Académique Documents
Professionnel Documents
Culture Documents
With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of
being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this
knowledge, and how will it affect the outcome of the conflict? A four-hour adventure for 5th-10th level characters.
Adventure Code: DDEX3-15
Credits
Adventure Design: Robert Adducci
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
Organized Play: Chris Lindsay, Chris Tulach
D&D Adventurers League Wizards Team: Mike Mearls, Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
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, D&D Encounters, D&D Expeditions, D&D Epics, all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Introduction
Welcome to Szith Morcane Unbound, a D&D
Preparing the Adventure
ExpeditionsTM adventure, part of the official D&D Before you show up to Dungeon Master this adventure for
Adventurers LeagueTM organized play system and the a group of players, you should do the following to prepare.
Rage of DemonsTM storyline season.
This adventure consists of five mini-adventures, and is • Make sure to have a copy of the most current version
designed for three to seven 5th-10th level characters, of the D&D basic rules or the Player’s HandbookTM.
and is optimized for five 8th level characters. Players • Read through the adventure, taking notes of anything
with 4th level characters may spend twenty downtime you’d like to highlight or remind yourself while run-
days to level up to 5th level. Characters outside this level ning the adventure, such as a way you’d like to por-
range cannot participate in this adventure. tray an NPC or a tactic you’d like to use in a combat.
The adventure is set in the Underdark in and around • Get familiar with the monster statistics in the Appen-
the drow outpost of Szith Morcane. dix.
• Gather together any resources you’d like to use to aid
you in Dungeon Mastering, such as notecards, a DM
The D&D Adventurers screen, miniatures, battlemaps, etc.
• If you know the composition of the group beforehand,
League you can make adjustments as noted throughout the
This adventure is official for D&D Adventurers League adventure.
play. The D&D Adventurers League is the official
organized play system for DUNGEONS & DRAGONS®. Before Play at the Table
Players can create characters and participate in any Ask the players to provide you with relevant character
adventure allowed as a part of the D&D Adventurers information. This includes:
League. As they adventure, players track their characters’
experience, treasure, and other rewards, and can take • Character name and level
those characters through other adventures that will • Character race and class
continue their story. • Passive Wisdom (Perception)—the most common
D&D Adventurers League play is broken up into passive ability check
storyline seasons. When players create characters, they • Anything notable as specified by the adventure (such
attach those characters to a storyline season, which as backgrounds, traits, flaws, and so on)
determines what rules they’re allowed to use to create
and advance their characters. Players can continue to Players that have characters outside the adventure’s level
play their characters after the storyline season has range cannot participate in the adventure with those
finished, possibly participating in a second or third characters. Players can play an adventure they previously
storyline with those same characters. A character’s level played or ran as a Dungeon Master, but not with the same
is the only limitation for adventure play. A player cannot character (if applicable).
use a character of a level higher or lower than the level Ensure that each player has an official adventure
range of a D&D Adventurers League adventure. logsheet for his or her character (if not, get one from the
If you’re running this adventure as a part of a store organizer). The player will fill out the adventure name,
event or at certain conventions, you’ll need a DCI number. session number, date, and your name and DCI number. In
This number is your official Wizards of the Coast addition, the player also fills in the starting values for XP,
organized play identifier. If you don’t have a number, you gold, downtime, renown, and number of permanent magic
can obtain one at a store event. Check with your organizer items. He or she will fill in the other values and write
for details. notes at the conclusion of the session. Each player is
For more information on playing, running games as a responsible for maintaining an accurate logsheet.
Dungeon Master, and organizing games for the D&D
Adventurers League, please visit the D&D Adventurers
League home.
Acolyte Background
• Catching up
A character possessing the acolyte background requesting
• Crafting (exception: multiple characters cannot com- spellcasting services at a temple of his or her faith may request
mit to crafting a single item) one spell per day from the Spellcasting Services table for free.
• Practicing a profession The only cost paid for the spell is the base price for the
consumed material component, if any.
• Recuperating
Faiths that can call upon spellcasting services in and around
• Spellcasting services (end of the adventure only) Hillsfar include the following: Chauntea, Lliira, Mielikki, and
• Training Tempus.
17-18 Warden Patrol • The stone giant elder Daitya exiled Grek for being
imperfect.
