TEXT:  
  
   
   
   
  CC-EPI01-02 
   
   
   
   
   
  Hordes of Thar:  
  The Bloody Crescent 
  An Adventurers Anonymous Manila Adventure 
   
   
   
   
  Melvaunt’s guards are found dead in the barracks, the mark of an orcish murder god 
  splattered on their walls. While the assassins are elusive, the Emerald Enclave has found a way to 
  track them to their shadowy hold in the form of a strange hermit. Will the adventurers bring light to 
  the situation or be lost in the dark? 
  A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8| by Lance Tan and Smimo 
   
   
   
   
  
   
  Credits 
   
  Designer:​ Lance Tan and Smimo 
   
  Editing:​ Marielle Ko 
   
  D&D Adventurers League Guildmaster:​ Chris Lindsay 
   
  Art Director & Graphic Design:​ Camille Chua 
   
  Map Design: ​Ross McConnell 
   
  D&D Adventurers League Wizards Team:​ Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators:​ Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Ma’at 
  Crook, LaTia Jacquise, Claire Hoffman, Greg Marks 
   
  Playtesters:  ​Ian Viernes, Iza Hernandez, Aldrick Daven, 
  Al Teo, Mikaela Montalvan Rama, Nikka Lao, Paulo 
  Agustin, Raphael Fulgar, Paul Gabat, Toby Fernando, 
  Febie Magno 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, ​Player’s Handbook, Monster Manual, Dungeon Master’s Guide,​ D&D Adventurers League, all other Wizards 
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  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
  Adventure Primer 
   
  This adventure is designed for ​three to seven 5 
  10-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. 
  This adventure occurs in the outskirts of 
  Melvaunt. 
  *Author’s Note:​ Due to the nature of this 
  module’s mechanics concerning vision, it is 
  highly recommended but not required that it be 
  played with a mat to represent the adventurers.  
  Furthermore, this adventure was designed to 
  challenge your players to use their wits and 
  ingenuity to solve the problems and defeat their 
  foes with the environment stacked against them.  
  BACKGROUND 
  Thar​ is an inhospitable wasteland ravaged by 
  various humanoid tribes who are constantly at 
  war with one another. Most prominent of these 
  are the powerful and savage orcish tribes that 
  fight tooth and nail for whatever scarce 
  resources are available to them. As though by 
  the design of the orcish gods themselves, the 
  birth rate of orcs has increased exponentially 
  over the past few generations, causing a rapid 
  increase in the most prominent tribes and the 
  addition of various new tribes. 
  Three months ago, the two largest orcish tribes, 
  the Howling Thunders led by Brogug the 
  Stormlord and the Wyvern Breakers led by 
  Thork Fleshrender engaged each other in the 
  largest turf war seen in the past few decades. 
  Their war spanned several battles over 
  hundreds of miles stretching from the River 
  Thent to the edge of the Highfells. After several 
  bloody encounters, Brogug towered victoriously 
  over the broken corpse of Thork. With their 
  leader dead, Brogug was able to subjugate the 
  rest of the Wyvern Breakers under his banner.  
  Brogug swore to unite the various orcish tribes 
  and go on a vicious warpath in the lands beyond 
  Thar.  
  Once upon a time, the wretched and ugly orc 
  known as Gnott made a pact with a hag, trading 
  his loyalty for beauty. The hag granted him his 
  wish, turning him into a vampire. Though 
  beautiful beyond compare, Gnott was unable to 
  see his own reflection.  
  Cursing her name, ​Gnott ​set out to join Warchief 
  Brogug’s growing force, serving as his avatar of 
  Shargaas. After establishing his home base in the 
  shadowy demiplane of Gehenna, the vain 
  chieftain orchestrates assassinations on 
  Melvaunt’s guardsmen with impunity.  
  Overview 
  The adventure’s story is spread over ​four parts 
  and takes approximately ​4 hours​ to play. The 
  adventure begins with a Call to Action scene. If 
  you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to 
  Action once. However, if you plan to play them 
  over several sessions, you’ll want to revisit the 
  Call to Action​ each time you play. 
   
  Part 1: TITA MALAS (Call to Action).​ ​Khorgol of 
  the Emerald Enclave sends the adventurers to meet 
  with his ally, Tita Malas. The party is sent over to a 
  small hovel in the outskirts of Melvaunt where she 
  was last seen. Tita Malas briefs the adventurers on 
  the last known location of the orcish chieftain, Gnott. 
  She provides the party with a lantern of fey light, 
  which will allow them to navigate a lair veiled in 
  magical darkness.  
  Part 2: ​THE NIGHT BELOW​.​ ​The adventurers are 
  sent into a network of caves which slowly intertwines 
  with a pocket dimension steeped in magical darkness. 
  With only the Lantern of Fey Light to shed light for 
  them, they must navigate the temple’s many shadowy 
  foes and deadly traps.  
  Part 3. THE PRICE OF BEAUTY​. ​Upon reaching the 
  lowest layer of the temple, the adventurers enter the 
  orc chieftain’s lair in the depths of the Night Below to 
  find that he is far more than a simple chieftain.  
   
  
   
  Part 4. CONCLUSION. ​Tita Malas thanks the 
  adventurers for slaying the warlord Gnott, breaking 
  the Bloodmoon Tribe’s leadership and involvement in 
  the larger orc horde. Only time will tell how the 
  adventurers’ actions steer the fate of the battles to 
  come.  
   
  Adventure Hooks 
  Faction Requests.​ The threat to Melvaunt is 
  quite dire and the various factions have been 
  issued a call to arms. All able bodied adventurers 
  are promised a reward for dealing with the one 
  responsible for butchering the city guardsmen.  
     Emerald Enclave. ​Members of the Enclave are 
  to serve at the behest of a Master of the Wild. 
  The Enclave believes that the orcs of Thar have 
  become quite active as of late, and that the 
  nearby city of Melvaunt might bear the brunt of 
  any plans that come of it.  
     Citizen of Melvaunt. ​The City of Melvaunt is 
  under lockdown due to the death of one its 
  sergeants. The leadership of the city have 
  sounded a call to arms from all able bodied 
  citizens who are also competent adventurers.  
     White Hand of Death. ​If the adventurers 
  played the first part of this adventure, CCC 
  EPI01-01: The White Hand of Death, then they 
  find themselves embroiled in Melvaunt’s plight 
  as it struggles to contain the chaos following the 
  plague.  
    
   
   
   
   
  
   
   
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
  
   
  Part 1: Tita Malas 
  Estimated Duration:​ 20 minutes 
   
  A. The Balete Tree 
  Over the past few tendays, word has spread 
  throughout the Moonsea Region of the deaths of 
  several of Melvaunt’s finest. Many of these were 
  members of the City Watch who were found 
  murdered in their houses.  
  A call to arms has been sounded by the Emerald 
  Enclave to investigate these killings. Evidence has 
  emerged linking these murders to the recent 
  outbreak of the White Rot, a disease that would 
  have culled the population of the City of Swords 
  had it not been for the efforts of brave 
  adventurers.  
  Those who answer the call are asked to find Tita 
  Malas, who lives in a Balete Tree due southwest in 
  the outskirts of Melvaunt. Sitting on top of a hill is 
  a distinctly beautiful grove. Streaks of daylight 
  shine through the tree’s many vines whose shade 
  creates a beautiful kaleidoscopic pattern.  
  Sitting just beneath the tree is a young woman who 
  bears a savage regality about her. Alongside her is 
  a brawny half-orc with a stag antlered helm. She 
  greets the adventurers with a curt nod. “I am Tita 
  Malas, and this is my colleague, Khorgol. What can 
  we humble servants of nature do for you?” 
  Area Information 
  Light.​ ​The sun is shining in the summer sky. Not 
  a cloud in sight.  
  Sounds.​ ​ ​The sounds of birds singing and the 
  wind blowing through the trees grace this serene 
  grove.  
   
  Call to Action 
  A call to arms has been sounded by the Emerald
   
   
   
   
   
   
   
   
   
   
  Enclave to aid Melvaunt against a series of
   
   
   
   
   
   
   
   
  gruesome murders by Orcish assassins of the
   
   
   
   
   
   
   
  Bloodmoon Tribe.  
  The adventurers are invited to sit with them
   
   
   
   
   
   
   
   
  under the Balete Tree to share in some tea. Tita
   
   
   
   
   
   
   
   
   
   
  Malas invites them to introduce themselves.
   
   
   
   
   
   
  Once pleasantries have been exchanged, she and
   
   
   
   
   
   
   
  Khorgol move on to filling the adventurers in on
   
   
   
   
   
   
   
   
   
  the matter at hand.  
   
