The Yawning Portal 
  The Yawning Portal is a four-story building in 
  Waterdeep’s Castle ward. The ground-floor taproom 
  caters predominantly to adventurers heading for the 
  ruins of Undermountain. As the characters reach the 
  Yawning Portal, read or paraphrase:  
  You arrive at the Yawning Portal, an impressive four-story, 
  stone building with a slate roof. The sounds of laughter and 
  drunken revelry drifting out from its common room. This is 
  where Nerisys said you could find Lilly. 
  Inside, a crowd of revelers are engaged in drinking 
  and games of contest. The room itself has rich blue 
  wall hangings but is dominated by a 40-foot hole the 
  descends 140 feet into Undermountain. It costs 1gp 
  to be lowered into Undermountain, and another 1gp 
  to be hoisted out again.  
  If the characters ask about Lilly, the bar keep or 
  any of the patrons, points them towards her room. 
  No one is concerned for her safety. Lilly is an 
  accomplished adventurer, and should things turn 
  ugly, the PCs offer her no real threat. Don’t volunteer 
  this fact, but if the players ask, a successful DC 10 
  Wisdom (Insight) check is enough to confirm it.  
  The door to Lilly's room isn’t locked. If the 
  character knock, she tells them to enter, her voice 
  friendly, but distracted, if they barge in, the door 
  opens easily.  
  The door opens easily and inside you see a gnome, her back 
  to you, quickly drop something into a drawer. She then turns 
  towards you, her hands outstretched as she says calmly, 
  “State your name and business.”  
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  DDAL-ZIEGE-03 Dead Men Feel No Cold 
  7 
  
  Roleplaying Lilly 
  Lilly is a quintessential adventurer. She is smaller than most 
  gnomes, but doesn’t act as such. While she prefers talking, 
  she isn’t afraid to resort to violence when needed and as a 
  powerful cleric she can handle herself in a scrap. From her 
  long years of adventuring, she has forgotten the concept of 
  personal space, and often clambers onto a character if they 
  look interesting, getting right in their face. Her main focus in 
  Waterdeep is getting her gryffon Moo back. If things turn 
  ugly, Lilly is a level 20 cleric. She will not kill the characters, 
  but may teach them a lesson in rudeness. 
  Quote:​ “He’s dead?! Does that mean I get Moo back???” 
  After someone has answered her demands, Lilly 
  relaxes slightly. During conversation, she volunteers 
  the following information:  
  ●
  Her relationship with Otihand Droverson
  was strained. The man impounded her
  griffon (Moo the Dragon Slayer) upon their
  arrival in Waterdeep more than a month
  and a half ago and Lilly has been trying to
  free her friend ever since.
  ●
  She misplaced her licence for Moo a long
  time ago, and hasnt been able to return to
  Hawk’s Nest for a replacement.
  ●
  At present, Lilly is waiting for a replacement
  license from Hawk’s Nest that will provide
  the proof Otihand requires to release the
  griffon.
  ●
  Lilly doesn’t believe “Otihand and his
  cronies” are treating Moo properly.
  If asked about Oswald, Lilly knows only that he 
  is a quiet man who, rumor says, was narrowly 
  beaten out by Otihand for the posting of captain of 
  the griffon riders.  
  If asked about what she put away in her drawer 
  as the characters entered, Lilly becomes defensive 
  and says only that it was “something private.” A 
  successful DC 15 Charisma (Persuasion) check, or a 
  DC 21 Charisma (Intimidate) check, is required to 
  get her to say more. Any attempt to threaten or 
  intimidate Lilly, whether successful or not, results in 
  disadvantage on subsequent social interaction 
  checks during the encounter.  
  Should the characters convince her to reveal the 
  item, she tears up and withdraws a vial from the 
  drawer, emptying its content into her palm: a green 
  scale and a feather. The scale is from Moo’s green 
  dragonscale armor, the feather is a match to the 
  feather recovered from the crime scene (Part 1a).  
  Lilly rejects any suggestion that she was part of the 
  crime, despite Moo’s feather being recovered at the 
  scene, pointing out that Moo has been in the 
  possession of Otihand for over a month.  
  2b. Oswald Nygma 
  The second suspect the characters are to see is 
  Otihand’s second-in-command, Oswald Nygma. 
  Nygma lives in Waterdeep’s Northward.  
  North Ward 
  Located in the northeastern part of the city, the North Ward 
  is home to many of the cities elite. Sprawling villas are 
  common here, where the moneyed citizens make their 
  home. Access to the ward is controlled, and only those with 
  legitimate business are allowed entry. 
