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  Dark Pyramid of Sorcerer’s 
  Isle 
  Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the 
  landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep 
  whatever power dwells there out of their hands. An adventure for 5th-10th level characters. 
  Adventure Code: DDEX1-11 
  Credits 
  Adventure Design: Claire Hoffman 
  Development and Editing: 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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  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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  2 
   
  Introduction 
  Welcome to Dark Pyramid of Sorcerer’s Isle, 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. Characters outside this level range cannot 
  participate in this adventure 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in and near Sorcerer’s Isle, on the 
  Stojanow River north 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 
  Many years ago, Ren o' the Blade and his companions 
  ventured into the lair of the mad wizard Yarash—a great 
  silver pyramid on Sorcerer's Isle—and stopped his 
  twisted magical experiments which were fouling the river. 
  Having more pressing concerns in Phlan, the adventurers 
  did not stay to fully explore the pyramid. And so, they 
  inadvertently left behind a contingent of mutated 
  lizardfolk–the results of the wizard’s experiments–and 
  those adventurers who had become lost in the maze level 
  of the pyramid. 
   The last 150 years were not kind to the pyramid and its 
  inhabitants. The wild fluctuations of the Weave combined 
  with the passage of time changed the magical and 
  physical aspects of the maze. Most of the prisoners 
  trapped within the maze died, but even in death they 
  found themselves imprisoned within; others became 
  monsters warped by wild magic. The mutated lizardfolk 
  residing within adopted a level of the pyramid for their 
  own use, forming a new residence for their tribe. Though 
  still relatively small, the tribe has since flourished and, for 
  the most part, remained unmolested by the outside world. 
   Then the slaadi came. They initially seemed like a 
  ragtag band of adventurers whose leaky boat had become 
  marooned upon the island shore. Most were wounded 
  and a few seemed ill. The sick ones soon transformed 
  into red and green slaadi while tadpole slaadi, both blue 
  and green, clawed their way out of the bodies of the 
  remaining adventurers. One of the adventurers was 
  transformed into a gray slaad. With the gray slaad now in 
  charge, they soon assumed control of the pyramid. Using 
  the collective knowledge contained in the journals of 
  Yarash and its own knowledge, the gray slaad created a 
  device that allowed a small stream of material from 
  Limbo to flow into the world. The slaadi repaired the 
  equipment to pump it out of the pyramid to once more 
  transform the surrounding area. 
   The changes had not reached far downstream before 
  being noticed by scouts of the various factions. That alone 
  might not have moved the resistance coalition to act. 
  Spies within Valjevo Keep, however, reported that the 
  Cult of the Dragon expressed a growing interest in the 
  pyramid and formed a group to explore it. 
   Unbeknown to both the factions and the Cult of the 
  Dragon, the Red Wizards have also sent a party to 
  investigate the pyramid in search of its secrets. 
  The Weave 
  The Weave is the means by which raw magic is tapped into by 
  spellcasters. It is the way in which magic presents itself to these 
  beings for their use and it flows throughout the world, touching 
  almost every corner of existence, with the exception of dead 
  magic zones; places where magic ceases to function. In some 
  areas, the Weave is damaged or distorted and spells cast within 
  unleash controllable power, causing them to backfire or any have 
  any number of unintended effects. 
  The Ever-Changing Chaos of Limbo 
  Limbo is the outer plane of pure Chaos; a place of constant 
  motion and change where the landscape shifts uncontrollably 
  and unpredictably. Limbo is also home to the slaadi. 
  
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  6 
   
  Overview 
  This adventure takes place in four parts. 
   Part 1: A Task and a Trip. The adventure begins with a 
  meeting in Phlan. The adventurers are briefed and given 
  orders to travel to the island. The island is a four day 
  journey upriver. The characters encounter some flora and 
  fauna along the way which express symptoms similar to 
  that of exposure to the raw stuff of Limbo. 
   Part 2: The Maze. The maze level originally had a 
  series of linked portals that changed direction whenever 
  someone passed through. These portals now act 
  randomly. There are eight encounter areas within the 
  pyramid, four to six of which the characters should 
  encounter (depending on party strength and time 
  available). As the characters explore this level they may 
  encounter undead, terrain features, traps, cultists and 
  wild magic areas. 
   Break. If you need to break this adventure into two 
  four-hour game slots then this could be the appropriate 
  point to pause your game. The strength of the group 
  might impact how long the first two parts take, so your 
  experience may vary. 
   Part 3: The Second Level. There are three separate 
  points of entry to this level. Which point of entry to choose 
  is based on strength of party, the DM's evaluation of the 
  group, and the DM's personal preference. Entrance 
  Option One is a combat with Red Wizards. In Entrance 
  Option Two the characters confront animated items and 
  have an opportunity to take a long rest. Entrance Option 
  Three offers the characters the choice of trying to get the 
  mutated lizardfolk to work with them rather than simply 
  fighting them. During further exploration of this level, the 
  characters might encounter one of the groups they had 
  not interacted with previously, as well as other obstacles 
  before finding the stairs to the third level. 
   Part 4: Top of the Heap. The slaadi have made their 
  nest here. The characters face the slaadi as well as the 
  device spewing forth chaos.  
  Adventure Hook 
  The characters are quietly approached by a known 
  member of their faction. They are asked to aid the 
  growing resistance movement in Phlan by taking on a 
  dangerous task. Assuming they agree to the risk, they are 
  given instructions on how to enter Denlor's Tower (A 
  coded knock along with a password "Sycamore") for a 
  meeting at twilight tonight. 
    If by some chance a character has not chosen a faction, 
  they are known to the members of the resistance by 
  reputation alone. In this instance, a member of the 
  resistance—a librarian from Mantor's Library—
  approaches them in a tavern and tries to discreetly learn 
  if they are opposed to Vorgansharax, the green dragon 
  that now rules Phlan. Assuming they are opposed to the 
  dragon's rule, the character is asked to join Phlan's 
  resistance movement and take part in a dangerous task. 
  Upon their agreement, they are given instructions 
  regarding how to enter Denlor's Tower (a knock 
  sequence along with a password "Mountain Laurel") for a 
  meeting at twilight tonight. This different password 
  identifies the character as not being a member of a 
  faction active in Phlan. 
   
   
  
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  7 
   
  Part 1: No Small Task  
  Denlor's Tower is on the edge of the area oft referred to 
  as Civilized Phlan on maps and just outside of the town 
  walls on the riverbank. A scraggly grove of annonwood 
  trees embraces the tower on two sides. The characters 
  have been directed to a side door on the river side of the 
  tower. 
   If the players ask what their characters might know or 
  can learn of Denlor's Tower: 
   
  • 
  A successful DC 5 Intelligence (History) check 
  reveals it was the home of a powerful wizard who 
  died over a hundred years ago and remained sealed 
  since then. The Lord Sage of Phlan currently owns it.  
  • 
  A successful DC 10 Intelligence (History) check 
  reveals that Denlor's death, approximately 150 years 
  ago, was a pivotal point in the history of Phlan which 
  resulted in the defeat of Tyranthraxus and the 
  unmaking of the Pool of Radiance. The tower was 
  warded against intrusion and its doors sealed by one 
  of the adventurers involved. No one alive today 
  knows what traps await within. 
  • 
  It is common knowledge that the Lord Sage of Phlan 
  has made the tower a sort of hobby and spends 
  nearly all of his spare time trying to discover the 
  secrets to breaking the seals of the tower. He has so 
  far been unsuccessful—at least that is the common 
  belief. 
   
  A member of any of the Faction within Phlan, however, 
  knows that their group aided the Lord Sage of Phlan to 
  break the seals on the doors of Denlor's Tower shortly 
  after the arrival of the green dragon, and have been 
  continuing work to clear the upper levels ever since. 
   
  The fading light mutes the stains of time and battle on the red 
  brick tower. The long shadows caused by the scant slivers of 
  twilight that filter through the thicket help hide your progress to 
  the small door on the river side.  
   
  Once the knock sequence and proper password are given, 
  the characters enter a short hallway that opens on the 
  right to a kitchen area with a large fireplace in the corner 
  and a closed door on the right. Note that if the characters 
  do not know each other they would be entering 
  separately. Consider using this time for character 
  introductions. 
  General Features 
   Ceilings. 20 foot high ceilings. 
   Light. Bright light indoors, dim light outside.  
   As a result of clearing the traps and unsealing the 
  doors, the inside of the tower does not show many signs 
  of its long abandonment. However, some of the 
  furnishings have fallen apart due to extreme age and 
  neglect so there are piles of wood in places. Furnishings 
  are sparse and utilitarian, at least on this floor. 
   
  A lithe young man in a dark gray tunic and leather trousers 
  ushers you into a spacious kitchen. Hot stones in the hearth 
  give off heat without smoke. "Please be seated, the master 
  should be ready for you shortly. I am Kral. Unfortunately I can 
  only offer hot tea or ale for your refreshment while you wait." 
   Looking about the room, you see along one wall a sideboard 
  with a small keg of ale along with a number of tankards. There is 
  also a large teapot, a honey jar and ceramic mugs. There are two 
  doors on the far side of the room. 
   
  Kral encourages the characters to talk about themselves–
  how long have they been in the city, what have they 
  accomplished, etc. In actuality, he already knows who 
  they are and most of their accomplishments while in 
  Phlan; he is trying to see if any are possessed, a 
  doppelganger, or a possible traitor. Once everyone has 
  assembled and Kral has interacted with them at least 
  briefly, read the following text below. 
  Roleplaying Kral 
  Kral is a Harper agent, but is playing the part of a servant in 
  order to observe the characters and try to determine if they are 
  truly interested in combating the rule of Vorgansharax. By trade 
  he is a bard. He is currently working with the Lord Sage of Phlan 
  to unlock the secrets of the tower. He is a bit paranoid and 
  prefers to be underestimated by foes. Despite this, he is 
  personable and is quick with a joke. 
   
  A tall half-elven male of advanced age enters the kitchen from 
  one of the doorways. "Is everything in order Kral?" The man’s 
  brow is half-raised. "It would be a disservice to our guests if we 
  delayed any further." 
   Kral issues a curt nod and the old half-elf beckons for you to 
  enter the room and be seated. The room has piles of old wood 
  along the walls, enchanted light globes float along the ceiling, 
  and a large table is on a raised platform at one end of the room. 
  Three benches are set up in a U formation. 
   A person in a dark hooded cloak reclines against the wall 
  behind the table. 
  
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  8 
   
  Roleplaying the Lord Sage of Phlan 
  The Lord Sage is quite old but, thanks to his half-elven blood, still 
  retains a bit of youthful vigor. Nevertheless, he is a taciturn and 
  reserved man; slow to display his emotions.  
   
  "Please take a seat," the Lord Sage says. "We've got a lot to go 
  over." 
   
  The Lord Sage confines his remarks to explaining the 
  history of the island, providing the following information. 
   
  • 
  An insane wizard named Yarash built his home on 
  Sorcerer's Isle in a large, silver pyramid. Within the 
  pyramid, he experimented with transmutation magic 
  and physical experimentation; both flora and fauna 
  were subjected to his meddling. The river became so 
  toxic as a result of his work that little could survive in 
  it. 
  • 
  Ren o' the Blade, a local hero from Phlan, defeated 
  Yarash. Since then, the lure of treasure and power 
  has drawn many to explore the island because of 
  rumors regarding treasure and great magic; none 
  who have ventured within the pyramid have returned 
  to tell the tale. 
  • 
  It is known that Yarash constructed a vast maze 
  within the pyramid. The journals of Ren o' the Blade 
  detail that the maze itself changed as his group 
  progressed within. It is unknown what, if anything, 
  resides within the pyramid. The maze, however, has 
  no doubt claimed many souls over the years, and 
  some may still wander its halls. Be prepared to fight 
  undead, some of which may be without physical 
  form. 
  • 
  Though he cannot be certain, the Lord Sage is of the 
  impression that the phenomena surrounding the 
  pyramid are unlike that which plagued the area in the 
  time of Yarash. The corruption around the pyramid 
  now lends the impression of an extraplanar 
  influence. Anything more than that would be up to 
  the characters to find out; the Lord Sage does not 
  deal in guesswork or conjecture, and does not say 
  more without knowing for sure. 
  • 
  Finally, the Lord Sage is concerned of the speed at 
  which the corruption seems to be spreading. He 
  would like the characters to venture to the pyramid 
  and back in a tenday (or less if able). 
  • 
  The characters must retrieve any written works they 
  are able to find relating to Yarash and his 
  experimentation, and must also prevent others from 
  doing likewise. 
  • 
  If successful, the Lord Sage shall pay them a total of 
  200 gp. 
  Once he is done, the cloaked figure steps forward to 
  speak. She identifies herself as Welsea Parenthe (female 
  vampire sorcerer), and gives the mission details. 
   
  • 
  The Zhentarim has learned that twisted creatures 
  are roaming the area surrounding the pyramid. Most 
  have exhibited relatively benign mutations, such as 
  changes in color or size, but others seem to be more 
  malevolent in nature. 
  • 
  The Zhentarim has also learned that the Cult of the 
  Dragon has expressed an interest in the pyramid and 
  its fabled contents, and suspects that they have sent 
  agents to retrieve the written works of Yarash along 
  with other items of arcane power. 
  • 
  Welsea would like the characters to travel to the 
  pyramid, enter it, and ascertain what resides within 
  and if they are a threat to Phlan. Welsea would also 
  like the characters to determine the source of the 
  contamination and, if possible, stem it. 
  • 
  Welsea instructs the characters to sneak back into 
  the city via the tunnel beneath Valhingen Graveyard. 
  Roleplaying Welsea Parenthe 
  Currently the Zhentarim has taken a leadership role in the fight 
  against the Maimed Virulence. This is due mostly in part to their 
  resources but is compounded by their success in DDEP1 
  Corruption in Kryptgarden. While the opportunity to explore the 
  tower brought Welsea out of the shadows that she normally 
  clings to, she still does her best to keep he features hidden. She 
  has a habit of enunciating very clearly, carefully and quietly. She 
  never raises her voice. She refuses to answer any questions 
  regarding her undead nature. 
  Developments 
  The Lord Sage and Welsea wish for the characters to 
  leave no later than the following morning. This leaves 
  them time to contact their individual factions and to 
  purchase supplies for their journey. 
   If any of the characters ask the Lord Sage his name, he 
  contemplates the request for a moment before saying: 
   
  "I surrendered my name when I assumed this post long, long 
  ago. I presume that there are none still alive in Phlan that can 
  claim to know it—at least none with any sense of honesty. My 
  name is now my title. I am, and will always remain, the Lord 
  Sage of Phlan." 
   
  The Lord Sage does not provide this information without 
  solicitation, and only if specifically asked for his name. 
  
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  9 
   
  Special Mission: Zhentarim 
  If any of the adventurers are members of the Zhentarim, 
  Welsea pulls them aside once the discussions have 
  concluded, and provides them with a special mission. 
   
  • 
  The Zhentarim recently succeeded in planting a spy 
  within the Cult of the Dragon. This spy–a half-elf 
  named Thilren Sohj–was who originally clued the 
  Zhentarim into the Cult's excursion to the pyramid. 
  Per his last message, the cultists are on their way to 
  the island now and should arrive within a couple 
  days. 
  • 
  The spy uses an enchanted ring to send short mes-
  sages to the faction. The ring, however, only permits 
  one-way communication. Welsea provides detailed 
  instructions on how the ring is used. 
  • 
  Welsea would like the characters to rendezvous with 
  Thilren and order him to return to Phlan. If his cover 
  has been compromised or he has been slain, they are 
  to recover the ring and use it to report back. 
  Preparing for the Journey 
  Note that the only temple (others are shrines) providing 
  spellcasting services was decimated early in 
  Vorgansharax's attack on Phlan, and no one knows 
  where the ranking priests of Kelemvor (Doomguide Yovir 
  Glandon, among them) are currently located or if they are 
  even still alive. As such, no spellcasting services are 
  available. 
   The characters have the following options for traveling 
  to the pyramid: 
   
  • 
  Travel a day and a half by horse to Kabel's Hill 
  (DDEX1-8 Tales Trees Tell) where a small ferry has 
  been arranged to take the characters on the two-and-
  a-half day trip up river, though the characters may 
  need to aid the passing by manning the oars or poles; 
  • 
  The characters’ other option is to travel four days by 
  horse to a small farmstead a couple miles upriver of 
  the island. From there it is a relatively quick trip 
  downstream to the island. 
   
