TEXT:  
  CCC-GSP-PHIL01-03 
   
   
   
   
   
  The Whispering Shadows of the 
  Eldest Ruins 
  A Greasy Snitches Adventure 
   
   
   
  When the conflict between two fanatical groups boils over, danger knocks directly on 
  Ylraphon’s door. As violence erupts all around, you must delve into the Eldest Ruins, the 
  most ancient remnants of Outer Ylraphon. There, a ruined drow manor house is said to 
  contain an artifact strong enough to stop the forces rampaging through the Old City. Part 3 of 
  the Dead Gods Collide Series 
   
  A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. 
   
  
  CREDITS 
   
  Lead Designer: Niccolo Estrella 
   
   
  Editing: Kristoff Alejo, Paul Gabat 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Rich Lescouflair 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, 
  Greg Marks 
   
  Playtesters: Angela Sabas, Daniel Sumalabe, Lanz Frago-
  Crisostomo, Paul Gabat 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
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  express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
  3 
  ADVENTURE PRIMER 
  “Everything lost is meant to be found” 
    
   
   
   
  -Lara Croft 
  BACKGROUND 
   Fighting between the two fanatical cults in the city 
  have caused enough trouble for the mayor, 
  GWYNORA IRONHEART. The HERALDS OF THE 
  CHAINED SPIRAL and the remnants of the CULT OF 
  SERIACH had been fighting in the Old City of 
  YLRAPHON, both of which wanting to destroy the 
  other, and destroying anything that would get in 
  their way. 
  Rumor has it, that there is an ancient artifact which 
  could end the conflict. An artifact known as LADY 
  LUCK’S LIGHT. The artifact’s powers are not fully 
  realized, but it would help in Ylraphon’s current 
  situation. The artifact also has the power to help 
  both of the cults with their plans. A priestess from 
  THE LADY’S TOKEN had said that the artifact could 
  be found deep within the Eldest Ruins, in the old 
  abandoned home of HOUSE URTEN’NACH, a drow 
  family who had long since been forgotten. 
  House Urten’nach had found the artifact long ago 
  and had kept it well-hidden in their own manor ever 
  since their demise to the DRACORAGE in 1373DR. 
  No one has found it since. House Urten’nach is a 
  family of exiled drow, hence their distance from the 
  surface is very close. The reason behind their exile 
  was due to their experimentation on the arcane. 
  The artifact of the Lady Luck’s Light is also rumored 
  to be powerful enough to awaken the gods of both 
  factions. 
  EPISODES 
  The adventure is spread over three episodes that 
  take approximately two hours to play. These 
  episodes are initially introduced by a Call to Action 
  episode. 
  If you’re planning on running the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. 
  However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
  • 
  Episode 1: Lady Luck’s Misfortune. The 
  adventurers are summoned by Gwynora 
  Ironheart to go to The Lady’s Token. A temple 
  where they will meet NORA WITHERWANDER, 
  and where they will receive their mission to find 
  Lady Luck’s Light. This is the Call to Action. 
  • 
  Episode 2: House of the Dead. Delving into the 
  depths of the House Urten’nach, the adventurers 
  search for Lady Luck’s Light. They also meet a 
  companion along the way. This is Main 
  Objective A. 
  • 
  Episode 3: Caught in Between. Having 
  retrieved the artifact known as Lady Luck’s 
  Light, the adventurers can make their way back 
  to The Lady’s Token. However, they will 
  encounter the warring cults of the Heralds of the 
  Chained Spiral and the Cult of Seriach. This is 
  Main Objective B. 
  BONUS OBJECTIVES 
  The adventure includes two bonus objectives that 
  the characters can pursue if they have additional 
  time to do so—earning additional advancement 
  checkpoints and treasure checkpoints in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
  • 
  Bonus Objective A: Ghost of Ylraphon’s Past. 
  Convince the spirits that haunt the crypt of 
  House Urten’nach to join forces with the 
  adventurers. They can prove to be powerful 
  allies of Ylraphon. This bonus objective is found 
  in Appendix 4 
  • 
  Bonus Objective B: A Chill Down Your Spine. A 
  presence has been sensed in House Urten’nach, 
  and none of the spirits wish to approach it. 
  Investigate and stop it if necessary. This bonus 
  objective is found in Appendix 5 
  EPISODE SEQUENCE 
  Depending on your time constraints, play style and 
  environment, this adventure will take approximately 
  two to four hours to play. 
   
  HOW WILL YOU PLAY? 
  The duration of the session depends on how much of 
  this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by pursuing the bonus objectives. 
     Story Objectives Only. To complete both of the 
  adventure’s story objectives, the characters play in 
  Episodes 1 through 3 in order. 
     Bonus Objectives. You can extend this adventure 
  by one to two hours by utilizing the bonus 
  objectives. Bonus Objective A branches off in 
  Episode 2 while they explore the manor. Bonus 
  Objective B branches off in Episode 2 while they 
  explore the manor. 
   
  
   
   
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  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
  4 
  EPISODE FLOWCHART 
  This section provides a basic understanding of not only the flow of the episode, but also the outline of the different 
  paths that your players may take in reaching their stated objective.  
   
   
  Lady Luck’s 
  Misfortune 
  (Call to Action) 
  Ghost of Ylraphon 
  Past 
  (Bonus Objective A) 
  A Chill Down Your 
  Spine 
  (Bonus Objective B) 
   
  House of the Dead 
  (Main Objective A) 
   
  Caught in Between 
  (Main Objective B) 
  
   
   
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  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
  5 
  EPISODE 1: LADY LUCK’S MISFORTUNE 
  Estimated Duration: 15 Minutes
  THE LADY’S TOKEN 
  In this episode, the adventurers receive summons 
  from the mayor of Ylraphon, Gwynora Ironheart. She 
  asks for the adventurers help in order to prevent a 
  battle between two cults from happening in their 
  city. The summons brings the adventurers to a 
  temple, known as The Lady’s Token. 
  AREA INFORMATION 
  The area has the following features: 
      Dimension & Terrain. The Lady’s Token is a well-
  maintained temple of Tymora. The room is made of 
  marble and has multiple altars to their goddess. A 
  statue of the goddess stands at the opposite side of 
  the room. 
     Lighting. The Lady’s Token is well lit with 
  continuous flames hanging on the many pillars of the 
  temple. There is also fire from the braziers which 
  give bright lit. 
   Smells & Sounds. The scent of incense fills the 
  temple, and the muttering adventurers could be 
  heard throughout. 
     Altars. Each of the shrines have different kinds of 
  “lucky” items placed on them. From four-leaf clovers 
  to dice. 
  CREATURES/NPCS 
  Adventurers of all kinds are praying at the many 
  different altars of Tymora for luck on their journeys. 
  Gwynora Ironheart, the mayor of Ylraphon is 
  speaking to Nora Witherwander a priestess of 
  Tymora. The two are discussing what must be done 
  in regard to the artifact. Once the characters make 
  their presence known, Gwynora calls forth and asks 
  you to come forward. 
   Objectives/Goals. They are to recruit adventurers 
  who will be up to the task in retrieving the artifact 
  from the ruins of a drow home. 
   What do They know? Two cults have been 
  warring in the Old City of Ylraphon, the Herald of the 
  Chained Spiral and the Cult of Seriach. Gwynora tells 
  you that they are in search of an artifact known as 
  Lady Luck’s Light, however, they don’t seem to know 
  where to find it. Nora informs the adventurers of its 
  location, an ancient manor in the Eldest Ruins, 
  known as House Urten’nach. A DC 15 Intelligence 
  (Investigation) check reveals that House Urten’nach 
  was one of the forgotten houses in history. They had 
  been wiped out during the Dracorage of 1373DR. 
  Lady Luck’s Light is rumored to be able to summon 
  creatures from other planes. Other than that, not 
  much else is known about the artifact. 
  TREASURE & REWARDS 
  Gwynora Ironheart offers to pay the adventurers 
  with various gems and trinkets. The adventurers are 
  also able to keep anything that they find in the ruins 
  of House Urten’nach.  
  CALL TO ACTION 
  The objective of this adventure is to retrieve the 
  artifact known as Lady Luck’s Light from an 
  abandoned drow home known as House Urten’nach. 
  Then bring it back to The Lady’s Token. 
   
