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DDAL10-05

A BLIGHT IN THE DARKNESS


A Plague of Ancients Adventure
The wicked owlbear Frostclaw was nearly defeated. Now it’s time to finish the deed
and destroy her and her master once and for all. But first, you must find them.
Track them down and save Ten-Towns!
Part Five of the Plague of Ancients Series of Adventures.

A Four-Hour Adventure for 5th through 10th-Level Characters


Optimized for APL 6.

Credits
Lead Designer: Travis Woodall D&D Adventurers League Guildmaster: Chris Lindsay
Designer: Patricia Barnabie D&D Adventurers League Wizards Team: Brandy Camel,
Lea Helotis, Chris Lindsay, Chris Tulach
Editing: Ashley Michaela “Navigator” Lawson
D&D Adventurers League Administrators: Ma’at Crook,
Art Director and Graphic Designer: Rich Lescouflair Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg
Interior Art: Jedd Chevrier, Olly Lawson, Lee Moyer, April Marks, Alan Patrick, Travis Woodall
Prime, Svetlin Velinov, provided by Wizards of the Coast
Playtesters: Dan Beam, Daniel Franco, Gregory Harris,
and used with permission.
Chris McGovern, Daniel Oliveira, Dave Rosser, James
Cartography: Travis Woodall
Schweiss, Jia Jian Tin, Marcello Velazquez
Puzzle Illustration: Samantha Santiago

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
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All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented
by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer Part 4: Mouth of Madness (60 mins). Finally, the
characters find and do battle with Feral-Tongue and his
corrupted animal minions. This is Story Objective D.
I am not going home. I am not lost enough. I forge on into
darkness until even the stars disappear. Story Awards
— Peter Watts, The Things
At certain points in the adventure, you’ll see this
glyph along with an entry describing how the
This adventure is designed for three to seven 5th- to 10th- specified story award is earned or impacted by
level characters and is optimized for five characters with the story. Ignore the entry if it refers to a story award none
an average party level (APL) of 6. Characters outside this of the characters have. If it refers to a story award the
level range can’t participate in this adventure. characters just earned, it provides information for you and
This adventure occurs in and around Wyrmdoom Crag the players.
near the Icewind Dale region of northwest Faerûn.

Background Adventure Hooks


If the characters haven’t played earlier Plague of Ancients
ICEWIND DALE, the frigid expanse north of the SPINE OF adventures, the players may be unsure how they came to
THE WORLD, is deep in the grip of the EVERLASTING Wyrmdoom Crag or why Old Goat is seeking their help.
RIME—a name bestowed upon the wrath of AURIL THE Players can draw on their characters’ existing backstories
FROSTMAIDEN. Denied the sun’s warmth, the people of or you may suggest one or more of the following scenarios
TEN-TOWNS, the GOLIATH CLANS, and the REGHED to guide them:
NOMADS in the surrounding wilds, huddle near their fires Best Served Cold. Vengeance motivates many
to drive away the cold, hoping they’ll be able to endure the adventurers. Frostclaw, Feral-Tongue, or the chardalyn-
chill until the sun rises once more. corrupted animals plaguing the area have harmed these
Unbeknownst to them however, the cold is the least characters or someone they cherish. This is the perfect
of their concerns. Among the THUUNLAKALAGA opportunity for revenge.
clan—the goliaths of WYRMDOOM CRAG—the druid The Great Hunt. Rumors of unusually strong and
FERAL-TONGUE has gone missing, and in his absence, intelligent animals have drawn glory seekers from far and
beasts infused with CHARDALYN are driving away prey wide to Icewind Dale. The head of Frostclaw herself would
and fomenting madness in the minds of the people they make an excellent trophy.
encounter. Nature’s Servant. Druids, rangers, and other characters
All is not yet lost; OLD GOAT, the leader of the who share a bond with the natural world may be especially
Thuunlakalaga clan, anticipates a sign. Salvation will be disturbed by the warped wildlife infesting the region.
heralded by a FALLING STAR on the distant horizon, an Scholar of Netherese Lore. Characters with the Sage
ember of hope to melt away the icy grip of doubt in her background, or those with a particular interest in history
heart. or the arcane, may have come to the area in search of the
nearby Netherese outpost.
Overview
The adventure’s story is spread over four parts that take Narrating Frostclaw, the Hunter
approximately 4 hours to play: Though they only directly encounter her twice, the characters
Call to Action: Find the Monster (20 mins). Old Goat are constantly hunted by the awakened owlbear as the story
gathers the characters and implores them to put a stop arc develops. To ensure you instill the appropriate sense of
to Feral-Tongue’s destructive campaign. She believes paranoia and dread this villain deserves, leave signs of her
tracking his wounded lieutenant, Frostclaw, will reveal passage for the characters to encounter as they adventure
beyond the safety of Wyrmdoom Crag. Examples include:
his location.
• A large, white feather, stained with blood.
Part 1: Little Victories (60 mins). The characters, along
• The mutilated carcass of a beast or a missing goliath
with Kaskur and his goliath hunters, follow Frostclaw’s hunter.
trail to the ruins of an ancient Netherese outpost. • Large paw prints that’re quickly erased by the wind and
There, the heroes will finally be able to put a stop to the snow.
monster. This is Story Objective A. • A dead tree with huge claw marks gouged into the trunk.
Part 2: Sealed Corruption (40 mins). The group deduces • Growls and roars; their source obscured by blowing snow.
the location of Feral-Tongue: deep within what remains • A circular pattern of deliberately arranged body parts.
of the outpost. However, the only entrance is sealed shut, • A character’s name whispered on the wind.
leaving the group to figure out how to open the ancient
door. This is Story Objective B.
Part 3: Delving into the Past (60 mins). The characters
make their way further into the ruins and must contend
with the dangers within. They must persevere through
traps set by the ancient Netherese, as well as confront
the outpost’s newer denizens. This is Story Objective C.

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DDAL10-05 A Blight in the Darkness (v1.0)
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Find the Monster
Estimated Duration: 20 minutes Area Information
Wyrmdoom Crag Wyrmdoom Crag’s main hall has the following features:
Dimensions and Terrain. The Thuunlakalaga goliaths
Themes: Determination, frustration, inevitability. have made this large natural cave their home. The main
Old Goat calls the characters to the main hall to speak hall is a roughly circular cavern 50 feet across with a
with her. She has a plan to find Feral-Tongue and sends the 30-foot-high ceiling.
party after him. Temperature. A small fire burns in the southern half of
the chamber, but the air more than a few feet away is frigid.
Character Introductions Between the raging blizzard and Feral-Tongue’s attacks, the
Allow each player a few minutes to introduce their clan’s supplies have dwindled to dangerous lows.
character, describe their appearance and mannerisms, Light. Although midday, most of the light comes from
and the reason they came to the Dale. Encourage the the warm glow of the hall’s small fire, casting dramatic
characters to develop bonds by asking them to describe shadows on the stone walls.
one positive interaction or event that occurred between A Place of Honor. A 10-foot-high stone shelf takes up
their character and one other at the table. Character most of the southern half of the main hall where Old Goat
introductions provide a solid foundation for roleplaying holds court. Roughly hewn stone steps lead the way from
opportunities and give you, the DM, hints as to which game the floor of the cave to the natural platform.
elements will be most attractive to your players.
Award inspiration once everyone’s had a turn. Creature Information
The great hall is home to dozens of goliaths, ranging
The Story So Far from children to elders. Characters who’ve spent time in
Wyrmdoom Crag may notice fewer clan members gathered
If some players haven’t played through the previous four
Plague of Ancients adventures, you may wish to summarize here than is typical. Some have made desperate attempts
these key points: to brave the blizzard and escape the threat of Feral-
• Feral-Tongue, a druid formerly of the Thuunlakalaga clan, Tongue’s bestial hordes.
has fallen under the corrupting influence of a powerful Ogolai Orcsplitter (“Old Goat”), a formidable, aged
magical staff made of chardalyn. goliath, sits near the fire in a heated debate with an
• Feral-Tongue has used the chardalyn staff to empower and agitated, young goliath warrior named Kaskur Spearsong.
awaken an army of beasts, including the fearsome snowy
owlbear Frostclaw. These chardalyn-infused monsters have
Ogolai (oh-GO-lie) Orcsplitter
sown death and destruction within Wyrmdoom Crag and
the surrounding area. “Old Goat” Thuunlakalaga
• Old Goat sent the characters to seek aid from the chwingas, Lawful neutral goliath warrior
tiny elemental spirits. How successful this mission was The chieftain of the Thuunlakalaga goliaths is an elderly
depends on which story awards from DDAL10-04 Cold goliath with a heavily scarred face. She dresses plainly in goat
Benevolence the characters have. hide clothing and carries an immense greataxe fashioned
• Frostclaw was seriously injured—possibly by members of from white dragon bone. She has a crippling fear of griffons
the current party—but managed to escape into a fierce stemming from a childhood trauma that’s created tensions
storm. between her clan and the Akannathi goliaths of Skytower
Shelter (see Icewind Dale: Rime of the Frostmaiden).
What They Want. Old Goat’s first priority is the safety and
prosperity of her clan—especially in these unusual and
trying times. She’s quick to stymie dissent, particularly from
Kaskur Spearsong. She fears his disagreements will turn
violent, but does everything within her power to delay this
apparent inevitability for as long as possible.
Done It, Seen It; but the End Is Nigh. Old Goat has been
around a long time and seen many things. This experience
lends her a tremendous amount of wisdom to draw on
when making decisions. However, she’s getting old and
refuses to surrender the yoke of leadership until a worthy
(equally wise) replacement is found. If it weren’t for his
sharp tongue, Old Goat would’ve offered Kaskur the mantle
of leadership years ago. However, she fears what the clan
would become under his leadership.