  In either case the characters are provided maps, two 
  tendays worth of rations, and mounts (normal riding 
  horses), if needed. Any other gear is their responsibility. 
   
   
   
  Rangers, Druids, and the Nature Domain 
  Because of their ties to the natural world, rangers, druids, and 
  clerics with the Nature domain have access to more information 
  during the travel to the island. This should be their turn in the 
  spotlight. 
   
  Their ties to nature also allow them to notice the small 
  changes in the environment before others would. The boxed text 
  assumes that there is not a ranger or druid in the party. It 
  therefore glosses over the minor changes that they would 
  otherwise notice. 
   
  The following is to assist you when such characters are 
  present: 
   
  Up the River 
  Day 1:  
   
  No noticeable changes 
  Day 2:  
   
  Minor changes; feelings of unease 
  Day 3:  
   
  Significant visible changes 
   
  Down the River 
  Days 1 and 2:  
  No noticeable changes 
  Day 3:  
   
  Minor changes; feelings of unease 
  Day 4:  
   
  Significant visible changes 
   
  Additionally, any ranger, druid, or cleric with the Nature domain 
  automatically succeeds on any Wisdom (Survival) check made to 
  notice the changes in local flora and fauna. 
  Option 1: A Trip Upriver 
  If the characters opt for the shorter overland trip, their 
  day-and-a-half long trip to Kabel's Hill is uneventful. If 
  they departed Phlan in the morning, they arrive at 
  midday. Otherwise, they get to the combine just as the 
  sun sets.  
   
  The clouds to the west are streaked with red as the sun begins 
  to set. Ahead you see a small, single-masted ferry is tied up to a 
  rickety dock. A swarthy muscular male human sits in front of a 
  warehouse trying to repair a net.  
   
  Cel has been hired to take the characters upstream to the 
  island. His boat is large enough to carry the characters 
  but not their mounts. Animal companions and familiars 
  medium-size and smaller can be squeezed in. Cel's 
  nephew Briac—who knows how to keep his mouth shut 
  about his uncles business—has been tasked with caring 
  for the mounts while the characters are gone. There is a 
  lean-to on the back of the warehouse that offers shelter 
  and a small paddock that is occupied by the family. 
   If the characters have arrived at Kabel's Hill at nightfall, 
  Cel offers the characters space on the warehouse floor on 
  the condition that they promise not to make a mess. Cel 
  remarks, "Mr. Marth wouldn't care for that too much." 
  For those that prefer more established accommodations, 
  Kabel's Hill has a small inn called The Leaky Bucket 
  
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  10 
   
  where the characters can get a soft bed and a hot meal for 
  a gold piece. It is relatively expensive, but the fare is 
  superb and the hospitality second-to-none. Plus, the 
  characters must sleep on the deck of the cramped ferry 
  during the journey so this is their last chance at a warm 
  bed. Cel has a tarp that can be set up if weather turns 
  nasty to provide protection from elements.  
  Roleplaying Cel 
  Cel is taciturn but not rude. He gives as short an answer as he 
  can, so it might take multiple questions to gain a complete 
  picture of what has been going on. 
   
  He has no idea why anyone would want to go to the island, 
  nothing good ever came from there as far as he knows. He 
  supplements his income from fishing and trapping by the 
  occasional trip carrying supplies to villages on the upper reaches 
  of the river. 
   
  If the characters think to ask, Cel can relate the following. 
   
  • 
  "One of the larger riverboats went upstream late 
  yesterday with a man in dark red robes arguing with 
  the captain about the pace she was setting." 
  • 
   "Sound travel over water real easy." 
  • 
  "If the other boat is headed to the island, Cel's 
  smaller ferry should make better time. They may get 
  there a day or so earlier, but not much sooner." 
  • 
  "The boat ain't got any oars, so if the wind peters out, 
  we're gonna have to pole it up river." 
  • 
  "Been terrible fishin' lately. Fish're barely bitin' and 
  those reeled in smell funny and haven't made for very 
  good eatin'." 
  • 
  "Some of the fish are kinds I never seen before. They 
  have odd colors and sharp spines. The little buggers 
  tore up my net good." 
  • 
  "Can't sell fish that have been dead that long, threw 
  them back in." 
  • 
  "Sister has had better luck than me, but reeled in a 
  queer lookin' fish. Couldn't eat the damned thing, but 
  she is plannin' to see if she could make use its skin or 
  maybe sell it for a couple pennies." 
  • 
  "Even though the fish taste pretty foul, the goat has 
  been eatin' 'em up no problem." 
   
  There are those for whom travel in the wilderness is a 
  chore best to be done as quickly as possible while others 
  prefer to enjoy all aspects of it. Unless the group has only 
  3 characters, space is scarce onboard the ship. The cargo 
  hold is not that large—it normally holds fish and it smells 
  like it. Anything in the hold starts smelling like dead fish 
  fairly quickly, characters included. 
   At least twice a day Cel asks one or more of the 
  characters to assist poling the boat upriver. When night 
  falls, Cel anchors the boat, lights a small brazier to heat 
  an iron pot in which he makes a surprisingly tasty stew 
  made from dried (not fresh) fish, onions, and potatoes. 
   
  The first two days going up river are quiet and uneventful, 
  though there were a few hours each day where some of you 
  helped by manning poles to keep the boat moving when the 
  wind falls still. Aside from an occasional dead fish that Cel 
  points out, nothing unusual happens.  
   
  Any character with a passive Survival score of 15 or 
  higher notices odd changes in the landscape at the 
  beginning of the third day. The DC of this check is 
  reduced by 2 for every subsequent hour of travel. The 
  changes have gone from oddly shaped plants or plants not 
  normally found in this area to bright turquoise leaves on 
  trees and plants with fruit that grow upside down, 
  "dangling" from the tops of branches towards the sky. 
  Squirrels, the size of domestic cats, chase one another up 
  and down trees—natural behavior but definitely not 
  naturally sized. 
   The characters can attempt to identify the causes or 
  verify that the cause of the changes is unnatural. 
   
  • 
  Intelligence (Nature). A successful DC 10 check 
  confirms that none of these are naturally occurring 
  changes. 
  • 
  Intelligence (Arcana). A successful DC 10 check 
  indicates a slight resemblance to plants found in the 
  Feywild, but only in color and behavior; the plants 
  are obviously native to the area. A character succeed-
  ing at a DC 15 check recalls that areas of Wild Magic 
  are known to subtly change local flora and fauna.  
  • 
  A character casting detect magic sees a very faint 
  aura of transmutation magic over both the riverbank 
  and the river itself. Any attempts to dispel the aura 
  have no effect. 
  • 
  A character that casts detect poison and disease 
  finds evidence of neither. 
  • 
  A clever character may wish to attempt to discern the 
  cause of death from a dead fish. If you feel they 
  demonstrate a good mix of skills, class features, dice 
  rolls, or simply good roleplaying, they are able to dis-
  cern that the fish appears to have drowned. Further 
  inspection reveals that their gills appear to be unusu-
  al—rendering them ill-suited for extracting oxygen 
  from water. 
  
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  11 
   
  Attack! 
  A few hours after the changes have been noticed, the 
  vessel is attacked by underwater denizens. 
   
  The island comes into sight as you come around a bend in the 
  river. The island is a little over a mile ahead and you can easily 
  make out the dark shape of the pyramid rising from verdant 
  foliage. Without warning, the water surrounding your small boat 
  roils and churns as a bright green tentacle reaches out of the 
  water toward the boat. 
   
  Two giant octopi are in the river to either side of boat. 
  The octopi attempt to grapple people on the boat and pull 
  them into the water. Once someone is pulled into the 
  water, read: 
   
  What appears to be a single, odd-looking fish soon turns out to 
  be hundreds upon hundreds of tiny, odd-looking fish—each 
  with rows of wickedly sharp teeth. However, their resemblance 
  to fish is in general shape alone. As they draw nearer, you realize 
  that each of the fish are covered in a variety of different colored 
  and textured scales and some even bear fur or what appear to 
  be feathers.  
   
  The river also happens to be infested with two swarms of 
  quippers. Once a creature is pulled into the water, the 
  swarms of quippers attack. The swarms of quippers do 
  not attack the octopi. 
   The river is only about waist deep here and does not 
  hinder attacks made by creatures within it. It does, 
  however, count as difficult terrain.  
   Use the guard stat block for Cel. The boat is fairly 
  sturdy. It has an AC of 15 and 50 hit points. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 1 swarm of quippers and 1 giant 
  octopus 
  • 
  Weak party: Remove 1 swarm of quippers 
  • 
  Strong party: Add 1 swarm of quippers 
  • 
  Very strong party: Add 1 giant octopus and 1 swarm of 
  quippers 
  Developments 
  If the boat is destroyed, the characters can make it to 
  shore and can cobble together a good enough raft 
  (especially if Cel survived) to get them to the island, albeit 
  a few hours behind schedule. Any gear lost in the river 
  can be salvaged (Cel can dive for it, if need be). Proceed to 
  "A Walk in the Jungle."  
  Option 2: A Trip Downriver 
  This section is for those groups that have instead opted 
  for the longer, overland route. The characters have 
  supplies, so there is no need to forage unless they 
  otherwise wish to do so. Game is plentiful, though 
  occasionally there are signs that something has recently 
  spooked the small creatures of the forest.  
   There are occasional signs of a large party of kobolds 
  ahead of the characters during the first day but the signs 
  are lost as the group passes over a rocky area. 
   There are no inns along this path, or farmsteads 
  immediately willing to let the characters stay the night. 
  Such requests are met with slammed doors, thinly-veiled 
  threats, or both. Barring impressive roleplaying combined 
  with exceptional Charisma checks, the characters must 
  camp in the wilderness. While they are not attacked 
  during their evening rests, neighboring wolves or local 
  owls might observe the interlopers from a safe, but 
  disconcerting distance. 
  Rangers and Tracking 
  The agents of the Cult of the Dragon that set off from Phlan 
  included two human scouts, a dragonborn mage and 45 kobolds. 
  At some point a large, slithering creature joined their retinue. A 
  successful DC 15 Intelligence (Nature) check identifies it as a 
  young purple worm. By the time the group reached the island, 
  they lost seven kobolds to an incident of in-fighting and 
  predators. 
   
  Skirting the end of the Quivering Forest your travel has been 
  relatively uneventful. An unlucky rabbit was added to last night’s 
  meal but small animals have been scarce on this third day of 
  your trip. The path you are following wanders closer to the river. 
   
  Any character with a passive Survival score of 15 or 
  higher notices odd changes in the landscape at the 
  beginning of the third day. The DC of this check is 
  reduced by 2 for every subsequent hour of travel. The 
  changes have gone from oddly shaped plants or plants not 
  normally found in this area to bright turquoise leaves on 
  trees and plants with fruit that grow upside down, 
  "hanging" from the tops of branches towards the sky. 
  Squirrels, the size of domestic cats, chase one another up 
  and down trees—natural behavior but definitely not 
  naturally sized. 
   The characters can attempt to identify the causes or 
  verify that the cause of the changes is unnatural. 
   
   
   
  
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  12 
   
  • 
  Intelligence (Nature). A successful DC 10 check 
  confirms that none of these are naturally occurring 
  changes. 
  • 
  Intelligence (Arcana). A successful DC 10 check 
  indicates a slight resemblance to plants found in the 
  Feywild, but only in color and behavior; the plants 
  are obviously native to the area. A character succeed-
  ing at a DC 15 check recalls that areas of Wild Magic 
  are known to subtly change local flora and fauna.  
  • 
  A character casting detect magic sees a very faint 
  aura of transmutation magic over both the riverbank 
  and the river itself. Any attempts to dispel the aura 
  have no effect. 
  • 
  A character that casts detect poison and disease 
  finds evidence of neither. 
  Attack! 
  Late in the afternoon of the third day, the group is 
  attacked by death dogs and boars. 
   
  The sun is high overhead when a tumult of splashing is heard 
  from the woods to the east. 
   Suddenly, a sound somewhat reminiscent to howling fills the 
  air, breaking the silence. A sharp crack of wood is followed by a 
  group of two-headed dogs that burst through the underbrush, 
  running in your direction! Just as suddenly, creatures emerge 
  from the brush opposite the dogs. They look remarkably like 
  boars, save for the bone spike sticking out of their foreheads. 
   
  A total of four boars and three death dogs emerge from 
  the brush. All of these were all normal animals before 
  they were mutated by drinking the river water. 
   The attacks spook the horses, but any character 
  succeeding at a DC 15 Wisdom (Animal Handling) check 
  is able to remain mounted, making it possible to outrun 
  the beasts without incident. Those that fail are thrown 
  from their mounts, suffering 1 point of bludgeoning 
  damage and landing prone. 
   The death dogs prefer attacking prone targets over 
  others. 
  Developments 
  Just as the changes in the landscape increased as the 
  characters drew closer to the island, the changes 
  diminish as they continue on northwards; away from it. 
    If the characters departed Phlan in the morning as 
  suggested by Welsea, they arrive at the homestead 
  marked on their map at roughly mid-afternoon of the 
  fourth day. Otherwise, they arrive as night begins to fall. 
   Once there, they can either rest the night or continue 
  their journey to the pyramid in a boat or two provided by 
  the owner. The farmer is prepared to board their horses. 
   Since they are going downstream, the trip in the 
  rowboat passes quickly. While the river north of the 
  island is not as contaminated the signs of change are 
  there for the last 100 yards of the journey to the island. 
  A Walk in the Jungle 
  The view is essentially the same coming in from the north 
  or the south. The island is oblong-shaped and 
  approximately a mile and a half long. 
   
  The gentle slope of the sand-and-rock-strewn shore leads up to 
  an area of verdant growth. The pyramid towers over the island. 
  Tarnish has turned the north and south sides black.  
   
  Many of the shrubs are awakened, but are easily avoided. 
  There are crude farms surrounding the pyramid, but the 
  corruption has turned what may have been normal crops 
  into plants with mouths that bite anything that comes 
  near, snapping at insects or, on occasion, each other. 
   As the characters arrive at the pyramid, they encounter 
  a rear guard consisting of either cult agents or Thayan 
  mercenaries, depending on which option they chose to 
  reach the island. Alternatively, if there is a member of the 
  Zhentarim among the group and they accepted the 
  special mission, use the Zhentarim Special Mission. The 
  characters should only encounter one of the following. 
  The Rear Guard 
  Use the encounter corresponding to the option that the 
  characters used to travel to the island. 
   Arrival from the South (Option 1). The characters find 
  a large ferry moored on the southern shore of the island. 
  A dead human female lay in the muck, her remains being 
  picked at by a number of odd-looking vultures. They fly 
  away as the characters approach, squawking in protest. 
  Any character that examines the body and succeeds at a 
  DC 5 Wisdom (Medicine) check identifies the cause of 
  death as a single stab wound in the woman's back. 
  Whatever valuables that the woman may have been 
  carrying are no longer on her person. 
   As the characters approach, they are ambushed by 
  three veterans and three scouts hiding in the brush. Any 
  character that succeeds on a DC 15 Wisdom (Perception) 
  check notices the Thayan mercenaries before they attack. 
   Arrival from the North (Option 2). Not far from shore 
  there is a large hole about eight feet wide. A trail of 
  trampled vegetation leads from the hole to the pyramid. A 
  DC 20 Wisdom (Perception) check discovers a partial 
  
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  footprint of a single kobold on the edge of the path. 
  Whatever created the hole left a passable tunnel 
  approximately 5 feet in diameter. Following the tunnel 
  leads northward direction for approximately 100 feet 
  before turning to the west where the tunnel exits on the 
  river's banks. 
   As the characters approach, they are ambushed by a 
  gladiator and four winged kobolds. Any character that 
  succeeds on a DC 15 Wisdom (Perception) check notices 
  the cult agents before they attack. Each winged kobold 
  carries three rocks. 
  Special Mission: Zhentarim 
  Near the pyramid, the characters come across the 
  remains of a small camp. The bodies of a number of dead 
  cultists and a single dead elf are scattered around the 
  clearing. If characters investigate the bodies it is easy to 
  identify the cause of death. The bodies all bear wounds 
  caused by swords and arrows. One of them is a half-elf 
  that matches the description of the Zhentarim agent 
  provided by Welsea. The characters do not find a ring on 
  him, but notice that one of his fingers has been cut off and 
  lay on the ground near him, ringless.  
   The cultists were slain by an elf druid accompanied by 
  two elf veterans and three elf spies—all hidden when the 
  characters arrive. Any character succeeding at a DC 15 
  Wisdom (Perception) check notices the elves hiding 
  among the bushes about 30 feet away. 
   If noticed or if the characters have fully investigated the 
  carnage, the elves attack. The druid is further in the back, 
  and casts entangle in the first round of combat. The 
  veterans then engage the characters in melee while the 
  spies use ranged attacks. 
   The elves were investigating the cult's presence on the 
  island and were attacked in return. In response, they slew 
  the cultists and were recovering when the characters 
  arrived. Assuming them to be more cultists, the elves 
  attacked. They show no quarter in battle, but if spared, 
  they are thankful and apologetic if the characters identify 
  themselves as foes of the cultists. 
   Once the characters defeat the elves, they find a bloody 
  iron ring in one of her belt pouches. It radiates strong 
  divination magic if a character casts detect magic. The elf 
  druid gives the characters the ring willingly if spared. 
  Investigating the Pyramid 
  Streams of oily, multicolored liquid run down the sides of 
  the pyramids, rippling with more colors than any rainbow. 
  The liquid continues down the slope of the island and into 
  the river. 
  Dipping into Chaos 
  Since neither all characters nor players are wise, someone might 
  dip an item or appendage in to the chaos matter streaming down 
  the side of the pyramid. 
    
