DDAL07-16 - Pools of Cerulean
DDAL07-16 - Pools of Cerulean
The Land of Ash and Smoke. Once a hellish landscape of volcanic activity, now a nightmare
region that hosts one of the scattered Soulmonger fragments. The fragment’s burgeoning power
attracted the attention of the Red Wizards of Thay and, thankfully, adventurers who are willing
to risk life and limb to keep the fragment from these vile arcanists. Can you reach the fragment
before the Red Wizards make off with it? The hunt is on. Part Two of the Broken Chain Series.
Alexander Lindsay
Author
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Introduction Before Play at the Table
Welcome to Pools of Cerulean, a D&D Adventurers Before you start play, consider the following:
League™ adventure, part of the official D&D
Adventurers League™ organized play system and the • Read through the adventure, taking notes of
Tomb of Annihilation™ storyline season. anything you’d like to highlight or remind yourself
The adventure takes place in the Land of Ash and of while running the adventure, such as a way
Smoke. A volatile and desolate region with lava flows you’d like to portray an NPC or a tactic you’d like
and smog. to use in a combat. Familiarize yourself with the
This adventure is designed for three to seven adventure’s appendices and handouts.
17th-20th level characters and is optimized for • Gather any resources you’d like to use to aid you
five characters with an average party level (APL) in running this adventure--such as notecards, a
of 18. Characters outside this level range cannot DM screen, miniatures, and battlemaps.
participate in this adventure. • Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
Adjusting This Adventure anything specified as notable by the adventure
This adventure provides suggestions in making (such as backgrounds, traits, flaws, etc.)
adjustments for smaller or larger groups, characters
of higher or lower levels, and characters that are Playing the Dungeon Master
otherwise a bit more powerful than the adventure is
optimized for. You’re not bound to these You have the most important role—facilitating the
adjustments; they’re here for your convenience. enjoyment of the game for the players. You provide
To figure out whether you should consider the narrative and bring these pages to life.
adjusting the adventure, add up the total levels of all To facilitate this, keep in mind the following:
the characters and divide the total by the number of You’re Empowered. Make decisions about how
characters (rounding .5 or greater up; .4 or less the group interacts with the adventure; adjusting or
down). This is the group’s APL. To approximate the improvising is encouraged, so long as you maintain
party strength for the adventure, consult the the adventure’s spirit. This doesn’t allow you to
following table. implement house rules or change those of the
Adventurers League, however; they should be
Determining Party Strength consistent in this regard.
Party Composition Party Strength Challenge Your Players. Gauge the experience
3-4 characters, APL less than Very weak level of your players (not the characters), try to feel
3-4 characters, APL equivalent Weak out (or ask) what they like in a game, and attempt to
3-4 characters, APL greater than Average deliver the experience they’re after. Everyone should
5 characters, APL less than Weak have the opportunity to shine.
5 characters, APL equivalent Average Keep the Adventure Moving. When the game
5 characters, APL greater than Strong starts to get bogged down, feel free to provide hints
6-7 characters, APL less than Average and clues to your players so they can attempt to
6-7 characters, APL equivalent Strong solve puzzles, engage in combat, and roleplay
6-7 characters, APL greater than Very strong interactions without getting too frustrated over a
lack of information. This gives players “little
Some encounters may include a sidebar that offers victories” for figuring out good choices from clues.
suggestions for certain party strengths. If a Watch for stalling—play loses momentum when this
particular recommendation is not offered or happens. At the same time, make sure that the
appropriate for your group, you don’t have to make players don’t finish too early; provide them with a
adjustments. full play experience.
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DDAL07-16 Pools of Cerulean 2
Adventure Primer Adventure Overview
This section provides the adventure’s background, a This adventure is divided into three parts:
list of prominent NPCs, an overview of the adventure Part 1. Rhaugilath warns the characters of a
in play, and hooks that you can use to introduce your Soulmonger fragment an expedition of Red Wizards
players’s characters to the action. are after and how they need to be stopped. This
guides the characters to the Land of Ash and Smoke
Adventure Background to an abandoned campsite. There they’ll meet a
firenewt shaman who was summoned to give the
Acererak, defeated by a band of adventurers,
characters more information on what lies ahead.
sundered the Soulmonger—freeing Toril from the
After providing insight, the shaman dies of
inescapable clutches of the dreaded Death Curse. It
Soulmonger fragment’s corruption and turns into a
isn’t time to pop the bubbly and celebrate the
monster that attacks the players.
salvation of the world, though. Unbeknownst to the
Part 2. Following the expedition’s trail, the
heroes, fragments of the device were scattered to the
characters get lost in a group of enchanted hot
far corners of Chult. Its incredibly dangerous and
springs which are planar adjacent to the Feywild and
corrupting fragments, to be precise. Thanks to their
where corrupted fey now reside. The trail leads into
highly magical nature, in the wrong hands they could
a petrified grove. Hanging from a tree are
pose a threat to the entire world. Hands such as
unconscious Chultan mercenaries. The nearby
those that belong to the Red Wizards of Thay.
burrowing creatures attempt to do the same thing
The Red Wizards have sent a group to Chult to
they did to the mercenaries, to the characters.
recover the fragments and fortunately for them,
The expedition left behind the remaining
there hunt for the fragments are going great. They’ve
members of the Chultan mercenary company to allay
detected one such fragment in the Land of Ash and
anyone that may be following. They set up an
Smoke. A region of Chult which is, to paraphrase, a
ambush in a ravine along their trail, putting up a fake
hellish, smoky sea of black volcanic rock traced with
camp to lure in any unsuspecting pursuit.
streams of lava. They’ve sent an expedition led by
Part 3. The characters catch up to Semm Nahar
Semm Nahar, a newly minted archmage, was given
who’s absorbing the energies of the Soulmonger
this opportunity to prove his worthwhileness to the
fragment that rests over the pyramid tomb of a dead
other more powerful Red Wizards. Should he
ancient dragon. His undead and mage minions are
succeed, his advancement in their order will be set.
watching his back during the ritual.
Should he fail, his life would be forfeit.
Unfortunately for Semm Nahar, the archlich
Rhaugilath noticed this fragment and has other plans Adventure Hooks
for it, namely, to utilize the fragment’s energies to Insert general adventure hook here. Alternatives
free himself from the lich Larloch. Preventing follow.
Dendar the Night Serpent from devouring the world Dream Summons. Rhaugilath the archlich has a
is a nice bonus as well. Utilizing his powerful dream vested interest in securing the Soulmonger fragment
magic, Rhaugilath located and contacted a group of and is willing to reward the player’s mightily for
exceptional (and assumedly brave, adventurers and destroying the Thayan expedition and recovering
tasked them with retrieving the fragment and the fragment.
destroying the expedition. All for reasonable Order of the Gauntlet (Faction Assignment). The
compensation, of course. Red Wizards have hired the Kamadan Marauders, a
company of Chultan mercenaries, to aid them and
Location and NPC Summary we would like you to attempt to turn them against
Rhaugilath (RAW-gill-ath). An ancient Netherese lich, their master.
Rhaugilath has spent centuries exploring the dreams of Emerald Enclave (Secret Mission). The Emerald
mages and cultural personalities all around Faerûn. Desires to
Enclave is thrilled that you will attempt to remove
be freed from his servitude to Larloch above all else. He
the Soulmonger fragment but they’re concerned that
believes that the remains of the Soulmonger and the atropal
what’s already been corrupted may not be undone
it fed, will allow him to sever his bondage to Larloch.
Larloch (LAR-lock). The oldest non-draconic being on by simply removing the source. To study the effects
Faerûn, this Netherese lich also survived the fall of the flying of the corruption, they’d like you to steal three eggs
citadels in -339 DR. Due to near-infinite power, he is nigh (or live young) from one of the corrupted creatures
untouchable by mortals and even some deities. you encounter.
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DDAL07-16 Pools of Cerulean 3
Part 1. The Dream pendant, and retrieve the energy themselves so
that it doesn’t fall into the wrong hands.