  What Tita Malas knows:  
  ●
  Tita Malas presents herself as a kind and
   
   
   
   
    
   
   
  warm
  soul,
  offering
  to
  aid
  the
   
   
   
   
   
   
  adventurers in their quest to bring the
   
   
   
   
   
   
   
  orcs to justice.  
  ●
  Using her druidic magic, she is able to
   
   
   
   
   
   
   
   
  create a means for them to strike at the
    
   
   
   
   
   
   
   
  heart of the Chieftain’s lair.  
  ●
  The Chieftain's lair is located in the
   
   
   
   
   
   
   
  fourth layer of Gehenna, Krangath. It is a
   
   
   
   
      
  cave with frigid cold temperatures and is
   
   
   
   
   
    
  completely
  engulfed
  in
  magical
   
   
   
   
  darkness.  
  ●
  When asked how she has any history
   
   
   
   
   
   
   
  with the Chieftain, she says that she and
   
   
   
   
   
   
   
   
  he are bound by ‘old wounds,’ implying
   
   
   
   
   
   
   
  that they have faced off before. Tita
   
   
   
   
   
   
   
  Malas lies about being ambushed by the
   
   
   
   
   
   
   
  orc
  Chieftain,
  Gnott
  the
  Harbinger,
   
   
   
   
   
  stating that she was the sole survivor of
   
   
   
   
   
   
   
   
  her group of Autumnreavers (this is a
   
   
   
   
   
    
  rank in the Emerald Enclave). Swearing
   
   
   
   
   
   
  to lay her friends to rest, she was biding
   
   
   
   
   
   
   
   
   
  her time until the evil orc would show
   
   
   
   
   
   
   
   
  himself once again.  
  What Khorgol knows:  
  ●
  At the scene of every murder is the
   
   
   
   
   
   
   
   
  symbol of Shaargas, the orcish god of
   
   
   
   
   
   
   
  murder, a crescent moon intersected by
    
   
   
   
   
  a
  grimacing
  skull.
  Khorgol
  finds
  it
   
   
   
   
   
   
  strange though, for Shaargas’ servants
   
   
   
   
   
  usually act with more discretion.  
  ●
  The latest victim’s name is Sergeant
   
   
   
   
   
   
  Conner of the Melvaunt’s City Watch. He
   
   
   
   
   
   
   
  has served for many years, and is no
   
   
   
   
   
   
   
   
  slouch in a fight. Other deaths were
   
   
   
   
   
   
   
   
  
   
  Privates, killed either while on patrol or
   
   
   
   
   
   
   
  in their own beds. All of them died from
   
   
   
   
   
   
   
   
   
  vicious stab wounds to their necks.  
  ●
  Khorgol had been there during the 
  outbreak of the White Rot and 
  discovered that a tribe of orcs had been 
  poisoning a major well in Melvaunt’s 
  town square. Among the Enclave, he 
  finds himself responsible for 
  investigating the matter regarding his 
  fellow Orcbloods running amok in the 
  Moonsea Region.  
  ●
  With the help of Tita Malas, he found that
   
   
   
   
   
   
   
   
   
  these assassins of the Bloodmoon Tribe
   
   
   
   
   
   
  were using strange shadow magic to
   
   
   
   
   
   
  move to and from the plane of Gehenna.  
  ●
  If asked why he doesn’t come along, he
   
   
   
   
   
   
   
   
  says that there is another matter he must
   
   
    
   
   
   
   
  attend to regarding rumors in the nearby
   
   
   
   
   
   
   
  Cormanthor Forest.  
   
  Roleplaying Tita Malas 
  Tita Malas is a member of the Emerald Enclave with a 
  dark secret. She is actually a hag who delights in playing 
  tricks in the form of twisted favors. The adventurers are 
  not supposed to know she is a hag at this point. In terms 
  of appearance, she  is a young tan-skinned woman with 
  brown eyes and black hair. Tita Malas presents herself 
  with a feigned serenity and a soft countenance that 
  belies her sadistic and evil nature. Those who doubt her 
  words may find that something is slightly off via an 
  Insight Check (DC 25). 
  She has Nystul’s Magic Aura cast on her to hide her 
  fiendish nature. Those who check find that she seems to 
  be a regular human.  
  Roleplaying Khorgol Ul-Gorgosh 
  The half-orc Khorgol is a high ranking member of the 
  Emerald Enclave who wears a black wolf pelt. He stands 
  roughly over six feet tall with a strong build. Raised in 
  the Savage North by his now extinct orcish tribe, he 
  turned to the life of adventuring before starting a tribe 
  of his own. His primary goal is to maintain the power 
  equilibrium in Thar. He has a gruff no nonsense attitude, 
  wearing a scowl most of the time. The objective is of 
  utmost importance, and he is not afraid of knocking 
  heads to get things done. 
  Once the adventurers are ready to proceed, Tita 
  Malas reaches into a ray of sunlight that has 
  kissed the grove’s floor and grounds it into a 
  dense sphere. She then breathes into it before 
  placing it into a green lantern that glows a dim 
  ephemeral green magical light.  
  The Lantern of Feylight is presented to the party. 
  It is the only one of its kind, and she warns them 
  not to lose it.  Should they need to restore its 
  light, they may use some of their energy to light 
  it up again (see Lantern of Feylight section 
  below). 
  Tita Malas then knocks against the Balete Tree 
  three times. At first, nothing happens. Before any 
  of the adventurers question her actions 
  however, the tree reveals a winding staircase 
  into the dark underbelly of the tree. The 
  adventurers descend into The Night Below.  
  The Lantern of Feylight 
  Barring the party having the means to create a light 
  source that bypasses magical darkness, the Lantern of 
  Feylight will be their only means of seeing their 
  surroundings.  The lantern sheds a 20ft of dim light in all 
  directions. 
  The lantern is with the adventurers only for the duration 
  of the module, it loses its magical properties and returns 
  to being a regular lantern.  
  The lantern has 30HP. If it drops to 0HP, the light goes 
  out. Player characters may spend their hit dice to 
  restore 10hp per hit die. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  Part 2: The Night Below 
  Estimated Duration:​ 160 minutes 
   
  Setting Information 
  This section describes any features that are 
  common throughout a location, below. 
  Exceptions should be conveyed under an Area 
  Information entry in specific areas. 
  Ceilings.​ The cavern is 40ft high. 
  Light.​ ​There is no light in this place. The DM 
  must note that the entirety of the cavern is 
  covered in ​magical darkness​.  
  Sound.​ The cavern is filled with an eerie 
  silence.  
  Weather.​ The cavern is cold, a bitter cold that 
  seeps into the blood.  
   
  Krangath, The Fourth Layer of 
  Gehenna 
   
  The Darkness of Gehenna 
  As mentioned in the Setting Information section, the 
  rest of the adventure will take place in complete and 
  total magical darkness. This darkness suppress any light 
  from magical items and magical spells to 20 feet dim 
  light. 
  The darkness holds some dangers however, as entering 
  it without a light source allows a Shadow Assassin (or a 
  Shadow if the adventure is set to Very Weak or Weak) 
  to take root unto a characters shadow. They register as 
  undead, and defend themselves when attacked, but are 
  otherwise undetectable until they spring up to kill the 
  adventurers in the final battle.  Note that Shadow 
  Assassin (or Shadow) creatures will only latch unto 
  adventurers at the Offal Pit or beyond.  
  Chilling Cold 
  When the characters reach the cavern, each must 
  succeed on a DC 15 Constitution saving throw or suffer 
  one level of exhaustion. Characters who fail this saving 
  throw by 5 or more suffer two levels of exhaustion. 
  These levels of exhaustion can only be removed by 
  taking a long rest in a warm, dry environment. 
  Characters wearing clothing appropriate to extreme 
  cold weather or those who are otherwise resistant to 
  cold damage make this check with advantage. 
  Volcanic Remains 
  The temperature is far below freezing that the acid rain 
  has long since frozen into ice. If a character lights a 
  torch or casts a spell that emits heat, the ice underneath 
  them creates an acidic puddle. Characters who step  on 
  the puddle will have their footgear melted, and those s 
  stepping on the puddle with their bare feet will need to 
  succeed a DC 15 Dexterity saving throw or take 2d6 acid 
  damage, half on save.  
   
  A. The Mirror Puzzle 
  This section describes any features that are 
  common throughout a location, below. 
  Exceptions should be conveyed under an Area 
  Information entry in specific areas. 
  Ceilings.​ The cavern is a dome, 60ft high, 60ft 
  radius. 
  Sound.​ The cavern is filled with an eerie 
  silence.  
  Temperature.​ The cavern is cold, a bitter cold 
  that seeps into the blood.  
   
  From what little light could be gleamed, the 
  adventurers see familiar faces walking toward 
  them. Their reflections stare back in equal 
  bewilderment.  
  A large mirror is lodged unto the wall at the end of 
  the path, looming over the cavern. However, it 
  does not take long for the mirror to reveal its 
  eccentricity. Passed a certain point, the path seems 
  to differ, leading further down into the lair.  
   
