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Race to the Depths

A 1-2 session adventure for 4th level characters

by Matthew Long

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A newly erupted volcano exposes an ancient temple to a world that
has forgotten it. Race to the Depths will pit players against other
groups of adventurers and treasure seekers to recover plunder from
this crumbling edifice.

Getting Started
Race to the Depths is an adventure that starts in a port city called Alaghon on the northeastern
coast of Turmish, but you can incorporate it into any sea or even lakeside city or village. The
gods (and their temples) featured in this adventure are native to the land of Faerun in the
Forgotten Realms setting, but you can simply substitute the gods found here with similar ones
from your chosen setting. The gods mentioned in this adventure are as follows:
Umberlee: Goddess of the sea, generally feared by sailors.
Valkur: God of sailors and safe passage over the sea.
Selune: Goddess of the Moon
Chauntea: Goddess of farmers and the harvest.
The combat is designed for a party of 4th level adventurers. See Adjusting Difficulty for
suggestions on tailoring this adventure for parties of different sizes. This document assumes you
have access to at least the 5th Edition D&D Players Handbook, the Dungeon Master's Guide, and
the Monster Manual. You may want to familiarize yourself with the following enemies found in
the Monster Manual before beginning:
-Sahuagin -Bandit Captain -Priest
-Sahuagin Priestess -Noble -Giant Octopus
-Water Weird -Mastiff -Veteran
-Reef Shark -Thug -Acolyte
-Bandit -Commoner
All magical items mentioned in this adventure can be found in the magic items section of the
Dungeon Masters Guide. Italicized text in boxes such as the following paragraph is for
descriptive purposes and should be read aloud to your players.

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-Other adventurers in town will surely head
Sunset at Alaghon to the temple to claim the treasure.
-He recommends haste.
The city of Alaghon is a large port and capital of
Turmish. Theres been a buzz around the city in recent
days, all talk is of the volcano. A few days ago, a nearby Setting Off
small island volcano erupted briefly yet violently. The Not long after leaving Askals home, the
smoke and ash can even be seen from shore, tinting the party will notice a lot of activity in the
sunset magnificent colors. The eruption tore apart the streets. People from all walks of life are
island and revealed a temple to some unknown deity rushing towards the docks. When
questioned, commoners will inform the
hidden underground. A local wizard by the name of
party that word has spread of the treasures
Askal Vendt scryed the temple and believes that there is
in the temple somehow, and expeditions are
a powerful artifact there; a dagger that had been involved being sent out to claim them. Adventurers
in some kind of ritual. The wizard has been unable to and mercenaries are fighting over the
determine further details. He has hired the party to travel limited ships available to sail to the island.
to the temple and retrieve the dagger as well as any other It is quite a spectacle.
artifacts of worth. He will pay the party 1,000 gold
pieces for the dagger and 75 gold pieces for each artifact Around the corner to the docks street, a motley crew of
of value brought to him. The deal is struck and everyone thugs in the final stages of a mugging block the way. The
involved relaxes over tea in Askals modest study. leader releases his terrified prey and turns around with a
cocked head, as though listening for full coin pouches.
Askal Vendt
On their way to the docks, the players will
Still handsome but somewhat rounder and
encounter a street gang who also have their
softer than he used to be, Askal Vendt is a
sights set on the temple. They stand in the
middle aged wizard residing in Alaghon. He
partys way and attempt to rob them. The
is a man content to conduct magical
gang consists of 1 thug and 5 bandits.
research from his home and pays
These bullies are used to roughing up
adventurers to gather rare artifacts. Askal is
peasants, however, and not seasoned
Jovial and will advise the party if asked.
adventurers. The Thug leaves behind 7 GP
Some important information that he can tell
and a Potion of Healing.
the party includes:
-The volcano island is only about two days
of hard sailing from Alaghon. Bartering With the Skinflint
-A round trip to the island and back should
cost no more than a couple hundred gold The docks are noticeably underpopulated. It seems all of
pieces. the ships that were capable of any speed have departed;
-There are several ships for hire down at all save one modest sloop. Across the bow of the
the docks. remaining ship in plain paint and script, the name
-One of these ships, the Waylander, is
Waylander is written.
owned by a notorious cheapskate named
Captain Ghend.

