DDAL-EB-01 - The Night Land
DDAL-EB-01 - The Night Land
DDAL-EB-01 - The Night Land
BACKGROUND
Near the end of the LAST WAR, the nation of CYRE was
demolished in a cataclysmic event known as the DAY
OF MOURNING. What remains of Cyre is now called the
MOURNLAND. It is said that only the foolhardy and the
desperate venture into that place.
OVERVIE
•
Part 2: A Rolling Stone (60 mins)
On this foray into the Gray, the adventurers attempt to
rescue a lost scout from a phantom lightning rail.
•
Part 3: The Beauty of Death (60 mins)
The trail of a scavenger who stole a relic from the
Chapel of the Silver Flame leads to a run-in with
mutants inside the Gray.
ADVENTURE HOOKS
HERO POINTS
Hero Points
spend the hero point after the roll is made but before they
know whether they’re successful or not. Spending the hero
point allows the player to roll a d6 and add it to the d20, possibly
turning a failure into a success. A player can spend only
one hero point per roll. In addition, whenever a character fails
a death saving throw, the player can spend one hero point to
turn the failure into a success.
Some call it the Mournland, others call it the Gray: but it’s
the land of death and opportunity for all who gather here.
your lifeblood.
board, a place where the brokers of Salvation post bills
for jobs they need doing in the Gray. This board is the
creator of life, now reigns over the world. But all will change
soon. The prophecy they warred over was written in the
bones of the earth and the flesh of our people. And its
With that, the gnome returns to his seat and closes his
eyes. The tavern’s patrons hesitate for a moment, absorbing
the gnome’s declaration, before returning to their
spirited conversations.
A FRIENDLY FACE
d8 Connection
1 Kalli saved you from a kneecapping at the hands of
Boromar clan extortionists in the alleys of Sharn.
2 You and Kalli were lovers. You promised each other
you would meet again one day for old times’ sake.
3
Kalli loaned you a single gold piece, which you
invested to start a whole new life for yourself.
4
You and Kalli served as sappers in the Last War and
went through hell together.
5
You and Kalli grew up in the same town or city and
were childhood rivals.
6 You and Kalli had a con that you would pull on
unwitting traders, but the heat got too much.
7
Kalli murdered your corrupt commanding officer in
the Last War, and you covered for her.
8
Kalli is your estranged daughter / sister / mother.
nobody’s business.
Mannerisms:
Kalli is always smiling.
Quote:
“No one lives forever, eh?”
•
What is this NPC’s name?
•
What is the physical description of the NPC?
•
How did they help your character in the past?
•
How did you meet them?
•
How did you earn their trust?
•
When did you last see them?
THE SALVAGE BOARD
•
Bill 1: “Speak to Belaluur in the Salvage Market
about entering the Gray to look for a missing scout.”
Answering this bill leads the characters into Part 2:
“A Rolling Stone.”
•
Bill 2: “A faithless scoundrel has stolen a relic from the
Chapel of the Silver Flame. Visit Mother Jahanah to assist.”
Answering this bill leads the characters into Part 3:
•
Bill 3: “Ring the scrapyard bell just after sunup for
no-questions-asked cash job. Expect danger.” Answering
this bill leads the characters into Part 4: “The Presence
of the Word.”
EXPLORING SALVATION
The Mournland
open grave.
TALKING TO BELALUUR
•
The lost scout is a goblin named Garundah. She has
green hair and a runic tattoo on her right shoulder
DDAL-EB-01 THE NIGHT LAND 7
which reads “Bravery Against Danger” in Goblin.
• Garundah entered the Mournland to scout the path of
the lightning rail—a line of depleted, pyramid-shaped
conductor stones—hoping to search any depots
along the way.
• Garundah was expected back days ago but hasn’t
returned yet. Belaluur offers each character 10 gp if they
bring her back alive, or 5 gp if they return to Salvation
with her corpse or other proof that she died.
• With a successful DC 15 Charisma (Persuasion) check,
a character who succeeded on the earlier Insight check
can get Belaluur to admit that Garundah is her daughter,
an apprentice artificer who can’t help but wander off
on her own. Garundah is usually accompanied by her
mechanical dog, Errol.
