DDAL08-09 - Fangs and Frogs v1.0

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DDAL 08-09

FANGS AND FROGS


A Waterdeep Adventure
Your chase to wipe out the vampires of Undermountain leads to the
Slitherswamp. The master vampire is close at hand!
Part Three of the Vampire Hunt trilogy.

A Two-Hour Adventure for Tier 2 Characters.


Optimized For: APL 10

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


Chris Lindsay, Mike Mearls, Matt Sernett
Lead Designer: Toni Winslow-Brill D&D Adventurers League Administrators: Greg Marks,
Editing: Claire Hoffman , Travis Woodall Alan Patrick, Travis Woodall, Lysa Chen,
D&D Adventurers League Guildmaster: Christopher Claire Hoffman, Amy Lynn Dzura
Lindsay Playtesters: Daniel Chapman, Travis Fuller, Austin
Art Director and Graphic Designer: Rich Lescouflair Haffke, Kerry Kaszak, keith Lubeck, Chris McGovern,
Cartography: Joe Abboreno Dagny Mol, Kevin Neff, Daniel Oliveira, Timothy
Interior Art: Provided by Wizards of the Coast Roberts, JJ Tin, Marcello Velazquez

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.
Adventure Primer • Episode 3: Frogs are Biters. The characters encounter
Rhacoph the Bulbous’ vampire lair in a ruined temple to
the forgotten serpent gods. This is Story Objective B.
“Undermountain? Ah, yes. A great place to have fun, the
most famous battlefield in which to earn a reputation as a
veteran adventurer – and the largest known mass grave in Bonus Objectives
Faerun today.” This adventure includes two bonus objectives that the
—Elminster of Shadowdale characters can pursue if they have additional time to
do so—earning additional advancement and treasure

Background checkpoints in the process. These bonus objectives are


found in this adventure’s appendices, as follows:
This adventure follows the events of DDAL08-07 Into the • Bonus Objective A: The Whims of the Mad Mage. The
Dark and DDAL08-08 Crypt of the Dark Kiss and is the characters find that the level rearranges itself to suits
third part in the Vampire Hunt Trilogy. its needs as they move deeper into the dungeon–full
The characters have been tasked by one of the masked of fading, chaotic mind-effecting and reality warping
lords of WATERDEEP, the vampire ARTOR MORLIN, effects lingering from the Mad Mage and his apprentice,
THE BARON OF BLOOD, with finding a new lair. His Arcturia. Arcturia is known for her mind-effecting and
responsibility lies in keeping the city free of the scourge transmutative abilities and has placed traps for the
of vampirism. In the prior adventures, his old lair was unwary. This is the bonus objective found in Appendix
exposed due to the meddling of adventurers and as such, 10.
Artor Morlin is seeking a new home. The Baron has his • Bonus Objective B: The Rattle of Bones in the
sights set on this particular area of UNDERMOUNTAIN, Dark of Night. While the characters struggle to make
but it is full of vampires and their spawn created by sense of what is real and what is not real within the
RHACOPH THE BULBOUS who is a bullywug vampire. Slitherswamp, they run afoul of its original denizens
Having made their way through the perils of the and a pair of shadow assassins of Shar that Rhacoph
Dungeon Level of Undermountain and having solved has managed to enlist. This is the bonus objective that is
the chime/earring puzzle from the previous module, found in Appendix 11.
the players find themselves lost in the everchanging
SLITHERSWAMP level. Episode Sequence
Depending on your time constraints, and play style and
Episodes environment, this adventure takes approximately two to
The adventure is spread over three to five episodes that four hours to play.
takes approximately two to four hours to play. These
episodes are initially introduced by a Call to Action
How Will You Play?
Episode. The duration of your session depends on how much of
If you’re planning to play the entire adventure at once, this adventure you utilize. At the very least, your session
you only need to introduce the Call to Action once. should last approximately two hours. However, if you
However, if you plan to play them over several sessions, wish, you can provide a longer experience for your players
you’ll want to revisit the Call to Action each time you play. by pursuing the bonus objectives.
Main Objective Only. To complete the adventure’s main
• Episode 1: How Do You Clean A Swamp? At Artor
objective, the characters participate in Episodes 1 through
request, the group ventures to Slitherswamp where they
3 in order, however, you may include the opportunity to
learn of the mystery of the bullywug vampire lord. This
pursue bonus objectives.
is the Call to Action.
Bonus Objectives. You can extend this adventure
• Episode 2: Fairweather Friends. The characters by one or two hours by including opportunities for
encounter other adventurers enthralled by two spirit the characters to pursue the bonus objectives. These
Nagas called the Ssethian Scourges in possession of objectives branch off Episode 2 and 3, but their order is
information regarding the bullywug vampire, Rhacoph. fluid—they set the scene for the final episode and may
This is Story Objective A. even have an impact on the events that transpire.

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DDAL08-09 Fangs and Frogs (v1.0)
Adventure Flowchart
This section provides a basic understanding of not only the flow of the episode, but also the outline of the different paths
that your players may take in reaching their stated objective.

1
How Do You Clean
a Swamp?
(Call to Action)
A B
The Whims of the The Rattle of
Mad Mage (Bonus Bones in the Dark
Objective A) of the Night
(Bonus Objective B)
2

Fairweather Friends
(Story Objective A)

Frogs are Biters


(Story Objective B)

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3
DDAL08-09 Fangs and Frogs (v1.0)
Episode 1: How Do You Clean a Swamp?
Estimated Duration: 30 minutes crystals hangs in the air around a central crystalline pillar.
swaying gently in an unseen breeze. An inscription has
Scene A. The First been engraved on the flood beneath the crystals:
“Death Ties Forever Life’s Truths Dendar Saves.”
Serpent Door The capital letters of each word are carved deeper than
The Undermountain is a strange place, subject to the rest. The instructions found with the earring indicates
only itself and Halaster Blackcloak. As such, it often that they represent note to sound.
rearranges itself to trap or confuse the unwary. This Lighting. The Slitherswamp is dimly lit by occasional
portion of the Slitherswamp is home to Rhacoph the patches of fragrant mold that glows with faint blue-gray
Bulbous, a bullywug vampire and his minions. light.
• Played the Umbral Aristocracy Trilogy. In the prior The Snake Door. At a glance, the large doorway set
adventures, the characters were initially lured to into the far wall shimmers, but closer inspection conjures
Artor Morlin’s lair by a false treasure map created by the image of a beating heart into which bite six massive
Jarlaxle Baenre. Having grown tired of his lair being stone snakes. The intertwined snakes each have different-
intruded upon by treasure hunters, Artor Morlin has colored gems for eyes: blue, green, red, orange, purple,
tasked the characters with finding a new home for and black.
him in Undermountain. One potential location is Detect magic reveals the whole room bathed in
Slitherswamp. Artor Morlin instructs the adventurers to powerful conjuration magic, which a successful DC 15
destroy any vampires found within and to return to him Intelligence (Arcana) check reveals as a portal.
with any additional information they encounter. Touching the one of the snakes activates the door, which
• Didn’t Play Umbral Aristocracy Trilogy. The then opens into the designated room (see table below).
adventurers have been contacted by a friend or However, the sockets of the black-painted snake are
relative of a missing adventurer who set out for the empty—its gems having been pried out by one of the other
Slitherswamp and haven’t returned, or simply are in adventurers in the Slitherswamp (Episode 2) must occur
search of adventure themselves. Along their travels, the before Black (Episode 3). It is suggested that the DM pre-
characters have found or been given a magical earring roll the room order to smooth out play.
with instructions on how to ring a set of crystalline
Snake Portals
chimes to enter the layer.
Gem Room
Area Information Purple Episode 2
This area features: Red Episode 1, Scene B
Dimensions & Terrain. This 20-by-25-foot chamber
has a 30-foot high ceiling. Much of the area is choked Green Bonus Objective A
with long, thick vines, and the floor is carpeted with Blue Episode 1, Scene C
weeds and grasses—all fed by water that leaks through
Orange Bonus Objective B
deep-rooted cracks in the porous stone walls. A circle of
Black Episode 3

