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  WEAKNESS OF ROCK
  MICKEY TAN
  Adventure Designer
  Adventure Code: HULB03-01
  Optimized For: APL 14
  Something stirs in the Hulburg mines. It would be nice to know what, but 
  it would be nicer if it would stop collapsing parts of the mines and leaving 
  catatonic miners. This could be the end of Hulburg’s windfall unless someone 
  finds a way to stop it. Part 1 of the Obsidian Stone trilogy.
  A four-hour adventure for 11th - 16th level characters
  
  2
  Adjusting This Adventure                                              
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                                                    
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Become familiar 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 players don’t finish too early; provide them 
  with a full play experience.
  HULB03-01 / Weakness of Rock:  
  INTRODUCTION
  Welcome to Weakness of Rock, a Convention Created 
  Content D&D Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play system 
  Tomb of Annihilation™ storyline season.
  This adventure is designed for three to seven 11th - 16th level characters, and is optimized for 
  five characters with an average party level (APL) of 14. Characters outside this level range 
  cannot participate in this adventure.
  Determining Party Strength
  Party Composition Party
  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
  
  3
  HULB03-01 / Weakness of Rock:  
  INTRODUCTION
  Rocks, rocks, so many pretty rocks.
  Dark and smooth.
  Watch them draw out the real you.
  —Danatar Ahrehdsen
  Hulburg Today                                                                    
  Over the centuries Hulburg was plundered and razed many 
  times, but each time industrious folk have returned to rebuild 
  atop its ruins. Remnants of its previous incarnations still exist 
  beneath the surface of the current remains as a disjointed 
  collection of old sewers, passageways, and even the buried 
  foundations and basements of destroyed buildings.
   While small in comparison to its former size, modern-day 
  Hulburg is no exception to this cycle of rebirth. Today, the 
  town consists mainly of three distinct areas: Tent City, the 
  Harbor District, and Hulmaster Manor.
   A map can be found in Appendix II.
  Tent City                                                                                   
  The bulk of the town rests atop a tall plateau on the northern 
  banks of the Moonsea with the heights of Thar rising to the 
  north. A steep and rocky hill blocks expansion to the east, and 
  the stony cliffs along the Moonsea lie to the south.
   Known by Hulburg’s residents as Tent City, the plateau 
  is home to a haphazard collection of large canvas tents 
  and makeshift wooden buildings. This fledgling residential 
  district lies near the center of the plateau and it stands upon 
  the ruins of a former fortress. It contains a large natural 
  well and several older defenses constructed at the height of 
  Hulburg’s former glory. Several miles of unoccupied ruins 
  surround the area.
   Many residents of Tent City work in Lord Eorl Hulmaster’s 
  gem mine, which is located in the hills to the northeast of the 
  town. The remaining residents survive by plying common 
  trades to support the miners or working as dockhands in the 
  Harbor District. Life in Tent City is rough, with most people 
  living in poverty. These conditions breed crime and violence, 
  but Lord Hulmaster’s small force of guards and Hulburg’s 
  larger gangs manage to keep the town from falling into 
  complete lawlessness.
  Harbor District                                                                    
  The lifeline of Hulburg is its harbor, which lies to the south 
  of Tent City along the northern shore of the Moonsea. A 
  large, rocky bluff separates it from Tent City, and travel 
  between the two districts is limited to a steep man-made trail 
  that traverses the stony face of the slope. Laborers, called 
  hoppers, carry loads of ore and other supplies up and down 
  the trail, which can be treacherous in poor weather.
   Warehouses and rows of docks make up the bulk of the 
  Harbor District, but the area is also home to a tariff office, 
  guard post, and many other smaller businesses built to 
  service ships and their crews. The district has seen recent 
  investments by Lord Eorl Hulmaster, making it opulent 
  in comparison to Tent City. Consequently, few tents and 
  temporary structures lie within its palisades. A handful of 
  successful merchants, traders, and ship captains live here, but 
  even these individuals live a modest lifestyle in comparison 
  to other towns and cities in the Moonsea region.
  Hulmaster Manor                                                               
  Lord Eorl Hulmaster’s manor lies a short thirty-minute walk 
  to the northwest of Tent City on the outskirts of the ruins 
  of old Hulburg. The current lord and his trusted retainers 
  live in a small wooden fortress that backs up to a tall bluff. 
  Residents of Hulburg jokingly (and never in the presence of 
  the lord or his retainers) refer to the structure as the Hedge 
  Lord’s Manor.
  Adventure Background                                                        
  Hulburg has seen much in the way of activity in recent times, 
  and this continues to be the case as word spreads of a new 
  source of income: tar stones. These black sticky gemstones 
  have multiple magical properties and uses, and while not 
  particularly common, there are enough to offer the promise 
  of profit.
   There used to be a mind flayer colony deep below Hulburg, 
  but none of its residents have shown themselves in centuries. 
  The few who remember it consider it long destroyed. While 
  the colony is currently dormant, its guardian is very much 
  active.
   The guardian, an alhoon named Berach, remained outside 
  of the colony, watching the surroundings for dangers while it 
  studied ways to prolong its life. It enhanced its studies with 
  the use of a potent drug of its own development: tar stones.   
   Tar Stones are small black crystalline stones that are 
  somewhat sticky to the touch. They are filled with emotional 
  energy that powers their magical properties.
   Unfortunately, the alhoon’s supply of this drug is running 
  low and it needs replenishment.  The alhoon can make more, 
  but for this it needs strong emotions to be sucked into the 
  empty stones scattered across underground caverns.  To 
  make this happen, Berach has targeted the mines and miners 
  of Hulburg. 
   Berach’s actions are drawing the attention of the 
  authorities and through them the characters.
  