Adventurers who approach the body can attempt a DC 10
Wisdom (Medicine) check to identify it. On a success, they
discern the following:
• The body was once human.
• Electricity caused the burns on the body.
• The victim was electrocuted and then pulped by an
extreme bludgeoning force.
Belaluur (Bel-ah-LOOR)
Mannerisms:
Belaluur glances warily over her shoulder
Quote:
“If I had a crown for every time someone said that to
CREATURE INFORMATION
Two
crystal drakes form from the shards and attack.
They attack mindlessly until they are killed, shattering
when reduced to 0 hit points.
TREASURE
•
Very Weak: Remove a crystal drake.
•
Weak: The crystal drakes only have 11 hit points.
•
Strong: Add two crystal drakes, and increase the DC
of the Wisdom (Perception) check to avoid being
surprised to DC 12.
•
Very Strong: Add four crystal drakes, and increase the
DC of the Wisdom (Perception) check to avoid being
surprised to DC 14.
AREA INFORMATION
SAVING GARUNDAH
•
Very Weak: Add two rounds to the time the characters
have to save Garundah, and reduce the DC of the Strength
(Athletics) check to move her to DC 10.
•
Weak: Add a round to the time the characters have to save
Garundah, and reduce the DC of the Strength (Athletics)
check to move her to DC 12.
•
Strong: Add an iron defender. Increase the DC of the
Strength (Athletics) check to move Garundah to DC 16.
•
Very Strong: Add an iron defender. Subtract a round from
time the characters have to save Garundah, and increase the
DC of the Strength (Athletics) check to move her to DC 18.
•
Very Weak: Remove a cockatrice.
•
Weak: No change.
•
Strong: Add a cockatrice.
•
Very Strong: Add three cockatrices.
If the characters save Garundah, she thanks them
profusely and explains that she was attacked repeatedly
by cockatrices, which kept turning her into a statue. She
wants nothing more than to return to Salvation. There is
nothing of interest or value in the ruined depot.
RETURNING TO SALVATION
TREASURE
LEGACY EVENT
Adventure Records.
•
If asked about the changeling or the silver arrow, Zodor
initially pleads ignorance. Adventurers who succeed
on a Wisdom (Insight) check opposed by the shifter’s
Charisma (Deception) check discern that he is lying.
•
Adventurers who succeed on a subsequent DC 10
Charisma (Deception or Persuasion) check convince
Zodor to come clean . . . mostly. Grant advantage to this
roll if the player roleplays a good approach.
•
Zodor reveals that a changeling named Whist came to
him with the stolen relic. He doesn’t buy stolen goods, so
he turned her away. Zodor says that Whist mostly works
for a broker named Draev Shaldor.
•
If the result of the Charisma check was less than 15,
Zodor says that Draev is sure to know Whist’s location
(see “Dealing with Draev Shaldor” below).
•
If the result for the Charisma check was 15 or greater,
Zodor reveals the whole truth: he sent Whist and
her crew east of Salvation to ransack an abandoned
elemental artillery piece in the Mournland.
Zodor Tarev (ZO-dor TAH-rev)
•
Draev admits to knowing Whist. He says that her crew
occasionally does work for him.
•
He truthfully claims to know nothing about the stolen
Arrow of Truth. He says he has a reputation to uphold
and doesn’t knowingly work with thieves.
•
Draev says that Whist has been working for Zodor Tarev
recently and just today headed into the Gray to carry
out one of his contracts. He doesn’t know where they
were
headed.
This should send the characters back to Zodor. By this
time, he’s taken the precaution of hiring an additional pair
of
bandit bodyguards and refuses to speak with the party.
The players must find a way to turn the screws on him and
get the whole story.
Draev lost his nose in a gas attack during the war and now
Quote:
“Better watch yourself. Hench don’t much like
your face.”
If the players ferret out the complete truth, they learn that
Whist left town to investigate an abandoned elemental
artillery piece due east of Salvation. Her crew includes
two humans and a dwarf, in addition to herself. Proceed to
“The Artillery Piece” when the players choose to investigate
this location.
•
If the adventurers came here straight after visiting
Zodor, the captives are still alive. The adventurers need
only defeat the dolgrims to save the day.
•
If the adventurers also visited Draev, they arrive just in
time to witness the dolgrims put the last of the captives
to death, and the terrible effigy comes to life as a corpse
sculpture. This monster immediately devours the two
dolgrims and then turns on the party.
