TEXT: TIDEFALL
  Though the Elemental Cults failed in the Dessarin Valley and in Mulmaster, 
  fragments of their primordial cults still seek to destroy civilization. An unlikely 
  contact alerts the heroes to impending ruin in the city of Phlan. Will the heroes 
  be able to follow the ravings of a mad man to stop this scheme, or will even more 
  catastrophe be visited upon the City of Phlan?
  A Four-Hour Adventure for 11th–16th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  ADAM SCARAMELLA
  Adventure Designer
  Adventure Code: CCC-TRI-29 TIDE1-1
  Optimized For: APL 13
  Version: 1.2
  Story Arc Coordinator: Adam Scaramella
  Editor: Denise Wozniak
  Formatting and Layout: Travis Legge
  Senior Editor: David Jedlinsky
  Play Testing: John A. Bacelis, Christian Bacelis, Dillon DeSimone, Dana Gingerelli, Adam Rice
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Lysa Chen
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast.
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  CCC-TRI-29 Tidefall
  2
  Introduction
  Welcome to Tidefall, a D&D Adventurers League™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system and The Role 
  Initiative’s convention created content.
  This adventure takes place in the city of Phlan, 
  a location which has seen its share of hard times 
  in the past few years. This port city lies on the 
  Moonsea and has only recently been liberated 
  from its subjugation underneath the claw of 
  Vorgansharax, the Maimed Virulence.
  This adventure is designed for three to seven 
  11th–16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in 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 adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party   
  Strength
  3–4 characters, APL less than  
  Very weak
  3–4 characters, APL equivalent  
  Weak
  3–4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  
  Average
  5 characters, APL greater than  
  Strong
  6–7 characters, APL less than  
  Average
  6–7 characters, APL equivalent  
  Strong
  6–7 characters, APL greater than  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  Adventure Primer
  Adventure Background
  A remnant cell of the Cult of the Crushing Wave 
  (led by a man named Lord Wash) has come into 
  possession of an item and a ritual which will open a 
  portal to the plane of Elemental Water and summon 
  Olhydra into this world. They plan to enact this 
  ritual in a catacomb chamber which exists beneath 
  the Bay of Phlan.
  For reasons inscrutable to mortals, the Princess 
  of Evil Water does not wish to be summoned in 
  this way. Some scholars might surmise that she 
  believes that the ritual will somehow diminish her 
  or bind her. Some would argue that she may not 
  wish to reward those who have failed her before her 
  presence. And there are those who would chalk this 
  desire up to the mercurial nature of a primal chaotic 
  entity.
  To thwart them, she decides to act against them.
  A man resides in the slums of Phlan, and he is 
  known to Olhydra—his name is Arroyo. He served 
  Olhydra before fear and madness took his mind and 
  he fled her Cult. But she can always find him and 
  those whom she has Touched. She reaches to him. 
  She ties a piece of herself to his soul. She caresses 
  his mind with direction and sets him on a path.
  That path takes him to the servant of her 
  enemy and brother, a fire cultist who calls himself 
  Fyrebrand. This cultist believes that the ramblings 
  of the old man are unintentional, but that the old 
  coot is divulging the secrets of the Cult of the 
  Crushing Wave. So, he visits the old man in the 
  slums, plying him with food, drink and coin.
  The old man gives him insight into the water 
  cult’s activities around Phlan. Fyrebrand uses this 
  knowledge to disrupt the activities of the rival cult, 
  and gains prestige within his own circles. Once the 
  Princess of Evil Water is sure her hook is set, she 
  sends the final bit of information: “When the moon 
  is at its height the night of its first fullness following 
  the thaw, its pull will allow the key to open the way 
  for the Dark Tide to rise from her watery realm, that 
  she may flood the world.”
  When Fyrebrand learns this, he is in a quandary. 
  As he is essentially alone in Phlan, a mere extension 
  of the Cult’s might, there is no way that he can 
  thwart the water cult’s ritual. So, he does something 
  that Olhydra would never expect . . . He calls for help 
  from heroes of the realm.
  Location and NPC Summary
  The following NPCs and locations feature prominently in this 
  adventure.
  Fyrebrand. An agent of the Cult of Eternal Flame who has 
  uncovered a plot by the Cult of the Crushing Wave to raise 
  Olhydra.
  Arroyo (Ah-ROY-yo). A former member of the Cult of the 
  Crushing Wave. His mind was shattered years ago, and he 
  lives in a shack near Valhingen Graveyard.
   Lord Wash. Leader of the Crushing Wave cell that seeks to 
  raise the Dark Wave from her slumber.
  Adventure Overview
  The adventure is broken down into 5 parts:
  Part 1. The party meets an unlikely contact, 
  learns of the danger to Phlan and must convince a 
  madman to help them.
  Part 2. The party is subjected to a trial which will 
  allow them to enter the site where the water cult 
  intends to enact the ritual.
  Part 3. Arroyo leads the party through the sewers 
  of Phlan to an underground lake
  Part 4. Should the party not have passed the 
  trials in Part 2, they must deal with the guardians 
  that lurk below.
  Part 5. The party must deal with the cultists. 
  They realize that their contact had no idea that he 
  was a puppet.
  Adventure Hooks
  Adventurers may be familiar with Phlan and already 
  have contacts within the city.
  An old friend calls. Characters who played in 
  many of Season One’s DDEX adventures may have 
  become regulars at the Laughing Goblin before the 
  tragedy that befell Phlan. They will have received a 
  missive from Imizael asking them to come as quick 
  as they can.
  Attention of the Factions. Olisara Lightsong has 
  sent a messenger asking you to speak to Imizael 
  at the Laughing Goblin. She received a strange 
  message from an individual who claims to be, or at 
  least have been, part of the Cult of Eternal Flame.
  