   
   
  
   
   
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  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
  6 
  Episode 2: HOUSE OF THE DEAD (MAIN OBJECTIVE A) 
  Estimated Duration: 60 Minutes 
  In this episode, the adventurers will arrive in the 
  abandoned manor of House Urten’nach, where they 
  will encounter the spirit of one of its old inhabitants, 
  Gebbren Urten’nach. The spirit will guide them 
  through the maze-like passages of the manor and 
  help them through the dangers that lie within. 
  SETTING DESCRIPTION 
  A long-abandoned home of the drow family of 
  Urten’nach. All members of the family were wiped 
  out during the Dracorage of the year 1373DR, when 
  they had helped the citizens of Ylraphon in escaping 
  their town before it was destroyed. 
  The large decrepit manor is built into the side of a 
  hill and has an eerie aura around it. Curtains cover 
  the large windows and the rotten scent of the wood 
  take over the area. 
  The outside of the home is a dark and eerie swamp, 
  ghostly moans could be heard throughout, but no 
  creature could be seen.  
  PREQUISITES 
  The characters begin this episode upon arriving at 
  the abandoned manor of House Urten’nach and 
  completing the Call to Action. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The large manor has 
  objects scattered around the floor. Its walls and floor 
  are made mainly with wood however some parts are 
  made entirely of stone. 
   Lighting. Unless otherwise stated, the manor is in 
  complete darkness as no sunlight shines in the 
  manor, and the torches are completely burnt out. 
   Smell & Sounds. The manor smells of rotten wood 
  and dust. Sounds of ghastly moaning can be heard 
  throughout the manor. Glass breaking, and furniture 
  could also be heard as the characters go from room 
  to room. 
  OBJECTIVES 
  The adventurers must search different areas of the 
  house and find the artifact known as Lady Luck’s 
  Light. Which can be found in the Study Room. 
   
  HOUSE URTEN’NACH 
  Ghosts of the members of House Urten’nach haunt this 
  place. Scaring off small beasts and other critters. Adventurers 
  who wander the home have a 10% chance of encountering 
  random ghosts in the hall. If the adventurers meet a Ghost, 
  they must succeed on a DC10 Wisdom Saving Throw against 
  being Frightened. 
   
  Resting in the house is almost impossible due to the sounds 
  within. Anyone attempting to take a rest do not gain its 
  benefits. Unless the ghosts have been sated. 
   
  Any light source made by the adventurers will become Dim-
  light once inside the house, due to the heavy aura of the 
  spirits of the dead. 
   
   
  Playing the Pillars 
  COMBAT 
  If the characters engage with 
  any opponents, the opponents 
  will only ever knock them out, 
  then drag them out of the 
  room. Only certain enemies, 
  such as the swarm of rats or 
  the cranium rat, will the 
  characters be killed instead of 
  knocked unconscious. 
  EXPLORATION 
  The house itself is large, 
  however only a certain number 
  of rooms are accessible. If the 
  characters wish to access the 
  room, they could do so with a 
  DC15 Strength (Athletics) to 
  remove the rubble from the 
  door. Though inside, there is 
  nothing of note. 
  SOCIAL 
  The NPC’s located in the house 
  will interact before they engage 
  in combat. They will follow 
  their roles to the death, so if 
  questioned of their actions, 
  they will disapprove of the 
  characters. 
  
   
   
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  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
   
   
  7 
  SCENE A. SWAMP 
  The swamp is right outside the manor, next to the 
  hill. From here the adventurers receive the prompt 
  for Bonus Objective A: Ghost of Ylraphon Past, 
  and Bonus Objective B: A Chill Down Your Spine.  
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The swamp is large and 
  muddy. Pools of murky water surround the area. The 
  doors of the manor can be opened with a DC15 
  Strength check. 
   Lighting. The area is dimly lit as the skies are 
  currently filled with grey clouds. 
   Smell & Sounds. The scent of decay fills the area, 
  and a slight scent of rain could be smelled. The place 
  is eerily quiet, there is no sound of animals or any 
  other creatures, except for the occasional haunting 
  moan and the sound of the wind. 
  CREATURES/NPCS 
  Gebbren Urten’nach (CG male drow Ghost) is 
  seated on a hollow log outside of the house. Once the 
  adventurers step in and absorb the scene, he makes 
  himself known to the adventurers and greets them. 
  He is tall, dark-skinned, has flowing white hair, and a 
  blue, ghastly aura. He is also kind to adventurers but 
  is wary of any drow in the party. He will follow the 
  party around, if the adventurers do not want him to 
  follow them around; he will still do so, but at a 
  distance, and out of their sight. Gebbren opens the 
  doors for the adventurers by going through the 
  doors and removing the barricade behind it. Unless 
  stated, Gebbren will not join in the fight.  
   Objectives/Goals. Gebbren is searching for a new 
  purpose in life for him and his family, instead of 
  remaining in their old home. He will help the 
  adventurers with their task and asks them to help 
  him in return. He also wishes for whatever presence 
  is in the attic to be dealt with. 
   What do they know? Gebbren knows of the 
  dangers of the house and is willing to help the 
  adventurers navigate through them. Gebbren also 
  knows that the manor’s tenants dislike him due to 
  his cowardly nature. He has not been inside the 
  house for a long time and has forgotten most if not 
  all that there is inside the house. 
  BONUS OBJECTIVE A AND B 
  If using this bonus objective, Gebbren will plead for 
  the help of the adventurers in parlaying with the 
  spirits and dealing with the powerful presence. If the 
  adventurers choose to enter the Crypt, they will 
  encounter Bonus Objective A: Ghost of Ylraphon’s 
  Past. Entering the attic would bring the adventurers 
  to Bonus Objective B: A Chill Down Your Spine. 
  Gebbren advises the adventurers to go accomplish 
  the tasks that he gave them so that it would be easier 
  for him to help them out in accomplishing their 
  tasks. 
  SCENE B. LOBBY 
  Upon entering the home, the door closes behind the 
  adventurers and remains shut until they find the 
  artifact.  
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The lobby is a large space, 
  furniture has been thrown around, making it difficult 
  to walk around. 
   From here, the adventurers can access most parts 
  of the house either via stairs or the doors to the 
  sides. 
   Lighting. Curtains cover the windows of the place, 
  no light seeps through. 
   Smells & Sounds. The sound of heavy rain could 
  be heard outside. Drops of water could be heard 
  echoing in the lobby. 
  CREATURES/NPCS 
  Gebbren follows the adventurers, making sure that 
  they don’t die. He warns the adventurers of cracks 
  and holes on the floor, and to be careful of the 
  furniture. They bite. 
   There is a Guardian Portrait hanging over a fire, 
  behind it is the staircase which leads down to the 
  crypt; the painting depicts the sun shining over a 
  meadow on the upper half, and the darkness in an 
  endless hole on the lower half. To get through the 
  Guardian Portrait, the adventurers must either find 
  the password, located in the Study, go to the kitchen 
  and ask Sorn, or help Gebbren in remembering the 
  password with a DC20 Intelligence (History) check. 
  The password is “Dulak” the Elven word for Dark. 
   Objectives/Goals. Gebbren tries to get the 
  adventurers to go to the Crypt or the Attic first. So 
  that those things will be done with.  
   The Guardian Portrait remains vigilant and 
  interacts with the characters who approach it. The 
  painting changes to resemble a stoic drow as it asks 
  for the password. Those who say the wrong 
  password or try to force their way through are 
  subject to its spells.  
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
   
