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Curse of Strahd Storyline Season 4


DDAL0401 Suits of the Mists

Page 5. Hello. Need clarification for Faction Clarity Raise Dead Option.
In DDAL0401 next text However, any character invoking this charity forfeits all experience and rewards
from that session (both those earned prior to and after death during that session), but in DG text contains:
The character can continue to play the adventure and receive full rewards, though he or she has only 1 hit
point (unless another member of the party heals the character further). Where is correct wording?
RECOMMENDATION: The no rewards was for prior seasons, I think the intent is to soften that now and use
the Full rewards, 1 hit point rule now.
RECOMMENDATION: I think these adventures were written and edited prior to the S4 CoS DM guide. I would
consider anything in the CoS DM Guide to overrule.

Page 8:
Strike text Any character that removes a flowerhead in this way must make the saving throw listed
above, but with disadvantage. There is no save mechanic used above. (Edit: the phrase refers to the DC10
Dexterity save required to put out the flames, contained in the boxtext for the FlameThistle Flowerhead;
if a character plucks the thistle off without taking an action and succeeding at a DC10 Intelligence (Nature)
check, the first save against the ongoing fire damage is made with disadvantage.)
Page 8:
The xp award does not match the xp table on page 11. The xp table says Survive the icy slope and
icicles. The text on page 8 says successfully navigate the slope without taking damage Suggest updating
text on page 11 to Navigate icy slope and icicles without taking damage.
Page 9:
Aya Glenmir. Theres a lot of confusion about this. She is a mage. The word mage can be vague
because it is sometimes used as terminology for arcane spellcasters. However, Mage, just like Priest, is an
NPC type. There are stats for it.
Unlike other characters in previous S1 adventures, I never saw Ayas actual stats. But I would use the Mage
stats adjusted for elf race.
Another bit of confusion is the Wand of Fire. This doesnt seem to exist. Its not used anyway other than for
story, but Im just making it a Wand of Fireballs to give it actual continuity with items that exist so far in
5e.
I couldnt find any stats for a small monkey. I came up with one based on a combination of a cat and
baboon.
SMALL MONKEY, Tiny beast, unaligned
Armor Class 12

Hit Points 2 (1d4)

STR 3 (4) DEX 15 (+2)


Passive Perception 11

CON 10 (+0)

Speed 40ft.

Climb 30ft.

INT 4 (3)

WIS 12 (+1)

Languages None

CHA 7 (2)

Challenge 0 (10 XP)

Pack Tactics. The monkey has advantage on an attack roll against a creature if at least one of the monkey's
allies is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

Page 10:
Change adjusting the encounter text to The second wave contains two more stirges. It is not
clear if it is just the second wave or both waves.
Page 14:
Change first sentence to ...directions, provided by Ayas spell.

Page 15:
Change If the characters killed any of the guards, the check is made with advantage. to If the
characters killed any of the guards, the check is made with disadvantage. The check is the DC13 Charisma
(Persuasion) check to convince the guards to stay and help defeat the blights rather than just flee.
Alternatively, Intimidate might actually be made with advantage if the characters killed any guards.
Page 20:
The Advance Guard section says there are orcs hiding and waiting, but the rest of the
encounters indicates they are goblins.
Page 20:
In the revised version of the adventure, there are two orcs with the snares and no goblins. For a
weak party, the orcs are replaced with goblins; for a strong party some goblins are added.

Page 21:
The Courtyard encounter states that two orcs are present. The encounter scaling suggests that one
of the orcs should be an orog; there's a stat block for an orog and it appears in the Experience section, but
no orog appears in the adventure.
Page 22:
It is stated that a DC 10 Strength check opens the cage but alerts the guards. What guards? The
recommendation below is clearly necessary.
The guards are the two orcs looting the wagon. They arent very good guards...
RECOMMENDATION: in the playtest the Orog was in the castle, and only appeared if the characters had a
long combat with the orcs, opened the door or did things not about getting the Gur and getting away. It was
meant to chase them and was a deadly encounter for a low level party. Seems it alot alot after
playtesting. I would keep the 2 orcs and talk about the warning of the raven of many orcs to push the
players to leave
Page 31:
The Elf Scout should have an Armor Class of 13, not 14 assuming that the Leather Armor they are
wearing is Leather and not studded because Leather Base AC = 11, DEX mod is +2, so total is 11+2=13
Page 35:
There is no summary of what happens to the rescued boy, Quiver, other than being rescued from
zombies. Is he reunited with his mother and siblings? Also, does Sybil reunite with her family? What about
the other people at the inn? No description is given regarding exactly who is in Barovia at end of the
adventure. The Gur clearly believe that everyone in the region is going, but the box text indicates that the
heroes only formally arrive when they try to make their way back to Phlan. Why are the heroes suddenly
making their way back to Phlan? Wouldnt they reunite these families first?
Also, the paragraph after Sybils vision says If that is the case, the mist welcomes each of them. If WHAT
is the case? Something is clearly missing.
RECOMMENDATION:
Say that Sybil has to sit down from her prophecy and that she shall follow the
characters in a bit, and that they should go first to make sure that the way is clear. Then switch out Phlan
for the Crossing Inn.

Page 44, Players Handout:


In Hricu and the Stolen Wand, Aya Glenmiir, a female elf wizard, is referred
to as male.

DDAL0402 The Beast


I recommend adding a timeline:
My best estimate of the intent is:
Village (1 to 2 hours)
Travel to 2a (1 hour ??)
Travel to 2b (campsite) (2 hours)
Travel to 2c (1 hour ??)
Travel to Wolf Cave (2 hours)
Between the village and 2a, there is no mention of time, but the campsite is 34 hours away (per page 15
(note that this conflicts with page 10), so I guess 1 hour.
Between 2b and 2c, there is no mention of time, I guess 1 hour.
Page 9
, Description of The Hare & Hair: Emphasize slightly that The Hare & Hair is a store, and not an inn.
Gregori might have a few rooms for rent, but he does not run the inn (the Seven Tables Inn) in the village.
Page 9
, Description of The Hare & Hair: When the adventurers are wrapping up their business with Gregori,
have the Burgomaster/meister come in and demand his taxes along with two armed men (thugs). The
players should watch as Gregori hands over a pouch of gold, and if asked say that he gives 50% of his
earnings every week. This shall put rage into the characters, enticing them to raid his stores in the later
adventure DDAL43 The Executioner.
Page 10, Campsite Distance Bullet:
This says 45 hours but on page 15 the camp is said to be 34 hours
away. I suggest using 34 hours (see timeline) so that a party that does not waste time gets to the cave
before the blizzard
Page 11,
Investigating Orasnou (Long): suggest the sentence A character succeeding on a DC 12 Wisdom
(Survival) check can confirm this; the tracks head in the same direction as Laszlo & Alinas hunting
grounds. should properly be moved to the previous bullet point that begins Locals spotted wolf tracks It
doesnt make sense following the information Pointyeared people have been seen
Page 12, General Features, Read Aloud Text:
suggest change ...mountains to the northwest,.. to
...mountains to the northeast, to match section 1.
Page 12, Part 2a:
suggest change Choose (or determine randomly) one encounter from the Orasnou and
Its Surrounds table, below: to Choose (or determine randomly) one encounter from number 13 from the
Orasnou and Its Surrounds table, below. If time permits, a second encounter from numbers 46 may be
added. this will ensure all parties have an opportunity to obtain the scroll and the gold.
Page 12, Part 2a:
suggest change They have a chance attempt a long rest to They have a chance to
attempt a short rest The storm hits in 7 hours, so no time for a long rest.
Page 17, Part 2c:
Change ...from the Orasnou and Its Surrounds table,... To ...from the The Deep
Wilderness table,...
Page 18, Adjusting the Encounter, Very Strong Party:
suggest change swarm of rats to swarm of
centipedes there is no swarm of rats stat block and a swarm of rats is less dangerous than a swarm of
centipedes (this may be intentional given the other changes, but since the stat block is missing).
Page 22, Alina: The players might have distrust towards the burgomeister, if this happens he should try and
persuade the players that he has the citizen's best interests in heart. If they still dont believe them, then

have him use all of his guards (6 thugs) which, for 5 2nd level characters is a deadly encounter, to demand
Alina.
Page 24, NonCombat Awards:
suggest change Taking the elves to go to Orasnou to Convince the elves
to treat with Orasnou To match page 17
Page 29,
Need to add a wolf stat block (it appears part 3 for a weak or very weak party)

DDAL0403 The Executioner


Suggestion:
There should be some elapsed time between DDAL 0402 and this adventure, otherwise Arik
(Laszlo) would not have been able to get established in his role for this adventure (since he died shortly
before the events in DDAL 0402). I suggest for adventurers who come straight from DDAL 0402, that the
DM tell them that theyve been in town for the last two weeks, helping the villagers patch and repair the
buildings after the severe weather in the previous module. While the villagers paid the adventurers in free
lodging and food, they havent had time until the start of this adventure to actually explore the town.
Page 10, Above Rumor Table: Suggest change Roll a die to Roll a d20 the die type will influence how
often characters overhear nothing (and other outcomes)
Page 11, True Rumors:
The first item in the general consensus is that Without the Vaduvas, there
wont be enough quality furs to outlast the winter. If the party managed to convince the elves in DDAL
0402 to replace the Vaduvas, this should be replaced with The villager seem doubtful of the ability of the
new elven trappers to replace the Vaduvas, and worry that the elves wont be able to provide enough
quality furs to last through the winter.
Pages 1011, Part One: Murmurs:
Theres no real impetus given to put the adventurers on this
adventure. Theres some suggestion in the sidebar on Page 11 about having the innkeeper ask them to go
find supplies from the other shops, but no mention is given to adventurers about the
powderbox
, or any of
the strange occurrences in town.
I suggest that the party be given an introduction through either Marku Grelon or, if they have previously
been through DDAL0402, Gregori Wurlbach (who they would be meeting in the Seven Tables for breakfast).
Either NPC should stress the need to find the cause for the unnaturally heavy cold weather, and the need for
additional supplies. To get the adventurers interested in breaking and entering the Burgomasters
Residence, it should be mentioned that the fat Burgomaster is a known hoarder of goods; in this case, his
residence should be investigated to liberate supplies for the coming harsh winter. They should also be
informed of the presence of the
powderbox
, even if its not mentioned by name, just merely as an
artifact, and how it might be influencing the weather. And finally, the NPC should just come right out and
mention that Fillar seems to have acquired a new source of goods through this Arik person, but it should
be noted that many of Fillars new goods seem to be in used condition.
Pages 1213, Burgomasters Residence:
There is an inconsistency in the number of thugs. If the
characters approach the front door, there are three thugs reinforced by three more thugs from the rear of
the house near the cellar. If the characters approach the cellar at the rear of the house, there are two
thugs reinforced by two additional thugs from the front of the house. Is the inconsistency intentional, or
should it be resolved? In other words, does the total XP for this encounter vary based on which side of the
house the PCs approach first? (I recommend 3 and 3, a level 3 party should have little trouble with that (and
the xps are shy for this adventure).

Page 12
, Burgomasters Residence: Under the Treasure section, if the player characters bargained with
the thugs, its highly unlikely that they would have obtained the treasure listed, and that should be noted in
the paragraph. (Since the party bribed the guards, I put the treasure in the other things in the
Burgomasters cellar.)
Page 14, XP Award:
change to 25xp per thug to match xp table on page 20. Strike that, looking at xp, I
recommend the xp on page 12 and in the table on page 20 be changed to 50xp (but the table takes
precedence, so we need an admin to allow that) Note: Page 350 of the Monster Manual states they have CR
, so the XP should be 100. Note: page 14 says 50 xp per character; page 20 says 25 xp
per thug
per
character. Page 20 has the higher XP allowance, given that there are more than 2 thugs.
Page 14, Minimum and Maximum XP:
per Travis Woodall on Facebook, these should be 450xp and 600xp
However, as written, it looks like the totals will fall far short of those numbers.
FYI for DMs running this module. When the PCs acquire the Wolkskin Cap (which is found left behind by a
fleeing Arik/Lazlo) it is probable that one of the party members may put it on thereby making them look
exactly like Arik/Lazlo that is drawing the ire of the locals in Orasnou. It would make sense to have the
villagers chase away said PC and/or party... who would likely no longer be tolerated in the village.
SUGGESTION: Have an overly curious youth Victor (who is hidden nearby) witness the fleeing Wight Lazlo
drop the Cap & also see the PCs find & claim the Cap this way, there is a witness that can confirm that
someone else initially wore the Cap, lost it and transformed into some horrid creature and it was that
creature and NOT the party member who was up to no good in the town (despite the fact that one of the
party exactly resembles Arik/Lazlo while wearing the Cap).

DDAL0404 The Marionette


0405
The Seer
Page 7, Sidebar, The Vistani:
In the sidebar, it is explained that a Vistana punished with exile from
his/her tribe becomes an outcast referred to as
mortu
. In pre5th edition lore, however, the term
mortu

is used to describe a Vistana who has simply chosen to abandon the itinerant lifestyle of other Vistani; the
character is still shunned, but there is no presumption of having committed any crime against the Vistani
people. The term used for those outcast from the Vistani as punishment is
darkling
. Using the correct term
helps reinforce the idea that Hanzi is at the heart of the trouble in this module. A DM who uses the term as
noted in the adventure will pass along the suggestion to knowledgeable players that Hanzi is not the evil he
appears to be from the other Vistanis description of him, but will also confuse those players into wondering
if the Vistani in the second caravan are truly Vistani.
Page 8, Adventure Hooks:
There are two hooks listed for characters that were already in Orasnou. They
might be seeking more information on the ritual performed by Sybil Rasia, or they might have been sent by
the townspeople to barter with the Vistani for supplies. Neither is referenced in the adventure itself, and no
guidance is given for how the Bogaravs or Moslavarics will react to questions about Sybil or the idea of
purchasing supplies.
Suggestion:
Have Captain Elias agree to meet with the townspeople to negotiate the
sale of supplies on the condition that the party first help Donani.

