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Running the Adventure .................... 2 Entering the Caves ......................... 17 Appendix A: Magic Items ..............

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
.............. .................

RunningThis Chapter. ...................... 17 Sparkrender's Ritual ........................ 34


Approaching at Sea Level ............. 17 Ending the Adventure ....................... 35 Editors: Judy Bauer, Michele Carter
Approaching from Above .............. 17 Product Manager: Natalie Egan
Producer: Rob Hawkey

TM & ©2022 Wizards.


RUNNING THE ADV"ENTURE

Tlus BOOKLET IS FOR THE DUNGEON MASTER. IT


TH E FORGOTTEN REALM S
contains a complete DUNGEONS & DRAGONS adven­
ture, as well as descriptions for the magic items and The Forgotten Realms is a world of high fantasy,
creatures in the adventure. It also teaches you how populated by elves, dwarves, halflings, humans, and
to run a D&D game. other folk-one of many such worlds in the vast mul­
The rulebook that accompanies this booklet con­ tiverse of the D&D game. In the Realms, fighters
tains the rules for handling the situations that arise dare the crypts of the fallen dwarf kings of Delzoun,
during the adventure. seeking glory and treasure. Rogues prowl the dark
alleyways of teeming cities such as Neverwinter and
Baldur's Gate. Clerics in the service of gods wield
OVERVIEW
mace and spell, defending against the terrifying
A D&D adventure is a collection of locations, quests, powers that threaten the land. Wizards plunder the
and challenges that inspire you to tell a story. The ruins of the fallen Netherese empire, delving into
outcome of that story is determined by the actions secrets too sinister for the light of day.
and decisions of the adventurers-and the luck of The roads and rivers of the Realms carry min­
the dice. strels and peddlers, merchants and guards, soldiers
Dragons of Stormwreck Isle draws the characters and sailors. Bold adventurers follow tales of strange,
into the midst of an ancient war among dragons glorious, faraway places. Good maps and clear trails
as they explore an island that has long been a bat­ can take even an inexperienced youth with dreams
tlefield in that conflict. Here's an overview of what of glory far across the world, but these paths are
you'll find in this booklet: never safe. Travelers in the Realms face fell magic
Running the Adventure. The booklet starts with an and deadly monsters. Even farms and freeholds a
overview of the adventure. Then it takes a look at day's walk from a city can fall prey to monsters, and
the role of the Dungeon Master in a game of D&D, no place is safe from the wrath of a dragon.
and some tips to help you in this role. This adventure takes place on Stormwreck Isle,
Adventure Sites. The four chapters of the adven­ a small island in a region called the Sword Coast.
ture describe locations on Stormwreck Isle where This region is a place of adventure, where daring
characters can explore, interact with various crea­ souls delve into ancient strongholds and explore the
tures, and pursue their goals. The first site, Drag­ ruins of long-lost kingdoms. Amid a lawless wilder­
on's Rest, serves as the characters' home base ness of jagged, snow-capped peaks, alpine forests,
during the adventure, where they can rest and get bitter winds, and roaming monsters, the coast holds
supplies between their visits to the other sites. renowned bastions of civilization such as the city of
Magic Items and Monsters. Two appendixes Neverwinter, in the shadow of the fuming volcano
describe rules for magic items and monsters known as Mount Hotenow.
that characters might find in the course of the
adventure. NUMBER OF PLAYERS
You can run Dragons of Storm wreck Isle for one to

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.

sponse to the characters' actions.


The DM is a referee. When it's not clear what
You don't have to reveal every aspect of a situation
ought to happen next, the DM decides how to apply
or hazard in one go. Boxed text typically describes
the rules and keep the story going.
everything the characters see, hear, or smell at first
The DM is a roleplayer. The DM plays the mon­
glance. As characters search rooms, make Wisdom
sters in the adventure, choosing their actions and
(Perception) or Intelligence (Investigation) checks,
rolling dice for their attacks. The DM also plays
open drawers and chests, and generally examine
all the other people the characters meet, including
things more closely, give players more details about
helpful ones.
what their characters find.
Creature Stat Blocks. Whenever the adventure
DM TI P S
text presents a creature's name ip. bold type, that's a
The most important part of being a good DM is facil­ visual cue directing you to the creature's stat block
itating the fun of everyone at the table. Keep these in appendix B. Those stat blocks are intended for
tips in mind to help things go smoothly: your eyes only. However, as the characters fight
Embrace the shared story. D&D is about telling a monsters, you can reveal certain information to help
story as a group, so let the players contribute to them make smart choices in combat:
the outcome through the words and deeds of their Hit Points. You can give players a sense of how
characters. If some players are reluctant to speak well they're doing against a creature by describ­
up, ask them what their characters are doing. ing, in narrative terms, how hurt the creature is.
It's not a competition. The DM isn't competing For example, if the creature has fewer than half
against the player characters. Your job is to its hit points remaining, you can describe it as
referee the rules, run monsters, and keep the being badly wounded. Such information gives the
story moving. players a sense of progress and might spur them
Be fair and flexible. Treat your players in a fair, im­ to press the attack. On the other hand, if the char­
partial manner. The rules help you do this, but you acters aren't damaging the creature much, let the
can make your own rulings to ensure everyone is players know that the creature looks like it can
having fun. take a lot more punishment. That might encour­
Modify the adventure to suit your tastes. The ad­ age the players to change their plan.
venture has no prescribed outcome. You can alter Abilities, Strengths, and Weaknesses. As they
any encounter to make it more interesting and fun fight a creature, characters should learn more
for your players. about the creature's abilities. Share information
Keep a notepad handy. Use it to track details such
with the players as it becomes apparent. For ex­
as the characters' and monsters' initiative order. ample, if the wizard casts flaming sphere (a spell
SHARING I NFORMATION that deals fire damage) against a fire snake (a crea­
ture that's immune to fire damage), let the wiz­
As Dungeon Master, one of your most important
ard's player know the spell doesn't seem to bother
tasks is figuring out how much to tell the players
the creature at all. Players might correctly guess
and when. All the information the players need to
that a fire snake probably isn't harmed by fire; feel
make choices comes from you. Within the rules of
free to subtly confirm their guesses (perhaps smil­
the game and the limits of the characters' knowl­
edge and senses, tell players everything they ing and saying, "That sounds reasonable").
need to know. Story Information. A location description might
include important information not in boxed text.
Often you're meant to reveal such information when
the characters examine particular areas or interact
with creatures.