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DDAL10-05 A Blight in the Darkness (v1.0)
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When the characters arrive, Old Goat and Kaskur have
Kaskur (KASS-kerr) Spearsong Thuunlakalaga come to a rare agreement: Feral-Tongue must be stopped
Neutral goliath warrior
and now is the time to strike. However, finding this elusive
This headstrong and impetuous goliath leads the clan’s figure has proven to be difficult. Old Goat reasons that the
hunters. He’s grown angry and frustrated at the lack of game
gravely wounded Frostclaw will likely return to her master,
in the area, and he resents Old Goat’s “poor leadership” for
as she knows her own lair has been discovered.
a lack of solutions. He wields a longbow taller than most
humans and claims he once felled an elk from a half mile Kaskur eagerly volunteers to help the characters track
away. He wears little in the way of clothing, even in the Frostclaw, as he’s both determined to face Feral-Tongue and
driving wind—a feat that’s earned him the respect of his uncertain of the characters’ hunting abilities.
fellow hunters. Before they depart, Old Goat cautions the characters
What They Want. Kaskur has grown tired of Old Goat’s about their upcoming confrontation with Feral-Tongue.
personal fears preventing an alliance with the goliaths The chieftain knew him as Kugan Windwhisper, a meek
of Skytower Shelter. He views her as weak and her ideas eccentric and a dear friend. She fears that whatever wicked
as outdated, especially when Kugan Windwhisper (Feral- supernatural influence brought him to his current state
Tongue)—who Kaskur views as even weaker than Old could very well be contagious.
Goat—is involved. He wants to usurp control of the clan
for himself. Development
Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s Kaskur and his hunters (three goliath warriors) lead the
tongue; he’s terse and speaks his mind without hesitation. characters out of Wyrmdoom Crag, past the bleached
Despite this, he’s experienced and knows the area better bones of the long-dead dragon after which their home is
than any of his peers. named.

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DDAL10-05 A Blight in the Darkness (v1.0)
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1
Little Victories
Estimated Duration: 60 minutes
Nether-what?
The Ruined Courtyard The courtyard and outpost were built by the Netherese
thousands of years ago. This human empire was ruled by
Themes: Dread, confusion, elation. powerful arcanists from grand floating cities—cities that’d
The characters leave Wyrmdoom Crag and cross the eventually come crashing down in a magical disaster of their
bridge over the chasm where Frostclaw made her last own making. At its height, Netheril’s influence spanned
attack. There, they pick up the trail of blood and broken most of northern Faerûn, leaving behind countless ruins and
hazards that adventurers continue to discover.
owlbear feathers she’s left behind.

Story Objective A Finding the Ruins


Finding Frostclaw is Story Objective A.
Kaskur may be an accomplished tracker, but he isn’t the
only one. Give the characters an opportunity to outshine
the skilled NPC: a successful DC 11 Wisdom (Survival)
Area Information check is enough to find Frostclaw’s path. If the characters
The ruined courtyard has the following features: don’t attempt this check, or fail it spectacularly, Kaskur
Dimensions and Terrain. Located within the Spine locates the trail on his own—pointing out the way with a
of the World mountain range, the terrain is rocky and confident smirk on his face.
treacherous. The chasm where the last encounter with If a check succeeds by 5 or more, the character also notes
Frostclaw took place is 20 feet wide and 20 feet deep. that the amount of blood Frostclaw has left behind suggests
Light. The nights in Icewind Dale are long (especially she’s mortally wounded—she won’t last much longer and
during the grip of the Everlasting Rime) and the utter shouldn’t put up much of a fight if they do find her alive.
darkness is broken only by a few hours of dim twilight— As the group follows Frostclaw’s trail ever higher into
between late morning and early evening—and the auroras the mountains, the three goliath hunters grow increasingly
that streak across the sky. wary of the area. They eventually elect to stay behind,
which Kaskur reacts to with disgust.

Lighting in Icewind Dale Creature Information


Unless otherwise noted in the adventure, daytime hours
provide dim light outdoors, while nighttime hours are dark.
The massive snowy owlbear Frostclaw waits for the
The permanent dusk of Auril’s curse makes the promise of characters at the far end of the courtyard, near the
sunlight seem a teasing possibility, but the sun never breaks outpost’s main door. As the characters watch, the chardalyn
the horizon. spreads from her beak and claws, giving her an unsettling
patchwork appearance.

Temperature. With only a dim, clouded sun for warmth, Frostclaw


the mountains are dangerously cold. Chaotic evil awakened owlbear
Sounds. The travelers must shout to hear each other
Frostclaw was the first creature Feral-Tongue awakened
over the roaring winds. However, characters with a passive following his discovery of the chardalyn staff. Frostclaw
Wisdom (Perception) score or 17 or higher notice a is a murderous creature whose lust for blood is made all
strange, haunting tune that occasionally fills the air. the more terrifying by her intellect. She resembles other
Outpost Courtyard. Bordered by snow drifts and half- snowy owlbears, but her beak and claws have transformed
buried bits of destroyed stonework, sits the open courtyard into chardalyn—a manifestation of the evil magic in Feral-
of an ancient Netherese outpost (see appendix A). Tongue’s staff. Crystals of frozen blood cling to her fur and
feathers—tinkling and chiming eerily as she moves.
What They Want. Frostclaw lives to drive terror into the hearts
of her prey; their screams are almost as sweet to her as
their meat.
Thrill of the Hunt. Her skill at hunting is matched by her
thirst for instilling terror in her victims.

