DDAL08-13 - The Vampire of Skullport

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The adventure involves investigating vampire activity in Skullport and Vanrakdoom at the request of the vampire Artor Morlin. It is spread over multiple episodes and bonus episodes.

The adventure is about investigating increased vampire activity in Skullport and the Undermountain at the request of the vampire Artor Morlin, who is searching for a new lair. He believes the vampire Keresta Delvingstone is behind the increased activity.

Artor Morlin is a vampire known as the Masked Lord of Waterdeep. He has taken up temporary residence in Skullport after his home was frequently visited by treasure hunters. He has hired adventurers to find him a new lair and to investigate rumors about vampire activity in Vanrakdoom led by Keresta Delvingstone.

Something is wrong in the endless gloom of Skullport, and the Baron of Blood has tasked you

with setting things right. Part One of the Undying Threat trilogy. A Four-Hour Adventure for Tier
3 Characters. Optimized for APL 13.
Lead Designer: Cindy Moore
Additional Design: Alan Patrick

Editing: Claire Hoffman, Travis Woodall


D&D Adventurers League Guildmaster: Chris Lindsay

Art Director & Graphic Design: Rich Lescouflair


Stock Art: Publisher’s Choice Quality Stock Art © Rick
Hershey/ Fat Goblin Games
Cartography: Cartography Stock Art © Derek Ruiz / Elven
Tower Cartography (all maps)

D&D Adventurers League Wizards Team: Adam Lee, Ari


Levitch, Chris Lindsay, Mike Mearls

D&D Adventurers League Administrators: Alan Patrick,


Amy Lynn Dzura, Travis Woodall, Lysa Chen, Claire Hoffman,
Greg Marks

Playtesters:

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.

©2018 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.
“Sooner or later, every curse is a prayer” (for better or worse) residents of Skullport and
learn the truth of the kidnappings.
—Terry Pratchett, Wintersmith
• Episode 3: The Lair of the Cult of Midnight.
Exploring a formerly-sealed temple in the cavern
walls around Skullport reveals horrible truths—
The vampire MASKED LORD OF WATERDEEP, including that the portal to Vanrakdoom is being
ARTOR MORLIN, has found a temporary home in guarded by a vampire in the employ of Keresta
Skullport. After having his home frequented by Delvingstone, Austra Trumaine. This is Story
treasure hunters, he has employed adventurers to Objective B.
find him a new home.
Rumors have reached Artor concerning vampire
activity in VANRAKDOOM. This lair is led by This adventure also includes two, 1-hour bonus
KERESTA DELVINGSTONE, a vampire cleric of SHAR objectives that the characters can pursue if they have
who currently resides in Vanrakdoom. Artor believes additional time to do so—earning additional
that all the vampires found in SKULLPORT and advancement and treasure checkpoints in the
Waterdeep are because of her order to spawn more process. These bonus objectives are found in this
of their kind. adventure’s appendices, as follows:
Under the guise of finding some missing
• Bonus Objective A: The Worm’s Gullet. A visit to
adventurers, Artor seeks to ruin the haughty
The Worm’s Gullet reveals that there may be a
vampire’s plans while also securing access to a secret
more nefarious purpose for the kidnappings than
passage from Skullport to Vanrakdoom for his own
initially thought. Appendix 6.
future purposes.
• Bonus Objective B: Glorious Retaliation. After
What Artor does not know is that Keresta is not the
pushing back a threat from the Cult of Midnight,
one directing the creation of more vampires. It is an
one of the residents of Skullport makes a humble
acolyte of Keresta’s, SEABORDT, who aspires to win
request of the characters: strike back at the Cult
Shar’s favor away from Keresta.
and make it hurt. Appendix 7.

The adventure’s story is spread over three story


Depending on your time constraints, play style and
episodes that take approximately four hours to play.
environment, this adventure takes approximately
These episodes are introduced by a Call to Action
four to six hours to play.
Episode. The adventure also includes two 1-hour
bonus episodes that can be played if time permits,
that are introduced anywhere in the adventure.
The duration of your session depends on how much
If you’re planning to play the entire adventure at
of this adventure you utilize. At the very least, your
once, you only need to introduce the Call to Action
session will last approximately 4 hours. However, if
once. However, if you plan to play them over several
you wish, you can provide a longer experience for
sessions, you’ll want to revisit the Call to Action each
your players by utilizing the bonus objectives.
time you play.
Story Objectives Only. To complete the both of the
• Episode 1 (Call to Action): Secret Ways. Artor adventure’s story objectives, the characters play in
enlists the characters to find a few “lost associates”, Episodes 1 through 3 in order.
and to keep an open eye for a method by which to Bonus Objectives. You can extend this adventure
enter Vanrakdoom. He warns that vampire activity by one or two hours by utilizing the bonus
in Skullport has been increasing. This is the Call to objectives provided in the appendices. Bonus
Action. Objective A can be introduced if the players follow
• Episode 2: Rumors Abound. The characters the rumor that people have gone missing after
inquire at the Flagon and Dragon in Skullport and visiting The Worm’s Gullet. Bonus Objective B is used
its proprietor Cal’al Claddani as to the if the characters follow up on Lara Vu’s request for
disappearances. They interact with several notable retaliation against the Cult of Midnight.

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DDAL08-13 The Vampire of Skullport (v.1.0) 3
This section provides a basic understanding of not only the flow of the adventure, but also the outline of the
different paths that your players may take in reaching their stated objective.

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DDAL08-13 The Vampire of Skullport (v.1.0) 4
Estimated Duration: 30 minutes

The adventure begins in Skullport, where Artor other hand puts on the pretense of simply being at
Morlin has taken a temporary lair until adventurers the Flagon and Dragon to have a drink but is looking
are able to find him a suitable home. Artor is a for more victims for the cult. Any character that
masked Lord of Waterdeep, as well as a vampire, succeeds on a DC 16 Wisdom (Insight) check realizes
charged with keeping any vampiric threat from the that the cultist is attempting to covertly listen to
city. The Flagon and Dragon is on the lower level of Cal’al’s explanation of the vampire nest. If
Skullport. It offers its fair share of rumors and discovered, he leaves the establishment and, if
information as well as local spirits. confronted, denies any involvement
What Does Cal’al Know? Cal’al suspects that a
• Played Previous Adventure. Having previously
cult (“because it’s always Shar”) has been preying
met Artor Morlin, the characters have been given a
upon visitors and residents alike. She explains in a
list of missing persons (Appendix 4) and
very gossipy manner that people have been going
instructed to meet with a half-elf named Cal’al
missing. “Sure, Skullport is no tourist destination but
Claddani to learn about recent disappearances in
we have a life here. We have rules here—an accord,
Skullport. Additionally, Artor believes that a portal
even!” She goes on to say that even powerful
to Vanrakdoom—one of the many levels of the
adventurers have gone missing.
Undermountain dungeon complex—exists
BONUS OBJECTIVE A. Cal’al tells the characters
somewhere in the port city and has charged the
that she’s heard of people going missing soon after
characters with securing it.
visiting the Worm’s Gullet, and suspects that any
• Didn’t Play Previous Adventure. The characters’ investigation should start there.
evening at the Flagon and Dragon is interrupted What Does Fergus Know? Fergus won’t share
when they the proprietor, Cal’al Claddani brings any information unless magically compelled or
word of a nest of vampiric devotees of Shar reduced to 0 hit points and healed, as the cult would
because they’re “clearly quite capable” and “it “do far worse”. Should this happen, he admits to
would be a real boon if someone were to just up worshiping Shar but swears that he detests
and clean those creatures up”. She hands the vampires. In truth, he idolizes them—no check is
characters a flyer (Appendix 4) and explains that needed to determine this.
another group of adventurers never came back to BONUS OBJECTIVE A. Fergus lets slip that “The
square up their bill and she believes that they have Worm’s Gullet is definitely not where the victims get
been taken. Other, similar flyers can be seen— marked.” (lie)
apparently it’s not uncommon for patrons to just
walk out on their tab here.
Cal’al stresses that even powerful adventurers have
been taken (or so she’s told), and to be wary: here,
This area has the following features: things like the worship of Shar are the norm and
Dimensions & Terrain. The Flagon and Dragon is violent retaliation draws the ire of the Skulls. She
a mid-grade tavern. It is a sturdy building made of suggests that the characters perform their own
stone with a beautiful fireplace as its main aesthetic investigation and says that a visit to the Scent and
feature. Many sturdy wooden tables and chairs fill Stone—“a diviner’s haven”—may be in order
the space and a long bar takes up the entire far wall. (Episode 2, Scene C).
Lighting. The establishment is well lit by the
fireplace and lanterns that hang low from the rafters.
Over a century ago, these flameskulls were arbiters of their
own mad version of law and order in Skullport. While they
Cal’al Claddani is here, tending the establishment. have deteriorated and are now generally incomprehensible,
So too, is a cult fanatic of Shar named Fergus. they can be a tool for the DM to add some weirdness to the
Objectives/Goals. Cal’al loves to talk about adventure. They can interrupt fights with powerful magic,
Skullport and her people, and fancies herself as the suddenly appear to give the characters bizarre quests, or
go-to person for information. She’s grown concerned claim that the party is violating some nonsensical law. Feel
about kidnappings and vampire cult. Fergus on the free to use them in whatever way enhances your adventure!

