TEXT: SUB ROSA
  Part Two of the Storm Herald Trilogy
  Hot on the trail of Selise Teshwave and Baron Rajiram, the adventurers must enter 
  newly exposed mountain excavations in the Galena mountains. Swift action must 
  be taken to prevent the Baron from obtaining a powerful weapon from this ruin. 
  Meanwhile, the mysterious Teshwave siblings, Abigail and Char, are hot on the trail 
  of their older sister.
  A Four-Hour Adventure for 11th–16th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  James RePass
  Adventure Designer
  Adventure Code: CCC-TRI-23 STORM 1-2
  Optimized For: APL 13
  Version: 1.2
  Story Arc Coordinator: James RePass, Garret Colon
  Editor: Sean Gonzalez
  Formatting and Layout: David Jedlinsky
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Lysa Chen
  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 
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  CCC-TRI-23 Sub Rosa
  2
  Introduction
  Welcome to Sub Rosa, a D&D Adventurers League™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system and The Role 
  Initiative’s Storm Herald series.
  This adventure takes place in the Galena moun-
  tains, north of the small Moonsea town of Hulburg. 
  Recent seismic activity has uncovered ancient 
  ruins in the mountains, including an ancient Cloud 
  Giant city, which has drawn the attention of Baron 
  Rajiram.
  This adventure is designed for three to seven 
  11th–16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in adjusting 
  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 partic-
  ular 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 note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter 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.
  High Level Play. At higher levels, the player 
  characters have acquired numerous powers, items, 
  and other capabilities that can disrupt the expected 
  flow of a module. While this is considered during 
  design, always be prepared to react to clever players 
  necessitating limited improvisation during the 
  adventure.
  
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  CCC-TRI-23 Sub Rosa
  3
  Adventure Primer
  “You Call This Archaeology?”
  —Indiana Jones
  Adventure Background
  A fissure has opened up in the Galena Mountains 
  north of Hulburg, on the northeastern coast of the 
  Moonsea, exposing ancient ruins that lay there 
  undisturbed for millennia, and attracting prospec-
  tors, archaeologists, sages, and others, to the site.
  The ruins are of an ancient flying Cloud Giant 
  city named Skyelinjeheim, and date back many 
  thousands of years to the war between giants and 
  dragons. Anyone able to raise this flying city would 
  immediately gain immense power, both magical and 
  material.
  Recent conflict has arisen, as Baron Rajiram, 
  which the characters may have encountered in 
  DDEP05-2, “Ark of the Mountains”, or various other 
  season 5 adventures, has been seen in the area. One 
  of his agents, Selise Teshwave, has been confirmed 
  to be in the vicinity as well.
  Either by being assigned to track him down in 
  CCC-TRI-22, “On the Baron’s Trail,” or having been 
  otherwise drawn to the area of the expeditions, the 
  characters find themselves trying to track down 
  the Baron and Selise, and to put a stop to his 
  expedition.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this 
  adventure.
  Dusto (duss-TOE). A small tent town that has gone up 
  outside the newly discovered ruins.
  Skyelinjeheim (SKEE-linj-HIME). Subterranean ruins of 
  an ancient flying Storm Giant city recently discovered near 
  Hulburg.
  Jeremiah Treewhistle (jer-i-MY-ah tree-hwis-el). A gnomish 
  informant who has been investigating the rumors of the Baron 
  and his lieutenants being in Hulburg.
  Abigail and Char Teshwave (ab-ih-GALE and CHARE 
  tesh-WAVE). Mysterious warlock siblings looking for their older 
  sister, Selise.
  Cade Tealeaf (KADE tee-LEAF). Githyanki exile and 
  mercenary working on behalf of Baron Rajiram to take control of 
  the ruins of the flying Cloud Giant city
  Sirthao (Ser-THOU). Chieftain of the Perresnap tribe of 
  Lizardfolk, looking to establish his clan in the ruins.
   Tross (TR-oss). Chieftain of the upstart Ruloth tribe of 
  Lizardfolk, who wishes his people to move father away from 
  civilization.
  Adventure Overview
  The party has been sent to Dusto, near the ruins of 
  Skyelinjeheim, to stop Baron Rajiram from finding 
  and taking control of an ancient flying storm giant 
  city.
   Players who have played in CCC-TRI-22, “On 
  the Baron’s Trail” will have encountered Jeremiah 
  Treewhistle in that adventure, and he is again the 
  contact here, having gone ahead of the party to 
  Dusto.
  The adventure is broken down into four parts:
  Part 1. The characters arrive in the small town 
  of Dusto, near the Galena Mountains, in search of 
  their mission contact, Jeremiah Treewhistle. The 
  town immediately comes under attack, and once the 
  attack ends, the characters meet Char and Abigail 
  Teshwave.
  Part 2. The characters are shown an entrance 
  into the nearby ruins. As the characters discover 
  more about the crashed Cloud Giant flying city, they 
  encounter tribes of lizardfolk in conflict, who hold 
  the key to delving further into the ruins after the 
  Baron and Selise.
  Part 3. The characters find themselves in the 
  control section of the formerly flying city. They must 
  deal with the Baron’s minions, and the city’s ancient 
  defenses, to prevent his forces from raising the city.
  Part 4. Despite the characters’ best efforts, the 
  Baron is raising part of the ancient city. The charac-
  ters must escape or be buried in the ancient rubble.
  Adventure Hooks
  Continuation. Players having played in 
  CCC-TRI-22, “On the Baron’s Trail” will find the 
  information leading to this adventure at the end of 
  that mod.
  Factions (All). The various factions of the area all 
  have a vested interest in stopping the Baron from 
  potentially securing a powerful weapon.
  Unfinished Business. Characters who took part 
  in the Season 5 adventures and Epic that featured 
  the Baron may be interested in finally tracking him 
  down.
  Aren’t You Dead? Characters who have played 
  CCC-TRI-03, “Fences & Swords” and/or CCC-
  TRI-04, “Birds of a Feather” may have encountered 
  Abigail and Char Teshwave, and wonder how they 
  escaped have come back from the dead.
  
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  CCC-TRI-23 Sub Rosa
  4
  Part 1. Dust Up in Dusto
  Estimated Duration: 30 minutes
  The characters begin the adventure by arriving in 
  the tent town of Dusto, which has popped up around 
  the ruins to cater to the expedition teams and 
  adventurers who have come to investigate.
  They have been tasked to meet up with (perhaps 
  even tasked by) Jeremiah Treewhistle here to follow 
  up on the movements of Baron Rajiram, who has 
  entered the ruins of Skyelinjeheim.
  General Features
  Dusto has the following general features.
  Shanty Town. The town is little more than a ramshackle 
  collection of disparate tents containing adventurers, 
  explorers, and camp followers
  Weather. It is night when the characters arrive, and 
  drizzling, with rolling thunder audible in the distance.
  Light. The night is moonless, and only sputtering, 
  flickering torches and lanterns scattered throughout the town 
  provide light.
   Smells and Sounds. The town smells slightly rancid, and 
  the sounds of drinking, conversation, and other interactions 
  can be heard through the rain.
  A. Tent Town Showdown
  As the characters are walking through the town 
  towards where they have been told Jeremiah 
  Treewhistle is staying, the town falls under attack.
  Dusto is a town in name only. Muddy, unpaved roads 
  twist through it, with a mishmash of tents, huts, and 
  temporary structures dotting the area. 
   The dark, moonless night is broken up only by the 
  sputtering light of torches, the rain hissing as it drizzles 
  on them. A musty, rancid smell seems to permeate the 
  area, with no discernible source. 
   As you walk towards your destination, the sounds 
  of battle start to fill the night. You see robed figures 
  and floating creatures swarm between and through the 
  structures. The town is under attack!
  Skirmish in the Town.
  Have the characters immediately roll for initiative. 
  The characters will start in square P on Player 
  Handout 1 and monsters start on squares marked 
  M1 through M6, as applicable. Certain setups will 
  have more starting spaces than monsters. In this 
  instance, the DM should place them as he sees fit, 
  with monsters starting farther away from the party 
  being more difficult.
  The following guidelines apply to this encounter:
  Monster Initiative. All monsters in this encounter 
  perform their actions on initiative counts 20 and 10. 
  Monsters whose health drops below half act only on 
  initiative count 10.
  Monster Health. Each monster used is this 
  encounter represents a group of enemies and has 
  the maximum hit points that creature can have.
  Movement. On their turn, each character or 
  monster can move one space on Player Handout 1, 
  or dash to move two spaces. A creature that dashes 
  cannot perform any other actions on that turn. 
  Movement cannot be made diagonally.
  Building Destruction. Each turn a monster 
  spends in a space with a structure and has no 
  character next to it, it may use its action to destroy 
  that building.
  Time Limit. At the end of 12 rounds, the remain-
  ing enemy units withdraw and scatter into the night.
  The town is being attacked by minions of the 
  Baron, represented by two air elemental myrmi-
  dons and three warlocks of the fiend. Their goal is 
  to cause havoc and destroy as many structures as 
  possible.
  Setting up the Encounter
  Very Weak & Weak
  • Air Elemental Myrmidon (2): AC 18, 180 hp, Init +2
  • Warlock of the Fiend (2): AC 12 (15 mage armor), 120 hp, 
  Init +2
  Average & Strong
  • Air Elemental Myrmidon (3): AC 18, 180 hp, Init +2
  • Warlock of the Fiend (2): AC 12 (15 mage armor), 120 hp, 
  Init +2
  Very Strong
  • Air Elemental Myrmidon (3): AC 18, 180 hp, Init +2
  • Warlock of the Fiend (3): AC 12 (15 mage armor), 120 hp, 
  Init +2
  Tricks of the Trade
  This encounter represents a running, skirmish 
  battle fought by groups of forces across the town. 
  Review the rules for the encounter, and the map in 
  Player Handout 1 prior to running the encounter.
  Skirmish. Since each enemy monster represents a group 
  of enemies, describe the chaotic scene and multitude of 
  enemies to the players to get across the feeling of the 
  fights going on all around them, and the thinning of enemy 
  forces as the characters damage them.
  Monster Goals. The monsters are primarily interested in 
  causing chaos and driving off people investigating the 
  ruins. They will react with more vigor once the characters 
  enter the fray, however, they should still try to destroy 
  buildings during the fight before withdrawing. Injured 
  characters who withdraw can either be pursued or not at 
  DM’s discretion.
  Skills, Roleplaying, and Abilities. The characters may attempt 
  to be stealthy in their methods, trick the enemies, split up, 
  or other unorthodox tactics. Play this up where possible, 
  
