TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-11 Death at Peril Island 
   
   
  1 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-11 Death at Peril Island 
   
   
  2 
  Introduction 
  Welcome to Death at Peril Island, a Convention 
  Created Content D&D Adventurers League™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system. This is the second 
  adventure in the Pilgrim’s Progress trilogy. 
   This adventure is designed for three to seven 
  5th – 10th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 8. Characters outside this level range 
  cannot participate in this adventure. 
  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 
   
  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, 
  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. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  In the first adventure in the Pilgrim’s Progress 
  trilogy, Terror at Soward Manor, the adventurers 
  investigated a ruined manor house where several 
  magic-infused beings lived and trained under the 
  protection of Nelvon and Larch deJun.  
   At the end of that adventure, one of these 
  people, Florah Krayne, was kidnapped. The 
  kidnappers brought her to Peril Island, a hidden 
  pirate base in the Moonsea. 
   The kidnappers are a gang of pirates and 
  marauders known as the Satin Scourge, led by 
  Captain Fillis Farview. They currently provide 
  services to a third-party interest, kidnapping 
  people with special powers and holding them at 
  Peril Island until they are retrieved and moved 
  elsewhere. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in 
  this adventure. 
   
  Peril Island. Peril Island is a mysterious isle in the 
  Moonsea, protected by Talos’s magic, terrible beasts, and 
  dangerous reefs. It is currently being used as a base by the 
  pirate band known as the Satin Scourge. 
   
  Captain Pell Treymond (PEHL TRAY-mahnd). Pell 
  Treymond is human, the owner and captain of the 
  Moonsea ship known as the Happy Tap. She is dark-
  skinned, tall, and muscular: a match for any of her crew. 
  She has been paid by Lord Von Finklestein to take the 
  adventurers into the Moonsea in search of Peril Island. 
   
  Captain Fillis Farview (FILL-iss FAR-view). Fillis Farview is 
  the dwarven leader of the Satin Scourge pirate band. She 
  wears an eye patch and a red satin blouse. Her white hair is 
  worn in many braids, like the tentacles of a sea creature. 
   
  Quintale Egget (kwin-TALE EHG-it). Egget is a human 
  veteran with red splint mail and a cold demeanor. He is 
  heavily scarred from his many battles. He has a quiet life 
  now, managing the pirate base when Captain Fillis is away. 
  He is ruthless but pragmatic. 
  Adventure Overview 
  The adventure is broken into four parts: 
   Introduction. Found at Sea. The adventurers 
  get a description of the ship, its crew, and what 
  their mission involves. 
   Part 1. I See at Sea. Peril Island is legendary for 
  its ability to remain impossible to find it, and 
  deadly if somehow located. The adventurers must 
  take part in a variety of skill checks to assist the 
  crew in finding the island and navigating the 
  dangerous waters. 
   Part 2. Row, Row, Row. When the island is 
  found, the ship cannot get too close because of 
  reefs. The adventurers must either take a rowboat 
  to shore, swim, or find their own way. Whether 
  they row, swim, or fly, they must deal with 
  dangerous waters and the flying creatures that 
  guard the island. 
   Part 3. A Pleasant Jungle Stroll. The path from 
  the beach to the pirate base is dangerous, guarded 
  by beasts, traps, and hostile flora. A constant 
  barrage of danger keeps the adventurers from 
  taking a long rest. 
   Part 4. Base Mettle. The base is carved from an 
  underground cavern system that allows ships to 
  be sailed in (if you can find the entrance). Several 
  kidnapping victims are here, and the adventurers 
  must fight their way through the pirates to free 
  the hostages. The adventurers can learn about the 
  base, who is behind the kidnappings, and exactly 
  where Florah has been taken: a shrine of Talos in a 
  location known as Talos Sound. 
  Adventure Hooks 
   Played the Previous Adventure. If the 
  adventurers played CCC-CIC-10 Terror at Soward 
  Manor, they should already know the situation 
  and be participating in this adventure without 
  hesitation. The Von Finklesteins have made 
  connections with the adventurers, contacting 
  them when they learn that the location of Florah 
  Krayne is Peril Island. 
   Did Not Play the Previous Adventure. If the 
  adventurers did not play CCC-CIC-10 Terror at 
  Soward Manor, you can start with the 
  introduction, working under the assumption that 
  they accepted a mission call from Lord Milben Von 
  Finklestein and his husband Zor Peerless Von 
  Finklestein. Then you can flash back to that 
  conversation, as described in the introduction. 
  Do You Want to Know More? 
  This adventure is the eleventh adventure associated with 
  Mulmaster, Windy Valley, and the people with an interest 
  in it. You can learn about other Cold Iron Conventions 
  shows in Milwaukee & Chicago by going to 
  http://www.coldironconventions.com/. All of these 
  adventurers brought to you by Cold Iron Conventions can 
  be purchased at http://www.dmsguild.com/. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  4 
  Introduction. Found at Sea 
   Estimated Duration: 10 minutes 
   Story Beat: The characters learn that they are 
  on a rescue mission to Peril Island.  
   
  When the players are ready, read the following 
  text. Even if they have not played CCC-CIC-10 
  Terror at Soward Manor, you can deal with that 
  after the text: 
  The wind off the Moonsea cuts hard across the bow of the 
  Happy Tap, the small caravel you are currently helping sail.  
   
