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Chelimbers Descent - 1-4

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The text describes an expedition to explore the ruins of an old wizard's tower beneath Chelimber Marsh in search of older magics that could help resist armies. It also provides background on the D&D Adventurers League organized play system.

The text states that deep beneath the marsh in the remains of an old tower is knowledge of older magics that could help the region of Parnast resist the onslaught of Bad Fruul and his armies.

The text mentions SEER and her emissary Hsing, as well as factions in the context of the D&D Adventurers League organized play system.

Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower.

SEER has received


intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the
remains of an old tower is knowledge of older magics. This could be just what Parnast needs to
resist the onslaught of Bad Fruul and his armies!

A Two-Hour Adventure for 1st-4th Level Characters

Adventure Designer

Adventure Code: DDAL05-07


Version: v1.1

Development and Editing: Claire Hoffman, Travis Woodall


Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Welcome to Chelimber’s Descent, a D&D Adventurers Ask the players to provide you with relevant
LeagueTM adventure, Part of the official D&D character information:
Adventurers LeagueTM organized play system and
the Storm King’s Thunder storyline season.  Character name and level
This adventure is designed for three to seven 1st  Character race and class
through 4th level characters, and is optimized for  Passive Wisdom (Perception)—the most common
five 3rd level characters. passive ability check
The adventure begins in the Marsh of Chelimber  Anything notable as specified by the adventure
and occurs after the events of Beneath the Fetid (such as backgrounds, traits, flaws, etc.)
Chelimber. Ensure that each player has an official adventure
logsheet for his or her character (if not, get one from
the organizer). The player fills out the adventure
name, session number, date, and your name and DCI
The D&D Adventurers League™ is the official number (if they have one). In addition, the player
organized play system for DUNGEONS & also fills in the starting values for experience, gold,
DRAGONS®. Players can create characters and downtime, renown, and number of permanent magic
participate in any adventure allowed as a part of the items. He or she fill in the other values and write
D&D Adventurers League. As they adventure, notes at the conclusion of the session. Each player is
players track their characters’ experience, treasure, responsible for maintaining an accurate logsheet.
and other rewards, and can take those characters If you have time or see the need to do so, you can
through other adventures that will continue their do a quick scan of a player’s character sheet to
story. ensure that nothing looks out of order. If you see
For more information on playing, running games magic items of very high rarities or strange arrays of
as a Dungeon Master, and organizing games for the ability scores, you can ask players to provide
D&D Adventurers League, please visit the D&D documentation for the irregularities. If they cannot,
Adventurers League home at: feel free to restrict item use or ask them to use a
standard ability score array. Point players to the
www.dndadventurersleague.org D&D Adventurers League Player’s Guide for reference.
If players wish to spend downtime days and it’s
the beginning of an adventure or episode, they can
declare their activity and spend the days now.
Before you show up to Dungeon Master this Alternatively, they can do so at the end of the
adventure for a group of players, you should do the adventure or episode. Players should select their
following to prepare. characters’ spells and other daily options prior to
 Make sure to have a copy of the most current the start of the adventure, unless the adventure
version of the D&D Basic Rules or the Player’s specifies otherwise. Feel free to reread the
Handbook. adventure description to help give players hints
 Read through the adventure, taking notes of about what they might face.
anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use
Throughout this adventure, sidebars provide
in a combat.
information to assist you in making adjustments for
 Get familiar with the monster statistics in the smaller or larger groups and characters of higher or
Appendix. lower levels than the adventure is optimized for.
 Gather together any resources you’d like to use to This is typically used exclusively for combat
aid you in running this adventure--such as encounters. These adjustments are not required, nor
notecards, a DM screen, miniatures, and are you bound to the suggestions made by the
battlemaps. adventure—they are recommendations provided for
 If you know the composition of the group guidance and convenience.
beforehand, you can make adjustments as noted
throughout the adventure.

Diou Knox (Order #25112054)


This adventure is optimized for a party of five Challenge Your Players. Never being challenged
3rd-level characters. To figure out whether you makes for a boring game, and being overwhelmed
need to adjust the adventure, do the following: makes for a frustrating game. Gauge the experience
level of the players (not the characters) with the
 Add up the total levels of all the characters. game, try to feel out (or ask) what they like in a
 Divide the total by the number of characters. game, and attempt to give each of them the
 Round fractions of .5 or greater up; round experience they’re after when they play D&D.
fractions of less than .5 down. Everyone should have the opportunity to shine.
You’ve now determined the average party level Mind the Time. Watch for stalling, since play loses
(APL) for the adventure. To figure out the party momentum when this happens. At the same time,
strength for the adventure, consult the following make sure that the players don’t finish too early;
table. provide them with a full play experience. Try to be
aware of running long or short. Adjust the pacing
accordingly.
Party Composition Party Strength
Keep the Adventure Moving. When the game
3-4 characters, APL less than Very weak
starts to get bogged down, feel free to provide hints
3-4 characters, APL equivalent Weak
and clues to your players so they can attempt to
3-4 characters, APL greater than Average solve puzzles, engage in combat, and roleplay
5 characters, APL less than Weak interactions without getting too frustrated over a
5 characters, APL equivalent Average lack of information. This gives players “little
5 characters, APL greater than Strong victories” for figuring out good choices from clues.
6-7 characters, APL less than Average The Dungeon Master’s Guide has more information
6-7 characters, APL equivalent Strong on the art of running a D&D game.
6-7 characters, APL greater than Very strong

Average party strength indicates no recommended


adjustments to the adventure. Each sidebar may or Any settlement the size of a town or larger can
may not offer suggestions for certain party provide some spellcasting services. Characters need
strengths. If a particular recommendation is not to be able to travel to the settlement to obtain these
offered for your group, you don’t have to make services.
adjustments. Spell services generally available include healing
and recovery spells, as well as information-gathering
spells. Other spell services might be available as
As the Dungeon Master of the session, you have the specified in the adventure. The number of spells
most important role in facilitating the enjoyment of available to be cast as a service is limited to a
the game for the players. You help guide the maximum of three per day total, unless otherwise
narrative and bring the words on these pages to life. noted.
The outcome of a fun game session often creates
stories that live well beyond the play at the table. Spell Cost
Always follow this golden rule when you DM for a Cure wounds (1st level) 10 gp
group: Identify 20 gp
Lesser restoration 40 gp
Make decisions and adjudications that enhance
Prayer of healing (2nd level) 40 gp
the fun of the adventure when possible.
Remove curse 90 gp
Speak with dead 90 gp
To reinforce this golden rule, keep in mind the
following: Divination 210 gp
You Are Empowered. You get to make decisions Greater restoration 450 gp
about how the group interacts with the NPCs and Raise dead 1,250 gp
environment within this adventure. It is okay to Resurrection* 3,000 gp
make considerable changes or engage in True Resurrection* 50,000 gp
improvisation, so long as you maintain the original
spirit of what’s written.

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DDAL05-07 Chelimber’s Descent 3

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*These spells require an additional expenditure of spell. A raise dead spell cast in this manner costs the
downtime days (150 for resurrection and 350 for character 1,250 gp.
true resurrection). This cost can be reduced by 50 Character’s Party Pays for Raise Dead. As above,
days for each faction rank above 1 that the character except that some or all of the 1,250 gp for the raise
possesses. This downtime is spent in community dead spell is paid for by the party at the end of the
service for the church that provided the spell in session. Other characters are under no obligation to
question. The Acolyte Background feature does NOT spend their funds to bring back a dead party
reduce the gp or downtime cost for either of these member.
spells. Faction Charity. If the character is of level 1 to 4
and a member of a faction, the dead character’s body
can be returned to civilization and a patron from the
A character possessing the acolyte background requesting faction ensures that he or she receives a raise dead
spellcasting services at a temple of his or her faith may spell. However, any character invoking this charity
request one spell per day from the Spellcasting Services table forfeits all experience and rewards from that session
for free. The only cost paid for the spell is the base price for (both those earned prior to and after death during
the consumed material component, if any.
that session) and cannot replay that episode or
Acolytes can call upon spellcasting services in and around
adventure with that character again. Once a
the three towns as follows:
Parnast (Tier 1). Mielikki
character reaches 5th level, this option is no longer
Stagwick (Tier 2). Chauntea available.
Beregost (Tier 3). Lathander, Waukeen