  4
  HULB03-01 / Weakness of Rock:  
  INTRODUCTION
  NPC Summary
  The following NPCs and locations feature prominently in 
  this adventure. 
   Faylin Greenbaum (FAY-lin Green-BAUM). In spite 
  of her half-elven heritage, Faylin is neither slender nor 
  graceful. While the thirty-two-year-old’s dusty blond hair, 
  blue-gray eyes, and stout build are rather plain, her true 
  beauty lies on the inside. 
      Faylin oversees Hulburg’s mine. Lord Hulmaster pays her 
  a pittance of her actual worth, but she cares little for money. 
  Her heart lies with the town’s miners and other working-
  class residents. She spends her free time and money 
  repairing tents, serving meals, and performing other tasks 
  to improve the living conditions in Tent City. 
      Faylin holds no particular religious devotion. While she 
  admires Jarus Grainger for his dedication to Tyr, she prefers 
  to rely on her own hard work and compassion to make 
  Hulburg a better place to live. 
   Danatar Ahrehdsen (DAHN uh-tahr AH-red-sehn). 
  Danatar comes across as jovial if a little doddering. He is 
  always willing to share his knowledge and almost always 
  manages to do so without becoming pedantic. 
   Part 2: Rock of Hope. At the end of the purple worm 
  encounter, Danatar Ahrehdsen, a traveling wizard who has 
  been researching these tar stones, arrives. He thinks he might 
  be able to awaken the miners who have been effected by the 
  tar stones. But he needs the Alabaster Stones of Ahrehd (he 
  named them after himself) that are only found in the Flooded 
  Forest. He can hold open a portal to a site near the Flooded 
  Forest (not close to Hulburg) for only an hour. 
   Part 3: Rock of Envy. Danatar discovers another ingredient 
  needed for the cure – a strange kelp that can only be found in 
  deep waters off the shores of Hulburg. The PCs must travel to 
  the kelp beds and find this rare kelp before they destroy each 
  other.
   Part 4: Rock of Discovery. The PCs are sent by Danatar 
  to track down the source of the stones as he has discovered 
  their dangerous power. The trail leads them to a cabal of 
  mind flayers who Berach has awakened to help him harness 
  the power of the tar stones, to aid his mission of guarding the 
  colony and who wish to join the alhoon in undeath to do so. 
   Conclusion. Thwarting the cabal, they learn more about 
  the plans of the alhoon. Danatar creates the potion to awaken 
  the miners in the coma.
  Adventure Hooks                                                                 
   We need you again. The call for help goes out to those 
  adventurers who have helped Hulburg in the past. Despite its 
  recent economic boom, there are problems in the mines that 
  need to be addressed. The PCs are asked by Lord Hulmaster 
  to see Faylin Greenbaum at the mines.
   For fame and glory. Experienced adventurers are needed 
  to help with the problem in the mines. Success would help 
  the pocketbook and an enhance the reputation.
   Lord’s Alliance or Order of the Gauntlet. The stop of 
  production at the mines is bad for business and makes the 
  natives restless. Your factions ask you to do whatever is 
  necessary to get the mine back on track.
   Zhentarim. Your faction thinks this is a great opportunity 
  to negotiate with Faylin for a “special discount” for the tar 
  stones. They want you to help her with the problem with the 
  mines, but only if she agrees to a 10% discount.
   Emerald Enclave.  Your faction is concerned that the tar 
  stones they have been finding in the mines are unnatural. 
  Also, the protector of the forest, Brightstar Moonsilver, has 
  gone missing and they believe this has something to do with 
  the stones.
  DM’s Note
  There is a DM Handout that is to be filled out in character 
  introduction to keep track of the effects of the tar stones on 
  the final battle, as they are sucking the emotions from the 
  players and NPCs throughout the whole adventure.
   Ask lots of questions during character introductions to 
  find out the motives and emotions of the PCs to really tailor 
  the adventure to them.
  Series                                                                                
  HULB3-1 Weakness of Rock is the first part in the Obsidian 
  Stone trilogy, in which the characters deal with the 
  machinations of the alhoon, Berach. The second part is 
  HULB3-2 Dead Canaries and deals more with Danatar and his 
  investigations into the tar stones. In the third part, HULB3-3 
  Darkest Vein, the PCs can finally put an end to Berach.
   It is assumed the characters play the trilogy in order. If 
  PCs played the other parts before this one, assume this is a 
  flashback. Alternatively, you can make adjustments to make it 
  more like a cleanup after having first dealt with Berach.
  Adventure Overview                                                        
  The adventure is broken down into 6 parts:
   Introduction. Faylin Greenbaum of the Hulburg Mining 
  Company needs people to find the missing miners in Mine 
  Area 51. Recently the mine’s harvest has been very lucrative. 
  A vein of tar stones, prized by jewelers with extraordinary 
  capacity for magic consumption, has been found. But last 
  night the crew that went to Area 51 has not come back. A 
  cave in has prevented any rescue attempts and Faylin is 
  desperate.
   Part 1: Rock of Wrath. Circumventing the cave-in to get 
  to the catatonic miners, tar stones are first encountered. But 
  before finding out what is going on, rumblings occur and an 
  enraged purple worm who has been infected with a tar stone 
  it consumed lashes out to destroy and satisfy its voracious 
  appetite.
  