  Captain Treymond, a tall, muscular, no-nonsense sort, 
  lowers her gaze off the horizon and calls to your group. 
  “I’m not exactly sure where we are going to end up, but I 
  reckon we’ll be there soon.” She points, and you cannot 
  miss the storm that is blowing rapidly across the water in 
  your direction. “Legend says that Peril Island is protected 
  by the storms of Talos himself. Now I’m putting this in your 
  hands, as per our arrangement.” She looks at the storm 
  again. “Try not to get us all killed.” 
  Use a quick flashback to set the stage for what is to 
  come. Use the bullets below to guide the 
  conversation: 
  • Lord Milben Von Finklestein and his husband 
  Zor Peerless Von Finklestein, nobles from 
  Mulmaster, have paid Captain Treymond and 
  the crew of the Happy Tap to take the 
  adventurers into the Moonsea, looking for Peril 
  Island. 
  • The adventurers have been offered 200 gp per 
  person to find the island and rescue Florah 
  Krayne, or at least get further information on 
  her whereabouts. Florah is a young woman 
  infused with wild magic who was taken to Peril 
  Island by a pirate crew known as the Satin 
  Scourge. 
  • While Florah was in the care of Nelvon deJun, he 
  placed a spell on her to locate her if she ever 
  escaped or was taken. He has created a magical 
  tracker that can locate her by homing in on the 
  unique markings that manifested on her skin 
  due to her wild magic. The tracker is a magical 
  pendant that, once every 10-minute interval, 
  gives the wearer a sense of the distance and 
  direction of Florah since the last time they 
  checked. 
  • One of the adventurers must volunteer to carry 
  and use the tracker. Get that character’s name 
  now. 
  • Peril Island is rumored to be a pirate base that 
  is hidden by magic and protected by weather, 
  vicious reefs, terrible guardians, and perhaps 
  more. The magical tracker is the only thing that 
  is allowing you to find the island. And right now, 
  it points directly into the storm. 
  Development  
  If any character is a loyal member of the 
  Brotherhood of the Cloaks, they have been asked 
  by Lillah Whitewinter, a member of their order, to 
  assist the Von Finklesteins’ mission while 
  observing everything carefully. In doing so she 
  hopes to gather enough proof of the noblemen’s’ 
  violations of Mulman law that she could effectively 
  prosecute them for aiding unregistered arcanists.  
   
  When you are ready, continue to Part 1. I See at 
  Sea. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  5 
  Part 1. I See at Sea 
   Estimated Duration: 20 minutes 
   Story Beat: The characters make it through the 
  divinely summoned storm protecting Peril Island.  
   
  The adventurers must assist Captain Treymond 
  and the crew of the Happy Tap in weathering the 
  Talos-driven storm and locating the magically 
  concealed Peril Island. 
  General Features 
  The Moonsea is clear and calm until the ship approaches 
  Peril Island. After that, the weather turns severe. 
   
  Terrain. The rolling deck of a ship and the crashing waves 
  of a stormy sea. 
   
  Weather. Driving rain, lightning, and crashing thunder 
  churn the Moonsea, making doing anything very difficult. 
   
  Light. Even though it is day when this encounter takes 
  place, the dark skies provide only dim light. 
   
  Smells and Sounds. The shouts of sailors and the crash of 
  waves drowns out everything. The smell of damp wood is 
  cloying. 
  Following the guidance of the magical tracker provided, 
  you continue to move closer to Peril Island, where Florah 
  Krayne has been taken. But it is obvious the weather, most 
  likely magically summoned, is not going to cooperate. 
  The rest of this part of the adventure plays out in a 
  series of short scenes, as the adventurers attempt 
  to help the crew save the ship from the storm and 
  follow the trail of Florah Krayne to Peril Island. 
  Scene 1. Hanging On 
  The crashing waves, gusting winds, and heaving ship are 
  making even staying aboard the ship difficult. Can you hold 
  on while you sail the ship? 
  Characters must succeed on a DC 14 Strength 
  (Athletics) or Dexterity (Acrobatics) check. Since 
  this check represents their managing to remain 
  aboard while performing other tasks over tens of 
  minutes, they cannot simply lash themselves to a 
  mast. This also means that spells with a duration 
  of one round are unlikely to have any useful effect 
  (DM discretion). They must remain mobile to 
  perform other tasks, so this check represents not a 
  moment in time, but the entire episode of the 
  storm. 
   On a success, the adventurer suffers no 
  penalties for the rest of part 1. 
   On a failed check, the adventurer flies 
  overboard and must be saved, unless they can find 
  a way to save themselves. Also, they suffer 1 level 
  of exhaustion because of their ordeal. 
   Scene 2 below deals with rescuing those who 
  went overboard, be they adventurer or crew. 
  Adjusting this Scene 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Reduce the DC to 12. 
  • Strong: Increase the DC to 15. 
  • Very Strong: Increase the DC to 16. 
  Scene 2. Rescuing the Lost 
  At least three people fall overboard during the 
  storm. If less than three adventurers fell 
  overboard in the previous scene, a number of 
  sailors fell overboard to bring the total to three. If 
  three or more adventurers fell overboard, no 
  sailors did. 
  With the scream of “sailors overboard,” Captain Treymond 
  points into the dark, raving waves. “We must save them.” 
  Sailors who fell overboard can last for 4 rounds 
  before they are lost. Characters overboard must 
  use all of their movement and make a DC 10 
  Strength (Athletics) to remain afloat. After that, 
  they must hold their breath. (See “Suffocating” in 
  the Player’s Handbook.) 
   Adventurers still on deck can assist in the 
  rescuing of the people overboard. Listen to their 
  ideas (throw a rope, spot the swimming people, 
  etc.) and call for a skill check. The DC should start 
  at DC 14, but you should adjust based on the 
  difficulty of the task. Successes might save the 
  swimmers immediately or might set up an easier 
  rescue by someone else. 
   Characters using limited resources (spells, class 
  abilities, etc.) should either succeed automatically 
  or make it very easy for someone else to, 
  depending on the resource and how it is used. 
   Note that spells requiring concentration could 
  be very useful here, but a DC 10 Constitution 
  saving throw is needed every round to maintain 
  concentration. 
   Consequences. For every sailor lost, morale on 
  board the ship decreases a bit. Add one to the 
  number of successes needed for each sailor lost. 
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  6 
  Adjusting this Scene 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Reduce the ability check DCs to 12. 
  • Strong: Increase the ability check DCs to 15. 
  • Very Strong: Increase the ability check DCs to 16. 
  Scene 3. Sailing Through 
  The ship has been secured, but the storm continues to rage 
  around you. The masts bend dangerously in the ferocious 
  winds. This is no mundane storm, and the only way to Peril 
  Island is through it. Can you bring the ship through? 
  In order to get through, the adventurers must 
  pitch in. To succeed, the adventurers must achieve 
  a number of success points equal to the number of 
  players plus the number of sailors lost. The party 
  continues attempting checks one character at a 
  time until they accumulate enough success points. 
  A successful check might earn the players 
  anywhere from ½ to 2 points. Below are some 
  suggested checks. As before, use DC 14 as a 
  baseline, and adjust as needed. 
  • Assist the sailors in managing the rigging 
  (Athletics) – 1 point 
  • Climb the mast to search for a clearing in the 
  weather (Acrobatics) – 1 point 
  • Recognize Talos’s role in this, and say a prayer 
  to lessen the storm (Religion) – 1 point 
  • Give moral support to the sailors through 
  exhortation (Persuasion or Intimidation) – ½ 
  point 
  • Find a spot in the storm that might be less 
  ferocious (Nature) – ½ point 
  • Hold the wheel to keep the course (Athletics) – 
  ½ point 
  • Cast a spell that affects the weather, summons 
  helpful water creatures, or provides bonuses to 
  the entire crew as they work – 2 points 
  • Any character who has the Sailor background or 
  is proficient in water vehicles gains a bonus to 
  their first successful check – ½ point 
   