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Captain Ghend and His Crew information or Wisdom (Perception) check
Ghend is a Gold Dwarf who has captained DC 10 to eavesdrop the party can learn that
the Waylander for a few years now. He the crew is highly dissatisfied with the
covets wealth and is not above skullduggery Captains leadership. They are overworked
to scrape a few coppers more out of any and underpaid. The Captain is also
endeavor. In fact, he plans to betray the impatient and on edge, as though he is
party should they be successful and steal waiting for something that wont come soon
whatever they find in the temple. His crew, enough.
however, are not so despicable as he. They
suffer from his avarice as well, making a
poor wage for long hours. Their The Race Is On
dissatisfaction is shared by the first mate,
an older and wiry human sailor with dark Towards the end of the first day, the lookout in the
hair named Prescott. Prescott is an crows nest spots ships on the horizon. Upon getting
honorable sailor who tries to live by a code closer, two ships can be seen locked in combat and one
where he can. He probably wouldnt consent has boarded the other. Smoke and screams emanate from
to a mutiny, but if Captain Ghend ever did the chaos. Ghend surveys the scene and says, to no one in
something truly reprehensible he might particular, Theyre weak, could take em both and their
find himself justified
booty. Itd take time though

Captain Ghend knows that he is in the The party may choose to ignore them and
position of power, and will try to extort the continue on in the interest of time. But, if
players. Since he is the only ship left, he the party decides to investigate, they will
demands 1,000 GP for the round trip. The find that one side has already won by the
party will likely be unwilling or unable to time they reach the ships. The winning
pay this exorbitant price. With a little group is a crew consisting of 1 bandit
persuading he can be convinced that they captain, 1 priest, and 3 thugs. Combat has
are the only paying customers left in town taken its toll however and all of the enemies
and will drop his price to 500 GP, Charisma are at half HP. The party may attack and
(Persuasion) Check DC10. With a lot of defeat the crew or make a Charisma
persuading he might lower his price to 250 (Intimidation) check DC 12 to force their
GP, caving to superior bargaining skills and surrender. In either case they will find: 88
an eagerness to get under way, Charisma GP among the crew, food and water for 10
(Persuasion) DC 15. days total, a healers kit, a climbers kit, and
100 extra feet of rope.
Payment can be made upon successful
return from the island. Throughout the
negotiation, Prescott shows visible disgust The Island
at his captains copper pinching. Ghend
agrees to get under way immediately and
the Waylander sails into the night. The
morning is uneventful, but with a successful
Charisma Check DC 10 to gather

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The next day, the island comes into clear view. The ruins The dangerous and rocky terrain eventually softens to a
of the temple can be made out in the center of it, sitting in dense forest. The going is easy, but soon after entering the
the shadow of a slowly dispersing ash cloud. The volcano forest the path is interrupted by a great fissure. This deep
puffs lightly, docile and quiet. A direct sea route is wound in the land was likely formed by the recent
impossible due to debris from the eruption, but the eruption. It is roughly 60 feet across and 150 feet deep.
crescent shaped island shows two possible landing beaches Trees lean precariously over the edge after being uprooted
with paths to the temple. The first path on the east end of by the upheaval and some have fallen in entirely. The
the island looks somewhat treacherous due to jagged bottom is, of course, also littered with jagged stones and
rocks but is shorter and likely faster. The second path on protrusions.
the west end of the island runs through a forest and is
longer but looks the easiest. A ship lays moored just off An Intelligence (Investigation) check DC 13
the west beach. will show that there are a couple trees
nearby that, when felled, could create a
If the party was delayed somehow from suitable bridge. There are also trees on the
reaching here (such as from shopping back other side, making it possible to fire a rope
in Alaghon, or attacking the other ships arrow or grappling hook into one to make a
along the way), then the rival adventuring bridge. This may prove dangerous to
party has already left their ship and may heavier characters however, at the DMs
reach the temple first. If the party hurried discretion. Climbing down the crevasse and
here, the other ship has just landed and back up is also possible, but time
they have a chance to beat their rivals there consuming (resulting in another delay). The
if they take the shorter, harder path. jagged rocks are easy enough to descend,
but require Strength (Athletics) checks DC
If the party decides to take the easier path 10 to climb up. Failure results in a fall
and follow their rivals at the west beach, which forces the player to make a Strength
the forest is uneventful until they reach the or Dexterity check (DC 15) to catch
temple, skip ahead to Encountering the themselves or suffer 18 (6d6) falling
Rivals, then continue the adventure from damage, half bludgeoning half piercing.
Umberlees Sanctuary. If they choose the
harder path, Captain Ghend drops them at Once the fissure has been crossed, the party
the east beach. The party must move slowly will then find itself at the entrance to the
among the jagged rocks, but may attempt temple. If the party has been delayed one or
Dexterity (Acrobatics) checks DC 10 if they more times and has not taken an
wish to hurry. Hurrying will negate a opportunity to hurry, they meet the rival
previous delay. Failure results in a fall adventuring party at the entrance. Skip
dealing 1d4 piercing damage as well as a ahead to Encountering the Rivals and
delay. return here once the encounter is resolved.