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  CCC-TRI-23 Sub Rosa
  5
  and reward characters with inspiration for creative 
  solutions.
  Development
  Once the monsters have been defeated or the time 
  limit has been reached, determine the number of 
  structures remaining, the results determined below:
  0-2. The town is in almost complete ruin. This 
  will impact the last encounter of the module.
  3-5. A good chunk of the of the town is damaged, 
  but it has been partially saved. No effect.
  6-8. A large chunk of the town has been saved. 
  The enemy leaves behind a satchel containing gems 
  worth 250 gp, and a potion of invisibility.
  B. Picking up the Pieces
  The enemy having been driven off, killed, or oth-
  erwise dealt with, people in Dusto start to emerge 
  from hiding to tend to the wounded and destruction.
  If the characters start asking around or otherwise 
  investigate the town, they can discover the 
  following:
  The location of Jeremiah Treewhistle’s ‘house.’
  There had been encounters with bandits and 
  elementals outside of town previously, but never an 
  attack like this.
  There are several groups currently investigating 
  the ruins, but none have made it very far into them.
  A woman matching the physical description of 
  Selise has been seen in the town within the last 
  week.
  Some of the town supplies were destroyed or 
  stolen during the attack, and only basic supplies are 
  available, at twice the normal cost.
  C. Jeremiah’s Hovel
  Once the characters learn where Jeremiah was 
  staying and head to that location, they will find the 
  ‘house’ little more than a tent with shoddily put 
  together wooden walls added to it, forming a single 
  room.
  The inside of the tent is a complete mess. A 
  rickety looking bed with a hay mattress sits to one 
  side. Next to it sits a broken desk and a tipped over 
  bookcase, with books torn and scattered throughout 
  the room. Across the room from this sits a tipped 
  over chair, and an empty footlocker with a broken 
  lock and the lid open.
  Characters using Perception, Investigation, 
  Survival, etc. to examine it can discover the 
  following:
  DC 10. More than just messy, it appears the 
  house has be ransacked and tossed in a search for 
  something.
  DC 15. There are signs of a struggle. It appears 
  as if several creatures drug a smaller creature out of 
  the tent.
  DC 20. If specifically looked at, a false bottom 
  can be found in the footlocker, containing a coded 
  journal with a harper pin pinned to the front cover.
  DC 25. If the journal is found, it can be decoded 
  with an Intelligence check. Characters who are 
  members of the Harpers, rank 4 and above, have 
  advantage on this check.
  At a time of the DM’s choosing during their 
  search of the hovel, smoke starts billowing from the 
  ground, and two figures appear in the tent with the 
  players. These are the infamous pirate Teshwave 
  Siblings, Abigail and Char.
  Roleplaying the Siblings
  The Teshwave siblings are fraternal twins. Char is a burly, 
  heavily armored woman with a bit of a scowl. Abigail is 
  flightier and more distracted, occasionally levitating off the 
  ground, but making no notice of it. They will frequently finish 
  each other’s sentences. Both are sarcastic and irreverent, in 
  general, but become very serious when it comes to finding 
  their older sister, Selise.
  Aren’t You Dead?
  Characters may have encountered or heard of these siblings 
  before, from either CCC-TRI-03, “Fences & Swords” or CCC-
  TRI-04, “Birds of a Feather.” Some may have sent them to 
  their death at the hands of the Lord’s Alliance, or even killed 
  them themselves. For these characters, the siblings will be 
  somewhat ruder, but will state that, luckily for the characters, 
  neither they, nor their patron (whom they will not discuss) 
  don’t hold grudges.
  The siblings are looking for their older sister, Selise, 
  who has apparently been working with Baron 
  Rajiram and seen in the town and nearby ruins.
  How much they reveal to the party is up to the 
  DM, and should be based on good roleplaying:
  Selise has been missing for several months, 
  before being sighted in the company of the Baron.
  Selise is not a pirate like her siblings, and is a 
  type of paladin, although the siblings don’t know of 
  what kind.
  They have no idea why she would be working with 
  Baron Rajiram, nor do they know anything about 
  him other than what is common knowledge.
  They had information that Jeremiah was also 
  looking for Selise and wanted to find out what he 
  knew. They were not involved in his disappearance.
  If attacked, their presence is shown to be illusory 
  in nature.
  They are completely uninterested in why the 
  characters may want to stop the Baron, but promise 
  powerful, but vague, boons to the characters from 
  their patron if they help find their sister.
  No matter which way the conversation goes, a 
  map will appear several feet in the air and flutter 
  to the ground. They inform the party that whatever 
  
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  CCC-TRI-23 Sub Rosa
  6
  the Baron is planning, it will come to fruition soon, 
  and that finding their sister is the key to finding him. 
  With this, they disappear.
  Development.
  Once the siblings depart, the characters should 
  head to the entrance of the ruins marked on their 
  maps. They may attempt to enter through other 
  means in the area, but all of these will be dead ends. 
  Make note of the result of the town’s defenses for 
  later.
   From this point forward, if the characters 
  take more than one short rest, they will fail the 
  mission.
  Treasure.
  Depending on the outcome of their defense of the 
  town, the characters may find a handful of gems 
  worth 250 gp, and a potion of invisibility
  
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  CCC-TRI-23 Sub Rosa
  7
  Part 2. Beginning to Delve
  Estimated Duration: 45–60 minutes
  With the map from the Teshwave siblings, the char-
  acters will be able to find their way to an entrance 
  of the ruins of Skyelinjeheim. It is a cave entrance, 
  looked to be newly formed by seismic activity, and 
  overgrown with vegetation on the exterior around 
  the new fissure.
  Within these ruins, the characters encounter 
  numerous traps, (some constructed and some natu-
  ral,) beasts, and warring tribes of lizardfolk among 
  the hints of the cloud giant city this once was.
  From these lizardfolk, the characters must 
  retrieve two halves of a storm giant control crystal 
  to proceed further into the ruins.
  DM Note. In a time-limited slot, this part can 
  cause the adventure to run long. If you are worried 
  about overall timing, you can place both lizard 
  tribes in the same location and arguing when first 
  encountered.
  General Features
  The cave has the following general features.
  Size. The walls and ceiling fluctuate in height and width but 
  are generally between 10−15 feet wide and 15−35 ft high.
  Light. Unless otherwise noted there are no light sources in 
  the cave.
  Smells and Sounds. Although imperceptible near the 
  entrance, a damp, but not altogether unpleasant, smell, and 
  the sound of running water can be detected the deeper into 
  the ruins the characters go.
   The march of time. The entrance areas to the cave are 
  natural in form, but the deeper parts of the cave system begin 
  to reveal the evidence of cloud giant civilization that has been 
  buried through the millennia.
  Entrance to the Ruins
  The characters can find the entrance on the map 
  with no checks, and it takes about an hour to travel 
  there on foot from the town of Dusto.
  It’s easy to see why this entrance is apparently undis-
  covered. The cave ahead of you appears to be newly 
  formed, bright, newly exposed rock form the entrance 
  to the depths below. 
   Thick, tall vegetation surrounds the entrance, and 
  it is very quiet this far from the town. The air is cooler 
  here; higher up in the mountains. The path forward, 
  into the earth, beckons.
  Characters who investigate the area around the 
  entrance may make a DC 20 Wisdom (Survival) 
  check to notice that there are signs of recent 
  humanoid passage, but that they have been covered 
  by someone or something with a high degree of 
  expertise.
  The cave provides an entrance to one of the outly-
  ing districts of Skyelinjeheim, called Frauthnor, that 
  was a more modest section of the massive flying 
  city of old. At various points, rooms in the ruins 
  will be marked as containing “Lore.” At the DM’s 
  discretion, and based on the characters’ actions, the 
  following items can be rolled for on the Lore Table, 
  rerolling on already discovered items:
  Lore Table
  d6
  Found Lore
  1
  A wall with hastily scrawled runes, describing a fall 
  from the sky.
  2
  Under large rubble, the ancient skeletal remains of a 
  giant clutching the skeleton of a giant child.
  3
  Journal of an expedition from 500 years previous, 
  mentioning a district known as ‘Frauthnor’ in an 
  unnamed city.
  4
  Cracked runic tablet that translates roughly to 
  ‘weaving and garments.’
  5
  A large doorway and building facade, heavily 
  damaged; partially protruding from solid rock. Runes 
  above the doorway say the name of the city in Giant, 
  ‘Skyelinjeheim,’ which roughly translates to ancestral 
  sky home.
  6
  Amongst heavy rubble, a rotted, wrapped box 
  containing a giant-sized necklace of feathers, with 
  a silver necklace inscribed in runic, “To Dranthana, 
  from Langrerous.”
  A map of the ruins is provided in appendix “Caves 
  Map“. The numbers of the following sections refer 
  to that map.
  Tricks of the Trade
  This section of the adventure sees the characters 
  exploring the outskirts of ancient ruins.
  Traps!. Several traps, both constructed and natural hazards, 
  are present in this section. Traps may be added, removed, 
  or improvised at DM discretion for time, party makeup, or 
  preference.
  Warring Tribes. Roleplay of the conflict between the 
  Perrasnap and Ruloth tribes, and their heirs, who are 
  secretly courting. Both tribes have half of the needed 
  control crystal for the flying city, and while the characters 
  can take them by force, this may have repercussions later. 
  The solution to their conflict is hinted at, in the marriage 
  of the son and daughter of the chiefs of the rival tribes, but 
  overall is purposefully left open ended.
  Lost to History. The lore provided above can be used to help 
  add to the atmosphere of the ruins, and more are provided 
  in the next section. Use these to help paint the picture of 
  what the city used to be like for the giants who lived there.
  Killing the Lizards. All lizardfolk in this section use the 
  lizardfolk stats in the Monster Manual, which are not 
  reproduced here. Given the characters’ levels, they are not 
  a threat to them, and should they be engaged in combat 
  will flee or be killed without rolls being needed.
  