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DDAL08-13 The Vampire of Skullport (v.1.0) 5
Estimated Duration: 2 hours

Powerful denizens of Skullport have noticed the Skullport isn’t like the surface cities that the
arrival of the characters. If possible, consider using characters are likely familiar with—here, races like
the Skullport appendix in Waterdeep Dungeon of the duergar and mind flayers rub shoulders with
Mad Mage. For a more direct experience, the dwarves, humans, and beady-eyed halflings. It is a
characters are observed by group of cultists devoted den of villainy, but everyone holds their aggressions
to Shar. in check due to the protection that the thirteen
ancient flameskulls offer to the city (see sidebar).
The characters will need to blend in while they
This episode is pursued after receiving the Call to investigate, lest they run afoul of those that live here.
Action from Cal’al Claddani in Episode 1. Scenes A, B, and C can be run in any order; Scene D
should be run when characters have learned about
the Sharan cult or when you determine that the
Identifying who is kidnapping people in Skullport cultists are ready to ambush them.
and why they are doing this is Story Objective A.
This adventure’s Bonus Objectives are interwoven
into the core story: Bonus Objective A can be The area has the following features:
explored and completed at any time during this Lighting. The street lanterns shed dim light in a
Episode, while Bonus Objective B can be explored 10-foot radius and are spaced 30 feet apart. A few
and completed any time after the characters learn buildings have candles in their front windows.
about it from Lara Vu in Scene C.

Travelers are uncommon on the streets of Skullport,


This section is very free-form. Scenes A, B, and C can be run but feel free to describe some fantastic sights: a
in any order—use them to create a more fully-realized mind flayer with a pair of leashed intellect
Skullport experience for everyone. Advance to Scene D when devourers; a minotaur flanked by two halfling
the characters have enough information—of if they dally or wererats, a quartet of confused dwarven street
go off-track, consider springing Scene D as an ambush!
musicians from a band named “The Foundation”, and
Be mindful of any timing needs and adjust sections as
so on. While these are not intended to be combat
needed, especially where combat is concerned or if the
characters lose track of the investigation. In general, the Cult
encounters, it may happen—consult the Scene notes
of Midnight is more eager than they are prepared. and the Skulls handout for more direction.

Open combat in the streets of Skullport is almost certainly like Drive home the strange,
Skullport draws 1d3 flameskulls no place that the characters villainous feel of the city. If the
at the beginning of the second have visited before. They can characters remain respectful in
round. Repeated infractions spot remnants of dwarven and their exchanges, consider
bring an additional 1d3 Netherese architecture together treating them all as if they had
flameskulls until all 13 are with drow and Waterdhavian the All Eyes on You feature (from
present; should this happen, the influences. For exploration- the Far Traveler background) if
flameskulls do not hold back and focused groups, help them you have access to it, or simply
attempt to expel the characters identify potential ambush sites allow them to make some
from the city—by any means and either set a trap or allow erstwhile “friends” during their
necessary. Add combatants as- them to prevent such an event visit here.
needed in each Scene. from taking place.

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DDAL08-13 The Vampire of Skullport (v.1.0) 6
Skullport has its fair share of street vendors just like the pendant), Vyraxxan panics and claims that Cutie
any other city. The characters may observe and (Scene B) sold it to him “for a few lousy copper”.
interact as needed and find a valuable clue. This
encounter takes place at a street vendor’s stall just
outside the Flagon and Dragon. Vyraxxan’s tactics become more urgent if the
characters appear to be disinterested, going so far as
to apologize profusely while making (likely hollow)
Vyraxxan, a darkling, is selling (mostly broken) promises about finding them additional gear or
equipment and trinkets “from the Realms above” for providing “special contacts” for whatever rare or
a few silver pieces each. A few are bloodstained, and exotic wares that he doesn’t, himself, carry.
among them is an entire hornet’s nest (Appendix 4). He can sell any item on the Weapons or
Objectives/Goals. Vyraxxan wants to unload as Adventuring Gear tables found in the Player’s
much of his wares as he can—including selling the Handbook, and several of his stocked items have one
stall if needed. As a member of the Xanathar Guild he of the following properties. Feel free to roll
can procure another one with little effort. If the randomly, or simply choose an item that the
characters spend 25 gp or more with him, he characters would find interesting and add one of
whistles between broken teeth “Well now I don’t these properties. The cost of items bearing these
have to deal with those suckers from the Cult of properties are 50% higher than those without.
Midnight anymore today!”
What Do They Know? The darkling is dodgy and
adept at convincing people to buy goods that they D6 Quirks & Minor Properties
don’t actually need (Deception +8). If any of the 1 Gleaming. This item never gets dirty.
characters are members of the Xanathar Guild or Blissful. While in possession of the item, the
bearer feels fortunate and optimistic about
play into his ego, he shares his information with
2 what the future holds. Butterflies and other
little more than a wink and nod or perhaps a small harmless creatures might frolic in the item’s
bribe. He’s hesitant to speak of his suppliers but presence.
claims that he receives lots of product from “them” 3 Unbreakable. The item can’t be broken.
because he doesn’t ask questions and understands Frail. The item crumbles, frays, chips, or cracks
that the best business is the one where everyone slightly when wielded, worn, or activated. This
makes money. If pressed for information on this, he 4
quirk has no effect on its properties, but if the
simply says “Oh, the Cult of Midnight is nobody, item has seen much use, it looks decrepit.
really. One with the shadows and all that” and adds Covetous. The item’s bearer becomes
5
“but they’re resourceful and bring me all sorts of obsessed with material wealth.
exotic goodies”. If confronted with evidence (such as 6
Confident. The item helps its bearer feel self-
assured.

Vyraxxan isn’t a fighter and begs If the characters hide and Vyraxxan is a self-serving,
to trade information for his life. observe him, they can watch opportunistic merchant. He is no
If combat breaks out, 1d3 Vyraxxan receive new goods fool, but large sales can loosen
flameskulls arrive immediately. from a member of the Cult of his lips and he is privy to a fair
Midnight. They might then wish amount of gossip about both the
to trail the cultist to Scene C. Xanathar Guild and the Cult of
Midnight.

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DDAL08-13 The Vampire of Skullport (v.1.0) 7
As the characters explore the city and ask questions, characters cooked “stuff” (a mixed sausage of
one or more of the monstrous residents pushes back questionable origin that smells oddly sweet but has
with something along the lines of “unwanted meat a mustard-like flavor). A serving of “stuff” costs 2 sp
sometimes turns up at The Bin”. The characters and comes on an unleavened onion roll.
quickly discover that the Bin is a foul and thoroughly What Does She Know? She is direct in that she
dingy butcher shop. says that she no longer pays her team to hunt—the
Cult of Midnight recently entered a contract to
supply her with raw materials. She knows nothing
The area has the following features: more about them than this but adds that she “serves
Dimensions & Terrain. The interior is comprised all kinds here”. Should the characters mention the
of a large number of shelves, buckets, and stone-slab missing people, or seem to be at a loss for words,
tables where her employees hack apart chunks of Cutie grunts that “Lost things can be found at the
(thankfully unidentifiable at a glance) meat. Scent and Stone, not here” (Scene C).
Lighting. A small number of greasy oil lamps emit
dim light throughout the building, with one lamp
giving bright light at the front counter. The characters can watch one of the quaggoths carry
rubbish out the back door every 30 minutes. Near
the front door can be found flyers for Vyraxxan’s
There are four goblins and two quaggoths in The stand (Scene A).
Bin. The proprietor is Cutie (a female minotaur)
whose fur is matted and caked with debris of
questionable origin. The following can be found here:
Objectives/Goals. Cutie isn’t the talkative sort
• A suit of non-functional bone armor (Appendix 4)
and prevents her employees from engaging in
has been discarded in the trash behind The Bin.
conversation through threats and the occasionally
bit of percussive maintenance. She sells the

The staff at The Bin aren’t If the characters hang back and Cutie calls for guards or signals
capable of putting up much of a wait, they see a small group from for the flameskulls if the
fight. Instead, they attempt to the Cult of Midnight bring a tarp- characters pester her or her
fling meat and juices in the covered cart to the back door of customers. She uses few words,
hopes of marking the characters The Bin. If they take care to preferring instead to rely on her
and making life difficult for them remain hidden, they see that the actions.
outside of here. bodies are humanoids and hear
Cutie mutter “Sure, raw
sausage.”