   
  8 
   What does he know? Some of the furniture in the 
  house attacks people. He doesn’t know which ones 
  specifically. There is a powerful being in the attic. 
  The drow downstairs are very angry, and if he 
  speaks to them, they might get angrier. 
  SCENE C. DINING ROOM 
  A large dusty room. A large table is in the center of 
  the room, with eight seats lining it. Other than the 
  dust and empty plates, there is not much of note. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. Dirty floor, though other 
  than that, it is easy to traverse. Empty lamps are 
  found hanging on the walls. 
   Lighting. The room is dark. There is no light 
  within. 
  CREATURES/NPCS 
  Two animated brooms sweep the floor in a circle. 
  The dust that they sweep scatters as they circulate it 
  around the room. When the characters enter the 
  room, the brooms then pretend to be inanimate 
  objects, but respond to the questions of the 
  characters by shaking or nodding their handle. 
   Objectives/Goals. They aim to clean the room 
  until it is spotless. 
   What do they know? The animated objects know 
  only what is happening in the Kitchen and in the 
  Dining Room. 
  SCENE D. KITCHEN 
  The kitchen is the most active part of the house. 
  Noises could be heard as you approach the place. A 
  skirmish between Swarm of Rats and Animated 
  Objects. A ghostly figure watches over the battle. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The kitchen is a large 
  room. Utensils, pots, and pans, have scattered on the 
  floor along with dead rats. 
   Lighting. There is dim light from the continual 
  flame being held up by a Tiny Servant. 
  CREATURES/NPCS 
  Gebbren is confused by the situation, he doesn’t 
  remember anything like this happening before. The 
  ghostly figure is the chef of the house Sorn (N male 
  drow Ghost). 
   A Tiny Servant, which takes on the form of a 
  teapot with a crack on its top, is leading seven other 
  Tiny Servant’s against three Swarms of Rats. As 
  Sorn notices you, he calls out to you and tells you to 
  stand back as to not get caught in the crossfire. If he 
  notices Gebbren, he leers at him then ignores him for 
  the conversation. 
   The rats are strangely organized for pests. They 
  focus their attacks on the ones that harm them the 
  most. 
   If the characters join in the combat, it would 
  expedite the battle between the rats and the utensils. 
  The characters can convince the Tiny Servant or 
  Sorn to halt the attacks against the rats. The 
  characters may roleplay the peace discussions; 
  alternatively, they could make a DC13 Charisma 
  (Persuasion) check. 
   Objectives/Goals. Sorn only wishes to be rid of 
  the rats. He’ll offer the characters information in 
  exchange for clearing out the rat nest down in the 
  cellar. The rats are here to claim the Urten’nach 
  Underdark Cheese. 
   What do they know? Sorn knows that the rats are 
  being led by something in the cellar, else their 
  attacks wouldn’t be organized. If the characters 
  manage to persuade Sorn to give out the information 
  with a DC13 Charisma (Persuasion) check. He will 
  tell the adventurers of the password “Dulak”. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  Very Weak: Remove one Swarm of Rats. Add two Tiny 
  Servant’s. 
  Weak: Remove one Swarm of Rats. 
  Strong: Add one Swarm of Rats. 
  TREASURE 
  As a sign of thanks for defeating the rat vanguard, 
  Sorn gives the adventurers a drowcraft spatula, and 
  a slice from a roll of cheese that is hidden behind a 
  locked safe within a secret mechanism that only 
  Sorn knows. 
  SCENE E. CELLAR 
  The area is darker than anywhere else in the house. 
  It is also damp. The characters can gain access to the 
  Crypt through here by breaking down a wall. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The small room is filled to 
  the brim with rat feces and rats. To the west, there is 
  
   
   
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  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
   