Many centuries ago, a wizard built a tower on top of


a cliff in one night. This earned him the moniker of
Sometimes bad things happen, and characters get the Wizard of the Crag. It also infuriated a wealthy
die. Since you might not have the same characters landowner named Chelimber who had extensive
return from session to session, here are the rules holdings on the plain that stretched out to the west
when bad things happen to characters. and east of the crag. The antagonism only increased
over time and the man hired another wizard, by
name Taskor the Terrible, to battle the upstart
A character who is killed during the course of the spoiling his view with his tower and possibly
adventure has a few options at the end of the session becoming a rival for rule.
(or whenever arriving back in civilization) if no one A battle ensued which ended in the disappearance
in the adventuring party has immediate access to a of both wizards. Unfortunately, the Wizard of the
raise dead or revivify spell, or similar magic. A Crag had been on the verge of adding a waterfall to
character subject to a raise dead spell is affected his complex and vast numbers of water elementals
negatively until all long rests have been completed were released upon his death. They flooded the land
during an adventure. Alternatively, each downtime and created the area known today as the Marsh of
day spent after raise dead reduces the penalty to Chelimber. Between the cataclysmic events and the
attack rolls, saving throws, and ability checks by 1, in depredations of time, the tower which once stood
addition to any other benefits the downtime activity high on a crag is now submerged in the marsh.
might provide. Portions of its roof can be seen deep in the marsh. It
Create a New 1st-Level Character. If the dead is only ancient elemental earth magic embodied in
character is unwilling or unable to exercise any of the towers gargoyles that keeps the structure from
the other options, the player creates a new imploding from the pressure of water and time.
character. The new character does not have any While many have looked for the ruins of his tower
items or rewards possessed by the dead character. over the centuries, it was only recently that
Dead Character Pays for Raise Dead. If the information that hinted of its location came into the
character’s body is recoverable (it’s not missing any hands of the one known as SEER. As she was scrying
vital organs and is mostly whole) and the player the general area, she discovered that adventurers
would like the character to be returned to life, the had found the exact location. (these events occur in
party can take the body back to civilization and use DDAL05-06 Beneath the Fetid Chelimber). She sends
the dead character’s funds to pay for a raise dead Hsing to task the adventurers with finding the books
and scrolls of ancient magic purported to be there.

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DDAL05-07 Chelimber’s Descent 4

Diou Knox (Order #25112054)


The location found it is up to the characters to find a necklace bears a rune meaning “Stein” (stone), and a
way in and discover whatever ancient knowledge small hole in each corner. If running this adventure
has been preserved here. back to back with the previous one, then the
The Wizard of the Crag, was skilled in elemental characters should have the benefit of a long rest
magic and is known to value magical knowledge either before or after the discussion with Hsing.
over most everything else. He also knew he had
enemies, hence the various traps in his tower. Not long after you defeated the hag known as “Mama” and
Between expenditures on magical experiments her half-ogre “Boys” a whistling noise announces the arrival
and personal defensives, most of his remaining of a golden pseudodragon with milky-white eyes.
wealth was in his library of rare books. “Greetings and congratulations. SEER believes you have
found a site long sought, the tower of the Wizard of the Crag.
She wishes to encourage you to explore the tower. She is
This adventure is broken down into three parts:
interested in the repository of Lore he is rumored to have
Getting in to the tower, exploring the Chapel Level
and exploring the Laboratory Level. The tower had. If you retrieve these manuscripts on ancient forms of
design is such as to limit the number of paths the magic, we shall pay you handsomely.”
characters can take thus hopefully streamlining
preparation and building to a climatic combat. Additional information he gives them:
Part 1. Getting In. This involves investigation and
solving puzzles. The characters have the missing  The wizard, whose tower this was, is known to
piece that allows them to interact with the tower’s have at least been a master of earth and water
defenses. Once that is in place they need to solve the elementals.
puzzles to gain entrance. Failure opens up a different  It is believed he worked with all the elements
path into the tower.  He had a reputation of being a devotee of both
Part 2. The Chapel. Additional traps and a Mystra and Oghma
possible combat await the characters here. However,  It is her hope that the information contained in
there are also clues for obstacles on the next lower these old manuscripts shall aid in her attempts to
level. A possible interaction with the few remaining protect Parnast from the Bad Fruul
gargoyles and stone mephitis could provide a If there is anyone who is a member of the Harpers
combat encounter. she hands them a sealed envelope. The missive
Part 3. The Library and Laboratory. Information informs the character of their Faction Assignment.
from the Chapel aids in the safe traversing of the
elemental summoning chambers (magic item “I can’t do everything for you, I am behind on my naps as is.
gained). The Laboratory is trapped. The library is This is the place, your job to enter. Coming out with just one
guarded by a wight and assistants (skeletons). miserable spellbook is not acceptable. Use the pendent that
the earlier group found. I hear SEER calling me” and with that
This may vary widely based on both player knowledge and he apparently teleports away.
character knowledge/abilities. Mistakes also could lengthen
play time. Playing this right after playing DDAL5-06 Beneath
the Fetid Chelimber saves time also. In an ideal world:
“Getting In” section should take no more 20 minutes, Chapel Hsing has been around a long, long time. However, while he
level should take no more than 40 minutes, Lab and Library seeks those who are insightful and direct, Hsing is distracted
45 minutes leaving 15 minutes for wrapping things up. and speaks in vague, cryptic riddles. He is also quite lazy and
his preferred place is curled up around someone’s shoulders.
Although he is blind, he has very well developed hearing and
an acute sense of smell to help him navigate. A gift from Io
himself, Hsing’s blindness is incurable.
Ideally the characters have just Quote: “Zzzzzzzzz...
participated in DDAL5-06 Beneath Faction Assignment (Harpers). While in favor of
Fetid Chelimber. If this is the case, the improving the defenses of Parnast, the Harper’s are
adventure picks up at the location and concerned about the concentration of all that
should have the “necklace” that Mama knowledge in one hand. Harpers are tasked with
was wearing. The pendant of the personally retrieving, a few of the scrolls or books.

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DDAL05-07 Chelimber’s Descent 5

Diou Knox (Order #25112054)


To that end, members are lent a bag of holding, for find a way into it and retrieve the magical texts
the course of the adventure, if they do not have one believed to be there.
or something similar.  Hsing provides the characters with a square-
NOTE: If a character did not yet finish the Emerald shaped, stone pendent engraved with a single rune
Enclave Assignment from the previous adventure (see Adventure Hook, above). He isn’t sure what
they can still complete it. the pendant is for, but states that it was recently
recovered from the ruins of the tower.
 Legend has it that as a devotee of both Mystra and
Oghma, he had an extensive library.
 He also showed his mastery of at least two
elements, earth and water—otherwise the marsh
Hsing made sure that you did not make a misstep on your would not exist.
way to this remote location in the marsh. Oh, your feet still  The tower was raised in a single night
were damp, and bugs still managed to make their way into  He was preparing to add a waterfall, when he was
uncomfortable places, but otherwise he led you straight to challenged to a duel by Taskor the Terrible (who
this odd island. Scavengers have been feasting on the was paid to do so by Chelimber the baron of the
remains of assorted creatures, the decaying meat adding to area).
the odoriferous miasma of swamp.  He died in the duel and all the water elementals
“I can’t do everything for you, I am behind on my naps as he had bound were freed immediately and their
is. This is the place, your job to enter. Coming out with just number and might was such that the marsh was
one miserable spellbook is not acceptable. Use the pendent created.
the earlier group found. I hear SEER calling me” and with that  If they return with the ancient texts, not just a
he apparently teleports away. simple spellbook, they are to be paid 150 gp.
 SEER believes that the texts hold the key to
creating defenses for the town against the hill
The characters are on an island in the marsh, ruins giants.
of huts appropriately sized for half ogre’s, on either
end. A large depression encircled by razorvine is
accessible via two mud and wood ramps.
Any of the following hooks may justify the party's
presence in the Marsh of Chelimber.
Rune Magic. Characters interested in lost magical
lore or affiliated with the Harpers might be
interested in the ruins for the same reason Bad Fruul
is: the sunken remnants of a wizard’s tower are
rumored to hold powerful magic and forgotten
spells.
Faction Assignment: Harpers. While in favor of
improving the defenses of Parnast, the Harper’s are
concerned about the concentration of all that
knowledge in one hand. They ask any member to
personally retrieve, if possible a few of the
scrolls/books for their faction and to further that
end lend a bag of holding, for the course of the
adventure, to the character if they do not have one
or something similar. At the very least they ask that
the character make copies, or assist in the effort.
Additionally, before leaving Parnast, the
characters were informed of the following by Hsing,
SEER’s psuedodragon familiar.
 Having found the location of what remains of the
Wizard of the Crag’s tower, a group is needed to