Estimated Duration: 30 minutes
• The Soulmonger fragment’s unpredictable and
The characters receive a dream from the archlich
corrupting nature affects native magic, flora, and
Rhaugilath masquerading as a benevolent being. He
fauna of the Land of Ash and Smoke.
warns the characters of a danger involving a
• The Land of Ash and Smoke is a wasteland
Soulmonger fragment, a sect of Red Wizards, and the
comprised of volcanic rock, lava streams, and fiery
Land of Ash and Smoke.
native creatures. Rainfall is either nonexistent or
results in scalding steam showers that cut
Rhaugilath’s Summons visibility and sear exposed flesh.
Read or paraphrase: • “Larua” can only provide a general location for the
fragment but provides instructions on how to
Whether you’re giving a spell report to your fellow wizard reach the first marker of the expedition’s journey
apprentices in your small clothes, reliving that moment you and a local for the characters to speak to who
took another humanoid’s life, or enjoying a beverage in a knows more about the area.
pool filled with enticing tentacle-elf ‘companions,’ your • In exchange, she promises a great reward for
dream shifts abruptly. You’re in a hell blasted wasteland. stopping this menace and retrieving the opal
Smog clogs the air, stone hisses beneath your feet, and pools pendant. A reward to be delivered once their
of lava bubble. Around you are other figures, clearly
mission is complete.
adventurers like you, they’ve that look. Roleplaying Rhaugilath as “Larua”
Rhaugilath is portraying a Good Samaritan style entity that
At this point, the players can describe and introduce wants to stop the bad guy, save the world, and has obviously
their characters if they haven’t done so already. called the right people for the job. He plays his role to the
Then read or paraphrase: expectations of how he believes the party believes a truly
good entity would behave. Demure, caring, and with an
Another figure appears, an amorphous entity of brilliant insatiable thirst that can only be quenched by sweet, sweet
golden light that exudes a gentle warmth. It hovers above justice.
and in a voice that touches the heart more than the ear, it
speaks, “Do not fear. For I am Larua, and I have contacted Developments
you from afar to warn you of a dire threat. A threat that can The characters wake from the dream with full
destroy all life as we know it. An evil has taken root in the
knowledge of where they need to go. They may
already be at a specific location in Chult, like an inn
Land of Ash and Smoke and you need to stop it.”
in Port Nyanzaru, or one of the forts in the jungle,
and regardless of where they’re when they receive
Disguised as Larua, the helpful and semi-omniscient the dream we can assume that they’re all together by
extraplanar entity, Rhaugilath contacts the the time they reach the Abandoned Camp in the
characters in their dreams. While it’s impossible to Land of Ash and Smoke.
see through the illusions he’s cast about himself to This adventure doesn’t cover travel from where
hide his identity, it’s possible with a Wisdom the characters begin to the Land of Ash and Smoke,
(Insight) ability roll of DC 33 or higher to infer that and it’s left up to the Dungeon Master’s discretion
‘Larua’ may not be telling the characters everything. whether they wish there to be any encounters or
Rhaugilath shares the following information: interactions along the way. A few ways the
• When the Soulmonger was destroyed, fragments characters could travel overland rapidly include
were scattered across Chult; one of which took some of the following spells: teleportation circle,
root within the Land of Ash and Smoke. teleport, transport via plants, and plane shift, etc.
• A group of Red Wizards of Thay are collecting
these fragments to enhance their terrible magics. Tricks of the Trade
They’ve sent an expedition into these lands to Interaction Encounter. Rhaugilath refuses to reveal his true
retrieve the fragment. self and if the characters discern something is off through
a successful ability check, he deflects—likely by relating
• Semm Nahar, the expedition leader and archmage,
the idea that, as a semi-omniscient entity, there is only so
uses a magical opal pendant in his possession to
much information he can provide to mortals, which also
absorb the energies of the fragment for transport. explains why he is unable to direct the characters to the
The characters must stop him, take the opal exact location of the Soulmonger fragment.
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DDAL07-16 Pools of Cerulean 4
The Land of Ash and Smoke abominations that appear out of thin air. The closer the
characters get to the Soulmonger fragment, the more likely
The Land of Ash and Smoke is a desolate and hellish one or more of these abominations appears.
region that would be challenge enough to traverse With exception to the abandoned camp location, when
even if the Soulmonger fragment hadn’t taken root the characters move into a new location, the Dungeon
and begun creating new and horrible hazards to Master may roll one or more d20(s) to determine if an
overcome. abomination appears. On a roll of 11 or higher, an
Now, besides the merciless weather and patches abomination appears. Consult and roll on the Abominations
of adjacent Feywild, abominations can walk out of chart to determine what type of abomination appears and its
thin air. They’re summoned or created by energies of brief description. After determining if and which abomination
the Soulmonger fragment. is appearing, it’s up to the Dungeon Master to decide when,
where, and how to introduce them into the scene. The
Dungeon Master can also just decide if and which
Magic and Hazards of the Land of Ash and Smoke abomination appears at any given time without having to roll
The following are explanations of the environment for it. Whatever suits their need or interest.
and the events occurring within the Land of Ash and Corrupted Creatures. Throughout the adventure, the
Smoke. The Dungeon Master should feel free to use, characters are going to encounter native creatures that have
modify, or add to these features in whatever way been changed by the Soulmonger fragment. The corruption
best suits their style or needs. tends to result in an altered appearance and drastic increase
in aggression. Each time this is present, a suggestion for how
General Features the corruption affected an area’s creatures is provided, but
The Land of Ash and Smoke has the following general feel free to modify and expand on those ideas as needed.
features:
Weather and Extreme Heat. Chult is hot, humid, and rainy
throughout the year. The Land of Ash and Smoke is far worse. Abominations
The temperature regularly climbs as high as 115 to 135 D4 Descriptions
degrees F (~45 to 60 degrees C) during the day and seldom
1 A centaur-like creature charges out of
falls below 90 degrees F (~30 degrees C) even at night.
thin air. Its stony body is covered in
For the rest of Chult, a day without rain is rare, but in the
gasping craters that jet and release
Land of Ash and Smoke downpour is either nonexistent or,
noxious smelling gas, its arms narrow
thanks to the lands fiery magical nature, turned into a
down to barbed and pointed appendages,
scalding steam shower, reducing visibility and cooking
and a single green eye glares from where
exposed skin. At the beginning of each location, the Dungeon
a face should be. A briarlance attacks the
Master may roll 1d20 to determine if a steam shower occurs.
characters.
On a roll of 15 or higher a steam shower occurs.
2 A mass of writhing skeletal arms and
Alternatively, the Dungeon Master can just decide if they’d
hands floats out of thin air, the bony
like a steam shower to occur or not. During a steam shower,
limbs and digits forming a sea anemone-
characters have disadvantage on their Constitution saving
like field around a gnashing fanged
throws against exhaustion due to extreme heat.
mouth. A hand tyrant attacks the
Whenever the characters reach a new location within the
characters.
Land of Ash and Smoke, an hour or more of travel will have
3 A warhorse sized scorpion scrabbles and
passed, and they must each must succeed on a DC 15
pulls itself into the material plane, its
Constitution saving throw or suffer one level of exhaustion.
pincers are human mouths that whisper
Characters who fail this saving throw by 10 or more suffer
and utter senseless arcane phrases. Its
two levels of exhaustion. These levels of exhaustion can only
stinger is replaced with the face of a
be removed by taking a long rest in a cool environment.
gaunt woman with inky drifting hair
Creatures wearing medium or heavy armor, or who are clad
whose jaw distends into a fanged mouth.
in heavy clothing, have disadvantage on the saving throw.
A thought stinger attacks the characters.
Characters wearing clothing appropriate to extreme hot
4 The ground rumbles as this titan of
environment or those with resistance or immunity to fire
ancient worms’ steps from nothing, its
damage automatically succeed on the saving throw, as do
two clawed arms pulling its bulk into the
creatures naturally adapted to hot climates.
material plane as the mouths at the end
Visibility. Due to the constant smog in the Land of Ash and
of its five-segmented worm-like heads
Smoke, visibility is limited to 60 feet. Beyond that distance,
split into petal shaped jaws and release a
only Huge or larger objects can be distinguished. This
piercing shriek. A tremor terror attacks
distance is halved during a steam shower.
the characters.