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  1. Cave Entrance
  The fissure created in the mountain formed a natu-
  ral cave, that descends steeply ahead for 40 feet.
  2. Antechamber
  The entrance opens into a wide, high ceilinged area 
  with rough-hewn walls. A large, natural forming 
  column divides the room, with a large pile of rubble 
  and boulders to the northwest.
  Brown Mold
  The cave’s recent opening to the outside and prox-
  imity to the surface have provided enough heat for a 
  dormant patch of brown mold to rapidly regrow and 
  mutate.
  Characters who investigate the rubble, or come 
  within 5 feet of it, without noticing it and taking 
  precautions must make a DC 16 Constitution saving 
  throw or take 22 (4d10) cold damage on a failed 
  save, or half as much damage on a successful one.
  The mold may be destroyed by cold damage; 
  however, it feeds on heat, and any attempt to destroy 
  it with fire causes it to rapidly grow and spread its 
  spores to the entire chamber, causing anyone inside 
  or who passes through it to make the same saving 
  throw.
  3. Twisting Passage
  This natural stone passage narrows and turns 
  sharply to the west, while descending another 20 
  feet. As characters reach the end of the passage and 
  enter area 4, a rumbling sound vibrates the area, 
  causing loose stone and dust to fall.
  4. Open Cave Chamber
  The passageway from area 3 levels off and opens 
  into this chamber. The ground is somewhat covered 
  in bat guano, from bats newly roosted in the stalac-
  tites 40 feet above.
  In the northern section of the chamber, mixed 
  natural and structural rubble is present, in which 
  lore from the lore table may be discovered if the 
  rubble is partially cleared.
  To the south, the chamber leads to areas 5 and 6.
  5. Shrine to Semuanya
  The cave forms a natural alcove here, in which 
  the lizardfolk tribes built a shrine to their god, 
  Semuanya. The crude altar bears a wicker likeness 
  of a powerful lizard head, with offerings of bone, 
  tools, and other instruments of use and survival 
  below it.
  Tripwire
  The lizardfolk have placed a tripwire triggered 
  trap here to protect their offerings on the altar. If 
  a character approaches within 10 feet of the altar 
  without noticing, vats of acid are overturned, and 
  fall on anyone in the chamber not within 5 feet of 
  the alter.
  Any creatures being hit by the falling acid must 
  make a DC 18 Dexterity saving throw, taking 22 
  (4d10) acid damage on a failed saving throw, or half 
  as much damage on a successful one. Setting off 
  this trap alerts the lizardfolk elsewhere in the cave.
  The tripwire or hanging vats of acid may be 
  noticed with a DC 18 Wisdom (Perception) or 
  Intelligence (Investigation) check, and the trap may 
  be disarmed with a DC 15 Dexterity check using 
  thieves’ tools, or with disadvantage using any edged 
  weapon.
  6. Passage into the Deeper Ruins
  This bend in the passageway initially appears as a 
  patch of constructed stone wall, made of giant sized 
  bricks of a bluish-gray hue. It is solid and impenetra-
  ble by either magic or physical damage.
  If a creature holding both halves of the cloud city 
  control crystal (obtained from the lizardfolk chiefs) 
  approaches, the wall will reform into a passageway 
  leading to cracked, giant-sized, old stone steps 
  descending further into the earth.
  7. Fungal Room
  This area shows significantly more signs of the 
  cloud giant city that once was here, with ruined 
  statues, walls, and other items scattered around the 
  perimeter.
  The room is damp, and a host of phosphorescent 
  fungi have grown here, bathing the room in a natu-
  ral, dim blue light. These fungi are harmless.
  Three lizardfolk are keeping guard in this area 
  and make perception checks (+3) with advantage. If 
  they detect the characters, they will retreat north to 
  area 8.
  A wide, walled passageway to the southwest leads 
  to area 10, while the cave continues to areas 11 and 
  12 to the southeast.
  8. Perrasnap Tribe
  A few dozen lizardfolk of the Perrasnap tribe live in 
  this area, led by their chief, Sirthao. Several sentries 
  protect the southern entrance of this area, which is 
  a mishmash of natural stone, giant structures, and 
  lizardfolk construction. This chamber is dimly lit by 
  torches in makeshift holders along the wall.
  All the lizardfolk speak Draconic, however 
  Sirthao, his son, and several others speak Common, 
  and can serve as translators. If the characters inter-
  act with the lizardfolk peacefully, they are brought 
  before Sirthao, who sees them as a potential means 
  to solve his problem.
  
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  Roleplaying Sirthao
  Sirthao is a large, powerful lizardfolk, who rules through his 
  tribe’s respect of this strength, he is both shrewd and fair, 
  though his anger is blinding him to peaceful resolutions of 
  his conflict with the Ruloth tribe, who also live in the cave and 
  were once Perrasnap tribe members.
   Sirthao believes the newly exposed underground waterways 
  in this cave will provide his people a suitable place to live in 
  peace, while being close enough to civilization to provide a 
  means of trade. He worries that if the conflict between the 
  tribes goes on for too long, they will splinter completely.
  From Sirthao, the characters can learn the 
  following:
  • There is a rival tribe, the Ruloth, in the eastern 
  sections of the ruins.
  • He moved his people here to find a more hospi-
  table place to live, compared to the swamp area 
  they came from.
  Sirthao suspects the characters are on the trail 
  of other individuals, matching the descriptions of 
  Baron Rajiram and Selise, who passed through with 
  their forces earlier, killing several tribe members.
  He knows the way to follow them and will only do 
  so if the characters retrieve a crystal from, and deal 
  with, the rival tribe.
  If the characters do not insult or attack him or the 
  other lizardfolk, they are free to roam the Perrasnap 
  section of the cavern.
  If the characters speak to the other members 
  of the tribe, they can learn the following with any 
  appropriate check or roleplaying:
  • The tribe moved here after one of their scouts 
  discovered the water sources in areas 10 and 16.
  • The Ruloth tribe wants to return to the swamps 
  where the tribe originally lived, which is what 
  caused the schism. Tross, once a trusted lieu-
  tenant of Sirthao, rebelled and formed the new 
  tribe.
  • Several families are split between the two tribes.
  • Sirthao’s son, Shiv, had to be rescued from the 
  Ruloth and is currently in area 9 to the north.
  Sirthao has one half of the cloud city control crystal 
  the characters need to proceed further into the 
  mines.
  9. Perrasnap Supplies
  Several lizardfolk mill about in this area, which 
  is filled with foodstuffs, tools, sundries, and other 
  supplies of the tribe. They take exception to the 
  characters trying to remove any of it. This chamber 
  is dimly lit by freestanding torch lamps.
  In the southern alcove of the room sits a large, 
  but sullen looking lizardfolk at a crude table. This is 
  Sirthao’s son. Shiv. He respects his father, even if he 
  disagrees with him, and is initially very tight-lipped.
  If the characters manage to get him talking 
  through some means, he reveals the following:
  • Sirthao was deeply hurt by Tross’ rebelling, and 
  Shiv thinks it is clouding his judgment.
  • Shiv was not rescued from the Ruloth, as he was 
  near their camp voluntarily, and forced to return.
  • Before the schism, Shiv was courting Tross’ 
  daughter, Arthaen, and was trying to escape with 
  her. He does not know what happened to her after 
  his father’s forces arrived and took him back.
  In the very northern section of this chamber, there is 
  a crumbling stone wall. If the characters remove or 
  otherwise bypass this wall, they can find Lore from 
  the Lore Table.
  10. Southwestern Fountain
  This long chamber has a rectangular stone cistern, 
  15 feet wide and 45 feet long running down the 
  room, from southwest to northeast.
  The water source is a partially crumbling figure 
  of a giant that is part of a fountain in the southwest 
  corner of the room. Casting detect magic on the 
  statue reveals a weak aura of enchantment magic.
  Water overflows into the surrounding area of the 
  cisterns, causing small ponds several feet deep to 
  form. Observant characters may notice that these 
  pools do not seem to change in level, owing to the 
  very porous type of stone in this area.
  In a northern alcove there is a partially uncovered 
  mosaic floor depicting impressive looking cloud 
  giants. This path and its surrounding masonry walls 
  lead to a collapsed passage. Nothing lies beyond 
  this but stone.
  Along the southeast wall is a raised dais with a 
  large, mostly intact sundial on a pedestal.
  Collapsing Floor
  The floor directly in front of the dais is unstable due 
  to the recent seismic activity that revealed the ruins. 
  If more than 200 pounds is on the floor in that area, 
  it collapses, causing any characters standing on it 
  to plummet 60 feet into a fissure, bouncing off the 
  jagged edges of the fissure as they fall. This collapse 
  alerts the lizardfolk in area 8.
  Any characters standing in that area when the 
  floor collapses must succeed on a DC 18 Dexterity 
  saving throw or take 33 (6d10) bludgeoning damage 
  from the fall, landing prone, or half as much damage 
  on a success.
  Characters who exceed the save DC by more than 
  5 can grab onto a ledge and avoid the fall, taking 
  no damage. Characters who fail the save by more 
  than 5 fall particularly awkwardly, taking 55 (10d10) 
  bludgeoning damage and falling prone.
  The jagged nature of the fissure allows for 
  climbing up or down the walls without a check. 
  