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4
DDAL08-09 Fangs and Frogs (v1.0)
Bonus Objectives. If you’re not utilizing the Bonus Scene C. Taste the Pain-Bow!
Objectives, the green- and orange-gems are dull and
lifeless; their magic spent long ago. This room was one of many that Arcturia used for her fell
experiments. While it’s since fallen into disrepair, some of
Treasure Arcturia’s magic lingers within the remains of a fountain
full of multicolored water.
Any gems pried from the snakes’ eyes crumble to
worthless dust upon leaving Slitherswamp. Area Information
Call to Action This area has the following features:
Dimensions & Terrain. This perfectly square, 40-by-40-
The objective of this adventure is to have the characters foot room was once a laboratory. A number of gray slate
sent by Artor Morin to weave through all the rooms in this tables, stained dark with blood and age, are scattered
section of the Slitherswamp and clear out all vampires throughout. Shards of glass and glittering powder—the
and vampire spawn that inhabit it. This includes the remains of beakers and vials—lie buried under the
master vampire, Rhacoph the Bulbous. blanket of dust. A 5-foot wide font sits in the middle of the
chamber, partially full of multicolored water.
Scene B. The Hole in the Lighting. The room is dimly lit, but by strips of platinum
inlaid along the edge of the ceiling that glow with yellow
Weave light. The ever-present plant life in the room grows thicker
near these strips—greedily twisting to steal the sparse
This chamber functions much like an antimagic shell; any light for itself.
spells that are cast within this room fail, magical items The Font. The water in this font was once used upon
cease to function, and spells that had been previously cast Arcturia’s unwilling subjects, and while its potency has
and are still up and running have their effects suppressed. faded, some of its magic remains. Any creature touching
the liquid within the font must make a DC 15 Constitution
Area Information saving throw. Creatures that drink from the fountain
This area has the following features: make the saving throw with disadvantage. If successful,
Dimensions & Terrain. This natural 50-by-30-foot the creature feels odd for a moment but suffer no ill
chamber has a ceiling that stretches almost 100 feet high, effects. Otherwise, creatures that fail the saving throw are
and a deep, 75-foot deep crevice that runs through the afflicted by the font’s surviving magic.
middle of this room. Broken pillars painted with the faded Afflicted characters receive the Monstrous Merger
remains of brightly colored paint lay forgotten in pools story award. Characters in possession of this story award
of stagnant water. One side of the room has the twisting manifest minor monstrous features and flaws. Work with
snake portal used to enter and on the other side, across the characters to develop effects that play upon their hates
from the chasm lies, another portal. or fears—the weirder the better. Some examples include:
Skeletons. The bones of ancient skeletons are scattered horns, vestigial wings, extra rows of teeth that constantly
around the room (likely by scavenging animals) but their fall out, brilliantly colored flightless wings from their back,
forms are twisted and strange—mutated abominations or extra eyes sprouting from unusual places—such as inside
unsettling fusions of various creatures. their mouths, the palms of their hands, etc. The flaws
Lighting. The Slitherswamp is dimly lit by occasional should be similarly strange.
patches of fragrant mold that glows with faint blue-gray So long as an afflicted character is within the
light. Slitherswamp, it’s particularly susceptible to charm- and
Dead Magic Zone. Some long-forgotten event removed illusion-based spells as they have trouble distinguishing
this chamber from the Weave. The entire area functions reality from fantasy and controlling their own instincts.
like a permanent antimagic field. Any saving throw that an afflicted character makes
against such a spell or effect is made with disadvantage.
Treasure This effect fades once the character leaves Slitherswamp.
The story award can only be removed by a remove curse.
Characters searching through this room find:
• An ancient scroll case struck through with hairline
cracks. Despite the poor condition of the case, the spell
scroll of dispel magic within has survived the always-
present damp.

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5
DDAL08-09 Fangs and Frogs (v1.0)
Episode 2: Fairweather Friends
Estimated Duration: 45 minutes present themselves as a threat); they’re looking for the
Blacktongue bullywug tribe (on behalf of their masters).
Some Thralls Be Crazy They’re not here to kill Rhacoph (Episode 3), rather
they’re looking for whatever information he possesses
As the characters continue to explore they run into about his former tribe.
another group of adventurers. This group has become What Do They Know? Regardless of method, the
dominated by a pair of spirit nagas. Nightsinger’s Forgotten know that Rhacoph rules this area
of the Slitherswamp, and was once a typical bullywug. At
Prerequisites some point, however, he left his tribe - the Blacktongues,
There are no prerequisites for this episode. though they’re unsure if it was before or after he became
a vampire (oh, did we not mention that?). As far as they
Story Objective A know, Rhacoph’s goal is to make as many vampires and
spawn as possible—all of them under his control, of course.
Encountering the Nightsinger’s Forgotten and freeing Once he forsook his tribe, Rhacoph embraced the faith of
them is Story Objective A. Unless the characters possess Shar (something that Ouida scoffs at; she believes Rhacoph
robust spellcasting capabilities, this can be difficult. unworthy of Shar’s blessing). All of the adventurers know
However, any of the adventurers that are exposed to the that Undermountain is subject to Halaster’s whims.
dead magic zone in Episode 1, Scene B are freed from
the nagas’ effects. The trick is figuring out how to get
them all there. The Ssethian Scourges
This group has been enthralled by two spirit Nagas
Area Information (Chapter 8, Dungeon of the Mad Mage) called the
This area has the following features: Ssethian Scourges—the only remaining nagas within the
Dimensions & Terrain. This oval room is 60-feet long Slitherswamp. The rest having long-since been destroyed.
and 50-feet wide. A few faded words in Yuan-ti have been
etched onto the walls but are incomplete and have little
meaning. The crumbled remains of serpentine statues lay Treasure
scattered around the room. Ingemar carries the following items of note. If the
Lighting. Ingemar and Ouida carry torches. characters free him from his compulsion, he freely gives
them (or if he’s slain, the characters recover):
Creatures/NPCs • A wand of lightning bolts.
The Nightsinger’s Forgotten, Ingemar, Ouida, Detta, • A pair of black gemstones that fit into the sockets of
Vydis, and Sycunda are here investigating the room. the black stone snake carved in the serpent door. If
Objectives/Goals. The Nightsinger’s Forgotten replaced, the characters are able to activate the door
aren’t interested in the characters (unless they and proceed to Episode 3.