   
  9 
  a weakened wall, which can be broken down using a 
  DC12 Strength (Athletics) check. 
   Smell & Sounds. The scent of rat feces and decay 
  fill the room. Sounds of squeaks and the pitter patter 
  of their footsteps echo throughout the room. The 
  sounds of rat’s echo throughout the room. 
  CREATURES/NPCS 
  Jeph (LE male Cranium Rat) who can speak to 
  adventurers telepathically, has been sent up to 
  House Urten’nach to scout the place, he leads the 
  rats to victory against the Tiny Servant’s in the 
  Kitchen so that they can acquire the wheel of cheese. 
  When he notices the characters, he sends his rats to 
  guard him from the front. Jeph can be swayed to stop 
  his assault in the kitchen, simply by giving him the 
  wheel of cheese that he is looking for. Jeph is 
  guarded by five Swarm of Rats. If Jeph dies, the rats 
  retreat. 
   Objectives/Goals. Jeph is here to scout for his 
  master but was distracted by a wheel of cheese. Now 
  he only wants the cheese, so that he can finally make 
  his way back down to the Underdark. 
   What do they know? Jeph knows nothing about 
  the house except that he can smell the cheese. He 
  also does not know the name of his master. What is 
  knows of its master is that is has tentacles on its 
  face. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  Weak: Remove one Swarm of Rats. 
  Strong: Add one Swarm of Rats. 
  TREASURES & REWARDS 
  Sorn thanks you for getting rid of the rat infestation 
  in the cellar. If asked for the password to the 
  Guardian Portrait, he will tell the players that it is, 
  “Dulak”, the Elven word for “Dark”. 
   Sorn also gives the party his worn-out apron, 
  which is a Robe of Useful Items. He will offer the 
  recipe for the Urten’nach Underdark Cheese. 
  SCENE F. SERVANT’S QUARTERS 
  A large empty space. Wrecked objects are scattered 
  across the floor. Cobwebs and dust have built up 
  around the room in the long time that it was 
  uninhabited. There is nothing of note here. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. Dirt and dust fill the 
  floors, along with some destroyed furniture. It is 
  difficult to traverse the room. 
   Lighting. The room is dark. There is no light 
  within. 
  SCENE G. GUEST ROOM 
  A small messy room. Books which are all written in 
  Undercommon are scattered all over the place, the 
  bed is made, and the desk is empty. There is nothing 
  of note in this room.  
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. A large empty room. Easy 
  to traverse. It is dusty. 
   Lighting. The room is dimly lit due to a ghostly 
  aura which hangs around the room. 
  SCENE H. MASTER’S BEDROOM 
  Cold and silent, the sounds of the rain don’t reach 
  the master’s bedroom. A large bed is on the opposite 
  side of the room, beside end tables.  
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The room is well-
  maintained. Large in size, it is not messy like the 
  other rooms. Two sets of crossed swords hang on 
  the wall, on their side, two sets of dark, rusted, plate 
  armor remain on their stands. 
   Lighting. Darkness fills the room, as all the 
  torches and lamps in this room have been snuffed. 
  CREATURES/NPCS 
  Gebbren warns the adventurers that the room is 
  dangerous but cannot remember the reason why. He 
  tells them to be wary upon entry. 
  When the adventurers go deep into the room, four 
  Animated Armors and four Flying Swords to the 
  side comes to life and watch the adventurers until 
  they interact. They will warn the adventurers once 
  when they interact with the lockbox. 
   Objectives/Goals. The Animated Armors and 
  Flying Swords is only there to protect a lockbox from 
  intruders. If the characters leave the room without 
  the lockbox, the creatures returns to their original 
  position and continues its watch. If the characters 
  arrive with the blessing of the Master, then the 
  Animated Armor and Flying Swords won’t attack the 
  party. However, one of the animated armors will 
  
   
   
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  10 
  continue to follow the party until they drop the 
  lockbox. 
   What do they know? Gebbren doesn’t know the 
  reason as to why the room is dangerous. He was only 
  told to stay away from this room unless specifically 
  told by the head of the house to go in. 
  TREASURES & REWARDS 
  If the characters clear the room of hostiles, they can 
  safely check out the drawers of the end table. Inside, 
  the adventurers find a lockbox, which can be opened 
  with a DC13 Dexterity (Thieves’ Tools) check, or 
  with a DC15 Strength (Athletics) check. 
   The lockbox can also be opened with the help of 
  the Shadow in the Study if the adventurers received 
  the master’s blessing. 
   Inside the lockbox is a small round stone, which 
  acts as a key to the safe where the Lady Luck’s Light 
  is kept. 
  SCENE I. STUDY 
  Tall bookshelves filled to the brim with different 
  kinds of books, written in many different languages. 
  Books scattered on the floor, many of which worn 
  out due to use and age. 
  AREA INFORMATION 
  The area has the following features:  
   Dimensions & Terrain. The room is large enough 
  to fit a few people, but the floor has book scattered, 
  making it difficult to move quickly. The terrain is 
  counted as Difficult Terrain. 
   Lighting. The room is brightly lit due to the candle 
  light from the lamps in the room. However, once the 
  characters make it to the center of the room, it 
  becomes engulfed in darkness. 
   Safe. The safe containing Lady Luck’s Light is 
  hidden behind a mechanical bookshelf. A DC13 
  Wisdom (Perception) check can locate it. 
   Secret Ladder. The ladder which leads to the attic 
  is hidden behind a movable wall. The wall can be 
  found with a DC11 Wisdom (Perception) check. 
  CREATURES/NPCS 
  A Shadow remains in the room and guards the safe 
  which contains Lady Luck’s Light. Once the 
  characters enter the room, it quickly snuffs out any 
  non-magical flames and closes the door behind the 
  characters inside. It questions the characters about 
  their reasons for being here, if he doesn’t find their 
  answer to be suitable, he will keep an eye on them, if 
  they touch anything, the Shadow becomes hostile 
  and attacks to knock them unconscious. If the 
  characters have the blessing of the Master from 
  Bonus Objective A: Ghosts of Ylraphon Past, the 
  Shadow allows them to go to the safe. 
   If the Shadow is asked for entrance to the attic, he 
  will show them the way with no question 
  whatsoever. 
   Gebbren is unable to enter the room due to a 
  magical barrier which launches him outside. 
  The shadow is amicable to those who are interested 
  in the books but does not allow them to leave with 
  the books unless the Master allows it. 
   Objectives/Goals. The Shadow is fulfilling the 
  duty and is protecting the study with its unlife. It will 
  kill adventurers if possible and snuff out their flames 
  if their answer is not a suitable enough reason. A 
  suitable answer would be anything which relates to 
  helping House Urten’nach. If the adventurers wish to 
  enter the attic, the Shadow will grant them access. 
   What do they know? It knows the status of the 
  house, and its task to protect the library from 
  intruders. It also knows that whatever is in the attic 
  is something that is not from this plane. 
   
  Adjusting the Encounter 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  Very Weak: The Shadow will not use Shadow Stealth against 
  the party. Strength Drain damage is reduced to (1d6+2) 
  necrotic and doesn’t drain Strength. 
  Weak: The Shadow will not use Shadow Stealth against the 
  party. Strength Drain damage is reduced to (1d6+2) necrotic. 
  TREASURES & REWARDS 
  Defeating this encounter gains you access to the safe. 
  It is locked and would require the key from the 
  master’s bedroom, with a DC20 Dexterity (Thieves’ 
  Tools) check, or a DC25 Strength (Athletics) check. 
  Once opened, the characters retrieve the Lady Luck’s 
  Light, a strange triangular stone which shines 
  brightly. It can fit inside the pocket of the 
  adventurers. 
  The door of the Study and the Front Door then open 
  so that the characters may leave. 
   
  
   
