TEXT:  
   
   
  The jungle has opened up and revealed her secrets—now is the time to act upon them. All 
  signs point to a long-abandoned city as the source of the undead contagion, and so you 
  have been called upon to venture within and put an end to it once and for all. Are you up to 
  the task? Part Three of The Rot from Within Trilogy. 
   
  A Two-Hour Adventure for 5th-10th Level Characters 
   
   
   
  Author 
   
  Adventure Code: DDAL07-08 
  Optimized For: APL 8 
  Version: 1.0 
   
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  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 
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  2 
  Welcome to Putting the Dead to Rest, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and the Tomb of Annihilation™ storyline season. 
   The bulk of the adventure takes place on the 
  Mistcliff Mountains along the western shore of Chult. 
  The characters are pointed to the Mistcliff, the sheer 
  cliff that is on the shore of the Shining Sea. Here is 
  located the Ruins of Matolo, a long-forgotten pilgrim 
  site for worshipers of Ubtao, the Creator of Chult. 
   This adventure is designed for three to seven 5th 
  – 10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  Characters outside this level range cannot 
  participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  3 
  He was like an undead boomerang. A zomberang. 
  —Devon Monk 
  Faerûn has its share of seemingly immortal entities. 
  Among them is Larloch, a Netherese lich who is the 
  oldest non-draconic being in Faerûn. His immense 
  power has made him almost impervious to mortal 
  intervention. Although the power he wields his 
  power over many creatures, his preferred slaves are 
  other less powerful liches. One of these, Rhaugilath, 
  has attempted escape many times only to be 
  unsuccessful. 
   This time Rhaugilath hopes to harness the energy 
  of the remains of the Soulmonger to accomplish this 
  goal. To fulfill this goal, he has infiltrated the dreams 
  of an aarakocra shaman by the name of Ullal. Ullal 
  was in deep despair over the death of his son 
  Zuccass, who was killed by pterafolk during a 
  hunting expedition into the jungles. Feeding his 
  desire to get his son back, Rhaugilath taught Ullal the 
  art of animating the dead. Ullal used the powerful 
  necrotic energy of a piece of the destroyed atropal, 
  the Cyst, to bring his son to life. 
   Zuccass, now a powerful mummy, guards the Cyst 
  while Chult’s undead flock to it. This bundle of 
  necrotic energy empowers the undead, making them 
  stronger and more aggressive. Ullal has brought 
  creatures of all kinds to the Cyst to feed its insatiable 
  appetite for their life force. Each sacrifice increases 
  the power of the Cyst—which Rhaugilath plans to 
  use to break the bonds of servitude. 
   The undead, emboldened by the Cyst, are 
  encroaching on the city of Port Nyanzaru. They have 
  infested the refuse pit outside the city and have even 
  ventured into parts of the Old City. The factions, for 
  good reason, are concerned about the brazen actions 
  of the undead. They have reason to believe that the 
  source of the problem lies in the abandoned town of 
  Matolo.  
   Matolo was the site of a large temple to Ubtao, the 
  creator of Chult. Many Chultans made the pilgrimage 
  to the Mistcliff in order to pay homage their patron 
  deity. The Spellplague destroyed the town and it has 
  been forgotten. In the millennium that has passed, 
  the jungle has devoured Matolo. The lower levels of 
  temple of Ubtao is where Zuccass is hiding the Cyst.  
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Rhaugilath (RAW-gill-ath). An ancient Netherese lich, 
  Rhaugilath has spent centuries exploring the dreams of 
  mages and cultural personalities all around Faerûn.  
   
  Ullal (UHL-lahl). Ullal is an aarakocra shaman of the Tribe 
  of the Fallen Feather. He raised his dead son Zuccass with the 
  help of Rhaugilath.  
   
  Zuccass (zoo-KASS). Zuccass is a mummy entrusted with 
  the Cyst. He has been empowered by the incredible necrotic 
  energy of the Cyst.  
   
  The Cyst. The Cyst is a fragment of a destroyed atropal, a 
  rejected creation of an evil god. The Cyst is what is giving the 
  undead of the jungle increased power and aggression. 
  The adventure is broken down into three parts: 
   Part 1. The characters meet with the faction 
  leaders and are told that the source of the undead 
  that has been plaguing the jungles is located on 
  Mistcliff. Their destination is the Ruins of Matolo. 
   Part2. The characters find themselves at the foot 
  of the Mistcliff Mountains and start to make the 
  climb. They are impeded by creature sent to stop 
  them. 
   Part3. The characters reach the Temple of Ubtao 
  in Matolo and have to battle the individual 
  responsible for putting in motion the circumstances 
  that have created the powerful undead that have 
  been roaming the jungles. After defeating that foe, 
  they need to destroy the item that is empowering 
  the undead. It lies deep beneath the temple, and has 
  protector. 
  The character has been involved in a series of 
  missions that gathered information concerning the 
  origin of the empowered undead plaguing the city of 
  Port Nyanzaru. You are called to the home of Alastar 
  Bol, the faction contact for the Order of the Gauntlet 
  in the area, in hopes that you’ll act on the 
  information you found. 
   Enjoying the Sights. The character has come to 
  Port Nyanzaru to experience the port city. Losing a 
  lot of money on the dinosaur races, you decide that 
  you need to make some money to continue to enjoy 
  the great city. You hear word that the factions are 
  looking to hire mercenaries. 
   Faction Agents (Secret Mission). Members of The 
  Lords’ Alliance, the Oder of the Gauntlet, and the 
  Zhentarim (that are Rank 2 or higher) are asked to 
  attend an important meeting at the home of Alastar 
  Bol in the Market District in Port Nyanzaru. 
    