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DDAL05-07 Chelimber’s Descent 6

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wants to secretly determine whether the characters succeed
at something without rolling dice, such as noticing a hidden
The adventure begins in earnest with the characters monster. Here’s how to determine a character’s total for a
arriving at a boggy island deep in the Marsh of passive check:
Chelimber. Here they find the abandoned ruins of a
camp of half-ogres and the hag that was their leader. 10 + all modifiers that normally apply to the check
A depression within the island is the area of interest.
If the character has advantage on the check, add 5. For
disadvantage, subtract 5. The game refers to a passive check
total as a score.
For example, if a 1st-level character has a Wisdom of 15
A wide stone foundation frames this sinkhole, giving it a and proficiency in Perception, he or she has a passive
roughly square shape. The edges of the foundation are badly Wisdom (Perception) score of 14.
weathered but appear crenellated, like the walls of a
battlement, making the stone frame seem less like a
foundation and more like the top of a large keep or tower. The following features pertain to locations in the
The floor of this sinkhole is ancient but well-laid flagstone depression.
covered with a thin sheen of swamp-water. The northwest Light. The edges of the depression are obscured
corner of the sinkhole contains a badly weathered statue. A by shadow depending on the time of day. In the
large table to the southeast is covered with filthy furs and morning, the shadows are deep on the eastern edge
torn silks, a poor imitation of a luxurious bed.
(where the table is) while in the afternoon the
shadows are deeper on the opposite side. The
Two wide ramps of logs and earth lead into the sinkhole
shadows do not extend further than ten feet into the
from the north and south.
area unless it is very early or near sunset. Such
shadowy areas are dimly lit, as is the entire area at
Finding the way into the tower requires that the night when illuminated by the moon. No matter the
characters explore the depression in detail. Passive hour, a thin haze along the ground limits visibility to
ability checks or a quick look around may not be 100 feet.
enough to find the necessary clues. The more time Floor. The floor is made of stone, but it is mostly
spent looking at a specific section or attempting a covered by dirt, mossy growths, water and other
task the lower the DC, or you can grant advantage unmentionable filth.
based on the description the player gives of their Razorvine: This dangerous plant grows in large
character’s action. Reward innovation and out of box clumps on either side of the ground above the
thinking—try to avoid resorting solely to the roll of sinkhole. In theory, they can avoid it, and it is
the dice. possible if they played the previous adventure they
Successful Intelligence (Arcana) checks and detect have already destroyed some or all of it.
magic might reveal old, lingering auras of abjuration.
The magic here is very old and quite different from
what is usually found in modern structures. Find Razorvine is a plant that grows in wild tangles and hedges. It
trap is a bit harder to adjudicate, at least to the also clings to the sides of buildings and other surfaces as ivy
satisfaction of some players. There is a trap here, but does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge
the trigger is partly magical and the trap itself is of razorvine has AC 11, 25 hit points, and immunity to
mechanical. To succeed without triggering the trap, bludgeoning, piercing, and psychic damage.
When a creature comes into direct contact with razorvine
they need to locate the lever arm. Once that is pulled
for the first time on a turn, the creature must succeed on a
the “door lock” in the table is revealed, as is an
DC 10 Dexterity saving throw or take 5 (1d10) slashing
obvious place for the pendant. Once the pendant is
damage from the razorvine's bladelike thorns.
inserted the stairway leading into the submerged
tower is revealed. Sound. The marsh is alive with the sound of
insects, and water laps against the edges of the
island.
A passive check is a special kind of ability check that doesn’t Smell. In addition to the smell of decaying
involve any die rolls. Such a check can represent the average vegetation prevalent throughout the Marsh of
result for a task done repeatedly, such as searching for secret Chelimber, the half-ogres that once resided here had
doors over and over again, or can be used when the DM

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DDAL05-07 Chelimber’s Descent 7

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terrible hygiene; their odor still pervades the island statue. Once the rune is inserted a stair way is
even though they are gone. revealed to one side of the table. The stairs wind
The Walls. The walls of the sinkhole appear to be down approximately 25 feet to a landing.
stonework crenulations, something that removing
the muck and moss from the area corroborates,
revealing the stone work beneath. The 5-foot wide stairs wrap around the central shaft
The Statue. Determining what this mud and moss- and end in a landing. There is no obvious door way,
covered statue in the northwest corner of the but the wall immediately in front of them has the
depression is requires scraping it clean of mud and following inscribed:
moss, ideally without damaging the statue beneath. Be not faithless
Tools, such as those of a mason, cobbler or jeweler Magic and Knowledge divine
(not a complete list) can speed this up. This should Not in power or sphere presented
resemble archeologists cleaning off something But in names Ascending
buried in heavy wet dirt. In a pinch, however, The symbols are detailed in Player Handout 1. The
miner’s pick or even a dagger could work. Assign capitalized words in the stanza above are hints that
ability checks as thematically the symbols represent gods associated with either
appropriate if desired. Eventually Magic or Knowledge and that the tiles should be
the characters discover the subject arranged such that the names are in alphabetical
of the statue is that of a gargoyle. On order.
the base the phrase “Earth Remains
Strong Protecting All” is carved in  The correct order—from left-to-right—is:
Common. Below that is engraved 1. Azuth. A human hand, finger pointing upward
Stein, the stone rune. 2. Deneir. A single lit candle
A character inspecting the statue that succeeds on 3. Mystra. A seven-pointed star
a DC 11 Intelligence (Investigation) check discovers 4 Oghma. A simple blank scroll
that the arm of the statue is a lever. Further study of  The symbols are on tiles inset into an area large
the immediate area of the statue does not discover enough that they can slide around.
what happens if the lever is pulled. Pulling the lever
 The first three symbols (Azuth, Deneir, and
causes the table to open.
Oghma) are common enough that the characters
The Table. This plinth is covered in filthy silks and
identify them without a check, but the symbol of
furs as if it was a crude imitation of a luxurious bed.
Mystra is quite old, and requires a DC 15
The legs of this table, are fused to the stone beneath
Intelligence (Religion) check to identify. Clerics
it. If the covers are moved a character that succeeds
and paladins of Mystra automatically succeed on
on a DC 15 Intelligence (Investigation) check
this check.
discerns that the top is not actually a solid piece;
very faint lines indicate that part of the top moves or If the characters answer incorrectly, a glyph
might open, but a latch or method of activating it conjures a 3-foot wide rock at the top of the stairs.
cannot be seen on the table. The characters hear the rock rumble and crash as it
The Floor: moving aside some of the mud, it is rolls down the stairs and collides into the wall
plain to see that the floor is worked stone. Tapping beside the puzzle-locked door. Each character in the
on the floor does not reveal any weaknesses or rock’s path takes 5(1d10) bludgeoning damage. A
hollows. Everything sounds the same, except the ten- successful DC 11 Dexterity saving throw reduces this
foot area around the table. There is something damage by half. The rocks break apart upon hitting
different. A successful DC 15 Intelligence the wall at the bottom of the stairs.
(Investigation) check reveals that while it’s stone, it The trap automatically resets itself. After two
might not be as thick. This is the cover for the cistern failures, however, the rocks have damaged the door
(see map). For reasons lost to time the tower had a into the Chapel Level enough that the characters can
large covered cistern. It is full of fresh water. simply push it open without needing to solve the
puzzle.