Page 14, Shambling Dead:


The adventure notes that the encounter with the undead takes place [t]hirty
minutes after the encounter with the lurking wolves,but no such encounter is described in the adventure,
although a stat block for a winter wolf is listed in the Monster/NPC Statistics Appendix.
Page 16, Experience:
Under Combat Experience, awards are listed for an owlbear and a winter wolf,
though no such creatures are encountered in the adventure, nor are they listed as alternative modifications
to an existing encounter.
Pages 1920, Monster/NPC Statistics Appendix:
The stat block for an owlbear is listed here, despite no
owlbear being described as appearing in the adventure. The stat block also contains errors for instance,
there are two different Actions blocks, the second clearly being a block meant for the winter wolf stat
block, and the first Action block contains a reference to a power clearly possessed by a winter wolf rather
than an owlbear. The winter wolf stat block on page 20 is missing its actions section, which is listed under
the owlbear, and is also missing its Snow Camouflage ability, which is noted as an action under the owlbear
stat block. No winter wolf appears in the adventure as written.
Page 16. Downtime reward. Current DT reward is 10 downtime days, but usually players receive 5 downtime
days for 2 hours adventure. Need clarification.

DDAL0406 The Ghost


Page 13, Treasure:
Unless the Boritzis, who hail from a different domain of Ravenloft entirely, are featured
in the overarching campaign story, DMs may wish to replace the embossed name on the satchel with Red
Vardo Traders, who are based out of Krezk in Barovia for the benefit of those players who are familiar with
Ravenloft lore.
Page 22, Story Award Escape From the Demiplane of Dread:
The story award should specify that the
character loses the The Demiplane of Dread story award when this story award is gained, and should
specify that it is lost if the character chooses to regain the The Demiplane of Dread story award.

DDAL0407 The Innocent


RECOMMENDATION:
Page 8 Adventure hooks, if players took part in The Ghost, recommend having them had
returned to town for a bit, found out more from the dream and even have a friendly NPC ask if they would
go look for Ben and Sarah, in fact using both hooks
RECOMMENDATION:
Page 10 Part one: ask if the characters are wearing gloves, and before they arrive at
the shrine, have one attempt to tug on them per the side bar
Correction:
page 14 Adjusting the Encounter Very Strong Party Add two Ghasts, all ghouls (should read
ghasts) have 45 hp No ghouls are listed for this encounter.
RECOMMENDATION:
Page 22 and 23 Brass Ring Spell book, listing of spell slots not needed (Copy and paste
error from the monster stat block?)
ERROR:
Page 23 Scroll of Flamestrike

Rarity is incorrect, Flamestrike is a 5th Level Spell should be rare not uncommon reference: DMG page 200

DDAL0409 The Tempter


Page 23, Renown:
Missing renown section in the Rewards section.

DDAL0410 The Artifact


Page 23, Renown:
Missing renown section in the Rewards section.

Rage of Demons Storyline Season 3

When to do Madness Checks (Travis Woodall) F


or the most part, the adventures will provide direction as to
when a saving throw should be made. Exposure to the Underdark is no longer inherently cause to make one.
Now, the DM is certainly allowed to call for adhoc saving throws; usually in response to something traumatic
happening. Some examples include:

Seeing a powerful demon for the first time;

Taking psychic damageparticularly in an area of faerzress;

Prolonged exposure to faerzress; 8 hours or more;

Trying to teleport in or out of or using divination spell in an area of faerzress;

Reading a tome or viewing a picture of something really, really crazy


For more info, check out this article:
http://dndadventurersleague.org/thesafetyofashatteredmind/

DDEN03 Out of the Abyss

OotAAmendments PDF
Page 32 (Page 28 of hardcover)
Ambush Lair Discoveries
d20 Discovery
1819 A humanoid skeleton or corpse carrying a small leather pouch containing dust of disappearance.
20 A monster hoard containing 2d6 50 gp gems, a potion of frost giant strength, and a pair of sending
stones.
Page 33 (Page 29 of hardcover)

Mad Creature Possessions


d20 Discovery
1819 A spell scroll of message
20 Goggles of night made out of wood, leather, and smokygray glass
Page 34 (Page 29 of hardcover)
Raider Leader Possessions
d20 Cargo
20 A potion of hill giant strength.
Page 48 (Page 43 of hardcover)
Duergar Keelboat Cargo
d20 Discovery
20 A locked iron chest containing 3d6 100 gp and a suit of mariners armor (studded leather).
Page 138, Area 4B. Drow Warehouse (hardcover, only)
Replace the paragraph following the Treasure subheading with:
Each storage building contains 2d6 crystal vials of exotic perfume worth 100 gp each, 3d6 crystal bottles of
distilled beverages worth 25 gp each, and 2d6 vials of carrion crawler mucus (see Poisons in chapter 8 of
the Dungeon Masters Guide). Characters also find 1d10 10 pounds of food and 1d10 5 gallons of water
stored in each building. Finally, the characters find the following items:
In the first storage building:

(2) potions of healing


In the second storage building:

Spell scroll of invisibility

Potion of climbing
In the third storage building:

Bag of holding

Potion of greater healing

Spell scroll of find familiar

Page 139, Area 5B Duergar Warehouse (hardcover, only)


Replace the paragraph following bullets beneath the Treasure subheading with:
An iron safe stands in a corner of the storage building. The safe weighs 1,000 pounds, is locked, and
contains a potion of fire breath, a spell scroll of lesser restoration, a potion of greater healing, and a lantern
of revealing (without oil).
Page 140, Area 6B Svirfneblin Warehouse (hardcover, only)
Replace the second paragraph under the Treasure subheading with:
Half way up the southeast wall is a hidden compartment. Finding it requires a successful DC 19 Wisdom
(Perception) check. The compartment contains a Quaals feather token (swan boat), an elixir of health, and
a scroll of protection from fey.
Page 188 (hardcover, only)

Maze Engine Effects


d100 Effect
4952 The engine emits a flash of yellowishwhite light. A +2 halberd made of a single piece of brass with an
oscillating, gearshaped blade appears in a safe location within 120 feet of the engine.
Page 192 (hardcover, only)
Goblin Tunnel
d20 Tunnel Destination
78 A hidden cave containing 4d8 goblins and a goblin boss, who will trade a potion of heroism in its
possession for the equivalent of 30 days of food.
Page 210, Death Tyrant Encounter (hardcover, only)
Replace the paragraph following the Treasure subheading with:
If the characters defeat the death tyrant, they can plunder its hoard: 4d6 1,000 gp, 5d6 100
pp, 3d6 500 gp gems, a potion of stone giant strength, a spell scroll of greater invisibility, and a chime of
opening.
Appendix B, Page 58 (Page 222 of hardcover)
Add the following paragraph to the Dawnbringer entry:
If an evil creature attempts to attune to the weapon, it not only finds it impossible, but Dawnbringer
attempts to take control of its wielder (DC 14 Charisma saving throw). If the weapon is successful, it insists
on being taken to the surface or willingly given to the first creature it comes across that is not a member of
a race indigenous to the Underdark. Dawnbringer will not allow its relinquishment to a creature that it or its
wielder knows is evil, and instead compels its wielder to find a new recipient.
In Bruenors Service
In exchange for their service to Gauntlgrym, King Bruenor Battlehammer offers the characters titles,
property within the dwarven city, as well as a single work from the Great Forge of the city.

Titles.
You gain the title: Hammer of the Iron Tabernacle. When interacting with a dwarf, duergar,
or another NPC familiar with the history of Gauntlgrym, you are known as a hero of legend. You have
advantage on Charisma checks when interacting with these people. Additionally, among the dwarves of
Gauntlgrym, you gain the benefit of the Noble background Position of Privilege feature as described in the
Players Handbook.

Property.
You have been gifted with a manor in the city of Gauntlgrym. While in the city, you pay
only half the normal lifestyle expenses incurred while spending downtime days. You may decide to return to
your manor between Expeditions and Epics adventures.

The Great Forge.


The character receives a magical suit of adamantine or mithral armor of a type of
their choosing. While wearing the armor, you have advantage on saving throws against poison, and you can
always successfully determine how far underground you are. This armor does not count against the number
of permanent magic items the character possesses; however, as an uncerted permanent magic item, it
cant be traded or sold.


Spoils of a Defeated Drow.
Bruenor has in his possession a single Cloak of Arachnida which he took
from a defeated drow. If a character cannot or will not take armor from the Great Forge then he will offer
the cloak as an alternative. There is a cert for this item included in the Out of the Abyss certs.
Drowcraft Items
During the course of Out of the Abyss, some characters may obtain drowcraft itemsmany of which are also
permanent magic items. Such items are destroyed after prolonged exposure to sunlight. While it should be
assumed that a character exercises duediligence in safeguarding such equipment from the sun, any
permanent magic item that is destroyed due to exposure to sunlight no longer counts against that
characters number of permanent magic items.

DDEP03 Blood Above, Blood Below

Maps.
Find some maps here.

DDEX0301 Harried in Hillsfar

Time saver.
Make cards of each of the mad mans prophecies and start the adventure by handing them out
to the players.
Give cultists slings.
To add a bit more flair we suggest to give the cultist slings.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Mini Adventure 1.
If one of the two options runs long, have the other mission simply resolve itself when
players return to the camp.
Page 7. Missing Handout.
There is a missing handout of the mad mans prophecy without the notes. Its
recommend you recreate the handout and omit the notes from Handout 1
Page 12. Goats.
There should only be one giant goat and five normal sized goats. As mentioned on page 10
there are only 6 newborn goats in total.
Page 18.
SUGGESTION: Why a drow is smuggling beets is something you may want to have an answer for
beforehand. I suggest is that he doesnt ask questions and just focuses on being the middleman.
Page 35 (Part 4 adventure). Suggestion: Tell PCs that that the rituals magic protects the preanimated
Goristos corpse from damage, thereby forcing them to attack the dretches and manes. Perhaps the rite
grants it temporary immunity to nonmagical weapons.

Otherwise, the destroying the corpse could immediately disrupt the ritual.
I had to make a quick decision to this end when a halfling barbarian started sawing at the corpses head
during a recent session.

DDEX0302 Shackles of Blood

The Introduction says the Expedition is balanced for 5 3rd level characters and in the balancing section
it says 5 1st level characters which one is a typo? I assume the 5 1st level characters is the typo.

Encouraging players to surrender.


You will find that players will resist the idea of being captured. Its
suggested to give a reason to go with the red plumes. Perhaps someone in the Tinfellow Valley mentions
that Only the Red Plumes will know where the halflings are.
Personally, I find using Ollisar Lightsong is best. I have her suggest to the players that if the Red Plumes are
involved then its paramount they find out exactly where they are taking the prisoners because the
Zhentarim spies in Hillsfar know nothing about this so first hand data is more important than a confession.
Suggest that she needs boots on the ground and stress that they maintain the peace and not attack.
If you feel her strongly worded advice isnt enough, its suggested to add a mcguffin type item that will
ensure the players let themselves be captured. The item I used is a oneway teleportation device that will
send whomever is touching the caster back to the Playhouse. Suggestions can be a harper pin or a ring but I
highly suggest making it the High Lord Puppet she has in her hand. This can provide for great roleplaying
moments from players. The item should give the players a false sense of confidence that will let them feel
they have an ace up their sleeve. However, during MEETING MAGS (on page 17) the players will lose this
item and find themselves stuck and helpless. Suggestions for this can be an antimagic field, a detect magic
field or Breex hinting at his warlock powers by detecting the object. Regardless of what happens, the
players will
lose
the item upon arriving at Hillsfar leaving them with no options, kicking up the anxiety and
tension for the players. This bait and switch method should make things run smoother.
Ways to suggest a riot.
It is not clear that the players need to start a riot to break free. Here are some
suggestions on how to hint the players:
Have an NPC explain that the tension between the Red Plumes and the citizens of Hillsfar has become a civil
powder keg. This is also a good opportunity to remind the players that the Great Law of Humanity is a new
one and that there are several refugees who were recently citizens of Hillsfar. Either way, this fact has the
players thinking about ways to incite, thus giving them direction in the arena. Suggested NPCs can be Ollisar
who tells them this during their first meeting as to why they should avoid killing any Red plumes. Another is
Deriel if she is given emotional support in the cage.
Use the riot to kill Breex.
Running short on time? During the climax against Breex have the audience pour
down into the stadium and over run him. Use the parallel imagery of the Quipper fish for added dramatic
flair.