  Brief exposure results in a minor change of color or texture, 
  but not shape or function. For example, dipping a hand may 
  result in purple or fuzzy nails while exposing a dagger might turn 
  the blade green or cause an oddly-shaped eye open up on the 
  blade. Any such changes fade in 2d8 hours, but has a 1 in 10 
  chance of being permanent. 
   
  Any character foolish enough to take a drink is wracked with 
  pain as their body reacts violently to the chaosstuff; imposing 1 
  level of exhaustion. This effect is treated as a disease for the 
  purposes of removing it. 
   
  The liquid loses potency 1 minute after being removed from 
  the side of the pyramid, though the container holding it is 
  transformed for 2d8 hours, as above, perhaps to startling or 
  humorous effect. 
  Developments 
  No matter which way the characters enter, they have 
  evidence of a group already in the pyramid and possibly 
  conformation that the contagion is coming from the 
  pyramid. This would be an opportune time for the 
  characters to take a short rest. Proceed to Part 2. 
   
   
  
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  14 
   
  Part 2: The Maze 
  A steep staircase rises on both the north and south sides 
  of the pyramid to large double doors. The east and west 
  sides of the pyramid are covered by an oily sheen of 
  cascading colors that emits from the very top of the 
  pyramid. The substance pools at the bottom of the 
  pyramid before slowly making its way to the river. Either 
  entrance opens into the central corridor of shifting walls 
  (Area 1).  
   Maze Encounters. Apart from the winding corridors 
  and dead-ends, the maze comprising the first level of the 
  pyramid's interior features eight special encounter areas. 
  Depending on the strength of the party and the time 
  allotted, the group should interact with four to six of these 
  areas. For simplicity's sake teleportation should not 
  separate the party. If you need to, change what in the text 
  is a teleport square to the floor of the entire area because 
  the characters did something unexpected. 
  Adjusting the Encounters 
  Each area is rated Easy, Medium or Hard based on the difficulty 
  of the area's contents. This sidebar provides guidance on 
  adjusting the maze's contents to suit your group's abilities. Note 
  that for stronger parties the number of areas increases along 
  with difficulty of the areas encountered. Note that all parties 
  enter the maze via Area 1. This counts as one of the 4-6 areas 
  likely to be encountered by the group. 
   
  Easy: 2, 6; Medium: 1, 3, 7, 8; Hard: 4, 5  
   
  Here are recommendations for which combination of to use 
  based on the strength of the party. 
  • 
  Very weak party: 2 Easy, 2 Medium 
  • 
  Weak party: 1 Easy, 3 Medium 
  • 
  Target party: 1 Easy, 2 Medium, 1 Hard 
  • 
  Strong party: 1 Easy, 3 Medium, 1 Hard 
  • 
  Very strong party: 4 Medium, 2 Hard 
   
   Traversing the Maze. The exits from each of the 
  encounter areas (including the path used to enter it) act 
  as very subtle teleportation portals. Creatures passing 
  through these portals are teleported into other locations 
  within the maze. To complicate things, the effect is very 
  subtle and an affected creature is unlikely to notice that 
  he or she has been teleported. To their knowledge, a 
  teleported creature simply happens along a different area 
  within the maze after a few moments of walking. A 
  creature that actively searches for some sort of effect as 
  they transition between areas is able to notice the effect 
  should they succeed on a DC 17 Intelligence (Arcana) 
  check and, upon closer examination, can find the runes 
  that the portal consists of. Characters proficient in Arcana 
  need not actively search for the effect; their passive 
  Arcana score is, if high enough, enough to notice the 
  teleportation. 
   Some players may attempt to exploit this by trying to 
  bypass areas or even the entire maze entirely by entering 
  and immediately exiting an area. The architect of the 
  maze was crafty, however, and planned for such an event. 
  Ultimately, how you resolve this is at your discretion, but 
  here are some suggestions on how the maze reacts to 
  such base treachery: 
  • 
  Exit Leads to Different Area. Characters that leave 
  an area are teleported to a different area of like diffi-
  culty within the maze. If no other areas of the same 
  difficulty remain in the maze, they round a corner in 
  the hallway after two rounds spent walking and find 
  themselves at the same exit they left from. 
  • 
  Exit Leads to Same Area. Characters that leave an 
  area are teleported to the hallway that eventually 
  leads right back into it. They round a corner in the 
  hallway after two rounds spent walking and find 
  themselves at the same exit they left from. 
  • 
  Arcane Backlash! The offending character is hurled 
  bodily into the next encounter and is stunned for 1 
  minute unless they succeed at a DC 15 Wisdom sav-
  ing throw. The character can repeat this saving throw 
  at the end of each of its turns, ending the effect early 
  on a success.  
   Treasure in the Maze. There are several areas that 
  include two potions of healing in the treasure. This is to 
  ensure that the group obtains two potions regardless of 
  which route they choose. If your plan for which areas the 
  characters are going to encounter includes more than one 
  opportunity to obtain potions of healing, then either drop 
  one potion from each of the locations or simply remove 
  them altogether from one location.  
   Thematic Elements. Sound travels oddly here. The 
  characters may hear screams or roars from other parts of 
  the pyramid. One person's voices might echo while the 
  voice of someone standing next to them might not. 
  Temperature fluctuations defy simple physics. Someone 
  or thing smears alchemical substances in hallways that 
  gives off strange light, often of impossible colors or 
  smells. This level has been bathed in raw negative 
  emotions. Even before Yarash was killed the maze level 
  had taken many lives. Creatures rightly despaired of ever 
  getting free, and they left signs of their passage on the 
  walls as well as pieces of themselves. 
   
  
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  Oh, You Wanna Make a Map Do Ya? 
  It is likely that a clever and inventive character may whip out 
  parchment and quill in an attempt to map the maze. They soon 
  learn the futility in such an endeavor. Due to the extra-
  dimensional nature of the maze, the characters soon find that 
  the corridors don't behave the way that they should. Specifically, 
  corridors intersect where they shouldn't, and don't where they 
  should. The would-be-artist soon discovers that the maze is 
  simply un-mappable. 
   
   Resting. For the most part the characters likely won't 
  have the time to rest much in their journey through the 
  pyramid. Be sure to remind the players that they've got 
  one day to almost two days to explore the pyramid if they 
  want enough time to make the four-day trip back to Phlan 
  within their tenday time frame. With that in mind, the 
  party has enough time to take a single long rest and 
  perhaps a few short rests. At what point they take it is up 
  to them, but they do not know precisely how long they'll 
  be in the pyramid, so they should use them wisely. 
  General Features 
   Light. Alchemical or biological substances (depends on 
  area) produce dim light unless stated otherwise.  
   Corridors. All corridors are 10 feet wide and 10 feet 
  high unless otherwise noted.  
   Sound. Sound travels oddly in this level of the pyramid. 
  Ability checks involving sound are at disadvantage.  
   Dust and Cobwebs. Between the slaadi, red wizards, 
  and the cultists, the hallways have seen a lot of recent 
  traffic. The slaadi and cultists entered the pyramid from 
  the north while the Red Wizards entered from the south. 
  Signs of their passage might be found. 
   Portals and Teleports. The physical shape and size 
  varies, some are doorways or a series of tiles. All are one-
  way unless a condition is met that reactivates the teleport 
  (moves the characters into an area, but attempts to leave 
  by it before conditions are met are unsuccessful). 
   Chaos. The pyramid's proximity to Limbo (via the 
  portal in Part 4, below) causes reality warp and shift 
  within its walls. Characters occasionally notice the 
  portal's influence on the pyramid as it manifests in 
  strange ways. Walls and floors occasionally change in 
  color and texture; a wall may turn into translucent blue 
  glass, or the floor might turn into ankle-deep, soupy mud. 
  It might even be raining in one room while in the next the 
  characters are whipped by blustering winds. These effects 
  should be thematic in nature and should not provide any 
  sort of mechanical advantage or disadvantage to the 
  characters, but Dungeon Masters are encouraged to be 
  creative and random. 
  The stairs deposit you in a dim and dusty hallway. Patches of 
  odd fungus bathe the walls in a pale green luminance. 
   The hallway proceeds straight for 30 feet before culminating in 
  a featureless wall. Ten feet before the hallway ends, however, 
  another hallway branches off to the left. It appears to be the only 
  option for moving further into the pyramid. 
  Area 1. Shifting Walls (Medium) 
  This is the initial area that all groups (regardless of their 
  composition) or direction of entrance encounter upon 
  entering the maze. The stairway that the characters use 
  to enter the maze ends after 30 feet, but a second hallway 
  branches off to the left 10 feet before the hallway ends. 
  The hallway to the left marks the entrance to the maze. 
   This area is fashioned with a number of moveable walls 
  that can be slid or rotated. In order to reach the center of 
  the maze, the characters must manipulate the maze using 
  these moveable walls. 
  General Features 
  This area has the following features: 
   Walls. Each 5-foot section of the walls has 50 hit 
  points. Breaking through the walls in this manner is 
  incredibly noisy and time consuming. 
   Moving Walls. Some walls slide while others pivot on 
  pins driven into the ground. Despite their age, they are 
  easy to move; a character may spend an action to attempt 
  a DC 10 Strength (Athletics) check to move the walls that 
  are mounted on pivots and rails. Any character actively 
  examining a portion of a wall that moves identifies it as 
  such with a successful DC 10 Wisdom (Perception) 
  check. Identifying whether or not a wall has been moved 
  in the recent past requires a successful DC 15 
  Intelligence (Investigation) check. 
   Bodies. There were once far more incorporeal 
  creatures in this area but recent activity of other creatures 
  have thinned their numbers. There are, however, three 
  relatively fresh bodies—a human guard with tattoos 
  common to the Cult of the Dragon and two kobolds—in 
  different parts of this area. An additional poltergeist forms 
  every 1d2 days and an additional ghost every 1d3 days. 
    
  Once the entire group has entered this area, the 
  poltergeist moves a wall, blocking the hallway from which 
  they just entered.  
   
   
   
   
  
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   The area grows deathly quiet as you pass into the hallway—
  even the sounds of your own passing seem muted. Without 
  warning, the silence is shattered by the grating sound of moving 
  stone as a wall slides into place behind you, blocking the way 
  from which you came. And then the maze falls into silence once 
  more. 
   
  Upon entering, a ghost is trying to lure the characters 
  into a section of maze while the two poltergeists 
  maneuver the sliding and rotating walls in an attempt to 
  divide the party into smaller groups or individuals if 
  possible. 
   Clever characters may attempt to mark their path in 
  some way. The poltergeists, however, are clever too and 
  are likely to remove the characters’ marks, or if possible, 
  move them in order to confuse and disorient the group. 
  Once their way back is blocked, the poltergeists attempt 
  to separate at least one of the characters by shoving him 
  or her into a hallway, then closing the door while the 
  ghost attacks. 
   Note that due to the nature of the ghost's possession 
  ability, it is limited in the type and quantity of actions it 
  can take against its enemies while so possessing a 
  character. 
  Development 
  The ghost is the spirit of an adventurer who happened 
  across the pyramid and became hopelessly lost within its 
  walls. In the waning days of his life, he yearned for escape 
  from the maze that ultimately took his life. His desiccated 
  body is in the room labeled "Exit". With a successful DC 
  15 Wisdom (Medicine) check, a character learns that the 
  person died of dehydration and has been dead for a long 
  time—likely more than a century. His gear can still be 
  found. He had a haversack containing adventuring 
  supplies, including three empty waterskins. Additionally, 
  he had a journal whose initial entries detail an excursion 
  into the pyramid to search for treasure. These lucid 
  entries devolve into pages and pages of the single word 
  "escape" in its final entries. The journal is devoid of dates 
  or names. 
   After the characters deal with the ghost and poltergeist 
  they can make their way to the center of the maze 
  unmolested. Similarly, they can choose to backtrack and 
  attempt to exit the maze via the hallway they entered. The 
  latter, however, doesn't provide the outcome that they 
  might expect (see Traversing the Maze, above). 
   The body in the room labeled "Exit" is that of the ghost 
  in life. Should a character take the body along with them 
  and remove it from this maze, the ghost's unfinished 
  business is resolved and it goes to its final resting place 
  within a couple hours. In order to slake the ghosts thirst 
  for escape, its body must be removed from the maze; 
  moving the body to another area within the maze does not 
  suffice. 
  Treasure 
  The human guard has 50 gp on his person (his 
  companions took his weapons and supplies) while the 
  kobolds each have a sack with a dead rat (ration) and 25 
  gp. 
  XP Award 
  If the characters remove the ghost's body from the maze 
  and set the ghost free to its eternal rest, award each 
  player 500 XP. 
  Area 2: Hands Up! (Easy) 
  This area of the maze shows signs of physical decay. It 
  was originally a spiral maze without an exit (entrance was 
  by portal). Now some of the walls have been knocked 
  down and there are bones scattered about and other dead 
  adventurer refuse. The hallway that the characters enter 
  this area through deposits them into the center of the 
  maze, which is odd because the spiraling maze should 
  logically intersect with the hallway that led them here. 
  Curiously, however, it doesn't. 
   
  The hallway's walls begin to shows signs and smells of both 
  ancient and recent combat. Bones, broken weapons and pieces 
  of rusted armor are scattered about this 30-foot by 30-foot 
  chamber. Gaping holes pockmark the walls and stone rubble is 
  haphazardly stacked near them. Through the holes you can see 
  additional pathways, some original but others created by 
  violence of some sort. Sticking out of one of the piles of rubble 
  is a chain gauntlet. 
   The rattling of bones is your only warning as hands begin to 
  crawl towards you and your companions. 
   