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DDAL08-13 The Vampire of Skullport (v.1.0) 8
This shop is the home of a gynosphinx-turned- oracle is threatened with dismemberment for
human “oracle” named Lara Vu. interfering in “Midnight’s Matters”.
If the characters did not follow the cultist, one
barges in during their conversation with the oracle,
This area has the following features: yelling screaming. Lara sighs, proclaims “Well, this is
Dimensions & Terrain. This building is both now breaking and entering” and unless the
home and business for Lara Vu. The furnishings are characters interfere, she uses a legendary action to
sparse, and a large crystal ball sits on the table in the cast banishment on the cultist, saying “I’ll just save
main room. A DC 14 Wisdom (Insight) check reveals that one for later.”
that everything feels deliberately placed to minimize Once the characters have had some time with Lara
the comfort of visitors. Vu, a group from the Cult of Midnight rushes in. This
Lighting. The room is brightly lit by a continual group includes two human war priests of Shar and
flame spell that has been cast in the fireplace. one human blackguard. They seek to render
everyone unconscious so that they can be taken back
to the nest (Episode 3). She is likely to assist them
Lara Vu (a gynosphinx trapped in human form) with her own formidable abilities.
owns this small building. She verbally welcomes
visitors, but her tone is matter-of-fact and direct.
Objectives/Goals. Lara Vu would like to see the If Lara Vu survives the attack and the characters did
Cult of Midnight driven out of Skullport. She feels not attack her, she asks them to retaliate against the
that the characters may prove worthy allies in this Cult of Midnight. She hands them a writ that will
endeavor but needs to be convinced (see the absolve them from one crime in Skullport (she takes
Adjusting the Scene sidebar). a moment to explain that defacing a temple is quite
What Do They Know? If the characters engage illegal) and directs them to a specific building in the
Lara in discussion about the missing persons, she city that houses a portion of their cult.
locks the door and engages them in conversation.
She says that the Cult of Midnight sometimes takes
people, visitors, villains, and heroes alike. She is The following things can be found here:
unsure of how the Cult can evade the gaze of the
• The writ is beneath her crystal ball. The characters
skulls as their laws are inviolable, but she believes
can use this writ to send away the flameskulls one
that the characters are the key to resolving this
time, should they arrive at any point for the
conflict—she saw their coming, and their coming
remainder of the adventure.
conflict against the Cult of Midnight.
• An oddly-colored feathered cap (see Appendix 4).
If Lara is alive, she says that she felt drawn to this
bauble and purchased it from Vyraxxan, a smarmy
If the characters followed a member of the Cult of
merchant elsewhere in Skullport (Scene A).
Midnight (Scene A), the cultist barges in and
delivers a menacing missive to Lara Vu. In it, the

If the Cult or the flameskulls The crystal ball is a mundane Lara Vu is knowledgeable about
have already attacked the device that is an extension of her the history and nature of
characters, consider using power. If the characters remain Skullport. She gladly assists them
enemies that provide a greater outside her home, they can in this combat, and afterwards
challenge. Alternately, Lara Vu easily spot the cultists as they urges them to visit The Bin
may hold back so that she can draw near. In this case she is (Scene B) as she can’t think of
see what strengths the reluctant to attack other than to anywhere else that would
characters bring to the coming defend herself—she wishes to definitely get rid of bodies.
conflict. hide her true nature.

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DDAL08-13 The Vampire of Skullport (v.1.0) 9
The Cult of Midnight has had enough of these employ one of the NPCs to act as their emissary. In
troublesome champions. this situation, the combat should take place in a
location where the characters have significant
advantage.
This combat encounter can take place in any Fewer Than All Three Items. If the characters
appropriate location (see Development): have dallied or aren’t attached to the investigation,
Dimensions & Terrain. There is broken furniture consider using this scene to expedite their
littered throughout this 25-by-30-foot room among involvement. If you do, it’s strongly suggested that
which are a few beds made of the cushions and n old, you simply move to Episode 3 at the conclusion of
stained mattress on the floor. A set of stairs on the this combat, which should take place in a location
leading down and a door on the western wall. where the Cult has significant advantage.
Lighting. There is no light in this room. Throughout the combat, the Cult of Midnight
members call out how the characters would make
“fine additions to the nest”, “are more delicious than
One human blackguard, two vampire spawn, and anticipated”, and so on. When only a single cultist
one human war priest of Shar are prepared to remains, they beg for mercy and blurt out “I’ll take
attack the characters. you to the nest—just let me live!” The cultist gladly
Objectives/Goals. The Cultists seek to knock the shares the nest’s location (Episode 3) and the
characters unconscious—Skullport has laws, after nature of the secret door that leads to the Entry
all, and murder in the streets is still a crime. Chamber. If given a chance, they attempt to escape; if
What Do They Know? The Cult of Midnight successful, they leave Skullport for parts unknown.
realizes that the characters are powerful and fight as
intelligently as they can (consider what the
characters have done in the city, how they’ve talked Here are some suggestions for adjusting this scene:
to the residents, and what gear they flaunt). • Very Weak: Replace a war priest with a vampire spawn.
• Very Strong: Add a war priest and two vampire spawn.

This scene can be modified as-needed depending on


how many of the key items the characters have: One of the cultists carries a stack of wrinkled
All Three Items. If the characters have gathered parchments with the face of one of the characters on
all three of the key items (the pendant, the Harper each page. Below each portrait, the words
pin, and the feathered helm), they should be “demanded by the Cult of the Midnight” can be read
reasonably convinced that the Cult of Midnight is in common. Any damage that the character has
conducting the kidnappings. Allow the characters to suffered is magically added to the parchment. This
craft a reasonable and interesting situation— parchment counts as a trinket.
perhaps the character lure them in with a trap or

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DDAL08-13 The Vampire of Skullport (v.1.0) 10
Estimated Duration: 1 hour 30 minutes

The Cult of Midnight’s lair is in an old temple that is of the Cult may rest inside the temple or cave immediately
hidden inside the cave walls that surround Skullport. outside of it. If the characters enter the temple and then
The temple doesn’t exist on any current maps of the leave to resupply or rest, the Cult clears out and leaves
city. nothing behind.

This episode can’t be utilized until the characters The walls of this small chamber are covered in
complete Episode 2. They may pursue the Bonus drapery with the holy symbol of Shar stitched upon
Objectives before or after this episode. them. The stones are clean, and the candles are unlit.

Finding the portal to Vanrakdoom is Story The five obsidian busts in this hallway appear to
Objective B. bear the visage of Shar. Anyone investigating the
busts that succeeds on a DC 15 Intelligence
(Investigation) check notices that (counting from
This area has the following features: east to west) the first and third busts can be
Lighting. The inside of the temple is dark, as rotated. The other three busts are trapped with
there are no light sources unless specifically noted. nearly invisible magical glyphs triggered by the
Ceilings & Walls. The temple is originally of touch of a living creature. Detecting a glyph requires
Netherese construction and is still preserved by a successful DC 17 Intelligence (Arcana) check and
some of their magic. It is in fine shape, despite being can be removed with dispel magic or similar effects.
swallowed up by the stone. If anyone other than a vampire touches one of the
Entry Caves. These caves are largely busts of Shar, a glyph is triggered (spell save DC 18):
unremarkable. If the characters have a guide (such
• Bust 2. This bust emits a high-pitched shriek that
as a cultist that surrendered in Episode 2, Scene D)
echoes throughout the complex—alerting the
they reveal and open the secret door to the temple
residents of intruders.
easily. Otherwise, locating the catch to open the
• Bust 4. Hold person
secret door requires a successful DC 24 Intelligence
• Bust 5. Abi-Dalzim’s horrid wilting or feeblemind
(Investigation) check.
If the characters rotate the first and third busts to
face the wall, the secret passage in the southern wall
Thanks to the latent Netherese enchantments and the magic slides quietly open.
that has been worked by the Cult of Midnight, only members

Keep the characters in initiative The temple offers many places The characters may feel that the
order for the full duration of to hide and explore. Create a list Cult is a very strong adversary—
their visit. Consider adding more of book titles for the Reading but with a DC 16 Wisdom
vampire spawn if needed to Rooms, allow the characters to (Insight) check, they realize that
keep the dice rolling. A little set ambushes, and so on. the skulls could be brought to
mayhem may be exactly what Encourage and reward their this place to mete out their own
the heroes need! involvement with Advantage and brand of justice. They may also
Inspiration! consider bringing Fergus (if he is
alive) or bring Lara Vu along.

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DDAL08-13 The Vampire of Skullport (v.1.0) 11
The cultists spend the majority of their time here. Based on this missive, it is simple to determine that
this “Austra” has been in charge of the kidnappings.

While the cultists still feed here, the cookware and


stove are caked in dust from years of disuse. Streaks The reading rooms offer some privacy for the
of blood cover the tabletop in patterns that appear to cultists, though they are empty at the moment.
be made from humanoid fingers and hands. Creatures / NPCs. If the characters are here for
Creatures / NPCs. Eight vampire spawn more than five minutes, a vampire spawn enters
surround the table, ravenously devouring raw meat. each of the reading rooms. This may happen earlier
if the characters set off the alarm.

