TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  1 
   
   
  Peril at the Port 
   
  Pirates! Dastardly ne'er‐do‐wells have been spotted just outside of the harbor! Not content 
  with scratching a living off of the rich port city’s scraps, pirates are making for the city by land 
  and sea. But Port Nyanzaru is far from defenseless; pick up a yklwah, climb aboard a dinosaur, 
  or man the wall; but whatever you do, don’t let those rapscallions into the city! 
   
  A Three‐Hour D&D Epic Adventure for 1st‐10th Level Characters 
   
   
   
  WILL DOYLE 
  Author 
   
  Adventure Code: DDEP07‐01 
  Optimized For: APL 3 and 8 
  Version: v1.1 
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
  Special Thanks: Ariel Thomas 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057‐0707, USA. Manufactured by Hasbro SA, Rue Emile‐Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  2 
  Contents 
   
  Introduction ............................................................... 3 
  Adventure Primer ...................................................... 4 
  Beginning Play ........................................................... 6 
  Quest 1. Bargain with a Beggar Prince ...................... 7 
  Quest 2. Explore the Lost Tomb .............................. 10 
  Quest 3. Steal the War Charter................................ 12 
  Quest 4. Entertain the Noble ................................... 14 
  Quest 5. Destroy the Flagship .................................. 16 
  Quest 6. Pirate Parley .............................................. 18 
  Quest 7. Find the Buried Treasure ........................... 21 
  Quest 8. Slay the Pirate Champion .......................... 24 
  Quest 9. Unleash the Dinosaurs .............................. 26 
  Quest 10. Break the Pirate Curse ............................. 29 
  Location 1. Ancient Tomb ........................................ 32 
  Location 2. Noble’s Villa .......................................... 35 
  Location 3. The Banshee .......................................... 37 
  Location 4. The Thundering Lizard ........................... 39 
  Location 5. Dinosaur Pens ....................................... 41 
  Interactive Events .................................................... 43 
  Rewards ................................................................... 45 
  Appendix 1. Dramatis Personae .............................. 48 
  Appendix 2. Monster/NPC Statistics ........................ 49 
  Appendix. Location 1: Ancient Tomb Map .............. 62 
  Appendix. Location 2: Noble’s Villa Map ................. 63 
  Appendix. Location 3: The Banshee Map ................ 64 
  Appendix. Location 4: The Thundering Lizard Map . 65 
  Appendix. Location 5: Dinosaur Pens Map .............. 66 
  Appendix 4. DM Handouts ....................................... 67 
  Player Handout 1. Port Map .................................... 72 
  Player Handout 2: Bargaining Terms ....................... 73 
  Player Handout 3. Torn Script .................................. 74 
  Player Handout 4. Jake’s Map ................................. 75 
  Appendix 6. Story Awards ........................................ 76 
  Appendix 7. Magic Items ......................................... 78 
  Appendix 8. Administrator Guide ............................ 79 
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  3 
  Introduction 
  Welcome	to	Peril	at	the	Port,	a	D&D	Adventurers	
  League™	adventure,	part	of	the	official	D&D	
  Adventurers	League™	organized	play	system	and	
  the	Tomb	of	Annihilation™	storyline	season.	
  	 This	is	a	special	D&D	Epics™	three‐hour	
  interactive	adventure,	designed	for	four	or	more	
  tables	playing	together.	Each	table	must	seat	
  three	to	seven	players	with	1st‐4th	level	
  characters	at	Tier	1	or	5th‐10th	level	characters	
  at	Tier	2.	Characters	outside	these	level	ranges	
  cannot	participate	in	this	adventure.	Guidelines	
  for	coordinating	this	event	appear	in	Appendix	8:	
  “Administrator	Guide”.	
  	 Peril	at	the	Port	is	set	in	Port	Nyanzaru,	an	
  exotic	city	on	the	jungle	peninsula	of	Chult.	To	win	
  the	day,	characters	must	forge	alliances	with	the	
  city’s	merchant	princes	and	defend	the	port	from	
  an	invading	pirate	armada.	The	adventure	takes	
  place	before	or	during	the	events	of	the	Tomb	of	
  Annihilation	hardcover	adventure.		
  Adjusting This Adventure 
  This	adventure	provides	suggestions	for	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.	In	
  this	adventure,	Tier	1	is	optimized	for	3rd	level	
  characters	and	Tier	2	is	optimized	for	8th	level	
  characters.			
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	
  all	the	characters	and	divide	the	total	by	the	
  number	of	characters	(rounding	.5	or	greater	
  up;	.4	or	less	down).	This	is	the	group’s	APL.	To	
  approximate	the	party	strength	for	the	
  adventure,	consult	the	following	table.	
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3‐4 characters, APL less than  
  Very weak 
  3‐4 characters, APL equivalent  
  Weak 
  3‐4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6‐7 characters, APL less than  
  Average 
  6‐7 characters, APL equivalent  
  Strong 
  6‐7 characters, APL greater than  
  Very strong 
  Some	encounters	may	include	a	sidebar	that	offers	
  suggestions	for	certain	party	strengths.	If	a	
  particular	recommendation	is	not	offered	or	
  appropriate	for	your	group,	you	don’t	have	to	
  make	adjustments.	
  Before Play at the Table 
  Before	you	start	play,	consider	the	following:	
   Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	
  yourself	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.	Familiar	yourself	
  with	the	adventure’s	appendices	and	handouts.	
   Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure‐‐such	as	notecards,	a	
  DM	screen,	miniatures,	and	battlemaps.	
   Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Playing the Dungeon Master 
  You	have	the	most	important	role—facilitating	the	
  enjoyment	of	the	game	for	the	players.	You	
  provide	the	narrative	and	bring	the	words	on	
  these	pages	to	life.		
  	 To	facilitate	this,	keep	in	mind	the	following:	
  	 You’re	Empowered.	Make	decisions	about	how	
  the	group	interacts	with	the	adventure;	adjusting	
  or	improvising	is	encouraged,	so	long	as	you	
  maintain	the	adventure’s	spirit.	This	doesn’t	allow	
  you	to	implement	house	rules	or	change	those	of	
  the	Adventurers	League,	however;	they	should	be	
  consistent	in	this	regard.	
  	 Challenge	Your	Players.	Gauge	the	experience	
  level	of	your	players	(not	the	characters),	try	to	
  feel	out	(or	ask)	what	they	like	in	a	game,	and	
  attempt	to	deliver	the	experience	they’re	after.	
  Everyone	should	have	the	opportunity	to	shine.	
  	 Keep	the	Adventure	Moving.	When	the	game	
  starts	to	get	bogged	down,	feel	free	to	provide	
  hints	and	clues	to	your	players	so	they	can	
  attempt	to	solve	puzzles,	engage	in	combat,	and	
  roleplay	interactions	without	getting	too	
  frustrated	over	a	lack	of	information.	This	gives	
  players	“little	victories”	for	figuring	out	good	
  choices	from	clues.	Watch	for	stalling—play	loses	
  momentum	when	this	happens.	At	the	same	time,	
  make	sure	that	the	players	don’t	finish	too	early;	
  provide	them	with	a	full	play	experience.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  4 
  Adventure Primer 
  “Not	all	treasure	is	silver	and	gold,	mate.”	
  ‐ 
  Captain	Jack	Sparrow	
  Adventure Background 
  Ten	years	ago,	the	swashbuckler	Pelican	Jake	cut	a	
  deal	with	Aremag	the	dragon	turtle	to	rob	
  Idrianne	Smoke,	his	pirate	lover.	Aremag	
  ambushed	Idrianne’s	ship	while	it	was	laden	with	
  booty,	but	accidentally	wrecked	the	vessel	with	all	
  hands	onboard.	Idrianne	and	her	crew	sunk	to	the	
  bottom	of	the	Shining	Sea.		
  Port Nyanzaru 
  Port Nyanzaru is the gateway to a wild and perilous land. 
  Surrounded by danger, the city is a feast of colors and wild 
  music: as though the streets themselves exult in every 
  precious moment of life. Abundant wealth pours through 
  the city’s gates, and gargantuan reptiles prowl its 
  boulevards as beasts of burden.  
  Now	the	Banshee	has	returned	from	the	Nine	Hells	
  to	seek	revenge,	and	Captain	Smoke	has	mustered	
  an	alliance	of	infernal	pirates	to	besiege	Port	
  Nyanzaru.	The	fiendish	buccaneer	has	sworn	to	
  murder	one	citizen	of	the	port	for	every	gold	coin	
  Pelican	Jake	stole	from	her	–	unless	he’s	handed	
  over	alive!			
  Location and NPC Summary 
  The following NPCs and locations feature prominently in 
  this adventure.  
   
  Port Nyanzaru (NIE‐ann‐ZAH‐roo). Bustling city port on 
  the north coast of the Chultan peninsula.  
   
  Idrianne Smoke (Id‐REE‐anne). Notorious Chultan pirate 
  returned from the Nine Hells to seek vengeance on the 
  man who betrayed her. 
   
  Merchant Princes. Seven merchant princes rule over Port 
  Nyanzaru, each with an equal vote in the matters  
  that trouble the city. 
   
  Pelican Jake. Drunken swashbuckler and gambler famous 
  for his improbable shenanigans. Whereabouts unknown. 
   
  Volothamp Geddarm (VOH‐lo‐thamp geh‐DARM). 
  Legendary explorer visiting the port to deliver signed copies 
  of his latest book, Volo’s Guide to Monsters, to the 
  merchant princes.  
  Adventure Overview 
  Peril	at	the	Port	plays	out	like	a	normal	adventure,	
  but	the	characters’	actions	affect	other	tables.	The	
  sum	of	completed	quests	from	all	groups	
  determines	the	success	or	failure	of	the	event.		
  	 Players	choose	quests	from	Handout	1.	Port	
  Map,	with	each	quest	taking	their	characters	to	a	
  different	“sector”	in	the	city.	There	are	five	sectors	
  to	explore,	each	with	their	own	special	adventure	
  location.	Players	can	only	undertake	one	quest	per	
  sector,	so	locations	are	shared	for	quests	in	the	
  same	sector.	Before	play	begins,	familiarize	
  yourself	with	the	ten	quests	on	offer	and	prepare	
  the	five	adventure	locations.	You	won’t	know	
  which	quests	your	players	will	choose,	so	you	
  need	to	be	ready	for	anything!		
  	 Every	thirty	minutes,	the	administrators	deliver	
  a	“battle	report”	of	what’s	happening	in	the	city.	
  Interactive	events	like	wandering	monsters	and	
  siege	damage	are	introduced	during	these	short	
  interludes.	
  	 Your	players	aren’t	expected	to	explore	all	five	
  sectors.	To	win	the	event,	each	group	must	
  complete	an	average	of	three	quests.	At	the	end	of	
  the	event,	the	administrators	announce	the	
  results.		
  Special Preparations 
  Some Dungeon Masters enjoy preparing showpiece 3D 
  terrain for D&D Epics™ adventures. If you choose to scratch 
  build one of the adventure locations, you can insist that 
  your players begin with a quest from that sector! 
  Adventure Hooks 
  Merchants,	treasure‐seekers	and	sell‐swords	flock	
  to	Port	Nyanzaru	to	carve	their	stakes	in	the	
  jungle	kingdom.	Use	the	hooks	below	to	draw	the	
  characters	into	the	adventure.	
  	 Search	for	the	Soulmonger.	The	character	
  hunts	for	the	necromantic	device	responsible	for	
  the	worldwide	“death	curse”.	This	hook	ties	into	
  the	Tomb	of	Annihilation	hardcover	adventure.				
  	 Betting	on	the	Races.	The	character	has	come	
  for	a	flutter	on	the	weekly	dinosaur	races.		
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  5 
  Interactive Restrictions 
  The	following	restrictions	apply	throughout	this	
  D&D	Epics™	event	(these	rules	are	also	
  summarized	on	Handout	1.	Port	Map).	
  Short and Long Rests 
  The	battle	plays	out	in	just	a	few	hours	of	game	
  time.	Players	can’t	afford	to	take	long	rests,	and	
  can	take	only	one	short	rest.	Opportunities	to	
  earn	additional	short	rests	occur	during	play.	
  Player Spellcasting 
  The	alliance	must	act	quickly	to	save	the	port	from	
  pirates.		
   There	is	no	time	to	cast	spells	with	a	casting	
  time	of	longer	than	5	minutes	before	the	event	
  begins.		
   Spells	with	a	casting	time	of	longer	than	five	
  minutes	can	only	be	cast	during	the	event	if	the	
  group	uses	their	short	rest.		
   Spells	with	a	casting	time	of	longer	than	1	hour	
  can’t	be	cast	during	the	event	at	all.	
   Spells	that	affect	areas	over	200	feet	in	radius	
  (e.g.	control	weather)	can	affect	other	groups	in	
  the	same	sector	at	the	administrators’	
  discretion.	Inform	the	administrators	if	one	of	
  your	players	casts	a	spell	with	such	a	range.	
  Spellcasting Services 
  Between	encounters,	alliance	clerics	can	provide	
  any	of	the	spellcasting	services	listed	in	the	
  Adventurers	League	Dungeon	Master’s	Guide.	
  Players	must	cover	the	component	costs	for	these	
  spells,	which	are	cast	instantly	and	without	the	
  requirement	to	spend	downtime	days.	
  Pillars of Adventure  
  Peril	at	the	Port	lets	players	tailor	the	adventure	to	
  their	preference.	Each	quest	on	Handout	1:	Port	
  Map	has	an	icon	which	represents	one	of	D&D’s	
  three	“pillars	of	play”:	
  	
  Combat.	This	quest	features	deadly	
  battles	and	fast	action.	
  	
  Exploration.	This	quest	features	puzzle‐
  solving,	stealth	or	tests	of	skill.	
  	
  Social	Interaction.	This	quest	features	
  information‐gathering,	persuasion,	and	
  other	social	challenges.	
  	
  Most	quests	feature	other	pillars	to	lesser	degrees.	
  Encourage	your	players	to	choose	quests	that	
  match	their	preferred	playstyle	and	the	specialties	
  of	their	characters.			
  	
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  6 
  Beginning Play 
  When	everyone	is	ready,	the	administrators	
  announce	the	start	of	the	event.		
  1. Intro Speech (Administrator) 
  An	administrator	reads	the	following	aloud.	If	
  your	group	misses	the	announcement,	you	can	
  read	it	to	them	yourself:	
  Port Nyanzaru! City of wonders, and gateway to the savage 
  jungles of Chult! You’ve traveled from afar to forge your 
  legends in this crucible of adventure. The city’s bazaars 
  heave with fortune seekers, and the mysteries of the jungle 
  beckon from beyond the gates. 
   
  On this day, Port Nyanzaru hosts its famous Dinosaur 
  Races! Grand lizards of all sizes scramble through the 
  streets, whipped on by daredevil riders. As evening fog rolls 
  in over the Bay of Chult, torches are lit to mark the race 
  course through the city’s streets. 
   
  Then black sails emerge from the fog! Warning bells toll 
  from the fort, and a crimson beacon ignites on the 
  lighthouse above the harbor. Pirates are coming! 
   
  A black galleon with sails of human skin looms at the 
  heart of the armada. As the pirates launch their attack, a 
  cruel voice booms from the devil ship: 
   
  “Bring me the traitor Pelican Jake, or I’ll tear one soul 
  from this city for each coin he stole from me!”       
   Give	the	players	Handout	1.	Port	Map	and	
  explain	the	special	restrictions	in	play	for	the	
  event.		
   Ask	each	player	to	roll	once	on	the	Port	
  Rumors	Table	below.	These	clues	represent	
  gossip	gleaned	earlier	from	taverns	and	street	
  stalls.	
  Port Rumors 
  d10 
  Rumor 
  1 
  Yuan‐ti spies have infiltrated the Old City, 
  and one of them wields a singing cutlass. 
  2 
  The “Hideous Prince” of the Old City is loyal 
  to the Zhentarim. 
  3 
  The best way to break into the nobles’ 
  homes is via their sewers. 
  4 
  Mother Sibonseni’s villa is protected by rare 
  birds that can sense magic. 
  5 
  One of Captain Smoke’s pirates carries a 
  bottle filled with magical smoke. 
  6 
  A Harper agent has infiltrated the Banshee. 
  7 
  The pirates have recruited Captain 
  Walharrow: a fearsome minotaur buccaneer. 
  8 
  Most buildings in Port Nyanzaru have rain 
  traps on their roofs that are handy for 
  putting out fires.  
  9 
  One of the pirates in Tiryki Anchorage wears 
  magic leather armor and can swim like a fish.   
  10 
  Last month, a dinosaur escaped the pens in 
  Tiryki Anchorage and went on the rampage. 
  2. Intro Speech (Dungeon Master) 
  When	you’re	ready	to	begin,	read	the	following	
  aloud:	
  Everyone’s looking for Pelican Jake. He’s said to be a 
  smuggler gone to seed; drunk and feckless from the succor 
  of the quayside bars. Jake found treasure in the heart of 
  the jungle, but frittered it away in the city’s gambling dens. 
  Now he’s nowhere to be found. 
   
  That devil ship looks like the Banshee: a pirate galleon 
  that Jake sailed on as first mate. Its captain, Idrianne 
  Smoke, drowned when Aremag the Dragon Turtle wrecked 
  her ship in the Bay of Chult. Now she’s back, and the whole 
  city looks set to suffer. 
   
  Port Nyanzaru has no standing army, just a citizen’s 
  brigade paid for by the seven merchant princes. To save 
  the city, you must offer your services to one or more of 
  these nobles. If you’re lucky, you’ll uncover a lead to 
  Pelican Jake’s whereabouts!  
   Ask	the	players	to	pick	a	quest	from	Handout	1.	
  Port	Map.	Once	they’ve	decided,	review	their	
  chosen	quest	and	prepare	the	appropriate	
  adventure	location	for	their	sector.	
   Begin	your	first	encounter!		
   When	you’re	done,	ask	the	players	to	pick	
  another	quest	from	Handout	1:	Port	Map.	
  Continue	playing	quests	until	time	is	called.	
  Port Nyanzaru 
  Port Nyanzaru is the gateway to a wild and perilous land. 
  Surrounded by danger, the city is a feast of colors and loud 
  music: as though the streets themselves exult in every 
  precious moment of life. Abundant wealth pours through 
  the city’s gates, and gargantuan reptiles prowl its 
  boulevards as beasts of burden.  
   
  It’s your job to bring this location to life as your players 
  venture through it. Describe their journey through the city, 
  and the sights and sounds they experience. Emphasize the 
  heat, the humidity, and the exotic aromas. Remember that 
  Captain Smoke’s pirates are rampaging through the streets, 
  spreading panic and setting fires. If you keep the tension 
  high, this will be a memorable introduction to adventures 
  in Chult.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  7 
  Quest 1. Bargain with a Beggar 
  Prince 
  	
  	
  Meeting Kwayothé 
  If	the	players	choose	this	quest,	read:		
  Kwayothé’s villa perches on the lower slopes of Throne Hill. 
  Inside, the air is thick with the aroma of perfume and fresh 
  fruit. Servants fetch you water and wine while you await 
  the arrival of the prince.  
   
  Kwayothé arrives draped in fine silks and feathers. She 
  dismisses her servants with a snap of her fingers, and looks 
  you over with a smile.   
   
  “So you’re the best my city has to offer?”   
  Kwayothé	(k‐WAY‐oath‐ay)	asks	each	character	to	
  describe	their	skills.	Once	they’re	done,	she	
  reveals	the	following	information:	
   The	thieves	of	the	Old	City	are	fighting	a	
  guerrilla	battle	in	the	slums	beyond	the	walls.		
   These	thieves	swear	loyalty	to	the	“beggar	
  princes”:	a	consortium	of	smugglers	and	
  extortionists	who	rule	the	Old	City	in	mockery	
  of	the	merchant	princes.		
   Kwayothé	wants	the	characters	to	cut	a	deal	
  with	one	of	the	beggar	princes	on	her	behalf.	
  They	must	speak	to	“Pockmarked	Po”:	the	so‐
  called	“hideous	prince”	of	the	Old	City,	and	
  persuade	him	to	aid	Kwayothé’s	mercenaries.	
  Give	the	players	Handout	2.	Bargaining	Terms.	
  Assuming	they	agree	to	her	mission,	Kwayothé	
  explains	the	terms	of	the	deal:	
   The	characters	must	strike	a	deal	that	doesn’t	
  compromise	the	city’s	merchants	or	cause	a	loss	
  of	profits	for	the	merchant	princes.		
   A	warning:	Pockmarked	Po	respects	Kwayothé	
  but	his	lieutenant	Jaha	Mubsie	(JAH‐ha	MOOB‐
  see)	hates	her.	If	they	mention	her	name,	it	
  would	be	wise	if	Mubsie	wasn’t	present.	The	
  characters	will	know	him	by	his	flying	monkey	
  companion,	Uku	the	Spider	Boy	(OO‐koo).	
   Kwayothé	gives	the	characters	a	bag	of	gold	to	
  pay	Pockmarked	Po	for	his	troubles	(500	gp	at	
  Tier	1,	or	2,000	gp	at	Tier	2).	If	they	can	cut	a	
  better	deal,	they	can	keep	any	excess	gold.			
   Once	the	characters	have	secured	a	deal,	they	
  must	report	back	to	Kwayothé.	If	she	agrees	to	
  their	terms,	the	players	complete	their	quest.			
  Roleplaying Kwayothé  
  Kwayothé (k‐WAY‐oath‐ay) is a Chultan priestess of 
  Kossuth. She’s calm in a way that exudes both serenity and 
  menace, and uses her beauty to manipulate men and 
  women alike. She’s always accompanied by male and 
  females highly trained in unarmed combat, who double as 
  her consorts.  
   
  Quote: “It’s a simple thing I ask, yet its consequences are 
  complex and far‐reaching.”  
  Meeting the Beggar Prince 
  The	beggar	prince	resides	in	one	of	the	great	
  ziggurats	of	the	Old	City:	
  The Old City sprawls beyond the port’s outer walls. Three 
  lofty ziggurats loom over the streets ‐ remnants of some 
  lost civilization ‐ with a shantytown of bamboo shacks 
  clinging to their flanks. Panicked citizens cram the streets 
  when you arrive. Greasy smoke coils from the outskirts of 
  town and bells toll from the ziggurats. 
   
  Pockmarked Po rules from the smallest of the three 
  ziggurats. Climbing the steps, you see a group of thugs 
  guarding the entrance to his chambers. A burly Chultan 
  with a flying monkey on his shoulder turns to you.  
   
  “Be gone. The hideous prince is too busy to see you.” 
  Five	thugs	guard	the	entrance	with	the	spy	Jaha	
  Mubsie	and	his	flying	monkey	companion.	They	
  have	orders	from	the	hideous	prince	to	grant	
  entry	only	to	his	most	important	guests.		
  	 To	gain	an	audience,	at	least	one	character	in	
  the	group	must	succeed	on	a	DC	10	Charisma	
  (Persuasion)	check.	If	anybody	reveals	they’re	
  working	for	Kwayothé,	they	all	have	disadvantage	
  on	this	check.	Characters	who	prove	their	loyalty	
  to	the	Zhentarim	are	allowed	inside	without	
  rolling.		
  	 If	they	succeed,	Mubsie	escorts	them	inside	to	
  meet	his	master.	Those	who	fail	must	use	guile	to	
  find	another	way	in.		
  60 MINS 
  Sector: Old City 
  Location: 1 ‐ Ancient 
  Tomb 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  8 
  The Negotiation 
  Read	the	following	aloud	when	the	characters	gain	
  entry:	
  A Calishite wearing a frayed cape slumps on a bamboo 
  throne. His face is mangled and pitted by illness, but his 
  one good eye sparkles with intelligence. Chultan girls serve 
  him olives and wine as he motions for you to sit.  
   
  “Peace be upon you, and may the gods grant you mercy 
  and blessings”.  
  Pockmarked	Po	is	eager	for	Kwayothé’s	
  assistance,	but	wants	to	secure	the	best	deal	
  possible	for	the	future.	The	players	don’t	have	to	
  meet	all	Kwayothé’s	demands:	compromises	are	
  expected.	As	Po	hears	the	terms,	he	makes	several	
  counter‐offers:	
  “Your thieves must remain outside the city walls.”  
  Po	argues	that	they	won’t	be	able	to	defend	the	
  city	without	access	to	its	inner	wards.	He	demands	
  free	access	to	the	Merchant’s	Ward.	With	a	
  successful	DC	15	Charisma	(Persuasion)	check,	a	
  character	can	persuade	him	to	drop	this	
  stipulation	or	shift	it	to	another	ward.	
  “Your thieves must obey the mercenary captains”.  
  Only	a	successful	DC	20	Charisma	(Persuasion)	
  check	can	persuade	Po	to	accept	this	demand.	If	
  the	characters	come	up	with	a	decent	
  compromise,	grant	them	advantage	on	the	check	
  and	lower	the	DC	to	15.		
  “We’ll pay you [X] gold for your service”.  
  Po	won’t	accept	less	than	50%	of	Kwayothé’s	
  offer.	Even	if	the	players	pitch	50%	or	more,	he	
  demands	another	50%	over	their	initial	offer.	
  With	a	successful	DC	10	Charisma	(Persuasion)	
  check,	the	characters	can	bargain	him	down	to	
  25%	above	their	initial	offer.	If	they	beat	the	DC	by	
  5	or	more,	Po	agrees	to	their	initial	offer.		
  Adlibbing the Negotiation 
  Try to roleplay the negotiation in full, only resorting to dice 
  rolls if the players fail to present a solid argument. Use the 
  following questions to prompt interaction: 
   “Who sent you here? Jessamine? Or that trickster 
  Wakanga O’tamu?” 
    “Why should I trust the merchant princes? What have 
  they ever done for us here in the Old City?” 
    “My people need to see strong leadership. So, what 
  would you do in my shoes?” 
   “You’ve been quiet, friend. Is something on your mind?” 
   “How can you prove to me that you aren’t lying snakes?”  
  During	the	conversation,	Jaha	Mubsie	moves	in	
  and	out	of	earshot	to	fetch	drinks	for	the	guests.	
  While	he’s	distracted,	any	mention	of	Kwayothé’s	
  involvement	grants	advantage	to	any	Charisma	
  (Persuasion)	checks	that	the	group	makes.		
  Roleplaying Pockmarked Po 
  The illness that nearly took Po’s life ravaged his body. His 
  face is heavily scarred, he is nearly blind in one eye, and he 
  walks with a painful, stooped gait. Because of this, he has a 
  small cadre of young Chultan women that tend to the 
  physical aspects of his dealings: writing, fetching and 
  stowing ledgers, and the like. Despite his physical 
  deformities, he is wickedly cunning and has a sharp, silver 
  tongue. He displays the appropriate professional courtesies 
  in discussion and even when angry, never loses his temper.   
   
