TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-11 Death at Peril Island 
   
   
  1 
  Redemption at Talos Sound 
   
  A sound is usually a safe harbor on a large sea. Talos Sound, on the other hand, is known as a graveyard 
  for ships and sailors entering it. Now adventurers must brave this wild place if they hope to bring a 
  peaceful resolution to their current troubles. The final adventure in the Pilgrim’s Progress trilogy. 
   
  A Four-Hour D&D Adventurers League Convention Created Content 
  Adventures for 5th- 10th Level characters (optimized for 8th-level), 
  brought to you by Cold Iron Conventions and Draxtar Games 
  Design Shawn Merwin 
   
   
   
   
   
   
  Art Ben Siekert 
  Development and Editing: Greg Marks and Shawn Merwin  
   
   
  Sponsored by Draxtar Games 
  Produced by Cold Iron Conventions 
   
   
   
   
   
  Adventure Code CCC-CIC-12 
  Organized Play: Chris Lindsay  
   
   
   
   
   
  Version 1 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Lysa Chen, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
    
   
   
   
   
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  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. 
   
  ©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-CIC-12 Redemption at Talos Sound 
   
   
  2 
   
  Introduction 
  Welcome to Redemption at Talos Sound, a 
  Convention Created Content D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. This 
  is the final adventure in the Pilgrim’s Progress 
  trilogy. 
   This adventure is designed for three to seven 
  5th – 10th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 8. 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 adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition 
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself 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 notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  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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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  In the first adventure in the Pilgrim’s Progress 
  trilogy, Terror at Soward Manor, the adventurers 
  investigated a ruined manor house where several 
  magic-infused beings lived and trained under the 
  protection of Nelvon and Larch deJun.  
   At the end of that adventure, one of the people 
  infused with wild magic, Florah Krayne, was 
  kidnapped. The kidnappers brought her to Peril 
  Island, a hidden pirate base in the Moonsea. 
   In the second adventure, Death at Peril Island, 
  the adventurers found and infiltrated Peril Island, 
  learning that the Satin Scourge was kidnapping 
  specific individuals and giving them to a cloaked 
  figure, who took the individuals to Talos Sound. 
   The half-orc priestess Perniece the Thrice-
  Drowned combines the fury of Talos with an orc’s 
  grim determination. Once a sailor, she’s been 
  blown overboard in violent storms three times, 
  and three times she has washed up on shore alive. 
  Visions during her final episode showed her a 
  path to greatness as a warpriest of Talos, and she 
  has followed those vision, which urge her to take 
  Mulmaster and rule it in Talos’s name.  
   She searches for individuals with strange 
  powers in and around Mulmaster, bends them to 
  her will, and turns them into soldiers for her army. 
  Adventure Overview 
  The adventure is divided into the following 
  sections: 
   Introduction. The Unhappy Voyage. Captain 
  Treymond unceremoniously dumps the 
  adventurers in a rowboat on the edge of Talos 
  Sound. 
   Part 1. Safe and Sound. Talos Sound is a place 
  where ships sink and survivors disappear. Talos 
  keeps them trapped here, and the surrounding 
  cliffs keep them on the beach. A few survivors 
  have made a community on the coast, and 
  Perniece occasionally captures some of them to 
  convert into her army. The adventurers wash 
  ashore and meet the locals.  
   Part 2. Night Raid. On their first night on the 
  beach, the adventurers witness a raid by creatures 
  serving Perniece. They can save some of the 
  refugees, and in the process gain the power to 
  move deeper in the forest. 
   Part 3. Test of Talos. In order to access the area 
  containing Perniece’s shrine to Talos, the 
  adventurers must pass a series of tests by the 
  Storm Lord himself. 
   Part 4. Storm Shrine. The adventurers enter 
  the shrine, must discern the difference between 
  friend and foe, and then fight Perniece and her 
  followers in the midst of a raging storm to end the 
  threat to Mulmaster. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in 
  this adventure. 
   
  Talos Sound. Talos Sound is a bay located on the eastern 
  end of the Moonsea. It leads to a demiplane that mimics a 
  secluded beach when you access it via the Moonsea. 
  Perniece the Thrice-Drowned uses the demiplane to hold 
  and test those touched by Talos as she prepares to create 
  an army to march on Mulmaster. 
   
  Captain Pell Treymond (PEHL TRAY-mahnd). Pell 
  Treymond is the owner and captain of the Moonsea ship 
  known as the Happy Tap. She is dark-skinned, tall, and 
  muscular: a match for any of her crew. She has been paid 
  by Lord Von Finklestein to take the adventurers to Talos 
  Sound. 
   
  Perniece the Thrice-Drowned (puhr-NEECE). Perniece is a 
  half-orc priestess of Talos with wild hair, colorful clothes, 
  and a burning desire to see everything leveled by the 
  power of Talos. She speaks in a shout, moves with grand 
  gestures, and knowns no mercy against her foes. 
   
  Florah Krayne (FLO-rah CRAYNE). Florah is touched by 
  wild magic and was training to control it when she was 
  kidnapped and delivered to Perniece. She is now being 
  infused with the fury of Talos, although she is trying to 
  resist this “gift.” The adventurers have a chance to rescue 
  her at the end of the adventure. 
  Adventure Hooks 
   Played the Previous Adventures. If the 
  adventurers played CCC-CIC-10 Terror at Soward 
  Manor and/or CCC-CIC-11 Death at Peril Island, 
  they should already know the situation and be 
  participating in this adventure without hesitation. 
  The Von Finklesteins have made connections with 
  the adventurers, contacting them when they learn 
  the location of Talos Sound. 
   Did Not Play the Previous Adventure. If the 
  adventurers did not play either of the previous 
  adventures, you can start with the introduction, 
  working under the assumption that they accepted 
  a mission call from Lord Milben Von Finklestein 
  and his husband Zor Peerless Von Finklestein. 
  Then you can flash back to that conversation, as 
  described in the introduction. 
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  4 
  Do You Want to Know More? 
  This adventure is the twelfth adventure associated with 
  Mulmaster, Windy Valley, and the people with an interest 
  in it. You can learn about other Cold Iron Conventions 
  shows in Milwaukee & Chicago by going to 
  http://www.coldironconventions.com/. All of these 
  adventurers brought to you by Cold Iron Conventions can 
  be purchased at http://www.dmsguild.com/. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-11 Death at Peril Island 
   
   
  5 
  Introduction. The Unhappy Voyage 
  Estimated Duration: 10 minutes 
   
  When the players are ready, read the following 
  text. Even if they have not played CCC-CIC-10 
  Terror at Soward Manor and/or CCC-CIC-11 Death 
  at Peril Island, you can deal with that after the 
  text: 
  The gentle wind puffs at the sails of the Happy Tap, the 
  small caravel transporting you toward Talos Sound, a bay 
  on the eastern shore of the Moonsea. 
   