A pressure plate is set into the floor just before the


southern doors and can be spotted with a DC 18 A statue of Shar in her human form stands atop an
Intelligence (Investigation) check. Similarly, detect altar at the eastern side of this chamber. Emanating
magic reveals that the urns radiate a powerful aura from it and filling this room is a modified hallow
of conjuration magic. Once detected, the pressure spell; until the statue is destroyed, the chamber is
plate is easily avoidable. Alternatively, dispel magic filled with magical darkness and silence; undead
(DC 15) disables the trap. The trap is triggered when creatures are unaffected by this hallow.
more than 20 pounds is placed on it or if the urns Creatures / NPCs. Two shadow assassins are
are physically destroyed. If triggered, thick, shadowy pressed against the walls, waiting for a chance to
tendrils snake out from the urns beside the southern strike at living targets. They follow the characters
doorway in a 30-foot cone. Each living creature in out of the room and fight until destroyed.
the cone must succeed on a DC 15 Constitution
saving throw, taking 55 (10d10) necrotic damage on
a failed save, or half as much on a successful one. While the hallow spell is active in the Evil Altar
room, the entrance to this small chamber can be only
be found with a successful DC 20 Intelligence
This room has a number of book shelves that contain (Investigation) check. Once the spell has been ended,
hundreds of tomes detailing the worship of Shar the outline of the doorway is plainly visible.
across the world throughout various cultures and The room contains piles of discarded items from
historical periods, the history of Waterdeep, the people that the Cult has kidnapped. Very little of
Skullport, and Undermountain; and even a collection it remains in a usable state.
of works about vampires (many of which are Treasure & Rewards. The characters find the
sensationalized, romantic works of trashy fiction). following amidst all of the clutter:
• A potion of gaseous form in a dusty glass vial
• A clay pot containing oil of slipperiness
The shelves in this chamber are largely empty—the
only items here are ledgers documenting how many
people have been taken, who they were, and the
status of their transformation into vampires. Those While the hallow spell is active in the Evil Altar
that survived have a checkmark in a column titled room, the entrance to this small chamber can be only
“Vanrakdoom.” Otherwise, the desk is piled with be found with a successful DC 20 Intelligence
papers. A character that spends five minutes (Investigation) check. Once the spell has been ended,
reviewing the docs find a letter reading: the outline of the doorway is plainly visible. The
room contains two sharply-made beds, but they do
“My dearest Austra, not appear to have been slept in for quite some time.

Exemplary work! You have acquired so many converts


in such short a time. Onward to Vanrakdoom!

Seabordt”

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DDAL08-13 The Vampire of Skullport (v.1.0) 12
This narrow passageway is slick with moisture but is more of the alarms, Austra has already finished her
otherwise unremarkable. ritual and the portal to Vanrakdoom is already
open—and reinforcements are coming through.
Objectives/Goals. The Cult of Midnight seeks to
A suit of ancient, rusted plate mail stands on wooden fill Skullport with vampires loyal to Keresta
display rack here. A glyph of warding has been set Delvingstone, the reigning vampire of Vanrakdoom.
into the floor in the hallway (detect magic or a DC 18 Austra is Keresta’s agent here in Skullport and has
Investigation or Perception check required to spot been personally tasked with protecting the portal at
this). If a living creature crosses the glyph—they all costs.
needn’t be walking on the floor—a mage hand is Development. Once begun, the ritual needs no
released from the glyph; it knocks over the armor further effort from the caster and completes at the
stand. The creature that triggered the glyph must beginning of the third round of combat. Once the
succeed on both a DC 14 Dexterity (Acrobatics) ritual is complete, the portal to Vanrakdoom opens.
check and a DC 14 Strength (Athletics) check to Reinforcements can come through and should be
catch the armor and prevent it from making an tailored to the party in a manner that is engaging but
ungodly racket. Other characters can’t Help unless challenging. Add one of the following
they’re affected by haste or similar magic. reinforcement options: one blackguard, one war
priest, or two vampire spawn.

The center of this room is dominated by a huge circle


of spidery runes. Motes of shadow drift in the air. Here are some suggestions for adjusting this scene:
Creatures / NPCs. Unless the characters have • Very Weak: Remove three flickering shadow runes
encountered her elsewhere, Austra Trumaine is • Very Strong: Add two flickering shadow runes and an
here preparing her next sacrifice. She holds one of additional reinforcement.
the Cult’s more recent kidnapped victims by the Treasure & Rewards. Austra wields a staff of
throat—draining their blood into the outline of the withering. They also find that she wears a signet ring
teleportation circle on the floor. At the beginning of that bears a heavily stylized symbol of Shar. If worn,
the third round of combat (or if the characters delay the ring causes the wearer to crave rare meat.
before entering combat), the ritual reaches its
completion point and reinforcements become to
come through. If the characters triggered one or

Each time Austra would take Although the ritual will Austra knows that if the
damage from a source, instead automatically complete, it can be characters defeat her, she is
remove one flickering shadow delayed with dispel magic or better off dead as Keresta’s
rune and prevent that damage; if similar effect (once per round, retribution will be both terrible
no runes remain, she takes no DC needed). If the portal is and prolonged. She firmly
damage as normal. She may use subjected to an antimagic zone, believes that vampires represent
a bonus action to magically Austra does everything in her the future of Skullport and
consume a rune; if she does, she power to destroy whomever or Undermountain.
may immediately use her bite whatever caused that effect.
attack (even if she has already
used her Action this round).

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DDAL08-13 The Vampire of Skullport (v.1.0) 13
This is Austra’s bedchamber. Her bed and sheets are
crisp and clean, with a surprising light floral fabric The characters secure the portal to Vanrakdoom and
that looks like silk from Kara-Tur. let Artor Morlin know where it is. Artor thanks them
Treasure & Rewards. Austra’s traveling spellbook and lets them know he may need them to go through
containing only her prepared spells is tucked into a the portal at a later time. For now, he uses his own
drawer in her desk. She also has a small silver minions to make sure that no more vampires come
dagger emblazoned with the symbol of Shar; it is through to threaten Skullport.
entirely ceremonial and is not a functional weapon. If the characters destroyed the neonate vampires
(Bonus Objective A) and tell Artor about this, he
pauses before responding. “For the better, I suppose.
This small space has a number of chains and Pitiful wretches. Such a waste.”
If the characters saved the neonate vampires
butcher’s hooks hanging from the ceiling. Six bodies
(Bonus Objective A) and tell Artor about this, he
can be seen; three of them have been dead for some
time, but the other three are the adventurers that seems pleased. “As a true hero, yes. Though I’m sure
Artor (or Cal’al) has sent the characters to retrieve these events will haunt them. Skullport has a way of
ensuring that the past doesn’t stay buried long.”
(Appendix A).
If the characters set off the alarm trap in the If the characters discovered that Seabordt is
obsidian bust or hidden armory, or if they took more ramping up efforts to create a second nest of
vampires (Bonus Objective B), Artor is keenly
than ten hours in-game to get to this point, then
interested and vows to hunt down this upstart and
these adventurers are also dead.
If the characters did not set off the alarm and bring him to the swiftest of justices. A DC 14 Wisdom
(Insight) check confirms that Artor is more excited
arrived at this point before ten hours have passed,
by this prospect than he should be, given the dire
then they are alive and although greatly weakened,
they are excited and thankful for the rescue. nature of this news.
Treasure & Rewards. The larder has an array of
items contained inside:
• Austra’s staff of withering is here unless she was
defeated by the characters or fled with it.
• A large number of cast-off personal effects such as
journals, baubles, gold teeth, and a few pieces of
ruined armor. These things are enough to remove
any shadow of doubt that may have remained for
the characters in regard to the Cult of Midnight
being responsible for the kidnappings.

Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL08-13 The Vampire of Skullport (v.1.0) 14
At the end of the session, the characters each receive
rewards based upon their accomplishments. These
rewards include advancement and treasure, and
may include player rewards—magic item unlocks,
story awards, or new downtime activities, as follows:

The characters receive 2 advancement checkpoint


and 4 treasure checkpoints for each story objective
that they complete, as follows:
• Story Objective A: Free the prisoners.
• Story Objective B: Find the portal to Vanrakdoom!
The characters receive 1 advancement checkpoint
and 2 treasure checkpoints for each bonus
objective that they complete, as follows:
• Bonus Objective A: Investigate the Worm’s Gullet.
• Bonus Objective B: Deliver glorious retaliation.

The characters earn the following player rewards for


completing the adventure:

Characters completing the adventure unlock:


Staff of Withering. This staff is made of human
bones wrapped in mithral wire. Whenever a charge
is expended your eye alights with cosmetic black
flames for a round. This item can be found in
Appendix 8.

In exchange for running this adventure, you earn


advancement and treasure checkpoints and
downtime as though you played the adventure, but
none of the adventure’s player rewards.
However, this adventure may qualify for rewards
earned by completing DM Quests. See the ALDMG
(Adventurers League Dungeon Master’s Guide) for
more information about DM Quests.