  Quote: “What secrets do you hold dear? Wager that I 
  know what they are?” 
  The Beggar Prince’s Demand 
  Assuming	they	reach	an	accord,	Po	has	one	
  stipulation.	He	explains	the	following:	
   Yesterday,	thieves	stole	a	sack	of	treasure	from	
  one	of	Po’s	captains.	His	spies	tracked	them	
  down,	but	the	pirates	attacked	before	he	could	
  reclaim	his	gold.	
   The	thieves	plan	to	ransack	one	of	the	tombs	
  beneath	the	city.	Po	asks	the	group	to	intercept	
  them	and	reclaim	his	gold.		
   The	hallway	leading	into	the	tomb	is	trapped,	
  but	its	magic	can	be	disabled	with	the	following	
  passphrase:	“Ubtao	shows	the	way.”		
  Assuming	the	characters	agree,	Po	sends	a	guide	
  to	lead	them	to	the	tomb.		
  Faction Assignment: Zhentarim 
  If	any	characters	belong	to	the	Zhentarim,	Po	
  offers	them	an	assignment:	
   One	of	the	stolen	treasures	is	very	valuable	to	
  the	Zhentarim:	a	gold	bottle	called	the	“Coils	of	
  Dendar”.	It’s	imperative	that	its	mysterious	
  contents	are	returned	to	him	undamaged.		
   The	flying	monkey	“Uku	the	Spider	Boy”	is	
  trained	to	sniff	out	gold.	He’ll	lead	them	to	the	
  bottle	if	it’s	nearby.					
  With	that,	Uku	the	Spider	Boy	hops	from	Jaha	
  Mubsie	onto	the	shoulder	of	the	highest‐ranked	
  Zhentarim	agent	in	the	group.	Give	this	player	
  the	“Uku	the	Spider	Boy”	story	award.	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  9 
  Catching the Thieves 
  Location	1.	Ancient	Tomb	details	the	tomb	and	
  its	robbers.	Use	the	notes	provided	to	guide	the	
  players	to	Area	4D,	remembering	that	the	
  passphrase	Kwayothé	gave	them	can	disable	all	
  the	traps!		
  	 Give	the	players	plenty	of	rope	to	resolve	the	
  encounter	through	negotiation.	The	thieves	are	
  more	interested	in	securing	the	tomb’s	treasures	
  than	resorting	to	unnecessary	bloodshed.			
  	 If	the	characters	reclaim	the	stolen	treasure,	
  they	can	return	to	Pockmarked	Po	and	seal	the	
  deal.	With	a	leer,	Po	agrees	to	their	settlement.	
  Returning to Kwayothé 
  To	complete	their	quest,	the	characters	must	
  return	to	Kwayothé	with	a	good	enough	deal.	They	
  must	achieve	at	least	one	of	the	terms	stipulated	
  on	Handout	2.	Bargaining	Terms.	Characters	who	
  fail	to	secure	any	of	her	terms	fail	the	mission.		
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  Kwayothé dispatches her captains to brief the thieves. 
  Within half‐an‐hour, the pirates’ screams are heard from 
  the Old City. The enemy is being driven back!  
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4.	
  “DM	Handouts”).	
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	“Ancient	Tomb”	location,	as	well	as	any	gold	
  left	over	from	Kwayothé’s	payment	to	
  Pockmarked	Po.	
  Faction Rewards 
  Characters	who	belong	the	Zhentarim	faction	gain	
  the	following	rewards:	
   If	they	return	the	“Coils	of	Dendar”	to	
  Pockmarked	Po,	they	earn	one	renown	point.	
   Uku	the	Spider	Boy	bonds	with	his	new	master:	
  this	player	keeps	the	“Uku	the	Spider	Boy”	story	
  award.	If	they	wish,	they	can	gift	the	monkey	to	
  another	character	in	the	group.	
  	
  	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  10 
  Quest 2. Explore the Lost Tomb 
   
  Meeting Wakanga O’tamu 
  If	the	players	choose	this	quest,	read:		
  The doors to Wakanga O’tamu’s villa grind open of their 
  own accord. Inside, soft music plays from nowhere and 
  drifting orbs of light illuminate the painted walls. The 
  prince’s head is buried inside a gilded tome. Without 
  looking up, he holds a finger to silence you until he finishes 
  reading the page. Finally, you have his attention. 
   
  “I have a use for you.”   
  Wakanga	O’tamu	(wuh‐KAHN‐guh	oh‐TAHmoo)	
  reveals	the	following	information:	
   O’tamu	has	learned	of	an	unexplored	tomb	
  under	one	of	the	ziggurats	of	the	Old	City.	It	
  belonged	to	the	architects	of	the	pyramids,	who	
  were	buried	alive	to	serve	their	king	forever.		
   The	architects’	tomb	is	said	to	contain	a	
  powerful	spell	scroll	that	can	inspire	armies.	
  O’tamu	could	use	this	magic	to	bolster	the	port’s	
  defenders.		
   O’tamu	asks	the	characters	to	break	into	the	
  tomb	and	recover	the	scroll.	They	can	keep	any	
  riches	they	find,	so	long	as	they	bring	him	the	
  scroll	intact.	
  Due	to	the	risks,	Wakanga	O’tamu	offers	a	purse	of	
  gold	as	payment	on	completion	of	the	quest:	
  100gp	at	Tier	1,	or	400	gp	at	Tier	2.	
  Roleplaying Wakanga O’tamu  
  Wakanga O’tamu (wuh‐KAHN‐guh oh‐TAHmoo) is a master 
  of magic and lore: the only arcane spellcaster among the 
  merchant princes. He’s sympathetic to the Harpers and 
  allows the use of his villa as a safe house. Wakanga has a 
  soft spot for the life’s luxuries: especially the pleasures of 
  the flesh.  
   
  Quote: “Bah, life’s too short for such worries!” 
  Faction Assignment: Zhentarim 
  On	route	to	the	tomb,	a	mysterious	stranger	
  approaches	any	characters	belonging	to	the	
  Zhentarim	faction:	
  The Old City sprawls beyond the port’s outer walls. Three 
  lofty ziggurats loom over the streets ‐ remnants of some 
  lost civilization ‐ with a shantytown of bamboo shacks 
  clinging to their flanks. Panicked citizens cram the streets 
  when you arrive. Greasy smoke coils from the outskirts of 
  town and bells toll from the ziggurats. 
   
  As you push through the crowds, a hulking Chultan 
  warrior shoulders his way towards you. He wears an 
  eyepatch and carries a flying monkey on his shoulder. 
  Drawing close, he presses a coin marked with the Black 
  Network’s seal into your palm.  
   
  “We need to talk”, he hisses. 
  This	is	Jaha	Mubsie	(JAH‐ha	MOOB‐see):	a	spy	for	
  Pockmarked	Po,	the	“hideous	prince”	of	the	Old	
  City.	Jaha	conveys	the	following	information	to	his	
  faction	members:	
   The	hideous	prince	knows	about	their	mission.	
  He	has	a	task	he’d	like	them	to	complete	while	
  they’re	in	the	tomb.	
   Yesterday,	thieves	stole	a	sack	of	treasure	from	
  one	of	the	prince’s	captains.	His	spies	tracked	
  them	down,	but	the	pirates	attacked	before	he	
  could	reclaim	his	gold.	
   The	thieves	plan	to	ransack	the	tomb	the	
  characters	are	headed	for.	Mubsie	asks	his	allies	
  to	intercept	them	and	reclaim	his	master’s	gold.		
   One	of	the	stolen	treasures	is	very	valuable	to	
  the	Zhentarim:	a	golden	bottle	called	the	“Coils	
  of	Dendar”.	It’s	imperative	that	its	mysterious	
  contents	are	returned	to	Mubsie	undamaged.		
   His	flying	monkey,	“Uku	the	Spider	Boy”	(OOK‐
  oo)	is	trained	to	sniff	out	gold.	He’ll	lead	them	to	
  the	bottle	if	it’s	nearby.					
  After	Mubsie	has	spoken,	Uku	the	Spider	Boy	hops	
  onto	the	shoulder	of	the	highest‐ranked	
  Zhentarim	agent	in	the	group.	Give	this	player	
  the	“Uku	the	Spider	Boy”	story	award.	Jaha	
  Mubsie	escorts	the	characters	to	the	mouth	of	the	
  tomb,	but	does	not	venture	inside.	
  Exploring the Tomb 
  Location	1.	Ancient	Tomb	details	the	tomb	and	
  its	robbers.	If	the	characters	recover	the	spell	
  scroll,	they	can	return	to	Wakanga	O’tamu	and	
  complete	their	quest.	
  60 MINS 
  Sector: Old City 
  Location: 1 ‐ Ancient Tomb 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  11 
  Returning to Wakanga O’tamu 
  If	the	characters	return	to	Wakanga	O’tamu	with	
  the	spell	scroll,	they	complete	their	quest.	
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  Wakanga reads from the scroll, weaving powerful magic 
  into the air. His voice booms over the city, inspiring your 
  allies to even greater feats of daring!   
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4.	
  “DM	Handouts”).	
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	Ancient	Tomb	encounter,	as	well	as	the	gold	
  that	Wakanga	promised	them:	100gp	at	Tier	1,	or	
  400	gp	at	Tier	2.	
  Faction Rewards 
  Characters	belonging	to	the	Zhentarim	faction	
  gain	the	following	rewards:	
   If	they	return	the	“Coils	of	Dendar”	to	Jaha	
  Mubsie,	they	earn	one	renown	point.	
   Uku	the	Spider	Boy	bonds	with	his	new	master:	
  this	player	keeps	the	“Uku	the	Spider	Boy”	story	
  award.	If	they	wish,	they	can	gift	the	monkey	to	
  another	character	in	the	group.	
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  12 
  Quest 3. Steal the War Charter 
  	
  	
  Meeting Jessamine 
  If	the	players	choose	this	quest,	read:		
  Writhing serpents decorate the walls of Jessamine’s clifftop 
  villa. The lamps in here burn low, and hooded warriors lurk 
  like gargoyles in the shadows. Roars and screams drift from 
  the battle below. Jessamine watches over the city from a 
  balcony, her body swathed in black bandages.  
   
  “I need people with very particular skills”, she whispers.    
  Jessamine	reveals	the	following	information:	
   Mother	Sibonseni	(SIH‐bun‐SEH‐nee),	high	
  priestess	of	the	Hall	of	Gold,	is	one	of	Port	
  Nyanzaru’s	wealthiest	citizens.	She	commands	
  the	largest	mercenary	army	in	the	city.		
   Sibonseni	refuses	to	order	her	warriors	into	
  battle,	arguing	that	the	merchant	princes	should	
  handle	this	on	their	own.	Jessamine	thinks	she’s	
  making	a	play	to	become	a	merchant	prince	
  herself.	
   To	take	up	arms,	Sibonseni’s	warriors	require	a	
  signed	war	charter.	Jessamine	wants	the	
  characters	to	break	into	her	villa,	steal	the	
  charter,	and	forge	her	signature.		
   If	they	succeed,	they	must	return	to	Jessamine	
  with	the	signed	charter.	Due	to	the	risks,	she	
  offers	a	magical	item	as	payment:	a	+1	trident	at	
  Tier	1,	or	a	cloak	of	the	bat	at	Tier	2.	
  Jessamine	accepts	no	responsibility	for	the	
  characters’	actions:	if	they’re	caught,	she’ll	deny	
  involvement.	If	they	agree	to	her	task,	Jessamine	
  directs	them	to	Mother	Sibonseni’s	villa	in	the	
  Merchants’	Ward.		
  Roleplaying Jessamine 
  Jessamine (JESS‐uh‐meen) is measured in voice and action. 
  She suffers from the Death Curse, but keeps her symptoms 
  well concealed. While murder is illegal in Port Nyanzaru, 
  Jessamine can legally “sanction” killings using specific 
  methods (usually using poison and daggers). For an 
  additional fee, one of her assassins will carry out the act, 
  with results guaranteed.  
   
  Quote: “A good murder comes from the head, not from 
  the heart.”     
  Jessamine’s Poison 
  Before	the	characters	leave,	Jessamine	gives	them	
  three	doses	of	torpor	poison:	
  	 Torpor	(Ingested).	A	creature	subjected	to	this	
  poison	must	succeed	on	a	DC	15	Constitution	
  saving	throw	or	become	poisoned	for	4d6	hours.	
  The	poisoned	creature	is	incapacitated.		
  Faction Assignment: Lords’ Alliance 
  If	any	characters	belong	to	the	Lords’	Alliance,	
  give	them	the	following	additional	information:	
   Mother	Siboseni	is	negotiating	a	trade	deal	
  between	Port	Nyanzaru	and	Neverwinter.	The	
  dignitaries	of	the	Lord’s	Alliance	are	handling	
  negotiations	on	the	Sword	Coast.		
   One	of	her	bargaining	chips	is	an	extensive	set	
  of	trade	charts,	showing	safe	routes	through	the	
  perilous	straits	of	Chult’s	Wild	Coast.		
  If	the	characters	recover	(or	copy)	these	charts,	
  they’ll	earn	favor	with	their	faction.		
  Stealing the Charter 
  Location	2.	Noble’s	Villa	provides	full	details	on	
  Mother	Sibonseni’s	villa.	The	characters	must	
  infiltrate	the	villa	and	steal	the	war	charter	from	
  her	office.		
  Signing the Charter 
  To	forge	Sibonseni’s	signature,	a	character	must	
  have	seen	a	sample	up	close.	Sibonseni’s	office	
  contains	various	signed	papers.		
   Once	a	character	has	seen	Sibonseni’s	signature	
  they	can	duplicate	it	with	a	successful	DC	8	
  Wisdom	(forgery	kit)	check.	
   If	they	don’t	have	the	sample	to	hand	when	they	
  craft	the	forgery,	they	have	disadvantage	on	the	
  check.		
   Failing	the	check	results	in	spoiling	the	charter.	
   Note	down	the	check	result	for	a	success,	as	the	
  quality	of	the	forgery	affects	Jessamine’s	
  willingness	to	complete	the	mission	(see	
  “Returning	to	Jessamine”,	below).	
  Returning to Jessamine 
  If	the	characters	return	to	Jessamine	with	a	decent	
  forgery,	she	pays	them	the	money	she	promised	
  (see	“Treasure”,	below).	However,	her	willingness	
  60 MINS 
  Sector: Merchant’s Ward 
  Location: 2 – Noble’s Villa 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  13 
  to	see	the	task	through	depends	on	how	much	
  trouble	the	characters	caused	in	Mother	
  Sibonseni’s	villa:	
  Activity 
  Forgery DC 
  Alarm not raised 
  8 
  Alarm raised, nobody killed 
  10 
  Alarm raised, guards killed 
  15 
  Sibonseni killed 
  Automatic fail 
  	
  Compare	the	result	of	the	earlier	forgery	check	
  with	the	new	DC.	If	it	succeeds,	Jessamine	is	
  confident	enough	in	the	charter’s	quality	to	risk	
  the	ploy.		If	it	fails,	she	won’t	risk	it	and	the	quest	
  is	a	failure.	
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  Jessamine sends one of her spies to deliver the war charter. 
  Within minutes, horns are sounded across the Merchant’s 
  Ward. Sibonseni’s mercenaries are on the move!    
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4.	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	belonging	to	the	Lords’	Alliance	faction	
  gain	the	following	rewards:	
   If	they	steal	or	copy	Sibonseni’s	trade	charts,	
  they	earn	one	renown	renown	point.	
   The	Lords’	Alliance	character	who	contributed	
  most	to	stealing	the	map	is	singled	out	for	an	
  award.	Give	this	player	the	“Alliance	Black	
  Operative”	story	award.	
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	Noble’s	Villa	encounter,	as	well	as	any	poison	
  they	didn’t	use.	If	they	succeed	in	Jessamine’s	
  mission,	she	gives	them	a	+1	trident	at	Tier	1,	or	a	
  cloak	of	the	bat	at	Tier	2.		
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  14 
  Quest 4. Entertain the Noble  
  	
  	
  Meeting Zhanthi 
  If	the	players	choose	this	quest,	read:		
  You meet Zhanthi in the Grand Souk: a covered market in 
  the heart of the Merchant’s Ward. Armed guards barricade 
  the souk’s entrances, turning back all but her most 
  important visitors. Inside, Zhanthi inspects a stall of jungle 
  songbirds, as though everything is business‐as‐usual. She 
  looks up with a smile. 
   
  “I have an unusual task for you.”    
  Zhanthi	reveals	the	following	information:	
   Mother	Sibonseni	(SIH‐bun‐SEH‐nee),	high	
  priestess	of	the	Hall	of	Gold,	is	one	of	Port	
  Nyanzaru’s	wealthiest	citizens.	She	commands	
  the	largest	mercenary	army	in	the	city.		
   Sibonseni	refuses	to	order	her	warriors	into	
  battle,	arguing	that	the	merchant	princes	should	
  handle	this	matter	themselves.		
   Zhanthi	has	a	long‐standing	relationship	with	
  Sibonseni’s	master‐at‐arms,	Kwalu	Mosi	(KWA‐
  loo	MO‐see).	He	has	the	power	to	mobilize	
  troops	on	Sibonseni’s	behalf.		
   Zhanthi	wants	the	group	to	infiltrate	Sibonseni’s	
  villa	by	posing	as	entertainers	sent	by	Zhanthi	
  to	placate	her.	During	the	proceedings,	they	
  must	find	a	way	to	speak	to	Kwalu	Mosi	alone	
  and	persuade	him	to	secretly	mobilize	troops	to	
  protect	his	mistress.	
   Zhanthi	has	prepared	a	rare	play,	entitled	
  “Winter	in	the	Midnight	Garden”.	If	they	
  perform	it	well,	they’ll	keep	Sibonseni	occupied.	
   Zhanthi	offers	a	magical	item	as	payment	for	
  mobilizing	the	troops:	a	+1	trident	at	Tier	1,	or	a	
  cloak	of	the	bat	at	Tier	2.	
  Roleplaying Zhanthi 
  Zhanthi (ZAHN‐thee) is wise and old, and few dare question 
  her judgment. While she has strong professional ties to the 
  Zhentarim, she disagrees with them on a personal level. 
  Her son, Shago, is a member of the Flaming Fist garrisoned 
  at Fort Beluarian.  
   
  Quote: “One must break sticks to make fire.”     
  Preparing for the Play 
  Assuming	the	characters	agree	to	her	quest,	
  Zhanthi	loans	them	the	following	gear:	
   The	script;	a	droll	comedy	called	“Winter	in	the	
  Midnight	Garden”.	There’s	no	time	to	learn	the	
  lines,	so	the	characters	must	plant	the	script	on	
  stage	and	refer	to	it	surreptitiously.		
   Appropriate	costumes	for	each	character.	These	
  could	be	lordly	robes,	beggar’s	garb,	even	a	
  donkey	costume:	let	the	players	use	their	
  imaginations.	The	play	is	flexible	enough	to	
  support	any	roles	they	choose.		
   A	cart	pulled	by	a	triceratops.	No	weapons	are	
  allowed	inside	the	villa,	so	they’ll	have	to	store	
  their	gear	on	the	cart	and	leave	it	outside.	
  Once	they’re	ready,	Zhanthi	directs	them	to	
  Mother	Sibonseni’s	villa.			
  Faction Assignment: Lords’ Alliance 
  If	any	characters	belong	to	the	Lords’	Alliance,	
  give	them	the	following	additional	information:	
   Mother	Siboseni	is	negotiating	a	trade	deal	
  between	Port	Nyanzaru	and	Neverwinter.	The	
  dignitaries	of	the	Lord’s	Alliance	are	handling	
  negotiations	on	the	Sword	Coast.		
   One	of	her	bargaining	chips	is	an	extensive	set	
  of	trade	charts,	showing	safe	routes	through	the	
  perilous	straits	of	Chult’s	Wild	Coast.		
  If	the	characters	recover	(or	copy)	these	charts,	
  they’ll	earn	favor	with	their	faction.		
  Performing the Play 
  Location	2.	Noble’s	Villa	provides	full	details	on	
  Mother	Sibonseni’s	villa.	The	characters	must	
  present	themselves	to	Mother	Sibonseni,	perform	
  their	play,	and	find	a	way	to	speak	to	Kwalu	Mosi	
  alone	during	the	performance.		
  Meeting Mother Sibonseni 
  Mother	Sibonseni’s	followers	meet	the	characters	
  at	the	gate	and	search	them	for	concealed	
  weapons.	Assuming	they’re	unarmed,	the	
  followers	lead	them	to	the	Atrium	at	area	2D.	
  The Performance 
  When	the	play	is	about	to	begin,	read	the	
  following	aloud:	
  60 MINS 
  Sector: Merchant’s Ward 
  Location: 2 – Noble’s Villa 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  15 
  The priestess leans back and watches you through heavy‐
  lidded eyes. Just as you’re about to begin, her puppy darts 
  forward and snatches up your script. With a shake of its 
  head, it tears the parchment to pieces. Mother Sibonseni 
  squeals with surprise.  
   
  “Naughty Bo‐Bo! Oh, I do hope that parchment wasn’t 
  important?” 
  Take	the	lines	from	Handout	3.	Torn	Script	and	
  place	them	in	a	bag	in	the	middle	of	the	table.	
  Before	the	performance	begins,	each	player	takes	
  a	random	line	from	the	bag.		
   The	players	must	now	adlib	a	play	between	
  them.	The	play’s	characters,	scenes	and	story	
  are	completely	up	to	them.	
   Players	can	make	up	lines,	but	must	find	ways	to	
  slip	their	handout	lines	seamlessly	into	the	
  narrative.	As	each	handout	line	is	delivered,	its	
  player	takes	another	random	line	from	the	bag.	
   Character	can	enter	or	exit	the	stage	as	seems	
  appropriate.	The	play	must	have	at	least	three	
  acts,	with	short	intermissions	between	each.	
   Players	must	not	confer	or	give	hints	during	the	
  performance!		
  Use	a	scrap	of	paper	to	jot	down	the	appeal	of	the	
  play	as	the	players	perform	it:	
   Mark	a	success	every	time	a	player	delivers	
  their	handout	line	in	a	funny,	well‐timed	or	
  ingenious	way.	
   Mark	a	failure	each	time	a	player	hesitates	for	
  too	long	or	makes	a	blatant	non‐sequitur.					
   Mark	a	failure	if	too	much	time	goes	by	without	
  a	handout	line	being	used.		
   Mark	a	failure	if	one	or	more	characters	
  underperforms.	Mother	Sibonseni	could	even	
  prompt	an	actor	onstage	if	they’ve	been	absent	
  for	too	long.		
  Mother	Sibonseni	calls	for	intermissions	between	
  each	“act”:	at	this	point,	total	up	your	checks	for	
  that	act.	If	the	players	have	more	successes	than	
  failures,	Mother	Sibonseni	is	pleased,	and	her	
  attention	drifts	elsewhere	until	the	performance	
  resumes.	More	failures	than	successes	mean	she’s	
  eager	to	get	the	performance	over	with,	and	
  hastens	the	players	onto	their	next	act.	
  Speaking to Kwalu Mosi  
  If	Mother	Sibonseni	is	content,	the	players	can	
  speak	to	Kwalu	Mosi	during	an	intermission	
  between	acts.	They	could	also	devise	their	own	
  distraction,	or	a	character	could	sneak	over	to	him	
  during	a	particularly	dramatic	scene.			
  	 Kwalu	Mosi	is	loyal	to	Zhanthi,	but	still	needs	
  persuasion	to	mobilize	her	troops	without	telling	
  her	first.	To	win	him	over,	the	character	must	
  succeed	on	a	DC	14	Charisma	(Persuasion)	check.	
  After	three	failures,	Mosi	is	drawn	away	until	the	
  next	intermission.		
  Returning to Zhanthi 
  If	the	characters	mobilize	Sibonseni’s	troops	and	
  return	to	Zhanthi,	she	gives	them	the	magic	item	
  see	promised	(see	“Treasure”,	below).	
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  Within minutes, horns are sounded across the Merchant’s 
  Ward. Kwalu Mosi has proven good to his word: Sibonseni’s 
  mercenaries are on the move!    
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4:	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	belonging	to	the	Lords’	Alliance	faction	
  gain	the	following	rewards:	
   If	they	steal	or	copy	Sibonseni’s	trade	charts,	
  they	earn	one	renown	point.	
   The	Lords’	Alliance	character	who	contributed	
  most	to	stealing	the	map	is	singled	out	for	an	
  award.	Give	this	player	the	“Alliance	Black	
  Operative”	story	award.	
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	Noble’s	Villa	encounter.	If	they	succeed	in	
  Zhanthi’s	mission,	she	gives	them	a	+1	trident	at	
  Tier	1,	or	a	cloak	of	the	bat	at	Tier	2.		
  	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  16 
  Quest 5. Destroy the Flagship 
  	
  	
  Meeting Ekene-Afa 
  If	the	players	choose	this	quest,	read:		
  Ekene‐Afa summons you to her villa on Throne Hill. Ornate 
  weapons hang from her walls, and parrots squawk from 
  gilded cages. When you approach, warriors are strapping 
  armor to her scarred body. With her back to you, she 
  addresses your reflections in the looking glass. 
   
  “I can breathe fire into the heart of the pirate armada, 
  but I need your help.”    
  Ekene‐Afa	reveals	the	following	information:	
   Captain	Smoke	has	seized	the	Royal	Docks	and	
  is	busy	loading	purloined	goods	onto	her	ship,	
  the	Banshee.		
   Ekene‐Afa	wants	the	characters	to	capture	the	
  Banshee	and	rig	it	with	explosives.	She’ll	supply	
  them	with	a	wagonload	of	oil	and	alchemist’s	
  fire.		
   Once	the	characters	have	doused	the	ship	in	oil,	
  they	must	steer	it	into	the	armada	and	light	the	
  fuse	on	the	explosives.	Given	luck,	the	sticky	
  flames	will	spread	from	vessel‐to‐vessel.		
   Ekene‐Afa	warns	the	characters	that	Captain	
  Smoke	is	not	truly	of	this	world.	Defeating	her	in	
  combat	won’t	destroy	her	for	good.		
   If	they	survive,	the	characters	can	use	jolly	boats	
  to	row	back	to	the	quayside.		
  Given	the	danger,	Ekene‐Afa	offers	the	group	a	
  considerable	reward:	250gp	at	Tier	1,	or	1,000gp	
  at	Tier	2.	She’ll	only	hand	over	the	money	if	her	
  plan	succeeds.			
  Roleplaying Ekene-Afa 
  Ekene‐Afa (eh‐KEH‐nay AH‐fuh) is a former gladiator who 
  invested her winnings in a fledgling trade business. Her 
  exploits in the Grand Coliseum earned her the devotion of 
  the common folk, and her busts adorn street corners 
  across the city. As a merchant, she’s a tough negotiator 
  who doesn’t tolerate fools and demands respect. 
   
  Quote: “We have a saying in the arena: if you must stare 
  down a spear, make sure you’re the one holding the haft.” 
  Fire Oil 
  Ekene‐Afa	provides	the	group	with	a	wagon	
  loaded	with	20	stoppered	jugs	of	oil	and	10	flasks	
  of	alchemist’s	fire	(see	Chapter	5	of	the	Player’s	
  Handbook).	A	triceratops	pulls	the	wagon.	
  Capturing the Banshee 
  Location	3.	The	Banshee	provides	full	details	on	
  the	Banshee	and	its	crew.	The	players	can	
  approach	the	ship	however	they	please,	but	the	
  pirates	won’t	surrender	without	a	fight.	Once	the	
  vessel	is	under	the	characters’	control,	they	must	
  douse	it	with	oil	and	plant	the	flasks	of	alchemist’s	
  fire	throughout	the	hold.			
  Infiltrating the Armada 
  Read	the	following	aloud	when	the	characters	sail	
  out	into	the	harbor:	
  Drifting smoke and evening fog mask the Banshee as she 
  slips back toward the armada. As you sail closer, explosions 
  blossom around you as explosive‐tipped bolts slam into the 
  water. You’re under fire from the fort!     
  Ekene‐Afa	isn’t	taking	any	chances:	she’s	secretly	
  ordered	the	fort	batteries	to	open	fire	on	the	ship	
  with	explosive‐tipped	bolts!		
  Piloting the Ship 
  To	reach	the	armada,	the	character	piloting	the	
  Banshee	must	succeed	on	three	DC	12	Wisdom	
  (water	vehicles)	checks.	If	they	fail	any	of	these	
  checks,	an	explosive	bolt	ignites	the	oil‐drenched	
  ship	and	all	characters	onboard	must	make	a	DC	
  15	Dexterity	saving	throw.	On	a	failed	save,	the	
  character	takes	5	(1d10)	fire	damage	at	Tier	1,	or	
  16	(3d10)	fire	damage	at	Tier	2.	All	characters	
  who	remain	onboard	the	burning	ship	must	repeat	
  the	saving	throw	at	the	end	of	each	of	their	turns.	
  The	pilot	can	still	sail	the	ship	while	it’s	burning.	
  	 If	the	players	scuttle	the	ship	before	it	reaches	
  the	armada,	their	mission	could	fail.	Their	chances	
  of	failure	depend	on	how	many	successful	checks	
  the	pilot	made	before	the	ship	was	abandoned:	
  Successes 
  Chance of failure 
  0 
  75% 
  1 
  50% 
  2 
  25% 
  3+ 
  0% 
  60 MINS 
  Sector: Harbor Ward 
  Location: 3 – The Banshee 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  17 
  	
  	 If	the	pilot	completes	three	successful	checks,	
  the	Banshee	reaches	the	center	of	the	armada.	
  From	there,	the	characters	can	safely	light	the	fuse	
  and	scuttle	the	ship.	When	they’re	at	a	safe	
  distance,	read:	
  The burning flagship drifts into the middle of the pirate 
  armada. With a thunderous boom, its hold explodes and 
  rains fire over the nearby vessels. The inferno leaps from 
  sail‐to‐sail, and within minutes the armada is ablaze. 
  Returning to Ekene-Afa 
  Having	succeeded	in	their	mission,	the	characters	
  can	now	return	to	Ekene‐Afa	for	payment.	She	
  remains	true	to	her	word,	but	pleads	ignorance	
  about	the	intervention	of	the	fort	batteries.		
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  The pirate armada burns in the harbor. High above, the 
  ballista batteries on Fort Nyanzaru turn their fire toward 
  other enemy positions!  
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4:	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	belonging	to	the	Harpers	faction	gain	
  the	following	rewards:	
   If	they	rescue	Sirge	Wintermelt	and	capture	
  Barnacles	the	parrot	alive,	they	earn	one	
  renown	point.	
   Barnacles	latches	on	to	the	character	who	
  played	the	greatest	role	in	capturing	him.	Give	
  this	player	the	“Barnacles	the	Parrot”	story	
  award.	If	they	wish,	they	can	gift	the	parrot	to	
  another	player	in	the	group.		
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	Banshee,	as	well	as	any	alchemist’s	fire	they	
  didn’t	use.		
  	 Ekene‐Afa	reclaims	the	cart	and	triceratops.	If	
  they	succeed	in	her	mission,	she	pays	them	250gp	
  at	Tier	1,	or	1,000	gp	at	Tier	2.		
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  18 
  Quest 6. Pirate Parley 
  	
  	
  Meeting Jobal  
  If	the	players	choose	this	quest,	read:		
  You arrange to meet Jobal at a bath house in the Market 
  Ward. When you arrive, silence has settled over the 
  marbled chambers. The prince lurks in a sauna, dark skin 
  beaded with sweat. As he speaks, he draws water from a 
  bucket and pours it slowly over his shoulders.     
   