  Captain Treymond, a tall, muscular, no-nonsense sort, 
  lowers her gaze off the horizon and calls to your group. 
  “Ahead is the entrance to Talos Sound. None entering 
  there live to tell the tale. I’m not sure what you’re getting 
  paid or why you’re doing this, but it ain’t worth it.” 
  Use a quick flashback to set the stage for what is to 
  come. Use the bullets below to guide the 
  conversation: 
  • Lord Milben Von Finklestein and his husband 
  Zor Peerless Von Finklestein, nobles from 
  Mulmaster, paid Captain Treymond and the 
  crew of the Happy Tap to take the adventurers 
  to Talos Sound. 
  • The adventures were offered 200 gp per person 
  to find the island and rescue Florah Krayne, or 
  at least get further information on her 
  whereabouts. Florah is a young woman infused 
  with wild magic who was kidnapped to Talos 
  Sound by a strange cloaked figure via 
  teleportation. 
  • While Florah was in the care of Nelvon deJun, he 
  placed a spell on her to locate her if she ever 
  escaped or was taken. That magic is no longer 
  functioning, but no one knows why. 
  • Nelvon is a former Cloak who has been trying to 
  help those infused with wild magic to control 
  their powers.  
  • Talos Sound is known across the entirety of the 
  Moonsea as a graveyard for ships and sailors. 
  None who’ve sailed into it were heard from 
  again. Those who have flow over the storm to 
  access the beach inside Talos Sound found only 
  an empty beach with no sign of wreckage, 
  bodies, or survivors. No one knows where the 
  wreckage, bodies, or survivors go. 
   
  Development  
  If any character is a loyal member of the 
  Brotherhood of the Cloaks, they have been asked 
  by Lillah Whitewinter, a member of their order, to 
  assist the Von Finklesteins’ mission while 
  observing everything carefully. In doing so she 
  hopes to gather enough proof of the noblemen’s’ 
  violations of Mulman law that she could effectively 
  prosecute them for aiding unregistered acranists.  
   
  When you are ready, continue to Part 1. Safe and 
  Sound. 
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  6 
  Part 1. Safe and Sound 
   Estimated Duration: 50 minutes 
   Story Beat: The party discovers that the storm 
  surrounding Talos Sound is the gate to a 
  demiplane where they become trapped alongside 
  previous victims.  
   
  Captain Treymond gives the adventurers use of a 
  large rowboat (holding 2-8 Medium-sized 
  creatures). She under no circumstances sails any 
  closer to the entrance to Talos Sound.  
  The Entrance to the Demiplane 
  This demiplane was created by Talos to shelter one of his 
  favored servants, Perniece the Thrice-Drowned. This 
  dimension essentially overlays its counterpart on the 
  Material Plane: a beach on the edge of the Moonsea. 
   
  The demiplane is only accessible by crossing into Talos 
  Sound at or below water level. Coming at the beach from 
  above, from land, or via teleportation, simply places the 
  person on the normal beach on the Material Plane. 
   
  You could run into a situation where a few characters 
  row or swim into the Sound, disappearing into the haze of 
  the Demiplane, while other characters fly in, thus splitting 
  the party. If that happens, give the flyers a chance to 
  backtrack and join the others. If they fail to do so in a 
  timely manner, run the rest of Part 1, and maybe even 
  some of Part 2, without the other characters. 
   
  Once the characters are in the demiplane, the only way 
  out is through the highest levels of magic—or by finding 
  and destroying the shrine of Talos. Going backward toward 
  the Moonsea just keeps bringing them back to the opening 
  of the Sound. 
   When the adventurers are ready to proceed, 
  read the following text, which assumes they are on 
  a boat, swimming, or otherwise close to the 
  surface and heading into Talos Sound. 
  The journey is serene as you move toward Talos Sound. 
  With puffy clouds drifting lazily across the blue skies, it’s 
  hard to imagine where this folktale of the horrors of Talos 
  Sound came from. 
   
  The air grows the slightest bit hazy, like the vapor in the 
  air on a humid day. Then hazier, like a thin fog. Then hazier, 
  like smoke from a fire. 
   
  Before another moment passes, the water is churning, 
  waves crashing into you. Steep cliffs that were not there 
  moments ago rise to your left and right.  
  Anyone in the boat is expelled violently as the 
  vessel snaps like a twig, crumbles into splinters, 
  and sinks. Even if the characters have their own 
  watercraft, it is smashed by the force of Talos’s 
  waves. Flying creatures flying near water height 
  or those that try to take to the air are pushed 
  down into the water and held there. 
   The only way to escape is to swim for shore, and 
  the waves push everyone in the water in that 
  direction. 
  The Rage of Talos 
  The characters must survive the swim to shore. 
  This involves not just swimming, but also avoiding 
  hazards and dangerous lightning strikes. 
  Using Magic or Abilities 
  The properties of the demiplane are dictated by Talos, and 
  to a lesser extent by his servant Perniece the Thrice-
  Drowned. In this part of the demiplane, creatures are 
  forced to remain in contact with the water, regardless of 
  their form of flying. Teleportation can get a character to 
  the demi-plane beach, but not elsewhere. 
   