To gain entrance into the tower, the Stein pendant If they get the answer correctly the puzzle-locked
must be placed in the depression in table. This can door swings open. Otherwise, if the characters
only happen if the characters pull the lever on the

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DDAL05-07 Chelimber’s Descent 8

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answer incorrectly twice, the falling rocks damage it
enough to be pushed opened. Proceed to Part 2. The
Chapel, below

If the characters solve the door puzzle, award each


character 25 XP.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 9

Diou Knox (Order #25112054)


The traps on this level are all about discouraging
thieves and thus can be easily avoided. The The wall swings open revealing a room 30-feet deep and 25-
achievements on this level include gaining the clues feet wide. Archways to the left and right provide a view into
in the elemental shrine, learning why the tower is the rooms beyond. Immediately facing the entrance, a
still intact (the gargoyles) and finding the path to the prismatic-hued will-o’-wisp hovers over a short pillar. Atop
stairs down. They can also gain two scrolls on this the pillar rests an offering bowl, and behind it, a fresco
level. depicting a blue, seven-pointed star. The walls are covered in
murals depicting a woman performing feats of magical
prowess.
This level of the tower has the following general
features: The murals depict various ways Mystra has
Light. Globes of spun glass are set into the ceilings manifested in the past as well as her avatar. The
and glow with bright magical light throughout the prismatic will-o-wisp is also one of her earlier
level. Removing the globes destroys this manifestations; an otherwise harmless illusion.
enchantment. There are some piles of wood that might have
Floors. The stone floors bear a thick layer of dust, been tables on either side of the pillar, they crumble
and in some places, seems to have formed mounds. if picked up.
These mounds are the remains of items that have
decayed so there is no way to tell what they once
were. Unless otherwise mentioned there are no In the bowl is a rainbow tourmaline. The tourmaline
tracks in the dust. is permanently affixed to the bowl with a small dab
The Air. Like most underground places, the air is of sovereign glue. Removing the gem requires either
chilly. Surprisingly, however, the air here is a bit dissolving the glue or destroying the bowl which
stale and dry. There is also a notable lack of insects bears a poison gas trap.
unlike in the marsh above, and the ubiquitous spider Disabling. The tourmaline can only be removed
webs associated with ruins are strangely absent. from the bowl by first removing the sovereign glue—
Items. Everything on this level seems to be made something that requires universal solvent, oil of
from stone. Most mundane items have been reduced etherealness, or casting wish. As the bowl and the
to small piles of dust-covered rubbish. Paint flakes gem are permanently bound together, barring a
on the statues indicate that some of them were display of clever thinking, removing the gem
painted either partially or completely to better involves breaking the bowl, which is attached to the
represent their respective deities. pillar.
The Gems. Each of the gems in the shrines on this Trigger. The trap is triggered if the bowl or the
level are trapped and aside from enduring the trap, pillar is broken.
any would-be thieves, must be willing to break the Effect. Triggering the trap causes poison gas to jet
statue to remove the gem. from the pillar beneath the bowl. Any creature
within 5 feet of the bowl must immediately succeed
on a DC13 Constitution saving throw or take 7 (2d6)
The stairwell ends in a single door that leads into the poison damage. The gas continues to stream out of
Chapel Level. the bowl for two additional rounds, and any creature
entering or starting their turn within 5 feet of the
bowl, must repeat this saving throw or take the
There are secret doors that access the stairs down to damage. The jets stop emitting poison gas at the end
the laboratory level. One of these doors is here in the of the third round.
stairwell beside the door into the Chapel Level.
Another in the shrine to Deneir, and the last is in the
room housing the gargoyles. The hidden door here in Due to the glue and bits of broken bowl stuck to it,
the stairwell is the most cunningly hidden and the tourmaline is worth only 10 gp.
requires a successful DC 30 Wisdom (Perception)
check to detect.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 10

Diou Knox (Order #25112054)


character succeeding on a DC 13 Intelligence
If the characters disable the trap or leave the altar (Arcana) check recognizes some of glyphs on the
alone, award each character 25 XP. wall to be giant runes. Characters that are proficient
in Giant automatically succeed on this check.

The ink pot is made from a single piece of jet. A


Passing through the archway into this room, you see a fresco
successful DC 15 Intelligence (Investigation) check
depicting a human hand, index finger pointed up. A statue of reveals several tiny holes from which a concentrated
a bearded, old human male stands on the southern wall, dose of Malice poison gas emits.
holding a topaz-capped staff in lovingly in both hands. Disabling. The trap can be disabled by casting
dispel magic or a similar spell on the jet.
The six-foot tall statue depicts Azuth, something a Alternatively, a character with a set of thieves’
DC 11 Intelligence (Religion) check reveals. The staff tools may attempt a DC 17 Dexterity check to disable
is one and half times his height topped by a large the trap. A character holding their breath (see Effect,
cabochon-cut topaz. It is also trapped. below) makes this check with disadvantage.
Trigger. Touching the gem triggers the trap.
Effect. Creatures within 10 feet of the ink pot must
A character succeeding on a DC 15 Wisdom succeed on a DC 13 Constitution saving throw or
(Perception) check notices copper wires joining the become poisoned for 1d4 hours. While poisoned, the
staff’s hands to the staff. These copper wires are creature is blinded. A creature may hold their breath
enough to deliver a nasty shock to anyone touching to avoid inhaling the poison. While they make the
the staff or the gem. check to disable the trap with disadvantage, the
Disabling. This trap can be disabled by severing saving throw made to avoid the poison is made with
the wires connecting the two—a feat that requiring a advantage.
set of thieves’ tools and a successful DC 15 Dexterity
check.
Trigger. Anyone touching the staff or the gem On the wall opposite the statue is a secret door. A
without first disabling the trap triggers the trap. character succeeding on a DC 20 Wisdom
Effect. Any creature touching the staff or the topaz (Perception) check notices its outline. The door to
must succeed on a DC 13 Constitution saving throw the stair way is not hidden from those inside the
or take 7 (2d6) lightning damage. passageway, nor is the door from the gargoyle’s
room.

If removed, the topaz is worth 10 gp.


If none of the characters take the gem, they hear a
soft plop as they leave the room. Any character
If the characters disable the trap or leave the altar looking back sees a scroll on the ground at the base
alone, award each character 25 XP. of the statue. There does not seem to be any missing
from the pile of scrolls the statue holds. This is a
spell scroll (see Treasure, below).

The archway leading in this room open into the next shrine. If the characters are respectful, Deneir gifts them
The walls of this shrine are covered in all type of scripts and with a spell scroll of tongues. If the characters take
glyphs some from languages long dead. The statue is that of a the piece of jet, they find it worth 10 gp.
balding man covered in voluminous robes, covered in glyphs,
standing beside a desk bearing a quill and a beautiful ink pot.
His arms cradle several scrolls. If the characters disable the trap or leave the altar
alone (and are subsequently rewarded with the
scroll), award each character 25 XP.
A successful DC 11 Intelligence (Religion) check
indicates that this shrine is dedicated to Deneir. A

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 11

Diou Knox (Order #25112054)


room when this occurs must succeed on a DC 11
Constitution saving throw or take 5 (1d10) lightning
damage.
The walls of this room show various was of preserving
knowledge including carving stone tablets, preparing paper
and the binding of books. Also shown are people of various The door leading into the Gargoyle’s Roost is
races and genders creating knowledge by experimentation or trapped. See Area 5, below for more information.
spreading knowledge.
The statue here is not of a humanoid, but rather a desk
with a blank, open tome, inkstand with quill, and a large If the characters each write something in the tome,
diamond paperweight. before attempting to touch the diamond, they are
gifted with a spell scroll of lesser restoration. The
A successful DC 15 Wisdom (Perception) check diamond is worth 25 gp.
reveals veins of copper running throughout the
floor. This check is made with advantage if the floor
is cleared of dust before being stepped on it (this If the characters disable the trap or leave the altar
floor is decidedly different than that in the other alone, award each character 25 XP.
shrines).

