TEXT:  
   
  Those That Came Before 
   
  All of the scribes in Candlekeep are reporting eerie dreams, dreams in which the flying 
  citadels of Ancient Netheril remain aloft among the clouds, with the modern skylines of 
  Neverwinter and Waterdeep far below. These hazy visions all end the same way: with 
  tremendous calamity as those fortresses smash down upon the defenseless metropolises. 
  What aid can be enlisted when such doom is on the horizon? 
   
  A 4-hour Adventure for 11th – 16th level Characters or 17th– 20th 
  level Characters 
   
  Alan Patrick 
  Author 
   
  Adventure Code: DDAL00-03 
  Optimized For: APLs 13, 18 
  Version: v1.03 
   
   
  Development and Editing: Alan Patrick 
  Art: Jian Wei (cover), John Latta (interior) 
  Cartography: Heroic Maps, Dyson Logos 
  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 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries. All 
  characters and their distinctive likenesses are property of Wizards of the Coast. This 
  material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. 
  Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented 
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  2 
   
  Introduction 
  Welcome to Those That Came Before, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system. 
  This adventure is not part of any specific storyline, 
  though it is assumed to take place after the events of 
  the Tyranny of Dragons™ and Elemental Evil™ 
  storyline seasons (seasons 1 & 2). 
   This adventure takes place almost entirely within 
  the ruins of Warlock’s Crypt. Located several days 
  north of Baldur’s Gate, this place has long been 
  rumored to contain all manner of demons, devils, 
  crumbling enchantments, and powerful undead. 
   This adventure is designed for three to seven 
  11th-16th level characters (optimized for 13th 
  level) or three to seven 17th-20th level 
  characters (optimized for 18th level), and is best 
  experienced with five characters. Characters outside 
  this level range cannot participate in this adventure.  
   This adventure should take approximately 4 
  hours to complete.  
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  3 
   
  Adventure Primer 
  With a secret like that, at some point the secret itself 
  becomes irrelevant. The fact that you kept it does not. 
  --Sara Gruen, “Water for Elephants” 
  Adventure Background 
  For nearly all of known history, the library-fortress 
  of Candlekeep has stood a silent vigil atop the bluffs 
  of the Sword Coast. Secreted within its walls are 
  tomes of valor and loyalty, but also vile records of 
  dark magic and shameful secrets. The Great Readers 
  – the highest-ranking members of the church of 
  Oghma, the deity of knowledge – are tasked with 
  recording events as they unfold. While they do not 
  pass judgment upon these events, they are free to 
  call for deeper investigation if they so desire. In rare 
  circumstances they may do so, especially when “an 
  event” is recorded; this occurs when more than one 
  Great Reader records an event at the same time as 
  another… and now all twelve of them have recorded 
  a single event. 
   The Great Readers have all witnessed the 
  destruction of every modern major city along the 
  Sword Coast; they saw great, hovering citadels float 
  gently in the breeze and then come crashing down 
  on the helpless populace beneath. The only warning 
  they could glean was a preponderance of worms and 
  debris showering down from these flying fortresses 
  – fortresses that have not been seen in the air since 
  the destruction of the Netherese Empire nearly 
  2,000 years ago. 
   
   
  Story Beat: The Writhing Battery 
  The characters may learn that the liches have been using a 
  potent artifact called a “Writhing Battery” to power their 
  research and rituals. This terrible object houses a fragment of 
  the essence of Kyuss, the Worm that Walks. Kyuss is an 
  undead god that has been torn into pieces, each jailed and 
  locked away from the rest; should those pieces escape and 
  reform, the destruction of the world would not be far behind. 
   
  The Battery corrupts everything that it touches, and it 
  should be made clear that this device is one of the very few 
  things in reality that terrifies the Netherese liches of 
  Warlock’s Crypt. It should not be treated lightly!  
   
  More information regarding the Writhing Battery can be 
  reviewed in DDAL00-01 Window to the Past. 
   
   
   
  Adventure Overview 
  The adventure is broken down into three parts. The 
  first part can be truncated for time-sensitive 
  environments (such as conventions) by 
  summarizing the events for the characters.  
   Grand Omens & Great Portents. The characters 
  arrive at Candlekeep and meet with Pot and the 
  Great Readers. They glean a dangerously small 
  amount of insight about Warlock’s Crypt from the 
  worried priest. 
   Warlock’s Crypt. The characters must first 
  navigate the ruins of the ancient city before entering 
  the lair of one of its resident liches. Braving the 
  obstacles and challenges reveals more details of the 
  true villain’s identity. 
   Larloch’s Lair. After receiving a dire warning 
  about the state of the lich Larloch’s lair, the 
  characters must determine how best to deal with it. 
  They meet a deadly guardian that has been gifted 
  with obscene powers. 
  Location and NPC Summary 
  The following NPCs feature prominently in this adventure:  
   
  Candlekeep is the largest library in all of the Forgotten 
  Realms, and also serves as the center of worship for the 
  faithful of Oghma, the deity of knowledge. It houses 
  literature and magic from ages past as well as current days, 
  and there is always a gathering of commoners outside 
  waiting to be let in. 
   
  Warlock’s Crypt is a ruined site several days north of 
  Baldur’s Gate along the Sword Coast. Originally known as 
  “Orbedal”, it long ago flew amidst the clouds with the rest of 
  the floating citadels of the Netherese Empire. Now, it is home 
  to an untold number of demons, devils, undead, and worse. 
  It is said that no mortal has ever returned from this place. 
   
  Rhaugilath (RAW-gill-AWTH). Male lich; lawful neutral. 
  Although purportedly trapped within the ruins of Warlock’s 
  Crypt, he seeks to spread his influence across Faerûn. 
  Irrevocably bound to Larloch’s will. 
   
  Larloch (LAR-lock). Male lich; lawful evil. Larloch is the 
  oldest creature to be found anywhere in Faerûn, and during 
  his time he has developed an unfathomable number of plans 
  and contingencies. Can take control of liches and intelligent 
  undead with only a thought. 
   
  Pot (PAHT). Pot – short for “Inkpot”, which is surely just 
  another nickname – is a middle-aged human, presumably 
  male. They worship Oghma and is incredibly nervous in social 
  situations with adventurers, like a star struck fan meeting an 
  idol for the first time. 
   
  Taemylyn’zakka (TAYM-ill-IN zah-KAH). An ancient and 
  bloated copper dragon, Taemyln’zakka long ago succumbed 
  to the sultry call of Kyuss. Now serving as the paladin of the 
  Worm God, this beast oversees Larloch’s efforts to work with 
  the Writhing Battery deep within Warlock’s Crypt. 
  
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  DDAL00-03 Those That Came Before 
   
   
  4 
   
  Adventure Hooks 
  At tier 3 and above, it is likely that the characters 
  have developed quite a reputation. Characters 
  should be given the Faction Champion adventure 
  hook at a minimum, with others as you see fit. 
   Faction Champion. Your faction has determined 
  that you are a trusted agent and have asked you to 
  transport a sealed parcel full of valuable tomes, 
  scrolls, and other writings to Candlekeep. The 
  faction heads stress that the parcels are to remain 
  sealed and should be surrendered to the acolytes of 
  Candlekeep directly. 
   The Call of the Worm. Any character that has the 
  Favored of the Worm story award is a suitable 
  recipient for this adventure hook. They feel a subtle 
  calling, pulling them to the Sword Coast; this 
  summons increases in urgency whenever 
  Candlekeep is mentioned or referred to. Their 
  wounds pulse and thrum during those 
  conversations, and their minds are filled with briefly 
  flashing images of debris raining from the sky. 
   Catastrophic Events. It’s no secret that Faerûn 
  has been plagued with devastating events. One or 
  more of the characters may have traveled to 
  Candlekeep in an effort to research prophecies, to 
  discover lost lore, or perhaps to learn the base 
  motivations of giants, dragons, and the other 
  menaces that have struck recently. 
   
  Saga of the Worm 
  The Saga of the Worm storyline spans three adventures for 
  D&D Adventurers League play: 
   
  • DDAO-01 Window to the Past. This was later published as 
  DDAL00-01 Window to the Past. Covers tiers 2, 3, and 4. 
  • DDAO-11 Those That Came Before. This was later 
  published as DDAL00-03 Those That Came Before. Covers 
  tiers 3 and 4. 
  • DDAO-21 Trust & Understanding. Playable by tier 4 
  characters only. 
   
  These adventures may be played in any order, but will likely 
  result in a better understanding and appreciation of the 
  plotline if played in the order listed above. Differences 
  between the DDAO and DDAL versions do exist, but are 
  primarily centered on rewards being a bit more generous in 
  the DDAO version though sometimes content must be 
  trimmed, edited, or removed prior to global publication. For 
  more information on these adventures and others, please 
  refer to the D&D Adventurers League Content Catalog and 
  dmsguild.com. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  5 
   
  Grand Omens & Great Portents 
  Expected duration: 30-45 minutes  
  Depending upon your available playtime, this 
  section can go long due to heavy roleplaying or 
  perhaps even be skipped (just be sure to deliver a 
  summary of the knowledge points to the characters 
  in some other format). Be sure to read this section 
  thoroughly prior to play so that you can keep the 
  characters engaged while you provide story 
  elements for them. If this is a time-sensitive play 
  environment or if you have a group of players that 
  are not focused on role-playing elements, feel free to 
  summarize this section and move to Warlock’s 
  Crypt immediately. 
   There are not many opportunities for characters 
  to interact with Candlekeep directly in Adventurers 
  League play. Allowing them this opportunity can 
  lead to some great character-building and character-
  defining moments later in their adventuring careers! 
  Arrival at Candlekeep 
  Candlekeep is a fortress-library on the Sword Coast. 
  Perched high atop a cliff, it overlooks the Sea of 
  Swords and has stood for thousands of years. It is 
  home to the highest-ranking clerics of Oghma and 
  often houses visiting representatives from other 
  knowledge-based churches as well. Contained within 
  its many chambers is the sum knowledge of all life 
  across Faerûn; events from the mundane to the 
  extraordinary are included for the sake of 
  completion. It is said that at least one copy of every 
  work ever written is secured inside so that it may be 
  preserved for all eternity. 
   The keep has gained fame over the years, and as a 
  historical site it is not uncommon for crowds of 
  commoners to gather – and where large groups of 
  people can be found, so too can be found a variety of 
  merchants and charlatans looking to make some 
  easy coin. Brightly-colored tents hawking wares like 
  “potions that are truly magical!”, “snake venom 
  extract – it makes your hair grow back!”, and so on 
  can be discovered. Use your creativity to populate 
  six to eight tents in this manner to give the area 
  some additional life. None of the goods for sale are 
  magical, and the food is of carnival quality – tasty 
  but ultimately not very good for an adventurer’s 
  body.  
   The line moves at a maddeningly slow pace, with 
  the gates to the keep only being opened every few 
  hours. The people that are waiting in line and 
  seeking entrance all proudly talk about the gifts that 
  they have brought to the keep; these gifts range from 
  rare first editions to farming journals from the 
  Anauroch to sales ledgers of Mirt the Moneylender 
  from Waterdeep (“They’re authentic! THEY ARE!” 
  the owner proclaims if pressed). Characters that 
  used the Faction Champion adventure hook each 
  have parcels that contain some or all of the 
  following: 
  • Emerald Enclave. Crumbling rolls of papyrus 
  covered in alien, unreadable glyphs and a chunk of 
  amber that contains what appears to be an 
  extraplanar worm inside. 
  • Harpers. Journal of a senior Harper agent named 
  Turtle; this journal describes a trek from 
  Mulmaster to the trade city of Almorel, a distant 
  place near the Hordelands along the Golden Way. 
  • Lord’s Alliance. A bundle of sharp-cornered 
  accounting ledgers detailing the financial activities 
  of one Zulkir Dar’lon Ma, a Thayan noble that 
  currently resides in Mulmaster. 
  • Order of the Gauntlet. A detailed map of Phlan, 
  citing guard rotation schedules and a small, folder 
  note that simply says “Remember to look for 
  magic first!” 
  • Zhentarim. An envelope stamped “triplicate copy” 
  that contains heavily-redacted deployment orders 
  for several agents; a map of Chult, the jungle 
  peninsula far to the south of the Sword Coast; and 
  a glass vial containing several cast-off worm 
  husks. 
   
  The parcels may be opened by the characters, but 
  the contents are open to interpretation. Some of 
  them are links to earlier adventures but firm 
  understanding of the contents is not important for 
  this adventure. Be sure to make a note of any 
  characters that opened their parcels, as this comes 
  into play later in this section. 
   Once the characters have been in line at 
  Candlekeep for nearly a full day, the gates open once 
  more but this time a group of acolytes of Oghma 
  come scurrying out. They ignore the inquiries of the 
  people that have been (perhaps not-so) patiently 
  waiting and come directly to the characters. An ink-
  stained acolyte steps forward and introduces himself 
  as “Pot – I mean, Inkpot, they call me, and I, uh, I… 
  I’m here to collect you. I mean, retrieve you. I mean, 
  bring you into the Great Library. The Readers have 
  summoned you!” 
   
  
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  DDAL00-03 Those That Came Before 
   
   
  6 
   
  Roleplaying Pot 
  Pot is an acolyte of Oghma and has lived in Candlekeep for 
  nearly his entire life. He is somewhat effeminate and may be 
  perceived as male, female, or androgynous – but regardless 
  of his presentation, he is awestruck by the arrival of famous 
  adventurers. He is constantly covered in ink blotches of 
  various colors, and can often be spotted with ink stains on his 
  cheeks, temples, all over his robes, and through his hair. He is 
  charismatic but completely inept in all things related to 
  athletics, battle, or physical conflict. 
   
  The other acolytes refer to him as “Inkpot”, though it is 
  likely that this is his true name. Whatever it is, he defers back 
  to “Pot” as he finds it to be a friendlier name and “just not as 
  stiff as the standard labels that everyone is given at birth”. 
   
  Quote: “Oh my – that’s… that’s really quite amazing! Tell 
  me more?” 
   