  
   
  The Mirror of Shaargas 
  The 30ft by 30ft mirror barring the way  is a magical 
  door devised by Shaargas to prevent those who refuse 
  to walk into shadow from entering. Those who attempt 
  to walk through bump into their mirror images.  
   
  Any attack or damage done to the mirror images deals 
  damage to the original. Any ​area of effect​ damages all 
  those reflected in the mirror.  
   
  Reward players who come up with creative ways to 
  bypass the door. The usual ways to bypass the door that 
  we could think of are: 
  ❖Covering the mirror from the Lantern of Feylight’s 
  glow, thus not creating a mirror image to bump into 
  ❖Turning a character invisible.  
   
  Important notes about the mirror: 
  ❖ The ideal solution is to cover the Lantern of Feylight 
  from the mirror while keeping the adventurers in the 
  light. 
  ❖Teleporting through the mirror does not work in 
  bypassing the mirror 
  ❖The mirror cannot be broken or damaged. It is 
  immune to all kinds of damage and cannot be detached 
  from the dungeon 
  ❖Ethereal characters still create a reflection and thus 
  cannot pass through 
   
   
  P1. The First Cave Painting 
  Just around the bend in the hallway beyond the 
  mirror is a crude cave painting depicting a 
  wretched looking orc like humanoid with pale 
  white skin, looking at its own reflection in a pool. A 
  tree with a dense crown of leaves looms over him. 
  The face of the orc is scratched off.  
   
   
   
   
   
   
  B. The Offal Pit 
  Map for this location is to be found in ​Appendix 
  3a​. 
  The descent into the Chieftain's lair underneath 
  the Balete tree is precarious. Jagged rock 
  formations are illuminated by the Lantern of 
  Feylight, a beacon in the dark. Bloody red moons 
  mark the cave walls in various stages of the lunar 
  cycle. The words “​I am beautiful. I am not​” and 
  “​DAMN THAT WOMAN​” also mark the walls. Mirror 
  shards are scattered all over the floor, seemingly 
  broken in a violent fashion.  
  A fetid stench wafts through the air. The smell of 
  refuse and decay overpower any other scent in the 
  room. Shining some light into the room reveals a 
  refuse pit.  
  There is an unsettling silence that places grim 
  emphasis on each foot step. A soft breeze from 
  behind caresses the rocky walls forming a whisper 
  that breaks into a bleak howl. There is nothing in 
  the distance beyond the light of the lantern. Only 
  darkness. 
  The party enters a winding cavern which 
  mercifully opens into a straight pathway.  
  The walls are marked with dried blood depicting 
  gruesome acts of savagery, murder, and 
  assassinations done by gnarled and twisted 
  looking orcs. With a ​Passive Perception of 10​, 
  adventurers notice that the floor and walls are 
  caked in a thin but hardy layer of ice. With a 
  Passive Perception of 15,​ adventurers notice 
  that a strange gas seems to be trapped inside the 
  ice.  
  Have the players roll Perception checks to sense 
  any foreboding movement.  
  a. Ambush Point 
  Have the players roll ​Perception ​checks to sense 
  any foreboding movement once they reach this 
  point in the map. Those who roll 15 or higher are 
  not surprised by the ambush.  
   
  
   
  ADJUSTING THIS ENCOUNTER 
  Very Strong:  ​8 Red Fangs of Shaargas and 8 Giant 
  Bats; 2 Ropers 
  Strong:  ​6 Red Fangs of Shaargas,  6 Giant Bats; 2 
  Ropers 
  Average: ​5 Red Fangs of Shaargas, 5 Giant Bats; 2 
  Ropers 
  Weak: ​4 Red Fangs of Shaargas, 4 Giant Bats, 1 
  Ropers 
  Very Weak: ​3 Red Fangs of Shaargas, 3 Giant Bats, 1 
  Roper 
  The ropers will only attack players within the light of 
  the lantern 
   
  b. Spike Traps 
  Spike Traps are set at points marked ‘b’. Those 
  who step on these spaces trigger spike traps that 
  shoot out sharpened bone bits from the cave 
  paintings. 
  Those with a passive perception of 15 (assuming 
  they have a means to illuminate the magical 
  darkness)  detect small and crude trap 
  mechanisms. These traps may be disarmed with 
  the use of DC 12 thieves tools skill check.  
  Those standing on a spike trap must make a DC 
  15 Dexterity Saving Throw or take 4d4 piercing 
  damage, taking only half on a successful save. 
  Additionally, those who fail the save must make 
  a DC 15 Constitution Saving Throw or be 
  poisoned for an hour.  
  The Darkness of Gehenna 
  As mentioned in the Setting Information section, the 
  rest of the adventure will take place in complete and 
  total magical darkness.  
   
  P2. The Second Cave Painting 
  At the northern edge of the room is another crude 
  painting. The scene depicts a radiant butterfly 
  winged woman bursting from the tree catching the 
  pale orc by surprise. Both faces were violently 
  scratched off. 
  C. The Wandering Gnome 
  An arcanaloth named Leah Megillah wanders 
  this cavern in search for oddities and new tales.  
  The path opens up to a room that smells of stale 
  salted meat and soot. With what illumination the 
  Lantern of Feylight provides, pots and crates filled 
  with various insects, fish, and fruits litter the edges 
  of the room.  
  A small hooded figure sits down with her legs 
  crossed in the center of the room, roasting a dead 
  bat on a spit. Fifteen charred orc corpses could be 
  found lining the room, their skin singed off. She 
  looks up at the party, her honey-brown eyes 
  magnified by a pair of thick spectacles. By her side 
  is an iron flask which seems shoddy and damaged. 
  Cocking her head sideways, she can be heard 
  muttering while tinkering with broken mirror 
  shards, “Curious.”  
  The gnome immediately turns to meet the party, 
  as though their presence was a regular occurence. 
  “You must be adventurers! Come now, join me for 
  a tale. Show me something I have never seen.”  
  An arcanaloth named ​Leah Megillah​ wanders 
  this cavern in search for oddities and new tales. 
  The orc corpses that littered the room were her 
  would be assailants, burned to death for their 
  audacity.  
  She is disguised as a forest gnome using the ​Alter 
  Self​ spell. Those who attempt to discern her true 
  nature by magical means find nothing as she also 
  applied ​Nystul’s Magic Aura​ to make her appear 
  as a non-magical forest gnome.  
   
  
   
  Those with a ​passive perception of 16​ or 
  higher will find the words “Property of Shin” 
  carved unto the iron flask. If the party asks about 
  the flask, she will not disclose the source, saying 
  it belonged to an old travelling companion of 
  hers. The truth is that Shin was a high level 
  wizard who used the iron flask to capture her 
  and take her on many fantastical adventures. 
  Though she is glad to be free, she does not bear 
  ill will toward her former master.  
  Leah is a curious creature, providing more 
  questions than answers in simple conversation. 
  When asked what she is doing there, she simply 
  says she is travelling around in search of 
  knowledge.  
  Gehenna is a dangerous place, and she offers to 
  watch over them as they rest if they can 
  complete her challenges. 
  The party may elect up to two members per 
  challenge. Encourage players who have not yet 
  taken on challenges to have a turn, with Leah 
  expressing curiosity toward the quieter 
  members of the adventuring group.  
  CHALLENGE OF MATHEMATICS 
  Leah offers the party a riddle. This riddle was 
  created to be misleading and is preferable read 
  fast and only ONCE.  Warn the party to listen 
  very carefully.  
  Leah’s Riddle​: 
  You are driving a caravan with four people 
  that starts at Waterdeep and is going north to 
  Bryn Shander.  On the way, the caravan 
  stopped by Nightstone, 2 people enter, and 3 
  people leave. Next, it stops by Goldenfields, 6 
  people enter, 4 people leave. Then, it stops at 
  Shadowtop Cathedral, where 7 people leave 
  and 6 people enter. Finally, the caravan stops 
  at Bryn Shander where 8 people leave and 9 
  people enter.  
  Question​: How old is the driver?  
  Answer​: The answer is the age of the party 
  member who answers, as it is established in the 
  beginning of the dialogue that  
  Instead of asking them for their age, ask them 
  why they chose that number. If they can’t answer 
  it, then they probably have it wrong.  
  CHALLENGE OF STRATEGY 
  Leah challenges the adventurers to a game of 
  Interplanar Hexadecagonal Multilinear Four 
  Dimensional Chess. It’s basically a game of dots 
  and boxes, the rules of which are found in 
  Appendix 3b​.  
  CHALLENGE OF SONG 
  The adventurers are asked to sing a song she has 
  never heard or a song she knows in a way she’s 
  never heard it sung before.  
  The party needs to make a ​Performance check​. 
  It is important to note what languages they are 
  using to sing the song.  If asked, Leah admits she 
  can speak and understand all languages but is 
  mostly fluent with Common, Dwarven, Infernal, 
  Gnomish, and Elvish.  
  If the adventurers sing a song in ​Common, 
  Dwarven, Infernal, Gnomish, ​or​ Elvish​,​ the​ ​DC is 
  20.  
  If the adventurers sing in languages ​other​ than 
  Common, Dwarven, Infernal​, ​Gnomish​, or ​Elven​, 
  the DC is reduced to 14.  
  If the player sings an actual song, the check is 
  made with advantage. If the player sings a song 
  the DM is familiar with but in a different genre as 
  the original song, grant the entire party 
  inspiration.  
  *Adventurers caught attempting to cheat in this 
  challenge (i.e. singing for other party mates) lose 
  their voice until they get treated to a Greater 
  Restoration. 
  Completing two out of the three challenges 
  merits the party a long rest under the protection 
  of Leah. Completing 1 out of the three challenges 
   
