Professional Documents
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Running The Adventure: Number of Players
Running The Adventure: Number of Players
36
Overview ................................................. 2 Interacting with Myconids ............ 17 Using a Magic Item ........................... 36
Getting Started ..................................... 2 Seagrow Caves Locations ............ 18 Item Descriptions .............................. 36
Number of Players ............................ 2 EndingThis Chapter ......................... 21 Appendix B: Creatures ................... 37
The Forgotten Realms ........................ 2 Gain a Level... .................... ............... 21 Creature Stat Blocks ........................ 37
Adventure Background ....................... 3 Ch. 3: Cursed Shipwreck ............... 22 Creature Descriptions ...................... 39
Adventure Outline ............................. 3 Shipwreck Overview ......................... 22
Adventure Maps ................................ 3 Shipwreck Features ...................... 23 CREDITS
The Dungeon Master 4 Running This Chapter. 23 Lead Designer: James Wyatt
................. ..........
.....................
DMTips ............................................... 4 Shipwreck Locations ...... .............. 23 Designers: Sydney Adams, Makenzie
Ch. 1: Dragon's Rest ........................... 6 Harpy's Return ............................... 27 De Armas, Dan Dillon
Rules Developers: Jeremy Crawford, Ben
Welcome to Dragon's Rest ................. 6 EndingThis Chapter ........................ 27
Petrisor
Drowned Sailors ............................... 7 Gain a Level... .................................. 27 Art Director: Kate Irwin
Meeting the Inhabitants .................. 7 Ch. 4: Clifftop Observatory ........... 28 Cover Illustrator: Karl Kopinski
Dragon's Rest Locations 10 Interior Illustrators: Olivier Bernard,
...............
Observatory Overview ...................... 28
Cloister Quests 12 Christopher Burdett, Conceptopolis,
....................................
Observatory Features ................... 29 Caroline Gariba, Ilse Gort, Suzanne
Exploring the Island .......................... 14 RunningThis Chapter. 29
.....................
Helmigh, Daniel Landerman, Linda
Additional Encounters ................... 14 Approaching by Land .................... 29 Lithen, Brynn Metheney, David Auden
Ch. 2: Seagrow Caves ...................... 16 Approaching by Water .................. 29 Nash, Hector Ortiz, Ryan Pancoast, Jenn
Ravenna, Alex Stone
Caves Overview ................................... 16 Sparkrender's Kobold Allies ....... 29
Cartographer: Mike Schley
Seagrow Caves Features 16 Observatory Locations 30
Graphic Designer: Bob Jordan
.............. .................
GETTI NG STARTED five p l ayers. If you have four o r five fri e n d s ready to
p l ay with yo u , each p e rson can take one of the ch ar
To get started, have each player choose one char acters provided in the box. Five players wi l l fi n d the
acter to play. Five characters printed on separate e n co u nters a little easier t h a n four p l ayers wil l , but the
sheets are included in the box. Tell the players to adventure works fi n e a s written for gro u p s of fo u r or
read over the character sheets; give their characters five p l ayers.
names; and invent the details of their characters' I f you h ave fewer than four p l ayers, you can h ave
some p l ayers take on the ro l e of two ch aracters so the
personality and appearance. Encourage the players
gro u p has at least fo u r characters. A p l ayer with two
to write on the character sheets to make these char ch aracters s h o u l d treat one of them as their m a i n char
acters their own. acter a n d the other as a sid e k ick, there to h e l p out but
probably not engaging i n a lot of d i alogue.
RU N N I N G T H E A DVENTURE
ADVENTURE BAC KGROUN D ADVENTURE O UTLI N E
According to legend, two families of dragons came I n Dragons of Stormwreck Isle, the characters expe
into being in the very first days of the world's cre rience the magical scars left behind by the death of
ation. Bahamut, the noble Platinum Dragon, made dragons. Faced with the evil schemes of one living
the metallic dragons-gold, silver, bronze, brass, dragon and the righteous anger of another, they'll
and copper. Cruel, five-headed Tiamat made the have the chance to explore whether peace between
chromatic dragons-red, blue, green, black and the feuding dragon families is possible-or if they
white. The metallic and chromatic dragons share a must resort to violence to resolve the conflict on
mutual animosity that originates in the enmity be this isle.
tween Bahamut and Tiamat. This adventure has four chapters:
The origin of Dragon's Rest is rooted in that ani Chapter 1, "Dragon's Rest," introduces Runara's
mosity. Ages ago, a fire-breathing red dragon called cloister and its inhabitants and provides the char
Sharruth rampaged up and down the Sword Coast. acters the opportunity to learn about the problems
Three metallic dragons joined forces to battle Shar facing the island. It also describes additional
ruth and imprisoned her beneath the ocean floor, encounters you can use in the course of the adven
believing seawater would quench her fire and keep ture, including a magical hot spring with mysteri
her bound forever. But Sharruth's fury, legend says, ous guardians at the site of a brass dragon's death.
caused the undersea volcanic activity that formed Chapter 2, "Seagrow Caves," describes how the
Stormwreck Isle. grave of Sharruth spawns magical connections to
In all likelihood, Sharruth is long dead and en the Elemental Plane of Fire that threaten a com
tombed beneath the island, but chromatic dragons munity of mushroom-like myconids.
whisper that she still lives and will one day emerge Chapter 3, "Cursed Shipwreck," details a ship that
from her prison. One fact is undeniable: the pow crashed alongside the bones of a gold dragon and
erful magic embodied in such an ancient dragon the horrible curse within the ship's hold.
has left a permanent mark on Stormwreck Isle. Chapter 4, "Clifftop Observatory," brings the char
That magic has drawn other dragons to the island acters to the site where Runara killed a blue
throughout the centuries, making it a recurring dragon-and where that blue dragon's grandson
battlefield in the conflict between chromatic and has made his lair. There they'll also find a bronze
metallic dragons. Several of these dragons have wyrmling who rejected Runara's teachings of
died there, each leaving behind a spiritual scar that peace, now held prisoner in the blue dragon's lair.
causes unpredictable magical effects.
A hundred years ago, a blue dragon tried to har ADVENTURE M APS
ness this destructive magic. A bronze dragon named
The maps i n this booklet are for the DM's eyes only.
Runara pleaded with him to abandon his schemes.
These maps show secret doors and other elements
When he refused, Runara killed him, adding one
the players aren't meant to see.
more dragon grave to the island.
When the characters arrive at a location marked
Runara has grown weary of strife, and Storm
on a map, describe it to give them a clear mental
wreck Isle's wounds are a constant reminder to
picture of the location. You can also draw what they
her of the cost of such conflict. Devoting herself to
see on paper, copying what's on your map while
peace and reconciliation, she established the clois
omitting secret details. It's not important that your
ter of Dragon's Rest as a safe haven from violence.
hand-drawn map perfectly match what's in the
Living in human guise, Runara now serves as the
printed adventure. Try to get the basic shape and
leader of a tiny group of hermits and ascetics.
dimensions correct and leave the rest to the players'
But the ageless conflict between chromatic and
imaginations.
metallic dragons threatens to disrupt the serenity
of Dragon's Rest-and this is where the adven
ture begins!
TH E D UNGEON MASTER Text t h at a p pears i n a b o x l i ke t h i s i s meant t o be
The Dungeon Master has a special role i n read a l o u d or para p hrased to the p l ayers when their
D&D games. characters first arrive at a location or u n d er a s pecific
The DM is a storyteller. The DM presents the
circ u m s t a n ce, a s d es cribed i n the text. I t u s u a l ly de
challenges and encounters that the characters must
scribes locatio ns or presents scripted d i a l o g u e , s o the
overcome. The DM is the players' interface to the
p l ayers know what's up a n d have a s e n s e of what their
D&D world, who reads (and sometimes also writes)
the adventure and describes what happens in re characters' options are.
RU N N I N G T H E A DV E NTU R E
STORMWRECK ISLE
M A P , : 5 T O R M W R E C K lsL E
As the DM, you roleplay the creatures that the IMPROVISING ABILITY CHECKS
characters encounter. The adventure offers guid The adventure often tells you what ability checks
ance to help you decide what these creatures know characters might try in certain situations and the
and how willing they are to share information with Difficulty Class (DC) of those checks. But some
the characters. Beyond that, improvise and bring times characters try things that the adventure can't
these creatures to life as best you can. For exam anticipate. In that case, you decide how to handle it.
ple, the adventure describes Runara (the disguised Ability checks are for situations where a charac
bronze dragon who leads the cloister of Dragon's ter's success or failure isn't guaranteed. If anyone
Rest) as wise and peace-loving, but you get to decide can easily accomplish a task, don't ask for an abil
what her voice sounds like and how she reacts to a ity check. Just tell the player what happens. And if
given situation. You can also ignore what the text there's no way anyone could accomplish the task,
says and roleplay Runara or any other creature as just tell the player it doesn't work.
you see fit. When you decide an ability check is required, con
Treasure. When characters find treasure, tell sult the "Ability Checks" section of the rulebook and
them how many coins they find and how much the table of Typical Difficulty Classes. Most of the
any gems and art objects are worth. Sometimes time, choose a DC that is easy (DC 10), moderate
treasure includes magic items, whose names are (DC 1 5), or hard (DC 20).
presented in italic type. Appendix A describes these
items and their properties, as well as the rules for
how characters figure out what a magic item does.
MAKING MISTAKES
Dungeon Masters are fallible, just like everyone
else, and even experienced DMs make mistakes.
If you overlook, forget, or misrepresent something,
correct yourself and move on. No one expects you
to memorize every part of this adventure and all the
rules in the rulebook. As long as your players are
having fun, everything will be just fine.