  On the other hand, magic that allows characters to walk 
  on water, swim easily, or breathe water is not foiled, so 
  that could eliminate or lessen certain threats or challenges. 
  Staying Afloat 
  The first order of business is staying afloat and 
  swimming toward shore. Characters with a swim 
  speed only need to attempt one DC 13 Strength 
  (Athletics) check, regardless of whether they 
  succeed or fail. 
   Characters without a swim speed must attempt 
  up to three DC 13 Strength (Athletics) checks. 
  Once one succeeds, a character needn’t attempt 
  more. For each check failed, a character gains one 
  level of exhaustion. After three failed checks, 
  characters needn’t attempt more as the current 
  pushes them, spitting and sputtering, to shore. 
   A character can attempt to help another with 
  the checks, but the assisting character makes their 
  own checks at disadvantage, or if they have 
  already succeeded, they must make a normal 
  check again. 
  Avoiding Wreckage 
  The water of Talos Sound is teeming with 
  wreckage and waterlogged bodies. While moving 
  toward land, all characters must make a DC 13 
  Dexterity saving throw. Those who fail take 11 
  (2d10) bludgeoning damage. Anyone who can 
  remain above the water (walking on water, etc.) 
  or has a swim speed has advantage on this saving 
  throw. 
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  7 
  Lightning Strikes 
  Lightning pierces the air around the characters as 
  they move toward land. Characters must succeed 
  on a DC 13 Intelligence (Nature) check to figure 
  out where the lighting is about the strike. Those 
  who fail take 7 (2d6) lightning damage. Creatures 
  who are swimming or fully submerged have 
  advantage on this check. 
  On the Beach 
  The characters are finally deposited onto shore. As 
  they struggle in the surf, a number of people 
  already on shore rush to assist them. These 
  survivors of previous shipwrecks provide the 
  characters with food, water, and any necessary 
  lifesaving rescue. 
  The Shipwrecked 
  A small community lives on the beach, survivors of 
  the magic of Talos Sound. The longest-tenured 
  survivors are Rhoza and Smone Ringwraught, 
  halfling siblings. They lead the rest of the 
  survivors: 
  • Rhoza and Smone Ringwraught. These stout 
  halflings belonged to a merchant family. When 
  their ship sank, they made it to shore. They have 
  become expert fisherfolk and organize the 
  community. Rhoza is the older of the two, and 
  she orders her younger brother around. Smone 
  accepts the guidance with as much patience as 
  possible, and he is a capable leader in his own 
  right. 
  • Big Jo. This orc was a captive aboard a ship 
  heading to Mulmaster when it sank. She was 
  saved by the people here, and now she does 
  most of the hunting for the party. 
  • Fairley Quartermain. This disgraced noble 
  from Waterdeep came to the Moonsea to escape 
  the authorities. He became a sailor, but a 
  shipwreck deposited him here. He is adept at 
  locating edible plants along the edges of the 
  beach, even planting some that grow fairly well. 
  • Alexander. This four-year-old boy washed up 
  without a family. He does not talk, so the 
  survivors just call him Alexander. In a constant 
  daze, he has a tendency to wander off without 
  constant supervision. Fortunately, the magic of 
  the Demiplane always brings him back to the 
  beach. 
  • Latain Vowster. This half-elf explorer actually 
  came searching for the secret of Talos Sound, 
  and he got his wish. He is a bit mad, entranced 
  by the magical properties of the demiplane. He 
  would have died or starvation weeks ago if not 
  for the others caring for him. He constantly 
  explores the edges of the dimension, climbing 
  the cliffs or swimming out to the edges of the 
  sound, or exploring north and south to the place 
  where the dimension folds back on itself. If the 
  characters can break through his mania, he 
  knows the most about the magic of the 
  demiplane. 
  • Leecha Topwoppet. Leecha is a rock gnome 
  who was traveling from Mulmaster to Phlan to 
  take a position as a builder on the city wall 
  project. She is dour, pessimistic, and sarcastic; 
  however, her knowledge of building has created 
  a few stone-and-driftwood shelters on the 
  beach. 
  • Feel free to add more survivors to the beach. 
  Use the strength of roleplaying to provide clues 
  that can help the adventurers later. 
  The Survivors’ Stories 
  The DM is encouraged to portray the information 
  through the lenses of the different shipwrecked 
  survivors and pepper in additional information 
  listed in their individual entries above.  
   The survivors all have similar stories. Their 
  ships entered Talos Sound, but instead of a safe 
  harbor, they found a terrible storm that destroyed 
  their ships. 
   Once on shore, they were trapped. No amount of 
  exploring revealed any exits, and so they have 
  made a home on the beach. They have survived on 
  fish and other wildlife. Edible vegetation and fresh 
  water keeps everyone alive between hunting and 
  fishing successes. 
   The Raids. Occasionally humanoids or other 
  creatures come out of the forest and attack the 
  beach dwellers. When they do this, they generally 
  knock a few people around and take someone 
  from the beach into the forest. The victim is never 
  seen again. The attackers rarely kill, unless 
  someone interferes by putting up a fight.  
   Sometimes the raiders are humans dressed in 
  robes and leather armor. Sometimes they are 
  animals that look like large hounds. Sometimes 
  the raiders are made of air, or sand, or lightning. 
  There does not seem to be a particular pattern and 
  the survivors do not even know if the different 
  groups are related.  
  Exploring the Beach 
  The adventurers likely investigate the beach on 
  their own. They should be allowed to do so, but 
  everything they do simply reaffirms what the 
  survivors can tell them. 
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  8 
   If they leave the beach to explore to the north, 
  they reemerge onto the beach in the south. If they 
  explore to the south, they reemerge to the north. If 
  they try to scale the cliffs to the west, they find 
  themselves in a haze they can never escape. 
   Characters succeeding on a DC 15 Intelligence 
  (Arcana) check can realize that they are no longer 
  on the Material Plane. They are in a demiplane 
  that is meant to contain them. In some ways it 
  seems similar to the confining nature of Canceri, 
  the prison plane. No magic can get them out of it. 
  Some sort of anchor point generally holds these 
  types of demiplanes together—if that anchor point 
  can be destroyed, the demiplane collapses and 
  returns its inhabitants to their own world. 
   
   
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  9 
  Part 2. Night Raid 
   Estimated Duration: 45 minutes 
   Story Beat: The adventurers witness a raid on 
  the beach by servants of Perniece the Thrice-
  Drowned and gain power from defeated enemies, 
  allowing them to move off the beach. 
  General Features 
  The beach at Talos Sound collects the wreckage—both 
  human and otherwise—from the ships lost at sea. 
   
  Terrain. The beach is comprised of firm sand littered with 
  driftwood and the dead carcasses of sailing vessels. A few 
  trees and bushes grow in the sand, providing berries and 
  other edible plants. 
   