  
   
  merits only a short rest. Completing none of 
  them causes Leah to grow bored of them, making 
  her leave.  
  When the party’s long rest is over, Leah is gone, 
  leaving a note to thank them for the  short time 
  they spent together before teleporting away.  
  Roleplaying Leah 
  Leah is an arcanaloth in disguise. She was imprisoned in 
  an Iron Flask but was able to escape when her captor 
  was distracted in a particularly difficult fight. With her 
  new found freedom, she travels the world and interacts 
  with anyone she finds interesting. At the moment, she 
  takes the form of her former master, a forest gnome. 
  Attacking Leah 
  Attempting to attack Leah causes her to teleport 
  away, preferring to run instead of risking capture. She 
  joins Gnot in the final battle against the party as 
  revenge, appearing in round 2. This will likely make 
  the fight quite difficult for some parties, and it is 
  important that Leah attempts to dissuade the party 
  from using violence.  
   
  P3. The Third Cave Painting 
  At the eastern section of the room is another crude 
  painting. The scene shows the orc kneeling before 
  radiant fairy woman whose hands are raised up at 
  the great tree. Both faces were violently scratched 
  off.  
  D. Altar to Shaargas 
  A large jagged stone stands in the center of a large 
  room like a dagger jutting through the backside of 
  a corpse. Dry bloodstains cake the rock in various 
  shades of red and a crude carving of a crescent 
  moon with a skull rests at its center. The rest of the 
  room is empty, save for a passage to the west.  
  Characters who succeed on a ​DC 14 Religion 
  check​ (those of orcish descent make this check 
  with advantage) realize that the bloodstained 
  rock is an altar to Shaargas. Captives are often 
  sacrificed to the altar by bashing their skulls 
  against the blunt tip of the rock.  
  A ​DC 14 Medicine check​ shows that bloodstains 
  are of different shades of deep red, implying that 
  they are from different sources.  
  Characters who succeed on a ​DC 13 Perception 
  check​ will find bits of scattered bones on the 
  floor. Further inspection reveals that they are 
  actually skull fragments, supposedly from 
  victims whose heads have been bashed against 
  the blunt tip of the rock.  
  The Secret Door: 
  The secret door to the eastern hallway cannot be 
  opened by any means, as the magic that protects 
  it can only broken by shattering the coffin in the 
  room accessed by the western hallway.  
  P4. The Fourth Cave Painting 
  At the southern face of the room is another crude 
  painting. Green energy emanating from the winged 
  woman transforms the weak and sickly orc’s body 
  into one of herculean physique. Though their faces 
  are scratched off, a triumphant smile is left on the 
  woman’s face.  
  E. The Scythes of Darkness 
  The path twists ahead like the gnarled claw of a 
  great beast. After a lengthy walk, the party finds 
  itself in the midst of a grotesque chamber. Three 
  dead pale-skinned orcs with their faces clawed off 
  are pinned against the walls by large iron stakes.  
  Huge, beautifully crafted Jade Statues stand at the 
  three edges of the room, posed in bombastic ways 
  to highlight the perfection of their physique. The 
  only imperfection though, is that the upper part of 
  their faces were clawed off, leaving only their 
  mouths which have both fangs and tusks. 
   
  
   
  The room’s centerpiece is a black stone coffin with 
  iron chains holding it aloft.  It shakes violently, 
  rattling the chains.  
  Two blades sliding off each other could be heard in 
  the darkness behind the party, with increasing 
  ferocity and speed. 
  Please see ​Appendix 3b​ for a map of this room.  
   
  Have the party roll initiative as soon as they 
  enter the room. The Bloody Crescent Scythes 
  trap is activated 
   
  The Bloody Crescent Scythes 
  Trigger. ​This trap activates as soon as a player enters 
  the room. A magic portal opens at both ends of the 
  hallway. The southern portal disgorges two enormous 
  bloody scythes. When the scythes reaches the end of 
  the hallway they will enter a small portal which will 
  propel the scythes back the same way it came. 
  Initiative​. The trap acts on initiative count 10 (but see 
  Speed Kills for trap progression). 
  The Bloody Crescent Scythes (Initiative 10)​.The 
  trap's active element are two bloody scythes that 
  almost fills the 10-foot wide hallway and rolls to the 
  other end of the hallway on its turn. Each creature in 
  the scythe's path must make a DC 17 Dexterity saving 
  throw. On a failed save, a creature takes 22 (4d10) 
  magical slashing damage. On a successful save, a 
  creature takes half as much damage. Objects that 
  block the scythes, such as a conjured wall, take 
  maximum damage from the impact. 
  Speed Kills.​ The scythes gain speed each round of 
  combat. After its turn, increase the scythes’ damage 
  by 11 (2d10). While its damage is 55 (10d10) or 
  greater, it acts on initiative count 20 and 10. 
  What do they see?​ When the trap is revealed, it is 
  seen to be a couple of whirling interlocking scythes 
  that swirl inward of each other accelerating at an 
  alarming rate.  
  Countermeasures: 
  The trap can be neutralized either by stopping the 
  scythe or preventing it from teleporting. 
  Stop the Scythes. ​Stopping the scythes is the easiest 
  way to disrupt the trap. A wall of force can do so 
  easily, as can any object placed in its path that has 
  enough hit points to absorb damage from the scythes 
  without being destroyed. 
  Disrupt the Portals. ​Either portal can be neutralized 
  with three successful DC 17 Intelligence (Arcana) 
  checks, but the process of analyzing a portal to disrupt 
  it takes time. Faint runes on the statues are involved in 
  the functioning of the portals. A creature must first use 
  an action to examine a set of runes, then use a 
  subsequent action to attempt to vandalize the runes. 
  Each successful check reduces the scythe's damage 
  by 11 (2d10), as the disrupted sphere loses speed 
  moving through the failing portal.Alternatively, a rune 
  can be disabled with successfully casting Dispel Magic 
  (DC 19). Disabling the three runes will destroy the 
  portal. Once the portal is destroyed, the scythes will 
  slam into the southern wall and comes to a halt.  
  ADJUSTING THIS ENCOUNTER 
  Very Strong:  ​One ​Stone Golem​, One ​Sacred Statue​, 
  and One ​Eidolon​ (Hidden in the coffin) will 
  immediately use the ​Sacred Animation​ feature on 
  one of the Vampire statues 
  Strong: ​One ​Jade Vampire Statues​, One ​Stone 
  Golem 
  Average: ​Two ​Jade Vampire Statues​ (No Legendary 
  Actions) 
  Weak: ​ One ​Jade Vampire Statue 
  Very Weak: ​One ​Jade Vampire Statue​ (No 
  Legendary Actions) 
  Blood Crescent Scythes 
  Very Weak: ​No Speed Kills. Set Dexterity Saving 
  throw to DC 15  
  Weak: ​ No Speed Kills 
  Very Strong:  ​Damage already at maximum, 2nd 
  initiative already in play, and damage becomes non 
  magical. 
  Strategy: 
  Stone Golem​: The stone golem will use its slow 
  ability on its first turn. On succeeding turn it will 
  grapple players and drag them to the scythe’s path. 
   
  
   
  Eidolon​: When the sacred statues are destroyed, it 
  will attempt to use its Divine Dread and position itself 
  where the player can only run towards the scythe’s 
  path. 
  The coffin violently rattles because it contains a 
  spring trap scythe! The trap may be detected via 
  a ​DC 15 Investigation or​ ​Perception check​. A 
  DC 15 Thieves Tools check​ could disable the 
  trap.  
   
  Opening the coffin activates the trap, wherein all 
  within 10ft of the coffin have to make a ​DC 15 
  Dexterity Saving Throw​ or take 4d6 magical 
  slashing damage or half on save.  
   
  Inside the coffin they find a bloody rune. A ​DC 12 
  Arcana​ will reveal that this is a blood rune 
  depicting a contract between an orc and a hag, 
  exchanging one’s loyalty for beauty. 
   
