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  Raiders of the Twiligiht 
  Marsh 
  A black dragon’s treasure horde has been located in the Twilight Marsh, and within it are secrets that hold interest to the 
  factions. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair! 
  An adventure for 5th-10th level characters. 
  Adventure Code: DDEX1-12 
  Credits 
  Adventure Design: Robert Adducci 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
  Debut: February 5, 2015 
  Release: March 1, 2015 
   
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  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
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  Raiders of the Twilight Marsh 
   
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  2 
   
  Introduction 
  Welcome to Raiders of the Twilight Marsh, a D&D 
  ExpeditionsTM adventure, part of the official D&D 
  Adventurers LeagueTM organized play system and the 
  Tyranny of DragonsTM storyline season.  
   This adventure is designed for three to seven 5th-
  10th level characters, and is optimized for five 6th level 
  characters. Players with 4th level characters may spend 
  20 downtime days to level up to the start of 5th level. 
  Characters outside this level range cannot participate in 
  this adventure. 
   This adventure takes place in the Moonsea region of the 
  Forgotten Realms, in and around the Twilight Marsh, a 
  swamp east of the town of Phlan. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable).  
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to provide 
  
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  3 
   
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 6th-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
   
   
   
   
   
   
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun of 
  the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  
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  4 
   
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules). If a 
  character doesn’t resolve the effect between sessions, that 
  character begins the next session still affected by the 
  debilitating effect.  
  
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  5 
   
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Adventure Background 
  Ever since the lizardfolk of the Twilight Marsh raided 
  farms for prisoners and waylaid travelers in the area 
  (DDEX1-7 Drums in the Marsh), folk have been on edge. 
  Although a band of adventurers thwarted the black 
  dragon Throstulgrael (more commonly known as 
  "Velvet"), and rescued those it had taken prisoner, things 
  seem to have gotten worse in the area. The young black 
  dragon has been destroying caravans, farms, and ships on 
  the Moonsea in retribution for the adventurer's meddling 
  ever since. 
   Velvet has recently left the marsh for a clandestine 
  meeting in Phlan and is not expected to return for at least 
  a couple of days. Bogclaw the Lizard King (DDEX1-7 
  Drums in the Marsh) has survived and now commands 
  the conjoined remnants of the three lizardfolk tribes. The 
  Lizard King has learned of Velvet's absence, and sees it 
  as the perfect opportunity to exact his revenge on the 
  dragon for the decimation of the lizardfolk tribes.  
   Bogclaw is cunning, however, and knows that his clan 
  is not strong enough to take on Velvet's minions alone, 
  and so decides to enlist the help of the adventurers. 
   He sends an envoy to a local named Rolk (DDEX1-7 
  Drums in the Marsh), and charges him with seeking out 
  the adventurers and informing them that the dragon's lair 
  lies unguarded and ripe for the plucking. 
   What none of them know is that Velvet has already 
  prepared for his death. Using dark rituals in the dark, 
  Velvet has completed most of the steps to complete his 
  transformation into a dracolich. All that remains is to die. 
  Overview 
  The adventure is broken down into seven parts: 
   Part 1. The characters learn that Throstulgrael is away 
  from his lair and is not expected back for some time. 
  Some of the factions are interested in various possessions 
  of the dragon and the allure of treasure is likely to pique 
  the characters interest as well. Time is of the essence as 
  the characters must race to the lair before Velvet returns. 
   Part 2. The characters must then traverse the marsh, 
  where they encounter Bogclaw and a lizardfolk shaman 
  who soon find themselves in the clutches of a shambling 
  mound. The characters may try and save them so the 
  lizardfolk can guide them to the dragon’s lair or they may 
  continue on without them.  
   Part 3. Further in the swamp, the characters find a lone 
  goblin foraging in the boggy waters; a servant of the 
  Bloodroot Coven. One of the hags from the coven has 
  been kidnapped by Velvet and is being held hostage so 
  the coven obeys the black dragon. The hags are none too 
  pleased with the arrangement and can be bargained with. 
   Part 4 & 5. The characters arrive at Velvet's lair and 
  must enter the complex and deal with the small tribe. 
  This tribe of devious kobolds has outfitted Velvets lair 
  with a number of traps of various intent; to maim and kill 
  those unfortunate enough to fall victim to them. Along 
  with the kobolds a pair of trolls patrols the cult grounds. 
   Part 6. Lastly, guarding his father's treasure is a half-
  dragon troll who dwells beneath the sunken cult complex 
  in Velvet's lair, a large dank cistern filled with fetid water. 
  
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  6 
   
  Familiar Faces 
  It will come in handy to know knowing whether or not the 
  characters have participated in DDEX1-7 Drums in the 
  Marsh and/or DDEX1-2 Secrets of Sokol Keep before you 
  start the adventure. 
   Characters that have participated in DDEX1-7 Drums 
  in the Marsh may see familiar faces during this adventure; 
  specifically, the ex-adventurer Rhomsan Kal and the 
  dwarf merchant Rolk. Additionally, Bogclaw the Lizard 
  King is still active in the area. Some characters may have 
  battled and killed the lizardfolk king, but unbeknownst to 
  them, his shamans managed to save him from his 
  wounds, further proof that Bogclaw is a true lizard king, 
  blessed by Semuanya, the lizardfolk god! 
   In DDEX1-2 Secrets of Sokol Keep, the characters may 
  have discovered a book entitled Moonsea Cults written by 
  Thalioss of Tyr. If the characters have this book in their 
  possession, any Intelligence (Arcana or History) check 
  made regarding cults or their practices in the Moonsea 
  region are made with advantage. 
   This book also has a small entry on a cult known as the 
  Cult of the Black Bull that once occupied a complex in 
  what is now the Twilight Marsh. The cult entry has a map 
  showing the complex as it was during the time that the 
  cult was active. 
  Time 
  The adventurers are under a time crunch. They have only 
  a limited amount of time before Velvet returns from his 
  excursion to Phlan. Use the Until Black Wings time 
  tracker (Appendix 2, below) to keep track of the passage 
  of time in the adventure. If the characters perform actions 
  not accounted for, use your best judgment as to how long 
  it takes. 
   The characters are free to rest as they see fit, but the 
  clock is working against them. If they dally too long, their 
  fight with Velvet will be much more difficult.  
  Adventure Hooks 
  The following adventure hooks can be used to draw the 
  adventurers into the story. As the town is learning to cope 
  with life under the rule of the Maimed Virulence, they 
  may encounter one or more of the preceding adventure 
  hooks. 
   Death's Shadow. As the characters are wandering 
  about Phlan, they see a winged, black shape fly over the 
  town towards Valjevo Keep. The next morning rumors 
  have spread about a black dragon landing near the keep 
  the night before. The adventurers are instructed to meet 
  Rolk, a contact of their faction representatives at the 
  Velvet Doublet the following morning to learn more. 
   An Old Friend. If any of the adventurers participated in 
  the events of DDEX1-7 Drums in the Marsh, they have 
  heard rumor that Rolk is in town. They receive a written 
  invitation to join him for breakfast at the Velvet Doublet, a 
  festhall frequented by the well-to-do along with the 
  promises of "unimaginable fortune!" 
   As You Bid, M'Lord. Adventurers who are members of 
  the Lords Alliance are approached by Gilfron Milon and 
  asked to meet a representative of the Merchant's Guild; a 
  dwarf named Rolk. He has information that has piqued 
  the faction's interest. He can be found at the Velvet 
  Doublet the following morning. 
   
   
  
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  7 
   
  Part 1: A Hoard 
  Unguarded 
  The adventure begins in Phlan.  
  The Velvet Doublet 
  Regardless of why, the characters find themselves in the 
  Velvet Doublet. During their meal, they encounter Rolk, a 
  dwarven merchant whom adventurers that participated in 
  DDEX1-7 Drums in the Marsh may recognize. 
   
  The Velvet Doublet--even in the trying times that Phlan is 
  enduring--is still a fine place. A place full of soft chairs where the 
  only thing darker and richer than the wood that the tables are 
  made of is the wine being served. 
   Unfortunately, your meal is interrupted as the door bursts 
  open, and a dwarf in nice, albeit dusty, clothes enters the room. 
  He sees your group, grabs a nearby chair, and joins you at your 
  table. 
   Outside, nine bells toll; their tones muted by the dense fog that 
  seems to perpetually hang over Phlan these days. 
   
  Rolk appreciates that the characters have shown up to in 
  answer of his request. He is particularly interested in 
  repaying those who have helped him before. Over the 
  course of breakfast, Rolk relates the following: 
   
  • 
  The Merchant's Guild has fallen prey to a number of 
  thefts along the Phlan Path. One theft in particular, 
  the Merchant's Guild is quite desperate to resolve. A 
  lockbox was stolen recently. It is stamped with the 
  seal of the Merchant's Guild and possesses mundane 
  and magical protections against intrusion. Rolk is 
  insistent that the box not be opened. He dismisses 
  any questions as to its contents; merely explaining 
  that it marked with the symbol of the Merchant's 
  Guild--a gold coin embossed with an axe, a hammer, 
  and a pair of forge tongs. 
  • 
  He has reason to believe that the lockbox is currently 
  in the lair of the dragon Throstulgrael, more 
  commonly known as Velvet who, as luck would have 
  it, happens to be "away from home". The dragon was 
  seen arriving in Phlan the night before--likely visiting 
  Vorgansharax. Rumor says he's expected to be in 
  town for a couple days. 
  • 
  The Merchant's Guild is willing to compensate the 
  adventurers to the tune of 700 gp payable upon the 
  safe return of the stolen lockbox and its contents. 
  • 
  To ensure that they are able to get to the Twilight 
  Marsh quickly, the Guild provides the characters with 
  a riding horse or 75gp each to purchase some other 
  method of travel to the Marsh. 
  • 
  Roleplaying Rolk 
  • 
  Rolk is a gregarious dwarf whose fortunes have 
  turned up lately. He takes his position as an agent of 
  the Merchant's Guild seriously. The dragon has been 
  costing the guild large sums of money in missing 
  goods and employees. 
   
  When the party agrees to the quest they are given the 
  following information. 
   