  5
  HULB03-01 / Weakness of Rock:  
  INTRODUCTION
  Expected Duration: 15 minutes
  The adventure begins with the adventurers arriving at the 
  mining office to meet Faylin Greenbaum.
  • The trio of miners were excavating in mining area C. But 
  they failed to check in at the end of the shift.
  • When the next shift came, they found the miners collapsed 
  on ground with their cache of tar stones in the cart. 
  • Our mining nurse, Gerta, was notified, but nothing she did 
  seemed to have any effect. She recommended not moving 
  them because of this and has been there caring for them 
  ever since.
  • Mining area C is one of the newly excavated parts of the 
  mines and has been very rich in tar stones since it opened.
  • If a PC asks for a discount for the Zhents, she is willing to 
  give the 10% discount for solving her problem.
  • Faylin is authorized to offer 500 gp per PC to help.
  After answering any questions, she sends Grufton to escort 
  the PCs to mining area C. If any of the PCs played HULB1-2 
  Hulburg Burning, he is grateful for their help and chats them 
  up. Otherwise he picks the most charismatic of the group to 
  talk to.
  Roleplaying Faylin Greenbaum
  In spite of her half-elven heritage, Faylin is neither slender 
  nor graceful. While the thirty-two-year-old’s dusty blond 
  hair, blue-gray eyes, and stout build are rather plain, her 
  true beauty lies on the inside. 
      Faylin oversees Hulburg’s mine. Lord Hulmaster pays her 
  a pittance of her actual worth, but she cares little for money. 
  Her heart lies with the town’s miners and other working-
  class residents. She spends her free time and money 
  repairing tents, serving meals, and performing other tasks 
  to improve the living conditions in Tent City. 
      Faylin holds no particular religious devotion. While she 
  admires Jarus Grainger for his dedication to Tyr, she prefers 
  to rely on her own hard work and compassion to make 
  Hulburg a better place to live. 
   Quote: “It is up to each individual to help out others. If you 
  don’t do it, who will.”
  Halting the Boom                                                                    
  Faylin explains to the adventurers how the mines have 
  recently experiencing great expansion due to the discovery 
  of the tar stones. But yesterday, a group of miners slipped 
  into a coma while handling the stones in the mine where they 
  were discovered, causing a halt in all mining operations as no 
  miner wants to work until they are assured of their safety.
   This work stoppage has her boss, Lord Hulmaster, beside 
  himself because he knows that for every hour the mine is not 
  operational, it is costing him money.
   This is what Faylin knows:
  You enter the office of Faylin Greenbaum and see a despondent 
  miner with his head buried in his hands sitting with his back to 
  the door and a half-elven woman standing over him with her 
  hand on his shoulder.
   “It’s okay Grufton. Help is on the way. We will be able to 
  wake them up. Just you see. Look, see what I mean,” Faylin says 
  as she turns to greet you. 
  The office has the production schedule written on the board. 
  The large desk in the middle of the room has layers of maps 
  of different sections of the mines.
  “I am so glad you are here. It has been a rough time with 
  company C in a coma. Those guys are like family to me. I just 
  happened to have taken the day off to spend time with my girl 
  for her birthday and I come back to this.”
  Grufton proceeds to tell the adventurers about each of the 
  miners of company C.
  • Jothar is his best friend. One thing that scared him and 
  made him mad was fire. His parents died in a fire that 
  burned down his house when he was a teenager. 
  • Burt is a perfectionist. He always has to have everything 
  done the right way - his way. If it wasn’t, he would start 
  yelling at anyone that caused it to go wrong.
  • Killenbrew loves to eat and eats constantly. If he doesn’t 
  have his food, he gets hangry.
  As Grufton finishes talking about his fellow miners, they 
  reach the destination of the comatose group.
  Introduction
  
  6
  Part 1. Rock of Wrath 
  HULB03-01 / Weakness of Rock: PART 1
  Expected Duration: 50 minutes
  Rounding the bend in the tunnel, you enter the part of the 
  tunnel known as mining area C. A dwarven female with 
  auburn hair is tending to the comatose miners who are lying 
  unconscious on the ground. 
   “Gerta, how are the boys doing?” Grufton cries out.
   “Same,” Gerta replies.
  Gerta has been watching the miners since they were found. 
  She has tried all types of healing remedies, potions and spells 
  but to no avail. She is grateful that help has arrived.
  General Features
  The tunnel area has the following general features:
   Terrain. The cavern is 10 feet wide in this area. The floor 
  here is dirt and is more or less level. 
   Weather. The air here is humid and warm. The walls are 
  damp from the humidity.
   Light. There is no light here save for that which the 
  characters brought with them and the lantern that Gerta holds.
   Smells and Sounds. The silence in this section of the 
  tunnels is deafening.
  Before looking at the bodies, a rumbling is heard and the 
  ground begins to shake. In an instant, a gigantic purple worm 
  with black tarred teeth and black stones encrusted on its skin 
  bursts through the wall.
  The purple worm has been burrowing through tar stones 
  and become infected with the emotional energies that have 
  been coursing through them.
   The worm is angry and bursts through the wall, attacking 
  the closest adventurer it can reach. Dusts of tar stones scatter 
  across the adventurers and each one must make a DC 18 
  Wisdom saving throw. Any adventurer with a dark gift from 
  the Curse of Strahd makes this saving throw at disadvantage 
  as the tar stones are enhanced by them. On a failure, mark the 
  tar stone box on the DM Handout and describe the energies 
  leaving the PC and flowing to the veins of tar stones in the 
  cave. They make this saving throw at the start of their turn 
  while the purple worm is alive, as it creates a whole lot of tar 
  stone debris.
   As the combat ensues, the purple worm acts with anger 
  over the emotions of the comatose NPCs. 
  • It is initially scared of fire then retaliates violently against it. 
  • If it misses, it thrashes in anger.
  • It uses Hangry Bite at every opportunity because it hasn’t 
  eaten in a while.
  The odd behavior of the purple worm should give the 
  adventurers the first clue of how the tar stones are linked to 
  emotions.
   Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: The purple worm has 50 less hit points.
  • Weak: The purple worm has 25 less hit points.
  • Strong: The purple worm has 100 more hit points.
  • Very Strong: Add a second purple worm.
  Treasure
  Cutting open the worm reveals the contents of its stomach — 
  assorted precious metals worth 500 gp.
  Development
  Once the combat is over, Faylin arrives with Danatar.
  Roleplaying Danatar Ahrehdsen 
  Danatar comes across as jovial if a little doddering. He is 
  always willing to share his knowledge and almost always 
  manages to do so without becoming pedantic. 
  Quote: “What a great discovery. Let me write it down.”
  This is what Danatar knows.
  • The tar stones are linked to emotions and draw the power 
  of emotions to fuel their magic.
  • Tar stones are normally linked to a central hub that is 
  drawing the linked tar stones.
  • If someone’s emotions are particularly strong, drawing 
  them out of could leave them in a coma.
  • Danatar has been working on a cure for those adversely 
  effected by the tar stones, but it has to be done quickly or 
  he fears the effect might be permanent.
  • He needs help getting the ingredients — the Alabaster 
  Stones of Ahrehd and the Kelp of Danatar. 
  • The one instance of Alabaster Stones of Ahrehd that 
  Danatar knows of are found in the Flooded Forest. Danatar 
  can open a portal for one hour. They can be found in the 
  coldest part of the forest.
  • The Kelp of Danatar can be found a couple miles off 
  the shore of Hulburg at night near the kelp beds the 
  fisherman troll. It is orange in color and is illuminated 
  by the moon for only 30 seconds a night. Otherwise, it is 
  indistinguishable from other kelp.
  When the PCs are ready, Danatar opens the portal. It stays 
  open for an hour. If the adventurers are not back by then, it 
  closes and they have to find their own way back.
  Faylin arrives on the scene with another man who is in a brown 
  robe with a satchel overflowing with books and a notebook 
  with pencil in hand.
   “This is Danatar Ahrehdsen and I think he can shed some 
  light on what is going on with these tar stones,” says Faylin.
  
