Professional Documents
Culture Documents
DDAL05 - 18 The Mysterious Isle
DDAL05 - 18 The Mysterious Isle
Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for
treasures. Now they have begun to explore a mysterious island that recently just popped into
existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the
adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the
mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.
Merric Blackman
Adventure Designer
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 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.
©2016 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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 2
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 3
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 4
Adventure Overview
This adventure is divided into three parts:
Part 1. The adventure begins in the halls of SEER,
who has become aware of the actions of Dworkin
and so sends the adventurers to stop him by seizing
the Eye with the aid of dragons.
Part 2. The characters’s journey if fraught with
danger as they encounter agents of other factions
and organizations determined to wrest the Eye of
Xxiphu away for themselves.
Part 3. Upon reaching the Isle, the adventurers
discover that the cloud giant has already begun his
assault on the isle. The adventurers must covertly
enter the twisting passages that avoids the worst of
the island’s magic.
The adventurers encounter several odd things
within the isle, as well as sahuagin serving the
Kraken Society, who have captured a princess of the
aquatic elves. The adventurers must fight the
sahuagin band to rescue the princess; immediately
thereafter, a violent eruption of magic throws them
through a portal back to SEER… but time is out of
joint.
Adventure Hook
Before the adventure begins, each character has
received a personal invitation, delivered by Hsing, to
attend SEER in a tower overlooking the Sea of
Swords on a matter of the greatest importance.
Characters may also have gained information from
their factions indicating that Baron Rajiram has been
massing his forces in the Nelanther Isles and he had
been sending out scouting ships looking for
something. Whatever the Cloud Giant Baron is doing,
it is certainly something that greatly concerns SEER.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 5
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 6
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 7
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 8
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 9
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 10
XP Award
For reaching the isle, award each character 5,000 XP.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 11
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 12
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 13
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 14
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 15
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 16
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 17
Robe of Stars
Wondrous item, very rare (requires attunement)
This item can be found in the Dungeon Master’s
Guide.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
Renown
All faction members earn one renown point for
participating in this adventure.
Each character that is a member of a faction
(rank 2 or higher) may mark the completion of a
secret mission on their adventure logsheet.
DM Rewards
You receive 6,250 XP, 3,125 gp, and ten downtime
days for running this session.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 18
Actions
Multiattack. The aboleth makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If
the target is a creature, it must succeed on a DC 14
Constitution saving throw or become diseased. The
disease has no effect for 1 minute and can be removed
by any magic that cures disease. After 1 minute the
diseased creature becomes translucent and slimy, the
creature can’t regain hit points unless it is underwater,
and the disease can only be removed by heal or
another disease-curing spell of 6th level or higher.
When the creature is outside a body of water, it takes 6
(1d12) acid damage every 10 minutes unless moisture
is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
Enslave (3/day). The aboleth targets one creature it
can see within 30 feet of it. The target must succeed on
a DC 14 Wisdom saving throw or be magically charmed
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 19
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
Saving Throws Con +9, Wis +7, Cha +7 Saving Throws Dex +5, Con +10, Wis +6
Skills Insight +7, Perception +7 Damage Resistances fire
Senses passive Perception 17 Senses darkvision 120 ft., passive Perception 11
Languages Common, Giant Languages Aquan, Dragon
Challenge 9 (5,000 XP) Challenge 17 (18,000 XP)
Keen Smell. The giant has advantage on Wisdom Amphibious. The dragon turtle can breathe air and
(Perception) checks that rely on smell. water.
Innate Spellcasting. The giant’s innate spellcasting
Actions
ability is Charisma. It can innately cast the following
spells, requiring no material components: Multiattack. The dragon turtle makes three attacks:
one with its bite and two with its claws. It can make
At will: detect magic, fog cloud, light one tail attack in place of its two claw attacks.
3/day each: feather fall, fly, misty step, telekinesis Bite. Melee Weapon Attack: +12 to hit, reach 15 ft.,
1/day each: control weather, gaseous form one target. Hit: 26 (3d12 + 17) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Actions one target. Hit: 16 (2d8 + 7) slashing damage.
Multiattack. The giant makes two morningstar attacks. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Morningstar. Melee Weapon Attack: +12 to hit, reach target. Hit: 26 (3d12 + 7) bludgeoning damage. If the
10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. target is a creature, it must succeed on a DC 20
Strength saving throw or be pushed up to 10 feet away
Rock. Ranged Weapon Attack: +12 to hit, range 60/240
from the dragon turtle and is knocked prone.
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Steam Breath (Recharge 5-6). The dragon turtle
exhales scalding steam in a 60-foot cone. Each creature
in that area must make a DC 18 Constitution saving
throw, taking 52 (15d6) fire damage on a failed save, or
half as much damage on a successful one. Being
underwater doesn’t grant resistance against this
damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 20
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3) 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 21
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 8 (−1) 10 (+0) 9 (−1) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (−1)
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 22
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 12 (+1) 14 (+2) 13 (+1)
Saving Throws Dex +5, Con +6, Int +5, Wis +4 Skills Perception +6, Religion +3
Skills Perception +7 Senses darkvision 120 ft., passive Perception 16
Senses darkvision 120 ft., passive Perception 17 Languages Sahuagin
Languages Sahuagin Challenge 2 (450 XP)
Challenge 5 (1,800 XP) Blood Frenzy. The sahuagin has advantage on melee
Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all
attack rolls against any creature that doesn’t have all its hit points.
its hit points. Limited Amphibiousness. The sahuagin can breathe air
Limited Amphibiousness. The sahuagin can breathe air and water, but she needs to be submerged at least
and water, but he needs to be submerged at least once once every 4 hours to avoid suffocating.
every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited
any shark within 120 feet of him, using a limited telepathy.
telepathy. Spellcasting. The sahuagin is a 6th-level spellcaster.