  For every failed check before reach the necessary 
  point total for success, all adventurers take 9 
  (2d8) bludgeoning damage. 
   Note on Controlling Weather or Water. Talos 
  himself is causing this storm, so a mortal casting a 
  spell cannot hope to bypass his anger. A spell like 
  water walk or control water can be used to 
  mitigate the challenge, but not eliminate it. 
  Adjusting this Scene 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Reduce the ability check DCs to 12 
  and decrease damage to 4 (1d8). 
  • Strong: Increase the ability check DCs to 15 and increase 
  damage to 11 (2d10). 
  • Very Strong: Increase the ability check DCs to 16 and 
  increase damage to 16 (3d10). 
  Development 
  When the necessary successes are achieved, read: 
  Just as it seems the ship might be crushed or submerged 
  beneath the waves and the storm, the Happy Tap breaks 
  free of the storm. Not long after the unnaturally hostile 
  weather clears, you hear a call from the crow’s nest: “Land 
  ho!” 
   
  After just a few more minutes of sailing, you can finally 
  see the island. It is much larger than you were told it might 
  be, covered with trees and other plants, although the 
  beach looks sandy and unoccupied from this distance. 
   
  Captain Treymond nods. “Here is where we drop anchor. 
  We are about a quarter-mile from the shore, and you can 
  take the rowboats from here. I am not risking getting one 
  inch closer to that island with the reefs they say surround 
  it. A deal’s a deal. I won’t break it, but I don’t have to do 
  anything more.” 
  The captain is fearful that the storm might return 
  because of the presence of the adventurers, so she 
  insists they leave immediately. If they want to take 
  a short rest now, she tolerates it but complains 
  and cajoles. She does not allow a long rest, and if 
  the adventurers ignore her, the storm reappears 
  on the horizon after one hour of resting. That 
  should be enough to move the adventurers. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  7 
  Part 2. Row, Row, Row 
   Estimated Duration: 30 minutes 
   Story Beat: The party is attacked by monsters 
  guarding the island.  
   
  During this part, the adventurers must get from 
  the deck of the Happy Tap to the shore of Peril 
  Island. The party can use a rowboat, swim, fly, or 
  get there in any other manner. However, they 
  attempt it, they are attacked by guardians of the 
  island. 
  Behold Peril Island 
  No amount of persuasion or cajoling moves the 
  captain (or her ship). Even if the adventurers 
  attempt to use magic to compel her, other 
  members of the crew step in on her behalf to deny 
  any requests to get closer or to circle the island. 
  Indeed, none of the sailors are willing to go with 
  the characters to the island. Many of them are 
  already whispering prayers to Umberlee (goddess 
  of the sea) and Valkur (god of sailors and 
  favorable winds), begging for protection from the 
  storms of Talos.  
   From here, the characters must either use the 
  rowboats attached to the ship (2-8 people can fit 
  in and manage each) or provide their own way to 
  the island. 
   If the adventurers try to row, swim, or fly 
  around or over the island, Talos’s magic makes 
  them continually arrive back at the beach. Only 
  those with the permission of Talos can navigate 
  correctly, and none of the adventurers do! 
  The Guardians 
  When the adventurers are about halfway to the 
  island (or when they reach the shore if they get 
  there using magic) the guardians of the island 
  attack. 
   Two chimeras swoop out of the low clouds and 
  attack any creatures attempting to access the 
  island. They simply attack without hesitation or 
  mercy. If they are forced to flee, they retreat to the 
  swashbucklers in Part 4 Entering the Base and 
  warn them, adding to the combat.  
  Chimera Flavor Modification 
  These are creatures of Talos, the lord of storms and 
  destruction. Modify the dragon’s head of each chimera to 
  be blue and breathe lightning rather than fire. 
   