  7
  Part 2: Rock of Hope 
  HULB03-01 / Weakness of Rock: PART 2
  Expected Duration: 60 minutes
  hidden for safe keeping) for an adventurer left behind to stay 
  with them. She starts with asking them to stay permanently but 
  is willing to negotiate to have their faithful service for a week.
   If any adventurer stays with the hags, they are not allowed 
  to participate in the rest of the adventure and receive a 
  special boon, Hanging with the Hags, found at the end of the 
  adventure.
   At any hostile or deceptive action the hags attack along 
  with their pets.
  Tactics
  The hags try to isolate any adventurers like paladins who 
  give out saving throw bonuses or clerics who heal, encasing 
  them with wall of ice while another hag uses cone of cold on 
  as many other adventurers it can affect to soften them up for 
  their pets. 
   The catoblepas have been trained to focus attacks to get 
  one enemy down at a time and move to focus their death ray.
   Once an adventurer dies, one of the hags flies down to 
  use maddening feast to start eating. The catoblepas are not 
  affected as this is commonplace for them.
   Sinkholes. The hags have made these sinkholes all around 
  the clearing. The catoblepas know where they are and since 
  they are large, they can balance on the edges. Roll a d6 and 
  on a 6, they encounter a sinkhole. Mark this on the map 
  for future reference. The adventurer must make a DC 16 
  Dexterity saving throw or fall prone in the water.
  Stepping through the portal you find yourself in a forest that 
  appears to have grown out of a swamp. The water you step 
  into is only a foot deep, but the dark patches you can see show 
  signs of deeper water ahead.
   Mosquitos and other insects buzz around you, and the 
  humidity is palpable. 
  A DC 15 Survival check points the adventurers in the 
  direction of the colder part of the forest that is about a mile 
  away from the portal.
  General Features
  The forest area has the following general features:
   Terrain. The forest is a swamp and movement is halved 
  unless you have a swim speed or swamp walk. It is also 
  uneven, with depths of up to 10 feet. The island with the hut 
  can be traversed at normal speed.
   Weather. The air here is humid and warm. But as the 
  adventurers get closer to the hag’s lair, it gets colder.
   Light. The trees shade the ground from direct sunlight, so 
  it is dimly lit.
   Smells and Sounds. Insects and movement throughout 
  the forest are muffled by the swamp, but the smell of wet 
  grass is undeniable.
  The temperature seems to drop as you get closer to your 
  destination. There is a clearing ahead with a ramshackle hut on 
  an island in the swamp. 
   Surrounding the house, large cow-like creatures covered 
  with frost wander around grazing on the frost-covered weeds 
  that pierce the swamp water. Six trees surround the clearing, 
  providing a canopy of shade 20 feet above the water’s surface.
  Gertrude, one of the two bheur hags, is standing guard 
  on her broom 15 feet up in one of the trees. She notices the 
  adventurers and doesn’t immediately attack if she or her pets 
  (five winter catoblepas) are not threatened. Once spotted on 
  a DC 18 Wisdom (Perception) check, she flies up 15 feet high 
  20 feet away and address the party.
  A blue-skinned old women dressed in rags flies up from a tree on 
  a broom and speaks, “Helga (and Olga for very strong parties), 
  we have company. What brings you to our humble abode?”
  Gertrude loves visitors and enjoys conversation. She is 
  willing to barter with the PCs for locks of their hair and 
   Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: Remove two catoblepas.
  • Weak: Remove one catoblepas.
  • Strong: Add one catoblepas.
  • Very Strong: Add Olga, another bheur hag. This means 
  they get the hag coven spellcasting ability found on page 
  176 of the Monster Manual.
  Treasure
  In the hags’ hut amidst a lot of worthless sentimental trinkets 
  there is a bowl worth 1,000 gp.
  Development
  Once the combat is over, the adventurers have time to search 
  to find the alabaster stones and the bowl in the hags’ hut, 
  then get back to the portal.
   Danatar closes the portal behind the PCs and says that he 
  is close to pinpointing where all the emotions are going. He 
  implores the PCs to go get the kelp as the comatose miners 
  are weakening as he speaks. The kelp will reveal itself when 
  the full moon is the brightest, but only for about half a 
  minute.
  other personal items that are dear to them. She trades any 
  one of her trinkets that are worth 10 gp or less.
   She is even willing to trade any number of alabaster stones 
  (there are 3 in the swamp by the catoblepas that they have 
  