  Weather. The weather is cloudy and brooding at the best 
  of times. At worst, crashing thunder and quicksilver 
  lightning pummel the area. 
   
  Light. During the day enough light permeates the cloud 
  cover to let people see. The moonless nights are pitch 
  black, but bonfires on the beach provide dim light. 
  The Raid 
  The beach dwellers are attacked by forces sent 
  from Perniece’s shrine.  
  The night air grows humid from a gust of foul wind that 
  blows in from the sea. Shouts emerge from the dark forest 
  at both ends of the beach. From each side appears a large 
  creature made entirely of gusting air and sand. In the 
  center of the beach, burrowing out of the sand, is a large 
  hound-like creature smelling of ozone and crackling with 
  blue lightning. The terrified castaways flee in all directions. 
  The two air elementals have one job: track down 
  two individuals and catch them in the whirlwind. 
  As the DM, you can choose which individuals the 
  elementals are coming after, but it should not be 
  any of the adventurers. Choosing at least one 
  character that the players made a connection with 
  is a good idea. Being caught in the whirlwind has 
  the effect of transporting those two individuals to 
  the Talos Shrine immediately. Others caught in the 
  whirlwind suffer the normal effects. 
   The Talos hound (use stat block for howler 
  with the alterations shown in the nearby sidebar) 
  is present to herd people away and deal with any 
  interference from the adventurers. All of the 
  castaways stay as far from the Talos hound as 
  possible and do not put up a fight. 
  Talos Hound Stat Block Alterations 
  The Talos hound uses the howler stat block with the 
  following alterations. 
   
  Description. The Talos hound is a large canine beast 
  whose tail and fur are tinged with electricity. 
   
  Damage Immunity. The Talos hound is immune to 
  lightning instead of resistant to it.  
   
  Rending Bite. The Talos hound’s rending bite does extra 
  damage in the form of lightning instead of psychic damage. 
  Tactics 
  The air elementals first try to catch their targets 
  and whirlwind them away. Whether the 
  elementals succeed is up to you. You can let that 
  happen immediately (especially if pressed for 
  time) so that the adventurers cannot react fast 
  enough to stop it. You can put the targets near the 
  adventurers, giving them the chance to interfere. 
  Or you can arrange one NPC to be spirited away 
  immediately and give the characters a chance to 
  save the second.  
   If a targeted castaway gets caught: 
  The poor soul gets overtaken by the air creature, which 
  turns into a whirlwind. The individual gets sucked into the 
  funnel, spun around, and launched into the air. Higher. 
  Then even higher. Before you can blink, the victim is arcing 
  over the trees to the south, twisting and tumbling in space. 
  Development 
  When the adventurers defeat any of the creatures, 
  the closest adventurer to the monster is assailed 
  with crackling energy. This energy envelops the 
  character but does no immediate harm. The 
  adventurer feels an affinity to the demiplane, like 
  some connection to the place has been 
  established. 
   One minute after the end of the battle, those 
  adventurers must succeed on a DC 13 Charisma 
  saving throw. On a failure, the adventurer has the 
  unstoppable urge to walk north into the forest 
  (toward the Storm Shrine). On a success, the 
  creature still feels that urge but can control it. 
   A DC 10 Intelligence (Arcana or Religion) check, 
  made after studying creatures affected by the 
  energy, reveals the power affecting the character 
  allows for passage through the magical screen that 
  denies access to the deeper forest. Anyone that 
  touches the affected character has the energy 
  spread to them, which also allows them to leave 
  the beach. Those affected also know that they can 
  lead others through the screen if other characters 
  do not wish to take the energy onto themselves. 
  
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   Characters can take a short or long rest, unless 
  one or more characters are affected by the 
  compulsion to go to the Storm Shrine. Then they 
  can only rest if they can find a way to keep the 
  characters under the compulsion from wandering 
  away. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak: Halve the starting hit points of the Talos 
  hound. The air elementals disappear after capturing a 
  target with whirlwind. 
  • Weak: One of the air elementals disappears after 
  capturing a target with whirlwind. 
  • Strong: No change. 
  • Very Strong: Increase the howler’s starting hit points to 
  120. 
  Treasure 
  After the defeat of the air elementals, among all 
  the sand and debris that fall out of them, are 25 
  pp, a potion of greater healing, and an ivory 
  pendant of Umberlee worth 500 gp to a collector. 
   If you want to mess with the players, ask which 
  one wears the ivory pendant. Keep asking 
  throughout the adventure. Smile and shake your 
  head each time. With a DC 10 Intelligence 
  (Religion) check, a character knows that Umberlee 
  and Talos are rival deities.  
   If you want to give them a reward for wearing it, 
  give the player inspiration at the start of each part 
  of the rest of the adventure, but target them over 
  other targets when dealing with creatures 
  dedicated to Talos. 
   
   
  
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  11 
  Part 3. Test of Talos 
   Estimated Duration: 60 minutes 
   Story Beat: After gaining access to the magical 
  energy that surrounded the servants of Talos, the 
  adventures can move past the magical protections 
  that hide the larger forest here. On the trail 
  through the forest, the characters must pass 
  several tests to prove themselves worthy to Talos. 
  General Features 
  The forest leading to the Storm Shrine is thick and 
  overgrown but shelters the adventurers a bit from the 
  storm. 
   
  Terrain. This area contains thick woods and underbrush.  
   
  Weather. The wind and rain are somewhat blocked by 
  the dense foliage. 
   
  Light. The overcast skies provide only dim light during 
  the day, and the cloud-choked night skies offer no light at 
  all. 
   
  Smells and Sounds. Wet and damp earth smells loamy. 
  Water drips from the plants and leaves, making strange 
  echoing plops. 
   
  Characters infused with the energy of Talos’s 
  servants know that they can now break through 
  the screen that caused the demiplane to loop back 
  on itself. They also know they can lead others 
  through the screen as well. 
   None of the other residents of the beach will 
  come with the characters, so they press on alone. 
  Tests of Talos 
  As the adventurers move through the forest, a 
  spectral representation of Talos intercepts them. 
  The vision can’t intercede, but it does illuminate 
  the trials they’re about to undertake. It also recites 
  a verse that provides hints regarding the tests.  
  The trail through the thick, brambly forest is clear. An 
  insubstantial form grows more solid on the path before 
  you. The image is that of a wild-eyed humanoid, its long 
  hair billowing around its head. Its features change as the 
  heartbeats pass, from one gender to another. But always 
  the eyes crackle with blue light, and the hair whips as if 
  caught by the wind. 
   