RUN N I N G T H E ADVENTURE
CHAPTER 1
DRAGON'S REST
TH E ADVENTURE BEGINS AT A TINY CLOISTER CALLED
A l a rge, o p e n - a i r te m p l e comes i n to view, perched
Dragon's Rest, a haven where world-weary people
come to seek peace, reconciliation, and enlighten on the e d ge of a cliff h i g h above yo u . The ship d rops
ment. There, the characters learn about the dangers a n chor at the mouth of t h e harbor, a n d two s a i l ors
facing Stormwreck Isle. row you ash ore. Yo u have p l e nty of time to a d m i re the
Each character has a specific reason for coming towe r i n g stat u e at t h e center of the te m p l e , d e p i c t i n g
to the cloister, as shown on the character sheets. a wize n ed m a n su r ro u n ded by seven songb i rd s . A
You can also let players invent their own reasons for
l o n g path w i n d s u p t h e s i d e of the c l i ff to t h e te m p l e ,
their characters to seek out Runara's wisdom and
dotted a l o n g the way with doorways cut i nto the rock.
assistance.
The sailors set you ash ore on a rickety dock, where
WELC OME TO DRAGON'S RE ST a l a rge rowboat is neatly t i e d . They point to the base
Read the following text when you're ready to start: of the path a n d wish you good l u c k before they row
v i s i b l e off the bow promises rare won d e r s . Seaweed Before continuing with the adventure, encourage
s h i m m ers i n countless b r i l l i a nt col o rs b e l ow you, a n d the players to introduce their characters to each
other if they haven't done so already. They might
rays o f s u n l i ght d efy the overcast sky t o i l l u m i n ate t h e
want to discuss their reasons for visiting Dragon's
l us h grass a n d d a r k b a s a l t rock o f t h e i s l a n d . Avo i d
Rest, or they might prefer to keep their reasons se
i n g t h e rocks jutt i n g u p fro m t h e oce a n , your s h i p
cret for now. If they have any questions about what
m a kes i t s way toward a c a l m h a r bo r o n t h e i s l a n d's they can see of the cloister from the boat, use map
north s i d e .
C HA P T E R 1 I DRAGON'S R E ST
2 (on page 1 1) and the information in "Dragon's the creature off, but it refuses to stop moving!" On
Rest Locations" to answer them. the flip side, any time a zombie takes radiant dam
Ask the players to give you the party's marching age (such as from the cleric's sacred flame cantrip),
order as they start toward the cloister. Who's in you might describe the creature howling in agony.
front, and who's bringing up the rear? Make a note This can help the players realize that radiant dam
of this marching order. age is a way to get around Undead Fortitude. If the
When you're ready, continue with the "Drowned players ask whether their characters know anything
Sailors" section. about fighting zombies, have them make DC 10 In
telligence checks. Those who succeed might recall
D ROWNE D SAILORS that a particularly powerful blow (a critical hit) or
Read the following text to start the encounter: radiant damage can help finish off a zombie.
Runara's Aid. In the unlikely event that the zom
bies defeat the adventurers, Runara comes to their
As yo u ' re about to leave t h e beach a n d start yo u r
rescue. The characters wake up in the temple (area
c l i m b, y o u h e a r a ruckus o f s p l a s h i n g a n d a wet, g u r
AS in Dragon's Rest). Runara explains that she
g l i n g moan b e h i n d you. Th ree fi g u res a re s h a m b l i n g heard the sounds of combat and arrived just in time
u p fro m the water's edge, a b o u t t h i rty feet away. to prevent the zombies from dragging the characters
They're d ressed as s a i l ors, but t h e i r s k i n is gray a n d into the sea.
t h e y look d rowned. Sea water d rools from t h e i r s l ack Avoiding the Zombies. If the characters decide
not to fight the zombies, they easily escape from the
mouths as they l u rch toward you.
slow, shambling monsters. The zombies don't follow
them up the path toward Dragon's Rest. The char
The three shambling sailors are zombies, the ani acters will have another opportunity to deal with
mated corpses of sailors who died in a recent ship the zombies later (see "Cloister Quests" later in this
wreck. The characters face a choice: they can turn chapter).
and fight the zombies, or they can continue up the
path and leave the slow, shambling zombies behind. M E ETING T H E I N H A BITANTS
If the characters turn and fight, this is the first Read this text when the characters first climb the
combat encounter in the adventure. Here are the path to Dragon's Rest:
steps you should follow to run it:
1 . Review the zombie stat block in appendix B. Your a rrival q u i c k l y d raws the atte ntion of the entire
2. Use the initiative rules in the rulebook to de po p u l ation of the pl ace-which co n s i sts mostly of
termine who acts first, second, third, and so kobo l d s . These s m a l l , repti l i a n fo l k eye yo u c u r i o u s l y
on. Keep track of everyone's initiative count on
w h i l e a couple o f h u m a n s watch fro m a d i stance. A l l
your notepad.
t h e cloister's resi d e nts a re d ressed i n s i m p l e clothes,
3. On the zombies' initiative count, they move to
ward the characters. If they get close enough, they a n d no one carries a visible wea p o n . O n e of the ko
make melee attacks. The zombies' stat block con bol d s pipes u p with, "What's yo u r n a me?"
tains the information you need to resolve these At that, all t h e ko bo l d s begin b a r raging you with
attacks. If all the characters are more than 20 feet quest i o n s-"Where a re you fro m ?" "What's that?"
away, the zombies use the Dash action so they
"Why a re you h e re?" a n d more that a re lost i n the d i n .
can move farther. For more information on what
the zombies can do on their turn, see "Combat" in
the rulebook. Visitors to the cloister are rare, and the kobolds' cu
4. The zombies fight until they're all defeated. riosity is insatiable; they keep asking questions until
the characters insist they stop.
Tip: Undead Fortitude. The zombies' Undead
When the characters quiet the kobolds (or if the
Fortitude trait reflects how hard it is to kill these
players start showing signs of exasperation), the
walking corpses. When this trait prevents a zombie
leader of the cloister approaches to welcome the
from dying, give the players a hint about what hap
characters. Read the following text:
pened. You might say, "That should have finished
C HA PT E R 1 I D RAGON'S R E ST
Runara's mission is to help those whose lives have
The ch atte r i n g kobolds fa l l s i l e n t as a new fi g u re
been shaped by violence find new paths forward in
co mes i nto view, d esce n d i n g gracefu l ly from t h e peace. Ultimately, she would like to see chromatic
u p p e r p a rt o f the c l o i ster. S h e's a n e l d e r l y h u m a n and metallic dragons find a peaceful way to coexist
woman with weathered brown s k i n , wh ite h a i r i n tight in the world. In the meantime, she finds comfort in
b r a i d s , and kindly h azel eyes, d ressed i n a s i m p l e helping humans and other people escape from cy
cles of violence.
wh ite robe. S h e s m i l es a s she d raws n e a r and exte n d s
Runara maintains a secret lair in a cave accessed
h e r a r m s i n greet i n g.
by an undersea tunnel, a short distance from the
"We lcome to D ragon's Rest," s h e says. " M ay B a h a
cloister and not shown on the map of Dragon's Rest.
mut's g u i d a nce lead you to whatever you see k." She is careful not to enter or leave the cave when
anyone might spot her, and she enters and emerges
from the water in the open ocean, out of sight of the
This is Elder Runara, the leader of Dragon's Rest.
cloister. The other residents of the cloister think she
If the characters defeated the zombies at the beach,
lives in the temple at the top of the island (area AS),
she thanks them for their service to the cloister.
or they simply laugh away queries about her accom
Even if they did not fight the zombies, she tells them
modations, explaining that she's always in the tem
they're welcome to stay at Dragon's Rest as long as
ple, or in the library, or checking on the rest of the
they wish, sleeping either in one of the monastic
residents-she never seems to sleep!
cells (area Al) or in the temple (area AS) and eating
with the rest of the community in the dining room KOBOLDS
(area A3). Runara says nothing about payment of Kobolds are small reptilian Humanoids who believe
any kind. If the characters offer to give money or they are descended from dragons and gravitate to
perform services around the cloister in exchange for the service of dragons. Over the centuries, many
her hospitality, she accepts these gifts. bands of kobolds have been drawn to Stormwreck
Throughout this adventure, Dragon's Rest serves Isle by the lingering draconic magic that suffuses
as a home base for the characters. All the places the island. Nine kobolds utterly devoted to Runara
they'll explore on the island are within a few miles now live at Dragon's Rest.
of the cloister, and they can return here whenever The kobolds of Dragon's Rest are lawful good,
they wish to rest, heal, and get information they sharing Runara's ideals of justice and compassion.
need for the next part of their adventures. In addi Since they are sensitive to sunlight, they work at
tion, they can buy any of the equipment described in night and avoid moving about during the day. Unless
the rulebook from Myla (see "Kobolds"). otherwise noted, the kobolds are initially friendly
During their time at Dragon's Rest, the characters toward the adventurers.
can interact with any of its residents. All the resi The kobolds are summarized below. They can
dents but Runara live in the small monastic cells cut provide comic relief, offer a down-to-earth perspec
into the cliff face (area Al on the cloister map). tive, or be a way for you to pass hints to the players
ELDER RU NARA
if they're having trouble putting things together. But
don't feel like you need to bring all nine of these
Elder Runara is the leader of Dragon's Rest. She
kobolds to life! Pick one or two of these kobolds that
appears as a human woman, but she is actually an
adult bronze dragon disguised in human form. She you and the characters like the most and let them
guides the residents of the cloister in their contem be the focus of the characters' interactions with
plation and study. The cloister's inhabitants know the kobolds:
Runara's true identity, but they do not speak of it Agga speaks little and has no patience for non
to visitors. sense. She keeps the rest of the kobolds organized
Runara's initial attitude toward the characters is and in line. She is indifferent toward visitors, but
indifferent (see "Social Interaction" in the rulebook). if the characters show respect for the cloister and
She becomes friendly as soon as the characters help keep the more rambunctious kobolds in line,
demonstrate that they care about the cloister's her attitude improves to friendly.
safety, such as by fighting the zombies at the beach Blepp has a sharp danger sense and is convinced
or undertaking any of the quests she offers them he's supernaturally lucky. His prized possession is
(see "Cloister Quests" later in this chapter). If the an ordinary dagger he claims is magical.
characters harm any of the residents of Dragon's Frub has limitless energy and desperately needs
Rest, she becomes hostile and insists the characters help finding productive directions to channel it.
make amends for the harm they did before she is He loves to ask questions about everything other
willing to deal with them in any way. people are doing.