Page 9
it says Olisara offers 40 gp up front to cover any expenses and 60 gp each upon their return and
report of their findings. The treasure summary at the end says 60 gp as a lump sum, not each. Which is
correct? Answer: Both the 40gp and 60gp are listed in the treasury summary so the total is correct. (each
should be removed after 60gp).
Page 11
, Deriel Rethslane: the Underdark fungal illness should be changed to
darkborne rot
. Goodroot is
the family name of the beet farm owners.
Page 14
, The Ambush, states that a full dozen members of the Red Plumes (12) plus Captain Erlich (1) are
here awaiting Derials arrival (for a total of
13
combatants). However, after counting them up, there is one
Red Plume missing. The Red Plume Spy in the Outbuilding (1), plus two sets of three Red Plumes in each of
the Ruined Residences (3x2= 6), Captain Erlich in the northern Ruined Residence (1), then Red Plume Patrol
in the Storehouse (4). 1+6+1+4 =
12
. Recommend adding one more Red Plume wherever the DM sees fit.
Page 21
, it states the characters equipment is piled outside their cage. Earlier it states that 8 they are
given their equipment back the night before (so wizards can actually have spells prepared). Answer: The
spellbooks are returned the night before.
Giving the wizards back their spellbook whilst the party is trapped in cages and the unknown looms would
be story defeating. Allow the wizards a long rest (as everyone gets anyway), and they will have their spell
slots renewed AND still have prepped the spells they had the day prior. The only thing having a spellbook
handy does is allow one to change spells prepped and cast rituals.
Page 21
, Clarity: the box text implies is spoken by the announcer and not the First Lord.
Page 23
, the adventure states that Breex casts
mage armor
but the spell does not appear on his spell list
and his stat block lists him as wearing a breastplate.
Page 27
, The Spellcasting trait for Breex Vandermast lists his spell attack bonus as +5 and his spell save DC
as 13. As challenge 3 creature with a +2 Charisma modifier, these should be +4 and DC 12 (or his Charisma
should be raised to give him a +3 modifier).
Page 27.
Thurl is from DDEN21. The paragraph Reactions: Parry should be deleted
Page 29
, The druids quarterstaff attack with
shillelagh
should deal 1d8 + 2 to damage.
Halflings,
Shouldn't all of the halflings in the Arena battle get halfling racial benefits? If the evil sorcerer can
have his racial benefits, so should the halflings. :) After I played this I realized Halfling Thugs shouldve
had disadvantage on attacks with Heavy Crossbow since they are small size and the weapon has the heavy
property.

DDEX0303 The Occupation of Szith Morcane

Hints from the author (Cindy Moore):


It is a dungeon crawl halfway through. so try to only spend an hour getting to Szith Morcane. The dungeon
crawl is where the majority of the combats take place. and there are many so try and leave yourself enough
time for it. I jammed a whole lot into this.
Hints to keep it going in the first half.
1) Too many questions about what happened to Elanil in the first encounter should annoy her and she will
eventually just take the prisoner without their help. There was a lot of humming and hawing when I
playtested it. Should they fight her, have her surrender quickly. You don't have the stats anyway. I would
say if they become hostile, she is taken aback and exhausted from the previous attack and chase.
2) Move the characters along at The Lighthouse. Once the info is given out that is really all they need from
there. HOWEVER, make sure they get some halfcake!
3) Elventree is where the bulk of the role play can be. The wrestling match is meant to take 5 minutes at
the most. If it keeps going back and forth, that is when Zern Xerkstil will call is a "good fight". AGAIN, try
the halfcakes.
4) The Waydown has a lot going on. This is not the adventure where the Characters are going to be able to
convince the Red Plumes that they are wrong. Nor will they be able to finish the adventure if they "fight for
freedom". Make sure they understand how lucky they are to be "dealing" with the Red Plums rather than
being captured by them. I tried to make it clear that the Red Plumes are on good terms with the Humans of
Hillsfar. Hence the casual conversation between Red Plum soldiers and the laborers. Also, Vuhm Yestral is
not a fan of the Law of Humanity. But as a member of the Red Plumes he serves the First Lord. He is loyal
to a fault and enforces ALL the laws of Hillsfar. Outside of Hillsfar, he is not a Red Plume that will grab you
and take you to the arena. Some of his men may be but not him. He will not tolerate that. However, do
not mistake him as a sympathizer.
5) At the bottom of the sinkhole, it is important NOT to have the Whips use spells. That will annihilate the
party. Try and keep this fight short.
6) Sporedome. This is meant only really for flavor and to get the characters a fast way to Szith Morcane.
The important part is befriending the Myconids. The Derro are fodder. There ARE ten not two. That should
go extremely fast. It is also a place for a rest. I would think even a long rest, safely. Szith Morcane will be
a resource drain for sure.
7) Huum does not want to fight the characters and will flee to Szith Morcane to escape. This should be a
very quick encounter.

Going an hour and a half is probably the limit for those 7. Note that there is no negotiating with the demons
and the drow are too scared and weak to fight or be much help.
I am working on get stats for the Deroo Sevant that you may need for a strong or very strong party. The stats
for the Glabrezu is in the MM. You may need that for a very strong party in H5.
One thing that I noticed about the description of the "final room" (H8) is the description of the illusion is not
described. There was a permanent illusion of a tall pillar (30') on which a throne made of bones sits. On
the throne a gaunt drow woman lounge
s.
The Illusion (Travis Woodall)
In regards to the illusion, it is no
longer there. It was created by a user of the Shadow Weave. When Mystra died, the Shadow Weave
collapsed along with the Weave. Get crafty with the drow and spread them out as best you can.

Derro Savant (Travis Woodall)


The sidebar describing derro savants was not included in the final release.
For those DMs running this adventure, here is the information you need for the savants when adjusting the
encounter for strong and very strong parties:
Variant:DerroSavant
Derrosavantshaveanaffinityforarcanemagic.Aderrosavanthasthesamestatisticsasaderro,exceptthatithas49(11d6+11)hitpoints,a
Charismaof14(+2),andachallengeratingof3(700XP).Thesavantalsogainsthefollowingadditionalfeature.
Spellcasting.
Thederroisa5thlevelspellcaster.ItsspellcastingabilityisCharisma(saveDC12,+4tohitwithspellattacks).Thederroknows
thefollowingsorcererspells:
Cantrips(atwill):
acidsplash
,
light
,
magehand
,m
essage
,
rayoffrost
1stlevel(4slots):
burninghands
,
chromaticorb
,sleep
2ndlevel(3slots):
invisibility
,
spiderclimb
3rdlevel(2slots):
blink
,
lightningbolt

When to use madness (Cindy/Travis). S


o going by the 8 hour rule...They should be in the faerzress for at
least 8 hours. 5 hours of travel on the river in the Underdark, possible short rest in Spordome, hoofing it to
see Huum, and then dungeon crawling through Szith Morcane. Easily 8 hours. NOW, are those areas where
faerzress exists is the question? I think that will have to be decided. The Madness rules were not written at
the time the adventure was being written.
Usually, you'll see it in the Lowerdark. So you won't see much in the Waydown/Sporedome area, but towards
Szith Morcane/Maerimydraabsolutely.
Page 6, Overview:
Elventree misspelled Elventr
r
ee. Zern Xerkstil referred to as Zern Xerkstil
Zern
. Serenalla seems to refer to Serinia.
Page 6, Adventure Hooks:
...looking to make allies in the region to feed starving probably intended to
be ... looking to make allies in the region to feed
the
starving. ...find out why they facing the sun again
probably intended to be ...find out why they w
ould face the sun.
The end of the Order of the Gauntlet
paragraph is missing a period.
Page 6, Adventure Hooks:
(SUGGESTION)

Its easy to misread the In Need of Work hook. To be clear,


Elanil Elassidil doesnt meet with the party herself; the PCs just hear rumors about some elf bard looking to

hire adventurers, and that shes heading to Elventree. Elanils first proper introduction to the party comes
during Part 1, Unwelcome Visitors.
Page 7, Boxed Text:
...you come across a horse laying, unmoving on its side in the middle of the road
should read ...you come across a horse
that lays
unmoving on its side in the middle of the road. Also,
common should be capitalized.
Page 7, Boxed Text: (SUGGESTION)
Change ...black skin to pitchblack skin, to indicate that drow skin
color is not a human shade of black.
Page 8:
Eluas Lighthouse encounter seemed pointless to my players. If the group is travelling east
(assuming on Eluas Ride), they go north 20 miles out of their way to drink tea and eat half cakes? Then
backtrack another 20 miles south to Elventree? My suggestion is to skip this part of the module and go
directly to Elventree, have the faction leaders interrogate the Drow female, and then summon the PCs.
Page 8:
The line, With a successful DC 20 Intelligence (History) check, a character recognizes the name
Solom Ned'razak is probably meant to be ...
recalls
the name Solom Nedrazak. Its not a name anyone
has mentioned yet.
(SUGGESTION)Move this section to page 10.
Page 8: QUESTION
Whats a half cake?
Page 14:The two paragraphs under Development are identical to the first two paragraphs under Down
the River.
Page 16: QUESTION
XP Award says, ...treat peacefully with Huum, award each character 250 XP, but on
page 22 under NonCombat Awards it says, Treat peacefully with Huum 500 XP per Character. Anyone
know the correct amount?
Page 19:
The encounter scaling suggestions for the demon patrol and the group in H5 are slightly out of
order; the entries for very weak and weak parties appear to be swapped.
Page 20: QUESTION
Are drow elite warriors supposed to be drow veterans for the weak, strong, and
very strong parties?
Page 20: Suggestion: With very weak or weak parties, the Fire Giant may wipe them out (+11 to hit, 28
Damage, owwww!) If needed Solom could get free and help (Use Drow Mage stat block from MM page 128)
His web spell and Evard Black Tentacles can be of great help to the party (restraining the Fire Giant and
giving the PC advantage, of course a 5th level lightning bolt is good to wear him down as well)
Page 22:
The Combat Awards section is missing the entry for the Derro Savant (700 XP), Drow Elite Warrior
(1800 XP) and Glabrezu (5000 XP)

Pages 22:
The Combat Awards section lists an entry for a Barlgura, and there is a stat block on page 28, but
a Barlgura does not appear in the adventure.
Map.
Google
House Morcane maps
or
Szith Morcane Maps

DDEX0304 Its all in the Blood

Page 29: Secret Tunnel:


Change the secret tunnel to be 10 wide so that the giant the party captures can,
at least, be squeezed through Otherwise, the only way out will be through the Underdark tunnels and the
ensuing fights therein.
Is the DM Reward correct? Title page claims 8 hour adventure. Previous 8 hour modules doubled the DM
reward. (e.g. DDEX111 is tier 2 double length, so 2x400 DM XP and 2x10 DT)
Grabber Forth has two (2) concentration spells precast and has a third as part of his Time Stop cast. I
believe there is 3 total, this is not permitted by the rules.
There is a Greatsword +3 certificate for this adventure, but the weapon does not appear in the adventure.
Per the League Admins, it should be found in room O4 on pg. 28. (If you arent running the adventure in a
store, this is irrelevant.)

DDEX0305 Bane of the Tradeways

Cover page: This is a 2 hour adventure, not 4 hour.


Page 5: Adventure Background paragraph 3:
...led by a Red Plume
officer
named Reginald has taken a
group of backwoods farmers
captive

Page 6: Overview:
This adventure consists of
three
parts.
Page 7: Horses:

They
shy away
Page 8: Helping the Bandits:
...on the way to the
road
, Road is confusing since they are already on the
road. Ambush location would be clearer.
Page 8: Helping the Bandits:

The caravanll pass any second now!


This is misleading as the caravan chase
encounter occurs that night. There is a rush to get to the ambush location west of The Stop, which accounts
for the time loss. This is important as the Duergar suffer from sunlight sensitivity and do not meet during the
daylight.

Page 8: Treasure
: Riding horses are listed here as treasure (1 for each character). However they are NOT
listed under the end of game treasure where they should be. Remember to give a Riding Horse to each
character at the end of the scenario. Are we sure this is not temporary like weapons and armor that are no
longer usable after the adventure? They should also come with a saddle and bit and bridle (if permanent or
not, otherwise hard to ride).
Page 11: Before the Encounter:
...and are subject to the complication outcome from the previous
initiative turn. Omit this entry as the complications only occur at the end of each round.
Page 11: Running the Chase:
...allow
her
to catch up.
Page 12: Move Ahead:
Mounted riders can move ahead passing a DC10 Wisdom (Animal Handling) check. A
rider could add their Vehicles (Land) tool proficiency bonus if they managed to get control of a wagon.
Page 14: Guarding the Caravan Last sentence:
when the
bandits
enter the road.
Page 15: XP Award ?
It doesnt seem clear if I should award the players 50 xp for stopping the caravan and
an additional 50 xp for hearing the cries of captives. Under NonCombat Awards on page 21 it lists
Discovering the captives
or
Stopping the caravan. This lead me to think this was an error and only 50
total xp should be given per player, but it could be 100 xp total option for either situation.
Page 17: General Feature Cairns: Last sentence:
Omit as there is no darkenbeast in the adventure.
Page 19: The Duergar Arrive:
It might be worth noting that the Duergar arrive even if the caravan is
stopped early as they come looking for their new slaves.
Page 21: Combat Awards
Red Plume Patrol should be worth 200 xp each, not 100 xp as listed.
Page 23 & 25, (SUGGESTION)
Both Red Plume monster entries are underpowered for their CR 1 rating and
need either a higher defensive rating or higher damage output. I would suggest increasing their Strength to
17 and changing their ranged weapons to javelins at the very least.