  “You have stolen what is not yours. But you are here, so 
  you may pass only if you survive the tests of the Storm 
  Lord. Three tests you will face. Only if you pass all three can 
  you look upon the Storm Shrine.” 
   
  The form takes you all in, then continues with a poem: 
  “The Storm Lord’s prison bars your path onward, 
  Conquered quickly by all but a coward. 
  The second test requires a careful weight 
  To cross a chasm filled with Talos’s hate. 
  A Talos fury is your final test 
  Where peace amid the storm is handled best.” 
  The poem is included at the back of the adventure 
  as Handout 1. 
   This form cannot be harmed, injured, dispelled, 
  or otherwise affected. Once it delivers its message, 
  it evaporates in a downpour of raindrops, 
  accompanied by a loud peel of thunder. 
   Each verse of the poem gives clues to surviving 
  one of the tests. The clues are explained later. 
  Test of Water 
  Navigating the trail, the adventurers first come 
  across a strange sight blocking the path: 
  Ahead of you on the path is a large drop of water, easily 10 
  feet in diameter, floating above the path, blocking your 
  way. Within the water floats a young human woman. Her 
  eyes are closed and she seems to be at peace. Occasionally 
  she thrashes or twitches before resuming her peaceful 
  state. Three small vials float in the drop as well. 
  Characters who have played Terror at Soward 
  Manor recognize the young woman as Florah 
  Krayne. Others recognize her by the description 
  provided by the Von Finklesteins.  
   The Drop. Florah is not really within the water; 
  it is an illusion, but the characters cannot interact 
  with the form to learn this. If the adventurers 
  attempt to walk around the water, it continues to 
  expand and change shape to block progress. 
   In order to pass, the characters must “rescue” 
  Florah from the drop. This can be accomplished by 
  all of the adventurers entering the drop. Simply 
  making contact with the drop causes it to expand 
  and envelop the creature touching it. Once inside, 
  the character cannot move or take actions—they 
  enter into a stasis similar to that that Florah 
  appears to be in. 
   Describe how the drop expands as each 
  character enters, leaving room for characters to 
  enter. As more characters enter, the illusion of 
  Florah stops twitching and seems more at ease. 
   Any attempt to attack/destroy the drop causes 
  the illusion of Florah to writhe in pain. If damage 
  is done to the water when a character is inside it, 
  the character takes 5 (1d10) cold damage. 
   For each minute that passes, a creature inside 
  the drop must succeed on a DC 10 Constitution 
  
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  12 
  saving throw or take 7 (2d6) force damage from 
  the pressure of the water building. 
   Once every character is inside the drop (as 
  hinted at in the first stanza of the poem), the 
  water and illusion of Florah disappear.  
   Characters can use branches or other long items 
  to fish out a vial (see Treasure). Anyone within the 
  drop who drinks a potion or otherwise is able to 
  breath water takes no damage for time passing.  
   The Clue. The verse for this test reads: “The 
  Storm Lord’s prison bars your path onward, 
  conquered quickly by all but a coward.” The clue 
  refers to the fact that the only way past the drop is 
  for all to bravely enter it.  
  Treasure 
  The three vials are potions of water breathing.  
  Test of Air 
  The next test begins at a wide chasm. 
  The trail is interrupted by a wide chasm. You can barely see 
  the other side, and wind blasts along the chasm, up and 
  down and side to side. Floating and wooshing around the 
  chasm at your level are [insert number of characters plus 
  companions] stone disks. They rotate around, sometimes 
  coming close enough for you to jump to, and other times 
  streaking across to the far side of the chasm, where the 
  trail continues. Each disk has a number on it, going from 
  one to [insert number of characters plus companions]. 
  The only way across the chasm is to step onto a 
  stone disk. The disks are created to be perfectly 
  balanced to the weight of each character. 
   The lightest character or companion must step 
  on the disk marked with the number one, the next 
  lightest number two, etc. When the characters do 
  this, the disks deliver them safely to the other side. 
   If a character stands on the wrong disk, one of 
  two things happens. If they were too light for the 
  disk, it zooms upward rapidly and flings them 
  back to the ground, dealing 14 (4d6) bludgeoning 
  damage. If they were too heavy for the disk, it 
  plummets and halts just before smashing into the 
  ground, dealing 14 (4d6) bludgeoning damage 
  before depositing the character back on the trail. 
   No amount or kind of magic circumvents the 
  test, although spells like feather fall or the ability 
  to fly can stop the damage from being done, but 
  only once per casting. Long term flying magic only 
  works once per creature, and then Talos’s magic 
  dispels it until the chasm is crossed. 
   The Clue. The clue for this test reads, “The 
  second test requires a careful weight to cross a 
  chasm filled with Talos’s hate.” This refers to 
  weight being a key component in the puzzle. 
   If the characters are having trouble, allow DC 10 
  Intelligence or Wisdom checks to give hints that 
  the disks are meant to carry a certain amount of 
  weight based on the number etched into the disk. 
  Test of Lightning 
  A servant of Talos is the final test. 
  The wind velocity increases as you travel further along the 
  path. The sky darkens, and blue-black clouds break from 
  the sky plummeting through the forest to the ground 
  before you. 
   
  Suddenly, a dragon formed from the storm clouds 
  themselves roars at you. Lightning sparkles from its eyes 
  and maw. 
  A Talos fury (use stat block for young blue 
  dragon) guards the path. It attacks the 
  adventurers until defeated, or until they bypass it 
  by spending two full rounds not attacking it. It 
  attacks whether the characters ignore it or not.  
   If the characters do not attack it for one full 
  round, describe the crazy maelstrom around the 
  creature slowing and becoming less fierce. If they 
  then attack again, describe the creature becoming 
  more enraged. 
   The Clue. The verse for this test reads: “A Talos 
  fury is your final test, where peace amid the storm 
  is handled best.” The clue refers to the fact that 
  acting peacefully in the face of the Talos fury is the 
  best way to pass the test. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak: The Talos fury begins the combat with 100 hp 
  and can’t use its breath weapon. 
  • Weak: The Talos fury’s breath weapon cannot recharge. 
  • Strong: The Talos fury’s breath weapon recharges on 4-6. 
  • Very Strong: The Talos fury begins the combat with 224 
  hp, its breath weapon recharges on a 4-6, and its bite 
  attacks are made with advantage. 
  Treasure 
  The adventurers gain no treasure from fighting 
  but if they banish it by refusing to engage it, four 
  clear diamonds fall to the ground. Each diamond is 
  worth 300 gp. 
   