   
   The Angry Sea. During this battle, until the 
  enemies are defeated, the air and sea through 
  which the adventures pass turns violent, as Talos 
  is angry at the trespassers. 
   Flying creatures must succeed on a DC 10 
  Strength saving throw at the start of each turn. On 
  a failed save, they are pushed down into the water 
  by severe winds. 
   Creatures in contact with the water find 
  swimming particularly hard. Creatures can swim 
  at only half normal speed. Unless a creature has a 
  swim speed, a DC 10 Strength (Athletics) check is 
  required to allow the swimming creature to take 
  an action. If the check is failed, that creature must 
  use the action to remain afloat. Creatures that 
  cannot take an action for any reason begin to 
  drown (see “Suffocation” in the DMG). 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: No change. 
  • Strong or Very Strong: Add one chimera. 
  Treasure 
  Each of the chimeras wears a collar around the 
  goat head. This silver band contains etchings that 
  a DC 15 Intelligence (Religion) check reveals as 
  being associated with Talos. If sold, they are each 
  worth 500 gp. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  8 
  Part 3. A Pleasant Forest Stroll 
   Estimated Duration: 90 minutes 
   Story Beat: The characters navigate the dangers 
  of Peril Island in search of their goal: the pirate 
  base of the Satin Scourge.  
   
  During this part, the adventurers can follow the 
  trail into the wild forest of Peril Island. On the 
  way, they must deal with traps, savage flora and 
  fauna, and other hazards. At the end of the 
  journey, however, they arrive at the entrance to 
  the pirate base of the Satin Scourge. 
  Beach 
  The beach is long, at least 600 feet side to side, and it goes 
  about 80 feet deep until it turns into forest. Although the 
  beach is sandy and clear of debris and rocks, several large 
  pieces of clear glass dot the beach. 
   
  Off to your right, about 50 feet away, is a strange sight. 
  Partially buried in the sand is a small humanoid shape. It 
  appears to be a statue of a forest gnome made entirely of 
  clear glass. 
  The sandy ground within 50 feet of the glass 
  gnome is trapped, although the trap’s trigger is 
  beneath the gnome. The trap’s position changes 
  every 24 hours. See “Electricity Trap” below. 
   The gnome statue has been here for a long time. 
  He triggered the trap, dying from the shock (literal 
  and figurative). The interaction of Talos’s magic 
  with the gnome’s inherent magical ability turned 
  him to glass. 
  Electricity Trap 
  Simple trap (Levels 5-10, deadly threat) 
  The sand of the beach hides a trap. Lightning courses 
  through a piece of slate beneath the wet sand. 
   
  Trigger. A creature enters the trigger area without 
  disabling the trap. 
   
  Effect. If the trap is sprung, any creatures within the 
  trapped area (within 50 feet of the glass gnome) are 
  assaulted by a powerful electrical current. These creatures 
  must make a DC 15 Constitution saving throw, taking 27 
  (5d10) lightning damage on a failed save. On a successful 
  saving throw, the target takes half damage. 
   
  Those who fail the saving throw also find their feet 
  encased in glass. They are restrained when the glass within 
  the sand rises and swirls within the area and take 21 (6d6) 
  slashing damage from the shards of glass. 
   
  Countermeasures. When a character gets adjacent to the 
  glass body, a DC 15 Intelligence (Investigation) check 
  reveals that the slate beneath the body is etched with 
  runes associated with lightning and Talos. Unless a 
  character disables the trap before stepping away, the trap 
  is triggered. 
   
  A DC 15 Intelligence (Arcana or Religion) or Dexterity 
  (Sleight of Hand) check is needed disable the trap, which 
  only remains disabled for 10 minutes before it recharges. 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak or Weak: Decrease the saving throw DCs and 
  ability checks to 12. Reduce the lightning damage to 22 
  (4d10). 
  • Strong: No change. 
  • Very Strong: Increase the saving throw DCs to and ability 
  checks to 16. Increase the lightning damage to 33 (6d10). 
  Treasure 
  The glass gnome is heavy, weighing 300 pounds. 
  However, it can be sold to an art collector for 350 
  gp to put in their garden. Slain and transmogrified 
  by the Lord of Storms, the poor gnome cannot be 
  raised from the dead. 
  XP Award 
  Each character earns 300 xp for surviving the 
  Lightning Trap. 
  Plant Food 
  Although the tracker directs the adventurers to 
  follow the path through the forest, the 
  adventurers are welcome to walk anywhere they 
  want. Walking off of the path is difficult terrain, 
  however. Regardless of the path they take, the 
  adventurers soon run afoul of the island’s deadly 
  flora. 
  The forest is thick with brambles, trees, and vines, making 
  travel difficult, although less so on the path. The foliage and 
  flora on this island grows unnaturally lush and hardy. A 
  strange tree bearing gold-colored fruit sits just off the path 
  ahead of you. 
  The small tree bears 12 golden fruits roughly the 
  size of pears. If an adventurer inspects a piece of 
  fruit and makes a DC 15 Intelligence (Nature) or 
  Wisdom (Medicine) check, they can learn that 
  each fruit appears to have alchemically medicinal 
  properties and heals 1d6 hit points if consumed. 
  Once picked, however, the healing properties only 
  last for 10 minutes. Taking the seeds off the island 
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  9 
  also removes the healing ability of fruits from 
  subsequently grown trees. 
   That healing might be needed, though, because 
  10 feet beyond the tree is a shambling mound, a 
  servant of Talos and deemed the guardian of this 
  area. Four assassin vines assist the shambling 
  mound. 
   Tactics. The shambling mound and assassin 
  vines can be discerned as threats with a DC 12 
  Wisdom (Perception) check. Otherwise an 
  adventurer is surprised. The mound moves 
  forward to attack, while the assassin vines remain 
  at a distance and try to restrain targets for the 
  mound to pummel. The plants try to avoid being 
  adjacent to the tree of the golden fruits.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two assassin vines. 
  • Weak: Remove one assassin vine. 
  • Strong: Add one assassin vine. 
  • Very Strong: Add one shambling mound. 
   
  The Golden Fruit. For some strange reason, the 
  golden fruit is toxic to the mound and the vines. A 
  character who is holding a golden fruit and 
  succeeding on a DC 15 Wisdom (Insight) check 
  realizes that the plants are hesitant when 
  attacking them. 
   If a plant monster is hit with a fruit as an action, 
  it explodes in a shower of juice. The monster 
  struck takes 21 (6d6) acid damage, and any other 
  plant monster within 10 feet of that creature takes 
  10 (3d6) acid damage. 
   This property of the fruit, like the healing, also 
  fades 10 minutes after being picked. 
  Treasure 
  Trapped within the shambling mound is a sack 
  containing a chess set carved from jade and ivory, 
  missing only the white king. The set can be sold 
  for 250 gp, just for the artistry of the pieces alone. 
   The shambling mound also holds a scroll case 
  with a spell scroll of elemental weapon. 
   