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  Part One
  Estimated Duration: 30 minutes
  The party arrives at the Laughing Goblin only to 
  find that their contact is a member of the Cult of 
  the Eternal Flame, and that an old crazy man may 
  be their only lead to stopping an Elemental Prince 
  from rising in Phlan.
  The Laughing Goblin
  The adventure begins with the party arriving at the 
  Laughing Goblin, one of the more popular taverns 
  in Phlan, and one of the few which weathered the 
  rule of the Maimed Virulence.
  A visitor entering the Laughing Goblin will arrive 
  in a large open area which contains the bar, a stage, 
  and a large fireplace. Booths line the walls, with 
  tables filling the rest of the room.
  There are only two decorations in the common 
  room. The first is a large, well-worn, carved totem 
  resembling a laughing goblin. The second is a stool 
  which has been set aside at the bar. Ribbons and 
  other tokens surround the stool in memory of a man 
  who died defending the tavern.
  When the party arrives, Imizael is clearing the 
  bar, readying it for the lunch crowd. She is happy 
  to see characters that she knows and will exchange 
  pleasantries with those whom she is just meeting. 
  When asked about her messages, she will motion 
  to a man sitting in one of the booths. She indicates 
  that he is the one whom she contacted them about. 
  She did so because he told her that if she didn’t call 
  for heroes, a calamity would befall the city.
  Call me “Fyrebrand”
  Imizael directs the group to a human man who calls 
  himself “Fyrebrand”. (His real name is Hubert, but 
  he will be loath to reveal that fact.) He is willing to 
  share the information he has learned about a plan 
  by the Cult of the Crushing Wave. They intend to 
  enact a ritual which will open a portal allowing 
  Olhydra, Princess of the Evil Waters, to come 
  through to this world.
  Fyrebrand doesn’t want to see the ‘soggies’ (as 
  he calls them) succeed where his cult failed, so he 
  is offering the party the opportunity to thwart the 
  water cultists’ plan. If the party does not immedi-
  ately believe him, he will reveal that he is a member 
  of the Cult of the Eternal Flame.
  “A cultist?!? Kill him!”
  It is entirely possible that one or more members of the party 
  will attempt to attack Fyrebrand. He’s not very likable, and he 
  is a servant of Elemental Evil. Allow this to progress as the 
  party desires, as Fyrebrand’s survival is not necessary to the 
  story. All the information given above can be found in notes 
  that Fyrebrand has on his person.
  Unfortunately, Fyrebrand doesn’t know where 
  the ritual will take place. He’s been keeping track of 
  the water cultists by plying an old man with booze 
  and coin. The old coot, a homeless man named 
  Arroyo, used to be a member of the Crushing Wave 
  before he went mad. Fyrebrand thinks they probably 
  should have done away with the old man, but since 
  they didn’t, he has helped himself to the information 
  that Arroyo knows.
  Roleplaying Fyrebrand
  Hubert is a man who sees the Cult of the Eternal Flame as 
  a method of gaining personal power. He sees the razing 
  of the world as a good thing, because those that aid in the 
  destruction will clearly rule in whatever world comes next. But 
  is amoral and sees people as little more than cattle or chess 
  pieces in the game that he plays.
  	 Fyrebrand	is	confident	that	no	matter	what	they	think	of	
  him, they will have to do what he asks. They can’t have the 
  Princess of Evil Water show up, can they? He is probably 
  a	little	overconfident	in	his	own	ability	to	come	out	of	this	
  unscathed, so should the party try to kill or capture him, he 
  will appear shocked.
  Fyrebrand may give his allegiance to the Cult of 
  the Eternal Flame in one of two ways. The first, 
  and most obvious, is his ridiculous moniker. The 
  second is a brand on his right forearm. Anyone who 
  has dealt with the Cult of Eternal Fire will likely 
  recognize their sigil.
  When this fact comes to light, the cultist will try 
  to keep the conversation civil. He suggests that he 
  hasn’t done anything wrong, and that the party will 
  want to hear what he has to say.
  He explains that his purpose in the city includes 
  keeping an eye on certain groups. “Pissing off the 
  soggies” has become his favorite occupation at this 
  point. He’s found a castaway of their order, an old 
  man whose mind has been shattered by whatever 
  they put him through.
  The fire cultist has been plying the old man with 
  booze and coin for information, to learn many of 
  the locations of the water cult’s holdings. Some of 
  these he’s managed to turn over to groups like the 
  Welcomers (the local thieves guild), and others have 
  been leaked to the Black Fist (the local constables).
  But last week, the old man started rambling 
  about the “Dark Wave” rising. Although most of the 
  information that the old man gave him was jumbled 
  and hard to grasp, it didn’t take Fyrebrand long to 
  realize that he was referring to Olhydra.
  Fyrebrand has managed to deduce that the water 
  cultists have something, maybe a tooth, which 
  they’re going to use as a focus for this ritual. (If he 
  knew more about what this item was, he would have 
  simply hired someone to steal it.)
  
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  CCC-TRI-29 Tidefall
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  He hasn’t been able to deduce more than two 
  things from Arroyo’s ramblings:
  • The old man thinks the location is sacred and one 
  needs to be consecrated to find it.
  • The ritual needs to take place ‘on the first full 
  moon following the thaw’.
  When Fyrebrand asked if that meant the first full 
  moon of spring, the old man seemed pleased that 
  he was understood.
  Since the full moon is, of course, tonight, 
  Fyrebrand suggests that the party go talk to Arroyo, 
  and suggests they bring some sort of alcohol (he 
  seems to like brandy).
  Additional Information
  If the party asks why Fyrebrand wants the water 
  cult to fail, suggesting that they’re all on the same 
  side, he will scoff and indicate that he hates ‘those 
  soggies’ as much as the party probably does.
  If the party suggests that he comes with them, he 
  will tell the party that he’s pretty sure the party will 
  turn on him as soon as they deal with the ‘soggies’. 
  His price for the information is a day or two head 
  start before they come after him.
  There isn’t much more information that 
  Fyrebrand can provide, even if threatened. He 
  is the only member of the Cult of Eternal Flame 
  currently in Phlan (at least as far as he is aware). 
  If the party begins to torture him, he will begin 
  speaking in Ignan. If he is permitted to continue for 
  a full minute, he will burst into flame, screaming the 
  praise of Imix as he dies.
  Payment
  Fyrebrand will not offer the party any compensation 
  initially, as he’s a cheapskate. If they ask for 
  payment, he’ll roll his eyes, and question whether 
  the party are heroes or mercenaries. If pressed, he 
  will offer the party 1,000 gp once they complete the 
  task. As a down payment, he will provide the party 
  with a potion of heroism.
  Arroyo’s Shack
  Fyrebrand will direct the party to an area just west 
  of Valhingen Graveyard. There, sheltered between 
  three large oaks, is a small, ramshackle shed.
  Scattered about the rundown building are numer-
  ous pots and pans. From the cracks and dents in 
  them, they appear to have been salvaged from trash 
  heaps, but they have all been arranged to catch any 
  rainfall.
  If the party touches or moves any of these pots 
  and pans, Arroyo will burst out of the shed. He will 
  scream nonsense and attempt to push characters 
  away from the rain catchers. If the party leaves 
  the rain catchers alone, they will find the old man 
  sitting in the middle of the shack, rocking back and 
  forth, smiling stupidly at them as they enter.
  Roleplaying Arroyo
  Arroyo has an extremely tenuous grasp on reality. Should the 
  party leave him alone for any period, he will lose all memory 
  of who they are. He frequently hums tunelessly and sings 
  scattered bits of nonsense. If presented with danger, he will 
  attempt to hide, even if he can only huddle in a ball and hide 
  his head under his scrawny arms.
   Trying to coerce information out of Arroyo simply won’t 
  work and attempts to do so may be counterproductive. Some 
  players may grow frustrated with this, and for these players, it 
  may be appropriate to describe the old man’s condition as a 
  severe form of dementia.
  The party will need to coax information out of the 
  old man. He is currently fixated on the “fact” that 
  squirrels and other wildlife are spying on him. (This 
  seems to be why the rain catchers are scattered 
  about, but anyone trained in Arcana, Nature or 
  Religion will know that there is nothing special 
  about them.)
  Through either role-play, Persuasion checks, or 
  alcohol, Arroyo’s chatter can be redirected towards 
  the task at hand. He does seem to remember 
  Fyrebrand and will seem disappointed when he 
  does. If asked why, Arroyo will say, “Wouldn’t 
  go. Arroyo would have brought him. Would have 
  anointed him so he can find it.”
  If Olhydra is mentioned, or if the party presses 
  him on what he told Fyrebrand, he will go still for a 
  moment and then recite the following: “When the 
  moon is at its height the night of its first fullness 
  following the thaw, its pull will allow the key to open 
  the way for the Dark Tide to rise from her watery 
  realm, that she may flood the world.” (This is by 
  far the most coherent thing he will say, and it will 
  always be repeated verbatim, which might suggest 
  to the party that it is something he heard or read 
  numerous times.)
  If the party tries to get Arroyo to give them 
  directions or explain where the ritual is taking 
  place, Arroyo will be very confused. To his fractured 
  mind, what the party is asking him is as nonsensical 
  as “What flavor is blue plus the sound of the sun 
  rising?” However, the party can easily convince him 
  to take them there.
  But first, they must be consecrated, or they cannot 
  enter. Arroyo is not capable of explaining why and 
  can only say that it is ‘not open to you yet’.
  We don’t care! Take us there now! Some parties 
  may not wish to blindly follow a crazy old man who 
  has been identified as a cultist. This could be for 
  any number of reasons: they might not trust him, 
  they might not think they have the time to appease 
  him, or they just may want to forge their own path.
  
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  CCC-TRI-29 Tidefall
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   If the party attempts to cajole or intimidate 
  Arroyo into skipping the consecration, feel free to 
  allow them to do so. Proceed directly to part three.
  