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DDAL10-05 A Blight in the Darkness (v1.0)
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After the characters enter the ruined courtyard, read or When Frostclaw is defeated, read or paraphrase the
paraphrase the following: following:

As she roars in agony, the glossy chardalyn comprising As Frostclaw breathes her last, the chardalyn that fueled
Frostclaw’s beak and claws expands, covering the owlbear her rampage begins to drip onto the bloodstained snow.
in a grotesque mockery of plate armor and sealing her Her body shudders and melts, leaving behind a messy pile
wounds. As Frostclaw wordlessly approaches your group, of feathers and meat.
unsettling shapes can be seen writhing under patches of
bare skin.
Treasure
Characters who sift through Frostclaw’s steaming
Frostclaw attacks the characters immediately and without
remains are rewarded with surprisingly valuable detritus.
mercy. As she closes the distance with the party, she begins
Embedded in Frostclaw’s tattered skin are several silvered
a bestial screech with gurgling undertones. Characters
arrowheads and blade tips that, while no longer useful in
fluent in Giant recognize the occasional hateful word in her
a fight, could certainly be sold to smelters. Provided they
screams, but she’s unintelligible in her current state.
rummage around in Frostclaw’s stomach, the characters
Kaskur stands at the back of the formation, firing at
also find a partially digested case containing an intact spell
Frostclaw with his immense longbow. You may choose
scroll of spider climb and a few stray coins, gems, and
to narrate his actions and even give him a place in the
pieces of jewelry.
initiative for a sense of realism, but he isn’t an active
participant in the fight. (The enemies ignore him to focus
on the party, and don’t record any damage he deals.)
Development
The characters are barely able to catch their breath
before Kaskur impatiently reminds them of their mission:
Adjusting This Encounter
Feral-Tongue must be found. However, if the characters
Here are some suggestions for adjusting this encounter,
did particularly well in the fight against Frostclaw, the
according to your group. These aren’t cumulative:
character with the highest passive Wisdom (Insight)
Very Weak: Remove Frostclaw’s legendary actions.
Weak: Remove the necrotic damage from Frostclaw’s attacks. score notices he seems a bit less contemptuous in his
Strong: Add two chardalyn growths that break off from insistence—a subtle acknowledgement of the characters’
Frostclaw’s back, forming into tentacled horrors under her abilities.
control. The character with the highest passive Wisdom
Very Strong: Add four chardalyn growths that break off from (Perception) score soon notices a large set of humanoid
Frostclaw’s back, forming into tentacled horrors under her footprints leading to an enormous stone door embedded in
control. the nearby mountainside.

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DDAL10-05 A Blight in the Darkness (v1.0)
6
2
Sealed Corruption
Estimated Duration: 40 minutes When the characters begin to investigate the door’s
appearance, read or paraphrase the following:
Netherese Outpost
Themes: Urgency, discovery, sacrifice. A vaguely humanoid figure holding a sledgehammer
After Frostclaw’s defeat, the characters track Feral- dominates the center of the door’s relief. A featureless
Tongue to a great stone door that stands flush with the mound rests on the creature’s shoulders, while its
mountainside. The door is covered in ornate carvings with
stomach opens into a gaping maw. It appears poised to
no obvious lock, handle, or means of opening.
crush the bizarre, funnel-shaped creature at its feet.
O1. Outpost Entrance
If the characters ask about these two main figures, certain
Story Objective B successful skill checks (made with advantage by scholars of
Getting through the outpost door is Story Objective B.
Netherese history) reveal the following information:
DC 15 Intelligence (Arcana). The character identifies
the funnel-shaped creature as a phaerimm, an extinct
aberration. Phaerimm were able to eat magic and
Area Information sap moisture from both their surroundings and living
The outpost entrance has the same features as the
creatures. If the check succeeds by 5 or more, they also
courtyard with the following modifications:
identify the humanoid figure as a tomb tapper, a magical
Weather. The entrance is positioned on a section of
construct that burrows underground and hoards magical
mountainside angled in such a way that the few feet
items. These creatures are able to extract iron and
directly in front of the door is partially shielded from the
nutrients from the earth for sustenance (or from blood
prevailing, buffeting winds. Although not as frigid as the
and bone, when available).
open courtyard, the area remains dangerously cold for
characters without protection from the elements. DC 20 Intelligence (History). The character recalls the
The Door. The door is 20 feet tall and 15 feet wide, able common names of both creatures and that the Netherese
to accommodate the passage of Huge creatures with ease. created tomb tappers to hunt down and destroy
It’s also 6 feet thick, which prevents using the stone shape phaerimms. The character also knows the Netherese
spell or similar magic to bypass it. called these constructs “Thaluud” meaning “the
faceless” in Loross, the tongue of High Netheril.

Does Anyone Else Hear Music?


Characters with a passive Wisdom (Perception) score of 17 Tomb Tappers and the Aberrations
or higher have noticed a simple, but eerie, melody in the air That Hate Them
since first approaching the outpost courtyard. If they also have When the ancient Netherese created the first tomb tapper,
a passive Intelligence (Investigation) score of 15 or higher, they didn’t know what enemy their novel constructs would
they finally locate the source of the music: a series of stone face, only that something was draining the magic from their
sculptures lining the courtyard that “sing” as wind blows lands. Therefore, the arcanists instilled in their creations the
through them. A successful DC 15 Intelligence (History) check ability to hunt for magic, as well as a hatred of all nonhuman
identifies the objects as Netherese in origin. Characters who spellcasters. Although tomb tappers became a fearsome
expressed an interest in the fallen empire of Netheril during weapon against the phaerimm, heavy use of spellcasting by
character introductions make this check with advantage. the aberrations eventually created a great desert of the once-
fertile land at the heart of Netheril.
Largely immortal and able to create more of their kind,
Once the characters approach the entrance, a successful tomb tappers persist throughout the former Netherese
DC 12 Intelligence (Investigation) check reveals relatively Empire and beyond to this day. Tomb tappers continue
little snow on the door, indicating recent use—and likely to burrow through the earth in search of magic. Because
confirming suspicions that Feral-Tongue is inside. many burial chambers throughout Faerûn contain magic
items, thaluud have earned the name “tomb tapper” from
Build-a-Thaluud encounters with modern adventurers.
The stone door is covered in intricate carvings (see
handout 1) of a thaluud, also called a “tomb tapper,” and a
phaerimm, the construct’s greatest foe.
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DDAL10-05 A Blight in the Darkness (v1.0)
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The Puzzle Once the puzzle is solved, the door slides inward and
A detect magic spell or similar ability reveals that recedes into the outpost foyer’s wall.
abjuration magic lines the maws of both the phaerimm and
the tomb tapper, but the bulk of the door is mechanical in O2. Forgotten Foyer
nature. A spacious entrance room awaits the characters. The
The Carvings. Any character who investigates the door chamber is 15 feet by 20 feet and its ceiling is 20 feet
soon notices that many of the carvings can be slid along high. There are various stone benches, chairs, and tables,
grooves that run to inside the tomb tapper’s mouth. The and the walls are lined with stone sconces, though the
movable carvings are: moldering torches within are unlit. Characters with a
• Four different elemental glyphs representing air, earth, passive Intelligence (Investigation) score of 13 or higher
fire, and water. note that the finely sculpted stone furniture and fixtures
• Three different runes representing major types of magic: were molded from the mountain rock, probably through
divine, arcane, and alchemical. magical means. An intricately carved archway leads further
• Three different sets of human figures: an arcanist, into darkness.
a person with a crown, and a group of nine shoddily Automatic Door. A few minutes after the characters
enter the outpost, they feel a slight rumble as the door
dressed peasants.
slides back into place. However, they aren’t trapped inside:
• Many seemingly miscellaneous items, including iron Any character with a passive Wisdom (Perception) score
bars, piles of gemstones, vials full of liquid, and a forge. of 10 or higher notices a small onyx panel on the wall. The
The characters must determine which five carvings door can be easily reopened from the inside by pressing on
represent the tomb tapper’s creation and place them inside this panel.
the tomb tapper’s mouth. These carvings are the glyph of
elemental earth, the rune of arcane magic, the arcanist, the O3. Crumbling Cloakroom
nine peasants, and the iron bars.
At the end of the passage beyond the archway, the
Trial and Error. If a character slides an incorrect stone
characters find a small, 10-foot-square room. Its floor is
piece into the tomb tapper’s mouth, they take 13 (3d8)
littered with the long-decayed remnants of heavy cold
necrotic damage and the carving returns to its original
weather clothing, some are austere and practical, while
position.
others are ostentatious and look out of place so close to
Feed the Phaerimm? A character can press down on
such a harsh environment. All are in styles foreign to those
the phaerimm’s maw, though moisture is drawn from their
unfamiliar with Netherese culture and fashion.
body, dealing 13 (3d8) necrotic damage. If the character is
Characters curious about the mix of styles who make a
a spellcaster, they intuit that expending spell slots with a
successful DC 15 Intelligence (History) check recall that
combined level of 3 or higher will prevent this damage. In
the powerful magic users of High Netheril ruled from the
either case, one of the correct carvings slides into the tomb
sky over the people of terrestrial Low Netheril, who were
tapper’s mouth after this action is performed.
commoners possessing none-to-comparatively-low magical
After the phaerimm maw has been pressed at least once,
talents. The less practical gear was likely worn by mages
a character can determine the following with a successful
who relied on spells to protect them from the elements,
Intelligence check. The results are cumulative:
whereas the more mundane garb probably belonged to
DC 10: If the party can’t figure out which carvings belong in their assistants or servants.
the tomb tapper’s maw; they have the option of “feeding” A successful DC 13 Intelligence (Investigation) check
the phaerimm life force or magical energy to open the allows a character to quickly sort through the scraps to find
door. valuable ornamental bits that’ve survived the centuries.
DC 15: Relying on this brute-force method alone will
seriously strain their resources. Feral-Tongue, his beasts, Treasure
and who-knows-what-else are still left to deal with in a In the textile scrap pile, there are enough small gems and
limited amount of time. precious metal buttons to trade for a dozen new sets of
cold weather clothes. Any character who picks through
the debris also finds a wand of pyrotechnics with no check
Adjusting This Encounter required, as it’s the only pristine item in the room, making
Here are some suggestions for adjusting this encounter, it easy to spot. A successful DC 15 Intelligence (Arcana)
according to your group. These aren’t cumulative: check identifies the wand, and any character with a passive
Very Weak and Weak: Hints and wrong guesses only deal 9 Intelligence (Investigation) score of 11 or higher infers it
(2d8) necrotic damage. Spellcasters only need to expend was probably used as a flare.
two levels worth of spell slots to prevent damage from the
phaerimm. Development
Strong: Hints and wrong guesses deal 18 (4d8) necrotic With no other leads, the characters must push further into
damage. Spellcasters must expend four levels worth of spell the ruins to find their quarry.
slots to prevent damage from the phaerimm.
Very Strong: Hints and wrong guesses deal 22 (5d8) necrotic
damage. Spellcasters must expend five levels worth of spell
slots to prevent damage from the phaerimm.