   
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  EPISODE 3. CAUGHT IN BETWEEN (MAIN OBJECTIVE B) 
  Estimated Duration: 45 Minutes 
  ELDEST RUINS 
  In this episode, the adventurers having just retrieved 
  the Lady Luck’s Light, must bring it back to The 
  Lady’s Token before the battle of the remaining cults 
  get out of hand. On the way back, the adventurers 
  encounter the Heralds of the Chained Spiral and the 
  Cult of Seriach. 
  PREREQUISITES 
  The characters must have retrieved the Lady Luck’s 
  Light from the safe in the Study. Area Information 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The ground is flat but 
  covered with the ruins of old structures and fallen 
  trees. Murky waters encompass the area, making it 
  difficult to get far in a short amount of time. Crossing 
  the murky waters is counted as Difficult Terrain. 
   Lighting. It is well lit, due to the storm having 
  dissipated, the sun is still covered with clouds, but it 
  is not as obscured. 
   Smells & Sounds. The scent of the swamp still 
  occupies the adventurers nose, but the sound of 
  critters is lively. As if the critters followed the party. 
  OBJECTIVES 
  The adventurers have to evade or defeat the 
  incoming opponents and bring back the artifact to 
  The Lady’s Token. 
  CREATURES/NPCS 
  As the characters trek back to the city of Ylraphon, 
  they are caught in between a skirmish with the 
  Heralds of the Chained Spiral and the Cult of Seriach. 
  The leaders lead from behind, throwing spells at the 
  other faction, and the martials clash in the front. 
  Once they notice the party in the fray. They will send 
  over some of their men to engage you in combat. 
  Two Cult Fanatics, one Spy, and two Thugs for each 
  cult. Both factions will engage each other and the 
  party. Making the battle a free-for-all 
   Objectives/Goals. Both factions had heard that a 
  party of adventurers had been sent out to find a 
  powerful artifact. Both leaders want the artifact for 
  themselves so that they may summon their gods into 
  the Material Plane. However, they don’t want the 
  other group to retrieve it. They do not actually know 
  what the artifact is capable of. 
   What do they know? They only know that the 
  artifact is a powerful one and it can stop them from 
  summoning their god. Whether it can bring back 
  their god or not is not of worry to them. If kept alive 
  and successfully interrogated with a DC15 Charisma 
  (Intimidation) check, a cult member of either faction 
  will tell you, “This is just the beginning, the forgotten 
  ones will rise once again and cleanse this world!" 
   Bonus Objective A: Ghost of Ylraphon Past. If the 
  characters had successfully completed this Bonus 
  Objective, the spirits of the drow from House 
  Urten’nach will appear and combat the troops of the 
  enemy factions. This removes the option to parlay. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  Very Weak: Remove one Cult Fanatic, and a Spy, from both 
  sides. 
  Weak: Remove one Cult Fanatic from one side. 
  Strong: Add one Spy for both sides. 
  Very Strong: Add one Spy and two Thugs for both sides. 
  Playing the Pillars 
  COMBAT 
  The battle is a free-for-all for 
  Lady Luck’s Light. Both cults 
  will be going against each other 
  and the adventurers.  
  EXPLORATION 
  The swamp is filled with many 
  interactive elements. Use 
  whatever is found in the 
  swamp to make the encounter 
  more interesting. The 
  adventurers could also avoid 
  the fight by finding a way 
  around with a DC 15 Wisdom 
  (Survival). 
  SOCIAL 
  The adventurers can intimidate 
  or make peace with the cults. If 
  they are able to do that, then 
  some members would give up 
  fighting and run away. 
  
   
   
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  CONCLUSION 
  Having defeated the cultists and returned Lady Luck’s Light to Nora Witherwander. A bright light emanates from her 
  as she uses the artifact, and she vanishes, as the artifact falls onto the ground. No trace being left behind except for 
  the artifact. Gwynora Ironheart is shocked, but keeps her promise to you, and rewards you; the artifact has fulfilled 
  its purpose to the city, the cults have gone quiet once again. Maybe they have gone hiding, or maybe they have 
  vanished from the world, nobody knows. Gwynora keeps Lady Luck’s Light hidden away. Maybe it will be of use in 
  the future. 
   
  
   
   
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  ADVENTURE REWARDS
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  ADVANCEMENT CHECKPOITNS 
  The characters receive one advancement checkpoint 
  for each objective completed: 
  • Story Objective A: Retrieve the artifact. 
  • Story Objective B: Return the artifact to Ylraphon 
   
  The characters earn additional advancement 
  checkpoints for each bonus objective they 
  complete. 
   
  • Bonus Objective A: Make peace with the Spirits of 
  House Urten’nach. 
  • Bonus Objective B: Remove the Sliver of Cryonax 
  from the Attic. 
  TREASURE CHECKPOINTS 
  The characters receive a treasure checkpoint for 
  completing both main objectives or both bonus 
  objectives. 
  MAGIC ITEM UNLOCK 
  Characters completing the adventure’s main 
  objective unlock this item. 
   Robe of Useful Items. The black cloth of this robe 
  is lined with white piping, resembling a spider’s 
  web, and its patches resemble the various items 
  cocooned in webbing. The coat-of-arms of House 
  Urten’Nach, an old drow family lost to history, is 
  embroidered onto the robe’s collar. The 
  family was believed to be eliminated during the 
  Dracorage of 1373 DR, but its leaders 
  fought bravely against the flight of dragons that 
  razed Ylraphon to the ground, allowing 
  many other lives to escape. The make of the robe is a 
  clearly that of a drow exile. This item can be found in 
  Appendix 6. 
  DM REWARDS 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
  
   
   
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  APPENDIX 1: LOCATIONS & NPC’
  The following NPC’s and locations feature 
  prominently in this adventure. 
  Gebbren Urten’nach (GEBB-ren Ur-ten-ACH). A 
  drow spirit who had wanted to be of use to his 
  family or to the city of Ylraphon. 
  Personality. Excitable, curious, inquisitive. 
  Ideal. If anyone is in trouble, I will help them out. 
  Bond. I put the people ahead of my family. 
  Flaw. My curiosity gets the best of me, and I don’t 
  know if I’ve gotten too annoying. 
  Nora Witherwander (No-rah Wither-wander). A 
  cleric of Tymora who guides the adventurers to the 
  beginning of the quest. 
  Personality. Meek, friendly. 
  Ideal. May luck smile upon us all. 
  Bond. My goddess protects me, so I shall protect her. 
  Flaw. I am blinded by my faith and believe that 
  Tymora can solve all of our problems. 
  Talnar Urten’nach (Tall-nar Ur-ten-ACH). The 
  leader of the drow ghosts, he only wishes for the 
  well-being of his family, and those around him. 
  Personality. Brave, courageous, unfriendly. 
  Ideal. There will be no more evils in the world. 
  Bond. The people go first. My family knows what 
  they had promised. 
  Flaw. When provoked, I will lash out. 
  House Urten’nach (Haws Ur-ten-ACH). An old 
  family of drow who had been exiled from the 
  Underdark. They remained in the surface and 
  experimented with the arcane arts. 
   
   
  
   
   
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  APPENDIX 2: CREATURE STATISTICS 
  Animated Armor 
  Medium Construct, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8+6) 
  Speed 25 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
   
  Damage Immunities Poison, Psychic 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Paralyzed, Petrified, 
  Poisoned 
  Senses Blindsense 60ft. (Blind Beyond This Radius), 
  passive Perception 6 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The armor is Incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While the armor remains 
  motionless, it is indistinguishable from a normal suit of 
  armor. 
  Actions 
  Multiattack. The armor makes two attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage. 
  Cranium Rat 
  Tiny Beast, lawful evil 
  Armor Class 12 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
  14 (+2) 
  10 (+0) 
  4 (-3) 
  11 (+0) 
  8 (-1) 
   
  Senses Darkvision 30ft., passive Perception 10 
  Challenge 0 (10 XP) 
  Illumination. As a bonus action, the cranium rat can 
  shed dim light from its brain in a 5-foot radius or 
  extinguish the light. 
  Telepathic Shroud. The cranium rat is immune to any 
  effect that would sense its emotions or read its 
  thoughts, as well as to all divination spells. 
  