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DDAL08-13 The Vampire of Skullport (v.1.0) 15
The following NPCs and locations feature Flaw: I’m a sucker for the latest gossip.
prominently in this adventure.
• Seabordt (SEE-bort). Seabordt is referenced in
• Artor Morlin (Arr-TORR More-LIN). A handsome, this adventure but does not appear. The residents
dark-skinned vampire who favors fitted armors of Skullport are not familiar with him, and the Cult
and the color red. of Midnight fears him—so much so that they will
Personality: He is a wary and pragmatic tactician. not speak of his appearance, only his demands and
Ideal: He wishes to gain the most for the least goal of turning everyone into a vampire.
effort.
Bond: He calls on his fellow masked lords for • Cutie (CUE-TEE). A hulking, grunting minotaur,
support and favors. Cutie’s name certainly does not reflect her
Flaw: He lacks imagination, favoring straight- physical form – she is covered in dried blood and
forward plans and preparation. gore more often than not.
Personality: *grunt*
• Austra Trumaine (AWE-stra tru-MANE). Now a
Ideal: Sure, I’ll do it. Nobody else will, right?
vampire, this elf cleric came to Skullport in search
Bond: I make my own luck. The future is bright for
of adventure—and found it! Unfortunately she
me, so don’t get in the way.
also found Keresta Delvingstone (see Waterdeep
Flaw: I get confused easily when people try to
Dungeon of the Mad Mage and the Vanrakdoom
outsmart me. It makes me angry. *grunt*
level).
Personality: Given a choice between feeding on • Lara Vu (LA-ra VU). Lara is a gynosphinx but has
you, sending you to Keresta’s larder, or selling you to been magically turned into an old human woman.
the Xanathar… let’s start at the beginning. She appears to be one of the Shou people, though
Ideal: I desire only to feed in peace. This works she isn’t very familiar with them.
better when you’re dead. Personality: I’d love to engage in conversation, but
Bond: I can hear the comforting thump of the Skullport isn’t known for being a haven for poets and
heartbeats of Skullport. My garden is healthy, my crop authors. Perhaps you need my services?
bountiful. Ideal: Sure, I’ll do it. Nobody else will, right?
Flaw: My minions are exclusively, explicitly loyal to Bond: Secrets are a way of life. Your life, not mine –
me because my power is immense. secrets are beneath me, unless you’re paying.
Flaw: I can’t leave Skullport or Undermountain
• Cal’al Claddani (Kale-ALL CLAW-donny). A half
looking like this!
drow woman with long silver hair and green eyes.
She is the proprietor of The Flagon and Dragon. • Vyraxxan (VY-rax-ZAN). This darkling speaks
Her a cheery disposition and welcoming smile with a quick cadence and always keeps his skin
make her a ray of sunshine in this underground hidden deep within his voluminous garments.
town. Cal’al is always willing to tell a secret or two Personality: There’s always a better deal, and I’ll
if she feels she can trust the receiver. Spending a find it.
bit on the drinks she has behind her bar will go a Ideal: I can keep people happy by selling them bits
long way toward winning that trust. of foreign happiness. Who cares where it came from?
Personality: I’m haughty, yet pleasant. Bond: Money. Always money.
Ideal: A light in the darkness is good for business. Flaw: I frighten easily when faced with physical
Bond: The people of Skullport are misunderstood. altercations.

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DDAL08-13 The Vampire of Skullport (v.1.0) 16
Spellcasting. Austra is a 9th-level spellcaster. Her
Medium undead (shapechanger), lawful evil spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). She has the following wizard
Armor Class 16 (natural armor)
spells prepared:
Hit Points 144 (17d8 + 68)
Speed 30 ft. Cantrips (at will): blade ward, prestidigitation, ray of
frost
STR DEX CON INT WIS CHA 1st level (4 slots) chromatic orb, fog cloud, Tasha’s
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) hideous laughter
2nd level (3 slots) blindness/deafness, detect thoughts,
Saving Throws Dex +9, Wis +7, Cha +9 mirror image
Skills Perception +7, Stealth +9 3rd level (3 slots) glyph of warding, haste, hypnotic
Damage Resistances necrotic; bludgeoning, piercing, pattern
and slashing from nonmagical attacks 4th level (3 slots) blight, greater invisibility
Senses darkvision 120 ft., passive Perception 17 5th level (1 slot) animate objects
Languages the languages it knew in life
Challenge 15 (13,000 XP) Regeneration. The vampire regains 20 hit points at the
start of its turn if it has at least 1 hit point and isn’t in
Shapechanger. If the vampire isn’t in sunlight or
sunlight or running water. If the vampire takes radiant
running water, it can use its action to polymorph into a
damage or damage from holy water, this trait doesn’t
Tiny bat or a Medium cloud of mist, or bat into its true
function at the start of the vampire’s next turn.
form
Spider Climb. The vampire can climb difficult surfaces,
While in bat form, the vampire can’t speak, its
including upside down on ceilings, without needing to
walking speed is 5 feet, and it has a flying speed of 30
make an ability check.
feet. Its statistics other than its size and speed are
unchanged. Anything it is wearing transforms with it, Vampire Weaknesses. The vampire has the following
but nothing it is carrying does. It reverts back to its true flaws:
form if it dies. Forbiddance. The vampire can’t enter a residence
While in mist form, the vampire can’t take any without an invitation from one of its occupants.
actions, speak, or manipulate objects. It is weightless, Harmed by Running Water. The vampire takes 20 acid
has a speed of 20 feet, can hover, and can enter a damage if it ends its turn in running water.
hostile creature’s space and stop there. In addition, if Stake to the Heart. If a piercing weapon made of wood
air can pass through a space, the mist can do so is driven into a vampire’s heart while the vampire is
without squeezing, and it can’t pass through water. It incapacitated in its resting place, the vampire is
has advantage on Strength, Dexterity, and Constitution paralyzed until the stake is removed.
saving throws, and it is immune to all nonmagical
Sunlight Hypersensitivity. The vampire takes 20 radiant
damage, except the damage it takes from sunlight.
damage when it starts its turn in sunlight. While in
Legendary Resistance (3/Day). If the vampire fails a sunlight, it has disadvantage on attack rolls and ability
saving throw, it can succeed instead. checks.
Misty Escape. When it drops to 0 hit points outside its
nesting place, the vampire transforms into a cloud of
mist (as in the shapechanger trait) instead of falling Multiattack (Vampire form only). The vampire makes
unconscious, provided that it isn’t in sunlight or two attacks, only one of which can be a bite.
running water. If it can’t transform, it is destroyed. Unarmed Strike (Vampire form only). Melee Weapon
While it has 0 hit points in mist form, it can’t revert Attack: +9 to hit, reach 5ft., one creature. Hit: 8
to its vampire form, and it must reach its resting point (1d8+4) bludgeoning damage. Instead of dealing
within two hours or be destroyed. Once in its resting damage, the vampire can grapple the target (escape DC
place, it reverts to its vampire form. It is then paralyzed 18)
until it regains 1 hit point. After spending 1 hour in its
resting place with 0 hit points, it regains 1 hit point.

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DDAL08-13 The Vampire of Skullport (v.1.0) 17
Bite (Bat or Vampire form only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one willing creature, or a Medium humanoid (any race), any non-good alignment
creature that is grappled by the vampire, incapacitated,
or restrained. Hit: 7 (1d6+4) piercing damage plus 10 Armor Class 18 (plate)
(3d6) necrotic damage. The target’s hit point maximum Hit Points 153 (18d8+72)
is reduced by an amount equal to the necrotic taken, Speed 30 ft.
and the vampire regains hit points equal to that
amount. The reduction lasts until the target finishes a STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
long rest. The target dies if this effect reduces its hit
point maximum to 0. A humanoid slain in this way and
Saving Throws Wis +5, Cha +5
then buried in the ground rises the following night as a
Skills Athletics +7, Deception +5, Intimidation +5
vampire spawn under the vampire’s control.
Senses passive Perception 12
Charm. The vampire targets one humanoid it can see Languages any one language (usually Common)
within 30 feet of it. If the target can see the vampire, Challenge 8 (3,900 XP)
the target must succeed on a DC 17 Wisdom saving
Spellcasting. The blackguard is a 10th-level spellcaster.
throw this magic or be charmed by the vampire. The
Its spellcasting ability is Charisma (spell save DC 13, +5
charmed target regards the vampire as a trusted friend
to hit with spell attacks). It has the following paladin
to be heeded and protected. Although the target isn’t
spells prepared:
under the vampire’s control, it takes the vampire’s
requests or actions in the most favorable way it can 1st level (4 slots): command, protection from evil and
and is a willing target for the vampire’s bite attack. good, thunderous smite
Each time the vampire or the vampire’s companions 2nd level (3 slots): branding smite, find steed
do anything harmful to the target, it can repeat the 3rd level (2 slots): blinding smite, dispel magic
saving throw, ending the effect on itself on a success.
Otherwise, the effect last 24 hours or until the vampire
is destroyed, is on a different plane of existence than Multiattack. The blackguard makes three attacks with
the target or takes a bonus action to end the effect. its glaive or its shortbow.
Children of the Night (1/Day). The vampire magically Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
calls 2d4 swarms of bats or rats provided that the sun one target. Hit: 9 (1d10+4) slashing damage.
isn’t up. While outdoors, the vampire can call 3d6 Shortbow. Ranged Weapon Attack: +3 to hit, range
wolves instead. The called creatures arrive in 1d4 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
rounds, acting as allies of the vampire and obeying its Dreadful Aspect (Recharges after a Short or Long
spoken commands. The beasts remain for 1 hour, until Rest). The blackguard exudes magical menace. Each
the vampire dies, or until the vampire dismisses them enemy within 30 feet of the blackguard must succeed
as a bonus action. on a DC 13 Wisdom saving throw or be frightened for 1
minute. If a frightened target ends its turn more than
30 feet away from the blackguard, the target can
The vampire can take 3 legendary actions, choosing repeat the saving throw, ending the effect on itself on
from the options below. Only one legendary action a success.
option can be used at a time and only at the end of
another creature’s turn. The vampire regains spent
legendary actions at the start of its turn.
• Cantrip. The vampire casts a cantrip
• Move. The vampire moves up to its speed without
provoking opportunity attacks.
• Unarmed Strike. The vampire makes an unarmed
strike.
• Bite (Cost 2 actions). The vampire makes one bite
attack.