  Dryads
  As they make their way to Nygma’s home, the 
  characters encounter a group of all-female urban 
  dryads grooming themselves: braiding one 
  another's hair, trimming roots, and the like. The 
  dryads slip away as soon as the characters notice 
  them, once again melding into the vines and plant 
  life before vanishing entirely. 
  If the characters go investigate, they notice a 
  drawing in the dirt, an arrow.  
  Distribute Player Handout 3​. 
  Accessing the North Ward 
  The PCs can enter the North Ward by talking their 
  way past a guard post, sneaking over the walls, or 
  slinking through the city's sewers.  
  Entering through the gates requires the characters 
  present a legitimate need. They can do this by 
  explaining the situation, and making a successful a 
  DC 20 Charisma (Persuasion) check, or spinning a lie 
  and making a successful DC 20 Charisma 
  (Deception) check. Intimidation automatically fails. 
  If a character with the noble background does the 
  talking, they gain advantage on the roll. A party that 
  includes a character with the criminal background, 
  or that looks like they don’t belong in the North 
  Ward, instead has disadvantage on the roll.  
  Characters who attempt to climb the walls for 
  entry must make a successful DC 10 Dexterity 
  (Stealth) check. A failure by even one character 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  means they are noticed by guards, and arrested. 
  They will be given a 15gp fine and sent on their way, 
  but not before their names go on a list of persons not 
  allowed in the North Ward.  
  The easiest way in, and the one suggested by 
  Nerisys, is to slip in through the city sewers. The trip 
  takes about 30 minutes and there is no danger of 
  being caught. However, each character must make a 
  successful DC 13 Constitution saving throw for every 
  15 minutes in the sewers with failure resulting in the 
  character becoming poisoned until they take a short 
  or a long rest.  
  Nygma’s Home 
  Once they have made their way into the North Ward, 
  locating Nygma’s home is an easy task.  
  Oswald Nygma’s home is more of a shack than a house, 
  surprising for a resident of North Ward. Furthermore, it 
  presents a few oddities, including that the only door has no 
  handle, or other means apparent to open it. Sitting on a small 
  shelf next to the door is a black box, roughly six inches to a 
  side made of some sort of metal. As you approach, a voice 
  issues from the box, “What can I do for you?”  
  The voice belongs to Oswald Nygma, although he 
  doesn’t identify himself, instead leading them to 
  believe he is a servant of Oswald’s.  Oswald is an 
  intensely private person, and doesn’t get many 
  visitors, and those few he does must pass his test. 
  Demonstrating to him that they are “worthy” of 
  entering him.  
  The voice explains that to enter, they must first 
  answer a riddle, and then solve a “challenge” of 
  Oswald’s design. When they are ready, Oswald poses 
  three riddles. Once they provide a correct answer to 
  at least one, a clicking sound issues from the door, 
  which then opens slightly. Before they enter, the 
  voice offers to provide them a “hint” to their next 
  challenge, but only if they answer the other two 
  riddles correctly (see N2. Water Challenge below for 
  the hint).  
  Pick three riddles from DM Handout #2. 
  N1. Upper Floor 
  Once the characters enter Nygma’s home, read or 
  paraphrase:  
  The room home beyond the door consists of a small room, 
  empty save for a stone stairwell that descends into darkness. 
  The characters are free to look around but the place 
  is empty. When they are ready, proceed to ​Area N2​.  
  N2. Puzzle Room 
  Waiting at the bottom of the stairwell is Nygma’s 
  “water challenge.”  
  As you descend, you smell the strong scent of something 
  sweet, mingling with the scents of fruit further down, and 
  then the distinct smell of cleaners. When you reach the end 
  of the staircase, you enter a stone room filled containing 
  seventeen small dias’. The largest is set in the center of the 
  chamber, topped by a large stone bowl while the sixteen 
  smaller ones surround it in a circular pattern. A small 
  pedestal stands atop each of the smaller dias, with two vials 
  of colored water set into slots on their surface. There are no 
  signs of an exit beyond the way you entered.  
  Distribute ​Player Handout #4. 
  To solve the puzzle the players must either: 
  1.
  Collect the vials of water that correspond
  with the colors of the rainbow (red, orange, 
  yellow, green, blue, indigo, violet, and clear) 
  and dump them into the central bowl.  
  2.