19-20 Terrain effect & Encounter • The stone giants of the Lodge were once an honora-
ble and noble folk, but have succumbed to obsession
Escaped Slaves with their stonework. They have even begun ignoring
the trespasses of the fire giants of Maerimydra in pur-
A small group of mixed races, although primarily duergar,
suit of their work.
looks to have just overcome a group of azer slavers. The
• Grek laments that he will never again bask in the
group consists of 1d6 drow, 1d4 quaggoth, and a number
glory of the face of the Stone Father. The Stone Fa-
of duergar equal to the number of drow and quaggoth
ther is a perfect carving of Skoraeus Stonebones,
combined. The escaped slaves scavenge the slavers bod-
• Grek is willing to direct the characters to the Lodge
ies and tend to wounds from the battle.
of Faces is should they wish to go. See The Coalition
• These slaves freed themselves and were about to es- of Darkness: The Lodge of Faces, below.
cape.
• They were slaves in the Forge--sent to look for more The Renegade
ore in the area. They have tools to help them in that
endeavor--picks, pry bars, wedges, buckets etc.
• The slaves can tell the characters about the Forge of Coming into a small chamber with rocks piled up along one side
Surtr, see Scouting Szith Morcane: The Forge of a lone female drow is putting a last stone on the pile. Finishes a
Surtr, The Main Cavern, or The Chasm and the prayer, she whispers, “Rest well my love, I'll return when I can
Web, below. and return you to the embrace of our lady of vengeance.”
• The slaves were going to meet with member of the
Drow Resistance, see The Coalition of Darkness: Asala is a drow acolyte of Kiaransalee. She plans to re-
The Drow Resistance, below. turn to this spot, where the body of her love is buried and
kept intact with a gentle repose spell, until such a time
The Imperfect Galeb Duhr that Asala can raise her to free-thinking undeath. She
grows angry and attacks if any of the characters disturb
The characters hear the sound of grinding of stone ahead
the cairn.
of them. As they approach, they see a rocklike being--a
galeb duhr. The right half of the creature has been carved • The drow wears a symbol of a drow hand with nu-
to resemble a beautifully rendered stone giant face, albeit merous silver rings--the holy symbol of Kiaransalee.
with a shattered nose. The other half is rough-hewn, A DC 15 Intelligence (Religion) check identifies the
unfinished stone. symbol.
Terrain
d20 Type of Encounter
1-4 Gorge
5-8 River
12-14 Ruins
15-18 Webs
Madness Level
Level Effect
1 Short-term madness (lasts 1d10 minutes)
2 Long-term madness (lasts 1d10 x 10 minutes)
3 Indefinite madness (lasts until cured)
From the top of the chasm, a steep drop-off plunges 600 4. The Ruins of the Bazaar
feet to a raging torrent of dark water. The characters can
This cavern used to be a bazaar for the folk of Szith
also enter the chasm via the river.
Morcane. However, the fire giants have little use for it
General Features currently and have allowed the behir to create a lair here.
If the characters are able to navigate the area without
The chasm and the web have the following general fea-
alerting the behir, they find a heavy, iron gate barring
tures:
further passage into the outpost. Bending the bars
Terrain. The chasm's walls are sheer; the web is the requires a successful DC 30 Strength (Athletics) check
primary means of traversing its depths. and unlocking them requires a set of thieves' tools and a
Light. The chasm is completely dark. Burning braziers successful DC20 Dexterity.
provide dim light throughout the interior of the outpost, If the behir is not engaged with Messanth, the
but the light doesn't penetrate too far into the chasm. characters must succeed on a DC 15 Dexterity (Stealth)
Sounds and smells. The echoes of stones falling far group check to avoid alerting the behir to their activities.
away. Skittering insects. Faint coal smoke and rot.
The Web. The web created by the fiendish monstrous The Behir
spider who previously guarded the chasm, is still there Slavers or slaves, if interrogated, relate that a monstrous
and can be traversed. The primary web pathways behir guards the cavern. The behir attacks anyone except
between cavern entrances are not sticky, however since the fire giants who have pressed the beast into service.
the spider no longer maintains it, it has frayed in some Any character succeeding on a DC 15 Intelligence
places. Each time a creature climbs the web they must (Nature) check identifies the behir for what it is--a
move nimbly. A character that fails on a DC10 Dexterity powerful foe.