  P5. The Marble Pact 
  Inside the coffin is another scene carved in black 
  marble. The now muscular orc looks down at the 
  pool but no reflection appears in the water. The 
  woman’s wings turn into that of a bat’s as her 
  legs melt away from her body. A cruel grin 
  stretches past the confines of her face. Both faces 
  are scratched off.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  PART 3: The Price of 
  Beauty 
  Estimated Duration:​ 45 minutes  
  The cavern turns impossibly dark, as though 
  there is no world outside of what is shined by 
  the Lantern of Feylight.  
  Red eyes penetrate the darkness. “So. She has 
  sent you to kill me. Her insult was not enough it 
  seems.” the figure says with a low growl.  
  A beautiful man emerges from the shadows, his 
  skin pale and white. Lavish satin black hair 
  crowns his head, curving to match his broad 
  shoulders. Tiny curved tusks adorn his lower lip 
  and sharp fangs leer down from his upper lip. 
  The pained expression of his elegant face turns 
  to rage when he eyes the party. He reaches into 
  the darkness, drawing from it a scythe that looks 
  to be made out of pure shadow.  
  “I am tired of her games. Your bodies will be 
  offered to Shaargas. That wench will get her 
  due.”  
  At this point the battle against the warchief 
  begins.  
   
  There are environmental points to take note of 
  when running this encounter 
   
  There are several notable environmental factors 
  to take into account:  
  The Mirrors 
  The mirrors in the room reflect a light that is 80ft 
  long and 15 ft wide in the direction of the mirror 
  across from it in the room. This only reflects light 
  from the Lantern of Feylight.  
  The Blade of Shaargas! 
  During his turn, Gnott may trigger the Bloody 
  Crescent Trap at will by swinging his scythe in a wide 
  arc. This sends a deadly executioner’s pendulum 
  fashioned as a red crescent moon down on those 
  standing in the kill zone of the trap (diagonal from 
  one corner of the room to the other).  
  Those caught in the trap have to make a ​DC 17 
  Dexterity Saving Throw,​ or take ​4d10 magical 
  slashing damage​, only taking half on a success. 
  Note that Gnott has to decide on which way the Blade 
  of Shaargas swings, either ​southwest to northeast 
  or ​northwest to southeast. 
   
  See ​Appendix 3a​ for the map of this room.  
   
  ADJUSTING THIS ENCOUNTER 
  Very Weak: ​One ​Vampire​ (Remove all his Legendary 
  Actions), replace all ​Shadow Assassins​ with 
  Shadows. 
  Weak: ​One vampires (One Legendary Action per 
  combat round), replace all ​Shadow Assassins​ with 
  Shadows​. 
  Average: ​One​ Vampire​, three ​Red Fangs of 
  Shaargas​, three ​Giant Bats  
  Strong:  ​Add one ​Sacred Statue​, one ​Eidolon​. 
  Increase the ​Blade of Shargaas​ damage to 5d10 
  instead of 4d10. ​Vampire ​gains the ​Cunning Action 
  and ​Hand of Shargaas​ ability (See Red Fangs of 
  Shargaas statblock). 
  Very Strong: ​Replace ​Vampire ​with one ​Vampire 
  spellcaster ​(See Variants: Vampire Warrior and 
  Spellcasters).​ ​Add two ​Sacred Statue​, two ​Eidolon​, 
  two ​Red Fangs of Shaargas​, and two ​Giant Bats​. 
  Increase the ​Blade of Shargaas​ damage to 6d10 
  instead of 4d10. ​Vampire ​gains the ​Cunning Action 
  and ​Hand of Shargaas​ ability (See Red Fangs of 
  Shargaas statblock). 
  MAKING ENEMIES ALONG THE WAY 
  ❖If the party had any ​Shadow Assassins​ latch unto 
  them for entering the darkness, they emerge during 
  this fight. 
  ❖If the party attacked Leah, she aids Gnott and his 
  minions before teleporting away. She uses the stats of 
  an ​Arcanaloth. 
   
  
   
  GNOTT THE HARBINGER: 
  Gnott uses the stats of a ​Vampire ​but with the 
  following changes: 
  -Gnott can see in Magical Darkness.  
  -He is armed with the ​Harbinger​, a magical weapon 
  of warning shaped like a scythe (uses a glaive’s stats). 
  The vampire gains the following attack option: 
  Harbinger. Melee Weapon Attack: +9 to hit, reach 
  10ft., one creature. Hit 9 (1d10 + 4) slashing damage.  
  He uses the 10ft reach of the weapon to hit the 
  prettiest (or highest charisma target). Alternatively, if 
  he has the chance to, he will use his Unarmed Strike 
  to grapple a target and bring them into the darkness 
  beyond the Feylight.  
   
  Roleplaying Gnott 
  Gnott is the vain orcish vampire who leads the Bloody 
  Crescent Tribe. He offered his services to a hag in 
  exchange for beauty. Though the fey creature indeed 
  gave him beauty, it came in the form of vampirism, and 
  he has no way to see his own reflection. His extreme 
  insecurity does not allow him to believe others when 
  they say he is indeed beautiful, and he does not trust 
  illusions to reflect it.  Now he has nothing but scorn in 
  his black empty heart.  
  In battle he bemoans his curse, loudly proclaiming his 
  own troubles while taunting the adventurers for being 
  lesser beings.  
   
  P6. Final Piece of the Puzzle 
  At the south end of the room, a single carving 
  stands out amidst the many blood moons 
  splattered along the walls. Gnott can be seen 
  roaring, his hands outstretched in anger. The 
  winged woman is now replaced by a grotesque 
  creature whose upper body separates itself from 
  its bottom half, her head thrown back in laughter. 
  The once beautiful tree has rotted away as winter 
  came to cull its vibrance.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  CONCLUSION 
  Estimated Duration:​ 15 minutes 
  With the death of Gnott, the party backtracks to 
  the surface where they are met by the ever serene, 
  Tita Malas under the Balete tree which seems to 
  have lost all its vines. Light snowfall graces those 
  who stand underneath the tree despite the hot 
  summer sky.  
  “You have done well. Another threat to the waking 
  world has been vanquished,” Tita Malas begins, 
  “The children of Gruumsh have been dealt a deep 
  wound. Yet, that is not the end.” 
  Tita Malas greets the party with a warm smile, 
  thanking them for vanquishing the vampiric orc 
  warchief.  
  She gives the adventurers their gold reward 
  (max gold for a Tier 2 4 hour adventure), 
  thanking them for a job well done. In addition, 
  Tita Malas offers to give them a parting gift (See 
  THE MARK OF SEASONS Story Award in the 
  Rewards section below).  
  Those with a passive insight score of 18 or 
  higher will notice an almost sadistic glee in her 
  reception of the news.  
  Should she be confronted about the truth behind 
  her pact with Gnott, she will revert to her true 
  form, a disgusting and putrid hag. Her torso 
  detaches itself from her lower body, she sprouts 
  a pair of batlike wings, which stretches out for 
  about a foot.  
  If the party moves to attack her, she simply 
  laughs before teleporting back into the 
  Shadowfell, promising them that this will not be 
  their last meeting.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  REWARDS 
  At the ​end of the session​, the characters receive rewards based upon their accomplishments. 
  Player Rewards 
  The characters can earn the following rewards: 
  Advancement 
  Advancement Upon completing this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind those that express an interest in this 
  that they have a limit to how much gold they can 
  earn per level; declining advancement means 
  that they may reach a point where they earn no 
  gold. 
   
  Gold 
  Gold Award each character gold for each hour of 
  the session. Adventures typically features cues 
  for this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows:  
   
  Tier 
  Hourly Gp Award Gp Limit per Level 
  1 
  20gp 
  80gp 
  2 
  30gp 
  240gp 
  3 
  200gp 
  1,600gp 
  4 
  750gp 
  6,000gp 
   
  Magic Item Unlock 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 4. 
  ❖​The Harbinger (Weapon of Warning - 
  Glaive) 
   
  Story Award 
  The characters unlock the following downtime 
  activity for ​completing the adventure​: 
  SILENCING THE SHADOWS: 
  Defeating Gnott stops the servants of Shaargas 
  from joining the main orc horde. No doubt this 
  would have some effect on future adventures 
  involving the battle to come.  
  THE MARK OF SEASONS:  
  As thanks for killing Gnott, Tita Malas offers 
  adventurers a tattoo that can tell the seasons. 
  Adventurers who choose to accept gain a tattoo 
  (characters can decide where on their body) of a 
  balete tree that changes its appearance to match 
  the current season (spring, summer, autumn, or 
  winter) of the area they are in. Bearing this mark 
  may have some bearing on future adventures.  
  Dungeon Master Rewards 
  For running this adventure, you gain a DM 
  Reward. This reward can be redeemed for levels, 
  magic items, and other season-themed things. 
  See the Adventurers League DM Rewards 
  document for more info. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Appendix 1: 
  Dramatis Personae 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
  ● Gnott Bloodmoon (Naught Bludmoon).​ Gnott is 
  the vain orcish vampire who leads the Bloody 
  Crescent Tribe. He offered his services to a hag in 
  exchange for beauty. Though the fey creature 
  indeed gave him beauty, it came in the form of 
  vampirism, and he has no way to see his own 
  reflection. His extreme insecurity does not allow 
  him to believe others when they say he is indeed 
  beautiful, and he does not trust illusions to 
  reflect it. Now, he has nothing but scorn in his 
  black empty heart.  
  Personality:  ​Vain to a fault and only finds 
  validation in beauty and style.  
  Ideal: ​To perfect the art of the kill and become 
  more beautiful.  
  Bond:​ His vengeance against Tita Malas for 
  cursing him is his deepest desire.  
  Flaw: ​Vain to a fault. Insipid and spiteful. 
   