  
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  13 
  Part 4. Storm Shrine 
   Estimated Duration: 60 minutes 
   Story Beat: The adventurers arrive at the Storm 
  Shrine and face off with Perniece the Thrice-
  Drowned and her servants in order to rescue 
  Florah Krayne. 
  General Features 
  The Storm Shrine is a stone structure with columns instead 
  of walls and no roof. 
   
  Terrain. The smooth stone marble of the floor is slippery 
  in places, especially when wet.  
   
  Weather. Thunder crashes and lightning flares. The wind 
  blows the heavy rain sideways. 
   
  Light. The glowing columns of the shrine light the area 
  brightly. 
   
  Smells and Sounds. The smell of ozone and rotting 
  vegetation are strong in the air. 
  Arrival at the Shrine 
  At the end of the trail rests a stone structure with a white 
  marble floor and blue flashing columns, but no walls. 
  Alternating white and blue steps lead up to it. The howling 
  of the wind is even louder here.  
   
  Near the center of the structure stands a half-orc 
  wearing plate armor, decorated with symbols representing 
  the glory and terror of the god Talos. With her stand 
  several servants, each wearing clothing covered in symbols 
  of the Storm Lord as well. 
  The half-orc is Perniece the Thrice-Drowned (who 
  uses a modified war priest stat block, see below). 
  Her servants are kidnapping victims whom she 
  has converted to the worship of Talos. These three 
  howling hatred priests do as they are instructed 
  and fight to the death, as does Perniece.  
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter 
  according to your group. These are not cumulative. 
  • Very Weak: Perniece begins the combat with 87 hp and 
  no 5th level spell slot. Remove one howling hatred priest. 
  • Weak: Perniece begins the combat with 87 hp and no 5th 
  level spell slot. 
  • Strong: Add one howling hatred priest. 
  • Very Strong: Add two howling hatred priests and Perniece 
  starts the combat with 135 hp. 
  • For additional challenge, consider changing the howling 
  hatred priests’ spells to ones that do necrotic damage 
  that characters are less likely to be resistant to. This is 
  especially synergistic if Perniece has used her Hallow. 
   
  Perniece the Thrice-Drowned Stat Block Alterations 
  Perniece the Thrice-Drowned uses the war priest stat block 
  with the following alterations. 
   
  Trident. Perniece uses a +2 trident instead of a maul. 
  Melee Weapon Attack: +9 to hit, ranged 20/60 ft. or reach 
  5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. 
   
  Spellcasting. The following spells are suggested for 
  Perniece. You may adjust them if your players require 
  additional challenge.  
  Cantrips (at will): mending, resistance, sacred flame, toll the   
                                 dead 
  1st level (4 slots): divine favor, guiding bolt, inflict wounds,  
                                  shield of faith 
  2nd level (3 slots): hold person, magic weapon, prayer of                     
                                   healing, silence, spiritual weapon 
  3rd level (3 slots): bestow curse, crusader’s mantle, dispel  
                                  magic, revivify, spirit guardians, water  
                                  walk 
  4th level (3 slots): death ward, freedom of movement,  
                                  guardian of faith, stoneskin 
  5th level (1 slot): flame strike, hallow, hold monster 
  The Shrine 
  The Storm Shrine contains several features the 
  adventurers must contend with. The floor of the 
  shrine is 10 feet above the ground. 
   The Wind Walls. While there are no physical 
  walls around the shrine, Talos provides swirling 
  wind that makes getting into the shrine 
  impossible except via the stairway leading up. Any 
  creature who tries to move from the ground onto 
  or off of the shrine floor without using the 
  stairway is pushed back. 
   The Stairs. Each stone step is 2.5 feet higher 
  than the last, making it difficult terrain to move 
  up, but not down or laterally.  
   The steps alternate between white and blue 
  marble. Stepping on the blue steps causes a shock 
  that deals 7 (2d6) lightning damage. Those 
  attempting to avoid the blue steps while moving 
  
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  14 
  up the stairs can do so with a DC 15 Strength 
  (Athletics) or Dexterity (Acrobatics) check. Failure 
  means the character touches a blue step and takes 
  the damage. 
   Slippery Spots. Certain areas of the floor are 
  slippery. Characters entering a slippery spot or 
  starting their turn in one must succeed on a DC 10 
  Dexterity saving throw or fall prone. A DC 15 
  passive Perception check reveals the slippery 
  areas. 
   Columns. The columns are made of blue marble. 
  If a character begins their turn adjacent to a 
  column, they take 7 (2d6) cold damage. 
   Symbol of Talos. A large symbol of the god 
  Talos, in the form of three lightning bolts, is 
  carved into the floor in the center of the shrine. 
  While she stands on this symbol, Perniece is 
  resistance to all damage except bludgeoning, 
  piercing, and slashing. The symbol can be 
  deactivated by someone standing on the symbol 
  and using an action to make a successful DC 15 
  Intelligence (Religion or Arcana) check. 
   Hallow. If you choose, Perniece could use her 
  hallow spell for the day on the entire shrine area. 
  All enemies in the shrine area gain vulnerability to 
  necrotic damage, making inflict wounds and toll 
  the dead highly effective. 
  Developments 
  Crouching next to Perniece on the symbol of Talos 
  is Florah Krayne. She has been resisting the 
  “blessing of Talos” that Perniece is attempting to 
  imbue her with, but her resolve is weakening. 
   If the adventurers can defeat Perniece and her 
  servants before the start of the 7th round of 
  combat, Florah is saved. After the start of the 7th 
  round of combat, Florah turns into a howling 
  hatred priest and joins the combat but can still be 
  saved if knocked unconscious. After the 10th round 
  of combat, Florah is too far gone to ever recover. 
  The fury of Talos has taken root within her 
  forever. 
  Breaking the Demiplane Anchor 
  Once Perniece is defeated, the energy of the shrine 
  weakens but does not falter. In order to break the 
  magic of the demiplane, the symbol of Talos must 
  be deactivated with a DC 15 Intelligence (Religion 
  or Arcana) check, and the columns pushed over 
  (no check required). 
   When that is done, the demiplane dissipates, 
  and everyone trapped in it finds themselves on a 
  normal beach on the eastern end of the Moonsea. 
  The cliffs are gone, letting everyone walk away. 
  They can easily find either a passing ship or a road 
  leading to Mulmaster, where they can reunite with 
  the Von Finklesteins and the deJun brothers. 
  Treasure 
  Perniece wields a +2 trident. She also kept several 
  holy relics to Talos in a chest near the Storm 
  Shrine: a statuette worth 100 gp, a pouch of rune-
  etched pearls worth a total of 500 gp, 250 gp in 
  coins bearing the image of Talos, and a spell scroll 
  of control water. 
  Conclusion 
  Back in the Mulmaster area, the adventurers can 
  reunite with the Von Finklesteins and deJun 
  brothers. If there were able to save Florah before 
  she lost herself to the madness of Talos, the 
  patrons are overjoyed and pay them the promised 
  reward. The characters also earn the story award 
  “Gratitude of the Von Finklesteins.” 
   If they brought her back alive but driven mad by 
  Talos’s influence, the adventurers still earn the 
  money but not the story award.  
   