Abominations. The magic of the Soulmonger fragment
conflicts with the native magic and planar alignments of the If a steam shower occurs, the Dungeon Master may
Land of Ash and Smoke, which results in horrible read or paraphrase:
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DDAL07-16 Pools of Cerulean 5
You all hear the clash of thunder overhead and following a Terrain. The ground here is made of volcanic stone and is
violent chorus of hissing, in the blink of an eye, you’re mostly even. The ground has an inch or two layers of ash
covering.
surrounded instantly by pale searing steam as the rain boils
Weather. The surroundings possess an incredible dry heat.
before it even touches the ground.
The Dungeon Master may roll for a steam shower and the
characters must make a saving throw against exhaustion due
Hot Climate Clothing to extreme heat.
Before traveling to the Land of Ash and Smoke, the Light. The sunlight here is dim thanks to the near constant
characters can purchase items. In addition to the normal ash-fall and smog.
items for sale in the Player’s Handbook, inform the Smells and Sounds. The smell of rotten eggs permeates
characters that hot climate outfits are available for 4 gp each the air alongside the smell of baking rocks and the sound of
(twice the cost of normal traveler’s clothing). hissing and bubbling lava in the distance.
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DDAL07-16 Pools of Cerulean 6
• Cinza’s is infected with this corruption as well and
doesn’t wish to tarry. They’re aware that they
don’t have long to live and at this stage, not the
characters, nor even the great Imix can spare their
life.
• The characters shouldn’t tarry either. Imix told
Cinza to warn the characters that by the end of the
day (about 8 hours) the Red Wizards will have
retrieved the darkness. The Tomb is
approximately 6 hours away on foot.
Developments
After Cinza has answered the character’s questions
and makes to leave, they manage to make it 30 feet
away and fall prey to the corruption infecting them
and transforms into a corrupted firenewt. They
then attack anything nearby including their own
retinue.
Corrupted Creatures
Easily more than a foot taller and a hundred pounds heavier,
the once Cinza has coal black skin, their internal light snuffed
out, and their body is twisted, hunched, and covered in
jutting bone spurs and jagged protrusions.
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DDAL07-16 Pools of Cerulean 7
Part 2. The Trail Six poltergeists cling to arches around the area and
floating over the hot springs are five banshees.
Estimated Duration: 135 minutes
These are undead remnants of the Faerie Dragons
Starting from the abandoned camp, the characters
and Sirens that used to live here, who were killed
pursue the expedition further into the Land of Ash
and corrupted by the proximity of the Soulmonger.
and Smoke.
Euphoric Springs. Due to the proximity to the
Feywild, the fumes that come off the hot springs are
A. The Singing Springs akin to the faerie dragon’s breath.
General Features Any creature that starts its turn within 5 feet of
the spring must succeed on a DC 13 Wisdom saving
The Singing Springs has the following general features.
throw, or, for 1 minute, be unable to take reactions
Terrain. The springs reside within a honeycomb structure
and must roll a d6 at the start of each of its turns to
of stone arches and glowing crystalline structures.
Hallucinatory Terrain. The area is concealed by multiple
determine its behavior during the turn. If the saving
naturally occurring hallucinatory terrain spells. These spells throw is successful, the creature takes damage, or
are concealing the expedition’s trail. The tactile the effect ends for it, the creature is immune to the
characteristics of the terrain are unchanged, so creatures Euphoric Springs for the next 24 hours.
entering the area are likely to see through the illusion.
Weather. The surroundings possess a humid heat thanks
Euphoric Springs Effects
Die Effect
to the close approximation with the springs, multicolored
mosses and fungus have grown because of this. The 1-4 The target takes no action or bonus action and
characters must make a saving throw against exhaustion due moves as far as it can in a random direction.
to extreme heat. 5-6 The target doesn't move, and must make a DC
Light. Thanks to the glowing crystals growing out of the 13 Wisdom saving throw, or do nothing on its
arches, there is plenty of light to see by, though the smog still turn; ending the effect on itself on a success.
heavily obscures vision. Between the smog and the stone
arches, almost no natural sunlight can be seen. Developments
Smells and Sounds. The hot springs exude a pleasant The creatures attack the characters if they try to fish
fragrance more akin to fresh flowers and honeysuckle. They
out the corpses, come into a contact with a hot
burble happily, their steam and fumes seeming to form small
spring, or noticeably try to move through the center
winged figures that dance and flow over and off the surface
of the water.
of the area.
Hot Springs. Any creature that enters a hot spring takes 44 Corrupted Creature
(8d10) fire damage immediately and again at the start of
each of its turns for as long as it remains in the spring. The Soulmonger fragment’s corruption has transformed the
Extraplanar. The Singing Springs occupies a spot on the faerie dragons and sirens that used to live here into horrible
material plane that is adjacent to the Feywild. This allowed undead versions of themselves. What features they
fey creatures and phenomena to trickle into the material possessed that were once beautiful or adorable have been
plane with ease, changing the material terrain to appear made gaunt or malevolent by their transformation.
more like the Feywild. The planar adjacency enhances illusion
magic and exacerbates the senses of non-fey creatures as Adjusting the Encounter
they move through this area. Creatures without the fey Here are recommendations for adjusting this combat
creature type have disadvantage on ability rolls to see encounter. These aren’t cumulative.
through an illusion while in this area.
• Very weak: Remove two banshees and two poltergeists.
Abominations. Roll 1d20 to determine if an abomination
• Weak: Remove a banshee and a poltergeist.
appears.
• Strong of very strong: Add a hand tyrant and a thought
It takes two hours to reach this area from the stinger.
Abandoned Camp.
Tricks of the Trade
Following the trail into a honeycomb structure of stone Combat Encounters. The Poltergeists are fans of using their
arches and glowing prisms, you find a collection of prismatic telekinesis ability to throw people into the hot springs,
colored hot springs. Several elven figures drift over the especially ones that have been driven unconscious by the
springs, their vacant stares lit by passing glimmering motes. Banshees. They fly just in range of the characters in order
After a transfixed moment, you quickly realize you’ve lost the to use their abilities on them. The Banshees use their wail
ability on the largest groups they can and attack ruthlessly
trail, that there’re corpses on the surface of the springs, and
from that point on.
that the Singing Springs are deathly free of any song.
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DDAL07-16 Pools of Cerulean 8
Interaction Encounter. It’s possible to retrieve the corpses A clearing opens ahead sporting a lake of lava made from
from the water. These are dead members of the Kamadan thin rivulets that pour from nearby petrified trees. The
Marauders and it’s possible with the use of spells like largest tree releases a font of lava into this pond and the side
speak with dead to interrogate them. The marauders know
of its trunk you can make out three humans that have been
the following information:
stuck to the columns surface with black ooze. They twitch
• Semm Nahar’s lieutenant, Kava Viguel, wields a
and cough on occasion, alive but unconscious.
dangerous sword capable of cleaving the heads off
creatures with ease and she leads a shock troop of four
giant skeletons. Two rock worms are lingering around the lava lake,
• There should be ten more in their company including basking in the heat of hot liquid magma. They’re
their leader, M’baeo the Adder. huge segmented worm-like creatures covered in
Exploration Encounter. A creature carefully examining the
earthen plates that vent intense heat. Four
hallucinatory terrain illusion can attempt an Intelligence flameskulls flit above the smog cover 60 feet up
(Investigation) ability roll of DC 13 or higher to disbelieve near the trees, the undead and corrupted remains of
it. A creature who discerns the illusion for what it’s, sees it a group of pixies that nested in the trees.
as a vague image superimposed on the terrain. Once a When the expedition ventured through the area,
character has seen through the illusion, that character may three human scouts (Oro, Zafu, and Willet) from
make a Wisdom (Survival) ability roll of DC 15 or higher to Kamadan Marauders became separated from the
relocate the expedition’s trail. rest of the group and were attacked by the Rock
worms and flameskulls. They were beaten to
B. The Cinder Grove unconsciousness and then the Rock Worms stuck the
scouts to a tree with their black pus in order to
General Features preserve them for their own eventual corruption.