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  4 
  Estimated Duration: 20 minutes 
  The characters are contacted by the faction contacts 
  in Port Nyanzaru to further investigate the 
  aggressive and powerful undead that have been 
  plaguing the city as of late. 
   
  The characters find themselves at the home of 
  Alastar Bol, the faction contact for the Order of the 
  Gauntlet in Chult. All the faction leaders have 
  gathered here to hire the party to follow clue 
  concerning the source of the empowered undead in 
  the area. 
  You are ushered into a well-appointed parlor in the manse of 
  Alastar Bol, contact for the Order of the Gauntlet in Chult. 
  There is food and drink laid out for you. There are five 
  individuals sitting or standing around the room. As you enter, 
  all eyes fall on your group. 
   
  A portly man steps forward and greets you, “Ah, welcome 
  to my home! We have much to discuss, please have a seat 
  and take some food and drink.” 
   
  He continues, “My fellow faction leaders and I have 
  obtained some important clues to the reason for the 
  increased undead activity on Chult. We believe we know the 
  source of their power. We would like you to investigate this 
  location and destroy the source.” 
  The others in the room are the contacts for the other 
  factions.  
   
  Soggy Wren (REN) - Harpers. Wren is a human male likely 
  to be found in his normal state, drunk. He is overly friendly, 
  often to the point where he makes one uncomfortable. He is 
  intimately familiar with the city of Port Nyanzaru and on 
  good terms with some of the nearby native tribes.  
   
  Alastar Bol (BOWL) – Order of the Gauntlet. Bol is smart 
  and wise human male; always willing to give his opinion and 
  advice on a subject. He also gets irritated when that 
  information is ignored. He is overweight and absolutely hates 
  the city in which he was assigned. Everything he does is in 
  hopes of making a good enough impression to get 
  reassigned. 
   
  Screaming Wind – Emerald Enclave. Screaming Wind is a 
  female tabaxi of a tribe that was wiped out by undead. She is 
  shy and tends to listen from the sidelines. She rarely speaks, 
  but when she does people listen. She has incredible insight 
  for her age and is an accomplished hunter.  
   
  Klevin Van’sheran (VAN-share-uhn) – Lord’s Alliance. 
  Klevin is a human male from the mainland of Faerûn. He was 
  sent here at the request of his father as the Lord’s contact. 
  He has made the most of being in Chult. He has learned the 
  language and speaks it exclusively unless talking to a non-
  native. He is self-centered and is more concerned with his 
  finances than faction business. He does not take kindly if a 
  request is denied. 
   
  Pock-marked Po (POE) - Zhentarim. Po suffers the effects 
  of the disease that almost killed him. His face is heavily 
  scared, he is blind in one eye and he walks with a stooped 
  gait. He travels with a cadre of Chultan women that handle 
  the dealings he can’t because of his gnarled hands. He never 
  loses his temper, is cunning, and has a silver tongue. 
  Alastar provides the following information: 
  • A group of adventures followed a troop of undead 
  that attacked the city into the jungle and 
  encountered many undead foes along the way. 
  • The group had to be rescued by a tribe of 
  aarakocra. The tribe asked the party to help defeat 
  a tyrannosaurs rex that regularly ate the undead, 
  but has now taken to eating living creatures, 
  including members of the tribe. 
  • The group explored the lair of the tyrannosaur and 
  found it tainted and turned into an undead 
  creature by accidently consuming a foul necrotic 
  substance. 
  • The substance was stuck to large pieces of 
  masonry which provided clues that lead the 
  factions to conclude that the undead may be 
  coming from the ruined city of Matolo. 
  • The city of Matolo was once a pilgrimage site for 
  many Chultans. The largest temple to Ubtao, The 
  Creator of Chult, was located there. 
  • The factions are concerned that if the undead 
  continue to get stronger and increase in number 
  then Port Nyanzaru will suffer many casualties. 
  Also, a roaming undead army isn’t good for 
  anyone. 
  Bol tells the characters that the factions will pay the 
  group 1,000 gp, to be paid upon completion of the 
  mission, if they’ll travel to the ruins of Matolo, see if 
  this is where the undead are coming from, and 
  destroy whatever is organizing them. He provides a 
  map that shows the location of Matolo.  
   Bol also gives the group two vials of holy water 
  and a potion of necrotic resistance.  
  Po approaches any characters that are members of 
  the Zhentarim. He tells them that his son, Basu, was 
  sent to the Tribe of the Fallen Feather to deliver 
  sensitive information for the chief. He has not 
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  5 
  returned and he fears that he and the group he 
  traveled with have encountered the creatures 
  roaming the jungle. It would be unfortunate if the 
  information he carries ends up in the hands of the 
  wrong people. Of course, Po is concerned about his 
  son, but he also needs to worry about the bigger 
  family. Po asks that them find Basu and bring any 
  missives home, “Oh and him.” 
  Klevin Van’sheran approaches the members of the 
  Lord’s Alliance. He wants someone to pay for the 
  losses incurred for the undead incursion. If they find 
  an individual that is responsible for what is 
  happening, he wants them captured and brought to 
  him so justice can be done. Of course, this doesn’t 
  include undead creatures they may face. From his 
  experience, all undead have a master who is very 
  much alive. 
  After he has hired the characters but before they 
  leave, Alastar Bol approaches those in the group that 
  are members of the Order. He explains to them that 
  because Matolo was destroyed suddenly by the 
  Spellplague, very few religious texts from the temple 
  to Ubtao were salvaged. The Order has the pieces of 
  the ruined city that came from the tyrannosaur. They 
  believe that one of the pieces found is a book made 
  of stone. There is a large chunk taken out of it, but 
  they believe that it is the key to finding the texts.  
  The characters receive two vials of holy water and a 
  potion of necrotic resistance. If the characters wish to 
  purchase any equipment in the city they may do so 
  now. 
  When the characters done preparing for their 
  journey, proceed to Part 2. Steep Trouble. 
   