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DDAL08-13 The Vampire of Skullport (v.1.0) 18
Medium humanoid (any race), any non-good alignment Tiny undead, neutral evil
Armor Class 13 (leather armor) Armor Class 13
Hit Points 33 (6d8 + 6) Hit Points 40 (9d4 + 18)
Speed 30 ft. Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 1 (−5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

Skills Deception +4, Persuasion +4, Religion +2 Skills Arcana +5, Perception +2
Senses passive Perception 10 Damage Resistances lightning, necrotic, piercing
Languages any one language (usually Common) Damage Immunities cold, fire, poison
Challenge 2 (450 XP) Condition Resistances charmed, frightened, paralyzed,
Dark Devotion. The fanatic has advantage on saving poisoned
throws against being charmed or frightened. Senses darkvision 60 ft., passive Perception 12
Languages Common
Spellcasting. The fanatic is a 4th-level spellcaster. Its
Challenge 4 (1,100 XP)
spellcasting ability is Wisdom (spell save DC11, +3 to hit
with spell attacks). The fanatic has the following cleric Illumination. The flameskull sheds either dim light in a
spells prepared: 15-foot radius, or bright light in a 15-foot radius and
dim light for an additional 15 feet. It can switch
Cantrips (at will): light, sacred flame, thaumaturgy between the options as an action.
1st level (4 slots) command, inflict wounds, shield of
Magic Resistance. The flameskull has advantage on
faith
saving throws against spells and other magical effects.
2nd level (3 slots) hold person, spiritual weapon
Rejuvenation. If the flameskull is destroyed, it regains
all its hit points in 1 hour unless holy water is sprinkled
Multiattack. The fanatic makes two melee attacks. on its remains or a dispel magic or remove curse spell is
cast on them.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 Spellcasting. The flameskull is a 5th-level spellcaster.
+ 2) piercing damage. Its spellcasting ability is Intelligence (spell save DC 13,
+5 to hit with spell attacks). It requires no somatic or
material components to cast its spells. The flameskull
has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball

Multiattack. The flameskull uses Fire Ray twice.


Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft.,
one target. Hit: 10 (3d6) fire damage.

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DDAL08-13 The Vampire of Skullport (v.1.0) 19
• Teleport (Costs 2 Actions). The sphinx magically
Large monstrosity, lawful neutral teleports, along with any equipment it is wearing or
carrying, up to 12 feet to an unoccupied space it can
Armor Class 17 (natural armor) see.
Hit Points 136 (16d10 + 48) • Cast a Spell (Costs 3 Actions). The sphinx casts a
Speed 40 ft., fly 60 ft. spell from its list of prepared spells, using a spell slot
as normal.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)

Skills Arcana +14, History +14, Perception +9, Religion Lara Vu is a gynosphinx that has been subjected to a true
+9 polymorph spell. Due to the odd magic of Undermountain,
Damage Resistances bludgeoning, piercing, and this effect can only be dispelled by Halaster (or the death of
slashing from nonmagical weapons the Mad Mage). The following changes need to be
Damage Immunities psychic implemented when using Lara Vu during play:
Condition Immunities charmed, frightened • Lara Vu’s size is medium
Senses truesight 120 ft., passive Perception 19 • Lara Vu does not have a fly speed in her human form
Languages Common, Sphinx
Challenge 11 (7,200 XP)
Inscrutable. The sphinx is immune to any effect that
would sense its emotions or read its thoughts, as well
as any divination spell that it refuses. Wisdom (Insight)
checks made to ascertain the sphinx’s intentions or
sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are
magical.
Spellcasting. The sphinx is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9
to hit with spell attacks). It requires no material
components to cast its spells. The sphinx has the
following wizard spells prepared:
Cantrip (at will): mage hand, minor illusion,
prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore

Multiattack. The sphinx makes two claw attacks.


Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) damage.

The sphinx can take 3 legendary actions, choosing from


the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. The sphinx regains spent legendary
actions at the start of its turn.
• Claw Attack. The sphinx makes one claw attack.

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DDAL08-13 The Vampire of Skullport (v.1.0) 20
STR DEX CON INT WIS CHA
16(+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
Medium undead, chaotic evil
Armor Class 14 Saving Throws Dex +6, Wis +3
Hit Points 78 (12d8 + 24) Skills Perception +3, Stealth +6
Speed 40 ft. Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
6 (-2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2) Languages the languages it knew in life
Challenge 5 (1,800 XP)
Saving Throws Dex +8, Int +5
Regeneration. The vampire regains 10 hit points at the
Skills Perception +9, Stealth +12
start of its turn if it has at least 1 hit point and isn’t in
Damage Vulnerabilities radiant
sunlight or running water. If the vampire takes radiant
Damage Resistances acid, cold, fire, lightning, thunder;
damage or damage from holy water, this trait doesn’t
bludgeoning, piercing, and slashing from nonmagical
function at the start of the vampire’s next turn.
attacks
Damage Immunities necrotic Spider Climb. The vampire can climb difficult surfaces,
Condition Immunities exhaustion, frightened, including upside down on ceilings, without needing to
grappled, paralyzed, petrified, poisoned, prone, make an ability check.
restrained Vampire Weaknesses. The vampire has the following
Senses darkvision 60 ft., passive Perception 19 flaws:
Languages understands the languages it knew in life Forbiddance. The vampire can’t enter a residence
but can’t speak without an invitation from one of its occupants.
Challenge 9 (5,000 XP)
Harmed by Running Water. The vampire takes 20 acid
Amorphous. The assassin can move through a space as damage if it ends its turn in running water.
narrow as 1 inch wide without squeezing.
Stake to the Heart. If a piercing weapon made of wood
Shadow Stealth. While in dim light or darkness, the is driven into a vampire’s heart while the vampire is
assassin can take the Hide action as a bonus action. incapacitated in its resting place, the vampire is
Sunlight Weaknesses. While in sunlight, the assassin paralyzed until the stake is removed.
has disadvantage on attack rolls, ability checks, and Sunlight Hypersensitivity. The vampire takes 20 radiant
saving throws. damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
checks.
Multiattack. The assassin makes two Shadow Blade
attacks.
Shadow Blade. Melee Weapon Attack: +8 to hit, reach Multiattack. The vampire makes two attacks, only one
5ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus of which can be a bite.
10 (3d6) necrotic damage. Unless the target is immune Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one
to necrotic damage, the target’s Strength score is creature. Hit: 8 (2d4+3) slashing damage. Instead of
reduced by 1d4 each time it is hit by this attack. The dealing damage, the vampire can grapple the target
target dies if its Strength is reduced to 0. The reduction (escape DC 13)
lasts until the target finishes a short or long rest.
Bite (Bat or Vampire form only). Melee Weapon
If a non-evil humanoid dies from this attack, a Attack: +6 to hit, reach 5 ft., one willing creature, or a
shadow rises from the corpse 1d4 hours later. creature that is grappled by the vampire, incapacitated,
or restrained. Hit: 6 (1d6+3) piercing damage plus 7
(2d6) necrotic damage. The target’s hit point maximum
Medium undead, neutral evil is reduced by an amount equal to the necrotic taken,
and the vampire regains hit points equal to that
Armor Class 15 (natural armor) amount. The reduction lasts until the target finishes a
Hit Points 82 (11d8 + 33) long rest. The target dies if this effect reduces its hit
Speed 30 ft. point maximum to 0.

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DDAL08-13 The Vampire of Skullport (v.1.0) 21
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 117 (18d8+36)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1)

Saving Throws Con +6, Wis +2


Skills Intimidation +5, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 9 (5,000 XP)
Spellcasting. The war priest is a 9th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 15, +7
to hit with spell attacks). It has the following cleric
spells prepared:
Cantrips (at will): light, mending, sacred flame, spare
the dying.
1st level (4 slots): divine favor, guiding bolt, healing
word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon,
prayer of healing, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader’s mantle,
dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement,
guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold
monster

Multiattack. The war priest makes two melee attacks.


Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) bludgeoning damage.

Guided Strike (Recharges After a Short or Long Rest).


The war priest grants +10 bonus to an attack made by
itself or another creature within 30 feet of it. The priest
can make this choice after the roll is made but before it
hits or misses

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DDAL08-13 The Vampire of Skullport (v.1.0) 22
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL08-13 The Vampire of Skullport (v.1.0) 23
Zarraen. This female tiefling is never far from her Brimble. Brimble is a female dwarf druid from the
aasimar-bone armor. “If it is truly made of aasimar Field Ward of Waterdeep and is described as “an odd
bones or not, I neither know nor care.” one”. Nobody is quite sure why someone would
carry a live hornet’s nest with them at all times.

Lord Crackle. “The Batiri goblin bard is not truly a


lord, though they believe they are. Their headdress
is almost magnificent in its courage, though; the
colors are both out of season and yet bold enough to
show in court.”

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DDAL08-13 The Vampire of Skullport (v.1.0) 24
Estimated Duration: 1 hour

The characters have learned that a nest of vampires


in Skullport has been taking many people. Rumor
Gharz Stonedark seems to be ever-present in the
has it that the creatures are using The Worm’s
establishment, along with ten kobold employees.
Gullet, the only restaurant in Skullport, to further
Objectives/Goals. Gharz wants his business to do
their efforts.
well, if only to keep the Xanathar Guild happy.
Should the situation arise, he values his own
livelihood above that of his patrons.
This bonus objective can be pursued once the
What Does He Know? Gharz can share the rumor
characters have completed the Call to Action.
that the vampires have been taking citizens of
Skullport in recent weeks. He believes that these
things are allowed to happen because Skullport has
Investigating the disappearances and stopping the its own laws, that or someone made the right laws.
schemes of the kidnappers is Bonus Objective A. The swears they’re not his employers, and offers to
mark the characters if they like, as this would allow
them to see what happens first-hand. A DC 16
This area has the following features: Wisdom (Insight) check confirms that he means no
Dimensions & Terrain. The Worm’s Gullet is an malice by this statement.
odd establishment in that it is housed inside the
hollowed out remains of a petrified purple worm.
Lighting. Outside, the street lanterns shed bright Should the characters allow Gharz to mark them for
light in a 30-foot radius and dim another 30 feet. the vampires, they learn that the vampires wear long
Inside, the restaurant sports candle-lit tables and black and purple cloaks and openly display the holy
dingy oil lanterns along the walls every 20 feet. symbol of Shar on thick chains around their necks.
Menu. The menu is unsavory but creative, with Should the characters decide to attack Gharz or
meals costing 5 sp. Additional information can be prove themselves otherwise uncooperative, the
found in the Skullport appendix in Waterdeep
vampire slavers have a surprise round (Scene A).
Dungeon of the Mad Mage.

The slavers are intended to be a Encourage the use of terrain, Gharz wants to save his business,
difficult combat encounter but especially if the characters are and the neonate vampires likely
be ready to make adjustments vocal in their desire to set a trap don’t deserve to be killed. If the
for ill-prepared parties. Limiting for the slavers. Reward creativity characters are engaged here,
the poison damage or by adjusting combat or allowing consider reducing the combat’s
adding/removing slavers are them to escape the notice of the duration or impact. If bribed, he
both appropriate options. skulls for this Bonus Objective. becomes far more pliable and
open.

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DDAL08-13 The Vampire of Skullport (v.1.0) 25
The characters confront the vampire slavers. Finding the chirurgeon’s shop is simple once the
characters have defeated the slavers and acquired
the flyers. Once there, they need to determine how
This scene can take place where ever the characters to best to deal with the still-transforming monsters.
determine that it needs to. Using what they know of
the slavers, they may be able to lead the creatures
into a trap such as an alley, a small building, or even This area has the following features:
just in the open street. It takes place a few minutes Dimensions & Terrain. This one-story building
after they leave The Worm’s Gullet. has a hidden trapdoor that can be found with a DC
On the off chance that the characters didn’t get 15 Intelligence (Investigation) check. Give the
this information, the vampire slavers have a surprise characters advantage if they muse or reason that the
round unless more than half of the party has a screams don’t seem to be coming from anywhere
passive Perception of 19 or higher. Skullport is their obvious. The basement is lined with bunkbeds.
home and they are operating with the blessing of Door. The door to the street is locked but can be
Shar. picked by a character with thieves’ tools that
succeeds on a DC 17 check. It can be bashed in with a
successful DC 20 Strength (Athletics) check; it is very
Vampiric slavers (one vampire spawn per well reinforced and this risks bringing the Skulls to
character) accost the characters. this location.
Objectives/Goals. The slavers seek to capture the Lighting. There is no light here.
characters and turn them into vampires in service to Smells. The entire area reeks of death and decay.
Shar. Sounds. The sounds of moaning and groaning
What Do They Know? The slavers are unwilling to people are occasionally cut by screams ranging from
engage in conversation or parley, though they do short and piercing to guttural to prolonged fits of
taunt the characters during combat. incoherent screeching.

Vampire slavers use the vampire spawn stat block, with the Ten creatures are in the throes of vampirism. None
following adjustments: are restrained but all have been infected. There is a
• Poisoned Claws. The first time that a slaver hits a creature mix of races present.
with a claw attack, the target must succeed on a DC 19 Objectives/Goals. The creatures here are all
Constitution saving throw, taking 42 (12d6) poison damage neonate vampires. If a living creature attacks them
on a failed save, or half as much damage on a successful or lingers here for more than 1 minute, they rise and
one. attack.
• Pack Tactics. The slaver has advantage on an attack roll What Do They Know? Without magical healing,
against a creature if at least one of the slaver’s allies is they are mindless, near-feral creatures that desire
within 5 feet of the creature and isn’t incapacitated. only to feed. With healing, they remember nothing of
their ordeal.

Searching the bodies reveals the following items:


Neonate vampires use the vampire spawn stat block, with
• One carries a stack of flyers that are designed to the following adjustments:
entice poor people to visit “the chirurgeons” by
• Neonatal. The neonate vampires aren’t fully tuned into
offering food and shelter
their new form. They act as if affected by slow (though it
• Each slaver wears bloodstained clothing that is cannot be dispelled).
clearly not theirs (strange sizes, odd styles, etc).

The characters find a letter from ‘Seabordt’ reading:


“The plan is proceeding better than anticipated” but
warning “you should ‘ware the Skulls as they don’t
take kindly to their citizenry getting disappeared too
quickly.”

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DDAL08-13 The Vampire of Skullport (v.1.0) 26
Estimated Duration: 1 hour

Lara Vu, the oracle of Skullport, has asked the Lighting. There is no light here.
characters to retaliate against the Cult of Midnight.
She has directed the characters to an abandoned
dwarven bank and vault. As the characters explore this place, there is a
cumulative 20% chance in each section of the Cult’s
hideout to have one of the following random
This bonus objective may be started once Lara Vu encounters:
gives the characters the information in Episode 2,
• A war priest and four cult fanatics
Scene C. It may be completed at any time, including
after the events of Episode 3. • Two vampire spawn and a war priest
• A hiding shadow assassin. Any creature with a
passive Perception score of 22 or higher isn’t
Lara Vu has requested that the characters retaliate surprised when it leaps from hiding to attack.
against the Cult of Midnight for their transgressions. Each encounter may only be run once. Once all three
This Bonus Objective can be completed by defeating have been run, they encounter no other foes unless
all three groups of cultists here and telling Artor the characters have gone to great lengths to anger
about what the regular vault contains, or by the citizens of Skullport or the skulls themselves.
breaking open the secret vault and telling Artor Objectives/Goals. The cultists are angered to see
about what it contains. the characters and fight to the death to preserve the
truth about what they are doing here.
What Do They Know? They are working at the
This area has the following features: behest of Austra Trumaine (Episode 3), but also
Dimensions & Terrain. The stone is impeccable— seek to fulfill Seabordt’s goal of turning more people
a hallmark of dwarven engineering. The hallways are into vampires.
10 feet wide, and the entire complex has 15-foot
ceilings.

The request for retaliation is a Lara Vu has asked for retaliation Enterprising characters may
fairly open-ended request and but did not define it. Will the choose to investigate the
intentionally lacks additional characters simply destroy this hideout and gather evidence,
definition. Murder is illegal in location—and if so, how? There then arrange for the skulls of
Skullport, but they should have a are several vulnerable points Skullport to mete out
writ to prevent the skulls from that could be damaged once appropriate justice. Encourage
taking action. Even so, multiple discovered, from resources to and reward this mode of
murders means multiple destroying the building. thinking!
violations…

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DDAL08-13 The Vampire of Skullport (v.1.0) 27
The Cult of Midnight stages some of their attacks in the stone block. Each hole contains articles of
from here, but the valuable secrets are hidden clothing, many of them bloodstained. Cloaks, shirts,
inside. trousers, and more items of all sizes and origins can
be found here.