C H AP T E R 1 I D RAGON'S R E ST
EVER S I NC E AN U NF O R T U N A T E I NCID E N T IN T H E
l< I TC H E N, LAYLEE IS N O L O N G E R ALLOWED T O
H A ND L E MYLA'S ALC H E M IC A L F I RE. TARAK
Tarak is a human man in late middle age. He
has pale skin tanned darker with many freckles,
auburn hair and a beard that is mostly gray, and
gray-blue eyes. Faded tattoos in an abstract design
peek up the side of his neck from beneath his dirt
stained robes.
An avid botanist, Tarak tends the cloister's garden
plots, growing flowers, herbs, and vegetables. He is
soft spoken and helpful, eager to share his knowl
edge of herbalism. But his kindly demeanor belies
his past as a ruthless poisoner for a thieves' guild.
After his work led to the death of his lover, he fled
the guild and plans to spend the rest of his life aton
ing for his past evils.
Tarak is initially friendly toward visitors, but if a
character pries into his past, his attitude shifts
first to indifferent, then to hostile if the character
continues to push. When he's hostile, his demeanor
becomes cold and clipped, and he avoids the charac
ters if he can.
A gold hangman's noose is worked into the design
of Tarak's visible tattoos. A character who studies
the tattoos and succeeds on a DC 1 5 Intelligence
(History) check recognizes the mark as a symbol
associated with the Gilded Gallows, a thieves' guild
that operates in a country far to the southeast called
Elturgard. A character with the criminal back
ground automatically succeeds on this check. Tarak
Kilnip has terrible insomnia and sleeps only a few does not willingly discuss the details of his past
hours each day. She is always tired but an eager with anyone but trusted friends.
conversationalist. Tarak frequently visits the sea caves on the south
Laylee has a curious mind and a talent for tools and
side of the island to acquire heart cap mushrooms
building. She serves as Myla's helper. from the myconids that live there. He uses the
Mumpo is so audaciously courageous that he stole a
mushrooms to make potions of healing. But the my
copper piece from Runara's hoard. He's convinced conids have installed a fearsome guardian at their
she has no idea. (He is wrong, but Runara finds caves-a fungus-covered octopus monster-that has
the situation amusing and lets Mumpo continue to turned him away on his latest visits, and he is wor
believe in her ignorance.) ried (see "Cloister Quests").
Myla (lawful good kobold tinkerer) is a winged
VARNOTH
kobold whose brothers, Mek and Minn, now fol Varnoth is a human woman whose frame, once
low Sparkrender, the blue wyrmling in Clifftop
tightly muscled, has thinned with age. Her black
Observatory (see chapter 4). When Myla's wings
hair is cropped close to her scalp, and her light
were badly injured in an attack by stirges (which
brown skin bears many scars-one of which runs
she describes as "hungry, icky, blood-sucking, bat
across her left eye, which is milky and blind. An ele
things"), Runara helped in her recovery. Now Myla
gant prosthetic made from wood and metal replaces
spends her time experimenting with alchemy, en
her right leg below the knee.
gineering, and magic. Varnoth was a feared general at the head of a mer
Rix is pious and tends to the temple, acting as
cenary company called the Azure Wolves. Age and
Runara's assistant. She adores puns. Rix recently battle have taken a toll on her, and she is spending
witnessed a ship crashing on the rocks to the her twilight years in reflective contemplation at
north (see "Cloister Quests" later in this chapter). Dragon's Rest. Her demeanor is gruff, but she is ob
Zark is rude and fond of colorful insults. His fa
servant and empathetic. Above all, Varnoth believes
vorites are "Eat my sword, bugbear breath!" and
in second chances and redemption.
"Your father was a gas spore!" He is indifferent
Varnoth has a set of mason's tools that she uses to
toward visitors.
maintain the temple and other areas of the cloister.
C H A PT E R 1 I D RAGON'S R E ST
While working in the temple recently, she witnessed A2 : WINCH HOUSE
a ship change course and crash into the rocks to the
north (see "Cloister Quests").
A s m a l l , free-stand i n g b u i l d i n g h a lfway u p the path
Varnoth is indifferent to visitors, but a character
has a peaked roof and a weathered wood e n door. A
can shift her attitude to friendly by engaging her in
conversation on her favorite topics: history, ethics, stu rdy wood e n p a l l et wra p p ed with rope h a n gs be
and the impact of individual actions on the world. neath t h e b u i l d i n g on a n i ron c h a i n , lying flat agai nst
A character who learns Varnoth's name and the cliff face.
succeeds on a DC 1 5 Intelligence (History) check
recalls hearing of General Varnoth Wender and the
Azure Wolves, which was a mighty force in the east Inside the building is a winch that allows the
about a decade ago. A character with the soldier pallet to be lowered down to the water, 50 feet
background succeeds on this check automatically. below. When boats deliver supplies to the cloister,
the residents use this pallet to haul goods both
D RAGON'S R E ST LO C ATIONS up and down.
A lever locks the winch in place. If a character
The following locations are keyed to map 2, which
pulls the lever, the pallet falls down to the water and
shows the layout of Dragon's Rest.
floats there. As an action, a character can operate
Al : PATH A N D MONASTIC CELLS the winch to pull the pallet back up 10 feet.
A3 : KITCHEN
A l o n g path leads fro m t h e rocky s h o re up t h e s i d e
cells occupied by the cloister residents. Each cell benches, writ i n g i m p l e ments, book sta n d s , a n d g l a ss
is furnished with a bed, a nightstand, a small desk, shielded l a m ps.
and a chair.
The westernmost cell is vacant, and it is available
to the characters if they don't mind sharing the The cloister library holds books and scrolls cover
space. Next to it is Tarak's cell, then Varnoth's. The ing a variety of topics, but focused on theology and
fourth cell is Myla's, cluttered with junk and tools. history. Runara spends nearly half her time in here,
The fifth and sixth cells are strung with hammocks, studying, copying, and annotating the library's col
offering space for the other eight kobolds to sleep. lection. Tarak and Varnoth also come here to read
and discuss various works. Many of the kobolds visit
as well, but mostly for the quiet; only Myla could be
described as studious.
M A P 2: DRAGO N'S REST
CHAPTER 1 \ DRAGON'S R E ST
If the characters talk to Runara about the zom
C LO I STER QUE STS
bies, she tells them she suspects a wrecked ship off
As the characters explore Dragon's Rest, the resi the rocks to the north is the source of these mon
dents talk with them about the problems the cloister sters, and she asks the characters to investigate the
is facing. These conversations are opportunities for site (see "Shipwreck" below).
you to introduce the players to the adventures that
await them in the sea caves, the shipwreck, and the MORE ZOMBIES
ancient observatory. If the characters defeated the zombies when they
This adventure is designed to be flexible and give first arrived on the island, you can use this encoun
the players the sense that they're in charge of their ter at any point during the adventure to add a little
destiny on Stormwreck Isle. Ideally, the characters extra combat spice to the characters' lives. If the
will spend time at Dragon's Rest and then explore characters have already reached 2nd level, you can
both Seagrow Caves (described in chapter 2) and use from four to six zombies to give them a good
the wreck of Compass Rose (chapter 3). They can challenge.
choose where to go first. After they've explored
both of those sites, they should be ready to face SEA C AV E S
Sparkrender in the Clifftop Observatory (chapter 4). Tarak is eager t o reestablish contact with the myco
Each character sheet includes a personal goal for nids of the sea caves. He asks the characters to visit
that character. Some of those goals are concrete the caves, find out what's wrong with the myconids,
the wizard, for example, is eager to learn the secrets and bring him back some heart cap mushrooms. He
of Clifftop Observatory. Others are more general warns them about the fungal octopus the myconids
and might be fulfilled gradually over the course have created as a guardian and tells them they'll
of the adventure-both the paladin and the fighter probably have to fight the creature to gain access to
gaining a better understanding of their role in the the caves. He also gives them a foul-smelling sack of
world, for example. Use those goals (described un food scraps they can give the myconids as a gesture
der "Individual Quests" below) to help the players of friendship. Finally, he gives them two potions of
bring their characters to life as they interact with healing (described in appendix A).
Runara and the other residents of Dragon's Rest.
S H I PWRE C K
Z O M B I E RE S URGE N C E
Several ships have recently crashed on the rocks
If the adventurers did not fight the zombies when north of Dragon's Rest and sunk with no survivors,
they first arrived on the island, the zombies cause and a few days ago both Varnoth and the kobold Rix
trouble later. After the characters have spent some witnessed the most recent wreck. They saw the ship
time at the cloister, they hear cries for help. Read abruptly veer off course and crash into the rocks,
the following text: and they suggest the characters might help the is
land by discovering what caused the crash. If the
Two res i d ents of D ragon's Rest a re r u n n i n g for t h e i r characters ask Runara about it, she suggests that
l ives u p t h e l ower p a t h , t h e i r fi s h i n g e q u i p m e n t d i s
the answer is likely to be found on an older wreck
the wreck of Compass Rose.
carded b e h i n d t h e m . B l ood a n d d i rt stain t h e i r ro bes.