DDEX0306 No Foolish Matter

DDEX0307 Herald of the Moon

QUESTION:
Is Serinia related to Seranolla or perhaps the same person? Having two gnomes who are nervous,
liking the quiet, affiliated with the Hall of the Unicorn, and with plants in their hair seems pretty specific.
Page 5:
The Crown Against the Scepter Wars lasted from 199 DR to 308 DR. The date given, 538 DR, is
incorrect. http://www.candlekeep.com/library/articles/timenetheril.htm
Page 9:
If following the Travel Pace rules on page 63 of the Basic Rules document, unless special mounts
are used, the party wont get there a couple days quicker. Assuming the horse rides at a gallop for the
allowed one hour every day, this shortens the total journey by 7/10 of a days travel (5d 4h to 4d 6h 24m).
Page 10:
Daily travel isnt based on walking speed. So the statement, The party travels at the pace of its
slowest member is irrelevant. The total journey, if traveling at a fast pace, will take 5 days 4 hours. Also,
if push themselves refers to the forced march rules then they are shown incorrectly. The DC for the CON
saving throw should be 10+1 for each hour past 8 hours. (Basic Rules p 63)
Page 13:
Again, basic rules are changed here. It says, "If
more
than half of the group succeeds on the check,
they can progress normally." On page 59 of Players Basic Rules v.3 it states, "If at
least
half the group
succeeds, the whole group succeeds."
Page 26: The potion found in the Drow encampment is not listed
Page 27: The Item: Says requires attunement by a certain class. The description of the same item in the
DMG does not require attunement by a certain class. Which is correct?
*This item requires attunement by a Ranger. Please write it on the cert. #AL_LC
(I have seen the physical cert for this and it also does not list the special class attunement). And, the
individual using it in the adventure is not part of that class

DDEX0308 The Malady of Elventree

ALL (Suggestion):
Several encounters in this adventure have scaling guidelines that add bonuses to a
creatures hit points, attack modifiers, and Armor Class. If your party level merits making those
adjustments, I recommend highlighting the affected attribute and writing the new value next to it so that
you dont overlook the changes during combat.
Page 13:
Using the new map from SCAG (and old maps), the distance from Elventree to Yulash is
approximately 165170 miles. If travelling at a medium pace for one days travel (24 miles / 8 hour) that
would take 7 days, not the two days it has written. In DDEX33 it talks of a location named the Waydown
being two days from Elventree and half a day from Hillsfar and does not mention Yulash. Since Elventree to
Hillsfar is 50 miles via Eluas Ride, I assumed the Waydown in 33 was close to Hillsfar. Did the editors not
check for consistency? Is the Waydown mentioned in 38 a different Waydown that is mentioned in 33? I can
see them being two different locations if keeping the distinctions between the Waydown River and the
Waydown were kept, but there are times when just the Waydown is used.
SUGGESTION:
Since the Waydown (sinkhole) has been covered up by the Red Plumes after 33 give the
PCs a better idea they are bypassing the sinkhole and going down the chimney in Yulash (ruins) to access the
Waydown River and note the increase in distance travelling from Elventree to Yulash.
Page 15:
The encounter scaling instructions are not clear for the Mind Flayer Chain Gang. For the Weak
Party and Strong Party scaling, remove all duergar and replace them with a drow elite warrior (Weak) or
second mind flayer (Strong).
Page 15 (Suggestion):
The encounter scaling described above requires changes to the narrative. If no
duergar are present for the combat then Galuum or the drow elite warrior (another slave) has just killed
them, and their bodies can be examined for clues.
Page 27:
The Umber Hulk stat block is missing its Mandibles attack:
Mandibles.

Melee Weapon Attack:

+8 to hit, reach 5 ft., one target.


Hit:
14 (2d8 + 5) slashing damage.

DDEX0309 The Waydown

Page 22 (Suggestion):
The encounter with Toad has scaling guidelines that modify its hit points and attack
modifiers. If your party level merits making those adjustments, I recommend highlighting the affected
attribute and writing the new value next to it so that you dont overlook the changes during combat.

Page 23:
The treasure for the twins should add up to 1000gp to match the Treasure Table. It is 20gp short.
Suggest changing the twins rings to 20gp each.
Page 33:
In the letter handout, the reward of 1,000gp should be 400gp to match the Treasure Table (and
the conclusion on page 23).

DDEX0310 Quelling the Horde

Page 3,
Adjusting the Adventure should state optimized for party of five
3rdlevel characters
to match
introduction (and difficulty)
Page 11,
If the regular goblin also has improved armor, it should only be 16, not 18 like the boss ??Are the
AC adjustments just for the goblins in this encounter or for all in the adventure??
Page 16 (Suggestion),
Mardivek Incubus encounter needs Adjusting the Encounter options. A CR 4
Infernal that does 32 average damage seems too powerful for lower level groups. Agrak has an adjustment
at CR 4, so it seems right for Mardivek to have one.
Page 18,
Treasure change silver rings to 10gp each so total treasure equals 250gp and matches treasure
table on page 19
Page 21,
Goblin Boss Javelin atk should be +2 and damage 3 (1d6) to match just released monster manual
errata
Page 25,
Agrak STR mod should be +2 instead of +4\2
Page 25,
Agrak Str save should be +4, Con +4, Int +3, Cha +5
Page 25,
Agrak skills should all be 1 lower
Page 25,
Agrak AC should be 20 (12 for studded, +2 shield, +3 Cha, +3 Dex)
Page 25, Agrak Fiendish Charm should be DC 13

DDEX0311 The Quest for Sporedome

Page 1
,
Original text: A tworhour Corrected text: A twohour

Page 10,
The Adjusting the Encounter sidebar for a very weak party says Remove 2 derro with 1 derro
savant; its not clear whether the DM should replace 2 derro with 1 savant (which actually raises the CR of
the encounter) or remove 2 derro and 1 savant.
Page 15,
The final section of the Conclusion was accidentally left out. Per Robert Adducci, add the
following text:

In exchange for
both
returning with the sprouts and returning the Sacred Seer to face justice, Sovereign
Agaricus gives the characters a large chest containing rare fungal unguents worth a total of 1000 gp and a
potion of diminution
. Finally, he gifts the characters with an unusual suit of
halfplate of poison resistance
that appears to be fashioned from plates of petrified giant mushrooms.
If the characters return the sprouts but allow the Sacred Seer to go free, Agaricus gives the characters
the fungal unguents but nothing else.
If the characters accomplish neither task, Agaricus rewards them with nothing but scornful thoughts.
Suggestion:
Since this adventure takes place after 0309 (The Waydown), the sinkhole mentioned in the
synopsis would be bricked off by the Red Plume Garrison. I suggest, for continuitys sake, having the PCs use
the chimney in Yulash that was used in 0308 (Malady).

DDEX0312 Hillsfar Reclaimed

Page 3 (Suggestion):
The adventure states that it is optimized for a party of five 1stlevel characters. This
should probably be five 3rdlevel characters, given the difficulty of some of the encounters.
Page 10 (Suggestion):
The adventure provides scrolls of disguise self to players for use, but only Bards,
Sorcerers and Wizards could use such an item. These should probably be potions instead. Potions of Disguise
Self do not exist, but neither does a Disguise Self spell that last 10 hours.
Also, if the characters believe that they will need to go unarmed or unarmored for the disguise self to work,
have Isthana suggest that they remain in armor and keep their weapons. They can wear padded clothing
over their weapons and armor if they are concerned about physical inspection and the illusion will take care
of the rest.
Page 19 (Suggestion):
The adventure suggests that the Red Plumes attack Thessaly if they see her use
draining kiss
. If the encounter scaling has you use the Fiendish Doppelganger stat block instead of the
Succubus, perhaps a critical hit or the first time she takes radiant damage temporarily breaks her disguise
instead.
Other:
The item certificate for the Eyes of Minute Seeing state that the item requires attunement. Per the
Dungeon Masters Guide, it does not.

DDEX0313 Writhing in the Dark

Page 12 (Suggestion):
The adjusting the encounter block does not include what should happen in a Strong
or Very Weak Party. Also, it gives incorrect statements (such as Theara appearing when shes already
there or decreasing the amount of nonexistent enemies). So I am giving my own edits for this. Beware
however, that this fight is deadly, especially for parties where Theara is still alive because of this I would
actually try and move the groups one step down (Strong > Normal) unless you feel like they are prepared to
take on such a battle.
Very Weak Party (With Theara):
Remove Theara, increase Rogue Thoughts HP to 87
Very Weak Party (Without Theara):
Remove the Githyanki Warrior
Weak Party (With Theara):
Remove the Githyanki Warrior, increase Thearas HP to 121
Weak Party (Without Theara):
Remove the Githyanki Warrior, increase Rogue Thoughts HP to 87
Strong Party (With Theara):
Increase Thearas HP to 97, Increase the Githyanki Warriors HP to 81
Strong Party (Without Theara):
Increase Rogue Thoughts HP to 87
Very Strong Party (With Theara):
Increase Thearas HP to 97, Add 3 Githyanki Warriors and increase their
HP to 81, increase Rogue Thoughts HP to 106
Very Strong Party (Without Theara):
Add three Githyanki Warriors
Stat Block Correction,
Githyanki Knight Stat block has a cut and paste error, Correct Rogue Thought innate spellcasting to The
githyankis innate spellcasting ability is Intelligence (spell DC 13 +5 to hit with spell attacks) Corrected
from CHR and DC 16

DDEX0314 Death on the Wall

Suggestion:
Players who have not played
DDEX312 Hillsfar Reclaimed
or any of the other tier 1 adventures
this season may be confused as to what is happening in this adventure. Suggest starting by describing the
problems with Hillsfar:

First Lord Torin Nomerthal kicked the nonhumans out of the city and is oppressing the nearby farms
and villages

Grazzts influence is spreading throughout the region and the factions suspect the demon lord has
agents in Hillsfar trying to influence Nomerthal

A resistance movement has sprung up to try to depose Nomerthal; the factions are assisting, and the
PCs are at the Stop to act as agents
Make sure they have the faction assignments from the first handout when the adventure starts.

Page 15,
The phrase While she does view herself as that champion should be While she
doesnt
view
herself as that champion.

Page 22,
The stat block for Battleguard Lorhana refers to Cassyt in the Spellcasting trait.

DDEX0315 Szith Morcane Unbound

Page ???:

DDEX0316 Assault on Maerimydra

Cover Page: states .adventure for 5th to 10th level, should be 11th to 16th
Page 6 Gathering Forces side bar typo .NOT allow the player more than ten five minutes.. suggested
change to five minutes

Elemental Evil Storyline Season 2

DDEN02 Princes of the Apocalypse

View suggestions and errata by


clicking this link

DDEX0201 City of Danger

Page 6, (SUGGESTION)
The adventure begins with the PCs being hired to work the Mistress Saj's party as
various positions. While that will work for many characters, it won't work for all. Characters with a Noble or
Acolyte background might be less inclined to figure out how their characters will "work a party."
Mistress Saj is trying to ingratiate herself with the Mulmaster nobility to acquire a title. Any PC nobles are
obviously connected (perhaps very distantly) to one of the 49 noble families of Mulmaster and therefore
have been invited to curry favor. Any PC acolytes could have been invited as part of a Temple contingent
power plays among Mulmaster's various religions will dictate that, once one temple sends some members to
a gala, the others must follow suit so that they can capitalize on any incidents and otherwise keep abreast
of their rivals.
Page 6, (SUGGESTION)
: Mention that Binnacy and her siblings have the surname of Kron in the first
paragraph.
Page 7,
The box text paragraph 2 begins, One of Mistress Saj's seamstressesa young woman called
Binnacya seamstress for Mistress Saj theres a redundancy in there.
All (SUGGESTION):
The first mission presumes that the PCs will engage with the guards first and when they
go down, Proskler summons reinforcements. In the first run, a highAC fighter engaged the guards while the
rest tried to blast away at the priest to stop him, and the adventure doesn't cover that possibilityhe
doesn't even have a stat block! I plotarmored him by saying that the whirlwind he was in made him heavily
obscured and kept people at least 10 feet away from him.
NOTE:
page 10 notes that the whirlwind protects
Proskler from all attacks.
Page 1314,
There is a typo in episode 2. The tavern in the mission is mentioned variously as the Black
Blade and Bloody Boar or the Leaning Boot. Recommend you change all references to the Leaning Boot,
since that fits the description of the location in the box text.
Page 15,
The Adjusting the Encounter sidebar reads for a weak party to remove two guards and a strong
party to remove one guard and add one thug. (SUGGESTION) replace the word guard with bandit.
Page 17,
The Adjusting the Encounter sidebar reads for a weak party to remove one thug and add two
guards. The XP table and Appendix list bandits, not guards.
(SUGGESTION) use bandits, rather than guards.
Page 28,
Equarz gives each player 100gp. Should be 100gp for the whole party.
Page 30,
The scenario says of the first puzzle pattern, This pattern is depicted in Player Handout 1 and DM
Handout 1; and of the second puzzle pattern, This pattern is depicted in Player Handout 2 and DM

Handout 2. There is only one handout, with both puzzles on it. In addition, the description of puzzle 1
corresponds to the one depicted on the handout as puzzle 2 and vice versa.
Page 30,
The patterns are referenced incorrectly in the handouts, as well as the description for Pattern 1,
which is opposite of what's printed. Outside is counterclockwise, inside is clockwise.

DDEX0202 Embers of Elmwood

Page 7:
First bullet point: No natural cause was found to be the cause of the destruction Phrasing is
awkward. Suggest No natural source
Page 78:
Two of the bullet points for information given by Zora Culkin are empty.
Page 8:
First bullet point: She was capable only of feverish, disjointed muttering was taken into custody
missing AND muttering AND was taken
Page 8:
Fifth bullet point: Zora Culkin believes that the priests generally much easier to convince. missing
ARE the priests ARE generally much easier
Page 9:
The Building, first paragraph: Piles of soiled bandages are in tidy bundleslikely waiting to be
taken away to be launderedare stacked neatly beside the door. Suggest Piles of soiled bandages in tidy
bundles, remove the first ARE.
Page 9:
bottom of first column: the guards know better than to disobey orders, even if asks them nicely.
Suggest even if ASKED nicely.
Page 9: bottom of first column: Luckily for the adventurers, however, the members of Mulmaster's City
Watch not particularly principled; suggest ARE not particularly principled.
Page 9:
top of second column: If they characters are there when they return, suggest If THE characters
are there
Page 9:
bottom of second column: The Ilmatari do have titles other than Brother or Sister. Confused. Do
they or do they NOT have titles other than?
Page 10:
Treasure and XP award section extra 25gp for not killing the guards is mentioned twice.
Page 11,
In the flavor text of Culkin Manor it describes it as being a three story building, but in the
description text of same the same building on page 12 it says twostory

Page 12,
The mansion itself is a rather large, twostory manor, perhaps 100 feet sideincluding the front
landing. Suggest 100 feet WIDE?
Page 15,
last paragraph refers to part 3 as Fire in the Underbelly, when the title on the next page is Fire
in the Chapterhouse.
Page 18, First bullet, second sentence.
Saving the manor seems to qualify PCs to double their initial
payment from Zora Culkin for saving Ravia and investigating events surrounding Elmwoods destruction (from
150 gp to 300 gp?). This is not reflected in the Treasure section in p. 19.
This is in addition, to the extra 100 gp provided by the Zora for defending the manor during the assault.