   
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  6 
  Estimated Duration: 30 minutes 
  The characters make their way through the jungle to 
  the Mistcliff Mountains. The map leads them up a 
  steep path that ends at Mistcliff, on which the ruins 
  of Matolo lie. Their path, however, is not clear of 
  danger. 
  The path up the Mistcliff Mountains has the following general 
  features.  
   
  Terrain. The path that leads up the mountain is steep and 
  muddy. Treat travel up the mountain as difficult terrain. If a 
  character uses the Dash action, either up or down the 
  mountain, they must succeed on a DC 15 Dexterity saving 
  throw or fall prone and lose the rest of their movement. The 
  jungle continues on either side of the path. 
   
  Weather. The weather on the mountain is the same as the 
  rest of Chult except that the higher you go the thicker the 
  mists are.  
   
  Light. When not raining the sun shines bright on the 
  mountain. However, the mist never evaporates.  
   
  Smells and Sounds. The sounds of the jungle are alive all 
  around. Exotic bird songs, monkeys high in the trees, rain 
  dripping off the leaves of trees, and the occasional scurrying 
  of animals are ever present. The smell of fresh rainfall 
  permeates the air. 
  Use Appendix. No Monkey Business Map for this 
  encounter. 
  Travel from Port Nyanzaru to the foot on the Mistcliff 
  Mountains has been relatively uneventful and the weather 
  has been the normal torrential rainfall and then bright 
  sunshine.  
   
  You made it to the mountain late last evening and set up 
  camp. The morning brings bright sunshine as it tries to 
  dissipate the mists that cover the top of the mountains. The 
  rain starts up again as you are breaking camp, making the 
  path up the mountain muddy and slippery.  
   
  By late morning you can see the edge of the plateau on top 
  of the mountain.  Suddenly, out of the trees spring two apes 
  with white fur and four arms. The beats their chests and roar 
  at you. One of the apes then addresses you, “Ullal wants you 
  to go back. We are here to make sure that happens.” 
  The creatures are two awakened girallons.  There 
  is also an awakened giant ape that is hiding in one 
  of the trees. Any character with a passive perception 
  of 20 or higher can see the ape in the tree. These 
  beasts have been awakened by Ullal to protect the 
  temple of Ubtao from those who would disrupt the 
  plans of Rhaugilath.   
  If any characters are members of the Zhentarim 
  (rank 2 or higher) add one deathlock wight and 
  three wights to the initiative. When it is their turn 
  read the following: 
  A young man runs out of the jungle chased by four creatures 
  that are most definitely undead. One of the creatures 
  reaches out and the young man stops immediately as if 
  paralyzed. The creatures then notice what is going on around 
  them. When they see the white furred apes, a look of 
  recognition indicates they know one another. The undead 
  creatures then turn toward you.  
  The three wights help battle the characters, while 
  the deathlock wight keeps his attention on the 
  young man. The young man is Basu, Pock-marked  
  Po’s son. The wight cast hold person on him. 
  The giant ape stays in the tree and throws rocks at 
  what looks to be the strongest character. The 
  girallons attack any obvious spellcasters.  
   By no means are these the only actions that the 
  creatures can take. Feel free to have them act 
  anyway you wish. The tricks above are only 
  suggestions. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak and Weak: Remove an awakened girallon  
  • Strong and Very Strong: Add an awakened girallon, 
  The awakened ape carries 100 gp in coin and gems 
  in a small pouch on a belt it wears.  
   
   
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  7 
  Estimated Duration: 50 minutes 
  The characters finally make it to the Ruins of Matolo. 
  They must get past the aarakocra shaman Ullal to get 
  to the tomb of the priests of Ubtao below the temple. 
  There they discover the Cyst and its undead 
  protectors. 
  You stand in the ruins of a long-forgotten city. Most buildings 
  have been reduced to rubble. One particular structure 
  catches your eye. It is larger than any other foundations that 
  you can see. The only major damage which the building has 
  sustained was to its roof, all of which has collapsed, leaving 
  the inside exposed to the elements. The building’s 
  foundation looks to be the mountain itself, with the floor of 
  the temple partially underground. The far side of the building 
  hangs over the Mistcliff. There are no clouds over the temple 
  and tops of jungle trees can be seen over its walls. 
   