Playing the Pillars


Combat Exploration Social
Adventurers are unpredictable creatures. This room is oddly empty of anything Casting dispel magic on one of the
If the characters attack, the Nightsingers that could identify its original purpose. adventurers automatically removes the
show no mercy. Quickly trying to kill so they It seems that currently, the Nightsingers thrall effect (though the others may not
can continue their ensorcelled mission. have been using it as a campsite while take kindly to unsolicited spellcasting).
pursuing the compulsion that has been From there, the characters must figure
placed on them. out how best to convince the others to
accompany them to The Hole in the
Weave. See Appendix 9 for this puzzle.

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6
DDAL08-09 Fangs and Frogs (v1.0)
Episode 3: Frogs are Biters
Estimated Duration: 60 minutes Area Information
Who Decided to Give a This area has the following features:
Dimensions & Terrain. Rhacoph lurks around on a
half-sunken island that holds a once-magnificent—but now
Frog Teeth? crumbling and ruinous ancient Naga temple. The island
Having finally made it to Rhacoph’s lair, the bullywug is itself is 60-by-50 feet across—100 feet above which is the
the characters’ last obstacle in removing the vampiric ceiling of the vast, flooded cavern it rests in. The long
threat from Slitherswamp. crushed remains that liter the island often make moving
quickly difficult terrain. The water surrounding the island
Prerequisites is 70-feet deep and stagnant. What appears to be a half-
destroyed statue of a naga resting at the bottom of the
Characters must recover the black gemstones in Episode murky depths is Rhacoph’s coffin.
2, before proceeding to this episode. Lighting. The Slitherswamp is dimly lit by occasional
patches of fragrant mold that glows with faint blue-gray
Story Objective B light. Rhacoph doesn’t need light.
Defeating Rhacoph the Bulbous and his two bullywug
spawn is Story Objective B.

Playing the Pillars


Combat Exploration Social
Rhacoph utilizes the water to his If undetected, the characters overhear Ever vain, Rhacoph can be entreated
advantage—submerging himself within Rhacoph conversing with his mistress, by tribute—be it pretty baubles, actual
and summoning swarms while charming Keresta Delvingstone via sending. treasure, or even grand-sounding titles.
intruders. Once defeated, Rhacoph flees to Keresta—now in Vanrakdoom—is He can’t, however, be convinced to
his submerged coffin. disappointed that Rhacoph hasn’t already leave Slitherswamp or betray Keresta.
disposed of Artor Morlin’s “slaves.” Eventually, he’s likely to grow bored of the
increasingly less-impressive attempts to
woo him and attacks.

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7
DDAL08-09 Fangs and Frogs (v1.0)
Creatures/NPCs
Rhacoph the Bulbous is a fat and lazy bullywug vampire.
He was once a member of the bullywug tribe the
Blacktongues but broke away and embraced the faith of
the dark goddess, Shar. Two bullywug vampire spawn
emerge from the water should combat ensue—constantly
praising Rhacoph.
Objectives/Goals. Rhacoph the Bulbous exists to serve
his secret master, Keresta Delvingstone, and has been
charged with creating an army of vampires and vampire
spawn to invade the city above. He views intruders as
threats to his success.
What Does He Know? Rhacoph knows very little
about his mistress; mostly that she is a powerful cleric
of Shar in Vanrkdoom. The best way for the adventurers
to find out this information is to eavesdrop on a magical
conversation that Rhacoph is having with Keresta about
the interference of Artor Morlin. He’s aware that Artor
Morlin has been sending adventurers into Undermountain
in search of a new lair and knows of the Lord of Blood’s
particular distaste for other vampires.

Treasure & Rewards


Though greedy and angry, Rhacoph hasn’t yet had enough
time to collect anything of value for the characters to find.
However, do find the following items inside of his coffin:
• A potion of heroism, a spell scroll of suggestion, and a
pair of yellow snake portal eyes.

Adjusting the Scene


• Very Weak: Replace Rhacoph with two vampire spawn.
• Weak: Replace Rhacoph with a vampire spawn with
Rhacoph’s legendary actions.
• Very Strong: Add a vampire spawn.

Wrap-Up
Once Rhacoph has been defeated, the characters are
able to return to Waterdeep utilizing a set of yellow
snake eyes that were in the vampire lord’s possession.
Reporting to Artor Morlin of their success in killing
Rhacoph as well as any additional information they may
possess, the party is curtly thanked and waved away. As
they leave, Artor reminds them softly that their business
with him is not to be discussed. The threat his words
carry are implicit.

8
Adventure Rewards
Upon completing the adventure, the characters each
receive rewards based upon their accomplishments.
These rewards include advancement and treasure, and
may include special rewards, such as story awards or new
downtime activities, as follows:

Advancement Checkpoints
The characters receive 1 advancement checkpoint and
1 treasure checkpoint for each story objective that they
complete, as follows:
• Story Objective A: Free the Nightsinger’s from the
nagas’ enchantments
• Story Objective B: Defeat Rhacoph
The characters receive 1 advancement checkpoint and
1 treasure checkpoint for each bonus objective that they
complete, as follows:
• Bonus Objective A: Navigate Arcturia’s traps
• Bonus Objective B: Defeat the shadow assassin and
bone nagas.

Player Rewards
The characters earn the following player rewards for
completing the adventure:
Magic Item Unlock
Characters completing the adventure unlock:
Wand of Lightning Bolts. This black wand is decorated
with an intricate symbol of the dark goddess Shar. Each
time this wand is used, the wielder forgets all their bonds
for 10 minutes. This item can be found in Appendix 13.

Story Awards
During this adventure, the characters may earn the
following story award:
Monstrous Merger. You decided to take a chance and
touch or drink the multicolored water that spilled from
a broken fountain in Arcturia’s abandoned laboratory.
Doing so has changed you forever. Arcturia was a master
of transmutation and she must have used this water to
assist her in her unholy experiments. While you no longer
carry the negative effects associated with this, it seems
the physical trait you manifested still lingers. This story
award can only be removed by a remove curse.
More information can be found in Appendix 12.

Dungeon Master Rewards


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.