C HA P T E R 1 I D R AG ON'S R E ST
THE FIGHTER was to assassinate a traitor, who was his lover. The
The fighter has come to Dragon's Rest in the hope two tried to flee Elturgard together, but his lover was
that Runara can help the character understand the killed by another assassin. Tarak escaped, but no
sense of destiny that weighs on their shoulders. If treasure was involved. If the rogue asks him about
the character talks to Runara about this on first it, he explains he has left the life of crime-and sug
arriving at the cloister, Runara invites the character gests perhaps it's time for the rogue to do the same.
to consider how their reaction to the zombies on the
THE WIZARD
beach might reflect their destiny-or not. If the char
acter talks to Runara after having completed one or The wizard carries a letter from a colleague about
more of the adventure's quests, she encourages the lost knowledge held in the Clifftop Observatory (see
character to consider whether their heroic actions chapter 4). If asked about the observatory, Runara
might be the first manifestations of that destiny says, "Many have sought the knowledge contained
taking shape. At the end of the adventure, Runara in that place. I can direct you there, but first you
encourages the character to continue on their path: need to show me you are worthy." She promises
"If your destiny is not clear to you yet, I'm confident to direct the wizard to the observatory after the
it soon will be." characters help deal with the other problems on
the island.
THE PALADIN
Disillusioned with the corruption of Neverwinter, L O ST WYRMLING
the paladin comes to Dragon's Rest seeking rest When the characters have proven themselves trust
and new resolve. Runara welcomes the character worthy and competent by dealing with the zombies,
and encourages them to talk to Tarak and Varnoth, the myconids, and the shipwreck, Runara decides
who both know about escaping lives of corruption it's time to confide in them. She summons them to
and violence. She also encourages the paladin the temple (area AS). Read the following text when
to spend time in the temple of Bahamut. At the the characters arrive:
end of the adventure, she asks the paladin if they
have learned anything about how to live in a world
E l d e r R u n a ra s m i l es as you a p p roach . " I have some
plagued with such corruption. If the character has
thing to s h ow y o u ," s h e says . T h e re's a A a s h l i ke a
no answer, she suggests, "Perhaps your adven
s i l e nt stroke of l i g h t n i n g , a n d t h e h u m a n woman
tures here have shown you a way to combat evil on
your own terms. Perhaps other such adventures is gone. In h e r p l ace i s a n e n o r m o u s d ragon with
guild member in question is Tarak, who did in fact i n g a g a i n . I have one m o re favor to ask you."
betray the guild, though the story has been twisted
in the retelling. Tarak's last assignment for the guild
Runara outlines the history summarized in the "Ad
venture Background" section and explains that each
RU NARA SAV E S TH E DAY!
site the characters visited is linked to the death of a
R u n a ra is a powerful d ragon, b u t s h e is d e d i cated to
the cause of peace. S he's not i nterested in fi ghti n g the
dragon. Then she tells them that a bronze wyrmling
battles that the c h a racters m i ght get themselves i nto, named Aidron came to the island a few months ago
but she keeps an eye on the m , a n d she can rescue and studied with her at Dragon's Rest. Five days
t h e m if things go badly for t h e m on the i s l a n d . before the characters' arrival, he argued with her,
I f any e n co u nter o n the i s l a n d e n d s with a l l t h e angrily rejected her teaching of peace, and stormed
c h a racters u n consci o u s , y o u can have t h e c h a racters
away from the cloister. She fears he went to the an
awaken i n the tem ple (area A S ) , with some of the ko
cient observatory on the southeast side of the island,
bolds ten d i n g to thei r wo u n d s . R u n a ra p refers not to
e x p l a i n how she rescued t h e cha racters.
which is another dragon's final resting place. She
If this h a p pe n s m o re than once, the c h a racters might suspects some evil has arisen there, but says she
need extra assistance. If you haven't a l ready, con sider dares not go there herself, lest her presence reopen
a s k i n g one or m o re p l ayers to p l ay a n additional char old wounds. She gives them a moonstone key-a
acter as a sid ekick. Yo u can expl a i n that these a d d i 3-inch-long, 1-inch-wide hexagonal prism made
t i o n a l characters h ave j u s t arrived a t Dragon's Rest
from moonstone, with a dragon's head engraved on
and a re eager to h e l p .
one end-and explains that they'll need it to access
.. ..
the observatory.
ters of 2nd level or higher, or a harder challenge for creature comes i nto v i ew. A m i x o f p u r p l e feathers a n d
1 st-level characters. It's particularly appropriate if d ee p b rown fu r covers i t s b e a r l i ke body, a n d i t s l a rge
the characters are rowing around the island or mak eyes stare h u ngrily at you from its owl ish head.
ing their way along the coast at sea level.
C H A PTER 1 I D RAGON'S R E ST
the kobolds' check result is surprised and loses WHAT LIES B E N E ATH
their turn during the first round of combat (see As described in the "Adventure Background"
"Surprise" in the rulebook). Read this text when the section in the introduction, Stormwreck Isle was
kobolds attack: formed from magic-fueled volcanic activity in the
tomb of a monstrous red dragon named Sharruth.
l A y i p p i n g sound e r u pts aro u n d you as a n gry kobolds
C H A PT E R 1 I DRAGON'S R E ST
CHAPTER 2
SEAGROW CAVES
Turs CHAPTER ASSUMES THE CHARACTERS COME caves and is poisoning the myconids, twisting their
here before going to the wreck of Compass Rose, gardens, and even laying low their leader, Sinensa.
and they are still 1 st level. It also includes sim The source of the blight is the tomb of the red
ple instructions to scale up the danger in combat dragon Sharruth deep beneath the island. Noxious
encounters if the characters complete chapter 3, fumes from the dragon's tomb normally filter up
"Cursed Shipwreck," before coming here, and are through the rock and vent to the surface through a
now 2nd level. cavern at the back of Seagrow Caves that the myco
nids avoid, but the vent has become blocked, and the
C AV E S OVERVIEW fumes have spilled into the myconids' caves.
The sea caves on the southwest side of Storm Besides this insidious poison, visitors to Seagrow
wreck Isle are inhabited by an unusual colony of Caves must face one additional threat: the stirges
myconids-fungus people who normally live deep that nest in the caves. These blood-sucking mon
underground. Though they can't abide sunlight, sters aren't much of a threat individually and don't
these myconids used to welcome visitors now and bother the bloodless myconids, but they can be
then. In particular, they traded with Tarak from deadly in large numbers.
Dragon's Rest, giving him rare fungi that grow in
SE AGROW C AV E S FEATUR E S
their caves in exchange for food scraps and other
waste from the cloister, which nourished the fungi The caves have the following features:
in the caves. Recently, though, the myconids have Ceilings. Unless noted otherwise, the ceilings in the
rejected Tarak's visits and placed a monstrous caverns are 20 feet high, and the tunnels connect
guardian at the entrance to their caves that keeps ing the caverns are 1 5 feet high.
all visitors away. Light. The interior caves are illuminated by biolumi
The reason for this sudden shift in the myconids' nescent fungi, which provide dim light throughout
behavior is that a blight has spread through the the area. See "Vision" in the rulebook.
CHA P T E R 2 I S EAGROW C AV E S
Walls. The cave walls are formed from hexagonal E NTERING THE C AV E S
columns of dark gray basalt-volcanic rock origi
nating from Sharruth's undersea tomb. The walls At high tide, the 40-foot-high tunnel (area B l) is
provide hand- and footholds, so climbing the walls flooded all the way to area B2. The natural stair
doesn't require an ability check. ways, which are not shown on the map of Seagrow
Fumes. Toxic volcanic fumes from deep below the
Caves, descend the cliffs into the sea. The charac
island are slowly poisoning the fungi in the caves. ters can either wait for low tide or row or swim into
A faint smell of sulfur pervades the place, grow the tunnel. At low tide, a 5-foot-wide pathway is
ing stronger the closer one gets to area B6. If the exposed along the base of the cliffs and the edge of
the tunnel.
characters take a long rest inside the caves before
The tides shift every 6 hours, as summarized on
opening the vent in B6, each character must suc
ceed on a DC 1 3 Constitution saving throw or be the Tides table.
come poisoned (see "Conditions" in the rulebook).
TI D E S
The lesser restoration spell ends this effect, as
does finishing a long rest in fresh air. Time Tide
M i d n ight to s u n rise Low
Once the characters decide to visit Seagrow Caves, N oon to s u nset Low
they have two options for reaching the site: S u nset to m i d n ight H i gh
CHAPTER 2 I S EAGROW C AV E S
·�r--
f SEAGROW (AVES
MAP 3: 5 E A G R O W CAVES
and powerfully than mere words and facial expres The s u rface of the water swirls with colorfu l , fa i ntly
sions can communicate. glowi n g s po res-perhaps reacti n g to the move m e nt
The effect of Rapport Spores lasts for 1 hour, so of somet h i n g u n d e r the s u rface.
characters might be telepathically linked to each
other whenever they're within 30 feet of each other
even after they leave the cave. Encourage the play At high tide, the tunnel is flooded, so visitors must
ers to think about how this might affect their charac approach by boat or swim. At low tide, walkways
ters. Does it make them feel closer to their friends? formed by the tops of stone columns line the sides
Does it ease any suspicions they might have had of the tunnel, leading to a flight of natural steps up
about each other? to area B2. A spore servant octopus lurks in the
water and attacks any creatures (other than myco
DISTRES S SPORES nids) who enter the tunnel, regardless of the state
When myconids take damage, they release spores of the tides. Before the myconid leader lapsed into
that alert all other myconids within 240 feet of unconsciousness, it created this guardian to keep
them. All myconids in the cave are in range of each outsiders away.
other's Distress Spores. Myconids in areas B2 and As described on the previous page, the water level
B3 move to area B4 if they detect Distress Spores. here varies by up to 10 feet with the tides. At high
tide, the water is about 8 feet deep along the edges
of the tunnel and 25 feet deep in the middle. At low
CHAPTER 2 I S E AGROW C AV E S
tide, the walkways along the edges are exposed, and moves away from an active violet fungus, have an
the water is 1 5 feet deep in the middle. other fungus stir and attack that character on the
2nd-Level Characters. If the characters are 2nd fungus's next turn. If a character scans the fungus
level, two stirges clinging to the tunnel ceiling are farm looking for more violet fungi, cast as much
disturbed if fighting breaks out in this area and join doubt as you can: many of the fungi look sickly and
the battle. The stirges ignore the spore servant. purple but pose no danger.