  “I have eyes everywhere. If there’s weakness in the 
  enemies’ ranks, I’ve already seen it.” 
  Jobal	reveals	the	following	information:	
   Captain	Smoke	has	seized	the	Royal	Docks	and	
  is	busy	loading	purloined	goods	onto	her	ship,	
  the	Banshee.		
   Jobal	has	learned	that	one	of	Smoke’s	fellow	
  pirates	is	running	late.	Captain	Smoke	hasn’t	
  met	this	pirate,	but	she	knows	some	basic	
  details	about	his	or	her	past.		
   Jobal	wants	the	characters	to	pose	as	the	pirate	
  captain	and	crew	to	gain	access	to	the	Banshee.	
  Once	aboard,	they	must	question	Captain	Smoke	
  about	Pelican	Jake.	
   Jobal	tells	them	all	he	knows	about	the	pirate	
  captain	and	his	or	her	crew	(for	now,	handwave	
  over	these	details:	the	players	will	define	these	
  themselves!)	
   If	the	characters	uncover	useful	information,	
  Jobal	will	pay	them	100gp	at	Tier	1,	or	400gp	at	
  Tier	2.			
  Let	the	players	come	up	with	the	pirate	captain’s	
  name.	Jobal	provides	the	characters	with	piratical	
  disguises,	and	then	sends	them	on	their	way.		
  Roleplaying Jobal  
  Jobal (Joh‐BAWL) became rich as a wilderness guide when 
  he stumbled upon an immense cache of gold and jewels 
  (an excursion that he, coincidently, was the only survivor 
  of).  He now employs a network of guides—most of whom 
  report the actions of those in their charge to Jobal. In 
  business, he is confident and sly, and never afraid to exploit 
  a weakness. 
   
  Quote: “Oh, you thought I didn’t know that? How sweet.”  
  Preparations for the Ruse 
  Before	they	head	to	the	ship,	ask	each	player	to	
  write	down	eight	facts	about	the	pirate	they’re	
  posing	as.	These	facts	represent	snippets	of	
  information	that	Jobal	told	them.	They	can’t	be	
  physical	details:	they	must	be	social	or	historical	
  in	nature.	For	example:	
   “I	sailed	around	the	horn	of	Maztica	while	
  blindfolded”	
   “I’m	wanted	in	five	kingdoms	of	Faerûn.”	
   “I’m	searching	for	the	captain	who	forced	my	dad	
  to	walk	the	plank.”	
  Once	everybody’s	written	down	eight	facts,	go	
  around	the	table	and	ask	each	player	to	read	out	
  one	of	their	facts.	Continue	until	everyone	has	
  read	out	all	eight	facts.	Players	are	not	allowed	
  to	take	notes	during	the	reading!	Finally,	ask	
  the	players	to	hand	you	their	lists.	Now	reveal	
  that	each	player’s	facts	relate	to	the	character	
  seated	to	their	left!	Write	the	names	of	those	
  characters	on	the	lists,	and	keep	them	close	to	you.	
  Players	are	not	allowed	to	refer	to	their	lists	
  during	play.	
  Onboard the Banshee 
  Location	3:	The	Banshee	provides	full	details	on	
  the	Banshee	and	its	crew.	After	the	players	
  announce	their	presence,	the	pirates	lead	them	
  inside	to	meet	Captain	Smoke.		
  Boarding the Ship 
  It’s	important	that	the	players	act	in	character	
  throughout!	The	pirates	let	them	aboard	as	guests,	
  and	send	a	runner	to	notify	Captain	Smoke.	While	
  they	wait	on	deck,	the	pirates	chat	to	them.	Use	
  the	player’s	lists	to	ask	leading	questions	to	each	
  character.	For	example:	
   	“Ain’t	you	the	one	who	sailed	somewhere	
  blindfolded?	Where	was	it	again?”	
   “Ain’t	I	seen	yer	face	before?	Are	you	famous?”	
   “Yer	searchin’	for	someone,	I	heard.	Who	was	it	
  again?”	
  If	anybody	answers	incorrectly,	the	pirates	
  become	suspicious.	They	don’t	turn	on	the	
  characters	just	yet,	but	they	secretly	let	Captain	
  Smoke	know	something’s	not	right…		
  60 MINS 
  Sector: Harbor Ward 
  Location: 3 – The Banshee 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  19 
  Meeting Captain Smoke 
  When	the	players	meet	Captain	Smoke,	read:	
  If Idrianne Smoke was once beautiful, her years in the Nine 
  Hells have twisted her horribly. Her teeth are now jagged 
  metal, her skin is scaled, and black horns curve from her 
  brow. On her shoulder, a scraggly parrot eyes you 
  suspiciously. Captain Smoke cracks a shark’s smile and 
  beckons you forward.  
   
  “About time, shipmates. Mayhaps ye’ll be telling me why 
  yer late to my party?” 
  Captain	Smoke	is	upset	that	the	pirates	are	late	
  and	wants	to	know	why.	Roleplay	the	scene	out.	If	
  you’re	stuck,	use	the	following	questions	to	guide	
  the	conversation:	
   “So	why	didn’t	ye	let	me	know	earlier?”	
   “Ye	know	there’s	a	password,	right?”	
   “How	much	of	yer	cut	are	ye	prepared	to	give	up	
  as	compensation	for	this	upset?”		
   “Call	yerself	a	pirate?	Prove	it	to	me	by	cuttin’	off	
  yer	thumb.”	
  As	the	scene	plays	out,	describe	how	Captain	
  Smoke	becomes	increasingly	suspicious	of	the	
  characters.	Eventually,	her	patience	runs	out…	
  Trial of the Cutlass 
  When	you’re	ready,	read	the	following:	
  Captain Smoke glares at you suspiciously. With a snap of 
  her fingers, pirates move to block the exits and hands lower 
  to the hilts of cutlasses.  
   
  “Something ain’t right here. Let’s see if ye’re really who 
  ye say ye are. Lads – seize THAT ONE!” 
  The	pirates	grab	the	largest	character	in	the	
  group.	If	the	players	try	to	resist,	the	situation	
  swiftly	escalates	into	combat.	Otherwise,	the	
  pirates	pin	the	character	against	a	table	and	hold	a	
  cutlass	over	their	outstretched	wrist.		
  	 Captain	Smoke	now	asks	that	character	three	
  questions	about	other	characters	in	the	group,	
  based	on	the	facts	provided	earlier.	For	example:	
   “Which	one	of	yer	shipmates	sailed	‘round	the	
  horn	of	Maztica?”	
   “She’s	wanted	in	how	many	kingdoms?”	
   “I	hear	he’s	lookin’	for	someone.	Who	is	it,	and	
  why?”	
  After	each	correct	answer,	ask	the	character	to	
  make	a	DC	10	Charisma	(Persuasion	or	Deception)	
  check.	Raise	the	DC	to	15	if	the	pirates	on	deck	
  were	suspicious	of	the	group	earlier.	If	the	player	
  gives	the	wrong	answer	or	fails	the	check,	Captain	
  Smoke’s	parrot	squawks	one	of	the	following	
  phrases:	“Thar	she	blows!”,	“Hang	‘em	from	the	
  yardarm!”,	or	“Blow	the	man	down!”.				
  	 To	escape	unharmed,	the	character	must	pass	
  two	checks.	After	two	failures	or	one	wrong	
  answer,	the	pirates	chop	off	the	character’s	hand.	
  Give	the	player	the	“Hook	for	a	Hand”	story	
  award	(see	Appendix	6.	Story	Awards).	Captain	
  Smoke	then	repeats	the	trial	on	a	different	
  character.	
  	 If	at	least	half	of	the	characters	pass	the	trial,	
  Captain	Smoke	relaxes	(“Just	a	wee	test,	shipmates.	
  Better	safe	than	sorry	eh?”).	The	characters	can	
  now	ask	her	about	Pelican	Jake	(see	below).	If	half	
  of	the	group	fail	her	test,	Captain	Smoke	and	her	
  pirates	attack!	
  Questioning Captain Smoke 
  After	her	trial,	Captain	Smoke	pours	the	
  characters	some	rum	and	invites	them	to	relax.	
  For	a	few	minutes,	the	characters	can	explore	her	
  ship	unhindered.	If	questioned	about	Pelican	Jake,	
  Smoke	reveals	the	following:	
   Pelican	Jake	was	Idrianne’s	first	mate	on	the	
  Banshee,	and	her	lover.		
   After	the	Banshee	robbed	a	Waterdhavian	
  treasure	ship,	Jake	hatched	a	plan	to	betray	her	
  and	steal	her	riches.	He	cut	a	deal	with	Aremag	
  the	dragon	turtle	to	rob	the	Banshee	and	split	
  the	riches.		
   Aremag	wasn’t	supposed	to	sink	the	ship,	but	it	
  lost	its	temper.	Captain	Smoke	and	her	crew	
  sank	to	the	bottom	of	the	Bay	of	Chult.	With	her	
  dying	breath,	she	swore	vengeance	on	Pelican	
  Jake.	
   Ten	years	later,	Jake	angered	the	goddess	
  Umberlee	by	desecrating	one	of	her	shrines.	
  Umberlee	brought	Captain	Smoke	back	from	the	
  Nine	Hells	to	seek	vengeance.	
   Captain	Smoke	promises	to	kill	one	denizen	of	
  Port	Nyanzaru	for	every	coin	that	Pelican	Jake	
  stole	from	her	–	unless	he’s	handed	over	alive.				
   Captain	Smoke	doesn’t	know	where	to	find	Jake,	
  but	she	thinks	he’s	still	in	the	city.	Her	pirate	
  contacts	recently	met	with	him,	and	he	dropped	
  some	hints	about	where	he’s	staying…		
  The	group	can	now	summon	Pelican	Jake	to	
  their	table	(see	“Interactive	Events”)!	Play	the	
  interaction	as	a	flashback,	with	each	player	taking	
  on	the	role	of	a	different	pirate	(ideally	the	pirates	
  they’ve	been	posing	as).	If	they	uncover	a	clue	to	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  20 
  Pelican	Jake’s	whereabouts,	tell	them	to	write	it	
  down	for	later.		
  Returning to Jobal 
  The	characters	can	return	to	Jobal	once	they’re	
  safely	ashore.	The	players	must	learn	Captain	
  Smoke’s	backstory	to	claim	their	reward:	any	
  clues	about	Pelican	Jake’s	whereabouts	are	a	
  bonus.			
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  Word spreads of your cunning ploy to trick Captain Smoke. 
  You’ve got one over on the pirates, and inspired your allies 
  to even greater feats of defiance. 
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4.	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	belonging	to	the	Harpers	faction	gain	
  the	following	rewards:	
   If	they	rescue	Sirge	Wintermelt	and	capture	
  Barnacles	the	parrot	alive,	they	earn	one	
  renown	point.	
   Barnacles	latches	on	to	the	character	who	
  played	the	greatest	role	in	capturing	him.	Give	
  this	player	the	“Barnacles	the	Parrot”	story	
  award.	If	they	wish,	they	can	gift	the	parrot	to	
  another	player	in	the	group.		
  Treasure 
  Players	can	keep	any	treasure	they	steal	from	the	
  Banshee.	If	they	succeed	in	the	mission,	Jobal	pays	
  them	100gp	at	Tier	1,	or	400gp	at	Tier	2.		
  	
  	
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  21 
  Quest 7. Find the Buried Treasure 
  	
  	
  Meeting Kwayothé  
  If	the	players	choose	this	quest,	read:		
  You meet Kwayothé on the battlements of Fort Nyanzaru. 
  Far below, fires rage across the Harbor Ward as the 
  defenders fight a running battle against Captain Smoke’s 
  pirates. Kwayothé sips wine as she watches, her brow 
  knitted with concern. 
   
  “We must find a way to stop these reavers.” 
  Kwayothé’s	spies	have	brought	her	valuable	
  evidence.	She	reveals	the	following	information:	
   Years	ago,	Pelican	Jake	betrayed	Captain	Smoke	
  by	stealing	her	treasure.	With	her	dying	breath,	
  Smoke	cursed	the	stolen	coins.		
   Terrified	of	her	wrath,	Pelican	Jake	buried	the	
  hoard	beneath	Port	Nyanzaru.	A	few	months	
  back,	he	gave	it	away	to	settle	a	gambling	debt.	
  Jake	revealed	the	hoard	was	hidden	somewhere	
  inside	the	“Thundering	Lizard”	tavern.	
   Jake	gave	his	beneficiary	a	scroll,	a	key,	and	a	
  battered	telescope:	items	he	claimed	were	“vital	
  tools”	to	find	his	treasure.	
   The	beneficiary	had	no	luck	finding	the	hoard,	
  and	wrote	it	off	as	a	betrayal.	Kwayothé	recently	
  acquired	Jake’s	items,	which	she	now	gives	to	
  the	characters.	
   Unearthing	the	treasure	hoard	could	stall	the	
  pirate	attack.	Kwayothé	asks	the	characters	to	
  search	the	tavern	again	to	find	it.		
   Captain	Smoke’s	pirates	were	recently	spotted	
  in	the	vicinity.	If	they’re	present,	Kwayothé	
  advises	the	characters	to	create	a	diversion	so	
  they	can	sneak	inside.	
  Kwayothé	offers	the	group	a	reward	for	finding	
  the	treasure:	100gp	at	Tier	1,	or	400gp	at	Tier	2.	
  Give	the	players	Handout	4.	Jake’s	Scroll.	The	
  telescope	is	plain	and	worn,	but	radiates	a	faint	
  aura	of	illusion	magic	when	targeted	with	a	detect	
  magic	spell	or	similar	magic.	The	iron	key	is	
  unadorned.	
  Roleplaying Kwayothé  
  Kwayothé (k‐WAY‐oath‐ay) is a Chultan priestess of 
  Kossuth. She’s calm in a way that exudes both serenity and 
  menace, and uses her beauty to manipulate men and 
  women alike. She’s always accompanied by male and 
  females highly trained in unarmed combat, who double as 
  her consorts.  
   
  Quote: “It’s a simple thing I ask, yet its consequences are 
  complex and far‐reaching.”  
  Faction Assignment: Order of the Gauntlet 
  If	any	character	belongs	to	the	Order	of	the	
  Gauntlet,	Kwayothé	tells	them	to	visit	the	“fat	
  knight”	before	heading	for	the	tavern.	Apparently,	
  he	has	business	there.	The	characters	recognize	
  the	fat	knight	as	Alastar	Bol:	the	ranking	Lords’	
  Alliance	contact	in	the	area.	
  	 Bol	resides	in	a	manor	on	Mount	Sibasa,	high	
  above	the	fish	market.	If	the	characters	choose	to	
  visit	him,	read:	
  Armed guards escort you to a courtyard within Alastar Bol’s 
  villa. The nobleman lounges on a divan before a fountain, 
  his body pouring with sweat from the sticky evening heat. A 
  map of the city spreads before him, with sugared treats 
  marking enemy positions. 
   
  “Ah, you’ve seen Kwayothé. Good: I have need of your 
  assistance.”      
  Bol	has	an	important	task	for	his	allies.		
   One	of	the	Gauntlet’s	knights	recently	embarked	
  on	an	expedition	into	the	jungle.	He	succumbed	
  to	mad	monkey	fever,	and	sent	his	squire	back	
  to	fetch	vital	medical	supplies:	a	halfling	called	
  Gordo	the	Just.	
   Gordo	is	the	only	person	who	can	locate	the	
  knight	within	the	trackless	jungle.	He’s	staying	
  overnight	at	the	Thundering	Lizard	and	plans	to	
  head	back	at	daybreak	with	the	supplies.	
   Bol	wants	his	allies	to	find	the	Gordo	and	escort	
  him	to	the	city	limits.	
  Roleplaying Alastar Bol 
  Alastar Bol (BOWL) has put on quite an amount of weight 
  since arriving in town, mostly because he doesn’t leave his 
  villa and eats constantly—likely out of boredom. He sees 
  the pirate attack as an opportunity to earn himself a nice 
  promotion someplace civilized and decently cool. Bol is 
  smart and wise, and is quick to provide his insight on the 
  task at hand. He doesn’t, however, take kindly to his 
  guidance being disregarded. 
   
  Quote: “Fetch me that pitcher of cool water, please.” 
  60 MINS 
  Sector: Market Ward 
  Location: 4 – The Thundering 
  Lizard 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  22 
  Exploring the Tavern 
  Location	4.	The	Thundering	Lizard	provides	full	
  details	on	the	tavern	and	its	infernal	visitors.	The	
  players	must	break	into	the	tavern	and	sneak	into	
  the	cellars.		If	they	attract	attention,	they	must	
  fight	the	pirates.		
  The Cellar 
  Characters	who	observe	the	cellar	through	Jake’s	
  spyglass	notice	that	each	pillar	has	a	different	
  word	engraved	in	its	finial.	These	words	are	not	
  otherwise	visible.	Clockwise	from	the	north,	the	
  words	read:	
   Northeast:	Crocodile	
   Southeast:		Dinosaur	
   Southwest:	Bites	
   Northwest:	Lowest	
  Arranged	correctly,	the	message	reads	“Dinosaur	
  Bites	Lowest	Crocodile”.	Folding	Pelican	Jake’s	
  scroll	so	that	the	dinosaur’s	jaws	align	with	the	
  lowest	crocodile	reveals	a	secret	message	across	
  the	crease	“4,	3,	2,	5”.	If	the	numbered	barrels	in	
  the	cellar	are	pushed	in	that	order,	a	secret	door	
  swings	open	to	reveal	a	hidden	chamber	behind	
  the	south	wall.		
  Pelican Jake’s Treasure 
  Pelican	Jake’s	cursed	treasure	lies	inside	the	
  hidden	chamber.	
  The secret door opens into a tiny chamber. A battered sea 
  chest sits on the floor, secured with an ornate padlock. 
  Each keyhole has a different creature engraved around it: a 
  beholder, an owlbear, an umber hulk, and a mindflayer.     
  Pelican	Jake’s	riddle	indicates	which	keyhole	
  opens	the	padlock:	the	owlbear.	Once	unlocked	
  with	his	key,	any	treasure	within	can	be	safely	
  removed.	Turning	the	key	in	any	other	keyhole	
  triggers	a	trap…			
  Trap: Exploding Padlock 
  The padlock explodes if the key is turned in the wrong 
  keyhole; opening the chest but damaging its contents.  
   
  Detection and Disabling. A Detect Magic spell reveals an 
  aura of evocation magic emanating from the padlock. Once 
  detected, its magic can be dispelled with a Dispel Magic 
  spell (DC 15) or a Knock spell.      
   
  Trigger. Turning the key in any keyhole other than the 
  owlbear keyhole triggers the spell. If a character tries to 
  pick the padlock, the trap automatically triggers. 
   
  Effect. The padlock explodes and deals 5 (1d10) slashing 
  damage per APL (average party level) to all creatures within 
  15 feet. The blast tears the lid from its hinges and destroys 
  the potion bottles contained within the chest. 
  The	treasure	chest	contains:	
   4	potions	of	healing	(Tier	1)	or	4	potions	of	
  superior	healing	(Tier	2).	
   1,500	cursed	gold	pieces	(see	below).		
  Cursed Coins 
  Captain	Smoke	laid	a	vengeful	curse	on	Pelican	
  Jake’s	stolen	booty.	Anyone	who	handles	the	coins	
  is	immediately	cursed	until	the	stolen	coins	leave	
  their	possession.	Physical	contact	isn’t	required:	
  carrying	a	container	of	cursed	coins	has	the	same	
  effect	as	grasping	them	with	bare	hands.	
  	 The	curse	strikes	as	soon	as	the	character	gives	
  to	coins	to	another	creature.	As	they’re	handed	
  over,	each	coin	deals	1	necrotic	damage	to	the	
  cursed	character.	Damage	takes	place	
  instantaneously,	so	counting	out	coins	slowly	
  allows	the	cursed	character	to	detect	the	effect	as	
  they	pass	them	over.	Tossing	over	a	pouch	of	coins	
  deals	damage	in	a	single	burst,	causing	the	
  character	to	disintegrate	into	a	cloud	of	chalky	
  dust	if	they	drop	to	0	hit	points.	
  	 If	the	coins	are	left	on	a	nonliving	surface,	the	
  bane	effect	fades	away	after	ten	minutes.	If	
  anybody	picks	them	up	before	them,	it	counts	as	
  giving	the	coins	away.			
  Returning to Kwayothé 
  If	they	succeed	in	their	mission,	the	characters	can	
  return	to	Kwayothé	with	the	cursed	gold.	Players	
  who	don’t	know	of	the	curse	may	be	in	for	a	nasty	
  surprise	here!			
  Handling the Coins 
  Kwayothé	knows	the	coins	are	cursed,	so	she	
  questions	the	characters	carefully	about	them	
  before	receiving	them.	She	then	has	one	of	her	
  servants	take	the	coins	from	the	group	and	place	
  them	in	a	dungeon	under	Fort	Nyanzaru.		
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  As the battle rages on, Kwayothé’s agents are dispatched to 
  cut a deal with Captain Smoke. Across the city, Smoke’s 
  pirates fall back to provide muscle for the coming 
  negotiation.      
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  23 
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4:	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	who	belong	to	the	Harpers	faction	gain	
  the	following	rewards:	
   If	they	rescue	Gordo	the	Just	and	recover	his	
  supplies,	they	earn	one	renown	point.	
   Gordo	rewards	the	Order	of	the	Gauntlet	ally	
  who	played	the	greatest	role	in	rescuing	him.	
  Give	this	player	the	“Map	of	the	Jungle”	story	
  award.	If	they	wish,	they	can	pass	this	award	to	
  another	player	in	their	group.		
  Treasure 
  The	players	can	keep	any	treasures	they	recover	
  from	the	Thundering	Lizard	tavern.	If	they	
  succeed	in	their	mission,	Kwayothé	pays	them	
  100gp	at	Tier	1,	or	400	gp	at	Tier	2.		
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  24 
  Quest 8. Slay the Pirate Champion 
  	
  	
  Meeting Ekene-Afa 
  If	the	players	choose	this	quest,	read:		
  Smoke’s pirates have breached the Tiryki Gate and are 
  pushing through into the Market Ward. A staunch defense 
  has been mounted outside the Red Market, with 
  mercenaries forming a barricade of upturned carts across 
  the street. Ekene‐Afa stands atop the barricade, fresh 
  blood dripping from her blade.     
   
  “Some of the bastards got through. I need you to kill 
  them.” 
  Ekene‐Afa	reveals	the	following	information:	
   One	of	Captain	Smoke’s	champions,	a	minotaur	
  called	Captain	Walharrow,	broke	through	the	
  barricade	with	his	pirate	band.		
   Walharrow	was	last	seen	near	the	Thundering	
  Lizard	tavern.	Ekene‐Afa	wants	the	characters	
  to	track	him	down	and	slay	him.	
   Killing	Captain	Walharrow	will	demoralize	the	
  pirates	and	save	countless	denizens	of	the	
  Market	Ward.		
  Given	the	danger,	Ekene‐Afa	offers	the	group	a	
  reward:	100gp	at	Tier	1,	or	400	gp	at	Tier	2.	She’ll	
  only	hand	over	the	money	if	they	return	with	
  proof	that	Captain	Walharrow	is	dead.			
  Roleplaying Ekene-Afa 
  Ekene‐Afa (eh‐KEH‐nay AH‐fuh) is a former gladiator who 
  invested her winnings in a fledgling trade business. Her 
  exploits in the Grand Coliseum earned her the devotion of 
  the common folk, and her busts adorn street corners 
  across the city. As a merchant, she’s a tough negotiator 
  who doesn’t tolerate fools and demands respect. 
   
  Quote: “We have a saying in the arena: if you must stare 
  down a spear, make sure you’re the one holding the haft.” 
  Faction Assignment: Order of the Gauntlet 
  If	any	character	belongs	to	the	Order	of	the	
  Gauntlet,	Ekene‐Afa	tells	them	to	visit	the	“fat	
  knight”	before	heading	for	the	tavern.	Apparently,	
  he	has	business	there.	The	characters	recognize	
  the	fat	knight	as	Alastar	Bol:	the	ranking	Lords’	
  Alliance	contact	in	the	area.	
  	 Bol	resides	in	a	manor	on	Mount	Sibasa,	high	
  above	the	fish	market.	If	the	characters	choose	to	
  visit	him,	read:	
  Armed guards escort you to a courtyard within Alastar Bol’s 
  villa. The nobleman lounges on a divan before a fountain, 
  his body pouring with sweat from the sticky evening heat. A 
  map of the city spreads before him, with sugared treats 
  marking enemy positions. 
   
  “Ah, you’ve seen Ekene‐Afa. Good: I have need of your 
  assistance.”      
  Bol	has	an	important	task	for	his	allies.		
   One	of	the	Gauntlet’s	knights	recently	embarked	
  on	an	expedition	into	the	jungle.	He	succumbed	
  to	mad	monkey	fever,	and	sent	his	squire	back	
  to	fetch	vital	medical	supplies:	a	halfling	called	
  Gordo	the	Just.	
   Gordo	is	the	only	person	who	can	locate	the	
  knight	within	the	trackless	jungle.	He’s	staying	
  overnight	at	the	Thundering	Lizard	and	plans	to	
  head	back	at	daybreak	with	the	supplies.	
   Bol	wants	his	allies	to	find	the	Gordo	and	escort	
  him	to	the	city	limits.	
  Roleplaying Alastar Bol 
  Alastar Bol (BOWL) has put on quite an amount of weight 
  since arriving in town, mostly because he doesn’t leave his 
  villa and eats constantly—likely out of boredom. He sees 
  the pirate attack as an opportunity to earn himself a nice 
  promotion someplace civilized and decently cool. Bol is 
  smart and wise, and is quick to provide his insight on the 
  task at hand. He doesn’t, however, take kindly to his 
  guidance being disregarded. 
   