   
  
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  15 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for 
  defeated foes and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Air elemental 
   
   
  1800 
  Howler  
   
   
  3900 
  Blue dragon 
   
   
  5000 
  War priest 
   
   
  5000 
  Howling hatred priest 
   
  450 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP Per Character 
  Survive the swim  
   
  200 
  Pass the water test 
   
  500 
  Pass the air test  
   
  500 
  Save Florah from Talos’s madness 1000 
   The minimum total award for each character 
  participating in this adventure is 4500 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 6000 
  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 
  Finklestein reward 
   
  200 
  Platinum pieces  
   
  250 
  Umberlee pendant 
   
  500 
  Four diamonds 
   
   
  1200 
  Statuette 
   
   
  100 
  Pearls 
   
   
   
  500 
  Gold coins 
   
   
  250 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
  Potion of Water Breathing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Spell Scroll of Control Water 
  Scroll, rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  +2 Trident 
  Weapon, rare 
  This item can be found in the Dungeon Master’s 
  Guide. This trident is embossed with the holy 
  symbol of Talos and floats on water.  
  Story Award 
  Gratitude of the Von Finklesteins: You have 
  made an ally of the Von Finklestein Family. You 
  may use this favor in one of two ways. You may 
  either cash in this favor once to gain the casting of 
  a spell of a Player's Handbook wizard spell of 3rd-
  level or lower at no cost (you must still pay for 
  expensive material components) while you are in 
  Mulmaster or you may gain access to a new 
  downtime activity. At the end of any adventure, 
  you may spend 10 downtime to visit the family 
  and their secret arcane library. While at the 
  library you may scribe a Player's Handbook 
  wizard spell of 3rd-level or lower into your spell 
  book or book of shadows. You are still responsible 
  for the cost to scribe this spell. Once you have 
  used this favor, you may not use it again.  
   If this is the 2nd time you have earned this 
  reward the spell level is raised to 5th. 
  Renown 
  Each character receives one renown with their 
  faction at the conclusion of this adventure. 
  DM Reward 
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
   
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  16 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in 
  this adventure: 
  • Captain Pell Treymond. Pell Treymond is 
  human, the owner and captain of the Moonsea 
  ship known as the Happy Tap. She is dark-
  skinned, tall, and muscular, a match for any of 
  her crew. She has been paid by Lord Von 
  Finklestein to take the adventurers into the 
  Moonsea in search of Peril Island. 
  • Rhoza and Smone Ringwraught. These stout 
  halflings belonged to a merchant family. When 
  their ship sank, they made it to shore. They have 
  become expert fisherfolk and organize the 
  community. Rhoza is the older of the two, and 
  she orders her younger brother around. Smone 
  accepts the guidance with as much patience as 
  possible, and he is a capable leader in his own 
  right. 
  • Big Jo. This orc was a captive aboard a ship 
  heading to Mulmaster when it sank. She was 
  saved by the people here, and now she does 
  most of the hunting for the party. 
  • Fairley Quartermain. This disgraced noble 
  from Waterdeep came to the Moonsea to escape 
  the authorities. He became a sailor, but a 
  shipwreck deposited him here. He is adept at 
  locating edible plants along the edges of the 
  beach, even planting some that grow fairly well. 
  • Alexander. This four-year-old boy washed up 
  without a family. He does not talk, so the 
  survivors just call him Alexander. In a constant 
  daze, he has a tendency to wander off without 
  constant supervision. Fortunately, the magic of 
  the Demiplane always brings him back to the 
  beach. 
  • Latain Vowster. This half-elf explorer actually 
  came searching for the secret of Talos Sound, 
  and he got his wish. He is a bit mad, entranced 
  by the magical properties of the Demiplane. He 
  would have died or starvation weeks ago if not 
  for the others caring for him. He constantly 
  explores the edges of the dimension, climbing 
  the cliffs or swimming out to the edges of the 
  sound, or exploring north and south to the place 
  where the dimension folds back on itself. If the 
  characters can break through his mania, he 
  knows the most about the magic of the 
  Demiplane. 
  • Leecha Topwoppet. Leecha is a rock gnome 
  who was traveling from Mulmaster to Phlan to 
  take a position as a builder on the city wall 
  project. She is dour, pessimistic, and sarcastic; 
  however, her knowledge of building has created 
  a few stone-and-driftwood shelters on the 
  beach. 
   
   
   
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  17 
  Appendix. Monster/NPC Stats 
   
  Air Elemental 
  Large elemental, neutral 
  Armor Class 15 
  Hit Points 90 (12d10 + 24) 
  Speed 0 ft., fly 90 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (−2) 
  10 (+0) 
  6 (−2)  
   
  Damage Resistances lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Auran 
  Challenge 5 (1,800 XP) 
  Air 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. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
  Whirlwind (Recharge 4–6). Each creature in the 
  elemental’s space must make a DC 13 Strength saving 
  throw. On a failure, a target takes 15 (3d8 + 2) 
  bludgeoning damage and is flung up 20 feet away 
  from the elemental in a random direction and 
  knocked prone. If a thrown target strikes an object, 
  such as a wall or floor, the target takes 3 (1d6) 
  bludgeoning damage for every 10 feet it was thrown. 
  If the target is thrown at another creature, that 
  creature must succeed on a DC 13 Dexterity saving 
  throw or take the same damage and be knocked 
  prone. If the saving throw is successful, the target 
  takes half the bludgeoning damage and isn’t flung 
  away or knocked prone. 
   