The Cinder Grove has the following general features. Sulphur pockets dot the area, a few have already
Terrain. The ground is made of ash choked pumas that exploded, offering a clue to the characters that such
rises and descends in a series of slopes and divots that direct a threat exists here.
the lava flow from the towering petrified trees into pools and
ponds. Emerald Enclave (Secret Mission)
Weather. The surroundings possess an incredible dry heat. If one or more of the characters are part of the Emerald
The Dungeon Master may roll for a steam shower and the Enclave faction and have been given the Secret Mission, add
characters must make a saving throw against exhaustion due one more Rock Worm to the encounter.
to extreme heat. Peeking out of the middle of the lava lake is a mound of
Light. The sunlight here is dim thanks to the near constant glistening black eggs, of which the Enclave member(s) needs
ash fall and smog. to gather three to complete their mission. As an action, a
Smells and Sounds. The air is rank with the smell of hot character can retrieve one of the 50 lb. eggs from the lava.
stone and smoke as the massive pillar-like petrified trees The Rock Worms focus their attacks on characters openly
funnel more smoke into the air. carrying eggs. The special mission’s success doesn’t require
Lava. Small streams are leaking from the petrified trees killing the creatures defending the eggs—only the retrieval of
and flowing into a small pond. Any creature that enters the the eggs.
lava stream or pond takes 55 (10d10) fire damage
immediately and again at the start of each of its turns for as
long as it remains in the ponds. Developments
Abomination. Roll 2d20 to determine if an abomination If any of the characters cross the ground in the area
appears. around the lake, especially the petrified tree with the
unconscious scouts hanging from it, then the rock
It takes one hour to reach this area from the Singing worms attack. This alerts the flameskulls 60 feet in
Springs. the air to the presence of the characters, and they
follow up the attack.
The trail leads you into a forest of black stone columns that
weep streams of lava and black smoke, their height Corrupted Creatures
disappearing into the smog overhead. On closer inspection The Rock Worms have taken on a leprous quality, their earthy
you can make out stony plant matter, winding vines, and plates peeling away to reveal a steaming black pus
rough bark-like texture on the surface of the columns. A underneath. The Flameskulls are the undead remnants of
petrified forest that hints at the jungle trees they may have groups of pixies that used to live in the petrified trees, now
they’re little more than tiny blackened skeletons in fiery
grown here long ago.
nimbuses.
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DDAL07-16 Pools of Cerulean 9
Sulphur Pocket Interaction Encounter. The scouts would rather not fight the
characters but defend themselves if attacked. They want
Simple trap, deadly threat (levels 16-20)
to leave the Land of Ash and Smoke but are also favorable
The Cinder Grove is littered with barely contained pockets of to the idea of reuniting with the rest of the Kamadan
superheated gas (see map). Marauders. So long as they can travel with the characters.
Trigger. Stepping onto the Sulphur pocket triggers the It mightn’t be a bad idea to hint to Order of the Gauntlet
trap. characters that this could be helpful towards turning the
Effect. The triggering character must succeed on a DC 19 rest of the Kamadan Marauders against Semm Nahar.
Dexterity saving throw or take 55 (10d10) fire damage. The Exploration Encounter. A character may make a Wisdom
creature takes half as much damage on a successful save. (Perception or Survival) ability roll of DC 15 or higher. If
Countermeasures. A character who makes a Wisdom they succeed, they spot three ownerless shortswords,
(Perception or Survival) ability roll of DC 13 or higher notices signs that the earth has been disturbed by subterranean
bulges in the earth and hissing gas and can avoid them. activity, and a smattering of fresh craters. If the characters
A character may use their action to release a trapped wait for a moment after noticing the disturbed earth, from
a distance they feel a rumble and see the ground’s surface
scout from the black ooze. If the characters bring
near the lake buckle and quake like a serpent breaking the
them to consciousness they’re grateful and feel no
surface of a lake. Due to the churned earth in this area, the
need to attack the characters and would rather go characters must make a Wisdom (Survival) ability roll of DC
their separate ways but the characters may attempt 15 or higher to successfully follow the expedition’s trail. If
a Charisma (Intimidate or Persuasion) ability roll of they fail the ability roll, it takes them an hour to relocate
DC 17 or higher to convince them to come with them the path. During the time it takes them to regain their
and help convince the rest of their mercenary bearings, they must make a saving throw against
company to turn on the Red Wizards. exhaustion from extreme heat.
The scouts share the following information as a
gesture of goodwill, regardless of whether the C. Ambush!
characters manage to persuade them to come along:
General Features
• Kava Viguel wields a dangerous sword capable of
Ambush in the ravine has the following general features.
cleaving the head off a creature with ease and
Terrain. A foot of ash covers the floor of the ravine and the
leads a troop of four giant skeletons.
walls are jagged with series of ledges, the widest being 30
• They’d lost a lot of their company coming in here feet up.
but if the others survived the burrowers, there Weather. The surroundings possess an incredible dry heat.
should be seven more in their company including The Dungeon Master may roll for a steam shower and the
their leader M’baeo the Adder. characters must make a saving throw against exhaustion due
Adjusting the Encounter to extreme heat.
Light. The sunlight here is dim thanks to the near constant
Here are recommendations for adjusting this combat ash fall and smog.
encounter. These aren’t cumulative. Smells and Sounds. Walking through the ravine, you finally
• Very weak: Remove a rock worm and a flameskull. have some small amount of freedom from the sweltering ash
• Weak: Remove a rock worm. laced wind that rushes over the wasteland.
• Strong of very strong: Add a rock worm and a flameskull Abomination. Roll 2d20 to determine if an abomination
or add a tremor terror. appears.
It takes one hour to reach this area from the Cinder
Tricks of the Trade Grove.
Combat Encounters. The Rock Worms attempt to attack
anyone who gets too close to the scouts. They’re aware of You’re drawing close to the Tomb. The trail leads into a series
the Sulphur pockets and may try to knock the characters of ravines, a thick layer of ash cushions your foot falls as you
into them, or even swallow a character and drag it into the
sift and search for signs of passing from the expedition. Just
lava lake if they prove too hardy to subdue readily. The
Flameskulls prefer to attack from range, launching spells when you begin to grow concerned that you may have lost
from a distance while staying out of contact with melee them in these winding passages, ahead you’re able to make
characters. out a campsite. A large tent has been erected at the turn
surrounded by four smaller ones in the ravine.
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DDAL07-16 Pools of Cerulean 10
the mage has cast improved invisibility and mage Adjusting the Encounter
armor on themselves. Characters must make a Here are recommendations for adjusting this combat
Wisdom (Perception) ability roll of DC 25 or higher, encounter. These aren’t cumulative.
to notice that there are enemies on the ledge.
• Very weak: Use the M’Baeo the Adder (Gladiator) stat
Meanwhile, M’Baeo the Adder (Warlord) and four
block instead of the M’Baeo the Adder (Warlord) stat
Veterans are in the tent and are waiting to charge block and all the Kamadan Marauders have already taken
the characters after the Assassin and the Mage have 25 points of damage from their travels to this point.
attacked. • Weak: Use the M’Baeo the Adder (Gladiator) stat block
instead of the M’Baeo the Adder (Warlord) stat block.
Order of the Gauntlet (Faction Assignment)
• Strong of very strong: Add one Assassin and replace the
The Kamadan Marauders are experiencing low morale. The four Veterans with four Gladiators, use the M’Baeo the
idea of getting paid to adventure through the unmapped and Adder (Gladiator) stat block for them.
untamed Land of Ash and Smoke had appealed to them but
after traveling for days through the wasteland and losing
many of their members, they’re not feeling very warmly Tricks of the Trade
towards their employer, Semm Nahar. The archmage is Combat Encounters. The assassin and the mage attempt to
dangerous, as are his inner circle, and he’s still paying well, so cause as much damage as possible in the first turn. The
they’ve not felt a need to move against him despite the assassin focuses fire on a character that looks least
mounting bitterness. armored and most like a spellcaster. The mage casts area
If the characters rescued the scouts in the Cinder Grove, of effect spells to soften the characters before M’Baeo and
they’ll point out the ambush to the characters and call out for the veterans charge. They charge headlong and attempt to
M’Baeo. Having the rescued scouts at hand gives the Order of swamp the characters at the bottom of the ravine while
the Gauntlet member advantage on Charisma (Persuasion) the assassin and mage pick off targets.
ability rolls while interacting with M’Baeo and the Interaction Encounter. The Kamadan marauders are suffering
Marauders. from low morale and whether a character is part of the
Otherwise, if the characters manage to knock unconscious Order of the Gauntlet or not, this can be used against the
or kill three of the mercenaries, or M’Baeo, the Marauders marauders to get them to surrender and forfeit the field as
are willing to make a deal. The Order of the Gauntlet described in the Order of the Gauntlet (Faction
character can make a Charisma (Intimidate or Persuasion) Assignment) sidebar.
ability roll of DC 15 or higher with advantage to halt the fight. Exploration Encounter. The trail from this point on is so fresh
You may want to offer a hint of this, should it come up, so that it doesn’t require an ability roll to follow. If anyone
that the Order of the Gauntlet member can attempt to turn casts detect magic as they move through the ravine
the mercenaries. around the ambush site, they’ll detect a faint abjuration
Once the fighting has come to an end, it is possible to try aura from the alarm spells Semm Nahar cast on the way
and turn the Marauders against their employer. The through. The Kamadan marauders don’t set the alarm spell
character must make a Charisma (Intimidate or Persuasion) off. There are other alarm spells set up through the ravine
ability roll of DC 15 or higher with disadvantage to convince approaching the Tomb of the Fire King as well.
them to offer your team aid. If the Order member makes the
attempt to turn the Marauders on Semm Nahar, regardless of
whether they’re successful, this counts as a success as far as
the assignment is concerned. Should they fail to turn them,
the Marauders just leave and make to get out of the Land of
Ash and Smoke.