  • 
  The merchants have negotiated with a lizardfolk tribe 
  led by a lizardfolk named Bogclaw, a lizardfolk who 
  fancies himself a something of a king. They are to 
  meet with this lizardfolk at the Ringcurrent Islands, 
  where he will provide directions to Velvet's lair. 
  • 
  Rolk provides the adventurers with a map with 
  directions to Bogclaw's camp on Ringcurrent Island 
  from the Crossing Inn. 
  • 
  Once at the inn, the proprietor, Rhomsan Kal, has 
  boats to take into the marsh. The ride to the island 
  should also take no more than 4 hours. 
  • 
  Rolk does not know precisely where the dragon's lair 
  is, however, or how far away it is from the inn. 
  • 
  The dragon is lairing in the ruins of an old cult 
  complex called the Hall of the Black Bull. 
  • 
  Time is of utmost importance! It is rumored that 
  Throstulgrael will be leaving Phlan before dawn 
  tomorrow morning (likely no later than 5 bells) and it 
  should take him no more than an hour to make the 
  trip back to his lair. The characters should be out of 
  the dragon's lair no more than 20 hours from now. 
  As he says this, 10 bells toll in the distance. 
  Moonsea Cults 
  If any of the adventurers have the book, Moonsea Cults (found in 
  DDEX1-2 Secrets of Sokol Keep), they can find an entry on the Cult 
  of the Black Bull; a cult of slavers that worshipped a bull-headed 
  demon in the region now called the Twilight Marsh over a 
  thousand years ago. 
   
  In addition, the book has a rough map of the complex as it 
  existed a thousand years ago. The important piece of information 
  on the map is the approximate location of a series of wells, which 
  may allow the party to sneak past some kobolds as well as 
  possibly the trolls should time be running short. 
   
  Only characters whose adventure logs indicate possession of 
  the book are able to benefit from its contents. 
  
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  8 
   
  Legwork 
  If the characters are suspicious of Rolk or his intentions, 
  and wish to consult with their factions, they are able to do 
  so.  Offer the information below if the characters seek 
  them out. If the characters do not think of contacting their 
  factions, feel free to suggest that their faction contacts 
  may have more information regarding the dragon. It takes 
  the group 1 hour to perform the legwork. 
   Lords Alliance. Members contact Braden Yil (male 
  human), a retainer of House Cadorna. He relates that the 
  dragon has been disrupting trade by raiding along the 
  roads near the Twilight Marsh. In one such raid a 
  travelling noble from Mulmaster named Tevish Malacont, 
  a male human, was taken by the dragon and has not been 
  seen since. If asked for a specific description or additional 
  details, Braden will shuffle his feet uncomfortably and 
  describe Tevish as simply "unusual". 
   Zhentarim. Members contact shadowy Lureene 
  Dundragon (female Chondathan human). The dragon has 
  despoiled many caravans and his kobold minions have 
  dragged away much valuable cargo. More important than 
  mere goods are a set of trade maps for the Moonsea 
  region that were lost in a raid, if the dragon has them, the 
  Zhentarim wants them back.   
   Harpers. Members contact the wise Olisara Lightsong 
  (female moon elf). A harper agent named Uliset Faelgren 
  was killed by the dragon in an attack by Throstulgrael 
  along the road to Melvaunt. The agent's body was 
  recovered, but her personal belongings, including her 
  spellbook and Harper pin, as well as a book with 
  encrypted Harper messages is thought to be in the beasts 
  hoard.  
  Secret Missions 
  When characters have reached Rank 2 in their faction 
  they are trusted to go on secret missions for the faction. 
  In this adventurer there are two such missions: 
   Emerald Enclave. Seranolla the Whisperer mentions 
  that the character has proven themselves ready to truly 
  work for the Enclave. Scouts belonging to the Emerald 
  Enclave have reported a growing number of will-o'-wisps 
  in the Twilight Marsh; far more than would normally be 
  present. To that end, Seranolla presents the characters 
  with a device and wishes for them to use it to capture one 
  or more will-o'-wisps. 
   
   
   
   
  The Device 
  The device provided to the characters looks very similar to a large 
  iron lantern, engraved with runes. When activated, one will-0'-
  wisp within 5 feet of the device must succeed on a DC 20 
  Dexterity saving throw or be drawn into the device. While so 
  contained, the imprisoned creature may use an action to attempt 
  another Dexterity saving throw, freeing itself from the device if 
  successful. 
   
  At the beginning of each round that the device contains a will-
  o'-wisp, arcs of lightning lash out at all creatures within 60 feet of 
  it. The device has a +9 bonus to attack rolls, and deals 9 (2d8) 
  lightning damage on a hit. As an action, a creature may "tune" 
  the occupied device. If so, the device does not emit any arcs of 
  lightning for 1 round. Additionally, while a character is actively 
  tuning the device, any Dexterity saving throw made by a creature 
  trapped within it is made at disadvantage. Once the creature 
  within has failed three consecutive saving throws, it may not 
  attempt to escape again until 24 hours has passed. 
   
   Order of the Gauntlet. Zern Xerkstil mentions that the 
  character has proven themselves ready to truly work for 
  the Gauntlet. In the chaos of Vorgansharax's rise to 
  power, several dangerous prisoners escaped from the 
  prison within Stojanow Gate. While some prisoners have 
  been captured or killed, others remain free. It is rumored 
  that a particularly vile prisoner named Yusten Karas, a 
  drow assassin, has fled into the Twilight Marsh. Capture 
  the prisoner and return them to the town of Phlan to face 
  justice. The drow has information important to the Order 
  and must be kept alive and returned to Phlan at all costs. 
  By Land or By Sea 
  The adventurers have a few options on how to get to 
  Velvet’s lair. 
   By Land. Travel to the Crossing Inn on the edge of the 
  Twilight Marsh is relatively quick with the horses 
  provided by the Merchant Guild. The inn is 16 miles from 
  Phlan. At a normal pace, they arrive in 4 hours. 
   The characters may spur their horses to greater speed 
  and arrive at the Inn sooner using a DC 10 Wisdom 
  (Animal Handling) group check. If successful, the group is 
  able to shave one hour of travel time off of their journey to 
  the inn. 
   Once the characters arrive at the Crossing Inn, 
  Rhomsan Kal--the inn's proprietor--has two small pole 
  boats waiting for them for their journey to the 
  Ringcurrent Islands. The journey to the islands is 
  uneventful and takes the party 4 hours to travel the 15 
  miles. 
   
   
   
   
  
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  9 
   
   If they choose, the group may attempt to maneuver their 
  boats faster as well, but this comes at a risk. If they 
  choose to throw caution to the wind and attempt to pole 
  the boat faster through the marsh, the group may attempt 
  a DC 10 Strength (Athletics) group check. If successful, 
  the group manages to shave one hour of travel time off of 
  their journey to the islands. However, any character that 
  fails the group check by 5 or more suffers 1 level of 
  exhaustion. 
   By Sea. Conversely, it is possible for adventurers who 
  already know where the Ringcurrent Islands are to hire a 
  ship to take them directly there. Asking about town, the 
  adventurers learn that many ships are reluctant to go 
  near the Twilight Marsh due to the recent bandit activity. 
  An adventurer succeeding at a DC 15 Charisma 
  (Persuasion) check, however, is able to convince a captain 
  of a ship to brave the voyage, albeit for a steep fee of 25 
  gp per character. Any character with the sailor 
  background makes this check with advantage. 
   Once aboard, they must find the Ringcurrent Islands. 
  The captain of the ship does not know where they are, but 
  has maps of the area that the he and adventurers can use 
  to locate them. Plotting the course and preparing for 
  departure takes 1 hour and the journey itself an 
  additional 4 hours. 
   Once at the Islands, the characters still need boats to 
  get ashore. Lucky, the ship is happy to sell them two pole 
  boats for 75 gp each. It takes 1 hour to maneuver the 
  boats ashore. 
  Part 2: The Lizard King 
  Bogclaw the lizard king is at the islands with his 
  lizardfolk shaman named Scalesneer. Only the scattered 
  remnants of the three tribes remained after the events of 
  DDEX1-7 Drums in the Marsh transpired.  
  Voices of the Dead 
  The black dragon was enraged by the lizardfolks's failure 
  most of the lizardfolk that survived fell prey to the 
  dragon's vengeance mere days ago. Since then, Bogclaw, 
  Scalesneer and the remaining lizardfolk have been hiding 
  in the marsh. 
  Arriving on the island, you bear witness to devastation on an 
  immense scale. All of the huts on the islands have been 
  destroyed by acid. Dead lizardfolk--ravaged by acid, claws, and 
  teeth--lay scattered all about. It’s clear that these lizardfolk have 
  been dead only a handful days. 
   
   
  As the characters approach, Bogclaw turns to them and 
  speaks in broken common. 
   
  "Never thought I welcome warmlings to our island, but here you 
  are. Do not fear our claws." 
   
  Bogclaw and Scalesneer relate the following information. 
   
  • 
  Bogclaw's tribes have been nearly decimated by 
  Velvet and he wishes revenge on the black dragon 
  and wants those of his people who were captured, 
  freed. 
  • 
  If asked, Bogclaw confirms the rumor surrounding 
  Velvet's absence, though he doesn't know when the 
  dragon will be return. 
  • 
  The shaman said that after Velvet destroyed the 
  lizardfolk village he returned with two green hags, 
  though he doesn't know why. 
  • 
  The shaman doesn't know much about the hags, but 
  know that the dragon has forced their aid by taking a 
  member of their "tribe" into his lair and not giving 
  her back. 
  • 
  The hags's home is to the east. 
  • 
  The dragon itself lives in a series of ruins further to 
  the east. 
  Roleplaying Bogclaw 
  The lizardfolk king is not happy to be working with warmlings, 
  but he doesn't have much choice. His tribe has been decimated 
  and if the dragon isn't killed or driven away, it is not likely that 
  his tribe survives for very much longer. 
  General Features 
  The Twilight Marsh is a natural area, open to the sky, but 
  often obscured by heavy foliage. 
   Light. During the day the Twilight Marsh is considered 
  to be dim light causing creatures to have disadvantage on 
  Wisdom (Perception) checks that rely on sight. 
   Terrain. The marsh is mostly covered in water. The 
  vast majority of terrain is difficult terrain and may require 
  characters to swim in some areas. 
   Sounds. With the heavy foliage and dense fog about, 
  sound is often muted in the marshes. The droning buzz of 
  biting insects is almost always present. 
   Smells. With everything being constantly wet, the smell 
  of natural decay is heavy in the air. 
  