  The enormous iron-bound wooden doors to this building 
  stand open, as if inviting you inside. 
  The Ruins of Matolo have the following general features: 
   
  Pool. The pool is 10- feet deep from the level that the 
  doors are on. The water is uncontaminated and perfect 
  drinking water. There are native plants that grow in the 
  water as well. 
   
  Weather. No clouds block the sun over the temple.  
   
  Light. The bright sunlight illuminates the entire area. 
   
  Smells and Sounds. The sounds of jungle birds and animals 
  are just as loud in here as outside. Insects are more 
  noticeable and nibble at your exposed skin. 
  As you step into the Temple of Ubtao, you see a magnificent 
  interior with mosaics still intact on the cracked and battered 
  walls. Jungle trees and plants decorate the area creating a 
  beautiful aesthetic.  
   
  The floor of the temple is a large pool of clear water with a 
  five-foot wide staircase around the perimeter and another 
  bridging the center. Plants in the water slowly sway from an 
  unknown breeze and two trees flank the bridge in the 
  middle. 
   
  There are platforms on to the left and right that have 
  altars upon them. There is also a platform opposite of the 
  entrance. There is a large stone diorama on this platform 
  including a large statue in the center. On this platform, 
  stands an aarakocra in robes and holding a staff carved into 
  the shape of a jungle tree. His voice is heard easily from this 
  distance, “I am glad to see that my bait worked. Acting like a 
  crazy old bird helps to hide your secrets. Now the Cyst may 
  feed again. But I must go, my pets will welcome you 
  properly.” He then walks into a tree on that platform and 
  disappears. From behind each of the altars emerge two large 
  leopards with snakes coming out of its shoulders. They all let 
  out great roars that echoes through the building.  
  Use Appendix. Temple of Ubtao Map for this 
  encounter. 
   The aarakocra is Ullal, the shaman of the Tribe of 
  the Fallen Feather. He knew from his animal spies 
  that the characters had arrived. He used tree stride 
  to travel to the tomb below. The jungle cats that 
  appeared are four kamadans. The two trees that 
  flank the center bridge are awakened trees. A 
  character that succeeds on a DC 20 Intelligence 
  (Nature) check know that the trees are not ordinary 
  trees. 
   The diorama depicts Ubtao creating the island of 
  Chult with the city of Matolo prominently 
  surrounding the enormous statue of the god. A large 
  chuck of the diorama has what looks to be a bite 
  taken out of it.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two kamadans, add an awakened 
  tree 
  • Weak: Remove a kamadan 
  • Strong: Add an awakened tree, remove a kamadan 
  • Very Strong: Add one awakened tree. 
  The awakened trees grab at anyone attempting to 
  cross the bridge and bring them under water. Two 
  kamadon move toward the largest group of 
  characters and attacks. The others move to the main 
  platform at the end of the bridge. 
   Behind the diorama there is a ramp that leads 
  down into the darkness, it leads to Area B. The 
  Chamber of the Cyst. 
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  8 
  Ullal has a small chest behind one of the altars. It can 
  be discovered with a successful DC 15 Wisdom 
  (Perception) check. The chest contains 100 gp, a 
  small gold statue of Ubtao worth 100 gp, and a 
  potion of greater healing. 
  Members of the Order of the Gauntlet received a 
  mission to find lost texts hidden in the temple for a 
  thousand years. The half-eaten book they were given 
  seems to have come from the part of the diorama 
  that is destroyed. With a closer look, there is a 
  lectern that stands in front of the large statue of 
  Ubtao. If the characters are having a hard time 
  figuring out what to do, have them make an 
  intelligence check with a DC 5. If successful, that 
  character believes putting the book on the lectern 
  does something. 
   Because the book is broken, when it is put on the 
  lectern it triggers the guardian of the Ubtao tombs. 
  The statue is a clay golem—it attacks immediately. 
  Once the golem is defeated, the entire diorama shifts and a 
  compartment is revealed in the floor. Inside are several dusty 
  leather-bound tomes. The symbol of Ubtao is engraved on 
  the cover of each of them.   
  Following a descending passageway leads the party 
  to the location of the Cyst; the cause of the undead 
  incursion. 
  The Chamber of the Cyst has the following general features: 
   
  Passage. The passage slowly declines into darkness. The 
  slope is not sharp enough to cause any problems with 
  traversing the passage.  
   
  Light. It is completely dark in the passage leading down. 
  The chamber itself is only dimly lit by the energy of the Cyst. 
  The room descriptions assume that the characters have a 
  light source. Adjust what is read if that is not the case. 
   