  Quote: “Fetch me that pitcher of cool water, please.” 
  The Thundering Lizard Tavern 
  Location	4.	The	Thundering	Lizard	provides	full	
  details	on	the	tavern	and	the	pirates.	The	
  characters	must	confront	Captain	Walharrow	and	
  slay	him.	When	they	have	proof	of	his	death	–	his	
  head,	for	example	–	they	can	return	to	Ekene‐Afa	
  to	claim	their	reward.		
  Returning to Ekene-Afa 
  If	they	succeed,	the	characters	return	to	Ekene‐Afa	
  with	proof	of	Captain	Walharrow’s	death.	In	
  return,	she	pays	them	the	gold	she	promised.				
  60 MINS 
  Sector: Market Ward 
  Location: 4 – The Thundering 
  Lizard 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  25 
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  A roar of triumph echoes over the streets as word spreads 
  that Walharrow is slain. That will surely be a grave blow to 
  the pirates’ morale!   
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4:	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	who	belong	to	the	Harpers	faction	gain	
  the	following	rewards:	
   If	they	rescue	Gordo	the	Just	and	recover	his	
  supplies,	they	earn	one	renown	point.	
   Gordo	rewards	the	Order	of	the	Gauntlet	ally	
  who	played	the	greatest	role	in	rescuing	him.	
  Give	this	player	the	“Map	of	the	Jungle”	story	
  award.	If	they	wish,	they	can	pass	this	award	to	
  another	player	in	their	group.		
  Treasure 
  The	players	can	keep	any	treasure	they	recover	
  from	the	Thundering	Lizard	tavern.	If	they	
  succeed	in	the	mission,	Ekene‐Afa	pays	them	
  100gp	at	Tier	1,	or	400	gp	at	Tier	2.		
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  26 
  Quest 9. Unleash the Dinosaurs 
  	
  	
  Meeting Ifan Talro’a 
  If	the	players	choose	this	quest,	read:		
  You find Ifan Talroa’a in the halls of Goldenthrone. By day, 
  this magnificent palace is the seat of government. Tonight, 
  worried patricians fill its chambers with shouting voices. 
  The merchant prince hammers his staff on the floor to call 
  for order.  
   
  “Silence, fools! Only I have the power to unleash Ubtao’s 
  Children from their pens and drive these buccaneers from 
  our city! But who among you dares to lead the dinosaurs?”  
  Ifan	Talro’a	calls	for	a	volunteer.	No	matter	which	
  character	steps	forward,	he	sneers	that	they	
  wouldn’t	know	how	to	handle	“Ubtao’s	Children”.	
  To	test	their	mettle,	he	challenges	the	character	to	
  fight	a	dinosaur	right	here	in	Goldenthrone—
  alone.		
  Roleplaying Ifan Talro’a 
  Ifan Talro’a (ee‐FAHN tall‐ROW‐uh) is an arrogant merchant 
  driven by greed and jealousy. The Zhentarim collaborate in 
  many of his schemes, and his spies infest the city’s markets.  
  Unbeknownst to all, Ifan is in league with the yuan‐ti of 
  Omu, and uses flying snakes to warn them of treasure 
  hunters heading into the jungle.   
   
  Quote: “I didn’t get here by shoveling dung. That’s why I 
  have people like you around.”   
  To the Death! 
  If	the	characters	agree	to	Ifan’s	test,	his	guards	
  form	a	circle	in	the	great	hall	of	Goldenthrone.	A	
  dinosaur	is	then	released	into	the	circle—a	
  deinonychus	at	Tier	1,	or	a	stegosaurus	at	Tier	2	
  –	and	the	character	is	forced	to	fight	it	alone.	If	
  Ifan	notices	other	characters	intervening,	he	
  declares	the	test	a	failure.	If	the	character	dies,	
  another	character	can	challenge	the	same	beast.	
  Refusing	to	fight	results	in	the	failure	of	this	quest.				
  The Hunting Horn 
  If	a	character	defeats	the	dinosaur,	Ifan	Talro’a	
  loans	them	a	hunting	horn	carved	from	the	fang	of	
  a	sabre‐tooth	tiger.	As	an	action,	a	character	can	
  sound	the	horn,	causing	any	trained	dinosaurs	
  within	30	feet	of	them	to	follow.	Ifan	Talro’a	sends	
  the	group	to	Tiryki	Anchorage	with	orders	to	
  muster	the	dinosaurs	and	drive	the	pirates	from	
  the	waterfront.	
  Faction Assignment: Emerald Enclave 
  As	they	leave	Goldenthrone,	a	young	tabaxi	
  approaches	any	characters	who	belong	to	the	
  Emerald	Enclave	faction:			
  As you’re leaving the palace, a green‐eyed tabaxi pulls 
  aside her cloak to reveal the clasp of the Emerald Enclave. 
  She looks around nervously, then beckons for you to follow 
  her.  
   
  “Ifan Talroa’a is the fool.”, she snarls. “And we need to 
  do something about it.” 
  This	is	Screaming	Wind,	a	tabaxi	spy	loyal	to	the	
  Emerald	Enclave.	She	reveals	the	following	
  information:	
   Ifan	Talro’a	is	a	traitor	who	conspires	to	lead	
  the	unwary	into	the	jungle,	where	his	criminal	
  allies	rob	and	murder	them.		
   Talro’a	keeps	a	secret	office	underneath	the	
  beast	pens.	Screaming	Wind	wants	her	allies	to	
  search	this	office	for	clues	about	Talro’a’s	shady	
  dealings.				
   If	they	return	to	her	with	information,	they’ll	
  earn	renown	with	their	faction.		
  Roleplaying Screaming Wind 
  This young tabaxi is shy in crowds, but listens carefully from 
  the back of the room, and adds her opinion only when she 
  feels it necessary. Screaming Wind speaks very seldom, but 
  when she does, people tend to listen.  She is remarkably 
  insightful for her age, and a more skilled hunter few have 
  seen. She is the sole surviving member of her tribe, the rest 
  of whom were slain by undead.   
   
  Quote: “Less talking, more hunting.” 
  Releasing the Dinosaurs 
  Location	5.	Dinosaur	Pens	provides	full	details	
  of	the	dinosaur	pens.	To	complete	their	quest,	the	
  characters	must	release	the	dinosaurs	from	every	
  pen	and	then	lead	them	on	a	charge	through	the	
  waterfront.	The	pirates	try	to	stop	them.	
  60 MINS 
  Sector: Tiryki Anchorage 
  Location: 5 – Dinosaur Pens 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  27 
  Dinosaur Frenzy 
  Once	the	characters	have	defeated	half	of	the	
  pirates,	the	prize	dinosaur	smashes	from	its	
  enclosure	in	a	frenzy.		
   At	Tier	1,	the	dinosaur	is	a	stegosaurus.	
   At	Tier	2,	the	dinosaur	is	a	tyrannosaurus	rex.	
  On	its	turn,	the	dinosaur	tears	at	the	struts	
  supporting	the	gantries	underneath	the	
  characters.	If	it	deals	20	or	more	damage	in	a	
  single	attack,	a	20‐foot	wide	section	of	gantry	
  collapses.	Each	creature	on	the	gantry	when	it	
  collapses	takes	11	(3d6)	bludgeoning	damage	and	
  falls	prone	in	the	mud	below.	The	prize	dinosaur	
  attacks	any	creatures	that	stray	too	close.					
  Charge of the Dinosaurs!  
  If	the	characters	release	the	dinosaurs,	read:	
  With bellowing roars, the dinosaurs trample from the beast 
  pens: a wave of heaving, scaly flesh that crushes all in its 
  path. Pirates throughout the Anchorage glimpse the 
  coming destruction, and begin running back to their ships! 
  One of the beast keepers calls out to you: 
   
  “Quickly! Ride Ubtao’s Children and drive the pirates into 
  the sea!”     
  To	complete	their	quest,	the	characters	must	drive	
  the	pirates	from	the	waterfront.	Each	player	can	
  mount	a	dinosaur	steed:	a	hadrosaurus	or	a	
  triceratops	for	Medium‐sized	characters,	or	a	
  deinonychus	for	Small‐sized	characters.	
  Chase Rules 
  Roll	initiative,	but	only	track	player	characters:	
  their	enemies	form	a	single	routing	mob	that	
  doesn’t	take	actions.	The	pirates	are	scrambling	
  down	alleyways,	climbing	over	buildings,	and	
  doubling	back	on	themselves	to	escape	pursuit.	
  Distances	are	only	used	for	simplicity.			
   The	pirate	mob	has	AC	14.	At	tier	1,	it	has	hit	
  points	equal	to	the	number	of	players	multiplied	
  by	20.	At	tier	2,	it	has	hit	points	equal	to	the	
  number	of	players	multiplied	by	40.		
   Track	the	distances	between	the	pirate	mob	and	
  each	character	in	five	steps:	adjacent,	close	(5‐
  50ft),	medium	(51‐100ft),	far	(101‐200ft)	and	
  extreme	(200ft+).	You	can	use	miniatures	to	
  represent	how	far	apart	the	characters	are.	The	
  characters	all	start	at	medium	range.					
   As	an	action,	each	character	makes	a	DC	15	
  Dexterity	(Animal	Handling)	check	to	stay	in	the	
  chase.	A	character	moves	one	step	backwards	if	
  they	fail	the	check	by	5	or	more,	dropping	out	
  the	chase	if	they	fall	beyond	extreme	range.		
   On	a	success	of	15	or	higher,	the	character	
  moves	one	step	closer.	If	they’re	already	
  adjacent	to	the	mob,	they	maintain	their	
  position	on	a	success.		
   A	character	can	use	their	action	to	attack	or	cast	
  a	spell,	but	doing	so	moves	them	one	step	
  backwards	in	the	chase.	
   Each	character	rolls	on	the	complications	table	
  at	the	end	of	their	turn	(see	below).	
  Chase Complications 
   Complications	affect	the	next	character	in	the	
  initiative	order.		
   Any	player	can	spend	inspiration	to	negate	a	
  result	after	it’s	rolled.	
   When	making	an	ability	check	due	to	a	
  complication,	a	character	can	use	their	own	
  ability	score	if	it’s	higher	than	their	mount’s.		
   If	a	character	falls	from	their	mount,	they’re	out	
  of	the	chase.		
  Chase Complications 
  1d20 
  Complication 
  1 
  Smash through a wall! You take 5 (1d10) 
  bludgeoning damage at Tier 1, or 22 (4d10) 
  bludgeoning damage at Tier 2. You fall back 
  two steps in the chase.  
  2 
  Smash through fences! Make a DC 12 Dexterity 
  saving throw. On a failed save, you take 5 
  (1d10) slashing damage and fall back one step 
  in the chase.  
  3 
  Smash through stalls! Make a DC 12 Dexterity 
  saving throw. On a failed save, you’re blinded 
  until the end of your next turn and fall back 
  one step in the chase. 
  4 
  Pandemonium of parrots! Make a DC 12 
  Dexterity saving throw to avoid the startled 
  birds. On a failed check, you fall back one step 
  in the chase. 
  5 
  Washing Lines! Make a DC 12 Dexterity saving 
  throw to avoid the lines. On a failed save, you 
  take disadvantage on skill throws and saving 
  throws until the end of your next turn. 
  6 
  Ah‐harr! A pirate turns and shoots at you with 
  his crossbow! (+4 to hit, 5 (1d8+1) damage).  
  7 
  Wrong turn! Make a DC 15 Wisdom 
  (Perception) check to get back to the pirates. 
  On a failed check, you gain disadvantage on 
  your next roll to keep up.  
  8 
  Shortcut! Make a DC 12 Wisdom (Perception) 
  check. On a success, move forward one step in 
  the chase. 
  9 
  Charge! Move forward one step in the chase! 
  10‐20 
  No complication. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  28 
   
  To	succeed,	the	group	must	maintain	the	chase	for	
  10	rounds	or	defeat	the	pirate	mob.	If	the	
  characters	drop	out,	the	pirates	scatter	through	
  the	city	and	the	quest	is	a	failure.		
  Returning to Ifan Talro’a 
  If	they	succeed	in	their	mission,	the	characters	can	
  return	to	Ifan	Talro’a.	
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  The dinosaurs rampage through the streets, driving the 
  pirates back into the sea. Horns are sounded across Tiryki 
  Anchorage as the defenders reclaim control!  
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4:	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	who	belong	to	the	Emerald	Enclave	
  faction	gain	the	following	rewards:	
   If	they	explore	the	secret	office,	they	earn	one	
  renown	point.	
   The	Emerald	Enclave	rewards	the	character	
  who	contributed	the	most	to	their	mission.	Give	
  this	player	the	“Flying	Snake”	story	award.	If	
  they	wish,	they	can	pass	this	award	to	another	
  player	in	their	group.		
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	dinosaur	pens.	They	can	also	hang	onto	their	
  dinosaur	steed,	but	must	return	it	to	the	animal	
  handlers	at	the	end	of	the	event.		Ifan	Talro’a	
  reclaims	his	hunting	horn.		
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  29 
  Quest 10. Break the Pirate Curse 
  	
  	
  Meeting Zhanthi 
  If	the	players	choose	this	quest,	read:		
  You meet Zhanthi in her villa on Throne Hill. Suits of gold‐
  plated armor line the walls, and jeweled reliquaries are 
  displayed in glass cabinets. The merchant prince is seated 
  on a gilded throne, fanned by loyal servants.  
   
  “I know how Captain Smoke returned from the Nine 
  Hells. If we’re clever, we can find a way to send her back.”  
  Zhanthi	reveals	the	following	information:	
   Zhanthi	knows	a	smuggler	who	adventured	with	
  Pelican	Jake.	He	recently	came	to	her	for	work,	
  and	she	got	him	a	job	as	a	beast	herder	in	the	
  dinosaur	pens	at	Tiryki	Anchorage.		
   Over	drinks,	the	smuggler	revealed	that	he	and	
  Jake	had	accidentally	roused	the	spirit	of	
  Idrianne	Smoke,	Jake’s	pirate	lover.	He	never	
  finished	his	story,	as	it	stirred	up	bad	memories.					
   Zhanthi	thinks	the	full	story	could	shed	some	
  light	on	Captain	Smoke’s	vendetta;	maybe	even	
  help	banish	her	back	to	the	Nine	Hells.		
   Zhanthi	wants	the	characters	to	head	down	to	
  the	dinosaur	pens	and	question	the	smuggler	
  about	his	adventure	with	Pelican	Jake.	The	
  smuggler’s	name	is	Jailo	Mek.			
  Zhanthi	offers	the	group	a	reward	for	finding	any	
  useful	information:	100gp	at	Tier	1,	or	400gp	at	
  Tier	2.	Pirates	are	swarming	over	Tiryki	
  Anchorage,	so	she	knows	her	mission	will	be	
  dangerous.		
  Acid Bombs 
  To	aid	their	quest,	Zhanthi	gives	each	character	an	
  alchemical	sticky	bomb.		Each	bomb	takes	an	
  action	to	plant,	and	explodes	exactly	one	round	
  later.	All	creatures	within	10	feet	of	the	bomb	
  when	it	explodes	must	make	a	DC	15	Dexterity	
  saving	throw,	taking	10	(3d6)	acid	damage	on	a	
  failed	save,	or	half	as	much	damage	on	a	successful	
  one.	Zhanthi	hints	that	the	bombs	are	particularly	
  useful	for	demolishing	wooden	structures.		
  Roleplaying Zhanthi 
  Zhanthi (ZAHN‐thee) is wise and old, and few dare question 
  her judgment. While she has strong professional ties to the 
  Zhentarim, she disagrees with them on a personal level. 
  Her son, Shago, is a member of the Flaming Fist garrisoned 
  at Fort Beluarian.  
   
  Quote: “One must first break sticks to make fire.”     
  Faction Assignment: Emerald Enclave 
  As	they	leave	Goldenthrone,	a	young	tabaxi	
  approaches	any	characters	who	belong	to	the	
  Emerald	Enclave	faction:			
  As you’re leaving the palace, a green‐eyed tabaxi pulls 
  aside her cloak to reveal the clasp of the Emerald Enclave. 
  She looks around nervously, then beckons for you to follow 
  her.  
   
  “We need to do something about Ifan Talro’a.” 
  This	is	Screaming	Wind,	a	tabaxi	spy	loyal	to	the	
  Emerald	Enclave.	She	reveals	the	following	
  information:	
   The	merchant	prince	Ifan	Talro’a	is	a	traitor	
  who	conspires	to	lead	the	unwary	into	the	
  jungle,	where	his	criminal	allies	rob	and	murder	
  them.		
   Talro’a	keeps	a	secret	office	under	the	beast	
  pens.	Screaming	Wind	wants	her	allies	to	search	
  it	for	clues	about	Talro’a’s	shady	dealings.				
   If	they	return	to	her	with	information,	they’ll	
  earn	renown	with	their	faction.		
  Roleplaying Screaming Wind 
  This young tabaxi is shy in crowds, but listens carefully from 
  the back of the room, and adds her opinion only when she 
  feels it necessary. Screaming Wind speaks very seldom, but 
  when she does, people tend to listen.  She is remarkably 
  insightful for her age, and a more skilled hunter few have 
  seen. She is the sole surviving member of her tribe, the rest 
  of whom were slain by undead.   
   
  Quote: “Less talking, more hunting.” 
  Finding Jailo Mek 
  The	Tiryki	Anchorage	encounter	provides	full	
  details	of	the	dinosaur	pens.	When	the	characters	
  arrive,	Jailo	Mek	is	busy	fighting	the	pirates.	If	the	
  characters	use	Zhanthi’s	gifts	wisely	they	quickly	
  gain	the	upper	hand.	
  60 MINS 
  Sector: Tiryki Anchorage 
  Location: 5 – Dinosaur Pens 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  30 
  Demolishing the Gantries 
  The	acid	bombs	can	collapse	the	gantries	under	
  the	pirates.	If	planted	on	a	support	strut,	a	20‐foot	
  wide	section	of	gantry	collapses	when	the	bomb	
  explodes.	Each	creature	on	the	gantry	when	it	
  collapses	takes	11	(3d6)	bludgeoning	damage	and	
  falls	prone	in	the	mud	below.	If	the	pirates	spot	a	
  character	planting	a	bomb,	they’ll	spend	their	next	
  actions	moving	to	safety.		
  Rescuing Jailo Mek 
  Jailo	isn’t	keen	on	recounting	his	adventure	with	
  Pelican	Jake	in	case	“she	can	hear”,	but	he’s	
  thankful	for	being	rescued.	If	the	characters	escort	
  him	to	safety,	he	cautiously	tells	them	what	he	
  remembers	(see	“Tomb	Raider	Flashback”).	
  Tomb Raider Flashback 
  “Jake sniffed out a temple in the caves under the Harbor 
  Ward. Belonged to the Bitch Queen it did, but long ago. 
  Well, Jake heard a rumor there was some gold down there 
  for the takin’. Rustled up a gang of rapscallions, and we 
  headed in to claim our fortunes. By all that’s holy, I’ve 
  never regretted anythin’ so much in all my life…”      
  In	this	short	flashback,	each	player	assumes	the	
  role	of	one	of	Pelican	Jake’s	bandit	accomplices.	
  Give	them	the	bandit’s	basic	stats,	and	ask	them	
  come	up	with	names.	When	they’re	ready	to	begin,	
  read:	
  “That temple turned out to be a right hellhole. We lost Olaf 
  Sevenbellies and Roz to the traps, and morale was gettin’ 
  low. But the worse was yet to come…”  
  Now	play	the	skeleton	hall	and	coin	puzzle	
  encounters	below.	To	complete	the	quest,	at	least	
  one	character	must	survive	to	the	end.	If	they	all	
  die,	the	quest	ends	in	failure	(see	“Total	Party	Kill”	
  below).	Pelican	Jake	and	Jailo	Mek	are	also	present	
  in	the	flashback,	but	hold	back	and	let	their	
  henchmen	take	the	heat.		
  Skeleton Hall 
  Read	the	following	aloud:	
  Six pools of briny water line the walls of this dank hallway. 
  A rusted metal door with no handle stands at the far end, 
  etched with a sun, a moon, and a circle of stars. An 
  inscription on the lintel reads: 
   
  “Death dies when the moon lights the sun and the stars 
  fall dark.”  
  When	a	living	creature	first	passes	in	front	of	a	
  pool,	a	skeleton	emerges	from	the	water.	
  Traversing	the	length	of	the	hallway	causes	six	
  skeletons	to	emerge.	If	a	skeleton	is	destroyed,	
  another	skeleton	emerges	to	replace	it	at	the	start	
  of	the	next	round.		
  	 To	open	the	door,	a	character	must	hold	a	light	
  source	over	the	moon	symbol,	while	ensuring	that	
  the	stars	remain	in	shadow	(for	example,	by	
  holding	a	shield	or	cape	in	the	way).	When	the	
  door	opens,	any	skeletons	in	the	hallway	
  disintegrate	and	no	more	emerge	from	the	pools.	
  Coin Puzzle 
  When	the	door	opens,	read:	
  The door grinds open to reveal an ancient shrine. A stone 
  altar rises from the seawater, with nine silver coins 
  gleaming on its surface. As you enter, a rasping voice 
  echoes from nowhere. 
   
  “Interlopers! Turn back now, or the drowned will come 
  back to haunt you.” 
   
  Pelican Jake smirks.  
   
  “More dead sailors, eh? Ain’t stopped us so far.”  
  The	altar	has	nine	silver	coins	arranged	in	the	
  following	configuration.	Each	coin	bears	the	holy	
  symbol	of	Umberlee.	
  	
  	
  	
  The	following	phrase	is	etched	into	the	lid	of	the	
  altar:	“Two	moves	make	a	square”.	As	soon	as	a	
  character	approaches	the	altar,	the	door	slams	
  shut	behind	them	and	the	chamber	begins	to	flood	
  with	seawater.	The	players	now	have	two	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  31 
  minutes	to	solve	the	puzzle	before	their	
  characters	drown.		
  	 To	complete	the	challenge,	the	characters	must	
  move	two	coins	as	follows:	
  	
  	
  	
  	 Doing	so	causes	a	compartment	in	the	altar	to	
  grind	open	and	reveal	a	pile	of	gold.	Read	the	
  following	aloud:	
  Pelican Jake and Jailo Mek rush forward to scoop up the 
  gold. Meanwhile, you see the coins on the altar tremble 
  and rearrange into a circle. Before your eyes, black smoke 
  belches from the circle and coalesces into a fearsome 
  woman wearing the coins as a necklace. Pelican Jake yelps 
  in shock when he sees her.  
   
  “Idrianne?! But, you’re…dead? Quick lads, run!” 
  The	bandits	flee	from	Captain	Smoke.	If	you	wish,	
  she	can	hunt	down	and	kill	the	remaining	
  characters,	but	Jaiko	Mek	and	Pelican	Jake	must	
  escape.	When	you’re	ready,	read	the	following:	
  Jailo Mek finishes his story with a sigh. 
   
  “Jake went into hiding after that. What was it he said to 
  us when he left? Let me think…”  
  The	group	can	now	summon	Pelican	Jake	to	
  their	table!	Play	the	interaction	as	a	continuation	
  of	the	flashback,	with	the	surviving	players	acting	
  as	the	bandits.		If	they	uncover	a	clue	to	Pelican	
  Jake’s	whereabouts,	tell	them	to	write	it	down	for	
  later.	The	group	has	now	completed	their	quest.	
  Total Party Kill  
  The	flashback	ends	if	all	the	bandit	characters	die	
  before	meeting	Captain	Smoke:		
  Jailo Mek shudders at the memory.  
   
  “Don’t know how me and Jake got out of there. I 
  remember seein’ Capn’ Smoke’s eyes in the dark, but not 
  much more. That’s all I remember. We messed with 
  something we shouldn’t have, and we paid the price.” 
  The	quest	ends	here,	as	the	characters	have	failed	
  to	uncover	anything	useful.		
  Returning to Zhanthi 
  Players	who	survived	the	flashback	can	now	
  return	to	Zhanthi	and	recount	Jailo’s	story.			
  Quest Success  
  If	the	players	complete	their	quest,	read:	
  Zhanthi nods thoughtfully. 
   
  “So Umberlee brought her back… I’ll speak to my 
  sorcerers, see if we can use this somehow. Perhaps her 
  powers are connected to that necklace of coins?”  
  Ask	a	player	to	deliver	the	quest	report	for	this	
  quest	to	the	administrators	(see	Appendix	4:	
  “DM	Handouts”).	
  Faction Rewards 
  Characters	who	belong	to	the	Emerald	Enclave	
  faction	gain	the	following	rewards:	
   If	they	search	the	secret	office,	they	earn	one	
  renown	point.	
   The	Emerald	Enclave	rewards	the	character	
  who	contributed	the	most	to	their	mission.	Give	
  this	player	the	“Flying	Snake”	story	award.	If	
  they	wish,	they	can	pass	this	award	to	another	
  player	in	their	group.		
  Treasure 
  Players	can	keep	any	treasure	they	acquire	from	
  the	dinosaur	pens.	For	learning	Jailo	Mek’s	story,	
  Zhanthi	pays	the	group	100gp	at	Tier	1,	or	400	gp	
  at	Tier	2.	
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  32 
  Location 1. Ancient Tomb 
  Read	the	following	aloud	when	the	characters	
  approach	this	location:		
  Your guide leads you to a ramshackle market at the base of 
  the shantytown. Looking around nervously, he yanks aside 
  some crates to reveal an opening in the side of the 
  ziggurat. Worked stone steps descend into the dark. 
   
  “Down there”, he whispers. After handing you his torch, 
  he darts away for the safety of the city walls.  
  See	Appendix	3:	“Maps”	for	a	map	of	the	tomb.		
  The Ancient Tomb 
  The	ziggurat’s	architects	crafted	this	tomb	so	they	
  could	sleep	forever	alongside	their	king.	Like	all	
  dungeons	beneath	the	Old	City,	its	entrance	is	a	
  closely‐guarded	secret.	When	the	characters	
  arrive,	most	of	the	citizens	living	nearby	have	
  evacuated	to	the	safety	of	the	ziggurats,	or	
  bargained	their	ways	inside	the	city	walls.	
  General Features 
  The tomb has the following general features: 
   
  Terrain. Walls and ceilings are crafted from worked 
  stone. Reliefs etched into the walls depict Chultan laborers 
  building the ziggurats.   
   
  Weather. The air is cool and dry. Dust swirls around the 
  characters as they tread through the tomb. 
   
  Light. Unless noted otherwise, the tomb is cloaked in 
  darkness. All descriptions assume that the characters are 
  carrying a light source of some kind. 
   
  Smells and Sounds. A whiff of embalming fluid, the 
  lingering aroma of torch smoke, and the muted thrum of 
  the city above. 
  Area 1A: Trapped Staircase 
  The	trapped	staircase	is	rigged	to	outfox	robbers	
  once	they’ve	delved	deeper	into	the	tomb.		
  Steps descend into the bowels of the ziggurat. Footprints in 
  the dust indicate that others have passed this way recently. 
  With	a	successful	DC	12	Intelligence	
  (Investigation)	check,	the	character	deduces	that	
  at	least	three	sets	of	boot	prints	descend	but	none	
  return.	These	tracks	belong	to	the	tomb	robbers	
  currently	exploring	Area	1C.	
  Trap: It’s a Slippery Slope from Here! 
  The trapped steps are hinged to retract into the stonework, 
  dumping characters down a chute into the pit trap at Area 
  1B. However, the trap doesn’t trigger until the intruders 
  have moved deeper into the tomb. 
   
  Detection and Disabling. Characters with a passive 
  Wisdom (Perception) of 18 or higher notice that the steps 
  are hinged to retract. Detecting this on a search requires a 
  successful DC 15 Wisdom (Perception) check. Using iron 
  spikes, a character could jam one or more steps to prevent 
  them from retracting. 
   
  Trigger. Removing the key from the trapped pedestal in 
  Area 1B triggers the trap. Characters are safe on their initial 
  descent. 
   
  Effect. Characters standing on the staircase when the 
  steps retract must succeed on a DC 16 Dexterity saving 
  throw or slide down the slope into the pit trap at Area B. 
  Sliding characters get no save to avoid falling into the pit.  
  Area 1B: Trapped Hallway 
  The	tomb’s	architects	crafted	this	hallway	to	
  outwit	even	the	greatest	thieves.		
  An arched hallway stretches ahead. Dusty cobwebs obscure 
  the ceiling, and a stout doorway stands at the far end. A 
  silver key rests on a pedestal just before the door. 
   