  Pot excitedly greets each of the characters by full 
  name, any additional titles that they may have 
  earned (Sir, Zor, and so on for example), and their 
  place of birth; regardless of how a character reacts, 
  Pot’s information is entirely correct due to it being 
  gleaned by the Great Readers. As the characters are 
  ferried into Candlekeep by the very excited acolyte, 
  they can learn the following: 
  • Candlekeep is nearly 2,000 years old. 
  • It has significant magical enchantments. 
  • It has weathered many attacks with little or no 
  damage to the priceless knowledge inside, 
  including one led by a lich and its armies just a few 
  short years ago. 
  • It is the home of the most faithful and devout 
  followers of Oghma (called the “Great Readers”), 
  though the worshipers of Deneir, Gond, and Milil 
  can often be found here as well. 
  • Most of the library’s other visitors are common 
  folk, and they don’t get many adventurers. 
  • The Great Readers specifically asked for each of 
  the characters, which Pot finds simultaneously 
  exciting and terrifying – they never ask for 
  visitors. 
  • For roleplay-focused games, consider adding other 
  information about the history of Candlekeep. The 
  Sword Coast Adventurers Guide is a great resource 
  for this! 
   
  As Pot brings the characters into Candlekeep, he 
  animatedly describes the purpose of each chamber: 
  • Most visitors never get past the submission 
  chamber. The value of a visitor’s gift is determined 
  here, but almost all of them are worthless to the 
  acolytes. This chamber is a chaotic mess, full of 
  piled books and abandoned scrolls. 
  • The second chamber is a sorting room. Any gift 
  that is accepted by the acolytes is brought here 
  and appropriately catalogued. Once the gift is 
  studied, it is placed into its final resting place 
  inside the library proper. This room is well-
  organized and smells of old, warm paper. 
  • The main chamber of the library is a maze of 
  seemingly-overstuffed bookcases and display 
  racks. All manner of written works can be seen 
  here, from books to tablets to scrolls to enormous 
  stone obelisks. When viewed from above, the 
  storage racks are laid out in an outline of the holy 
  symbol of Oghma, an open book. 
   
  Pot chatters to the characters as he leads them 
  through the racks, urging dawdling characters to 
  keep up or risk getting lost in the reading (he 
  chuckles to himself on this). He eventually brings 
  them to a staircase that climbs around the edge of 
  the grand chamber, affording everyone a chance to 
  look down at the top of the storage racks below and 
  take in the gently-ordered chaos. Lining the walls of 
  the staircase are alcoves every few steps; inside each 
  alcove is a bust of a humanoid. Pot explains that 
  these are the Great Readers throughout the years, 
  and that they are now blessed by Oghma with the 
  ability to look out over their accumulated work until 
  the end of years. 
   As they reach the top of the stairs, Pot pauses 
  before an empty alcove and a set of doors with no 
  hinges or locks. Motioning to the empty alcove, he 
  indicates that the gift parcels that the characters 
  possess should be placed there so that their value 
  can be judged (“Oh? Yes. The Readers said that you 
  would be bringing a sealed parcel from your 
  employer – er, faction master. Faction head. Yes. 
  That. One at a time now, please!”) Unopened parcels 
  slowly meld into the stone and disappear, granting 
  that character access to the room beyond. Any parcel 
  that was opened by a character sinks partially, but is 
  then ejected forcibly over the railing and into the 
  library below. Should this happen, Pot shakes his 
  head and mutters that the enchantment must be 
  acting up again; he then grants the character access 
  to the chamber beyond but levels a quizzical gaze at 
  the character. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  7 
   
  The Great Readers 
  Arrayed around the center of this chamber are 12 
  individuals. They are comprised of multiple races 
  and sexes, and all are deeply focused – entranced, 
  even – and surrounded by books. Before each 
  individual is a floating tome and an animated quill 
  that continually scratches out some event taking 
  place elsewhere in the world. Pot motions for the 
  characters to remain silent, then explains: 
  • The Great Readers are the highest-ranking 
  members of the faithful of Oghma, and are tasked 
  with recording events as they unfold across the 
  world. They are also responsible for absorbing the 
  sum total knowledge contained in the tomes of 
  Candlekeep. 
  • The Great Readers cannot be interacted with 
  during their trance, and are unable to be roused. 
  • Sometimes an “incident” is recorded in which two 
  or three Great Readers write about identical 
  topics. Somehow, all 12 of the Great Readers 
  recorded… something. Pot hands each character a 
  tome from a different Great Reader, and each of 
  the tomes contains a variation of the following, 
  save that each character’s tome sports a different 
  skyline – all from the Sword Coast (Baldur’s Gate, 
  Neverwinter, Luskan, Waterdeep, and so on): 
  The skyline of a familiar city greets you. The ink on the left 
  page wriggles and moves, and you realize that it is in fact 
  subtly animated. The image paces backward, and as the city’s 
  lines become smaller you realize that something large is 
  hovering above it.  
   
  A… mountain?  
   
  An upside-down mountain?  
   
  That makes no sense. 
   
  The image moves further back and angles around, and it is 
  plain to see that another city rests atop the shorn-off and 
  inverted mountain peak. The architecture is at once familiar 
  yet ancient, and something in the back of your mind whispers 
  “Netheril”. Sure, this makes as much sense as floating 
  mountain tops. 
   
  Without warning, the stony spires shudder and shake. 
  Debris rains down upon the city below, and a moment later 
  the entire city is smashed and the Sword Coast is awash in 
  devastation. 
   
  The page on the right clearly shows not only your name, 
  but also the names of each of your present allies. And with 
  them, a note: “These champions are to be given Article 6-
  59a.” 
  As the characters absorb the information that was 
  recorded by the Great Readers, Pot produces a 
  highly-polished teakwood box (“Article 6-59a!” he 
  giggles nervously) with no apparent opening; it 
  cannot be forced open, nor is it locked. Inlaid on top 
  of it is a modified holy symbol of Mystra (“It signifies 
  Mystryl, the deity of magic before Mystra.”), and 
  neatly scribed around the edges are the names of 
  each of the characters present. He explains that the 
  box has been in their possession “for several years” 
  and has been something of an oddity; it wasn’t until 
  the Great Readers recorded the Incident that the box 
  was assigned significance and brought out of 
  storage. Pot is unsure of its origin, but says with 
  certainty that the wood comes from an old-growth 
  forest near the mountains north of Baldur’s Gate. 
   When one of the characters touches the box, it 
  springs open. Contained inside the velvet-lined box 
  are: 
  • A 10-inch by 10-inch ceramic tile emblazoned 
  with the symbol of Mystryl and covered in ancient 
  Netherese script. Additionally, there are small 
  indentations around the edges of the tile equal to 
  the number of characters present. The script reads 
  “Contained inside this device is the power for the 
  lesser classes to invoke the true and full power of 
  apparition. Those that grasp this tile and 
  participate in unleashing this power will be 
  brought to the predetermined place post-haste.” 
  The tile radiates strong conjuration magic and is 
  covered in runes that indicate teleportation magic, 
  but no amount of investigation can identify the 
  destination of or full effect of any contained spell. 
  • Two vials of tier-appropriate potions of healing. 
  These vials have had their contents reduced to a 
  honey-like consistency, and may appear familiar 
  to those that have participated in other Saga of the 
  Worm adventures. As with those adventures, 
  these potions can be quaffed or applied as a 
  topical ointment at the user’s discretion. 
  • Beneath the two vials are several shed wormskin 
  husks. As with the potions, these should look 
  familiar to those that have participated in other 
  Saga of the Worm adventures and can be 
  confirmed as being the shed skins of the worms of 
  Kyuss. Until the worms are seen in-person by a 
  character, they cannot be identified as they are 
  neither natural nor present in the known world, 
  save for a small number of adventure sites. 
  • Once the vials and ceramic tile have been 
  removed, ethereal script written in Common 
  appears inside the box lid: “Follow the magic”. The 
  first person to read it is immediately affected by a 
  
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  modified detect magic spell (as if cast by a glyph) 
  that lasts 24 hours and does not require 
  concentration to maintain. A successful DC 20 
  Intelligence (Arcana) check reveals that this spell 
  effect is rooted in ancient magic that is no longer 
  available to modern wizards. 
   
  Pot indicates that the protections of Candlekeep are 
  such that breaking the tile anywhere but in an 
  approved space with cause the effect to fizzle (at 
  best) or have “unanticipated effects” (which, he says, 
  “is much, much worse but worthy of cataloguing”). 
  He offers to take the characters to a study chamber 
  elsewhere in the keep where they can prepare 
  themselves for whatever may be coming – or going, 
  as the case may be. He is plainly excited by the 
  combined prospects of the characters, the Incident, 
  and the mystery box finally being opened… 
  catastrophe be damned. 
   Should the characters decide to enter one of the 
  study chambers, Pot brings them ample, though 
  basic, refreshments and provides plenty of pots of 
  ink, piles of parchment, and quills. He asks them to 
  record their processes and thoughts as they proceed, 
  and confirms that anything they learn would likely 
  be of great value to Candlekeep upon their return. 
  He explains that he cannot accompany them but 
  wishes them the best. As he leaves, he slides a 
  wooden retaining bar into place on the outside and 
  yells through the door “It’s for our safety – good 
  luck! Just scream really loud if you need out!”. 
   The characters have plenty of time to perform 
  whatever rites they need, though it should be 
  impressed upon them that the acolytes will not 
  release them quickly and that the Incident is fast 
  approaching. Once they break the ceramic tablet, 
  proceed to Warlock’s Crypt. 
   
   
  
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  DDAL00-03 Those That Came Before 
   
   
  9 
   
  Warlock’s Crypt 
   
  Estimated Duration: 120-180 minutes 
  Warlock’s Crypt is the common name for the ruins of 
  an ancient Netherese citadel named Orbedal. While 
  it once flew the skies, it came crashing down to the 
  ground due to Karsus’ Folly in -339 DR. Since that 
  day, the ruined city has been overrun with demons, 
  devils, intelligent undead, and all other sorts of evil 
  creatures. It is said that no mortal visitor has 
  returned from this place. 
  Breaking the teleportation tile has caused a new experience: 
  you feel as if you are being stretched impossibly thin, so that 
  you exist in many places at once. You feel yourself being 
  pulled out of Candlekeep and through the wilderness, 
  traveling at a speed beyond imagination, only to slam back 
  into reality amidst a pile of ruined buildings and collapsed 
  bridges. A raspy voice scratches at edge of your hearing 
  “follow the magic…” 
  The characters are standing in a plaza. A successful 
  DC 16 Wisdom (Survival) check tells the characters 
  that they have traveled several days journey to the 
  north. If this check is successful, any character 
  proficient in History can attempt a DC 20 check to 
  recognize this area as Warlock’s Crypt; if they do, 
  feel free to summarize the information from the 
  sidebar.  
  Warlock’s Crypt/ Orbedal 
  When the Netherese Empire ruled much of Faerûn, they did 
  so from the comfort of dozens of floating citadels. Orbedal 
  was one such citadel, and was ruled by a benevolent wizard 
  named Rhaugilath the Ageless. Magic was crafted, broken, 
  and reshaped as per the whims of the Netherese and for 
  many years the Empire flourished. 
   
  In -339 DR, a promising wizard named Karsus completed a 
  ritual that should have elevated him into the role of god of 
  magic. He was tragically successful; his reign lasted only a few 
  moments and caused the complete collapse of modern magic 
  and nearly tore apart the entire Weave itself. Karsus was cast 
  out, and as the deities reacted to the emergency the 
  Netherese Empire literally crashed and burned. The Empire 
  was no more, torn asunder in an instant. 
   
  Rhaugilath was able to protect some of his people and did 
  everything in his power to guide Orbedal to the ground. 
  Without magic, though, his efforts were frustratingly weak; 
  as the city crumpled into the ground near the Sword Coast he 
  became trapped within the wreckage, never to be heard 
  from again. 
  Exploring the Ruins 
  Once the characters have had a few moments to 
  orient themselves, they become aware of the muffled 
  cries of dragons and demons not too far away. Allow 
  them to make a Wisdom (Perception) check or ask 
  them for their Passive Perception scores (the actual 
  score is irrelevant) and describe the sound as 
  coming from “hundreds of demons, if not more, that 
  are likely no more than a half-mile away” or “dozens 
  of dragons; their throaty roars indicating that they 
  are fast approaching”. Be sure to indicate the sounds 
  are a bit muffled but quickly approaching.  
   Any character that is affected by detect magic can 
  see an arcane mark on the ground that matches the 
  symbol from the top of the wooden box that they 
  interacted with in Candlekeep. They can also see a 
  shimmering 10-foot-wide tunnel that leads away 
  from this point and into one of the ruined buildings 
  several hundred paces away. A successful DC 16 
  Wisdom (Insight) check confirms that this tunnel 
  simply feels safe – at least, compared to what can be 
  observed elsewhere. 
   If the characters do not have a clear plan of action 
  within a few minutes of starting this section, 
  describe the platoon of demons or the full flight of 
  dragons entering the plaza. The creatures cannot 
  detect the characters due to the protections that 
  Rhaugilath has woven into this hidden path, but if 
  any of the characters initiate combat or leave the 
  protected area of the tunnel, they are immediately 
  attacked as all of the protections fade. Consider 
  allowing characters Insight checks or simply telling 
  them about the danger of Warlock’s Crypt; if the 
  characters ignore these warnings, they are 
  guaranteed to be swarmed and killed. For them, the 
  adventure is over though you could also go “off 
  book” and narrate (with dice rolls from the players) 
  a harrowing escape through the ruins. If you do, 
  advance to the next section but feel free to take hit 
  points from the characters, apply levels of 
  exhaustion, and ask them to mark off “appropriate 
  resources” like magic item charges and spell slots. 
   The safety of the tunnel can be followed through 
  the ruined buildings, through darkened alleys, into 
  basements and destroyed scenic areas. Embellish 
  the ruins as needed and proceed to the next section, 
  but be sure to drive home the protections offered by 
  the tunnel and the massive amount of evil and 
  dangerous creatures that prowl this place. 
   