  This area is currently home to seven crawling claws and 
  two minotaur skeletons—all parts of former adventurers 
  that died in this maze. The crawling claws are in various 
  piles and all are close enough to reach a single character 
  this round. While the crawling claws swarm a single 
  target, the minotaur skeletons enter during the second 
  round from a pair of nearby hallways. 
   One of the crawling claws, however, is encased within 
  the gauntlet. As odd as it may seem, the gauntlet 
  increases that crawling claws AC to 16. The gauntlet (and 
  the hand within) belonged to one of the guards 
  
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  accompanying the red wizards. A successful DC 10 
  Wisdom (Medicine) check reveals that it was severed less 
  than 24 hours ago. While there is a copious amount of 
  blood surrounding the location where the gauntlet 
  originally was, the guard used a potion of healing which 
  stopped the bleeding and had the added bonus of 
  preventing the guard from leaving a convenient trail of 
  blood for the group to follow. 
  Developments. 
  Once the skeletons have been destroyed, the characters 
  can explore this area. Most of the holes in the walls were 
  done a long time ago, but some are obviously much 
  newer. The characters eventually find a wall with a hole 
  blown through it that leads to a ten foot wide hallway 
  lined with crumbling tapestries. The hallway leads out of 
  this area. 
  Treasure 
  A single, mundane (and slightly bloody) gauntlet, several 
  gold and silver rings worth a total of 150 gp, two potions 
  of healing and a gold trade bar worth 50 gp. 
  Area 3: Jelly with a Side of 
  Undead (Medium) 
  Ideally, this room should be used once the characters 
  discover the nature of the maze's teleportation portals. 
  Once they've entered the area, the only way out is the way 
  they came in, but unless the characters reset the trap 
  within, the hallway by which they entered the room is 
  nothing but a blank wall. Only by resetting the trap are the 
  characters able to leave. 
   
  The first thing you notice when you enter this room is the ear-
  splitting noise. Spine-numbing grinding and screeching that 
  sets the hair on the back of your neck on end. 
   Over a dozen, three-foot long blades of rusted iron jut from 
  slots in the ground. The blades jerk and shudder violently. 
   As you enter, a group of men turn their eyes towards you—
  dead gauging by the look of the terrible, bloody wounds they 
  bear, but sentient judging by the unmistakable glint smoldering 
  in their cloudy eyes. 
   
  This area consists of two, 25-foot-square rooms joined by 
  a short, 5 foot by 5 foot hallway (in the middle). When the 
  Red Wizards came through here, they sprung an old 
  blade trap which slew four members of their group. The 
  magic of the maze then converted those that were slain 
  into four ghouls. Two ochre jellies attracted to the sound 
  of the malfunctioning trap have wandered into the area by 
  seeping through a narrow crack in the ceiling of the far 
  chamber. 
   Due to the age of the blades and the trap's internal 
  mechanisms, the blades are jammed and stuck. In its 
  current state, the trap is represented by nine blades in the 
  5 foot by 15 foot area in the center of the first chamber. 
  Despite the age of the blades, though, they are still 
  sharp—any creature shoved or otherwise forced into the 
  blade takes 5 (1d10) slashing damage. The ghouls are 
  intelligent and attempt to use this tactic against the 
  characters as well. 
   The ochre jellies have only moved 10 feet into the 
  second room but move toward the sound of combat. 
  Shoving a Creature 
  Using the Attack action, you can make a special melee attack to 
  shove a creature, either to knock it prone or push it away from 
  you. If you’re able to make multiple attacks with the Attack 
  action, this attack replaces one of them. 
   
  The target of your shove must be no more than one size 
  larger than you, and it must be within your reach. You make a 
  Strength (Athletics) check contested by the target’s Strength 
  (Athletics) or Dexterity (Acrobatics) check (the target chooses the 
  ability to use). If you win the contest, you either knock the target 
  prone or push it 5 feet away from you. 
  The Trap 
  The area has no exit other than the portal through which 
  the characters enter. Instead of the normal teleportation 
  effect, the portal that led the characters forms a two-way 
  "doorway" in the center of the western-most wall of the 
  first chamber. By design, the portal deactivates once the 
  malfunctioning blade trap is sprung (by stepping into the 
  area containing the blades) and would normally activate 
  once the trap reset itself (10 minutes after the trap was 
  sprung). However, time has taken its toll on the trap, and 
  due to the poor condition of the trap's blades and internal 
  mechanisms, it is unable to reset itself. The end result is 
  that any creature that enters the area is unable to leave 
  until they reset the trap. 
   The trap is designed in such a way that when it is 
  sprung, one of the rune-inscribed bricks that the portal 
  consists of recesses ever-so-slightly into the wall—
  disrupting the portal. When it is reset, the brick slides 
  back into place, activating the portal once more. The trap 
  is stuck, and that brick has not and cannot be moved back 
  into place. Realizing this is tricky, as the mechanisms that 
  link the portal to the trap hidden away within the walls 
  and floors. 
   The Portal. The link between the trap and the portal is 
  not readily apparent. A series of complex, but cleverly-
  
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  inscribed runes have been carved into the bricks that 
  form the portal. Any character actively investigating the 
  portal that succeeds on a DC 10 Intelligence 
  (Investigation) check notices that one of the bricks is sunk 
  about two inches into the wall. A subsequent DC 10 
  Intelligence (Arcana) check indicates that this likely 
  disrupts the integrity of the linked runes that form the 
  portal. 
   The Trap. Investigating the trap reveals some clues as 
  well. If not otherwise apparent from the terrible noise that 
  the trap emits and the jerking blades, a successful DC 10 
  Intelligence (Investigation) check indicates that 
  something is wrong with the trap, specifically that it 
  appears to be designed to reset itself, but that some of the 
  blades are bent and broken, preventing it from doing so. A 
  successful DC 15 Strength (Athletics) check is required to 
  bend the blades back into shape or otherwise push the 
  blades back into place. Any character attempting to do so 
  that also fails by 5 or more is cut by the blade, taking 5 
  (1d10) slashing damage. 
  Development 
  Once the trap has been reset, the brick slides audibly 
  back into place, the runes on the wall flare with pale blue 
  light, and a hallway leading out of the area becomes 
  visible beyond it. 
  XP Award 
  If the characters avoid being damaged by the trap, award 
  each player 150 XP. In addition, award each character 
  150 XP once they discover how to reset the trap. 
  Treasure 
  Any character actively searching the ghouls that succeeds 
  at a DC 15 Wisdom (Perception) check discovers that the 
  four ghouls each have a gem sewn into their belt, worth 
  50 gp.  
  Area 4: Worming Our Way In 
  (Hard) 
  The party of Cultists has been separated into two groups 
  during their progress through the maze. They originally 
  thought that the purple worm would allow them to cut 
  through the maze and get to the heart of the pyramid 
  faster. Alas, the purple worm inadvertently passed 
  through a teleportation area and only a portion of the 
  group was able to get through before the portal changed 
  its orientation.  
   There are four exits from the area. That is, at least, until 
  the purple worm arrives and creates a new one. 
  Each wall of this 30-foot by 30-foot square area has a 5-foot wide 
  hallway leading out of the room. 
   The room is otherwise silent, save for what seems to be little 
  more than a faint thrumming. But it soon grows louder; the 
  sound of grinding and crashing stone assaults your ears. 
  Whatever is making the raucous is getting closer. 
   
  A couple rounds after the characters enter this area, a 
  young purple worm bursts through one of the walls, 
  sending a shower of bricks and dirt everywhere. Eight 
  kobolds follow closely behind along with a dragonborn 
  thug a further 30 feet behind (he does not really trust the 
  young purple worm now that none of the mages are with 
  them to protect him should the beast go wild). However, 
  he still comes to its defense and that of the kobolds 
  accompanying it. He begins combat with his breath 
  weapon—from hiding if possible. 
  Developments 
  The cultists did not teleport here; an impromptu 
  "hallway" dug by the young purple worm did the trick. 
  The characters can follow the path of the worm or they 
  may leave via the doors the room originally possessed. 
  Either choice leads them into another section of winding 
  hallways and inevitably, another area of the maze. 
  Treasure 
  The eight kobolds only have 10 gp each (80 gp total) and 
  two dead rats (each) in their pouches. The dragonborn 
  thug has two potions of healing and 120 gp. While poison 
  can often be harvested from the corpse of a purple worm, 
  this specimen is too young and its poison glands haven’t 
  developed yet. 
  Area 5: Cultists Abound (Hard) 
  The characters are teleported to a hallway that takes 
  several turns before opening up into a larger area. The 
  other half of the party of cultists is here, having just 
  finished a rather nasty fight with a bone naga. 
   
  A thin layer of water covers the floor of the hallway in front of 
  you. Squelching footsteps can be heard from somewhere ahead. 
  Rounding a corner, the hallway opens out into a narrow room 
  with a hallway on the facing wall. In between you and the 
  hallway is a small group of kobolds accompanied by a 
  dragonborn and a tiefling. 
   The carcass of what appears to be a large skeletal serpent lies 
  over the bodies of a few kobolds and a human. 
   
  
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  This room is 20 feet wide and 50 feet long. 
   The party of cultists consists of a dragonborn mage, a 
  tiefling scout, and four kobolds; all of which are here 
  licking their wounds. The battle was quick and those that 
  are left have just finished resting and are at full hit points. 
  The mage also possesses his full complement of spells. 
  Since they are more afraid of going back empty-handed, 
  they fight to the death and are unwilling to compromise. 
   As a result of the combat that destroyed a bone naga, 
  the area now has an inch of water upon it. The water is 
  seeping quickly away through cracks in the floor (The 
  shallow water is treated as difficult terrain. Those moving 
  through it may attempt a DC 10 Dexterity (Acrobatics) 
  check to move at full speed, but fall prone should they fail 
  the check. By the end of the second round of combat 
  enough of the water has seeped away through the cracks 
  in the floor that it no longer impedes movement. 
  Developments 
  If the characters opt to exit the area via the portals, the 
  party of cultists follows them into the next area and 
  continues the fight—even if this is the last area the 
  characters are to encounter on this level of the pyramid. 
  Treasure. 
  The mage has 115 gp, a spellbook and a scroll of gaseous 
  form. The four kobolds have a combined treasure of 5 gp, 
  a half-eaten cat, and three dead rats in their pouches. The 
  scout has 80 gold and 2 potions of healing.  
  Area 6: Catching Tadpoles (Easy) 
  The floor of this area is done up in a checkerboard mosaic 
  of light and dark gray tiles. The light gray squares are 
  trapped and a number of lizardfolk slain by the slaadi are 
  infested with slaad tadpoles. 
   
  The hallway empties into a 40-foot by 40-foot square room the 
  floor of which is done in checkered tiles of light and dark gray. 
   Immediately opposite your position, a hallway continues 
  further into the maze, though passage is blocked by a large pile 
  of bodies of some sort of reptilian creature. Bodies are stacked 
  in two other piles—one each against the side walls. 
   Looking closely you notice movement in among the bodies. 
  Tiny creatures resembling tadpoles move around the piles, 
  stripping the flesh from the bodies. 
   
  Each of the light-gray tiles is trapped with a lightning 
  glyph that deals 2d10 (11) lightning damage to anyone 
  stepping on it. A successful DC 13 Constitution saving 
  throw reduces the damage by half. If the triggering 
  creature has just come from Area 5, their feet are still wet 
  and the save is made with disadvantage. The glyphs are 
  noticed by a successful DC 15 Wisdom (Perception) 
  check and their effects identified by a successful DC 18 
  Intelligence (Arcana) check. 
   There are 15 slaad tadpoles; five on each of the three 
  piles of dead mutant lizardfolk. They know the light 
  squares hurt and avoid them even though they are 
  resistant to lightning.  
  Developments 
  It is possible for the characters to escape this room 
  without killing all of the tadpoles. However, doing that 
  means they are taking the risk that one of the remainder 
  grows up and they must face them later. 
   If the party is considered very weak or weak, do nothing 
  if they left tadpoles behind. Otherwise if the party left 
  tadpoles behind, roll 1d6. On a result of 6, add one blue 
  slaad to the final encounter. If the group is rated as strong 
  or very strong, add the number of tadpoles left behind to 
  the roll to determine if there is a blue slaad present. 
  XP Award 
  If the characters avoid or disable the trap, award each 
  player 150 XP.  
  Area 7: A Rock by any Other 
  Name (Medium) 
  Over time the stone in this area gained sentience and 
  believes that it exists to protect this area and to stop any 
  from traveling through it. 
   
  The hallway you find yourself in now ends in 15-foot by 30-foot 
  room filled with rubble. The only other exit is in the far wall. 
   
  One of the larger boulders is a galeb duhr and it knows 
  no compromise. Due to its false appearance trait, it 
  surprises the characters as they enter. In the surprise 
  round, it uses its animate boulders ability on two nearby 
  boulders. In the following round, they each perform a 
  rolling charge at the single, closest target. On subsequent 
  rounds, they spread out and engage different targets. 
   The characters travel down a hallway that twists back 
  on itself (like going up a hill on a switch back trail without 
  the incline) three times before passing through a portal 
  that takes them to another area. 
  
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  Area 8: Chimera’s Magic 
  (Medium) 
  This area has been ravaged by the effects of zones of Wild 
  Mage (see sidebar). 
   
  Patches of scintillating light illuminate the dark corners of this 
  vast room. The ceiling soars 40 feet up and the room itself is 
  rectangular, the long side being 80 feet and the narrow 40 feet. 
  Swooping down from the ceiling is a monstrous sight—a 
  creature with three heads, one a lion, one a goat and the other a 
  dragon. 
   
  Exposure to wild magic in this area has transformed its 
  previous occupants into a chimera, and 10-foot-radius 
  zones of wild magic still flit about the room. The chimera 
  was not expecting the characters and as such, does not 
  have surprise. 
  Wild Magic! 
  Any creature attempting to cast a spell (cantrips included) or use 
  an item that duplicates the effects of a spell (such as a wand, 
  scroll, or staff) runs the risk of a wild surge. If such a spell is cast, 
  the caster rolls 1d6. On a result of 6 a surge occurs; consult the 
  Wild Magic Surge chart on page 104 of the Player's Handbook to 
  discover what happens. Any character with levels in sorcerer who 
  also has the Wild Magic sorcerous origin may roll twice and 
  choose either result. 
  Developments  
  It is possible to bargain with the chimera, but the only 
  thing he wants is a chance at freedom or a good meal. 
  Sadly, however, the beast is too large to squeeze through 
  the exit of the room. If the characters can shrink it to a 
  size that allows him to get through doorways he might 
  consider not eating them.  
  Roleplaying the Chimera 
  While the chimera wants out, it has three heads and each head 
  has a different opinion in the beginning. The goat head is 
  convinced that it can ram its way out of here; after all it knocked 
  down all the walls of the maze that had been part of this area. 
  The lion head is interested in the characters as a food source. It 
  has been a while since the last adventurers wandered through 
  and it could do with a snack. The dragon head is the most willing 
  to bargain, though it might want the characters to give up one of 
  their number to appease the lion. 
   
  While in Area 8 of the maze, the chimera has limited 
  telepathy. The dragon head can project in Draconic, but the other 
  heads can only project pictures and emotions of what they want. 
  The chimera has no control of the telepathy; thoughts and 
  emotions are projected as the creature experiences them. 
  Treasure 
  The dragon head has accumulated a small hoard of gold 
  and gems (worth 200 gp) in a corner of the room, not 
  having the means to carry it (and the other heads won't 
  fight to keep it). If the characters manage to devise a way 
  to free the chimera, it rewards them with the contents of 
  its hoard. 
  Escape at Last! 
  When the characters have survived the appropriate 
  number of areas then they either discover the stairs 
  (Entrance Option 1) or are teleported to the appropriate 
  entrance. This marks the mid-point of the adventure, and 
  it is suggested that the break begins mid-teleport or that 
  the players are given a glimpse of the staircase that marks 
  the exit of the maze before a break is taken. 
   
    
   
  
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  Part 3: The Second Level 
  In the course of exploring this level, the characters 
  eventually confront either the Red Wizards or the mutant 
  lizardfolk. The group should have no more than two 
  combats during Part 3. 
   The chosen option (see Which Entrance? sidebar, 
  below) changes the dynamics of the encounters and 
  treasure found as the characters explore this level of the 
  pyramid. Each area contains a general description of the 
  area as well as modifications to its contents. The three 
  Entrance Options and introductory read-aloud text for 
  each of them are listed below. 
   Entrance Option 1: The Stairwell. This option results 
  in the characters encountering the red wizard, Rorreth, 
  and his contingent in the laboratory. From there, they 
  encounter members of a nearby tribe of lizardfolk—hostile 
  descendants of Yarash's experiments who are not 
  particularly happy to see more intruders in their home. 
  Consider this option if the characters are not too taxed on 
  resources and they seem to prefer combat. Read the 
  following and proceed to the hallway south of Area 1a. 
   