  Howler 
  Large fiend, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 90 (12d10 + 24) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  15 (+2) 
  5 (−3) 
  20 (+5) 
  6 (−2)  
   
  Skills Perception +8 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Abyssal but can’t speak 
  Challenge 8 (3,900 XP) 
  Pack Tactics. A howler has advantage on attack rolls 
  against a creature if at least one of the howler’s allies 
  is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The howler makes two bite attacks. 
  Rending Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, 
  plus 22 (4d10) psychic damage if the target is 
  frightened. This attack ignores damage resistance. 
  Mind-Breaking How (Recharge 6). The howler emits a 
  keening howl in a 60-foot cone. Each creature in that 
  area that isn’t deafened must succeed on a DC 16 
  Wisdom saving throw or be frightened until the end 
  of the howler’s next turn. While a creature is 
  frightened in this way, its speed is halved, and it is 
  incapacitated. A target that successfully saves is 
  immune to the Mind-Breaking Howl of all howlers for 
  the next 24 hours. 
   
   
   
   
   
   
   
   
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  18 
  Young Blue Dragon 
  Large dragon, lawful evil 
  Armor Class 18 (natural armor) 
  Hit Points 152 (16d10 + 64) 
  Speed 40 ft., burrow 20 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  19 (+4) 
  14 (+2) 
  13 (+1) 17 (+3) 
   
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7 
  Skills Perception +9, Stealth +4 
  Damage Immunities lightning 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 19 
  Languages Common, Draconic 
  Challenge 9 (5,000 XP) 
  Actions 
  Multiattack. The dragon makes three attacks: one 
  with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) piercing damage plus 5 
  (1d10) lightning damage. 
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
  Lightning Breath (Recharge 5–6). The dragon exhales 
  lightning in a 60-foot line that is 5 feet wide. Each 
  creature in that line must make a DC 16 Dexterity 
  saving throw, taking 55 (10d10) lightning damage on 
  a failed save, or half as much damage on a successful 
  one. 
  War Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  17 (+3) 13 (+1) 
   
  Saving Throws Con +6, Wis +7 
  Skills Intimidation +5, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 to 
  hit with spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): divine favor, guiding bolt, healing 
  word, shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon 
  3rd level (3 slots): beacon of hope, crusader’s mantle, 
  prayer of healing, silence, spiritual weapon 
  4th level (3 slots): banishment, freedom of 
  movement, guardian of faith, stoneskin 
  5th level (1 slot): flame strike, mass cure wounds, 
  hold monster 
  Actions 
  Multiattack. The priest makes two melee attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges after a Short or Long Rest). 
  The priest grants a +10 bonus to an attack roll made 
  by itself or another creature within 30 feet of it. The 
  priest can make this choice after the roll is made but 
  before it hits or misses. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-12 Redemption at Talos Sound 
   
   
  19 
  Howling Hatred Priest 
  Medium humanoid (human), neutral evil 
  Armor Class 15 (studded leather) 
  Hit Points 45 (10d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  10 (+0) 
  14 (+2) 
  10 (+0) 14 (+2) 
   
  Skills Acrobatics +5, Intimidation +4, Religion +4 
  Senses passive Perception 10 
  Languages Auran, Common 
  Challenge 2 (450 XP) 
  Hold Breath. The priest can hold its breath for 30 
  minutes. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 
  to hit with spell attacks). It knows the following 
  sorcerer spells (an asterisked spell is from appendix 
  B): 
   
  Cantrips (at will): blade ward, gust*, light, 
  prestidigitation, shocking grasp 
  1st level (4 slots): feather fall, shield, witch bolt 
  2nd level (3 slots): dust devil*, gust of wind 
  3rd level (2 slots): gaseous form 
  Actions 
  Multiattack. The priest makes two melee attacks or 
  two ranged attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
   
   
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  20 
   
  Appendix. Storm Shrine Map 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-12 Redemption at Talos Sound 
   
   
  21 
   
   
  Handout 1. Test of Talos Poem 
   
  The Storm Lord’s prison bars your path onward, 
  Conquered quickly by all but a coward. 
   
  The second test requires a careful weight 
  To cross a chasm filled with Talos’s hate. 
   
  A Talos fury is your final test 
  Where peace amid the storm is handled best. 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-CIC-11 Death at Peril Island 
   
   
  22 
  Appendix. Rewards 
  Story Award 
  Gratitude of the Von Finklesteins: You have 
  made an ally of the Von Finklestein Family. You 
  may use this favor in one of two ways. You may 
  either cash in this favor once to gain the casting of 
  a spell of a Player's Handbook wizard spell of 3rd-
  level or lower at no cost (you must still pay for 
  expensive material components) while you are in 
  Mulmaster or you may gain access to a new 
  downtime activity. At the end of any adventure, 
  you may spend 10 downtime to visit the family 
  and their secret arcane library. While at the 
  library you may scribe a Player's Handbook 
  wizard spell of 3rd-level or lower into your spell 
  book or book of shadows. You are still responsible 
  for the cost to scribe this spell. Once you have 
  used this favor, you may not use it again.  
   If this is the 2nd time you have earned this 
  reward the spell level is raised to 5th. 
  Magic Items 
  Potion of Water Breathing 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Spell Scroll of Control Water 
  Scroll, rare 
  This item can be found in the Dungeon Master’s 
  Guide. 
  +2 Trident 
  Weapon, rare 
  This item can be found in the Dungeon Master’s 
  Guide. You have a +2 bonus to attack and damage 
  rolls made with this magic weapon.  
   This trident is embossed with the holy symbol 
  of Talos and floats on water.  
   
   
   
  
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  CCC-CIC-12 Redemption at Talos Sound 
   
   
  23 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Cold Iron Conventions (CIC)/CCC-CIC-12 - Redemption at Talos Sound.pdf