  
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  Entering Rhaugilath’s Lair 
  In time, the characters come to a large building that 
  has sunken into the ground. The same symbol that 
  was embedded into the box in Candlekeep can be 
  plainly seen here, so if the characters have been 
  scrambling through the ruins without the protection 
  of the tunnel they should still be able to identify this 
  with ease. All that is visible of the building now is the 
  massive stone dome that once served as a roof; it is 
  easily 200 feet across but only gently curved and 
  twenty feet tall. 
   A rough hole, 4 feet across, dives at angle into the 
  ground and leads to the lower level of the buildings. 
  It is roughly hewn and can be easily climbed down 
  without ropes or tools, and descends sixty feet to an 
  unlit area. Rhaugilath’s protective tunnel terminates 
  at the ground level entrance to the hole. 
  Lich Lair Map 
  The map for this section can be acquired via drivethrurpg 
  thanks to the fine folks from Heroic Maps. The version 
  included in this adventure is intentionally low-resolution. 
  1. Magic Circle 
  The ramp here once led up to a grand set of double 
  doors, but now only leads to the base of an angled 
  tunnel that leads up to the surface. 
   The magic circle inscribed on the floor is either no 
  longer magical, or was crafted to only appear 
  magical and was never truly enchanted. It is clearly 
  old, and any character that is proficient in Arcana 
  may attempt a DC 18 Intelligence (History) check. If 
  successful, they can confirm that the runes and 
  general design appear very similar to other ancient 
  Netherese symbols that have been found elsewhere 
  in the world. 
   There are 6 statues here, 3 along each wall. The 
  statue in the southeastern corner has fallen and 
  shattered.  
  • The statues are identical and appear to be 
  Netherese wizards, their hoods drawn over their 
  faces, all standing upon piles of coins and gems. 
  Their robes are highly detailed and chaotically 
  patterned. 
  • On closer inspection via roleplaying or a DC 18 
  Intelligence (Investigation) check, the statues 
  appear to be standing on piles of bugs – 
  specifically, coiled worms. Their robes are 
  patterned with insects, with worms in various 
  positions comprising the chaotic shapes. Any 
  character that has previously interacted with 
  Spawn of Kyuss (such as those in the other Saga of  
   
  Rhaugilath’s Review 
  The characters have not arrived here by accident. Rhaugilath 
  is a crafty creature and desires to gauge their effectiveness 
  prior to meeting them for the review of their true purpose 
  here. Consider the following as you run this section: 
   
  Traps as Monitors. Rhaugilath has constructed many traps 
  under the guise of preventing visitors, but actually uses them 
  to gauge the abilities of adventurers breaking into his lair. 
  Rhaugilath walks a fine line and needs adventurers that are 
  skilled - but not too skilled! 
  Victory Through Failure. Be sure to record the number of 
  traps that the characters successfully disarm as well as the 
  number that they trigger. Rhaugilath will need this 
  information later. 
   
  Scaling this adventure can be a tricky task. If the characters 
  are too weak, they may feel that this adventure becomes a 
  hopeless cause. If the characters are too strong, they may 
  feel that they would be successful if they attacked Rhaugilath 
  (or Larloch). It is imperative that you use Rhaugilath as both a 
  narrative and a mechanical device, especially if time is 
  running short! 
   
  Please consider the following guidance when scaling the 
  adventure: 
  • Very weak or weak party. The characters should survive 
  the first wraith encounter, but Rhaugilath emerges during 
  the death knight encounter in the Grand Archive in a 
  dramatic fashion (perhaps after one or more characters 
  has been rendered unconscious) and defeats the enemies 
  with little more than a narrated, magical “hand wave”. 
  • Strong party. If the characters are heavily reliant upon the 
  use of 2-handed weapons and martial feats, the ceilings 
  are only six feet tall; this grants disadvantage to all two-
  handed weapon attacks. If the characters are heavily 
  reliant upon magic, consider using a “charged 
  counterspell”; whenever a living creature casts a spell, roll 
  a d20. On a roll of at least 10 + the spell level, the spell is 
  countered by the enchantments of Rhaugilath’s lair; for 
  this effect, cantrips are considered to be 1st level spells 
  and for each spell that is not countered, the DC drops by 1 
  (ie: 9 + spell level, then 8 + spell level, etc), with this effect 
  resetting when a spell is countered. 
  • Very strong party. As strong party, and all healing effects 
  are reduced by 50%. This is due to the strong necromantic 
  effects of both the liches and the Writhing Battery. 
   
  It is imperative that Rhaugilath present himself before they 
  find their way to his lair in the Ossuary. His goals do not 
  include murdering these potential champions; rather, he is 
  painfully bound to his lawful neutral alignment and believes 
  that Larloch is on the precipice of a concept that is referred 
  to as “too evil for its own good.” 
   
  
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  the Worm adventures) immediately recognize 
  them as being one and the same. 
  Any character proficient with stone working or 
  stonecutting tools can attempt a DC 24 
  Intelligence (Investigation) check 
  (dwarvesautomatically succeed on this thanks to 
  their stonecunning ability); if successful, the 
  character determines that there is a finely crafted 
  veneer over the statues. Beneath the thin exterior 
  is an exquisite statue of a regal Netherese wizard. 
  It can be safely assumed that each of the other 
  statues is also hiding a Netherese wizard beneath 
  the shell. 
   
  If any of the statues have their shell broken, a 
  rhythmic sound not unlike a heartbeat can be faintly 
  heard by anyone with a Passive Perception of 14 or 
  higher. Any character with the Favored of the 
  Worm story award or that has participated in 
  another adventure from the Saga of the Worm 
  storyline automatically hears it – and can identify it 
  as being related to the nearness of a Writhing 
  Battery or Dark Obelisk. 
   The western door is wooden and appears 
  mundane, and is trapped. The double doors to the 
  south are blackened iron and are not trapped. 
  Western Door – The Sun’s Caress 
  If adjacent to the door, a creature can see the 
  following phrase, written in Common: “Those that 
  open this portal shall know the kiss of the desert.” 
  Below it can be seen an engraved image of the sun, 
  but its rays are harming the people below. 
   Trigger. If the door is opened from room 1, the 
  trap is triggered. If the door is opened from room 11, 
  the trap is not triggered. 
   Effect. When triggered, the door releases a blast 
  from immolation (XGE). If this book is not available, 
  use sunburst instead. The saving throw DC is 23. 
   Countermeasures. A successful DC 20 Wisdom 
  (Perception) check reveals a number of tiny runes 
  along the hinges. A successful DC 20 Intelligence 
  (Investigation) check reveals the spell contained 
  inside, and a dispel magic spell cast at 5th level 
  (immolation) or 8th level (sunburst) or higher 
  disarms the trap for 24 hours. 
  2. Hallway 
  This long hallway holds six torch sconces, and 
  although the sconces no longer hold physical torches 
  they have continual flame spells inside of them 
  instead.  
   The doorway leading east has neither handle nor 
  hinges, and cannot be opened (even by magic). It is 
  made of stone and has two shallow, humanoid-styled 
  handprints at just about chest level for a human. If a 
  living humanoid places their hands in the 
  indentations, stony, unbreakable fingers curl over 
  the humanoid’s hand immediately as the stones 
  separate and the humanoid is pulled inside. This 
  counts as opening the door, and it remains open for 
  thirty seconds (5 rounds). Once this time elapses, the 
  stones reform in the hallway; there is no 
  immediately apparent way to open the door from 
  area 3 back to area 2. 
   The stone door leading west has a carving of two 
  stern-looking wizards on it, but it is unlocked. Any 
  character with a passive Perception of 16 or higher 
  notices that the wizards do not have hands. 
   The wizard statue at the end of hallway has a 
  plaque that reads: 
   
  Rhaugilath 
  the Lich-King 
  the Ageless 
  Lord and Ruler of Orbedal 
   
  Any character that has a passive Perception of 16 or 
  higher can see that the fingers of the statue are 
  pointing at the western doorway. 
   
  3. Teleportation Circle 
  The magic circle inscribed on the floor here 
  functions as a permanent teleportation circle, 
  though it is only keyed to receive and cannot send. 
  Furthermore, the magic has been enhanced with 
  elements of abjuration. If studied, a character may 
  make a DC 24 Intelligence (Arcana) check. If 
  successful, they learn that the abjuration runes 
  alters the usage of this teleportation circle by 
  creatures that are not of Netherese origin. Any such 
  creature that teleports into this area automatically 
  gains one level of exhaustion and one indefinite 
  madness (DMG, ch. 8), these effects can only be 
  removed by death or a wish spell. 
   There are a number of stone sarcophagi here, but 
  all are empty. They are exceedingly well crafted and 
  were likely intended for a person of great wealth. 
   The western door, once sealed (see area 2. 
  Hallway), can only be reopened by defeating the 
  chain devil at the end of area 4. Cerulean Hall. 
   The northern door radiates an energy similar to 
  that of a devil is an effect like divine sense is used. 
  
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  Otherwise, it simply makes the skin crawl of anyone 
  that comes near it but is otherwise harmless. 
  4. Cerulean Hall 
  A tranquil blue light emanates from four flickering 
  pillars of magical flame that is harmless to 
  humanoids, bathing this place in a sense of calm and 
  reflection. Six chain-wrapped chests are here, and a 
  statue of a leering devil stands proudly at the far 
  end, completely covered in chains. 
   The southern door swings closed of its own accord 
  and does not bear a lock. However, once closed, 
  magical writing in Common appears on it that reads: 
  “Delve not into the treasures of ancient kingdoms, 
  for their secrets sap your very will”. If the characters 
  decide to ignore this warning and open the chests 
  (or if they fail to find the message entirely and open 
  the chests), consult the section below. 
   Once the statue has been imbued with the lifeforce 
  of the chain devil, it is nearly undetectable until it 
  attacks (it has surprise on this unless detected by a 
  paladin’s divine sense ability).  It is aware of the 
  conditions of its prison and will wait until situations 
  are optimal before it strikes – generally, it will wait 
  until all the chests are opened. Once the chain devil 
  attacks, it shatters the stone statue. 
   When the chain devil from the statue is killed, the 
  western door in area 3. Teleportation Circle melts 
  away into nothingness for 24 hours. If the chain 
  devil is not killed but is instead dealt with in some 
  other manner (perhaps via planeshift or some 
  similar effect), no experience is awarded and thirty 
  minutes later the western door in area 3 fades away. 
  Treasure Chests 
  The chests are wrapped in unlocked chains. Instead, 
  the danger of this room comes from opening any 
  number of chests (as noted above). The creature is 
  not present inside the statue until at least one chest 
  is opened. The chests can be opened in any order, 
  but the effects follow the list below. 
   Trigger. Each opened chest empowers the statue.  
   Effect. Each chest grants the chain devil statue 
  additional abilities: 
  • First chest. When any amount of weight is placed 
  on this chest, the chest shatters and releases a 
  cloud of noxious vapors. The vapors are harmless 
  at first but feel free to ask for a Constitution saving 
  throw and simply say “Ok, that’s what I needed to 
  know” regardless of their answer. Five rounds 
  later, the vapor coalesces into another chain devil 
  (this chain devil does not receive the benefits that 
  the statue might). 
  • Second chest. The chain devil has maximum hit 
  points. 
  • Third chest. The first attack that the chain devil 
  makes each round inflicts maximum damage if it 
  hits. 
  • Fourth chest. The chain devil gains the following 
  bonus action: 
   
  Enfeebling Chains. Melee Weapon Attack (each 
  creature grappled by chains): reach 0 ft., one 
  target. Hit: automatic, and the grappled creature 
  must succeed on a DC 16 Constitution saving 
  throw or gain a level of exhaustion.  
   
  • Fifth chest. The lifeforce of the chain devil moves 
  from the door to inhabit the statue. The southern 
  doorway slams shut and cannot be reopened 
  (even by magic) until the chain devil is killed. 
  • Sixth chest. The chain devil has advantage on all of 
  its melee attacks. 
   
   Countermeasures. A successful DC 20 Intelligence 
  (Arcana) or Wisdom (Perception) check reveals that 
  the chains around the chests are inscribed with 
  hundreds of tiny conjuration and abjuration runes. A 
  successful DC 20 Intelligence (Investigation) check 
  reveals that the chains on the chests are linked to the 
  chains on the statue, and a dispel magic spell cast at 
  5th level or higher disarms the chain trap for that 
  chest. 
  Treasure 
  Each chest contains 1500 gp and another 500 gp 
  worth of jewelry. All of the treasure contained inside 
  is in perfect condition and originates from the time 
  of the Netherese Empire. 
  5. The Twins 
  Two statues stand at the far western side of this 
  chamber. Their hands have been removed and it is 
  easy to spot the piles of worm husks scattered 
  around their feet. If a character moves to investigate 
  the statures, allow them to roll Perception or 
  Investigation checks; the result is irrelevant as once 
  they do this, you should simply describe that 
  something is moving inside the arms. The doors 
  slam shut and become magically locked as black 
  ooze begins to drip out of the holes where the hands 
  once were; characters that have previously played in 
  a Saga of the Worm adventure immediately 
  
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  recognize this as an indication that empowered 
  wraiths are entering the room. At the end of the 
  round, a number of wraiths equal to half the number 
  of characters present take shape and attack! Once 
  the wraiths are defeated the doors unlock once 
  more. 
  6. Store Room 
  It’s possible that this room was once used to store 
  foodstuffs, but it has not been used for that purpose 
  for many years. The fireplace has been filled with 
  stone and is no longer usable. Resting for more than 
  1 hour here provides no benefit, as the echoing, 
  rhythmic thumping noise prevents true relaxation. 
  7. Acolyte Chambers 
  Three destroyed beds and a dry-rotted footlocker 
  can be seen here. They have not been used in many 
  years. Any creature that attempts to rest here is 
  plagued with thoughts of worms and haunted by the 
  thought that something is watching them; creatures 
  so affected do not gain the benefit of any rest in this 
  place. 
  8. Guest Quarters 
  Despite the cobwebs, this chamber could feasibly 
  serve as an appropriate space for resting – if it 
  weren’t for the thudding, rhythmic noise. The bed 
  looks comfortable enough and the shelves are lined 
  with books about the Netherese Empire and how it 
  operated. Many of the tomes are first-hand accounts 
  about the lands that Orbedal once flew over, but all 
  are written in Ancient Netherese.  
   After one hour in this room, more empowered 
  wraiths enter from area 5. 
  9. Reception Hall 
  This room was once used to entertain guests to this 
  complex. The fireplace has a large amount of ash and 
  soot, and although none of it is fresh the lingering 
  smell of smoke remains in the air. The shelves are 
  lined with rotting scrolls and it is clear that this 
  place is no longer commonly used or visited. 
   The statues are of knights of the Netherese 
  Empire. The armor is exquisitely detailed, though 
  every joint has been sealed shut. The statues are 
  actually death knights and although they register as 
  undead when effects like divine sense are used, 
  they are otherwise undetectable as creatures. 
   When the northern door is interacted with, the 
  statues animate and they step down to attack. When 
  reduced to half hit points, the armor shatters and 
  swarms of rot grubs pour forth. This removes the 
  death knight from combat and reduces its 
  experience value by 50%. 
   