A programmed illusion is triggered by the characters This room appears to have been a guest room before being
entering this room. Read or paraphrase: converted to little more than storage.
The walls are paneled in wood. There are three large piles
Without warning, the statue’s quill rises and floats in the air of rocks in the room and (number dependent on party
beside the open tome. strength) statues are scattered about. The center of the room
A deep, disembodied voice says “All should surrender has a layer of fine gravel. There is a door in the wall opposite.
knowledge so it may be shared.” The eyes of the statues open and a sound like grinding rocks
comes forth from the open mouth of the largest statue.
Characters near the desk notice that the ink in the
well is wet and the quill is real–not simply a stone
effigy. The entire set is the triggering mechanism for
The gargoyles and stone mephits were bound to
an electrical floor trap.
the tower—enslaved to provide protection and
Disabling. To disable the trap, each creature in
ensure its continued existence. While the water
the room must offer a piece of wisdom or knowledge
elementals were released upon the wizard’s death,
by writing on the stone tome with the quill. Once
these creatures were not. Over the long centuries
written the ink seeps into the stone and disappears
their bonds have weakened, such that those that
(simply writing curse words does not count, but
remain ensure only the tower’s structural integrity.
something like “don’t split the party” would).
If all the characters write something without
touching the diamond, a voice is heard once more. Here are the adjustments for the encounter. They are not
“The gift of knowledge given freely is blessed.” A cumulative.
page of the tome fills with magical writing and peels
 Very weak: Remove gargoyle, the two stone mephits each
away—turning into a spell scroll which the
have 15 hit points
characters can freely take (see Treasure, below).
 Weak: Remove the gargoyle
Trigger. Touching the diamond paperweight
 Strong: Add two stone mephits
without first offering a piece of knowledge or  Very Strong: Add a gargoyle
wisdom triggers the trap.
Effect. If a character attempts to retrieve the This room has since become a nest-of-sorts and a
diamond paperweight without first writing a piece graveyard for their peers. The areas marked on the
of knowledge or wisdom in the tome on the desk, the map as rubble, are the mounded remains of
trap sends a burst of electricity through the copper- gargoyles and the fine layer of gravel that covers the
veined floor. Everyone standing on the floor in the center of the room is the remains of stone mephits.

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DDAL05-07 Chelimber’s Descent 12

Diou Knox (Order #25112054)


The ancient gargoyle asks the characters what and a successful DC 15 Dexterity check. The door is
their business is in the tower. Because of its extreme also locked. unlocking the door requires a set of
age, its hit points are reduced to 31. It is thieves’ tools and a successful DC 15 Dexterity check.
accompanied by two stone mephits. Alternatively, the iron-banded door can simply be
If the characters do not immediately instigate forced open with a successful DC 17 Strength
combat, they can parlay with the creatures in this (Athletics) check or destroyed (AC 17; 18 hit points;
room. The gargoyle and stone mephitis believe that immune to poison and psychic damage).
if the chest with the most treasured books and Trigger. Anyone unlocking it without the key
scrolls leaves then their binding will end. So, they triggers the trap. Alternatively, a creature
can be talked to, but they only know Terran. What attempting to disable the trap that fails by 5 or more
the characters can learn: triggers the trap.
Effect. The creature triggering the trap takes 1
 “His Arroganceness (their name for the Wizard) piercing damage and 3 (1d6) poison damage. A
bound us here to protect his tower.”
successful DC 11 Constitution saving throw reduces
 The lowest levels are intact, but full of muck and the poison damage by half.
water.
 The next level down includes his treasury and
work rooms. For each trap that the they disable, award each
 These creatures won’t stop the characters, but character 25 XP.
they warn them of “the Librarian”.
 The Librarian is “not living like you, but walks
nevertheless.”
If attacked the creatures fight back; death is freedom
from eons of imprisonment. Alternatively, the Beyond the archway from Mystra’s shrine, this large, pillared
characters can opt to simply walk back out of the hall is bathed in a dancing and cascading rainbow of light.
room. Wide arches indicate that at one time this area may have
been opened to the elements. Now earth and dried mud fills
As the last of the creatures dies, it gives a strange smile. A these openings.
groaning noise is heard as the protections on the tower, that Anchored by pillars in the center of the room walls of
have preserved it so long and were embodied in the scintillating light are the source of the cascade of colors.
gargoyles, have disappeared. Small cracks appear in the walls From your vantage point, you can see only half of the
and motes of centuries-old dust fall from the ceiling in thin room—the rest being blocked by the walls of light. You see a
streams. pair of altars.

The characters now might worry about the The walls of light obscure the other two altars. Note
structural integrity of the tower. Cracks appear in that if this area is entered from the gargoyles room,
the stone walls slowly over the course of the then there is an altar immediate opposite their
adventure. The tower should last long enough for entrance instead of to their left.
the characters to finish their investigation as it The altars are each made of either a material
implodes in 1d4+1 days. precious to the god, or in a manner to echo the
element. The symbol of the god in carved
somewhere on the altar and a phrase is either on the
The secret door in this room, has been used so much top or on the floor in front of the altar. Each altar has
over the centuries that it requires only a successful some sort of offering bowl incorporated into its
DC 10 Wisdom (Perception) check to reveal. design.
If a character places an offering of some type in an
alter bowl they gain resistance to elemental damage
Both iron-bound doors leading into and out of this of that type. If the offering is coin they gain 3
room are trapped with poison needle traps. resistance, if the offering is something that either
Detecting and Disabling. Detecting the trap echoes an aspect of the element, such as burning
requires a successful DC 15 Wisdom (Perception) incense at the air alter, or pouring a liquid in to the
check, and disabling it requires a set of thieves’ tools water altar’s basin they gain 5 resistance. This bonus
lasts until the end of the adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 13

Diou Knox (Order #25112054)


The side closest to Mystra’s shrine has altars to The following information, especially that regarding foes, to
Grumbar and Istishia. characters making Religion checks, or asking what they can
discover about the gods from these altars.
 Altar A. Grumbar’s altar is made of jasper and his
offering bowl resembles a polished geode.
Alkadi (Queen of Air Elementals)
Engraved around the lip of the geode is:
Foes: Grumbar
Elemental Ally: Kossuth
Grumbar’s oath unchanging and true Symbol: A white cloud, often on a blue background
Earth remains strong protecting all Akadi (Ah-KAH-dee) is the whispering wind and the blinding
gale storm. Large offerings of precious incense that waft on
Suitable Offerings. Gems, rocks and coins. Note her winds please her, but she does not answer prayers to
that since coins are metal they count toward gaining calm or raise harsh storms viewing that as the prevue of
the larger bonus if offered more than 1 gp. Talos and Umberlee. She does occasionally provide a
whirlwind of stunning if brief duration.

 Altar B. Istishia’s alter resembles a wave crashing Grumbar (Boss of Earth Elementals)
and appears to be made from quartz crystal with Foes: Akadi, Urdlen
varying shades of green and blue with flecks of Elemental Ally: Istishia
white resembling crashing surf. A deep valley Symbol: Mountains often on a purple field
between the waves serves as the altar’s offering Grumbar (GRUM-bar) represents both stability and resistance
bowl. Engraved on floor in front of the altar: to change and is the guardian of secret treasures. He is said
to be fond of offerings of sardonyx, and jasper and often
Istishia’s triumph to confirm statues of him are made of those with rubies as the eyes.
Water rushes out to cover all
Istishia (The Water Lord)
Suitable Offerings: These include water, or any Foes: Kossuth
liquid including blood. Elemental Ally: Grumbar
Symbol: A cresting wave or a drop of water
Istishia (Is-TISH-ee-ah) is more abstract than some of the
 Altar C. Akadi’s altar is shaped like a 4-foot-high better-known deities of water such as Umberlee, Eldath and
tornado, the eye of the funnel cloud serves as the Valkur. He represents water, but not any specific formation
offering bowl. Streaks of lightning that are carved or body of water. He furnishes a crucial resource, but
into the stone clouds, are engraved with the apparently cares not how it is used. He prizes offerings of
words: water-hued fine fabrics that ripple like waves, gemstones
that echo the color of water, fine inks or dyes, or books or
papers on which are written unsolvable mathematical
Akadi’s healing kiss once more to feel
problems.
Air bursts free in no one’s thrall
Kossuth (The Lord of Flames)
Suitable Offerings. These include burning incense,
Foes: Istishia
sprinkling perfume around the altar or producing a
Elemental Ally: Alkadi
wind either magically or mechanically.
Symbol: Twining red flame
Kossuth (Koh-SOOTH) is the patron of all fire elementals as
 Altar D. Kossuth’s altar is a 4-foot high flame well as those who view fire as a purifying and revitalizing
made of crystals of varying shades of red and force. He prefers offerings to be burnt such a fine oils,
yellow. A brazier before the altar serves as the aromatic resins, nuts and meat, but is also fond of garnets,
citrine, topazes and fine smith work in iron or precious
altar’s offering bowl. Engraved are the words:
metals.