Page 23,
The CULT FANATIC is missing an important stat block. Its AC should be 13 (leather armor), HP
should be 33 (6d8 + 6) and Speed should be 30 ft. Its also missing stats like S/D/C/I/W/Ch at 6d8 HP, its
spell DC should be 13 or 14 instead of 11.
Page ??
, The chest with the journal can be broken, making noise, which alarms the cultists in the next
room. However, opening the end room doors sets off a cinematic regardless of the cultists being aware or
not.

DDEX0203 The Drowned Tower

Page 1
, On the opening title page, it states this is an adventure for 1st4th level characters. This is in fact a
Tier 2 adventure for 5th10th level characters.
Page 12
, At the top of the page, when describing a how to translate the passphrases, the text says: They
can be translated by anyone who speaks the language or with a suDC 15 Intelligence (Arcana or Religion)
check. Its clearly a typo, and they intended the word successful.
Page 16,
The boxed description for area 7 says The crumbling staircase leads down into another long hall.
The map shows only the staircase and no long hall. It also says Light streams from cracks in the wall to the
east. The map only shows an X between the stairs and the room. Suggested revision: The crumbling
staircase leads down ending in a makeshift door from which streams of light shows through the cracks.
Then add: After moving the door out of the way, you see to the front of A number of beds... This gives
proper continuity in the description.
Page 29
, The staircase on level 3 heading down to level 2 does not match in length. Suggestion: Shorten
the level 2 staircase to 20 feet.

All, (SUGGESTION)
The Drowned Tower was my favorite of the weekend. I would suggest going through the
latter half of the adventure and note which rooms in the tower have nothing going on, so they can be
skipped or handwaved away if time grows short. ("You pass several empty rooms as you make your way
through to the lower levels") The adventure gives some guidelines for dealing with parties that want to get
a short rest while in the tower: my party tried twice and drew a wandering encounter both times, which
caused me to skip some of the more interesting combats later in order to get back on schedule. I would
highlight the fact that time is of the essence once in the tower, perhaps by having periodic shifts and
tremors as the tower threatens to sink back into the mud. Of course, if they have really been beaten up
then you could just let them have the short rest.

DDEX0204 Mayhem in the Earthspur Mines

Encounter Scaling
, Some encounters do not scale by design. The official word is this: The big fights are
going to be the bulette, the gargoyles, the medusa and her mount, and the golems. Removing one of the
baddies should do the trick. The adventure is really well designed and should be pretty easy to spitball as
far as adjustments are concerned.
Fights/Length (SUGGESTION):
There is a LOT of combat in this adventure. There are 23 fights in Part One,
one fight in Part Two, up to 6 fights in Part Three, AND one last fight in Part Four! I had to handwave Part
Four entirely because we simply ran out of time. If PCs don't have magical weapons or highlevel spells then
the fights with the gargoyles just become a long slog, often with little payoff. If time is running short then I
would do away with groups of gargoyles once the slaves have been freed for the Harpers mission, or make it
easier for the PCs to awaken the guardians so they can deal with them. (I would keep the fight in the
Chamber of Falling Stones, though.)
Page 12 (SUGGESTION):
When the PCs are travelling to the mines, they spend several days getting there and
the adventure says to have them make a single Constitution check, with disadvantage if they weren't
prepared for cold weather. If they fail they get 1d4 levels of exhaustionand I rolled a 4, which means their
speed was halved, their maximum hit points was halved, and they got disadvantage on EVERYTHING. Then,
you throw them into combat! If you don't give the party a chance to prepare for cold weather and no one
has ways of eliminating exhaustion then I would strongly recommend making that 1d3 or even 1d2 levels of
exhaustion. I let my party squeeze a long rest in to remove that fourth level of exhaustion, which gave them
their maximum hit points back.
NOTE:
Page 13 of the adventure states that Lherzona can give exhausted
PCs a drink that dispels the effects of exhaustion.

DDEX0205 Flames of Kythorn

Kythorn;
Kythorn is the 6th month of the calendar in the Forgotten Realms. The summer solstice occurs on
Kythorn 20. This adventure takes place on the night of Kythorn 38th 1489 (or close to this year) (Months in
FG have 30 days, or 3 tendays)
Talos,
(TAAHLose) also known as The Storm Lord (and long ago as Kozah), was the Faernian greater deity
of storms and destruction.
More info.
All:
Change references to weeks to be tendays; the Forgotten Realms doesnt use weeks.
Page 8
, .at the start of this section => at the
end
of this section
Page 9. Super Secret Room.
In DDEX214 players learn of a impossible to find room protected by draconic
runes. If a player users detect magic in this room, its worth mentioning as an interesting easter egg. Tier 1
players have no chance of entering the passage or knowing how it works. Make it clear that its connected to
other Expeditions and that stuff like this is pretty darn cool.
Page 21:
The Treasure should list a
brooch of shielding
amongst Dorils possessions. (This is the brooch
featured in Andriks paintings; it is described on page 23).
Page 26:
Doril Cire should have a
brooch of shielding
amongst his possessions, which grants him immunity to
damage from the
magic missile
spell and resistance to force damage.
Page 20:
the Glassblowers Shrine is the shrine to Talos. The shrine is on the rocky, stormbattered shore
outside the walls. Those who would offer the Stormlord praise gift him with a piece of driftwood, adding to
a precarious towering pile that is set aflame at the end of every month. Climbing the precarious tower
before the flames or dancing closely around the teetering mass as flaming logs fall are common ways to
show ones faith.
Page 27,
intentionally blank (official)
Page 29,
..Over of the Wave and Wink. =>
Owner
of the Wave and Wink
Page 11,
..her jealous husband watches on. =>
his
jealous
wife
watches on.

DDEX0206 Breath of the Yellow Rose

All,
Mistress Astrid Saj from DDEX201 City of Danger is consistently mentioned in the adventure hooks as
Astriq.
Page 8, (SUGGESTION)
The text reads, "For every 5 full points gained in a Charisma (Persuasion) check, the
character is able to gain one rumor or piece of information." I would just make each a successful Charisma
check, and allow players to determine how they will find out information. Some of the bullet points seem
more like casual conversation pieces, and I would probably just drop them without a check while roleplaying
the NPCs.
Page 25,
When talking to the nobles in the training hall the text reads,
The
do not know where Ovon is.
Its a typo which is probably intended to say
they
.
Page 40
, the text reads Aya Glenmiir (EYEah GLENmeer). Female human but as established in
DDEX16, The Scroll Thief, Aya is a female elf.
Page 40,
The text reads "Guard Sgt. Hurn (HERN). Male human..." That should be "Male dwarf."
Page 40,
The text reads, "Risa Yegorovna (REEsuh YAYgoreOVEnuh). Female human daughter of Blade
Yegorovna..." The name is previously spelled "Riasa" on page 6, 9, 10, 14, 16, and 17.
Page 40,
"Zor Garwyl Gos," "Zora Ayre Affaparov," and "Zora Rosealine Culkin" are incorrectly alphabetized.
Page 40,
The text reads, "Stefan Rowick & Rahaiel Kakulska (STEFahn & RAhighel KAHkoolskuh).
Pampered daughters of successful guild artisans found in the Wicked Tart with Rahiels tressym The Good
King Snugglewumps." The second instance of "Rahaiel" is mispelled.
ALL,
Rahaiel Kalkulska's last name is variously spelled "Kalkulska" and "Kakulska."
All (SUGGESTION)
: This module is frontloaded with role playing and investigation. The one fight in the first
half only functions to mix things up a little. It does nothing to expedite the storyline, other than
foreshadowing the elemental leanings of the opposition. It can be cut if time is a problem. A chatty party
can very easily consume three hours before even getting into the manor. Be very careful about time
management. Ive seen it run, and run it once, and it didnt fit in 4 hours either time.

DDEX0207 Bounty in the Bog

All:
Change references to weeks to be tendays; the Forgotten Realms doesnt use weeks.
Page 1:
The adventure is incorrectly listed as an being for characters of level 510; its for characters of
level 14.
Page 3: The adventure lists an APL of 3, but the XP rewards (minimum of 450 XP and maximum of 600 XP)
are equivalent to an adventure with an APL of 2. [Per Robert Adducci, the APL is correct and the XP rewards
should be a minimum of 900 XP and a maximum of 1,200 XP.]
Page 7, Hearing the Offer
The third bullet point references a strange fog preceding the bandit attacks. The bandits dont have the
ability to create fog, and it never comes up again.
The fourth bullet point mentions that the bandits only take coins, gems, and food, but there are stolen
trade goods in the Bandits Camp (page 10), right hand column bullet point four.
Page 1011, The Bandits Camp
The Hothin Mercantile crates dont make sense if the bandits arent stealing trade goods, as Captain
Holke claimed (page 7). Theyre also not on the Treasure list on page 11.
Page
12:

The adventure refers to a Constitution (Endurance) check, but there is no such thing. This should
probably be a Constitution saving throw instead.
Page 15
: The third paragraph mentions Adera making a sneak attack with her hand crossbow. Neither the
Scout (page 21) nor the Spy (page 23) are equipped with hand crossbows.
Page 15 (SUGGESTION)
: In the boxed text and under General Features: Light, it mentions that the cavern is
illuminated by several dozen sunrods. Since sunrods are not in the Players Handbook nor described in the
adventure, theres no reason why a new player would know what a sunrod is. Recommend changing them to
torches.
Page 15 (SUGGESTION)
: Note that if the Intellect Devourer successfully uses the Body Thief ability on a
PC, that PC cannot be raised from the dead by faction charity. (Raise Dead doesnt work if the body is
missing vital organs.) This is surprisingly nasty for a Tier 1 adventure. Recommend that the Devourer not use
its Body Thief ability.
Page 16 (SUGGESTION)
: The third bullet point notes that a cultist died from touching the stone.
Recommend letting the PCs find a shallow grave elsewhere in the cavern with the cultists body.

Page 18:
The list of XP combat awards has a Cult Fanatic, but there is no cult fanatic in the adventure.
Page 18,
Treasure Awards:
Add a line: Anghara reward if Dayra lived 50 gp.
Page 18,
Bag of Amethysts 100 gp should be replaced by Hothin Mercantile trade goods 100 gp
Aderra is reported as wearing a bracelet containing moonstones, not amethysts.

Page 18,
Treasure: Add to the list of items:
Insect Repellent Paste
A jar contains three doses. As an action, a creature can apply the salve which lasts for 2 hours.
Lizardfolk Fetish
This small crafted object, if displayed openly, marks the bearer as one welcomed by lizardfolk of the
Moonsea region.
Page 19:
The list of spells for the Bandit Mages spellbook has
shocking grasp
listed as a 1stlevel spell, but
shocking grasp
is a cantrip. It does not list
shield
, which the Bandit Mage has prepared.
Page 20:
The stat block for the Bandit Mage lists an Armor Class of 15 when
mage armor
is cast, but
mage
armor
is not in the Mages list of available spells.

DDEX0208 Foulness Beneath Mulmaster

Page 2:
Under Introduction, the adventure is incorrectly named Eye of the Tempest, and the level
range is incorrectly given as three to seven 5th10th level characters, and optimized for five 6thlevel
characters. It should be three to seven 1st4th level characters, as noted on Page 1, and optimized for
five 3rdlevel characters, as noted on Page 3.
Page 7: Xols body is described as having two visible wounds: a crossbow bolt with black fletching protrudes
from one of them. I have yet to have discover a later foe that is carrying a crossbow. Presumably the
second wound is from the javelin. The only possible attacker, based on the stat block list of weapons, is
Florio. Interesting.
Page 13:
The antechambers layout between the barricade and the outer vault are unclear, recommend
running them linearly. Camp > Barricade > A > B > C > D > Inner Tomb

Page 17:
The DC for the dexterity saving throw to avoid dropping the Rod of the Pact Keeper is listed as DC
10 in the adventure, but DC 5 on the certificate. [Per Robert Adducci, the DC on the certificate should be
used.]
Page 18:
There is a stat block for a Crushing Wave Priest, a Thug, and a Guard, but none of these appear in
the adventure.

DDEX0209 Eye of the Tempest

Page 16:
The encounter scaling for Encounter 3a: Wandering Giants suggests replacing winter wolves with
dire wolves, but there is no stat block or XP listing for dire wolves in the adventure.
Page 18:
The adventure refers to a Master of the Gate as female, and a Master of the Door as male.
Father Hern is referred to later as Brother Hern, The Doorkeeper on page 27 and Father Hern, Master of
Gates on page 29.
Page 2021:
The Dancing Orc has three guards that can potentially intervene in the fight with the bugbears,
but there is no stat block for guards in the adventure.
Page 25:
The adventure refers to some jars of wildlife repellant, but they are never mentioned again and
are not listed in the Rewards section at the end.
Page 31 (SUGGESTION):
The adventure lists a Father Hern and a Brother Xern. (Page 27 also lists a Brother
Hern thats most likely an error, and theres also Zern Xerstil, the Order of the Gauntlet contact at the
beginning of the adventure.) Unless its significant to the plot, can we try to avoid similarsounding names
for NPCs, especially when one is a bad guy and the other is not? Page 66
Page 32:
The adventure refers to a Constitution (Endurance) check, but there is no such thing. This should
probably be a Constitution saving throw instead.
Page 40:
The adventure refers to a Constitution (Endurance) check, but there is no such thing. This should
probably be a Constitution saving throw instead.
Page 41:
The adventure states he offers them each a potion of protection from energy (lightning) but
cautions it only lasts 1; this should probably be
potion of lightning resistance
(
potions of resistance
are
mentioned on page 47) but its not clear what only lasts 1 means; both
potions of resistance
and the
protection from energy
spell last 1 hour.
Page 42:
The adventure mentions a falling net trap and describes how it may be triggered but doesnt
actually say what the net trap does. (DMG p.122 describes a falling net trap.)