  Once the characters have bested these challenges, 
  they come upon the base of the Satin Scourge.  
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  10 
  Part 4. Base Mettle 
   Estimated Duration: 90 minutes 
   Story Beat: The characters find the Satin 
  Scourge and must find a way to rescue the 
  prisoners held by the pirate gang.  
   
  After getting through the forest, the adventurers 
  arrive at the entrance to the pirate base. They 
  must infiltrate the base and deal with the Satin 
  Scourge pirates. Florah is taken away before the 
  adventurers can get to her, but they can learn of 
  her final destination. 
  Entering the Base 
  After navigating the forest, the adventurers 
  emerge into a clearing that holds the entrance to 
  the pirate base of the Satin Scourge. Read: 
  The thick forest finally gives way to a clearing. A small rocky 
  hill rises before you, and an iron door is set into a flat spot 
  in the hill’s face. Flanking the door is a pair of humans 
  wearing red satin shirts over leather armor. A large glowing 
  rune on the door hints at the magical nature of the rune, 
  the door, or both. 
  The two swashbucklers are on guard duty. They 
  know the island’s defenses have been breached 
  because of the chimera activity in the area, but 
  they don’t know by whom or what. As such, they 
  are very alert. 
   Tactics. The pair attempt to fight off any attack, 
  but as soon as one of the pair is at less than half hit 
  points, they attempt to activate the alarm (see 
  below) and escape into the forest. 
   Alarm. The glyph on the door acts as both an 
  alarm and a lock. Touching the glyph as an action 
  without first speaking the command phrase 
  (“scourge for life”) activates the alarm, as does 
  breaking down the door. The alarm rings in the 
  main chamber of the Satin Scourge hideout, letting 
  everyone there know that danger is near. 
   A DC 15 Intelligence (Arcana) check by an 
  adventurer reveals the nature of the rune. If it is 
  touched, it likely sounds an alarm somewhere. 
   See the Iron Door below for more about opening 
  the door without the command phrase.  
   Interrogation. With a DC 12 Charisma 
  (Intimidation) check, the swashbucklers can be 
  forced to reveal the command phrase that unlocks 
  the door without the alarm sounding. They can 
  also provide general information about the 
  hideout and prisoners. 
  Adjusting this Encounter 
  This is an inconsequential combat in terms of difficulty, so 
  no adjustments are necessary. 
  Treasure 
  The swashbucklers carry pouches with their pay 
  for the month: 50 gp each. 
  The Iron Door 
  Apart from the sea tunnel, the only way into the 
  pirate base is through the iron door. It is locked 
  with an arcane lock and covered with a modified 
  alarm spell. A knock spell automatically opens the 
  door; otherwise, it can only be opened with the 
  command phrase (“scourge for life”). 
   Failing that, only high-level magic or breaking 
  down the door with a DC 30 Strength check can 
  open it. The door has 100 hit points, a threshold of 
  10, and an AC of 12 if the characters need to 
  smash it with damage. Smashing down the door 
  also alerts the pirates in the main chamber. 
  Continuing 
  After getting through the door, the party sees a 
  passage sloping slightly downward into the hill. A 
  few torches light the way. After walking nearly a 
  half-mile underground, they arrive at the Satin 
  Scourge base. 
   If the alarm is sounded, the adventurer wearing 
  the tracker realizes a couple of rounds later that 
  the connection to Florah Krayne is broken. She is 
  no longer on the island. 
   If the alarm is not tripped, Florah’s transport off 
  the island is witnessed by the adventurers in the 
  next section. 
  The Satin Scourge Base 
  When the adventurers get to the end of the tunnel, 
  read: 
  The corridor widens, and finally the sound of lapping water 
  echoes toward you. The tunnel ends in a huge chamber, 
  the far side filled with water, where two ships bob under 
  anchor. The water continues north, most likely accessing 
  the Moonsea via an underground sea passage. 
   
  The near side of the chamber is dry land. Three large 
  cranes for loading and unloading ships line the dock area. 
  Large boxes for shipping, stacked 15 feet high, litter the 
  area near the cranes. On the eastern side of the dry area 
  are a number of tents. Smaller barrels and casks fill another 
  area. 
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  11 
   
  To the far northeast of the chamber is an area sectioned 
  off with bars. A dozen people stand or lie in this area, 
  looking haggard and malnourished. A larger, grander tent is 
  pitched against the northern wall. 
   