  Smells and Sounds. A strong smell of decay and death 
  accost the nose as one travels down the passageway. As you 
  travel deeper, the smell gets worse. An ever-present 
  humming is heard from the moment one steps in the 
  passage. It increases in volume as the passage continues its 
  descent. 
  A dull humming noise continues to get louder and louder as 
  you make your way down the passage. The roughly hewn 
  passage declines for some distance before it opens up ahead. 
  A dim light that flickers wildly can be seen coming from the 
  chamber. 
  Any character succeeding on a DC 15 Wisdom 
  (Perception) check can hear moans and shuffling 
  amid the humming.  
   When the characters enter the room read the 
  following: 
  The chamber smells of decay and death—before you is the 
  reason why. There are many shambling creatures that 
  aimlessly wander around this room. The walls are lined with 
  niches that have human sized figures lying inside them, some 
  are empty. In the middle of the room is a sphere containing a 
  thick black mucus like substance that hums and pulsates like 
  it is breathing. There are piles of corpses on the floor. Some 
  are dressed like adventures, other are humanoids from the 
  various tribes around Chult. There are four trees in the area 
  as well. 
   
  A winged humanoid wrapped in bandages paces back and 
  forth in front of the sphere. Ullal stands across room smiling, 
  “Good, you made it through. Now you feed the Cyst!” 
  Use Appendix. The Chamber of the Cyst Map for 
  this encounter. Ullal and Zuccass fight to the death. 
  The other shambling creatures, four zombies, 
  provide healing energy to the protectors of the Cyst. 
  The zombies don’t attack. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak and Weak: Ullal’s hit points are reduced to 85; 
  Zuccass’s hit points are reduced to 84.  
  • Strong and Very Strong: Zuccass’s hit points are reduced 
  to 84; add a girallon zombie 
  If any characters are members of the Lord’s Alliance 
  (rank 2 or higher), read this as well: 
  Black arms of energy reach out into the room from the Cyst.   
  The Lord’s Alliance characters are charged with 
  capturing the mastermind of the rising undead. Ullal 
  is that mastermind.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  9 
   The sphere acts on initiative 15 and reaches for a 
  character that is in melee with Ullal or last attacked 
  him. See Cyst Tendril for the attack information. 
  The sphere that surrounds the substance needs to be 
  completely destroyed in order for the tendrils to 
  stop lashing out. See “Destroying the Cyst” in The 
  Cyst sidebar for details on how to destroy the 
  sphere.  
  The Cyst is getting its power from draining the life 
  force from living creatures, which explains the piles 
  of dead bodies are for. Zuccass has the sole purpose 
  of protecting the Cyst. He is Ullal’s dead son who was 
  brought back to life by his distraught and desperate 
  father. He was a necromancer in his life and has 
  retained some of his ability. 
   At initiative count 0 (losing ties), two zombies 
  move to the sphere and attempt to touch it. When 
  this happens energy shoots from the sphere hitting 
  Zuccass and the girallon zombie, healing 5 points 
  of damage for every zombie that touches the sphere. 
  Once the sphere is broken it can no longer heal. 
  Details on how to destroy the Cyst is in “Destroying 
  the Cyst” in The Cyst sidebar.  
   When there are no more zombies to touch the 
  sphere, Zuccass must use the animate dead spell to 
  make one more. He commands them with a bonus 
  action to touch the sphere. 
   When the Cyst is destroyed, read the following: 
  The Cyst dissipates into a mist and a heart wrenching scream 
  echoes through the chamber. An unfamiliar voice says, “No! I 
  was so close. You will pay for your interference.”  
  Here are suggestions on how to handle some aspects 
  of this encounter. Note that there is not just ONE 
  way to handle a situation. Do not hesitate to use 
  your own ideas to run it. 
   There are a lot of things going on in this 
  encounter. The important thing is to make sure that 
  the characters are not getting overwhelmed.  
   Adjustments can be made to give the characters a 
  break if they need it. Here are just a few: 
  •  A zombie is too far away to get to the sphere.  
  • If the sphere is damaged it must make a death 
  saving throw for the healing to work. 
  • A zombie gets confused and doesn’t move to the 
  sphere. 
  In order to destroy the Cyst, the protective sphere around it 
  has to be broken. It has an AC 14 and 40 hp.  It is also 
  immune to poison and psychic damage. The Cyst itself is 
  destroyed by throwing holy water on it and doing 20 points 
  of damage to it. It has an AC 9. With a successful DC 10 
  Intelligence (Religion) check a character knows that they 
  need to use the holy water.  
   
  If one or more of the characters are members of the Lords’ 
  Alliance (rank 2 or higher), the cyst can perform the following 
  attack as an action: 
   
  Cyst Tendril: Ranged Weapon Attack: +7 to hit, reach 15 ft., 
  one target. Hit: 15 (2d8 + 6) necrotic damage, and the target 
  must succeed on a DC 15 Constitution saving throw or its 
  maximum hit point total is reduced by half the amount of 
  damage taken. Ullal regains an amount of hit points equal to 
  half of the damage taken by the target. 
  The mummy wears jewelry worth 300 gp. Ullal also 
  carries a staff of the woodlands. 
  If they destroy the Cyst, award each character 500 
  XP. 
  The characters return to Port Nyanzaru after 
  destroying the Cyst, confident that the undead 
  incursion will subside. The factions make good on 
  their promise and give the group 1,000gp.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  10 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  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. 
  Name of Foe 
   