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

back to the s h i p. Yo u r visit to Dragon's Rest begi n s !

Yo u r jo u rney was u n eventfu l , b u t t h e i s l a n d now

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

o f t h e c l i ff, w i t h occa s i o n a l s t a i r s t o ease the ascent.


A doorway in the rock o p e n s i nto a d i n i n g room with
H e re and t h e re a l o n g t h e lower p a rt of the path,
a long t a b l e . Two benches run t h e l e n gth of the t a b l e ,
we l l -tended garden p l ots hold fl owers, herbs, a n d
a n d a s i n g l e c h a i r s i t s at t h e t a b l e's h e a d . A s h o rt h a l l ­
vegeta b l e s .
way co n n ects t o a s m a l l , t i d y kitc h e n .
About t h i rty feet above the bay, the p a t h w i d e n s i nto

a l o n g p l aza . H a lfway a l o n g the p l aza, a sto n e stat u e


The cloister residents share three daily meals here.
o f a d ragon gazes serenely down t h e p a t h . S i x o p e n
They take turns cooking and cleaning up after
doo rways a re c u t i nto the cliff s i d e .
meals. Nobody says it out loud, but the days when
Tarak cooks are everyone's favorite.
Statue. The star-in-a-circle symbol on the map
A4 : LIBRARY
represents the dragon statue. A character who
examines the statue and succeeds on a DC 10 In­
telligence (Arcana) check recognizes that it depicts Of a l l t h e doo rways cut i nto the cliff face, only o n e
a bronze dragon-a member of the metallic family. h a s a n actual door. T h i s entry's d o o r i s m a d e of
If characters ask Runara about the statue, she tells stu rdy oak with i ron b a n d s , and it swings open e a s i l y
them it depicts Astalagan, who died on these cliffs
to reveal a s pacious l i bra ry. Booksh elves l i n e every
centuries ago. She doesn't tell them that Astalagan
wa l l , with th ree free-sta n d i n g she lves in the west
was her father.
Cells. The doorways lead into simple monastic h a l f of the roo m . I n the east h a l f i s a t a b l e with two

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

A5: TEMPLE OF BAHAM UT Depressions in the statue's pedestal at the four


cardinal directions hold offerings of incense made
to Bahamut. Runara spends about half her time
The h i g h est point of the cloister is crowned by an
here, tending and maintaining the temple, offering
o p e n - a i r te m p l e that overhangs the c l i ff, s u p po rted
prayers and incense, or in quiet contemplation.
by arched sto n e struts a n chored to the c l i ff face. The Other residents of the cloister help her, most often
north wa l l of the te m p le is carved d i rect l y i nto t h e Varnoth and the kobold Rix.
rock, w h i l e t h e rest is open to t h e sea a i r. Heavy p i l l a rs The feeling of serenity that pervades the temple
m a r k the th ree o p e n s i des, s u p po rt i n g the woo d e n is the result of protective magic. A non-evil creature
who makes a saving throw within the temple can
roof. I n the center o f the te m p l e stands a sto ne statu e
roll a d4 and add the number rolled to the saving
o f a k i n d -loo k i n g o l d m a n with c a n a ries perched on
throw. If a character casts detect magic in the tem­
h i s hands, s h o u l d ers, and head. A fee l i n g of seren ity
ple, the spell reveals a faint aura around the statue.
suffuses the p l ace. Runara is the only inhabitant of Dragon's Rest who
knows that this is a lingering effect of the death of a
dragon on this site-her father, Astalagan.
The temple is very simple, with the statue (repre­
About Bahamut. Known as the Platinum Dragon,
sented by the star-in-a-circle symbol on the map) as
Bahamut is the patron and progenitor of metallic
its only furnishing. The statue depicts Bahamut, the
dragons. Adventurers and dragons alike pray to
Platinum Dragon, in mortal disguise, surrounded
Bahamut to uphold honor and justice, or when they
by seven canaries that represent gold dragons who
need courage to face a great threat. He seldom in­
accompany him on his travels. A character who
terferes in the affairs of mortal creatures, though he
examines the statue and succeeds on a DC 10 In­
makes exceptions to help thwart the machinations
telligence (Religion) check recognizes Bahamut,
of Tiamat the Dragon Queen and the evil dragons
and any resident of Dragon's Rest identifies the
that serve her.
god if asked.

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.

T h re e fi g u res s h a m b l e after them-bloated corpses IND IVIDUA L U E STS


d ressed as s a i lors, m o a n i n g and g u rg l i n g .
As described on the character sheets, the characters
have their own reasons for visiting Dragon's Rest.
The characters have another opportunity to fight
THE CLERIC
the three zombies, this time with the lives of two
The cleric was led here by a recurring dream involv­
new acquaintances-Blepp the kobold and Tarak
ing the shadow of death. If the character talks to
the human gardener-hanging in the balance. See
Runara about the dream or their quest, Runara lis­
"Drowned Sailors" for help getting the encoun­
tens closely, then pauses to think. "Well," she says,
ter started.
"I am no expert on interpreting dreams, but perhaps
Blepp has 2 hit points left after a zombie hit him,
the zombies you fought are the 'hunger of death'
and he is convinced that his good luck and his "mag­
you spoke of." She points the character toward the
ical" dagger saved him from certain death. Tarak is
wreck of Compass Rose (see "Shipwreck" above) to
unarmed, and the zombies overpower both him and
investigate further.
Blepp if the characters don't help.