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DDAL10-05 A Blight in the Darkness (v1.0)
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3
Delving into the Past
Estimated Duration: 60 minutes Dimensions and Terrain. The lab consists of a 20-foot-
by-60-foot chamber. Bubbling mud and slime covers the
Inside the Netherese northeast quarter of the room’s floor (see “Alchemical
Sludge,” below).
Outpost Light. A single candle at the center of a long, stone lab
bench illuminates the room within 10 feet of it. The rest of
Themes: Relief, curiosity, apprehension.
the lab is in darkness.
Feral-Tongue waits for his enemies in the outpost’s
Smell. Noxious chemical fumes permeate this room
basement cold room. Before they face him, the characters
and can be detected from the hallway outside. Although
have a chance to explore the area, potentially uncovering
the fumes smell foul, they have no negative effect on the
secrets from Netheril’s past.
characters.

Story Objective C
Getting through the outpost in good enough condition to
face off with Feral-Tongue is Story Objective C.

Area Information
The abandoned outpost has the following features:
Dimensions and Terrain. A single 15-foot-wide hallway
winds through the outpost, ending in a door that leads to
the basement where Feral-Tongue waits. The walls, floors,
and even most of the furniture is made of the same rock as
the mountain.
Temperature. Inside the outpost proper, skilled
architecture and ancient enchantments both keep the halls
and chambers comfortably warm.
Light. Unless otherwise noted, the outpost is completely
dark.

Warm Respite
Once the characters are inside the outpost proper, its warm,
dry hallways provide them with the opportunity to finally take
a short rest. This can be done at any point before they open
the basement chamber door.
If anyone suggests a long rest, Kaskur strongly protests, as
any delay much longer than an hour would give Feral-Tongue
ample opportunity to gather his forces or flee through some
as-yet-undiscovered exit.

I1. Ooze Goes Where?


This laboratory was built to conduct alchemical
experiments. Currently, it’s occupied by a group of
elementals from the Swamp of Oblivion who are busy
playing a game of cards.
Area Information
The laboratory has the following features:

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DDAL10-05 A Blight in the Darkness (v1.0)
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Alchemical Sludge d12 Effect
The northeast corner of this room is covered by a thick coat 1 Your tongue melds to the floor of your mouth. You lose
of green-brown muck. This congealed mass formed over the ability to speak and can’t cast spells that require
the centuries as the alchemical reagents and waste stored verbal components.
in this room leaked from their containers. 2 Fine, silver fur sprouts all over your body.
Any creature that comes into contact with this sludge
3 Your pupils dilate to an impossible size, making your
must make a successful DC 15 Constitution saving throw
eyes appear solid black. You gain darkvision out to 60
or be temporarily mutated (roll a d12 and consult the table
feet. If you already have darkvision, its range increases
below). If a creature deliberately swallows the sludge,
by 60 feet. However, you also gain an aversion to light:
they automatically fail their saving throw. Creatures that
you have disadvantage on attack rolls and Wisdom
are immune to the poisoned condition are unaffected
(Perception) checks based on sight while you, the
by the sludge. The sludge’s effects wear off at the end of
target of your attack, or whatever you’re trying to
the adventure, but can be removed earlier with a lesser
perceive is in bright light.
restoration spell or similar effects that cure the poisoned
condition. 4 Your feet float a few inches off the ground. This allows
you to ignore difficult terrain, but you’re also thrown
off-balance, imposing disadvantage on your Strength
(Athletics) checks and Strength saving throws.
5 You feel a stinging sensation inside your nose and
mouth and quickly lose all sense of smell and taste.
6 A tingle passes through your body and you soon realize
you can now intuit a creature’s type by sight.
7 Your ears elongate and you feel a strange tickle in your
throat. You are constantly under the effect of a speak
with animals spell.
8 Your arms stretch and lengthen, adding 5 feet to your
reach with melee attacks made on your turn.
9 A pair of enormous eyes erupts from your shoulders.
As long as they’re uncovered, you have advantage on
all Wisdom (Perception) checks based on sight.
10 You grow a prehensile tail that grants you a second free
interaction with an object on your turn.
11 Your skin turns a sickly green and becomes sticky to
the touch. You have advantage on checks to grapple
other creatures, but you have disadvantage on checks
made to escape grapples yourself.
12 You start to glow with a soft light and gain resistance to
necrotic damage.

Creature Information
Clod (a mud mephit fluent in Common) is enjoying game
night with his friends, a pair of ooze elementals, Large
creatures that look like piles of living mud.

Clod, “the Dragon Keeper” (KLODD)


Like many of his ilk, Clod is more interested in comfort and
possessions than combat. While he delights in many forms
of torment, he prefers to separate his victims from their
valuables. He’s especially fond of showing off his great wealth
and telling grandiose stories about his “treasures.”
What They Want. Clod is a lazy, slovenly creature who cares
little for anyone else’s needs. He mocks and denigrates
anyone he views as beneath him (which is virtually
everyone) and flees from aggressors at the first sign of
trouble.
Blinded by Greed. Though greedy, he isn’t particularly smart
and is quite gullible. He’s inclined to believe most anything
is valuable if it has an outlandish story to go with it—the
grander the tale, the greater its worth, at least in his mind.