  8
  HULB03-01 / Weakness of Rock: PART 3
  Expected Duration: 60 minutes
  The adventurers can find a fisherman who knows about the 
  kelp beds and can take them out. The fisherman sizes up the 
  adventurers and asks for 100 gp each, seeing the equipment 
  they wear. 
   He is willing to go as low as 5 gp each but needs a DC 16 
  Charisma (Persuasion) check for each offer to come down 
  from his 100 gp. He knows that the rest of the fisherman are 
  already out on the water and he was taking a day off.
   Adventurers may take any measures to help deal with the 
  water and darkness below. When they start swimming, read 
  the box text below:
  Part 3: Rock of Envy 
  Kelp of Envy
  The adventurers are under a charm effect that causes them 
  to feel intense envy. This envy makes an adventurer use all 
  their actions to attack the person envied.  
   At the end of their turn, the character can make a DC 21 
  Wisdom saving throw. At the end of the round, a PC that 
  makes their saving throw is no longer under the kelp of 
  envy effect. The DC for the saving throw decreases by 2 on 
  each consecutive round. If an adventurer is unconscious, 
  the effect ends on them and they begin to drown. The rival 
  adventurer gets paired up with another adventurer under 
  the effect.
   Underwater Combat. When making a melee weapon 
  attack, a creature that doesn’t have a swimming speed 
  has disadvantage on the attack roll unless the weapon is a 
  dagger, javelin, shortsword, spear, or trident.
   A ranged weapon attack automatically misses a target 
  beyond the weapon’s normal range. Even against a target 
  within normal range, the attack roll has disadvantage unless 
  the weapon is a crossbow, a net, or a weapon that is thrown 
  like a javelin (including a spear, trident, or dart).
   Creatures and objects that are fully immersed in
  water have resistance to fire damage.
   Light. The glow from the Kelp of Danatar provides dim 
  light to the area while it is glowing. Then the ocean becomes 
  dark save whatever light the adventurers bring with them.
  As the full moon is near its zenith, the kelp bed responds with 
  rhythmic swaying resembling a dance, revealing a patch of 
  orange kelp at the ocean’s bottom in the middle of the kelp 
  bed.
   As you make your way through the kelp bed towards the Kelp 
  of Danatar, the rhythmic dance of the kelp is mesmerizing.
  The kelp bed’s dance of the moon creates an enchantment 
  effect. This is the defense mechanism of the Kelp of Danatar 
  and lasts for the 30 seconds that the kelp is visible. Every 
  adventurer needs to make a DC 23 Intelligence saving throw. 
  On a failure, the adventurers are under the kelp of envy effect 
  (see sidebar). 
   Use the DM Handout to pair up the PCs up with their rival. 
  If there is an odd number who fail the saving throw, you can 
  put them in a group of three. If just one fails, he is envious of 
  all and attacks the closest adventurer. 
   Adventurers not under the kelp of envy effect can use an 
  action to make a DC 21 Wisdom (Survival) check to grant a 
  PC under the effect an automatic success on their next saving 
  throw to end the effect.
   It takes the adventurers 2 rounds to swim to the Kelp of 
  Danatar from the surface or one round from the kelp beds. 
  It takes an action to harvest one batch of the kelp. Three 
  batches are needed to save all three miners. The adventurers 
  have 5 rounds to harvest the three batches before the Kelp 
  of Danatar are no longer able to be distinguished from other 
  kelp.
  Treasure
  At the ocean’s bottom near the Kelp of Danatar, there is a 
  musical jewelry box that has drifted to the kelp beds from a 
  nearby sunken ship. It is worth 100 gp.
  Development
  For each batch of kelp harvested, a revitalizing potion can be 
  made to wake up the comatose miners.
  “I now have the ingredients to awaken the miners, but I have 
  made another discovery of great concern. I have located the 
  apex of the emotional energies that have been drawing the 
  emotions from the tar stones.
   I fear that the emotional energy is being used for a nefarious 
  purpose. While I finish the revitalizing concoction, go to 
  the apex and stop the energy harvest or more innocents will 
  suffer.”
  Danatar gives the adventurers a map to a cave deeper in the 
  mines where he suspects the emotional energies are flowing 
  to.
  