9
Appendix 1: Locations & NPCs
The following NPCs and locations feature prominently in • Ouida (OU ee DAH). This short blonde human is a
this adventure. devote worshiper of the dark goddess, Shar. She seeks
• Artor Morlin (ARR Tore MORE Linn). Known also adventure instead of boredom in her life.
as the Baron of Blood. This masked lord is a vampire, Personality: Don’t dare challenge my faith.
but very few live to hold this knowledge. While wholly Ideal: Life is loss; our pain defines who we are.
evil, Artor is calculating and respectful. His clothing, Bond: I am the only one who can sooth Ingemar.
while fine, is outdated in fashion and smells of dust and
ancient blood. • Rhacoph (RHA Cough). Rhacoph the Bulbous is
a bullywug vampire who left his tribe called the
Personality: I send minions to deal with threats. Blacktongues to follow Keresta Delvingstone and the
Ideal: I’m always one step ahead of my enemy. goddess Shar. He is fat, lazy, and demanding.
Bond: Knowing my secrets means death.
Flaw: If I must fight, my bloodlust consumes me. Personality: I don’t tolerate challengers to my rule.Ideal:
I will one day overthrow Keresta.
• Detta (DET Ta). A soft speaking, brunette duergar Bond: All must acknowledge my greatness.
battlerager. She is often seen disagreeing with her party Flaw: Intellectualism isn’t my strong point.
members.
• Sycunda (SEEH coon DA). An emaciated drow rogue
Ideal: Only other duergar are truly worthy of my who never sits still. He has flourished since escaping
consideration and respect. the yoke of drow society and is still learning the social
Bond: I owe my life to the Nightsinger’s Forgotten constructs of non-drow. Younger brother to Vydis.
and will never turn my back on them, even if I don’t
really like them. Personality: I am quick, confident, and friendly.
Flaw: I look for fights in the most unlikely of places. Ideal: That others are hesitant to kill confuses me.
Bond: My brother is a simpleton; pay him no mind.
• Ingemar (ING eh MARR). A stooped though young, Flaw: I’m willing to trust anyone that isn’t a drow.
human wizard who unfortunately has become
enthralled to the Ssethian Scourges. Having spent too • Vydis (VAYEE Dis). A thickly muscled drow warlock.
much time in Undermountain, he has become mentally He long ago cast aside Lloth’s worship and in doing so
and emotionally unstable. made a pact with an unknown power. Older brother to
Sycunda.
Personality: I’m easily excitable and distracted.
Ideal: Naturally curious, I question everything. Personality: I seem not to, but I’m watching.
Bond: Ouida is the love of my life. Ideal: Sacrifices must be made from time to time.
Flaw: Undermountain speaks to me, but how? Bond: My brother’s freedom has made him weak.
Flaw: I am paranoid to my own detriment.

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10
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 2: Creature Statistics
This appendix details monsters that are encountered in Sunlight Sensitivity. While in sunlight, Detta has disadvantage
this adventure. on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight.
Bone Naga Actions
Large undead, lawful evil
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Armor Class 15 (natural armor) target. Hit: 9 (1d12 + 3) slashing damage or (2d12 +3) while
Hit Points 58 (9d10 + 9) enlarged.
Speed 30 ft.
Javelin. Melee or Ranged Weapon Attack:+5 to hit, reach 5ft., or
STR DEX CON INT WIS CHA range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage
15 (+2) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 16 (+3) or 9 (2d6+3) piercing damage while enlarged.

Damage Immunities poison Enlarge (Recharges after a Short or Long Rest). For 1 minute,
Condition Immunities charmed, exhaustion, paralyzed, poisoned Detta magically increases in size, along with anything she is
Senses darkvision 60 ft., passive Perception 12 wearing or carrying. While enlarged, Detta is Large, doubles
Languages Common plus one other language her damage dice on Strength-based weapon attacks and
Challenge 4 (1,100 XP) makes Strength checks and Strength saving throws with
advantage. If Detta does not have the room to become Large,
she attains the maximum size possible in the space available.
Spellcasting. The naga is a 5th·level spellcaster (spell save
DC 12, +4 to hit with spell attacks) that needs only verbal Invisibility (Recharges after a Short or Long Rest). Detta
components to cast its spells. magically turns invisible until she attacks, casts a spell, or
If the naga was a guardian naga in life, its spellcasting ability uses her Enlarge, or until her concentration is broken, up to
is Wisdom, and it has the following cleric spells prepared: 1 hour (as if concentrating on a spell). Any equipment Detta
wears or carries is invisible with her.
Cantrips (at will): mending, sacred flame, thaumaturgy
1st level (4 slots): command, shield of faith
2nd level (3 slots): calm emotions, hold person
3rd level (2 slots): bestow curse Ingemar (Necromancer)
Medium humanoid (human), chaotic neutral
If the naga was a spirit naga in life, its spellcasting ability is
Intelligence, and it has the following wizard spells prepared: Armor Class 12 (15 with mage armor)
Cantrips (at will): mage hand, ray of frost, shocking grasp Hit Points 66 (12d8 + 12)
1st level (4 slots): charm person, sleep Speed 30 ft.
2nd level (3 slots): blur, hold person
3rd level (2 slots): lightning bolt STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Actions
Saving Throws Int +7, Wis +5
Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.
Skills Arcana +7, History +7
Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison
Damage Resistances necrotic
damage.
Senses passive Perception 11
Languages any four languages
Challenge 9 (5,000 XP)
Detta (Berserker)
Medium humanoid (dwarf ), neutral evil Spellcasting. Ingemar is a 12th level spellcaster. His
spellcasting ability is Intelligence (spell save DC15, +7 to hit
Armor Class 13 (hide armor) with spell attacks).
Hit Points 67 (9d8 + 27)
Speed 30 ft. Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life, mage armor, ray of sickness
STR DEX CON INT WIS CHA 2nd level (3 slots): blindness/deafness, ray of enfeeblement, web
16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) 3rd level (3 slots): animate dead, bestow curse, vampiric touch
4th level (3 slots): blight, dimension door, stoneskin
Senses passive Perception 10 5th level (2 slots): Bigby's hand, cloudkill
Languages any one language (usually Common) 6th level (1 slots): circle of death
Challenge 2 (450 XP)
Grim Harvest (1/Turn). When Ingemar kills a creature that
is neither a construct nor undead with a spell of 1st level or
Reckless. At the start of her turn, Detta can gain advantage on higher, the necromancer regains hit points equal to twice the
all melee weapon attack rolls during that turn, but attack rolls spell’s level, or three times if it is a necromancy spell.
against her have advantage until the start of its next turn.
Duergar Resistance. Detta has advantage on saving throws
Actions
against poison, spells, and illusions, as well as to resist being Withering Touch. Melee or Ranged Weapon Attack: +7 to hit,
charmed or paralyzed. reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

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DDAL08-09 Fangs and Frogs (v1.0)
Sycunda (Drow Shadowblade) Vydis (Warlock of the Fiend)
Medium humanoid (elf ), neutral evil Medium humanoid (drow elf ), lawful evil

Armor Class 17 (studded leather) Armor Class 12 (15 with mage armor)
Hit Points 150 (20d8+60) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Dex +9, Con +7, Wis +6 Saving Throws Wis +5, Cha +11
Skills Perception +6, Stealth +9 Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Senses darkvision 120 ft., passive Perception 16 Damage Resistances slashing from nonmagical attacks that aren't
Languages Elvish, Undercommon, Common silvered
Challenge 11 (7,200 XP) Senses darkvision 60 ft., passive Perception 11
Languages any two languages (usually Abyssal or Infernal)
Fey Ancestry. The drow has advantage on saving throws against Challenge 7 (2,900 XP)
being charmed, and magic can’t put it to sleep.
Fey Ancestry. The drow has advantage on saving throws against
Innate Spellcasting. Sycunda’s innate spellcasting ability is
being charmed, and magic can’t put it to sleep.
Charisma. He can innately cast the following spells (Spell save
DC 13). Requiring no material components: Innate Spellcasting. Vydis’ innate spellcasting ability is Charisma.
At will: dancing lights He can innately cast the following spells (Spell save DC 15).
1/day each: darkness, faerie fire, levitate (self only) Requiring no material components:

Shadow Step. While in dim or darkness, Sycunda can teleport At will: alter self, false life, levitate (self only), mage armor (self
as a bonus action up to 60 feet to an unoccupied space it can only), silent image
see that is also in dim light or darkness. It then has advantage 1/day: feeblemind, finger of death, plane shift
on the first melee attack it makes before the end of its turn. Spellcasting. Vydis is a 17th level spellcaster. His spell-casting
Sunlight Sensitivity. While in sunlight, Sycunda has ability is Charisma (sepll save DC15, +7 to hit with spell
disadvantage on attack rolls, as well as on Wisdom (Perception) attacks). He regains his expended spell slots when he finishes a
checks that rely on sight. short or long rest. He knows the following warlock spells:
Actions Cantrips (at will): eldritch blast, fire bolt, friends, mage hand,
minor illusion, prestidigitation, shocking grasp
Multiattack. Sycunda makes two attacks with his shadow 1st–5th level: (4 5th-level slots): banishment, burning hands,
sword. If either attack hits and the target is within 10 feet of flame strike, hellish rebuke, magic circle, scorching ray, scrying,
a 5-foot cube of darkness created by the shadow sword on a stinking cloud, suggestion, wall of fire
previous turn, the drow can dismiss that darkness and cause
the target to take 21 (6d6) necrotic damage. The drow can Sunlight Sensitivity. While in sunlight, Sycunda has disadvantage
dismiss darkness in this way no more than once per turn. on attack rolls, as well as on Wisdom (Perception) checks that
rely on sight.
Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic Dark One's Own Luck (Recharges after a Short or Long Rest).
damage and 10 (3d6) poison damage. The drow can then When Vydis makes an ability check or saving throw, he can add
fill an unoccupied 5-foot cube within 5 feet of the target with a d10 to the roll. He can do this after the roll is made but before
magical darkness, which remains for 1 minute. any of the roll’s effects occur.

Hand Crossbow. Ranged Weapon Attack: +9 to hit, range


Actions
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage and Mace Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
the target must succeed on a DC 13 Constitution saving throw 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.
or be poisoned for 1 hour. If the saving throw fails by 5 or
more, the target is also unconscious while poisoned in this
way. The target regains consciousness if it takes damage or if
another creature takes an action to shake it.

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12
DDAL08-09 Fangs and Frogs (v1.0)
Rhacoph the Bulbous Vampire Weaknesses. The spawn has the following flaws:
• Forbiddance. The spawn can't enter a residence with an
Medium undead (shapeshifter, bullywug), neutral evil
invitation from one of the occupants.
Armor Class 16 (natural armor) • Harmed by Running Water. The spawn takes 20 acid
Hit Points 144 (17d8 + 68) damage when it ends its turn in running water.
Speed 30 ft. • Stake to the Heart. The spawn is destroyed if a piercing
weapon made of wood is driven into its heart while it is
STR DEX CON INT WIS CHA incapacitated in her resting place.
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+1) 18 (+4)
• Sunlight Hypersensitivity. The spawn takes 20 radiant
Saving Throws Dex +9, Wis +7, Cha +9 damage when it starts its turn in direct sunlight. While in
Skills Perception +7, Stealth +9 direct sunlight, the spawn has disadvantage on attack rolls
Damage Resistances necrotic; bludgeoning, piercing, and and ability checks.
slashing from nonmagical attacks Actions
Senses darkvision 120 ft., passive Perception 17
Languages bullywug, Common Multiattack (Vampire Form Only). Rhacoph makes two
Challenge 13 (10,000 XP) attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
Amphibious. Rhacoph can breathe air and water. +9 to hit, reach 5ft., one creature. Hit: 8 (1d8+4) bludgeoning
Shapechanger. If Rhacoph isn’t in sunlight or running water, damage. Instead of dealing damage, Rhacoph can grapple the
it can use its action to polymorph into a Tiny bat or a Medium target (escape DC 18).
cloud of mist, or back into its true form. Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9
While in bat form, Rhacoph can’t speak, its walking speed is to hit, reach 5 ft., one willing creature or a creature that is
5 feet, and has a flying speed of 30 feet. His statistics, other grappled by Rhacoph, incapacitated, or restrained. Hit: 7
than its size and speed, are unchanged. Anything he is wearing (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The
transforms with him, but nothing he is carrying does. He target’s hit point maximum is reduced by an amount equal to
reverts to his true form if he dies. the necrotic damage taken, and Rhacoph regains hit points
While in mist form, Rhacoph can’t take any actions, speak, equal to that amount. The reduction lasts until the target
or manipulate objects. He is weightless, has a flying speed of finishes a long rest. The target dies if this effect reduces its hit
20 feet, can hover, and can enter a hostile creature’s space and point maximum to 0. A humanoid slain in this way and then
stop there. In addition, if air can pass through a space, the mist buried in the ground rises the following night as a vampire
can do so without squeezing, and he can’t pass through water. spawn under Rhacoph’s control.
He has advantage on Strength, Dexterity, and Constitution
saving throws, and he is immune to all nonmagical damage, Charm. Rhacoph targets one humanoid it can see within 30
except the damage he takes from sunlight. feet of it. If the target can see the vampire, the target must
Legendary Resistance (3/Day). If Rhacoph fails a saving throw, succeed on a DC 17 Wisdom saving throw against this magic
he can choose to succeed instead. or be charmed by Rhacoph. The charmed target regards
Rhacoph as a trusted friend to be heeded and protected.
Misty Escape. When he drops to 0 hit points outside of his Although the target isn’t under Rhacoph’s control, it takes
resting place, Rhacoph transforms into a cloud of mist (as Rhacoph’s requests or actions in the most favorable way it
in the Shapechanger trait) instead of falling unconscious, can, and it is a willing target for Rhacoph’s bite attack.
provided that he isn’t in sunlight or running water. If he can’t Each time Rhacoph or Rhacoph’s companions do anything
transform, he is destroyed. harmful to the target, it can repeat the saving throw, ending
While he has 0 hit points in mist form, he can’t revert to his the effect on itself on a success. Otherwise, the effect lasts
vampire form, and he must reach his resting place within 2 24 hours or until Rhacoph is destroyed, is on a different
hours or be destroyed. Once in his resting place, he reverts to plane of existence than the target, or takes a bonus action to
his vampire form. He is then paralyzed until he regains at least end the effect.
1 hit point. After spending 1 hour in his resting place with 0 hit
points, he regains 1 hit point. Children of the Night (1/Day). Rhacoph magically calls 2d4
swarms of bats or rats, provided that the sun isn’t up. While
Regeneration. Rhacoph regains 20 hit points at the start of his outdoors, Rhacoph can call 3d6 wolves instead. The called
turn if he has at least 1 hit point and isn’t in sunlight or running creatures arrive in 1d4 rounds, action as allies of Rhacoph
water. If Rhacoph takes radiant damage or damage from holy and obeying its spoken commands. The beasts remain for 1
water, this trait doesn’t function at the start of Rhacoph’s next hour, until Rhacoph dies, or until Rhacoph dismisses them as
turn. a bonus action.
Speak with Frogs and Toads. Rhacoph can communicate
simple concepts to frogs and toads when he speaks in
Legendary Actions
Bullywug. Rhacoph can only take 3 legendary actions, choosing from the
Spider Climb. Rhacoph can climb difficult surfaces, including options below. Only one legendary action option can be used at
upside down on ceilings, without needing to make an ability a time and only at the end of another creature’s turn. Rhacoph
check. regains spent legendary actions at the start of its turn.