  The stairs are carved stone and open into a small foyer area 
  from which there is access to a short hallway, though the 
  crumbling remains of a wall indicate that at one time the 
  hallway was longer. The crumbling wall is four feet high. Around 
  the corner, you can hear muted voices. 
    
   Entrance Option 2: The Storage Area. This option 
  results in the characters being teleported into what was 
  once a storage room, now occupied by a host of animated 
  objects. They also find themselves in the one place that is 
  actually secure enough to complete a long rest. They later 
  encounter a tribe of lizardfolk recovering from a battle. If 
  the characters choose to negotiate with them, they learn 
  that a red wizard is occupying another part of this level of 
  the pyramid. The lizardfolk are in no shape to help the 
  characters, but defend themselves if pushed. Either way, 
  the characters later encounter the red wizard, Rorreth, 
  and the remnants of his personal guard. Consider this 
  option if the previous encounters were particularly rough 
  on the characters and they likely need a long rest in order 
  to successfully complete the adventure. Read the 
  following and proceed to Area 5. 
   
  You have luckily been teleported to one of the few clear areas in 
  this oddly shaped room. Under a thick layer of dust a mixture of 
  items are haphazardly stored on shelves that line the far corner 
  of the room. 
   The area behind you has roughly carved areas instead of 
  straight walls, almost forming a half circle. A pile of rotting 
  wood and skin is off to one side of that area. 
    
   Entrance Option 3: The Hidden Home. The option 
  results in the characters encountering the tribe of 
  mutated lizardfolk who reside in the pyramid. When the 
  characters first encounter them, they are preparing an 
  attack against the red wizard who they know has entered 
  the pyramid. Charismatic characters may be able to avoid 
  drawing their ire and, in doing so, may also be find an ally 
  in combating the red wizard, Rorreth. Consider this 
  option if the group is particularly charismatic or enjoys 
  resolving conflict through diplomacy. Read the following 
  and proceed to Area 3. 
   
  You suddenly find yourself facing a set of double doors in what 
  appears to be a hallway that extends both to the left and the 
  right. An argument in a strange guttural tongue seems to be 
  taking place on the other side of the doors. The argument is 
  punctuated with the occasional crash of a weapon on a shield. 
  Which Entrance? 
  This is entirely up to you. However, it is suggested that you 
  consider the following when deciding which option to use: 
   
  While each entrance option has adjustments for strength of 
  party, groups that qualify as weak or very weak perhaps should 
  start in Entrance Option 2. You should also consider this option 
  if the characters are very low on hit points or in desperate need of 
  a long rest, as it is the most secure area.  
   
  Groups with strong Charisma skills might appreciate the 
  opportunity to interact with the mutant lizardfolk in Entrance 
  Option 3 first. Note that groups on this option do not have an 
  opportunity to take a long rest until after combat on this level of 
  the pyramid. The lizardfolk insist on fighting the Red Wizards 
  before helping the characters reach the upper level. 
  General Features 
  Parts of this level have been altered by the mutant 
  lizardfolk, who have been using this area for those of their 
  tribe that are more comfortable on land than in the water. 
   Ceilings. All ceilings are 10 feet high 
   Light. Alchemical or biological substances (depends on 
  area) produce dim light unless stated otherwise. 
   Sound. Due to the solid areas and intervening doors, 
  noise from the three different entrance areas does not 
  travel beyond that area unless otherwise noted. 
   Mutant Lizardfolk. The lizardfolk that the characters 
  encounter are the offspring of some of Yarash's rare, true-
  breeding experiments. Their mutations manifest in a 
  number of ways; some examples of which are: 
   
  
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  • 
  One or more extra arms 
  • 
  Unusual, brightly-colored or metallic scales 
  • 
  One or more extra eyes 
  • 
  Fur 
  • 
  A pair of vestigial wings or arms 
  • 
  Spines that ooze bright blue fluid 
  • 
  Unusually long teeth 
   
  Their abilities often mimic those of sahuagin instead of 
  normal everyday lizardfolk. 
  Area 1a: The Research Floor 
  This space was once used by Yarash as a place to conduct 
  his experiments and observe the subjects. It has since 
  fallen into disrepair. As the characters climb the stairs, 
  read the following. 
   
  Beyond the stairs is an open area; the remains of a cell take up 
  one corner of the room. A ten-foot-wide hallway pierces the far 
  wall on the left side. 
   Bodies of dead mutant lizardfolk and a single human lay about 
  the room. 
   
  The Red Wizard, Rorreth, and his retainers have just 
  finished searching this area. The wizard is in Area 1b 
  going over what he's found while Antela, the spy is 
  searching for secret doors. A total of four guards are in 
  this room; one is stationed at the entrance to the hallway 
  leading to Area 2, two guards guard the hallway leading 
  to Area 1b, and a fourth guard stands near Antela packing 
  a haversack. A fifth guard lay dead in a pool of blood 
  against the wall beside the cage—seemingly run through 
  with a trident. The dead guard is missing a hand, which a 
  clever character may relate to the armored crawling claw 
  in Part 2, Area 2 (if they encountered it). 
   Those characters who participated in the events of 
  DDEX1-4 Dues for the Dead recognize Rorreth as the red 
  wizard in the service of the Cult of the Dragon who had 
  attempted to mobilize a host of undead in the catacombs 
  beneath Valhingen Graveyard. 
  What's Rorreth Been Up To? 
  Since the events that transpired in DDEX1-4 Dues for the Dead, 
  Rorreth has since abandoned the cause of the Cult of the 
  Dragon. He is here purely for personal reasons. He knows that 
  the Cult of the Dragon seeks information about Yarash and his 
  experiments, and feels that should the Red Wizards of Thay 
  obtain them first, his colleagues may want extra bargaining chips 
  should the Cult actually succeed in its goals. 
   
   
  Because of the losses already sustained on this mission 
  the guards are alert and cannot be surprised. 
  Entrance Option Modifications 
  Apply the following modifications to this area depending 
  on the entrance option chosen at the beginning of Part 3. 
   Entrance Option 1. There are three dead lizardfolk in 
  this room. 
   Entrance Option 2. There are nearly a dozen dead 
  lizardfolk in this room. If the characters parleyed with the 
  lizardfolk, Rorreth and his party are at full hit points and 
  the wizard has his full complement of spells at his 
  disposal. If the characters fought the lizardfolk in Area 4, 
  Rorreth is currently at 30 hit points and has only one 4th-
  level spell and no 5th-level spells available. 
   Entrance Option 3. If the characters successfully 
  negotiated with the lizardfolk, there are an additional five 
  guards resting around the corner beyond the crumbled 
  wall. The five lizardfolk that accompany the characters 
  engage with these guards once combat begins. At the end 
  of each round, roll a die. If the result is odd, one lizardfolk 
  dies. If the result is even, one guard dies. 
   If the characters are not accompanied by the lizardfolk, 
  there are no modifications. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 1 guard and spy 
  • 
  Weak party: Subtract 2 guards 
  • 
  Strong party: Add 1 guard and 1 spy 
  • 
  Very strong party: Add 1 mage and 1 spy 
  Treasure 
  Precisely what the characters find in this room varies by 
  the entrance option chosen by the DM. 
   Entrance Options 1 & 3. Rorreth carries a horn of 
  blasting, a spellbook, a component pouch, a scroll of 
  dispel magic, and a pouch containing gems worth 200 gp. 
  The spy carries a 50-foot coil of silken rope. The wizard 
  also carries a collection of pages taken from Area 1a. 
  They appear to be notes from Yarash's experiments. The 
  writing is faded and hard to read. If studied it becomes 
  obvious that there are a large number of pages missing. 
  Lastly, the dead guard is wearing a suit of full plate armor 
  that can be kept as equipment or sold as treasure (worth 
  750 gp if sold). 
    Entrance Option 2. Rorreth does not possess the horn 
  of blasting and the dead guard is not wearing a suit of full 
  plate armor. 
  
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  Area 1b. The Lab 
  Yarash used this room as a surgery for his experiments 
  and the rusting remains of various implements and 
  restraints are here.  
   
  The shelves once held bottles of various substances which have 
  either dried out or been broken. A small desk in one corner 
  appears to have been thoroughly searched and the area has the 
  look of a place that has been ransacked recently. 
   
  When the characters enter area 1a, Rorreth (see Area 1a, 
  above) is in this area poring over documents found in the 
  desk. When combat starts, he emerges from this room to 
  assist his allies in Area 1a. 
   On the desk are a stack of notes and documents that 
  Rorreth was inspecting when the characters arrived. The 
  room is otherwise empty. 
  XP Award 
  If the characters recover the documents that Rorreth was 
  reviewing, award each player 150 XP.  
  Area 2. Alchemy Storage 
  These two rooms once held supplies for Yarash's 
  experiments, but most of them have long since crumbled 
  to dust, dried up, or in some circumstances, crawled 
  away. Both rooms are identical in size and general 
  description. 
   
  Long shelves line one walls of this room. A row of tall stone 
  urns lines the opposite wall. There are some broken bottles and 
  rusted metal boxes on the shelves, but most of the shelves are 
  empty.  
   
  One of the rooms has a secret door leading to Area 3. 
  Since the mutant lizardfolk have been using the secret 
  passage recently, it is fairly easy to discover for anyone 
  who is actively searching the room. Any creature actively 
  searching the room that subsequently succeeds on a DC 
  12 Wisdom (Perception) check notices the secret door. 
  Treasure 
  The characters are able to find a flask of alchemist acid 
  after searching each room. 
  Area 3. The Armory 
  This room was an armory in the days of Yarash, but is 
  currently used as a refuge by the lizardfolk of the pyramid. 
   
  This large room is littered with a large number of pallets 
  fashioned from sticks, leaves, and ragged strips of cloth and 
  leather. Barrels of water are set in a corner near the door and a 
  rack of spears, clubs, and shields rests against the wall on the 
  far side of the room. 
   
  The weapons are crude and of little value. 
  Entrance Option Modifications 
  Apply the following modifications to this area depending 
  on the entrance option chosen at the beginning of Part 3. 
   Entrance Option 1. No modifications. This room is 
  empty. 
   Entrance Option 2. No modifications. This room is 
  empty. 
   Entrance Option 3. Inside the room are the tribe's 
  current fighting force—four lizardfolk, a lizardfolk 
  shaman, and a lizardfolk queen. The lizardfolk are 
  currently lathering themselves into a frenzy, preparing to 
  attack the Red Wizard's group in Area 1. Should the 
  characters open the door, the shouting and posturing 
  stops immediately. They are not pleased to see the 
  characters, but do not recognize them as being 
  companions of the wizard. The lizardfolk draw weapons 
  on the characters and ask if they are "tribemates of the 
  manling in red" in an archaic form of Draconic. If none of 
  the characters speak Draconic, the queen and shaman 
  both speak broken Common. Convincing the mutant 
  lizardfolk that they are not affiliated with the Red Wizard 
  in Area 1 requires a successful DC 15 Charisma 
  (Intimidation or Persuasion) check. This check is made 
  with disadvantage if attempted by someone who is not 
  proficient in Draconic. If the characters fail this check, the 
  lizardfolk attack. 
   The mutant lizardfolk (translated by the shaman if need 
  be) relate that the Red Wizard and his companions 
  intruded on the tribe's home and not only refused to trade 
  in exchange for passage, but also slew three of the tribe's 
  warriors, including the chief's daughter. The remainder 
  retreated here to collect their weapons and prepare for 
  battle. If the characters inform that they intend to stop the 
  Red Wizard, the lizardfolk happily offer their assistance in 
  doing so. 
   If the characters are successful in defusing the potential 
  conflict, they are able to glean the following information. 
   
  • 
  A successful DC 10 Intelligence (Nature) check 
  reveals that, with the exception of the shaman, all of 
  the lizardfolk here are female. If asked, the lizardfolk 
  
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  reveal that the males of their tribe protect the young 
  in their home on the northern end of the island. 
  • 
  A character succeeding at a DC 10 Wisdom (Insight) 
  check notices that the mutant lizardfolk shield or 
  avert their eyes from any light sources that the 
  characters might carry. If asked, the mutant 
  lizardfolk say that they disdain the light and that they 
  believe that only the sun should shine brightly. 
  • 
  The shaman resides in the pyramid permanently with 
  a handful of guards, but the others—including the 
  queen—came to the pyramid to investigate the 
  changes to the surrounding wilderness. Game and 
  fish have been sparse since it began "a moon ago." 
  • 
  The "conquerors” upstairs slew many of their tribe 
  who came to the pyramid. The rest of the tribe is 
  hiding in caves under the north side of the island. 
  The Red Wizard’s group killed three of their tribe, 
  including the chief's younger sister. They are relived 
  that the characters are not allies of the Red Wizard. 
  • 
  The shaman provides them a rough sketch of the top 
  level of the pyramid. 
   
  After the adventurers have defeated the Rorreth and his 
  guards, the shaman also relates information about the 
  guards and wards effect in his refuge.  
   
  "With your eyes closed, make ten and ten and ten steps (he 
  points at his feet) within my refuge. After the first ten steps close 
  your mouth and do not take in the air—it is bad. When you have 
  stepped ten and ten and ten times reach out with this hand (he 
  waggles his left hand) the way is there. So are the stairs to the 
  highest place." 
  The Lizardfolk and "The Conquerors" 
  The shaman describes them as: 
  • 
  Tall, upright walking toads of different colors; some red, 
  some green, some blue and some gray. 
  • 
  They very strong and some have magic. 
  • 
  "At first they appeared to be like you (pointing at a human 
  character or someone who looks the most like a human), 
  but weak. They had odd bulges that later burst and small 
  creature comes out of bulge and eats host before growing 
  big, others transformed". 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove the lizardfolk queen  
  • 
  Weak party: Remove 2 mutant lizardfolk  
  • 
  Strong party: Add 2 mutant lizardfolk 
  • 
  Very strong party: Add 2 mutant lizardfolk and 1 mutant 
  lizardfolk shaman  
  Treasure 
  If the characters fought and defeated the lizardfolk, the 
  queen has 1,000 gp worth of gems in the satchel she 
  wears. 
  Area 4. The Infirmary 
  Long ago, this area was used as an infirmary—a facility 
  where Yarash would perform medical procedures on his 
  subjects. Now, the mutant lizardfolk have adapted it for 
  use as a sort of refuge for their Queen. 
   
  The largest sits in backless chair at the very back of the room. 
  Two large barrels filled with water are to one side of the room. 
  Along the other side are a few cushions covered in leather. At 
  the end of each side wall is a curtained doorway.  
   
  There is nothing of value in this room. 
  Entrance Option Modifications 
  Apply the following modifications to this area depending 
  on the entrance option chosen at the beginning of Part 3. 
   Entrance Option 1. If the characters found the secret 
  entrance in Area 2, Alchemy Storage, they approach this 
  room from the west. Otherwise, they approach from the 
  hallway to the south. The characters enter this room from 
  the west. Before they enter the room by either pushing 
  aside the curtain or open the doors, read the following. 
   
  Hissing voices can be heard on the opposite of the doorway, 
  possibly having an argument. 
   
  Inside the room is the remaining fighting force of the 
  pyramid's mutant lizardfolk. The contingent is comprised 
  of four lizardfolk, a lizardfolk shaman, and a lizardfolk 
  queen. As the characters enter, they all clamber to their 
  feet—grabbing weapons and shields as the queen sitting 
  in the chair hisses a command to "Attack!" in an archaic 
  form of Draconic. Two of the lizardfolk are in the water 
  barrel and attack with advantage during the first round of 
  combat. 
   Entrance Option 2. The characters enter this room 
  from the east. Before they enter the room by pushing 
  aside the curtain, read the following. 
   
  Hissing voices can be heard on the opposite of the doorway, 
  possibly having an argument. 
   