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

await you." bronze-co l o red scales. " N ow you see me as I truly

a m ," s h e says, t i l t i n g h e r head with a n ex pression that


THE ROGUE
m i ght be a s m i l e on her scaled face.
The rogue comes to Dragon's Rest in search of a
"As yo u have d i scovered, t h i s i s l a nd has m a ny old
lost fortune supposedly secreted away on the island
by a member of the Gilded Gallows. The thieves' wo u n d s . And I ' m afra i d the cyc le of violence i s sta rt­

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.

CHAPTER 1 I D R AGON ' S R E ST


spore mushroom's cap, it releases a small cloud
EXPLORI NG THE I SLAN D
of spores. For 1 hour, the creature doesn't need
This adventure presents Dragon's Rest and three to breathe, as the spores provide it with oxygen. A
adventure locations in detail, but Stormwreck Isle wind spore is worth 30 gp, and at any given time
holds the possibility of excitement and danger 2d4 wind spores are ready to be harvested.
beyond those sites. While the characters travel
between locations on the island, or if they set out THERE , THERE , 0 WLBEAR
to explore the island, they might stumble across This encounter poses a medium challenge for 3rd­
fantastical creatures and locations that provide an level characters and a difficult challenge for 2nd­
extra challenge on their journey. level characters. Use it if your group enjoys combat
or the players need a chance to practice using their
ADDITIONAL E N C OU NTERS characters' new abilities after gaining a level. It's
Place these encounters wherever you want to on the particularly appropriate if the characters are travel­
island, or use them as inspiration as you begin to ing across the island rather than following the coast.
craft your own adventures.
A d i scord a n t sou nd-half a low growl, h a l f a piercing
HOT SPRINGS HAVOC
This encounter poses a simple challenge for charac­ screech-rips t h ro u g h t h e a i r. Abru ptly, a h u l ki n g

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.

This owlbear is hostile toward the characters. It


B i l lowi n g c l o u d s of ste a m e m e rge from the rocks
views them as intruders in its territory, though its
a h e a d , a n d the a i r grows t h i cker with m o i st u re . As goal is to drive them away rather than kill them.
you ro u n d a b e n d , you see a cove w h e re a hot s p r i n g Originally a part of a performing troupe, the owl­
b u rbles u p from t h e rocks a n d s p i l l s i nto a p o o l before bear was stranded here after the ship carrying the
d r a i n i n g i nto the oce a n . The turquoi se water i s l u m i ­ troupe crashed on the northern rocks.
nescent, a n d t h e gray basalt edges o f t h e s p r i n g a re
Any character within 5 feet of the owlbear notices
a small wooden whistle hanging around its neck.
l i n e d with v i b rantly colore d m u s h rooms, which occa­
This whistle was (and still can be) used to train
s i o n a l l y b u rst in a s h ower of rain bow spores.
and command the owlbear. A character within 5
feet of the owlbear can use their action to attempt
Not immediately visible to the characters are the to grab the whistle. If the character succeeds on
guardians of the spring: three fume drakes. These a DC 1 2 Strength check, the whistle comes free.
mischievous creatures are initially indifferent to the With the whistle in hand, a character can take an
characters and ignore their arrival, but if anyone action to blow into it and make a DC 1 0 Wisdom
attempts to gather mushrooms or enter the water (Animal Handling) check. On a success, the owlbear
of the hot spring, the fume drakes become hostile, calms and immediately becomes friendly toward
emerging from the water to attack the group. A the whistle holder and indifferent toward the other
character who examines the water and succeeds on characters. However, it won't leave the area it now
a DC 1 0 Wisdom (Perception) check spots the shim­ considers its territory, and any attempt to force it to
mering outlines of the fume drakes in the water. leave makes it hostile again.
Spring Waters. The spring is the site of a brass
KOBOLD RENEGADES
dragon's death, and life-giving magic persists at the
This encounter is a difficult challenge for 1st-level
site. A character who spends 10 minutes bathing
characters and can be scaled up for 2nd- or 3rd-level
in the waters of the spring can roll one of their Hit
characters as noted below. It's appropriate whenever
Dice (noted on each character sheet) and regain hit
characters are traveling around the island by land.
points equal to the roll plus their Constitution mod­
A group of kobolds tries to ambush the charac­
ifier. A character can benefit from bathing in the hot
ters. They're hiding in the rocks and light foliage,
spring at most once per day.
hoping to get the jump on the adventurers. Make
Treasure. A character who examines the mush­
a Dexterity (Stealth) check for the kobolds, rolling
rooms lining the spring and succeeds on a DC 1 5
once for all of them and using the Dexterity modifier
Intelligence (Nature) check identifies these mush­
(+2) of the wingless kobolds. Compare the result
rooms as wind spores-a rare fungus with a unique
to the characters' passive Wisdom (Perception)
magical property. When a creature squeezes a wind
scores. Any character whose score is lower than

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

e m erge from t h e i r h i d i n g p l aces a n d attack!


l Some legends and rumors suggest Sharruth is
not actually dead, merely imprisoned beneath the
island, and the activity in Seagrow Caves suggests
that all is not well beneath Stormwreck Isle.
Four kobolds and one winged kobold (all lawful You can devise your own adventures around char­
evil) participate in this ambush. These cruel, vicious acters investigating Sharruth's tomb. Characters
kobolds reject both the peaceful teaching of Runara might scour the island until they find hidden vents
and the tyrannical rule of Sparkrender, and they they can use to access winding tunnels leading deep
prey on travelers who stray away from Dragon's into the earth. More fume drakes and fire snakes
Rest. They haven't had much success and are des­ might lurk below. Perhaps there's even a group of
perate, so they're hostile and fight to the death. kobolds who serve mighty Sharruth.
Their desperation means that they can easily be Such an adventure is yours to devise, and you
persuaded to stop fighting with an offer of money or can put your unique spin on what the characters do
food. Otherwise, they're not interested in conversa­ and discover there. Of course, if you're not ready
tion or negotiation. to craft an expedition into the caverns beneath the
2nd-Level Characters. If the characters are 2nd island, then the characters simply don't discover
level, use six kobolds and two winged kobolds. those subterranean passages no matter how much
3rd-Level Characters. If the characters are 3rd they search.
level, use eight kobolds and three winged 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