The Wounded Land

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have uncovered. If attacked they will defend
Umberlees Sanctuary themselves.
In the middle of this sparse forest, the ground is sundered If spoken to, the well-dressed man reveals
and the upheaval reveals an entrance to the temple. himself to be a Lord Plumtree, a noble from
What once was a subterranean grand hall now lies Sembia who wished to plunder the temple
exposed to the sun for the first time. It must have been for fame and glory. With the death of his
the size of village square when it was whole, perhaps guards at the hands of the sahuagin,
larger. One end of the hall falls away into the sea and the however, he wishes to return to Alaghon
other leads deeper into the ground. Large statues of and stay no longer in this dangerous place.
aquatic beasts and monsters jut from the walls and the It is clear that his group already possess a
enormous columns that once supported the now absent few artifacts of value from the temple, and
will give them up if defeated or with a
ceiling are carved with scenes of sea storms. Anyone could
successful Charisma (Intimidation) check of
easily identify this as a place of worship for Umberlee; DC 15. If allowed to leave, they will do so
The Bitch Queen, goddess of the sea, and terror of and trouble the party no more. If robbed,
sailors. Two small doors lead the way further into the they carry 29 GP and 4 artifacts of value
island. from the temple of Umberlee. After dealing
with the noble, the party can see what was
Upon entering the temple, the party will blocking his way.
walk down a narrow corridor. A character
with a 13 or higher Wisdom (Perception) The Gate of Fealty
score will be alerted to a presence up
ahead. There is a small group of people in A massive set of double doors made of stone about 15
the next room, arguing. With a successful feet high makes up most of the wall. There is no
Dexterity (Stealth) check DC 12, party apparent way to open them. In front of the door there are
members may sneak to the doorway and three small pedestals. On one sits a small stone carving of
observe them. a ship. Another pedestal holds a carving of the moon and
the third bears a tablet depicting rich farmland. Etched
In this large room are two armed men, a servant, and a
on the face of the door is a fantastic scene of the goddess
well-dressed man with a large dog on a leash standing in
Umberlee smashing a sailing ship. Below her, a farmer
a circle. Two more members of their party lie dead on the
flees for his life as a tidal wave engulfs his land and
floor. Nearby there are a few corpses of strange looking,
home. Above her, dark clouds move in to block out the
fish-like humanoids. They are arguing nervously about
moon.
what to do next.

With a successful Intelligence (Religion)


The group consists of 1 noble, 1 veteran, 1
check the following can be discovered:
commoner, and 1 mastiff. If the party
-DC 10, The ship bears holy markings of
decides to listen for a while, they will
Valkur, the Moon shows markings of Selune,
discover that these explorers are
and the grove shows markings of Chauntea;
considering turning around and going home
these three gods are Umberlees most hated
with the meager amount of artifacts they
enemies.