  Halfway down the hall, the corpse of a Chultan woman 
  sprawls on the floor in a puddle of blood. Her sandaled feet 
  stand upright beside her body, severed neatly at the ankles.  
  The	door	at	the	far	end	is	locked	and	can	only	be	
  opened	using	the	silver	key	or	a	magic	passphrase.	
  Characters	who	hang	back	or	use	magic	to	lift	the	
  key	are	in	for	a	nasty	surprise!		
  B1 Pit Trap 
  This	pit	trap	dumps	interlopers	into	a	pit	of	
  poisonous	snakes.	
  Trap: Why Did It Have to be Snakes? 
  A hinged section of the hallway floor pivots inward when 
  triggered, pitching intruders into the snake pit.    
   
  Detection and Disabling. Characters who search the 
  hallway floor notice the trapdoor on a successful DC 18 
  Wisdom (Perception) check. The trapdoor fills the hallway 
  and cannot be jammed shut. 
   
  Trigger. Removing the key from the trapped pedestal at 
  B3 triggers the trap. Characters are safe when they first 
  pass over the pit. 
   
  Effect. Characters standing on the trapdoor when it 
  opens must succeed on a DC 15 Dexterity saving throw or 
  fall into a 20ft. deep pit, taking 2d6 bludgeoning damage 
  and landing prone. Characters who succeed grab hold of 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  33 
  the lip and are left dangling. A swarm of poisonous snakes 
  lurks at the bottom of the pit.  
  B2 Hidden Blades 
  The	corpse	appears	to	be	a	Chultan	woman	
  dressed	in	explorer’s	garb.	Characters	who	
  examine	her	body	uncover	some	treasure	(see	
  “Treasure”,	below).	With	a	successful	DC	12	
  Intelligence	(Investigation	or	Medicine)	check,	
  they	also	notice	she	has	a	forked	tongue:	marking	
  her	as	a	yuan‐ti	pureblood.	
  Trap: Put Your Best Foot Forward 
  When triggered, a pair of hidden blades sweep along the 
  hallway at ankle‐height.       
   
  Detection and Disabling. Characters with a passive 
  Wisdom (Perception) of 18 or higher spot finger‐deep 
  grooves running at ankle‐height along each wall. Detecting 
  these with a search requires success on a DC 12 Wisdom 
  (Perception) check. The grooves dip into the floor at both 
  ends of the marked section. With a DC 10 Intelligence 
  (Investigation) check, a character examining the grooves 
  locates a blade retracted into the floor at the far end, 
  spanning the hallway and set into the grooves. A second 
  blade is cunningly concealed at the near end, requiring 
  success on a DC 20 Intelligence (Investigation) check to 
  detect. Using iron spikes or a dagger, a character can jam 
  either blade in place.     
   
  Trigger. Removing the key from the trapped pedestal at 
  B3 triggers the trap. Characters are safe when they first 
  walk down the hallway. 
   
  Effect. The blades sweep from north‐to‐south and south‐
  to‐north, passing each other in the middle. Characters 
  standing in the marked section when the trap triggers must 
  succeed on a DC 12 Dexterity saving throw to jump the 
  blades (DC 18 if they’re don’t know there are two blades). 
  On a failed save, they take 13 (3d8) slashing damage at Tier 
  1, and 33 (6d10) slashing damage at Tier 2. If this damage 
  reduces them to 0 hit points, the blade chops off their foot 
  and they gain the “Peg Leg” story award (see Appendix 6). 
  B3 Trapped Pedestal 
  A	silver	key	rests	on	the	pedestal	to	lure	the	
  unwary.	
  Trap: Silver Key 
  A thread binds the key to a mechanism inside the pedestal. 
  Lifting the key triggers the traps throughout the hall. 
   
  Detection and Disabling. A character who carefully 
  examines the key feels the pressure of the thread with a DC 
  18 Intelligence (Investigation) check. Once located, a 
  character can cut the thread with a DC 18 Dexterity 
  (Thieves’ Tools) check. Failing this check accidentally 
  triggers the trap.  
   
  Trigger. Removing the key without first cutting the 
  thread triggers the traps. 
   
  Effect. When the key is moved, the trapped steps at Area 
  1A retract, the pit trap swings open at B1, and the hidden 
  blades sweep the corridor at B2. 
  B4 Doorway 
  The	door	is	magically	locked	and	can	only	be	
  opened	with	the	key	from	the	pedestal	at	B3.	If	a	
  special	password	is	spoken	aloud	in	the	hallway,	
  the	door	swings	open	(see	Quest	1.	“Bargain	with	
  a	Beggar	Prince”)	
  Treasure 
  A	pouch	on	the	corpse’s	belt	contains	50gp	at	Tier	
  1,	or	200gp	at	Tier	2.	A	potion	of	clairvoyance	is	
  stuffed	inside	one	of	her	pockets.	
  XP Award 
  If	the	characters	manage	to	open	the	door	without	
  getting	harmed	by	the	traps,	award	them	700	XP.	
  Area 1C: Burial Chamber  
  Pillars run the length of this burial chamber, with recesses 
  in the walls holding graven sarcophagi. A statue of a fat, 
  grinning man looms opposite. Shadows dance to the tune 
  of torches held by a pair of hooded figures.  
  The	hooded	figures	are	two	yuan‐ti	purebloods	
  sent	to	pilfer	the	tomb	for	riches.	At	Tier	2,	four	
  yuan‐ti	broodguards	are	also	present.	When	the	
  characters	enter,	the	yuan‐tis	are	busy	levering	
  open	a	sarcophagus.	If	the	characters	beat	the	
  yuan‐ti’s	passive	Wisdom	(Perception)	on	a	group	
  Dexterity	(Stealth)	check,	they	can	sneak	up	on	
  them	unnoticed.	
  Group Checks 
  To make a group check, all characters in the group must 
  make the same skill check. If at least half of them succeed, 
  the characters overcome the challenge together. 
  Grinning Statue 
  The	statue	is	hollow	and	contains	a	black	
  pudding.	If	a	living	creature	moves	within	10	feet	
  of	the	statue,	the	pudding	oozes	from	the	statue’s	
  grinning	mouth	and	attacks	friend	and	foe	alike.	
  The	yuan‐ti	are	unaware	of	its	presence,	and	have	
  so‐far	managed	to	avoid	its	attention.	
  Development 
  The	yuan‐ti	aren’t	keen	on	a	fight	unless	they	
  outnumber	the	characters.	Instead,	they	use	cold	
  threats	to	scare	off	the	intruders.	A	character	can	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  34 
  diffuse	the	situation	with	a	successful	DC15	
  Charisma	(Persuasion	or	Intimidation)	check.	If	
  they	play	their	cards	right,	the	group	could	even	
  team	up	with	the	yuan‐ti	and	split	the	takings	
  between	them.				
  	 If	combat	seems	certain,	one	of	the	purebloods	
  pulls	out	a	+1	shortsword	that	croons	the	words	of	
  a	saucy	sea	shanty	as	it	is	drawn.	The	other	backs	
  off	to	attack	from	range,	accidentally	alerting	the	
  black	pudding	within	the	statue!	If	the	
  broodguards	are	present,	they	form	up	alongside	
  the	pureblood	wielding	the	scimitar.		
  Treasure 
  One	of	the	purebloods	carries	a	+1	shortsword	(see	
  the	Rewards	section).	In	total,	the	yuan‐ti	wear	
  100gp	in	assorted	jewelry	at	Tier	1,	or	400gp	at	
  Tier	2.	If	you’re	playing	the	Zhentarim	faction	
  assignment,	one	of	them	carries	the	“Coils	of	
  Dendar”	(see	“Faction	Assignment”,	below).		
  	 The	sarcophagi	contain	250gp	in	burial	trinkets	
  at	Tier	1,	or	1,000gp	at	Tier	2.		
  	 If	you’re	playing	Quest	2.	“Explore	the	Lost	
  Tomb”,	one	sarcophagus	contains	the	spell	scroll	
  that	Wakanga	O’tomu	is	searching	for.					
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: At Tier 1, remove the ooze. At Tier 2, remove 
  two yuan‐ti broodguards. 
   Weak: At Tier 1, replace the black pudding with an ochre 
  jelly. At Tier 2, remove a yuan‐ti broodguard. 
   Strong: At Tier 1, add a yuan‐ti broodguard. At Tier 2, add 
  two yuan‐ti broodguards. 
   Very Strong: At Tier 1, add three yuan‐ti broodguards. At 
  Tier 2, add five yuan‐ti broodguards. 
  Faction Assignment: Zhentarim 
  Uku	the	Spider	Boy	soon	sniffs	it	out	the	“Coils	of	
  Dendar”.	Whenever	seems	right,	read	the	
  following	aloud:	
  Uku suddenly leaps from your shoulders and cartwheels 
  across the floor to snatch a bottle from the yuan‐ti’s belt. 
  He accidentally pops the stopper as he pulls it free, 
  releasing a cloud of green gas that merges into the form of 
  a snake‐like monster!   
  The	yuan‐ti	abomination	made	from	smoke	
  attacks	all	creatures	nearby.	This	creature	shares	
  the	stats	of	a	yuan‐ti	abomination,	with	the	
  following	differences:	
   It’s	vulnerable	to	radiant	damage.	
   It	can	move	through	a	space	as	narrow	as	1‐inch	
  wide	without	squeezing.		
  Uku	returns	the	bottle	to	his	master.	When	this	
  character	moves	closer	to	the	abomination,	he	or	
  she	notices	that	wisps	of	smoke	are	drawn	from	
  the	monster’s	body	into	the	bottle.	As	an	action,	
  the	character	can	try	to	suck	the	abomination	back	
  into	the	bottle.	With	a	successful	DC	10	Dexterity	
  (Arcana)	check,	the	character	deals	16	(3d10)	
  radiant	damage	to	the	monster.	If	this	damage	
  drops	it	to	0	hit	points,	the	abomination	is	
  recaptured	inside	the	bottle.			
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  35 
  Location 2. Noble’s Villa 
  Read	the	following	aloud	when	the	characters	
  arrive	at	this	location:		
  Opulent villas sprawl over Temple Hill. Warriors cordon 
  these streets from pirate attack; seemingly more 
  concerned with protecting their paymasters than aiding the 
  common folk below. Beyond the barricades, the night is 
  quiet and balmy.  
   
  High walls enclose Mother Sibonseni’s villa, meeting in 
  front at a wrought‐iron gate.  Palms sway in the balmy 
  gardens beyond. 
  See	Appendix	3:	“Maps”	for	a	map	of	the	villa.			
  Mother Sibonseni’s Villa 
  Mother	Sibonseni	uses	this	villa	to	entertain	
  guests	and	manage	her	generous	business	estate.	
  It’s	not	her	main	place	of	residence.		
  General Features 
  Mother Sibonseni’s villa has the following general features: 
   
  Terrain. Outer walls are 15 feet high, with shards of 
  colored glass embedded on their upper surfaces. Inside the 
  manor, floors are polished marble with walls clad in smooth 
  stone. Doors are made from teak, and are unlocked unless 
  specified. The manor’s windows are 15 feet above ground 
  level, and are too narrow for creatures above Small size to 
  squeeze through.  
   
  Weather. Warm winds blow over Temple Hill. High above 
  the fogbanks, the night is clear and starry.  
   
  Light. Exterior locations are lit by dim starlight, granting 
  disadvantage on Perception checks that rely on sight unless 
  the viewer has darkvision. Oil lanterns shed bright light 
  throughout the villa’s interior. 
   
  Smells and Sounds. The exotic fragrances of the jungle, 
  the crackling of torches, and the occasional belch of a 
  guard.   
  Characters	who	search	behind	the	villa	spot	a	
  drain	cover	in	the	street.	The	sewer	tunnel	
  beneath	leads	to	the	outhouse	in	Area	2A.			
  Area 2A. Gardens 
  When	a	character	enters	the	gardens,	read:				
  Lush gardens surround the villa, filled with palms, lilies and 
  lime trees. Rainwater trickles from wall basins and floods 
  into ornamental pools. A bronze gong hangs from a post 
  near the building’s front door. To the rear of the 
  compound, a wooden outhouse lurks in the shadows.  
  Mother	Sibonseni’s	followers	patrol	the	gardens.	
   At	Tier	1,	there	are	four	acolytes	of	Waukeen.	
   At	Tier	2,	there	are	four	priests	of	Waukeen.	
  The	followers	patrol	in	two	groups.	If	they	spot	
  intruders,	they	dash	to	sound	the	alarm	and	
  defend	the	main	entrance.	Reinforcements	from	
  inside	the	villa	arrive	after	two	rounds.			
  Features of the Area 
  The	garden	has	the	following	important	features:	
  	 Main	Entrance:	The	doors	to	the	villa	are	
  locked	at	night	(DC	14	to	pick).		
  	 Walls:	Navigating	the	broken	glass	on	the	walls	
  requires	success	on	a	DC	12	Dexterity	(Acrobatics)	
  check.	On	a	failure,	the	glass	cracks	loudly	and	the	
  character	takes	2	(1d4)	slashing	damage.		
  	 Alarm	Gong:	A	large	gong	hangs	near	the	main	
  entrance:	if	sounded,	the	entire	villa	is	alerted.				
  	 Crocodile	Pools:	Each	pool	contains	two	
  crocodiles.	The	beasts	are	chained	to	poles	at	the	
  water’s	edge,	but	can	move	freely	within	20	feet	of	
  the	poles.	
  	 Outhouse:	A	simple	garden	commode.	A	sewer	
  tunnel	runs	under	the	walls	to	a	drain	cover	in	the	
  street	outside.	Lifting	the	sewer	grate	soundlessly	
  requires	a	successful	DC	12	Dexterity	(Stealth)	
  check.		
  Area 2B. Entry Hall 
  This	hall	is	where	Mother	Sibonseni	hosts	lavish	
  balls	for	visiting	merchants.		
  A high hall spans the length of the villa, decorated with 
  stuffed dinosaur heads. Archways open on either side, with 
  twin staircases leading to a third archway on a high 
  balcony. Red‐feathered crows sit in silver cages above the 
  archways. A large skeleton of a tyrannosaurus rex is 
  mounted in the center of the floor.  
  Mother	Sibonseni’s	followers	patrol	the	villa.	
   At	Tier	1,	there	are	four	acolytes	and	two	
  priests	of	Waukeen.		
   At	Tier	2,	there	are	three	priests	and	one	war	
  priest	of	Waukeen.	
  The	followers	patrol	in	two	groups.		If	they	spot	
  intruders,	they	shout	for	their	allies	within	the	
  manor.		
  Sorcery Crows 
  The	red‐feathered	crows	are	“sorcery	crows”:	
  mundane	birds	enchanted	to	detect	the	presence	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  36 
  of	magic	spells.	If	a	creature	under	the	effect	of	a	
  spell	passes	within	10	feet	of	a	crow,	it	squawks	
  loudly	and	alerts	the	nearest	group	of	patrolling	
  followers.				
  Treasure  
  The	hall	boasts	polished	cabinets	containing	
  antiques,	tribal	spears,	masks	and	hunks	of	
  meteorite	rock.	Sold	at	auction,	these	treasures	
  could	reap	200gp	at	Tier	1,	or	800gp	at	Tier	2.	
  Area 2C. Library 
  The	library	contains	treatises	on	trade	and	
  religion.		
  This library occupies the western wing of the villa. A large 
  map of the Sword Coast hangs from the wall, flanked by 
  shelves containing scrolls and books. On the west wall is a 
  treasure chest with a keyhole shaped like an eyeball. 
  Unseeing Chest 
  This	chest	is	enchanted.	Whenever	a	creature	
  looks	at	the	chest,	it	locks	silently.	When	they	look	
  away,	it	unlocks.	Above	the	eye‐shaped	keyhole	is	
  a	tiny	inscription:	“Look	inside	yourself”.		
  	 If	a	creature	peers	into	the	keyhole,	a	tiny	blade	
  flicks	out	and	pops	their	eyeball.	The	character	
  takes	7	(2d6)	piercing	damage	and	loses	the	use	of	
  one	eye.	Give	this	player	the	Eye‐Patch	story	
  award	(see	Appendix	6).	
  Treasure  
  The	library	contains	rare	historical	scrolls,	trade	
  charts	and	almanacs.	Together,	these	treasures	
  are	worth	100gp	at	Tier	1,	or	400gp	at	Tier	2.		
  	 The	chest	contains	four	moonstones	worth	50gp	
  each.	If	the	players	are	on	the	Lord’s	Alliance	
  assignment,	the	chest	also	contains	the	sea	charts	
  that	they’re	searching	for.			
  Area 2D. Atrium 
  Guests	are	entertained	inside	this	airy,	open‐
  roofed	atrium.		
  The rectangular pool in here is open to the sky. Painted 
  pillars border it, with hanging lanterns casting lamplight 
  over its still surface. Cushions and hookah pipes are 
  scattered around the floor, visible through a haze of 
  incense.    
  Mother	Sibonseni	lounges	on	a	leopard‐skin	divan	
  to	the	rear	of	the	atrium,	entertained	by	snake	
  charmers	and	fire	dancers.	Her	toy‐terrier	“Bo	Bo”	
  rests	inside	her	silk	handbag.	
   Mother	Sibonseni	is	a	priest.		
   At	Tier	1,	three	acolytes	guard	Mother	
  Sibonseni.		
   At	Tier	2,	two	priests	and	one	war	priest	guard	
  Mother	Sibonseni.		
   The	entertainers	are	comprised	of	five	bandits	
  and	three	poisonous	snakes.	
  Tactics 
  If	combat	ensues	here,	the	guards	rally	to	protect	
  Mother	Sibonseni.	The	entertainers	fight	too,	but	
  retreat	if	they	lose	more	than	three	of	their	
  number.			
  Treasure  
  Mother	Sibonseni	wears	a	silver	tiara	embedded	
  with	a	moonstone	(250gp).	Crystal	decanters,	
  glittering	silverware,	and	bottles	of	rare	wines	are	
  scattered	around	the	room.	Together,	these	
  treasures	amount	to	200gp	at	Tier	1,	or	800gp	at	
  Tier	2.	
  Area 2E. Mother Sibonseni’s Office 
  Mother	Sibonseni	conducts	her	trade	deals	from	
  this	office.		
  A lavish study spreads before you. Starlight slants from high 
  windows onto a long wooden desk, with scrolls lined neatly 
  over its surface. Stone tablets, maps, tribal weapons, and 
  other Chultan relics decorate the walls  
  If	you’re	playing	Quest	6:	“Steal	the	War	Charter”,	
  there	are	five	unfilled	war	charters	on	the	desk.		
  Treasure  
  Treasures	here	comprise	Chultan	relics	and	rare	
  inks.	Together,	they	amount	to	100gp	at	Tier	1,	or	
  400gp	at	Tier	2.	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  37 
  Location 3. The Banshee 
  Read	the	following	aloud	when	the	characters	
  arrive	at	this	location:		
  The flame from the lighthouse bathes the docks with 
  hellish malevolence. Stampeding dinosaurs trample 
  panicked citizens underfoot, and the air is thick with cloying 
  smoke. The pirates snuck in before the militia could raise 
  the harbor chain, and now their ships tack lazily around the 
  docks, bombarding the city with fire and shot.  
   
  A barnacle‐encrusted pirate ship is moored at the 
  quayside. Devilish figures roll barrels of stolen goods up the 
  gangplank onto the deck, and then hoist them into the hold 
  via ropes and pulleys.  
  See	Appendix	3:	“Maps”	for	a	map	of	the	Banshee.		
  The Banshee 
  Captain	Smoke	spent	her	last	decade	plying	the	
  Nine	Hells’	River	Styx.	Her	pirate	ship,	the	
  Banshee,	is	now	moored	at	the	port’s	royal	docks	
  while	her	crew	load	stolen	goods	from	the	harbor	
  warehouses.		
  General Features 
  The Banshee has the following general features: 
   
  Terrain. The ship’s decks are made from lacquered black 
  wood. Bannisters and rails sport effigies of prancing, hellish 
  figures.      
   
  Weather. Thick fog swirls over the bay. Outside the ship, 
  Perception checks that rely on sight or hearing have 
  disadvantage.   
   
  Light. The lighthouse bathes the ship in crimson light. 
  Inside the hold, lanterns shed eerie light over the 
  furnishings.   
   
  Smells and Sounds. Echoing cries, creaking ropes, and the 
  slap on water on the bow. The pungent odor of brine and 
  brimstone permeates the ship.  
  Area 3A. Harbor and Main Deck 
  Smoke’s	pirates	are	busy	stealing	barrels	of	salted	
  fish,	ginger	and	olive	oil	from	the	dockside	
  warehouse.	Half	of	the	pirates	roll	barrels	up	the	
  gangplank	to	a	second	group	waiting	on	the	deck:	
   At	Tier	1,	there	are	three	sea	spawn	pirates	and	
  one	deep	scion.	
   At	Tier	2,	there	are	10	sea	spawn	pirates	and	
  two	deep	scions.	
  Unlike	normal	sea	spawn,	these	pirates	can	
  communicate	in	the	Common	tongue.		
  Tactics 
  The	pirates	scare	off	intruders	with	coarse	threats.	
  One	of	the	deep	scions	carries	an	eversmoking	
  bottle:	if	they’re	attacked,	he	pops	the	stopper	and	
  releases	a	cloud	of	churning	smoke	over	the	ship.	
  Two	pirates	dash	to	release	the	mooring	lines,	
  which	they	can	do	in	one	round	even	with	their	
  eyes	closed!	Once	released,	the	ship	drifts	from	
  the	pier	at	a	speed	of	5	feet	per	round.	
  Development 
  If	combat	ensures	here,	the	undead	in	the	hold	
  shamble	upstairs	to	join	the	fray.	These	
  reinforcements	arrive	at	the	start	of	the	third	
  round.			
  Treasure  
  One	of	the	pirates	carries	an	eversmoking	bottle	
  (see	the	Rewards	section).	In	total,	the	pirates	
  carry	250gp	at	Tier	1,	or	1,000gp	at	Tier	2.			
  	 The	trade	goods	are	valued	at	135gp	in	total:	
  comprising	5	barrels	of	salted	fish	(2gp	each),	2	
  barrels	of	ginger	(50gp	each),	and	5	barrels	of	
  olive	oil	(5gp	each).			
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: At Tier 1, remove one deep scion and one sea 
  spawn. At Tier 2, remove one deep scion and three sea 
  spawn. 
   Weak: At Tier 1, remove one sea spawn. At Tier 2, 
  remove two sea spawn. 
   Strong: At Tier 1, add one sea spawn. At Tier 2, add one 
  sea spawn and one deep scion. 
   Very Strong: At Tier 1, add three sea spawn. At Tier 2, add 
  two sea spawn and two deep scions. 
  Area 3B. Hold 
  Captain	Smoke’s	undead	minions	defend	the	hold.		
  When	the	characters	enter	the	hold,	read:	
  The Banshee’s hold is partially flooded. Anemones cling to 
  the timbers and upturned barrels slosh in the shallow 
  water. Hanging lanterns carved like screaming devils’ faces 
  cast sickly green light over the scene.       
   At	Tier	1,	there	are	eight	skeletons	in	the	hold.	
   At	Tier	2,	there	are	eight	ghasts	in	the	hold.	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  38 
  Sewer Plague 
  The undead wear ragged sailors’ garb and are draped in 
  seaweed. Their attacks are highly infectious: any creature 
  that takes damage from them must succeed on a DC 11 
  Constitution saving throw or become infected by Sewer 
  Plague (see chapter 8 of the Dungeon Master’s Guide). 
  Symptoms manifest faster than usual, afflicting characters 
  at the end of the encounter.  
  Development  
  After	two	rounds	of	combat,	Captain	Smoke	leaves	
  her	quarters	and	joins	the	fray	here.		
  Area 3C. Crew Quarters 
  Captain	Smoke	holds	court	in	this	chamber.	When	
  the	characters	enter,	read:	
  A short staircase opens into a crew cabin at the vessel’s 
  stern. Hammocks made from fishing nets dangle from the 
  ceiling, and a bamboo throne squats on the deck beside a 
  large sea chest. Quiet sobbing comes from a rusty iron cage 
  in the corner.   
  Unless	she’s	been	disturbed,	Captain	Smoke	
  sprawls	languidly	on	her	wooden	throne,	with	her	
  parrot	“Barnacles”	on	her	shoulder.	At	Tier	2,	four	
  sea	spawn	pirates	accompany	her.			
  	 Captain	Smoke	can’t	truly	die	until	the	end	of	
  the	event.	If	the	characters	defeat	her	here,	she	
  disappears	in	a	blast	of	flame	and	reappears	
  elsewhere	in	the	port.	Before	she	departs,	she	
  curses	the	character	who	harmed	her	the	most	
  (see	below).	Her	parrot	Barnacles	remains	behind	
  and	flies	crazily	around	the	ship,	squawking	“She’s	
  a	gonner,	she’s	a	gonner!”		
  Pirate’s Curse 
  Captain Smoke places a pirate’s curse on her assailant if he 
  or she defeats her. The character must succeed on a DC 15 
  Charisma saving throw or become cursed until the end of 
  the event. Cursed characters vomit out bloated sea slugs 
  whenever they roll a 1 on an attack, ability check or saving 
  throw. Each slug takes a whole round to bring up, during 
  which time the character counts as poisoned.     
  The Cage 
  The	cage	contains	a	pair	of	bedraggled	captives	
  kidnapped	from	the	harbor:	a	half‐elf	scout	called	
  Sirge	Wintermelt,	and	a	Chultan	merchant	called	
  Jojobo.	Both	captives	are	eager	to	escape,	but	
  Jojobo	can’t	swim	and	is	afraid	of	the	water.	If	any	
  characters	belong	to	the	Harpers,	Sirge	
  surreptitiously	identifies	himself	as	an	ally	(see	
  “Faction	Assignment:	Harpers”,	below).	
  Treasure  
  A	sea	chest	in	the	corner	contains	a	jeweled	torc	
  (150gp),	and	a	ring	make	from	mother‐of‐pearl	
  shaped	like	a	sea	slug	(30gp).	In	addition,	the	sea	
  chest	contains:	
   100gp	at	Tier	1,	or	800gp	at	Tier	2.	
  Faction Assignment: Harpers 
  If	any	characters	belong	to	the	Harpers,	Sirge	
  Wintermelt	finds	a	moment	to	surreptitiously	
  flash	the	cloak	pin	of	their	order	and	beckon	them	
  closer.		
   Sirge	reveals	he	staged	his	own	capture	to	get	
  close	to	Captain	Smoke.	He	bears	a	magical	
  tattoo	that	will	allow	him	to	transform	into	a	bat	
  and	escape	the	ship	at	any	time.			
   Captain	Smoke	whispers	secret	orders	to	her	
  parrot	to	relay	to	other	captains	in	the	fleet.	He	
  wants	the	group	to	capture	the	bird,	but	they	
  mustn’t	kill	it!	
  If	the	characters	capture	the	parrot	alive,	they’ll	
  earn	renown	with	their	faction.	
  Roleplaying Sirge Wintermelt 
  The Harpers dispatched Sirge from Cormyr to investigate 
  cult activity in the Moonsea. Following the fall of the Cult of 
  the Dragon, Sirge has headed to Chult to track down the 
  Cult of Frost. His hair is streaked with grey, and his features 
  are lean and hawk‐like. Like most rangers, he prefers the 
  wild outdoors to the comforts of civilization.  
   
  Characters who played DDEX1‐9 Outlaws of the Iron 
  Route may have freed Sirge from the Claws of Tiamat. He 
  showed up again in DDEX2‐4 Mayhem in the Earthspur 
  Mines, where he petitioned his allies to free the miners of 
  Falling Stone Mine.  
   
  Quote: "All things come to an end. Seasons change, 
  leaves fall, and even dragons die." 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  39 
  Location 4. The Thundering Lizard 
  Read	the	following	aloud	when	the	characters	
  arrive	at	this	location:		
  On better days, this district is the heart of the city: a hive of 
  street‐hawkers, merchants and market traders. Tonight, 
  the narrow streets stand empty as residents cower behind 
  locked doors and shuttered windows. In the distance, the 
  rumbles of battle echoes from the Harbor Ward.  
   