  Collect all the vials that correspond with a
  fruit smell (red, chartreuse, green, orange,
  blue, apricot, yellow, and purple) and dump
  them into the central bowl.
  Set high on the wall in each corner of the room is a 
  small metal box, allowing Oswald to communicate 
  with the characters. If they answered all three of his 
  riddles correctly, as they enter the room his voice 
  issues from one of these boxes, declaring that to 
  proceed, they must solve his puzzle, and doing so 
  will require that they make use of “half” of the 
  objects contained on the dias.  
  The vials must be emptied into the bowl in the 
  order listed above, or all at the same time. If the vials 
  are emptied in the wrong order, or the wrong 
  combination, all creatures in the room take damage, 
  as noted in the color descriptions below.  
  A vial magically refills with liquid once it is placed 
  back on its pedestal.  
  Every vial has a certain smell, that is almost 
  overwhelming for the person opening it as noted 
  below.  
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Color 
  Smell 
  Damage 
  Red 
  Strawberries 
  Fire 
  Teal 
  Ocean 
  Thunder 
  Chartreuse 
  Pomelo (a 
  citrus fruit) 
  Poison 
  Maroon 
  Blood 
  Slashing 
  Black 
  Grave 
  Necrotic 
  Brown 
  Coffee 
  Piercing 
  Clear 
  No smell 
  Cold 
  Green 
  Lime 
  Acid 
  Orange 
  Orange 
  Fire 
  Pink 
  Sugary burned 
  dessert  
  Force 
  Blue 
  Blueberries 
  Bludgeoning 
  White 
  Laundry 
  Cold 
  Apricot 
  Apricot 
  Radiant 
  Yellow 
  Lemon 
  Radiant 
  Indigo 
  Lilacs 
  Psychic 
  Purple 
  Blackberries 
  Psychic 
  When the wrong liquid is dumped into the bowl, a 
  cloud of color fills the room and each character in 
  the room must succeed a DC 15 Dexterity saving 
  throw, taking 2d6 damage of the type noted above 
  on a failure, or half as much on a successful save.  
   If a character instead ingests the liquid, that 
  character must succeed on a DC 20 Constitution 
  saving throw, taking 2d6 damage of the type noted 
  above on a failure, or half as much on a successful 
  save.  
  When the correct combination is entered into the 
  bowl, the liquids swirl together in a rainbow of 
  colors and the entire central dias rotates, sinking 
  into the floor and revealing a stairwell leading into 
  darkness from which a faint animal smell issues.  
  N3. Stone Hall 
  Below ​Area N2​, a long hallways stretches away, with 
  eight stalls at the far end made to house animals. The 
  stalls are empty, except one that holds Moo, Lilly 
  Nailo’s griffon.  
  The feather recovered from the crime scene 
  matches the griffon Moo. At a glance, it is obvious the 
  creature is malnourished and not be treated well. If 
  the characters interact with Moo, they will be 
  surprised to learn he has a limited vocabulary. 
  Moo knows six words: good, bad, great, dragon, 
  kitty, and Moo. Moo considers all humanoids “kitty” 
  and refers only to Lilly as “great Kitty.” If a character 
  feeds Moo, that character will from then on be known 
  as “good Kitty.”  
  At the end of the hall there is an unlocked, ornate 
  door leading to ​Area N4​, where Oswald Nygma waits.  
  N4. Office 
  Beyond the door Oswald Nygma waits. He looks up at you 
  nervously, absentmindedly sifting items around the desk 
  behind which he sits. Bookshelves line the walls of the office, 
  and the ceiling is painted with a mural depicting a flight of 
  griffons at play.  
  Oswald’s desk looks like it was picked up by a 
  tornado, and set back down. Sheets of paper cover it 
  in a haphazard jumble, mixed in with books, quills, 
  inkwells, and a few scattered pictures. A character 
  with a passive Perception of 15 or higher notices 
  Oswald’s shuffling of papers is intended to hide one 
  in the larger mess.  
  Oswald is unaware of the death of Otihand, and 
  expresses true grief if the characters reveal it. 
  If accused of the murder, Oswald vehemently 
  denies any involvement. Instead, he explains that it 
  is true, he was angry when Otihand beat him for the 
  position, but he has since come to respect the man’s 
  leadership. A successful DC 15 Wisdom (Insight) 
  check suggests there is more that he is not saying.  
  If the characters press him to reveal everything, he 
  instead offers them this riddle, “I cannot be bought, 
  but I can be stolen with one glance, I am worthless to 
  one, but priceless to two.”  