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  10 
   
  Promises, Promises… 
  As the adventurers converse with Bogclaw, his 
  companion--who has introduced himself as Scalesneer--
  seems to be tending to the dead, but with one, wary eye 
  on marsh. The shaman is placing small religious fetishes 
  in the mouths of the dead lizardfolk. A successful DC10 
  Intelligence (Religion) check reveals that the fetishes are 
  likely some sort of talisman to prevent the bodies from 
  rising as undead. 
   Unbeknownst to Bogclaw, a shambling mound has 
  slowly been creeping close to the island. Once the 
  discussion with the lizardfolk has concluded, it attacks. 
  Unfortunately, two will-o'-wisps have also meandered 
  into the area and take advantage of the distraction to 
  cause some trouble. Ever the opportunist, however, they 
  flee if the shambling mound is slain. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove shambling mound, add awakened 
  tree 
  • 
  Weak party: Remove will-o'-wisps (they flee once combat 
  begins) 
  • 
  Strong party: Add 1 will-o'-wisp 
  • 
  Very strong party: Add 3 will-o'-wisps 
  Special Mission: Emerald Enclave 
  This would be an opportune time for any Emerald 
  Enclave members to attempt to capture a will-o'-wisp. 
  Note that the device emits arcs of lightning that strike 
  everything within a 60-foot-radius, including the 
  shambling mound which regains hit points when 
  subjected to lightning damage. 
  Treasure 
  Hidden amongst the brush near the shambling mound, 
  the characters find an amulet worth 200 gp. 
  XP Award 
  If Bogclaw survives the encounter with the shambling 
  mound, award each character 100 XP. 
  Where to Now? 
  If Bogclaw has survived, he knows the location of both 
  Velvet's lair and the hags's coven. However, due to his 
  desire for vengeance against the hags, he intentionally 
  sends the characters in their direction (see Part 3, below). 
  Otherwise, the characters wander around the marsh for 
  an hour before happening across the hags's goblin 
  servitor, Rurry. The journey there takes one hour. 
   
   
   
  
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  11 
   
  Part 3: The Coven at 
  Bloodroot Hollow 
  When Velvet arrived in the Twilight Marsh, he attempted 
  to win over the hags of the Bloodroot Coven. The Sisters, 
  however, were not receptive. The dragon did not stomach 
  their refusal lightly and captured one of the hags--
  breaking their coven. 
   If the adventurers seek out the coven, they find it 
  without incident. 
  Bloodroot Hollow 
  The hags reside an hour’s boat ride from the ruins of the 
  Hall of the Black Bull.  
  General features 
  The hollow is a natural area, but has been warped by the 
  foul magic practiced here. 
   Light. The hollow is dimly lit, no matter the time of day. 
  The sky above Bloodroot Hollow always appears to be in 
  the waning light of twilight, and a thick, clammy fog 
  covers the clearing. Stars twinkle overhead, and fireflies 
  dance just at the edge of whatever light the adventurers 
  brought with them. The hollow is treated as dimly lit. 
   Terrain. The hollow is dry land, but here and there 
  thick roots of trees snake along the ground. 
   Sounds. With the heavy foliage and dense fog, about 
  sound is often muted in the marshes. However, unusual 
  sounds are abound; sounds that have no place being here, 
  such as laughing children, crying women, whispering, and 
  other unsettling sounds. No matter how extensively one 
  might search, the sources of the noises are never found. 
   Smells. With everything being constantly wet, the smell 
  of natural decay is heavy in the air. The smell, however, is 
  masked by the smells of delicious cooking, and the 
  pungent, sickly-sweet smell of spell and ritual 
  components. 
  Rurry 
  When the adventurers draw near the hollow, they first 
  encounter Rurry, a goblin indentured to the hags. 
   
   
   
   
   
   
   
  Stepping from your boat, you find yourself walking down a 
  narrow path, only barely distinguishable from the surrounding 
  flora.  Thorny briars grab at your clothing as if warning you 
  against further trespass. 
   Rounding a corner, you happen across a curious figure--a 
  goblin. It carries a small basket half-full of berries, flowers, and 
  an occasional dead lizard. He is kneeling next to a body, rifling 
  through its pockets with one hand while the other holds a tiny 
  dagger--its blade still wet with blood. 
   He starts at the sound of your arrival and faces you, "Go from 
  this place. You no belong here! 
   
  This is Rurry. The hags have put out his right eye, which 
  is now sewn shut with crude twine. He wears filthy rages 
  and no shoes. He does, however, wear a rather nice-
  looking pendant that appears to be a stylized eye. 
   He's not the sharpest tool in the drawer, but if the 
  adventurers decide to talk to the goblin, he relates the 
  following: 
   
  • 
  "I'm Rurry!" 
  • 
  "The ladies made my eye sick..." 
  • 
  "This my food. I no share with you." 
  • 
  "The ladies's house very near, very near!" 
  • 
  "No! This was given to me by the ladies!" (Clutches at 
  pendant if the adventurers try to take it or get a 
  closer look at it.) 
   
  The corpse is that of a cultist, sent to treat with Velvet. He 
  was on his way back to Phlan when he was slain by 
  Rurry. The cultist is carrying what appears to be a diary 
  filled entries detailing the daily life of someone with an 
  overinflated ego, but folded into its pages is an official-
  looking document. Any adventurer examining the 
  document easily identifies it as some sort of contract. It is 
  plain that the document details an agreement between 
  Velvet and the Cult of the Dragon, wherein the dragon 
  agrees to be subjected to a ritual that would turn him into 
  a dracolich. A character inspecting the diary with a 
  passive Investigation score of 13 or higher finds a 
  carefully folded piece of paper that reads: 
  "Beware the entrance to Throstulgrael's lair. Speak aloud 
  "Velvet Summons Me" before you pass over it lest you die 
  before basking in the great dragon's splendor!" 
   
    
   
   
   
  
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  12 
   
   Eventually, Rurry gets antsy if the characters keep 
  pressing for answers or if they ask who the "nice ladies" 
  actually are. "We're gonna be late for dinner! Come, 
  come!" He then grabs the hand of a non-threatening 
  character and pulls them towards the coven. 
  Treasure 
  If the characters slay Rurry, the pendant is really the only 
  thing of value he carries (unless the group is truly hungry 
  and able to stomach the taste of dead lizard). It is 
  surprisingly nice-looking and radiates faint divination 
  magic. This pendant is a scrying device used by the hags 
  to keep an eye on Rurry and his dealings. When the hags 
  are seeing through it, the pendants stylized eye seems to 
  look around and blink from time to time. However, it isn't 
  worth anything if sold. 
  The Sisters 
  When the adventurers and the goblin arrive at Bloodroot 
  Hollow, Sister Pusriver and Sister Rotface are in the 
  middle of a heated argument. 
   
  The bramble-ridden trail opens up into a large clearing in which 
  stands a short, stout tree with thick, gnarled boughs. A rickety 
  staircase winds around the tree's truck to a wooden landing. 
  Nestled among the tree's branches is a small wooden cabin. 
  The warm glow of a fire dances behind the drawn shades. A 
  large, rusted cage swings beneath the landing.  
   The sounds of a heated conversation can be heard from within 
  the cabin, though it is impossible to hear precisely what is being 
  said. Before you are able to get closer to discern, however, the 
  door to the cabin is thrown open and an elderly elvish woman 
  walks briskly out, shouting "I don't care what you think! We 
  must cast lots! Where is Sister Deathwillow?" 
   
  The elvish-looking hag is Sister Pusriver. Her colleague, 
  Sister Rotface, is inside the cabin. They have lived in 
  Bloodroot Hollow for hundreds of years. Recently, 
  however, Velvet has abducted the Sister Deathwillow, the 
  third member of their coven. 
   Sister Pusriver notices the adventurers and gives a 
  wide, friendly smile. Sister Rotface emerges from the 
  cabin moments later. 
  Roleplaying Sister Pusriver 
  Sister Pusriver is the "kinder" of the two, and is adept at playing 
  the part of a doddering old woman. She happily offers food and 
  water to the adventurers. She is also quite forgetful, and often 
  repeats questions or requests that she presented mere moments 
  ago. 
  Roleplaying Sister Rotface 
  With Sister Deathwillow gone, Sister Rotface is the voice of 
  reason among the remnants of the coven. However, she is not 
  particularly well-suited for the job. She is potty and has a bit of a 
  mean-streak--a particularly nasty combination. She is rude and 
  offensive, and cares very little for social graces. 
   
  Sister Pusriver is hospitable and offers the adventurers a 
  brief respite from the damp inside their cabin. Should the 
  adventurers enter, they find a cramped, one-room cabin 
  with three beds, a small larder and a few cabinets. There 
  are two tables, one covered in herbs and crockery, the 
  other covered in melted candles, coins, and shoes. 
  Investigating the cabin reveals the following information. 
   
  • 
  Scattered around the room are various pieces of 
  clothing from all types of people and equipment in 
  various conditions. 
  • 
  A polished, rune-engraved lizardfolk skull rests on a 
  chair. 
  • 
  Randomly covering various shelves and hanging from 
  string are a dozen trinkets (roll on the Trinkets table, 
  page 160 of the Player's Handbook). 
  • 
  An adventurer succeeding at a DC 12 Wisdom 
  (Perception) check finds two sets of clothes similar to 
  those issued to "tenants" of the prison within 
  Stojanow Gate as well as a handful of humanoid 
  bones underneath one of the beds. 
   
  Despite their demeanors, the hags know quite a bit about 
  the goings on in the swamp, and can answer most general 
  information questions. Specific details about events that 
  have occurred within the last month or so might be 
  unknown to them, however. 
   If confronted about any of the items in their cabin, the 
  hags profess their innocence of any wrong-doing. "We 
  have many travelers stop by, child! Most happily give us a 
  trinket or two for a warm bite to eat." 
   The hags are clueless as to the process of turning a 
  dragon into a dracolich and are also unaware if whether 
  or not Velvet has actually been subjected to it. 
   If asked, they profess to have gotten the prison 
  garments from a trio of escaped prisoners that happened 
  across the hollow. They also freely admit to killing two of 
  them and eating them, but only because they "looked like 
  they tasted rather lovely." 
  