  The Thundering Lizard sprawls on a street corner near 
  the Red Market. Tables and benches spill out over the 
  street, and a painted tyrannosaur skull hangs above the 
  main entrance. From within, you hear breaking glass and 
  drunken cries of pirates. 
  See	Appendix	3:	“Maps”	for	a	map	of	the	tavern.			
  The Thundering Lizard 
  Most	nights,	this	tavern	attracts	a	rough	clientele	
  looking	for	booze,	fornication	and	bloodshed.	
  Captain	Smoke’s	pirates	remember	it	well	from	
  their	former	lives!	
  General Features 
  The Thundering Lizard has the following general features: 
   
  Terrain. Sawdust floors, with a tobacco‐stained ceiling 
  just seven feet above. Doors within the tavern are unlocked 
  unless specified otherwise.  
   
  Weather. Outside, rolling fog grants disadvantage on 
  Wisdom (Perception) checks that rely on sight.   
   
  Light. Oil lamps hang from the walls, casting bright light 
  throughout the tavern. Outside, the streets are dark and 
  sinister. 
   
  Smells and Sounds. The stench of sour beer with an 
  underlying bouquet of vomit. From afar, the clang of battle 
  and the roar of explosions from the harbor.    
  Entering the Tavern 
  One	sea	spawn	pirate	stands	watch	outside	the	
  main	entrance	to	the	tavern.	If	she	spots	danger,	
  she	rushes	inside	to	warn	her	comrades.	The	
  players	shouldn’t	find	it	too	hard	to	slip	past	her	in	
  the	fog,	distract	her,	or	ambush	her.					
  Area 4A: Common Room 
  The	pirate	champion	Walharrow	is	busy	
  “entertaining”	himself	with	the	tavern’s	patrons.	
  The common room looks like a whirlwind has torn through 
  it, leaving furniture broken and upturned. Bloody corpses 
  sprawl on the floor and terrified patrons cower in the 
  corners. An immense minotaur leans on a stool, peg‐leg 
  propped casually on the table before him. A pair of bipedal 
  dinosaurs snap from a chain held in his meaty hand.  
  This	is	Captain	Walharrow:		a	minotaur	pirate.	
  Characters	who’ve	played	DDEX1‐9:	Outlaws	of	the	
  Iron	Route	may	have	encountered	him	before	(or	
  even	slain	him	–	if	so,	the	tyrants	of	the	Nine	Hells	
  brought	him	back).	Walharrow	has	the	following	
  pirates	with	him:	
   At	Tier	1,	there	are	four	bandit	pirates	and	two	
  velociraptors.	
   At	Tier	2,	there	are	four	bandit	captain	pirates	
  and	two	deinonychus.	
  The	pirates	are	tipsy	on	ale	and	are	bullying	four	
  commoner	captives:	forcing	them	to	dice	against	
  each	other,	with	the	losers	being	fed	alive	to	
  Captain	Walharrow’s	pets.		If	combat	breaks	out	
  here,	the	pirates	in	the	kitchens	join	the	fray	at	the	
  start	of	round	2.	
  Captives 
  The	commoners	are	Seluna	Sindrienne,	a	Moon	Elf	
  seamstress;	O’en	Fennis,	a	human	peddler	from	
  the	Moonshea	Isles;	Meg	Ra’Monn,	a	half‐orc	
  scribe;	and	Gorbo	the	Just,	a	halfling	squire.	
  Development 
  If	combat	breaks	out	here,	the	pirates	from	Area	
  4B	arrive	as	reinforcements	at	the	start	of	round	
  3.	
  Treasure  
  The	pirates	carry	strange	trinkets	from	faraway	
  lands	or	gold	coins	embossed	with	the	heads	of	
  their	devilish	overlords.	Together,	this	amounts	to	
  250	gp	at	Tier	1,	or	1,000gp	at	Tier	2.	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: At Tier 1, remove two bandits and one 
  velociraptor. At Tier 2, remove one bandit captain and 
  one deinonychus. 
   Weak: At Tier 1, remove two bandits. At Tier 2, remove 
  one bandit captain. 
   Strong: At Tier 1, add two bandits. At Tier 2, add one 
  bandit captain. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  40 
   Very Strong: At Tier 1, add four bandits. At Tier 2, add two 
  bandit captains. 
  Area 4B: Kitchens 
  The	cook	and	his	serving	staff	have	barricaded	
  themselves	in	the	pantry,	but	the	pirates	are	
  trying	to	smoke	them	out.			
  The kitchen lies ransacked. Spilled ale sloshes over the floor 
  and the shelves have been swept clear. The pirates have 
  shoved the furniture up against a pantry door, doused the 
  pile in lamp oil, and set it on fire.  
  The	following	pirates	are	stoking	the	flames	in	
  here:	
   At	Tier	1,	there	are	two	bandit	pirates.		
   At	Tier	2,	there	are	two	bandit	captain	pirates.	
  Hideaways in the Pantry 
  Smoke	from	the	bonfire	will	asphyxiate	the	
  hideaways	inside	the	pantry	in	10	rounds.	
  Characters	who	quickly	douse	the	flames	can	
  rescue	the	following	hideaways:	Bernuld	Smurl,	
  the	cook;	Je’jo	and	Xanya,	Chultan	twin	sister	
  maids;	and	Tya	Swayne,	the	cook’s	mistress.				
  Rain Traps 
  The	roof	of	the	tavern	is	fitted	with	several	rain	
  traps	designed	to	capture	and	store	rain	water.	If	
  the	characters	think	to	pierce	the	ceiling,	the	
  rainwater	splashes	through	and	douses	the	
  bonfire	below.		
  Area 4C: Cellar 
  The	cellars	stand	silent,	but	may	hold	secrets	for	
  those	with	the	wits	to	unearth	them…				
  Four stout pillars support the cellar ceiling. Numbered kegs 
  of ale and wine rest in arches in the walls, lit by a single 
  flickering torch on the wall. Steps ascend to the kitchens 
  above.   
  A	single	bandit	captain	lies	drunk	by	one	of	the	
  taps.	If	attacked,	he	counts	as	being	poisoned	until	
  the	second	round,	at	which	point	he	sobers	up.	
  Pelican Jake’s Treasure 
  The secret room shown the map is only available if the 
  players chose ”Quest 7: Find the Buried Treasure”. See the 
  quest section for full details on how the players can reclaim 
  Pelican Jake’s stolen booty.   
  Area 4D: Guest Rooms 
  The	door	leading	into	this	area	is	locked	(DC	12	to	
  pick).	If	the	characters	enter	here,	read:	
  A simple corridor connects a pair of spit‐and‐sawdust 
  bedrooms.  
  These	rooms	are	currently	uninhabited.		
  Treasure  
  One	of	these	chambers	contains	a	backpack	that	
  belongs	to	Gorbo	the	Just.	It	contains	a	healing	kit,	
  two	applications	of	antitoxin,	and	a	holy	symbol	of	
  Ilmater.		
  Faction Assignment: Order of the Gauntlet 
  Characters	who	belong	to	the	Order	of	the	
  Gauntlet	must	free	Gorbo	the	Just	from	the	pirate’s	
  clutches	(see	area	4A).	If	they	rescue	him,	the	
  halfling	insists	on	leaving	with	his	bag	of	supplies	
  (see	area	4D).	The	characters	can’t	complete	this	
  assignment	unless	they	escape	with	Gorbo	and	his	
  precious	backpack.		
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  41 
  Location 5. Dinosaur Pens 
  Read	the	following	aloud	when	the	characters	
  arrive	at	this	location:		
  Beyond the Tiryki Gate, a sprawl of market tents, beast 
  pens and taverns encircles a knockabout harbor. Captain 
  Smoke’s pirates have landed here in force, bringing havoc 
  and bloodshed to the muddy streets. 
   
  High palisades decorated with tribal shields and colored 
  pennants surround the dinosaur enclosures. Bamboo 
  gantries snake overhead, allowing the beast keepers to 
  watch over the pens from a safe height. A furious melee 
  rocks back‐and‐forth across the gantries, as pirates try to 
  wrest control from the keepers. Occasionally, one of the 
  combatants falls screaming into the pens and is devoured 
  by hungry dinosaurs.    
  See	Appendix	3.	“Maps”	for	a	map	of	the	dinosaur	
  pens.			
  The Dinosaur Pens 
  Each	pen	holds	different	species	of	dinosaur:	
  triceratops	in	one,	hadrosaurus	in	another,	and	
  raptors	in	the	third.	The	fourth	pen	holds	a	prize	
  dinosaur	that	is	still	being	broken	in.					
  General Features 
  The dinosaur pens have the following general features: 
   
  Terrain. Well‐churned mud fills each enclosure, making 
  them difficult terrain throughout. The wooden walls are 30 
  feet high and topped with bamboo gantries. 
   
  Weather. Fog has rolled in over the bay, reducing 
  visibility and granting disadvantage on Wisdom 
  (Perception) checks that rely on sight.  
   
  Light. Starlight, but blazing torches keep the pens well 
  illuminated.   
   
  Smells and Sounds. The stench of dinosaur dung, the funk 
  of fresh blood, and the braying of giant reptiles.  
  Pirate Attack 
  When	the	characters	arrive,	a	group	of	beast	
  keepers	is	fighting	to	defend	the	pens	from	pirate	
  attack.		
   Five	beast	keeper	bandits	and	three	injured	
  thugs	defend	the	pens	from	pirates	(hit	points	
  remaining:	19,	12	and	8).				
   At	Tier	1,	there	are	four	sea	spawn	pirates	and	
  one	sea	hag.	
   At	Tier	2,	there	are	six	bearded	devil	pirates	
  and	two	sea	hags.	
  	
  If	you’re	playing	Quest	9:	“Break	the	Pirate	Curse”,	
  one	of	the	beast	keepers	is	Jailo	Mek.	Don’t	let	him	
  perish	unnecessarily:	if	he	drops	to	0	hit	points	he	
  falls	unconscious	instead	of	dying.			
  	 One	of	the	sea	hags	wears	a	suit	of	+1	leather	
  armor	embroidered	with	octopuses	that	writhe	
  magically.	At	Tier	2,	this	pirate	also	wields	a	staff	
  of	the	woodlands.	This	elite	pirate	has	maximum	
  hit	points	and	one	higher	AC	than	usual.		
  Treasure  
  In	total,	the	pirates	carry	250gp	at	Tier	1,	or	
  1,000gp	at	Tier	2.	The	elite	pirate	wears	+1	leather	
  armor,	and	carries	a	staff	of	the	woodlands	at	Tier	
  2.		
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
   Very Weak: Add two allied thugs at Tier 1, or four allied 
  thugs at Tier 2. 
   Weak: Add one allied thug at Tier 1, or two allied thugs at 
  Tier 2. 
   Strong: Add one sea spawn at Tier 1, or one bearded 
  devils at Tier 2. 
   Very Strong: Add three sea spawn at Tier 1, or three 
  bearded devils at Tier 2. 
  Areas 5A-5D. Dinosaur Pens 
  5A. Triceratops Pen 
  This	pen	contains	five	triceratops.	These	
  dinosaurs	don’t	attack	intruders.	
  5B. Duck-billed Pen 
  This	pen	contains	five	hadrosaurus.	These	
  dinosaurs	don’t	attack	intruders.	
  5C. Raptor Pen 
  This	pen	contains	eight	deinonychus.	Anybody	
  entering	the	pen	must	succeed	on	a	DC	18	Wisdom	
  (Animal	Handling)	check	or	the	dinosaurs	attack	
  them.		
  5D. Champion Pen 
  This	pen	contains	a	champion	dinosaur:	a	
  stegosaurus	at	Tier	1,	or	a	tyrannosaurus	rex	at	
  Tier	2.		
  Opening the Pens 
  Characters	can	operate	the	levers	at	gantry	level	
  to	raises	the	portcullises	to	the	pens.	Each	lever	
  takes	two	rounds	to	turn	and	requires	the	
  character	to	succeed	on	two	successive	DC	12	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  42 
  Strength	checks.	Once	raised,	the	dinosaurs	in	that	
  pen	charge	out	into	the	anchorage.			
  Secret Office 
  The	metal	door	leading	into	this	office	is	locked	
  (DC	15	to	pick),	but	one	of	the	beast	keepers	
  wears	the	key	on	a	chain	around	his	neck.	
  Torches in the walls shed dancing light over this stone‐lined 
  chamber. Adventuring supplies weigh down the 
  workbenches, and maps are pinned to the walls. Flying 
  snakes swoop back and forth between open cages hanging 
  from the ceiling.   
  Ifan	Talro’a	uses	this	chamber	to	conduct	business	
  with	his	shady	allies	in	the	jungle.	To	protect	his	
  secrets,	he	conjured	otherworldly	guardians	to	
  attack	any	intruders.	
   At	Tier	1,	four	shadows	lurk	here.	
   At	Tier	2,	three	shadow	demons	lurk	here.	
  Treasure 
  The	desks	contain	correspondence	between	Ifan	
  Talro’a	and	his	yuan‐ti	allies.	If	any	character	
  belongs	to	the	Emerald	Enclave,	there’s	enough	
  evidence	here	to	complete	their	assignment.	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  43 
  Interactive Events 
  During	play,	the	administrators	will	inform	you	of	
  any	events	that	affect	your	table.	Consult	this	
  section	for	rules	on	managing	the	most	important	
  of	these	effects.		
  Siege Damage 
  If	your	sector	receives	Siege	Damage,	ask	each	
  player	to	roll	on	the	following	table	and	apply	
  result	immediately	to	their	character.	
  Siege Damage Table 
  d100 
  Effect 
  01 
  Immolated. A fiery explosion ripples around 
  you. You must make a DC 15 Dexterity saving 
  throw, taking 27 (5d10) fire damage per tier on 
  a failed save, or half as much damage on a 
  successful one. If you drop to 0 hit points 
  because of this damage, the heat reduces you 
  to a pile of ash.   
  02‐03 
  Aflame. Burning oil ignites your clothing and 
  hair. While you remain on fire, you take 5 
  (1d10) fire damage per tier at the start of each 
  of your turns. At the end of each of your turns, 
  you can make a DC 15 Constitution saving 
  throw to quell the flames.   
  04‐06 
  Aftershock. At the end of your next turn, all 
  creatures in the combat must succeed on a DC 
  12 Dexterity saving throw or fall prone.   
  07‐09 
  Blasted. An explosion blasts your space. All 
  creatures within a 10‐foot‐radius of you must 
  make a DC 10 Dexterity saving throw, taking 11 
  (2d10) fire damage per tier on a failed save, or 
  half as much damage on a successful one. 
  10‐11 
  Blinded. Plaster dust washes over you. You 
  must succeed on a DC 10 Constitution saving 
  throw or be blinded until the end of your next 
  turn. 
  12‐16 
  Bludgeoned. Wreckage slams into you, dealing 
  5 (1d10) bludgeoning damage per tier.  
  17‐18 
  Buried. A pile of wreckage buries you beneath 
  it. Until freed, you are prone, restrained and 
  blinded. To break free, you or an adjacent ally 
  must take an action and succeed on a DC 15 
  Strength (Athletics) check. The wreckage 
  counts as difficult terrain.      
  19‐20 
  Collapse. The balcony or gantry you’re 
  standing on collapses. If you’re not standing on 
  a balcony or gantry, the structure nearest to 
  you collapses.  All creatures standing on or 
  below the structure take 11 (2d10) 
  bludgeoning damage per tier and count as 
  buried (see above).  
  21‐22 
  Confused. A chunk of wreckage strikes you in 
  the back of the head, dealing 5 (1d10) 
  bludgeoning damage per tier. At the start of 
  your next turn, you move half your speed in a 
  random direction.  
  23‐24 
  Coughing. Dust chokes you. Until the end of 
  your next turn, you can’t talk or cast spells with 
  the verbal component.  
  25‐29 
  Deafened. An explosion deafens you until the 
  end of your next turn.  
  30‐34 
  Impaled. A spear of shrapnel plunges into you, 
  dealing 5 (1d10) piercing damage per tier. 
  35‐36 
  Inferno. Burning oil spills over the floor in a 10‐
  foot‐radius around you. Any creature that 
  enters the area for the first time on a turn or 
  starts its turn inside it must succeed on a DC 12 
  Dexterity saving throw or take 11 (2d10) fire 
  damage.   
  37‐39 
  Mutilated. A chunk of shrapnel tears into you, 
  dealing 16 (3d10) slashing damage per tier and 
  inflicting a random lingering injury (see 
  “Injuries” in chapter 9 of the Dungeon Master’s 
  Guide).  
  40‐46 
  Pinned. A falling beam pins you beneath it. 
  Until freed, you are prone and restrained. To 
  break free, you or an adjacent ally must take 
  an action and succeed on a DC 10 Strength 
  (Athletics) check.  
  47‐54 
  Rubble. Rubble clatters over the you, creating 
  difficult terrain in a 10‐foot‐radius around you. 
  55‐59 
  Severely Bludgeoned. Wreckage slams into you, 
  dealing 11 (2d10) bludgeoning damage per 
  tier. 
  60‐64 
  Severely Impaled. A spear of shrapnel plunges 
  into you, dealing 11 (2d10) piercing damage 
  per tier. 
  65‐69 
  Severely Slashed. Shrapnel tears into you, 
  dealing 11 (2d10) slashing damage per tier. 
  70‐74 
  Slashed. Shrapnel tears into you, dealing 6 
  (1d10) slashing damage per tier. 
  75‐76 
  Slowed. A chunk of wreckage cracks into your 
  knee, reducing your speed by half until the end 
  of your next turn. 
  77‐78 
  Smoke. A 20‐foot‐radius sphere of thick smoke 
  swirls up around you, heavily obscuring the 
  area. The cloud persists until a wind of 
  moderate or greater speed (at least 10 miles 
  per hour) disperses it 
  79‐80 
  Stunned. A chunk of wreckage strikes you in 
  the back of the head, dealing 5 (1d10) 
  bludgeoning damage per tier and stunning you 
  until the end of your next turn. 
  81‐86 
  Tangled. A knot of rope and wreckage 
  entangles you. Until freed, your speed is 
  halved and you take disadvantage on attacks 
  and ability checks. To disentangle yourself, you 
  or an adjacent ally must take an action and 
  succeed on a DC 10 Strength (Athletics) check.   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  44 
  87‐95 
  Tripped. A shockwave knocks you prone, along 
  with any creatures with 5 feet of you. 
  96‐97 
  Unconscious. A chunk of wreckage hits you in 
  the back of the head and you drop to 0 hit 
  points. 
  98‐99 
  Double damage. Roll twice on this table and 
  apply both results (ignoring rolls of 98‐00). 
  00 
  Triple damage. Roll three time on this table and 
  apply all results (ignoring rolls of 98‐00). 
  Battling Captain Smoke 
  The	infernal	leader	of	the	pirates	moves	from	
  table‐to‐table,	battling	different	groups.	Captain	
  Smoke	is	played	by	one	of	the	administrators.	
   If	Captain	Smoke	arrives	at	your	table,	
  immediately	pause	any	encounter	in	progress.		
   Fight	one	round	of	combat	against	the	pirate.			
   If	your	group	has	the	boon	from	“Quest	10:	
  Break	the	Pirate	Curse”,	they	can	use	it	to	keep	
  the	pirate	at	their	table	until	she	is	slain.	
  Finding Pelican Jake 
  Two	quests	allow	you	to	summon	Pelican	Jake	to	
  your	table.	Jake	is	played	by	one	of	the	
  administrators.		
   When	Jakes	arrives,	he’ll	challenge	the	players	
  to	complete	his	riddle.		
   If	they	succeed,	Jake	will	give	them	a	clue	to	his	
  whereabouts.		
   Ask	the	players	to	note	down	Jake’s	clue.	Near	
  the	end	of	the	event,	they	may	have	to	share	it	
  with	their	allies.		
  Dealing with Volo 
  Volothamp	Geddarm	moves	from	table‐to‐table,	
  selling	magical	goods	and	healing	the	injured.	Volo	
  is	played	by	one	of	the	administrators.	
   	If	Volo	arrives	at	your	table,	immediately	pause	
  any	encounter	in	progress.		
   Resolve	any	transactions	between	Volo	and	the	
  players.	
   Resume	the	encounter	when	Volo	leaves.	
  	
  	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  45 
  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 
  Acolyte   
   
   
  50 
  Bandit   
   
   
  25 
  Bandit Captain 
   
   
  450 
   
  Bearded Devil  
   
   
  700 
  Black Pudding  
   
   
  1,100 
  Captain Smoke 
   
   
  1,800 
  Crocodile 
   
   
  100 
  Deep Scion 
   
   
  700 
   
  Deinonychus 
   
   
  200 
  Flying Monkey 
   
   
  10 
  Ghast 
   
   
   
  450 
  Hadrosaurus 
   
   
  50 
  Minotaur 
   
   
  700 
  Poisonous Snake   
   
  25 
  Priest 
   
   
   
  450 
   
  Sea Hag   
   
   
  450 
  Sea Spawn  
   
   
  200 
  Shadow   
   
   
  100 
  Shadow Demon   
   
  1,100 
  Skeleton  
   
   
  50 
  Spy 
   
   
   
  200 
  Stegosaurus  
   
   
  1,100 
  Swarm of Poisonous Snakes 
  450 
  Thug 
   
   
   
  100 
  Triceratops 
   
   
  1,800 
  Tyrannosaurus Rex  
   
  3,900 
  War Priest 
   
   
  5,000 
   
  Yuan‐ti Abomination 
   
  2,900 
  Yuan‐ti Broodguard  
   
  450 
  Yuan‐ti Pureblood  
   
  200 
  Tier 1  
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	675	experience	
  points.		
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	1,125	
  experience	points.		
  Tier 2 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	3,375	
  experience	points.		
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	5,625	
  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 (Tier 1 / Tier 2) 
  Quest 1 Reward   
  max 250gp/1,000gp 
  Quest 2 Reward   
  100gp/400gp  
  Quest 3 Reward   
  250gp/1,000gp 
  Quest 6 Reward   
  100gp/400gp 
  Quest 7 Reward   
  100gp/400gp 
  Quest 8 Reward   
  100gp/400gp 
  Quest 10 Reward  
  100gp/400gp 
  Ancient Tomb 
   
  max 500gp/1,600gp 
  Noble’s Villa 
   
  max 1,050gp/2,850gp 
  The Banshee 
   
  max 530gp/1,980gp 
  The Thundering Lizard 
  max 250gp/1,000gp 
  Dinosaur Pens 
   
  max 250gp/1,000gp 
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	
  to	a	system	detailed	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide.	
  +1 Shortsword 
  Weapon	(shortsword),	uncommon	
  This	weapon	has	a	basket	hilt	is	forged	to	
  resemble	a	woman	draped	in	kelp	and	nets‐‐
  similar	in	appearance	to	that	of	a	ship’s	
  figurehead.	When	used	in	battle,	the	woman	sings	
  a	rather	obscene	sea	shanty	audible	to	anyone	
  within	30	feet.	This	item	can	be	found	in	the	
  Dungeon	Master’s	Guide.	
  +1 Trident 
  Weapon	(trident),	uncommon	
  This	rusted	weapon	is	crusted	over	with	barnacles	
  and	draped	in	wet	seaweed.	Its	wielder	can	hold	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  46 
  their	breath	underwater	for	twice	their	normal	
  duration.	This	item	can	be	found	in	the	Dungeon	
  Master’s	Guide.	
  +1 Leather Armor 
  Armor,	rare	
  This	sealskin	suit	is	embroidered	with	octopuses	
  that	squirm	magically	when	exposed	to	air.	If	
  worn	underwater,	the	wearer	gains	advantage	on	
  checks	made	to	escape	grappling.	This	item	can	be	
  found	in	the	Dungeon	Master’s	Guide.	
  Eversmoking Bottle 
  Wondrous	item,	uncommon	
  This	bottle	of	spun	glass	is	decorated	with	images	
  of	battling	dragons	and	giants	trampling	the	
  homes	and	lives	of	small	folk	underfoot.	When	the	
  stopper	is	removed,	the	smoke	smells	of	burning	
  wood	and	flesh	and	is	accompanied	by	the	sound	
  of	weeping.	This	item	can	be	found	in	the	Dungeon	
  Master’s	Guide.	
  Cloak of the Bat 
  Wondrous	item,	rare	(requires	attunement)	
  This	leathery	cloak	is	made	of	the	small,	green	
  scales	of	a	pteranodon.	When	attuned	to,	the	
  wearer	gains	a	powerful	appetite	for	fish.	This	
  item	can	be	found	in	the	Dungeon	Master’s	Guide.	
  Staff of the Woodlands 
  Weapon	(quarterstaff),	rare	
  This	item	has	been	meticulously	trimmed	and	
  tended	to	in	such	a	way	that	it	appears	to	be	a	
  smaller	version	of	one	of	the	immense	jungle	trees	
  in	Chult.	The	staff’s	creator	even	went	so	far	as	to	
  create	a	small	diorama	of	what	looks	like	a	tiny	
  village	in	the	upper	reaches	of	the	staff’s	
  branches—complete	with	tiny,	string	bridges	
  connecting	tiny,	straw	houses.	This	item	can	be	
  found	in	the	Dungeon	Master’s	Guide.	
  Potion of Clairvoyance 
  Potion,	rare	
  This	item	can	be	found	in	the	Player’s	Handbook.	
  Potion of Superior Healing  
  Potion,	uncommon	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  Potion of Healing  
  Potion,	common	
  This	item	can	be	found	in	the	Dungeon	Master’s	
  Guide.	
  Story Awards 
  During	the	course	of	this	adventure,	the	
  characters	may	earn	the	following	story	award:	
  	 Alliance	Black	Operative.		Earned	for	
  completing	the	Lords’	Alliance	faction	assignment.	
  	 Barnacles	the	Parrot.	Earned	for	completing	
  the	Harpers	faction	assignment.		
  	 Eye‐Patch.	Earned	for	losing	an	eye	to	the	
  Unseeing	Chest	in	Location	2.	Noble’s	Villa.	
  	 Flying	Snake.	Earned	for	completing	the	
  Emerald	Enclave	faction	assignment.		
  	 Hero	of	Port	Nyanzaru.	Earned	for	winning	the	
  event	under	certain	circumstances.	
  	 Hook	for	a	Hand.	Earned	for	losing	a	hand	
  during	Quest	6.	“Pirate	Parley”		
  	 Map	of	the	Jungle.	Earned	for	completing	the	
  Order	of	the	Gauntlet	faction	assignment.	
  	 Peg‐Leg.	Earned	for	losing	a	leg	to	the	blade	
  trap	in	Location	1.	Ancient	Tomb.	
  	 Pirate’s	Curse.	Earned	for	failing	the	event	
  under	certain	circumstances.	
  	 Uku	the	Spider	Boy.	Earned	for	completing	the	
  Zhentarim	faction	assignment.		
  	