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  Characters who investigate the bottom of the fissure 
  may find Lore from the Lore Table.
  The unstable floor may be detected with a DC 22 
  Wisdom (Perception) or Intelligence (Nature) check. 
  If the characters have encountered the collapsing 
  floor in area 11, this check may be made with 
  advantage.
  11. Hidden Nook
  The ground in this area is unstable, concealing a 
  small chamber. If more than 200 pounds steps into 
  the area, the floor collapses, although the fall is not 
  far enough to be damaging.
  Inside the recessed pit is an unlocked chest that 
  looks extremely old and warn. Inside is 845 gp, 230 
  sp, and a spell scroll of skill empowerment. Lore 
  from the Lore Table may also be discovered in the 
  pit.
  12. Buried Cache
  This passage winds to the southeast. At its end is a 
  collapsed tunnel, and a pit used for the refuse of the 
  lizardfolk. It is filled with bones, discarded items, 
  and waste, and nothing else remarkable.
  13. Eastern Passage
  This passage is lower than elsewhere in the cavern, 
  with a ceiling only 10 to 12 feet tall, 15 feet across, 
  and 50 feet long. It widens into a small chamber 
  to the southeast, where two lizardfolk guards are 
  looking for Arthaen. They will flee to area 15 if they 
  detect intruders.
  It is damp, and musty smelling with mushrooms 
  growing along much of the floor. The mushrooms do 
  emit spores when disturbed, but they are harmless.
  From its southeastern terminus, it connects to 
  area 14 to the east and area 15 to the south.
  Spike Wall
  Halfway through the narrow portion of the passage 
  is a trip line obscured amongst the mushrooms. 
  When tripped, it releases a camouflaged, spring 
  loaded, wooden spiked door, that swings out into the 
  passageway.
  Any creature within 10 feet of the trip line when 
  it is triggered must make a DC 20 Dexterity saving 
  throw, taking 36 (8d8) piercing damage on a failure, 
  or half as much damage on a success. Activating the 
  trap alerts the lizardfolk in area 15.
  The trip line or the wall may be detected with 
  a DC 19 Wisdom (Perception) or Intelligence 
  (Investigation) check and disarmed with a DC 15 
  Dexterity (Thieves’ Tools) check, or at disadvantage 
  using any edged weapon.
  14. Hidden Overlook
  The area of the cavern is 70 feet long, 35 feet 
  across, and with a 60 foot cavernous ceiling. The 
  northern wall is natural stone, and the southern 
  wall is stone interspersed with crafted stone walls.
  At the eastern edge of this area, 50 feet up, is a 
  hidden ledge and overlook. Careful inspection of 
  the eastern wall reveals a natural ladderway up the 
  wall, and a DC 16 Wisdom (Survival) check reveals 
  that it has recently seen use.
  The ledge is currently occupied by Arthaen, the 
  daughter of Tross. She fled here after Sirthao’s 
  forces took Shiv back to his father and has been 
  contemplating the conflict between her father and 
  Sirthao, and her desire to find a way to reunite with 
  Shiv.
  If the players make their way to the ledge, Arthaen 
  will nervously back against the wall, until they can 
  convince her that they are not a threat. Arthaen 
  speaks common, and if lead into a discussion, will 
  reveal the following:
  • She is alone on the ledge as it’s a little-known area 
  of the cave and allows her to think in peace.
  • She is contemplating how to lead the fractured 
  tribes back together and prevent disaster for her 
  people.
  • She cares deeply for Shiv and thinks their union 
  can help reunite their feuding fathers.
  • Several other outsiders made their way through 
  the area a day ago, inflicting several casualties on 
  both tribes.
  In rubble at the back of this ledge can be found Lore 
  from the Lore Table.
  15. Ruloth Tribe
  This cavern is spacious, with 40 foot ceilings, a 
  mixture of rock and constructed walls, and torch-
  light throughout. Supplies, beds, and work areas 
  line the walls.
  Ruloth is smaller than the Perrasnap tribe, with 
  only a few more than a dozen lizardfolk present. 
  Several lizardfolk sentries monitor the northern 
  approach for any intruders.
  If the party deals with these sentries peacefully, 
  or is accompanied by Arthaen, they will be brought 
  to see the chief, a wiry lizardfolk male named Tross. 
  Like the Perrasnap, he, his daughter, and several 
  other lizardfolk can speak Common, and can 
  translate as necessary.
  
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  Roleplaying Tross
  Tross is a wiry, lithe lizardfolk male who is the chief of the 
  upstart Ruloth tribe. He worries greatly for his people and 
  thinks that being close to civilization is an impractical risk to 
  take and will lead to the tribe being attacked by neighboring 
  villages.
   He is a kind, if indecisive, leader, and genuinely believes 
  he has the best interest of the tribe at heart. He was loathe 
  to turn on his friend, and chief, Sirthao, but now believes the 
  other must be eliminated for their people’s best chance at 
  survival.
  If the characters speak with Tross, they can learn 
  the following:
  • The lizardfolk have not been here for more than a 
  few weeks.
  • He once served Sirthao, but now thinks he must 
  be removed for the good of the tribes.
  • Shiv, Sirthao’s son, tried to kidnap his daughter 
  Arthaen, who is missing (unless she is with the 
  characters).
  • Other outsiders matching the descriptions of the 
  Baron and Selise moved through the caverns to 
  reach deeper into the ruins in the last few days.
  • He knows how to follow them, but will only help if 
  the characters deal with Sirthao, and retrieve the 
  crystal he carries.
  If the players deal with him peacefully, they will 
  be allowed to explore the rest of the areas under 
  Ruloth control. In talking with the rest of the tribe, 
  they can learn the following:
  • Tross and Sirthao were once best friends.
  • Tross’ daughter, Arthaen, has been missing for 
  about a day, after a run in with Perrasnap forces.
  • The Perrasnap tribe believe the water features of 
  the ruins and proximity to trade routes make this 
  a good place to relocate the tribe to.
  • Several families are split between the two tribes.
  Tross has one half of the cloud giant city control 
  crystal the characters need to proceed further into 
  the ruins.
  16. Hot Springs
  This cavern is warm, with steam and a slight sulfur 
  smell permeating. Scattered throughout are several 
  pools, which seem to be fed from a natural hot 
  spring somewhere beneath the cavern.
  Phosphorescent fungi line the walls, giving off a 
  blue-yellow dim light. Several lizardfolk are enjoying 
  the pools at any given time, while others move in 
  and out of the area to access a small area of plants 
  being farmed along the northern edge of the room.
  17. Slimed Ruins
  This cavern is small and narrow, with a 30 foot 
  ceiling and an odd, acrid odor.
  At the southern edge of this small cavern are 3 
  damaged statues of giants, all of which in various 
  states of collapse. Bits of green material can be seen 
  around the bases of the statues and the floor.
  Green Slime
  The ceiling of this cavern is home to several patches 
  of green slime, which will drop from the ceiling 
  when a creature passes below it. It cannot move 
  outside of this action.
  Any character (up to 3) who comes within 10 ft 
  of the statue must make a DC 15 Dexterity saving 
  throw to avoid the falling slime and avoid contact 
  with it.
  A creature that comes into contact with green 
  slime takes 5 (1d10) acid damage. The creature 
  takes the damage again at the start of each of its 
  turns until the slime is scraped off or destroyed. 
  Against wood or metal, green slime deals 11 (2d10) 
  acid damage each round, and any nonmagical wood 
  or metal weapon or tool used to scrape off the slime 
  is effectively destroyed.
  Sunlight, any effect that cures disease, and 
  any effect that deals cold, fire, or radiant damage 
  destroys a patch of green slime.
  A static mass of green slime also sits behind the 
  statues. If cleared away, the characters can find 
  Lore from the Lore Table in the underlying rubble.
  Development
  The method in which the characters resolves 
  the lizardfolk conflict is up to them but will have 
  repercussions later in the adventure.
  If one half of the crystal is brought to either Tross 
  or Sirthao, they will give the characters the other 
  half and show them to area 6. Similarly, if peace is 
  made between the tribes, both chiefs will freely give 
  their halves and jointly show the characters to area 
  6.
  If the crystal halves were taken by force and/or 
  both chiefs were killed, the characters will need to 
  discover the passageway in area 6 on their own.
  By whatever method they chose, the characters 
  should find themselves in possession of two halves 
  of a large, blue crystal.
  When both halves are fitted together, they will 
  magically meld into a single crystal, though the 
  crack will still be visible.
  Possession of this crystal will activate the neces-
  sary magics to reveal the passageway in area 6 and 
  allow them to proceed lower into the ruins after 
  Selise and the Baron.
  Treasure
  The characters may discover a cache in area 11 
  containing 845 gp, 230 sp, and a spell scroll of skill 
  empowerment.
  