  10. Grand Archive 
  This place is filled with hundreds of tomes detailed 
  the Netherese Empire and countless variations of 
  magic rituals and insights. All of these tomes are 
  written in ancient Netherese, and if they are 
  removed from this place by any means they have 
  been enchanted to return to this chamber 
  immediately. It is easily apparent that a character 
  could spent years here and still not be able to 
  consume all of the knowledge on these shelves. 
   For every thirty minutes spent in this room, 
  empowered wraiths float in from the walls and 
  doorways as per the details in area 5. 
  11. Intersection 
  This oddly-shaped intersection has stairs that 
  descend to both the north and south. The eastern 
  door does not trigger the trap as noted in area 1.  
   The northern doorway is a one-way door that only 
  opens from area 13. Even though it appears to have 
  a handle and hinges, the door is magically held shut. 
  A dispel magic spell cast at 5th level or higher will 
  cancel the enchantment, but a knock spell alone is 
  not effective.  
   The southern door is unlocked and sports a carved 
  symbol of an open eye set into a blazing sun. On a 
  successful DC 14 Intelligence (Religion) check, the 
  characters can identify that the symbol appears to be 
  an ancient form of the holy symbol of Amaunator. 
  12. Viewing Portals 
  Three enchanted viewing portals have been placed 
  here. They each radiate strong magical energy, and 
  an identify spell or successful DC 18 Intelligence 
  (Arcana) check notes that the energy is intertwined 
  strands of conjuration, divination, and enchantment. 
   The eastern viewing portal shows a snowy 
  landscape. Characters that have been to the Glacier 
  of the White Wyrm can easily identify it, and those 
  with a passive Perception score of 16 or higher can 
  see a hole in the ice. There are several lumps of snow 
  and ice around the hole, and tattered ropes can be 
  seen descending over the edge. 
  
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   The southern viewing portal shows a misty lake 
  and a strange-looking town. The town can be 
  identified on a successful DC 20 Intelligence 
  (History) check as Almorel, a large trading post 
  along the Golden Way and far to the east of 
  Mulmaster and the Moonsea. It is unlikely that 
  characters have been there previously. 
   The western viewing portal follows a beholder as 
  it lazily floats through a cavernous and well-
  appointed complex. It wears rings on most of its 
  eyestalks and every so often casts what seems to be 
  a nervous glance about the room, as if it knows that 
  someone or something is watching it. 
  Enchanted Portals Trap 
  The portals offer views of far-off locations which 
  superficially offer insight and knowledge, but 
  actually serves to weaken the will and break the 
  mind of unintended viewers. 
   Trigger. At the end of each round that a living 
  creature spends gazing into the portal, the trap is 
  triggered. The traps reset each round and cannot 
  affect a creature that has been subjected to it in the 
  last 24 hours. 
   Effect. When triggered, the viewer is subjected to 
  a feeblemind spell. The saving throw DC is 18 (tier 3) 
  or 21 (tier 4). 
   Countermeasures. A successful DC 20 Intelligence 
  (Arcana) check or Wisdom (Insight) check reveals 
  that the enchantments are malicious. If a character is 
  proficient in Arcana, they may attempt a DC 20 
  Intelligence (Investigation) check to determine how 
  the trigger and effect work without being affected 
  directly. A dispel magic spell cast at 8th level or 
  higher disarms the trap for 24 hours. 
  13. Clinical Lab 
  Several tables can be seen here, and one of them has 
  an inanimate skeleton atop it, held down by heavy 
  leather straps. This place holds the trappings of a 
  medical facility, complete with surgical tools, 
  buckets, and heavy leather aprons for use as 
  protective barriers (and to keep one’s self clean). 
   The door in the southwest corner is a one-way 
  door that leads to area 11. 
   The chains in the southeast can be operated to pull 
  open the grate that covers the pit. The pit is fifteen 
  his feet deep and shows signs of recent use: deep 
  claw marks have torn the stone asunder. Moisture 
  can be seen beading up on the stones, and the pit 
  smells faintly of acid. 
   To the east can be seen a raised platform with 
  glowing lights on it. Steam and smoke curl up from 
  several spots on the floor. 
   The Grand Archive can be seen to the west. 
  14. Runic Pools 
  This entire chamber pulses with transmutation 
  magic. The pools of liquid are actually pit fiends that 
  have been transmogrified into a jelly-like state; 
  nothing short of a wish spell can return them to their 
  physical form. If the characters return one of the 
  fiends to its previous form, the fiend promises to 
  “save them for last” as it trundles off in the direction 
  of Rhaugilath’s ossuary, only to emit a soul-rending 
  shriek a few moments later as it is destroyed (by 
  Rhaugilath or other hidden wards at your 
  discretion). 
   The blue bool smells like electricity and has a 
  blazingly hot aura, the green pool smells like 
  cranberries and is bone-chillingly cold, and the red 
  pool smells like acid and has no discernable 
  temperature-related aura. If liquid from the pools is 
  mixed, the mixture explodes violently causing 
  everything in a 20-foot radius to take 132 (24d10) 
  force damage as raw magic tears through the area; a 
  successful DC 22 Dexterity saving throw reduces this 
  damage by half. If this radius overlaps a pool, repeat 
  this effect. The liquid loses all magical effect if 
  removed from the pool for more than two rounds.  
   On a successful DC 24 Intelligence (Arcana) check, 
  it can be deduced that this chamber restructures the 
  effects of transmutation magic. If a creature of 
  Netherese origin and blood casts a transmutation 
  spell in this room, the spell is treated as being two 
  levels higher than normal but it consumes the 
  normal spell slot. 
   A pair of grand, black iron double doors stand to 
  the south at the top of a short flight of stairs. Both 
  doors have decorative chains strung across them, 
  and the symbol of Mystryl – and from the box in 
  Candlekeep – is stamped into each. 
  15. Ossuary 
  Until the characters have proven their worth (DM’s 
  discretion; please refer to the Rhaugilath’s Review” 
  sidebar at the beginning of this section) the door to 
  this area cannot be opened or bypassed, even by a 
  wish spell. Physical force is met with unbreakable 
  resistance (including to weapons), and spell effects 
  simply fail. Each time that these effects are 
  witnessed, a hollow, mocking laugh rings through 
  the crypt. 
  
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  DDAL00-03 Those That Came Before 
   
   
  15 
   
   Once Rhaugilath summons the characters forward 
  to join him (he isn’t evil, but he may value his lawful 
  neutral alignment a little too much), the doors can 
  be opened as per normal. The chamber is festooned 
  with all manner of arcane trophies, and chains are 
  stretched between the pillars and walls. The throne 
  at the far south of the room appears to be made of 
  the bones of humanoids. 
   The lich carries himself with a regal air and is 
  surrounded by all manner of floating spellbooks, 
  shimmering wards, and other arcane paraphernalia. 
  He summarizes their performance so far in his crypt 
  with a detached, clinical voice and informs them that 
  they may rest here for one hour before Larloch 
  returns to investigate. He also has the following to 
  share: 
  • “Why only an hour? Larloch already knows you’re 
  here. If you’re still in this chamber after an hour, 
  Larloch will assume that you’re powerful enough 
  to investigate personally – and you don’t want 
  that.” 
  • He describes Larloch’s history as the oldest 
  creature in all of Faerun. He coldly describes 
  Larloch’s ability to control all undead with nothing 
  more than a thought, and that he enjoys 
  controlling liches above all others – in fact, he 
  sometimes gives them free will after a few 
  centuries “just to see what they do with it”. 
  Larloch is then described as having a contingency 
  for every contingency, and was responsible for 
  single-handedly shattering the wards surrounding 
  Candlekeep. Rhaugilath also describes Elminster’s 
  efforts to stop Larloch by literally dropping a city 
  on him (see DDAL00-02 Lost Tales of Myth 
  Drannor and The Herald, by Ed Greenwood). 
  • More information about Larloch can be found in 
  DM Appendix 2 and in various Forgotten Realms 
  novels and older supplements, but it is 
  unimportant – though if you have the time to 
  research it, include it! 
  • Rhaugilath explains that he has been under 
  Larloch’s control for the last several centuries, but 
  that control has recently become lessened as 
  Larloch came into the possession of a very 
  powerful artifact known as a Writhing Battery. 
  • This Battery was unearthed from far below 
  Warlock’s Crypt, and once the two liches began 
  investigating it they realized that it contained an 
  eldritch power that predates the fall of their 
  beloved Netherese Empire. The characters may 
  have additional input on what a Writhing Battery 
  contains, and Rhaugilath is keenly interested in 
  learning more. 
  • He states that the more time Larloch spent with 
  the Battery, the less control he seemed to have 
  over himself. It was as if the Battery were taking 
  control of Larloch without him knowing. 
  • Rhaugilath understands that if Larloch is allowed 
  to draw more power from the Battery, all of the 
  Forgotten Realms would be doomed once the 
  power inside was released. Nothing – not even 
  Larloch – would be able to hold back whatever is 
  inside. He does add that he believes that other 
  Batteries exist in the world “but that is a problem 
  for another day and another set of champions that 
  do number me among their own”. 
  • He does not care how the characters deal with the 
  Battery (“Get rid of it, bury it, do what you have to 
  do but do it efficiently and quickly before Larloch 
  returns to see you!”), but he makes it very clear 
  that the creature contained inside the Battery 
  must remain there. “Do not harm the crystal, lest 
  you release a beast that your world is ill-equipped 
  to deal with.” 
  • Rhaugilath is willing to provide the characters 
  with a map that takes the characters directly to 
  Larloch’s laboratory. 
  • He warns the characters that Larloch is known to 
  ally with all manner of powerful creatures, and 
  that this is often one-sided: Larloch’s allies only 
  tend to live a few centuries (“Ten at most, in my 
  experience”) before they are consumed and 
  turned into spell components. 
   
  Rhaugilath has no desire to lie or obscure the truth 
  from the characters, but he is not seeking to serve 
  justice for the sake of justice. Much of this is revenge, 
  pure and simple, for revoking the lich’s autonomy. 
  That said, spells and effects only work on Rhaugilath 
  when he allows them to – as this entire crypt is his 
  lair and he has had thousands of years to prepare it, 
  suffice it to say that the countless interwoven 
  contingency spells, symbols, and wards all protect 
  him in any manner that he desires. 
   If the characters ask about the worm-infested 
  knights, Rhaugilath responds with: “Those foul 
  creatures took up residence shortly after I took leave 
  of Larloch when he took leave of his senses. Those 
  creatures are bound to the Writhing Battery.” 
   Should the characters be willing to take on 
  Larloch, Rhaugilath will firmly but politely inform 
  them that there is no way that will happen. Their 
  mission is to enter the laboratory, cause as much 
  destruction as possible, and escape before Larloch 
  
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  DDAL00-03 Those That Came Before 
   
   
  16 
   
  arrives. This should take less than one minute. He 
  stresses that the Writhing Battery should be left 
  alone, as whatever is held inside will surely offer a 
  sublime prize for your loyalty. 
   If prompted for payment or if the characters ask 
  for assistance, he considers their observed 
  performance in his crypt so far. If they triggered any 
  traps without disarming them, took damage in 
  combat, or some other element unbecoming of a 
  “true champion”, he will say something like the 
  following: 
  “Sometimes I like my allies to… remain a little while longer. 
  Like Rooster, here.” 
   
  Rhaugilath unclips a jeweled wand from his belt and 
  casually tosses it to you. 
   
  “Rooster was an elf bard that found his way here some 
  time ago. Wonderful stories. Not very good at staying alive, 
  I’m afraid. I think he had a contracted a bad case of wild 
  magic at some point, because his spells were never quite… “, 
  he sniffs derisively, “right.” 
   
  “I’m all too happy to assist the correct champions. You 
  have the skills to be here, for certain, and let us not fool 
  ourselves: you’re not so skilled that Larloch has found it 
  necessary to investigate firsthand what a living mortal is 
  doing within these halls. Oh, he allows me my toys but he 
  does like to witness the truly special ones.” 
   