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  13 
   
  Developments 
  The coven is in need of the characters's assistance, 
  specifically, the safe return of Sister Deathwillow. The 
  hags believe that the adventurers are strong enough to do 
  it, but in order to ensure that the dragon is slain, they 
  warn Velvet of the adventurers's plans once the group has 
  departed. They do this to ensure that adventurers's hands 
  are forced. 
  Rescue Mission 
  Throughout the conversation, Sister Rotface steers the 
  conversation back to the rescue of Sister Deathwillow. 
  The two are lost without her and offer the adventurers 
  riches if they promise to bring her back. 
   The hags offer the adventurers a tidy sum of 300 gp to 
  rescue Sister Deathwillow from the Velvet's lair. They 
  refuse to offer any of the reward up front, but do offer 
  either a scroll of protection from energy or a scroll of 
  water walking to assist them in their quest. 
   Lastly, if the adventurers mention slaying Velvet, they 
  offer an additional 700 gp if they are successful. If the 
  adventurers agree to one or more of the tasks, the hags 
  also offer the following information: 
   
  • 
  The kobolds of the Pitted Scale clan, love to capture 
  and torture anyone they come upon, just like Velvet 
  does. They are especially fond of using poison and 
  acid to torture their victims. 
  • 
  After he kidnapped Sister Deathwillow, the dragon 
  demanded the hags create a ritual for him to 
  summon the souls of the dead. Which they did. They 
  later performed the ritual at the site of the lizardfolk 
  village, creating the will-o-wisps. 
  • 
  The hags met Larga Bloodhand and pointed her and 
  her party toward the lair of the dragon. The hags kept 
  one member of Larga's party as ransom, but when 
  Reema did not come back, they ate him. 
  Special Mission: Order of the Gauntlet 
  If any of the characters belong to the Order of the 
  Gauntlet, they have been charged with reclaiming the 
  drow, Yusten Karas. As fate would have it, the 
  adventurers find the unconscious drow in the cage 
  hanging in the tree beneath the hags's cabin. If he regains 
  any hit points he wakes up. The hags, however, are not 
  keen to let him go and only permit the adventurers to take 
  him if they partake in a trade. Examples of forms of 
  "payment" that the hags accept is detailed in "Interested 
  in a Trade, Child?" below. 
  Roleplaying Yusten Karas 
  Yusten does not appreciate the predicament that he is in, but 
  prefers it better to rotting in a cage. Yusten is cold-hearted and 
  apathetic through and through. He is melancholy and offers 
  nihilistic, brooding comments whether solicited or not. Needless 
  to say, he is difficult to like. 
   
   While in the custody of the characters, he does not 
  actively attempt to escape from or harm them. That is not 
  to say however, that he help them either. If faced with 
  combat, he hunkers down behind the nearest source of 
  cover and waits. If attacked, he uses the disengage action 
  if possible and the dodge action if not. Yusten has a total 
  of 27 hit points and an AC of 13. He is unarmed and 
  unequipped. He constantly badgers the characters to give 
  him any number of things--a weapon, armor, food, water, 
  a bit of alcohol, etc. 
  Interested in a Trade, Child? 
  The sisters have a number of items of adventuring gear 
  that they are willing to trade to the adventurers in 
  exchange for any number of unusual or unsettling things. 
  Some examples of things that the hags take in payment 
  are: 
   
  • 
  A kiss 
  • 
  A lock of freshly cut hair 
  • 
  The adventurer must swallow a stone carved with the 
  symbol of the coven--a tree weeping blood 
  • 
  A handshake 
  • 
  Forsaking a loved one 
  • 
  A single drop of blood 
  • 
  A single copper piece 
  • 
  A finger (specifically, the character's) 
   
  None of the "prices" are dangerous or harmful, though 
  any adventurer paying it earns the "Traded with a Hag" 
  story reward (See Rewards, below). Any adventure 
  agreeing on a price, may choose one item. If any of the 
  characters participated in the events of DDEP1 
  Corruption in Kryptgarden and swore an oath to King 
  Witchthorn, the hags recoil in fear and refuse to trade 
  with them. Similarly, any non-evil fey in the party (such as 
  familiars) caution their masters or companions about 
  entering into such a deal. 
  
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   The sisters have the following items available for trade. 
  All of the items are from the Player's Handbook: 
   
  • 
  4 potions of healing 
  • 
  2 flasks of alchemists fire 
  • 
  2 flasks of lamp oil 
  • 
  4 vials of antitoxin 
  • 
  2 vials of poison 
  If Things Go South 
  Should the characters try and intimidate the hags they fall 
  to the floor in fear and beseech the characters not to hurt 
  them, for they are "just old ladies." However, if they are 
  pushed too far or physically attacked, they defend 
  themselves without hesitation or mercy. The hags turn 
  invisible and summon two will-o'-wisps. The hags fight 
  until they are at 20hp or less. They then turn invisible and 
  flee. Provided at least one hag survives, Velvet is still 
  warned, albeit with the additional hope that the dragon 
  kills the adventurers--either way, the hags benefit. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 1 hag and 1 will-o'-wisp 
  • 
  Weak party: Remove 1 will-o'-wisp 
  • 
  Strong party: Add 1 will-o-wisp 
  • 
  Very strong party: Add 1 green hag and 1 will-o-wisp 
   
  If the hags warn Velvet, he leaves Phlan within the hour 
  and arrives at his lair within an hour. The adventurers's 
  trip to the Hall of the Black Bull, however, takes just over 
  an hour. If warned by the Coven, Velvet arrives at the 
  ruins (see Part 5, below) before the adventurers. 
  Otherwise, he arrives after they do. 
  Treasure 
  If the adventurers agree to rescue Sister Deathwillow and 
  ask for an advance on their reward, they are offered either 
  a scroll of protection from energy or a scroll of water 
  walking. 
   Additionally, any adventurer who "trades" with the hags 
  receives one of the following items. All of the items are 
  from the Player's Handbook. 
  • 
  Potion of healing 
  • 
  Flasks of alchemists fire 
  • 
  Flasks of oil  
  • 
  Vial of antitoxin  
  • 
  Vial of poison  
   
   
  If the adventurers slay the hags or cause them to flee, they 
  find all of the above items offered for trade, plus an 
  additional 1,000 gp in curiously-minted electrum coins. 
  The coins are eye-shaped complete with a hole in the 
  middle that can be seen through. 
  XP Award 
  If the characters treat with the hags of Bloodroot Coven, 
  award each character 100 XP. 
  To the Ruins! 
  Assuming that the characters dealt with the hags 
  amicably, they provide directions to Velvet's lair, a mere 
  30 minutes away. Otherwise, the ruins are not difficult to 
  find-- the trip there, however, takes one hour. 
   
   
  
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  15 
   
  Part 5: The Ruins of the 
  Black Bull 
  Throstulgrael's lair is beneath the ruins of an ancient 
  complex that once belonged to a long-forgotten cult of the 
  Moonsea. In addition to the protection that its remoteness 
  provides, the dragon has a small tribe of kobolds that 
  excitedly follow his commands and keep his prisoners. 
  Two acid-scarred trolls patrol the cult grounds. 
   It is important to note that the map of the ruins is not 
  intended to be used in its complete form during play. It is 
  provided as a reference for the DM in the event that the 
  characters encounter a patrol. If a map is used during 
  combat, simply use the map provided as a reference and 
  reproduce the general area surrounding the characters 
  when combat begins.  
  The Ruins 
  Like everything else in the nearby marsh, the cult 
  complex is nearly submerged beneath marshy water that 
  is anywhere between a few inches to several feet deep 
  with an occasional spot of land. 
  General Features 
   Light. While it is still day, the entire area is covered by a 
  blanket of fog and dimly lit. If it is after sundown, 
  however, it is dark. No lights are present, save for those 
  that the characters brought with them. 
   Terrain. Most of the ground within the ruins is covered 
  with 1 to 2 feet of slow-moving water. However, the 
  hidden wells are quite deep and difficult to see. All of this 
  make traversing the ruins dangerous as a number of traps 
  have been laid by the kobolds within. Here and there 
  willow trees and reeds lightly obscure creatures standing 
  within or behind them. Adventurers choosing to navigate 
  the ruins while still on the pole boats, are available to 
  avoid most, if not all, of the hazards. 
   Sound. The kobolds in the large willow tree can be 
  heard going about their normal lives. The trolls can be 
  heard rummaging through a building. The ever-present 
  droning of flies and other insects is quite loud here. 
   Smells. The smell of rot and putrescence is thick here. 
  The acidic tang noticed earlier but much stronger. 
   Wells. There are five old wells throughout the temple 
  complex that are covered by deeper water. These wells 
  are not obvious and likely are only found by those who 
  know they're there or are lucky enough to happen across 
  one. If an adventurer possesses the Moonsea Cults book 
  from DDEX1-2 Secrets of Sokol Keep, they find that it 
  has includes a map of the ruins that shows the wells. 
   The characters can otherwise still happen across them, 
  though it is very difficult. Any character succeeding at a 
  DC 20 Wisdom (Perception) check notices the well below 
  the surface of the murky water. As characters without the 
  book from DDEX1-2 Secrets of Sokol Keep do not know 
  of their existence, finding them is likely only possible as a 
  result of a passive check. 
   The wells afford the adventurers an opportunity to 
  bypass the patrols of trolls and kobolds and the plethora 
  of traps laid by the latter. In order to enter the complex 
  via a well, the adventurers must hold their breath and 
  swim down the well and through the pipes into the 
  cisterns. Characters who swim down the wells come out 
  in "Cistern B", in the Bowels of the Black Bull (See Part 
  6, below). As they swim there is no light in the pipes. They 
  notice there are some pipes that have been destroyed and 
  sealed (these lead to the dragon's lair). Play up the 
  tension here. The distance the characters will need to 
  swim isn't short enough to risk drowning, but they don't 
  know that. 
  The Ruins 
  As the adventurers enter the ruins, read: 
   
  The ruins of the complex are all in horrible shape--many having 
  long ago collapsed in on themselves. Sometimes, only a short, 
  moss-covered wall is the only sign of the ruins. 
   While there may have once been a wall surrounding the 
  complex, only a few sections peek out of the murky waters.
   Nature has reclaimed many of the buildings within the ruins; 
  reeds, lily pads, and pondweeds sprout everywhere. Gaunt 
  willow and sycamore trees rise like moldering skeletons from 
  the muck-covered ground. 
  Throstulgrael 
  If Velvet was warned of the adventurer's arrival, he 
  confronts the adventurers before they enter the Hall of 
  the Black Bull. As the adventurers arrive, read: 
   
  The wind picks up and the sun is blotted from the sky as an 
  immense black form circles above you. 
   "You are bold to be intruding upon my domain!" the dragon 
  bellows, "Bold indeed!" 
   
  
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  16 
   
  Velvet is none too pleased--having sped all the way here 
  from Phlan only to find the adventurers on his doorstep. 
  Two trolls await just inside the hall and emerge as the 
  adventurers draw near. Eight kobolds ride on Velvet's 
  back and hurl rocks, nets, and acid and firepots onto the 
  characters as they battle the trolls. For the most part, 
  Velvet stays well out melee combat, instead staying low 
  enough for the kobolds to attack and shout a few insults--
  approximately 80 feet off of the ground. If the characters 
  seem to be making short work of his trolls and kobolds, 
  however, he uses his breath weapon to even the odds. 
   The kobolds astride the dragon have a number of items 
  at their disposal; products of their labors in the dark 
  chambers beneath the ruins. Additionally, they enjoy the 
  benefit of cover (+2 AC). On their turn, the kobolds may 
  use any one of the following attacks. The kobolds can't 
  use the same attack two rounds in a row. 
   