   
  XP Per Foe 
  Awakened Giant Ape 
   
  2,900 
  Awakened Girallon 
   
  1,100 
  Deathlock Wight  
   
  700 
  Wight 
   
   
   
  700 
  Awakened Tree  
   
  450 
  Kamadan 
   
   
  1,100 
  Vine Blight 
   
   
  100 
  Clay Golem 
   
   
  5,000 
  Girallon  
   
   
  1,100 
  Ullal 
   
   
   
  3,900 
  Zuccass, empowered mummy  
  2,900 
  Girallon Zombie  
   
  700 
  Zombie  
   
   
  50 
  Task or Accomplishment  
  XP Per Character 
  Destroying the Cyst 
   
  500 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Item Name 
   
   
  GP Value 
  Awakened Ape 
   
   
  100 
  Ullal’s chest 
   
   
  100 
  Ubtao Statue 
   
   
  100 
  Zuccass Jewelry  
   
  300 
  Faction reward 
   
   
  1000 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Weapon (quarterstaff), rare 
  This item has been meticulously trimmed and 
  tended to in such a way that it appears to be a 
  smaller version of one of the immense jungle trees in 
  Chult. The staff’s creator even went so far as to 
  create a small diorama of what looks like a tiny 
  village in the upper reaches of the staff’s branches—
  complete with tiny, string bridges connecting tiny, 
  straw houses. This item can be found in the Dungeon 
  Master’s Guide. 
  Potion, rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide 
  (ALDMG). In addition, characters have the 
  opportunity to earn additional renown as follows: 
   Members of the Order of the Gauntlet (rank 2 
  or higher) that retrieved religious texts from the 
  Ruins of Matolo, earn one additional renown point 
  and mark the completion of a secret mission on their 
  adventure logsheet. 
   Members of the Zhentarim (rank 2 or higher) 
  that rescued Pock-marked Po’s son Basu, earn one 
  additional renown point and mark the completion 
  of a secret mission on their adventure logsheet. 
   Members of the Lord’s Alliance (rank 2 or 
  higher) that captured Ullal and brought him back to 
  face justice, earn one additional renown point and 
  mark the completion of a secret mission on their 
  adventure logsheet. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  11 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  12 
  The following NPCs are featured prominently in this 
  adventure: 
   
   Soggy Wren (REN): Harpers. Wren is a human 
  male likely to be found in his normal state, drunk. He 
  is overly friendly, often to the point where he makes 
  one uncomfortable. He is intimately familiar with the 
  city of Port Nyanzaru and on good terms with some 
  of the nearby native tribes.  
   Alastar Bol (BOWL): Order of the Gauntlet. Bol is 
  smart and wise human male; always willing to give 
  his opinion and advice on a subject. He also gets 
  irritated when that information is ignored. He is 
  overweight and absolutely hates the city to which he 
  was assigned. Everything he does is in hopes of 
  making a good enough impression to get reassigned. 
   Screaming Wind: Emerald Enclave. Screaming 
  Wind is a female tabaxi of a tribe that was wiped out 
  by undead. She is shy and tends to listen from the 
  sidelines. She rarely speaks, but when she does 
  people listen. She has incredible insight for her age 
  and is an accomplished hunter. 
   Klevin Van’sheran (VAN-share-uhn): Lord’s 
  Alliance. Klevin is a human male from the mainland 
  of Faerûn. He was sent here at the request of his 
  father as the Lord’s contact. He has made the most of 
  being in Chult. He has learned the language and 
  speaks it exclusively unless talking to a non-native. 
  He is self-centered and is more concerned with his 
  finances than faction business. He does not take 
  kindly if a request is denied. 
   Pock-marked Po (POE): Zhentarim. Po suffers 
  the effects of the disease that almost killed him. His 
  face is heavily scared, he is blind in one eye and he 
  walks with a stooped gait. He travels with a cadre of 
  Chultan women that handle the dealings he can’t 
  because of his gnarled hands. He never loses his 
  temper, is cunning, and has a silver tongue. 
   Ullal (UHL-lahl). Ullal is an aarakocra shaman of 
  the Tribe of the Fallen Feather. He raised his dead 
  son Zuccass with the help of Rhaugilath. In return, he 
  is to help Rhaugilath gather the power needed to be 
  free of bondage. 
   Zuccass (zoo-KASS). Zuccass is a mummy 
  entrusted with the Cyst. He has been empowered by 
  the incredible necrotic energy of the Cyst. He is the 
  risen son of Ullal.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  13 
   
  Huge Beast, unaligned 
  Armor Class 12  
  Hit Points 157 (15d12 + 60) 
  Speed 40 ft., climb 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  14 (+2) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  7 (-2) 
   
  Skills Athletics +9, Perception +3 
  Senses passive Perception 14 
  Languages Common 
  Challenge 7 (2,900 XP) 
  Multiattack. The ape makes two fist attacks 
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 22 (3d10 + 6) bludgeoning damage. 
  Rock. Ranges Weapon Attack: +9 to hit, range50/100 
  ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. 
   