RUN N I N G THI S C HAPTER S u n ri se to noon H i gh

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

By Boat. Dragon's Rest has a rowboat the charac­


ters can take around the western end of the is­ I NTE RACTING WITH MYC O N I D S
land. (This is Tarak's preferred method.) The trip The myconids' initial attitude toward outsiders is
to Seagrow Caves is 5 miles, which takes about 3 hostile (see "Social Interaction" in the rulebook).
hours and 20 minutes to row. They aren't malicious, though, and they don't resort
Along the Coast. Walking around the coast of the to violence immediately. Adults use their Rapport
island is a little easier than rowing, even though Spores to telepathically warn visitors to leave. (See
it's farther because the characters have to walk "Rapport Spores" below for details about this form
around the bays instead of rowing across them. of communication.) Sprouts flee toward the nearest
The 7-mile trip takes only 2 hours and 20 minutes adults to warn them of intruders. If the characters
at a normal walking pace. The characters can attack, the myconids defend themselves.
choose whether they want to walk on the cliffs To convince a hostile myconid to converse or to
high above the sea or pick their way among the allow the characters to do anything other than leave
tide pools at the base of the cliffs. The lower route the caves, a character must succeed on a DC 20
is available only at low tide (see the Tides table). Charisma check. Depending on the character's ap­
proach, the Deception, Intimidation, or Persuasion
APPROACH I N G AT S E A LEVEL
skill can apply to the check. Mentioning Tarak's
If the characters arrive at Seagrow Caves at sea name or presenting the offering he sent the myco­
level, read the following text: nids grants advantage on this check.
An indifferent myconid is willing to explain what
A c l i ff of d a r k gray stone towers two h u n d red feet
is going on in Seagrow Caves. The sprouts know
only that their leader, Sinensa, has fallen ill-and
a bove the cra s h i n g waves, which rush in and out of a
that a nasty smell pervades their caves. Adult my­
yaw n i n g cave m o u t h . A swi r l i n g s l i c k of co l o rs d a n ces
coriids know that the "crystal cave" (area B6) is the
on t h e water's s u rface, e m a n at i n g from t h e cave.
source of the foul odor and that Sinensa fell ill after
going into that cave to investigate the issue. The
myconids normally avoid that cave because sunlight
APPROAC H I N G F RO M A B OV E filters into it by way of the vent at the western end of
the cave, and even diffuse sunlight is unpleasant to
If the party approaches from above, read this text:
these cave-dwelling creatures.

An o p e n i n g g a p es in the c l i ff face two h u n d red feet RAPPORT SPORES


be low yo u , l i ke a mouth d ri n ki n g in the cras h i n g A myconid's Rapport Spores ability allows all in­
telligent creatures in the area to communicate tele­
waves. Two n at u r a l stai rways fo r m ed o f sto n e col­
pathically with each other. The characters and the
u m n s offer ways down the c l i ffs.
myconids are effectively speaking thoughts at each
other. This effect doesn't allow any creature to probe

CHAPTER 2 I S EAGROW C AV E S
·�r--
f SEAGROW (AVES

MAP 3: 5 E A G R O W CAVES

invasively into another creature's mind. But it tran­ SEAGROW C AV E S L O C ATIONS


scends language barriers, and you can play around
The following locations are keyed to map 3, which
with the kind of communication that the spores al­
shows the layout of the Seagrow Caves.
low. Myconids' facial expressions might be difficult
to read, but their telepathic communication might B l : ENTRANCE TU N NEL
carry a direct expression of the myconids' emotional
state. For example, when the myconids talk about
M u lticolored fu ngus covers the wa l l s of t h i s t u n n e l , its
their ailing leader, the characters might feel a deep
sadness and a sense of anxiety much more clearly b i o l u m i nescent glow fi l l i n g the cavern with d i m l i ght.

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

floor on root- l i ke te n d r i l s . wa l l a n d cei l i n g, g l i s te n i n g l i ke a g l o b o f j e l ly.

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

grow from the rock. To y o u r r i g h t , a l a rge c l u ster of

p u rp l e crystals j uts from t h e sto n e . On t h e far wa l l ,


Six myconid adults are here. Two of them (named
Agric and Omphalo) are tending to the other four a glowi n g orange crystal wedged i nto a fi s s u re i n t h e

(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


Treasure. The fire snake's egg breaks into 25 tiny GAI N A LEVEL
chunks of obsidian worth 10 gp each.
After they complete this chapter of the adventure,
2nd-Level Characters. If the characters are 2nd
the characters gain a level. If they visited Seagrow
level, add a third fume drake to the room when the
Caves before the wreck of Compass Rose, they ad­
characters first arrive. Then, at the same time the
vance from 1st level to 2nd level. The residents of
fire snake hatches from its egg, two more fume
Dragon's Rest urge them to visit the wreck of Com­
drakes emerge from the cluster of purple crystals.
pass Rose next (see "Shipwreck" on page 1 2).
If they've already explored the wreck of Compass
E N DI N G TH I S C HAPTER Rose in chapter 3, they advance from 2nd level to
If the characters destroy the orange crystal s o the 3rd level and are ready to visit Clifftop Observatory
toxic fumes can escape the caves, the myconids' in chapter 4. See "Lost Wyrmling" on page 1 3 .
attitude improves to friendly. Sinensa, the myconid The character sheets explain what happens when
leader, regains consciousness the following morn­ characters gain a level.
ing. If the characters are present when Sinensa
awakens, Sinensa gives them the ruby morel from
area BS and permission to keep any other treasure
or mushrooms they collected in the caves.
Once the characters return to Dragon's Rest,
Tarak can use the ruby morel to make an elixir of
health (described in appendix A), which he gives to
the characters in gratitude for their efforts.

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.