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-DC 15, Umberlee is petty and spiteful; the At the bottom of the staircase, you find yourself in a
undoing of her enemies is her greatest wish. large chamber. This room however, looks to be naturally
formed. Stalactites dot the ceiling of and deep pools of
-DC 20, Umberlees church sometimes holds
seawater can be found on the floor. The damp, unhewn
rites in which they destroy her enemies in
effigy, ceremoniously defeating depictions walls are covered in bioluminescent algae that glows soft
of her enemies. greens and blues. You can see from the stairwell that
small tools, iconography, and bones lie near the pools of
For the door to open, each pedestal item water on the ground. At the opposite end of the cavern, a
must have an action performed on it. The heavy door made of jagged coral stands with a lever
ship must be broken into at least two nearby.
pieces, the moon must be completely
obscured from sight, and the grove must Strewn about the room are 5 artifacts of
have water poured onto it. Upon value. An intelligence (Investigation) check
performing the correct action for a of DC 11 reveals that the bones are
particular carving, the relevant section of humanoid, and that they have been gnawed
the door will light up with a pale blue glow. upon by an animal resembling a shark. A
Wisdom (Perception) check DC 12 reveals a
The door opens automatically when all section of the wall that has fallen away to
three actions are performed, and the ship reveal a broken pipe. Near the door,
carving of Valkur immediately reforms portions of the wall have fallen away to
itself as though a mending spell were cast reveal a strange mechanism resembling a
upon it. The carvings also count as 3 water tank. The tank is damaged and pipes
artifacts of value. There is a simple lever to on top of it has been destroyed, allowing
open and close the door from the inside. vision inside of the tank. A DC 13
Intelligence (Investigation) check reveals
Rising Tide that the door will open when the tank is
Immediately after passing through the door, filled with water (requiring at least 5
there is a short hallway and spiral staircase gallons of water).
leading down. The first person to step foot
on the staircase must succeed on a Upon pulling the switch next to the door,
Dexterity saving throw DC 13 or slip on the water will begin to erupt from the broken
slick algae-covered stairs and take 3 (1d6) pipes in the wall. The pipes lead to the door,
bludgeoning damage. A passive Wisdom but must be fixed with an Intelligence
(Perception) score of 14 will spot the algae (Investigation) check DC 15 to jury rig a
beforehand. solution before the water will flow into the
tank and unlock it. Pulling the lever, draws
the attention of the Sahuagin.

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Above the roar of the water coursing through the wall This small room may have once been opulent. A stone
angry, inhuman cries echo throughout the chamber. slab that was probably a bed at one time juts out of the
Several fish-like humanoids breach violently from the wall. A collapsed bookshelf covered in algae slumps up
water pools. Do not dare defile the Sea Queens temple! against the opposite wall. All around you are the
We are her chosen! Her treasures are ours to protect! remains of finery that time has turned to damp filth. The
curtains, clothing, jewelry, and art in this room would
have fetched quite the price had the years not stripped
1 sahuagin priestess and 4 sahuagin away their value.
climb out of the pools of water near the
stairwell and attack the party. The Sahuagin
A DC 10 Wisdom (Perception) check reveals
can move freely between water pools with
a key to the other door near the dais, 3
no penalty and have total concealment
artifacts of value, and a skeleton wearing a
while doing so. 3 rounds after the lever is
suit of Mariners Armor (Breastplate) under
pulled, the water flow from the wall stops,
the rubble. A DC 15 Wisdom (Perception)
but 2 feet of seawater now covers the
check allows the party to find a hidden and
ground. It is considered difficult terrain but
locked compartment in the bed that can be
creatures with a swim speed may swim
opened with a Dexterity (Thieves Tools)
instead of walking. 2 reef sharks also enter
check DC 12. It is trapped with a magical
combat on the third round, under control of
cone of thunder that emits from the ceiling.
the Sahuagin. The Sahuagin, once defeated,
This trap is identical to the fire breathing
leave behind shiny bits of coral valued at 84
trap found on page 122 of the Dungeon
GP as well as a Trident of Fish Command.
Masters guide except that opening the
Searching the pools reveals 2 small pearls
container triggers the trap and it deals
valued at 100 GP each. After the Sahuagin
thunder damage instead of fire. The
have been dealt with and the tank is
compartment holds 2 more artifacts of
somehow filled with water, the door opens.
value, a bottle of wine still drinkable valued
at 25 GP, and 3 Potions of Water Breathing.
Hallowed Chambers
The door to the right of the dais is locked. It
Through the door is a corridor inlaid with decorative can be picked with a Dexterity (Thieves
coral and the bones of sea creatures. It eventually opens Tools) check DC 14, or the key can be found
into a dome shaped room with a dais at its center. Upon in the head priests chambers. The door is
made of reinforced wood but is not magical
the dais is a pulpit resembling a crashing wave. The floor
and therefore can be destroyed with the
is littered with rotted tapestries and once beautiful
proper application of force.
carpets. There are two doors, one behind and another to
the right of the dais.
In this room there is very little, save something that
The pulpit has 1 artifact of value in it. The resembles a well. The rim of the well is highly stylized
door behind the dais is rotted wood and can likening it to a swirling whirlpool. The water fills the
easily be destroyed. It leads to what looks well to the rim. It is still, dark, and smells of the sea.
like private chambers.