  “Go on then, keep Rooster company. Keep whatever else 
  you find in that horrid laboratory, too. Just be wary of taking 
  so much that your escape is impacted.” 
  Rhaugilath makes it very clear that once the 
  characters leave the Ossuary, they will not be able to 
  return. Instead, he identifies a new escape route 
  from Warlock’s Crypt and tells the characters that if 
  they enter this lair again he will be forced to assume 
  that they are seeking the release of a painless death. 
   When the characters are ready to proceed, 
  Rhaugilath gives them the key phrase for the hidden 
  door in area 16. Final Rest and bids them good 
  hunting. 
  Treasure 
  Rhaugilath grants the characters Rooster, his 
  beloved wand of wonder. 
  16. Final Rest 
  A rune-covered sarcophagus lies in the center of this 
  room. It is very heavy and requires a DC 26 Strength 
  (Athletics) check to move, as it is made of fiendstone. 
  The sarcophagus appears to be empty, but the 
  interior of the lid is actually a mirror of life trapping. 
  The mirror has 11 empty cells and currently only 
  contains an elf mage named Que’vellas. If freed, the 
  mage reveals that he was trapped inside the mirror 
  by “the warlock” and firmly believes that it is 
  currently 255 DR; he came to the ruins on a mission 
  to retrieve the Nether Scrolls from the Netherese 
  ruins. He has no gear, no spellbook, and no spells 
  prepared but uses the remaining stats from the 
  archmage stat block. The hidden door to the 
  southeast only reveals itself if the key phrase 
  “Karsus, the fool” is uttered. It is magically locked 
  and requires a cannot be picked, though it 
  automatically unlocks for those that have the 
  blessing of Rhaugilath or use the key phrase. If the 
  door is targeted by knock or dispel magic, the spells 
  are automatically countered by latent enchantments. 
   Treasure. If the mirror of life trapping is removed 
  from the sarcophagus by any means, it loses all 
  magic and becomes a mundane (though valuable) 
  piece of antiquity worth 1,000 gp. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  DDAL00-03 Those That Came Before 
   
   
  17 
   
  Larloch’s Laboratory 
  Estimated Duration: 30-45 minutes 
   
  The characters follow Rhaugilath’s map and traverse 
  the underbelly of Warlock’s Crypt. The Netherese 
  ruins are identifiable and perfectly preserved here, 
  but this isn’t an excavation or sight-seeing trip: 
  they’re here to disrupt the laboratory of an ancient 
  and powerful lich! 
  The Clock’s A-Tickin’! 
  Once the characters enter the laboratory, they have exactly 
  ten rounds to complete their task and escape completely off 
  the map. If they are still present or on the map at the 
  beginning of the eleventh round, Larloch returns and you can 
  narrate whatever soul-crushing defeat you wish. Roleplaying 
  takes time – be sure to use your judgment on this! 
   
  MAKE IT CLEAR THAT STAYING FOCUSED IS KEY. 
  Workshop of Horrors 
  The characters enter this place through the double 
  doors in the northern hallway. Larloch’s laboratory 
  is set in the deep recesses of Orbedal’s undercity, 
  and the main hallway is either exquisitely crafted to 
  look like the interior of a stone dragon’s mouth and 
  throat… or this is a petrified dragon. Let the 
  characters ponder this as they open the doors. 
   As this scene unfolds the characters can only 
  initially see what appears to be a functional arcane 
  laboratory with a massive smoky crystalline obelisk 
  standing in the center. The crystal is 20 feet on a side 
  and nearly 30 feet tall, tapering to a point. A faint 
  rhythmic thumping noise permeates the hallways, 
  seemingly coming from the crystal itself. 
   
  The Dark Obelisk & the Laboratory 
  Upon first viewing, the laboratory appears to be 
  impeccably arranged and full of in-progress 
  experiments. Cauldrons bubbling, glass jars are filled 
  with bits of wriggling flesh, and chains extend from 
  the walls to the massive, dark crystal. A rhythmic 
  thumping seems to be coming from the crystal, 
  though any characters that participated in another 
  Sage of the Worm adventure can confirm that the 
  sound, while similar, is not as sinister. The crystal is 
  the same as found in those other adventures but 
  curiously does not carry the standard aura of dread 
  and no fleshy appendage can be spied within it. This 
  effect is in truth an illusionary effect and nothing 
  more. 
  The Environment 
  Larloch’s laboratory area is in a part of the city of Orbedal 
  that was pushed underground when the citadel crashed 
  down nearly 1800 years past. 
  Halls. The halls are less than 7 feet tall. This imposes 
  disadvantage on any two-handed weapon attacks that are 
  used by a creature in the hallway. Magical line emanates 
  from the stones and mortar, providing bright light 
  everywhere in a 10-foot radius. 
  Excavation. The excavation side is rough-hewn and 
  unfinished. The cavern ceiling is 12 feet above, and no light 
  (natural or otherwise) is found here. 
  Laboratory. The laboratory area is as-described elsewhere in 
  this chamber for flavor. The ceiling reaches some 40 feet 
  overhead to a marble dome that is covered in dangerous-
  looking cracks; this gives the room the feel of being inside a 
  silo. Identical to the halls, ambient magical light is present. 
  Wards. Larloch has warded this place so that teleportation 
  magic and counterspell only work when cast by undead 
  creatures. 
  Once a character crosses the threshold and enters 
  the central space of the laboratory as-noted on the 
  map, the environment changes. The illusion melts 
  away and the character can now see that the 
  laboratory is a wreck – and more importantly, the 
  crystal is broken and hollow. Allow the characters a 
  few moments to enter the ruins and explore; feel 
  free to describe the smoking remains, the splinters 
  of crystal embedded in the walls, the evidence of 
  worms spilling out from the crystal (thankfully dead, 
  now) or any other horrific details that you would 
  like to embellish. 
   When you feel that the time is right (preferably 
  when the characters are already pleasantly on-edge), 
  Taemylyn’zakka phases into existence, breaking the 
  illusion of the collected laboratory for all present. 
  The bloated dragon is coiled around the top of the 
  crystal, some 25 feet above the ground. Read or 
  paraphrase the following: 
  The creature that now resides atop the shattered crystal has 
  a glorious air to it – but an air that is filled an unknowable 
  amount of wrongness. Clearly it was once a copper dragon, 
  but it has been… changed. Mutated. 
   
  The once-lithe beast is now bloated, its dulled scales even 
  missing in some places. A pitted, bony plate has replaced 
  most of its face, and grotesque spines have erupted from its 
  limbs. Worms fall freely from its mouth, a mouth filled with 
  broken teeth and a lolling tongue that somehow does not 
  impede the thing’s statement: 
   
  “I’ve been expecting you. Step forward and accept the 
  blessings of Kyuss.” 
  
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  DDAL00-03 Those That Came Before 
   
   
  18 
   
  Before further dialog takes place, a weakly fluttering 
  thumping noise comes from inside the broken 
  crystal. Any characters that have earned the 
  Favored of the Worm story award must succeed on 
  a DC 16 or 18 (tier 3 or tier 4) Wisdom saving throw; 
  if they fail, they drop any items they are holding and 
  move to stand 10 feet from the nearest edge of the 
  broken crystal. Those that can see inside the broken 
  crystal can easily spot the still-undulating piles of 
  worms and bits of discarded flesh; this is where the 
  thumping is coming from. 
   The dragon has the following bits to offer the 
  characters: 
  • (if any characters are close to the crystal) “Reach 
  out, take your prize. Kyuss’ kiss will show you the 
  way.” 
  • (if any characters move away from the crystal or 
  begin to make threatening sounds or actions) 
  “Hear us out before you seal your fate, I implore 
  you.” 
  • Its name is Taemylyn’zakka. It was once a copper 
  dragon, but is now “the paladin of the Worm that 
  Walks”. 
  • It praises the wisdom of Kyuss, and how the worm 
  god reached out many years ago and showed it the 
  true future. This future includes true divinity for 
  the faithful of the Worm that Walks: life is a lie as 
  it leads to death, and death is the ultimate lie as it 
  becomes nothingness. Only in undeath is true 
  divinity found. 
  • It calmly explains that it has been assisting 
  Larloch’s efforts to use the crystal for the lich’s 
  ongoing research. It continues on to explain that 
  the lich was overreaching and triggered an 
  unanticipated explosion, which destroyed the lab 
  and drove the lich away. 
  • If asked about what was inside the crystal, it grins 
  (dripping worms to the ground in the process) and 
  says flatly: “An aspect of Kyuss – what else?” 
   
  Any characters that wish to touch the crystal and 
  receive the blessing of Kyuss may do so – they 
  immediately receive the Favored of the Worm 
  story award as worms surge out of the crystal and 
  burrow into their flesh (no saving throw).  
   If the characters are too defiant or make 
  aggressive actions, the beast sighs and enters 
  combat. Once combat begins, be sure to track how 
  many rounds pass: at the beginning of the 10th 
  round Larloch will return, and at the beginning of 
  the 11th round the lich simply slaughters each 
  character still present. 
  Tricks of the Trade 
  Consider the following guidance: 
  Distant Threat. The dragon stays on top of the crystal for the 
  first round, preferring to use its acid breath weapon 
  immediately and relying on the wards in the chamber to 
  protect it through any initial volley. Remember that it is 20 
  feet up the crystal, and that any living creature that 
  contacts the crystal immediately gains the Favored of the 
  Worm story award. 
  Smite. As a paladin, the dragon has the ability to smite its 
  foes. If it hits with a melee attack, it may choose to smite. 
  If it does, it spends hit dice (reducing its hit points instead 
  of using spell slots) to inflict an additional 3d10 + 1d8 
  (increasing to +1d10 if the target is a living creature) 
  radiant damage per hit die spent in this manner. If it gets a 
  critical hit with its bite attack, it automatically uses this 
  smite. This smite is characterized as worms pouring from 
  the dragon into the victim, and the victim must succeed on 
  a DC 16 Constitution saving throw or become infected with 
  rot grubs (see the Swarm of Rot Grubs bite attack). 
  Reinforcements. Each round, 1 death knight, 2 wraiths, or 3 
  spawns of Kyuss arrive and block passage back to the exit. 
  At tier 3, these creatures only become aggressive if 
  affected by an action or spell from one of the characters, 
  though they will take opportunity attacks if the characters 
  provoke them. At tier 4, these creatures enter combat 
  initiative the round after they arrive. 
  Modified Lair Actions. On initiative count 20 (losing initiative 
  ties), the dragon takes a lair action to cause one of the 
  following effects: 
  • 
  The dragon chooses a point that it can see within 
  120 feet of it. Stone spikes sprout from the ground 
  in a 20-foot radius centered on that point. The 
  effect is otherwise identical to the spike growth 
  spell and lasts until the dragon uses this lair action 
  again or until the dragon dies. 
  • 
  The dragon chooses a 10-foot-square area on the 
  ground that it can see within 120 feet of it. The 
  ground in that area turns into a 3-foot-deep mud. 
  Each creature on the ground in that area when the 
  mud appears must succeed on a DC 15 Dexterity 
  saving throw or sink into the mud and become 
  restrained. A creature can take an action to 
  attempt a DC 15 Strength check, freeing itself or 
  another creature within its reach and ending the 
  restrained condition on a success. Moving 1 foot in 
  the mud costs 2 feet of movement. On initiative 
  count 20 on the next round, the mud hardens and 
  the Strength DC to work free increases to 20. 
  • 
  Once per day, the dragon can cause a 40-foot 
  diameter antimagic shell to emanate from the 
  broken crystal. This effect is otherwise identical to 
  the spell of the same name and lasts until initiative 
  count 20 of the next round. (the dragon typically 
  uses this in the second round of combat, once the 
  characters have “grown confident”). 
  
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  DDAL00-03 Those That Came Before 
   
   
  19 
   
  The characters should be rewarded for creative 
  thinking in this encounter, as the dragon is a 
  formidable foe. If the characters are struggling to 
  come up with viable plans, consider encouraging 
  them to spend their action deep in thought; if they 
  do, they may recall that the ceiling above is deeply 
  cracked and that burying the crystal (and the 
  dragon) should be sufficient to count as a success in 
  the mission. That said, if this happens too early 
  there’s always a chance for the very angry dragon to 
  claw its way out and track them down. You have 
  many options to make this combat very cinematic 
  and climactic! 
   Once the dragon is destroyed and/or the crystal 
  disposed of, the assembled reinforcements simply 
  cease to exist – the characters can make good their 
  escape. Larloch is sure to arrive soon! 
  Treasure 
  Anything that the characters recover from the 
  wreckage of Larloch’s laboratory is of value to the 
  scribes of Candlekeep and would almost certainly be 
  worth a significant amount on the open market. This 
  is addressed in the conclusion and story awards. 
  Conclusion 
  The characters are assumed to flee from Warlock’s 
  Crypt as quickly as possible. If they are following the 
  map that Rhaugilath provided, their way is clear and 
  they can reach the more welcoming wilderness of 
  the Sword Coast in a few short hours. If they are not 
  following that map, feel free to describe hordes of 
  demons, an entire flight of dragons, and armies of 
  undead that they nearly collide with as they 
  scramble for safety. Adding in a reference to a 
  horrible subterranean dragon roar wouldn’t hurt, 
  either. 
   If the characters wish to return to Candlekeep and 
  divulge their findings and stories to Pot, he debriefs 
  them at a rate of one person per day and with a 
  group session at the end. Any character that 
  provides a full breakdown of events and does not 
  obscure or withhold anything earns the Favor of 
  Candlekeep story award. If someone withholds a 
  part of their story, Pot is still thankful and offers 
  them a standard cut of the monetary reward but no 
  story award. 
   During Pot’s group session (or elsewhere, if the 
  characters fled to some remote location and do not 
  wish to talk to the scribes again), a large box arrives 
  for them. It is emblazoned with the sigil of Mystryl 
  and is made of the same wood from the box that Pot 
  handed the characters earlier in this adventure. 
  Contained inside is a note, a sack of Netherese 
  trinkets, and either a glass rod (tier 3) or a plush, 
  gray robe. The note reads: 
  Champions, 
   
   
  Your efforts have brought both gladness and amusement 
  to this old heart. I have plumbed the depths of your abilities 
  and weighed your value, and you have been found to be not 
  immediately wanting. 
   
   
  You are adequate.  
   
   
  For someone not of the Empire, I am certain that you can 
  plainly see the value in this high praise.  
   
   
  However, I can easily see that you need the enclosed, for it 
  offers you protection that I cannot – not directly. Use it in 
  good faith. 
   