  He will reveal more only with a successful DC 20 
  Charisma (Persuasion) check or a DC 15 Charisma 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  (Intimidation) check. If the characters succeed, he 
  shuffles through the pages on his desk, drawing 
  forth one and handing it over. It is a love letter, 
  dated yesterday, from Oswald to Otihand, in which 
  Oswald confesses his love for the man and how he 
  wishes that things could be different between them. 
  During the discussion, he attempts to blame Lilly 
  Nailo for the murder. Suggesting that she has been 
  coming around daily, sometimes twice a day. Once 
  she even broke in and tried to steal Moo.  
  Roleplaying Oswald Nygma 
  Oswald is a cool and collected man, usually polite and formal 
  although he has little use for unintelligent or rude  persons. 
  He loves riddles, often weaving them into conversation, 
  providing hints only if someone is in mortal danger. Oswald is 
  a charismatic man, answering questions to the best of his 
  ability until conversation shifts towards his hidden love for 
  Otihand. 
  Quote:​ “I would never want to hurt O.” 
  2c. Krisga Hawklight
  The third suspect the characters are to see is 
  Otihand’s secret lover, Krisga Hawklight. Krisga lives 
  in Waterdeep’s Sea Ward with her father. Both 
  Krisga and her father Urador are deep scions, though 
  they will not reveal this fact to the characters.  
  Sea Ward 
  Waterdeep’s Sea Ward is located on the coast, in the cities 
  northeast quadrant. It is home to the wealthiest residents of 
  the city as well as its largest temples. 
  Dryads 
  As the characters move through the ward, they 
  encounter the urban dryads once again. This time 
  one of the dryads beckons the characters forward, 
  motioning towards a drawing another dryad has 
  made in the dirt.  
  Distribute ​Player Handout #5​. 
  Most of the key is the pieces that the characters were 
  given earlier. They are intended to figure out that 
  the second piece is that the tic tac toe squares and 
  the X are repeated in that order but the second time 
  with small diamonds in them. The arrow represents 
  the way that they are supposed to fill in the X aka 
  West, North, East, South.  
  Each space represents a letter of the alphabet. The 
  final clue says “Bird Betrayal”  
  Hawklight Manor 
  Krisga’s home, Hawklight Manor, is a sight to be seen. A 
  massive home built in a complicated, assymetrical form 
  common to those of wealth.  
  A servant greets them, offering refreshments and 
  excusing himself to let the “lord of the manor” know 
  he has visitors. The man returns quickly, inviting 
  them to follow him to the great hall. Fish tanks of all 
  sizes, with a collection of exotic fish, including 
  sharks, decorate the manor. The great hall itself 
  overlooks the Sword Coast and one wall is all glass, 
  revealing a stunning vista of the water. In the center 
  of the hall is a pool of water, and the characters catch 
  sight of several sharks swimming within it.  
  Urador Hawklight and his daughter Krisga wait for 
  the characters in the great hall. Urador is a gruff, 
  rotund man who evokes the image of a penguin as he 
  moves with a sort of waddle. He drinks a lot of 
  water, and often excuses himself to refill his cup. He 
  decidedly hated Otihand, and is pleased that the man 
  is dead, however, he denies killing him. A successful 
  DC 15 Wisdom (Insight) check verifies he is not lying 
  when he insists he did not kill Otihand.  
  Krisga refuses to even acknowledge she knew 
  Otihand while her father is in the room. Only after he 
  father leaves, likely to get water, does she open up. 
  Through quiet tears she reveals:  
  ●
  She loved Otihand and is horrified to learn
  of his passing. She, of course, had nothing to
  do with this death.
  ●
  Otihands number two, Oswald, was always
  oddly jealous of her and “Oti’s” relationship.
  ●
  “Oti” often complained about a woman,
  “Lila, linda,....... Lilly!” She explains that Lilly
  often came to his station demanding that he
  give back her griffon.
  While speaking with Krisga, a successful DC 15 
  Wisdom (Insight) check reveals she is lying about 
  her true feelings for Otihand. If the characters 
  confront her about this, or after she grows weary of 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  the conversation, she asks that they leave, allowing 
  her to “grieve” for Othiand.  
  At some point during the conversation, any 
  character with a passive Perception of 13 or higher 
  hears a loud thud somewhere deeper in the house. 
  Krisga, or her father, passes it off as nothing, 
  although a successful DC 12 Charisma (Persuasion) 
  or DC 20 Charisma (Intimidation) check gets either 
  to reveal it is just their pet frog Hobbi jumping 
  about.  