  Finally, built against the north wall is an altar to the 
  storm god Talos. It glows with a bright white light, 
  occasionally crackling with blue lightning. Even without 
  spells or study, it is apparent that this altar exudes an 
  incredibly powerful magic. 
  What is happening with the pirates in the hideout 
  depends on how long the adventurers took to get 
  here, as well as whether the alarm was triggered. 
   If the adventurers bypassed the alarm and took 
  no rests after reaching the island, they also 
  witness the following: 
  Just as you round the corner into the room, a tall robed 
  figure grabs hold of a smaller human, whom you 
  immediately recognize as Florah Krayne. With a hissed 
  word, the robed figure touches the altar and disappears, 
  Florah vanishing with them. 
  The robed figure was Perniece the Thrice-
  Drowned, the antagonist in the final adventure of 
  this trilogy. She just disappeared back to her 
  shrine at Talos Sound. 
  First Wave 
  If the adventurers took no rests while on the 
  island and the alarm was not triggered, the pirates 
  are going about their business and the 
  adventurers get to act for a round while the 
  pirates are surprised. 
   If not, the pirates know the adventurers are 
  coming and they are all hiding behind tents, boxes, 
  barrels, and equipment, some of which have been 
  conveniently stacked to offer cover to archers. In 
  this case, the adventurers must make a DC 15 
  Wisdom (Perception) check or be surprised. 
   On the docks is Quintale Egget, a veteran who 
  acts as the commander of the pirate base when 
  Captain Fillis Farview is away. He currently 
  directs the actions of ten thugs and five spies who 
  work the docks and tend the prisoners. 
   Tactics. The pirates remain spread out, 
  avoiding grouping together to make themselves 
  the target of area attacks. They use their ranged 
  weapons as much as possible, trying to keep 
  distant from the adventurers. They fight to the 
  death, as they know Captain Fillis and her sailors 
  are present as reinforcements. 
   Some hide atop the stacked boxes, forcing the 
  adventurers to climb them to fight in melee. Other 
  might hide within tents, popping out to shoot but 
  then retreating to gain cover. This should make a 
  very challenging fight for a party, especially one 
  that is surprised. 
  Second Wave 
  Two minutes after the start of the first fight, the 
  battle is joined by the pirates that work on the 
  ships. 
   Captain Fillis (a kraken priest) waits on the 
  ship closest to land, hoping that her crew can take 
  care of the annoying adventurers. When it is clear 
  that they cannot do so easily without her help, she 
  orders her crew of six scouts and her pet (giant 
  crocodile) to attack. 
   Tactics. The scouts are split between the two 
  ships. They remain there as long as possible, using 
  their longbows to pick away at the adventurers 
  who melee with Captain Fillis and her pet. The pet 
  can be reskinned to look like a miniature kraken, 
  but with the same stats as the giant crocodile. 
   DM Note (Difficulty and Timing). This is two 
  deadly fights back to back (according to the 
  slightly askew encounter design rules in the DMG). 
  Most Tier 2 Adventurers League parties should be 
  challenged but not seriously threatened by this 
  two-tiered fight. If your party is not being 
  challenged, decrease the time between waves.  
   However, weaker parties or less experienced 
  players may be overwhelmed. Be willing to adjust 
  your tactics to give these parties a fighting chance, 
  adding a few rounds before the second wave gets 
  involved.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak: Remove two spies and four thugs from the 
  first wave, and four scouts from the second wave. 
  • Weak: Remove one spy and two thugs from the first 
  wave, and two scouts from the second wave 
  • Strong: Add one spy and two thugs to the first wave, and 
  two scouts to the second wave. 
  • Very Strong: Add two spies and four thugs to the first 
  wave, and four scouts to the second wave. 
  Treasure 
  Captain Fillis wears a circlet of blasting in the 
  shape of an eyepatch. Neither she nor her crew 
  carries any other wealth on their person. Perniece 
  the Thrice-Drowned took everything else of value 
  with her when she left. 
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  12 
  Development 
  These pirates prefer not to kill. They make 
  significant profit ransoming prisoners and want to 
  take the adventurers prisoner instead, throwing 
  them in the cell with the other prisoners, hoping 
  to sell them back to the Von Finklesteins.  
   Even in this situation, the adventures can still 
  get the information they need from the prisoners, 
  and they have everything they need to pursue 
  Florah into the final adventure of the trilogy. They 
  are simply sailed back to Mulmaster by the 
  pirates, ransomed, and left there when the Von 
  Finklesteins pay to have them released. In this 
  case, the Von Finklesteins still pay the promised 
  reward if the characters have the needed 
  information to follow Florah.  
  The Rest of the Base 
  If the foes are defeated, the adventurers have time 
  to explore the rest of the base without 
  interruption. 
  The Prisoners 
  The dozen prisoners locked in the cell can be 
  released with keys held by many of the pirates. 
  They thank the adventurers, but many of them do 
  not seem quite right. Through questioning, the 
  adventurers can learn the following: 
  • These people are from all over the Moonsea 
  region, and they all have strange magical 
  powers that they cannot control, just like 
  Florah. 
  • When they arrived on this island, brought here 
  after being kidnapped by the Satin Scourge 
  pirates, they each suddenly grew strange wave 
  markings on their backs. Anyone trained in 
  Religion or Arcana sees that these marks are 
  associated with Talos and are a result of wild 
  magic. Somehow these people are marked by 
  the storm god. 
  • Some prisoners have been here for months, and 
  others for just a few days. Every so often, the 
  altar glows very bright, and a robed figure 
  appears. She is a half-roc with a gruff, low voice. 
  Each time she appears, she selects one of the 
  prisoners, gives further instructions to the 
  pirates, and then leaves by touching the altar. 
  • The altar powers the whole island. The strange 
  magic that keeps the island hidden and 
  protected, and that gives the pirates their 
  powers, comes from the altar. If it could be 
  deactivated, that would be the end of the Satin 
  Scourge pirates’ terrorizing of the Moonsea. 
  • The pirates have talked about the robed figure 
  living in a strange shrine to Talos somewhere 
  near Talos Sound. 
  The Loot 
  The boxes, crates, barrels, and casks are mostly 
  stolen contraband from ships and seaside 
  communities. There is no great magic or treasures 
  in it, but if returned to the authorities or the Von 
  Finklesteins, a handsome reward of 500 gp would 
  be in the offing. 
  The Altar 
  Examination of the altar by adventurers trained in 
  Arcana or Religion confirms what can be learned 
  by questioning the prisoners or any remaining 
  pirates: it is dedicated to Talos, and it is powerful 
  indeed. The magic that concealed the island and 
  helped the pirates comes from this altar. Until it is 
  deactivated, the Moonsea won’t be safe from the 
  Satin Scourge. 
   The altar can only be used by Perniece the 
  Thrice-Drowned, so it is of no use to the 
  adventurers.  
   The altar can be deactivated in four ways: 
  • A DC 15 Intelligence (Arcana) check to deduce a 
  weakness in the magic weaving it together. 
  Failure by 5 or more gives the adventurer the 
  story award “Despised by Talos.” 
  • A DC 15 Wisdom (Religion) check to observe the 
  weak spot in the prayers to Talos on the altar. 
  (Yes, the non-standard mix of ability and skill is 
  intended). Failure by 5 or more gives the 
  adventurer the story award “Despised by Talos.” 
  • A DC 15 Dexterity (Sleight of Hand) check to 
  careful mar the runes. Failure by 5 or more 
  gives the adventurer the story award “Despised 
  by Talos.” 
  • Smash it or blow it up. No check is needed, but 
  anyone who participates in this automatically 
  receives the story award “Despised by Talos.” 
  Treasure 
  On the altar rests a large ledger. The book 
  contains records of all the ships owned and 
  managed by the Satin Scourge pirate band, as well 
  as their current missions. This book would be 
  worth 500 gp to the navies of any larger Moonsea 
  powers. Next to it is a scroll of revivify.  
   