  More	information	on	these	awards	can	be	found	in	
  Appendix	6:	Story	Awards.	
  Renown 
  Each	character	receives	one	renown	at	the	
  conclusion	of	this	adventure.		
  	 Members	of	the	Order	of	the	Gauntlet	that	
  rescue	Gordo	the	Just	and	his	supplies	from	the	
  Thundering	Lizard	earn	one	additional	renown	
  point.	
  	 Members	of	the	Harpers	that	capture	
  Barnacles	the	Parrot	alive	earn	one	additional	
  renown	point.	
  	 Members	of	the	Emerald	Enclave	that	ransack	
  Ifan	Talro’a’s	secret	office	earn	one	additional	
  renown	point.	
  	 Members	of	the	Zhentarim	that	recover	the	
  Coils	of	Dendar	from	the	yuan‐ti	earn	one	
  additional	renown	point.	
  	 Members	of	the	Lords’	Alliance	that	steal	the	
  maps	from	Sibonseni’s	villa	earn	one	additional	
  renown	point.	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  47 
  DM Reward 
  In	exchange	for	running	this	adventure,	you	earn	
  DM	Rewards	as	described	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide	(ALDMG).	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  48 
  Appendix 1. Dramatis Personae 
  The	following	NPCs	are	featured	prominently	in	
  this	adventure:	
  	 Alastar	Bol	(BOWL).	Overweight	ambassador	
  to	Chult	representing	the	Order	of	the	Gauntlet.		
  	 Ekene‐Afa	(eh‐KEH‐nay	AH‐fuh).	Former	
  gladiator	who	invested	her	winnings	in	a	fledgling	
  trade	business	and	ultimately	became	a	merchant	
  prince.	
  	 Idrianne	Smoke	(Id‐REE‐anne).	Notorious	
  Chultan	pirate	returned	from	the	Nine	Hells	to	
  seek	vengeance	on	the	man	who	betrayed	her.	
  	 Ifan	Talro’a	(ee‐FAHN	tall‐ROW‐uh).	Arrogant	
  merchant	prince	driven	by	greed	and	jealousy.		
  	 Jaha	Mubsie	(JAH‐ha	MOOB‐see).	Spy	and	mob	
  enforcer	for	the	hideous	prince	of	the	Old	City.	
  		 Jailo	Mek	(JAY‐lo).	Buccaneer	turned	beast	
  master.	Used	to	adventure	with	Pelican	Jake.	
  	 Jessamine	(JESS‐uh‐meen).	Master	of	magic	
  and	lore:	the	only	arcane	spellcaster	among	the	
  merchant	princes.	
  	 Jobal	(Joh‐BAWL).	Merchant	prince	who	
  employs	a	network	of	guides	–	most	of	whom	are	
  spies.	
  	 Kwalu	Mosi	(KWA‐loo	MO‐see).	Loyal	master‐
  of‐arms	to	Mother	Sibonseni.	
  	 Kwayothé	(k‐WAY‐oath‐ay).	Chultan	priestess	
  of	Kossuth	and	merchant	prince	of	Port	Nyanzaru.	
  	 Mother	Sibonseni	(SEE‐bon‐SAY‐nee).	High	
  priestess	of	the	temple	of	Waukeen.	One	of	the	
  richest	nobles	in	Port	Nyanzaru.		
  	 Pelican	Jake.	Drunken	swashbuckler	and	
  gambler	famous	for	his	improbable	shenanigans.	
  Whereabouts	unknown.	
  	 Pockmarked	Po	(POE).	The	so‐called	“Hideous	
  Prince”	of	the	Old	City.	A	beggar	prince	with	
  strong	ties	to	the	Zhentarim.	
  	 Screaming	Wind.	Young	tabaxi	agent	
  representing	the	Emerald	Enclave.		
  	 Sirge	Wintermelt.	Half‐elf	ranger	sent	south	by	
  the	Harpers	to	tail	the	Cult	of	Frost.		
  	 Volothamp	Geddarm.	Legendary	explorer	
  visiting	the	port	to	deliver	signed	copies	of	his	
  latest	book,	Volo’s	Guide	to	Monsters,	to	the	
  merchant	princes.		
  	 Wakanga	O’tamu	(wuh‐KAHN‐guh	oh‐
  TAHmoo).	Master	of	magic	and	lore:	the	only	
  arcane	spellcaster	among	the	merchant	princes.	
  	 Zhanthi	(ZAHN‐thee).	Wise	and	old	merchant	
  prince	of	Port	Nyanzaru.	Few	dare	question	her	
  judgment.	
  	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  49 
  Appendix 2. Monster/NPC 
  Statistics 
   
  Acolyte 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  14	(+2)	 11	(+0)	
  	
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Spellcasting. The acolyte is a 1st‐level spellcaster. 
  Her spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). The acolyte has the 
  following cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
  Bandit 
  Medium humanoid (any race), any non‐lawful 
  alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  12	(+1)	
  12	(+1)	
  10	(+0)	
  10	(+0)	 10	(+0)	
  	
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
   
  Bandit Captain 
  Medium humanoid (any race), any non‐lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  16	(+3)	
  14	(+2)	
  14	(+2)	
  11	(+0)	 14	(+2)	
  	
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  50 
  Bearded Devil 
  Medium fiend (devil), lawful evil 
  Armor Class 13 (natural armor) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	
  15	(+2)	
  15	(+2)	
  9	(−1)	
  11	(+0)	 11	(+0)	
  	
  Saving Throws Str +5, Con +4, Wis +2 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Infernal, telepathy 120 ft. 
  Challenge 3 (700 XP) 
    
  Devil’s Sight. Magical darkness doesn’t impede the 
  devil’s darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Steadfast. The devil can’t be frightened while it can 
  see an allied creature within 30 feet of it. 
  Actions 
  Multiattack. The devil makes two attacks: one with 
  its beard and one with its glaive. 
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 6 (1d8 + 2) piercing damage, and 
  the target must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 1 minute. While 
  poisoned in this way, the target can’t regain hit 
  points. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success. 
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (1d10 + 3) slashing damage. If the 
  target is a creature other than an undead or a 
  construct, it must succeed on a DC 12 Constitution 
  saving throw or lose 5 (1d10) hit points at the start of 
  each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the 
  damage dealt by the wound increases by 5 (1d10). 
  Any creature can take an action to stanch the wound 
  with a successful DC 12 Wisdom (Medicine) check. 
  The wound also closes if the target receives magical 
  healing. 
   
  Black Pudding 
  Large ooze, unaligned 
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	
  5	(−3)	
  16	(+3)	
  1	(−5)	
  6	(−2)	
  1	(−5)	
  		
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 4 (1,100 XP) 
  Amorphous. The pudding can move through a space 
  as narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding 
  or hits it with a melee attack while within 5 feet of it 
  takes 4 (1d8) acid damage. Any nonmagical weapon 
  made of metal or wood that hits the pudding 
  corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative −1 penalty to damage 
  rolls. If its penalty drops to −5, the weapon is 
  destroyed. Nonmagical ammunition made of metal or 
  wood that hits the pudding is destroyed after dealing 
  damage. 
    The pudding can eat through 2‐inch‐thick, 
  nonmagical wood or metal in 1 round. 
  Spider Climb. The pudding can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 
  plus 18 (4d8) acid damage. In addition, nonmagical 
  armor worn by the target is partly dissolved and 
  takes a permanent and cumulative −1 penalty to the 
  AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10. 
  Reactions 
  Split. When a pudding that is Medium or larger is 
  subjected to lightning or slashing damage, it splits 
  into two new puddings if it has at least 10 hit points. 
  Each new pudding has hit points equal to half the 
  original pudding’s, rounded down. New puddings are 
  one size smaller than the original pudding. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  51 
  Captain Smoke (Kraken Priest) 
  Medium humanoid (any race), 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 15, +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. 
  Reactions 
  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.  
   
  Crocodile 
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 20 ft., swim 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  10	(+0)	
  13	(+1)	
  2	(−4)	
  10	(+0)	
  5	(−3)	
  		
  Skills Stealth +2 
  Senses passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
  Hold Breath. The crocodile can hold its breath for 15 
  minutes. 
  Actions 
  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. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  52 
  Deep Scion 
  Medium humanoid (shapechanger), neutral evil 
  Armor Class 11 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form) 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	
  13	(+0)	
  16	(+3)	
  10	(+0)	
  12	(+1)	 14	(+2)	
  		
  Saving Throws Wis +3, Cha +4 
  Skills Deception +6, Insight +3, Sleight of Hand +3, 
  Stealth +3 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Aquan, Common, thieves’ cant 
  Challenge 3 (700 XP) 
  Shapechanger. The deep scion can use its action to 
  polymorph into a humanoid‐piscine hybrid form, or 
  back into its true form. Its statistics, other than its 
  speed, are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. The deep 
  scion reverts to its true form if it dies. 
  Amphibious (Hybrid Form Only). The deep scion can 
  breathe air and water. 
  Actions 
  Multiattack. In humanoid form, the deep scion 
  makes two melee attacks. In hybrid form, the deep 
  scion makes three attacks: one with its bite and two 
  with its claws. 
  Battleaxe (Humanoid Form Only). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 
  4) slashing damage, or 9 (1d10 + 4) slashing damage 
  if used with two hands. 
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target. Hit: 8 (1d4 + 4) piercing 
  damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage. 
  Psychic Screech (Hybrid Form Only; Recharges after 
  a Short or Long Rest). The deep scion emits a terrible 
  scream audible within 300 feet. Creatures within 30 
  feet of the deep scion must succeed on a DC 13 
  Wisdom saving throw or be stunned until the end of 
  the deep scion’s next turn. In water, the psychic 
  screech also telepathically transmits the deep scion’s 
  memories of the last 24 hours to its master, 
  regardless of distance, so long as it and its master are 
  in the same body of water. 
  Deinonychus 
  Medium beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 40 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  15	(+2)	
  14	(+2)	
  4	(‐3)	
  12	(+1)	
  6	(−2)	
  		
  Skills Perception +3 
  Senses passive Perception 13 
  Languages – 
  Challenge 1 (200 XP) 
  Pounce. If the deinonychus moves at least 20 feet 
  straight toward a creature and then hits it with a claw 
  attack on the same turn, that target must succeed on 
  a DC 12 Strength saving throw or be knocked prone. 
  If the target is prone, the deinonychus can make one 
  bite attack against it as a bonus action. 
  Actions 
  Multiattack. The deinonychus makes three attacks: 
  one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. 
   
  Flying Monkey 
  Small beast, unaligned 
  Armor Class 12  
  Hit Points 3 (1d6) 
  Speed 20 ft., climb 20 ft., fly 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 8	(‐1)	
  14	(+2)	
  11	(+0)	
  5	(‐3)	
  12	(+1)	
  6	(−2)	
  		
  Senses passive Perception 11 
  Languages – 
  Challenge 0 (10 XP) 
  Pack Tactics. The flying monkey has advantage on an 
  attack roll against a creature if at least one of the 
  monkey’s allies in within 5 feet of the creature and 
  the ally isn’t incapacitated.  
  Actions 
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 1 (1d4 ‐1) piercing damage. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  53 
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	
  17	(+3)	
  10	(+0)	
  11	(+0)	
  10	(+0)	
  8	(−1)	
  		
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Stench. Any creature that starts its turn within 5 feet 
  of the ghast must succeed on a DC 10 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. On a successful saving throw, the creature is 
  immune to the ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 
  30 feet of it have advantage on saving throws against 
  effects that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. If the 
  target is a creature other than an undead, it must 
  succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
  Hadrosaurus 
  Large beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  10	(+0)	
  13	(+1)	
  2	(‐4)	
  10	(+0)	
  5	(−3)	
  		
  Skills Perception +2 
  Senses passive Perception 12 
  Languages – 
  Challenge 1/4 (50 XP) 
  Actions 
  Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) bludgeoning damage. 
  	
  Minotaur 
  Large monstrosity, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	
  11	(+0)	
  16	(+3)	
  6	(−2)	
  16	(+3)	
  9	(−1)	
  		
  Skills Perception +7 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Abyssal 
  Challenge 3 (700 XP) 
  Charge. If the minotaur moves at least 10 feet 
  straight toward a target and then hits it with a gore 
  attack on the same turn, the target takes an extra 9 
  (2d8) piercing damage. If the target is a creature, it 
  must succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Labyrinthine Recall. The minotaur can perfectly 
  recall any path it has traveled. 
  Reckless. At the start of its turn, the minotaur can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it 
  have advantage until the start of its next turn. 
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  54 
  Poisonous Snake 
  Tiny beast, unaligned 
  Armor Class 13 
  Hit Points 2 (1d4) 
  Speed 30 ft., swim 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 2	(‐4)	
  16	(+3)	
  11	(+0)	
  1	(‐5)	
  10	(+0)	
  3	(−4)	
  		
  Senses blindsight 10 ft., passive Perception 10 
  Languages – 
  Challenge 1/8 (25 XP) 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage, and the target must 
  make a DC 10 Constitution saving throw, taking 5 
  (2d4) poison damage on a failed save, or half as much 
  damage on a successful one. 
   
  Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  10	(+0)	
  12	(+1)	
  13	(+1)	
  16	(+3)	 13	(+1)	
  	
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to 
  a target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. The priest is a 5th‐level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  55 
  Sea Hag 
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., swim 40 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	
  13	(+1)	
  16	(+3)	
  12	(+1)	
  14	(+2)	 13	(+1)	
  	
  Senses darkvision 60 ft., passive Perception 11 
  Languages Aquan, Common, Giant 
  Challenge 2 (450 XP) 
  Amphibious. The hag can breathe air and water. 
  Horrific Appearance. Any humanoid that starts its 
  turn within 30 feet of the hag and can see the hag’s 
  true form must make a DC 11 Wisdom saving throw. 
  On a failed save, the creature is frightened for 1 
  minute. A creature can repeat the saving throw at 
  the end of each of its turns, with disadvantage if the 
  hag is within line of sight, ending the effect on itself 
  on a success. If a creature’s saving throw is successful 
  or the effect ends for it, the creature is immune to 
  the hag’s Horrific Appearance for the next 24 hours. 
    Unless the target is surprised or the revelation of 
  the hag’s true form is sudden, the target can avert its 
  eyes and avoid making the initial saving throw. Until 
  the start of its next turn, a creature that averts its 
  eyes has disadvantage on attack rolls against the hag.  
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature of 
  her general size and humanoid shape. The illusion 
  ends if the hag takes a bonus action to end it or if she 
  dies. 
    The changes wrought by this effect fail to hold up 
  to physical inspection. For example, the hag could 
  appear to have no claws, but someone touching her 
  hand might feel the claws. Otherwise, a creature 
  must take an action to visually inspect the illusion 
  and succeed on a DC 16 Intelligence (Investigation) 
  check to discern that the hag is disguised. 
   
  Sea Spawn 
  Medium humanoid, neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 20 ft., swim 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  8	(+1)	
  15	(+2)	
  6	(‐2)	
  10	(+0)	
  8	(‐1)	
  		
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Aquan and Common but 
  can’t speak 
  Challenge 1 (200 XP) 
  Limited Amphibiousness. The sea spawn can breathe 
  air and water, but needs to be submerged in the sea 
  at least once a day for 1 minute to avoid suffocating. 
  Actions 
  Multiattack. The sea spawn makes three attacks: 
  two unarmed strikes and one with its Piscine 
  Anatomy. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage. 
  Piscine Anatomy. The sea spawn has one or more of 
  the following attack options, provided it has the 
  appropriate anatomy. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Poison Quills. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one creature. Hit: 3 (1d6) poison 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or be poisoned for 1 
  minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success. 
  Tentacle. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning 
  damage, and the target is grappled (escape DC 12) 
  if it is a Medium or smaller creature. Until this 
  grapple ends, the sea spawn can’t use this tentacle 
  on another target.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  56 
  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 6	(−2)	
  14	(+2)	
  13	(+1)	
  6	(−2)	
  10	(+0)	
  8	(−1)	
  		
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
  Amorphous. The shadow can move through a space 
  as narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow 
  has disadvantage on attack rolls, ability checks, and 
  saving throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic 
  damage, and the target’s Strength score is reduced 
  by 1d4. The target dies if this reduces its Strength to 
  0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
    If a non‐evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
  Shadow Demon 
  Medium fiend (demon), chaotic evil 
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 1	(−5)	
  17	(+3)	
  12	(+1)	
  14	(+2)	
  13	(+1)	 14	(+2)	
  	
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Incorporeal Movement. The demon can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the 
  demon can take the Hide action as a bonus action. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 10 (2d6 + 3) psychic damage or, if 
  the demon had advantage on the attack roll, 17 (4d6 
  + 3) psychic damage. 
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  57 
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  14	(+2)	
  15	(+2)	
  6	(−2)	
  8	(−1)	
  5	(−3)	
  		
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life 
  but can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  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. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  58 
  Stegosaurus 
  Huge beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 76 (8d12 + 24) 
  Speed 40 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 20	(+5)	
  9	(‐1)	
  17	(+3)	
  2	(‐4)	
  11	(+0)	
  5	(−3)	
  		
  Senses passive Perception 10 
  Languages – 
  Challenge 4 (1,100 XP) 
  Actions 
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 26 (6d6 + 5) piercing damage. 
   
  Swarm of Poisonous Snakes 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 14 
  Hit Points 36 (3d8) 
  Speed 30 ft., swim 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 8	(−1)	
  18	(+4)	
  11	(+0)	
  1	(−5)	
  10	(+0)	
  3	(−4)	
  		
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 10 
  Languages — 
  Challenge 2 (450 XP) 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny snake. 
  The swarm can’t regain hit points or gain temporary 
  hit points. 
  Actions 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., 
  one creature in the swarm’s space. Hit: 7 (2d6) 
  piercing damage, or 3 (1d6) piercing damage if the 
  swarm has half of its hit points or fewer. The target 
  must make a DC 10 Constitution saving throw, taking 
  14 (4d6) poison damage on a failed save, or half as 
  much damage on a successful one. 
  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. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  59 
  Triceratops 
  Huge beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 95 (10d12 + 30) 
  Speed 50 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 22	(+6)	
  9	(‐1)	
  17	(+3)	
  2	(‐4)	
  11	(+0)	
  5	(−3)	
  		
  Senses passive Perception 10 
  Languages – 
  Challenge 5 (1,800 XP) 
  Trampling Charge. If a triceratops moves at least 20 
  feet straight towards a creature and then hits it with 
  a gore attack on the same turn, that target must 
  succeed on a DC 13 Strengths saving throw or be 
  knocked prone. If the target is prone, the triceratops 
  can make one stomp attack against it as a bonus 
  action. 
  Actions 
  Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 24 (4d8 + 6) piercing damage. 
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one prone creature. Hit: 22 (3d10 + 6) bludgeoning 
  damage. 
   
  Tyrannosaurus Rex 
  Huge beast, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 136 (13d12 + 52) 
  Speed 50 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 25	(+7)	
  10	(+0)	
  19	(+4)	
  2	(‐4)	
  12	(+1)	
  9	(−1)	
  		
  Skills Perception +4 
  Senses passive Perception 14 
  Languages – 
  Challenge 8 (3,900 XP) 
  Actions 
  Multiattack. The tyrannosaurus makes two attacks: 
  one with its bite and one with its tail. It can’t make 
  both attacks against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 33 (4d12 + 7) piercing damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 17). Until this grapple ends, the target is 
  restrained, and the tyrannosaurus can’t bite another 
  target. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 20 (3d8 + 7) bludgeoning damage. 
   
  War Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	
  10	(+0)	
  14	(+2)	
  11	(+0)	
  17	(+3)	 13	(+1)	
  	
  Saving Throws Con +6, Wis +7 
  Skills Intimidation +5, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The priest is a 9th‐level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). It has the following cleric spells 
  prepared: 
  Cantrips (at will): light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): divine favor, guiding bolt, healing 
  word, shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon 
  3rd level (3 slots): beacon of hope, crusader’s mantle, 
  dispel magic, revivify, spirit guardians, water walk 
  4th level (2 slots): banishment, freedom of 
  movement, guardian of faith, stoneskin 
  5th level (1 slot): flame strike, mass cure wounds, 
  hold monster 
  Actions 
  Multiattack. The priest makes two weapon attacks.  
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges after a Short or Long 
  Rest). The priest grants a +10 bonus to an attack roll 
  made by itself or another creature within 30 feet of 
  it. The priest can make this choice after the roll is 
  made but before it hits or misses.  
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  60 
  Yuan-ti Abomination 
  Large monstrosity (shapechanger, yuan‐ti), neutral 
  evil 
  Armor Class 15 (natural armor) 
  Hit Points 127 (15d10 + 45) 
  Speed 40 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 19	(+4)	
  16	(+3)	
  17	(+3)	
  17	(+3)	
  15	(+2)	 18	(+4)	
  	
  Skills Perception +5, Stealth +6 
  Damage immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Abyssal, Common, Draconic 
  Challenge 7 (2,900 XP)  
  Shapechanger. The yuan‐ti can use its action to 
  polymorph into a Large snake, or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. 
  It doesn’t change form if it dies. 
  Innate Spellcasting (Abomination Form Only). The 
  yuan‐ti’s innate spellcasting ability is Charisma (spell 
  save DC 15). The yuan‐ti can innately cast the 
  following spells, requiring no material components: 
   
  At will: animal friendship (snakes only) 
  3/day: suggestion 
  1/day: fear 
  Magic Resistance. The yuan‐ti has advantage on 
  saving throws against spells and other magical 
  effects. 
  Actions 
  Multiattack. The yuan‐ti makes two ranged attacks 
  or three melee attacks, but can use its bite and 
  constrict attacks only once each. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6+4) piercing damage plus 10 
  (3d6) poison damage. 
  Constrict. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 11 (2d6+4) bludgeoning damage, 
  and the target is grappled (escape DC 14). Until this 
  grapple ends, the target is restrained, and the yuan‐ti 
  can’t constrict another target. 
  Scimitar (Abomination Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (2d6+4) slashing damage. 
  Longbow (Abomination Form Only). Ranged 
  Weapon Attack: +6 to hit, range 150/600 ft., one 
  target. Hit: 12 (2d8+3) piercing damage plus 10 (3d6) 
  poison damage. 
   
  Yuan-ti Broodguard 
  Medium humanoid (yuan‐ti), neutral evil  
  Armor Class 14 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  14	(+2)	
  14	(+2)	
  6	(‐2)	
  11	(+0)	
  4	(‐3)	
  	
  Saving Throws Str +4, Dex +4, Wis +2  
  Skills Perception +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Abyssal, Common, Draconic 
  Challenge 2 (450 XP)  
  Mental Resistance. The yuan‐ti has advantage on 
  saving throws against being charmed, and magic 
  can’t paralyze it. 
  Reckless. At the start of its turn, the broodguard can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it 
  have advantage until the start of its next turn. 
  Actions  
  Multiattack. The broodguard makes three attacks: 
  one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  61 
  Yuan-ti Pureblood 
  Medium humanoid (yuan‐ti), neutral evil  
  Armor Class 11 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  12	(+1)	
  11	(+0)	
  13	(+1)	
  12	(+1)	 14	(+2)	
  	
  Skills Deception +6, Perception +3, Stealth +3  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Abyssal, Common, Draconic 
  Challenge 1 (200 XP)  
  Innate Spellcasting. The yuan‐ti's innate spellcasting 
  ability is Charisma (spell save DC 12). The yuan‐ti can 
  innately cast the following spells, requiring no 
  material components: 
   
  At will: animal friendship (snakes only) 
  3/day each: poison spray, suggestion 
  Magic Resistance. The yuan‐ti has advantage on 
  saving throws against spells and other magical 
  effects. 
  Actions  
  Multiattack. The yuan‐ti makes two melee attacks. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage plus 7 (2d6) poison damage. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  62 
  Appendix. Location 1: Ancient Tomb 
  Map 
  	
  	
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  63 
  Appendix. Location 2: Noble’s Villa 
  Map 
  	
   
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  64 
  Appendix. Location 3: The Banshee 
  Map 
  	
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  65 
  Appendix. Location 4: The 
  Thundering Lizard Map 
  	
  	
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  66 
  Appendix. Location 5: Dinosaur Pens 
  Map 
  	
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  67 
  Appendix 4. DM Handouts 
  Quest Report 1: Bargain with a Beggar Prince 
  	
  	
  	
  Quest Report 2: Explore the Lost Tomb 
  	
  	
  	
   
   
  We bargained with a beggar prince and he agreed to lend his thieves to our aid. 
  Give this boon to another group. At Tier 1, the players can spend it to summon a single bandit. 
  At Tier 2, the players can spend it to gain control of one bandit per character.  
  We recovered a rare scroll from the catacombs beneath the Old City. 
  Give this boon to another group. The players can spend this boon to immediately gain 
  the benefit of a short rest without taking any time. 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  68 
  Quest Report 3: Steal the War Charter 
  	
   
  	
  Quest Report 4: Entertain the Noble 
  	
  	
   
   
  We forged a war charter to muster mercenaries to the battle. 
  Give this boon to another group. The players can spend this boon to fire a volley of arrows at 
  their enemies, dealing 5 (1d8+1) piercing damage to each enemy at Tier 1, or 11 (2d8+2) 
  piercing damage to each enemy at Tier 2.  
   
  We performed a play to entertain a noble and muster her troops for battle. 
  Give this boon to another group. The players can spend this boon to grant inspiration to every 
  player in the group.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  69 
  Quest Report 5: Destroy the Flagship 
  	
   
   
  Quest Report 6: Pirate Parley 
  	
  	
   
  	
  We rigged an enemy galleon with explosives and detonated it within the fleet. 
  Give this boon to another group. The players can spend this boon to target one enemy with an 
  explosive ballista bolt, dealing 16 (3d10) fire damage at Tier 1, or 27 (5d10) fire damage at Tier 2. 
   
  We tricked our way into a meeting with Captain Smoke and questioned her about her past. 
  Give this boon to another group. The players can spend this boon to double their proficiency 
  bonus for all Charisma‐based skills. This effect lasts until the end of their current quest. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  70 
  Quest Report 7: Find the Buried Treasure 
  	
   
  	
   
  Quest Report 8: Slay the Pirate Champion 
  	
  We found Pelican Jake’s treasure and used it to bargain with Captain Smoke. 
  Give this boon to another group. The players can spend this boon to remove one pirate enemy 
  from an encounter. This boon cannot be spent during combat. 
   
  We killed the pirate champion and demoralized the remaining enemies. 
  Give this boon to another group. The players can spend this boon make their enemies 
  frightened for one full round. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  71 
  Quest Report 9: Unleash the Dinosaurs 
  	
   
  Quest Report 10: Break the Pirate Curse 
  	
   
  	
  We released the dinosaurs from their pens and drove the pirates into the sea. 
  Give this boon to another group. The players can spend this boon summon a loyal deinonychus 
  at Tier 1, or a stegosaurus at Tier 2.  
   
  We learned how Pelican Jake accidentally summoned Captain Smoke from the Nine Hells – and 
  discovered that her powers are linked to the necklace of coins that she wears. 
  Give this boon to another group. If Captain Smoke visits this group, the players can spend this 
  boon to gain advantage on their attacks against her. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  72 
  Player Handout 1. Port Map 
  	
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  73 
  Player Handout 2: Bargaining 
  Terms 
  	
  We ask for your help in fighting back the pirates. 
  With your thieves fighting alongside our 
  mercenaries, we will surely win the day. 
   
  These are our terms: 
   
  1: Your thieves must remain outside the city walls. 
  Amendments: 
   
   
   
   
  2: Your thieves must obey the orders of our 
  mercenary captains. 
  Amendments: 
   
   
   
   
  3: We will pay you for your cooperation. 
  Agreed sum: 
   
   
   
   
  Signed -  
   
   
   
  In the presence of -  
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  74 
  Player Handout 3. Torn Script 
  	
  	
  That, sir, is a mimic. 
  O woe! We’ll never reach the palace 
  by nightfall! 
  A pox on your scabrous father!  
  I do believe we’ve run out of pie. 
  What’s that bulging under your 
  cloak? 
  Ah, I am slain!  
  We meet again.  
  No, sir. I intend you to die. 
  Oh, blood! Blood blood blood! 
  Not like that. Like this!  
  The king is dead!  
  That’s what all the ladies say. 
  I require a leper, a monkey, and a 
  duck. 
  I drink alone, to forget times 
  together. 
  Am I not attractive?   
  I bid you adieu.  
  Is this a sword I see? Or do I dream? 
  Oh, what nightmares!  
  Oh my love! My skin smolders under 
  your touch. 
  Ah, here is the sergeant.  
  What are your tidings? 
  Think not on these deeds. They shall 
  make you mad. 
  Long live the king!  
  Dance for me now. It shall lift my 
  mood. 
  A madness has claimed you. 
  I’ll see it done. 
  You corset‐mauling swine!   
  Let us pursue them!  
  Speak if you can. What are you? 
  Ah, true and worthy friend! 
  Give me your hand, lady.  
  You’ll be king one day, surely.  
  This has transported me to a happy 
  place. 
  Ah, such bloody instructions! 
  What manner of beast is this?  
  I drink your hope like a cup of milk. 
  Glug! Tis gone!  
  Betrayer!  
   
  Remind me, my mind is forgetful.  
  And if we fail? 
  Their candles are all out.  
  Your service and loyalty I owe.  
  By this dagger, it is done.  
  I dreamed last night of a blind 
  dragon.  
  This, to me, is a banquet.  
  Think not of it. 
  See! He moves like a ghost!  
  I have drunk much and become bold. 
  Hark! The bell calls me! 
  Hush. They sleep now. 
  When the cock cries: that is the time. 
  Tis’ said he was eaten.  
  My mind is full of muck.  
  A solemn supper tonight, methinks. 
  It looks to me like an ass. 
  Marvel at my words.  
  See, I open your fountainhead! 
  Will you forgive me for what I must 
  do? 
  What cavalcade of horrors is this? 
   