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  CCC-TRI-29 Tidefall
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  Part Two
  Estimated Duration: 60 minutes
  Arroyo brings the party to a cavern where they 
  will receive a blessing allowing them to enter the 
  chamber.
  The Tunnels
  Arroyo leads the party down the Iron Route to a 
  secluded cove along the coast of the Moonsea. The 
  party must follow him through the shallow water 
  into a cave opening. The old man doesn’t seem to 
  mind how he is treated by the party, he will happily 
  babble as he either leads the party along, is kept in 
  their midst, or even dragged behind them like a dog.
  General Features:
  • The Tunnels. The tunnels frequently dip below 5 feet in 
  places, requiring the party to duck at several points. At all 
  points, the tunnel has at least two feet of water, although 
  it grows deeper where the tunnel dips downwards for a 
  stretch.	This	entire	area	is	considered	difficult	terrain.
  • Light. There is no light except what the party brings with 
  them.
  • Sound. The sound of water dripping is omnipresent.
  • Fauna.	Within	the	tunnels,	it	is	easy	enough	to	find	crabs	
  and	other	creatures	one	might	normally	find	in	tide	pools	
  and caverns.
  The cave branches off numerous times. Most of the 
  tunnels either narrow to the point where the party 
  can’t enter, or they sink below the water and lead to 
  nothing of interest. Arroyo does pause several times 
  as if he has momentarily lost his bearings, but he 
  eventually leads them to a strange set of chambers 
  deep in the dark of the ground.
  The Sliding Chambers
  The chambers to which the old man leads the party 
  is somehow between this world and the fluid realm 
  of Elemental Water. The rough stone of the tunnel 
  gives way to a strange grey rock, which is cold and 
  wet to the touch.
  Each of the rooms in Locations 1–12 are 
  identical:
  • Each room is about 20’ square, with rounded 
  corners.
  • The walls are made from some strange, cold 
  stone, which almost seems translucent, as if the 
  party has entered a giant hollow ice cube.
  • At the center of each wall is a doorway. All four 
  doors in Room 1 will be open when the party 
  arrives; all others will be blocked with 5’ blocks of 
  icy stone.
  • In the center of each room is a 3-foot pedestal, 
  which seems to flow up from the strange stone of 
  the floor.
  • The top of each pedestal broadens into a bowl, 
  which is filled with water.
  • At the bottom of each bowl is the imprint of a 
  hand.
  • Barely perceptible (requiring a Passive Perception 
  of 20 or an active DC 17 Wisdom (Perception) 
  check) is the slight sensation of the floor slowly 
  bobbing. It does not affect the stability of the 
  floor . . . It just feels unusual.
  Locations 1–11
  When a character places their hand in the imprint, 
  several things will occur:
  1. All doorways close. All the doorways which are 
  currently open will begin to close. This will be 
  slow enough for people to cross to whichever 
  side they wish to be on. It will also be long 
  enough for characters to realize that the doors 
  cannot be propped open using normal means. 
  (Should a party have extraordinary means, e.g., 
  an immovable rod, the door will remain open 
  for as long as that means is present. When it is 
  removed, the door will resume moving as it did 
  before.)
  2. Progress is Pain. The person will receive a 
  shock causing 1 point of lightning damage 
  unless the character succeeds on a DC 20 
  Constitution saving throw.
  3. The Rooms Shuffle. The rooms will lurch and 
  rearrange themselves. The room in location 1 
  will move to location 2, the room in location 2 
  will move to location 3, and so on. The room in 
  location 11 will move to location 1. The room 
  in location 12 will NOT move. Without rhyme 
  or reason, the rooms may move upwards to 
  avoid collisions, other times they will move 
  downwards.
  All characters must make a DC 15 Dexterity saving 
  throw to avoid falling prone when this occurs. Once 
  the characters succeed on this saving throw, they 
  do not need to continue making saves when the 
  rooms shift as they have figured out how to brace 
  themselves.
  Once the rooms have reached their destinations, 
  they will bob for a moment, and then stop. After 
  this, some of the icy stones which block the door-
  ways will begin to rise. Only doorways which lead 
  to another room will open; the others will remain 
  closed. For example, if the party is in location 4 only 
  two of the doorways will become unblocked, but 
  when they are in location 9, all the stone slabs will 
  rise.
  Location 12
  When a character places their hand in the imprint, 
  the door to location 13 will open. No rooms will 
  
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  CCC-TRI-29 Tidefall
  8
  change location, but the character who placed their 
  hand in the imprint will still be shocked.
  Location 13
  This room does not have a pedestal in its center, but 
  on the left-hand wall is what appears at first to be a 
  large discoloration. This is not visible from Room 
  12 (due to the angle). Upon further inspection, 
  characters will realize it is a large shell.
  As they approach it, the shell will begin to emerge 
  from the wall. The icy stone bubbles and melts away 
  from the shell, only to immediately congeal once it 
  is no longer in contact with the shell.
  An aquamarine gem the size of a dwarf’s fist is 
  embedded in the middle of the shell. For those who 
  can detect magic, the stone will radiate a strange 
  illusory magic.
  If it is touched (Arroyo will do so if no one else 
  does), a blue ring of energy will pulse out in all 
  directions, passing through everyone in the Sliding 
  Rooms. (Players who have not entered will not be 
  affected, which will pose a problem for the party 
  later.) The gem will be consumed and vanish at this 
  point.
  The characters have been enchanted with a 
  minor dweomer called the “Cavern’s Blessing”, 
  which will last for 24 hours, unless somehow made 
  permanent. A character who casts detect magic will 
  learn that some sort of minor abjuration effect is 
  upon their person.
  While this blessing has no mechanical effect, it is 
  conceivable that some players may wish to rid them-
  selves of this effect. Arroyo will seem distraught if a 
  character attempts to do so, but will not be able to 
  effectively communicate why, and will not be able to 
  stop them.
  Treasure
  Although the gem in the shell has vanished, the 
  shell itself is of exceptional size and quality. It would 
  be worth 2,500 gp if removed from the wall and 
  sold. Arroyo is indifferent to it being taken.
  Once the characters have received the Cavern’s 
  Blessing, Arroyo will yip in a satisfied way and wait 
  for the party to leave. “Now it will let you come in”. 
  As always, he will be in no hurry to go, and attempts 
  to get any coherent information out of him will only 
  yield broken limericks and random phrases. (“Derry 
  down, Derry down, raspberry jam!”)
  Leaving the Sliding Rooms
  There are two options for leaving the rooms (DM 
  Discretion):
  • If play time is a concern, the rooms will no longer 
  shift once everyone in the chambers has the 
  Blessing of the Chambers. All the slabs will slide 
  open. Once everyone has exited, the puzzle will 
  reset.
  • If play time is not a concern, some players may 
  enjoy solving the puzzle in reverse.
  Complications?
  Teleportation. Some players may look for ways to bypass 
  puzzles. The most likely solution that players will attempt is 
  teleportation magic. Remember that teleport, dimension door 
  and similar spells require the caster to know the destination. 
  That will not always be possible here. Any destination within 
  the chambers (or within Location 12 or 13), should be treated 
  as if the caster had tried to teleport into a solid object.
  Splitting the Party. Some characters may (intentionally or 
  otherwise)	find	themselves	in	different	locations.	Remember	
  that every pedestal will trigger the process of the shifting 
  rooms. This could either give the players a clue as to what’s 
  happening or could get them thoroughly lost.
  