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  13 
  Conclusion 
  Assuming the adventurers destroy the altar, 
  Captain Treymond can now access the island 
  without worry. She sails in to the base and picks 
  up the adventurers and the prisoners. 
   She wants to sail immediately back to 
  Mulmaster to meet with the Von Finklesteins, get 
  her pay, drop off the prisoners, and get back to 
  normal duties. The adventurers cannot convince 
  her to go to Talos Sound, a place that is even more 
  dangerous, according to legend, than Peril Island. 
   Back in Mulmaster, the Von Finklesteins pay 
  their promised rewards, discuss the situation with 
  Nelvon deJun, and then ask the adventurers to 
  seek Florah at Talos Sound! 
   The series continues with CCC-CIC-12 
  Redemption at Talos Sound. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  14 
  Rewards 
  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 
  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 
  Chimera  
   
   
  2300 
  Assassin Vine 
   
   
  700 
  Shambling Mound 
   
  1800 
  Swashbuckler 
   
   
  700 
  Scout 
   
   
   
  100 
  Spy 
   
   
   
  200 
  Thug 
   
   
   
  100 
  Veteran  
   
   
  700 
  Giant Crocodile  
   
  1800 
  Kraken Priest 
   
   
  1800 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP Per Character 
  No deaths on the voyage  
  500 
  Survive the lightning trap  
  500 
  Enter the base without  
  tripping the alarm 
   
  250 
  Deactivate the altar without 
  angering Talos 
   
   
  500 
   The minimum total award for each character 
  participating in this adventure is 4500 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 6000 
  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 
  Von Finkelstein Payment  
  200/character 
  Chimera collar 
   
   
  1000 
  Glass gnome 
   
   
  350 
  Chess set 
   
   
  250 
  Swashbuckler loot 
   
  100 
  Altar ledger 
   
   
  500 
   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.  
  Spell Scroll of Elemental Weapon 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Spell Scroll of Revivify 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Circlet (Eye Patch) of Blasting 
  Wondrous item, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. While wearing this circlet, you can use an 
  action to cast the scorching ray spell with it. When 
  you make the spell's attacks, you do so with an 
  attack bonus of +5. The circlet can't be used this 
  way again until the next dawn. 
   This circlet has been altered to look like a 
  pirate’s eye patch. In all other ways it is a circlet. 
  Story Award 
  Characters involved in the smashing of the altar of 
  Talos—or who perform poorly when attempting 
  to deactivate it—gain this story award: 
   Despised by Talos. You are marked in some 
  invisible way by the storm god Talos. Neutral or 
  evil followers of Talos recognize this mark and 
  treat you with hostility or contempt. 
  Renown 
  Each character receives one renown with their 
  faction at the conclusion of this adventure. 
  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). 
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  15 
  Appendix. Dramatis Personae 
   
  The following NPCs are featured prominently in 
  this adventure: 
   Peril Island. Peril Island is a mysterious isle in 
  the Moonsea, protected by Talos’s magic, terrible 
  beasts, and dangerous reefs. It is currently being 
  used as a base by the pirate band known as the 
  Satin Scourge. 
   Captain Pell Treymond (PEHL TRAY-mahnd). 
  Pell Treymond is human, the owner and captain of 
  the Moonsea ship known as the Happy Tap. She is 
  dark-skinned, tall, and muscular, a match for any 
  of her crew. She has been paid by Lord Von 
  Finklestein to take the adventurers into the 
  Moonsea in search of Peril Island. 
   Captain Fillis Farview (FILL-iss FAR-view). 
  Fillis Farview is the dwarven leader of the Satin 
  Scourge pirate band. She wears an eye patch and a 
  red satin blouse. Her white hair is worn in many 
  braids, like the tentacles of a sea creature. 
   Quintale Egget (kwin-TALE EHG-it). Egget is a 
  human veteran with red splint mail and a cold 
  demeanor. He is heavily scarred from his many 
  battles. He has a quiet life now, managing the 
  pirate base when Captain Fillis is away. He is 
  ruthless but pragmatic. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  16 
  Appendix. Monster/NPC Stats 
   
  Chimera 
  Large monstrosity, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (+0) 
  19 (+4) 
  3 (−4) 
  14 (+2) 10 (+0) 
    
  Skills Perception +8 
  Senses darkvision 60 ft., passive Perception 18 
  Languages understands Draconic but can’t speak 
  Challenge 6 (2,300 XP) 
  Actions 
  Multiattack. The chimera makes three attacks: one 
  with its bite, one with its horns, and one with its 
  claws. When its fire breath is available, it can use the 
  breath in place of its bite or horns. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. 
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) bludgeoning damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
  Fire Breath (Recharge 5–6). The dragon head exhales 
  fire in a 15-foot cone. Each creature in that area must 
  make a DC 15 Dexterity saving throw, taking 31 (7d8) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
   
   
  Swashbuckler 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8+12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
   
  Skills Acrobatics +8, Athletics +5, Persuasion +6 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its 
  turns. 
  Suave Defense. While the swashbuckler is wearing 
  light or no armor and wielding no shield, its AC 
  includes its Charisma modifier. 
  Actions 
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier. 
   