The two dolgrims here follow the psychic commands
of Valaara the Crawling Queen, their daelkyr master.
Although trapped in Khyber, deep beneath the surface
of the world, Valaara still holds sway over its servants.
Characters who succeed on a DC 15 Intelligence (Religion)
check identify the effigy as one of the many forms of the
Crawling
Queen.
AREA INFORMATION
TREASURE
•
Very Weak: Remove one dolgrim. Alternatively, the corpse
sculpture only has 20 hit points, and it deals 7 (2d6)
damage on a successful bite attack.
•
Weak: The dolgrims only have 6 hit points. Alternatively, the
corpse sculpture only has 30 hit points, and it deals 7 (2d6)
damage on a successful bite attack.
•
Strong: Add two dolgrims or a second corpse sculpture.
•
Very Strong: Add four dolgrims or two additional corpse
sculptures.
RETURNING TO SALVATION
LEGACY EVENT
Adventure Records.
TREASURE
•
Irullan owns the salvage rights to Big Moe, the defunct
warforged colossus that rests on the edge of the
scrapyard. She has so far decided to leave it intact.
•
Recently, Irullan’s scrap team found a tunnel covertly
excavated beneath the creature. She suspects that
someone is stripping it for parts.
•
Irullan is wary about who could be inside the tunnel
and wants the adventurers to investigate on her behalf.
If they scout it out, Evanazer promises to pay each
character a reward of 10 gp.
If the players agree to the mission, Evanazer gives the
party directions to the secret tunnel.
EVANAZER’S DECEPTION
AREA INFORMATION
1. TRAPPED DOOR
A locked, heavy wooden door seals the end of the tunnel.
Characters who examine the door and succeed on a DC
15 Intelligence (Investigation) check detect a poison spray
trap in the lock. The lock can be picked with a successful
DC 12 Dexterity check using thieves’ tools, but this also
triggers the trap if it is still active. A character can use
an action to force open the door with a successful DC 15
Strength check. The door is a Medium object with AC 15,
30 hit points, and immunity to poison and psychic damage.
Breaking down or forcing the door triggers the trap and
alerts the Emerald Claw agents in area 3.
2. CORPSE STORAGE
When they enter the room, read:
3. EXPERIMENTATION CHAMBER
The door leading into this room is closed but not locked.
When the characters enter this room, read the following
boxed text aloud (adjusting it appropriately if the agents
are already dead):
•
Constock claims to be a physician from the city of
Rekkenmark
in
Karrnath.
•
Agents from the Order of the Emerald Claw escorted
Constock here from Karnnath to study the magical
effects of Mournland.
•
Many Mournland corpses don’t decompose, so Constock
was preparing to create special zombies from Emerald
Claw supplicants who had sacrificed themselves to his
cause, allowing them to serve the order in undeath.
•
The operation was facilitated by an Order of the
Emerald Claw spy inside Salvation, but Constock claims
to have no idea of their identity.
Adjusting the Scene
•
Very Weak: Remove two bandits.
•
Weak: Remove a bandit.
•
Strong: Replace the bandits with thugs.
•
Very Strong: Replace the bandits with eight thugs.
The characters can return to the surface to report their
findings to Evanazer, but a betrayal is in the offing . . .
THE BETRAYAL
•
Very Weak: Remove a scout. Reduce the DC of the Wisdom
(Perception) check to avoid being surprised to DC 13.
•
Weak: Reduce the DC of the Wisdom (Perception) check to
avoid being surprised to DC 13.
•
Strong and Very Strong: Add four scouts. Increase the
DC of the Wisdom (Perception) check to avoid being surprised
to DC 18.
THE LA W ARRIVES
Mannerisms:
Sheriff often malfunctions slightly when
Quote:
“D-d-d-drop it!”
Irullan Karnach
in the area.
Motivation: Keep her allegiance to the Emerald Claw a secret.