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  Part 3. Heart of the City
  Estimated Duration: 80 minutes
  The characters have now descended further into 
  the city and have managed to make it into the 
  central control section that lay in the center of 
  Skyelinjeheim. They must now try to track down the 
  Baron and Selise.
  Several of his henchman, block their way, includ-
  ing Cade Tealeaf, a gith mercenary and his band, 
  and the ancient defenses of the city itself.
  Everything in this section of the adventure is sized 
  for use by cloud giants and may pose a hindrance to 
  the characters as they make their way to the flight 
  controls of the ancient city.
  At this point, however, the Baron and Selise are 
  too far ahead of the characters and will be able to 
  begin detaching the central fortress of the city and 
  raising it back to the skies before the characters can 
  reach them.
  The final encounter of this section, with Cade and 
  his mercenaries, will be heavily influenced by the 
  results of the party’s endeavors up to this point.
  General Features
  The city controls section has the following general features.
  Size. Everything is sized for giants, from stairs, to doors, 
  corridors and furniture. Movement for medium sized 
  creatures over objects designed for giants is considered 
  difficult terrain.
  Light. Magical light from wall sconces provides 
  illumination throughout the area.
  Smells and Sounds. The air is very stale. The whir of far off 
  machinery can be heard.
   Magical damper. Early in this section, due to actions of 
  the Baron and Selise elsewhere regarding the magical flight 
  systems of the city, the entire area will be blanketed in an 
  effect that blocks teleportation magic.
  All the Way Down
  Almost as soon as the characters reach the bottom 
  of the giant size staircase they descend from the 
  caverns and ruins above, the ground shakes and a 
  loud rumble is heard. A magical dampening field is 
  now active.
  No sooner have you reached the bottom of the stairs 
  does the ground shake violently, and rumbling echoes 
  all around you. A feeling of electricity fills the air, and 
  the hair on the back of your neck stands on end. 
   Before you, you see a long, large hallway, clearly 
  sized for creatures much bigger than yourself. In this 
  distance you hear the faint whirring of something 
  mechanical. You must be getting close to your quarry.
  In another section of the ruins, the Baron has 
  begun restoring the flight capabilities of the central 
  fortress section of the city. Although he cannot get 
  the full city airborne again, this will nonetheless be 
  a formidable weapon.
  As a side effect of the magic needed to give flight 
  to the city, the weave is warped in the general 
  area, and teleportation magic will not function, 
  instead returning the caster to the same location. 
  Characters proficient in Arcana may make a DC 
  18 Intelligence (Arcana) check to detect this effect, 
  otherwise there is no sign of it until a spell of that 
  type is attempted.
  This section of the city was integral to the 
  controls of its flight. 30,000 years ago, a cloud giant 
  wizard attempted to give the city not only flight, but 
  the ability to teleport as well. This failed and ended 
  in disaster.
  Throughout the complex, there are illusory magic 
  images that the giant used as a visual journal of her 
  efforts. In rooms that state they contain Lore, a d4 
  can be rolled to impart lore from the table below, 
  rerolling on duplicates.
  Though there are die rolls associated with the 
  table, it is suggested the lore provided below is 
  given in order.
  Lore Table
  d4
  Found Lore
  1
  The illusory image of a female cloud giant appears, 
  speaking, in Giant, “Skyelinjeheim is the crown . . . 
  our people. My . . . the balance . . .  against the 
  dragons.”
  2
  The blurry image of a giant appears and then 
  vanishes immediately. In Giant, a female voice 
  says, “. . . fears . . . pathetic. I will . . . with or without 
  their . . .”
  3
  The blurry image of a giant appears and then 
  vanishes immediately. In Giant, a female voice says, 
  “. . . was wrong. . . . magic is . . . unstable . . . control 
  it . . . evacuate the . . . immediately!”
  4
  The image of the torso and above of what looks to 
  be a severely wounded female cloud giant appears, 
  fading in and out, speaking quietly in Giant, “I . . . a 
  fool . . . so very wrong . . . teleportation . . . crashed . . . 
  the mountains. Thousands . . . dead . . . more 
  injured . . . doomed us. All Father forgive . . .”
  A map of this part of the city is provided in appendix 
  “Lower Level Map“. The numbers of the following 
  sections refer to that map.
  
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  Tricks of the Trade
  This is the heart of the ancient city, full of dangers 
  and opportunities to mitigate them.
  Bringing the fight to them. There are several potential combat 
  encounters in this section. Keep an eye on the time.
  Or don’t. There are also several ways for clever characters 
  to avoid, or at least make less dangerous, some of these 
  fights.
  Choices matter. It is possible for the final encounter of this 
  section to be made extremely difficult or rather easy based 
  on the choices the characters have made. Pull no punches, 
  but allow the benefits as well
  Entrance Hallway
  This long hallway proceeds east 100 feet before 
  turning north and continuing another 150 feet, 
  coming to a doorway to the west leading to area 3. 
  The floor is covered in a blue and grey checkerboard 
  tile pattern.
   A door near the entrance leads north into area 2.
  Dart Trap
  Halfway through the second section of the hallway 
  running north to south is a set of pressure plates 
  connected to a dart wall trap in the east wall.
  Characters along a 10 foot stretch of hallway in 
  either direction from the plates must succeed on 
  a DC 17 Dexterity saving throw or take 27 (11d4) 
  poison damage from the darts.
  Those struck must also succeed on a DC 14 
  Constitution saving throw or gain the poisoned 
  condition for 1 hour.
  The pressure plates and wall firing mechanisms 
  may be detected with a DC 18 Wisdom (Perception) 
  or Intelligence (Investigation) check and disabled 
  with a DC 15 Dexterity (Thieves’ Tools) check or 
  the same check with disadvantage using an object 
  wedged under the plates or into the wall.
  2. Security Room
  This large rectangular room is 100 feet long and 30 
  feet across, with 30-foot-ceilings. The eastern half of 
  the room is completely caved in.
  The northern wall is covered with console devices 
  of some sort. In what is now the southeast corner, 
  due to the collapse, is a raised, stone pad, circular 
  and 15 feet across. The ceiling is covered in circular 
  metal discs 10 feet across.
  As soon as any non-giant creature enters the 
  room, a set of red runes starts to glow on one of 
  the northern consoles. The runes state, roughly, to 
  “enter the symbols.”
  If the correct symbol sequence is not entered 
  within 20 seconds, a stone door slams shut, sealing 
  the room, and several metal discs on the ceiling 
  open, dropping clay golems into the room that 
  attack intruders.
  Setting up the Encounter
  Very Weak
  • Clay Golem (2): AC 14, 133 hp, Init −1
  Weak & Average
  • Clay Golem (3): AC 14, 133 hp, Init −1
  Strong & Very Strong
  • Clay Golem (4): AC 14, 133 hp, Init −1
  Control Panels
  The control panels in this room control the security 
  systems in the city center, specifically the golems. 
  Characters can learn the correct code to prevent the 
  initial attack from one of the mercenaries in Area 3.
  Characters can also learn the runic code to 
  disable all golems in area 7.
  Display Pad
  If a character touches the stone pad in the southeast 
  corner of the room, they may receive Lore from the 
  Lore Table.
  Development
  If the characters trigger the protective golems and 
  then defeat them, the doors to the room will reopen, 
  and the system will reset itself. If the room is exited 
  and re-entered again later on, the system will again 
  begin a countdown towards releasing additional 
  golems.
  3. Makeshift Barracks
  This room is 70 feet by 70 feet, being used as tem-
  porary barracks by the mercenaries working for the 
  baron, under the command of Cade Tealeaf. Bunks 
  and footlockers full of mundane equipment line the 
  south and west walls of the space.
  A door leads to a hallway, area 4, in the northwest 
  corner, but it is currently shut and sealed. There is 
  a panel, covered in runes. In the northeast corner 
  stands a second, smaller console, next to a raised 
  stone platform 15 feet across.
  About a dozen mercenaries are currently in 
  the room, all currently pounding on the door, or 
  furiously working at the console. They are too 
  distracted to see the characters enter unless they 
  deliberately make their presence known.
  Once they are noticed, a few mercenaries will 
  draw weapons, but make no hostile action, One, a 
  sergeant, will run up to the characters and beg for 
  assistance. The players can learn the following from 
  him:
  • They are low level mercenaries in a company 
  hired by a client they only know as “The Baron.”
  • Three of his men are trapped in the hallway in 
  area 4, having set off a gas trap, and can be heard 
  suffocating.
  