Pages 45:
The encounter states that the grenadiers balloon packs are damaged and not recoverable but the
Treasure section says they are recoverable but must be recharged. (Page 47 also states that the balloon
packs are recoverable but must be recharged.) They are not listed in the Rewards section at the end.
Page 46:
There are multiple references to The Bloodwind; Bloodwind (a skyweaver) is the NPCs name.
Page 47:
The adventure states "If [the party] used all the
potions of resistance,he grants them one each"; it
implies that the party can keep the potions but theyre not listed in the Rewards section at the end.
Page 48: The Combat Awards section lists an XP reward for a Steam Mephit, and a stat block for the Steam
Mephit is on page 59, but Steam Mephits do not appear in the adventure.

DDEX0210 Cloaks and Shadows

All (SUGGESTION):
Several references are made to guards using crossbows against the party, but the Guard
stat block in the adventure does not have a crossbow listed. The following attack option matches the
Guards stats:
Light Crossbow.
Ranged Weapon Attack:

+3 to hit, range 80/320 ft., one target. Hit: 5 (1d8


+ 1) piercing damage.
Page 6:
The adventure suggests circling the names of PCs that have completed DDEX 26 (Breath of the
Yellow Rose) or DDEX29 (Eye of the Tempest). DDEX29 is for PCs of 5th10th level; PCs who completed Eye
of the Tempest cant take part in this adventure.
Page 6: Zel Tregarthen.
There are multiple Senior Cloaks.
Page 7: Enforce surprise.
This encounter relies heavily on the players being surprised. If a player has the
ability to never be surprised make sure to keep them away from being able to do anything significant.
Suggestion: keep them prone to reduce movement by half or have them disarm their weapon/focus to
reduce interruption.
Page 8: Dim mechanically works as dark.
The description of the braziers says that attack rolls in dim light
should have disadvantage unless the character can see in the dark. According to the rules, dim light does not
impose a penalty on attack rolls; darkness does. The intention is that the light is so dim its practically
darkness.
Page 10: Wave and Wink.
Players who played Flames of Kythorn (205 Tier 1) Might recognize the Wave
and Wink. Managed by Urdun Brizik who is away taking some personal time (due to events of 205). Make
note that the Wave and Wink has recently been repaired.

Page 11: Statue of YanCBin.


View a photo of the prince
here
. YanCBin commonly appears to his
followers as a tall, thin, elderly humanoid with long hair flowing in the wind. His true form is akin to a
tornado
Page 12: Spellbook.
Drakewells spellbook lists cantrips:
mage hand
,
light
, and
message
; spellbooks cant
have cantrips in them. The spellbook is not listed with the treasure at the end of the adventure.
Page 13:
The Adjusting the Encounter section here appears to be a copyandpaste of the one on page 9.
The encounter on this page has both guards and mastiffs; having the scaling notes suggest adding/removing
either guards or mastiffs makes it difficult to balance.
Page 19:
The scaling notes for the Tailing the Carriage encounter state that the Very Weak party should
face a single Cult Assassin, but that he has full hit points. Nothing in the encounter suggests that any of the
Cult Assassins are wounded or are otherwise missing hit points.
Page 23:
Sergeant Kalugin is erroneously referred to as Captain Kalugin.
Page 26:
The average damage for Sergeant Kalugins Light Crossbow should be 5, not 7.
Page 27:
The Cloak of Mulmasters Dagger attack should be +4 to hit, not +5. Its Arcana and History Scores
should be +5, not +6.
Page 28:
The average damage for the Cult Assassins Shortsword should be 6, not 5.
Page 28 (NOTE):
The Bodyguards Multiattack says that the Bodyguard can make two attacks with hand
crossbows if both are being wielded. The description of Ammunition property in the PHB and Basic Rules
state that you need one hand free to load a onehanded weapon. Its assumed the Bodyguards have the
equivalent of the Crossbow Expert feat.
Page 29:
Zor Drejkovs stat block lists the Scimitar as doing piercing damage when it should be doing
slashing damage; his Perception modifier should be +4, not +5; and his passive Perception should be 14, not
10.
Page 29:
Although Little Wings stat block mentions that he is a 5thlevel spellcaster, and further mentions
that he has 2 slots to cast the listed spells, it does not specify the actual level(s) associated with these slots.
Suggestion: Treat both of of these slots as 3rd Level spell slots (similar to a 5thlevel Warlock spellcaster),
as that seems the mostly likely intent. (He has the Spellcasting class feature, so hes not limited to casting
these spells at their lowest level).

DDEX0211 Oubliette of Fort Iron

Page 2:
The title of the adventure is listed as Cloaks and Shadows.
Page 13 (SUGGESTION)
: Deep gnomes and drow have darkvision to 120 feet,
goggles of night
will extend a
creature's darkvision by 60 feet, and a Warlock's
devil's sight
can see in all darkness to a distance of 120
feet. If the party has none of these, players will have be creative in order to see to the far side of the
chamber. Leleanor could add a bullseye lantern to the equipment pack, or suggest that the party purchases
one before setting out.
Page 15 (SUGGESTION):
According to the monster stat blocks, neither specters nor shadows can speak. One
solution is to have Malus Blackiron silently mouth his words, and allow the PCs to read his lips and his body
language.

DDEX0212 Dark Rites at Fort Dalton

All:
There are no maps in this adventure. Found a map that shows the location of Fort Dalton, here:
http://robmweb.com/images/moonsea/MoonseaHexMapLarge.jpg.
All:
All of the Adjusting the Encounter sidebars read If the party fights the Hawks .instead of the
appropriate creatures.
Page 9:
In the sidebar Encounters in the Ruins, the instruction to run only one combat encounter is not
clear. Is it saying to only run one combat encounter in the section titled Inside the Ruins (p. 10), or to
only run one combat encounter in all of Part 1 (Exploring Fort Dalton)? I suspect the instruction is meant
to apply to all of Part I.
Page 12:
The description for the Ritual Pool encounter states that the cultists are wielding tridents, but the
Cultist stat block lists a scimitar attack.
Page 12:
Typo in the text box for the Ritual Pool encounter, paragraph 3: stands waste deep should
be stands waist deep.
Page 13 (SUGGESTION):
The adventure states that Karsev casts
expeditious retreat
on himself and escapes
into the maelstrom if he drops to 10 hit points or less, but Karsev doesnt have the spell prepared in his stat
block. Suggest that he could use the Crushing Wave pendant described on page 14 to teleport into the node
instead.

Page 13 (SUGGESTION):
In the Ritual Pool encounter, the text reads that Musanna and her elves take a
few losses. Since there are only two aquatic elves with Musanna (p. 11, Aquatic Allies), this encounter,
as written, leaves only Musanna herself alive. Consider allowing Musanna to retrieve additional allies before
this fight, which could allow the characters to explore another quest area.
Page 15:
Musannas name is spelled Musarra all throughout this page.
Page 15:
The adventure states that Karsev uses his remaining 1stlevel spell slots to cast
cure wounds
on
himself, but Karsev doesnt have the spell prepared in his stat block.
Page 16:
The Cultist is missing from Combat Awards section.
Page 17:
Performing Sacred Rights should be Performing Sacred Rites.
Page 18:
The downtime award and DM Rewards are equivalent to a fourhour adventure, and double that of
Oubliette at Fort Iron: 10 downtime days for players, and 200 XP, 100 gp, and 10 downtime days for the DM.
Per the AL staff, this is an error; players should earn 5 downtime days, and the DM rewards should be 100
XP, 50 gp, and 5 downtime days.
Page 20:
Karsev the Drowners Hand Fork attack should deal 5 (1d6 + 2) piercing damage, not 6 (1d6 + 4)
piercing damage.
Page 21:
Musanna should have Medicine +4 and Persuasion +3 instead of Medicine +6 and Persuasion +2.
Musanna is described as an aquatic elf (p. 11, Aquatic Allies), and so should also have a Swim speed of 30
ft.

DDEX0213 The Howling Void

Cover:
The adventure is incorrectly listed as an eighthour adventure.
Page 1: INTRODUCTION;
change Eye of the Tempest in the first paragraph to The Howling Void
Page 8:
Part 1, 7th para
;
Change the rooms do not reveal any additional roomsto the rooms do not
reveal any additional clues.
Page 8:
Hospital, 3rd line; change fine to find.
Page 9
: Roleplaying Sister Talia sidebar, 2nd para last line; Change ore to more.
Page
9 :

Delete (Endurance) from references to Constitution (Endurance) saving throws.

Page 24:
Disabling the Bells, 4th para, 2nd line; add any between but and time.
Page 24: Disabling the Bells, 5th para; Add after last sentence An Average party must disable 3 bells.
Page 29:
The adventure lists an APL of 8, but the XP rewards (minimum of 3,000 XP and maximum of 5,000
XP) are equivalent to an adventure with an APL of 6. Per the AL staff, this is an error; PC should earn a
minimum of 4,500 XP and maximum of 6,000 XP
Page 31
: Add the number 1 to the title so it reads Appendix 1: Monster/NPC Statistics .
Page 34:
The Aarakocras ability score titles are offcenter; they should be:
STR
10 (+0);
DEX
14 (+2);
CON
10 (+0);
INT
11 (+0);
WIS
12 (+1);
CHA
11 (+0)
Page 36:
Stormgales Spellcaster traits are DC 17 and +7 to hit; they should be DC 16 and +8 to hit
(proficiency bonus of +3)
Page 36:
Stormgales Dagger attack should do 4 (1d4 + 2) slashing damage instead of 5 (1d4 + 3) slashing
damage.
Page 39
: Add the number 3 to title so it reads Appendix 3: Cultist Movement Tracking Sheet
Page 40: Add the number 4 to the title so it reads Appendix 4: Storm Gate Accomplishments
Page 42
: Change ...asked you two questions: to ...asked you three questions:

DDEX0214 The Sword of Selfaril

Page 6: Enclave Special mission:


The special mission for the Emerald Enclave is labeled as a faction
assignment.
Page 8: Treasure of Bandits with Badges:
The purple wood spell book is likely from quivering forest...
Page 8. Reinforcements for Bandits with Badges:
If players fail their DC 15 Persuasion check, as the text
states, they are captured and thrown into the dungeons of the Hawks. If you read carefully, it states that
Rastol Shan approaches the party whether or not they are apprehended. They are not killed
Page 8: Rastol Shan.
There can be multiple Senior Cloaks.
Page 9. Asking for more money.
The DC changes from 20 (p8) to 15 (p9). Recommend to use DC15.

Page 11:
The adventure states that Rastol Shan can open the storeroom door for the party, but hes not
actually present.
(SUGGESTION)
Since the Wave and Wink is centuries old, it makes sense to replace Rastol
with Selfaril.
Page 11: (SUGGESTION)
Use the map for the Wave and Wink from DDEX205 if you have the time. The
owners are Urden and Kata Brizik (halfelves). There has also been recent sign of repair (fire damage) at the
end of Kythron (a couple months ago).
Page 11. Time Saver.
For the interest of time, might be best to auto teleport players into room B and
paraphrase what happens on the way there.
Page 11.
Checks are marked as Strength and Dexterity. They are meant to read as Strength (Athletics) and
Dexterity (Thieve's Tools).
If every character fails their checks to get through the arcane sealed door, the characters can simply try
again, but feel free to introduce complications such as a tavern worker going downstairs to investigate, or
denying the opportunity to pick up the Luiren Rivengut cask.
Page 12. SUGGESTION
The cask is not completely unwieldy. Maybe cost a player to use one of their hands.
Page 12.
There is no description of room C. But it is located South of the Entry Hall (B) on the map.
Page 12. Trip Wire.
Passive Perception requires a DC20 (15+5 due to Disadvantage )
Page 12. Suggestion.
To add greater challenge for the troll encounter (for a strong or very strong party),
consider having one troll be foraging in the long tunnel leading to the Respite. The second approaches from
room C, as written. This would require a party to defend two fronts of attack.
As written, given the 10 ft wide corridor, the trolls Large size and their 5 foot reach attacks stretch
disbelief if both are had attacking the partys rear. It seems more likely that only a single troll could
attack the party at once.
Alternatively, a second secret door at the end of a passageway could enable the second troll to pop out
ahead of the party and attack. How could a second door not enhance the Respite as a piece of clandestine
real estate?
Page 13. Sound in E.
(SUGGESTION) Include the sound of the svirfneblin fighting the otyugh after the 2nd
round of combat coming from the Ordure Pit.
Page 13:
The description of the Emerald Enclave special mission states that Emerald Enclave members must
be present in order to offer the mission. Per the Players Guide, the special mission should only be offered if
there are members who are Rank 2 or higher.