  Image of Gnott Bloodmoon above 
   
  ● Khorgol Ul-Gorgosh (Korgol Ul Gorgosh).​ The 
  half-orc Khorgol is a Maser of the Wild of the 
  Emerald Enclave who wears a black wolf pelt. He 
  stands roughly over six feet with a strong build. 
  Raised in the Savage North by his now extinct 
  orcish tribe, he turned to the life of adventuring 
  before starting a tribe of his own. His primary 
  goal is to maintain the power equilibrium in 
  Thar. He has a gruff no nonsense attitude, 
  wearing a scowl most of the time. The objective 
  is of utmost importance, and he is not afraid of 
  knocking heads to get things done.  
  Personality: ​Puts little stock in wealth. It cannot 
  help in a fight.  
  Ideal: ​Tyranny must be opposed! Freedom is 
  most important! 
  Bond: ​Is loyal to orc kind and is invested in their 
  place in the world.  
  Flaw: ​Prone to using violence to solve his 
  problems.  
  ● Leah Megillah.​ Leah is an arcanaloth in disguise. 
  She was imprisoned in an Iron Flask but was able 
  to escape when her captor was distracted in a 
  particularly difficult fight. With her new found 
  freedom, she travels the world and interacts with 
  anyone she finds interesting. At the moment, she 
  takes the form of her former master, a forest 
  gnome. 
  Personality:​ Matter of fact and curious, Leah is 
  bored of reality and seeks only to expand her 
  already considerable pool of knowledge. 
  Ideal: ​Growing the pool of aggregate knowledge 
  is the highest ideal.  
  Bond: ​Those who entertain her are adorable and 
  must be protected! 
  Flaw:​ Leah is ruthless in her pursuit of 
  knowledge being extremely curious.  
  ● Melvaunt.​ A city that sits on the northern coast 
  of the Moonsea, adjacent to Thar. It was a city of 
  smithing and mercantile services, serving as the 
  port of entry to many travelers coming to the 
  region. The city itself is cold and gray, with a mist 
  that rose from the Moonsea seeming to cover it 
  entirely.  
  ● The Night Below.​ This is an immense cavern 
  system below the lowest layer of Gehenna, 
  Krangath. It was said these caverns extended 
  forever, and were all pitch black. It is home to the  
   
  
   
  ● evil orcish god of murder and darkness, 
  Shaargas, and his most devout follower 
  ● Tita Malas.​ Tita Malas is a member of the 
  Emerald Enclave with a dark secret. She is 
  actually a hag who delights in playing tricks in 
  the form of twisted favors. In terms of 
  appearance, she  is a young tan skinned woman 
  with brown eyes and black hair. Tita Malas 
  presents herself with a feigned serenity and a 
  soft countenance that belies her sadistic and evil 
  nature. 
  Personality: ​She finds nothing more fulfilling 
  than tricking others into ironic pacts.  
  Ideal:  ​Nothing is sacred and she wants everyone 
  to see that.  
  Bond: ​Her word is her bond. 
  Flaw: ​She fixates on deals without considering 
  the consequences of angering her victims.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Appendix 2: 
  Creature Statistics 
   
  Arcanaloth 
  Medium fiend (yugoloth) neutral evil 
  Armor Class ​17 (natural armor) 
  Hit Points ​104 (16d8 +32) 
  Speed ​30 ft., fly 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  17 (+3)
  12 (+1)
  14 (+2)
  20 (+5) 16 (+3)
  17 (+3) 
  Saving Throws ​ Dex +5, Int +9, Wis +7, Cha +7 
  Skills​ Arcana +13, Deception +9, Insight +9, Perception 
  +7 
  Damage Resistances ​cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities​ ​acid, poison 
  Condition Immunities​ charmed, poisoned 
  Senses ​ truesight 120 ft., passive Perception 17 
  Languages​ all, telepathy 120ft. 
  Challenge​ ​12 (8,400 XP) 
   
  Innate Spellcasting.​ The arcanaloth's innate spellcasting 
  ability is Charisma (spell save DC 15). The arcanaloth 
  can innately cast the following spells, requiring no 
  material components: 
   
  At will: ​alter self, darkness, heat metal, invisibility (self 
  only), magic missile 
   
  Magic Resistance.​ The arcanaloth has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons.​ The arcanaloth's weapon attacks are 
  magical. 
   
  Spellcasting. ​The arcanaloth is a 16th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The arcanaloth has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, mage hand, minor illusion, 
  prestidigitation 
  1st level (4 slots): detect magic, identify, shield, Tenser's 
  floating disk 
  2nd level (3 slots): detect thoughts, mirror image, 
  phantasmal force, suggestion 
  3rd level (3 slots): counterspell, fear, fireball 
  4th level (3 slots): banishment, dimension door 
  5th level (2 slots): contact other plane, hold monster 
  6th level (1 slot): chain lightning 
  7th level (1 slot): finger of death 
  8th level (1 slot): mind blank 
  Actions 
  Claws. ​Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. The target 
  must make a DC 14 Constitution saving throw, taking 
  10 (3d6) poison damage on a failed save, or half as 
  much damage on a successful one. 
  Teleport. ​The arcanaloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet 
  to an unoccupied space it can see. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Eidolon 
  Medium Undead 
  Armor Class ​9  
  Hit Points ​63 (18d8-18) 
  Speed ​0 ft., fly 40 ft. (hover) 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  7 (-2)
  8 (-1)
  9 (-1)
  14 (+2) 19 (+4)
  16 (+3) 
  Saving Throws ​Wis +8 
  Skills ​Perception +8 
  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 18 
  Languages ​the languages it knew in life 
  Challenge ​12 (8,400 XP) 
   
  Incorporeal Movement.​ ​The eidolon 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 other than a sacred statue. 
   
  Sacred Animation (Recharge 5–6).​ ​When the eidolon 
  moves into a space occupied by a sacred statue, the 
  eidolon can disappear, causing the statue to become a 
  creature under the eidolon's control. The eidolon uses 
  the sacred statue's statistics in place of its own. 
   
  Turn Resistance.​ The eidolon has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Divine Dread.​ Each creature within 60 feet of the 
  eidolon that can see it must succeed on a DC 15 
  Wisdom saving throw or be frightened for 1 minute. 
  While frightened in this way, the creature must take 
  the Dash action and move away from the eidolon by 
  the safest available route at the start of each of its 
  turns, unless there is nowhere for it to move, in which 
  case the creature also becomes stunned until it can 
  move again. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. If a target's saving throw is 
  successful or the effect ends for it, the target is 
  immune to any eidolon's Divine Dread for the next 24 
  hours. 
  Giant Bat 
  Large beast, unaligned 
  Armor Class ​13 (natural armor) 
  Hit Points ​22 (3d10 + 6) 
  Speed ​10 ft., fly 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  15 (+2)
  16 (+3)
  11 (+0)
  2 (-4)
  12 (+1)
  6 (-2) 
  Skills​ Perception +3 
  Senses ​ Blindsight 60 ft., Passive Perception 11i 
  Languages​ understands Common but can’t speak 
  Challenge​ ​1/4 (50 XP) 
   
  Echolocation. ​The bat can't use its blindsight while 
  deafened. 
  Keen Hearing. ​The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Actions 
  Bite. ​Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Orc Red Fang of Shaargas 
  Medium humanoid (orc), chaotic evil 
  Armor Class ​15 (Studded Leather) 
  Hit Points​ 52 (8d8 + 16) 
  Speed ​30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  16 (+3)
  15 (+2)
  9 (-1)
  11 (+0)
  9 (-1) 
  Skills ​Intimidation +1, Perception +2, Stealth +5 
  Senses ​Darkvision 60 ft., Passive Perception 12 
  Languages​ ​Common, Orc 
  Challenge ​3 (700 XP) 
   
  Cunning Action. ​On each of its turns, the orc can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Hand of Shargaas. ​The orc deals  2 extra dice of damage 
  when it hits a target with a weapon attack (included in 
  its attacks). 
  Shargaas’s Sight. ​Magical darkness doesn’t impede the 
  orc’s darkvision. 
  Slayer.​ ​In the first round of a combat, the orc has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn yet. If the orc hits a creature that 
  round who was surprised, the hit is automatically a 
  critical hit. 
  Actions 
  Multiattack. ​The orc makes two scimitar or dart attacks. 
  Scimitar. ​Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 13 (3d6 + 3) slashing damage. 
  Dart. ​Ranged Weapon Attack: +5 to hit, range 20/60 ft., 
  one target. Hit: 10 (3d4 + 3) piercing damage. 
  Veil of Shargaas (Recharges after a Short or Long Rest). 
  The orc casts darkness without any components. 
  Wisdom is its spellcasting ability. 
   