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  • He works for Cade Tealeaf, the owner of the 
  company, and whoever pays him, but is only 
  concerned with his men at the moment.
  If the characters decide to help, have them roll 
  initiative. The men trapped in the hallway will 
  suffocate and die at the end of round 5.
  Gas Trap
  A suffocating gas is steadily filling area 4, which has 
  three mercenaries currently trapped inside.
  The trap is controlled from the console on the 
  northern side of the room. Three consecutive DC 
  14 Intelligence (Arcana) or (History) checks are 
  required to work the console and shut the trap 
  down and unlock the door. These checks may be 
  made at advantage by characters who can under-
  stand the Giant language.
  The stone door sealing the area has AC 10, 40 hit 
  points, and a damage threshold of 15. If the door is 
  destroyed, or otherwise bypassed or removed, the 
  gas is released, and though it will continue to flow, 
  the space is now too large to be affected.
  If the characters manage to rescue the mercenar-
  ies, the sergeant will thank them, state that the pay 
  is no longer worth the risk, and give them a code to 
  disable the security console in area 2.
  If the characters attempt to help, but fail, the 
  trap will eventually be disarmed, and the bodies 
  recovered. The sergeant will thank the characters 
  for trying, state the pay is no longer worth the risk, 
  and take his men, the bodies, and leave.
  Should the characters attack them, the twelve 
  mercenaries (plus three in area 4) use the thug 
  stats from the Monster Manual, which are not 
  reproduced here. They are easily able to tell they are 
  no match for the characters, and will flee, cursing 
  them, and doing their best to simply escape back 
  into caverns above.
  Display Pad
  There is a second image display mechanism in this 
  room, this time hooked up to the console next to it, 
  which is malfunctioning. The console may be par-
  tially repaired with a DC 14 Intelligence (Arcana) or 
  (History) check. This check may be performed with 
  advantage by characters who understand the Giant 
  language.
  If it is repaired, the stone platform can give the 
  players a piece of Lore from the Lore Table.
  4. Trapped Hallway
  This 35-foot-hallway connects areas 3 and 5. It 
  contains a trap that seals the hallway and fills it 
  with suffocating gas but is rendered inert by the 
  characters in area 3.
  5. Destroyed Laboratory
  This 65 foot by 30 foot room is covered in destroyed 
  equipment, toppled shelves, and broken stone tables 
  covered in now illegible runes. A fine layer of dust 
  covers almost everything in the room.
  A locked, heavy wooden door lies along the south-
  ern wall, leading to area 6. The lock can be picked 
  with a successful DC 20 Dexterity (Thieves’ Tools) 
  check or with the same check with disadvantage 
  using some other implement.
  The door has AC 10, 25 hit points, and a damage 
  threshold of 8. Attempts to bash down the door alert 
  the elementals in area 6 to intruders.
  Display Pad
  Along the western wall lies a stone platform like the 
  ones seen in areas 2 and 3. It is currently covered 
  by a massive stone bookcase that has toppled over.
  The bookcase can be moved with a successful DC 
  17 Strength (Athletics) check. If the stone shelf is 
  moved, the display may be activated by touching it. 
  Doing so may provide the characters with Lore from 
  the Lore Table.
  6. Grand Hall
  A rectangular room measuring 110 feet by 70 feet, 
  with a domed ceiling seeming painted like the night 
  sky. A massive, rectangular stone conference table, 
  which has been broken in half by falling debris.
  Rotting, ancient tapestries line the walls in the 
  southwest corner of the room, behind which are two 
  secret doors, leading to area 7.
  In the northeast corner, a sealed door leads to 
  paths leading to the fortress section of the city, or 
  the surface. A door on the southern wall leads to 
  area 8.
  The room contains air elemental myrmidons, 
  who attack the characters as soon as they are aware 
  of their presence. Combat in this room alerts any 
  creatures in area 8, who will remain in that room 
  and prepare.
  Setting up the Encounter
  Very Weak
  • Air Elemental Myrmidon (3): AC 18, 117 hp, Init +2
  Weak & Average
  • Air Elemental Myrmidon (4): AC 18, 117 hp, Init +2
  Strong & Very Strong
  • Air Elemental Myrmidon (5): AC 18, 117 hp, Init +2
  Secret Doors
  The two secret doors behind the tapestries lead to 
  area 7. A slight gap along the floor beneath them 
  can be spotted with a DC 25 Wisdom (Perception) 
  check. Alternatively, a character specifically 
  
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  checking behind the tapestries can discover them a 
  DC 18 Intelligence (Investigation) check.
  Once discovered, the doors may be opened with a 
  DC 16 Dexterity (Thieves’ Tools) check or the same 
  check with disadvantage using some other imple-
  ment, or with a DC 15 Strength (Athletics) check.
  Both doors are visible from within area 7.
  7. Safe Room
  This small, L-shaped room once served as a hidden 
  safe room for senior staff in the city’s control center. 
  On the western wall is a set of partially destroyed 
  tablets covered in runes.
  One that is still intact contains the runic code to 
  disable all golems in the area from the console in 
  area 2. A DC 19 Intelligence (History or Arcana) 
  check will let a character discover this. This check 
  may be made with advantage by characters who 
  understand Giant.
  The long-desiccated remains of a female storm 
  giant can be found within. A DC 14 Wisdom 
  (Medicine) check can reveal numerous severely 
  broken bones, and suggests the creature died of 
  blunt force trauma and internal injuries.
  On the ground next to the giant is a raised stone 
  platform, like the ones seen before, but smaller. 
  It can be activated by touch. If activated, it may 
  provide Lore from the Lore Table.
  Treasure
  The giant has a leather pouch, containing a ruby 
  worth 500 gp, and 50 pp. It is wearing immaculate 
  looking studded leather armor, which is in fact a set 
  of +2 studded leather armor.
  8. Command and Control
  This room is 50 feet by 50 feet, with a 35 foot 
  ceiling, and no visible exits other than that which 
  leads to area 6.
  Along the southern edge of the room is a set 
  of stairs leading to a stone ledge, with consoles 
  behind it. Atop it stands a male gith, Cade Tealeaf 
  (githyanki gish) flanked by two air elemental 
  myrmidons.
  Setting up the Encounter
  Very Weak & Weak
  • Cade Tealeaf: AC 17, 123 hp, Init +2
  • Air Elemental Myrmidon: AC 18, 117 hp, Init +2
  Average & Strong
  • Cade Tealeaf: AC 17, 123 hp, Init +2
  • Air Elemental Myrmidon (2): AC 18, 117 hp, Init +2
   Very Strong
  • Cade Tealeaf: AC 17, 123 hp, Init +2
  • Air Elemental Myrmidon (3): AC 18, 117 hp, Init +2
  Butterfly Effect
  In addition to the setup above, the following items 
  modify the encounter:
  If, in part 1, only 0–2 structures were saved, 
  additional forces of the Baron are available. Add 
  an additional air elemental myrmidon to the 
  encounter.
  If, in part 2, one of the lizardfolk tribes was 
  defeated, they send a lizardfolk king in retaliation. 
  If both tribes were killed, add two lizardfolk kings 
  to the encounter.
  If, in part 3, the code to shut down all golems was 
  not discovered and used, add one clay golem to the 
  encounter.
  If, in part 3, the characters attacked the mercenar-
  ies in area 3, a lieutenant in the mercenary company 
  will be incensed and remain to fight the characters. 
  Add one warlock of the fiend to the encounter.
  If none of the previous apply, and the characters 
  were able to save the trapped mercenaries in area 4, 
  skip to the section titled “Just Rewards.”
  Final Fight
  Assuming the categories listed above did not direct 
  the DM to “Just Rewards,” Cade will direct his 
  forces to stop the characters and attack. If several of 
  the above conditions were met, he will taunt them 
  for making so many enemies in a short period of 
  time before doing so.
  Cade is a soldier of fortune, and a githyanki exile, 
  and has only survived by being pragmatic to a 
  fault. If he is reduced to half health or below, Cade 
  and any remaining mercenary forces will yield, 
  disengage, or otherwise remove themselves from 
  the fight.
  Any forces of the Baron or city defenses (myrmi-
  dons, golems) will fight to the death. Should any 
  attack Cade after he has yielded, he will actively join 
  the fight against them.
  Just Rewards
  It is possible that through their actions the 
  characters performed exceptionally well, saving 
  most of the town, making peace between the lizard 
  folk tribes, saving the trapped mercenaries, and 
  disabling the golem security systems.
  In this scenario, the pragmatic Cade will see 
  clearly which way the wind is blowing and betray 
  the Baron’s forces. He will comment on the effective-
  ness and cleverness of the party, before whistling 
  sharply, signaling to two invisible mercenaries to 
  become visible as they assassinate any elementals 
  present.
  