   
   
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  Flying Sword 
  Small construct, unaligned 
  Armor Class 17 (Natural Armor) 
  Hit Points 17 (5d6) 
  Speed 0 ft., fly 50ft. (hover) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  15 (+2) 
  11 (+0) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Saving Throws Dex +4 
  Damage Immunities Poison, Psychic 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Paralyzed, Petrified, 
  Poisoned 
  Senses Blindsight 60ft. (Blind Beyond This Radius), 
  passive Perception 7 
  Challenge 1/4 (50 XP) 
  Antimagic Susceptibility. The sword is Incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While the sword remains 
  motionless, it is indistinguishable from a normal suit of 
  armor. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 
  5ft., one target. Hit: 5 (1d8+1) slashing damage. 
  Ghost 
  Medium undead, any alignment 
  Armor Class 11 (Natural Armor) 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40ft. (hover) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistance Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, And Slashing from 
  Nonmagical Weapons 
  Damage Immunities Cold, Necrotic, Poison 
  Condition Immunities Charmed, Exhausted, 
  Frightened, Grappled, Paralyzed, Petrified, Poisoned, 
  Prone, Restrained 
  Senses Darkvision 60ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60ft. into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5ft., one target. Hit: 15 (4d6+3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane 
  from the Material Plane, or vice versa. It is visible on 
  the Material Plane while it is in the Border Ethereal, 
  and vice versa, yet it can't affect or be affected by 
  anything on the other plane.  
  Horrifying Visage. Each non-undead creature 
  within 60 ft. of the ghost that can see it must succeed 
  on a DC 13 Wisdom saving throw or be frightened 
  for 1 minute. If the save fails by 5 or more, the target 
  also ages 1d4 _ 10 years. A frightened target can 
  repeat the saving throw at the end of each of its 
  turns, ending the frightened condition on itself on a 
  success. If a target's saving throw is successful or the 
  effect ends for it, the target is immune to this ghost's 
  Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration 
  spell, but only within 24 hours of it occurring. 
  Possession (Recharge 6). One humanoid that the 
  ghost can see within 5 ft. of it must succeed on a DC 
  13 Charisma saving throw or be possessed by the 
  ghost; the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn't deprive the target 
  of awareness. The ghost can't be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target's statistics, but doesn't gain access to the 
  target's knowledge, class features, or proficiencies. 
  The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the 
  ghost is turned or forced out by an effect like the 
  dispel evil and good spell. When the possession 
  ends, the ghost reappears in an unoccupied space 
  within 5 ft. of the body. The target is immune to this 
  ghost's Possession for 24 hours after succeeding on 
  the saving throw or after the possession ends. 
  
   
   
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  Guardian Portrait 
  Medium construct, unaligned 
  Armor Class 5 (Natural Armor) 
  Hit Points 22 (5d8) 
  Speed 0 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  1 (-5) 
  10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
   
  Damage Immunities Poison 
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Paralyzed, Petrified, 
  Poisoned 
  Senses Darkvision 60ft., passive Perception 10 
  Languages Common, plus up to two other languages 
  Challenge 1 (200 XP) 
  Constructed Nature. An animated object doesn’t 
  require air, food, drink, or sleep. 
  Antimagic Susceptibility. The portrait is Incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  Innate Spellcasting. The portrait’s innate spellcasting 
  ability is Intelligence (spell save DC12). The portrait can 
  innately cast the following spells, requiring no material 
  components: 
  3/day each: counterspell, crown of madness, hypnotic 
  pattern, telekinesis 
  False Appearance. While the portrait remains 
  motionless, it is indistinguishable from a normal suit of 
  armor. 
  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 16 (3d8+3) 
  Speed 40 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  10 (+0) 
  8 (-1) 
   
  Skills Stealth +4 
  Vulnerable Radiant 
  Damage Resistance Acid, Cold, Fire, Lightning, 
  Thunder; Bludgeoning, Piercing, And Slashing from 
  Nonmagical Weapons 
  Dammage Immunities Necrotic, Poison 
  Condition Immunities Exhaustion, Frightened, 
  Grappled, Paralyzed, Petrified, Poisoned, Prone, 
  Restrained 
  Senses Darkvision 60ft., passive Perception 10 
  Challenge 1/2 (100 XP) 
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light of darkness, the 
  shadow can take the Hide action as a bonus action. 
  Its stealth bonus is also improved to +6. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and 
  saving throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, 
  reach 5ft., one target. Hit: 9 (2d6+2) necrotic 
  damage. The target's strength score is reduced by 
  1d4 the target dies if this reduces its Strength to 0. 
  Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
  If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
   
  
   
   
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  Sliver of Cryonax (Yeti) 
  Large monstrosity, chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 51 (6d10+18) 
  Speed 40 ft., climb 40 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  8 (-1) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3, Stealth +3 
  Damage Immunities Cold 
  Senses Darkvision 60ft., passive Perception 11 
  Languages Yeti 
  Challenge 3 (700 XP) 
  Fear of Fire. If the yeti takes fire damage, it has 
  disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
  Keen Smell. The yeti has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Snow Camouflage. The yeti has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain. 
  Actions 
  Multiattack. The yeti can use its Chilling Gaze and 
  make two claw attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one 
  target, Hit: 7 (1d6+4) slashing damage plus 3 (1d6) cold 
  damage. 
  Chilling Gaze. The yeti targets one creature it can see 
  within 30 ft. of it. If the target can see the yeti, the 
  target must succeed on a DC 13 Constitution saving 
  throw against this magic or take 10 (3d6) cold damage 
  and then be paralyzed for 1 minute, unless it is 
  immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If the target’s saving throw 
  is successful, or if the effect ends on it, the target is 
  immune to the Chilling Gaze of all yetis (but not 
  abominable yetis) for 1 hour. 
  Spy 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 12 (Leather Armor) 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+2) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages Any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 ft. of an ally of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5ft., one creature. Hit: 6 (1d6+2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +2 to hit, 
  reach 30/120 ft., one target. Hit: 5 (1d6+2) piercing 
  damage. 
   