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  CCC-TRI-29 Tidefall
  9
  Part Three
  Estimated Duration: 60 minutes
  Arroyo leads the party into the sewers of Phlan and 
  to chambers below.
  The Sewers
  Arroyo will lead the party back through the city to an 
  alley outside the Lyceum of the Black Lord. There, 
  he will motion for the party to open a grate leading 
  to the sewers. If the party is not quiet about what 
  they are doing, they may attract the attention of a 
  small squad of Black Fist soldiers. If this occurs, 
  they will need to deal with that through roleplay, 
  persuasion or force.
  This may be a good opportunity for players to 
  showcase any story awards they have received from 
  previous adventures in Phlan.
  Traveling Through the Sewers
  The path through the sewers will be somewhat 
  circuitous, as Arroyo will need to double back at 
  least once. The first stop appears to simply be the 
  old man taking a moment to reorient himself. But 
  after muttering a strange statement which appears 
  to be partly a drink recipe, he is on his way again.
  However, whenever he sees a rat, he will decide 
  that they need to go a different way. The rats could 
  be in league with the squirrels and will report back 
  on where he goes. Killing rats may be necessary for 
  the group to proceed with any speed.
  Gorrax and Torrax (Optional Encounter)
  Depending on the time available for this adventure, 
  it may be appropriate to skip this encounter. If any 
  member of the party does not have the Chamber’s 
  Blessing, it is probably advisable to skip this section.
  During the rise and reign of the Maimed 
  Virulence in Phlan, many creatures were invested 
  with his foul power. These creatures acted as his 
  talons and teeth against those who would oppose 
  him, but the power came with a price. When 
  Vorgansharax was defeated, the power he invested 
  in his servants was stripped from them.
  Most of these creatures perished after this lifeline 
  had been cut, but the troll brothers Gorrax and 
  Torrax somehow managed to survive. Although 
  some might not consider their current existence a 
  true life. For days, the brothers lay near death, their 
  natural regeneration struggling to keep them alive. 
  When they did rise, they were changed. They exist 
  on the brink of death as rot trolls and wander the 
  deeper parts of the sewers, seeking flesh to satiate 
  their endless pain and hunger.
  The party may come upon the brothers in the 
  sewers along the path that Arroyo insists they must 
  go. They shamble endlessly along the corridors, 
  so even if the party has the ability to detect them 
  before they come within 60 feet, it will be extremely 
  difficult to sneak up and surprise the trolls.
  Reasoning with the Trolls
  The troll brothers have been living deep below the 
  city for several years. Within the lower levels of the 
  sewers, they hide in their lair, only coming out when 
  their hunger drives them.
  Normally, their rage drives them to kill and devour 
  anything they come across (except other trolls, who 
  they will beat into submission), but an astute char-
  acter [DC 17 Wisdom (Insight) check] may realize 
  that the trolls’ yells are driven both by pain and rage.
  The party will need either need to calm the trolls 
  or come up with a way to contain them. Clever 
  players may come up with other ways to keep the 
  trolls from attacking the party.
  If they can get the trolls to speak to them [DC 16 
  Charisma (Persuasion) check], the brothers will 
  speak in halting Giant, every third word spoken 
  through pain-clenched teeth.
  • They will share that they served the Maimed 
  Virulence as its hands, but when ‘the manlings’ 
  took the city back, the dragon’s gift left them.
  • They do not die easily and manage to come back 
  from the darkness.
  • Gorrax believes that they are dying a slow death, 
  while his brother believes that their ‘troll strength’ 
  is just working slowly, and that they will eventually 
  recover.
  Successfully inspecting the troll’s condition [DC 17 
  Intelligence (Medicine) check] will suggest to the 
  party that casting 4 levels worth of healing spells 
  will release a troll from the agony it is suffering. 
  The trolls do not have much to trade in exchange 
  for this service, except the armbands they wear, and 
  a promise to leave the city. They claim they will go 
  north to the mountains.
  
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  CCC-TRI-29 Tidefall
  10
  Eliminating the Trolls
  If the party is not able to parlay with the trolls (or is 
  uninterested in doing so), they must defeat the trolls 
  in combat.
  Setting Up the Encounter
  Very Weak
  • Gorrax (Venom Troll): AC 15, 94 hp, Init +1
  • Torrax (Venom Troll): AC 15, 94 hp, Init +1
  Weak
  • Gorrax (Venom Troll): AC 15, 94 hp, Init +1
  • Torrax (Venom Troll): AC 15, 94 hp, Init +1
  • Troll: AC 15, 84 hp, Init +1
  Average
  • Gorrax (Rot Troll): AC 16, 138 hp, Init +1
  • Torrax (Rot Troll): AC 16, 138 hp, Init +1
  • Troll: AC 15, 84 hp, Init +1
  Strong
  • Gorrax (Rot Troll): AC 16, 138 hp, Init +1
  • Torrax (Rot Troll): AC 16, 138 hp, Init +1
  • Troll (2–4): AC 15, 84 hp, Init +1
  Determine the number of trolls for a Strong Party as follows:
  • Party Level. 
  APL 14: 2 trolls, APL 15: 3 trolls, APL 16: 4 trolls
  • Party Size. 6: 3 trolls, 7: 4 trolls
  Very Strong
  • Gorrax (Rot Troll): AC 16, 138 hp, Init +1
  • Torrax (Rot Troll): AC 16, 138 hp, Init +1
  • Storrax (Rot Troll): AC 16, 138 hp, Init +1
  • Troll (3): AC 15, 84 hp, Init +1
  Consider an additional troll for APL 16 parties with 7 players.
  Treasure
  The brothers will each be wearing a golden 
  armband, emblazoned with the sigil of the Maimed 
  Virulence. Each is worth 1,000 gp, but the trolls’ 
  arms will need to be severed to remove them. 
  Gorrax also carries a small, smooth stone disc, 
  which has a stylized “7” carved into its surface. This 
  has no value, but the troll likes it.
  The Spillway
  Eventually, the party will arrive at an intersection. 
  The center of the intersection is dominated by a 
  10-foot hole in the floor. The edge of the hole is 
  bounded by a 2-foot high stone wall, which appears 
  to be strong enough to secure a rope. Water drains 
  over the lip of this wall from all sides and falls into 
  darkness.
  Looking down from the sewers, the party can see 
  that the hole descends about 20 feet through the 
  stone, and then opens into the roof of a cavern. After 
  that, it appears to be another 20-foot drop to a body 
  of water. It is not likely that the party will be able 
  to determine how deep the water is, but there is no 
  danger that if someone jumps in from this height, 
  they will strike the bottom.
  Arroyo will move to the hole and merely say 
  “down”. If no one stops him, he will then jump into 
  the hole and disappear into the darkness. When he 
  surfaces, he will begin swimming towards the south. 
  Approximately 40 feet from where he splashes 
  down, there is tunnel leading out of the cave.
  When the party descends, they will see him in 
  the water in front of this tunnel, sitting on a shelf 
  which extends about 5 feet from the wall. Both the 
  platform and the entrance to the tunnel are about a 
  foot below the surface of the water.
  Should the party desire to explore the cavern, they 
  may find several underwater vents through which 
  water slowly leaves this area.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
  11
  Part Four
  Estimated Duration: 60 minutes
  The party begins their trek beneath the Bay of 
  Phlan. If they have not earned the Cavern’s Blessing, 
  the trek will prove hazardous.
  The Tunnel
  The tunnel initially begins with a short incline, 
  freeing the party from walking through ankle deep 
  water. But after about 100 feet, it starts to slope 
  downwards. While it is not a drastic drop, it is a 
  noticeable drop.
  Over the next quarter mile, the tunnel walls 
  become noticeably colder and more damp. The 
  players may feel an almost palpable pressure and 
  weight over them as they realize they are traveling 
  under the Bay of Phlan. Water drips from the 
  ceiling in numerous places, and light sources seem 
  somehow muted.
  There are numerous forks and bends in the 
  tunnel. Arroyo seems to know where he is going, but 
  if the party decides to explore the other corridors, 
  they find nothing of interest.
  The Guardian Chamber
  The tunnel opens into a large 20-foot high chamber. 
  The walls are pitted and stained from the seepage 
  of water. A dozen large statues line the walls, most 
  damaged beyond recognition by the passage of time. 
  Each one holds a large basin filled with water. At the 
  opposite end of the chamber, a pair of double doors 
  leads out of the room.
  If the entire party has the Cavern’s Blessing, noth-
  ing occurs unless they decide to damage the statues. 
  If the party decides to investigate the basins, they 
  will simply find water, although the statues do 
  radiate strong conjuration magic.
  If one or more members of the party have man-
  aged to avoid receiving the Cavern’s Blessing (or 
  have dispelled it), the guardians will activate when 
  someone reaches the middle of the chamber. They 
  will also activate if someone begins to damage the 
  statues.
  Water will pour from the basins, forming elemen-
  tals, which will move to kill the intruders, including 
  those with the Blessing. They will ignore anyone 
  who remains in the hall, unless someone attacks 
  from the hallway, in which case they will then target 
  any party members.
  These elementals are larger than normal and 
  appear to be formed from dark waters. Other than 
  the fact that they are Large in size, this is completely 
  cosmetic, and does not affect their statistics.
  As before, the elementals will ignore Arroyo, who 
  will have hidden himself behind one of the statues.
  Setting Up the Encounter
  Very Weak & Weak
  • Water Elemental (x): AC 14, 114 hp, Init +2 
  There will be 1 water elemental per party member
  Average & Strong
  • Water Elemental (x): AC 14, 114 hp, Init +2 
  For each party member of level 13 or lower, there will be 1 
  water elemental.
  • Water Elemental Myrmidon (y): AC 18, 127 hp, Init +2 
  For each party member of level 14 or higher, there will be 1 
  water elemental myrmidon.
  Very Strong
  • Water Elemental Myrmidon (x): AC 18, 127 hp, Init +2 
  There will be 1 water elemental myrmidon per party 
  member
  Development
  The basins lose all magical properties when 
  removed from the room.
  The Door
  The large double doors are partially open, as the 
  cultists who passed through here didn’t fully close 
  them. However, they are a foot thick and will require 
  a significant effort to open them enough for people 
  to pass through. Two or more people with a com-
  bined Strength of 23 may open it enough to pass 
  through, or a single person with a Strength score of 
  25 can do the work.
  Additionally, an alarm spell has been cast onto 
  the back of the doors. The doors are thick enough 
  to shield the spell effect from normal detect magic 
  spells, so it is likely that the cultists will know that 
  the party is on its way.
  