  Large monstrosity, unaligned 
  Armor Class 13  
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft., climb 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  16 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3, Stealth +5 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Aggressive. As a bonus action, the girallon can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Keen Smell. The girallon has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Multiattack. The girallon makes five attacks; one with 
  its bite and four with its claws 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage. 
   
  Huge plant, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d12 + 14) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (−2) 
  15 (+2) 
  10 (+0) 
  10 (+0) 
  7 (−2) 
    
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 10 
  Languages one language known by its creator 
  Challenge 2 (450 XP) 
  False Appearance. While the tree remains motionless, 
  it is indistinguishable from a normal tree. 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 14 (3d6 + 4) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  14 
  Large construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 133 (14d10 + 56) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5) 
   
  Damage Immunities acid, poison, psychic; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons that aren’t adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Dethek but can’t speak 
  Challenge 9 (5,000 XP) 
  Acid Absorption. Whenever the golem is subjected to 
  acid damage, it takes no damage and instead regains a 
  number of hit points equal to the acid damage dealt. 
  Berserk. Whenever the golem starts its turn with 60 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the golem attacks 
  an object with preference for an object smaller than 
  itself. Once the golem goes berserk, it continues to do 
  so until it is destroyed or regains all its hit points. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 15 
  Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the damage 
  taken. The target dies if this attack reduces its hit point 
  maximum to 0. The reduction lasts until removed by 
  the greater restoration spell or other magic. 
  Haste (Recharge 5-6). Until the end of its next turn, 
  the golem magically gains a +2 bonus to its AC, has 
  advantage on Dexterity saving throws, and can use 
  its slam attack as a bonus action. 
  Medium undead, neutral evil 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 37 (5d8 + 15) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Saving Throws Wis +4 
  Skills Arcana +3, Perception +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Innate Spellcasting. The wight’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately 
  cast the following spells, requiring no verbal or 
  material components: 
   
  At will: detect magic, disguise self, mage armor 
  1/day each: fear, hold person, misty step 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The wight attacks twice with Grave Bolt. 
  Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 
  ft., one target. Hit: 7 (1d8+3) necrotic damage. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 9 (2d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  15 
  Large monstrosity, unaligned 
  Armor Class 13  
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft., climb 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  16 (+3) 
  16 (+3) 
  5 (-3) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3, Stealth +5 
  Senses darkvision 60 ft., passive Perception 13 
  Languages -- 
  Challenge 4 (1,100 XP) 
  Aggressive. As a bonus action, the girallon can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Keen Smell. The girallon has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Multiattack. The girallon makes five attacks; one with 
  its bite and four with its claws 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage. 
  Large undead, chaotic evil 
  Armor Class 11 (natural armor)  
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., climb 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  16 (+3) 
  3 (-4) 
  7 (-2) 
  5 (-3) 
   
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages -- 
  Challenge 3 (700 XP) 
  Aggressive. As a bonus action, the girallon can move 
  up to its speed toward a hostile creature that it can 
  see. 
  Undead Fortitude. If damage reduced the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Multiattack. The girallon makes five attacks; one with 
  its bite and four with its claws 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) slashing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  16 
  Large monstrosity, unaligned 
  Armor Class 13 
  Hit Points 67 (9d10 + 18) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  14 (+2) 
  3 (-4) 
  14 (+2) 
  10 (+0) 
   
  Skills Perception +4, Stealth +7 
  Senses passive Perception 14 
  Languages -- 
  Challenge 4 (1,100 XP) 
  Keen Smell. The girallon has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pounce. If the kamadan moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on 
  the same turn, the target is knocked prone, the 
  kamadan can make two attacks – one with its bite and 
  one with its snakes – against it as a bonus action. 
  Multiattack. The kamadan makes two attacks: one 
  with its bite or claw and one with its snakes. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must make a DC 12 Constitution saving throw, 
  taking 21 (6d6) poison damage on a failed save, or half 
  as much damage on a successful one. 
  Sleep Breath (Recharge after a Short or Long Rest). 
  The kamadan exhales sleep gas in a 30-foot cone. Each 
  creature in that area must succeed on a DC 12 
  Constitution saving throw or fall unconscious for 10 
  minutes. This effect ends for a creature if it takes 
  damage or someone uses an action to wake it. 
   
  Medium humanoid (aarakocra), neutral evil 
  Armor Class 15 (natural armor); 16 with Barkskin 
  Hit Points 105 (19d8 + 19) 
  Speed 20 ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  13 (+1) 
  10 (+0) 
  16 (+3) 
  8 (-1) 
    
  Skills Perception +9 
  Senses passive Perception 19 
  Languages Auran, Common 
  Challenge 8 (3,900 XP) 
  Dive Attack. If Ullal is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee 
  weapon attack, the attack deals an extra 3 (1d6) 
  damage to the target. 
  Spellcasting (Aarakocra Form Only). Ullal is an 8th-
  level spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 17, +7 to hit with spell attacks). Ullal has the 
  following druid spells prepared: 
   