  If the characters employ spells such as ​detect 
  magic​ within the manor, the entire structure 
  radiates magic. The home was built through magic. 
  Roleplaying Krisga Hawklight 
  Krisga is a tall human female with fiery red long hair pulled 
  into a side french braid. she is very neat and obsessively nice. 
  She talks to her fish. ​Her and her father were part of an 
  organization of deep scions that were sent into large cities 
  around Faerun by their master the Kraken. They killed 
  Otihand at the behest of the Kraken. 
  Krisga was pretending to love Otihand, but she keeps up 
  the act while not in front of her father. 
  Quote:​ “Oti’s dead???? when, what, how?!” 
  Banderhobb Attack 
  If you have time, after the characters leave the 
  manor, run this optional combat.  
  Two ​banderhobb​​ attack the party, ambushing them 
  in the streets of Waterdeep. On the bodies is another 
  kraken symbol. A character who makes a successful 
  DC15​​ Intelligence (History) check, recalls seeing a 
  similar statue in the Hawklight manor. 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Part 3. The Accusation 
  After speaking with all three suspects, the characters 
  should be ready to confront the one they believe to 
  be the killer. There are three possible accusations: 
  Lilly Nailo, Oswald Nygma, or the Hawklights.  
  Accusing Lilly Nailo
  An accusation against Lilly is met by a snorted laugh 
  and a bored command that they leave her hotel 
  room immediately. Should they refuse, she suggests 
  they all visit the city guard where “real 
  investigators” can get involved. Lilly, of course, had 
  nothing to do with the murder.  
  Accusing Oswald Nygma 
  An accusation against Oswald results in the man 
  becoming furious, shouting them out of his office 
  and threatening them with action by the guard if 
  they do not leave at once. Like Lilly, Oswald had 
  nothing to do with the murder.  
  Accusing the Hawklights 
  An accusation against Krisga and Urador results in a 
  battle, likely in the great hall of the manor. 
  General Features 
  The nesting area has the following general features: 
  Terrain.​ The floor here is of an odd substance that no one 
  can identify, if they ask about it of course. There is furniture 
  on the floor, so nothing is a straight shot. 
  Weather.​ There is no weather because its indoors 
  Light.​ The whole of the inside of the house is lit 
  Smells and Sounds.​ The smells of the ocean and the 
  sounds of crashing waves fills the Hawklight house. 
  Krisga and her father (both ​deep scions​) begin with 
  denials, as the pair attempt to lure the characters 
  near the middle of the great hall. Once they are in 
  position, Krisga stars laughing, changing shape to 
  her true form as her father follows suit. 
  Once combat begins, on initiative count 20 of the 
  first round, always losing ties, Urador mutters a few 
  quiet words, and the characters find themselves 
  splashing into the pool at the center of the great hall. 
  Suddenly, the floor drops out from under you. You 
  feel the salty cool rush of ocean water flow over you , 
  as you fall into a large pool. You are suddenly 
  surrounded by the clearest ocean water you've ever 
  seen, but at first glance the water isn't the main 
  concern, that's the large sharks starting to circle 
  your group, and the largest two legged toad you 
  have ever seen, peering into the water.  
  Two ​hunter sharks​ and a ​banderhobb​ lurking in 
  the pool attack as the characters splash into the 
  water. The sharks leave characters who leave the 
  water alone, but the banderhobb follows them onto 
  shore to continue the attack.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak: ​Remove a ​Deep Scion
  ● Weak: ​Remove a ​hunter shark
  ● Strong: ​Add a ​deep scion
  ● Very Strong: ​Add a ​banderhobb
  Aquatic Combat  
  When making a ​melee weapon attack​, a creature 
  that doesn’t have a swimming speed (either natural 
  or granted by magic) has disadvantage on the attack 
  roll unless the weapon is a dagger, javelin, short 
  sword, spear, or trident. 
  A ​ranged weapon attack​ automatically misses a 
  target beyond the weapon’s normal range. Even 
  against a target within normal range, the attack roll 
  has disadvantage unless the weapon is a crossbow, a 
  net, or a weapon that is thrown like a javelin 
  (including a spear, trident, or dart). 
  Creatures and objects that are fully immersed in 
  water have resistance to fire damage.
  Treasure 
  The characters find 400 gp worth of kraken statues 
  in the Hawklights house.  
  Confused? 