Standing Leap. Rhacoph’s long jump is up to 20 feet and his • Move. Rhacoph moves up to his speed without provoking
high jump is up to 10 feet, with or without a running start. opportunity attacks.
• Unarmed Strike. Rhacoph makes an unarmed strike.
Swamp Camouflage. Rhacoph has advantage on Dexterity • Bite (Costs 2 Actions). Rhacoph makes a bite attack.
(Stealth) checks made to hide in swampy terrain.

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DDAL08-09 Fangs and Frogs (v1.0)
Shadow Assassin Vampire Spawn
Medium undead, chaotic evil Medium humanoid (any race), any alignment

Armor Class 14 Armor Class 15 (natural armor)


Hit Points 78 (12d8 + 24) Hit Points 60 (11d6 + 22)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2 16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +7, Int +4 Saving Throws Dex +6, Wis +3
Skills Perception +7, Stealth +10 Skills Perception +3, Stealth +6
Damage Vulnerabilities radiant Damage Resistances necrotic
Damage Resistances acid, cold, fire, lightning, thunder; Senses darkvision 60 ft., passive Perception 13
bludgeoning, piercing, and slashing from nonmagical attacks Languages Common
Damage Immunities necrotic, poison Challenge 5 (1,180 XP)
Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Regeneration. The spawn regains 10 hit points at the start of
Senses darkvision 60ft., passive Perception 17
its turn if it has at least 1 hit point and isn't in direct sunlight or
Languages understands the languages it knew in life but can’t
running water. If it takes radiant damage or damage from holy
speak
water, this trait doesn't function at the start of her next turn.
Challenge 9 (5,000 XP)
Spider Climb. The spawn can climb difficult surfaces,
Amorphous. The shadow assassin can move through a space as including upside down on ceilings, without needing to make
narrow as 1 inch wide without squeezing. an ability check.

Shadow Stealth. While in dim light or darkness, the shadow Vampire Weaknesses. The spawn has the following flaws:
assassin can take the Hide action as a bonus action. • Forbiddance. The spawn can't enter a residence with an
Sunlight Weakness. While in sunlight, the shadow assassin has invitation from one of the occupants.
disadvantage on attack rolls, ability checks, and saving throws. • Harmed by Running Water. The spawn takes 20 acid damage
when it ends its turn in running water.
Actions • Stake to the Heart. The spawn is destroyed if a piercing
Multiattack. The shadow assassin makes two Shadow Blade weapon made of wood is driven into its heart while it is
attacks. incapacitated in her resting place.
Shadow Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one • Sunlight Hypersensitivity. The spawn takes 20 radiant
target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage when it starts its turn in direct sunlight. While in
damage and the target’s Strength score is reduced by 1d4. direct sunlight, the spawn has disadvantage on attack rolls
The target dies if this reduces its Strength to 0. Otherwise, the and ability checks.
reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow (See Actions
the Monster Manual) rises from the corpse in 1d4 hours. Multiattack. The spawn makes two melee attacks, only one of
which can be a bite attack
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing
damage, the spawn can grapple her target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one willing
creature, or a creature that is grappled by the spawn,
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
plus 7 (2d6) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage taken,
and the spawn regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Reactions
Insightful Defense. When an attacker the spawn can see hits it
with an attack, the spawn can halve the damage against it.

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14
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 3: Snake Portal Entry Map

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15
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 4: The Hole in the Weave Map

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16
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 5: Taste the Pain-Bow Map

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17
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 6: Fairweather Friends Map

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18
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 7: Frogs are Biters Map

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19
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 8: The Rattle of Bones
in the Dark of Night Map

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20
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 9: Convincing the
Nightsinger’s Forgotten
Convincing the Nightsinger’s Forgotten to willingly enter the magic-dead room found in “The Hole in the Weave” depends on
which, if any, of the Nightsinger’s the characters dispel the enthrallment on first. Each of the Nightsinger’s Forgotten have a
unique relationship with the other members of their party and can only be convinced by certain other members of their troupe.
The group’s relationships can be summed up in the below manner:

Nightsinger’s Forgotten
Member Listens to: Ignores
Detta Ingemar Vydis
Ingemar Ouida Sycunda
Ouida Vydis Detta
Sycunda Detta Vydis
Vydis Sycunda Ouida

Solution: Ingemar > Detta > Sycunda > Vydis > Ouida

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21
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 10: The Whims of the Mad Mage
(Bonus Objective B)
Estimated Duration: 60 minutes DC 15 Wisdom saving throw or be overcome with a
paralyzing fear for 1 minute and take 27 (5d10) psychic
Scene A. Green Eyes and damage, or half as much on a successful save. Any
spellcaster that fail this saving throw temporarily gains
Caprices the Wild Magic Surge class feature (Player’s Handbook,
p.104) for the remainder of the adventure.
The Slitherswamp has led the characters into an archaic • The beautiful winged-woman smiles, stretching
trap designed by Halaster’s apprentice, Arcturia. her arms out before stepping out of the mural. Any
creature that can see her must make a DC 15 Wisdom
Prerequisites saving throw or take 21 (6d6) necrotic damage, or half
as much on a successful save. Any creature that fails
Use of this bonus objective must happen before Episode 3.
this saving throw is cursed. Until the curse is removed,
black, slimy worms occasionally burrow from beneath
Bonus Objective A their skin. A character cursed in this way is vulnerable
Resisting the mad whisperings that permeate throughout to necrotic damage.
the Undermountain and avoiding Arcturia’s traps is Bonus • Both images of the women grin and step from their
Objective A. respective murals to hold hands in the center of the
room. Any creature that can see them must make a
Area Information DC 15 Wisdom saving throw or take 27 (5d10) psychic
This area has the following features: damage as the two women merging into a single,
Dimensions & Terrain. Murals of a beautiful, winged grotesque mockery being of terrible beauty before
woman adorn the east wall of this room. She appears vanishing in a flash of light. A creature that succeeds
benevolent, with sylph-like wings spread wide in glory. on the save takes half damage. A character that fails
Unusually bright colors have resisted the passage of time their saving throw believe that one of their companions
and her eyes are wild and haunted. The same wall is has been possessed by the grotesque creature, but they
featured on the west wall, though her beauty has faded can’t be sure which one. They obtain the flaw “a hideous
and been replaced with a grotesque mockery of life—a creature hides within the body of a fellow adventure,
desiccated, human-shaped corpse consisting of a writhing and I must find it.”
mass of half-rotten worms. Undeath mingles with
madness in her murky, gloating eyes. Those that look into Arcturia, Halaster’s Apprentice
the eyes of either mural trigger a trap.
Lighting. Unlike many of the sections of the Arcturia was the most ambitious of Halaster
Slitherswamp, this area is brightly lit. Magical globes Blackcloak’s apprentices—collectively known as
of green stone, struck through with veins of silvery-blue the Seven. Ancient rumors tell she was in love with
metal radiating magical flames hang from the wall at her insane master and that following Halaster into
evenly spaced intervals. Undermountain drove her mad.
Traps & Puzzles. This room is laced with an illusion Arcturia’s magical specialties were illusion and
trap, placed here by Halaster’s apprentice Arcturia. transmutation, and she was given to strange and cruel
Whenever a character looks at either representation of experiments on living creatures, including herself. She
Arcturia in the eyes, one of the traps below: found fault with all intelligent life and couldn’t resist
tampering with it. Initially giving herself blue armored
• The worm woman smiles and steps into the room;
scales and transparent sylph-like wings, the wizard
advancing hungrily, removing her mask and opening
continued to alter her own body. After her death,
her mouth as long, black puss-filled worms pour from
Arcturia’s magic transformed her into an undead
within. Any creature that can see her must make a
creature known as a Worm that Walks.