  Inside the room is the remnants of the fighting force of a 
  local lizardfolk tribe come to investigate the cause of the 
  
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  area's corruption. They are recovering from a battle with 
  the Red Wizard in Area 1. There are four lizardfolk, a 
  lizardfolk shaman, and a lizardfolk queen in this room. 
  As the characters enter, they clamber to their feet and 
  grab weapons and shields and hiss a warning in an 
  archaic form of Draconic. A character succeeding at a DC 
  15 Charisma (Intimidation or Persuasion) check is able to 
  prevent the lizardfolk from attacking the party. If 
  successful, the characters find that the shaman speaks 
  broken, stilted Common. He relates that the lizardfolk 
  recently fought "a tribe led by a manling in red" who slew 
  most of their kin. They are recovering from their wounds. 
  The characters also learn the following during the course 
  of their encounter with the mutant lizardfolk: 
  • 
  A successful DC 10 Intelligence (Nature) check 
  reveals that, with the exception of the shaman, all of 
  the lizardfolk here are female. If asked, the lizardfolk 
  reveal that the males of their tribe protect the young 
  in their home on the northern end of the island. 
  • 
  A character succeeding at a DC 10 Wisdom (Insight) 
  check notices that the mutant lizardfolk shield or 
  avert their eyes from any light sources that the 
  characters might carry. If asked, the mutant 
  lizardfolk say that they disdain the light and that they 
  believe that only the sun should shine brightly. 
  • 
  The shaman resides in the pyramid permanently with 
  a handful of guards, but the others—including the 
  queen—came to the pyramid to investigate the 
  changes to the surrounding wilderness. Game and 
  fish have been sparse since it began "a moon ago." 
  • 
  The "conquerors” upstairs slew many of their tribe 
  who came to the pyramid. The rest of the tribe is 
  hiding in caves under the north side of the island. 
  The Red Wizard’s group killed three of their tribe, 
  including the chief's younger sister. They are relived 
  that the characters are not allies of the Red Wizard. 
  • 
  The shaman provides them a rough sketch of the top 
  level of the pyramid. 
   
  After the adventurers have defeated the Rorreth and his 
  guards, the shaman also relates information about the 
  guards and wards effect in his refuge.  
   
  "With your eyes closed, make ten and ten and ten steps (he 
  points at his feet) within my refuge. After the first ten steps close 
  your mouth and do not take in the air—it is bad. When you have 
  stepped ten and ten and ten times reach out with this hand (he 
  waggles his left hand) the way is there. So are the stairs to the 
  highest place." 
    
   Entrance Option 3. No modification. This room is 
  empty. 
  The Lizardfolk and "The Conquerors" 
  The shaman describes them as: 
  • 
  Tall, upright walking toads of different colors; some red, 
  some green, some blue and some gray. 
  • 
  They very strong and some have magic. 
  • 
  "At first they appeared to be like you (pointing at a human 
  character or someone who looks the most like a human), 
  but weak. They had odd bulges that later burst and small 
  creature comes out of bulge and eats host before growing 
  big, others transformed". 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove the lizardfolk queen  
  • 
  Weak party: Remove 2 mutant lizardfolk  
  • 
  Strong party: Add 2 mutant lizardfolk 
  • 
  Very strong party: Add 2 mutant lizardfolk and 1 mutant 
  lizardfolk shaman  
  Development 
  The hallway leading west out of this room contains a 
  hidden passage that the lizardfolk have dug which leads 
  out of the pyramid. Detecting the passage requires a 
  successful DC 17 Wisdom (Perception) check. 
  Treasure 
  If the characters fought and defeated the lizardfolk, the 
  queen has 1,000 gp worth of gems in the satchel she 
  wears. 
  Area 5. The Storage Room 
  This had been one of the wizard’s treasure storage areas. 
  Here he kept a mixture of magic, gold and mundane 
  items. Many years ago the lizardfolk hollowed out more of 
  the rock to enlarge the room so they could dry meat. It 
  has been unused for some time. 
   
  Under a thick layer of dust, a mixture of items are haphazardly 
  stored on shelves that line the far corner of the room. A number 
  of suits of armor rest on upset stands leaning against the wall to 
  your left. The area behind you has roughly carved areas instead 
  of straight walls almost forming a half circle. A pile of rotting 
  wood and skin is off to one side of that area.  
   
  There is nothing of interest here except the rusted and 
  rotted remains of various ancient items. 
  Entrance Option Modifications 
  Apply the following modifications to this area depending 
  
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  26 
   
  on the Entrance Option chosen at the beginning of Part 3. 
   Entrance Option 1. No modifications. 
   Entrance Option 2. The return of the Weave and the 
  influence of the chaos material have awakened some of 
  the items in the room. A handful of smaller items—iron 
  pots, a merchant's scale, a tankard or two—now act as if 
  they were four flying swords (inflicting bludgeoning 
  damage instead of slashing) while the suits of armor have 
  become two helmed horrors. A moment after the 
  characters enter the room, read the following. 
   
  Clattering and rustling emanates from the shelves as a large 
  tankard, an iron pot, and what appears to be a merchant's scale 
  float into the air, bobbing and weaving through the air towards 
  you. A heartbeat after you process this, the room is also bathed 
  in menacing, red light as suits of armor stand up, their visors 
  aglow, as each draws a pitted, rusted sword from a nearby pile 
  of refuse. 
    
   Entrance Option 3. No modifications. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 2 helmed horrors, remove 1 flying 
  sword, add 3 animated armor 
  • 
  Weak party: Remove 1 helmed horror, add 1 animated armor 
  • 
  Strong party: Remove 2 flying swords, add 1 animated armor 
  • 
  Very strong party: Remove 2 flying swords, add 1 helmed 
  horror 
  Treasure 
  Precisely what the characters find in this room varies by 
  the entrance option chosen by the DM. 
   Entrance Options 1 & 3. There is nothing of value 
  here—the only items that have survived the ravages of 
  time are a couple racks of dried fish, and a handful of 
  rusted and rotted tools. 
   Entrance Option 2. The characters find a horn of 
  blasting and one serviceable suit of full plate armor that 
  can be kept as equipment or sold as treasure (worth 750 
  gp if sold). 
  Area 6. The Shaman’s Refuge 
  This area is under a permanent guards and wards effect. 
  The shamans of the tribe have used the area for their 
  rituals and know where the real walls and rooms are. If 
  the characters made an agreement with the lizardfolk 
  then the shaman suggested previously that they close 
  their eyes and use touch to find their way. 
  Opening the door to this room, you find the darkness of the 
  interior of this unlit room impenetrable. It seems to be not only 
  empty, but filled with incredibly dense fog. 
   
   Guards and Wards Effects. The guards and wards 
  spell has the following effects: 
   
  • 
  Area 6 is heavily obscured by fog. Even those with 
  darkvision and other abilities that allow them to see 
  in the dark are unable to see in this room. 
  • 
  All doors are locked as if an arcane lock spell is in 
  effect. 
  • 
  There are two areas with a stinking cloud effect; the 
  first is centered by the door to the stairs, the second 
  by enclosed area toward the back of the room. A 
  successful DC 13 Constitution saving throw against 
  poison negates this effect. Any character that follows 
  the advice of the shaman and holds his or her breath 
  makes this saving throw with advantage. 
   
  Even with the shaman's guidance, the characters only 
  know approximate distances; they need to find their own 
  way to bypass the obstacles. Note that a dispel magic 
  does suppress the stinking cloud for ten minutes, a 
  moderate wind disperses the spell in 4 rounds, but it 
  returns in 5 minutes while a strong wind disperses it in 1 
  round for 30 minutes. See stinking cloud spell in the 
  Player’s Handbook or basic rules. 
   There are a total of three doors in this area, as 
  described below. If the mutant lizardfolk are not helping, 
  then the characters need to find the correct one. Though 
  they are not concealed by design, the fog in the room 
  prevents them from being visually noticed. The doors can 
  be located by touch with a successful DC 12 Wisdom 
  (Perception) check. Dwarves make this check with 
  advantage due to their stonecunning racial feature. The 
  rooms beyond the doors are not heavily obscured by the 
  guards and wards spell. 
   Small Room by the Stairs. This room has items 
  crafted by the shamans to use in their rituals. This room 
  is not heavily obscured. 
   Square Room in Rear of Area. The shelves of this 
  room bear a number of polished and engraved skulls—the 
  remnants of the tribe's previous shamans and chiefs.  
   Staircase. This staircase leads to the topmost level of 
  the pyramid. Due to the guards and wards, the staircase is 
  full of cobwebs that duplicate a web spell. They can be 
  burned away. They reappear after 10 minutes if 
  destroyed. 
   To open any of the doors the characters can cast knock, 
  
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  27 
   
  break the door down, or succeed at a DC 20 Dexterity 
  check using a set of thieves' tools. The door is made of 
  stone and has an AC of 17 and 100 hit points.  
   Alternatively, they can use the scroll of gaseous form to 
  bypass the door. The slaadi in Part 4 hear the characters’ 
  attempts to break the door down. Once beyond the door, 
  they find a latch on the other side that opens it. 
  Developments 
  Eventually the characters should reach the door to the 
  stairs and unlock it. Those who do not have the help of 
  the lizardfolk might need to retreat once they discover 
  what the obstacles are in this area in order to get through 
  the area and still be in shape to confront whatever awaits 
  them above. 
   
  The door opens revealing a set of stairs, the first few feet of 
  which are filled with thick, clinging cobwebs. A loud rhythmic 
  noise can be heard from above. In between the loud "vwhoomp, 
  vwhoomp, vwhoomp," a voice can be heard, but it seems to be 
  gibbering madly; if it's a language, it's not one you've ever heard 
  before. 
   
  The characters easily realize that the unusual noise likely 
  conceals normal sounds of passage up the stairs. Proceed 
  to Part 4. 
   If the characters parlayed with the lizardfolk, they are 
  able to take a short rest before proceeding to Part 4; they 
  are unmolested for a short period of time. If they take any 
  longer than a short rest, however, the lizardfolk—
  uncomfortable with outsiders within their pyramid—urge 
  them to continue and grow angry if they delay any more. 
   
   
  
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  28 
   
  Part 4: To the Top! 
  The upper level of the pyramid contained Yarash's living 
  quarters and the pump room for the contagion that once 
  corrupted the local area. The slaadi have opened a small 
  portal to Limbo in the pump room. Thankfully for the 
  characters, only a few of the slaadi are currently on this 
  side of the portal and the characters have the opportunity 
  to close the portal, stopping others from coming in 
  addition to ending the flow of chaosstuff.  
  General Features 
   Ceilings. All ceilings are 15 feet high. 
   Light. The room is well lit. 
   Sound. Due to the noise from the bellows and the 
  gibbering of the lizardfolk chained to the portal, Dexterity 
  (Stealth) checks to move silently are made with 
  advantage. 
   The sound also grants advantage to saving throws 
  against spells and effects like command that require the 
  target to be able to hear the character using the effect. 
   Sights & Smells. The exposure to the raw stuff of 
  Limbo has made this place mind-twistingly horrific. The 
  Plane of Chaos's proximity to this level of the pyramid has 
  manifested in a multitude of ways—walls of oozing mud, 
  twinkling motes of light with no obvious source, patches 
  of bright pink and green mist which smells different 
  depending on who is smelling it. There is no limit to what 
  the characters might see here, though not to the 
  characters's detriment; it is purely thematic. 
   
  At the top of the stairs the noise is even louder. The floors are 
  fairly clean, surprisingly devoid of dust and debris. 
  Information from the Lizardfolk 
  If the characters parlayed with the lizardfolk below, then they 
  were given a rough diagram of the level above. The diagram 
  includes walls, but no other details. The area on your map 
  labeled study the shaman refers to as “The Creator's Shrine” and 
  the pump room as “The Creator's Pool.” He does not mention 
  the nests or the fact that the lizardfolk routinely use this area. 
  Even if they didn't attack the lizardfolk, the characters are still not 
  trustworthy. 
  1. The Foyer and Guard Post 
  This area was once a hidden room used by Yarash's 
  guards. 
   
   
   
   
  At the top of the stairs is a small area that gives the characters 
  cover from the creatures in the rooms beyond. The area just 
  past the stairs was previously used by the lizardfolk as storage. 
  There are piles of hides, sewing twine, bone needles, dried 
  meats, dried plant material and large ceramic jars of water. 
  There is also a pile of broken stone blocks. 
   
  The walls here have cleverly-designed eye ports so that a 
  person within could see outside of the room without being 
  noticed. The door that concealed once did as well, but it 
  has since been removed. It is currently unoccupied. 
   Upon examination the doorways reveal that at one time 
  these were secret doors and the likely source of the 
  broken stone. 
  2. The Main Chamber 
  This area comprised a majority of Yarash's living space. It 
  also housed the pipe and workings of the pump. 
   
  Gears, gauges, valves, and hand wheels are scattered about the 
  walls of this room. A glass pipe rises from the center of the 
  room through which flows a bizarre, multi-colored fluid. The 
  fluid is being pumped into the column from a second glass pipe 
  that runs horizontally along the ceiling and through a large hole 
  in the upper portion of the wall to the northeast. A number of 
  makeshift patches and repairs have been made to the pipe, but 
  despite them, the fluid leaks from a number of areas. 
   On the floor of the room are three large nests made of dried 
  plant material and supple leather. 
   
  One of the two red slaadi on this level is located in this 
  room. The other is in Yarash's room. If the characters 
  encountered Area 5 during their trip through the maze 
  and left some of the slaad tadpoles alive there may be 
  more creatures here than listed. Aside from those held 
  captive in Area 3, below, any mutant lizardfolk in this 
  area (excluding that chained to the portal) have been 
  convinced that aiding the slaadi is to the ultimate benefit 
  of their tribe. They see any interference as a threat to 
  their kin, and respond accordingly; joining the slaadi in 
  attacking starting in the second round. The slaadi focus 
  their attacks on any characters that appear to be trying to 
  stop the fluid from being pumped out of the room. 
   If the characters left slaadi tadpoles behind in Part 2, 
  Area 6, a blue slaad may also be here. 
  The Pipe 
  This pipe system was originally used by Yarash during his 
  experiments, but has been retrofitted for use by the 
  slaadi. Through the pipe, raw chaosstuff is pumped up 
  
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  29 
   
  and out of the top of the pyramid to flow into the land and 
  rivers surrounding the structure. This is the cause of the 
  changes to the local flora and fauna. 
   The liquid is identical to that which the characters may 
  have interacted with outside of the pyramid. The pipes 
  leak from a dozen or more different places and changes 
  whatever the fluid touches. Though the effects are as 
  unusual as before, the fluid is highly concentrated here 
  and can be dangerous to the characters. Here are some 
  suggestions for the effects of the fluid on the area. 
   