  • 
  Rock: +4 to hit, 6 (1d6 + 3) bludgeoning damage. 
  • 
  Acidpot: +4 to hit, 7 (2d6) acid damage. 
  • 
  Firepot: +4 to hit, 7 (2d6) fire damage. 
  • 
  Stinkpot: +4 to hit, target must succeed at a DC 11 
  Constitution save or be poisoned for 1 minute. As an 
  action, a poisoned character repeat the saving throw, 
  ending the condition early if successful. 
  • 
  Net: +4 to hit, target restrained, but can use action to 
  make a DC 10 Strength check, freeing itself or 
  another creature on a success. The net can also be 
  destroyed by dealing 5 slashing damage (AC 10). 
   
  Velvet flees if he is reduced to half hit points or fewer, or 
  if both of the trolls are slain. He demonstrates zero 
  concern for any kobolds on his back; most of those that 
  are plummet to their deaths as the dragon wheels and 
  flies away. Velvet flies away a short distance to a 
  submerged tunnel that leads to his lair beneath the ruins. 
  Once there, a Cult of the Dragon cultist heals Velvet, who 
  regains enough hit points to leave him at no less than half 
  his maximum hit points. 
  Adjusting the Troll Patrol Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Reduce each troll's hit points to 42 
  • 
  Weak party: Reduce each troll's hit points to 63 
  • 
  Strong party: Increase each troll's hit points to 105 
  • 
  Very strong party: Add 1 troll 
  Development 
  If the characters enter the Hall of the Black Bull via the 
  hidden wells, Velvet heads to his lair, disappointed at the 
  characters's absence. However, he will be there waiting 
  for them--just as angry and deadly as ever. 
   One of the trolls is the mother of Graxxygak (see Part 7, 
  below). With her dying breath, she shouts out a dire 
  threat in broken Common to the characters: 
  "My child will flay skin from your bones and melt all that 
  remain!" 
  XP Award 
  If the party enters the Hall of the Black Bull via the 
  hidden wells and bypasses the encounter with Velvet and 
  the trolls, award each character 300 XP. 
   
   
  
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  17 
   
  Part 6. The Hall of the 
  Black Bull 
  Though very old, the Hall of the Black Bull still retains the 
  same sense of grandeur that it conveyed in its heyday--
  albeit slightly more wet and moldy. 
  General Features 
  The following general features apply on this level of the 
  Hall of the Black Bull 
   Light. The hall has windows, but they are covered in 
  muck and grime--all but preventing light from entering the 
  structure. Though streams of yellow light trickle through 
  in a few places, all of the areas within are treated as being 
  completely dark. The only light in this dismal place is that 
  which the adventurers have brought with them. 
   Smell. The smell of mildew and rot is strong here, but 
  not as strong as the troll dung. 
   Sounds. Dripping water, cracking and falling stone. As 
  the adventurers progress, the chattering of kobolds can 
  be heard around corners, though they fall silent when the 
  characters draw near. 
   Terrain. The trolls care very little for cleanliness and 
  patches of troll dung make the floor slick in some places, 
  while in others, crumbled and fallen stone hinders 
  movement. Both of these conditions are treated as 
  difficult terrain. 
   Kobold Clan. The Pitted Scale clan of approximately 
  20 kobolds lives and worships the dragon here. They 
  follow their master's teachings and revel in gaining 
  information from captives through torture, specifically the 
  use of acid and poisons. They often subject themselves to 
  the same poisons and acid that they use on their 
  prisoners, using the poisons to commune with the kobold 
  gods and acid to mark their scales with religious symbols.  
   The kobolds that serve Throstulgrael live in the ruins, 
  fighting over every bit of dry ground they can find, 
  primarily in the hall itself. 
   Trolls. Though the trolls are resentful of the dragon, 
  Velvet's acid breath keeps them in line. Each of the trolls 
  has deep runnels of acidic scarring down the length of 
  their bodies from "lessons" that Velvet has taught them 
   The trolls patrol the marsh in and around the hall 
  complex, searching for food--including any kobolds that 
  might be foolish to wander around the ruins alone.  
  1. The Main Hall 
  This was once the main gathering area of the cult that 
  built the Hall of the Black Bull, as well as their place of 
  worship. It has since been occupied by a pair of trolls. 
   
  The prominent feature of this vast T-shaped room is a large 
  statue of a rearing bull carved from what appears to be a single 
  piece of black basalt standing on a plinth of rough-hewn 
  alabaster. 
   Mossy vines crawl up the walls and hang from the ceiling. 
  Doorways are set into the north and south walls of this room--
  though their doors fell from their hinges long ago and have 
  since surrendered to the damp. 
   
  If the characters did not encounter the trolls in Part 5, 
  above, they are here. They attack the adventurers 
  immediately should they enter this area. 
   One of the trolls is the mother of Graxxygak (see Part 7, 
  below). With her dying breath, she shouts out a dire 
  threat in broken Common to the characters: 
  "My child will flay skin from your bones and melt all that 
  remain!" 
  Treasure 
  The trolls have stashed their collective hoard of eight 
  gems worth a total of 200 gp as well as a sack containing 
  200 gp and 500 sp in a large burlap sack next to the 
  statue. Unbeknownst to them, a chest of 5,000 cp is 
  hidden away in a cunningly concealed compartment in 
  the statue that they never managed to find. Finding the 
  chest requires a successful DC 17 Wisdom (Perception) 
  check. 
  2. The Kobold Lair 
  The kobold clan lives in these rooms. Though, when the 
  characters arrive, only very old and very young are 
  present. Upon the adventurers arriving, those kobolds 
  that remain squeal in terror and flee out into the ruins. 
  Treasure 
  The kobold leaders have three bags containing a total of 
  200 gp worth of various coins along with 30 gp worth of 
  jewelry not-cleverly hidden in the larger of the rooms. 
  There is nothing of value in the small rooms inhabited by 
  the other kobolds. 
  3. Vacant Rooms 
  With the exception of plant growth and an occasional pile 
  of troll or kobold excrement, these rooms are empty. 
  4. Refuse Chamber 
  This room is full of rotting and moldering piles of wood, 
  
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  18 
   
  metal, paper and cloth--all of which has succumbed to the 
  damp. The door in is barred from the inside and can only 
  be opened from the outside using brute force. Any 
  adventurer succeeding at a DC 13 Strength (Athletics) 
  check bashes the door in and makes a tremendous 
  amount of noise doing so (though not enough to alert 
  those creatures in the bowels, below). 
  5. The Way Down 
  The kobolds have suspended flasks of acid above the 
  staircases leading down into the Bowels of the Black Bull 
  (see Part 6, below). The flasks are connected to a tripwire 
  at the top of each of the two the staircases. Noticing the 
  tripwire requires a successful DC 15 Wisdom 
  (Perception) check. 
   When triggered, each creature within a 10-foot-radius 
  sphere must succeed at a DC 13 Dexterity saving throw 
  or take 14 (4d6) acid damage. Those that succeed suffer 
  half damage. A similar trap has been erected at each of 
  the rear exits to the building as well. 
  XP Award 
  If the adventurers avoid or disable the acid traps, award 
  each character 100 XP. 
   
   
  
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  19 
   
  Part 6. The Bowels of the 
  Bull 
  Throstulgrael has only recently taken over the cult 
  complex, having relocated and escaped the onslaught of a 
  rather devious cult in the Flooded Forest near Mulmaster 
  only within the last year. Once the dragon found a 
  suitable lair, he began abducting local humanoids to find 
  out about treasure in the area and other opportunities to 
  expand his power in the region. One of the main reasons 
  that the dragon took the temple for his lair, however, was 
  the mostly intact prison that he found beneath it. 
  1. The Prison 
  Under Velvet's watchful eye, the kobolds of the Pitted 
  Scale clan tend to the prisoners kept here. This is not as 
  pleasant as it sounds. For the most part, this involves 
  torturing them with various poisons and acids. 
  General Features 
  The following general features apply on this level of the 
  Hall of the Black Bull 
   Light. There is no light here save for a few braziers 
  used for brewing. The 10-foot-radius around a brazier is 
  dimly lit, while the rest is dark. 
   Smell. The overpowering smell of blood and excrement 
  is strong here, but is all but overwhelmed with a sharp, 
  acidic tang--it almost hurts to breathe. 
   Sounds. Dripping water, cracking and falling stone. 
  Whimpering. Rattling chains. Screams of agony. 
   Cages. There are eight, 10-foot-by-10-foot cages in this 
  room with bars set into the bare stone floor. Each of the 
  cages are occupied by 2 or 3 emaciated humanoids 
  (mostly human with a couple representatives of the other 
  common races). Only one of them has a single occupant. 
  That cage contains a single, old woman (see Prisoners, 
  below). Additionally, a plethora of cages fill the shelves 
  that line the walls--all full of poisonous animals. Velvet 
  takes pride in his collection of snakes, centipedes, 
  scorpions and other venomous pets.  
   Shackles. Six sets of shackles are set into the far wall 
  of the room. They are occupied by various humanoid 
  creatures. 
   Terrain. Mud has oozed up through cracks in the floor 
  in some spots, creating patches of difficult terrain. 
   
   
   
   
  This dark room is lit by three dimly-glowing braziers distributed 
  among a half dozen tables in the room. Cage bars are set into 
  the floors and are occupied by emaciated people in various 
  stages of neglect. A half-dozen shackles hang from the far wall, 
  their occupants moaning in pain and delirium. 
   A trio of kobolds are here and, upon noticing you, one of them 
  grabs a cauldron from a nearby table and hurls its steaming 
  contents onto the shackled prisoners who howl in pain. 
   The howls of pain quickly to turn to those of rage and fury as 
  they stand and--with what seems to be the slightest effort--yank 
  the chains from the wall before charging in your direction. 
   