Developments
The assassin and the mage attack when the
characters move within 60 feet of the tent. If it
begins to look like the characters are going to defeat
the marauders, those that are able flee and run
ahead to warn Semm Nahar and join the encounter
in Part 3.
If one or more of the characters are part of the
Order of the Gauntlet faction and have managed to
convince the Marauders to join the characters
against Semm Nahar, they’ll listen to the characters
but behave within reason. They’re not game for a
suicide run.
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DDAL07-16 Pools of Cerulean 11
Part 3. Tomb of the Fire King Dragon skeletons are mounted on these pillars, their
bones and jaws flexing slowly. A blackened ribcage of a
Estimated Duration: 75 minutes
massive creature is just visible above the surface of this lava
The characters have caught up to the expedition.
Semm Nahar leads his acolytes in a ritual to gather pool. Clinging to it is a shifting entity, a pit of darkness that
the energies of the Soulmonger fragment, while Kava hangs in their air, exuding pale green wisps that look like the
Viguel and her retinue of giant skeletons stand stretched souls of the damned.
guard. The characters need to stop the expedition, A man in resplendent red robes stands near the pool,
retrieve the opal pendant, and gather up the tattooed bald pate dripping with sweat as he focuses on his
energies of the fragment for themselves. ritual. The wisps of energy coming off the menacing darkness
flow into something the man clutches against his chest. A half
D. The Tomb circle of towering skeletons stands guard, while a fell figure in
blackened armor glances between the ritual and the smoggy
General Features landscape from the way they came.
The Tomb of the Fire King has the following general features.
Terrain. A foot of ash covers the floor of the ravine and the
The characters arrive as Semm Nahar finishes his
walls are jagged with series of ledges, the widest being 30
feet up.
preparations and is now starting the ritual to absorb
Weather. The surroundings possess an incredible dry heat. the Soulmonger fragment’s energies into the opal
The Dungeon Master may roll for a steam shower and the pendant. Kava Viguel keeps a wary eye on their
characters must make a saving throw against exhaustion due surroundings and is prepared to lead her four giant
to extreme heat. skeletons against whatever foe deems to reveal
Light. The sunlight here is dim thanks to the near constant itself. As part of his preparations, Semm Nahar
ash fall and smog. (See Weather and Extreme Heat) warded himself against the abominations and
Smells and Sounds. Walking through the ravine, you finally undead in the area. To these creatures the archmage
have some small amount of freedom from the sweltering ash appears to be undead and therefore not targets of
laced wind that rushes over the wasteland. hostility. Semm Nahar has already cast mage armor
Deep Lava. There is a large 15 feet deep pool and streams and mind blank on himself.
within the tomb. Any creature that enters the lava stream or If the alarm spells he cast through the approaching
pool takes 55 (10d10) fire damage immediately and again at ravines goes off, he’ll warn Kava and place a wall of
the start of each of its turns for as long as it remains in the
force in front of the entrance into the pyramid. It is
lava. The pool is deep enough that it behaves like quicksand.
set at an angle and with enough room around the
When a creature enters the area, it sinks 1d4 + 1 feet into the
lava and becomes restrained. At the start of each of the
sides for a medium sized character to squeeze
creature's turns, it sinks another 1d4 feet. If the creature isn't through, forcing any who wish to get into the
completely submerged in lava, it can escape by using its pyramid to funnel to the sides.
action and succeeding on a Strength check. The DC is 10 plus Kava Viguel wields a Vorpal Sword (scimitar).
the number of feet the creature has sunk into the lava. A Here are the following adjustments for her Death
creature that’s completely submerged in lava can't breathe Knight and Warlord stat blocks:
(see the suffocation rules in the Player's Handbook). A
creature can pull another creature within its reach out of the
Multiattack. Kava Viguel makes three melee attacks.
lava pool by using its action and succeeding on a Strength Vorpal Sword (Death Knight). Melee Weapon Attack:
check. The DC is 5 plus the number of feet the target creature +14 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8)
has sunk into the lava. slashing damage, plus 18 (4d8) necrotic damage. When
Abomination. Roll 3d20 to determine if an abomination the death knight attacks a creature that has at least
appears. one head with this weapon and rolls a 20 on the attack
It takes half an hour to reach this area from the roll, they cut off one of the creature's heads. The
Kamadan Marauder’s Ambush site. creature dies if it can't survive without the lost head.
Vorpal Sword (Warlord). Melee Weapon Attack: +12 to
The ravine widens to reveal the ruins of a squat stone
hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing
pyramid. Large cracks run through the structure, letting in damage. When the warlord attacks a creature that has
rivulets of lava that pool in the depression at the center of at least one head with this weapon and rolls a 20 on
the room. the attack roll, they cut off one of the creature's heads.
The front wall has completely crumbled away exposing a The creature dies if it can't survive without the lost
large chamber within supported by four pillars. head.
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DDAL07-16 Pools of Cerulean 12
Dragon Skeletons. Thanks to the presence of the join them in this fight, the Dungeon Master may
Soulmonger fragment, the dragon skeletons on want to adjust the encounter strength if they feel the
display have begun to animate and become alliance would make the final encounter too easy.
aggressive. They’re still bound to the pillars and
can’t move but on initiative 20 (losing ties), each Treasure
attempt to bite a random creature within reach. The In the tomb are the remains of what once upon a
skeletons don’t attack creatures that appear to be time could’ve been a dragon’s hoard, long buried in
undead, such as Semm Nahar and his acolytes. The dust and ash. In gems, golden statuary, and ancient
skeleton uses the following attack: relics the characters gain 15,000 gp.
In addition, Semm Nahar carried the opal
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
pendant and a scroll of dominate monster, and Kava
target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6)
Viguel carried a potion of speed.
fire damage.
Conclusion
Kava keeps her giants directed at the sides of the
wall of force spell to stem any invading force. Her After defeating Semm Nahar and his minions it is a
primary goal is to protect her charge, Semm Nahar, simple ordeal to claim the opal pendant and use it
and provide him cover while he rains deadly spells to complete the ritual that the archmage began. Once
against the group. Semm Nahar isn’t one to run and the characters finish siphoning the energies of the
fears the consequences if he were to do so and stick Soulmonger fragment into the pendant, the animated
out the fight for good or ill. dragon skeletons become inert, the creeping
corruption is halted, monsters no longer walk out of
Adjusting the Encounter thin air, and the only thing that remains is the long
Here are recommendations for adjusting this combat walk home.
encounter. These aren’t cumulative. If the characters managed to win the Kamadan
• Very weak: Use the Kava Viguel (Warlord) stat block Marauders over to their side, the mercenary
instead of the Kava Viguel (Death Knight) stat block and company is more than happy to provide an escort
Kava Viguel can’s use her Legendary Actions. back to Port Nyanzaru.
• Weak: Use the Kava Viguel (Warlord) stat block instead of Otherwise, the characters return home and find
the Kava Viguel (Death Knight) stat block. their just rewards awaiting in the form of cold hard
• Strong of very strong: Add one Hand Tyrant and or add coin.
one Tremor Terror.