  • 
  A patch of wild flowers spontaneously grows 
  • 
  A 2-foot-wide storm cloud forms a foot or two above 
  the ground and begins raining and casting lightning 
  on the ground beneath it 
  • 
  The ground sizzles and spits as if being burnt by acid 
  • 
  The ground opens like a pair of eyelids that open, 
  revealing a large eye with an unusual pupil that 
  glances around before stopping and glaring at a 
  particular character 
  • 
  A small crystal formation begins growing 
   
  In addition, at initiative 20 of each round (losing ties) roll 
  1d6 to see if a small leak forms on the pipe. On a result of 
  5 or 6, the thin jet of chaosstuff spurts out onto a random 
  creature in the room. The fluid causes a random effect as 
  above, but is in sufficient quantity to heal or harm any 
  creature it touches. Any creature who comes in contact 
  with the chaosstuff rolls one die. If the result is even, the 
  fluid interacts violently with the creature's flesh, dealing 5 
  (1d10) necrotic damage. Otherwise, the creature regains 
  1d10 hit points. Slaadi and characters with the Wild 
  Magic sorcerous origin may roll twice and keep either 
  result. 
  Stemming the Flow 
  Due to their age and their ramshackle construction, the 
  pipes, as well as the pumps gauges, valves, and hand 
  wheels are susceptible to damage. Each five foot section 
  of pipe or particular device has an AC of 15 and 20 hit 
  points. If broken, chaosstuff sprays into the area 
  surrounding it. The effects are identical to the "leak" 
  effect, above, but affects each creature in a 5-foot-radius 
  sphere around the broken section or device. It also 
  heavily obscures a 5-foot-radius sphere around the broken 
  section or device.  
   It is also possible to stem or stop the flow altogether by 
  simply turning the pump off or by closing the portal. 
   Hand Wheels. Determining if a given hand wheel stops 
  the flow of the fluid into the pipe requires a DC 15 
  Intelligence (Arcana) check. A total of 3 successes at 
  three different locations are required to stop the flow.  
   The Pump. Stopping the flow of the fluid is not enough, 
  however. If the flow of the fluid through the pipes is 
  stopped but the imprisoned lizardfolk continue to work 
  the pump, the pipes burst 2 rounds after the flow stops. 
  Chaosstuff fills the entire room—wreaking all sorts of 
  havoc on the characters's perception of reality and 
  causing the floor to be treated as difficult terrain. A 
  successful DC 15 Dexterity (Acrobatics) check allows 
  creatures to ignore the difficult terrain. 
   The Portal. Once the portal has been closed, the supply 
  of chaosstuff evaporates in an hour. 
   Closing the Portal. Closing the portal is the only way to 
  truly stop the flow of chaosstuff. In order to do so, the 
  runes that the gate is comprised of must be defaced or 
  removed. The portal's magic, however, prevents this from 
  happening. A dispel magic suppresses the gate long 
  enough for the arcane symbols to be destroyed. Closing 
  the gate, however, is instantaneous and anything partially 
  immersed in it is gone. This includes the lower 
  extremities of the lizardfolk bound to the portal. The 
  lizardfolk's legs can be pulled out, albeit with a surprising 
  amount of effort. Any character attempting to pull the 
  lizardfolk free must succeed on a DC 15 Strength check. 
  Characters may work together to make this check, but 
  may not do this as a group check. If successful, they pull 
  the lizardfolk free, only to find that the utter chaos of 
  Limbo has ravaged her legs. One of them is little more 
  than charred bone and the other seems to have changed 
  into inflexible stone. Her manacles are easily unlocked 
  with a DC 5 Dexterity check (anyone who has proficiency 
  with thieves’ tools open them automatically. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat encounter. 
  These are not cumulative. 
  • 
  Very weak party: Remove 1 red slaad; add 5 slaad tadpoles 
  • 
  Weak party: Remove 1 red slaad; add 2 mutant lizardfolk 
  and 2 slaad tadpoles  
  • 
  Strong party: Remove 1 red slaad; add 1 blue slaad, 1 
  mutant lizardfolk, and 2 slaad tadpoles 
  • 
  Very strong party: Remove 1 red slaad; add 1 blue slaad, 3 
  mutant lizardfolk, and 5 slaad tadpoles 
  
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  30 
   
  3. The Vat and Pump Room 
   
  A huge vat full of the same brilliant liquid that churns in the 
  glass pipes overhead lay in the center of this room. Beside it, a 
  bellows pump is being operated by a pair of emaciated lizardfolk 
  who are both bound to the strange device by thick chains 
  around their necks. At best guess, their labors push the fluid up 
  the pipe that emerges from the pump at through what is likely a 
  relatively new hole at the top of the wall. 
   But the pump and the lizardfolk chained to it is the least 
  remarkable thing in this room. The far wall is dominated by 
  what can only be described as a jagged tear in the air itself. 
  Bordered by arcane symbols drawn in a dark brown ink, 
  incomprehensible visions dance in the space beyond it. A 
  lizardfolk is bound at the wrists by chains, and likely its ankles, 
  as its lower extremities partially immersed in the portal. A 
  viscous, multi-colored slime courses over his body and into the 
  vat in the center of the room. Its gibbering is periodically 
  interrupted as a wave of the slime slides over its face. 
   
  Unless the characters can prove to the two mutant 
  lizardfolk working the bellows that the slaadi are dead, 
  they keep working and rebuff any attempts to get them to 
  stop with violence. 
   The lizardfolk chained to the portal is in no shape to 
  fight, and is unable to do anything other than mewl and 
  blubber. If freed from her bonds, she curls up into a ball 
  and does not move of her own free will. The slime 
  dissipates soon after the portal has closed and as it does, 
  the effect of her exposure to the slime becomes apparent. 
  A single, vestigial wing has sprouted from her left 
  shoulder and her scales are twisted, malformed, and 
  discolored. She is unable to speak and the characters are 
  unable to disclose anything from her in her current state. 
  In time, however, she may recover. 
  4. Yarash’s Chambers 
  This was his study and sleeping area. Though the slaadi 
  did look through it, they left everything relatively intact. 
   
  There is a single bed in this room, though the bedding has long 
  since rotted away leaving behind a musty smell. Books on 
  magical theory crumble at your touch.  
   
  Any character actively searching under the bed finds a 
  small chest containing a handful of high-quality gems as 
  well as the journal of Yarash. 
  Developments 
  While not ideal, the characters can retreat and attempt 
  this after taking a rest; the slaadi do not follow them down 
  to the level below. Note that the cleric spell lesser 
  restoration cures even magical diseases, as does the 
  paladin's lay on hands ability and can remove the egg 
  implanted by the slaadi. Also the lizardfolk shaman does 
  have access to druid spells third level and lower. 
  XP Award 
  If the characters recover Yarash's journal, award each 
  character 500 XP. In addition, if the characters 
  successfully close the portal and stem the source of 
  corruption, award each player 1,000 XP. 
  Treasure 
  The chest under the bed contains 100 gp worth of gems 
  as well as the journal of Yarash. If the characters worked 
  with the lizardfolk and saved all three of the lizardfolk 
  chained to the portal and bellows-pump, the shaman (or 
  the queen if she is alive) gifts them with another 1,000 gp 
  of gems.  
  Conclusion 
  The characters trip back is uneventful. The area is still 
  bearing the effects of the portals corruption, but recovers 
  in time. 
   If Cel brought them, he has moved his boat upstream to 
  cleaner area and awaited a signal from the characters (he 
  was paid to wait three days—any longer than that may be 
  dangerous considering the wildlife). If his boat was 
  destroyed, he rafts a day's travel downstream to borrow a 
  boat from a friend. If the characters arrived in the row 
  boat they can row their way back (with some effort) to the 
  farmstead in order to ride back to the town.  
   If the characters located Yarash's journal, the Lord 
  Sage is ecstatic upon the characters's return. He is 
  otherwise pleased with the characters's success in 
  locating the source of the recent corruption. 
   
   
  
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  31 
   
  Rewards 
  Make sure players note their rewards on their adventure 
  logsheets. 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 
  Swarm of quippers  
   
   
  200 
  Giant octopus 
   
   
   
  200 
  Boar 
   
   
   
   
  50 
  Death dog 
   
   
   
  200 
  Scout 
   
   
   
   
  100 
  Veteran  
   
   
   
  700 
  Gladiator  
   
   
   
  1,800 
  Winged kobold 
   
   
   
  50 
  Elf druid  
   
   
   
  450 
  Spy 
   
   
   
   
  200 
  Ghost 
   
   
   
   
  1,100 
  Poltergeist 
   
   
   
  450 
  Crawling claws 
   
   
   
  10 
  Skeleton  
   
   
   
  50 
  Minotaur skeleton  
   
   
  450 
  Ochre jelly 
   
   
   
  450 
  Ghoul 
   
   
   
   
  200 
  Young purple worm  
   
   
  1,800 
  Kobold 
   
   
   
   
  25 
  Dragonborn thug 
   
   
   
  100 
  Mage 
   
   
   
   
  2,300 
  Tiefling scout 
   
   
   
  100 
  Slaad tadpole 
   
   
   
  25 
  Galeb duhr 
   
   
   
  2,300 
  Chimera  
   
   
   
  2,300 
  Guard 
   
   
   
   
  25 
  Flying sword (animated objects) 
   
  50 
  Helmed horror 
   
   
   
  1,100 
  Animated armor 
   
   
   
  200 
  Sahuagin (mutated lizardfolk)  
   
  100 
  Sahuagin baron (mutated lizardfolk queen) 
  1,800 
  Sahuagin priestess (mutated lizardfolk shaman) 
  450 
  Red slaad  
   
   
   
  1,800 
  Blue slaad 
   
   
   
  2,900 
   
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Avoid the blade trap  
   
  150 
  Disable the blade trap 
   
  150 
  Avoid or disable the lightning trap 
  150 
  Obtain lab notes from Rorreth  
  150 
  Free the ghost from the maze  
  500 
  Obtain Yarash's journal 
   
  500 
  Stop the source of chaos contagion 
  1,000 
   
  The minimum total award for each character 
  participating in this adventure is 6,000 experience 
  points. 
  The maximum total award for each character 
  participating in this adventure is 10,000 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 
  Maze Area 1 
   
   
  100 
  Maze Area 2 
   
   
  200 
  Maze Area 3 
   
   
  200 
  Maze Area 4 
   
   
  200 
  Maze Area 5 
   
   
  200 
  Maze Area 8 
   
   
  200 
  Rorreth's gold pouch 
   
  200 
  Yarash's chest 
   
   
  100 
  Lizardfolk reward/treasure 
   
  1,000 
  Lord Sage's reward  
   
  200 
   
   
  
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  32 
   
  Horn of Blasting 
  Wondrous item, rare 
  This horn is made of polish brass, and has a script 
  engraved in Gnomish. The script relates the story of a 
  mighty gnome king and triumphant victory over a large 
  tribe of kobolds. A description of this item can be found in 
  the Dungeon Master’s Guide. 
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook. 
  Vial of Acid 
  A description of this item can be found in the Player’s 
  Handbook. 
  Spellbook 
  The Dragonborn Mage's spellbook has the following 
  spells in it that may be scribed into a character's 
  spellbook using the rules in the Player’s Handbook. 
   
  1st level: detect magic, mage armor, magic missile, shield  
  2nd level: invisibility, mirror image 
  3rd level: haste, fireball, fly 
  4th level: Evard's black tentacles, polymorph 
  5th level: cone of cold, Bigby's hand 
  Rorreth’s Spellbook 
  The Red Wizard's spellbook has the following spells in it 
  that may be scribed into a character's spellbook using the 
  rules in the Player’s Handbook. 
   
  1st level: false life, mage armor, magic missile, shield 
  2nd level: invisibility, misty step, web 
  3rd level: animate dead, fireball, remove curse 
  4th level: ice storm, stoneskin 
  5th level: cloudkill, hold monster 
  Spell Scroll: Dispel Magic 
  Scroll, uncommon 
  This spell scroll contains a single dispel magic spell. A 
  description of spell scrolls can be found in the basic rules 
  or Dungeon Master's Guide. 
  Spell Scroll: Gaseous Form 
  Scroll, uncommon 
  This spell scroll contains a single gaseous form spell. A 
  description of spell scrolls can be found in the basic rules 
  or Dungeon Master's Guide. 
   
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference. 
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
  • 
   In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic items 
  owned by contesting characters, the item’s owner is 
  determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure.  
   
  Zhentarim characters of rank 2 (Wolf) 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 twenty downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  You receive 800 XP and twenty downtime days for 
  running this session. 
   
   
  
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  33 
   
  Appendix 1: 
  Monster/NPC 
  Statistics 
  Animated Armor 
  Medium construct, unaligned 
    
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1 (200 XP) 
    
  Antimagic Susceptibility. The armor is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the armor 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the armor remains motionless, it is 
  indistinguishable from a normal suit of armor. 
  Actions 
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage. 
   
  Blue Slaad 
  Large aberration, chaotic neutral 
    
  Armor Class 15 (natural armor) 
  Hit Points 123 (13d10 + 52) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  18 (+4) 
  7 (−2) 
  7 (−2) 
  9 (−1) 
    
  Skills Perception +1 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Slaad, telepathy 60 ft. 
  Challenge 7 (2,900 XP) 
    
  Magic Resistance. The slaad has advantage on saving throws 
  against spells and other magical effects. 
  Regeneration. The slaad regains 10 hit points at the start of its 
  turn if it has at least 1 hit point. 
  Actions 
  Multiattack. The slaad makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) slashing damage. If the target is a humanoid, it 
  must succeed on a DC 15 Constitution saving throw or be 
  infected with a disease called chaos phage. While infected, the 
  target can’t regain hit points, and its hit point maximum is 
  reduced by 10 (3d6) every 24 hours. If the disease reduces the 
  target’s hit point maximum to 0, the target instantly transforms 
  into a red slaad or, if it has the ability to cast spells of 3rd level or 
  higher, a green slaad. Only a wish spell can reverse the 
  transformation. 
   
  Boar 
  Medium beast, unaligned 
    
  Armor Class 11 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  2 (−4) 
  9 (−1) 
  5 (−3) 
    
  Senses passive Perception 9 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Charge. If the boar moves at least 20 feet straight toward a target 
  and then hits it with a tusk attack on the same turn, the target 
  takes an extra 3 (1d6) slashing damage. If the target is a creature, 
  it must succeed on a DC 11 Strength saving throw or be knocked 
  prone. 
  Relentless (Recharges after a Short or Long Rest). If the boar takes 
  7 damage or less that would reduce it to 0 hit points, it is 
  reduced to 1 hit point instead. 
   
   
   
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  34 
   
  Chimera 
  Large monstrosity, chaotic evil 
    
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  19 (+4) 
  3 (−4) 
  14 (+2) 
  10 (+0) 
    
  Skills Perception +8 
  Senses darkvision 60 ft., passive Perception 18 
  Languages understands Draconic but can’t speak 
  Challenge 6 (2,300 XP) 
   
  Actions 
  Multiattack. The chimera makes three attacks: one with its bite, 
  one with its horns, and one with its claws. When its fire breath is 
  available, it can use the breath in place of its bite or horns. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage. 
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) bludgeoning damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
  Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15-
  foot cone. Each creature in that area must make a DC 15 
  Dexterity saving throw, taking 31 (7d8) fire damage on a failed 
  save, or half as much damage on a successful one.  
   
  Crawling Claw 
  Tiny undead, neutral evil 
    
  Armor Class 12 
  Hit Points 2 (1d4) 
  Speed 20 ft., climb 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (−3) 
  10 (+0) 
  4 (−3) 
    
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages understands Common but can’t speak 
  Challenge 0 (10 XP) 
    
  Turn Immunity. The claw is immune to effects that turn undead. 
  Actions 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice). 
   
  Death Dog 
  Medium monstrosity, neutral evil 
    
  Armor Class 12 
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  3 (−4) 
  13 (+1) 
  6 (−2) 
    
  Skills Perception +5, Stealth +4 
  Senses darkvision 120 ft., passive Perception 15 
  Languages — 
  Challenge 1 (200 XP) 
    
  Two-Headed. The dog has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, or knocked unconscious. 
  Actions 
  Multiattack. The dog makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. If the target is a creature, it must 
  succeed on a DC 12 Constitution saving throw against disease or 
  become poisoned until the disease is cured. Every 24 hours that 
  elapse, the creature must repeat the saving throw, reducing its 
  hit point maximum by 5 (1d10) on a failure. This reduction lasts 
  until the disease is cured. The creature dies if the disease 
  reduces its hit point maximum to 0. 
   
   
   
  
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  35 
   
  Dragonborn Thug  
  Medium humanoid (dragonborn), neutral evil 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
  Breath Weapon. Each creature in a5 foot by 30 foot line must 
  make a DC12 Dexterity saving throw. A creature takes 7 (2d6) 
  lightning damage on a failed save, half as much damage on a 
  successful one. The breath weapon cannot be used again until a 
  short or long rest is completed. 
   
  Elf Druid 
  Medium humanoid (elf), neutral 
    
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Common, Druidic, Elvish 
  Challenge 2 (450 XP) 
   
  Fey Ancestry. The druid has advantage on saving throws against 
  being charmed, and magic can’t put it to sleep. 
  Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). 
  It has the following druid spells prepared: 
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): entangle, longstrider, speak with animals, 
  thunderwave 
  2nd level (3 slots): moonbeam, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 4 (1d8) bludgeoning damage with shillelagh or if 
  wielded with two hands. 
   
  Flying Sword (Animated 
  Objects) 
  Small construct, unaligned 
    
  Armor Class 17 (natural armor) 
  Hit Points 17 (5d6) 
  Speed 0 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  11 (+0) 
  1 (−5) 
  5 (−3) 
  1 (−5) 
    
  Saving Throws Dex +4 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Antimagic Susceptibility. The sword is incapacitated while in the 
  area of an antimagic field. If targeted by dispel magic, the sword 
  must succeed on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute. 
  False Appearance. While the sword remains motionless and isn’t 
  flying, it is indistinguishable from a normal sword. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1) slashing damage. 
   