\ Myconids. The myconid sprouts avoid the char
B 2 : FU NGUS FARM acters and the violet fungi. If the adults become
aware of danger through the noise of combat (or the
Th i s fifty-foot- h i g h cavern is a forest of m u ltico l o red sprouts' Distress Spores), they move as quickly as
fu n g i , r a n g i n g from tiny fi l a m e nts to tree-sized m u s h ·
they can to protect the sprouts.
If the characters defeat the violet fungi, the my
roo m s . A n at u ra l s t a i rcase o f s t o n e col u m n s a l o n g
conids' attitude improves to indifferent, and they
the e a s t w a l l leads u p t e n feet t o a h i g h e r cave area i n
are willing to speak to the characters (using their
t h e north. Water b u rbles down from that u p pe r cave Rapport Spores). The adults agree to accompany
a n d col l ects in a l a rge poo l . Two s m a l l m u s h roo m - l i ke the characters and vouch for them with the rest of
p e o p l e are worki n g a m i d the m u s h rooms n e a r the the myconid colony, improving the other myconids'
p o n d . A sicke n i n g s m e l l , l i ke s u l fu r, h a n g s i n the a i r. attitude to indifferent as well.
Blighted Fungi. A character who examines any of
the fungi notices that many of the mushrooms are
The waterfall is fed from a pool in the upper cave, sickly, shriveled, and blotched with black patches of
which in turn is supplied by runoff trickling down decay. The blight has no obvious source.
from the surface. Both pools are 5 feet deep at most. Treasure. The fungus farm contains heart cap
The two mushroom people are myconid sprouts mushrooms ready for harvest. A character who
named Molen and Kraz. They are spreading fer· spends 1 5 minutes searching this chamber for use
tilizer from area B3, while two myconid adults ful fungi and succeeds on a DC 1 2 Intelligence (Na
named Hipsiz and Rugoso tend the mushrooms ture) or Wisdom (Survival) check finds ld6 of these
near the upper pool, out of sight from below. All reddish mushrooms, which bear an unsettling re
four myconids are oblivious to the true threat in the semblance to human hearts. Tarak can make each
cave-three violet fungi that grow among the harm· heart cap mushroom into a potion of healing.
less mushrooms here. 2nd-Level Characters. If the characters are 2nd
If the characters move into the cave toward the level, add two violet fungi to this encounter.
myconids, one violet fungus attacks them, extending
long tendrils that cause immediate rot when they B3 : LARDER
touch living flesh. Read this text:
T h i s cave ree k s of rot, a n d the fl oor is covered with
As yo u adva nce i nto the cave, a sickly l o o k i n g m u sh · d ecayi ng vegetati o n . Th ree s m a l l m u s h room -fo l k are
r o o m s u d d e n l y s t i r s t o l i fe . I t exte nds l o n g p u rp l e work i n g a m i d t h e fi lth. In the southwest corner of the
te n d r i l s toward yo u a n d moves slowly across t h e cave cave, a b u l bous object the size of a cart clings to t h e
Running the Combat. Because the violet fungi Three myconid sprouts named Bispo, Valup, and
move so slowly, it's easy for the characters to stay Popple work here gathering fertilizer for use in
out of their reach and kill the fungus monsters area B2. The bulbous object is a stirge nest, which
with ranged attacks. The interesting part of this en characters can identify with a successful DC 1 5 In
counter is identifying the danger. One violet fungus telligence (Nature) check. If a character moves more
moves and attacks to start the encounter, but the than 5 feet into the chamber, six stirges emerge
other two remain motionless until characters move from the nest and attack. Meanwhile, the sprouts
close to them. flee toward area B4 at the first sign of intruders, re
You don't need to keep track of exactly where ev lying on the distraction of the stirges to escape.
eryone is standing in the room. Instead, rely on your 2nd-Level Characters. If the characters are 2nd
sense of what's fun and exciting. When a character level, add two stirges to this encounter.
C H A PT E R 2 I S E AGROW C AV E S
B 4 : CIRC LE CHAMBER B 6 : CRYSTAL CAVE
Six c l u sters of giant m u s h rooms are a r ra n ged in a The a i r i n t h i s cave is choked with t h i c k s moke t h at as
rou g h c i rc l e a ro u n d t h i s cave r n . Several h u m a n - s i zed s a u lts yo u r nostri l s with a p u ngent o d o r of bri msto n e .
m u s h room fol k stand in a c i rc l e in the center of t h e Strange, fl ickering orange l i ght i l l u m i n ates the s m o ke.
cave. The s m e l l o f s u lfur i s stro nger h e re. This area i s free of fu n g a l growth; i n stea d , cryst a l s
(Craterel, Pleuro, Subrufus, and Virosa), who are cave wa l l seems t o be t h e s o u rce o f t h e l i ght. Streaks
standing stock-still in a dream-like trance called a of soot trace a path along t h e cave wa l l s between the
meld, experiencing a shared transcendent state. The p u rp l e cryst a l s and t h e fi s s u re.
two conscious myconids move quickly to confront
any intruders who aren't escorted by other myco
nids, and they respond with violence to any threat. Two fume drakes lurk amid the sulfurous fumes.
All six myconids are ill and fatigued from the These elemental creatures look like little dragons
blight that is spreading through the caves, so they formed entirely of greenish smoke. They don't leave
take turns resting here. this cave, but they rush to attack any creature that
enters it.
B5: S I N ENSA's SANCTUM This cave is the source of the blight spreading
through the myconid colony. As the characters
G l owi n g fu n g u s and co l o rfu l crysta l s grow from t h e
explore the cave, they can easily determine that
noxious fumes from deep beneath the island seep
wa l l s a n d cei l i ngs o f t h i s s m a l l e r cave. I n the m id d l e
up around the vein of purple crystals. Ordinarily,
o f t h e cave, two h u m a n -s i zed m u s h room f o l k t e n d to
the fumes vent to the surface through a fissure in
a l a rger s pe c i m e n of t h e i r k i n d . The l a rge one i s s h riv
the west wall, but the fissure is now blocked by the
eled a n d covered with u n h ea lthy p u rp l e b l otches, a n d enormous orange crystal, which is also the source
it d o e s n o t move. of the light here.
The heart of the problem is the tomb of the red
dragon Sharruth, deep beneath the island. The pres
Two myconid adults named Auranta and Enok are
ence of such a powerful dragon far underground
tending the unconscious myconid who leads this
causes the volcanic activity that produces the nox
colony, Sinensa. The adults collect spores from a
ious fumes. What's more, the dragon's energy occa
barrel-sized, glowing red fungus that vaguely resem
sionally tears open small rifts in the fabric of reality
bles a human brain and puff the spores around the
that lead to the Elemental Plane of Fire-another di
leader's head. The treatment is keeping the leader
mension of reality that is the cosmic source of fiery
alive for now, but it is a losing battle. Sinensa's only
energy. The Plane of Fire is the origin of both the
hope is for the blight to end. The adults zealously
orange crystal blocking the vent (which is actually
defend their leader, immediately attacking intruders
an egg case) and the creatures currently in the cave.
who aren't accompanied by other myconids.
Fire Crystal. Destroying the orange crystal block
Treasure. If the characters bring the glowing red
ing the western fissure allows the noxious fumes to
fungus, called a ruby morel, back to the cloister,
escape the cave and stops the blight that is harming
Tarak uses it to make them an elixir of health (de
the myconids. A single strong whack with a weapon,
scribed in appendix A).
a crowbar, or another tool is sufficient to shatter
it. When the crystal breaks, a two-foot-diameter
sphere of smoldering obsidian falls to the floor amid
the other pieces and breaks open, releasing a fire
snake from this stony egg. Seeing the characters
only as fuel, it attacks them at once.
Breaking the fire crystal also reveals the reason
the myconids avoid this cave: the cave is imme
diately filled with shimmering sunlight refractea
through the crystals that line the vent. Bright light
fills the entire area.
CHAPTER 2 I SEAGROW C AV E S 21
CHAP T E R 3
C URSED S HIPWREC K
THIS CHAPTER ASSUMES THE CHARACTERS COME the harpy has been luring ships to crash on the
here before Seagrow Caves and are still 1 st level. It shoal and feasting on the unlucky sailors. The sail
also includes instructions to scale up the danger in ors who escape the harpy's talons end up as zom
combat encounters if the characters complete chap bies menacing the people of Dragon's Rest.
ter 2, "Seagrow Caves," before coming here and are The harpy is only the most immediate problem
now 2nd level. lurking in the wrecked hull of Compass Rose. The
greater threat is a cursed talisman held in the ship's
S H I PWRE C K OVERVIEW
Ever since the violent death of a gold dragon on the OT H ER S H I PWRE C K S
rocky shoal on the north side of Stormwreck Isle, T h i s c h a pter assu mes t h e cha racters heed R u n a ra's
the bone-strewn rocks have been the site of many advice and search Compass Rose for c l ues to the recent
s h i pwrecks. If the characters decide to explore oth e r
shipwrecks through the centuries. One such ship
recent wrecks, y o u c a n use the m a p o f Compass Rose
wreck left a lasting mark on the island.
to represent any oth e r s u n ken s h i p ' s deck p l a n , though
About forty years ago, a ship named Compass most of the wrecks a re entire l y u n d e rwater. Cha racters
Rose carrying passengers bound for the cloister exploring other wrecks m i ght fi n d m o re zom bies
wrecked on the shoal, killing all aboard. To the hor s a i l ors k i l l e d i n the wrecks who were a n i m ated by the
ror of the cloister's residents, those who drowned t a l i s m a n i n Compass Rose's hold but co u l d n 't get off
found their way ashore as shambling zombies. their ships for some reason. They m i ght a l so find giant
octo p u ses (you can use the spore servant octopus
Since the loss of that ship, each new shipwreck
stat block from a p pendix B), ghouls, or other da ngers
has brought a fresh wave of zombie sailors to the
aboard. These adventures are yo urs to create, but o n ly
island's shore. Fortunately, wrecks are rare-or they the wreck of Compass Rose holds the secret to freeing
were, until recently. Dragon's Rest from the zom b i e attacks.