Mannerisms:
Irullan is calm and soft-spoken, never losing
Quote:
“Fly away, little birds. Summer is over and it is time
Adventure Records.
friend Kalli [or the NPC the group created] finds you. “I’m
PLAYER RE ARDS
ADVANCEMENT
RE WARDS
LEGACY EVENTS
17
IMPORTANT CHARACTERS
Important Characters
BANDIT
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ActionsScimitar.Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
LightCrossbow.Ranged Weapon Attack: +3 to hit, range 80
ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
COMMONER
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP)
ActionsClub.Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
CRYSTAL DRAKE
Medium construct, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 4 (−3) 11 (+0) 6 (−2)
Skills Perception +4, Stealth +4DamageVulnerabilitiesbludgeoning
DamageImmunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14Languages —
Challenge 1/2 (100 XP)
PackTactics. The drake has advantage on an attack roll against
a creature if at least one of the drake’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
SurpriseAttack. If the drake surprises a creature and hits it with
an attack during the first round of combat, the target takes an
extra 7 (2d6) damage from the attack.
ActionsBite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
COCKATRICE
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 40 ft.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed
Large
aberration,
neutral
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed 10ft., swim 10 ft.
STR
10 (+0)
DEX
8 (−1)
CON
16 (+3)
INT
3 (−4)
WIS
10 (+0)
CHA
6 (−2)
Condition Immunities prone
Aberrant
Ground.
The ground in a 10-foot radius around the
sculpture is doughlike difficult terrain. Each creature that
Gibbering.
The sculpture babbles incoherently while it can
the creature takes no action or bonus action and uses all its
movement to move in a randomly determined direction. On a
Actions
Multiattack. The sculpture makes one bite attack and, if it can,
Bites.
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 17 (5d6) piercing damage. If the target is Medium or
Blinding
Spittle
(Recharge
5—6). The sculpture spits a chemical
glob at a point it can see within 15 feet of it. The glob explodes
in a blinding flash of light on impact. Each creature within 5
feet of the flash must succeed on a DC 13 Dexterity saving
DOLGRIM
Smallaberration,chaoticevil
Armor Class 15 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
Dual
Consciousness. The dolgrim has advantage on saving
Actions
Multiattack.
The dolgrim makes three attacks.
Morningstar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Spear.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.
Hand
Crossbow.
Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
IRON DEFENDER
Medium construct, neutral
Armor Class 17 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 8 (−1) 11 (+1) 7 (−2)
Skills Perception +3, Stealth +4DamageImmunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 13Languages understands the languages
of its creator but can’t
speak
Challenge 1 (200 XP)
KeenSenses. The defender has advantage on Wisdom
(Perception) checks.
TelepathicBond. While the defender is on the same plane of
existence as its master, it can magically convey what it senses
to its master, and the two can communicate telepathically.
ActionsBite.Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or take an
extra 3 (1d6) piercing damage and be grappled (escape DC 13).
The defender can have only one creature grappled in this way
at a time.
STR DEX CON INT WIS CHA
Keen
Hearing
and
Sight. The scout has advantage on Wisdom
Actions
Multiattack.
The scout makes two melee attacks or two
ranged attacks.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Longbow.
Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
SHIFTER
Shifting
(Recharges
after
Short
or
Long
Rest). As a bonus
action, the shifter takes on a more bestial form for 1 minute
Actions
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
DDAL-EB-01 THE NIGHT LAND
THUG
Medium humanoid (any race), any non-good alignment
Skills Intimidation
+2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack
Tactics. The thug has advantage on an attack roll against a
creature if at least one of the thug’s allies is within 5 feet of the
Actions
Multiattack.
The thug makes two melee attacks.
Mace.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy
Crossbow.
Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
VETERAN
Medium humanoid (any race), any alignment
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
Actions
Multiattack.
The veteran makes two longsword attacks. If it has
Longsword.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands.
Shortsword.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Heavy
Crossbow.
Ranged Weapon Attack:
+3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
WARFORGED SOLDIER
Medium humanoid (warforged), any alignment
Armor Class 16 (natural armor, shield)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
Actions
Reactions
BILL 2:
•
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, and level;
passive Wisdom (Perception), and anything specified as
notable by the adventure (such as backgrounds,
legacy events, etc.)
Players can play an adventure they previously played as a
player or Dungeon Master but may only play it once with
a given character. At the end of the session, give each
player an Adventure Record for this adventure, and take
one for yourself. The adventure information and your
information are added at the end of the session—whether
they completed the adventure or not.
27