  9
  HULB03-01 / Weakness of Rock: PART 4
  Arriving at the cave opening, there is a disturbing sight. Black 
  veins of energy ripple through the cavern walls as creatures 
  with tentacles around their mouths bath in the black energy.
   Four piles of tar stones are 10 feet away from the corners 
  of an altar. On the altar, a bound unicorn serves as a focus for 
  some sort of twisted ritual. The unicorn screams in pain as it 
  reaches out telepathically to you for help.
  Part 4: Rock of Despair 
  Expected Duration: 75 minutes
  The ritual is channeling all the emotional energies it has 
  received from the tar stones. The ritual is also drawing 
  the life force out of the unicorn for fuel. Four mind flayer 
  arcanists and one ulitharid are overseeing the ritual.
   As long as the piles of tar stones are funneling the energy 
  to the altar, the unicorn loses 5 hit points at the end of each 
  round for each active pile of tar stones. The unicorn starts 
  with 40 hit points. Emerald Enclave members recognize the 
  unicorn as Brightstar Moonsilver, the protector of the local 
  forest that they were sent to rescue.
   Adventurers can sever the tar stone link to the altar by 
  making a DC 23 Arcana or Religion check while adjacent to 
  a pile. They also can make a DC 23 Athletics check to push 
  over the pile of tar stones, but doing so causes the emotional 
  energies in the stones to explode and the adventurer takes 20 
  hit points of necrotic damage.
   If the unicorn dies, the ritual is fully powered and all mind 
  flayers and the ulitharid immediately regain 20 hit points.
  General Features
  The cavern area has the following general features:
   Terrain. The ceiling of the cavern is 10 feet high
   Weather. The cavern is hot and humid.
   Light. The black energy provides dim light to the cavern.
   Smells and Sounds. Burning tar and the crackling of 
  energy fill the cavern.
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: Remove one mind flayer arcanist.
  • Weak: Remove the jealous stones power.
  • Strong: Make all recharge powers recharge on 4-6.
  • Very Strong: Add one mind flayer arcanist. 
  Treasure
  One of the mind flayers carries a potion of speed on him. The 
  ulitharid carries a pouch of diamonds worth 600 gp.
  Development
  If Brightstar is saved, he is grateful. Adventurers who are 
  lawful good receive the story award Gratitude of Brightstar 
  Moonsilver.
  Conclusion                                                                                  
  Estimated Duration: 10 minutes
  Danatar has made the revitalizing potions for the miners and 
  is administering them when the adventurers return. Faylin is 
  watching with great concern for her miners. Danatar is very 
  interested to find out what the adventurers have discovered 
  with the tar stone energies.
  Tactics
  The mind flayers use wall of force to divide the adventurers 
  and keep them away from the ritual. The ulitharid uses 
  dominate monster to get an adventurer to fight for them. After 
  using mind blast, the mind flayers and ulitharid can’t help 
  themselves and use extract brains to start their feast.
   Use DM’s Handout 1 to total the amount of failed saves of 
  the adventurers in the first encounter. The mind flayers and 
  ulitharid can use these failed saves to recharge a power or 
  heal 10 hit points.
  Danatar is sobered by the news and addresses the PCs.
   “Though we have struck a blow to nefarious machinations at 
  work with the tar stones, the work you have done here today has 
  led me to believe that there is more at hand than just random 
  tar stones appearing and a cabal of mind flayers seeking power. 
  I urge you to remain in Hulburg as your services may be called 
  upon again soon.”
  Danatar is grateful for the help of the adventurers and offers 
  them a tome from his collection, a Manual of Quickness of 
  Action. Faylin pays the adventurers the agreed to fee of 500 
  gp per PC.
  
  10
  HULB03-01 / Weakness of Rock: 
  REWARDS
  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 (Min/Max XP: 11,250/15,000)
  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
  Purple worm 
   
   
   
  13,000
  Catoblepas 
   
   
   
  1,800
  Bheur hag 
   
   
   
  2,900
  Mind flayer arcanist 
   
   
  3,900
  Ulitharid 
   
   
   
  5,000
  Non-Combat Awards
  Task or Accomplishment  
   
  XP Per Char
  Heal the catatonic miners 
   
  450 (per miner)
  Retrieve the alabaster stones 
   
  300 (per stone)
  Collect the orange kelp  
   
  300 (per batch)
  Rescue Brightstar Moonsilver 
   
  2,600
  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
  Faylin’s reward  
   
   
  500 per PC
  Assorted gems from worm 
   
  500
  Bowl of the hags 
   
   
  1000
  Musical jewelry box 
   
   
  100
  Pouch of diamonds 
   
   
  600
  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.
  Manual of Quickness of Action
  Wondrous Item, very rare
  This book contains coordination and balance exercises, and 
  its words are charged with magic. If you spend 48 hours over 
  a period of 6 days or fewer studying the book’s contents and 
  practicing its guidelines, your Dexterity score increases by 2, 
  as does your maximum for that score. The manual then loses 
  its magic, but regains it in a century.
  Potion of Speed
  Potion, very rare
  When you drink this potion, you gain the effect of the haste 
  spell for 1 minute (no concentration required). The potion’s 
  yellow fluid is streaked with black and swirls on its own.
  Player Rewards                                                                   
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide (ALDMG).
  Story Award                                                                        
  During the course of this adventure, the characters may earn 
  the following story awards:
   Hanging with the Hags. Your time with the hags has had a 
  profound effect on you and they have given you special boon. 
  More information can be found in Player Handout 1.
   Gratitude of Brightstar Moonsilver. For rescuing 
  Brightstar, he is grateful and will serve as a mount for lawful 
  good adventurers for three adventures. More information can 
  be found in Player Handout 1.
  DM Rewards                                                                         
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG).
  
  11
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Appendix: NPC / Monster Statistics  
   
  Purple Worm
  Gargantuan monstrosity, unaligned
  Armor Class 18 (natural armor)
  Hit Points 247 (15d10 + 90)
  Speed 50 ft., burrow 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  28 (+9) 
  7 (-2) 
  22 (+6) 
  1 (-5) 
  8 (-1) 
  4 (-3)
  Saving Throws Con +11, Wis +4
  Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  Languages -
  Challenge 15 (13,000 XP)
  Tunneler. The worm can burrow through solid rock at half its 
  speed and leaves a 10-foot-diameter tunnel in its wake.
  Actions                                                                                                          
  Multiattack. The worm makes two attacks: one with its bite and 
  one with its stinger.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or 
  smaller creature, it must succeed on a DC 19 Dexterity saving 
  throw or be swallowed by the worm. A swallowed creature is 
  blinded and restrained, it has total cover against attacks and 
  other effects outside the worm, and it takes 21 (6d6) acid 
  damage at the start of each of the worm’s turns.
   If the worm takes 30 damage or more on a single turn 
  from a creature inside it, the worm must succeed on a DC 21 
  Constitution saving throw at the end of that turn or regurgitate 
  all swallowed creatures, which fall prone in a space within 10 
  feet of the worm. If the worm dies, a swallowed creatures is no 
  longer restrained by it and can escape from the corpse by using 
  20 feet of movement, exiting prone.
  Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 19 (3d6 + 9) piercing damage, and the target 
  must succeed on a DC 19 Constitution saving throw, taking 42 
  (12d6) poison damage on a failed save or half as much damage 
  on a successful one.
  Catoblepas
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  12 (+1) 
  21 (+5) 
  3 (-4) 
  14 (+2) 
  8 (-1)
   