Not long ago, a harpy settled into the wreck of
Compass Rose. With its magically entrancing voice,
C HA P T E R 3 I C U R S E D S H I PW R E C K
hold, imbued with magic by a long-dead sailor's S H I PWRE C K L O C ATIONS
desperate prayers to a demon lord. This curse is re
sponsible for the drowned sailors animating as zom The following locations are keyed to map 4, which
bies. Most of the sailors who were aboard the ship shows the layout of the shipwreck.
when it wrecked are long gone, but some zombies Cl : MAIN DEC K
have been trapped in the wreck for years.
ern end of a long spur of sharp rocks and dragon ra i l i n gs, and stray seaweed, you s pot boots, b o n e s ,
bones jutting from the ocean waves, about 21/2 miles a n d bits o f gore t h at seem co n si d erably m o re recent
from the cloister. It remains mostly above the water, than the wreck of t h i s s h i p.
held up by the ancient bones that tore its hull. The
Sta i rs l e a d to u p pe r d ecks at fore a n d aft, a n d d o o rs
wreck has the following features:
lead i nto c a b i n s u n d e r those decks. The m a i n m a st
Walls. The soggy wooden walls are aged to a sickly re m a i n s i ntact a n d mostly u p ri ght, topped with a
black and green. Algae and barnacles grow on crow's nest overflow i n g with d e bris. A sta i rcase n e a r
walls throughout the wreck.
the mast a n d a l a rge h atch on the port s i d e b o t h lead
Ceilings. The ceilings in the ship are 8 feet high.
down i nto the h o l d .
Doors. The doorways are 6 feet high, and the
doors are in the same waterlogged condition as
the walls. Crow's Nest. A rope ladder runs up the mast to
Light. During the day, the sun fills the upper deck the crow's nest, secure despite the condition of the
and main deck with bright light and the lower wreck. The mast sways alarmingly as characters
deck with dim light. Sunlight doesn't reach into climb, and at the top of the 50-foot climb the charac
the hold, and the whole wreck is dark at night. See ters find that they are leaning out over the water on
"Vision" in the rulebook. the port (north) side of the ship.
The crow's nest now serves as a nest for the harpy
RUN NI N G TH I S C HAPTER that has made Compass Rose its lair. The bas
Dragon's Rest has a rowboat the characters can ket-shaped area is stuffed with wood shavings, dry
take to visit the wreck of Compass Rose. The trip of grass, and shredded canvas from ships' sails. Bits of
21/2 miles takes about 1 hour and 40 minutes to row. bones, tufts of hair, and shiny baubles are also visi
When the characters arrive, read this text: ble in the harpy's nest.
Harpy's Return. When the characters arrive at
the shipwreck, the harpy is out looking for another
Waves l a p agai nst a d e rel ict s h i p l o d ged agai nst a
ship to lure onto the rocks. It returns after the char
r i d ge of rocks a n d e n o r m o u s d ragon bones. A fa i n t
acters have spent some time aboard, as described in
odor o f rot wafts on t h e s e a a i r, a l o n g w i t h the s o u n d "Harpy's Return" later in this chapter.
o f screec h i n g seag u l l s and the roa r o f the s u rf. A t a n Treasure. Characters who search through the
gled m ess o f tattered s a i l s a n d rigging h a n g s o ff the crow's nest find a small gold bracelet worth 25 gp, a
starboard s i d e of t h e main d ec k , offe r i n g o n e poss i b l e
single gold hoop earring worth 25 gp, two small ti
ger eye gems worth 10 gp each, and one bloodstone
way t o c l i m b aboard. A t the s t e r n , yo u c a n m a ke out a
gem worth 50 gp.
g a p i n g h o l e in t h e h u l l beneath t h e water l i n e .
C2 : FORECASTLE
C H A PT E R 3 I C U R S E D S H I P W R E C K
C3 : QUARTERDEC K C5: GALLEY
I
The s p l i ntered r e m a i n s of a mast j u t up from t h i s rea r A l o ng-dead , h ea d l ess skeleton sits p ro p p ed u p
deck l i ke a b roken spear. T h e s h i p's wheel i s as kew, agai nst a co u nter t o t h e right, b u t t h e g a l ley i s oth e r
d i s l o d ged from its mech a n i s m . wise e m pty. U n less . . . d i d the skel eton j u st move?
The wheel bears the name of the ship-Compass Small, harmless-crabs are crawling over the skele
Rose-engraved and inlaid with mother-of-pearl, tal remains, causing the illusion of movement.
though in the wheel's current position the name
is upside down. If a character turns the wheel, it C 6 : CREW QUARTERS
snaps free of its axle and falls. If the character tries
to catch the wheel before it hits the deck, ask the S i x d o u b l e b u n ks l i n e the e d ges of t h i s c a b i n . Per
player to make a DC 10 Dexterity saving throw. On s o n a l effects a re strewn a b o ut the roo m , a n d a fad e d ,
a successful save, the character catches the wheel.
p a i nted portrait h a n g s o n o n e wa l l .
On a failed save, the wheel hits the deck with a loud
thud that catches the attention of the zombies in
area C4. A moment later, the thud is answered by The portrait shows a young couple smiling and
a loud crash against the door to C4, which repeats embracing. Written across the bottom of the por
every 10 to 1 5 seconds. trait are the words "Aleitha and Brastos-together
forever." The black-haired woman wears a sailor's
C4 : CAPTA I N 'S QUARTERS
uniform similar to the tatters worn by the zombies
The door to the captain's quarters is barricaded aboard this ship. The blond-haired man wears a
from the inside, though the heavy wooden bar block merchant's fine clothes.
ing the door is half rotten. A character who tries to Floorboard Stash. A character who searches the
force the door open can break it down with a suc cabin and succeeds on a DC 10 Wisdom (Percep
cessful DC 10 Strength check. tion) check notices a floorboard in the middle of the
room that is raised slightly above its neighbors. A
The door crashes open to reveal two d rowned sai l o rs character who lifts the floorboard triggers a trap:
in a c a b i n that m u s t o n ce have been l u x u ri o u s . A a tiny dart shoots up, making an attack against the
character. Its attack bonus is +5. If it hits, it deals 2
bookcase, h a l f co l l apsed , h o l d s waterlogged a n d d i s
(ld4) piercing damage, and the character must suc
i ntegra t i n g b o o k s a n d scro l l s . The p o l i s h e d wood d e s k
ceed on a DC 1 1 Constitution saving throw or take
l eans awkwa rd ly on th ree l e g s ; it h a s a n orn ate c o m
3 (ld6) poison damage. Once the trap is triggered,
p a s s set i n its center. The bed i s covered i n rott i n g it does not trigger again unless a character resets
bed d i n g a n d s a g s i n t h e m i d d l e . A j a gged h o l e gapes it. (If the characters figure out a way to lift the floor
i n t h e floor beside t h e bed . board from a safe distance, the dart misses.)
Treasure. A sack full of 200 gp rests in a small
compartment beneath the raised floorboard.
If the characters dropped the wheel in area C3 or
needed more than one Strength check to open the C7: MESS HALL
door into this room, the two zombies are beside the
door when it opens. Otherwise, they're aimlessly
A l o n g t a b l e ta kes up most of this cabi n , which m u st
shuffling around the cabin. In either case, they move
have served a s a mess h a l l . Decay i n g c h a i rs are
to attack the characters right away.
Hole to the Hold. The hole beside the captain's scattered a bo u t , and b roken glass and crockery l itter
C H A P T E R 3 I C U R S E D S H I PW R E C K
THE WRECK OF COMPASS ROSE
LOWER DECK -=
. .. ..,:.
1 8 inches deep on the port (north) side. The water rese m b l e d ragons, worth 25 gp each
makes the entire lower deck difficult terrain (see 5 A fi n e l ute with mother-of- pearl i n l ay, worth 50 gp
"Difficult Terrain" in the rulebook). 6 A spell scroll of com m and (see a p pendix A) , sealed
in a leather case
C HA P T E R 3 I C U R S E D S H I PW R E C K
C9: H OLD
1 9 Tarsakh
O u r j o u rn ey i s e n d e d , t h o u gh I fea r m y own i s to
A s t h e cold water e n g u l fs you, a strange u n dersea
conti n u e in the most horri b l e way i m a g i n a b l e. Com
wo rld i s reve a l e d . Colo rfu l seaweed grows over the
pass Rose wrecked on a s h o a l s o u t h o f N everwinter.
s h attered h u l l , especia l ly around the gaping h o l e in
M a ny s a i l o rs perished with the i n it i a l i m pact, and
the stern of the s h i p. T i ny fish d a rt among h u n ks of
Aleitha was gravely i nj u re d . As I tended her wou n d s ,
d e b r i s a n d ca rgo.
s h e cl utched h e r ta l i s m a n a n d breathed s oft praye r s .
the top of the stairs up to C8) to breathe as often as words o f the prayer I h e a rd a s s h e breathed h e r l a s t .
they need to. Fo r s h e was begg i n g O rc u s , t h e Pri nce o f U n death , to
Captain's Chest. A heavy iron chest lies on the reun ite h e r with h e r h u s b a n d .
floor of the hold, directly beneath the hole it fell
I h e l d h e r h a n d s as the breath l eft h e r, a n d I fe lt a
through. If a character opens the chest here, a large
horri b l e c h i l l pass through h e r. N ext I k n ew, s h e was
air bubble rushes out, and a packet, wrapped and
s i n k i n g h e r teeth i nto my neck. At t h e same m o m e nt,
sealed in waxed fabric, rises up after it. Though the
chest is heavy (about 1 25 pounds), the characters I heard moans begin to rise from the d ead s a i l o rs a l l
can also carry it to the surface before opening it. a ro u n d u s . W h at c u rse h a s s h e brou ght o n u s a l l ?