   
  
   
   
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  Swarm of Rats 
  Medium swarm of tiny beasts, unaligned 
  Armor Class 10 (natural armor) 
  Hit Points 24 (7d8-7) 
  Speed 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  11 (+0) 
  9 (-9) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Damage Resistance Bludgeoning, Piercing, Slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Senses Darkvision 30ft., passive Perception 10 
  Challenge 1/4 (50 XP) 
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny rat. The 
  swarm can't regain hit points or gain temporary hit 
  points. 
  Actions 
  Bites. Melee Weapon Attack: +2 to hit, reach 0ft., one 
  target in the swarm’s space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piecring damage if the swarm 
  has half of its hit points of fewer. 
  Talnar Urten’nach (Ghost) 
  Medium undead, any alignment 
  Armor Class 11 (Natural Armor) 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40ft. (hover) 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  Damage Resistance Acid, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, And Slashing from 
  Nonmagical Weapons 
  Damage Immunities Cold, Necrotic, Poison 
  Condition Immunities Charmed, Exhausted, 
  Frightened, Grappled, Paralyzed, Petrified, Poisoned, 
  Prone, Restrained 
  Senses Darkvision 60ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60ft. into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5ft., one target. Hit: 15 (4d6+3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane 
  from the Material Plane, or vice versa. It is visible on 
  the Material Plane while it is in the Border Ethereal, 
  and vice versa, yet it can't affect or be affected by 
  anything on the other plane.  
  Horrifying Visage. Each non-undead creature 
  within 60 ft. of the ghost that can see it must succeed 
  on a DC 13 Wisdom saving throw or be frightened 
  for 1 minute. If the save fails by 5 or more, the target 
  also ages 1d4 _ 10 years. A frightened target can 
  repeat the saving throw at the end of each of its 
  turns, ending the frightened condition on itself on a 
  success. If a target's saving throw is successful or the 
  effect ends for it, the target is immune to this ghost's 
  Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration 
  spell, but only within 24 hours of it occurring. 
  Possession (Recharge 6). One humanoid that the 
  ghost can see within 5 ft. of it must succeed on a DC 
  13 Charisma saving throw or be possessed by the 
  ghost; the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn't deprive the target 
  of awareness. The ghost can't be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target's statistics, but doesn't gain access to the 
  target's knowledge, class features, or proficiencies. 
  The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the 
  ghost is turned or forced out by an effect like the 
  dispel evil and good spell. When the possession 
  ends, the ghost reappears in an unoccupied space 
  within 5 ft. of the body. The target is immune to this 
  ghost's Possession for 24 hours after succeeding on 
  the saving throw or after the possession ends. 
   
   
  
   
   
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  Thug 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (Leather Armor) 
  Hit Points 32 (5d8+10) 
  Speed 30 ft. 
   
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pact Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug's allies is 
  within 5 ft. of the creature and the ally isn't 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  creature. Hit: 6 (1d6+2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  reach 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
  
   
   
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  Appendix 3: Map 
   
  
   
   
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  APPENDIX 4: GHOST OF YLRAPHON PAST (BONUS OBJECTIVE A) 
  Estimated Duration: 60 Minutes 
  CRYPT 
  In this episode, the adventurers enter the Crypt 
  found behind beneath House Urten’nach and must 
  parlay with the spirits that reside in the manor. 
  PREREQUISITES 
  The characters would have had to gain access to this 
  room either by going through the Guardian Portrait 
  or by breaking the wall in the Cellar with a 
  successful Strength (Athletics) check. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The large room is filled 
  with stone coffins, making it difficult to move about 
  the place. Cobwebs and dust fill the place.  
   Lighting. The room is pitch black, the torches in 
  the area have already died out. 
  OBJECTIVES 
  The adventures have to convince the spirits of House 
  Urten’nach to ally themselves with the people of 
  Ylraphon against any evil that still roams the lands. 
  CREATURES/NPCS 
  The spirits (ghost) of the house appear to the 
  adventurers as soon as they set foot in the middle of 
  the room. A dozen of them surround the 
  adventurers, preventing them from leaving. One of 
  the drow spirits exude an aura of leadership, Talnar 
  Urten’nach (M NG ghost), he then speaks to the 
  characters and asks for why they are here. Gebbren 
  will avoid entering this room at all costs. If he is 
  brought down by the party, he will phase through 
  the walls and go to the cellar. 
   Objectives/Goals. The spirits want to pass on into 
  the afterlife but are locked in the material plane. 
   What do they know? Talnar knows that his family 
  had helped the citizens of Ylraphon during the 
  Dracorage. Gebbren had been a coward and 
  abandoned them during this time. The spirits still 
  think that it is still the time of the Dracorage. 
  TREASURE 
  Defeating or convincing Talnar allows the characters 
  to receive the Blessing of the Master, which grants 
  them access to the house without problem. 
   
   
   
  Playing the Pillars 
  COMBAT 
  If the characters struggle to use 
  their words to appease the 
  spirits, Talnar Urten’nach will 
  offer that they prove 
  themselves in combat instead. 
  He will choose to either 
  possess the character with the 
  highest physical prowess or 
  fight until he reaches 1/4th of 
  his maximum hit points. 
  EXPLORATION 
  The walls of the crypt are 
  collapsible and would give 
  access to the cellar if needed. A 
  DC12 Strength (Athletics) 
  check would break down the 
  supports that hold up that wall. 
  SOCIAL 
  A character can bring up the 
  past, which would then help 
  with the interactions with the 
  spirits. The spirits refuse to 
  help if simply asked, a DC15 
  Charisma (Persuasion) check 
  would be successful. They 
  would have to use compassion 
  to get the spirits on their side 
  once more. 
   
   
  
   
   
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  APPENDIX 5: CHILL DOWN YOUR SPINE (BONUS OBJECTIVE B) 
  Estimated Duration: 60 Minutes 
  ATTIC 
  In this episode, the characters encounter a Sliver of 
  Cryonax, and must find a way to remove it from the 
  manor, else there be consequences. 
  PREREQUISITES 
  The characters access the Attic from the Study. 
  AREA INFORMATION 
  The area has the following features: 
   Dimensions & Terrain. The room is partially 
  frozen due with lots of debris at the side. Moving 
  behind any of the debris will provide the target with 
  Full Cover. The icy floor is Difficult Terrain. 
   Lighting. There is a crystal in the center of the 
  room which emanates a 20ft. bright light and 20ft. 
  dim light. 
   Crystal. The crystal is what makes the Sliver of 
  Cryonax appear. Three successful DC13 Intelligence 
  (Arcana) checks can cause the Sliver of Cryonax to 
  disappear. 
  OBJECTIVES 
  The adventurers must defeat the Sliver of Cryonax 
  and send him back into the elemental plane of Ice. 
  CREATURES/NPCS 
  The Sliver of Cryonax breaks forth from the crystal 
  in the center of the room as soon as an adventurer 
  touches it. The Sliver of Cryonax is a beast made 
  from ice. It has fragments of ice surrounding its 
  body, resembling blades. It attacks the adventurer 
  closest to it. 
   
  Objectives/Goals. It will kill everything inside the 
  room, then break out and consume all the things it 
  finds. 
   What does it know? It knows that it is Cryonax, or 
  at least a part of him; and that he must rest in order 
  to regain strength. He also knows that adventurers 
  and ghosts are intruders in this room, and that they 
  should die. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
  Very Weak: Remove the Multiattack and Chilling Gaze of the 
  Slither of Cryonax. Reduce it to 30HP 
  Weak: Remove the Chilling Gaze of the Slither of Cryonax. 
  Reduce it to 45HP 
  Strong: Increase the Slither of Cryonax to 60HP 
  Very Strong: Increase the the Slither of Cryonax to 78HP. 
  TREASURE & REWARDS 
  After the adventurer’s defeat the Sliver of Cryonax, 
  they can retrieve the crystal and use it against the 
  lock in the master’s Bedroom. If the crystal is 
  brought outside the manor, it melts in the hands of 
  the character carrying it, it cannot be saved, and it 
  cannot be reformed.
   