  All of the prisoners are held in one large room, lined with 
  cages and littered with tables and racks full of torture 
  devices and alchemical equipment. A few prisoners are 
  manacled to the walls, while the rest are locked securely 
  in the cages.  
   Velvet has entrusted two kobold cult fanatics to lead 
  the kobold clan in managing his "guests" in the prison 
  with the assistance of a kobolds berserker. The cult 
  fanatics torture the prisoners while the kobold berserker 
  performs other various duties (such as moving prisoners 
  from place to place, feeding and watering them, 
  dismembering and disposing of those that are lucky 
  enough to die). 
   When the characters enter the room, the kobold cult 
  fanatics abruptly stop their work and the kobold 
  berserker runs to a nearby table that holds a cauldron full 
  of elixir of hate (see sidebar, below). He douses the 
  shackled prisoners with the liquid who, in turn, begin to 
  froth at the mouth and fly into an uncontrollable rage, 
  turning into three berserkers. They immediately break 
  free from the chains and attack the adventurers. The 
  kobold cult fanatics stay in the rear and use spells to 
  attack from range. 
   The elixir of hate is considered a poison for the intent of 
  detecting what is affecting the prisoners and subsequently 
  curing it (such as lesser restoration, lay on hands, 
  protection from poison, etc.). Once cured, the berserkers 
  attempt a DC 12 Constitution saving throw at the end of 
  each of their turns. If successful, the berserker's body has 
  purged itself of the elixir of hate and the prisoner returns 
  to his normal self, albeit slightly tired. 
   
   
   
   
   
  
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  20 
   
  Kobold...Berserkers? 
  Another benefit of Velvet's abduction of Sister Deathwillow is the 
  creation of elixirs of hate--potent drafts that turn Velvet's kobold 
  minions into raging monstrosities. Kobolds hand-picked by 
  Velvet are each given 1 elixir that dramatically improve its combat 
  capabilities. 
   
  Any kobold berserkers that the adventurers come across 
  begin the encounter using statistics of normal kobolds. However, 
  they may quaff an elixir of hate on their turn as a free action. 
  When quaffed, their statistics are replaced with that of a kobold 
  berserker. 
   
  Curious or fool-hardy adventurers may want to quaff an elixir 
  discovered on the body of a kobold that was unlucky enough to 
  die before consuming it. If this happens, the adventurer who 
  drinks the potion attacks recklessly, gaining advantage on 
  Strength-based melee weapon attack rolls based on Strength for 
  1 minute. However, attack rolls against the character have 
  advantage. When the effect wears off, the adventurer suffers two 
  levels of exhaustion (see Players Handbook, Appendix A). The 
  elixirs lose their potency after 24 hours after which time they 
  provide no benefit if drank. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 1 kobold cult fanatic and 2 
  berserkers; 
  • 
  Weak party: Remove 1 berserker; 
  • 
  Strong party: Add 1 berserker 
  • 
  Very strong party: Add 1 kobold berserker, 1 berserker 
  Prisoners 
  There are also 10 additional prisoners--most of which are 
  human, but a few non-humans are also present. These are 
  all captured bandits, travelers, traders, and other folk that 
  Velvet absconded from the Phlan Path since his arrival. 
  They don't have much in the realm of useful information 
  for the party, other than that before any of Velvet's 
  minions enter the Cistern to the left of the prison, they say 
  something in an odd language. If any of the berserkers 
  were cured or otherwise survived the encounter, they are 
  here as well. 
   All of the prisoners are severely malnourished and 
  heavily injured. They are of no help in battle and refuse to 
  proceed further into the complex. If forced to go towards 
  Cistern A, they scream and flail in abject terror, and dig 
  their nails and feet into the floor. 
   Amongst the prisoners are: 
   Larga Bloodhand. An orog warlord of Thar who came 
  to treat with the Velvet in the hopes that the dragon would 
  secure her rise to power in the Grey Lands. One of 
  Larga's bodyguards inadvertently insulted the dragon, 
  and Larga and her party have been trapped here ever 
  since. The dragon only recently consumed the last of 
  Larga's retinue; 
   Sister Deathwillow. Where the other cages have 2 to 3 
  captives inside, only one cage has a single occupant--an 
  old human woman you'd guess were it not for her 
  impossibly black eyes. This is Sister Deathwillow. 
  Treasure 
  The kobolds have a total of 200 gp worth of saleable 
  equipment, coins, and gems looted from the prisoners. 
  Each of the kobold cult fanatics has a key that unlocks the 
  cages and shackles. 
  XP Award 
  If the characters free the prisoners, award each 100 XP. 
  2. Cistern B 
  This small cistern is the terminus of the wells that dot the 
  complex. It is filled with water. 
   If the characters entered the Hall of the Black Bull via 
  the concealed wells in the ruins above, they enter this 
  level of the ruins in this area. It is similarly available as an 
  exit should the characters choose to use it as such. 
  3. Cistern A 
  This is the lair of Throstulgrael--the black dragon 
  otherwise known as Velvet.  
   
  The broad door before you is covered in the same slimy mud 
  that rises up to your ankles as you walk through this short 
  hallway. 
   
  The floor in the hallway to the dragon's lair is trapped 
  with a glyph of warding. The glyph is detected by any 
  character succeeding at a DC 13 Intelligence 
  (Investigation) check.  
   If the glyph goes unnoticed, it is triggered when a 
  creature passes over it without saying the phrase "Velvet 
  Summons Me." Any creature within a 20-foot-radius 
  sphere must make a DC 13 Dexterity saving throw or 
  take 22 (5d8) acid damage. A successful saving throw 
  reduces this damage by half. The trap cannot be disabled. 
  The only way to bypass it is by using magic, such as dispel 
  magic, or by using the pass-phrase, above. 
  General Features 
  Velvet’s lair has the following general features. 
   Light. The glow of embers from the braziers is the only 
  light in the cistern; they cast dim light throughout the 
  room. 
   Terrain. Most of the cistern room is taken up with 
  water. The cave is rocky ground, pock marked by acid. 
   Sound. The sound of dripping water. 
  
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  21 
   
   Smells. Everything has an acidic smell, causing your 
  nose to burn. 
   Corrosive Air. Four cauldrons set about the room are 
  filled with acid, and warmed by coals set in the braziers 
  beneath them. As the acid boils, caustic fumes coils from 
  the braziers and fills the room. As a result, the room each 
  square in the room is lightly obscured. 
   If the adventurers knock over or otherwise disable the 
  braziers, the damage that the acidic fog deals is reduced 
  by 1 point. If all four cauldrons are upset, the fog lingers 
  for an additional 2 rounds before dissipating. 
   Water. Most of the water in the cistern is a foot or so 
  deep--nothing necessarily impeding. However, there is a 
  15-foot-wide cylinder in the center of the room that 
  descends to a depth of 40 feet before veering off to 
  another location elsewhere in the marsh. This is the 
  primary means of access for Velvet and the half-dragon 
  troll. 
   
  The door opens into a cavernous cistern that likely held a vast 
  quantity of water at one time, but most has drained away 
  through a large hole that appears to have been melted into the 
  far wall. Around the room, pale green steam wafts from four 
  pitted, iron cauldrons suspended over lit braziers. 
   Steps lead down into dark murky water--likely to the bottom, 
  though it is difficult to tell precisely how deep the water is. 
   
  Velvet's lair is the large cave on the room's far wall--
  having melted through the cistern wall with his acid 
  breath. Any creature, on his or her turn, must succeed at a 
  DC 15 Constitution saving throw or take 3 (1d6) acid 
  damage from breathing the acidic fog that permeates the 
  room. A creature that succeeds on this saving throw 
  suffers no damage. A character who spends an action to 
  tie a rag around her face may make this saving throw with 
  advantage. 
   Because the water here is so murky, it is difficult to 
  notice precisely where the submerged tunnel is. Noticing 
  the hole requires a successful DC 18 Wisdom 
  (Perception) check. Anyone who doesn't notice the hole 
  and enters a square containing it must succeed at a DC 
  13 Dexterity saving throw or fall in and be submerged 5 
  feet. Falling in does no damage, but getting out does 
  require a successful DC 12 Strength (Athletics) check. 
  Foes and Tactics 
  Velvet is here if he was warned of the adventurer's arrival 
  by the hags or if the characters arrived here after 6am the 
  following day. In the event of the former, Velvet was 
  encountered in the ruins above and is likely quite 
  wounded; at half hit points. If the adventurers otherwise 
  avoided the encounter or if it is after sunrise when the 
  adventurers arrive, then he is here at full hit points and 
  not pleased to see the adventurers. 
   Unbeknownst to the adventurer's, most of the ritual 
  required to transform Velvet into a dracolich has already 
  been completed. The only thing which remains is to quaff 
  the draft that stops his heart and seals his soul in his 
  phylactery--which he has already taken to wearing around 
  his neck. 
   Once combat has begun, Velvet never strays further 
  than 20 feet from the entrance to the side room in the 
  cave portion of this lair. If Velvet is reduced to 30 or fewer 
  hit points, or if he is otherwise certain that he will die 
  before his next turn, he roars a command in Draconic and 
  a cultist emerges from the small room in the back of the 
  cave holding the vial containing the draft over his head. 
  As a reaction, Velvet bites the cultist (AC 12, 9 hit points). 
  This cultist willingly allows Velvet to attack, granting 
  advantage to the dragon. If the cultist is slain (either by 
  Velvet or the characters), Velvet grabs the cultist in his 
  jaws and swallows him whole--vial and all. When this 
  occurs, proceed to "The Death of Throstulgrael", below. 
  Roleplaying Velvet 
  While he was hesitant to leave his lair in the Flooded Forest near 
  Mulmaster, Velvet has found his new one to be quite the 
  improvement. However, he is running on borrowed time. The 
  ritual to turn him into a dracolich is nearing completion, and a 
  small piece of him is rather terrified. 
   
  Throstulgrael is cruel and fights with reckless abandon, 
  hurling insults that are nearly as sharp as his claws. 
   
  Graxxygak, a half-dragon troll, sleeps in the smaller 
  chamber in the cave portion of this area. Where he is 
  when combat begins depends on the result of the glyph of 
  warding on the door into the cistern. 
   
  • 
  Glyph Triggered. The troll wakes up from a 
  particularly nice nap and slips into the submerged 
  tunnel in the center of the room in order to ambush 
  the party. Compare the result of Graxxygak's 
  Dexterity (Stealth) check with the party's passive 
  Perception. However, due to the murkiness of the 
  water, the adventurers have disadvantage on Wisdom 
  (Perception) checks to see him. This reduces their 
  passive Perception by 5. 
  • 
  Glyph Not Triggered. Compare Graxxygak's passive 
  Perception to the lowest passive (Stealth) score of 
  any adventurer who enters the cistern. When 
  awoken, he rushes to the cave entrance and uses his 
  breath weapon before engaging in melee. 
  
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  22 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Reduce Graxxygak's hit points to 63 
  • 
  Weak party: Reduce Graxxygak's hit points to 74 
  • 
  Strong party: Increase Graxxygak's hit points to 94 
  • 
  Very strong party: Increase Graxxygak's hit points to 105 
  The Death of Throstulgrael 
  Once Velvet reaches 30 hit points, he consumes the draft 
  containing the brew that slay him and bring about his rise 
  as a dracolich. Velvet fears this, but has come too far to 
  turn back now. 
   