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  CCC-TRI-29 Tidefall
  12
  Part Five
  Estimated Duration: 90 minutes
  The party engages the cultists in combat and learn 
  that not all is as it seems. The cultists have also 
  been misinformed.
  The Final Chamber
  After passing through the Guardian Chamber, the 
  party will descend further until they come upon 
  another set of stone double doors. As before, there 
  are several forks and bends, which if investigated, 
  do not lead to anything except pockets within the 
  earth or passages too narrow to pass.
  From the other side, they can hear the fervent 
  chanting of a ritual being performed by a group of 
  people. Allow the party to get the doors in whatever 
  way they wish, but as the doors open, the ritual is 
  being completed!
  The oblong chamber is roughly 30’ to 40’ wide, 
  with a 15-foot high ceiling. Cultists surround a small 
  altar, atop which is a pulsing white mass. The lead 
  cultists sneers at you, crying “Too late, fools!” as a 
  bone white dagger plunges into the mass, spilling 
  its milky contents onto the stone altar. But his sneer 
  shifts to confusion as . . . nothing happens.
  Allow the party to provide the obligatory jibes 
  about performance issues, to which the cultist, 
  an older man called Lord Wash, will respond by 
  screaming demands to know what the party did 
  to his ritual. He will not give them a chance to 
  respond, as he will then scream for his people to 
  keep one of the party alive, but to kill the rest.
  Battling Below the Bay
  As has been mentioned before, the chambers where this 
  combat occurs is beneath the Bay of Phlan. Water drips from 
  the ceiling and, in several places, runs in rivulets down the 
  wall. Damaging the ceiling chamber is not a good idea.
  • If	25	points	of	damage	is	inflicted	to	the	ceiling	(either	on	
  purpose or resulting from area of effect spells), it will begin 
  to leak. Within a round, the area will have enough water to 
  be	considered	difficult	terrain.	Inform	the	party	that	it	does	
  look like additional damage could bring the entire thing 
  down,	flooding	the	chamber.
  • If	a	total	of	100	points	of	damage	is	inflicted	to	the	ceiling,	
  the	room	will	flood	exactly	one	round	later	(at	the	end	of	
  the turn for the individual who caused the last point of 
  damage).
  Players	may	find	ways	to	prevent	this	from	occurring	or	may	
  decide	to	intentionally	flood	the	chamber.	(Not	all	the	villains	
  can breathe underwater!)
  Setting up the Encounter
  Very Weak
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest: AC 13, 52 hp, Init +0
  • Gladiator: AC 16, 112 hp, Init +2
  Weak
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest (2): AC 13, 52 hp, Init +0
  • Gladiator (2): AC 16, 112 hp, Init +2 
  Consider a third gladiator for groups which are just under 
  the Average Party Strength threshold.
  Average
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest (3): AC 13, 52 hp, Init +0
  • Gladiator (3): AC 16, 112 hp, Init +2
  Strong
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest (4): AC 13, 52 hp, Init +0
  • Gladiator (4): AC 16, 112 hp, Init +2
  Very Strong
  • Lord Wash (Archmage): AC 15*, 99 hp, Init +2
  • Crushing Wave Priest (2): AC 13, 52 hp, Init +0
  • Gladiator (2): AC 16, 112 hp, Init +2 
  Add a third gladiator for APL 16 parties
  • Warlord: AC 18, 229 hp, Init +3
  *Lord Wash will have mage armor cast (normal AC is 12)
  Lord Wash (Evoker)
  • Add: 
  Amphibious. Lord Wash can breathe air and water.
  • Add: 
  Magic Dagger. Lord Wash is wielding a +3 dagger.
  • Replace Quarterstaff attack with: 
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 5) piercing 
  damage.
  • As a leader within the Cult of the Crushing Wave, the 
  following changes are recommended to Lord Wash’s 
  available spells: 
  Cantrips: change fire bolt to shocking grasp or frostbite 
  1st level: change burning hands to ice knife or absorb 
  elements; add alarm to spell list (ritual only) 
  3rd level: change fireball to slow or wall of water
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
  13
  Lord Wash (Archmage)
  • Add: 
  Amphibious. Lord Wash can breathe air and water.
  • Add: 
  Magic Dagger. Lord Wash is wielding a +3 dagger.
  • Update Dagger attack with: 
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 5) piercing 
  damage.
  • As a leader of the Cult of the Crushing Wave, the following 
  changes are recommended to Lord Wash’s available spells: 
  Cantrips: change fire bolt to shocking grasp or frostbite 
  1st level: change identify to alarm 
  4th level: change fire shield to Otiluke’s resilient sphere
  Development
  As the dust settles from the fight, a moment will 
  pass, and the party will realize that Arroyo is stand-
  ing in front of the altar.
  He is looking at his hand, which is palm down on 
  the altar. The expression on his face is one of puz-
  zlement, as he is wondering why it is there. But that 
  puzzlement turns quickly to horror, and he barely 
  has enough time to begin a blood curdling scream 
  before he explodes. An improbable amount of water 
  erupts from his shattered form, throwing his head 
  and limbs in all directions.
  More and more water surges from what was the 
  center of Arroyo’s body until it coalesces into a 
  massive water elemental. Olhydra bellows in rage, 
  screaming in Aquan at the temerity of the cultists 
  and their plan to bind her. If Lord Wash or any of 
  the cultists are still alive, they will sputter and cry 
  out that they only intended to bring her through to 
  this world. Unfortunately, the party will never know 
  if this is true. (During the first round of combat, 
  Olhydra will use a bonus action to make the cultists’ 
  heads explode.)
  Author Note: Olhydra’s appearance is intended to 
  be cinematic, not forced. If the party has been extra 
  diligent in keeping track of Arroyo, consider other 
  ways for Olhydra to manifest:
  • Have the remains of the strange white mass begin 
  pulsing again. Arroyo screams as his chest begins 
  to pulse in turn and the Princess of Evil Water 
  bursts forth from his body.
  • Water begins seeping from the walls, coalescing 
  around Arroyo, dissolving his body as Olhydra 
  consumes his form.
  Setting up the Encounter
  Very Weak
  • Olhydra: AC 18, 225 hp, Init +6 
  Olhydra does not use her Summon Elementals ability
  Weak
  • Olhydra: AC 18, 275 hp, Init +6 
  Olhydra does not use her Summon Elementals ability
  Average
  • Olhydra: AC 18, 324 hp, Init +6
  Strong
  • Olhydra: AC 18, 324 hp, Init +6
  • Water Elemental (1–3): AC 14, 114 hp, Init +2 
  One water elemental appears for a 5-person party; add one 
  additional elemental for each party member above 5.
  Very Strong
  • Olhydra: AC 18, 324 hp, Init +6
  • Water Elemental (1+): AC 14, 114 hp, Init +2 
  Add one elemental for a party of APL 15 or higher 
  Add one elemental for a 7-person party
  Lair Action (Optional)
  This option may be leveraged if your players have not been 
  too	weakened	by	the	fight	with	the	cultists	(or	if	Olhydra	
  seems to be going down too fast). On initiative count 20 
  (losing ties), Olhydra has the following lair action available:
  Water to Water. Olhydra pulls water through the ceiling, 
  causing 25 points of damage to the roof, and healing herself 
  for 6d8 + 20 hit points. This will hasten the collapse of this 
  chamber.
  Development
  If the party is successful in defeating Olhydra, they 
  will need to leave this chamber before too long. 
  However, they should have enough time to obtain 
  the items which the cultists were carrying.
  The bone white knife that Lord Wash possessed 
  is a +3 dagger. In addition, the ritual items that were 
  used include a bowl crafted from a single pearles-
  cent shell (250 gp), 3 amethyst rods (750 gp each), 
  and 3 perfect black pearls (500 gp each).
  