(Acrobatics) check steps on a frayed strand of web which At any given time, there is a 1-in-3 chance that the behir
breaks, sending the character falling into the chasm. A is sleeping in its lair and does not notice trespassers
falling character plunges 1d6 x 10 feet before landing on unless a loud noise echoes through the chasm (such as a
and becoming entangled in another part of the web. An character falling from the walls). When not in its lair, the
entangled character must succeed on a DC15 Strength behir stealthily crawls about the floors, walls, and ceilings
(Athletics) check to free themselves from the web. The of the cavern.
web can be destroyed by dealing any amount of fire In order to avoid the behir's attention while it is outside
damage to it or if it takes more than 5 points of damage of its lair, each character must exceed the behir's passive
from a single attack. Perception score on a Dexterity (Stealth) check. Any
Combat on the wall and webs is dangerous. Any character that falls from the webs (see, above),
character without a climb speed suffers disadvantage on automatically fails this check.
attacks and creatures with a climb speed have advantage
on attacks against them. Any time a character without a
climb speed takes damage, they must succeed on a DC 15
Strength saving throw or fall (as above).
Treasure
Skoraeus Stonebones, the King of the Rock
Skoraeus is a titan worshipped as a deity by stone giants For removing the maddening statue, Daitya offers 200gp
throughout Faerûn. Unlike other titans, he holds no domain of uncut gems.
within the elemental planes. His holy symbol is a stalactite.
Revenancers (Optional)
Next to the statue, a female stone giant works at a smaller
Asala leads the characters to what was once the crypts of
piece of crystal, about the size of a human. Upon closer
the drow commoners of Szith Morcane. She is very wary
inspection it is an elf with near perfectly carved
as they travel telling them that azer patrols could be
proportions, however, as the characters approach they
anywhere, but none are seen. Asala asks the characters to
see the face is contorted into a visage of hatred and
loathing. The female stone giant is Daitya, the elder of wait in a small section of passage where bones litter the
ground. The bones appear to be of various creatures a DC
this lodge. She is willing to speak with the characters, but
15 Intelligence (Investigation or Arcana) can identify the
does not look away from her work.
bones as a mix, some are drow, duergar and quaggoth,
Development and some type of doglike creature (hellhounds), and there
There are five Stone Giants in this cavern, but most do are what looks to be crushed and destroyed suits of dwarf
not pay the characters any attention. sized armor (azer shells).
All who spend more than 10 minutes in this cavern Asala says she must get Velasta, the leader of their
must attempt a madness save and succeed in a DC 10 group of renegades. The drow do not show the characters
Wisdom saving throw or suffer a level of madness. Those where the rest of the group is hiding.
who have touched the smooth purple statue make the
save at disadvantage. Characters that gain a level of
madness here become obsessed with their appearance.
The characters do not have enough of the treated
braincap mushrooms to treat all of the stone giants here.
Downtime
Each character receives 10 downtime days at the
conclusion of this adventure.
DM Rewards
You receive 400 XP, 200 gp and 10 downtime days for
running this session.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 12 (+1) 16 (+3) 10 (+0) 23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)
Heated Body. A creature that touches the azer or hits it with a Actions
melee attack while within 5 feet of it takes 5 (1d10) fire damage. Multiattack. The behir makes two attacks: one with its bite and
one to constrict.
Heated Weapons. When the azer hits with a metal melee
weapon, it deals an extra 3 (1d6) fire damage (included in the Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
attack). Hit: 22 (3d10 + 6) piercing damage.
Illumination. The azer sheds bright light in a 10-foot radius and Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large
dim light for an additional 10 feet. or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus
Divine Eminence. As a bonus action, the priest can expend a spell 17 (2d10 + 6) slashing damage. The target is grappled (escape
slot to cause its melee weapon attacks to magically deal an extra DC 16) if the behir isn’t already constricting a creature, and the
10 (3d6) radiant damage to a target on a hit. This benefit lasts target is restrained until this grapple ends.
until the end of the turn. If the priest expends a spell slot of 2nd
Lightning Breath (Recharge 5–6). The behir exhales a line of
level or higher, the extra damage increases by 1d6 for each level
lightning that is 20 feet long and 5 feet wide. Each creature in
above 1st.
that line must make a DC 16 Dexterity saving throw, taking 66
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting (12d10) lightning damage on a failed save, or half as much
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). damage on a successful one.