S H I PWRE C K FEATU RES The m o l d e r i n g wood of the d e c k is s l ick with a l ga e

The wreck of Compass Rose is located at the north­ a n d seawater. A m i d t h e t a n g l e of r i g g i n g , s p l i ntered

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

If the characters pull the rowboat up to the south


(starboard) side of the ship, they can easily tie up The b roken fo re m a st leans o u t across a broken ra i l i n g,
the little boat to the derelict's rigging and climb onto with a t a n g l e of rigg i n g and tattered canvas t ra i l i n g
the main deck (area C l). However, they're free to ex­ down t o t h e rocks a n d d ragon bones below. A ru sted
plore other possibilities for getting aboard, such as
and rott i n g b a l l i sta stands near the b roken mast.
swimming through the hole in the hold (area C9).

The ballista no longer works. There's nothing of in­


terest to find here.

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

bed formed when the rotting floorboards collapsed the floor.

under the weight of the captain's sea chest. It broke


through the floor of the lower deck (area C8) as well,
There's nothing of interest to find here.
coming to rest in the hold (area C9).
Treasure. Two small drawers in the desk hold
a pouch containing 50 gp, a set of cartographer's
tools, and a dagger. The compass set in the desktop
can easily be pried free; it is worth 25 gp.
2nd-Level Characters. If the characters are 2nd
level, add a third zombie to this encounter.

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

UPPER DECK MAllt DECK

LOWER DECK -=

. .. ..,:.

M A P 4: THE WRECK O F C o M PAss Rose

C 8 : LOWER DECK Hole to the Hold. A hole in the ceiling in the


northwest part of the area leads up to the captain's
quarters (area C4). It's matched by a similar hole
The d escent to the l ower d eck i s c h i l ly, wet, a n d u n set­
directly below it. The holes were caused by the cap­
t l i n g . Seawater obscu res the fl oor and s l oshes agai n st
tain's chest falling through the floorboards all the
the h u l l . Decay i n g crates a n d barre l s a re scattered way to the hold, where it came to rest (see area C9).
a ro u n d , some float i n g freely and others stacked i nto 2nd-Level Characters. If the characters are 2nd
co r n e rs. You h ea r s p l a s h i n g as a wa l k i n g co rpse l u m ­ level, add two zombies to this encounter.
bers toward yo u , wad i n g i n water that doesn't q u ite Treasure. Some of the goods in the crates here
remain valuable_ Using a crowbar, a character can
reach its knees.
pry open a crate in 1 minute; without a crowbar, it
takes 1 0 minutes. When a character opens a crate,
The zombie is an obvious threat, but another Un­ roll a d6 and consult the Crate Contents table to de­
dead monster-a ghoul-lurks in the aft part of the termine what's inside. The characters can find each
hold. Much more cunning than the zombies, the item on the table once.
ghoul waits to attack until the characters are busy
with the zombie. It hopes to paralyze a character C R AT E CO N T E N T S
with its Claw attack, then drag the paralyzed charac­ d6 Contents
ter away to feast on while the other characters con­ Five bottles of fi n e wine (worth 1 0 gp each) packed
tend with the zombie. Unlike the zombies, the ghoul in straw, p l u s one broken bottle
is not a former member of the ship's crew, but a vile
2 A 20-pound sack of whole cloves, worth 60 gp
scavenger drawn by the presence of decaying flesh.
3 Ten s m a l l , 1 - po u n d bars of si lver (wo rth 5 gp each)
The water on the floor ranges from about 6 inches
deep on the starboard (south) side of the ship to 4 A p a i r of c a n d l estick h o l d ers carved fro m bone to

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 .

I a s ked h e r what the t a l i s m a n s i g n i fi e d . S h e t o l d m e


See "Climbing, Swimming, and Crawling" and love. H e r h u s b a n d waits for h e r a t D ragon's Rest, h av­
"Suffocating" in the "The Environment" section i n g p l edged h i s service to t h e d ragon there. The t a l i s ­
of the rulebook as the characters venture into the m a n i s m a d e from locks o f t h e i r h a i r, woven toget h e r
submerged hold. Fortunately for them, unless some­
a s a pro m i se to be reu n ited no m atter what fate m i ght
thing goes wrong, there's no significant time pres­
befa l l them. I t m i ght have been a beautifu l story,
sure on the characters as they swim around here.
They can surface (at the hole in area C8's floor, or at had it not been fo r Aleitha's gruesome end-and t h e

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.

C HAPTER 3 I C U RSED S HIPWRECK


HARPY'S RETURN E N D I NG TH I S C HAPTER
The harpy that makes its lair in the crow's nest I f the characters defeat the harpy, one problem is
(area C l) returns to the ship when one of these con­ solved: no more ships will be lured to the rocks, and
ditions is met: shipwrecks will once again be a rarity.
• The characters find the captain's chest in the hold If the characters find Aleitha's talisman in the
(area C9) and return to the lower deck (area CS). hold, they can solve the zombie problem entirely. If
• The characters finish a short or long rest they bring the talisman to Runara and explain what
on the ship. they found in the captain's log, Runara nods sadly.
She remembers Aleitha's husband, Brastos, but
The next time the characters show themselves on he died many years ago. He was laid to rest in the
the main deck, the harpy confronts them: graveyard atop the cliffs at the northern point of the
island, northwest of Dragon's Rest.
A terrify i n g m o n ste r perches on the top of the crow's The graves in the little clifftop cemetery are cov­
nest, s p read i n g its scraggly w i n gs a n d screec h i n g
ered in white wildflowers and marked with simple
wooden slabs. If the characters lay the talisman on
h a rs h ly. I t s w i n g s a n d legs rese m b l e t h o s e o f a m a ngy
Brastos's grave, bury it in the soil over the grave,
vu ltu re , w h i l e its head, torso, and arms look a l most
or burn it atop the grave, the wind seems to sigh in
h u m a n . I t c l utches a l a rge bone l i ke a c l u b and flexes relief. Thick fog forms around the rocks north of the
its t a l o n s . island. The fog lingers overnight, and when it dis­
perses, no trace of Compass Rose remains.
The characters might also disregard the words of
On its first turn, the harpy uses its Luring Song in
the captain's journal and destroy the talisman while
an attempt to charm the characters and draw them
aboard the ship. This also breaks the curse-the
up to the crow's nest. A character charmed by the
characters still feel something like a sigh in the air,
harpy's Luring Song thinks it's the most beautiful
fog rises up to engulf the wreck while the characters
sound they have ever heard. It's easy to imagine how
are rowing away, and the ship is gone when the fog
a ship might be lured off course to get closer to the
lifts the next day.
source of this music.
If the characters undo the talisman's curse, the
TALKIN G TO THE HARPY next time they sleep, the cleric character has an­
The harpy is cruel and hungry for flesh, but it other dream. Read this text to the cleric's player:
speaks Common and can be reasoned with. It's not
easy to convince the bloodthirsty monster to change I n your d rea m , you are once a g a i n on the d eck of t h e
its ways and leave the wreck of Compass Rose, but s h i p t h at brought y o u h e re, a n d y o u see Stormwreck
if the players come up with a strong argument (pos­
I s l e s h rouded i n d a rkness, just as it was i n your e a r l i e r
sibly supported with high rolls on Charisma checks),
d re a m s . As y o u s a i l closer, the d a rkness breaks, a n d a
the harpy cooperates. These tactics are the most
likely to convince the harpy to leave: d azzl i n g ray of s u n l i g h t s h i nes down over the i s l a n d . A