   
   
  
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  36 
   
  Galeb Duhr 
  Medium elemental, neutral 
    
  Armor Class 16 (natural armor) 
  Hit Points 85 (9d8 + 45) 
  Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  14 (+2) 
  20 (+5) 
  11 (+0) 
  12 (+1) 
  11 (+0) 
   
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, poisoned, petrified 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11 
  Languages Terran 
  Challenge 6 (2,300 XP) 
    
  False Appearance. While the galeb duhr remains motionless, it is 
  indistinguishable from a normal boulder. 
  Rolling Charge. If the galeb duhr rolls at least 20 feet straight 
  toward a target and then hits it with a slam attack on the same 
  turn, the target takes an extra 7 (2d6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 16 Strength saving 
  throw or be knocked prone. 
  Actions 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  12 (2d6 + 5) bludgeoning damage. 
  Animate Boulders (1/Day). The galeb duhr magically animates  
  up to two boulders it can see within 60 feet of it. A boulder has 
  statistics like those of a galeb duhr, except it has Intelligence 1 
  and Charisma 1, it can’t be charmed or frightened, and it lacks 
  this action option. A boulder remains animated as long as the 
  galeb duhr maintains concentration, up to 1 minute (as if 
  concentrating on a spell). 
   
  Giant Octopus 
  Large beast, unaligned 
    
  Armor Class 11 
  Hit Points 52 (8d10 + 8) 
  Speed 10 ft., swim 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  13 (+1) 
  13 (+1) 
  4 (−3) 
  10 (+0) 
  4 (−3) 
    
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 1 (200 XP) 
    
  Hold Breath. While out of water, the octopus can hold its breath 
  for 1 hour. 
  Underwater Camouflage. The octopus has advantage on 
  Dexterity (Stealth) checks made while underwater. 
  Water Breathing. The octopus can breathe only underwater. 
  Actions 
  Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a 
  creature, it is grappled (escape DC 16). Until this grapple ends, 
  the target is restrained, and the octopus can’t use its tentacles on 
  another target. 
  Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius 
  cloud of ink extends all around the octopus if it is underwater. 
  The area is heavily obscured for 1 minute, although a significant 
  current can disperse the ink. After releasing the ink, the octopus 
  can use the Dash action as a bonus action. 
   
   
   
  
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  37 
   
  Ghost 
  Medium undead, any alignment 
    
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
    
  Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane 
  when it is on the Material Plane, and vice versa. 
  Incorporeal Movement. The ghost can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage. 
  Etherealness. The ghost enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect 
  or be affected by anything on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  ghost that can see it must succeed on a DC 13 Wisdom saving 
  throw or be frightened for 1 minute. If the save fails by 5 or more, 
  the target also ages 1d4 × 10 years. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, the target is immune 
  to this ghost’s Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration spell, but only 
  within 24 hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost can see 
  within 5 feet of it must succeed on a DC 13 Charisma saving 
  throw or be possessed by the ghost; the ghost then disappears, 
  and the target is incapacitated and loses control of its body. The 
  ghost now controls the body but doesn’t deprive the target of 
  awareness. The ghost can’t be targeted by any attack, spell, or 
  other effect, except ones that turn undead, and it retains its 
  alignment, Intelligence, Wisdom, Charisma, and immunity to 
  being charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit points, the 
  ghost ends it as a bonus action, or the ghost is turned or forced 
  out by an effect like the dispel evil and good spell. When the 
  possession ends, the ghost reappears in an unoccupied space 
  within 5 feet of the body. The target is immune to this ghost’s 
  Possession for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
   
  Ghoul 
  Medium undead, chaotic evil 
    
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
    
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) slashing damage. If the target is a creature other than 
  an elf or undead, it must succeed on a DC 10 Constitution saving 
  throw or be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success. 
   
   
   
  
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  38 
   
  Gladiator 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (studded leather, shield) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6 
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
    
  Brave. The gladiator has advantage on saving throws against 
  being frightened. 
  Brute. A melee weapon deals one extra die of its damage when the 
  gladiator hits with it (included in the attack). 
  Actions 
  Multiattack. The gladiator makes three melee attacks or two 
  ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack. 
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone. 
  Reactions 
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the attacker 
  and be wielding a melee weapon. 
   
  Guard 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. 
   
  Helmed Horror 
  Medium construct, neutral 
    
  Armor Class 20 (plate, shield) 
  Hit Points 60 (8d8 + 24) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Skills Perception +4 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine 
  Damage Immunities force, necrotic, poison 
  Condition Immunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, poisoned, stunned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14 
  Languages understands the languages of its creator but can’t 
  speak 
  Challenge 4 (1,100 XP) 
   
  Magic Resistance. The helmed horror has advantage on saving 
  throws against spells and other magical effects. 
  Spell Immunity. The helmed horror is immune to three spells 
  chosen by its creator. Typical immunities include fireball, heat 
  metal, and lightning bolt. 
  Actions 
  Multiattack. The helmed horror makes two longsword attacks. 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing 
  damage if used with two hands. 
   
   
   
  
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  39 
   
  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. 
   
  Dragonborn Mage 
  Medium humanoid (dragonborn), lawful evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages Common, Draconic, Elven, Infernal 
  Challenge 6 (2,300 XP) 
    
  Breath Weapon. Each creature in a5 foot by 30 foot line must 
  make a DC12 Dexterity saving throw. A creature takes 7 (2d6) 
  lightning damage on a failed save, half as much damage on a 
  successful one. The breath weapon cannot be used again until a 
  short or long rest is completed. 
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Minotaur Skeleton 
  Large undead, lawful evil 
    
  Armor Class 12 (natural armor) 
  Hit Points 67 (9d10 + 18) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 2 (450 XP) 
   
  Charge. If the skeleton moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Actions 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12 + 4) slashing damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) piercing damage. 
   
   
   
  
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  40 
   
  Ochre Jelly 
  Large ooze, unaligned 
    
  Armor Class 8 
  Hit Points 45 (6d10 + 12) 
  Speed 10 ft., climb 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  6 (−2) 
  14 (+2) 
  2 (−4) 
  6 (−2) 
  1 (−5) 
    
  Damage Resistances acid 
  Damage Immunities lightning, slashing 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 2 (450 XP) 
    
  Amorphous. The jelly can move through a space as narrow as 1 
  inch wide without squeezing. 
  Spider Climb. The jelly can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid 
  damage. 
  Reactions 
  Split. When a jelly that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new jellies if it has 
  at least 10 hit points. Each new jelly has hit points equal to half 
  the original jelly’s, rounded down. New jellies are one size 
  smaller than the original jelly. 
   
  Poltergeist (Specter Variant) 
  Medium undead, chaotic evil 
    
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages it knew in life but can’t 
  speak 
  Challenge 2 (450 XP) 
    
  Incorporeal Movement. The poltergeist 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. 
  Invisibility. The poltergeist is invisible. 
  Sunlight Sensitivity. While in sunlight, the poltergeist has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. 
  Actions 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) force damage. 
  Telekinetic Thrust. The poltergeist targets a creature or 
  unattended object within 30 feet of it. A creature must be 
  Medium or smaller to be affected by this magic, and an object 
  can weigh up to 150 pounds. 
   
  If the target is a creature, the poltergeist makes a Charisma 
  check contested by the target’s Strength check. If the poltergeist 
  wins the contest, the poltergeist hurls the target up to 30 feet in 
  any direction, including upward. If the target then comes into 
  contact with a hard surface or heavy object, the target takes 1d6 
  damage per 10 feet moved. 
   If the target is an object that isn’t being worn or carried, the 
  poltergeist hurls it up to 30 feet in any direction. The poltergeist 
  can use the object as a ranged weapon, attacking one creature 
  along the object’s path (+4 to hit) and dealing 5 (2d4) 
  bludgeoning damage on a hit. 
   
   
   
  
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  41 
   
  Red Slaad 
  Large aberration, chaotic neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  6 (−2) 
  6 (−2) 
  7 (−2) 
    
  Skills Perception +1 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Slaad, telepathy 60 ft. 
  Challenge 5 (1,800 XP) 
    
  Magic Resistance. The slaad has advantage on saving throws 
  against spells and other magical effects. 
  Regeneration. The slaad regains 10 hit points at the start of its 
  turn if it has at least 1 hit point. 
  Actions 
  Multiattack. The slaad makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 
  (2d4 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) piercing damage. If the target is a humanoid, it must 
  succeed on a DC 14 Constitution saving throw or be infected 
  with a disease—a minuscule slaad egg. 
   A humanoid host can carry only one slaad egg to term at a 
  time. Over three months, the egg moves to the chest cavity, 
  gestates, and forms a slaad tadpole. In the 24-hour period before 
  giving birth, the host starts to feel unwell, its speed is halved, 
  and it has disadvantage on attack rolls, ability checks, and saving 
  throws. At birth, the tadpole chews its way through vital organs 
  and out of the host’s chest in 1 round, killing the host in the 
  process.  
   If the disease is cured before the tadpole’s emergence, the 
  unborn slaad is disintegrated. 
   
  Rorreth, Red Wizard (Mage) 
  Medium humanoid (human), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages Common, Draconic, Dwarvish, Elvish 
  Challenge 6 (2,300 XP) 
   
  Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks). The mage has the following wizard spells prepared: 
  Cantrips (at will): fire bolt, light, prestidigitation, shocking grasp 
  1st level (4 slots): false life, mage armor, magic missile, shield 
  2nd level (3 slots): invisibility, misty step, web 
  3rd level (3 slots): animate dead, fireball, fly 
  4th level (3 slots): ice storm, stoneskin 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
    
   
   
  
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  42 
   
  Sahuagin (Mutated 
  Lizardfolk) 
  Medium humanoid (sahuagin), lawful evil 
    
  Armor Class 12 (natural armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
  9 (−1) 
    
  Skills Perception +5 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Sahuagin 
  Challenge 1/2 (100 XP) 
    
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but it needs to be submerged at least once every 4 hours to avoid 
  suffocating. 
  Shark Telepathy. The sahuagin can magically command any 
  shark within 120 feet of it, using a limited telepathy. 
  Actions 
  Multiattack. The sahuagin makes two melee attacks: one with its 
  bite and one with its claws or spear. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 + 1) piercing damage if used with two hands to make a 
  melee attack. 
   
  Sahuagin Baron (Mutated 
  Lizard Queen) 
  Large humanoid (sahuagin), lawful evil 
    
  Armor Class 16 (breastplate) 
  Hit Points 76 (9d10 + 27) 
  Speed 30 ft., swim 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  15 (+2) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
   
  Saving Throws Dex +5, Con +6, Int +5, Wis +4 
  Skills Perception +7 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Sahuagin 
  Challenge 5 (1,800 XP) 
    
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but he needs to be submerged at least once every 4 hours to 
  avoid suffocating. 
  Shark Telepathy. The sahuagin can magically command any 
  shark within 120 feet of him, using a limited telepathy. 
  Actions 
  Multiattack. The sahuagin makes three attacks: one with his bite 
  and two with his claws or trident. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (2d4 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) slashing damage. 
  Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 
  13 (2d8 + 4) piercing damage if used with two hands to make a 
  melee attack. 
   
  
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  43 
   
  Sahuagin Priestess (Mutated 
  Lizardfolk Shaman) 
  Medium humanoid (sahuagin), lawful evil 
    
  Armor Class 12 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
   
  Skills Perception +6, Religion +3 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Sahuagin 
  Challenge 2 (450 XP) 
    
  Blood Frenzy. The sahuagin has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  Limited Amphibiousness. The sahuagin can breathe air and water, 
  but she needs to be submerged at least once every 4 hours to 
  avoid suffocating. 
  Shark Telepathy. The sahuagin can magically command any 
  shark within 120 feet of her, using a limited telepathy. 
  Spellcasting. The sahuagin is a 6th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). She has the following cleric spells prepared: 
  Cantrips (at will): guidance, thaumaturgy 
  1st level (4 slots): bless, detect magic, guiding bolt 
  2nd level (3 slots): hold person, spiritual weapon (trident) 
  3rd level (3 slots): mass healing word, tongues 
  Actions 
  Multiattack. The sahuagin makes two attacks: one with her bite 
  and one with her claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 
  (1d4 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) slashing damage. 
   
  Scout 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
  *Some scouts in this adventure are tieflings, and possess the 
  following traits and actions. 
  Damage Resistance fire 
  Infernal Legacy. The scout knows the thaumaturgy cantrip. 
  Hellish Rebuke (1/Day). Once per day the scout can cast hellish 
  rebuke as a second level spell. 
  Skeleton 
  Medium undead, lawful evil 
   
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3) 
    
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but can’t 
  speak 
  Challenge 1/4 (50 XP) 
    
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
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  44 
   
  Slaad Tadpole 
  Tiny aberration, chaotic neutral 
    
  Armor Class 12 
  Hit Points 10 (4d4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  10 (+0) 
  3 (−4) 
  5 (−3) 
  3 (−4) 
    
  Skills Stealth +4 
  Damage Resistances acid, cold, fire, lightning, thunder 
  Senses darkvision 60 ft., passive Perception 7 
  Languages understands Slaad but can’t speak 
  Challenge 1/8 (25 XP) 
    
  Magic Resistance. The slaad has advantage on saving throws 
  against spells and other magical effects. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage. 
   
  Spy* 
  Medium humanoid (any race), any alignment 
    
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
    
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  *Some spies in this adventure are elves, and possess the 
  following trait. 
  Fey Ancestry. The spy has advantage on saving throws against 
  being charmed, and magic can’t put her to sleep. 
   
  Swarm of Quippers 
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 13 
  Hit Points 28 (8d8 − 8) 
  Speed 0 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  9 (−1) 
  1 (−5) 
  7 (−2) 
  2 (−4) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, 
  prone, restrained, stunned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
    
  Blood Frenzy. The swarm has advantage on melee attack rolls 
  against any creature that doesn’t have all its hit points. 
  Swarm. The swarm can occupy another creature’s space and vice 
  versa, and the swarm can move through any opening large 
  enough for a Tiny quipper. The swarm can’t regain hit points or 
  gain temporary hit points. 
  Water Breathing. The swarm can breathe only underwater. 
  Actions 
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in 
  the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) 
  piercing damage if the swarm has half of its hit points or fewer. 
   
  
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  45 
   
  Veteran* 
  Medium humanoid (any race), any alignment 
    
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Actions 
  Multiattack. The veteran makes two longsword attacks. If it has a 
  shortsword drawn, it can also make a shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing 
  damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 
  ft., one target. Hit: 5 (1d10) piercing damage. 
  *Some veterans in this adventure are elves, and possess the 
  following trait. 
  Fey Ancestry. The veteran has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep. 
   
  Winged Kobold (Urd) 
  Small humanoid (kobold), lawful evil 
    
  Armor Class 13 
  Hit Points 7 (3d6 − 3) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  16 (+3) 
  9 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1) 
    
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/4 (50 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: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage. 
  Dropped Rock. Ranged Weapon Attack: +5 to hit, one target 
  directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Young Purple Worm 
  Large monstrosity, unaligned 
    
  Armor Class 14 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., burrow 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  17 (+3) 
  3 (−4) 
  10 (+0) 
  4 (−3) 
    
  Damage Immunities cold, fire 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
    
  Tunneler. The worm can burrow through solid rock at half its 
  burrow speed and leaves a 5-foot-diameter tunnel in its wake. 
  Actions 
  Multiattack. The worm makes two attacks: one with its bite and 
  one with its stinger. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  20 (3d10 + 4) piercing damage. 
  Tail Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
   
  
   
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  46 
   
  Map 1: Shifting Walls 
   
   
   
   
   
  
   
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  47 
   
  Map 2: The Second Level 
   
   
   
  
   
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  48 
   
  Map 3: To the Top 
   
   
   
  
   
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  49 
   
  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/DDEX1-11 - Dark Pyramid of Sorcerers Isle.pdf