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DDAL10-05 A Blight in the Darkness (v1.0)
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Story Award: One Man’s Junk on a successful one. The blast can be heard throughout
If one or more characters have this story award, the complex and for characters fluent in Loross, sounds
Clod remembers them as a mark easily parted strangely like the ancient Netherese word for “thief.”
from their “valuables.” Clod stops the ooze
elementals from immediately attacking the party and one Adjusting This Encounter
ooze elemental burbles something to him in Primordial. Here are some suggestions for adjusting this encounter,
Clod translates, daring the entire party (Kaskur included) according to your group. These aren’t cumulative:
to drink from the alchemical sludge. If they decline, the Very Weak: Reduce the DC of the check to detect the glyph
elementals attack. and the saving throw against its effects to DC 11. The glyph
Unless Clod intervenes on the characters’ behalf, the only deals 13 (3d8) lightning damage.
ooze elementals attack the group. Clod flees at the first sign Weak: Reduce the DC of the check to detect the glyph and the
of a fight, but the ooze elementals fight to the death. saving throw against its effects to DC 11.
Strong. The glyph deals 31 (7d8) lightning damage.
Very Strong: Increase the DC of the check to detect the glyph
Adjusting This Encounter and the saving throw against its effects to DC 17. The glyph
Here are some suggestions for adjusting this encounter, deals 31 (7d8) lightning damage.
according to your group. These aren’t cumulative:
Very Weak and Weak: Remove one ooze elemental.
Strong: Add one ooze elemental. Treasure
Very Strong: Add two ooze elementals.
Even with the ancient art of climate control, most of the
food stored here has long since crumbled to dust. However,
several large jars of honey remain edible after multiple
Treasure millennia—something characters proficient with cook’s
If Clod flees or is incapacitated, he leaves behind a strange utensils would already know. The honey is likely worth a
deck of playing cards and a potion of acid resistance. If all hefty sum to a meadery in the nearby town of Good Mead.
the characters drink from the alchemical sludge, he offers Any mead brewed with this ancient Netherese honey isn’t
to trade these items (that he believes to be worthless) for guaranteed to be good—but it’d certainly be unique.
one of the characters’ “most valued possessions” (any
mundane trinket will do). I3. Sleeping Quarters
The deck of steel cards is quite rare and can no doubt
be sold to a collector. A successful DC 18 Intelligence Two rows of unremarkable bunk beds line the walls of
(History) check reveals that various Netherese historical this small room. Unlike in the cloakroom, there’s no lavish
figures adorn the face cards, with the infamous arcanist counterpart to these humble beds. Any character with a
Karsus as the jokers. If the characters search the room, passive Intelligence (Investigation) score of 12 or higher
they also find a sizable gold nugget. notices this discrepancy. A curious character who makes
a successful DC 15 Intelligence (Arcana) check correctly
surmises that the powerful arcanists who oversaw this
An Empire’s Fall facility likely spent their off hours inside their own personal
The Netherese Empire’s true decline began with the Mordenkainen’s magnificent mansions or similar magical
magical catastrophe known as Karsus’s Folly in −339 DR. accommodations.
In a desperate attempt to defeat the phaerimm threat, the
archmage Karsus briefly stole the divine power of Mystryl, the Treasure
then goddess of magic. This caused significant damage to the On a bookshelf, a few tomes are still in good enough
Weave, which would’ve been completely destroyed if Mystryl condition to fetch a high price from a collector of Netherese
hadn’t sacrificed herself to repair it. artifacts.
These events caused all magic on Toril to vanish for a short
time. This was long enough for almost all the floating cities of Development
High Netheril to come crashing down to the planet’s surface. The characters finally reach the end of their journey,
Considering Karsus’s place in the deck of cards, this outpost certain that Feral-Tongue lurks just behind the basement’s
was likely built (or continued to be in use) after this event. frosty cold room door.

I2. Mess hall


This modestly sized rectangular room was where the
Netherese who worked at the outpost cooked and ate
their meals. A long stone table dominates the center of the
room, while a stone stove flanked by countertops stands to
the side.
At the far end of the room, an unlocked door leads to a
small larder. Unfortunately, an overzealous Netherese cook
inscribed a glyph of warding on this door. A successful DC
14 Intelligence (Investigation) check is required to spot the
glyph. If the door is opened, creatures within 20 feet of the
door must make a DC 14 Dexterity save, taking 22 (5d8)
thunder damage on a failed save, or half as much damage

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DDAL10-05 A Blight in the Darkness (v1.0)
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4
Mouth of Madness
Estimated Duration: 60 minutes Area Information
The Final Confrontation The cellar (see appendix B) has the following features:
Dimensions and Terrain. The ancient Netherese
Themes: Corruptibility, mortality, hope. hollowed this 70-foot-by-90-foot chamber out of mountain
After exploring the Netherese outpost, the characters rock. A similarly formed stone stairway leads 10 feet down
come to the last place Feral-Tongue may be hiding: a frigid from the hallway.
basement chamber. Temperature. Ancient enchantments keep this chamber
freezing cold. The characters easily note the frost that’s
Story Objective D accumulated on the chamber door facing the hallway.
Chardalyn Formations. Human-sized pillars of shiny,
Defeating Feral-Tongue or otherwise putting a stop to his
plans of terrorizing Icewind Dale is Story Objective D. black chardalyn dot the room, pulsing with evil magic. See
the sidebar below for further information.
Light. Unlike in the rest of the outpost, the stone sconces
lining the walls are lit, providing bright light throughout
the room. However, the chardalyn formations still seem
wreathed in shadow.
Furnishings. Scattered around the chamber are a
number of long stone tables, roughly waist-high to the
average human, that’ve been formed from the stone floor.

Chardalyn Formations
These sizeable chunks of chardalyn take up the same space
as a Medium creature. Corrupting necromantic magic
constantly radiates from these formations, which creates the
following effects:
• Any creature within 30 feet of a chardalyn formation that
casts a spell to restore hit points must make a DC 13
ability check using their spellcasting ability. On a failure,
the target only regains half the hit points restored by the
spell (rounded down), and Feral-Tongue regains the same
amount of hit points.
• Any creature that starts or ends its turn within 10 feet
of a chardalyn formation must make a successful DC 13
Constitution saving throw or gain a level of exhaustion
that lasts until they complete a short or long rest—to a
maximum of one level per round. Feral-Tongue and his
minions are immune to this effect.

Creature Information
Feral-Tongue has been waiting for the characters’ arrival
since learning of Frostclaw’s demise with the power of his
chardalyn staff. He sits patiently on one of the stone tables.
Two polar bears accompany Feral-Tongue. Although
under Feral-Tongue’s sway and charmed by the staff’s
magic, they’re still ordinary animals, neither awakened nor
corrupted to the same degree Frostclaw was.