Kossuth’s renewing purification performed Note that the positions of the altars in the room is such that
Fire erupts dancing death for all foes are not directly opposite one another, and the closest
altar is of an element that is a sometimes ally.
Suitable Offerings. These include burning any item
worth at least 2 gp.

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DDAL05-07 Chelimber’s Descent 14

Diou Knox (Order #25112054)


It is not necessary to go through any of these walls to
explore the chapel, but they are a hint of what is to The Wizard was a tad paranoid, or perhaps a bit
come. picky, in either case the way down to the next level is
The walls of cascading light resemble the prismatic found by either going through the secret doors in to
wall spell. The light rotates between colors, but there this passage or by discovering the very well hid
are only four wall types (mimicking the elements) stairwell door. This location makes a feasible resting
and rather than one solid shade of color various spot. Taking time to recover might be advisable.
shades flow through the wall. The walls cycle every If the characters destroyed the gargoyles, then
five minutes. they no longer have a limitless amount of time to
Fire. Shades of red and orange ebb and flow when continue exploring as the tower implodes in 1d4+1
this wall is active. The wall emits heat, and any item days. Describe the tower as becoming more and
placed in the wall takes 3 (1d6) fire damage. more unstable as time passes.
Walking through it without reciting the proper
phrase for that element gain 5 (1d10) points of fire
damage or half on a successful DC 11 Dexterity
saving throw.
Water. Shades of blue and deep greens are
present when this wall is up. An item placed in the
wall becomes thoroughly drenched. Characters that
touch the wall must make as DC 11 Strength saving
throw or get pulled in. Characters drawn into the
wall are tossed about as if the character is caught in
a tidal current (escape DC 11). The character takes 3
(1d6) bludgeoning damage.
Earth. Browns and greys with an occasional flash
of green and yellow make up the colors of this wall.
Putting an item into the wall’s light requires physical
effort; requiring a successful DC 15 Strength
(Athletics) check. Characters that succeed on this
check must succeed on a DC 11 Strength saving
throw get pulled in. Characters drawn into the wall
find themselves buried (escape DC 11). The
character takes 3 (1d6) bludgeoning damage. The
character is completely covered in a layer of dirt
when they exit.
Air. This grey, white, and blue wall smells of
incense and ozone, and occasionally flashes silver
with lightning. Any item placed in the wall takes 3
(1d6) lightning damage. Walking through it without
reciting the proper phrase for that element gain 5
(1d10) points of lightning damage, or half on a
successful DC 11 Dexterity saving throw.

The door leading into the Gargoyle’s Roost is


trapped. See Area 5, below for more information.

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DDAL05-07 Chelimber’s Descent 15

Diou Knox (Order #25112054)


have held decorative items or magical supplies but
are now only rusted pieces of metal that crumble at
the slightest touch and piles of debris. There are
Or even if they did, allow Intelligence (Arcana), Wisdom however a few irregular stone tablets on the floor. It
(Insight) checks and Intelligence(Religion) checks to is obvious (no check needed) that the tablets at one
determine that simply walking through these walls could be time were one large stone plaque (Player Handout
painful. 3). Characters proficient in either Religion or Nature
If they simply assume that singing the phrase that goes know that the gods of air and fire are allies (as are
along with the color of the wall, then they trigger the trap the elements in nature), just as the gods of earth and
when moving through air into earth. That is on them. water are. The gods of water and fire are enemies, as
are the gods of earth and air. This knowledge is not
difficult so a simple DC 5 check is called for if
This level of the tower has the following general necessary.
features: At the far end, a scintillating red wall of light
Light. Globes of spun glass are set into the ceilings blocks an opening. (See description above for the
and glow with magical light throughout the level. wall of fire for specific details.) To one side is
Removing the globes destroys this enchantment. engraved on the wall:
Floors. The stone floors bear a thick layer of dust,
and in some places, seems to have formed mounds.
These mounds are the remains of items that have Sing praises or be tested.
decayed so there is no way to tell what they once
were. Unless otherwise mentioned there are no If the character sings the phrase presented on the
tracks in the dust. floor above:
The Air. Like most underground places, the air is
chilly. Surprisingly, however, the air here is a bit Kossuth’s renewing purification performed;
stale and dry. There is also a notable lack of insects Fire erupts dancing death for all.
unlike in the marsh above, and the ubiquitous spider
webs associated with ruins are strangely absent. They can pass through the wall of light without harm
Items. Everything on this level seems to be made If they do not, they must make a Constitution
from stone. Most mundane items have been reduced saving throw DC 13 or take 11 (2d10) fire damage.
to small piles of dust-covered rubbish. On a save they take half damage.
XP Award. If each of the characters pass
harmlessly through the wall, award each character
Being both learned and paranoid the Wizard of the Crag was 100 XP.
cautious in his dealing with the elements. While it is true that
some elementals frolic with those not their kind (hence the
existence of mephitis) he could not count on the opinions of
individual summoned elementals. Since his plans included
several apprentices, having separation between the rooms The 20-foot-square room has a brass brazier in each corner,
seemed wise. However, singing the praise of an elementals and a circle of arcane symbols inscribed in the center of the
foe made him uneasy. Hence the solution using the room. There are shelves to either side of the wall through
elemental allies. which you enter.

The shelves once held bolts of expensive fabric


destined to be burned during conjuring rituals, but
Continuing down the stairs you arrive at a large landing. time has rendered the cloth so fragile it crumbles at
There is an opening onto this level and a solid looking door a touch.
The right-hand wall is pierced by a wall of white
cover in a green mold that from what you have seen so far in
and grey light. (See description of the Air wall
this tower, is likely to lead further downward.
above). To one side is engraved on the wall:

The opening leads to an area with a few chairs (that Songs of our ally may be treated gently
break if anyone sits in them) and shelves that may

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DDAL05-07 Chelimber’s Descent 16

Diou Knox (Order #25112054)


If the character sings the phrase presented on the All that remains on the shelves is a small metal
floor above: hammer, and a stone mortar and pestle.
The right-hand wall is pierced by a wall of various
Akadi’s healing kiss once more to feel shades of blue and green. (See description of the
Air bursts free in no one’s thrall Water wall above). To one side is engraved on the
wall:
Not only do they pass through without harm they
regain 7 (2d6) hit points. If they pass through the Songs of our ally may be treated gently
wall without uttering the phrase, they take 3 (1d6)
lightning damage, or half damage on a successful If the character again sings the phrase presented on
Constitution DC 13 saving throw. the floor above:
XP Award. If each of the characters pass
harmlessly through the wall, award each character Istishia’s triumph to confirm
100 XP. Water rushes out to cover all

Then they pass without damage. Otherwise, they


take 3 (1d6) bludgeoning damage.
The 20-foot-square room has a brass brazier in each corner XP Award. If each of the characters pass
and a circle of arcane symbols inscribed in the center of the harmlessly through the wall, award each character
room. There are shelves to either side of the wall through 100 XP.
which you entered.
In the spirit of fairness, not shortchanging the characters of
If anything was on these shelves it has already XP, if the characters didn’t encounter the gargoyles, and if
crumbled into dust. the characters are below the minimum XP award for the
The wall opposite the entrance is pierced by a 10- adventure or just seem hungry for a fight; add the encounter
foot by 10-foot wall of brown and grey light. with the gargoyle and mephits (See Area 5, above).
(See description of the Air wall above). To one side is A fight in this room however, could be difficult, as the
engraved on the wall: characters might be maneuvered into walls of light without
the phrase and the effect triggered.
Gently treat with song the phrases wisdom dictates
This is a bit of a twist and a warning; air and earth
are enemies, but air and water are not so here the
character needs to sing the phrase for water The walls of this 20-foot-square room are covered in mold
presented on the floor above: and the circle of runes in graved on the floor is blacken by fire
and damaged. On the shelves by the entrance is a foot-long
Istishia’s triumph to confirm length of ivory wood.
Water rushes out to cover all