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The well in this room is actually a secret takes 2 (1d4) piercing damage and must
underwater passage to a hidden ritual make a Constitution check of 13 or take an
chamber. The well itself is about 30 feet additional 11 (2d10) poison damage. Once
deep and a small tunnel branches off from spotted, they are easily dispatched.
the well and leads deeper. The passage is 80
feet long and is completely dark. There are The tunnel drops off a short ledge into a cavern covered in
dead ends, twists, and turns in the tunnel knee high water. This cavern is about 30 feet wide and
and a Wisdom (Perception) check of DC 12 90 feet long and there are a couple trickles of water
is required to prevent becoming lost. A pouring from the ceiling. At the far end, an altar with
player who becomes lost spends 3 rounds some artifacts strewn about it stands above the rest of the
backtracking and reorienting themselves
sunken floor. All around the room, skeletal remains
and must make another Wisdom check to
poke out of the water and appear to bob as small waves
proceed in either direction. Once
successfully navigating the passage, a pass over them. At the center of the altar a skeleton lies
player can easily recall the correct path. face down grasping a dagger in its hand. It lies frozen in
an outstretched position from when its owner made a
final desperate effort. The dagger is lodged in a cracked
Remnants of a Forgotten stone tablet covered in runes and glows slightly with
infused magic.
Raid
2 Water Weirds attack the party in this
The underwater passage opens into a small, natural cave.
room as they reach halfway to the altar. The
A skeleton is propped up on the opposite wall from the water is again at a level that restricts
exit pool. This person has been dead decades if not movement so it is considered difficult
centuries, and much of their possessions have decayed into terrain but creatures with swim speeds may
nothing. A small pouch on what used to be a belt looks swim instead. The altar at the rear of the
salvageable. Beyond the old skeleton a low, cramped room is above the water so it is normal
tunnel covered in sea life leads further in. Pale crabs terrain. If a Water Weird is brought to less
skitter about and colorful anemones retreat inward when than half its hit points it will retreat to one
approached. of the 2 trickles of water pouring from the
ceiling. Once there it can spend an action to
stand underneath and regain 1d10 + 1 hit
The pouch nearby contains 7 (1d6+4)
points. The dust of dryness is particularly
pinches of Dust of Dryness. His belt buckle
useful against these water elementals, refer
also bears the symbol of Selune. The tunnel
to its entry in the Dungeon Masters Guide.
has poisonous sea scorpions on the walls in
some areas. A DC 15 Wisdom (Perception)
Upon defeating the Water Weirds and
check is required to spot them. Intelligence
searching the room they find the magic
(Nature) checks of 13 allow characters to
dagger they are seeking. It is found upon
determine that the scorpions are poisonous
the altar, protruding from the rune covered
and territorial, attacking any who get close.
tablet into which it was thrust. It is faintly
If the scorpions go unnoticed, they make a
magical, yet unidentifiable and confers no
melee attack against the first person to
benefit if wielded. Additionally, among the
approach (+8 to hit). A target that is hit
dead they find a pair of Sending Stones, 3

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Potions of Water Breathing, 3 Potions of he is reduced to less than half of his hit
Climbing, and a Folding Boat. 6 artifacts of points, the priest uses a Scroll of Conjure
value can be found on the altar and in the Animals on his next turn to summon a Giant
water. An Intelligence (Religion) check DC Octopus to attack the party. The octopus is
10 reveals that the dead were worshippers susceptible to the Trident of Fish Command.
of Umberlee and Selune that slew each If the priest is slain before he can use the
other. Intelligence (Arcana) checks of DC 15 scroll, it can be looted from his corpse along
will tell the players that a powerful ritual with polished coral valued at 58 GP.
designed to affect the weather or perhaps
the moon was stopped here before it could The Temple Conquered
complete.