  If the characters are confused, or fail to accuse the 
  correct person, feel free to have Nerisys come 
  running up to them in the streets and tell them, after 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  catching her breath, that the guards saw a tall, 
  red-haired woman leaving the City of the Dead near 
  the suspected time of death.  
  Conclusion  
  The fighting will attract the attention of the town 
  guards, but they will see the true forms of the scions 
  and will let the characters off on a warning to let the 
  authorities take care of it next time. Nerisys is very 
  thankful and will tell the characters that they are 
  welcome to stay with her and to come visit 
  Waterdeep any time.  
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  DDAL-ZIEGE-03 Dead Men Feel No Cold�
  14 
  
  Adventure rewards 
  4 treasure points and 4 check points 
  Ring of spell storing is unlocked.  
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Appendix 1: Monster/NPC Statistics
  Deep Scion 
  Medium humanoid (shapechanger), neutral evil 
  Armor Class ​11 
  Hit Points ​67 (9d8 + 27) 
  Speed​ 30 ft. (20 ft. and swim 40 ft. in hybrid form)
  Saving Throws ​Wis +3 Cha +4  
  Senses​ darkvision 120 ft., passive Perception 11 
  Languages​ Aquan, Common, thieves’ cant  
  Challenge​ 3 (700 XP) 
  Shape Changer.​ ​ The deep scion can use its action to 
  polymorph into a humanoid-piscine hybrid form, or 
  back into its true form. Its statistics, other than its 
  speed, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. The deep scion 
  reverts to its true form if it dies.  
  Amphibious (Hybrid Form Only)​ . ​ The deep scion can 
  breathe air and water. 
  Actions 
  Multiattack. ​ ​In Humanoid form, the deep scion makes 
  two melee attacks. In hybrid form, the deep scion 
  makes three attacks: one with its bite and two with its 
  claws.  
  Battleaxe (Humanoid Form Only).  ​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.  
  Bite (Hybrid Form Only). ​Melee Weapon Attack: ​+6 to 
  hit, reach 5ft., one creature. ​Hit:​ 7 (1d6 + 4) piercing 
  damage.  
  Claw (Hybrid Form Only). ​Melee Weapon Attack: ​+6 to 
  hit, reach 5 ft., one target. ​Hit: ​7 (1d6 + 4) slashing 
  damage. 
  Psychic Screech (Hybrid Form Only; Recharges after a 
  Short or Long Rest). ​The deep scion emits a terrible 
  scream audible within 300 feet. Creatures within 30 
  feet of the deep scion must succeed on a DC 13 
  Wisdom saving throw or be stunned until the end of 
  the deep scion’s next turn. In water, the psychic 
  screech also telepathically transmits the deep scion’s 
  memories of the past 24 hours to its master, 
  regardless of distance, so long as it and its master are 
  in the same body of water.  
  Banderhobb 
  Large monstrosity, neutral evil 
  Armor​​ ​Class​​ 15 (natural armor) 
  Hit​ ​Points​​ 84 (8d10 + 40) 
  Speed​ 30 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  20 (+5)
  12 ​(+1​)
  20 (+5​)
  11 (+0)
  14 ​(+2​)
  8 (-1) 
  Skills  ​Athletics +8, Stealth +7  
  Condition Immunities​ charmed, frightened 
  Senses​ darkvision 120 ft., passive Perception 12 
  Languages​​ understands Common and the languages of 
  its creator but can’t speak 
  Challenge​​ 5 (1800 XP) 
  Resonant Connection.​ If the banderhobb has even a 
  tiny piece of a creature or an object in its possession, 
  such as a lock of hair or splinter of wood , it knows 
  where the most direct route to that creature or object 
  if it is within 1 mile of the banderhobb. 
  Shadow Stealth.​ While in dim light or darkness the 
  banderhobb can take the Hide action as a bonus 
  action. 
  Actions 
  Bite.​ ​Melee Weapon Attack:​ +8 to hit, reach 5 ft., one 
  target. ​Hit:​ 22 (5d6 +5) piercing damage, and the target 
  is grappled (escape DC 15) if it is a Large or smaller 
  creature. Until this grapple ends, the target is 
  restrained, and the banderhobb can’t use its bite 
  attack or tongue on another target.  
  Tongue​.​ Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 10 (3d6) necrotic damage, and the 
  target must make a DC 15 Strength saving throw. On a 
  failed save, the target is pulled to a space within 5 feet 
  of the banderhobb, which can use a bonus action to 
  make a bite attack against the target. 