(SUGGESTION)
There is also no DC for Plod and his men to be convinced. Try DC17 due to Selfarils
grumbles. Nor is the DC to find the shield without Plods help. Likely no DC but risk of disease.
Plod only gives the potion when recruited. Its not clear, but I think they can still be recruited even without
a EE player.
Page 13:
The description of the Wall of Teeth in the sidebar suggests that it is a special shield found in the
Dungeon Masters Guide
; it is a regular
+2 shield
with the Wicked minor property from page 143 of the
Dungeon Masters Guide
.
Page 13.
Treasure. Magic Shield and Potion of Healing are not in bold.
Page 15: (SUGGESTION)
if the characters have played in DEX215 The Black Heart of Vengeance, they may
have fought and killed Wylan Burrall, suggest changing name of the high priest of Tymora (but still aligned
with the cult of the Black Earth) of course he denies it if asked only wanting the heal any wounds caused by
Wylan
(SUGGESTION)
City Watch only looking for 50gb for a bribe? Considering this is Tier 2 and what you are
asking, I feel 500gp would make more sense.
Page 16: (SUGGESTION)
Short on time? Skip the Mulmaster Beholder Corps. (SUGGESTION) Do everything you
can to make sure the PCs have time to visit the Mulmaster Beholder Corps. Its one of the best roleplaying
encounters in the Adventurers League so far. Instead, narrate through the recruitment of some of the other
groups, stating their demands and seeing whether the PCs agree to them or not.
Page 18:
The intention is that players go through a series of auto events and do not actually enter combat.
That is why the adventure states that a large number of Guards are present but no Guard stat block is
provided. However, if you like, the Guard stat block is found on page 347 of the
Monster Manual
or page 54
of the
Dungeon Masters Basic Rules
PDF.
Page 20:
The description of the Zhentarim special mission states that Zhentarim members must be present
in order to offer the mission. Per the Players Guide, the special mission should only be offered if there are
members who are Rank 2 or higher.
Page 22:
The Morcant Burl spellbook lists four cantrips:
frostbite
,
light
,
prestidigitation
, and
thunderclap
;
spellbooks cannot contain cantrips.
Page 24:
The Mages Quarterstaff attack should be +2 to hit instead of +5; Quarterstaff is misspelled.

DDEX0215 Black Heart of Vengeance

ALL:
All references to High Blade Jaseen Drakehorn appearing in the adventure should be changed to
Rending Talon Groshin Lor.
Page 7 (SUGGESTION):
If the party encounters a patrol in the Tower, the adventure suggests replacing the
Veterans weapons with halberds. Since the Veterans Multiattack allows them to make three melee attacks
if they wield their usual weaponslongsword and shortswordDMs may consider letting them have a third
melee attack with the halberds, especially if the party is higher level.
Page 19:
The adventure states that there are gargoyles in Area 4, but gargoyles do not appear in the
adventure.
Page 21:
The adventure lists a Black Earth Priest but no stat block is provided. The stat block can be found
on pg 196 of
Princes of the Apocalypse
or page 48 of the
Princes of the Apocalypse
Encounters PDF. Those
also have the descriptions for the unique spells in the Priests stat block.
Page 22: (SUGGESTION) the box text first paragraph ends with A number of narrow chasms. add are
spread throughout the chamber
Page 23: (SUGGESTION) The dagger used by Aleyd to stab Cassyt is coated with Purple Worm Poison, dealing
42 points of damage on a failed DC 19 Constitution save plus 1d4 +2 piercing damage is more than enough to
exceed Cassyts 33 HP. Aleyd had only the one poisoned blade and in her feelings of betrayal, she used it on
her former friend. So Tragic.
Page 25:
The Combat Awards lists entries for a gargoyle and a galeb duhr, but neither creature appear in
the adventure
Page 27:
The Mages Quarterstaff attack should be +2 to hit instead of +5; Quarterstaff is misspelled.
Page 32 (SUGGESTION):No stat block is given for the Rending Talon. Use the Assassin from the
Monster
Manual
page 343, but it should not be needed.

DDEX0216 Boltsmelters Book

Suggestion: Pacing.
If playing directly as the adventure is written the players can end up either having no
combat before Part 3 or several. As with all Expeditions, use your discretion on what you keep and remove
prioritizing the player experience (fun!) and time. To do this here are some suggestions.

Have Boltsmelter secretly have the codex if the players fail to retrieve it. Reveal this after the
interview with Aleksei to skip the Grotto fight. Say it was in the heel of his boot or deep in his beard.

Roll behind a screen during the chase to make sure the players escape with the codex when the
moment is most dramatic. This can avoid the potential skirmish after the chase.
Page 13:
Vlada is referred to both as male and female. She is a female.
Page 15:
Lists two scouts but only provides one name (Bredna mac Hilda).
Pages 18 and 20:
The Elemental Codex contains 1st through 4thlevel spells that can be copied into a
wizards spellbook. According to the errata for the
Players Handbook
, wizards cannot copy a spell into their
spellbook unless they can cast spells of that level. Since PCs cant be higher than level 4 for this adventure,
the 3rd and 4thlevel
spellsintheCodexareirrelevant
.
Page 23 and 24:There is a stat block for a Water Elemental and a partial stat block for what appears to be
a Mud Mephit; neither creature appear in the adventure.
Page 27:Murssvayas alignment is misspelled.

DDEP02 Mulmaster Undone

Tyranny of Dragons Storyline Season 1

DDEN0101 Hoard of the Dragon Queen

DDEN102 Rise of Tiamat

Milestones.
This adventure relies heavily on milestones which is not supported by Adventurers League. View
the FAQ for more on this:
link here
.
Here is a list of all XP and encounters earned
here
.
Page 89:
The Dragonsoul's Shortsword attack should deal 7 (1d6 + 4) piercing damage.

DDEP01 Corruption in Kryptgarden

DDEX0101 Defiance in Phlan

All:
The Very Weak/Weak/etc table in the boilerplate text says APL less than.../equivalent/greater
than but does not provide a number to compare to the APL. The APL is for 5 level 2 players.
Page 18,
The description of the passage states that it curves to the left, but the map shows the passage
curving to the right.
Page 19,
The description of the teleportation circle states that there is a thick metal rod with sigils in the
center of the circle; there are no further references to the rod, or what it does.
(SUGGESTION) As realized in other Expeditions, standing in the circle and touching the rod with a free action
is how the teleportation circle works.
Page 23,
DC 10 is given as the difficulty of ALL skill and ability checks. Two checks are later referenced as
DC 15. This may be an instruction to an editor or fellow designer that was left in.
Page 23,
Italic text starts part of the way through detect magic. This error is repeated for each use of the
word throughout.
Page 24,
The belt pouch is said to radiate magic, yet the type of aura is not given, and could reasonably be
of several types.
Page 26,
The treasure awards for Mission 4 list a small tourmaline gem that is not present in the mission;
its a copy/paste error from Mission 3.
Page 26,
The properties and mechanics of keeping the tooth, other than the vulnerability are undefined.
Apparently, despite being listed as a magic item, it is not actually one.
Mission 4,
Nobody in this mission has stats, yet combat xp is called for.
Mission 4,
Connection to DDEX108 Tales Trees Tell: Inhabitants are not allowed into the forest unless with
special permission. Make sure to make that clear to players.
Page 28,
The text describes the madman as using the Cultist stat block, but no stat block is provided and
there is no XP entry for the madman on page 29.
Page 28,
The description of the funhouse describes a single large obelisk in the middle of the room, but
there are four obelisks on the map.

DDEX0102 Secrets of Sokol Keep

Page 4
, mentions Spell Casting Services. For the parts of the adventurer that are not near a temple,
Services can not be obtained.
Page 5
,
Adventure Background, second paragraph, first sentence
: In the decades that the keep was an
abandoned ruin, there certainly has been ample
of
time for adventurers to scour the island.
Page 7
, Blocked text, last sentence reads At this time of the day the there are.... probably should read
At this time of the day there are...
Page 9
, First column, section Rumors, first bullet under
Keria and Aravele,
last sentence in the first
bullet,Hes spends his.... should read He spends his
Page 10
, First column,
Black Fist Guardpost
, first sentence. ...a brooding male dwarf in a Black Fist
uniform is more than happy. should read ...a brooding male dwarf in a Black Fist uniform who is more
than happy
Page 11
, The listed swim speed (410 hours is way too slow. Suggest moving the island out to about 3 miles
to 300 feet, i.e. the distance of one full lap of an Olympic pool) is away. The current map of Phlan shows
Thorn Island to be within 300 ft of the docks. I suggest changing
hours to minutes.
Page 18
, The description of the 3foot hole in room 4 does not make it clear where the other end is. The
map suggests that it is in room 7, but the description of room 6 on page 19 implies that the other end of the
hole is in that room.
Page 19
, The description of the skeletons says that they fire at the PCs from range, but the provided stat
block does not have stats for a ranged weapon. (The Skeleton entry in the Monster Manual has stats for a
shortbow.)

DDEX0103 Shadows over the Moonsea

Page 5:
the Audacity and its captain
Page 5:
the devils carried the pirates into infernal slavery, just as pirates have made slaves of the fisher
folk.
Page 5:
While those follow Severin seek a new way
Page 5:
Given a ship and a few men and tribe of kobolds
Page 6:
The fourth attack on the unnamed village that the madman, Yip, lived in. (fragment. Also: you
cant think of a name? Players asked repeatedly. I named it West Cliff.)

Page 8:
I have seen to the mans care for since last night.
Page 9:
human woman wearing the uniform of a Black Knight. Pretty sure this is supposed to be Black
Fist.
Page 9:
notes that the attacks correspond roughly changes in the phase of the moon.
Page 10:
so far the strikes match the nights when the there was a change in the phase of the moon.
Page 10:
willing to negotiate down to 1 sp if they adventurers try.
Page 10:
the bones were kobolds gathered from random corpses (The bones are previously described as
adult human. I think this means were ones the kobolds gathered.
Page 10:
something more infernal to these rumors of undead than other might believe.
Page 10:
destroy any undead or fiends encountered in course of their duties.
Page
Page
Page
Page
Page
Page

12:
Recently he has seen a lot of raided villages and home.
12:
He avoided going into the ruined villages, not knowing if there are raiders about.
12:
The man had seen something that has made him lose his mind
13:
A stiff wind than smells of rain
13:
so while the sky if overcast. Treat the area as bright light.
13
: Boatman box text: salt encrusted coat Delete salt, the Moonsea is fresh water.

Page 15:
Use the commoner statistics at the end of this Part if should you need stats for Elisande.
Page 16:
a collection of folk tales and superstations.
Page 16:
fishing boats have been drug
Page
Page
Page
Page
Page
Page

17:
leaving only small area where one wall
17:
will bring the horror closes to home.
17:
check is needed determine that he is playacting
18:
All are reek of fish
18:
and speak in piercing, voices that pierce
18:
There can be found there at all hours of the day.

Page 19:
The fivefootwide rough cave moves up and towards the center (Players are intrigued by
walking cave.)
Page 20:
In the center of a large room is a roughly rectangular block of stone, blotches of rust colored
stains dripped from its center.
Page 20:
+2 for a gift of coins or items totally at least 20 gp.
Page 21:
the village is not very defendable as it is now, not ever built to withstand an attack.
Page 23:
In both cases when they enemies make themselves known

Page 23:
As an action, they may, this flask can be thrown up to 20 feet
Page 24:
fluttering red cloth over them to make the obvious.
Page 24:
There were to gather up all the books
Page 27,
The gp value of 500 sp and 500 ep is incorrect; the value is either 300 gp, or the 500 ep should be
500 cp. It also does not match the listed value of Ixas hoard on page 26, which is 500 sp, 500 ep, and 75 gp.
Page 29,
The stat blocks for Captain Reeve Sar Testain and his pirates (bandits) should have the resistances
and immunities from page 25 included. Most DMs overlook those resistances in the adventure text.

DDEX0104 Dues for the Dead

Page 4,
mentions Spell Casting Services. Players need to leave the tombs to get Services. Which means going
up those steps up climbing out of the Sun Room.

Page 8,
the description of Cassyt in the callout box lists a skill of Medicine +3, but her stat block on page 21
lists Medicine +4.
Page 8,
Cassyt knows as much of the history of the catacombs as you want
him or
her to tell the
characters. Cassyt was previously described as female.
Page 12,
Room 12 is supposed to have a trap but none is given. Here is one that was created by a user
Tyranthraxus
Trap:
Hidden in the rubble of the floor are strings and boards that connect to the piles of dirt. A Perception
contest reveals their significance. (+3 Stealth for the trap vs. Passive Perception of characters) If the PCs
suspect something is up with the dirt piles, they can make a DC 15 investigation check to actively discover
the trap. If the checks fail or if the PCs enter the rubble to get close to the piles, the trap is triggered.
If the PCs do notice the trap then they can identify that the rubble is rigged to trigger disturbing the dirt
piles. A DC10 Arcana check reveals that disturbing the piles triggers a Magic Mouth spell cast on the ceiling.
A DC13 Acrobatics check is required to negotiate the length of the room without disturbing the piles. If any
check is failed, the trap triggers and a booming voice that echoes throughout the chamber the warning of,
"Leave now or walk these halls forever!" This reverberation in turn triggers a minor collapse in the stonework
and plaster ceiling. Any creature in the room takes 4(1d8) bludgeoning damage. Creature who succeed at a
DC11 Dexterity
saving throw take no damage. This alerts the zombies in area 14a.