The chest contains a pouch holding 55 gp and Al ready I fee l a cre e p i n g c h i l l overt a k i n g my body. I
three turquoise stones (worth 10 gp each), as well am secu r i n g h e r t a l i s m a n with t h i s book in my chest,
as a pair of b oots of elvenkind. The floating packet
i n the hope t h at someone who comes after u s may
contains the captain's journal, which has been keep
end this n i ghtmare by b r i n g i n g Altheia's t a l i s m a n to
safe from the water by its wrapping. A braid of hair
h e r h u s ba n d .
is stuck in the pages like a bookmark, indicating the
log's last entry. The last entry reads as follows:
The talisman is formed from long locks of hair
some blonde, some black-braided together and
knotted around two small finger bones. If a charac
ter casts detect magic, the talisman is revealed to
carry magic of the school of necromancy. See "End
ing This Chapter" for more about the talisman.
Tarsakh is a month in the calendar of the Forgot
ten Realms, roughly corresponding to April. No year
is specified in the log.
About Orcus. Known as the Demon Prince of Un
death and the Blood Lord, the demon lord Orcus is
a fiend whose power rivals that of the gods. Ruling
over hordes of demons in the nightmarish plane of
existence called the Abyss, Orcus yearns to trans
form the multiverse into a ghastly place of death.
Many Undead creatures (like ghouls) worship him
or seek to bargain with him in exchange for some
fragment of his power over undeath.
A New Threat. After the characters find the cap
tain's chest, when they come up from the hold to the
lower deck, they hear a heavy thump on the deck
above them as the harpy lands on the main deck.
See "Harpy's Return" below.
crow's nest while the harpy was absent, it might we l l , a n d you fee l t h e love a n d a p p rova l o f your g o d .
agree to leave in exchange for the return of
its treasure.
• If the characters are 2nd level and two harpies are GAI N A LEVEL
present (see below), characters can play on the
distrust between the two harpies and might con After they complete this chapter of the adventure,
the characters gain a level. If they visited Compass
vince them to part ways and leave the area.
Rose before Seagrow Caves, they advance to 2nd
2 N D -LEVEL CHARACTERS level. The residents of Dragon's Rest urge them to
If the characters are 2nd level, add a second harpy visit Seagrow Caves next (see "Sea Caves" on page
to the encounter. This harpy initially perches on 1 2). If the characters have already explored the
the ballista in area C2 and uses its own Luring caves, they advance to 3rd level and are ready to
Song. Although they're allies, the harpies don't trust visit Clifftop Observatory in chapter 4. See "Lost
each other. Wyrmling" on page 1 3 .
The character sheets explain what happens when
characters gain a level.
C H APTER 3 I C U R S E D S H I PW R E C K
CHAP T E R 4
C LIFFTOP O BSERVATORY
Turs CHAPTER ASSUMES THE CHARACTERS VISIT In recent months, the observatory ruins have
the observatory after exploring Seagrow Caves become the home of an arrogant blue dragon wyrm
and the wreck of Compass Rose, and thus have ling called Sparkrender, a descendant of Runara's
reached 3rd level. If they come here before visiting ancient rival. Like his ancestor, Sparkrender seeks
the other adventure sites, the combat encounters to claim the destructive magic that lingers at the
are probably too difficult for them. That's the reason site. Like Runara, Sparkrender has recruited ko
Runara won't give the characters the moonstone bolds to join his cause.
key or information about the observatory until after About five days before the characters arrived on
they've dealt with the island's other problems. If the island, a bronze dragon wyrmling named Aidron
necessary, you can have Runara warn the charac left the safety of Dragon's Rest and Runara's tute
ters that they're not ready to face this part of the lage and came to the ancient observatory. The two
adventure yet. wyrmlings met and immediately clashed. Sparkren
der attempted to turn the bronze wyrmling against
O B S E RVATORY OVE RVIEW Runara, but Aidron's hatred of chromatic dragons
During its heyday, the Clifftop Observatory was a was stronger than his disagreement with Runara.
marvel of magical innovation. Adorned with gor Ultimately, Sparkrender overpowered Aidron and
geous stained glass windows and marble spires, the imprisoned him in the observatory ruins,.
observatory's towers stood high above the churn Sparkrender believes Aidron is the key to un
ing sea on separate islets, linked by shimmering locking the observatory's magic and claiming
bridges of magical energy. But the observatory was his ancestor's power. With the bronze wyrmling
wrecked when Runara battled her blue dragon rival imprisoned, Sparkrender began planning a ritual
centuries ago, and now it lies in ruin, a crumbled that will awaken the spirits of all the island's dead
memory overtaken by nature. dragons and bind them to his will-at the cost of
Aidron's life.
O B SE RVATORY FEATU R E S come to rest on a rocky spire off the coast as he re
turns to his hoard among the ruins (area D5).
The observatory i s built o n a series o f basalt spires
A character who examines the crystalline pro
jutting up from the ocean at the southeastern tip of
trusions or the scarred vegetation can make a DC
Stormwreck Isle. Almost all the structure's former
10 Intelligence (Nature) check. On a success, the
ceilings and walls have crumbled away, exposing
character recognizes the phenomenon as a sign of
the ruins to the open air.
lightning strikes-or the lightning breath of a blue
Unless otherwise noted, the ruins stand 30 feet
or bronze dragon.
above the ocean's surface. The rugged cliffs offer
Assuming the characters continue toward the
abundant hand- and footholds, so a character who
observatory, they soon arrive at area Dl, de
jumps or falls into the water and survives (see "Fall
scribed below.
ing" in the rulebook) can climb back up without
needing to make an ability check. APPROACH I N G BY WATE R
I f the characters row to the observatory, read this
RUN NI N G THI S C HAPTER
text instead:
Once the characters decide t o visit the Clifftop
Observatory, they have three options for reach
As you round the south eastern t i p of the i s l a n d , you
ing the site:
can see c r u m b l i n g r u i n s atop basalt co l u m n s j u st off
By Boat. Dragon's Rest has a rowboat the charac
the m a i n i s l a n d body. If you p u l l the boat a s h o re o n
ters can take around the eastern end of the island.
t h e i s l a n d , it w o u l d be a n easy wa l k u p t o t h e t o p of
The trip to the observatory is 5 miles, which takes
about 3 hours and 20 minutes to row. the cl iffs, t h o u gh there is no obvious b r i d ge from t h e
Along the Coast. Walking around the coast of cl iffs to the r u i n s . Alte rnatively, yo u could tie t h e boat
the island is a little easier than rowing, and a up at the bottom of the co l u m n s and try to c l i m b d i
quicker trip despite the characters having to walk rectly u p t o t h e r u i n s .
around the eastern bay instead of rowing across As y o u consider t h e s e opt i o n s , y o u h e a r a screech
it. The 6-mile trip takes only 2 hours at a normal
ing roa r and notice a winged, g l itte r i n g b l u e s h a p e
walking pace.
swoo p i n g t h ro u gh the a i r ahead o f yo u . The fi g u r e
Overland. The characters can walk southeast from
Dragon's Rest to the head of the bay, where a c o m e s to rest a t o p the co l u m n fa rthest from Sto rm
rough path cuts across the island to the eastern wreck Isle a n d vanishes from s i g ht .
bay. The rocky ground of the island is difficult
terrain, but this is still the fastest and most direct
Again, Sparkrender does not notice the characters
route. Characters can make the 3V2-mile trip in
as he returns to his lair, but feel free to tease the
about 1 hour and 15 minutes.
players with the idea that he might notice them.
APPROAC H I NG BY LAND If the characters beach the boat on the shore, they
can easily climb the bluffs to area Dl, described
If the characters approach the observatory by land,
below. If they tie up the boat at the base of one of
read the following text:
the pillars, they can instead climb to the area atop it
(area D2, D3, D4, or D5).
C l a m be r i n g over the rocky g ro u n d of Stormwreck
-:--r ·:-,- ..
.c---
TOWER lttIERIOR
__ Ii
M A P 5: C L t F F T O P O B S E RVATORY
Clyssavar Gold
The two winged kobolds are locked in battle with Eldenemir Blue
eight stirges. When the characters enter the area,
S h a rruth Red
six of the stirges turn their attention to this new,
Tu radaer B rass
juicier prey. The kobolds try to deal with the remain
ing two stirges, and then decide what to do based If the characters ask the kobolds about these dragon
on what the characters are doing. If the characters effigies, Mek and Minn swell with pride and explain
actively help the kobolds during the battle, then the that they crafted them according to Sparkrender's
kobolds return the favor. If the characters attack the instructions. The kobolds know the effigies have
kobolds instead of (or as well as) the stirges, the ko some part to play in Sparkrender's plans.
bolds fight back. Otherwise, the kobolds hang back, Energy Bridge Anchors. A pair of dragon statues
trying to stay out of the way until the fight is over. like the ones in area Dl stands on the west side of
Once the stirges have been defeated, if the ko the rotunda, and another pair stands on the south
bolds survive, they approach the characters. Their west side. If the moonstone key is inserted in one of
names are Mek and Minn, and they're the brothers these statues, the western pair creates a bridge back
of Myla, the kobold tinkerer at Dragon's Rest. They to the overlook (area Dl), and the southwestern pair
left their sister for dead after the stirge attack that creates a bridge to a crumbled and isolated tower
maimed her wings. They have sworn loyalty to (area D4).