While the construction of this place clearly dates


back several centuries, the stonework is in near- The shelves here are lined with small trophies,
perfect condition. There is very little evidence of ostensibly taken from the people that the Cult has
traffic here. kidnapped. Necklaces, rings, circlets, and more can
be easily seen.

The walls of this room are covered in wanted


posters, missing persons reports, and maps of A dwarven statue watches over the two desks here.
Skullport that have been covered in ink blotches. The desks are covered in scattered notes and
Several buildings have been circled—it’s likely that missives. If the characters spend ten minutes sifting
these are the locations of kidnappings that have through the messages, they find a few that contain
already taken place or are planned for the near requests from a “Seabordt” demanding to “up the
future. The Worm’s Gullet, a restaurant on the upper production”. A few are from a person named Austra
level of Skullport, has been circled several times. that appear to indicate that she is pleased to see the
steady, measured flow of “volunteers for the Dark
Gift”.
This room contains a desk, an empty shelf, and a
black metal lockbox. The lockbox can be unlocked
with a set of thieves’ tools and a successful DC 20 The door leading into the vault is not locked but it is
Dexterity check. extremely heavy and requires a combined Strength
Treasure & Rewards. The lockbox contains: of 30 to open. Up to two characters may work
together for this task. The door is extremely cold and
• A stack of identification papers from Skullport,
has a layer of frost on it.
Waterdeep, and major cities from across the
Inside can be seen a small number of intact, frozen
world; each paper is from a different person
bodies. The shelves are lined with assorted body
• A small velvet pouch that contains three platinum parts, with many of them sealed into glass jars of
teeth. These are all enlarged canine teeth and various sizes and filled with preservative fluid.
appear to be from a humanoid.

The Cult of Midnight long ago ripped these safe


deposit boxes open. Now they are merely small holes

The characters have been tasked Manipulating the statues can be If the characters are outclassed
with “making it hurt”, so a very tricky if there are any or overly concerned with
combat-first mentality may be cultists left in the area. Consider combat, they may seek out allies
present. Consider having the the echoing sound of the or contacts in Skullport. If
flameskulls swoop in or adding grinding stone and if this would motivated, Lara Vu, Cutie, or
an additional cultist or two from potentially alert people outside perhaps even the flameskulls
the earlier list. of the facility. could be persuaded to assist in
this effort.

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DDAL08-13 The Vampire of Skullport (v.1.0) 28
The characters are not required to access the secret Rotating all four statues to face east causes the
vault but doing so helps them learn more about the Secret Vault to be revealed as the secret doors grind
vampires plans for Skullport and beyond. open.

Multiple dwarven statues crafted of flawless marble Curiously, this vault is wide open. Inside are twelve
can be found throughout the complex. It may not be vials of blood and a family tree showing one Keresta
apparent to the characters immediately, but they are Delvingstone at the top, with lines leading to Austra
the key to opening the Secret Vault to the southeast and Seabordt. From there, dozens of other names—
of the complex. all in fresh ink—can be read. Artor’s name is written
The statues can all be rotated with ease but doing off to the side, circled and with a large question
so creates a loud grinding noise which may alert any mark next to it.
cultists that remain in the complex. Treasure & Rewards. The contents of the vault
can be taken and dealt with as the characters see fit.
• Statue A. This jovial female dwarf is holding her
belly, and her head is thrown back in an eternal • The family tree is written on a long piece of
laugh. When the characters first arrive here, she is parchment and can be held in a scroll tube
facing west. • The vials of blood are unlabeled, and are a deep,
• Statue B. This dwarf is clad in ring mail and is dark red. A DC 18 Wisdom (Medicine) check
crouched down, as if in anticipation of an attack. confirms that the blood is a mix of human, elven,
His pouches bulge and he’s facing north when the and dwarven but is clearly poisoned. Any
characters first arrive here. character so bold as to drink the contents of one of
• Statue C. This battle-scarred veteran warrior the vials must succeed on a DC 22 Constitution
dwarf has had half of his beard broken off. The saving throw or be reduced to 0 hit points and
crafting is so expertly done that it is impossible to begins dying. A creature drinking a second vial
tell if it happened after the statue was created or if within a tenday immediately dies. Legend lore or
it was part of the original design. When the other similar means of learning information about
characters first arrive here, the statue is facing the blood effect (such as contacting Lara Vu),
south. reveals that it can be used to turn a creature into a
• Statue D. This dwarf may be male or female; there vampire without biting them, but the exact
are no truly defining features on which to base an process is unknown.
opinion. They wear a monocle and face west when
the characters first arrive, seeming to be staring
intently at the door of the Regular Vault.

If the characters found their way Manipulating the statues can be The characters should be
into the Secret Vault without very tricky if there are any encouraged to discuss the
defeating all of the occupants of cultists left in the area. Consider contents of the Secret Vault with
this place, any remaining cultists the echoing sound of the Artor. As a Masked Lord of
assemble in the hallway and grinding stone and if this would Waterdeep, he is likely to have
attack en masse. potentially alert people outside more resources at his disposal to
of the facility. deal with things like this.

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DDAL08-13 The Vampire of Skullport (v.1.0) 29
Not for resale. Permission granted to print or photocopy this document for personal use only .
DDAL08-13 The Vampire of Skullport (v.1.0) 30
Characters completing this adventure’s objective
unlock this magic item.

Staff, rare (requires attunement by a cleric, druid, or


warlock)
This staff has 3 charges and regains 1d3 expended
charges daily at dawn.
The staff can be wielded as a magic quarterstaff.
On a hit, it deals damage as a normal quarterstaff,
and you can expend 1 charge to deal an extra 2d10
necrotic damage to the target. In addition, the target
must succeed on a DC 15 Constitution saving throw
or have disadvantage for 1 hour on any ability check
or saving throw that uses Strength or Constitution.
This item is found on Magic Item Table G in the
Dungeon Master’s Guide.
This staff is made of human bones wrapped in
mithral wire. Whenever a charge is expended your
eye alight with cosmetic black flames for a round.

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DDAL08-13 The Vampire of Skullport (v.1.0) 31
This adventure is designed for three to seven 11th- Each player is responsible for maintaining an
16th level characters and is optimized for five accurate logsheet. If you have time, you can do a
characters with an average party level (APL) of quick scan of a player’s character sheet to ensure
13. Characters outside this level range cannot that nothing looks out of order. If you see magic
participate in this adventure. items of very high rarities or strange arrays of ability
scores, you can ask players to provide
documentation for the irregularities. If they cannot,
http://dnd.wizards.com/playevents/organized-play feel free to restrict item use or ask them to use a
standard ability score array.
Point players to the D&D Adventurers League
http://dnd.wizards.com/story/waterdeep Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an
http://dndadventurersleague.org/storyline- adventure or episode, they can declare their activity
seasons/waterdeep-adventures/ and spend the days now, or they can do so at the end
of the adventure or episode. Players should select
To DM an adventure, you must have 3 to 7 players—
their characters’ spells and other daily options prior
each with their own character whose level is within
to the start of the adventure, unless the adventure
the adventure’s level range. Characters playing in a
specifies otherwise. Feel free to reread the
hardcover adventure may continue to play to but if
adventure description to help give players hints
they play a different hardcover adventure, they can’t
about what they might face.
return to the first one if they’re outside its level
range.
Consider picking up the D&D Dungeon Tiles Reincarnated
line. Specifically, the City and Dungeon sets can be a huge
boon in this adventure!
Before you start play, consider the following:
• Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
of while running the adventure, such as a way When combat is a possibility, the adventure will
you’d like to portray an NPC or a tactic you’d like provide a sidebar that helps you to determine the
to use in a combat. Familiar yourself with the best mix/number of opponents to provide them with
adventure’s appendices and handouts. to create an appropriate challenge. While you’re not
• Gather any resources you’d like to use to aid you bound to these adjustments; they’re here for your
in running this adventure--such as notecards, a convenience and consideration.
DM screen, miniatures, and battlemaps. To determine whether you should consider
• Ask the players to provide you with relevant adjusting the adventure, add up the total levels of all
character information, such as name, race, class, the characters and divide the result by the number
and level; passive Wisdom (Perception), and of characters (rounding .5 or greater up; .4 or less
anything specified as notable by the adventure down). This is the group’s average party level (APL).
(such as backgrounds, traits, flaws, etc.) To approximate the party strength for the
adventure, consult the table below.
Players can play an adventure they previously
played as a Player or Dungeon Master, but may only
play it once with a given character. Ensure each Party Composition Party Strength
player has their character’s adventure logsheet (if 3-4 characters, APL less than Very weak
not, get one from the organizer). The players fill out 3-4 characters, APL equivalent Weak
the adventure name, session number, date, and your 3-4 characters, APL greater than Average
name and DCI number. In addition, the player also 5 characters, APL less than Weak
fills in the starting values for advancement and 5 characters, APL equivalent Average
treasure checkpoints, downtime days, and renown. 5 characters, APL greater than Strong
These values are updated at the conclusion of the 6-7 characters, APL less than Average
session.
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong

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DDAL08-13 The Vampire of Skullport (v.1.0) 32

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