Unless the character’s approach the ritual in a Treasure
stealthy manner, a Dexterity (Stealth) ability roll of As ‘Larua’ promised, couriers deliver to the group
DC 20 or higher, Kava Viguel spots them and warns and additional 15,000 gp for recovering the opal
her master as she and the giant skeletons moves to pendant and stopping Semm Nahar.
intercept the characters. She’ll try to start with her
Hellfire Orb ability and/or destructive wave spell
against any groups before wading into combat with
her vorpal sword. She and her giant skeletons
attempt to create a perimeter to protect her charge,
Semm Nahar. Semm Nahar ends the ritual for the
time being, he can resume later once he’s killed
these filthy interrupting interlopers and use his
spells from range. A possible tactic he may use if he
isn’t already concentrating on wall of force, is to cast
time stop, move to safety, cast globe of invulnerability
and then attack if he’s a turn left. He can then move
in and out of the globe, casting spells once outside
and then moving back in when he’s finished. Semm
Nahar has resigned to succeed or fail and won’t flee
the fight, choosing to die in combat rather than
returning to his allies in shame, or worse, fleeing and
being hunted down by his allies. If the characters
managed to convince the Kamadan Marauders to
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DDAL07-16 Pools of Cerulean 13
Rewards Consumable magic items should be divided up
however the group sees fit. If more than one
Make sure players note their rewards on their
character is interested in a specific consumable
adventure log sheets. Give your name and DCI
magic item, the DM can determine who gets it
number (if applicable) so players can record who
randomly should the group be unable to decide.
ran the session.
Permanent magic items are divided according to
a system detailed in the D&D Adventurers League
Experience (Min/Max XP: 20,250/27,000 ea.) Dungeon Master’s Guide.
Total up all combat experience earned for defeated
foes, and divide by the number of characters present Vorpal Sword
in the combat. For non-combat experience, the Weapon (scimitar), legendary (requires attunement)
rewards are listed per character. This blade hums and vibrates with great energy, and
Combat Awards slices through obstacles with the greatest of ease. If
Name of Foe XP Per Foe the sword does not claim the life of a sentient
Briarlance 1,800 creature each day, you find that you are easily
Hand Tyrant 1,800 angered and become frustrated by even the smallest
Thought Stinger 3,900 obstacles. This item is found in Player Handout 1.
Tremor Terror 3,900
Cinza 200 Potion of Speed
Potion, very rare
Corrupted Firenewt 5,900
Firenewt Warrior 100 This item can be found in the Dungeon Master’s
Banshee 1,100 Guide.
Poltergeist 450
Flameskull 1,100 Scroll of Dominate Monster
Rock Worm 7,200 Scroll, very rare
Assassin 3,900 This item can be found in the Dungeon Master’s
Mage 2,300 Guide.
M’Baeo the Adder (Gladiator) 1,800
M’Baeo the Adder (Warlord) 8,400
Veteran 700
Player Rewards
Giant Skeleton 2,900 For completing this adventure, each character
Kava Viguel (Death Knight) 18,000 receives downtime and renown as described in the
Kava Viguel (Warlord) 8,400 D&D Adventurers League Dungeon Master’s Guide
Semm Nahar 8,400 (ALDMG).
Members of the Order of the Gauntlet that
Non-Combat Awards convinced the mercenaries to betray Semm Nahar
Task or Accomplishment XP Per Character earn one additional renown point.
Aiding the Trapped Scouts 5,000 Members of the Emerald Enclave (rank 2 or
higher) that recovered the eggs earn one
Parley with Kamadan Marauder 6,000
additional renown point and mark the completion
of a secret mission on their adventure logsheet.
Treasure
The characters receive the following treasure, Story Award
divided up amongst the party. Treasure is divided as The characters have the opportunity to earn the
evenly as possible. Gold piece values listed for following story award during the course of this
sellable gear are calculated at their selling price, not adventure:
their purchase price. The Opal Pendant. You captured part of the
Soulmonger’s energy within a magical opal pendant
Treasure Awards taken from a Red Wizard of Thay. At some point in
Item Name GP Value the future, you and your allies will need to deal with
Dragon Tomb 15,000 this nefarious device permanently. Perhaps this will
Larua Payment 15,000 aid you when you do. This story award is found in
Player Handout 1.
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DDAL07-16 Pools of Cerulean 14
DM Rewards
In exchange for running this adventure, you earn DM
Rewards as described in the D&D Adventurers
League Dungeon Master’s Guide (ALDMG).
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DDAL07-16 Pools of Cerulean 15
Appendix. Dramatis Personae
The following NPCs are featured prominently in this
adventure:
Rhaugilath (RAW-gill-ath). An ancient Netherese
lich, Rhaugilath has spent centuries exploring the
dreams of mages and cultural personalities all
around Faerûn. Desires to be freed from his
servitude to Larloch above all else. He believes that
the remains of the Soulmonger and the atropal it fed,
will allow him to sever his bondage to Larloch.
Larloch (LAR-lock). The oldest non-draconic
being on Faerûn, this Netherese lich also survived
the fall of the flying citadels in -339 DR. Due to near
infinite power, he is nigh untouchable by mortals
and even some deities.
Semm Nahar (SEM nah-HAR). An ambitious
archmage given a chance to make his mark in a sect
full of powerful wizards by bringing back a coveted
Soulmonger fragment. Despite his power and talent,
he feels himself to be a low man on the totem pole
and if he is to get anywhere, he’ll have to gain the
respect of his peers. Failure isn’t an option.
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DDAL07-16 Pools of Cerulean 16
Appendix. Monster/NPC Statistics Banshee
Medium undead, chaotic evil
Assassin Armor Class 12
Medium humanoid (human), any non-good alignment Hit Points 58 (13d8)
Speed 0 ft., fly 40 ft. (hover)
Armor Class 15 (studded leather)
Hit Points 78 (12d8+24) STR DEX CON INT WIS CHA
Speed 30 ft. 1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
STR DEX CON INT WIS CHA Saving Throws Wis +2, Cha +4
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from non-
Saving Throws Dex +7, Int +5 magical weapons
Skills Acrobatics +7, Deception +4, Perception +4, Damage Immunities cold, necrotic, poison
Stealth + 11 Condition Immunities charmed, exhaustion,
Damage Resistance poison frightened, grappled, paralyzed, petrified, poisoned,
Senses passive Perception 14 prone, restrained
Languages Thieves' cant plus any two languages Senses darkvision 60ft., passive Perception 10
Challenge 8 (3,900 XP) Languages Common, Elvish
Assassinate. During its first turn, the assassin has Challenge 4 (1, 100 XP)
advantage on attack rolls against any creature that Detect Life. The banshee can magically sense the
hasn't taken a turn. Any hit the assassin scores against presence of living creatures up to 5 miles away. She
a surprised creature is a critical hit. knows the general direction they're in but not their
Evasion. If the assassin is subjected to an effect that exact locations.
allows it to make a Dexterity saving throw to take only Incorporeal Movement. The banshee can move
half damage, the assassin instead takes no damage if it through other creatures and objects as if they were
succeeds on the saving throw, and only half damage if difficult terrain. She takes 5 (1d10) force damage if she
it fails. ends her turn inside an object.
Sneak Attack (1/Turn). The assassin deals an extra 13
(4d6) damage when it hits a target with a weapon Actions
attack and has advantage on the attack roll, or when Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5
the target is within 5 feet of an ally of the assassin that ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
isn't incapacitated and the assassin doesn't have Horrifying Visage. Each non-undead creature within 60
disadvantage on the attack roll. feet of the banshee that can see her must succeed on a
Actions DC 13 Wisdom saving throw or be frightened for 1
minute. A frightened target can repeat the saving
Multiattack. The assassin makes two shortsword throw at the end of each of its turns, with disadvantage
attacks. if the banshee is within line of sight, ending the effect
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 on itself on a success. If a target's saving throw is
ft., one target. Hit: 6 (1d6 + 3) piercing damage, and successful or the effect ends for it, the target is
the target must make a DC 15 Constitution saving immune to the banshee's Horrifying Visage for the next
throw, taking 24 (7d6) poison damage on a failed save, 24 hours.
or half as much damage on a successful one. Wail (1/Day). The banshee releases a mournful wail,
Light Crossbow. Ranged Weapon Attack: +7 to hit, provided that she isn't in sunlight. This wail has no
range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing effect on constructs and undead. All other creatures
damage, and the target must make a DC 15 within 30 feet of her that can hear her must make a DC
Constitution saving throw, taking 24 (7d6) poison 13 Constitution saving throw. On a failure, a creature
damage on a failed save, or half as much damage on a drops to 0 hit points. On a success, a creature takes 10
successful one. (3d6) psychic damage.