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22
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 11: The Rattle of Bones in the
Dark of Night (Bonus Objective B)
Estimated Duration: 60 minutes Creatures/NPCs
Scene A. Orange Eyes Within this room lie the corpses of two bone nagas;
consequences of a long-forgotten war. They rise and
Entering into this room causes the bones of two slain attack when the characters enter and disturb their
bone nagas to rise and attack. unending slumber. It is at this point that the shadow
assassins, who have carefully followed the characters
Prerequisites through the prior areas of the Slitherswamp, take the
opportunity and join the bone nagas in attacking the
Use of this bonus objective must happen before Episode 3.
adventurers.
Objectives/Goals. The bone nagas have been twisted
Objectives by their deaths, now seeking only to kill. The shadow
Destroying the two remaining denizens of this chamber is assassins take the opportunity to rid their master of some
Bonus Objective B. troublesome adventurers.
What Do They Know? The bone nagas are consumed
Area Information with hatred for the living and do not care why the
characters have disturbed their undead slumber. They
This area has the following features:
speak of a long-ago war with the Yuan-ti that destroyed
Dimensions & Terrain. This naturally carved cavern
both civilizations.
spans 80-by-60 feet. Black water runs freely from a eons-
old natural spring in the floor. Cracks riddle the floor,
ceiling, and walls, and rubble and broken pillars fill the Adjusting the Scene
room. Half of a crumbling snake throne sits in the north Here are some suggestions for adjusting this scene,
section of the room. Detect magic reveals that the whole according to your group.
room radiates powerful conjuration magic. • Very Weak: Have the combat consist only of a single
Lighting. Unlike many of the sections of the shadow assassin and a bone naga.
Slitherswamp, this area is completely lightless. • Weak: Remove a shadow assassin.
• Very Strong: Add another bone naga to the combat.

Playing the Pillars


Combat Exploration Social
The shadow assassins will hide within one The bone nagas have been bound to this The bone nagas are victims of their hatred.
of the numerous split surfaces within the area in death and the shadow assassins They bemoan the fate of their civilization
room before springing out and attacking. are creatures of opportunity. Should any and lash out at those who disturb them.
They will then use their bonus action to hide characters not wish to fight, they can flee If characters pay attention, they do learn
within a nearby crack, making them difficult this room and the nagas will be unable to that two spirit nagas have escaped the
opponents. follow. Having lost their distraction, the destruction of their society. These spirit
assassins will also cease their attacks. nagas still remain within the Slitherswamp
and are known as the Ssethian Scourges.

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23
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 12: Story Awards (Player Handout 1)
The characters may earn the following story award during
the course of this adventure.

Monstrous Merger
You decided to take a chance and touch or drink the
multicolored water that spilled from a broken fountain in
Arcturia’s abandoned laboratory. Doing so has changed
you forever. Arcturia was a master of transmutation and
she must have used this water to assist her in her unholy
experiments. While you no longer carry the negative
effects associated with this, it seems the physical trait
you manifested still lingers. This story award can only be
removed by a remove curse.

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24
DDAL08-09 Fangs and Frogs (v1.0)
Appendix 13: Magic Item
Characters completing this adventure’s objective unlock
this magic item.

Wand of Lightning Bolts


Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use
an action to expend 1 or more of its charges to cast the
lightning bolt spell (save DC 15) from it. For 1 charge, you
cast the 3rd-level version of the spell. You can increase
the spell slot level by one for each additional charge you
expend.
The wand regains 1d6+1 expended charges daily at
dawn. If you expend the wand’s last charge, roll a d20.
One a 1, the wand crumbles into ashes and is destroyed.
This item is found on Magic Item Table G in the Dungeon
Master’s Guide.
This black wand is decorated with symbol of the
goddess Shar. The wielder forgets their Bonds for 10
minutes each time the wand is used.

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DDAL08-09 Fangs and Frogs (v1.0)
Appendix 14: Dungeon Master Tips
This adventure is designed for three to seven 5th-10th Each player is responsible for maintaining an accurate
level characters and is optimized for five characters with logsheet. If you have time, you can do a quick scan of
an average party level (APL) of 10. Characters outside a player’s character sheet to ensure that nothing looks
this level range cannot participate in this adventure. out of order. If you see magic items of very high rarities
or strange arrays of ability scores, you can ask players
to provide documentation for the irregularities. If they
New to D&D Adventurers League? cannot, feel free to restrict item use or ask them to use a
http://dnd.wizards.com/playevents/organized-play standard ability score array.
Point players to the D&D Adventurers League Players
New to Waterdeep? Guide for reference. If players wish to spend downtime
http://dnd.wizards.com/story/waterdeep days and it’s the beginning of an adventure or episode,
they can declare their activity and spend the days now,
New to Being the Dungeon Master? or they can do so at the end of the adventure or episode.
http://dndadventurersleague.org/storyline-seasons/ Players should select their characters’ spells and other
waterdeep-adventures/ daily options prior to the start of the adventure, unless
the adventure specifies otherwise. Feel free to reread the
adventure description to help give players hints about
To DM an adventure, you must have 3 to 7 players— what they might face.
each with their own character whose level is within the
adventure’s level range. Characters playing in a hardcover
adventure may continue to play to but if they play a
Adjusting This Adventure
different hardcover adventure, they can’t return to the When combat is a possibility, the adventure will provide
first one if they’re outside its level range. a sidebar that helps you to determine the best mix/
number of opponents to provide them with to create an
Preparing the Adventure appropriate challenge. While you’re not bound to these
adjustments; they’re here for your convenience and
Before you start play, consider the following: consideration.
• Read through the adventure, taking notes of anything To determine whether you should consider adjusting the
you’d like to highlight or remind yourself of while adventure, add up the total levels of all the characters and
running the adventure, such as a way you’d like to divide the result by the number of characters (rounding .5
portray an NPC or a tactic you’d like to use in a combat. or greater up; .4 or less down). This is the group’s average
Familiar yourself with the adventure’s appendices and party level (APL). To approximate the party strength for
handouts. the adventure, consult the table below.
• Gather any resources you’d like to use to aid you in
running this adventure--such as notecards, a DM screen, Determining Party Strength
miniatures, and battlemaps.
Party Composition Party Party Strength
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; 3-4 characters, APL less than Very weak
passive Wisdom (Perception), and anything specified as 3-4 characters, APL equivalent Weak
notable by the adventure (such as backgrounds, traits,
flaws, etc.) 3-4 characters, APL greater than Average
Players can play an adventure they previously played as 5 characters, APL less than Weak
a Player or Dungeon Master but may only play it once with 5 characters, APL equivalent Average
a given character. Ensure each player has their character’s
adventure logsheet (if not, get one from the organizer). 5 characters, APL greater than Strong
The players fill out the adventure name, session number, 6-7 characters, APL less than Average
date, and your name and DCI number. In addition, the
6-7 characters, APL equivalent Strong
player also fills in the starting values for advancement and
treasure checkpoints, downtime days, and renown. These 6-7 characters, APL greater than Very strong
are updated at the conclusion of the session.