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DDAL10-05 A Blight in the Darkness (v1.0)
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Feral-Tongue Story Award: Chwinga Charms!
Neutral evil goliath druid Characters who obtained the chwingas’ aid in
DDAL10-04 Cold Benevolence gain a minor
Previously known as Kugan Windwhisper Thuunlakalaga,
Feral-Tongue adopted his current name after the chardalyn benefit during the encounter for each charm they
staff brought about his descent into evil. He’s responsible obtained, as follows:
for the chardalyn-infused animals and monstrosities that Charm of Lor the Timid: The character has advantage on
roam Icewind Dale, leaving murder and famine in their wake. Dexterity (Stealth) checks.
Before finding the staff, Feral-Tongue was a reserved eccentric Charm of Sappa Ever-Watching: The character can take
who lived alone near Wyrmdoom Crag. Old Goat and Kugan the Help action as a bonus action. If the character could
were good friends, but as Feral-Tongue, his magnificent already do this, they can aid two creatures with the
Frostclaw is the only living creature he cares for.
action instead of one.
What They Want. Feral-Tongue’s mission is to utterly destroy
the goliath clans and the Ten-Towns of Icewind Dale with Charm of Singing Gir: The character has advantage on
his army of chardalyn-infused animals, preferably led by his ability checks and saving throws against the effects of
first creation and heir, Frostclaw. For what purpose, even he the chardalyn pillars and on the Dexterity saving throw
couldn’t say. to avoid effects unknown when Feral-Tongue’s chardalyn
Who’s In Control? Since finding the staff, Feral-Tongue has staff explodes.
constantly heard malevolent whispers and nothing he’s tried
has helped silence them. As he continued to use the staff’s If Feral-Tongue dies or is reduced to 0 hit points, the
power, these whispers only grew worse, more insistent. chardalyn staff explodes and showers the area with shards
These voices belong to the seven necromancers, members of of chardalyn.
the Colloquium of Immortality, who were sacrificed to create Conversely, in the unlikely event that Feral-Tongue
the staff. Their constant whispers, combined with Frostclaw’s is somehow persuaded to surrender, he destroys the
own desire for blood and conquest, set Feral-Tongue on a chardalyn staff himself. The resulting blast reduces him
trajectory he’s now resigned to. to 0 hit points, but he’s stable. In either case, creatures
within 10 feet of the explosion must make a successful
DC 13 Dexterity saving throw to avoid chardalyn shrapnel
After the characters open the chamber door, read or embedding itself in their flesh.
paraphrase the following:
Story Award: Corrupting Chardalyn
Infusion
A gaunt figure dressed in tattered rags raises a skeletal, Characters who fail their saving throw against the
antlered head to greet you. In a weary, flat voice he says, chardalyn staff’s explosion earn this story award.
“You can’t stop what’s coming to the Dale. I can’t stop it,
either. But I can stop you.”

After he finishes speaking, Feral-Tongue uses his Polar


Bear Form to become a chardalyn-infused polar bear and
immediately attacks the party. Before anyone else can act,
Kaskur charges the villain, but Feral-Tongue shrugs off
his attack. The druid viciously mauls his former clanmate,
before throwing him in a crumpled heap at the base of one
of the chardalyn pillars. Unless Kaskur is moved away from
the chardalyn formation, he gains a level of exhaustion at
initiative count 0 (losing ties) each round (and dies after
gaining six levels of exhaustion).
Man or Monstrosity? Characters with a passive Wisdom
(Perception) score of 14 or higher note that Feral-Tongue’s
skeletal “head” is nothing more than an ordinary stag skull
he wears like a helmet. Although in poor condition, Feral-
Tongue displays no obvious physical signs of corruption.

Adjusting This Encounter


Here are some suggestions for adjusting this encounter,
according to your group. These aren’t cumulative:
Very Weak: Remove two polar bears.
Weak: Replace two polar bears with one dire wolf.
Strong: The polar bears have chardalyn claws. Their claw
attacks deal an extra 9 (2d8) necrotic damage.
Very Strong: The polar bears have chardalyn claws and teeth.
Their bite and claw attacks deal an extra 9 (2d8) necrotic
damage.

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DDAL10-05 A Blight in the Darkness (v1.0)
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What About the Bears? Optional: Declining Advancement
If the polar bears are still alive after the staff explodes, they
Each player can decline advancement if they so choose; this
continue attacking—without the chardalyn staff controlling has its benefits. It’s possible for a character to advance beyond
them, they react the same way any wild animal would upon an adventure’s level range, meaning they’d be unable to play
finding themselves in such a situation: with fear and anger. an adventure as planned. Similarly, advancing too quickly
means a character won’t earn as much gold as their peers.
Treasure Conversely, remind players that the amount of gold their
After Feral-Tongue is defeated or surrenders, the characters can earn per level is limited; characters declining
characters can take his chardalyn breastplate. advancement might reach a point where they no longer
earn gold.
Wrap-Up: Back at
Wyrmdoom Crag Gold
When the characters return to Wyrmdoom Crag, they find Award each character gold for each hour of the session.
Old Goat talking to Nararhak Tree-Eye about a falling star Adventures typically features cues for this, but you can add
the young, disabled storyteller saw and believes to be an it where you see fit. The maximum gold you can award a
omen. character per hour is determined by their tier, as follows:
Old Goat is happy with the success of the characters’
mission, but if Feral-Tongue or Kaskur were slain, she’s Tier Hourly GP Award GP Limit per Level
deeply saddened by the clan’s loss. If the characters spared 1 20 gp 80 gp
Feral-Tongue, and Kaskur also survived the encounter,
2 30 gp 240 gp
Kaskur fumes and swears vengeance on the characters.
3 200 gp 1,600 gp
Story Award: Sing a Song of 4 750 gp 6,000 gp
Vengeance
The characters earn this story award if they Magic Items
bring both Feral-Tongue and Kaskur back to If found during the adventure, the characters can keep the
Wyrmdoom Crag alive. following magic items, described in handout 2:
• Chardalyn breastplate (armor of necrotic resistance)
Story Award: The Song Falls • Potion of resistance (acid)
Silent • Spell scroll of spider climb
The characters earn this story award if Kaskur • Wand of pyrotechnics
dies during the adventure and isn’t returned to life.
Story Awards
Rewards The characters may earn one or more of the following story
awards, described in handout 2:
At the end of the session, everyone receives rewards based • Corrupting Chardalyn Infusion
upon their accomplishments. • Sing a Song of Vengeance
Player Rewards • The Song Falls Silent

The players gain the following rewards: Dungeon Master Rewards


Advancement For running this adventure, you earn a DM Reward. See
A character who successfully completes this adventure the Adventurers League Dungeon Master’s Guide for more
gains one level. information.

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DDAL10-05 A Blight in the Darkness (v1.0)
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Dramatis Personae Kaskur (KASS-kerr) Spearsong
The following NPCs feature prominently in this adventure: Thuunlakalaga
This headstrong and impetuous goliath leads the clan’s
Clod (KLOD), “the Dragon hunters. He’s grown angry and frustrated at the lack
Keeper” of game in the area, and he resents Old Goat’s “poor
leadership” for a lack of solutions. He wields a longbow
Like many of his ilk, Clod is more interested in comfort taller than most humans and claims he once felled an elk
and possessions than combat. While he delights in many from a half mile away. He wears little in the way of clothing,
forms of torment, he prefers to separate his victims from even in the driving wind—a feat that’s earned him the
their valuables. He’s especially fond of showing off his great respect of his fellow hunters.
wealth and telling grandiose stories about his “treasures.”
What They Want. Kaskur has grown tired of Old Goat’s
What They Want. Clod is a lazy, slovenly creature who personal fears preventing an alliance with the goliaths of
cares little for anyone else’s needs. He mocks and Skytower Shelter. He views her as weak and her ideas as
denigrates anyone he views as beneath him (which is outdated, especially when Kugan Windwhisper (Feral-
virtually everyone) and flees from aggressors at the first Tongue)—who Kaskur views as being even weaker than
sign of trouble. Old Goat—is involved. He wants to usurp control of the
Blinded by Greed. Though greedy, he isn’t particularly clan for himself.
smart and is quite gullible. He’s inclined to believe most Words Are Wasted Wind. Kaskur doesn’t have a
anything is valuable if it has an outlandish story to go negotiator’s tongue; he’s terse and speaks his mind
with it—the grander the tale, the greater its worth, at without hesitation. Despite this, he’s experienced and
least in his mind. knows the area better than any of his peers.