Sparkrender, and they share the dragon's cruel,
haughty demeanor. D 3 : KOBOLD CAMP
If the characters actively helped the kobolds or A rickety bridge made of driftwood and rope spans
mention that Myla is alive, the kobolds' attitude the 1 5-foot gap between the rotunda (area D2) and
becomes friendly. They offer to introduce the char this structure.
acters to their leader and help the characters in any
way they can (such as retrieving the moonstone
S k itte r i n g so u n d s a n d whis pers come from i n s i d e t h i s
key from area Dl so the characters can activate the
r u i n e d tower. G a p s i n the sto n e a re patched o v e r w i t h
bridge to D4). They won't help the characters fight
Sparkrender, though; they are loyal to the dragon. woo d e n p l a n k s a n d t h re a d b a re c l o t h .
C HA P T E R 4 I C LI F FTOP O B S E RVATO RY
D 4 : ISOLATED STUDY spews out noxious green gas, and the character who
No bridge spans the 22-foot gap between the ro opened the lock takes 3 (ld6) poison damage.
tunda and this spire, unless the characters use the Inside, the journal contains star maps and notes
moonstone key to activate the energy bridge in area on experiments with magic. One passage is under
D2. Characters might come up with any number of lined near the start of the journal. It reads, in an ar
ingenious ways to cross the gap. See the sidebar chaic dialect of Common, "To ye four scholars: point
called "Clever Solutions" for advice to help you de your eyes toward the Dragon's light, for it guides
termine whether these solutions work. your descent into knowledge." This passage is a clue
to unlocking the hidden entrance in the observatory
tower (area D5).
The rhyt h m of the waves b e l ow echoes t h ro u gh o u t
Treasure. A character who searches the tower
t h i s cram ped tower. P a r t o f the floor h a s cru m b led
and succeeds on a DC 1 2 Intelligence (Investigation)
away, d ro p p i n g off i nto a chamber b e l ow. A m i d t h e check finds a loose brick in the northwest wall. Pull
r u b b l e , co l l a psed bookcases j u t out at odd a n g l e s , a n d ing the brick out reveals a hidden compartment con
mold eri n g b o o k s are strewn across the floor. taining a potion of resistance (lightning; described
in appendix A) and a pouch holding 10 gp.
over the rune with a dagger, a sharp piece of wire, the d u sty floor. F o u r a l a baster stat u e s o f scholars
or a similar implement. Once this is done, the jour stand a ro u n d the peri m eter of the roo m , their ex
nal can safely be opened either by picking the lock pressions worn with t i m e . Each ten -foot-t a l l stat u e is
with thieves' tools and making a successful DC 1 0
p o i n ti n g or gestu ri n g in a d iffe rent d i rect i o n .
Dexterity check, o r by breaking the lock with a suc
C u rled i n t h e northeast corn e r o f t h e tower i s a l i t h e
cessful DC 1 2 Strength check. If the lock is opened
without first disarming the trap, the magic trap b l u e d rago n . Light n i n g a rcs a ro u n d h i s horns a n d
the blue wyrmling and concern for the safety of l i ghts s u rro u n d h i m , a n d h e u n leashes a bolt o f l i ght
the island's other inhabitants. And he is terrified n i n g up toward the s ky. At the base of the statue, a
of the fate Sparkrender has in store for him-the b ronze d ragon i s b o u n d to t h e gro u n d by th ree h eavy
blue dragon plans to use Aidron's death to claim the c h a i n s . He l o o k s l i ke he's in agony.
power of all the dead dragons on the island, trans
forming himself into a mighty draconic avatar.
If the characters have not yet defeated Sparkren To stop the ritual, the characters must face
der, Aidron decides to face the blue dragon himself. Sparkrender (blue dragon wyrmling), potentially
He flies to the top of the observatory tower (area with the help of Aidron (bronze dragon wyrmling),
D5) to confront Sparkrender once more. However, if they can free Aidron from his chains (see "Freeing
Aidron is too weak to defeat Sparkrender alone; he Aidron" below). Any surviving kobolds and winged
needs the characters' help. kobolds lurk here, but they stay out of combat
Once Sparkrender is defeated, the bronze wyrm if possible.
ling is excited to return to Dragon's Rest with the See "Waking the Dragon" in area D5 for ideas
characters. on how to play Sparkrender in this encounter. He
Treasure. This library was once a repository of uses Breath Weapon as the characters approach
magical knowledge and items of power, though the scene (unleashing lightning into the sky), so he
most of its contents are too weathered to read. How has to wait for this action to recharge before he can
ever, a character who searches through the room use it on the characters this time. He fights to the
and succeeds on a DC 1 5 Intelligence (Investigation) death-he has too much riding on the success of
check finds a +l battleaxe or a spell scroll of hold this ritual to abandon it now.
person (+1 weapons and spell scrolls are both de
scribed in appendix A). A detect magic spell reveals
the location of both of these items without requiring
an ability check. Aidron has also cataloged the con
tents of the room and can direct the characters to
these valuable items.
Dragon Spirits. At the end of each round of com Destroy the Effigies. A character might break an
bat (on initiative count 0, after everyone else has effigy or throw it over the crumbling wall and into
acted), a random magical effect occurs, caused by the ocean below. This ensures the corresponding
the magical lights that swirl around the rotunda. effect does not occur again. (Re roll if you get that
These lights are manifestations of the dragon spirits result on the Dragon Spirits table.)
Sparkrender is trying to bind to himself, but their Manipulate the Sculpture. Characters might try
effects are unpredictable. Roll a dlO and consult the to manipulate the golden sculpture as a way of
Dragon Spirits table to see what happens. disrupting the ritual. The sculpture is large and
sturdy, though, so a single action has no notice
DR A G O N S P I R ITS
able effect on the sculpture or the magic. (The
dl O Effect sculpture has AC 20, 27 hit points, and immunity
1 -2 Astalagan's Blessing. A i d ro n a n d the cha racters to poison and psychic damage.) However, disturb
each rega i n l d 4 + 4 hit points as the bronze l i ght ing the sculpture does distract Sparkrender. The
s u rrou n d s them with warmth.
first time a character uses an action to attack or
otherwise try to disturb the sculpture, the dis
3-4 Clyssavar's Flames. S pa rkre n d e r m u st succeed o n
tracted blue dragon has disadvantage on attack
a D C 1 2 Dexterity savi n g t h row or t a ke 7 (2d6) fi re
rolls and saving throws until the end of his next
d a m age as the golden l i ght crashes i nto h i m .
turn. Once he sees the character's meddling
5-6 Eldenemir's Gift . S parkrender's Breath Weapon isn't very effective, he can't be distracted in this
recha rges as the b l u e l i ght enfolds h i m . way again.
7-8 S harruth's Fury. Each of the c h a racters m u s t su
ceed o n a D C 12 Dexterity savi n g th row o r take 3 E N D I NG THE ADVENTURE
(l d 6) fi re d a m age as the red l i ght e r u pts with fi re. With Aidron i n tow, the characters can return vic
9-1 0 Turadaer's Tricks. Ai d ro n a n d the characters gain torious to Dragon's Rest. Runara is pleased by the
advantage o n attack rol l s a n d savi n g th rows u nt i l bronze wyrmling's safe return. As a reward, she
i n itiative co u n t 0 o f the n e x t ro u n d , as the brass
gives each of the characters a potion of healing and
an exquisite pearl worth 100 gp. She welcomes
l i ght s h i m m e rs and s parks a ro u n d t h e m .
them to stay at Dragon's Rest as long as they wish
Freeing Aidron. Aidron is bound by three heavy and furnishes them with whatever supplies they
chains that keep him restrained. He can still take need for their travels when they're ready to leave the
actions, such as biting or clawing an enemy that island. If Sparkrender is dead, she grieves the death
comes within his reach, but he knows Sparkrender of yet another dragon on Stormwreck Isle, but she
is unaffected by his lightning Breath Weapon, so he doesn't condemn the characters for kilting him.
doesn't bother using it. He might use his Repulsion If your players wish to continue playing their char
Breath if he can see a good use for it. acters, you can use the contents of this set to create
Large clasps attach the chains to iron rings em your own adventures. The "Exploring the Island"
bedded in the ground. A character can use an action section of chapter 1 offers additional encounters you
to undo one clasp. Once all three clasps are undone, can use if the characters haven't already faced them.
Aidron is no longer restrained, though the chains Perhaps Sparkrender (or a relative of his) pursues
reduce his speed by 10 feet. Removing the chains the characters in search of revenge, or perhaps
from Aidron takes 10 minutes. something uncovered in the secret library leads
Disrupting the Ritual. The most straightforward the characters to a distant locale in pursuit of more
way to prevent Sparkrender from completing his rit adventure.
ual and obtaining the power he craves is to kill him. If you want to advance these characters beyond
But characters can also use their actions in combat 3rd level and create adventures for them, you'll need
to interfere with the process and hinder Sparkren the basic rules online or the advanced rulebooks:
der in magical ways. Let the players try whatever the Player's Handbook, Dungeon Master's Guide,
they can imagine, using these ideas as examples: and Monster Manual.
Manipulate the Effigies. A character might use an
action to lift an effigy closer to the central sculp
ture, breathe a prayer to the dragon it represents,
or otherwise coax magic from it. Doing so imme
diately triggers the corresponding effect from the
Dragon Spirits Table.