gentle p l u m e of wh ite s m oke rises u p from t h e i s l a n d


• If the characters have already reduced the harpy
a s the d a r k n ess i s d riven away. T h e n the d a r k n ess a n d
to fewer than half its hit points, it might flee.
• If the characters claimed the treasure from the t h e s m oke a r e gone, t h e l i ght swe l l s t o e n fo l d you a s

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

I s l e , you s pot strange, twisted protru s i o n s of g l assy


SPARKRENDER'S KOB O L D ALL I E S
crystal j utti n g from the earth. The vegetation i n t h i s The kobolds who joined forces with Sparkrender
a r e a bears red d i s h branch i n g s c a r s t h at f o r m s i m i l a r
are lawful evil and cruel. Their initial reaction to­
ward outsiders is hostile (see "Social Interaction" in
s h a pes. S u d d e n ly, y o u h e a r a screec h i n g roa r a n d
the rulebook), but they're more likely to warn intrud­
notice a w i n ged , gl itte r i n g b l u e s h a p e swoo p i n g
ers to leave the ruins than to immediately attack.
ove rhead . They readily threaten violence and back up their
threats with combat if necessary.
The blue shape is Sparkrender flying by. This As an action, a character can try to convince a
glimpse of the dragon is an opportunity to make hostile kobold to have a conversation or to allow the
your players nervous about the foe they're about characters to explore the area, doing so on a suc­
to face. Feel free to elaborate on the description cessful DC 1 5 Charisma check. Depending on the
of Sparkrender and play on the characters' worry character's approach, the Deception, Intimidation,
that he might spot them, but ultimately he passes or Persuasion skill can apply to the check.
by without noticing them. The characters see him

C H APTER 4 I C L I F FTOP O B S E RVATORY


(LIFFTOP OBSERVATORY
- -- - . d
-- -

-:--r ·:-,- ..

.c---

TOWER lttIERIOR
__ Ii

M A P 5: C L t F F T O P O B S E RVATORY

This list summarizes what the kobolds know: O B SERVATORY L O C ATIONS


Kobold History. The kobolds here have served The following locations are keyed to map 5, which
Sparkrender for about a year. They revere the blue shows the layout of the Clifftop Observatory.
dragon as a semidivine figure and trust him to
provide for their every need. D l : OVERLOO K
Big Plans. Sparkrender has big plans that will al­
low him to manifest his full power. The wyrmling A b roken a n d overgrown path w i n d s t o t h e edge o f t h e
is waiting for the sculpture in the rotunda ruins
c l i ff. T h e ove rlook i s m a rked b y two m a r b l e statues
(area D2) to tell him it's time to act The kobolds
veined with g o l d , each carved i n t h e shape of a d ragon
think it must be soon-possibly even today.
with its mouth open i n a s i l e n t roar.
Dragon Visitor. Not long ago, another dragon ar­
rived. This other dragon was about Sparkrender's
size but looked like greenish-yellow metal. They At the base of each statue is a small hexagonal
remember hearing the two arguing at the obser­ indentation, about 1 inch wide and 2 inches deep­
vatory tower (area DS), and they have heard the perfectly sized to accommodate the moonstone key
other dragon roaring and crashing around inside Runara gave them.
the tower (area D6) since then. When the key is inserted into the base of either
Caved-In Wall. Though the kobolds have been try-
statue, magical light sparks to life in both statues'
. ing to tidy the ruins, Sparkrender specifically told open mouths, and a shimmering bridge made of
them not to clean up the newly caved-in wall at iridescent magical energy extends from the over­
the base of the observatory tower (area D6). The look to the observatory ruins (area D2). The bridge
caved-in wall is visible from area D3. is sturdy and lasts until the key is removed from
the statue.

C H A PTER 4 I C LI FFTOP O B S E RVATORY


D 2 : ROTUNDA RUINS dragons and will allow him to claim the power of
the dragons who fell on Stormwreck Isle.
Dragon Elligies. The stirge attack interrupted the
B ro ke n stone l i nes t h i s p l aza-fragments of e l egant
kobolds from their assigned task of preparing this
stat u e s , once - m a g n i fi cent p i l l a r s , a n d s h i n i n g m a r b l e
site for Sparkrender's ritual. With the wyrmling's
wa l l s . A t the center, a t a l l s c u l pt u re o f r u sted p l a n ets help, they have crudely sculpted five chunks of rub­
a n d g i l d ed stars s p i n s i d l y in a jerky m i m icry of ce les­ ble into vaguely draconic shapes and splashed each
t i a l moti o n . one with paint, and the kobolds were in the process
A gargled screech s u d d e n l y rises fro m across t h e of arranging them around the metal sculpture.
p l a z a . A h a lf-dozen batl i ke creatu re s a r e swa r m i n g
Each effigy has the name of the dragon it represents
etched into it. These are the names and colors of the
a ro u n d two wi nged kobol d s with b l u e p a i n t s m eared
five dragons:
across their long s no uts. The kobolds a re fi gh t i n g
Name Color
fi e rcely, but t h e y seem cl ose to b e i n g overwh e l m e d .
Astalagan Bronze

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 .