Feral-Tongue Ogolai (oh-GOH-lie) Orcsplitter


Neutral evil goliath druid “Old Goat” Thuunlakalaga
Previously known as Kugan Windwhisper Thuunlakalaga, The chieftain of the Thuunlakalaga goliaths is an elderly
Feral-Tongue adopted his current name after the goliath with a heavily scarred face. She dresses plainly
chardalyn staff brought about his descent into evil. in goat hide clothing and carries an immense greataxe
He’s responsible for the chardalyn-infused animals and fashioned from white dragon bone. She has a crippling
monstrosities roaming Icewind Dale, leaving murder fear of griffons stemming from a childhood trauma that’s
and famine in their wake. Before finding the staff, Feral- created tensions between her clan and the Akannathi
Tongue was a reserved eccentric who lived alone near goliaths of Skytower Shelter (see Icewind Dale: Rime of
Wyrmdoom Crag. Old Goat and Kugan were good friends, the Frostmaiden).
but, as Feral-Tongue, his magnificent Frostclaw is the only
What They Want. Old Goat’s first priority is the safety and
living creature he cares for.
prosperity of her clan—especially in these unusual and
What They Want. Feral-Tongue’s mission is to utterly trying times. She’s quick to stymie dissent, particularly
destroy the goliath clans and the Ten-Towns of Icewind from Kaskur Spearsong. She fears his disagreements
Dale with his army of chardalyn-infused animals, will turn violent, but does everything within her power to
preferably led by his first creation and heir, Frostclaw. delay this apparent inevitability for as long as possible.
For what purpose, even he couldn’t say.
Done It, Seen It; but the End Is Nigh. Old Goat has
Who’s In Control? Since finding the staff, Feral-Tongue been around a long time and seen many things. This
has constantly heard malevolent whispers and nothing experience lends her a tremendous amount of wisdom to
he’s tried has helped silence them. As he continued draw on when making decisions. However, she’s getting
to use the staff’s power, these whispers only grew old and refuses to surrender the yoke of leadership until
worse, more insistent. These voices belong to the a worthy (equally wise) replacement is found. If it weren’t
seven necromancers, members of the Colloquium of for his sharp tongue, Old Goat would’ve offered Kaskur
Immortality, who were sacrificed to create the staff. the mantle of leadership years ago. However, she fears
Their constant whispers, combined with Frostclaw’s what the clan would become under his leadership.
own desire for blood and conquest, set Feral-Tongue on a
trajectory he’s now resigned to.

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DDAL10-05 A Blight in the Darkness (v1.0)
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Creature Statistics Dire Wolf
Large beast, unaligned
The following creatures appear in this adventure:
Armor Class 14 (natural armor)
Chardalyn Growth Hit Points 37 (5d10 + 10)
Small elemental, neutral evil Speed 50 ft.

Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 31 (7d6 + 7) 17 (+3) 15 (+2) 15 (+2) 3 (−4) 13 (+1) 7 (−2)
Speed 30 ft.
Skills Perception +3, Stealth +4
STR DEX CON INT WIS CHA Senses passive Perception 13
7 (−2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 8 (−1) Languages —
Challenge 1 (200 XP)
Skills Perception +4, Stealth +6, Survival +2
Damage Immunities necrotic, poison
Keen Hearing and Smell. The wolf has advantage on Wisdom
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 14 (Perception) checks that rely on hearing or smell.
Languages telepathy 120 ft. Pack Tactics. The wolf has advantage on an attack roll against a
Challenge 2 (450 XP) creature if at least one of the wolf’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Fear Aura. Any beast or humanoid that starts its turn within 10 Actions
feet of the chardalyn growth must succeed on a DC 11 Wisdom
saving throw or be frightened until the start of the creature’s Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
next turn. 10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
Light Sensitivity. While in bright light, the chardalyn growth has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Shadow Teleport (Recharge 5–6). As a bonus action, the
chardalyn growth can teleport to an unoccupied space within 30
feet of it, provided that both the space it’s teleporting from and
its destination are in dim light or darkness. The destination need
not be within line of sight.

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage, and the target must succeed on a
DC 11 Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

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DDAL10-05 A Blight in the Darkness (v1.0)
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Feral-Tongue Legendary Actions
Medium humanoid (goliath), neutral evil Feral-Tongue can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Armor Class 16 (chardalyn breastplate) time and only at the end of another creature’s turn. Feral-Tongue
Hit Points 78 (12d8 + 24) regains spent legendary actions at the start of his turn.
Speed 30 ft.
Attack. Feral-Tongue makes one weapon attack.
Cantrip. Feral-Tongue casts a cantrip.
STR DEX CON INT WIS CHA
Change Shape (Costs 2 Actions). Feral-Tongue uses his Polar Bear
16 (+3) 14 (+2) 14 (+2) 12 (+1) 18 (+4) 10 (+0)
Shape or reverts to his true form.
Chardalyn Burst (Costs 3 Actions). Necromantic energy explodes
Saving Throws Int +4, Wis +7 from Feral-Tongue’s staff, or if he’s in polar bear form, his body.
Damage Resistances cold, necrotic All creatures within 10 feet of Feral-Tongue must make a DC 15
Skills Nature +4, Perception +7, Stealth +5, Survival +7 Dexterity saving throw, taking 18 (4d8) necrotic damage and 18
Senses darkvision 60 ft., passive Perception 17 (4d8) slashing damage on a failed save, or half as much damage
Languages Common, Druidic, Giant on a successful one.
Challenge 7 (2,900 XP)

Frostclaw
Special Equipment. Feral-Tongue wears a chardalyn breastplate. Large monstrosity, chaotic evil
Legendary Resistance (3/Day). If Feral-Tongue fails a saving throw,
he can choose to succeed instead. Armor Class 18 (natural armor)
Hit Points 157 (15d10 + 75)
Spellcasting. Feral-Tongue is a 9th-level spellcaster. His Speed 40 ft.
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with
spell attacks). He has the following druid spells prepared: STR DEX CON INT WIS CHA
Cantrips (at will): druidcraft, produce flame, thorn whip 20 (+5) 12 (+1) 20 (+5) 10 (+0) 12 (+1) 10 (+0)
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): flame blade, moonbeam, pass without trace Skills Perception +4
3rd level (3 slots): call lightning, dispel magic, plant growth Senses darkvision 60 ft., passive Perception 14
4th level (3 slots): blight, freedom of movement, guardian Languages Giant
of nature* Challenge 7 (2,900 XP)
5th level (1 slot): contagion
* Spell found in Xanathar’s Guide to Everything
Chardalyn Weapons. Frostclaw’s weapon attacks and Icy Breath
Actions legendary action are magical.

Chardalyn Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one Keen Sight and Smell. Frostclaw has advantage on Wisdom
target. Hit: 6 (1d6 + 3) bludgeoning damage and 9 (2d8) necrotic (Perception) checks that rely on sight or smell.
damage or 7 (1d8 + 3) bludgeoning damage and 9 (2d8) necrotic Legendary Resistance (3/Day). If Frostclaw fails a saving throw,
damage if wielded with two hands. she can choose to succeed instead.
Bonus Actions Actions
Polar Bear Shape (2/Day). Feral-Tongue magically polymorphs Multiattack. Frostclaw makes two attacks: one with her beak and
into a polar bear and can remain in this form for up to 4 hours. one with her claws.
Feral-Tongue’s equipment melds with his new form. Feral-Tongue
reverts to his true form if he dies or falls unconscious. He can Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
also revert to his true form as a bonus action on his turn. Hit: 10 (1d10 + 5) piercing damage plus 9 (2d8) necrotic damage.
While in polar bear form, Feral-Tongue retains his game Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
statistics, but his AC, movement modes, Strength, and Dexterity 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage.
are replaced by those of a polar bear, and he gains the traits and
actions of a polar bear. Legendary Actions
In this form Feral-Tongue’s melee attacks count as magical Frostclaw can take 3 legendary actions, choosing from the
for the purpose of overcoming resistances and immunity to options below. Only one legendary action option can be used at
nonmagical attacks, and deal an extra 9 (2d8) necrotic damage. a time and only at the end of another creature’s turn. Frostclaw
regains spent legendary actions at the start of her turn.
Reactions
Attack. Frostclaw makes one claws attack.
Stone’s Endurance (Recharges after a Short or Long Rest). When
Fearsome Roar (Costs 2 Actions). Frostclaw roars loudly. Any
Feral-Tongue takes damage, he reduces the damage taken by 8 creature within 30 feet that can see and hear Frostclaw must
(1d12 + 2). succeed on a DC 16 Wisdom saving throw or be frightened of
Frostclaw until the end of their next turn.
Icy Breath (Costs 3 Actions). Frostclaw exhales a blast of frigid air
in a 30-foot cone. Each creature in the area must make a DC 16
Constitution saving throw, taking 18 (4d8) cold damage and 18
(4d8) slashing damage on a failed save, or half as much damage
on a successful one.