Her spellcasting ability is Wisdom (spell save DC 12, +4
Actions
to hit with spell attacks). She has the following cleric
Multiattack. The sahuagin makes three attacks: one spells prepared:
with his bite and two with his claws or trident.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Cantrips (at will): guidance, thaumaturgy
target. Hit: 9 (2d4 + 4) piercing damage. 1st level (4 slots): bless, detect magic, guiding bolt
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 2nd level (3 slots): hold person, spiritual weapon
target. Hit: 11 (2d6 + 4) slashing damage. (trident)
Trident. Melee or Ranged Weapon Attack: +7 to hit, 3rd level (3 slots): mass healing word, tongues
reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 +
Actions
4) piercing damage, or 13 (2d8 + 4) piercing damage if
used with two hands to make a melee attack. Multiattack. The sahuagin makes two attacks: one with
her bite and one with her claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 23
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 12 (+0) 14 (+3) 13 (+1) 20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4)
Saving Throws Con +6, Wis +7 Saving Throws Str +9, Dex +7, Con +8
Skills Intimidation +5, Perception +7, Religion +4 Skills Athletics +9, Intimidation +8, Perception +5,
Senses darkvision 120 ft., passive Perception 17 Persuasion +8
Languages Sahuagin Senses darkvision 120 ft., passive Perception 15
Challenge 9 (5,000 XP) Languages Common, Sahuagin
Blood Frenzy. The sahuagin has advantage on melee Challenge 12 (8,400 XP)
attack rolls against any creature that doesn’t have all Blood Frenzy. The sahuagin has advantage on all melee
its hit points. attack rolls against any creature that doesn’t have all
Limited Amphibiousness. The sahuagin can breathe air its hit points.
and water, but she needs to be submerged at least Limited Amphibiousness. The sahuagin can breathe air
once every 4 hours to avoid suffocating. and water, but he needs to be submerged at least once
Shark Telepathy. The sahuagin can magically command every 4 hours to avoid suffocating.
any shark within 120 feet of her, using a limited Indomitable (3/Day). The sahuagin can reroll a saving
telepathy. throw it fails. It must use the new roll.
Spellcasting. The sahuagin is a 9th-level spellcaster. Shark Telepathy. The sahuagin can magically command
Her spellcasting ability is Wisdom (spell save DC 15, +7 any shark within 120 feet of him, using a limited
to hit with spell attacks). She has the following cleric telepathy.
spells prepared:
Actions
Cantrips (at will): light, mending, sacred flame, spare Multiattack. The sahaugin makes three attacks: one
the dying with his bite, and two with his claws or trident.
1st level (4 slots): bless, detect magic, guiding bolt, Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
healing word target. Hit: 10 (2d4 + 5) piercing damage.
2nd level (3 slots): hold person, lesser restoration, Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
magic weapon, silence, spiritual weapon (trident) target. Hit: 12 (2d6 + 5) slashing damage.
3rd level (3 slots): beacon of hope, crusader’s mantle,
Trident. Melee or Ranged Weapon Attack: +9 to hit,
dispel magic, mass healing word, revivify, spirit
reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 +
guardians.
5) piercing damage, or 14 (2d8+5) piercing damage if
4th level (3 slots): banishment, freedom of movement,
used with two hands to make a melee attack.
guardian of faith, stoneskin
5th level (1 slot): mass cure wounds, hold monster Legendary Actions
Actions The sahuagin can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. The sahuagin makes three attacks: one
option can be used at a time and only at the end of
with her bite and two with her trident.
another creature’s turn. The sahuagin regains spent
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one legendary actions at the start of its turn.
target. Hit: 5 (1d4 + 3) piercing damage.
Weapon Attack. The sahuagin makes a weapon
Trident. Melee Weapon or Ranged Weapon Attack: +7
attack.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7
(1d8 + 3) slashing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 24
Actions
Multiattack. The troll makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 25
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the
elemental’s space must make a DC 15 Strength saving
throw. On a failure, a target takes 13 (2d8 + 4)
bludgeoning damage. If it is Large or smaller, it is also
grappled (escape DC 14). Until this grapple ends, the
target is restrained and unable to breathe unless it can
breathe water. If the saving throw is successful, the
target is pushed out of the elemental’s space.
The elemental can grapple one Large creature or up
to two Medium or smaller creatures at one time. At the
start of each of the elemental’s turns, each target
grappled by it takes 13 (2d8 + 4) bludgeoning damage.
A creature within 5 feet of the elemental can pull a
creature or object out of it by taking an action to make
a DC 14 Strength and succeeding.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 26
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 27
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 28
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 29
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 30
If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter
their results.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-18 The Mysterious Isle 31