Golden Sculpture. The sculpture in the center of


the rotunda is an astronomical model used for re­ Three kobolds (Ekrash, Erp, and Hev) and two
search in centuries past. The sculpture depicts the winged kobolds (Nuhro and Snirke) currently in­
planet of Tori! (the world of the Forgotten Realms), habit this camp, polishing sling bullets and keeping
its moon (called Seh1ne), the sun, and seven other busy until it's time for Sparkrender's ritual. Initially,
planets, as well as one comet with a very eccentric the kobolds are hostile toward the characters, deter­
orbit. A character who studies the sculpture can mined to scare off the intruders. They are suscepti­
puzzle out its importance with a successful DC 1 5 ble to intimidation, though; as an action, a character
Intelligence (Arcana) check: its current position sug­ can make a DC 1 3 Charisma (Intimidation) check,
gests the comet will soon pass very close to Toril. convincing them to back down on a success.
Sparkrender plans to hold his ritual when the
comet is at its closest point. He believes the comet,
called the King-Killer Star, controls the destiny of

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.

Scholar's]ournal. Though most of the books D5: OBSERVATORY TOWER


have fallen apart, one tome-a small black journal Standing taller than the rest of the observatory, the
with an ornate lock-remains intact. A character main floor of this tower is 45 feet above the ocean's
who examines the book and succeeds on a DC 1 5 surface, which puts it 1 5 feet above the floor of the
Wisdom (Perception) check notices a small arcane rotunda (area D2). The kobolds have constructed a
rune engraved above the keyhole on the journal's rough pulley lift so the wingless kobolds can reach
lock. A character who casts the detect magic spell this area when Sparkrender summons them.
also sees a faint aura around the keyhole.
This rune is a magical trap that triggers if the
Rays of l i ght d a nce across t h e rem a i n s of t h i s tower's
journal is opened without the use of its original key,
stained glass d o m e , m a k i n g i r i descent colors s h i m ­
which is long lost. A character who makes a suc­
m e r across t h e c r u m b l e d m a rb l e wa l l s . G i l d e d l i nes
cessful DC 1 1 Intelligence (Arcana) check can deter­
mine how to disarm the trap: by carefully scratching a n d jewe l e d i n l ays form a d et a i led star m a p s p a n n i n g

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

snout as h e s l u m bers a m i d a scattered coll ection of


CLEVER SOLU T I O N S co i n s a n d g l itte r i n g jewe l s .
T h e c h a l l e n ges characters face i n t h i s advent u re can
h ave more t h a n one solution. For exam p l e , to reach
the isol ated study (area D4), characters co u l d try any Sparkrender the blue dragon wyrmling is currently
of these a p proaches: sleeping here, curled up against the northeast wall.
• Ask the w i n ged kobo l d s to retrieve the moonsto n e This presents the characters with an important
key fro m a r e a D l so it c a n be u s e d again i n a r e a D2. choice: they can waken the dragon and fight him
• Dive o r c l i m b down i nto t h e water below, swim over now, or they can sneak past the dragon, find a way
to the oth e r col u m n , a n d c l i m b back up to the study. into the secret library below (area D6) and free
• H ave a character use the m isty step spell to cross the Aidron, and then fight Sparkrender with Aidron's
gap and expl ore a l o n e .
help. Either approach is fine. The fight will be easier
Remem ber, there's m o r e t h a n one w a y to proceed for the characters with Aidron on their side, but they
t h rough a n adve n t u re, and more than one way to p l ay can still triumph without Aidron's help.
D&D! When ch aracters co m e u p with clever sol utions
You don't need to encourage one course of action
to tricky p ro b l e m s , reward them with success-or at
least a good cha n ce of success. Use the g u i d e l i n e s in
or the other. Make sure the players realize they have
the " I m prov i s i n g Abi lity C h ecks" section at the start of a choice, though. You can use Mek and Minn (the
this booklet to h e l p you. E m b race you r p l ayers' creativ­ kobolds from D2) to remind the characters there's
ity, and let t h e m s u rp r i se yo u ! another dragon around. As you describe the obser­
vatory tower, you can also highlight the caved-in
wall beneath it (leading to area D6) as a potential