The priest has the following cleric spells prepared:
Swallow. The behir makes one bite attack against a Medium or
Cantrips (at will): mending, sacred flame, thaumaturgy smaller target it is grappling. If the attack hits, the target is also
1st level (4 slots): cure wounds, guiding bolt, sanctuary swallowed, and the grapple ends. While swallowed, the target is
2nd level (3 slots): lesser restoration, spiritual weapon blinded and restrained, it has total cover against attacks and
3rd level (2 slots): dispel magic, spirit guardians other effects outside the behir, and it takes 21 (6d6) acid damage
at the start of each of the behir’s turns. A behir can have only one
Actions creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
swallowed creature, the behir must succeed on a DC 14
target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3)
Constitution saving throw at the end of that turn or regurgitate
bludgeoning damage if used with two hands to make a melee
the creature, which falls prone in a space within 10 feet of the
attack, plus 3 (1d6) fire damage.
behir. If the behir dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 15 feet of
movement, exiting prone.
Cantrips (at will): blade ward, sacred flame, thaumaturgy Armor Class 15 (chain shirt)
1st level (4 slots): cure wounds, guiding bolt, sanctuary Hit Points 13 (3d8)
2nd level (3 slots): lesser restoration, spiritual weapon Speed 30 ft.
3rd level (2 slots): protection from energy, spirit guardians
STR DEX CON INT WIS CHA
Actions 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)
Multiattack. The giant makes two greatsword attacks.
Skills Perception +3, Stealth +4
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one Senses darkvision 120 ft., passive Perception 13
target. Hit: 28 (6d6 + 7) slashing damage. Languages Elvish, Undercommon
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one Challenge 1/2 (100 XP)
target. Hit: 29 (4d10 + 7) bludgeoning damage.
Fey Ancestry. The drow has advantage on saving throws against
being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma
Drow (spell save DC 11). It can innately cast the following spells,
Medium humanoid (elf), neutral evil requiring no material components:
At will: dancing lights
Armor Class 15 (chain shirt)
1/day each: darkness, faerie fire
Hit Points 13 (3d8)
Speed 30 ft. Sunlight Sensitivity. While in sunlight, the drow has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that
STR DEX CON INT WIS CHA rely on sight.
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
Spellcasting. The drow acolyte is a 1st-level spellcaster. Its
Skills Perception +2, Stealth +4 spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
Senses darkvision 120 ft., passive Perception 12 spell attacks). The drow acolyte has the following cleric spells
Languages Elvish, Undercommon prepared:
Challenge 1/4 (50 XP)
Cantrips (at will): chill touch, sacred flame, thaumaturgy
Fey Ancestry. The drow has advantage on saving throws against 1st level (3 slots): bless, cure wounds, sanctuary
being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma Actions
(spell save DC 11). It can innately cast the following spells, Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
requiring no material components: target. Hit: 5 (1d6 + 2) piercing damage.
At will: dancing lights
1/day each: darkness, faerie fire
Armor Class 18 (studded leather, shield) Armor Class 12 (15 with mage armor)
Hit Points 71 (11d8 + 22) Hit Points 45 (10d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 9 (−1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
Saving Throws Dex +7, Con +5, Wis +4 Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Skills Perception +4, Stealth +10 Senses darkvision 120 ft., passive Perception 14
Senses darkvision 120 ft., passive Perception 14 Languages Elvish, Undercommon
Languages Elvish, Undercommon Challenge 7 (2,900 XP)
Challenge 5 (1,800 XP)
Fey Ancestry. The drow has advantage on saving throws against
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
being charmed, and magic can’t put the drow to sleep.
Innate Spellcasting. The drow’s innate spellcasting ability is
Innate Spellcasting. The drow’s spellcasting ability is Charisma Charisma (spell save DC 12). It can innately cast the following
(spell save DC 12). It can innately cast the following spells, spells, requiring no material components:
requiring no material components:
At will: dancing lights
At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only)
1/day each: darkness, faerie fire, levitate (self only)
Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting
Sunlight Sensitivity. While in sunlight, the drow has disadvantage ability is Intelligence (spell save DC 14, +6 to hit with spell
on attack rolls, as well as on Wisdom (Perception) checks that attacks). The drow has the following wizard spells prepared:
rely on sight.