   
  Playing the Pillars 
  COMBAT 
  The Sliver of Cryonax will 
  utilize brute force in combat. It 
  will use its claws against the 
  adventurers that choose to go 
  close to it, and its chilling gaze 
  against caster-type characters. 
  Anytime it is hit with Fire 
  damage, the Sliver will focus on 
  that target. 
  EXPLORATION 
  The room is frozen solid, 
  however, adventurers that 
  choose to interact with the 
  room, can create different 
  obstacles, such as cover and 
  difficult terrain. The Sliver of 
  Cryonax is also capable of 
  doing such. 
  SOCIAL 
  The Sliver of Cryonax is not 
  something that could be 
  bargained with or spoken to.
   
   
  
   
   
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  APPENDIX 6: MAGIC ITEM 
  Characters completing this adventure’s objective unlock this magical item. 
  ROBE OF USEFUL ITEMS 
  Wondrous Item, Uncommon, Tier 1, 16 treasure 
  checkpoints 
   
  The black cloth of this robe is lined with white piping, 
  resembling a spider’s web, and its patches resemble 
  the various items cocooned in webbing. The coat-of-
  arms of House Urten’Nach, an old drow family lost to 
  history, is embroidered onto the robe’s collar. The 
  family was believed to be eliminated during the 
  Dracorage of 1373 DR, but its leaders fought bravely 
  against the flight of dragons that razed Ylraphon to 
  the ground, allowing many other lives to escape. The 
  make of the robe is a clearly that of a drow exile. 
   This robe has cloth patches of various shapes and 
  colors covering it. While wearing the 
  robe, you can use an action to detach one of the 
  patches, causing it to become the object or creature it 
  represents. Once the last patch is removed, the robe 
  becomes an ordinary 
  garment. 
  The robe has two of each of the following patches: 
  • 
  Dagger 
  • 
  Bullseye lantern (filled and lit) 
  • 
  Steel mirror 
  • 
  10-foot pole 
  • 
  Hempen rope (50 feet, coiled) 
  • 
  Sack 
  In addition, the robe has 8 other patches. 
  • 
  Riding Horse with saddle bags (see Monster 
  Manual for statistics) 
  • 
  4 Potions of Healing 
  • 
  Pit (a cube 10 feet on a side), which you can 
  place on the ground within 10 feet of you. 
  • 
  Rowboat (12 feet long) 
  • 
  2 mastiffs (see Monster Manual for statistics) 
  • 
  Window (2 feet by 4 feet, up to 2 feet deep), 
  which you can place on a vertical surface you 
  can reach 
  • 
  Portable Ram 
  • 
  Iron door (up to 10 feet wide and 10 feet 
  high, barred on one side of your choice), 
  which you can place in an opening you can 
  reach; it conforms to fit the opening, 
  attaching and hinging itself. 
  
   
   
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  APPENDIX 7: URTEN’NACH UNDERDARK CHEESE RECIPE 
   
  FERMENTED GORISTRO MILK 
  FERMENTED ROTHE MILK 
  TEASPOON OF FLUMPH ACID 
  A HANDFUL OF RIPPLEBARK 
  MYCONID MUSHROOM CAP 
  A CUP OF NEUTRALIZED PURPLE WORM POISON 
  A PINCH OF MEMORY MOSS 
  ½ TEASPOON OF JUIBLEX RENNET 
  A PINCH OF DARKLAKE SALT 
   
   
   
  Start by mixing the FERMENTED GORISTRO MILK and FERMENTED ROTHE MILK then warm them both up. Once 
  warm, add the TEASPOON OF FLUMPH ACID to acidify the milk. Add A HANDFUL OF RIPPLEBARK, A CUP OF 
  NEUTRALIZED PURPLE WORM POISON, and A PINCH OF MEMORY MOSS for flavor; then you add the ½ TEASPOON 
  OF JUIBLEX RENNET as a coagulant and wait for the gel to form. Test firmness, you should be able to feel it in your 
  gut. Once certain, cut the curd into small cuts, for a better outcome. Stir the curd for an hour while cooking. 
  Afterwards, wash and drain the curd. Salt the cheese with A PINCH OF DARKLAKE SALT then let it age for at least 
  100 years.
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  26 
  APPENDIX 8: DUNGEON 
  MASTER TIPS 
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to Being the Dungeon Master? 
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  PREPARING THE ADVENTURE 
  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. Familiar yourself with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  ADJUSTING THIS ADVENTURE 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  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 
   
   
  
   
   
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  CCC-GSP-PHIL01-03 The Whispering Shadows of the Eldest Ruins (v1.5) 
   
   
   
   
   
  27 
  GREASY SNITCHES: ABOUT US 
  WHO ARE WE IN THE REAL WORLD? 
      We are a group of nerds based in the Philippines 
  who love playing Dungeons & Dragons, specifically 
  D&D Adventurers League. We recently sold our souls 
  and swore eternal servitude to a mysterious 
  benefactor, and long story short, we are now tasked 
  to bring all adventurers together. We do so by 
  creating events where we promote fun and friendship 
  through adventures of all kinds. (TL;DR: we run 
  tabletop RPG events!) 
  HOW TO REACH US 
      Find out what we’re up to by following us on social 
  media, or contact us for any collaborations you might 
  want to do. You can check the links below. 
  Website: http://www.greasysnitches.com/ 
  Facebook: http://www.facebook.com/greasysnitchespresents 
  Instagram: @GreasySnitchesPresents 
  Twitter: @GreasySnitches 
  Email: Inquiries@GreasySnitches.com 
  Email: GreasySnitches@gmail.com 
  FOLLOW OUR AUTHORS IN TWITTER 
  Feel free to follow our authors in Twitter: 
   
  Paul Gabat - @DMPaulG 
  Lanz Frago - @glittersnicket 
  Niccolo Estrella – @Niccoloestrella 
  Nicholas Noel Cavada-Guillermo - @NDbarbarian 
  Mikel Alexander Barrenechea - @MundaneArcane 
  Kristoff Alejo - @PapaKAlejo 
  GREASY SNITCHES ADVENTURES 
      Did you enjoy this adventure? Then you might like 
  other Greasy Snitches adventures we have available! 
  Feel free to check them out at DMsGuild.com 
   
  CCC-GSP01-01 A Dragon’s Breath by Paul Gabat 
  CCC-GSP01-02 Brotherhood by by Paul Gabat 
  CCC-GSP-PHIL01-02 The Murmuring Hollow of 
  the Flooded Forest by Lanz Frago  
  CCC-GSP-PHIL01-03 The Whispering Shadows of 
  the Eldest Ruins by Niccolo Estrella 
  CCC-GSP-FEAR01-01 Beneath the Bleeding Tree 
  by Kristoff Alejo 
  CCC-GSP-NTHR01-01 A Night of Sorrows by Mikel 
  Alexander Barrenechea 
  CCC-GSP-OOZE01-01 Oozing Hunger by Nicholas 
  Noel Cavada-Guillermo 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Greasy Snitches (GSP)/CCC-GSP-PHIL01-03 - The Whispering Shadows of the Eldest Ruin.pdf