If they do not, they take 3 (1d6) lightning damage as The length of wood is a wand of webs.
they pass through this wall, or half as much with a The right-hand wall is pierced by a wall of brown
successful DC 11 Dexterity saving throw. and grey light. (See description of the Earth wall
XP Award. If each of the characters pass above). To one side is engraved on the wall:
harmlessly through the wall, award each character
100 XP. Songs of our ally may be treated gently

If the character sings the phrase presented on the


floor above:
The 20-foot-square room has piles of rocks in each corner
Grumbar’s oath unchanging and true
and a circle of arcane symbols inscribed in the center of the Earth remains strong protecting all
room. There are shelves to either side of the wall through
which you entered. Characters who sing the phrases move through the
wall of light unhampered. Those who do not must

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DDAL05-07 Chelimber’s Descent 17

Diou Knox (Order #25112054)


take 3 (1d6) bludgeoning damage or half damage on
a successful DC 11 Constitution saving throw. Here are the adjustments for the encounter. They are not
Treasure. The characters find a wand of webs on a cumulative.
shelf in the room.
 Weak/Very weak: Remove a magmin
XP Award. If each of the characters pass
 Strong: Add a magmin
harmlessly through the wall, award each character
 Very Strong: Add two magmin
100 XP.

The characters are now in a room the wizard used to The arcane locked door is wooden with rusted iron
rest in occasionally, the fragile remains of cushioned banding (AC 22; 20 hit points; immune to poison and
benches lie in pieces on the either end of the room. A psychic damage). It requires either a DC 25 Strength
door is in in the wall opposite the wall of light. If (Athletics) check or a set of thieves’ tools and a DC
they need to take a short, or long rest this is a 25 Dexterity check to open it. Alternatively, knock
“relatively” safe place. momentarily suppresses the arcane lock.
The open book is an actual spell book. It has the
following spells: absorb elements, catapult, ice knife,
earth tremor, dust devil, skywrite, and wall of water
This was the Wizards workshop for creating (all found in Princes of the Apocalypse Appendix B).
elemental gems, scrolls and potions; as well as The other two books contain shockingly abysmal
developing new spells. (not abyssal) poetry.
This was a much more effective trap when the
Work benches line one wall of the large room. Each work Wizard was alive to deal with would-be thieves.
station seems fitted out with a table of the appropriate Time and historical events have relegated it to little
height for working with tools and supplies. Most of the tools more than an annoyance for the characters.
are in too poor of shape to be useful as are the supplies. Other Exits. There are two unlocked doors, both
of which access the library via hallways and a secret
door that is the only access to the Treasure room.
All the furniture in here is made of stone, the better
to weather any accidents. This includes the two long  Locating the secret door requires a successful DC
tables. There are glass beakers and vials on the long 15 Wisdom (Perception). It was originally harder
tables. but dust has settled in some of the edges, making
Treasure. While most of the tools here are this a tad easier.
worthless, a set of jeweler’s tools are still useable  Finding the opening mechanism (a specific stone
and worth 25 gp. in the wall) is a bit more difficult; it requires a DC
20 Intelligence (Investigation) check to find, but
simply pushing the stone once found, gains the
A writing table next to the door has three books— characters entrance to the treasure room.
one of which is an open spellbook. Disturbing one of  All this work might be a bit disappointing,
the closed books triggers three glyphs of warding. however, since the wizard had spent much of his
Detecting/Disabling. Detecting the trap requires wealth furnishing the tower by the time of his
a successful DC 18 Intelligence (Arcana) or Wisdom famous duel with Taskor. The entirety of his
(Perception)check. A character using detect magic surviving wealth, 200 gp worth of various coins
detects the trap automatically. The trap can be and gems in several containers spread among the
removed only by the use of dispel magic. shelves of this room. There is a large chest in the
Triggering. Moving the spellbook in any way, room, suitable for holding many books and scrolls.
including turning a page or closing the cover, It, too, is disappointingly empty
triggers the trap.
Effect. The first glyph casts mage hand to close the
book. The second glyph casts arcane lock on the The characters find 200 gp worth of various coins
nearest door (the door to the Summoning Chambers, and gems, a set of jeweler’s tools wroth 25 gp, and a
above). The third and final glyph conjures two spellbook containing absorb elements, catapult, ice
magmin. knife, earth tremor, dust devil, skywrite, and wall of

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DDAL05-07 Chelimber’s Descent 18

Diou Knox (Order #25112054)


water (all from Princes of the Apocalypse Appendix The Wizard of the Crag’s personal journal is here.
B). In it it details his plans to adding a waterfall and
preliminary plans for additional features to
showcase air and fire. Apparently, he hoped to
create a school for elemental wizards here.
The bookcase behind the desk hides a secret door
All the walls in this room are lined with book shelves. On the
and access to the stairway. Detecting the secret door
right side of the room is a large desk, and on the left side are requires a successful DC 13 Intelligence
the rotted remains of what may have been a pair of leather (Investigation) check.
chairs.
Behind the desk sits a gaunt, humanoid in tattered
clothing, and a few skeletons stand in silent watch behind it.
If the characters choose to explore the rest of the
tower, they may. They do need to either suppress
The creature behind the desk is a wight, and there the spell/ break the lab door or use the secret
are a total of four skeletons—one in each corner. doorway in the laboratory to return to the surface.
One of the skeletons carries a meat cleaver loosely at The same care must be made regarding allies and
its side (it deals slashing damage instead of piercing enemies when returning through the Summoning
damage). rooms.
The wight, Elquen, was the towers librarian and a The main concern here is what books are they
sorcerer. When the Wizard of the Crag died, he taking with them and how are they transporting
attempted to control the water elementals. His magic them? While the trunk is large, it can only hold the
surged and left him a wight. In the chaos, a few other books and scrolls from the cupboards between the
of the towers guards and servants where trapped. doors. The other set of books requires at least
He tried to help them, but once again his magic another trunk or a bag of holding (which members of
backfired and turned the three guards and the cook the Harpers may have been given). Allow out of box
into skeletons. He as sworn off the use of magic. He solutions, such as doing something with remains of
doesn’t allow the characters to take any books, and if the tents seen before they entered.
the characters try to leave with them without Returning to Parnast with the books, Hsing greets
destroying him first it follows. them warmly and has a wagon ready to transport
the cargo on to SEER. He also pays the reward
promised of 150 gp.
Here are the adjustments for the encounter. They are not
If a character wants to copy any of the works for
cumulative.
their faction they can convince Hsing to wait a few
 Very Weak: Remove two skeletons; the wight has only 30 days before leaving, and any members of the
hit points, Harpers may spend five downtime days copying
 Very weak: Remove two skeletons texts to satisfy the requirement for their faction
 Strong: Add two skeletons
assignment. If they spend an additional five days,
 Very Strong: Replace a skeleton with a wight
they also gain one 3rd level or lower spell from
The book cupboards on the wall with the doors to Princes of the Apocalypse Appendix B.
the lab are made of glass and stone. These hold the
only salvageable books and scrolls in the library. If
the characters do not have bags of holding or other
ways to carry them, there is the trunk in the treasure
room. These books are extremely old, so deciphering
what is written, even for those that know the
language, is difficult and takes time. They are also in
several different languages. Two entire shelves of
books are written in a form the giant language with
runes scattered about the texts. Numerous history
books are included as are religious tracts. There are
an additional three shelves on magical theory.

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DDAL05-07 Chelimber’s Descent 19

Diou Knox (Order #25112054)


Permanent magic items are divided up according
to a system. See the sidebar if the adventure awards
Make sure the players note their rewards on their
permanent magic items.
adventure log sheets. Provide them your name and
DCI number (if applicable) so they can record who
ran the session. Item Name GP Value
Rainbow tourmaline 10
Topaz 10
Jet 10
Total up all combat experience earned for defeated
Diamond paperweight 25
foes and divide by the number of characters’ present
Complete mission award 150
in the combat. For non-combat experience, the
rewards listed are per character. Give all characters Jeweler’s tools 25
in the party non-combat experience awards unless Gold & gems 200
otherwise noted.