  If it walks like a goblin and talks like 
  a goblin, then it’s a goblin.  
  Get on your nightgown.  
   
  The cock crows! Tis time! Tis time!  
   
  Is the king stirring? 
  ‘Twas a rough night, for sure.  
  Let the feast begin!  
  This is most unnatural.  
   
  Awake! Awake!  
   
  Ah, we were carousing well past the 
  second cock. 
  Ah, it writhes! 
  You may grapple my heart, but you 
  shall not take it.  
  Let us away, ‘fore tears flow freely. 
   
  How goes the world? 
  My robes are unkempt.  
  In truth, I am not human. 
  I’ve been meaning to tell you 
  something.  
  Sir, grave news. Your family is slain. 
   
  We’re all going to die!  
   
  Come! To the woods with us!  
  Make haste! He’ll soon be back!  
  This is the moment I’ve waited for all 
  my life.  
  Behold my ten‐foot pole!  
  Oh, silly fool. I love you still.  
  Alas, this was my doing.  
  Then we are resolved.  
  Are you man, or beast?  
  I spit in the eye of the world! 
  Death follows death.  
  No son of mine succeeds me.  
  Listen, but speak not!  
  Don’t look behind you.  
  We shall perform as you command. 
  I am all ears.  
  Your husband knows best. 
  Stranger things have happened at 
  sea.  
  Then sing your song! 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  75 
  Player Handout 4. Jake’s Map  
   
   
  	
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  76 
  Appendix 6. Story Awards 
  During	this	adventure,	the	characters	may	earn	
  the	following	story	awards.	If	you’re	printing	
  these	out	for	your	characters,	print	as	many	as	you	
  may	need	to	ensure	that	any	eligible	character	
  receives	a	copy:	
  Alliance Black Operative 
  You’ve	proven	to	your	superiors	in	the	Lords’	
  Alliance	that	you	can	get	things	done:	even	if	it	
  means	breaking	the	law.	Now	the	nobility	turn	to	
  you	under	cover	of	night	with	dark	deeds	in	mind.	
  	 Between	adventures,	you	can	spend	ten	
  downtime	days	to	carry	out	a	covert	Lords’	
  Alliance	contract	and	gain	one	renown	with	your	
  faction.	You	may	only	perform	this	activity	once	
  between	each	adventure	you	play.			
  Barnacles the Parrot   
  You	own	a	trained	parrot	called	“Barnacles”.	
  Barnacles	knows	many	saucy	nautical	phrases	and	
  has	the	uncanny	ability	to	detect	lies.		
  	 You	can	use	Barnacles’	Wisdom	(Insight)	
  modifier	of	+4	in	addition	to	your	own	when	
  attempting	to	detect	lies.	If	Barnacles	smells	a	rat,	
  he’ll	squawk	one	of	the	following	phrases:	“Thar	
  she	blows!”,	“Hang	‘em	from	the	yardarm!”,	or	
  “Blow	the	man	down!”.			
  Eye-Patch 
  You	lost	an	eye	while	trying	to	steal	from	Port	
  Nyanzaru’s	merchants,	and	now	wear	a	leather	
  patch	over	your	gaping	eye	socket.	If	you	lift	the	
  patch,	you	can	double	your	proficiency	modifier	in	
  the	Intimidation	skill.		
  	 You	have	disadvantage	on	Wisdom	(Perception)	
  checks	that	rely	on	sight	and	on	ranged	attack	
  rolls.	Magic	such	as	the	regenerate	spell	can	
  restore	the	lost	eye	and	remove	this	story	award.						
  Flying Snake 
  You’ve	unmasked	the	merchant	prince	Ifan	Talro’a	
  as	a	criminal.	For	now,	the	Emerald	Enclave	is	
  sitting	on	the	information,	choosing	to	monitor	the	
  prince	rather	than	show	their	hand.	As	reward,	
  they’ve	given	you	a	trained	flying	snake	to	serve	
  as	your	messenger.	
  	 Once	per	adventure,	you	can	attach	a	message	
  to	the	flying	snake	and	send	it	to	one	of	your	allies.	
  This	functions	as	an	animal	messenger	spell,	but	
  the	message	can	only	be	sent	to	people	you	know.	
  Hero of Port Nyanzaru 
  You	helped	the	merchant	princes	of	Port	Nyanzaru	
  defeat	Captain	Smoke’s	pirate	armada,	and	you’re	
  now	known	as	a	hero	throughout	the	city.		
  	 You	gain	advantage	on	Charisma	checks	when	
  dealing	with	the	merchant	princes.	If	you	start	a	
  session	within	Port	Nyanzaru,	you	gain	advantage	
  on	the	first	attack	roll	or	saving	throw	that	you	
  make.		
  Hook for a Hand 
  A	pirate	chopped	off	your	hand,	and	you	replaced	
  it	with	a	rusty	hook.	Your	unarmed	attacks	now	
  deal	1d6	piercing	damage.		
  	 While	you	wear	the	hook,	you	can	hold	only	a	
  single	object	at	a	time.	You	have	disadvantage	on	
  attacks	made	with	weapons	that	use	two	hands.	
  Magic	such	as	the	regenerate	spell	can	restore	the	
  lost	appendage	and	remove	this	story	award.						
  Map of the Jungle 
  You	rescued	Gordo	the	Just	from	the	clutches	of	
  Captain	Walharrow.	In	return,	he	gifted	you	a	
  fragment	of	a	rare	map	of	the	jungle.		
  	 The	Tomb	of	Annihilation	hardcover	adventure	
  provides	an	unfinished	map	of	Chult.	At	any	time,	
  you	can	strike	through	this	story	award	to	reveal	
  map	details	in	a	2‐hex	diameter	from	any	point	on	
  the	map	you	choose.	Alternatively,	you	can	strike	
  through	this	story	award	to	succeed	on	any	check	
  made	to	navigate	through	jungle	terrain.		
  Peg Leg 
  You	lost	your	foot	in	a	tomb	beneath	Port	
  Nyanzaru,	and	wear	a	wooden	peg	leg	in	its	place.	
  Your	peg	leg	has	a	hidden	compartment	that’s	
  ideal	for	concealing	a	coin	purse	or	a	set	of	
  thieves’	tools.		
  	 While	you	wear	the	peg	leg,	your	speed	on	foot	
  is	halved	and	you	have	disadvantage	on	Dexterity	
  checks	made	to	balance.	Magic	such	as	the	
  regenerate	spell	can	restore	the	lost	appendage	
  and	remove	this	story	award.						
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  77 
  Pirate’s Curse 
  You	failed	to	protect	Port	Nyanzaru	from	Captain	
  Smoke’s	pirate	armada.	As	a	parting	shot,	the	
  pirates	cursed	you	from	beyond	the	grave.		
  	 You	gain	disadvantage	on	the	first	attack	roll	or	
  saving	throw	you	make	during	a	session.	Only	a	
  remove	curse	spell	or	similar	magic	can	dispel	the	
  curse	and	remove	this	story	award.	
  Uku the Spider Boy 
  A	naughty	flying	monkey	called	“Uku	the	Spider	
  Boy”	has	latched	onto	you.	Uku	(“OO‐koo”)	wears	
  a	crimson	waistcoat	adorned	with	tiny	mirrors	
  and	sports	a	silk	skullcap.	He	has	a	naturally	
  mischievous	nature.			
  	 Uku	can	smell	gold	from	30	feet	away,	even	if	
  it’s	kept	inside	a	purse	or	container.	As	an	action,	
  you	can	command	Uku	to	steal	or	retrieve	up	to	
  100gp	using	his	Sleight	of	Hand	skill	bonus	of	+4.	
  Uku	keeps	10%	of	the	takings,	which	he	spends	on	
  boiled	sweets	next	time	you’re	in	town.					
  	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  78 
  Appendix 7. Magic Items 
  During	this	adventure,	the	characters	may	find	the	
  following	permanent	magic	items:	
  +1 Trident 
  Weapon	(trident),	uncommon	
  This	rusted	weapon	is	crusted	over	in	barnacles	
  and	draped	in	wet	seaweed.	Its	wielder	can	hold	
  their	breath	underwater	for	twice	the	normal	
  duration.	This	item	can	be	found	in	the	Dungeon	
  Master’s	Guide.	
  +1 Leather Armor 
  Armor,	uncommon	
  This	sealskin	suit	is	embroidered	with	octopuses	
  that	squirm	magically	when	exposed	to	the	air.	If	
  worn	underwater,	the	wearer	gains	advantage	on	
  checks	made	to	escape	grappling.	This	item	can	be	
  found	in	the	Dungeon	Master’s	Guide.	
  +1 Shortsword 
  Weapon	(shortsword),	uncommon	
  This	weapon	has	a	basket	hilt	is	forged	to	
  resemble	a	woman	draped	in	kelp	and	nets‐‐
  similar	in	appearance	to	that	of	a	ship’s	
  figurehead.	When	used	in	battle,	the	woman	sings	
  a	rather	obscene	sea	shanty	audible	to	anyone	
  within	30	feet.	This	item	can	be	found	in	the	
  Dungeon	Master’s	Guide.	
  Eversmoking Bottle 
  Wondrous	item,	uncommon	
  This	bottle	of	spun	glass	is	decorated	with	images	
  of	battling	dragons	and	giants‐‐trampling	the	
  homes	and	lives	of	small	folk	underfoot.	When	the	
  stopper	is	removed,	the	smoke	smells	of	burning	
  wood	and	flesh	and	is	accompanied	by	the	sound	
  of	weeping.	This	item	can	be	found	in	the	Dungeon	
  Master’s	Guide.	
  Cloak of the Bat 
  Wondrous	item,	rare	(requires	attunement)	
  This	leathery	cloak	is	made	of	the	small,	green	
  scales	of	a	pteranodon.	When	attuned	to,	the	
  wearer	gains	a	powerful	appetite	for	fish.	This	
  item	can	be	found	in	the	Dungeon	Master’s	Guide.	
  Staff of the Woodlands 
  Weapon	(quarterstaff),	rare	
  This	item	has	been	meticulously	trimmed	and	
  tended	to	in	such	a	way	that	it	appears	to	be	a	
  smaller	version	of	one	of	the	immense	jungle	trees	
  in	Chult.	The	staff’s	creator	even	went	so	far	as	to	
  create	a	small	diorama	of	what	looks	like	a	tiny	
  village	in	the	upper	reaches	of	the	staff’s	
  branches—complete	with	tiny,	string	bridges	
  connecting	tiny,	straw	houses.	This	item	can	be	
  found	in	the	Dungeon	Master’s	Guide.	
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  79 
  Appendix 8. Administrator Guide 
  The	section	provides	guidance	on	running	Peril	at	
  the	Port	as	a	D&D	Epics™	event	for	your	game	day	
  or	convention.	
  Participants 
  The	adventure	requires	the	following	participants	
  to	run	smoothly.	
  4 or more Groups 
  A	minimum	of	four	groups	is	required	to	run	the	
  adventure.	
   Each	group	needs	3‐7	players.	All	players	in	a	
  group	must	belong	to	the	same	tier	(i.e.	level	1‐4	
  at	Tier	1,	or	level	5‐10	at	Tier	2).		
   There’s	no	limit	to	how	many	groups	can	
  participate	(see	“Adjustments	for	Event	Size”	
  below).		
   Groups	can	belong	to	any	tier	and	not	all	tiers	
  need	to	be	represented.		
  Dungeon Masters (one per Group) 
  Each	table	has	one	Dungeon	Master.		
   Dungeon	Masters	should	read	the	adventure	
  beforehand	and	prepare	the	adventure	locations	
  for	each	of	the	five	sectors.	
  2+ Tier Commanders 
  Each	section	has	a	Tier	Commander	who	
  adjudicates	interactive	events	and	answers	
  questions	posed	by	DMs.	
   Tier	Commanders	assume	the	role	of	Idrianne	
  Smoke,	Volo,	or	Pelican	Jake.	It	is	recommended	
  that	administrators	dress	up	for	these	roles!	
   Tier	Commanders	liaise	between	tables	to	
  adjudicate	interactive	events.	
  1 General 
  The	General	oversees	the	whole	event.	In	Peril	at	
  the	Port,	it’s	vital	that	players	can	hear	the	
  General’s	announcements.			
   The	General	tracks	the	number	of	completed	
  quests.		
   Every	half‐hour,	the	General	announces	
  important	events	in	the	ongoing	battle.	
  Setup 
  The	following	steps	are	important	for	ensuring	the	
  event	runs	smoothly.		
  Step 1. Prepare Headquarters 
  Headquarters	(or	“HQ”)	is	an	area	set	aside	for	the	
  administrative	staff.	The	general	will	need	paper	
  to	track	victories,	and	at	least	one	copy	of	this	
  adventure.			
  Step 2. Prepare Tables 
  One	table	is	required	for	each	group.		
   Each	table	must	have	a	table	number	displayed	
  prominently	on	its	surface,	so	administrators	
  can	locate	specific	tables	during	the	event.			
   All	tables	need	a	good	view	of	HQ	so	they	can	
  see	and	hear	the	General’s	updates.		
  Step 3. Muster Groups 
  During	muster,	players	are	assigned	to	Dungeon	
  Masters.	
  Step 4. Count Groups 
  To	calculate	victories,	the	administrators	need	to	
  know	how	many	groups	are	playing	(see	
  “Adjustments	for	Event	Size”,	below).		
  Step 5. Play!  
  When	play	begins,	the	General	reads	the	briefing	
  aloud	to	the	assembled	players	(see	“Beginning	
  the	Adventure”).	
  Adjustments for Event Size 
  To	win	the	event,	each	group	must	succeed	in	an	
  average	of	three	quests	by	the	final	intermission.	
  Therefore,	the	number	of	groups	present	
  determines	how	many	quests	must	be	completed	
  to	win	the	event.		
  Victory Targets 
   
  Victories needed per Battle Update (BU) 
  Groups 
  BU1  
  BU2 
  BU3 
  BU4 
  BU5 
  BU6 
  4 
  2 
  4 
  6 
  8 
  10 
  12 
  5 
  3 
  5 
  8 
  10 
  13 
  15 
  6 
  3 
  6 
  9 
  12 
  15 
  18 
  7 
  4 
  7 
  11 
  14 
  18 
  21 
  8 
  4 
  8 
  12 
  16 
  20 
  24 
  9 
  5 
  9 
  14 
  18 
  23 
  27 
  10 
  5 
  10 
  15 
  20 
  20 
  30 
  11+ 
  Round up fractions! 
  Core Rules 
  Quests 
   Groups	must	report	the	success	of	each	quest	to	
  the	administrators	by	handing	in	a	Quest	
  Report.	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  80 
   As	each	report	is	received,	the	General	adds	one	
  victory	to	the	count.		
   The	administrators	pass	the	Quest	Report	to	
  another	group,	who	can	then	use	its	“boon”	
  effect.	Try	to	spread	boons	around	the	room	as	
  much	as	possible.		
  Victory Conditions 
  The	success	or	failure	of	the	event	is	determined	
  by	how	many	quests	have	been	completed.	
   Every	half‐hour,	the	General	gives	an	update	on	
  the	battle	(see	“Battle	Updates”,	below).		
   The	amount	of	victories	the	players	have	
  accrued	so	far	determines	which	update	is	
  chosen	(see	the	“Victory	Targets”	table,	above).	
  Mission Success 
  Near	the	end	of	the	event,	the	players	try	to	track	
  down	Pelican	Jake	based	on	clues	learned	by	
  individual	groups.	If	they	find	him,	they	must	vote	
  on	whether	to	turn	him	over	to	Captain	Smoke,	or	
  go	along	with	his	plan	to	summon	Aremag.		
  Mission Failure 
  If	the	players	fail	to	complete	the	required	number	
  of	quests,	Captain	Smoke	offers	a	compromise	at	
  the	end	of	the	event:	one	character	from	each	
  faction	must	return	with	her	to	the	Nine	Hells.	In	
  return,	she’ll	call	off	the	attack.	These	characters	
  are	lost	forever,	and	nothing	but	a	wish	spell	can	
  return	them	to	this	world!		
  Roaming Characters  
  The	following	characters	move	from	table‐to‐table	
  when	triggered	by	Interactive	Events.	
  Pelican Jake 
  Pelican	Jake	wanders	the	event	in	costume,	
  avoiding	Idrianne	Smoke	and	generally	acting	
  sneaky.	Players	can	summon	him	to	their	table	by	
  completing	“Quest	6:	Pirate	Parley”	or	“Quest	10:	
  Break	the	Pirate	Curse”.		 	
  	 When	he	arrives	at	a	table,	Jake	should	act	in	
  character	for	a	while,	culminating	in	him	asking	
  the	group	a	riddle:	
  “She has six faces, yet she wears no makeup. 
  Twenty‐one eyes, yet she cannot see. What is she?” 
  The	answer	is	a	six‐sided	die.	If	the	players	
  answer	Jack’s	riddle	successfully,	he	gives	them	
  one	of	the	following	clues:	
   “I’m	not	in	Tiryki	Anchorage.”	
  	
  	
  	
   “If	I’m	not	in	the	Old	City	or	Tiryki	Anchorage,	I’ll	
  be	in	the	Market	Ward	or	the	Merchant’s	Ward.”	
   “I’m	either	in	the	Market	Ward,	the	Harbor	Ward,	
  the	Merchant’s	Ward,	or	Tiryki	Anchorage.”	
   “If	I’m	not	in	the	Harbor	Ward,	I	won’t	be	in	the	
  Market	Ward.”	
  Ask	the	players	to	write	down	their	clues.	During	
  one	of	the	Battle	Updates	(see	below),	the	
  Commander	tells	players	to	shout	their	clues	
  aloud	so	everyone	can	help	solve	the	riddle	of	
  Jake’s	whereabouts.	Jake	is	hiding	in	the	
  Merchant’s	Ward,	but	multiple	groups	must	
  answer	his	riddle	to	be	sure	of	this.			
  	
  Volothamp Geddarm 
  The	famed	explorer	“Volo”	wanders	the	event	in	
  costume,	offering	words	of	encouragement.	If	he	
  stops	at	a	table,	he	can	offer	the	players	various	
  enchantments	–	for	the	right	price.		
  	 Volo	can	provide	any	of	the	spellcasting	services	
  listed	in	the	Adventurers	League	Dungeon	Master’s	
  Guide.	Players	must	cover	the	component	costs	for	
  these	spells,	which	are	cast	instantly	and	without	
  the	requirement	to	spend	downtime	days.	In	
  addition,	Volo	sells	potions	of	healing	at	the	price	
  listed	in	the	Player’s	Handbook	(50gp).		
  	 If	your	convention	is	hosting	“Fai	Chen’s	
  Fantastical	Faire”,	Volo	can	trade	table‐to‐table	
  with	the	Fai	Chen’s	wares.		
  Captain Smoke 
  Captain	Smoke	wanders	the	event	in	costume,	
  shouting	for	Pelican	Jake	and	randomly	attacking	
  groups	who	offend	her.			
  	 When	Captain	Smoke	attacks,	immediately	halt	
  any	encounter	currently	in	progress.	Captain	
  Smoke	then	makes	the	following	sequence	of	
  attacks:	
   Voice	of	the	Kraken.	All	characters	must	
  succeed	on	a	DC	14	Charisma	saving	throw	or	
  be	frightened	until	Captain	Smoke	leaves	the	
  table.	
   Thunderous	Touch.	Melee	Spell	Attack:	+5	to	
  hit,	one	creature.	Hit:	11	(2d10)	thunder	
  damage	at	Tier	1,	or	27	(5d10)	thunder	damage	
  at	Tier	2.		
  After	this,	each	character	that	is	not	frightened	can	
  make	an	attack	against	Captain	Smoke.	During	
  combat,	Captain	Smoke	automatically	succeeds	on	
  any	saving	throw	by	taking	damage	equal	to	the	
  level	of	the	spell	cast	x	1d10	(player	rolls).			
  	 Do	not	track	Captain	Smoke’s	hit	points.	
  Instead,	track	which	player	dealt	the	most	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  81 
  damage.	If	this	exceeds	the	damage	dealt	to	
  Captain	Smoke	by	any	other	player,	describe	how	
  one	of	the	coins	on	her	necklace	shatters.	Note	
  down	the	table	number,	and	then	continue.	
  	 Once	everyone	has	attacked,	Captain	Smoke	
  performs	the	following	attack	and	then	teleports	
  away	in	a	puff	of	smoke.	If	the	table	shattered	one	
  of	her	coins,	she	teleports	away	instead	of	
  performing	the	attack.	
   Hissing	Bomb.	Captain	Smoke	tosses	a	hissing	
  fire	bomb	to	any	character	who	is	still	
  frightened.	The	character	can	use	their	reaction	
  to	toss	the	bomb	to	another	character	in	the	
  group,	or	throw	it	to	the	ground.	Whoever	is	
  holding	the	bomb	when	it	explodes	takes	11	
  (2d10)	fire	damage	at	Tier	1,	or	27	(5d10)	fire	
  damage	at	Tier	2.	If	the	bomb	is	thrown	away,	
  all	characters	take	5	(1d10)	fire	damage	at	Tier	
  1,	or	11	(2d10)	fire	damage	at	Tier	2.	For	extra	
  theatrics,	the	bomb	can	be	represented	
  physically	as	a	bean	bag!			
  	
  In	the	last	15	minutes	of	the	event,	Captain	Smoke	
  returns	to	the	table	that	dealt	the	most	damage	to	
  her	and	attacks.	In	this	case,	she	does	not	use	
  Voice	of	the	Kraken.	She	has	57	hit	points	at	Tier	1,	
  or	114	hit	points	at	Tier	2.	Repeat	the	above	
  sequence	until	she	is	dead	or	the	group	is	wiped	
  out.	
  Battle Updates 
  The	event	plays	out	over	six	phases,	each	lasting	
  30	minutes.	After	each	phase,	the	General	delivers	
  a	battle	update	to	the	assembled	players.		
  Update 1. Opening Salvo (30 mins into play)  
  Read	the	following:	
  The pirates have the port surrounded! Your plans are in 
  motion, but the enemy has the element of surprise. Panic is 
  spreading across the city!  
  If	the	alliance	is	losing:	
  Captain Smoke’s pirates bombard the city with explosive 
  ballista bolts. All groups in the Harbor Ward, the Merchant 
  Ward and Tiryki Anchorage suffer siege damage!  
  Each	character	in	these	sectors	must	roll	
  immediately	on	the	Siege	Damage	table	(see	
  “Interactive	Events”).		
  Update 2. Smoke Attacks (1 hr. into play) 
  Read	the	following	aloud:	
  As the battle rages, a rasping voice echoes across the city!  
   
  “Fools! If ye won’t give up Pelican Jake, I’ll come get him 
  meself!”   
   
  Captain Smoke is stalking the streets, seeking souls to 
  reap! Beware her wrath!   
  If	the	alliance	is	winning:	
  But not all is lost! Pirate ships burn in the harbor, and the 
  mercenaries are uniting to drive back the enemy. You’re 
  doing well! Everyone gains the effect of an aid spell.  
  If	the	alliance	is	behind	track:	
  Alas, you haven’t done enough to turn the tide, and morale 
  is starting to falter among the defenders. You all gain one 
  level of exhaustion!   
  Update 3. Introducing Volo (90 mins into play) 
  Read	the	following	aloud:	
  A rumor spreads across the city. Volothamp Geddarm, 
  author of the celebrated “Volo’s Guide to Monsters”, has 
  offered his services to the valiant defenders of Port 
  Nyanzaru! Have your gold ready – if Volo visits your table, 
  you can buy healing and rare magical goods!   
  If	the	alliance	is	winning:	
  This is truly cause for celebration! Due to your ongoing 
  successes, everyone gains 5 temporary hit points!  
  If	the	alliance	is	behind	track:	
  Sadly, you need all the help you can get. The pirates have 
  pushed back again, and you’re losing control of the city. 
  Everyone loses 1 unspent hit die.  
  Update 4. Second Salvo (2hrs. into play) 
  If	the	alliance	is	winning:	
  The reports are in – you’re driving the pirates back into the 
  sea! Word spreads that the alliance is winning. All 
  characters gain the use of another short rest!   
  If	the	alliance	is	behind	track:	
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEP7-01 Peril at the Port 
   
   
  82 
  Bad news, adventurers! The pirates have taken the 
  advantage once again, and you’re now losing this battle. 
  Fire rains down over the city from the pirate ships. All 
  groups take siege damage!   
  Update 5. Where’s Jake? 
  Throughout the night, adventurers have been searching the 
  port for Pelican Jake. Now it’s time to work together to find 
  him. Has anyone found any clues to his whereabouts? If so, 
  let’s hear them!  
  The	players	must	now	shout	out	any	clues	they’ve	
  learned	from	Pelican	Jake.	When	they’re	done,	
  read:	
  That’s all you’ve got? Perhaps it’s all you need! Continue 
  with your quests, but think on these clues. You have 30 
  minutes to come to an agreement.   
  Play	should	now	continue,	but	the	administrators	
  can	prompt	players	to	go	from	table‐to‐table	to	
  form	a	consensus	on	where	Jake	is	hiding.		
  Update 6. Final Results 
  It’s time to track down Jake! First, does anyone have any 
  new clues to his whereabouts? 
  … 
  In that case, it’s time to decide. Everybody shout out which 
  district he’s hiding in!  
  The	players	must	now	shout	out	where	they	think	
  Jake	is	hiding.	Use	the	loudest	vote	to	decide.	Jake	
  is	hiding	in	the	Merchant’s	Ward.	
  	
  If	they’re	wrong,	read:		
  Too bad, Jake escaped capture! The pirates fight on 
  through the night, and despite your best efforts, the death 
  toll rises and rises. Finally, as dawn approaches, they offer 
  you a compromise. They’ll stop the killing if one hero from 
  each faction returns with them to the Nine Hells, to sail 
  forever as pirates on the River Styx.   
  The	alliance	has	failed	the	event!	If	no‐one	
  volunteers	to	go	with	the	pirates,	all	characters	
  gain	the	“Pirates	Curse”	story	award.		
  	
  If	they	find	Pelican	Jake,	read	the	following:	
  “Alright, me hearties! Fair game, ye got me. But ye ain’t 
  going to turn me over to the pirates are ye? See, I’ve a 
  better plan. If there’s one thing that those pirates fear, it’s 
  the dragon turtle, Aremag. How’s about we make a deal… I 
  summon Aremag to drive them away, and you let me walk 
  as a free man? How’s that sound? Only a little bit risky, 
  eh?” 
  The	players	must	now	shout	out	their	decision.	
  Use	the	loudest	vote	to	decide.			
  	
  If	they	hand	Jake	over	to	the	pirates,	read:	
  Pelican Jake will pay for his treachery! Captain Smoke 
  snatches him back to the Nine Hells, and calls off the attack 
  on the port. The city is saved… but at what cost? 
  Congratulations, heroes! You have won the day!  
  In	this	outcome,	the	final	victory	count	is	
  immaterial.	The	players	win	–	but	don’t	gain	any	
  special	reward.	
  	
  If	they	summon	Aremag,	but	lost	on	victories,	
  read:	
  The water boils and bubbles in the bay as the dragon turtle 
  emerges to wreck the pirate armada! Aremag smashes the 
  pirate ships, but then turns its wrath on the port! Alas, you 
  didn’t land enough blows on the pirates – and your 
  defenders are too weak to drive the monster back! A 
  devastating tidal wave washes across the harbor, wrecking 
  hundreds of dwellings. The pirates are gone, but you’ve 
  failed to defend the port.   
  The	alliance	has	failed	the	event!		
  	
  If	they	summon	Aremag,	and	won	on	victories,	
  read:	
  The water boils and bubbles in the bay as the dragon turtle 
  emerges to wreck the pirate armada! Aremag smashes the 
  pirate ships, but then turns its wrath on the port! But the 
  defenders are ready for him! Flush from all your victories, 
  they drive the dragon turtle back into the Bay of Chult! The 
  pirates are gone, and you are triumphant!    
  This	is	the	best	victory	possible!	All	players	gain	
  the	“Hero	of	Port	Nyanzaru”	story	award.		
  	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDEP07-01 - Peril at the Port.pdf