  Swallow​.​ The banderhobb makes a bite attack against a 
  Medium or smaller creature it is grappling. If the attack 
  hits, the target is swallowed, and the grapple ends. The 
  swallowed creature is blinded and restrained, it has total 
  cover against attacks and other effects outside the 
  banderhobb and it takes 10 (3d6) necrotic damage at the 
  start of each of the banderhobb's turns. A creature 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
  16 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4)
  13 (+1)
  16 (+3)
  10 (+0)
  12 (+1)
  14 (+2) 
  
  reduced to 0 hit points in this way stops taking necrotic 
  damage and becomes stable. 
  The banderhobb can have only one target swallowed at a 
  time. While the banderhobb isn't incapacitated, it can 
  regurgitate the creature at any time (no action required) 
  in a space within 5 feet of it. The creature exits prone. If 
  the banderhobb dies, it likewise regurgitates a swallowed 
  creature. 
  Shadow Step​.​ The banderhobb magically teleports up to 
  30 feet to an unoccupied space of dim light or darkness 
  that it can see. Before or after teleporting, it can make a 
  bite or tongue attack. 
  Hunter Shark 
  Large beast, unaligned 
  Armor​ ​Class​ 12 (natural armor) 
  Hit​​ ​Points​ 45 (6d10 + 12) 
  Speed​ 0 ft. swim 40 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  13​(+1​)
  15 (+2​)
  1 (-5)
  10 ​(+0​)
  4 (-3) 
  Skills  ​Perception +2 
  Senses​ blindsight 30ft., passive Perception 12 
  Languages​- 
  Challenge​ 2 (450 XP) 
  Blood Frenzy​ .​ ​ The shark has advantage on melee attack 
  rolls against any creature that doesn't have all its hit 
  points.
  Water Breathing.​ The shark can only breath 
  underwater.  
  Actions 
  Bite.​ Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Kraken Priest 
  Medium humanoid (any race), neutral evil 
  Armor​ ​Class​ 10 (natural armor) 
  Hit​ ​Points​ 75 (6d10 + 12) 
  Speed​ 30 ft. swim 30 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  10​(+0​)
  16 (+3​)
  10 (+0)
  15 ​(+2​)
  14 (+2) 
  Skills  ​Perception +5 
  Damage Resistances ​bludgeoning, piercing, and 
  slashing from non-magical items 
  Senses​ passive Perception 15 
  Languages​ Common and Deep speech 
  Challenge​ 5 (1,800 XP) 
  Amphibious. ​The priest can breathe air and water.
  Innate Spellcasting.​ The priest’s spell casting ability is 
  Wisdom (spell save DC 13,  
  The priest’s spellcasting ability is Wisdom (spell 
  save DC 13, +5 to hit with spell attacks). It can 
  innately cast the following spells, requiring no 
  material components: 
  At will: command, create or destroy water 
  3/day each: control water, darkness, water 
  breathing, water walk 
  1/day each: call lightning, Evard’s black tentacles 
  Actions
  Thunderous Touch.​ Melee Spell Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 27 (5d10) thunder 
  damage. 
  Voice of the Kraken (Recharges after a Short or 
  Long Rest).​ A kraken speaks through the priest with 
  a thunderous voice audible within 300 feet. 
  Creatures of the priest’s choice that can hear the 
  kraken’s words (which are spoken in Abyssal, 
  Infernal, or Primordial) must succeed on a DC 14 
  Charisma saving throw or be frightened for 1 
  minute. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Appendix 2: Map 
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  Appendix 3: DM Handout 
  The second half of the key to the Dryad puzzle. 
  (DM Reference)  
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  Player Handout: #1 
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  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Player Handout: #2 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  DDAL-ZIEGE-03 Dead Men Feel No Cold 
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  Player Handout: #3 
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  Player Handout: #4
  List of colors 
  - Red
  - Teal
  - Chartreuse
  - Maroon
  - Black
  - Brown
  - Clear
  - Green
  - Orange
  - Pink
  - Blue
  - White
  - Apricot
  - Yellow
  - Indigo
  - Violet
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  Player handout: #5
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  Player Handout: #6 Magic Item
  During the course of this adventure, the characters may find the 
  following permanent magic item: 
  Ring of Spell Storing 
  Wondrous Item, rare 
  This ring stores spells cast into it, holding them until the attuned 
  wearer uses them. The ring can store up to 5 levels worth of spells at a 
  time. When found, it 
  contains 1d6 − 1 levels of stored spells chosen by the GM.