  May the Empire fly again soon, 
  Rhaugilath the Ageless 
  Overseer of Orbedal 
  Treasure 
  So long as the characters returned to Pot, they are 
  thanked for their efforts in the form of a crate full of 
  manuscripts that Pot claims are “Duplicates only; 
  you are free to do with them as you see fit.” The 
  tomes are heavy, old, and rare; they are worth 1,500 
  gp (at tier 4, this value increases to 2,500 gp). 
   The sack of Netherese trinkets that Rhaugilath 
  sent are in exceptional shape and were clearly once 
  intended for use by royalty or the incredibly wealthy 
  (for the Empire, these are often the same people). 
  The collection is comprised of letter openers, 
  tableware made of mithral, dragonbone dice. Should 
  the characters choose to sell it, the collection is 
  easily worth 5,000 gp (at tier 4, this value increases 
  to 7,500 gp) per person.  
   If the characters picked up items from Larloch’s 
  laboratory, it is assumed that they surrendered 
  these items to Inkpot during their debriefing. If they 
  did not surrender them, no merchant on Faerun is 
  willing to purchase them as they can feel the raw evil 
  emanating from those trinkets. 
   The characters also receive either a rod of 
  alertness full of eyeballs (tier 3) or Rhaugilath’s 
  personal gray robe of the archmagi (tier 4). Under no 
  circumstances do they receive both. 
  
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  DDAL00-03 Those That Came Before 
   
   
  20 
   
  Rewards (Tier 3) 
  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. 
  Experience (Min/Max XP: 11,500/13,500 each) 
  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. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Chain Devil 
   
   
  5,900 
  Death Knight 
   
   
  18,000 
  Spawn of Kyuss (tier 3) 
   
  5,900 
  Swarm of Rot Grubs 
   
  100 
  Taemylyn’zakka  
   
  27,500 
  Wraith (tier 3) 
   
   
  5,900 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Keeping faction parcel sealed 
  200 
  Respectfully interacting with Rhaugilath 
    
   
   
   
  500 
  Giving full debrief to Inkpot 
  1,000 
   The minimum total award for each character 
  participating in this adventure is 11,500 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 13,500 experience 
  points. 
  Treasure 
  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.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Cerulean Hall coins 
   
  1,500 
  Cerulean Hall gems 
   
  500 
  Final Rest mirror  
   
  1,000 
  Candlekeep books 
   
  1,500 
  Netherese trinkets 
   
  5,000/person 
   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.  
  Potion of Supreme Healing 
  Potion, variable rarity 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Spell Scrolls 
  Scroll, variable rarity 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Rooster (Wand of Wonder) 
  Wand, rare (requires attunement by a spellcaster) 
  Rhaugilath’s efforts to record the history of the 
  Netherese Empire sometimes incorporated some 
  unsavory elements… such as the transmogrification 
  of a chaos sorcerer into this elegant wand. Covered 
  in swirls, whorls, dizzying patterns, knobs, and 
  clicky bits, it thrums and hums in your hand. This 
  item can be found in the Dungeon Master’s Guide. 
  Rod of Alertness 
  Rod, very rare (requires attunement) 
  This slender crystal rod is topped with flanged head 
  made of obsidian, and tipped with horrifically sharp 
  silver needles. The center seems to be filled with a 
  curious liquid, within which several free-floating 
  eyes can be spotted. This item can be found in the 
  Dungeon Master’s Guide. 
   
   
   
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award. 
   Favored of the Worm. Any character that became 
  worm-infected during this adventure earns this 
  story award. Their flesh is covered in small black 
  pock marks; even illusion magic does not disguise 
  their presence. These characters feel a bond with 
  insects and bugs (worms specifically) and feels a 
  kinship with undead creatures even though they 
  may not be friendly. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  21 
   
   Favor of Candlekeep. Inkpot and the scribes of 
  Candlekeep are extremely grateful for your stories 
  and account of your time in Warlock’s Crypt. In 
  return, they have offered to teach you ancient 
  Netherese as an immersion course; if you would like 
  to learn ancient Netherese, you must spend 120 
  downtime days at Candlekeep doing nothing other 
  than working on your knowledge of this language. If 
  you are not interested in learning ancient Netherese, 
  you may instead choose three spell scrolls of up to 
  5th level (tier 3) or 7th level (tier 4) for free from an 
  approved Adventurers League resource. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).  
  DM Reward 
  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.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  22 
   
  Rewards (Tier 4) 
  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. 
  Experience (Min/Max XP: 20,000/27,000 each) 
  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. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Chain Devil 
   
   
  13,000 
  Death Knight 
   
   
  18,000 
  Spawn of Kyuss (tier 4) 
   
  13,000 
  Swarm of Rot Grubs 
   
  100 
  Taemylyn’zakka  
   
  27,500 
  Wraith (tier 4) 
   
   
  13,000 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Keeping faction parcel sealed 
  200 
  Respectfully interacting with Rhaugilath 
    
   
   
   
  1,000 
  Giving full debrief to Inkpot 
  2,500 
   The minimum total award for each character 
  participating in this adventure is 20,000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 27,000 experience 
  points. 
  Treasure 
  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.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Cerulean Hall coins 
   
  1,500 
  Cerulean Hall gems 
   
  500 
  Final Rest mirror  
   
  1,000 
  Candlekeep books 
   
  2,500 
  Netherese trinkets 
   
  7,500/person 
   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.  
  Potion of Supreme Healing 
  Potion, variable rarity 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Spell Scrolls 
  Scroll, variable rarity 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Rooster (Wand of Wonder) 
  Wand, rare (requires attunement by a spellcaster) 
  Rhaugilath’s efforts to record the history of the 
  Netherese Empire sometimes incorporated some 
  unsavory elements… such as the transmogrification 
  of a chaos sorcerer into this elegant wand. Covered 
  in swirls, whorls, dizzying patterns, knobs, and 
  clicky bits, it thrums and hums in your hand. This 
  item can be found in the Dungeon Master’s Guide. 
  Gray Robe of the Archmagi 
  Wondrous item, legendary (requires attunement by a 
  sorcerer, wizard, or warlock) 
  Originally crafted during the height of the Netherese 
  Empire, this robe is a warm gray color and very 
  plush. It is stitched with silver thread and the back is 
  covered by Rhaugilath’s arcane sigil mixed with the 
  sign of Mystryl. This item can be found in the 
  Dungeon Master’s Guide. 
   
   
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award. 
   Favored of the Worm. Any character that became 
  worm-infected during this adventure earns this 
  story award. Their flesh is covered in small black 
  pock marks; even illusion magic does not disguise 
  their presence. These characters feel a bond with 
  insects and bugs (worms specifically) and feels a 
  kinship with undead creatures even though they 
  may not be friendly. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  23 
   
   Favor of Candlekeep. Inkpot and the scribes of 
  Candlekeep are extremely grateful for your stories 
  and account of your time in Warlock’s Crypt. In 
  return, they have offered to teach you ancient 
  Netherese as an immersion course; if you would like 
  to learn ancient Netherese, you must spend 120 
  downtime days at Candlekeep doing nothing other 
  than working on your knowledge of this language. If 
  you are not interested in learning ancient Netherese, 
  you may instead choose three spell scrolls of up to 
  5th level (tier 3) or 7th level (tier 4) for free from an 
  approved Adventurers League resource. 
  Player Rewards 
  For completing this mission, the characters earn 
  downtime as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).  
  DM Reward 
  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.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  24 
   
  Appendix. Monster/NPC Statistics 
   
  Chain Devil (Kyton) 
  Medium fiend (devil), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 85 (10d8 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  18 (+4) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
    
  Saving Throws Con +7, Wis +4, Cha +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Infernal, telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes two attacks with its 
  chains.  
  Chains. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. The 
  target is grappled (escape DC 14) if the devil isn’t 
  already grappling a creature. Until the grapple ends, 
  the target is restrained and takes 7 (2d6) piercing 
  damage at the start of each of its turns. 
  Animate Chains (Recharges after a Short or Long 
  Rest). Up to four chains the devil can see within 60 feet 
  of it magically sprout razor-edged barbs and animate 
  under the devil’s control, providing that the chains 
  aren’t being worn or carried. 
   Animated chain is an object with AC 20, 20 hit points, 
  resistance to piercing damage, and immunity to psychic 
  and thunder damage. When the devil uses Multiattack 
  on its turn, it can use each animated chain to make one 
  additional chain attack. An animated chain can grapple 
  one creature on its own but can’t make attacks while 
  grappling. An animated chain reverts to its inanimate 
  state if reduced to 0 hit points or if the devil is 
  incapacitated or dies. 
  Reactions 
  Unnerving Mask. When a creature the devil can see 
  starts its turn within 30 feet of the devil, the devil can 
  create the illusion that it looks like one of the 
  creature’s departed loved ones or bitter enemies. If the 
  creature can see the devil, it must succeed on a DC 14 
  Wisdom saving throw or be frightened until the end of 
  its turn. 
  Scaling the Chain Devil  
  This adventure can be played at multiple tiers but uses the 
  same basic layout and creature selection. As such, the 
  creatures need to be adjusted to provide an appropriate 
  challenge across those tiers. What follows are the suggested 
  changes, and although they are not cumulative you are 
  encouraged to use your best judgement when applying these 
  changes. 
   
  Tier 3 (levels 11 - 16): hit points 119 (14d8 + 56), Strength is 
  20 (+5), immunity to fear, Chains becomes +9 to hit and 18 
  (4d6 + 4) damage, and all of the chain devil’s chain attacks 
  and animated chains are treated as magical damage 
  Tier 4 (levels 17 - 20): hit points 163 (19d8 + 78), Strength is 
  20 (+5), add the Mage Slayer feat (PH, ch. 6), resistance to 
  non-magical weapons, immunity to fear, Chains becomes +10 
  to hit and 18 (4d6 + 4) damage, and all of the chain devil’s 
  chain attacks and animated chains are treated as magical 
  damage 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  25 
   
  Death Knight 
  Medium undead, chaotic evil 
  Armor Class 20 (natural armor) 
  Hit Points 180 (19d8 + 95) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  18 (+4) 
    
  Saving Throws Dex +6, Wis +9, Cha +10 
  Damage Resistances necrotic, poison 
  Senses darkvision 120 ft., passive Perception 13 
  Languages Abyssal, Common 
  Challenge 17 (18,000 XP) 
  Magic Resistance. The death knight has advantage on 
  saving throws against spells and other magical effects. 
  Marshal Undead. Unless the death knight is 
  incapacitated, it and undead creatures of its choice 
  within 60 feet of it have advantage on saving throws 
  against features that turn undead. 
  Spellcasting. The death knight is a 19th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 18, +10 to hit with spell attacks). It has the 
  following paladin spells prepared: 
   
  1st level (4 slots): command, compelled duel, searing 
  smite 
  2nd level (3 slots): hold person, magic weapon 
  3rd level (3 slots): dispel magic, elemental weapon 
  4th level (3 slots): banishment, staggering smite 
  5th level (2 slots): destructive wave (necrotic) 
  Actions 
  Multiattack. The death knight makes three longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 
  (1d10 + 5) slashing damage if used with two hands, 
  plus 18 (4d8) necrotic damage. 
  Hellfire Orb (1/Day). The death knight hurls a magical 
  ball of fire that explodes at a point it can see within 120 
  feet of it. Each creature in a 20-foot-radius sphere 
  centered on that point must make a DC 18 Dexterity 
  saving throw. The sphere spreads around corners. A 
  creature takes 35 (10d6) fire damage and 35 (10d6) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  Reactions 
  Parry. The death knight adds 6 to its AC against one 
  melee attack that would hit it. To do so, the death 
  knight must see the attacker and be wielding a melee 
  weapon. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  26 
   
  Spawn of Kyuss 
  Medium undead, chaotic evil 
  Armor Class 10  
  Hit Points 76 (9d8 + 36) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  18 (+5) 
  5 (-3) 
  7 (-2) 
  3 (-4) 
   
  Saving Throws Wis +1 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses blindsight 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can’t speak  
  Challenge 5 (1,800 XP) 
  Regeneration. The spawn of Kyuss regains 10 hit points 
  at the start of its turn if it has at least 1 hit point and 
  isn’t in sunlight or a body of running water. If the 
  spawn takes acid, fire, or radiant damage, this trait 
  doesn’t function at the start of the spawn’s next turn. 
  The spawn is destroyed only if it starts its turn with 0 
  hit points and doesn’t regenerate. 
  Worms. If the spawn of Kyuss is targeted by an effect 
  that cures disease or removes a curse, all the worms 
  infesting it wither away, and it loses its Burrowing 
  Worm action. 
  Actions 
  Multiattack. The spawn of Kyuss makes two attacks 
  with its claws and uses Burrowing Worm. 
  Burrowing Worm. A worm launches from the spawn of 
  Kyuss at one humanoid that the spawn can see within 
  10 feet of it. The worm latches onto the target’s skin 
  unless the target succeeds on a DC 11 Dexterity saving 
  throw. The worm is a Tiny undead with AC 6, 1 hit 
  point, a 2 (-4) in every ability score, and a speed of 1 
  foot. While on the target’s skin, the worm can be killed 
  by normal means or scraped off using an action (the 
  spawn can use this action to launch a scraped-off worm 
  at a humanoid it can see within 10 feet of the worm). 
  Otherwise, the worm burrows under the target’s skin 
  at the end of the target’s next turn, dealing 1 piercing 
  damage to it. At the end of each of its turns thereafter, 
  the target takes 7 (2d6) necrotic damage per worm 
  infesting it (maximum 10d6). A worm-infested target 
  dies if it drops to 0 hit points, then rises 10 minutes 
  later as a spawn of Kyuss. If a worm-infested creature 
  targeted by an effect that cures disease or removes a 
  curse, all the worms infesting it wither away. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) 
  necrotic damage. 
   