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DDAL07-16 Pools of Cerulean 17
Briarlance (Gorgon) Cinza (Firenewt Warlock of Imix)
Large monstrosity, unaligned Medium humanoid (firenewt), neutral evil
Armor Class 19 (natural armor) Armor Class 10 (13 with mage armor)
Hit Points 114 (12d10+48) Hit Points 33 (6d8+6)
Speed 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 2 (-14) 12 (+1) 7 (-2) 13 (+1) 11 (+0) 12 (+1) 9 (-1) 11 (+0) 14 (+2)
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DDAL07-16 Pools of Cerulean 18
Corrupted Firenewt (Death Slaad) Firenewt Warrior
Medium aberration (shapechanger), chaotic evil Medium humanoid (firenewt), neutral evil
Armor Class 18 (natural armor) Armor Class 16 (chain shirt, shield)
Hit Points 170 (20d8+80) Hit Points 22 (4d8+4)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 10 (+1) 13 (+1) 12 (+1) 7 (-2) 11 (+0) 8 (-1)
Actions
Multiattack. The firenewt makes three attacks: one
with its bite and two with its claws or greatsword.
Bite (Firenewt Form Only). Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
damage plus 7 (2d6) necrotic damage.
Claws (Firenewt Form Only). Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit: 10 (ld10 + 5) slashing
damage plus 7 (2d6) necrotic damage.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7
(2d6) necrotic damage.
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DDAL07-16 Pools of Cerulean 19
Flameskull Giant Skeleton
Tiny undead, neutral evil Huge undead, neutral evil
Armor Class 13 Armor Class 17 (natural armor)
Hit Points 40 (9d4+18) Hit Points 115 (10d12+50)
Speed 0 ft., fly 40 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3) 21 (+5) 10 (+0) 20 (+5) 4 (-3) 6 (-2) 6 (-2)
Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft.,
one target. Hit: 10 (3d6) fire damage.
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DDAL07-16 Pools of Cerulean 20
Hand Tyrant (Zombie Beholder) Kava Viguel (Death Knight)
Large undead, neutral evil Medium undead, chaotic evil
Armor Class 15 (natural armor) Armor Class 20 (plate, shield)
Hit Points 93 (11d10+33) Hit Points 180 (19d8+95)
Speed 0 ft., fly 20 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 8 (-1) 5 (-3) 20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)
Saving Throws Wis +2 Saving Throws Dex +6, Wis +9, Cha +10
Damage Immunities poison Damage Immunities necrotic, poison
Condition Immunities poisoned Condition Immunities exhaustion, frightened,
Senses darkvision 60ft., passive Perception 9 poisoned
Languages understands Deep Speech and Senses darkvision 120ft., passive Perception 13
Undercommon but can't speak Languages Abyssal, Common
Challenge 5 (1,800 XP) Challenge 17 (18,000 XP)
Undead Fortitude. If damage reduces the zombie to 0 Magic Resistance. The e death knight has advantage
hit points, it must make a Constitution saving throw on saving throws against spells and other magical
with a DC of 5 +the damage taken, unless the damage effects.
is radiant or from a critical hit. On a success, the Marshal Undead. Unless the death knight is in
zombie drops to 1 hit point instead. capacitated, it and undead creatures of its choice
within 60 feet of it have advantage on saving throws
Actions
against features that turn undead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Spellcasting. The death knight is a 19th-level spell
target. Hit: 14 (4d6) piercing damage. caster. Its spellcasting ability is Charisma (spell save DC
Eye Ray. The zombie uses a random magical eye ray, 18, +10 to hit with spell attacks). It has the following
choosing a target that it can see within 60 feet of it. paladin spells prepared:
1. Paralyzing Ray. The targeted creature must succeed
on a DC 14 Constitution saving throw or be paralyzed 1st level (4 slots): command, compelled du el, searing
for 1 minute. The target can repeat the saving throw at smite
the end of each of its turns, ending the effect on itself 2nd level (3 slots): hold person, magic weapon
on a success. 3rd level (3 slots): dispel magic, elemental weapon
2. Fear Ray. The targeted creature must succeed on a 4th level (3 slots): banishment, staggering smite
DC 14 Wisdom saving throw or be frightened for 1 5th level (2 slots): destructive wave (necrotic)
minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a Actions
success. Multiattack. The death knight makes three longsword
3. Enervation Ray. The targeted creature must make a attacks.
DC 14 Constitution saving throw, taking 36 (8d8) Longsword. Melee Weapon Attack: +11 to hit, reach 5
necrotic damage on a failed save, or half as much ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10
damage on a successful one. (1d10 + 5) slashing damage if used with two hand s,
4. Disintegration Ray. If the target is a creature, it must plus 18 (4d8) necrotic damage.
succeed on a DC 14 Dexterity saving throw or take 45 Hellfire Orb (1/Day). The death knight hurls a magical
(10d8) force damage. If this damage reduces the ball of fire that explodes at a point it ca n see within
creature to 0 hit points, its body becomes a pile of fine 120 feet of it. Each creature in a 20-foot·radiu s sphere
gray dust. If the target is a Large or smaller non magical centered on that point must make a DC 18 Dexterity
object or creation of magical force, it’s disintegrated saving throw. The sphere spreads around corners. A
without a saving throw. If the target is a Huge or larger creature takes 35 (10d6) fire damage and 35 (10d6)
non magical object or creation of magical force, this ray necrotic damage on a failed save, or half as much
disintegrates a 10-foot cube of it. damage on a successful one.
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DDAL07-16 Pools of Cerulean 21
Reactions Kava Viguel (Warlord)
Parry. The death knight adds 6 to its AC against one Medium humanoid (human), chaotic evil
melee attack that would hit it. To do so, the death
Armor Class 18 (plate)
knight must see the attacker and be wielding a melee
Hit Points 229 (27d8+108)
weapon.
Speed 30 ft.
Actions
Multiattack. The warlord makes three melee attacks or
two ranged attacks.
Greatsword. Melee Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one creature. Hit: 6 (1d6+3) piercing
damage.
Legendary Actions
The warlord can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The warlord regains spent
legendary actions at the start of its turn.
Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see
within 30 feet of it. If the target can see and hear the
warlord, the target can make one weapon attack as a
reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord
targets one enemy it can see within 30 feet of it. If
the target can see and hear it, the target must
succeed on a DC 16 Wisdom saving throw or be
frightened until the end of warlord's next turn.
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DDAL07-16 Pools of Cerulean 22
Mage M’Baeo the Adder (Gladiator)
Medium humanoid (any race), any alignment Medium humanoid (human), lawful neutral
Armor Class 12 (15 with mage armor) Armor Class 16 (studded leather, shield)
Hit Points 40 (9d8) Hit Points 112 (15d8+45)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Saving Throws Int +6, Wis +4 Saving Throws Str +7, Dex +5, Con +6
Skills Arcana +6, History +6 Skills Athletics +10, Intimidation +5
Senses passive Perception 11 Senses passive Perception 11
Languages any four languages Languages any one language (usually Common)
Challenge 6 (2,300 XP) Challenge 5 (1, 800 XP)
Spellcasting. The mage is a 9th-level spellcaster. Its Brave. The gladiator has advantage on saving throws
spellcasting ability is Intelligence (spell save DC 14, +6 against being frightened.
to hit with spell attacks). The mage has the following Brute. A melee weapon deals one extra die of its
wizard spells prepared: damage when the gladiator hits with it (included in the
attack).
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation Actions
1st level (4 slots): detect magic, mage armor, magic Multiattack. The gladiator makes three melee attacks
missile, shield or two ranged attacks.
2nd level (3 slots): misty step, suggestion Spear. Melee or Ranged Weapon Attack: +7 to hit,
3rd level (3 slots): counterspell, fireball, fly reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6
4th level (3 slots): greater invisibility, ice storm + 4) piercing damage, or 13 (2d8 + 4) piercing damage
5th level (1 slot): cone of cold if used with two hands to make a melee attack.