Page 17
, Room 14a says there are traps in room 12, but there are no traps described in that room.
Page 18
, Rorreth is explained to move and then activate the teleport circle as a bonus action. If restrained,
he is said to cast Misty Step and then escape via teleport. Misty Step is a bonus action, and only one such
action may be used per turn. Change use of the teleportation circle from bonus action to an interaction
with objects action.
Page 19 and 23,
an XP entry and stat block are available for a Thug but a Thug doesnt appear anywhere in
the adventure. I believe the intention was that the Halforc is a thug, the elf is a spy and the tiefling is a
bandit.
Page 20,
the Treasure Awards list is missing the two 25 gp gems from page 12. Its also missing the 120 gp
entry for Sedrairs complete weights and balances from page 15.
Page 20,
the Favors and Emnity section says that the characters have the opportunity to earn the following
emnity, but there are two emnities and one favor listed.
Page 21,
Cassyt cannot be used for Spellcasting services.
Page 22,
The stat block for Rorreth lists
fireblast
as a cantrip; it should be
fire bolt.
Page 25
, The map contains 8 Zombies and 4 Kobolds, but the adventure calls for 4 Zombies and 1 Kobold in
the room 14A and a Zombie and 1 Kobold in the room 14B, for a total of 5+2. Strong party should encounter
7+5 enemies and very strong 8+5+a Ghoul.

DDEX0105 The Courting of Fire

Page 4,
mentions Spell Casting Services. For the parts of the adventurer that are not near a temple,
Services can not be obtained.
Page 8
, reference to red scale found in the notebook as a reference to the druidic sect; there is no
mention of red scale being in the notebook. Only a map and missing page (shopping list).
Page 10,
one of Fat Mar's rumors refers to "Varyll"; there is no NPC by that name in the adventure. Fat Mar
would never introduce himself as Fat mar. He hates being called that!
Page 12, 14,
The combat tactics for Spernik differ. In particular, they differ over if he converses briefly or
immediately attack after the door is opened.

Page 13
, The Kitchen (grey ooze) and crypt (2 ghouls and a skeleton) encounters dont have an encounter
scale like the others.
Page 13
, The description of The Circle of the Circle lists the room as circular. It is mapped as an octagon.
Page 13
, The description of Living Quarters describe ten rooms, whereas the map shows twelve.
Page 13
, The Kitchen box text tells the players that there is no loot in the larder, which they cannot
reasonably see.
Page 14,
the text suggests that Spernik casts
shield of faith
and
spiritual weapon
on the same turn; both
spells have casting times of 1 bonus action, so it should be clear that they are cast on successive turns.
Page 15,
Spernik is carrying a silvered scimitar but his stat block on page 21 only lists a dagger.
Page 17,
the Combat Awards section lists an XP entry for a Spy but there is no Spy in the adventure.
Page 17,
the gp value of the gems from the pillars is listed as 20 gp but the description on page 12 states
the value as 30 gp.
Page 17,
the listing for the coins found in the Living Quarters is 10 gp, but the value listed on page 13 is 15
gp.
Page 17,
the listing for Sperniks gem is 15 gp, but the value is listed as 30 gp on page 15.
Page 19,
there is a stat block for a Bandit Captain but a bandit captain makes no appearance in the
adventure.
Page 19,
there is an entry on the xp table for a spy, but no spy appears in the adventure.
Spernik is listed separately, so it cannot be referring to him.

DDEX0106 The Scroll Thief

Page 9,
The first stolen book is called The Weave: A Collection of Impractical Observations on pages 5 and
8, but on page 9 it (incorrectly?) calls the book The Weave: A Practical Observation of Impractical
Occurrences.
Page 9,
Aya Glenmiir is described in the box text as a halfelf instead of describing her actual, elven
heritage.

Page 11,
he suggests that having a book from the same collection will likely make
tracking
it down a bit
easier.
Page 14,
Fulta is described as using a shortbow but the stat block for the Spy lists a hand crossbow.
Page 15,
...she does warn them that
she
[sic] is an exceptionally busy man.
Page 17,
when inspecting the books, there is a mention of being able to gain advantage on the Intelligence
(Investigation) check if they found the pages removed from the other book but there is no previous
mention of finding pages that have been cut from a book.
Page 18,
... the missing pages both appear to detail the
same
subject.
Page 19,
The chests narrative mentions a
potion of healing,but it described as a
potion of greater healing
in the encounters Treasure section.
Page 22,
the Adjusting the Encounter box suggests changing Ellison from a Spy to a Bandit Captain; nowhere
in the adventure does it state to use the Spy stat block for Ellison.
Page 24,
the listing for Knight Burrals reward is 75 gp but the text on page 7 states she will pay 50 gp.
Page 24,
the Combat Awards table only lists one entry for a Spy. This applies to both Felta and Ellison.
Page 25,
the Favors & Enmity section says the players can earn the following enmity, when it is clearly a
favor.

DDEX0107 Drums in the Marsh

Page 4,
mentions Spell Casting Services. Since the players are no where near a temple, Services can not be
obtained.
Pages 11 and 14,
several references to Tarro and the characters assisting each other within the grey
traveling in the Marsh section. However, according to page 11, Tarro is staying behind and has no interest
in pursuing the kidnappers. How can he be guiding the characters when he stays at the farms?
Page 15,
the description of the Giant Toad ambush refers to an ability that Giant Toads do not possess; the
stat block doesnt list any kind of tongue attack.

Page 17,
the description of the Muckmarsh clan states that all of the members are armed with swords,
javelins, and shields, but only the clan leaders and shamans of the other clans are so equipped. However,
the stat blocks for lizardfolk dont reflect any differences between the clans at all.

DDEX0108 Tales Trees Tell

Page 2,
The first sentence is Welcome to
Drums in the Marsh

Page 4,
mentions Spell Casting Services. Since the players are no where near a temple, Services can not be
obtained.
Page 10
, in the box text, the line They know! They what we did! is missing the word know in the
second sentence.
Page 16,
under the heading Where to Now? the text states, [Serelis, Hupe, and the villagers] stress that
it is vitally important to remain on the path., [sic] where Serelis led the delegation in and where Khurmel
Faunt later returned. However, Serelis declined to lead the delegation in and there is no one named
Khurmel Faunt in the adventure. The text continues, stating, If the characters enter the woods and follow
the trail, they eventually reach Greenhall after traveling for two full days; arriving on the evening of the
second day. However, on page 19 under the heading Greenhall, the adventure later states, The trip to
Greenhall from the forest's edge takes three full days. If the adventurers left Kabel's Hill in the morning,
they arrive as evening falls on the elven encampment. Given the timing of The Pixies on page 17 and
Dinner, Interrupted on page 18, 3 days makes more sense.
Page 17,
the sentence "Throughout all of it, they have attracted the attention of a group of pixies who" is
cut off.
Page 18
, in the box text, the lines His clothes are simple homespun and he carries no weapon. He holds a
strung shortbow, and a shabby longsword is sheathed at his hip, seem to contradict one another.
Page 19,
In the description of Greenhall that you are to read to the players it says, Small shelters have
been built half way up the way up It should be half way up the trees

DDEX0109 Outlaws of the Iron Route

Page 1,
says, The Iron Route, an important trade road east of Phlan, is beset by competing bandits. But
the Iron Route is west of Phlan.

Page 4,
mentions Spell Casting Services. Since the players are nowhere near a temple, Services can not be
obtained.
Page 30,
Sahnd Kruleks stat block show him wearing a suit of plate armor however said armor isnt lootable
or listed in the treasure section on P
age 25.
This is inconsistent with plate armor being lootable from the
corpse of a guard in DDEX 111 as well as with splint armor being lootable from Grim in DDEX 12.

DDEX0110 Tyranny in Phlan

Page 4,
mentions Spell Casting Services. Since the players are no where near a temple, Services can not be
obtained. However, it can be argued that Aya can offer some wizard related ones. Cassyt is a first or second
level cleric so she might be able to as well.
Page 5,
the section on character death still lists faction charity as an option even though the adventure is
for PCs of level 5 and above. (It does state that the option is only available for level 14 PCs, but there are
none in this adventure.)
Page 13
, Under local gossip, the section calls for a Charisma (
Investigation
) check. Which isnt impossible
given the scenario, but it is unusual, since investigation checks are normally intelligence based.
Page 20,
the description for Elisande says she is 10 or 11 years old but her description on page 21 says she is
12. Additionally, she was listed as being 12 in Moonsea, which is clearly set before Tyranny. This is because
she is small and malnourished making her appear younger than she is.
Page 29,
the xp awards list a Priest, but no statblock appears for Priest.
Page 29,
Ixusaxas spellbook doesnt contain Greater Invisibility that she has listed as a prepared spell on
Page 34
Page 29,
a stat block appears for kobolds, yet they are not listed under xp.
Page 32,
the stat block for the Cult Prison Guard uses Langdedrosas name throughout the text.

DDEX0111 Dark Pyramid of Sorcerers Isle

Page 4,
the section mentions Spell Casting Services but on page 9 it mentions that Spell Casting Services are
not available.
Page 5,
the section on character death still lists faction charity as an option even though the adventure is
for PCs of level 5 and above. (It does state that the option is only available for level 14 PCs, but there are
none in this adventure.)
Page 22,
the
plate armor
listed as treasure for entrance options 1 and 3 isnt listed in the treasure section
on
Page 31.
The armor being lootable is also inconsistent with Outlaws of the Iron Route where Sahnd
Krulek wears plate armor but PCs cant obtain it upon defeating him.
However, its been confirmed that the plate armor
is l
ootable.
Poltergeist,
the poltergeist encounter can easily be a TPK if handled improperly. DMs should be well aware
of all rules relating to invisibility when running this encounter including:

Invisibility (phb p291): The creatures location can be detected by any noise it makes or any tracks it
leaves.

Hiding (phb p177): An invisible creature cant be seen, so it can always try to hide. Signs of its
passage might still be noticed, however, and it still has to stay quiet.
Since the poltergeist dont talk or walk its reasonable to assume that they are impossible to spot when
trying to hide. The only mechanic available to players are spells/tools that allow to detect invisible
creatures or ready actions to respond to a poltergeists attacks.
If the players have no means to protect themselves against undead or invisible creatures, I recommend the
poltergeists making faint moaning sounds, hissing, or other eerie noises which are detectable. This gives
players a fighting chance, as they know the creatures location, but still suffer the effects of the blinded
condition. The alternative is a guessing game, which would cause undue frustration. For an added challenge,
you might require players to be silent in order to hear the poltergeists faint noises and require perception
checks to locate it each round. Perception checks to locate the poltergeist would have disadvantage if the
characters talk, coordinate their plans, cast verbal spells, or otherwise make excessive noise.

DDEX0112 Raiders of the Twilight Marsh

Page 5,
the section on character death still lists faction charity as an option even though the adventure is
for PCs of level 5 and above. (It does state that the option is only available for level 14 PCs, but there are
none in this adventure.)
Page 13,
Larga Bloodhand is mentioned as visiting, and then says when Reema did not return they ate a
hostage. This should be when
Larga
did not return

Page 15, 17, 19,


the parts are incorrectly numbered 5, 6, 6 rather than 4, 5, 6.
Page 24,
potion of invulnerability and scroll of haste are listed as treasure but not available anywhere in the
mod. Items in the mod > items in the treasure list.
Page 25,
Berserker entry is armed with a greataxe, whereas the prisoners who became Berserkers (
Page 19
)
were unarmed. Recommend using improvised weapon rules.
All (Suggestion),
This adventure is challenging to run in a 4 hour slot. There are several distinct sets of
NPCs to roleplay (Rolk, faction contacts, Rhomsan Kal, Bogclaw, Rurry, the Sisters, Yusten Karas, Larga,
Tevish, and misc unnamed prisoners) without even considering precombat grandstanding by Velvet, or
Graxxygax. Then there are quite a few combats (some avoidable, some not) which can easily go long if
youre running it scaled up for a strong party. If you have a chatty party, then I advise against scaling up
the first fight as it is the least important and the wisps lurker fighting style tends to drag. Try to get the
party past the hags by the 2 hour mark. If youre closing in (or over) 2 hours by the time you get to part 3,
then skip Rurry entirely. Unless your group is exceptionally efficient, they will need two hours for the Ruins
of the Black Bull in parts 4,5,6.

DDEX0113 Pool of Radiance Resurgent

Page 5,
the section on character death still lists faction charity as an option even though the adventure is
for PCs of level 5 and above. (It does state that the option is only available for level 14 PCs, but there are
none in this adventure.)

DDEX0114 Escape from Phlan

Page 5,
the section on character death still lists faction charity as an option even though the adventure is
for PCs of level 5 and above. (It does state that the option is only available for level 14 PCs, but there are
none in this adventure.)
Page 7
, each PCs faction leader offers a letter of writ worth 700 gp and mentions 100 gp to be payable for
each rescued NPC. Reward section states the reward is 700 gp total, and only 50 gp per rescued NPC.
Page 10
, Shambling Mound is listed as having a 200gp gem that is not reflected on the treasure list.
Page 13
, Mme Freona's reward of 100gp is not reflected on treasure list.

Page 14
, it is unclear how the carrion crawlers can be in the room of the fight as the ceilings are 35 feet
high and carrion crawlers are size large. No instructions for them to fight at disadvantage as well.
Page 19
, no XP reward is listed for slaying Ellison just 'XXX', no listing for where the Robe of Eyes is,
treasure rewards are missing Madame Freona's payment of 100gp entirely and list 50gp as the faction
payment for rescue rather than the 100gp promised in the text. It is unclear if the gp reward of 7001000gp
for the mission is per character or per party given the way it is described.
The Thayan mages spellbook lists cantrips:
fire bolt
,
light
,
ray of frost,and
prestidigitation
; spellbooks
cannot contain cantrips.
Page 19
, the Robe of Eyes is listed as a reward but does not appear in the adventure. According to the
League admins, the robe should be given to the party by the Lord Sage on page 14 as a reward for rescuing
him from Mantors Library.
Page 20
, there is no monster listing for cult fanatics or black pudding in the back of the module.

Independent Modules
Lost Mine of Phandelver

All,
Goblins who use a bow get a 2 to AC since they are not using a shield. This is especially important in
the first encounter.
Page 51,
Despite the adventure saying the players earn 10% of the mines profits, in Adventurers League
they do not.

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