  Scaling the Spawn of Kyuss 
  This adventure can be played at multiple tiers but uses the 
  same basic layout and creature selection. As such, the 
  creatures need to be adjusted to provide an appropriate 
  challenge across those tiers. What follows are the suggested 
  changes, and although they are not cumulative you are 
  encouraged to use your best judgement when applying these 
  changes. 
  Tier 3 (levels 11 - 16): hit points 124 (14d8 + 61), Strength is 
  18 (+4), resistant to non-magical weapons, once per day may 
  choose to succeed on a failed saving throw, Burrowing 
  Worm’s Dexterity DC is 12, a worm-infected target takes 10 
  (3d6) necrotic damage per worm (maximum 15d6), and the 
  claw attack becomes +8 and deals 11 (2d6 + 4) slashing 
  damage plus 10 (3d6) necrotic damage 
  Tier 4 (levels 17 - 20): hit points 171 (19d8 + 86), Strength is 
  20 (+5), immune to non-magical weapons and fear, resistant 
  to fire, cold, acid, lightning, thunder; once per day may 
  choose to succeed on a failed saving throw, has advantage on 
  saving throws versus magic and magic effects, Burrowing 
  Worm’s Dexterity DC is 13, a worm-infected target takes 13 
  (4d6) necrotic damage per worm (maximum 20d6), and the 
  claw attack becomes +11 and deals 15 (3d6 + 5) slashing 
  damage plus 13 (4d6) necrotic damage 
   
  For the purposes of this adventure, the effects of a Spawn of 
  Kyuss’ Burrowing Worms action stacks with the effect of a 
  Swarm of Rot Grubs Bite action and vice versa. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  27 
   
  Swarm of Rot Grubs 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 8 
  Hit Points 22 (5d8) 
  Speed 5 ft., climb 5 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
  7 (+2) 
  10 (+0) 
  1 (-5) 
  2 (-4) 
  1 (-5) 
   
  Damage Resistances piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained 
  Senses blindsight 10 ft., passive Perception 6 
  Languages -- 
  Challenge 1/2 (100 XP) 
  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 maggot. The 
  swarm can’t regain hit points or gain temporary hit 
  points. 
  Actions 
  Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: the target is 
  infested by 1d4 rot grubs. At the start of each of the 
  target’s turns, the target takes 1d6 piercing damage 
  per rot grub infesting it. Applying fire to the bite wound 
  before the end of the target’s next turn deals 1 fire 
  damage to the target and kills these rot grubs. After 
  this time, these rot grubs are too far under the skin to 
  be burned. 
   If a target infested by rot grubs ends its turn with 0 
  hit points, it dies as the rot grubs burrow into its heart 
  and kill it. Any effect that cures disease kills all rot 
  grubs infesting the target. 
   
   
   
   
    
   
   
   
   
   
   
  Scaling the Swarm of Rot Grubs  
  This adventure can be played at multiple tiers but uses the 
  same basic layout and creature selection. As such, the 
  creatures need to be adjusted to provide an appropriate 
  challenge across those tiers. What follows are the suggested 
  changes, and although they are not cumulative you are 
  encouraged to use your best judgement when applying these 
  changes. 
   
  Tier 3 (levels 11 - 16): speed 10 ft., climb 10 ft., resistant to 
  slashing and piercing weapon damage 
  Tier 4 (levels 17 - 20): speed 10 ft., climb 10 ft., immune to 
  slashing and piercing weapon damage 
   
  For the purposes of this adventure, the effect of a Swarm of 
  Rot Grubs’ Bites action stacks with the effects of a Spawn of 
  Kyuss’ Burrowing Worms action and vice versa. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  28 
   
  Taemylyn’zakka, Paladin of Kyuss 
  (Ancient Copper Dragon) 
  Gargantuan dragon, lawful evil 
  Armor Class 21 (natural armor) 
  Hit Points 350 (20d20 + 140) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  12 (+1) 
  25 (+7) 
  20 (+5) 
  17 (+3) 
  19 (+4) 
   
  Saving Throws Dex +8, Con +14, Wis +10, Cha +11 
  Skills Deception +11, Perception +17, Stealth +8 
  Damage Immunities acid 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 27 
  Languages Common, Draconic 
  Challenge 21 (27,500 XP) 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage. 
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage. 
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one 
  target. Hit: 17 (2d8 + 8) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 19 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Presence 
  for the next 24 hours. 
  Breath Weapons (Recharge 5–6). The dragon uses one 
  of the following breath weapons. 
  Acid Breath. The dragon exhales acid in a 90-foot line 
  that is 10 feet wide. Each creature in that line must 
  make a DC 22 Dexterity saving throw, taking 63 
  (14d8) acid damage on a failed save, or half as much 
  damage on a successful one. 
  Slowing Breath. The dragon exhales gas in a 90-foot 
  cone. Each creature in that area must succeed on a 
  DC 22 Constitution saving throw. On a failed save, 
  the creature can’t use reactions, its speed is halved, 
  and it can’t make more than one attack on its turn. 
  In addition, the creature can use either an action or a 
  bonus action its turn, but not both. These effects last 
  for 1 minute. The creature can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself with a successful save. 
  Change Shape. The dragon magically polymorphs into 
  a humanoid or beast that has a challenge rating no 
  higher than its own, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed or borne by the new 
  form (the dragon’s choice). 
   In a new form, the dragon retains its alignment, hit 
  points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and Intelligence, 
  Wisdom, and Charisma scores, as well as this action. Its 
  statistics and capabilities are otherwise replaced by 
  those of the new form, except any class features or 
  legendary actions of that form. 
  Legendary Actions 
  The dragon can take 3 legendary actions. Only one 
  legendary action option can be used at a time and only 
  at the end of another creature’s turn, and the dragon 
  regains spent legendary actions at the start of its turn. 
  • Detect. The dragon makes a Wisdom (Perception) 
  check. 
  • Tail Attack. The dragon makes a tail attack. 
  • Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 15 feet of the dragon 
  must succeed on a DC 23 Dexterity saving throw or 
  take 15 (2d6 + 8) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed. 
  Adjusting Taemylyn’zakka  
  This dragon requires several adjustments for this adventure:  
  Bolstered body. The dragon has 520 hit points and blindsight 
  to a range of 120 ft. It is undead. 
  Festering bite. The dragon deals an additional 14 (4d6) 
  necrotic damage on a bite attack. Any living creature bitten 
  must succeed on a DC 16 Constitution saving throw or 
  become infected with rot grubs (see the Swarm of Rot Grubs 
  bite attack). 
  Wormy breath. The dragon’s acid breath weapon can only be 
  used once per long rest, and deals an additional 49 (14d6) 
  necrotic damage on a failed save, or half as much damage on 
  a successful one. The acid is peppered with half-melted rot 
  grubs, and any living creature that takes damage from this 
  breath attack must succeed on a DC 16 Constitution saving 
  throw or become infected with rot grubs. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL00-03 Those That Came Before 
   
   
  29 
   
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1800 XP) 
  Incorporeal Movement. The wraith 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. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 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. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
   
   
   
   
   
   
  Scaling the Wraith  
  This adventure can be played at multiple tiers but uses the 
  same basic layout and creature selection. As such, the 
  creatures need to be adjusted to provide an appropriate 
  challenge across those tiers. What follows are the suggested 
  changes, and although they are not cumulative you are 
  encouraged to use your best judgement when applying these 
  changes. 
   
  Tier 3 (levels 11 - 16): hit points 116 (14d8 + 53), Dexterity is 
  18 (+4), immune to non-magical weapons, once per day has 
  advantage on saving throws versus magic and magic effects, 
  Life Drain’s Constitution DC is 16, and Life Drain becomes +8 
  and deals 26 (5d8 + 4) necrotic damage 
  Tier 4 (levels 17 - 20): hit points 163 (19d8 + 78), Dexterity is 
  20 (+5), immune to non-magical weapons and fear, resistant 
  to fire, cold, acid, lightning, thunder; has advantage on saving 
  throws versus magic and magic effects, Life Drain’s 
  Constitution DC is 18, and Life Drain becomes +10 and deals 
  31 (6d8 + 5) necrotic damage 
   
   
  
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  Map Appendix 1: Rhaugilath’s Lair 
   
  
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  Map Appendix 2: Larloch’s Laboratory
   
   
  One square = 10 feet 
  
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  Player Appendix: Magic Items & Awards
  Permanent Magic Items 
  Rooster (Wand of Wonder) 
  Wand, rare (requires attunement by a spellcaster) 
  Rhaugilath’s efforts to record the history of the 
  Netherese Empire sometimes incorporated some 
  unsavory elements… such as the transmogrification 
  of a chaos sorcerer into this elegant wand. Covered 
  in swirls, whorls, dizzying patterns, knobs, and 
  clicky bits, it thrums and hums in your hand. This 
  item can be found in the Dungeon Master’s Guide. 
   
   
  Rod of Alertness (tier 3 only) 
  Rod, very rare (requires attunement) 
  This slender crystal rod is topped with flanged head 
  made of obsidian, and tipped with horrifically sharp 
  silver needles. The center seems to be filled with a 
  curious liquid, within which several free-floating 
  eyes can be spotted. This item can be found in the 
  Dungeon Master’s Guide. 
   
   
   
  Gray Robe of the Archmagi (tier 4 only) 
  Wondrous item, legendary (requires attunement by a 
  sorcerer, wizard, or warlock) 
  Originally crafted during the height of the Netherese 
  Empire, this robe is a warm gray color and very 
  plush. It is stitched with silver thread and the back is 
  covered by Rhaugilath’s arcane sigil mixed with the 
  sign of Mystryl. This item can be found in the 
  Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Story Awards 
   
  Favored of the Worm 
  Any character that became worm-infected during 
  this adventure earns this story award. Their flesh is 
  covered in small black pock marks; even illusion 
  magic does not disguise their presence. These 
  characters feel a bond with insects and bugs (worms 
  specifically) and feels a kinship with undead 
  creatures even though they may not be friendly. 
   
   
  Favor of Candlekeep 
  Inkpot and the scribes of Candlekeep are extremely 
  grateful for your stories and account of your time in 
  Warlock’s Crypt. In return, they have offered to 
  teach you ancient Netherese as an immersion 
  course; if you would like to learn ancient Netherese, 
  you must spend 120 downtime days at Candlekeep 
  doing nothing other than working on your 
  knowledge of this language. If you are not interested 
  in learning ancient Netherese, you may instead 
  choose three spell scrolls of up to 5th level (tier 3) or 
  7th level (tier 4) for free from an approved 
  Adventurers League resource. 
   
   
   
   
  
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  DM Appendix 1: The Dark Obelisk 
   
  The Dark Obelisk 
  Kyuss has long been entombed within the Dark 
  Obelisk, but this prison has moved several times 
  over the eons. Only one portion of the Dark Obelisk 
  is present in the world at any one time; the bulk of it 
  remains deep within Carceri. It is certain that agents 
  of the Worm – not to mention the Worm himself – 
  are granted phenomenal and dire powers when in 
  proximity to it. The environs surrounding any 
  portion of the Dark Obelisk are festooned with dead 
  bodies, squirming insects, foul green worms, and 
  groups of Spawn of Kyuss. 
   Every world has its own version of the legend of 
  Worm that Walks. If scholars look deep enough into 
  the history of their lands they may find references to 
  great periods of arcane study or even a purported 
  “enlightened time” in which society and culture hit 
  heights before an inevitable collapse, and many of 
  these stories include references to newly discovered 
  power sources and powerful fonts of arcane might. 
  In truth, these events are often due to the Worm’s 
  promises of might and lore. While the Worm cannot 
  enter the world directly, his agents work tirelessly to 
  brings aspects of his prison – the Dark Obelisk, 
  sometimes known as the Writhing Battery – to 
  powerful mages and sorcerers in the hope of finding 
  a way to release him once more. 
  Lair Actions 
  While within 1,000 feet of the Dark Obelisk and on 
  initiative count 20 (losing initiative ties), Kyuss and 
  his Spawn take a lair action to cause one of the 
  following effects; the same effect cannot be used two 
  rounds in a row and only a single lair action may be 
  used in any turn regardless of the number of Spawn 
  of Kyuss present (including Kyuss himself): 
  • Each unoccupied space adjacent to Kyuss or a 
  single Spawn of Kyuss is filled with a rot grub 
  swarm (maximum 6 new rot grub swarms). 
  • Any number of swarms explode. Any creature 
  sharing a space with or adjacent to the Swarm 
  must succeed on a DC 18 Dexterity saving throw 
  or take 21 (6d6) necrotic and acid damage (half 
  damage on a success). 
  • (Kyuss only) Kyuss raises a corpse that he can 
  detect as a Spawn of Kyuss. The new Spawn 
  retains all its former memories, but loses all 
  abilities it once knew and instead gains the 
  abilities listed in the “Spawn of Kyuss” entry. 
  Nothing short of a wish spell will restore the 
  Spawn its former life. The Spawn is loyal only to 
  Kyuss and will follow his commands without 
  hesitation. 
  Regional Effects 
  The presence of Kyuss and the Dark Obelisk is often 
  a portent of terrible things to come.  Insects are 
  more aggressive and plentiful, undead are drawn to 
  the area, and Kyuss’ horrific Spawn can often be 
  found in great quantities in these areas. Additionally, 
  necrotic effects become more and more potent as 
  the Dark Obelisk brings in more faithful followers. 
  • While within 500 feet of the Dark Obelisk, healing 
  magic is only half as effective while necrotic magic 
  is twice as potent (double duration or twice the 
  number of dice for a spell’s effect). This does not 
  stack with the effects of the mythal. 
  • Intelligent, living creatures must make a DC 20 
  Wisdom saving throw when they first see the Dark 
  Obelisk. On a success, the creature is frightened 
  for one minute. On a failure, they are paralyzed for 
  one minute and frightened for one minute after 
  the paralyzed effect ends. Creatures may attempt 
  this save at the end of each of their turns. 
  • Intelligent undead creatures within 1 mile of the 
  Dark Obelisk have advantage on saving throws 
  versus spells and effects. 
  Broken Obelisk 
  The Dark Obelisk – sometimes referred to as a Writhing 
  Battery – in this adventure is broken and no longer provides 
  the benefits or powers listed. This text is included for 
  roleplay- and history-hounds that wish to delve into it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  art: Ian Wallace 
  