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Mud Mephit Actions
Small elemental, neutral evil Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Armor Class 11
13 (2d8 + 4) bludgeoning damage.
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 20 ft., swim 20 ft. Whelm (Recharge 4–6). Each creature in the elemental’s space
must make a DC 15 Strength saving throw. On a failure, a target
STR DEX CON INT WIS CHA takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller,
8 (−1) 12 (+1) 12 (+1) 9 (−1) 11 (+0) 7 (−2) it is also grappled (escape DC 14). Until this grapple ends, the
target is restrained and unable to breathe unless it can breathe
Skills Stealth +3 water. If the saving throw is successful, the target is pushed out of
Damage Immunities poison the elemental’s space.
Condition Immunities poisoned The elemental can grapple one Large creature or up to two
Senses darkvision 60 ft., passive Perception 10 Medium or smaller creatures at one time with this ability. At the
Languages Aquan, Terran start of each of the elemental’s turns, each target grappled by it
Challenge 1/4 (50 XP) takes 13 (2d8 + 4) bludgeoning damage. As an action, a creature
within 5 feet of the elemental can pull a creature or an object out
Death Burst. When the mephit dies, it explodes in a burst of of it by succeeding on a DC 14 Strength check.
sticky mud. Each Medium or smaller creature within 5 feet of it
must succeed on a DC 11 Dexterity saving throw or be restrained
until the end of the creature’s next turn.
Polar Bear
Large beast, unaligned
False Appearance. While the mephit remains motionless, it is
indistinguishable from an ordinary mound of mud. Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Actions Speed 40 ft., swim 30 ft.
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) bludgeoning damage. STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)
Mud Breath (Recharge 6). The mephit belches viscid mud
onto one creature within 5 feet of it. If the target is Medium or Skills Perception +3
smaller, it must succeed on a DC 11 Dexterity saving throw or be Senses passive Perception 13
restrained for 1 minute. A creature can repeat the saving throw Languages —
at the end of each of its turns, ending the effect on itself on Challenge 2 (450 XP)
a success.

Keen Smell. The bear has advantage on Wisdom (Perception)


Ooze Elemental (Water checks that rely on smell.

Elemental) Actions
Large elemental, neutral Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
Speed 30 ft., swim 90 ft. (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 12 (2d6 + 5) slashing damage.
18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1)

Damage Resistances acid; bludgeoning, piercing, and slashing


from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Aquan
Challenge 5 (1,800 XP)

Water Form. The elemental can enter a hostile creature’s space


and stop there. It can move through a space as narrow as 1 inch
wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its
speed is reduced by 20 feet until the end of its next turn.

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Handout 1: Door Puzzle

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Handout 2: Character Rewards
The characters may earn the following rewards in this
adventure: Story Awards
Magic Items Corrupting Chardalyn Infusion
Characters who fail their saving throw against the
Chardalyn Breastplate (Armor of exploding chardalyn staff earn this story award.
Necrotic Resistance)
Armor (breastplate), rare (requires attunement) Sing a Song of Vengeance
This breastplate is made of chardalyn reinforced with The characters earn this story award if they bring Feral-
hardened wood and boiled leather. While wearing it, you Tongue and Kaskur back to Wyrmdoom Crag alive.
always feel bitterly cold.
You have resistance to necrotic damage while you wear The Song Falls Silent
this armor.
The characters earn this story award if Kaskur dies during
Potion of Resistance (acid) the adventure and isn’t returned to life.
Potion, uncommon
When you drink this potion, you gain resistance to acid
damage for 1 hour.
Spell Scroll of Spider Climb
Scroll, uncommon
A spell scroll bears the words of a single spell, written
in a mystical cipher. If the spell is on your class’s spell
list, you can read the scroll and cast its spell without
providing any material components. Otherwise, the scroll
is unintelligible. Casting the spell by reading the scroll
requires the spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell’s level. On
a failed check, the spell disappears from the scroll with no
other effect.
Wand of Pyrotechnics
Wand, common
This wand has 7 charges. While holding it, you can use an
action to expend 1 of its charges and create a harmless
burst of multicolored light at a point you can see up to 60
feet away. The burst of light is accompanied by a crackling
noise that can be heard up to 300 feet away. The light is as
bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20. On a
1, the wand erupts in a harmless pyrotechnic display and is
destroyed.

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Appendix A:
Ruined Courtyard Map

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Appendix B:
Mouth of Madness Map

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Appendix C:
Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each
with their own character within the adventure’s level range New Players? No Problem!
(see Adventure Primer). Characters playing in a hardcover With starter adventures like this one it’s possible you may
adventure may continue to play too, but if they play a have players new to D&D, or just new to fifth edition. It’s up
to you as the DM to ensure they a) have fun with the game
different hardcover adventure, they can’t return to the first
and b) learn the basics of how to play. At this level, having fun
if they level beyond its level range. is more important than learning every rule exactly right. Be
gentle with new players who make mistakes.
New to D&D Adventurers League? Make sure to keep your players smiling and rolling dice.
https://dnd.wizards.com/ddal_general Be positive and enthusiastic when describing the action, and
you’ll notice they quickly follow suit.
Preparing the Adventure If you’re a new DM, then welcome—and thank you! New
DMs are the lifeblood of the D&D community. This adventure
Before you start play, consider the following: includes sidebars like this one that explain of some rules used
• Read through the adventure, taking notes of anything as the adventure progresses!
you’d like to highlight or remind yourself of while
running the adventure, such as a way you’d like to
portray an NPC or a tactic you’d like to use in a combat. Adjusting This Adventure
Familiarize yourself with the adventure’s appendices
and handouts. To determine whether you should consider adjusting the
adventure, add up the characters’ levels and divide the total
• Gather any resources you’d like to use to aid you in
by the number of characters (rounding .5 or greater up; .4
running this adventure—such as notecards, a DM
or less down). This is the group’s average party level (APL).
screen, miniatures, and battlemaps. To approximate the party strength for the adventure,
• Ask the players to provide you with relevant character consult the table below.
information, such as name, race, class, and level;
passive Wisdom (Perception) score, and anything the Determining Party Strength
adventures specifies as notable (such as backgrounds,
Party Composition Party Strength
traits, and flaws).
Players can play an adventure they previously played 3–4 characters, APL less than Very Weak
as a player or DM, but may only play it once with a given 3–4 characters, APL equivalent Weak
character. Ensure each player has their character’s 3–4 characters, APL greater than Average
adventure logsheet (if not, get one from the organizer)
5 characters, APL less than Weak
with their starting values for level, magic items, gold, and
downtime days. These are updated at the conclusion of the 5 characters, APL equivalent Average
session. The adventure information and your information 5 characters, APL greater than Strong
are added at the end of the adventure session—whether
6–7 characters, APL less than Average
they completed the adventure or not.
Each player is responsible for maintaining an accurate 6–7 characters, APL equivalent Strong
logsheet. If you have time, you can do a quick scan of a 6–7 characters, APL greater than Very Strong
player’s character sheet to ensure nothing looks out of
order. If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide Safety Tools
documentation for the irregularities. If they can’t, feel free Safety tools ensure that players aren’t pushed beyond their
to restrict item use or ask them to use a standard ability comfort levels. They let your players know you want them to
score array. have a positive experience.
Point players to the D&D Adventurers League Players A broad range of safety tools are available for you and your
Guide for reference. If players wish to spend downtime players online, but for more information reach out to your
days and it’s the beginning of an adventure or episode, Event Organizer or to community@dndadventurersleague.org
they can declare their activity and spend the days now,
or they can do so at the end of the adventure or episode.
Players should select their characters’ spells and other
daily options prior to the start of the adventure unless
the adventure specifies otherwise. Feel free to reread the
adventure description to help give players hints about what
they might face.

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