  Senses darkvision 60 ft., passive Perception 12
  Languages -
  Challenge 5 (1,800 XP)
  Keen Smell. The catoblepas has advantage on Wisdom (Percep-
  tion) checks based on smell.
  Stench. Any creature other than a catoblepas that starts its turn 
  within 10 feet of the catoblepas must succeed on a DC 16 
  Constitution saving throw or be poisoned until the start of the 
  creatures next turn. On a successful saving throw, the creature 
  is immune to the stench of any catoblepas for 1 hour.
  Actions                                                                                                           
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 21 (5d6 + 4) bludgeoning damage, and the target must 
  succeed on a DC 16 Constitution saving throw or be stunned 
  until the start of the catoblepas’s next turn.
  Death Ray (Recharge 5-6). The catoblepas targets a creature 
  that it can see within 30 feet of it. The target must make a DC 
  16 Constitution saving throw, taking 36 (8d8) necrotic dam-
  age on a failed save, or half as much damage on a successful 
  one. If the saving throw fails by 5 or more, the target instead 
  takes 64 necrotic damage. The target dies if reduced to 0 hit 
  points by this ray.
  Encrusted and Enraged
  Encrusted Resilience The worm has 100 temporary hit points 
  and cannot be stunned.
  Explosive Anger The worm has +2 to hit and advantage on 
  attack rolls doing an extra 10 damage on each attack. The 
  worm’s speeds increase by 20 feet. The worm grants combat 
  advantage because of its reckless state.
  Hangry Bite (Recharge 5-6). When damaged, the worm uses 
  its reaction to make a bite attack against the nearest creature.
  Winter Catoblepas
  Damage Resistance cold
  
  12
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Bheur Hag
  Medium fey, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  16 (+3)
   
  Saving Throws Wis +4 
  Skills Nature +4, Perception +4, Stealth +6, Survival +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 14
  Languages Auran, Common, Giant
  Challenge 7 (2,900 XP)
  Graystaff Magic. The hag carries a graystaff, a length of gray 
  wood that is focus for her inner power. She can ride the staff 
  as if it were a broom of flying. While holding the staff, she can 
  cast additional spells with her Innate Spellcasting trait (these 
  spells are marked with an asterisk). If the staff is lost or de-
  stroyed, the hag must craft another one, which takes a year and 
  a day. Only a bheur hag can use a graystaff.
  Ice Walk. The hag can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, diffi-
  cult terrain composed of ice or snow doesn’t cost her extra 
  movement.
  Innate Spellcasting. The hag’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). She 
  can innately cast the following spells, requiring no material 
  components.
  At will: hold person*, ray of frost
  3/day each: cone of cold*, ice storm*, wall of ice*
  1/day: control weather
  Actions                                                                                                              
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold 
  damage.
  Maddening Feast. The hag feasts on the corpse of an enemy 
  within 5 feet of her that died within the last minute. Each crea-
  ture of the hag’s choice within 60 feet of her must succeed 
  on a DC 15 Wisdom saving throw or be frightened of her for 1 
  minute. While frightened this way, a creature is incapacitated, 
  can’t understand what others say, can’t read, and speaks only 
  in gibberish; the DM controls the creature’s movement, which 
  is erratic. A creature can repeat the saving throw at the end 
  of each its turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, 
  the creature is immune to the hag’s Maddening Feast for the 
  next 24 hours. 
  Ulitharid
  Large aberration, lawful evil
  Armor Class 15 (breastplate)
  Hit Points 127 (17d10 + 34)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  12 (+1) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  21 (+5)
   
  Saving Throws Int +9, Wis +8, Cha +9
  Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  Senses darkvision 120 ft., passive Perception 18
  Languages Deep Speech, Undercommon, telepathy 2 miles
  Challenge 9 (5,000 XP)
  Creature Sense. The ulitharid is aware of the presence of crea-
  tures within 2 miles of it that have an Intelligence score of 4 
  or higher. It knows the distance and direction of each creature, 
  as well as each creature’s Intelligence score, but can’t sense 
  anything else about it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar magic can’t be perceived 
  in this manner.
  Magic Resistance. The ulitharid has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting (Psionics). The ulitharid’s innate spellcast-
  ing ability is Intelligence (spell save DC 17). It can innately cast 
  the following spells, requiring no material components.
  At will: detect thoughts, levitate
  1/day each: confusion, dominate monster, eyebite, feeble-
  mind, mass suggestion, plane shift (self only), project image, 
  scrying, telekinesis
  Actions                                                                                                           
  Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  creature. Hit: 27 (4d10 + 5) psychic damage. If the target is 
  Large or smaller, it is grappled (escape DC 14) and must suc-
  ceed on a DC 17 Intelligence saving throw or be stunned until 
  this grapple ends.
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one incapacitated creature grappled by the ulitharid. Hit: 55 
  (10d10) piercing damage. If this damage reduces the target 
  to 0 hit points, the ulitharid kills the target by extracting and 
  devouring its brain.
  Mind Blast (Recharge 5-6). The ulitharid magically emits 
  psychic energy in a 60-foot cone. Each creature in that area 
  must succeed on a DC 17 Intelligence saving throw or take 31 
  (4d12 + 5) psychic damage and be stunned for 1 minute. A tar-
  get can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Power of the Stones
  Subtle Stones (Recharge 4-6) The ulitharid casts a spell without verbal or somatic components, so it can’t be counterspelled.
  Angry Stones The ulitharid has +2 to hit and advantage on attack rolls doing an extra 10 damage on each attack. The ulitharid 
  grants combat advantage because of its reckless state.
  Jealous Stones (Recharge 5-6) When attacked, the ulitharid can use his reaction to make the attacker make a DC 18 Constitution 
  saving throw or target the closest ally. If no ally is within reach, the attacker loses his attack action. 
  Despairing Stones (Recharge 5-6) As a bonus action, the ulitharid causes one creature it can see to make a DC 18 Intelligence 
  saving throw. On a failure, the creature has disadvantage on all attack rolls until the end of its next turn.
  