   
   
   
   
  Roper 
  Large monstrosity, neutral evil 
  Armor Class ​20 (Natural Armor) 
  Hit Points ​93 (11d10 + 33) 
  Speed ​10 ft., climb 10 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  8 (-1)
  17 (+3)
  7 (-2)
  16 (+3)
  6 (-2) 
  Skills ​Perception +6, Stealth +5 
  Senses ​Darkvision 60 ft., Passive Perception 16 
  Languages​ -- 
  Challenge ​5 (1,800 XP) 
   
  False Appearance. ​While the roper remains motionless, 
  it is indistinguishable from a normal cave formation, 
  such as a stalagmite. 
  Grasping Tendrils. ​The roper can have up to six tendrils 
  at a time. Each tendril can be attacked (AC 20; 10 hit 
  points; immunity to poison and psychic damage). 
  Destroying a tendril deals no damage to the roper, 
  which can extrude a replacement tendril on its next 
  turn. A tendril can also be broken if a creature takes 
  an action and succeeds on a DC 15 Strength check 
  against it. 
  Spider Climb.​ The roper can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Multiattack. ​The roper makes four attacks with its 
  tendrils, uses Reel, and makes one attack with its bite. 
  Bite. ​Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8 + 4) piercing damage. 
  Tendril. ​Melee Weapon Attack: +7 to hit, reach 50 ft., 
  one creature. Hit: The target is grappled (escape DC 
  15). Until the grapple ends, the target is restrained 
  and has disadvantage on Strength checks and 
  Strength saving throws, and the roper can't use the 
  same tendril on another target. 
  Reel. ​The roper pulls each creature grappled by it up to 
  25 feet straight toward it. 
   
   
   
  
   
  Sacred Statue 
  Large construct, as the eidolon's alignment 
  Armor Class ​19 (natural armor)  
  Hit Points ​95 (10d10 + 40) 
  Speed ​25 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  19 (+4)
  8 (-1)
  19 (+4)
  14 (+2) 19 (+4)
  16 (+3) 
  Saving Throws ​Wis +8 
  Skills ​Perception +8 
  Damage Resistances ​ acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities ​cold, necrotic, poison 
  Condition Immunities​ charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses ​Darkvision 60 ft., Passive Perception 14 
  Languages ​the languages it knew in life 
   
  False Appearance. ​While the statue remains motionless, 
  it is indistinguishable from a normal statue. 
   
  Ghostly Inhabitant. ​The eidolon that enters the sacred 
  statue remains inside it until the statue drops to 0 hit 
  points, the eidolon uses a bonus action to move out of 
  the statue, or the eidolon is turned or forced out by 
  an effect such as the dispel evil and good spell. When 
  the eidolon leaves the statue, it appears in an 
  unoccupied space within 5 feet of the statue. 
   
  Inert. ​When not inhabited by an Eidolon, the statue is 
  an object. 
   Actions 
  Multiattack. ​The statue makes two slam attacks. 
  Slam. ​Melee Weapon Attack​: +8 to hit, reach 10 ft., one 
  target. ​Hit​: 43 (6d12 + 4) bludgeoning damage. 
  Rock. ​Ranged Weapon Attack​: +8 to hit, range 60/240 
  ft., one target. ​Hit​: 37 (6d10 + 4) bludgeoning damage. 
   
   
   
   
  Shadow  
  Medium undead, chaotic evil 
  Armor Class ​12 
  Hit Points ​16 (3d8 + 3) 
  Speed​ 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  6 (-2)
  19 (+4)
  14 (+2)
  13 (+1) 12 (+1)
  14 (+2) 
  Skills ​Stealth +4 
  Damage Vulnerabilities ​Radiant 
  Damage Resistances ​acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities ​Necrotic, Poison 
  Condition Immunities ​exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses ​Darkvision 60 ft., Passive Perception 10 
  Languages ​— 
  Challenge​ 1/2 (100 XP) 
   
  Amorphous. ​The assassin can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. ​While in dim light or darkness, the 
  assassin can take the Hide action as a bonus action. 
  Sunlight Weakness. ​While in sunlight, the assassin has 
  disadvantage on attack rolls, ability checks, and 
  saving throws. 
  Actions 
  Multiattack. ​The assassin makes two Shadow Blade 
  attacks. 
  Strength Drain. ​Melee Weapon Attack:​ +4 to hit, reach 5 
  ft., one creature. ​Hit:​ 9 (2d6 + 2) necrotic damage, and 
  the target's Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. 
  If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
   
   
   
  
   
  Shadow Assassin 
  Medium undead, chaotic evil 
  Armor Class ​14 
  Hit Points ​78 (12d8 + 24) 
  Speed​ 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  6 (-2)
  19 (+4)
  14 (+2)
  13 (+1) 12 (+1)
  14 (+2) 
  Saving Throws ​DEX +8, INT +5 
  Skills Perception ​+9, Stealth +12 
  Damage Vulnerabilities ​Radiant 
  Damage Resistances ​Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks 
  Damage Immunities ​Necrotic, Poison 
  Condition Immunities ​Exhaustion, Frightened, 
  Grappled, Paralyzed, 
   Petrified, Poisoned, Prone, Restrained 
  Senses ​Darkvision 60 ft., Passive Perception 19 
  Languages ​understands the languages it knew in life but 
  can’t speak 
  Challenge​ 9 (5,000 XP) 
   
  Amorphous. ​The assassin can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. ​While in dim light or darkness, the 
  assassin can take the Hide action as a bonus action. 
  Sunlight Weakness. ​While in sunlight, the assassin has 
  disadvantage on attack rolls, ability checks, and 
  saving throws. 
  Actions 
  Multiattack. ​The assassin makes two Shadow Blade 
  attacks. 
  Shadow Blade. ​Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 
  10 (3d6) necrotic damage. Unless the target is 
  immune to necrotic damage, the target’s Strength 
  score is reduced by 1d4 each time it is hit by this 
  attack. The target dies if its Strength is reduced to 0. 
  The reduction lasts until the target finishes a short or 
  long rest. 
   
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class ​16 (Natural Armor) 
  Hit Points​ 144 (17d8 + 68) 
  Speed​ 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  18 (+4)
  18 (+4)
  17 (+3) 15 (+2)
  18 (+4) 
  Saving Throws ​DEX +9, WIS +7, CHA +9 
  Skills ​Perception +7, Stealth +9 
  Damage Resistances​ Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks 
  Senses ​Darkvision 120 ft., Passive Perception 17 
  Languages ​the languages it knew in life 
  Challenge ​13 (10,000 XP) 
   
  Shapechanger. ​If the vampire isn't in sunlight or running 
  water, it can use its action to polymorph into a Tiny 
  bat or a Medium cloud of mist, or back into its true 
  form. 
   
  While in bat form, the vampire can't speak, its walking 
  speed is 5 feet, and it has a flying speed of 30 feet. Its 
  statistics, other than its size and speed, are 
  unchanged. Anything it is wearing transforms with it, 
  but nothing it is carrying does. It reverts to its true 
  form if it dies. 
   
  While in mist form, the vampire can't take any actions, 
  speak, or manipulate objects. It is weightless, has a 
  flying speed of 20 feet, can hover, and can enter a 
  hostile creature's space and stop there. In addition, if 
  air can pass through a space, the mist can do so 
  without squeezing, and it can’t pass through water. It 
  has advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to all 
  nonmagical damage, except the damage it takes from 
  sunlight. 
   
  Legendary Resistance (3/Day)​. If the vampire fails a 
  saving throw, it can choose to succeed instead. 
   
  Misty Escape. ​When it drops to 0 hit points outside its 
  resting place, the vampire transforms into a cloud of 
  mist (as in the Shapechanger trait) instead of falling 
  unconscious, provided that it isn't in sunlight or 
  running water. If it can't transform, it is destroyed. 
   
  While it has 0 hit points in mist form, it can't revert to 
  its vampire form, and it must reach its resting place 
  within 2 hours or be destroyed. Once in its resting 
   
  
   
  place, it reverts to its vampire form. It is then 
  paralyzed until it regains at least 1 hit point. After 
  spending 1 hour in its resting place with 0 hit points, it 
  regains 1 hit point. 
   