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  CCC-TRI-29 Tidefall
  14
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Archmage 
   
   
  8,400
  Crushing Wave Priest 
   
  450
  Crushing Wave High Priest 
  1,800
  Evoker  
   
   
  5,000
  Olhydra  
   
   
  20,000
  Rot Troll  
   
   
  5,000
  Troll 
   
   
   
  1,800
  Venom Troll 
   
   
  2,900
  Water Elemental   
   
  1,800
  Water Elemental Myrmidon 
  2,900
  The minimum total award for each character 
  participating in this adventure is 10,125 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 16,875 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
  Fyrebrand’s reward 
   
  1,000 gp
  Cavern Shell 
   
   
  2,500 gp
  Armbands 
   
   
  1,000 gp each
  Golden Armbands 
   
  1,000 gp each
  Ritual Bowl 
   
   
  250 gp
  Amethyst Rods (3) 
   
  750 gp each
  Black Pearls (3)  
   
  500 gp each
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Potion of Heroism
  Potion, rare
  For 1 hour after drinking it, you gain 10 temporary 
  hit points that last for 1 hour. For the same duration, 
  you are under the effect of the bless spell (no 
  concentration required). This blue potion bubbles 
  and steams as if boiling.
  This item can be found in the Dungeon Master’s 
  Guide.
  Dagger +3
  Weapon (dagger), very rare
  This white dagger has barnacles and silver shells on 
  its handle, and sea-green lines of emerald sea foam 
  curling along the edge of the blade up to a barbed 
  point. While owned, the bearer becomes obsessed 
  with material wealth above all else. Rumors hold 
  that this may have been one of the tips of the 
  original elemental weapon, Drown.
  You have a +3 bonus to attack and damage rolls 
  made with this magic weapon.
  This item can be found in the Dungeon Master’s 
  Guide.
  Renown
  The characters earn downtime and renown 
  as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG).
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  CCC-TRI-29 Tidefall
  15
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Fyrebrand. An agent of the Cult of Eternal 
  Flame who has uncovered a plot by the Cult of the 
  Crushing Wave to raise Olhydra. The agent, whose 
  real name is Hubert, has little empathy for other 
  people, and sees them as pawns to be maneuvered 
  until their corrupt civilization is scorched from the 
  earth in glorious fire.
  Arroyo (Ah-ROY-yo). A former member of the 
  Cult of the Crushing Wave. His mind was shattered 
  years ago, and he lives in a shack near Valhingen 
  Graveyard. Speaking to the old man is a challenge, 
  since it is as difficult for him to understand what 
  people are saying to him as it is for them to under-
  stand him.
  He often and frequently loses track of where he is 
  and who he is with. Should he be left alone for any 
  length of time, he will forget the past few hours.
  Arroyo has also been implanted with a seed of 
  the Dark Tide, which under the right circumstances 
  will allow the emergence of the Princess of Evil 
  Waters. It is not what has caused his madness . . . but 
  certainly doesn’t help.
  Lord Wash. Leader of the Crushing Wave cell that 
  seeks to raise the Dark Wave from her slumber. He 
  is your stereotypical, mustache twirling villain.
  