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  Development
  Once the fight is over, the situation may unfold in a 
  few ways. If Cade survived or betrayed the baron, he 
  will compliment the party, and tell them to look him 
  up if they are ever interested in mercenary work.
  The characters can learn the following from Cade:
  • He was initially hired by a woman named Selise, 
  and only met the Baron after the fact
  • The Baron was hoping to raise the whole city but 
  cannot. Instead he is going to try and raise the 
  fortress section that sat at the center of the city
  • He believes Selise to be under some sort of mag-
  ical control and was concerned the Baron might 
  do the same to him.
  Once the characters have spoken to Cade for a 
  moment or so, the whole area rumbles loudly and 
  starts to violently shudder. Cade will comment 
  that it is too late—the Baron must have activated 
  the fortress’ flight systems—and turns, activating a 
  button on one of the consoles in area 8.
  He tells the party that this has opened a passage 
  in the northeast corner of area 6, and from there 
  they can either go east after the Baron before the 
  fortress takes off, or west, back to the surface. He 
  then gathers any remaining forces and will go the 
  opposite way of whichever way the characters go.
  If Cade is killed during the fight, the rumbling 
  happens immediately after the last enemy is killed. 
  As the party egresses, when they enter area 6, the 
  wall in the northeast corner collapses, revealing the 
  passage.
  The only indication they will have of whether to 
  go east or west is the faint hint of fresh air coming 
  from the western passage (which leads to the 
  surface).
  Treasure
  If the party did not discover the treasure in area 7, 
  they can be given the +2 studded leather armor by 
  Cade, or retrieve it from his corpse. Only one set of 
  the armor may be given.
  
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  Part 4. Faster, Must Go Faster
  Estimated Duration: 20 minutes
  Despite the party’s best efforts, the baron has 
  succeeded in restoring flight to a cloud giant flying 
  fortress and is taking off. This has triggered a mas-
  sive collapse of the ruins as the fortress separates 
  itself from the ancient city and the mountain on top 
  of it.
  Characters have either chosen to pursue the 
  baron to the fortress, or escape to the surface. Both 
  choices yield the same functional escape path for 
  this section.
  General Features
  The escape tunnel has the following general features.
  Size. The tunnels are not as large as the rest of the ruins, 
  but still sized for giants. They are at all points between 10−15 
  feet wide, with 35-foot-ceilings.
  Light. Magical light from wall sconces provides 
  illumination throughout the area but may flicker and fail from 
  time to time.
  Sounds. The rumbling and shaking grow more intense with 
  each passing moment
   Magical damper. The restriction on teleportation 
  spells from the previous section is still in effect until a 
  predetermined point in the escape.
  Don’t Look back.
  As soon as the characters choose which tunnel they 
  are taking, this encounter begins.
  The ruins are collapsing all around you. With only one 
  way out, it’s now or never. You can’t stop until you’ve 
  made it out of here!
  Have the characters roll for initiative. They will 
  remain in the initiative order for the remainder of 
  the encounter. If the characters discovered all ten 
  pieces of Lore from parts 2 and 3, the initiative roll 
  may be made with advantage.
  Collapsing Tunnel
  The following information governs the collapsing 
  tunnel and escape. The path for the escape is 
  contained in appendix “Escape the Collapse“. 
  The following information changes based on the 
  characters’ actions during the adventure.
  The Ruins Are the Enemy. The ruins are 
  collapsing and are a constant threat to crush the 
  characters if they do not keep moving. The ruins 
  act on initiative count 5, and on each of its turns 
  it collapses the furthest space from the end of the 
  tunnel. When the first character enters space 5 on 
  the tracker in appendix “Escape the Collapse,” the 
  ruins will act on initiative counts 5 and 10.
  The magical dampening field generated by the 
  power systems in the control room of the city will 
  prevent the casting of any teleportation magic or 
  effects until the first character enters space 6 on 
  the tracker in appendix “Escape the Collapse.” This 
  represents getting far enough away from the field 
  for it to have no effect, but there is no outward indi-
  cation of this, or the fact that teleportation effects 
  may now work, without trying to do so.
  Character Actions. The characters may perform 
  the following actions on their turns:
  Move. The character moves one space in either 
  direction.
  Dash. The character moves two spaces in either 
  direction. This may only be performed twice per 
  character.
  Act. Take a situationally appropriate action.
  Aid. Take the aid action to assist another 
  character.
  Cast or Use Ability. The character attempts to 
  cast a spell, use a class ability, or use a magical 
  item. Due to the chaotic, stressful, and dangerous 
  situation, casting any spell requires a successful DC 
  13 Constitution saving throw, otherwise the spell 
  slot is expended but the spell fails.
  Too Slow. Any living character in a space when 
  a collapse occurs must make a DC 15 Dexterity 
  saving throw, taking 39 (6d12) bludgeoning damage 
  on a failed save, or half as much damage on a 
  successful one. They are then moved one space 
  forward by the force of the collapse.
  Complications. After each character’s turn, that 
  player rolls a d20 and consults the following table. 
  This complication affects the next character in the 
  initiative order, before they take their action.
  d20
  Complication
  0–10
  No effect
  11–13
  Rubble blocks the path. The character must 
  succeed on a DC 15 Dexterity saving throw or be 
  unable perform any action but the Move action.
  14–16
  Arrive at an intersection, and the way forward is 
  not clear. The character must succeed on a DC 15 
  Intelligence check or be unable to take the Move or 
  Dash actions.
  17–19
  A crumbling pillar falls towards the character, who 
  must succeed on a DC 15 Strength saving throw or 
  be unable to act until another character uses the 
  Aid action to free them.
  20
  Dust and debris from the collapse is blinding. The 
  character must succeed on a DC 15 Wisdom check 
  or head in the wrong direction, moving back one 
  space and losing their action.
  
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  Development
  Any characters who make it to the exit find them-
  selves escaping the ruins by the slimmest margin 
  as they collapse, either onto the cloud giant fortress 
  as it now takes off, or back to the surface near the 
  mountains.
  Any characters who perish during the escape are 
  crushed under the weight of the entire ruins and 
  mountain as it comes down around them. Their 
  bodies are not able to be retrieved.
  Conclusion
  Estimated Duration: 5 minutes
  While the baron has at least partially succeeded, 
  the characters are able to gather a good deal of 
  information, damaged his operations, and may have 
  even been able to surreptitiously board his newly 
  raised floating fortress.
  Depending on which path the characters took, 
  they may be able to report back to the various 
  factions, and move on to other missions, or continue 
  their pursuit of the baron, either by finding a way 
  onto the floating castle, or because they have been 
  there since it took off.
  If the characters escaped back to the surface, 
  they are found by other explorers and townsfolk, 
  including Jeremiah Treewhistle, who was freed from 
  captivity during the collapse by one of the Baron’s 
  mercenaries.
  Should the characters pursue the Baron onto 
  the flying fortress, the module ends with them in a 
  ruined section of the flying castle, lifting off into a 
  clear night sky.
  
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  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
  Air Elemental Myrmidon  
  2,900
  Clay Golem 
   
   
  5,000
  Githyanki Gish 
   
   
  5,900
  Warlock of the Fiend 
   
  2,900
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  All Part 2 Lore Found 
   
   
  2,000
  All Part 3 Lore Found 
   
   
  2,000
  The minimum total award for each character 
  participating in this adventure is 10,125 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
  Assorted Gems  
   
  250
  Ruby 
   
   
   
  500
  Coinage  
   
   
  1,350
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Studded Leather Armor, +2
  Armor, very rare
  This set of sky blue magical studded leather 
  armor once belonged to a cloud giant resident of 
  Skyelinjeheim. It resizes to fit its wearer, and images 
  of translucent white clouds drift slowly across the 
  armor constantly.
  This item can be found in Player Handout 3.
  Potion of Invisibility
  Potion, very rare
  This item can be found in the Dungeon Master’s 
  Guide.
  Spell Scroll of Skill Empowerment
  Scroll, rare
  This item can be found in the Dungeon Master’s 
  Guide. The skill empowerment spell can be found in 
  Xanathar’s Guide to Everything.
  Story Awards
  During the course of this adventure, the characters 
  may earn the following story awards:
  If the characters found all Lore and performed the 
  requirements to avoid the final fight with Cade, they 
  receive the following Story Award:
  Just Rewards. You have handled the exploration 
  of the ruins and the pursuit of the baron and Selise 
  with delicacy, ingenuity, and care. This may have a 
  benefit in a future adventure.
  If the characters managed to trigger every addition 
  to the fight with Cade, they receive the following 
  Story Award.
  Relentless. Nothing could stand in your way from 
  staying on the trail of The Baron and Selise, and 
  everything that tried to surely regrets it. This may 
  have a benefit in a future adventure. 
  More information can be found in Player 
  Handout 2.
  Renown
  Each character receives one renown at the conclu-
  sion 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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  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Jeremiah Treewhistle (jer-i-MY-ah tree-hwis-el). 
  A gnomish informant who has been investigating 
  the rumors of the Baron and his lieutenants being in 
  Hulburg.
  Abigail and Char Teshwave (ab-ih-GALE and 
  CHARE tesh-WAVE). Mysterious warlock siblings 
  looking for their older sister, Selise.
  Cade Tealeaf (KADE tee-LEAF). Githyanki exile 
  and mercenary working on behalf of Baron Rajiram 
  to take control of the ruins of the flying cloud giant 
  city.
  Sirthao (Ser-THOU). Chieftain of the Perresnap 
  tribe of lizardfolk, looking to establish his clan in the 
  ruins.
  Tross (TR-oss). Chieftain of the upstart Ruloth 
  tribe of lizardfolk, who wishes his people to move 
  father away from civilization.
  