  Cantrips (at will): poison spray, resistance, thorn whip 
  1st Level (4 slots): charm person, entangle 
  2nd Level (3 slots): barkskin, gust of wind, hold person  
  3rd Level (3 slots): call lightning, conjure animals 
  4th Level (2 slot): blight, polymorph  
  Special Equipment: Staff of the Woodland (Aarakocra 
  Form Only). Ullal can cast spells using his staff. See 
  Player Handout 1 for more information. 
  Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. 
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Change Shape (Recharges after a Short or Long Rest). 
  Ullal magically polymorphs into an ape, remaining in 
  that form for up to 1 hour. He can revert to his true 
  form as a bonus action. His statistics, other than its 
  size, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  17 
  Medium plant, neutral evil 
  Armor Class 12 (natural armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (−1) 
  14 (+2) 
  5 (−3) 
  10 (+0) 
  3 (−4) 
    
  Skills Stealth +1 
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  False Appearance. While the blight remains 
  motionless, it is indistinguishable from a tangle of 
  vines. 
  Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a 
  Large or smaller target is grappled (escape DC 12). Until 
  this grapple ends, the target is restrained, and the 
  blight can’t constrict another target. 
  Entangling Plants (Recharge 5–6). Grasping roots and 
  vines sprout in a 15-foot radius centered on the blight, 
  withering away after 1 minute. For the duration, that 
  area is difficult terrain for nonplant creatures. In 
  addition, each creature of the blight’s choice in that 
  area when the plants appear must succeed on a DC 12 
  Strength saving throw or become restrained. A 
  creature can use its action to make a DC 12 Strength 
  check, freeing itself or another entangled creature 
  within reach on a success. 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in place 
  of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies 
  under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  18 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
  Medium undead, lawful evil  
  Armor Class 15 (natural armor)  
  Hit Points 110 (16d8 + 26) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  8 (-1) 
  15 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Wis +4 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, slashing 
  from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the ones it knew in life 
  Challenge 7 (2,900 XP) 
  Innate Spellcasting. Zuccass’s innate spellcasting ability 
  is Wisdom (spell save DC 15). He can innately cast the 
  following spells, requiring no material components: 
   
  1/day: silence 
  2/day: animate dead 
  Multiattack. Zuccass uses its Dreadful Glare and makes 
  one attack with its rotting fist. 
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 15 (2d6 + 3) bludgeoning damage 
  plus 10 (3d6) necrotic damage. If the target is a 
  creature it must succeed at a DC 15 constitution saving 
  throw or be cursed with mummy rot. The cursed can’t 
  regain hit points, and its hit point maximum decreases 
  by 10 (3d6) for every 24 hours that elapse. If the curse 
  reduces the target’s hit point maximum to 0, the target 
  dies, and its body turns to dust. The curse lasts until 
  removed by the remove curse spell or other magic. 
  Dreadful Glare. The mummy targets one creature it 
  can see within 60 feet of it. If the target can see the 
  mummy, it must succeed on a DC 15 Wisdom saving 
  throw against this magic or become frightened until 
  the end of the mummy’s next turn. If the target fails 
  the saving throw by 5 or more, it is also paralyzed for 
  the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all 
  mummies (but not mummy lords) for the next 24 
  hours. 
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  19 
   
   
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  20 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-08 Putting the Dead to Rest 
   
   
  21 
  
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  DDAL07-08 Putting the Dead to Rest 
   
   
  22 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Weapon (quarterstaff), rare (requires attunement by 
  a druid)  
  This item has been meticulously trimmed and 
  tended to in such a way that it appears to be a 
  smaller version of one of the immense jungle trees in 
  Chult. The staff’s creator even went so far as to 
  create a small diorama of what looks like a tiny 
  village in the upper reaches of the staff’s branches—
  complete with tiny, string bridges connecting tiny, 
  straw houses. This item can be found in the Dungeon 
  Master’s Guide. 
   This staff can be wielded as a magic quarterstaff 
  that grants a +2 bonus to attack and damage rolls 
  made with it. While holding it, you have a +2 bonus 
  to spell attack rolls. The staff has 10 charges for the 
  following properties.  It regains 1d6 + 4 expended 
  charges daily a dawn.  If you expend the last charge, 
  roll a d20. On a 1, the staff loses its properties and 
  becomes a nonmagical quarterstaff. 
   Spells. You can use an action to expend 1 or more 
  of the staff’s charges to cast one of the following 
  spells from it, using your spell save DC: animal 
  friendship (1 charge), awaken (5 charges), 
  barkskin (2 charges), locate animals or plants (2 
  charges), speak with animals (1 charge), speak with 
  plants (3 charges), or wall of thorns (6 charges). 
  You can also use an action to cast the pass without 
  trace spell from the staff without using any charges. 
   Tree Form. You can use an action to plant one end 
  of the staff in fertile earth and expend I charge to 
  transform the staff into a healthy tree. The tree is 60 
  feet tall and has a 5-foot-diameter trunk, and its 
  branches at the top spread out in a 20-foot radius. 
  The tree appears ordinary but radiates a faint aura 
  of transmutation magic if targeted by detect magic. 
  While touching the tree and using another action to 
  speak its command word, you return the staff to its 
  normal form. Any creature in the tree falls when it 
  reverts to a staff. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-08 - Putting the Dead to Rest v1.0.pdf