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  CCC-TRI-29 Tidefall
  16
  Appendix. Monster/NPC Statistics
  Archmage
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +9, Wis +6
  Skills Arcana +13, History +13
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin)
  Senses passive Perception 12
  Languages any six languages
  Challenge 12 (8,400 XP)
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects.
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage can cast 
  disguise self and invisibility at will and has the following 
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp
  1st level (4 slots): detect magic, identify, mage armor,* 
  magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin*
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (1 slot): teleport
  8th level (1 slot): mind blank*
  9th level (1 slot): time stop
  *The archmage casts these spells on itself before 
  combat.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 
  (1d4 + 2) piercing damage.
  Crushing Wave Priest
  Medium humanoid (human), neutral evil
  Armor Class 13 (chain shirt)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  16 (+3)
  Skills Deception +5, Religion +2, Stealth +2
  Senses passive Perception 10
  Languages Aquan, Common
  Challenge 2 (450 XP)
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, 
  +5 to hit with spell attacks). It knows the following 
  sorcerer spells (an asterisked spell is from Princes of the 
  Apocalypse, appendix B):
  Cantrips (at will): chill touch, mage hand, minor illusion, 
  prestidigitation, ray of frost
  1st level (4 slots): expeditious retreat, ice knife,* magic 
  missile, shield
  2nd level (3 slots): blur, hold person
  3rd level (2 slots): sleet storm
  Actions
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Source: Princes of the Apocalypse
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
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  Evoker
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 9	(−1)	
  14	(+2)	
  12	(+1)	
  17	(+3)	
  12	(+1)	
  11	(+0)
  Saving Throws Int +7, Wis +5
  Skills Arcana +7, History +7
  Senses passive Perception 11
  Languages any four languages
  Challenge 9 (5,000 XP)
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The evoker has the following 
  wizard spells prepared:
  Cantrips (at will): fire bolt,* light,* prestidigitation, ray of 
  frost*
  1st level (4 slots): burning hands,* mage armor, magic 
  missile*
  2nd level (3 slots): mirror image, misty step, shatter*
  3rd level (3 slots): counterspell, fireball,* lightning bolt*
  4th level (3 slots): ice storm,* stoneskin
  5th level (2 slots): Bigby’s hand,* cone of cold*
  6th level (1 slot): chain lightning,* wall of ice*
  *Evocation spell
  Sculpt Spells. When the evoker casts an evocation spell 
  that affects other creatures it can see, it can choose 
  a number of them equal to 1 + the spell’s level. The 
  chosen creatures automatically succeed on their saving 
  throws against the spell, and they take no damage if 
  they would normally take half damage on a successful 
  save.
  Actions
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit:	2	(1d6	−	1)	bludgeoning	damage,	
  or	3	(1d8	−	1)	bludgeoning	damage	if	used	with	two	
  hands.
  Source: Volo’s Guide to Monsters
  Gladiator
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages Any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws 
  against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in the 
  attack).
  Actions
  Multiattack. The gladiator makes three melee attacks 
  or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage, or 13 (2d8 + 4) piercing damage if 
  used with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the 
  target is a Medium or smaller creature, it must succeed 
  on a DC 15 Strength saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against one melee 
  attack that would hit it. To do so, the gladiator must see 
  the attacker and be wielding a melee weapon.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-29 Tidefall
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  Olhydra
  Huge elemental, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 324 (24d12 + 168)
  Speed 50 ft., swim 100 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  22 (+6) 
  24 (+7) 
  17 (+3) 
  18 (+4) 
  23 (+6)
  Saving Throws Str +11, Con +13, Wis +10
  Damage Resistances lightning; bludgeoning, piercing, 
  and slashing damage from nonmagical weapons
  Damage Immunities acid, cold, poison
  Condition Immunities charmed, frightened, paralyzed, 
  petrified,	poisoned,	prone,	restrained
  Senses blindsight 120 ft., passive Perception 14
  Languages Aquan
  Challenge 18 (20,000 XP)
  Empowered Attacks. Olhydra’s slam attacks are treated 
  as magical for the purpose of bypassing resistance and 
  immunity to nonmagical weapons.
  Innate Spellcasting. Olhydra’s innate spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with 
  spell attacks). She can innately cast the following 
  spells, requiring no material components:
  At will: wall of ice
  3/day: ice storm
  1/day: storm of vengeance
  Legendary Resistance (3/Day). If Olhydra fails a saving 
  throw, she can choose to succeed instead.
  Magic Resistance. Olhydra has advantage on saving 
  throws against spells and other magical effects.
  Water Form. Olhydra can enter a hostile creature’s 
  space and stop there. She can move through a space as 
  narrow as 1 inch wide without squeezing.
  Actions
  Multiattack. Olhydra makes two slam attacks or two 
  water jet attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 21 (3d10 + 5) bludgeoning damage, and the 
  target is grappled (escape DC 19). Olhydra can grapple 
  up to four target. When Olhydra moves, all creatures 
  she is grappling move with her.
  Water Jet. Ranged Weapon Attack: +12 to hit, range 
  120 ft., one target. Hit: 21 (6d6) bludgeoning damage, 
  and the target is knocked prone if it fails a DC 19 
  Strength saving throw.
  Summon Elementals (1/Day). Olhydra summons up to 
  three water elementals and loses 30 hit points for each 
  elemental she summons. Summoned elementals have 
  maximum hit points, appear within 100 feet of Olhydra, 
  and disappear if Olhydra is reduced to 0 hit points.
  Legendary Actions
  Olhydra can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time and only at the end of another 
  creature’s turn. Olhydra regains spent legendary 
  actions at the start of her turn.
  Crush. One creature that Olhydra is grappling is 
  crushed for 21 (3d10 + 5) bludgeoning damage.
  Fling (Costs 2 Actions). Olhydra releases one creature 
  she	is	grappling	by	flinging	the	creature	up	to	60	
  feet away from her, in a direction of her choice. If 
  the	flung	creature	comes	into	contact	with	a	solid	
  surface,	such	as	a	wall	or	floor,	the	creature	takes	1d6	
  bludgeoning	damage	for	every	10	feet	it	was	flung.
  Water to Acid (Costs 3 Actions). Olhydra transforms 
  her watery body into acid. This effect lasts until 
  Olhydra’s next turn. Any creature that comes into 
  contact with Olhydra or hits her with a melee attack 
  while standing within 5 feet of her takes 11 (2d10) 
  acid damage Any creature grappled by Olhydra takes 
  22 (4d10) acid damage at the start of its turn.
  Source: Princes of the Apocalypse
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
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  Rot Troll
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 138 (12d10 + 72)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 18	(+4)	
  13	(+1)	
  22	(+6)	
  5	(−3)	
  8	(−1)	
  4	(−3)
  Skills Perception +3
  Damage Immunities necrotic
  Senses darkvision 60 ft., passive Perception 13
  Languages Giant
  Challenge 9 (5,000 XP)
  Rancid Degeneration. At the end of each of the troll’s 
  turns, each creature within 5 feet of it takes 11 (2d10) 
  necrotic	damage,	unless	the	troll	has	taken	acid	or	fire	
  damage since the end of its last turn.
  Actions
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) 
  necrotic damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) 
  necrotic damage.
  Source: Mordenkainen’s Tome of Foes
  Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 18	(+4)	
  13	(+1)	
  20	(+5)	
  7	(−2)	
  9	(−1)	
  7	(−2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start 
  of	its	turn.	If	the	troll	takes	acid	or	fire	damage,	this	
  trait doesn’t function at the start of the troll’s next turn. 
  The troll dies only if it starts its turn with 0 hit points 
  and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-29 Tidefall
  20
  Venom Troll
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 94 (9d10 + 45)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 18	(+4)	
  13	(+1)	
  20	(+5)	
  7	(−2)	
  9	(−1)	
  7	(−2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant
  Challenge 7 (2,900 XP)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Poison Splash. When the troll takes damage of any type 
  but psychic, each creature within 5 feet of the troll takes 
  9 (2d8) poison damage.
  Regeneration. The troll regains 10 hit points at the 
  start	of	each	of	its	turns.	If	the	troll	takes	acid	or	fire	
  damage, this trait doesn’t function at the start of the 
  troll’s next turn. The troll dies only if it starts its turn 
  with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) 
  poison damage, and the creature is poisoned until the 
  start of the troll’s next turn.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) 
  poison damage.
  Venom Spray (Recharge 6). The troll slices itself with 
  a claw, releasing a spray of poison in a 15-foot cube. 
  The troll takes 7 (2d6) slashing damage (this damage 
  can’t be reduced in any way). Each creature in the area 
  must make a DC 16 Constitution saving throw. On a 
  failed save, a creature takes 18 (4d8) poison damage 
  and is poisoned for 1 minute. On a successful save, 
  the creature takes half as much damage and isn’t 
  poisoned. A poisoned creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
  Source: Mordenkainen’s Tome of Foes
  Warlord
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 229 (27d8 + 108)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Str +9, Dex +7, Con +8
  Skills Athletics +9, Intimidation +8, Perception +5, 
  Persuasion +8
  Senses passive Perception 15
  Languages any two languages
  Challenge 12 (8,400 XP)
  Indomitable (3/Day). The warlord can reroll a saving 
  throw it fails. It must use the new roll.
  Survivor. The warlord regains 10 hit points at the start 
  of its turn if it has at least 1 hit point but fewer hit 
  points than half its hit point maximum.
  Actions
  Multiattack. The warlord makes two weapon attacks.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Legendary Actions
  The warlord can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The warlord regain spent 
  legendary actions at the start of its turn.
  Weapon Attack. The warlord makes a weapon attack.
  Command Ally. The warlord targets one ally it can see 
  within 30 feet of it. If the target can see and hear the 
  warlord, the target can make one weapon attack as a 
  reaction and gains advantage on the attack roll.
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can 
  see and hear it, the target must succeed on a DC 16 
  Wisdom saving throw or be frightened until the end 
  of warlord’s next turn.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
  21
  Water Elemental
  Large elemental, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., swim 90 ft.
   