Cantrips (at will): mage hand, minor illusion, poison spray, ray of
frost
Actions 1st level (4 slots): mage armor, magic missile, shield, witch bolt
Multiattack. The drow makes two shortsword attacks. 2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): fly, lightning bolt
Shortsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one 4th level (3 slots): Evard’s black tentacles, greater invisibility
target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison 5th level (2 slots): cloudkill
damage.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 on attack rolls, as well as on Wisdom (Perception) checks that
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target rely on sight.
must succeed on a DC 13 Constitution saving throw or be
poisoned for 1 hour. If the saving throw fails by 5 or more, the Actions
target is also unconscious while poisoned in this way. The target
wakes up if it takes damage or if another creature takes an action Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
to shake it awake. 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning
damage if used with two hands, plus 3 (1d6) poison damage.
Reactions Summon Demon (1/Day). The drow magically summons a
Parry. The drow adds 3 to its AC against one melee attack that quasit, or attempts to summon a shadow demon with a 50
would hit it. To do so, the drow must see the attacker and be percent chance of success. The summoned demon appears in an
wielding a melee weapon. unoccupied space within 60 feet of its summoner, acts as an ally
of its summoner, and can’t summon other demons. It remains
for 10 minutes, until it or its summoner dies, or until its
summoner dismisses it as an action.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (−1)
Fey Ancestry. The drow has advantage on saving throws against Duergar Resilience. The duergar has advantage on saving throws
being charmed, and magic can’t put the drow to sleep. against poison, spells, and illusions, as well as to resist being
charmed or paralyzed.
Innate Spellcasting. The drow’s spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells, Sunlight Sensitivity. While in sunlight, the duergar has
requiring no material components: disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
At will: dancing lights
1/day each: darkness, faerie fire
Actions
Sunlight Sensitivity. While in sunlight, the drow has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that Enlarge (Recharges after a Short or Long Rest). For 1 minute, the
rely on sight. duergar magically increases in size, along with anything it is
wearing or carrying. While enlarged, the duergar is Large,
doubles its damage dice on Strength-based weapon attacks
Actions (included in the attacks), and makes Strength checks and
Multiattack. The drow veteran makes two shotsword attacks. Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the maximum size possible in
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one the space available.
target. Hit: 6 (1d6 + 3) piercing damage.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing
ft., one target. Hit: 5 (1d10) piercing damage. damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar
magically turns invisible until it attacks, casts a spell, or uses its
Enlarge, or until its concentration is broken, up to 1 hour (as if
concentrating on a spell). Any equipment the duergar wears or
carries is invisible with it.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can’t speak it
Challenge 3 (700 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot
cone. Each creature in that area must make a DC 12 Dexterity
saving throw, taking 21 (6d6) fire damage on a failed save, or half
as much damage on a successful one.
Actions
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
16 (2d10 + 5) piercing damage
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
12 (2d6 + 5) slashing damage.
Breath Weapon (Recharge 5–6). The dragon uses one of the
following breath weapons.
Shadow Breath. The dragon exhales shadowy lightning in a 60-
foot line that is 5 feet wide. Each creature in that line must make
a DC 15 Dexterity saving throw, taking 55 (10d10) necrotic
damage on a failed save, or half as much damage on a successful
one. A humanoid reduced to 0 hit points by this damage dies,
and an undead shadow rises from its corpse and acts
immediately after the dragon in the initiative count. The shadow
is under the dragon’s control.
Repulsion Breath. The dragon exhales repulsion energy in a 30-
foot cone. Each creature in that area must make a DC 15
Strength saving throw. On a failed save, the creature is pushed
40 feet away from the dragon.
Actions
Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
This section is provided to the Dungeon Master to help Solom Ned’razak (SOLE-um NED-rizz-ack). Archmage
keep track of the various NPCs present in the adventure. of Szith Morcane. He has nominally ruled for nearly a
hundred years, until the giants came.
Asala (A-sal-a). Asala is a female drow worshiper of
Kiaransalee. She wishes revenge on the giants for killing Velasta T'sarran (Veh-las-ta). – Revenant Priestess of
her lover. Kiaransalee. She wishes to see Solom dead and Szith
Morcane under the rule of Kiaransalee's priestesses as
Daitya (Deyt-ya). Stone Giant leader in the Lodge of her aunt attempted to do over a hundred years ago.
Faces, she succumbed to Graz'zt's madness of infatuation
after carving a piece of faerzress infused crystal.
If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their
results.