Actions Shield Bash. Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, If the target is a Medium or smaller creature, it must
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + succeed on a DC 15 Strength saving throw or be
2) piercing damage. knocked prone.
Reactions
Parry. The gladiator adds 3 to its AC against one melee
attack that would hit it. To do so, the gladiator must
see the attacker and be wielding a melee weapon.
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DDAL07-16 Pools of Cerulean 23
M’Baeo the Adder (Warlord) Poltergeist
Medium humanoid (human), lawful neutral Medium undead, chaotic evil
Armor Class 18 (plate) Armor Class 12
Hit Points 229 (27d8+108) Hit Points 22 (5d8)
Speed 30 ft. Speed 0 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4) 1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Saving Throws Str +9, Dex +7, Con +8 Damage Resistances acid, cold, fire, lightning, thunder;
Skills Athletics +9, Intimidation +8, Perception +5, bludgeoning, piercing, and slashing from nonmagical
Persuasion +8 weapons
Senses passive Perception 15 Damage Immunities necrotic, poison
Languages any two language (usually Common) Condition Immunities charmed, exhaustion, grappled,
Challenge 12 (8,400 XP) paralyzed, petrified, poisoned, prone, restrained,
Indomitable (3/Day). The warlord can reroll a saving unconscious
throw it fails. It must use the new roll. Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but
Survivor. The warlord regains 10 hit points at the start
can't speak
of its turn if it has at least 1 hit point but fewer hit
points than half its hit point maximum Challenge 1 (200 XP)
Incorporeal Movement. The specter can move through
Actions other creatures and objects as if they were difficult
Multiattack. The warlord makes three melee attacks or terrain. It takes 5 (1d10) force damage if it ends its turn
two ranged attacks. inside an object. Sunlight Sensitivity. While in sunlight,
Greatsword. Melee Attack: +9 to hit, reach 5 ft., one the specter has disadvantage on attack rolls, as well as
target. Hit: 12 (2d6 + 5) piercing damage. on Wisdom (Perception) checks that rely on sight.
Shortbow. Ranged Weapon Attack: +7 to hit, range Invisibility. The poltergeist is invisible.
80/320 ft., one creature. Hit: 6 (1d6+3) piercing Actions
damage.
Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5
Legendary Actions ft., one creature. Hit: 10 (3d6) force damage.
The warlord can take 3 legendary actions, choosing Telekinetic Thrust. The poltergeist targets a creature or
from the options below. Only one legendary action unattended object within 30 feet of it. A creature must
option can be used at a time and only at the end of be Medium or smaller to be affected by this magic, and
another creature's turn. The warlord regains spent an object can weigh up to 150 pounds.
legendary actions at the start of its turn. If the target is a creature, the poltergeist makes a
Weapon Attack. The warlord makes a weapon attack. Charisma check contested by the target's Strength
check. If the poltergeist wins the contest, the
Command Ally. The warlord targets one ally it can see
poltergeist hurls the target up to 30 feet in any
within 30 feet of it. If the target can see and hear the direction, including upward. If the target then comes
warlord, the target can make one weapon attack as a into contact with a hard surface or heavy object, the
reaction and gains advantage on the attack roll. target takes 1 d6 damage per 10 feet moved.
Frighten Foe (Costs 2 Actions). The warlord targets one If the target is an object that isn't being worn or
enemy it can see within 30 feet of it. If the target can carried, the poltergeist hurls it up to 30 feet in any
see and hear it, the target must succeed on a DC 16 direction. The poltergeist can use the object as a
Wisdom saving throw or be frightened until the end of ranged weapon, attacking one creature along the
warlord's next turn. object's path (+4 to hit) and dealing 5 (2d4)
bludgeoning damage on a hit.
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DDAL07-16 Pools of Cerulean 24
Rock Worm (Remorhaz) Semm Nahar (Archmage)
Huge monstrosity, unaligned Medium humanoid (human), lawful evil
Armor Class 12 (15 with mage armor)
Armor Class 17 (natural armor)
Hit Points 195 (17d12+85) Hit Points 99 (18d8 + 18)
Speed 30 ft., burrow 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3) 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-16 Pools of Cerulean 25
Thought Stinger (Spirit Naga) Tremor Terror (Hydra)
Large monstrosity, chaotic evil Huge monstrosity, unaligned
Armor Class 15 (natural armor) Armor Class 15 (natural armor)
Hit Points 75 (10d10+20) Hit Points 172 (15d12+75)
Speed 40 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) 20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
Saving Throws Dex +6, Con +5, Wis +5, Cha +6 Skills Perception +6
Damage Immunities poison Senses darkvision 60ft., passive Perception 16
Condition Immunities charmed, poisoned Languages –
Senses darkvision 60ft., passive Perception 12 Challenge 8 (3, 900 XP)
Languages Abyssal, Common Hold Breath. The hydra can hold its breath for 1 hour.
Challenge 8 (3,900 XP)
Multiple Heads. The hydra has five heads. While it has
Rejuvenation. If it dies, the naga returns to life in 1d6 more than one head, the hydra has advantage on
days and regains all its hit points. Only a wish spell can saving throws against being blinded, charmed,
prevent this trait from functioning. deafened, frightened, stunned, and knocked
Spellcasting. The naga is a 10th-level spellcaster. Its unconscious. Whenever the hydra takes 25 or more
spellcasting ability is Intelligence (spell save DC 14, +6 damage in a single turn, one of its heads dies. If all its
to hit with spell attacks), and it needs only verbal heads die, the hydra dies. At the end of its turn, it
components to cast its spells. It has the following grows two heads for each of its heads that died since
wizard spells prepared: its last turn, unless it has taken fire damage since its
last turn. The hydra regains 10 hit points for each head
Cantrips (at will): mage hand, minor illusion, ray of regrown in this way.
frost Reactive Heads. For each head the hydra has beyond
1st level (4 slots): charm person, detect magic, sleep one, it gets an extra reaction that can be used only for
2nd level (3 slots): detect thoughts, hold person opportunity attacks.
3rd level (3 slots): lightning bolt, water breathing Wakeful. While the hydra sleeps, at least one of its
4th level (3 slots): blight, dimension door heads is awake.
5th level (2 slots): dominate person
Actions
Actions
Multiattack. The hydra makes as many bite attacks as
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one it has heads.
creature. Hit: 7 (1d6 + 4) piercing damage, and the Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one
target must make a DC 13 Constitution saving throw, target. Hit: 10 (1d10 + 5) piercing damage.
taking 31 (7d8) poison damage on a failed save, or half
as much damage on a successful one.
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DDAL07-16 Pools of Cerulean 26
Veteran
Medium humanoid (any race), any alignment
Armor Class 17 (splint)
Hit Points 58 (9d8+18)
Speed 30 ft.
Actions
Multiattack. The veteran makes two longsword
attacks. If it has a shortsword drawn, it can also make a
shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.
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DDAL07-16 Pools of Cerulean 27
Appendix. Singing Springs Map
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DDAL07-16 Pools of Cerulean 28
Appendix. Cinder Grove Map
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DDAL07-16 Pools of Cerulean 29
Appendix. Ambush! Map
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DDAL07-16 Pools of Cerulean 30
Appendix. Tomb of the Fire King Map
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DDAL07-16 Pools of Cerulean 31
Player Handout 1. Story Award
During the course of this adventure, the characters
may earn the following story award. If you are
printing these out for your characters, print as many
as you may need to ensure that any eligible
character receives a copy:
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DDAL07-16 Pools of Cerulean 32
Player Handout 2. Magic Item
During the course of this adventure, the characters
may find the following permanent magic item:
Vorpal Sword
Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. In addition, the
weapon ignores resistance to slashing damage.
When you attack a creature that has at least one
head with this weapon and roll a 20 on the attack
roll, you cut off one of the creature's heads. The
creature dies if it can't survive without the lost head.
A creature is immune to this effect if it’s immune to
slashing damage, doesn't have or need a head, has
legendary actions, or the DM decides that the
creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.
This blade now hums and vibrates with great
energy, and slices through obstacles with the
greatest of ease. If the sword does not claim the life
of a sentient creature each day, you find that are
easily angered and become frustrated by even the
smallest obstacles. This item can be found in the
Dungeon Master’s Guide.
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DDAL07-16 Pools of Cerulean 33