C H APTER 4 I C L I FFTOP O B S E RVATO RY


point of access to the tower. Or you can just tell the Hidden Entrance. Each of the four statues can be
players they have these two options-plus any oth­ rotated on its base. To unlock the hidden entrance
ers they come up with on their own! to the observatory's secret archive, each statue must
Sneaking Around. If the characters move quietly be rotated so it points at the constellation called the
around the area, they can avoid waking Sparkren­ Dragon of Dawn on the floor's star map.
der as long as at least half of them succeed on a DC If the characters found the clue in the isolated
14 Dexterity (Stealth) check. study (area D4) exhorting "four scholars" to "point
If the characters try to turn the statues (see "Hid­ your eyes toward the Dragon's light," they might
den Entrance" below) without waking Sparkrender, search the star map for a constellation that looks
have the characters turning the north and east stat­ like a dragon. A character who searches the floor
ues (nearest the sleeping dragon) each make a DC and succeeds on a DC 10 Intelligence (Investigation)
14 Dexterity (Stealth) check. On a failed check, the check finds a constellation resembling a dragon in
noise of a turning statue wakes the dragon. the southeast quadrant of the floor.
Waking the Dragon. If awakened, Sparkrender is In lieu of that information, a character who
hostile toward the characters, growling and barking searches the room for clues and succeeds on a
threats in Draconic. Characters who speak Dra­ DC 1 5 Wisdom (Perception) check notices worn
conic (the paladin and the wizard) can try to con­ grooves in the base of each statue, suggesting the
vince the dragon not to attack by making a DC 1 2 statues can turn on their bases. While turning a
Charisma check and applying the Deception, Intim­ statue, a character can make a DC 10 Wisdom (Per­
idation, or Persuasion skill as appropriate. A char­ ception) check; if the check succeeds, the character
acter who succeeds on the check stops Sparkrender notices the statue settles slightly when it is pointing
from attacking immediately, and he instead takes toward the southeast quadrant of the room and re­
the opportunity to boast about his grand ambitions. quires extra effort to nudge out of that position.
If no character successfully intervenes, or if a char­ Once each statue is in its correct position, a semi­
acter mentions Aidron or Runara, Sparkrender circular section at the center of the floor begins to
snarls and attacks. glow before descending into the library (area D6).
Despite his youth, Sparkrender is a fearsome foe It forms a spiral staircase leading down to the floor
and a loathsome villain. He uses Breath Weapon on of the library. When any statue is rotated out of its
his first turn and every round it is available thereaf­ position, the staircase rises back up, sealing the li­
ter. (Clever characters can try to use the statues for brary shut once more. (A character on the staircase
cover from the dragon's breath; see "Cover" in the when this happens is lifted up to this area on the
rulebook.) Consider having the wyrmling deliver rising stairs.)
short lines of dialogue on each of his turns, inspired Treasure. With Sparkrender no longer defending
by the following examples: his fledgling hoard, characters can gather it up. It
includes large piles of coins: 4,500 cp, 2,200 sp,
• "You pests will not stand in my way! I will claim
and 1 30 gp. There are also ten gems: five pale blue
the might of my ancestors!"
quartz crystals worth 10 gp each and five blue jas­
• "Get out of here before I tire of this game and
per stones worth 50 gp each. A waterproof leather
end you all!"
case holds a blue silk fan painted with powdered
• "Chromatic dragons are the rightful rulers of this
blue gems, worth 25 gp. There are also a few ordi­
world. Bow down to the children of Tiamat!"
nary items Sparkrender enjoyed, including a crude
• "Enough of this! This work is too important to be
flute with a pleasing sound, an hourglass filled with
hindered by the likes of you! "
sparkling sand, and a set of seven candlesticks.
The dragon fights until reduced t o 10 o r fewer hit
points, at which point he swears vengeance against D 6 : SECRET LIBRARY
the characters and attempts to flee the island start­ This space was formerly a hidden archive of knowl­
ing on his next turn. (He might say something like edge, accessible only to those who knew the obser­
this as he takes the Disengage action and flies away: vatory's secrets. However, the walls of the tower are
"I swear by Eldenemir the Raging Storm and the crumbling-a fact that Sparkrender used to trap
five heads of Tiamat, you will pay for this insult!") Aidron here. After weakening the bronze wyrmling,
If the characters flee, Sparkrender does not pur­ Sparkrender forced him into the library and then
sue them, but he taunts them as they run away. caused one of the walls to cave in, sealing the exit.
(He might say something like, "Yes! Flee before my If the characters don't use the hidden entrance in
might, as all will flee when I claim my inheritance!") area D5, they can attempt to clear away the rubble
If the characters defeat Sparkrender, they hear from the cave-in to access the secret library. To
growling and yelping coming from below them access the rubble, the characters must climb down
(area D6). from area D5 or swim to the bottom of this spire

C H APTER 4 I C LI FFTOP O B S E RVATORY


and climb up from the water. Clearing the rubble
SPARKRE N DER'S RITUAL
takes one character 30 minutes, or the characters
can work together to clear it faster (for example, it I f the characters leave the observatory without de­
takes two characters 1 5 minutes or five characters feating Sparkrender, they might return to find the
6 minutes). If the characters are trying to clear the blue wyrmling's ritual underway. This is most likely
rubble quietly, it takes twice as long, and at least to happen if the characters leave and take a long
half of the characters must succeed on a DC 14 Dex­ rest before confronting Sparkrender, or if they flee
terity (Stealth) check to avoid waking Sparkrender. from combat with Sparkrender and return after
Once they've cleared the rubble, the characters they've rested.
can access the library's interior. Another possibility is that the characters drive
Sparkrender away from the island without killing
him, but leave Aidron imprisoned in area D6. In
Stale a i r h eavy with the s m e l l of o l d parchment A oods this case, Runara urges the characters to return to
yo u r nost r i l s . The wa l l s are l i ned with s h e lves stuffed the observatory to find Aidron. When they arrive,
fu l l of old tomes and yel lowi ng scro l l s . G l ass cases, Sparkrender has also rested, healed, and returned
top p l e d over and s h attered, have strewn t h e i r con­ to finish his work.
tents across t h e stone A oor. The sound of s p l i nteri ng
In either case, the characters arrive just as
Sparkrender's ritual is getting underway. (If they
wood echoes thro u g h t h e s pace, and a m o m e n t l ate r
took or destroyed the dragon effigies in area D2,
you see an agitated b ro n ze d ragon t h e s i ze of a bear,
they have been replaced by even cruder versions
picki n g h i m s e l f up from the wreckage of the old d e s k created in a hurry.) Read the following text:
h e a p p a rently c r a s h e d i nto.

Stre a m s of col o red l i ght swirl t h ro u gh the a i r a ro u n d


Aidron the bronze dragon wyrmling excitedly t h e golden statue i n t h e r u i ned rot u n d a . E a c h s h i m ­
greets the characters when they enter. He has spent m e r i n g d i s p l ay seems t o o r i gi n ate from o n e o f t h e five
days trying to dig his way out through the caved-in d ragon effigies you saw before, and the l i ghts' colors
wall, but his efforts from the inside only caused fur­
match the colors of the effigies: red , go l d , b ra s s , b l ue,
ther collapse. He is eager to escape, but if the char­
a n d bronze. A b l u e d ragon i s perched atop t h e s c u l p ­
acters ask, he explains his conflict with Sparkren­
der. He expresses regret over his inability to defeat t u re, th row i n g h i s h e a d b a c k i n p a i n o r ecstasy as t h e

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.

C HAPTER 4 I C L I F FTOP O B S E RVATORY


'
..,

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.

C H APTER 4 I C LI FFTOP O B S E RVATO RY

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