  Any creature can cast a spell of 1st through 5th level into the ring by 
  touching the ring as the spell is cast. The spell has no effect, other than 
  to be stored in the ring. If the ring can't hold the spell, the spell is 
  expended without effect. The level of the slot used to cast the spell 
  determines how much space it uses. 
  While wearing this ring, you can cast any spell stored in it. The spell 
  uses the slot level, spell save DC, spell attack bonus, and spellcasting 
  ability of the original caster, but is otherwise treated as if you cast the 
  spell. The spell cast from the ring is no longer stored in it, freeing up 
  space. 
  The ring is in the shape of a kraken head 
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  DM Handout
  Riddle #1.Until I am measured I am not known. 
  Yet how you miss me when I have flown. 
  Answer:Time 
  Riddle #2. 
  If you drop me I'm sure to crack, 
  but give me a smile and I'll always smile back. 
  Answer: Mirror 
  Riddle #3. 
  What always runs but never walks, often murmurs, never talks, has a bed but never sleeps, has a mouth but never 
  eats? 
  Answer: River 
  Riddle #4. 
  It's red, blue, purple and green. 
  No one can reach it, not even the queen 
  Answer: Rainbow 
  Riddle #5. 
  I am the beginning of the end, and the end of time and space. 
  I am essential to creation, and I surround every place. 
  Answer: The letter “E’ 
  Riddle #6. 
  The one who makes it always sells it. 
  The one who buys it never uses it. 
  The one who uses it never knows he's using it. 
  Answer: Coffin 
  Riddle #7. 
  What's black when you get it, red when you use it, and white when you're done with it? 
  Answer: Charcoal 
  Riddle #8. 
  Each morning I appear to lie at your feet. 
  All day I will follow no matter how fast you run, yet I nearly perish in the midday sun. 
  Answer: Shadow 
  Riddle #9. 
  My life can be measured in hours. 
  I serve by being devoured. 
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  Thin, I am quick. Fat, I am slow. 
  Wind is my foe. 
  Answer: Candle 
  Riddle #10. 
  You've heard me before, yet you hear me again, 
  Then I die 'til you call me again. 
  Answer: Echo 
  Riddle #11. 
  What does man love more than life, 
  Fear more than death or mortal strife. 
  What the poor have, the rich require, 
  and what contented men desire. 
  What the miser spends and the spendthrift saves, 
  And all men carry to their graves? 
  Answer: Nothing 
  Riddle #12. 
  Three lives have I. 
  Gentle enough to soothe the skin, 
  Light enough to caress the sky, 
  Hard enough to crack rocks. 
  Answer: Water 
  Riddle #13. 
  At the sound of me, men may dream or stamp their feet. 
  At the sound of me, women may laugh or sometimes weep. 
  Answer: Music 
  Riddle #14. 
  I build up castles, I tear down mountains. 
  I make some men blind, I help others to see. 
  Answer: Sand 
  Riddle #15. 
  Reaching stiffly for the sky, I bare my fingers when it's cold. 
  In warmth I wear an emerald glove, and in between I dress in gold. 
  Answer: Tree  
  Riddle #16. 
  Whoever makes it, tells it not. 
  Whoever takes it, knows it not. 
  Whoever knows it, wants it not. 
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  Cold 
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  Answer: Counterfeit money 
  Riddle #17. 
  You saw me where I never was and where I could not be. And yet within that very place, my face you often see. 
  Answer: Reflection 
  Riddle #18. 
  Say my name and I disappear. 
  Answer: Silence 
  Riddle #19. 
  I drift forever with the current down these long canals they've made. 
  Tame, yet wild, I run elusive, multitasking to your aid. 
  Before I came, the world was darker. Colder, sometimes, rougher, true. 
  But though I might make living easy, I'm good at killing people too. 
  Answer: Electricity 
  Riddle #20. 
  I am always hungry and will die if not fed, whatever I touch will soon turn red. 
  Answer:Fire 
  Riddle #21 
  What is as light as a feather but even the strongest man can’t hold for long? 
  Answer: His breath 
  Riddle #22 
  The rich need it, the poor have it, and if you eat it you’ll die? 
   Answer: Nothing 
  Riddle #23 
  I can sneak up on you or be right in front of you without you knowing. But when I reveal myself you will never be the 
  same. 
   Answer: Betrayal 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ZiegeCon (ZIEGE)/CCC-ZIEGE-03 - Dead Men Feel No Cold.pdf