  Regeneration. ​The vampire regains 20 hit points at the 
  start of its turn if it has at least 1 hit point and isn't in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn't 
  function at the start of the vampire's next turn. 
   
  Spider Climb. ​The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
   
  Vampire Weaknesses.​ The vampire has the following 
  flaws: 
   
  Forbiddance. ​The vampire can't enter a residence 
  without an invitation from one of the occupants. 
   
  Harmed by Running Water.​ The vampire takes 20 acid 
  damage if it ends its turn in running water. 
   
  Stake to the Heart. ​If a piercing weapon made of wood 
  is driven into the vampire's heart while the vampire is 
  incapacitated in its resting place, the vampire is 
  paralyzed until the stake is removed. 
   
  Sunlight Hypersensitivity. ​The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. (Vampire Form Only). ​The vampire makes 
  two attacks, only one of which can be a bite attack. 
  Unarmed Strike (Vampire Form Only).​ Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 
  + 4) bludgeoning damage. Instead of dealing damage, 
  the vampire can grapple the target (escape DC 18). 
  Bite. (Bat or Vampire Form Only). ​Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one willing creature, or a 
  creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing 
  damage plus 10 (3d6) necrotic damage. The target's 
  hit point maximum is reduced by an amount equal to 
  the necrotic damage taken, and the vampire regains 
  hit points equal to that amount. The reduction lasts 
  until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0. A 
  humanoid slain in this way and then buried in the 
  ground rises the following night as a vampire spawn 
  under the vampire's control. 
  Charm. ​The vampire targets one humanoid it can see 
  within 30 feet of it. If the target can see the vampire, 
  the target must succeed on a DC 17 Wisdom saving 
  throw against this magic or be charmed by the 
  vampire. The charmed target regards the vampire as a 
  trusted friend to be heeded and protected. Although 
  the target isn't under the vampire's control, it takes 
  the vampire's requests or actions in the most 
  favorable way it can, and it is a willing target for the 
  vampire's bite attack. 
  Each time the vampire or the vampire's companions 
  do anything harmful to the target, it can repeat the 
  saving throw, ending the effect on itself on a success. 
  Otherwise, the effect lasts 24 hours or until the 
  vampire is destroyed, is on a different plane of 
  existence than the target, or takes a bonus action to 
  end the effect. 
  Children of the Night (1/Day). ​The vampire magically 
  calls 2d4 swarms of bats or rats (swarm of bats, 
  swarm of rats), provided that the sun isn't up. While 
  outdoors, the vampire can call 3d6 wolves (wolf) 
  instead. The called creatures arrive in 1d4 rounds, 
  acting as allies of the vampire and obeying its spoken 
  commands. The beasts remain for 1 hour, until the 
  vampire dies, or until the vampire dismisses them as a 
  bonus action. 
  Legendary Actions 
  The vampire 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 vampire regains spent 
  legendary actions at the start of its turn. 
   
  Move.​ The vampire moves up to its speed without 
  provoking opportunity attacks. 
   
  Unarmed Strike. ​The vampire makes one unarmed 
  strike. 
   
  Bite.​(Costs 2 Actions). The vampire makes one bite 
  attack. 
   
  Variants: Vampire Warriors and Spellcasters 
  Some vampires have martial training and battlefield 
  experience. A ​warrior vampire​ wearing plate armor (AC 
  18) and wielding a greatsword has a challenge rating of 
  15 (13,000 XP) and the following additional action 
  options: 
   
  
   
  Multiattack.​ The vampire makes two greatsword 
  attacks. 
  Greatsword.​ Melee Weapon Attack: ​+9 to hit, reach 5 
  ft., one creature. ​Hit​ ​11 (2d6 + 4) slashing damage 
  Some vampires are practitioners of the arcane arts. A 
  spellcaster vampire​ spellcaster has a challenge rating of 
  15 (13,000 XP) and the following trait: 
  Spellcasting. ​The vampire is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). The vampire has the 
  following wizard spells prepared: 
  Cantrip (at will): ​mage hand, prestidigitation, ray of 
  frost 
  1st level (4 slots): ​comprehend languages, fog of 
  cloud, shield 
  2nd level (3 slots): ​detect thoughts, gust of wind, 
  mirror image 
  3rd level (3 slots): ​animate dead, bestow curse, 
  nondetection 
  4th level (3 slots): ​blight, greater invisibility 
  5th level (1 slot): ​dominate person 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vampiric Jade Statue 
  Large construct 
  Armor Class ​14 (Natural Armor) 
  Hit Points ​114 (12d10 + 48) 
  Speed ​30 ft​. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  16 (+)
  14 (+2)
  18 (+4)
  6 (-2)
  10 (+0)
  5 (-3) 
  Damage Vulnerabilities ​Force 
  Damage Immunities​ Lightning, Poison 
  Condition Immunities​ Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned 
  Senses ​Darkvision 60 ft., Passive Perception 10 
  Languages ​understands the languages of its creator but 
  can’t speak 
  Challenge ​8 (3,900 XP) 
   
  Immutable Form.​ The statue is immune to any spell or 
  effect that would alter its form. 
   
  Legendary Resistance (3/Day).​ If the statue fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack.​ The statue makes three attacks: one with 
  its bite and two with its claws. 
  Bite.​ Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target 
  is a creature, that creature becomes cursed by the 
  statue. The curse lasts for 10 minutes. While the 
  creature is cursed, the statue has advantage on all 
  attacks against it. 
  Claws. ​Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Legendary Actions 
  The statue 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 statue regains spent legendary 
  actions at the start of its turn. 
   
  Bite.​ The statue makes one bite attack. 
  Blood Reaper.​ All creatures currently cursed by the 
  statue and within 20 feet of it take 5 necrotic damage. 
  Move.​ The statue moves up to its speed without 
  provoking opportunity attacks. 
   
  
   
  Appendix 3: Maps, Player Handouts, Etc. 
   
  Appendix 3a ​*(Each Square is 5ft) 
   
   
   
   
   
   
   
    
   
  .  
   
   
   
   
   
   
   
  
   
  Appendix 3b 
  Deltohedron 
  Interplanar Octagonal 
  Bipyramid 4-D 
  Wizard’s Chess 
  1. Create a grid of dots at least 4 dots wide and four 
  dots long 
  2. Determine who gets to go first by roll off. 
  3. Each turn, draw one horizontal or vertical line to 
  connect two dots. 
  4. Drawing the fourth wall of a box grants you a score. 
  5. The player who scores a box must take an extra 
  turn 
  6. Count each players boxes once the whole board is 
  covered 
  Appendix 4: Story 
  Award 
  MAGIC ITEM UNLOCK: 
  The Harbinger  
  (Weapon of Warning - Glaive) 
  The Harbinger is  a massive scythe was forged from 
  the darkest shadows from the plane of Gehenna, 
  home of the orcish god Shaargas. The material is 
  light, and does not cast its own shadow. However, 
  the item gives its user an uncanny ability for 
  shadows to warn the user of impending danger.  
  This magic weapon (glaive) warns you of danger. 
  While the weapon is on your person, you have 
  advantage on initiative rolls. In addition, you and 
  any of your companions within 30 feet of you can’t 
  be surprised, except when incapacitated by 
  something other than nonmagical sleep. The 
  weapon magically awakens you and your 
  companions within range if any of you are sleeping 
  naturally when combat begins 
   
   
   
   
   
  
   
   
  Appendix 5: Dungeon Master Tips 
   
  To DM an adventure, you ​must​ have 3 to 7 
  players—each with their own character within 
  the adventure’s level range (see Adventure 
  Primer). Characters playing in a ​hardcover 
  adventure may continue to play to but if they play 
  a different hardcover​ ​adventure, they ​can’t 
  return​ to the first if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to the Annual Storyline? 
  http://dndadventurersleague.org/storyline-seasons/
  waterdeep-adventures/ 
  Preparing the Adventure 
  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. Familiar 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.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) with 
  their starting values for advancement and 
  treasure checkpoints, downtime days, and 
  renown. These are updated at the conclusion of 
  the session. The adventure information and your 
  information is added at the end of the adventure 
  session—whether the completed the adventure or 
  not. 
  Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to 
  use a standard ability score array.  
  Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of an 
  adventure or episode, they can declare their 
  activity and spend the days now, or they can do so 
  at the end of the adventure or episode. Players 
  should select their characters’ spells and other 
  daily options prior to the start of the adventure, 
  unless the adventure specifies otherwise. Feel free 
  to reread the adventure description to help give 
  players hints about what they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the result by the 
  number of characters (rounding .5 or greater up; 
  .4 or less down). This is the group’s average party 
  level (APL). To approximate the ​party strength 
  for the adventure, consult the table below. 
  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 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-EPI01-02 - Hordes of Thar (5-10).pdf