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  DM Appendix 2: Adventure Guidance 
   
  Storytelling Tactics 
  To breathe the right amount of life into this 
  adventure, a Dungeon Master must be prepared to 
  adjust mechanics and tactics very quickly. The 
  roleplay sections – first with Rhaugilath and later 
  with Taemylyn’zakka – can begin to drag if there is 
  not a decided ‘point’ to the interaction. These 
  creatures have goals and desires and drives and 
  personalities, and they should be incorporated into 
  the discussion! Combat in this adventure can be very 
  swing-y if the dice rolls are to be blindly trusted; the 
  characters should know that they are in a dangerous 
  place, and while the DM is encouraged to play up the 
  horror of being consumed by minions of the Worm 
  that Walks, they should not cross into the dreaded 
  “DM vs. Player” mindset that is so easy to do. 
   Much like DDAL00-01 Window to the Past, I ran 
  this adventure nearly 100 times between October 
  2016 and November 2017. A lot of players got to 
  take a peek into some pretty dark corners of 
  Forgotten Realms lore, and I even got to speak with 
  Ed Greenwood about the wellbeing of his misguided 
  children Rhaugilath and Larloch. 
   Here are some tips that I learned while running 
  this adventure. I hope that you can use them to run 
  awesome games for your players:  
  • Pot (Inkpot) may or may not be an avatar of 
  Oghma. Never say never, but he certainly knows 
  more than he is letting on. 
  • Rhaugilath is lawful neutral to the core. He 
  believes that there is a finite amount of good and 
  evil that can exist in the world at any one point, 
  and that Larloch’s efforts will artificially inflate the 
  amount of evil. Rhaugilath cannot abide by this 
  and will use this group (or another) of champions 
  to see that Larloch’s efforts are disrupted. 
  • One of my players referred to Rhaugilath as “the 
  worst manager I’ve ever had” and that this “was 
  basically one big job interview”. That player 
  wasn’t wrong. Rhaugilath is cold and calculating, 
  and has no time for feelings, emotions, or sass. He 
  is focused on ensuring that the characters are 
  powerful enough to face down the protector of the 
  Battery but not so powerful that Larloch feels the 
  need to show up and wipe the slate clean. 
  • Larloch is the boogeyman of the Forgotten Realms. 
  He is the oldest creature in existence, predating 
  even every one of the dragons. As he is a lich, this 
  presents a number of mechanical issues: to 
  resolve the majority of them, Larloch is never 
  actually present in this adventure. If the 
  characters are present when he returns, treat their 
  slaughter as a montage of events. It should be 
  visceral, shredding, and full of the biggest, 
  brightest, most explosive and painful magic 
  possible. 
  • No joke: Elminster actually had to drop a city on 
  Larloch… to slow him down. This destroyed the 
  remains of Myth Drannor. If Elminster couldn’t 
  affect Larloch with magic, it’s safe to assume that 
  the characters can’t. Drive this home to the 
  characters. 
  • The Battery is already destroyed in this adventure. 
  The characters are free to enter its husk, though, 
  to see what happens (spoiler: they die. They die 
  horrible, horrible deaths that can only be resolved 
  by wish). 
  Playing Your Alignment 
  Two liches are mentioned in this adventure, and 
  while they are clearly not friendly towards each 
  other (and one of them is only marginally friendly to 
  the characters), it is important to take a moment to 
  talk about alignment. 
   Alignment is a label that characters take most 
  often because it imparts a specific ability or set of 
  powers, rather than using it as a roleplaying tool. 
  This adventure seeks to step on those toes by 
  including a lawful neutral lich: Rhaugilath. 
   “Lawful neutral” essentially means that the law 
  and code of the land is inviolable, with any personal 
  feelings or observations ignored. Rhaugilath is a 
  perfect fit for this because although he has good 
  desires he is magically bound by Larloch to remain 
  neutral. This compulsion locks him to a lawful code 
  but doesn’t negate his acidic wit nor does it lessen 
  his disdain for people not of Netherese blood. 
  Because of this, Rhaugilath has come to believe that 
  a finite amount of “good” and “evil” exists in the 
  world and has taken it upon himself to ensure that 
  Larloch’s actions do not tip the scales too far to one 
  side. 
   Larloch, on the other hand, is strictly lawful evil. 
  He too is bound by his code of ethics but is very self-
  serving. His desire to bring about the return of 
  Mystryl as the goddess of magic will cost the world 
  much, and although Larloch is aware of this he does 
  not care. It is simply that nobody else is capable of 
  the mantle that he desires this, and he will sacrifice 
  
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  DDAL00-03 Those That Came Before 
   
   
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  or destroy anything that attempts to keep him from 
  his self-appointed task. 
   Just because Larloch cannot be mechanically 
  ‘hurt‘ in this adventure does not mean that the loss 
  of his laboratory and the Writhing Battery wouldn’t 
  be a devastating blow. Truly, it would! But it’s also 
  important to note that once the Battery is gone the 
  lich may realize that the artifact was corrupting his 
  judgment and clouding his vision… 
   … and I don’t know about you, but the thought of a 
  lich that aggressively wants to thank me is almost as 
  terrifying as the thought of a lich that aggressively 
  wants to end me. 
   
  Dreams of Empire 
  Sure, this adventure features a great writhing worm 
  god and massive, bloated dragon paladin… but the 
  real gems here are the liches. They are born of an 
  empire that is not understood by modern characters 
  and, in truth, has no place in the modern Forgotten 
  Realms – but their passion and fervent belief is what 
  keeps them going, day after day. This theme of 
  empire building is the foundation of the adventure: 
  Rhaugilath wishes for a new Netheril, Larloch wishes 
  to for a new (old) goddess of magic, the dragon 
  wishes for a future with only one god, and the 
  characters likely wish for their legacy and heroism 
  to be known. 
  Rhaugilath 
   Where Rhaugilath desires to see Netheril rise to 
  prominence once more, to lead the people of the 
  Realms into a new and enlightened age no matter 
  the cost, Larloch’s goal is at once simpler and 
  infinitely more complex: he desires to return Mystryl 
  to her place as the goddess of magic.  
  Roleplaying & Understanding Rhaugilath 
  Rhaugilath, the Ageless. Former Sorcerer-King of Orbedal in 
  ancient Netheril and reported to be nearly 2,000 years old 
  (first reports begin around -450 DR). Rhaugilath always 
  sought to provide the best possible life for those that lived in 
  his floating citadel and imposed strict laws to keep order and 
  peace established. Voluntarily underwent the process of 
  becoming a lich to ensure that his people would receive fair 
  and standard leadership for as long as he would exist – but 
  alas, Karsus’ Folly would soon see the entire Netherese 
  Empire come crashing (literally) to the ground. Rhaugilath 
  would spend over a thousand years trapped in the wreckage, 
  not hurt enough to discorporate back to his phylactery and 
  not strong enough to use magic to make good his escape 
  from the mess. Larloch uncovered him in approximately 1050 
  DR and after a climactic magical battle Rhaugilath was bent 
  to the will of the elder lich. He maintains his gifts as a 
  dreamwalker and extraordinarily powerful transmuter, 
  reportedly working at Larloch’s behest (though sometimes of 
  his own free will) to send messages and visions of the ancient 
  Empire to various individuals around the world via dreams, 
  and has been developing new ways to turn demons and 
  devils into building supplies (as the liches view these 
  creatures as a never-ending supply). Rhaugilath strives to 
  break Larloch’s control but is bound by magic to take no 
  direct action that would contradict Larloch’s efforts. 
  Larloch 
   Larloch is unwilling to accept that the Weave has 
  been irrevocably changed and has tried on 
  numerous occasions to force Mystryl to take shape. 
  He has participated in sinister rituals, crafted 
  horrible, reality-shaking magic spells, and has cut 
  deals with some of the world’s worst and most 
  powerful arcanists. He cares not for Netheril nor for 
  any other established nation, and would sacrifice all 
  of Faerun for just one more minute in the company 
  of his beloved goddess. It is his belief that the 
  Writhing Battery and what it contains can be used as 
  a tool to bring his dead goddess back to life. 
    
  Roleplaying & Understanding Larloch 
  Larloch, the Shadow King. Former Sorcerer-King of Jiksidur in 
  ancient Netheril and reported to be over 2,000 years old (first 
  reports begin around -680 DR). No flesh remains but he 
  clothes himself in finery and robes, and always has a veritable 
  cloud of ioun stones orbiting his form. Before the fall of the 
  Empire thanks to Karsus' Folly, he ruled over eastern Faerun 
  (with keen interest in the development of Narfell and 
  Raumathar). In 1374 DR more than 200 of his liches assaulted 
  the Knights of Myth Drannor, but Larloch arrived later and 
  dismissed the attack as "silly" and "utter pointless" as he 
  would never sanction actions against those that revere 
  Mystra or Mystryl. In 1487 DR he sought to become the new 
  deity of magic by draining the wards of Candlekeep and used 
  that energy to power an attempt to shatter the mythal of 
  Myth Drannor; he was defeated by Elminster and was driven 
  away when the human mage slammed an entire Netherese 
  floating city into the ancient lich. Larloch has an unknowable 
  number of contingencies and prepared spells ready to fire, 
  with many of them requiring no action or spell components 
  to complete. His arsenal of magical items is largely comprised 
  of artifacts from ancient times and many have been 
  furthered bolstered through his own research and 
  experimentation. 
  The information above was drawn from numerous 
  resources, including Hoard of the Dragon Queen, 
  Netheril: Empire of Magic, Chronomancer, several 
  versions of the Forgotten Realms boxed sets, and 
  more. The Netherese provide a lot of menace even in 
  their absence; essentially, they are a font of 
  
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  DDAL00-03 Those That Came Before 
   
   
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  inspiration for cruelly-intentioned Dungeon 
  Masters! 
       My thanks and sincere apologies to Wolfgang 
  Bauer and Steve Winter of Kobold Press for their 
  work on Hoard of the Dragon Queen and their 
  decision to include Hazirawn in that adventure. 
  Combat Tactics 
  Similar to DDAL00-01 Window to the Past, this 
  adventure features combats that are superficially 
  simple. Although the wraiths play a lesser role here, 
  there should still be enough of a resource drain on 
  the characters hit points, spell slots, magic item 
  charges, and so on that their continued efforts 
  should be a calculated decision. 
  Here are some of the tactics that I used while 
  running combats for my players in this adventure:  
   
  • If the characters are struggling in the second 
  combat encounter, consider having Rhaugilath 
  make his presence known by destroying the other 
  monsters. The lich does love a grand entrance, and 
  after all – he brought the characters here for a 
  reason. 
  • One quick way to adjust combat while still keeping 
  with the adventure theme is to replace a death 
  knight with a spawn of Kyuss when half of the 
  knight’s hit points are gone. Describe the armor 
  rotting and falling away, and the interior of the 
  plate mail as being completely filled with juicy 
  worms and maggots that reform into a brown-
  and-yellow robed creature. Using the new stat 
  block (with lower armor and reduced combat 
  effectiveness) can improve player and character 
  morale considerably, while still delivering a heck 
  of a narrative visual! 
  • Although there is no way to release Kyuss in this 
  adventure, the dragon serves as his paladin. 
  Paladins can smite when they hit with melee 
  attacks (including bites). Go big on this fight – the 
  dragon is effectively a solo creature! 
  • Feel free to drop some rot grub swarms here and 
  there. They don’t add much to the experience but 
  can add a lot of visceral “Ew, that’s gross!” impact 
  during combat at the table! 
   
   
   
   
  
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  Author’s Notes 
  Thanks & Apologies 
  The Saga of the Worm adventures have been a ton of 
  fun to design and run at dozens of conventions and 
  gamedays over the last few years. Window to the 
  Past was the Adventurer League’s introduction to 
  the smarmy Zulkir of enchantment and his dubious 
  mission to a lost research facility, and now we get to 
  explore the ruins of Warlock’s Crypt – a place that 
  has not really been detailed in any Wizards of the 
  Coast product in the past.  
   The purpose of the series isn’t about exploring lost 
  ruins (even though doing so is basically the bread 
  and butter of a D&D game, amirite?) but more about 
  exploring the topics and rules that make the game 
  really ‘tick’ for me as a Dungeon Master and 
  designer. 
   Window to the Past explored difficult roleplaying 
  choices and delved pretty deep in niche lore, offset 
  by the pervasive themes of horror and resource 
  management. 
   Those That Came Before uses the phrase “play 
  your alignment”, a phrase that every Dungeon 
  Master has had to use with their party at least once, 
  in an interesting way. Liches are typically the 
  pinnacle of evil, but Rhaugilath… isn’t. He’s self-
  centered and cold, condescending and cynical but he 
  adheres strictly to his neutral alignment. In old 
  Forgotten Realms lore he was actually lawful good, 
  but a slip to lawful neutral isn’t out of the question 
  after so many centuries trapped underground and 
  bound to what is essentially the boogeyman of the 
  Realms: Larloch. 
   I’ve had a blast sending minions of the Worm that 
  Walks against thousands of players, either at my 
  table or by hearing the exploits of players all over 
  the world that play these adventures with their local 
  Dungeon Masters. Part 3 of this saga is already “in 
  the wild” as it were, and I’ll be running it at 
  conventions all over the United States during 2018. 
   What does the future hold? I don’t really know. 
  After this trilogy wraps I think I’ll be ready for a new 
  theme and direction, but for now: 
   
  thump-thump, thump-thump 
   
  Alan Patrick 
  Community Manager 
  D&D Adventurers League 
  December 20th, 2017 
   
  Resource links 
  Art: 
   John Latta (Rhaugilath, death knight, Kyuss) 
   Jian Wei (cover) 
   
  Cartography: 
   
   Heroic Maps (Rhaugilath’s Lair) 
   Dyson Logos (Larloch’s Laboratory) 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S00 - Season-Agnostic/DDAL00-03 - Those That Came Before v1.03.pdf