Ghends Betrayal
Encountering the Rivals
Captain Ghends men are waiting in a
After backtracking to the entrance of the
landing craft at the beach where the players
temple (or before reaching the temple if the
left them. After boarding the Waylander,
party was delayed) they meet a rival group
Captain Ghend reveals his betrayal. He
attempting to plumb the depths of the
demands that the players turn over all of
newly exposed temple. A passive Wisdom
the artifacts and promises to leave the
(Perception) score of DC 12 will alert the
players in a launch boat with supplies
party to their presence before they come
enough to make it back to Alaghon. Prescott
into view. They are picking through the
is shocked and appalled by this demand and
ruins of the grand hall (before the first
tries to protest. He is silenced by the
locked door). If the rivals reached the
captain and waits to see what happens. The
temple first, it is impossible to sneak past as
sailors seem unsure of what to do.
they are watching the approaches.
If the players appeal to Prescott or the
However, their backs are turned to the
sailors to mutiny or disobey, they may
entrance so if the party reached the temple
engage in a skill contest with Captain Ghend
first and meet the rivals as they leave, they
using either Charisma (Persuasion) or
may sneak past or even flee. In this case use
Charisma (Intimidation). Use the Bandit
chase rules in the Dungeon Masters Guide
Captain statistics for Captain Ghend. If the
and run the fissure encounter again if
party rolls a higher check that the Captain,
applicable. If confronted, the rivals are
the crew refuses him and mutinies, locking
shown to be worshippers of Umberlee,
Ghend away below decks and honoring the
come to return the treasures interred here
original agreement. If the party fails, Ghend,
to the church. They will stop at nothing
Prescott (a Thug), and 4 Bandits attack the
short of complete surrender of all artifacts
party. When Ghend is killed or
and gold in the partys possession and their
incapacitated, the remaining crew
immediate return to whence they came. If
surrenders and honors the original
refused or incited, they will attack.
agreement.
The rival group consists of 1 Priest and 3 The Second Sunset
Acolytes. If one of his acolytes is slain, or if

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The Waylander cuts smoothly through the red, sunset enemies that were avoided or evaded.
tinged waters of the Alaghon harbor. Throngs of gawkers Reaching the temple is a medium
encounter so award each player their
and curious onlookers clog the docks to catch glimpses of
medium XP threshold as shown on the XP
the treasure seekers return. A priest of Umberlee stands
Thresholds by Character Level table in the
stoically at the end of the docks. His face wears a dark Dungeon Masters Guide page 82.
and menacing expression and he puffs up his chest before Navigating the temple to its end and back is
speaking. a deadly encounter. Finding any hidden
treasure is an easy encounter.
The Priest of Umberlee is furious and
threatens the party with the wrath of the Adjusting Difficulty
Bitch Queen if they do not return the To make the adventure more difficult or
artifacts to their rightful owners. The priest tailor it to combat heavy parties, consider
offers a meager 400 GP for the dagger and a altering some of the enemies in each
35 GP finders fee for each artifact of encounter in the following ways: upgrade
value. However, he also offers to grant each bandits to thugs, upgrade the sahuagin
party member two magical blessings of priestess to a sahuagin baron, add a
Umberlee; a Charm of Darkvision and a hunter shark to the water weird
Charm of Vitality. Rules for charms can be encounter, raise the water level on
found on page 228 of the Dungeon Master's applicable battlefields and force the combat
Guide. to take place underwater, start enemies
who were injured before combat with full
If refused, the priest will curse loudly but hit points.
take no further action. Askal Vendt will
happily pay the agreed upon price and is To make the adventure easier: start rival
curious to hear the partys tale. He will even adventuring groups at reduced hit points to
treat the party to a night of modest reflect the hard journey to the temple,
carousing if they promise to regale him downgrade thugs to bandits, remove the
with their account of the temple. Askal is water hazards from battlefields, replace one
unsure what the dagger may be or what it of the water weirds with 2 sahuagin.
can do. Perhaps it no longer can be of use,
or perhaps
Credits and Legal
Story and Design: Matthew Long
Ending the Adventure Editing: Austin Brigman

The simplest way to handle character DUNGEONS & DRAGONS, D&D, Wizards of the
growth is to award a level to each player for Coast, Forgotten Realms, the dragon
completing this adventure. If you wish to ampersand, and all other Wizards of the Coast
award experience points, refer to the product names, and their respective logos are
statistics of the enemies that were defeated trademarks of Wizards of the Coast in the USA
in the Monster Manual. Encounters that and other countries.
were avoided with stealth or charisma
should award experience points for those

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This work contains material that is copyright All other original material in this work is
Wizards of the Coast and/or other authors. copyright [2016] by Matthew Long and
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Cover Art Credit: David Revoy (Environment Stock Art Pack)

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