  "Enough!" Throstulgrael bellows, "I am done with this 
  existence." 
   The curtain at the back of the room flies open, and a cultist 
  emerges. He shouts a single word in a strange, complex tongue 
  and rushes towards the dragon, a large vial clenched in his 
  outstretched arms. Velvet lashes out at the man and, taking the 
  man into his jaws, swallows him in two jerking gulps, vial and 
  all. 
   The dragon cries out in agony and collapses to the ground, his 
  breath labored, ragged, and finally still. And almost immediately, 
  his flesh decomposes before your eyes; scales crumble to dust 
  while the muscle beneath turns gray and desiccated until Velvet 
  is little more than a skeleton littered with ragged strips of rotted 
  flesh. 
   A heartbeat later, pin-points of green light flares to life in the 
  now-empty sockets of the dragon's skull. The skeleton jerks 
  unsteadily to its feet and leaps overhead; diving into the water in 
  the middle of the cistern and out of sight. 
  The Prisoner 
  At the rear of the main cave is a smaller cave, its entrance 
  concealed by a curtain comprised of black dragon scales 
  that protects the contents of the cave from the cisterns 
  acidic air. Within this smaller cave is the Velvet's hoard 
  and his prisoner; Tevish Malacont.  
   There is a single cage in the dragon's lair that holds a 
  rather bedraggled and acid scarred human. 
   Tevish Malacont. Tevish has been captured for some 
  time and has been extensively tortured by Throstulgrael. 
  He currently believes that he is dead and this is his 
  punishment for a life of evil. Though the characters have 
  no ways of knowing it, Tevish was a member of the 
  strange cult that drove the dragon from the area 
  surrounding Mulmaster, to the south. 
   Tevish is unable to speak about his past except in 
  cryptic outbursts such as: 
  • 
  "In their conjunction, all will behold the power of the 
  Eye!" 
  • 
  "The Eye is every-watching and ever-knowing!" 
  • 
  "We obeyed the Prophet!" 
  • 
  "Four bound by a fifth!" 
   
  There is little else of use that the characters will be able 
  to get out of Tevish. If the characters bring him back with 
  them to Phlan, he offers them a warning before departing 
  the Hall of the Black Bull. He then resumes his rambling: 
   
  "Sea and city, capes and swords. Burning, crushing, howl-
  ing, drowning Lords. 
  Roleplaying Tevish Malacont 
  Tevish is wholly unstable and his mannerisms show it. He has 
  not the faintest inkling of where he is or if he is even still alive. At 
  times, he rants about his current predicament being his 
  punishment for the wrongs he committed in life. 
  Treasure 
  Velvet has accumulated an impressive hoard of 4,000 gp 
  worth of various coins, art objects, and gems in the 
  relatively short time he has laired in the Twilight Marsh. 
  The characters also find a suit of +1 splint mail. 
   If any of the characters are members of the Zhentarim, 
  the characters also find an oiled leather satchel 
  containing a number of trade maps of the Moonsea 
  region. 
   If any of the characters are members of the Harpers, 
  they find a gaudily embroidered haversack with a few sets 
  of equally gaudy clothes and a silver pin that resembles 
  the Harper logo. Wrapped carefully in the clothes is Uliset 
  Faelgren's dragonhide spellbook. They also find a Harper 
  codebook tucked into a cleverly-hidden pocket inside the 
  haversack (no check necessary to find).  
   If any of the characters belong to the Lords’ Alliance, 
  they find a magnificently beautiful lockbox of a strange, 
  purple wood inlaid with platinum. The top of the box is 
  decorated with a six-inch wide gold coin stamped with a 
  crossed axe, hammer, and forge tongs. 
   The lockbox has no visible lock, hinges, or other 
  hardware. It cannot be opened using mundane or magical 
  means. Without the appropriate key, the only means of 
  accessing the contents of the lockbox is by destroying it. 
  Though it is made of wood, it is as strong as steel and 
  extremely durable (AC 19, 36 hp). If destroyed, the only 
  item within it is a single, yellow rose. If so opened, Rolk is 
  visibly upset and does not pay the adventurers their 
  promised reward of 700 gp. 
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  23 
   
  XP Award 
  If the characters avoid the Glyph of Warding trap award 
  each character 100 XP. If the characters release Tevish 
  award each character 50 XP. 
  Conclusion 
  After Throstulgrael is defeated the remaining kobold 
  minions scatter into the marsh. The captured prisoners 
  are thankful for being rescued from the clutches of the 
  torturous kobolds and their dark master. Several 
  prisoners are willing to help the characters return to 
  Phlan with the dragon hoard. 
   If the characters killed Throstulgrael and return to the 
  hags and return their coven mate, the coven pays what is 
  owed, though they are dismayed to hear about his 
  transformation into a dracolich. 
   Returning the mysterious magically marked box to the 
  Merchant’s Guild earns their reward and a mischievous 
  smile from their guild contact. 
   The return to trip to Phlan is uneventful. Damp, cold, 
  and long, but otherwise uneventful. 
   
  Rewards 
  Make sure note their rewards on their adventure log 
  sheets. Give your name and DCI number (if applicable) so 
  players can record who ran the session. 
  Experience 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Lizard king  
   
   
  1,100 
  Lizardfolk shaman  
   
  450 
  Will-o-wisp 
   
   
  450 
  Awakened tree 
   
   
  450 
  Shambling mound  
   
  1,800 
  Green hag 
   
   
  700 
  Goblin 
   
   
   
  50 
  Troll 
   
   
   
  1,800 
  Kobold cult fanatic  
   
  450 
  Kobold berserker  
   
   
  450 
  Berserker   
   
   
  450 
  Half-dragon troll 
   
   
  2,300 
  Throstulgrael, young black dragon  
  2,900 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Rescue Bogclaw  
   
   
  100 
  Parlay with the hags  
   
  100 
  Sneak in using the wells 
   
  300 
  Avoid or disable the acid traps  
  100 
  Each berserker saved 
   
  100 
  Avoid or disable the glyph of warding 
  100 
  Free Tevish 
   
   
  50 
   
  The minimum total award for each character 
  participating in this adventure is 3,000 experience 
  points. 
  The maximum total award for each character 
  participating in this adventure is 5,000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Merchant's Guild advance 
   
  75 
  Shambling mound's amulet 
   
  200 
  Gems in troll lair 
   
   
  200 
  Sack of coins in troll lair 
   
  250 
  Hidden chest in troll lair 
   
  50 
  Sack of coins in kobold lair 
   
  200 
  Jewelry in kobold lair 
   
  25 
  Stolen equipment, gold, & gems 
  200 
  Dragon's Hoard 
   
   
  4,000 
  Reward from the Merchants Guild 
  700 
  Hag reward for rescuing Deathwillow 
  300 
  Hag reward for killing Velvet  
  700 
  Hag treasure (alternate to hag reward) 1,000 
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
   
  Uliset Faelgren’s Dragonhide Spellbook 
  This spellbook is bound in black dragon scales and 
  clasped shut with an ivory toggle. It contains the following 
  spells that may be scribed into a character's spellbook 
  using the rules in the Player's Handbook. 
  1st Level: comprehend languages, detect magic, identify 
  2nd Level: detect thoughts, locate object, see invisibility 
  3rd Level: clairvoyance, tongues 
  4th Level: arcane eye 
  5th Level: legend lore 
  Spell Scroll: Protection from Energy 
  Scroll, uncommon 
  This spell contains a single protection from energy spell. 
  A description of spell scrolls can be found in the basic 
  rules or the Dungeon Master's Guide. 
   
  OR 
  Spell Scroll: Water Walk 
  Scroll, uncommon 
  This spell contains a single water walk spell. A 
  description of spell scrolls can be found in the basic rules 
  or the Dungeon Master's Guide. 
  +1 Splint Armor 
  Armor, rare 
  This fine suit of armor has dwarven runes etched upon it. 
  The runes describe the glories of great battles in the 
  North against orcs. The armor glows faintly when within 
  100 feet of orcs. A description of this item can be found in 
  the Dungeon Master's Guide. 
  Spell Scroll: Haste 
  Scroll, uncommon 
  This spell contains a single haste spell. A description of 
  spell scrolls can be found in the basic rules or the 
  Dungeon Master's Guide. 
  Potion of Invulnerability 
  Potion, rare 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Zhentarim characters earn one additional renown 
  point for returning the trade maps found in Velvet's lair. 
   
  Lords Alliance characters earn one additional renown 
  point for discovering the fate of Tevish Malacont and 
  bringing him to Phlan. 
   
  Harper characters earn one additional renown point for 
  recovering the Harper codebook and pin from Velvet's 
  hoard.  
   
  Emerald Enclave characters of rank 2 (Summerstrider) 
  or higher who complete their special mission earn one 
  additional renown point and should note the 
  completion of a special mission on their adventure 
  logsheet.  
   
  Order of the Gauntlet characters of rank 2 (Marchon) or 
  higher who complete their special mission earn one 
  additional renown point and should note the 
  completion of a special mission on their adventure 
  logsheet.  
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  Favors and Enmity 
  The characters have the opportunity to earn the following 
  story reward during the course of play. 
   Traded with a Hag. Either out of greed, naivety, or 
  sheer ignorance, you traded with a hag and now bear a 
  mark visible only to other fey. Any Charisma (Persuasion) 
  checks made to positively influence non-evil fey are made 
  with disadvantage. In order to remove this mark, the hag 
  that you traded with must willingly return the "payment" 
  you rendered in the trade. 
  DM Rewards 
  You receive 400 XP and ten downtime days for running 
  this session. 
   
   
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
   
  Appendix 1: 
  Monster/NPC 
  Statistics 
  Awakened Tree 
  Huge plant, unaligned 
    
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d12 + 14) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (−2) 
  15 (+2) 
  10 (+0) 
  10 (+0) 
  7 (−2) 
    
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 10 
  Languages one language known by its creator 
  Challenge 2 (450 XP) 
    
  False Appearance. While the tree remains motionless, it is 
  indistinguishable from a normal tree. 
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 14 (3d6 + 4) bludgeoning damage. 
   
  Berserker 
  Medium humanoid (any race), any chaotic alignment 
    
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 2 (450 XP) 
    
  Reckless. At the start of its turn, the berserker can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 9 (1d12 + 3) slashing damage. 
   