  13
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Mind Flayer Arcanist
  Medium aberration, lawful evil
  Armor Class 15 (breastplate)
  Hit Points 71 (13d8 + 34)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  12 (+1) 
  12 (+1) 
  19 (+4) 
  17 (+3) 
  17 (+3)
   
  Saving Throws Int +7, Wis +6, Cha +6
  Skills Arcana +7, Deception +6, Insight +6, Perception +6, 
  Stealth +4
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Magic Resistance. The mind flayer has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting (Psionics). The mind flayer’s innate spell-
  casting ability is Intelligence (spell save DC 15). It can innately 
  cast the following spells, requiring no material components.
  At will: detect thoughts, levitate
  1/day each: dominate monster, plane shift (self only)
  Spellcasting. The mind flayer is a 10th-level spellcaster.
  Its spellcasting ability is Intelligence (save DC 15, +7 to hit 
  with spell attacks). The mind flayer has the following wizard 
  spells prepared:
  Cantrips (at will): blade ward, dancing lights, mage hand, 
  shocking grasp
  1st level (4 slots): detect magic, disguise self, shield, sleep
  2nd level (3 slots): blur, invisibility, ray of enfeeblement
  3rd level (3 slots): clairvoyance, lightning bolt, sending
  4th level (3 slots): confusion, hallucinatory terrain
  5th level (2 slots): telekinesis, wall of force
  Actions                                                                                                           
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 27 (4d10 + 5) psychic damage. If the target is 
  Large or smaller, it is grappled (escape DC 15) and must suc-
  ceed on a DC 15 Intelligence saving throw or be stunned until 
  this grapple ends.
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  incapacitated creature grappled by the mind flayer. Hit: 55 
  (10d10) piercing damage. If this damage reduces the target to 
  0 hit points, the mind flayer kills the target by extracting and 
  devouring its brain.
  Mind Blast (Recharge 5-6). The mind flayer magically emits 
  psychic energy in a 60-foot cone. Each creature in that area 
  must succeed on a DC 15 Intelligence saving throw or take 
  22 (4d8 + 4) psychic damage and be stunned for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Power of the Stones
  Subtle Stones (Recharge 4-6) The mind flayer casts a spell 
  without verbal or somatic components, so it can’t be counter-
  spelled.
  Angry Stones The mind flayer has +2 to hit and advantage on 
  attack rolls doing an extra 10 damage on each attack. The mind 
  flayer grants combat advantage because of its reckless state.
  Jealous Stones (Recharge 5-6) When attacked, the mind flayer 
  can use his reaction to make the attacker make a DC 18 
  Constitution saving throw or target the closest ally. If no ally is 
  within reach, the attacker loses his attack action. 
  Despairing Stones (Recharge 5-6) As a bonus action, the mind 
  flayer causes one creature it can see to make a DC 18 Intelli-
  gence saving throw. On a failure, the creature has disadvantage 
  on all attack rolls until the end of its next turn.
  
  14
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Appendix II: Hulburg 
  
  15
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Map: Rock of Wrath 
  
  16
  HULB03-01 / Weakness of Rock: 
  APPENDIX
    Map: Rock of Hope
  
  17
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Map: Rock of Despair
  
  18
  HULB03-01 / Weakness of Rock: 
  APPENDIX
   DM Handout
  PC
  Faction
  Background
  Emotional 
  Triggers
  Failed Tar Saves
  Rival
  1
  2
  3
  4
  5
  6
  7
  
  19
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Player Handout 1: Story Awards
  During the course of this adventure, the characters may earn the following story awards. If you are printing these out for your 
  characters, print as many as you may need to ensure that any eligible character receives a copy:
  Hanging with the Hags                                                                                                                                       
  Your time with the hags has had a profound effect on you and they have given you a special boon. Once per adventure, you 
  can gain advantage on a d20 roll. Doing so allows the hags to impose disadvantage on a d20 roll later in the adventure at the 
  discretion of the DM.
  Gratitude of Brightstar Moonsilver                                                                                                      
  For rescuing Brightstar, he is grateful and will serve as a mount for lawful good adventurers for three adventures. His stats are 
  the standard unicorn stats found on page 294 of the Monster Manual. 
  
  20
  HULB03-01 / Weakness of Rock: 
  APPENDIX
  Player Handout 2: Magic Item
  During the course of this adventure, the characters may find the following permanent magic item:
  Manual of Quickness of Action                                                                                                                                 
  Wondrous Item, very rare
  This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a 
  period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as 
  does your maximum for that score. The manual then loses its magic, but regains it in a century. 
   This item can be found in the Dungeon Masters Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-37 HULB3-1 - Weakness of Rock.pdf