D&D Adventurers League has a system in place to determine


Name of Foe XP per Foe who is awarded permanent magic items at the end of a
Gargoyle 450 session. Each character’s logsheet contains a column to
Stone mephit 50 record permanent magic items for ease of reference.
Magmin 100  If all the players at the table agree on one character taking
Wight 700 possession of a permanent magic item, that character gets
Skeleton 50 the item.
 In the event that one or more characters indicate an
interest in possessing a permanent magic item, the
Task or Accomplishment XP per Character character that possesses the fewest permanent magic
Solve Door Puzzle 25 items gets the item. If there is a tie in the total number of
Avoid Shrine traps 25 each trap permanent magic items owned by contesting characters,
Disabling door traps 25 each door the item’s owner is determined randomly by the DM.
Use summoning chambers phrase 100 ea.
Avoid glyph of warding trap 150
Avoid combat with Gargoyles 125 Wand, uncommon (requires attunement by a
spellcaster)
The minimum total award for each character This short, squat wand is fashioned from single piece
participating in this adventure is 450 experience of white wood tipped with a pair of black diamonds
points. cut to resemble spinnerets. A description of this item
The maximum total award for each character can be found in Player Handout 2.
participating in this adventure is 600 experience
points.
Scroll, common
The scroll has the spell tongues which can be found
The characters receive the following treasure, in the Player’s Handbook.
divided up amongst the party. Characters should
attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable gear are Scroll, common
calculated at their selling price, not their purchase
price. The scroll has the spell lesser restoration which can
Consumable magic items should be divided up be found in the Player’s Handbook.
however the group sees fit. If more than one
character is interested in a specific consumable
magic item, the DM can determine who gets it
randomly should the group be unable to decide.

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DDAL05-07 Chelimber’s Descent 20

Diou Knox (Order #25112054)


The characters have the opportunity to obtain a new
downtime activity during the course of this
adventure:
Faction Copyist. Any character may spend ten
downtime days assisting their faction by copying the
texts retrieved for SEER. Upon completing this
downtime activity, the character may copy one spell
from the Elemental Evil Player’s Companion of a level
they can cast for their spellbook

Each character gains one renown for successfully


completing the adventure.
Members of the Harpers who either manages to
copy some of the books, or steal some for the faction
gain an additional point of renown.

Each character receives five downtime days at the


conclusion of this adventure.

You receive 150 XP, 75 gp, and five downtime days


for each session you run of this adventure.

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DDAL05-07 Chelimber’s Descent 21

Diou Knox (Order #25112054)


Small elemental, neutral evil
Armor Class 11
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 20 ft.
Medium elemental, chaotic evil
STR DEX CON INT WIS CHA
Armor Class 15 (natural armor) 8 (−1) 12 (+1) 12 (+1) 9 (−1) 11 (+0) 7 (−2)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft. Skills Stealth +3
Damage Immunities poison
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages, Terran
Damage Resistances bludgeoning, piercing, and
Challenge 1/4 (50 XP)
slashing from nonmagical attacks that aren’t
adamantine Death Burst. When the mephit dies, it explodes in a
Damage Immunities poison shower of pebbles. Each Medium or smaller creature
Condition Immunities exhaustion, petrified, poisoned within 5 feet of it must succeed on a DC 11 Dexterity
Senses darkvision 60 ft., passive Perception 10 saving throw or take 7 (2d6) bludgeoning damage.
Languages Terran False Appearance. While the mephit remains
Challenge 2 (450 XP) motionless, it is indistinguishable from an inanimate
False Appearance. While the gargoyle remains statue.
motionless, it is indistinguishable from an inanimate
statue.
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6 + 1) bludgeoning damage.
Multiattack. The gargoyle makes two attacks: one with Stone Breath (Recharge 6). The mephit belches a
its bite and one with its claws. barrage of pebbles in a 15-foot cone. Creatures in that
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one area must succeed on a DC10 Dexterity saving throw,
target. Hit: 5 (1d6 + 2) piercing damage. on taking 7 (2d6) bludgeoning damage on a failed save,
or half as much damage on a successful one.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.

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DDAL05-07 Chelimber’s Descent 22

Diou Knox (Order #25112054)


Small elemental, chaotic neutral Medium undead, lawful evil
Armor Class 14 (natural armor) Armor Class 13 (armor scraps)
Hit Points 9 (2d6 + 2) Hit Points 13 (2d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)

Damage Resistances bludgeoning, piercing, and Damage Vulnerabilities bludgeoning


slashing from nonmagical attacks Damage Immunities poison
Damage Immunities fire Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 9
Languages Ignan Languages understands all languages it knew in life but
Challenge 1/2 (100 XP) can’t speak
Death Burst. When the magmin dies, it explodes in a Challenge 1/4 (50 XP)
burst of fire and magma. Each creature within 10 feet
of it must make a DC 11 Dexterity saving throw, taking
7 (2d6) fire damage on a failed save, or half as much Shortsword. Melee Weapon Attack: +4 to hit, reach 5
damage on a successful one. Flammable objects that ft., one target. Hit: 5 (1d6 + 2) piercing damage.
aren’t being worn or carried in that area are ignited. Shortbow. Ranged Weapon Attack: +4 to hit, range
Ignited Illumination. As a bonus action, the magmin 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
can set itself ablaze or extinguish its flames. While
ablaze, the magmin sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (2d6) fire damage. If the target is a
creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the creature
takes 3 (1d6) fire damage at the end of each of its
turns.

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DDAL05-07 Chelimber’s Descent 23

Diou Knox (Order #25112054)


Medium undead, neutral evil
Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4


Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t
silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Multiattack. The wight makes two longsword attacks


or two longbow attacks. It can use its Life Drain in place
of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later
as a zombie under the wight’s control, unless the
humanoid is restored to life or its body is destroyed.
The wight can have no more than twelve zombies
under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 24

Diou Knox (Order #25112054)


Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 25

Diou Knox (Order #25112054)


Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 26

Diou Knox (Order #25112054)


Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 27

Diou Knox (Order #25112054)


The symbols are on tiles inserted in an area that
allows them to be moved around.

Be not faithless
Magic and Knowledge divine
Not in power or sphere presented
But in names Ascending

Diou Knox (Order #25112054)


The characters have the opportunity to obtain a new
downtime activity during the course of this
adventure:

Any character may spend ten downtime days


assisting their faction by copying the texts retrieved
for SEER. Upon completing this downtime activity,
the character may copy one spell from the Elemental
Evil Player’s Companion of a level they can cast for
their spellbook

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 29

Diou Knox (Order #25112054)


Wand, uncommon (requires attunement by a
spellcaster)
This short, squat wand is fashioned from single piece
of white wood tipped with a pair of black diamonds
cut to resemble spinnerets.
This wand has 7 charges. While holding it, you can
use an action to expend one of its charges to cast the
web spell (save DC 15) from it.
The wand regains 1d6+1 charges daily at dawn. If
you expend the wand’s last charge, roll a d20. 0n a 1,
the wand crumbles into ashes and is destroyed.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 30

Diou Knox (Order #25112054)


Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-07 Chelimber’s Descent 31

Diou Knox (Order #25112054)


Grumbar’s oath unchanging and true
Earth remains strong protecting all

Istishia’s triumph to confirm


Water rushes out to cover all

Akadi’s healing kiss once more to feel


Air bursts free in no one’s thrall

Kossuth’s renewing purification performed


Fire erupts dancing death for all

Sing praises or be tested.

Songs of our ally may be treated gently

Gently treat with song the phrases wisdom dictates

Songs of our ally may be treated gently

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DDAL05-07 Chelimber’s Descent 32

Diou Knox (Order #25112054)


If you are DMing this adventure during the months of November – December 2016, please show your players this
page. The QR code below can be scanned, and will allow them to give feedback and results on the adventure to
influence the storyline in the future!

If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter
their results.

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DDAL05-07 Chelimber’s Descent 33

Diou Knox (Order #25112054)

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