  STR  
  DEX 
  CON  
  INT  
  WIS 
  CHA 
  	18	(+4)		
  14	(+2)		
  18	(+4)		
  5	(−3)		
  10	(+0)		
  8	(−1)
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified,	poisoned,	prone,	restrained,	unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan
  Challenge 5 (1,800 XP)
  Water Form. The elemental can enter a hostile 
  creature’s space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Whelm (Recharge 4−6). Each creature in the 
  elemental’s space must make a DC 15 Strength 
  saving throw. On a failure, a target takes 13 (2d8 + 4) 
  bludgeoning damage. If it is Large or smaller, it is also 
  grappled (escape DC 14). Until this grapple ends, the 
  target is restrained and unable to breathe unless it can 
  breathe water. If the saving throw is successful, the 
  target is pushed out of the elemental’s space. 
   The elemental can grapple one Large creature or up 
  to two Medium or smaller creatures at one time. At 
  the start of each of the elemental’s turns, each target 
  grappled by it takes 13 (2d8 + 4) bludgeoning damage. 
  A creature within 5 feet of the elemental can pull a 
  creature or object out of it by taking an action to make 
  a DC 14 Strength and succeeding.
  Water Elemental Myrmidon
  Medium elemental, neutral
  Armor Class 18 (plate)
  Hit Points 127 (17d8 + 51)
  Speed 40 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  	 18	(+4)	
  14	(+2)	
  15	(+2)	
  8	(−1)	
  10	(+0)	
  10	(+0)
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities	paralyzed,	petrified,	poisoned,	
  prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Aquan, one language of its creator’s choice
  Challenge 7 (2,900 XP)
  Magic Weapons. The myrmidon’s weapon attacks are 
  magical.
  Actions
  Multiattack. The myrmidon makes three trident 
  attacks.
  Trident. Melee or Ranged Weapon Attack: +7 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing 
  damage if used with two hands to make a melee attack.
  Freezing Strikes (Recharge 6). The myrmidon uses 
  Multiattack. Each attack that hits deals an extra 5 
  (1d10) cold damage. A target that is hit by one or more 
  of these attacks has its speed reduced by 10 feet until 
  the end of the myrmidon’s next turn.
  Source: Mordenkainen’s Tome of Foes
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-29 Tidefall
  22
  Appendix. Encounter Setup
  Trolls in the Sewers (Part Three)
  Very Weak Party Strength (5,800 XP)
  • Gorrax (Venom Troll): AC 15, 94 hp, Init +1
  • Torrax (Venom Troll): AC 15, 94 hp, Init +1
  Weak Party Strength (7,600 XP)
  • Gorrax (Venom Troll): AC 15, 94 hp, Init +1
  • Torrax (Venom Troll): AC 15, 94 hp, Init +1
  • Troll: AC 15, 84 hp, Init +1
  Average Party Strength (11,800 XP)
  • Gorrax (Rot Troll): AC 16, 138 hp, Init +1
  • Torrax (Rot Troll): AC 16, 138 hp, Init +1
  • Troll: AC 15, 84 hp, Init +1
  Strong Party Strength (13,600+ XP)
  • Gorrax (Rot Troll): AC 16, 138 hp, Init +1
  • Torrax (Rot Troll): AC 16, 138 hp, Init +1
  • Troll (2–4): AC 15, 84 hp, Init +1
  Determine the number of trolls for a Strong Party 
  as follows:
  • Party Level. APL 14: 2 trolls, APL 15: 3 trolls, 
  APL 16: 4 trolls
  • Party Size. 6: 3 trolls, 7: 4 trolls
  Very Strong Party Strength (20,400 XP)
  • Gorrax (Rot Troll): AC 16, 138 hp, Init +1
  • Torrax (Rot Troll): AC 16, 138 hp, Init +1
  • Storrax (Rot Troll): AC 16, 138 hp, Init +1
  • Troll (3): AC 15, 84 hp, Init +1
  Consider an additional troll for APL 16 parties with 
  7 players.
  The Entry Guardians (Part Four)
  Very Weak and Weak Party Strengths
  • Water Elemental (x): AC 14, 114 hp, Init +2 
  There will be 1 water elemental per party member
  Average and Strong Party Strengths
  • Water Elemental (x): AC 14, 114 hp, Init +2 
  For each party member of level 13 or lower, there 
  will be 1 water elemental.
  • Water Elemental Myrmidon (y): AC 18, 127 hp, 
  Init +2 
  For each party member of level 14 or higher, there 
  will be 1 water elemental myrmidon.
  Very Strong Party Strength
  • Water Elemental Myrmidon (x): AC 18, 127 hp, 
  Init +2 
  There will be 1 water elemental myrmidon per 
  party member
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
  23
  The Cultists (Part Five)
  Very Weak Party Strength (5,900 XP)
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest: AC 13, 52 hp, Init +0
  • Gladiator: AC 16, 112 hp, Init +2
  Weak Party Strength (9,500 XP)
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest (2): AC 13, 52 hp, Init +0
  • Gladiator (2): AC 16, 112 hp, Init +2 
  Consider a third gladiator for groups which are 
  just under the Average Party Strength threshold.
  Average Party Strength (11,750 XP)
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest (3): AC 13, 52 hp, Init +0
  • Gladiator (3): AC 16, 112 hp, Init +2
  Strong Party Strength (14,000 XP)
  • Lord Wash (Evoker): AC 15*, 66 hp, Init +1
  • Crushing Wave Priest (4): AC 13, 52 hp, Init +0
  • Gladiator (4): AC 16, 112 hp, Init +2
  Very Strong Party Strength (21,300 XP)
  • Lord Wash (Archmage): AC 15*, 99 hp, Init +2
  • Crushing Wave Priest (2): AC 13, 52 hp, Init +0
  • Gladiator (2): AC 16, 112 hp, Init +2 
  Add a third gladiator for APL 16 parties
  • Warlord: AC 18, 229 hp, Init +3
  *Lord Wash will have mage armor cast (normal AC 
  is 12)
  Lord Wash (Evoker)
  • Add: 
  Amphibious. Lord Wash can breathe air and water.
  • Add: 
  Magic Dagger. Lord Wash is wielding a +3 dagger.
  • Replace Quarterstaff attack with: 
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 5) piercing 
  damage.
  • As a leader within the Cult of the Crushing Wave, the 
  following changes are recommended to Lord Wash’s 
  available spells: 
  Cantrips: change fire bolt to shocking grasp or frostbite 
  1st level: change burning hands to ice knife or absorb 
  elements; add alarm to spell list (ritual only) 
  3rd level: change fireball to slow or wall of water
  Lord Wash (Archmage)
  • Add: 
  Amphibious. Lord Wash can breathe air and water.
  • Add: 
  Magic Dagger. Lord Wash is wielding a +3 dagger.
  • Update Dagger attack with: 
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 5) piercing 
  damage.
  • As a leader of the Cult of the Crushing Wave, the following 
  changes are recommended to Lord Wash’s available spells: 
  Cantrips: change fire bolt to shocking grasp or frostbite 
  1st level: change identify to alarm 
  4th level: change fire shield to Otiluke’s resilient sphere
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-29 Tidefall
  24
  Olhydra (Part Five)
  Very Weak Party Strength (20,000 XP)
  • Olhydra: AC 18, 225 hp, Init +6 
  Olhydra does not use her Summon Elementals 
  ability
  Weak Party Strength (20,000 XP)
  • Olhydra: AC 18, 275 hp, Init +6 
  Olhydra does not use her Summon Elementals 
  ability
  Average Party Strength (20,000 XP)
  • Olhydra: AC 18, 324 hp, Init +6
  Strong Party Strength (21,800+ XP)
  • Olhydra: AC 18, 324 hp, Init +6
  • Water Elemental (1–3): AC 14, 114 hp, Init +2 
  One water elemental appears for a 5-person 
  party; add one additional elemental for each party 
  member above 5.
  Very Strong Party Strength (21,800 XP)
  • Olhydra: AC 18, 324 hp, Init +6
  • Water Elemental (1+): AC 14, 114 hp, Init +2 
  Add one elemental for a party of APL 15 or higher 
  Add one elemental for a 7-person party
  Lair Action (Optional)
  This option may be leveraged if your players have not been 
  too	weakened	by	the	fight	with	the	cultists	(or	if	Olhydra	
  seems to be going down too fast). On initiative count 20 
  (losing ties), Olhydra has the following lair action available:
  Water to Water. Olhydra pulls water through the ceiling, 
  causing 25 points of damage to the roof, and healing herself 
  for 6d8 + 20 hit points. This will hasten the collapse of this 
  chamber. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
  25
  Appendix. The Shifting Rooms Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-29 Tidefall
  26
  Appendix. The Guardians Map
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-29 Tidefall
  27
  Appendix. The Ritual Chamber Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-29 Tidefall
  28
  Player Handout 1. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Dagger +3
  Weapon (dagger), very rare
  This white dagger has barnacles and silver shells on 
  its handle, and sea-green lines of emerald sea foam 
  curling along the edge of the blade up to a barbed 
  point. While owned, the bearer becomes obsessed 
  with material wealth above all else. There are 
  whispered rumors that this may have been one of 
  the tips of the original elemental weapon, Drown.
  You have a +3 bonus to attack and damage rolls 
  made with this magic weapon.
  This item can be found in the Dungeon Master’s 
  Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-29 - Tidefall v1.2.pdf