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 
  4) piercing damage. 
   
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  17 
  Shambling Mound 
  Large plant, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 20 ft., swim 20 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  16 (+3) 
  5 (−3) 
  10 (+0) 
  5 (−3)  
  Skills Stealth +2 
  Damage Resistances cold, fire 
  Damage Immunities lightning 
  Condition Immunities blinded, deafened, exhaustion 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
  Lightning Absorption. Whenever the shambling 
  mound is subjected to lightning damage, it takes no 
  damage and regains a number of hit points equal to 
  the lightning damage dealt. 
  Actions 
  Multiattack. The shambling mound makes two slam 
  attacks. If both attacks hit a Medium or smaller 
  target, the target is grappled (escape DC 14), and the 
  shambling mound uses its Engulf on it. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Engulf. The shambling mound engulfs a Medium or 
  smaller creature grappled by it. The engulfed target is 
  blinded, restrained, and unable to breathe, and it 
  must succeed on a DC 14 Constitution saving throw 
  at the start of each of the mound’s turns or take 13 
  (2d8 + 4) bludgeoning damage. If the mound moves, 
  the engulfed target moves with it. The mound can 
  have only one creature engulfed at a time. 
  Assassin Vine 
  Large plant, unaligned 
  Armor Class 13 
  Hit Points 85 (10d10 + 30) 
  Speed 5 ft., climb 5 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  16 (+3) 
  1 (−5) 
  10 (+0) 
  1 (−5)  
  Damage Resistances cold, fire 
  Condition Immunities blinded, deafened, exhaustion, 
  prone 
  Senses blindsight 30 ft., passive Perception 10 
  Languages — 
  Challenge 3 (700 XP) 
   
  False Appearance. While the assassin vine remains 
  motionless, it is indistinguishable from a normal 
  plant. 
  Actions 
  Constrict. Melee Weapon Attack: +6 to hit, reach 20 
  ft., one creature. Hit: The target is grappled (escape 
  DC 14). While it is grappled, the target is restrained 
  and takes 11 (2d6 + 4) bludgeoning damage plus 21 
  (6d6) poison damage at the start of each of the vine’s 
  turns. The vine can constrict only one target at a 
  time. 
   
  Entangling Vines. The assassin vine can animate 
  normal vines and roots in a 15-foot square starting at 
  a point within 30 feet of it. A creature in the area 
  when the effect begins must succeed on a DC 13 
  Strength saving throw or be restrained by the 
  entangling vines and roots. A creature restrained by 
  the plants can use its action to make a DC 13 
  Strength (Athletics) check, freeing itself on a 
  successful check. The effect ends after 1 minute, or 
  when the assassin vine dies or uses its Entangling 
  Vines again. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  18 
  Giant Crocodile 
  Huge beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 85 (9d12 + 27) 
  Speed 30 ft., swim 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  9 (-1) 
  17 (+3) 
  2 (−4) 
  10 (+0) 
  7 (−2) 
    
  Skills Stealth +5 
  Senses passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
  Hold Breath. The crocodile can hold its breath for 30 
  minutes. 
  Actions 
  Multiattack. The crocodile makes two attacks: one 
  with its bite and one with its tail. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the 
  target is grappled (escape DC 12). Until this grapple 
  ends, the target is restrained, and the crocodile can’t 
  bite another target. 
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target not grappled by the crocodile. Hit: 14 (2d8 
  + 5) bludgeoning damage. If the target is a creature, 
  it must succeed on a DC 16 Strength saving throw or 
  be knocked prone. 
  Kraken Priest 
  Medium humanoid, any evil alignment 
  Armor Class 10 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  15 (+2) 14 (+2) 
   
  Skills Perception +5 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 5 (1,800 XP) 
  Amphibious. The priest can breathe air and water. 
  Innate Spellcasting. The priest’s spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no material components: 
   
  At will): command, create or destroy water 
  3/day each: control water, darkness, water breathing, 
  water walk 
  1/day each: call lightning, Evard’s black tentacles 
  Actions 
  Thunderous Touch. Melee Spell Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 27 (5d10) thunder 
  damage. 
  Voice of the Kraken (Recharges after a Short or Long 
  Rest). A kraken speaks through the priest with a 
  thunderous voice audible within 300 feet. Creatures 
  of the priest’s choice that can hear the kraken’s 
  words (which are spoken in Abyssal, Infernal, or 
  Primordial) must succeed on a DC 14 Charisma saving 
  throw or be frightened for 1 minute. A frightened 
  target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-11 Death at Peril Island 
   
   
  19 
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Thug  
  Medium humanoid (any race), any non-good 
  alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  20 
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make 
  a shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Scout 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  21 
   
   
  Appendix. Satin Scourge Pirate Base 
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  22 
  Appendix. Rewards 
  Story Award 
  Despised By Talos: You are marked in some 
  invisible way by the storm god Talos. Neutral or 
  evil followers of Talos recognize this mark and 
  treat you with hostility or contempt. 
  Magic Items 
  Circlet (Eye Patch) of Blasting 
  Wondrous item, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. While wearing this circlet, you can use an 
  action to cast the scorching ray spell with it. When 
  you make the spell's attacks, you do so with an 
  attack bonus of +5. The circlet can't be used this 
  way again until the next dawn. 
   This circlet has been altered to look like a 
  pirate’s eye patch. In all other ways it is a circlet. 
  Spell Scroll of Elemental Weapon 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Spell Scroll of Revivify 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
   
   
   
  
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  CCC-CIC-11 Death at Peril Island 
   
   
  23 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Cold Iron Conventions (CIC)/CCC-CIC-11 - Death at Peril Island.pdf