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  Appendix. Monster/NPC Statistics
  Air Elemental Myrmidon
  Medium elemental, neutral
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft., fly 30 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  14 (+2) 
  9 (−1) 
  10 (+0) 
  10 (+0)
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities paralyzed, petrified, poisoned, 
  prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Auran, one language of its creator’s choice
  Challenge 7 (2,900 XP)
  Magic Weapons. The myrmidon’s weapon attacks are 
  magical.
  Actions
  Multiattack. The myrmidon makes three flail attacks.
  Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Lightning Strike (Recharge 6). The myrmidon makes 
  one flail attack. On a hit, the target takes an extra 18 
  (4d8) lightning damage, and the target must succeed 
  on a DC 13 Constitution saving throw or be stunned 
  until the end of the myrmidon’s next turn.
  Source: Mordenkainen’s Tome of Foes
  Clay Golem
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  9 (−1) 
  18 (+4) 
  3 (−4) 
  8 (−1) 
  1 (−5)
  Damage Immunities acid, poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 9 (5,000 XP)
  Acid Absorption. Whenever the golem is subjected to 
  acid damage, it takes no damage and instead regains 
  several hit points equal to the acid damage dealt.
  Berserk. Whenever the golem starts its turn with 60 
  hit points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the golem attacks 
  an object, with preference for an object smaller than 
  itself. Once the golem goes berserk, it continues to do 
  so until it is destroyed or regains all its hit points.
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 
  15 Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the damage 
  taken. The target dies if this attack reduces its hit point 
  maximum to 0. The reduction lasts until removed by 
  the greater restoration spell or other magic.
  Haste (Recharge 5−6). Until the end of its next turn, 
  the golem magically gains a +2 bonus to its AC, has 
  advantage on Dexterity saving throws, and can use its 
  slam attack as a bonus action.
  
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  Githyanki Gish
  Medium humanoid (gith), lawful evil
  Armor Class 17 (half plate)
  Hit Points 123 (19d8 + 38)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws Con +6, Int +7, Wis +6
  Skills Insight +6, Perception +6, Stealth +6
  Senses passive Perception 16
  Languages Gith
  Challenge 10 (5,900 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only)
  1/day each: plane shift, telekinesis
  Spellcasting. The githyanki is an 8th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The githyanki has the 
  following wizard spells prepared:
  Cantrips (at will): blade ward, light, message, true strike
  1st level (4 slots): expeditious retreat, magic missile, 
  sleep, thunderwave
  2nd level (3 slots): blur, invisibility, levitate
  3rd level (3 slots): counterspell, fireball, haste
  4th level (2 slots): dimension door
  War Magic. When the githyanki uses its action to cast a 
  spell, it can make one weapon attack as a bonus action.
  Actions
  Multiattack. The githyanki makes two longsword 
  attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands, 
  plus 18 (4d8) psychic damage.
  Source: Mordenkainen’s Tome of Foes
  Lizard King/Queen
  Medium humanoid (lizardfolk), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws Con +4, Wis +2
  Skills Perception +4, Stealth +5, Survival +4
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Draconic
  Challenge 4 (1,100 XP)
  Hold Breath. The lizardfolk can hold its breath for 15 
  minutes.
  Skewer. Once per turn, when the lizardfolk makes a 
  melee attack with its trident and hits, the target takes 
  an extra 10 (3d6) damage, and the lizardfolk gains 
  temporary hit points equal to the extra damage dealt.
  Actions
  Multiattack. The lizardfolk makes two attacks: one with 
  its bite and one with its claws or trident or two melee 
  attacks with its trident.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) slashing damage.
  Trident. Melee Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage, or 7 (1d8 + 3) piercing damage if used with 
  two hands to make a melee attack.
  
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  CCC-TRI-23 Sub Rosa
  23
  Warlock of the Fiend
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  15 (+2) 
  12(+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion 
  +4
  Damage Resistances slashing damage from 
  nonmagical attacks not made with silvered weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or 
  Infernal)
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components:
  At will: alter self, false life, levitate (self only), mage 
  armor (self only), silent image
  1/day each: feeblemind, finger of death, plane shift
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 
  to hit with spell attacks). It regains its expended spell 
  slots when it finishes a short or long rest. It knows the 
  following warlock spells:
  Cantrips (at will): eldritch blast, fire bolt, friends, mage 
  hand, minor illusion, prestidigitation, shocking grasp
  1st−5th level (4 5th-level slots): banishment, burning 
  hands, flame strike, hellish rebuke, magic circle, 
  scorching ray, scrying, stinking cloud, suggestion, wall of 
  fire
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When the warlock makes an ability check or 
  saving throw, it can add a d10 to the roll. It can do this 
  after the roll is made but before any of the roll’s effects 
  occur.
  Actions
  Mace. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 
  10 (3d6) fire damage.
  Source: Volo’s Guide to Monsters
  
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  CCC-TRI-23 Sub Rosa
  24
  Appendix. Encounter Setup
  Tent Town Showdown
  Very Weak & Weak Party Strength (11,600 XP)
  • Air Elemental Myrmidon (2): AC 18, 180 hp, 
  Init +2
  • Warlock of the Fiend (2): AC 12 (15 mage 
  armor), 120 hp, Init +2
  Average & Strong Party Strength (14,500 XP)
  • Air Elemental Myrmidon (3): AC 18, 180 hp, 
  Init +2
  • Warlock of the Fiend (2): AC 12 (15 mage 
  armor), 120 hp, Init +2
  Very Strong Party Strength (17,400 XP)
  • Air Elemental Myrmidon (3): AC 18, 180 hp, 
  Init +2
  • Warlock of the Fiend (3): AC 12 (15 mage 
  armor), 120 hp, Init +2
  Security Room
  Very Weak Party Strength (10,000 XP)
  • Clay Golem (2): AC 14, 133 hp, Init −1
  Weak & Average Party Strength (15,000 XP)
  • Clay Golem (3): AC 14, 133 hp, Init −1
  Strong & Very Strong Party Strength (20,000 XP)
  • Clay Golem (4): AC 14, 133 hp, Init −1
  
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  CCC-TRI-23 Sub Rosa
  25
  Grand Hall
  Very Weak Party Strength (8,700 XP)
  • Air Elemental Myrmidon (3): AC 18, 117 hp, 
  Init +2
  Weak & Average Party Strength (11,600 XP)
  • Air Elemental Myrmidon (4): AC 18, 117 hp, 
  Init +2
  Strong & Very Strong Party Strength (14,500 XP)
  • Air Elemental Myrmidon (5): AC 18, 117 hp, 
  Init +2
  Command and Control
  See part 3, area 8, for additional guidance on 
  creatures present in this encounter.
  Very Weak & Weak Party Strength (8,800 XP)
  • Cade Tealeaf (Githyanki Gish): AC 17, 123 hp, 
  Init +2
  • Air Elemental Myrmidon: AC 18, 117 hp, 
  Init +2
  Average & Strong Party Strength (11,700 XP)
  • Cade Tealeaf (Githyanki Gish): AC 17, 123 hp, 
  Init +2
  • Air Elemental Myrmidon (2): AC 18, 117 hp, 
  Init +2
   Very Strong Party Strength (14,600 XP)
  • Cade Tealeaf (Githyanki Gish): AC 17, 123 hp, 
  Init +2
  • Air Elemental Myrmidon (3): AC 18, 117 hp, 
  Init +2
  
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  CCC-TRI-23 Sub Rosa
  26
  Appendix. Caves Map
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-23 Sub Rosa
  27
  Appendix. Lower Level Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-23 Sub Rosa
  28
  Appendix. Escape the Collapse
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-23 Sub Rosa
  29
  Player Handout 1. Dusto Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-23 Sub Rosa
  30
  Player Handout 2. Story Award
  During the course of this adventure, the characters 
  may earn the following story award. If you are print-
  ing these out for your characters, print as many as 
  you may need to ensure that any eligible character 
  receives a copy:
  Story Award
  Just Rewards. You have handled the exploration of 
  the ruins and the pursuit of the baron and Selise 
  with delicacy, ingenuity, and care. This may have a 
  benefit in a future adventure.
  Story Award
  Relentless. Nothing could stand in your way from 
  staying on the trail of The Baron and Selise, and 
  everything that tried to surely regrets it. This may 
  have a benefit in a future adventure.
  
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  CCC-TRI-23 Sub Rosa
  31
  Player Handout 3. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Studded Leather Armor, +2
  Armor (light), very rare
  You have a +2 bonus to AC while wearing this 
  armor.
  This set of sky blue magical studded leather 
  armor once belonged to a cloud giant resident of 
  Skyelinjeheim. It resizes to fit its wearer, and images 
  of translucent white clouds drift slowly across the 
  armor constantly.
  This item can be found in the Dungeon Masters 
  Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-23 - Sub Rosa.pdf