  Goblin 
  Small humanoid (goblinoid), neutral evil 
   
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
    
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
  Raiders of the Twilight Marsh 
   
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  26 
   
  Green Hag 
  Medium fey, neutral evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
   
  Skills Arcana +3, Deception +4, Perception +4, Stealth +3 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Draconic, Sylvan 
  Challenge 3 (700 XP) 
    
  Amphibious. The hag can breathe air and water. 
  Innate Spellcasting. The hag’s innate spellcasting ability is 
  Charisma (spell save DC 12). She can innately cast the following 
  spells, requiring no material components: 
  At will: dancing lights, minor illusion, vicious mockery 
  Mimicry. The hag can mimic animal sounds and humanoid 
  voices. A creature that hears the sounds can tell they are 
  imitations with a successful DC 14 Wisdom (Insight) check. 
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage. 
  Illusory Appearance. The hag covers herself and anything she is 
  wearing or carrying with a magical illusion that makes her look 
  like another creature of her general size and humanoid shape. 
  The illusion ends if the hag takes a bonus action to end it or if 
  she dies. 
   The changes wrought by this effect fail to hold up to physical 
  inspection. For example, the hag could appear to have smooth 
  skin, but someone touching her would feel her rough flesh. 
  Otherwise, a creature must take an action to visually inspect the 
  illusion and succeed on a DC 20 Intelligence (Investigation) 
  check to discern that the hag is disguised. 
  Invisible Passage. The hag magically turns invisible until she 
  attacks or casts a spell, or until her concentration ends (as if 
  concentrating on a spell). While invisible, she leaves no physical 
  evidence of her passage, so she can be tracked only by magic. 
  Any equipment she wears or carries is invisible with her. 
   
  Half-Dragon Troll 
  Large giant, chaotic evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2) 
    
   
   
  Skills Perception +1 
  Damage Resistances acid 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11 
  Languages Draconic, Giant 
  Challenge 5 (1,800 XP) 
    
  Keen Smell. The half-dragon troll has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Regeneration. The half-dragon troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage, this trait 
  doesn’t function at the start of the troll’s next turn. The troll dies 
  only if it starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack. The half-dragon troll makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
  Acid Breath (Recharge 5-6). The half-dragon troll exhales acid in a 
  15-foot line that is 5 feet wide. Each creature in that line must 
  make a DC 11 Dexterity saving throw, taking 22 (5d8) acid 
  damage on a failed save, or half as much damage on a successful 
  one. 
   
  Kobold 
  Small humanoid (kobold), lawful evil 
    
  Armor Class 12 
  Hit Points 5 (2d6 − 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  9 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1) 
    
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
    
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
  
  Raiders of the Twilight Marsh 
   
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  27 
   
  Kobold Berserker 
  Medium humanoid (kobold), chaotic evil 
    
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (−1) 
  11 (+0) 
  9 (−1) 
    
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 2 (450 XP) 
    
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
  Reckless. At the start of its turn, the berserker can gain advantage 
  on all melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10+ 3) slashing damage. 
   
  Kobold Cult Fanatic 
  Medium humanoid (kobold), any non-good alignment 
    
  Armor Class 13 (leather armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Skills Deception +4, Persuasion +4, Religion +2 
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 2 (450 XP) 
   
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack roll against 
  a creature if at least one of the kobold’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
   
  Dark Devotion. The fanatic has advantage on saving throws 
  against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): command, inflict wounds, shield of faith 
  2nd level (3 slots): hold person, spiritual weapon 
  Actions 
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. 
   
  Lizardfolk Shaman 
  Medium humanoid (lizardfolk), neutral 
    
  Armor Class 13 (natural armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  13 (+1) 
  10 (+0) 
  15 (+2) 
  8 (−1) 
    
  Skills Perception +4, Stealth +4, Survival +6 
  Senses passive Perception 14 
  Languages Draconic 
  Challenge 2 (450 XP) 
    
  Hold Breath. The lizardfolk can hold its breath for 15 minutes. 
  Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). The lizardfolk has the following druid 
  spells prepared: 
  Cantrips (at will): druidcraft, produce flame, thorn whip 
  1st Level (4 slots): entangle, fog cloud 
  2nd Level (3 slots): heat metal, spike growth 
  3rd Level (2 slots): conjure animals (reptiles only), plant growth 
  Actions 
  Multiattack (Lizardfolk Form Only). The lizardfolk makes two 
  attacks: one with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in 
  crocodile form. If the lizardfolk is in crocodile form and the target 
  is a Large or smaller creature, the target is grappled (escape DC 
  12). Until this grapple ends, the target is restrained, and the 
  lizardfolk can’t bite another target. If the lizardfolk reverts to its 
  true form, the grapple ends. 
  Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. 
  Change Shape (Recharges after a Short or Long Rest). The 
  lizardfolk magically polymorphs into a crocodile, remaining in 
  that form for up to 1 hour. It can revert to its true form as a 
  bonus action. Its statistics, other than its size, are the same in 
  each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies. 
  
  Raiders of the Twilight Marsh 
   
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  28 
   
  Lizard King 
  Medium humanoid (lizardfolk), chaotic evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Skills Perception +4, Stealth +5, Survival +4 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Draconic 
  Challenge 4 (1,100 XP) 
    
  Hold Breath. The lizardfolk can hold its breath for 15 minutes. 
  Skewer. Once per turn, when the lizardfolk makes a melee attack 
  with its trident and hits, the target takes an extra 10 (3d6) 
  damage, and the lizardfolk gains temporary hit points equal to 
  the extra damage dealt. 
  Actions 
  Multiattack. The lizardfolk makes two attacks: one with its bite 
  and one with its claws or trident or two melee attacks with its 
  trident. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  5 (1d4 + 3) slashing damage. 
  Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 
  (1d8 + 3) piercing damage if used with two hands to make a 
  melee attack. 
   
  Shambling Mound 
  Large plant, unaligned 
    
  Armor Class 15 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 20 ft., swim 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  10 (+0) 
  5 (−3) 
    
  Skills Stealth +2 
  Damage Resistances cold, fire 
  Damage Immunities lightning 
  Condition Immunities blinded, deafened, exhaustion 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
    
  Lightning Absorption. Whenever the shambling mound is 
  subjected to lightning damage, it takes no damage and regains a 
  number of hit points equal to the lightning damage dealt. 
  Actions 
  Multiattack. The shambling mound makes two slam attacks. If 
  both attacks hit a Medium or smaller target, the target is 
  grappled (escape DC 14), and the shambling mound uses its 
  Engulf on it. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) bludgeoning damage. 
  Engulf. The shambling mound engulfs a Medium or smaller 
  creature grappled by it. The engulfed target is blinded, restrained, 
  and unable to breathe, and it must succeed on a DC 14 
  Constitution saving throw at the start of each of the mound’s 
  turns or take 13 (2d8 + 4) bludgeoning damage. If the mound 
  moves, the engulfed target moves with it. The mound can have 
  only one creature engulfed at a time. 
   
  Troll 
  Large giant, chaotic evil 
    
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2) 
    
  Skills Perception +1 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Giant 
  Challenge 5 (1,800 XP) 
    
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if it 
  starts its turn with 0 hit points and doesn’t regenerate. 
  Actions 
  Multiattack. The troll makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
   
   
   
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  29 
   
  Will-o’-Wisp 
  Tiny undead, chaotic evil 
    
  Armor Class 19 
  Hit Points 22 (9d4) 
  Speed 0 ft., fly 50 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
   
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical weapons 
  Condition Immunities exhaustion, grappled, paralyzed, poisoned, 
  prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
    
  Consume Life. As a bonus action, the will-o’-wisp can target one 
  creature it can see within 5 feet of it that has 0 hit points and is 
  still alive. The target must succeed on a DC 10 Constitution 
  saving throw against this magic or die. If the target dies, the will-
  o’-wisp regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry anything. 
  Incorporeal Movement. The will-o’-wisp 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. 
  Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 
  20-foot radius and dim light for an additional number of feet 
  equal to the chosen radius. The will-o’-wisp can alter the radius 
  as a bonus action. 
  Actions 
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 
  9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Life Drain, or until its 
  concentration ends (as if concentrating on a spell). 
   
  Throstulgrael, Young Black 
  Dragon 
  Large dragon, chaotic evil 
    
  Armor Class 18 (natural armor) 
  Hit Points 127 (15d10 + 45) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5 
  Skills Perception +6, Stealth +5 
  Damage Immunities acid 
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 
  Languages Common, Draconic 
  Challenge 7 (2,900 XP) 
   
  Amphibious. The dragon can breathe air and water. 
  Actions 
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
  Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot 
  line that is 5 feet wide. Each creature in that line must make a DC 
  14 Dexterity saving throw, taking 49 (11d8) acid damage on a 
  failed save, or half as much damage on a successful one. 
   
   
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  30 
   
  Map 1: Hall of the Black Bull 
   
   
   
   
   
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  31 
   
  Map 2. The Bowels of the Black Bull 
   
   
   
  
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  32 
   
  Appendix 2: Until Black Wings (Time Tracker) 
   
  Use this matrix to track the progress of the characters throughout the adventure. Put an “X” in the Passed column when 
  that hour has passed. The Event field is just to see a suggested flow of events. 
   
  Time 
  Passed 
  Event 
   
  Time 
  Passed 
  Event 
  9am 
   
  1 hour to meet faction contacts 
   
  10pm  
  Arrive at complex, scout complex 
  10am  
  Travel to crossing inn  
   
  11pm 
   
  The Ruins of the Black Bull 
  11am 
   
  Travel to crossing inn  
   
  12am  
  The Hall of the Black Bull 
  12pm  
  Travel to crossing inn  
   
  1am 
   
  The Bowels of the Black Bull 
  1pm 
   
  Travel to crossing inn  
   
  2am 
   
   
  2pm 
   
  Travel to Ringcurrent islands  
   
  3am 
   
   
  3pm 
   
  Travel to Ringcurrent islands  
   
  4am 
   
   
  4pm 
   
  Travel to Ringcurrent islands  
   
  5am 
   
   
  5pm 
   
  Travel to Ringcurrent islands  
   
  6am 
   
  Velvet returns to his lair 
  6pm 
   
  Meet Bogclaw  
   
  7am 
   
   
  7pm 
   
  Travel to cult complex 
   
  8am 
   
   
  8pm 
   
  Meet Bloodroot Coven 
   
  9am 
   
   
  9pm 
   
  Travel to cult complex 
   
  10am  
   
   
   
   
   
   
  
   
  Raiders of the Twilight Marsh 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  33 
   
  Debut Results Code: February-March 2015 
  If you are DMing this adventure at during the months of February or March 2015, please show your players this page. The 
  QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the 
  storyline in the future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEX1-12 - Raiders of the Twilight Marsh.pdf