Not for resale. Permission granted to print or photocopy this document for personal use only.
26
DDAL08-09 Fangs and Frogs (v1.0)
Monstrous Merger Monstrous Merger Monstrous Merger
DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs

You decided to take a chance and You decided to take a chance and You decided to take a chance and
touch or drink the multicolored water touch or drink the multicolored water touch or drink the multicolored water
that spilled from a broken fountain in that spilled from a broken fountain in that spilled from a broken fountain in
Arcturia’s abandoned laboratory. Arcturia’s abandoned laboratory. Arcturia’s abandoned laboratory.
Doing so has changed you forever. Doing so has changed you forever. Doing so has changed you forever.
Arcturia was a master of transmutation Arcturia was a master of transmutation Arcturia was a master of transmutation
and she must have used this water to and she must have used this water to and she must have used this water to
assist her in her unholy experiments. assist her in her unholy experiments. assist her in her unholy experiments.

While you no longer carry the negative While you no longer carry the negative While you no longer carry the negative
effects associated with this, it seems effects associated with this, it seems effects associated with this, it seems
the physical trait you manifested still the physical trait you manifested still the physical trait you manifested still
lingers. This story award can only be lingers. This story award can only be lingers. This story award can only be
removed by a remove curse. removed by a remove curse. removed by a remove curse.

Single Use? Single Use? Single Use?

Story Award Story Award Story Award

Monstrous Merger Monstrous Merger Monstrous Merger


DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs

You decided to take a chance and You decided to take a chance and You decided to take a chance and
touch or drink the multicolored water touch or drink the multicolored water touch or drink the multicolored water
that spilled from a broken fountain in that spilled from a broken fountain in that spilled from a broken fountain in
Arcturia’s abandoned laboratory. Arcturia’s abandoned laboratory. Arcturia’s abandoned laboratory.
Doing so has changed you forever. Doing so has changed you forever. Doing so has changed you forever.
Arcturia was a master of transmutation Arcturia was a master of transmutation Arcturia was a master of transmutation
and she must have used this water to and she must have used this water to and she must have used this water to
assist her in her unholy experiments. assist her in her unholy experiments. assist her in her unholy experiments.

While you no longer carry the negative While you no longer carry the negative While you no longer carry the negative
effects associated with this, it seems effects associated with this, it seems effects associated with this, it seems
the physical trait you manifested still the physical trait you manifested still the physical trait you manifested still
lingers. This story award can only be lingers. This story award can only be lingers. This story award can only be
removed by a remove curse. removed by a remove curse. removed by a remove curse.

Single Use? Single Use? Single Use?

Story Award Story Award Story Award

Monstrous Merger Monstrous Merger Monstrous Merger


DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs

You decided to take a chance and You decided to take a chance and You decided to take a chance and
touch or drink the multicolored water touch or drink the multicolored water touch or drink the multicolored water
that spilled from a broken fountain in that spilled from a broken fountain in that spilled from a broken fountain in
Arcturia’s abandoned laboratory. Arcturia’s abandoned laboratory. Arcturia’s abandoned laboratory.
Doing so has changed you forever. Doing so has changed you forever. Doing so has changed you forever.
Arcturia was a master of transmutation Arcturia was a master of transmutation Arcturia was a master of transmutation
and she must have used this water to and she must have used this water to and she must have used this water to
assist her in her unholy experiments. assist her in her unholy experiments. assist her in her unholy experiments.

While you no longer carry the negative While you no longer carry the negative While you no longer carry the negative
effects associated with this, it seems effects associated with this, it seems effects associated with this, it seems
the physical trait you manifested still the physical trait you manifested still the physical trait you manifested still
lingers. This story award can only be lingers. This story award can only be lingers. This story award can only be
removed by a remove curse. removed by a remove curse. removed by a remove curse.

Single Use? Single Use? Single Use?

Story Award Story Award Story Award


Wand of Lightning Bolts Wand of Lightning Bolts Wand of Lightning Bolts
DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs

This wand has 7 charges and requires This wand has 7 charges and requires This wand has 7 charges and requires
attunement by a spellcaster. While holding it, attunement by a spellcaster. While holding it, attunement by a spellcaster. While holding it,
you can use an action to expend 1 or more of you can use an action to expend 1 or more of you can use an action to expend 1 or more of
its charges to cast the lightning bolt spell its charges to cast the lightning bolt spell its charges to cast the lightning bolt spell
(save DC 15) from it. (save DC 15) from it. (save DC 15) from it.
For 1 charge, you cast the 3rd-level version of For 1 charge, you cast the 3rd-level version of For 1 charge, you cast the 3rd-level version of
the spell. You can increase the spell slot level the spell. You can increase the spell slot level the spell. You can increase the spell slot level
by one for each additional charge you expend. by one for each additional charge you expend. by one for each additional charge you expend.

The wand regains 1d6+1 expended charges The wand regains 1d6+1 expended charges The wand regains 1d6+1 expended charges
daily at dawn. If you expend the wand’s last daily at dawn. If you expend the wand’s last daily at dawn. If you expend the wand’s last
charge, roll a d20. One a 1, the wand charge, roll a d20. One a 1, the wand charge, roll a d20. One a 1, the wand
crumbles into ashes and is destroyed. crumbles into ashes and is destroyed. crumbles into ashes and is destroyed.

This black wand is decorated with symbols of This black wand is decorated with symbols of This black wand is decorated with symbols of
the goddess Shar. The wielder forgets their the goddess Shar. The wielder forgets their the goddess Shar. The wielder forgets their
Bonds for 10 minutes each time it is used. Bonds for 10 minutes each time it is used. Bonds for 10 minutes each time it is used.

Rare Magic Item Table: G Rare Magic Item Table: G Rare Magic Item Table: G

Item Unlock Item Unlock Item Unlock

Wand of Lightning Bolts Wand of Lightning Bolts Wand of Lightning Bolts


DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs

This wand has 7 charges and requires This wand has 7 charges and requires This wand has 7 charges and requires
attunement by a spellcaster. While holding it, attunement by a spellcaster. While holding it, attunement by a spellcaster. While holding it,
you can use an action to expend 1 or more of you can use an action to expend 1 or more of you can use an action to expend 1 or more of
its charges to cast the lightning bolt spell its charges to cast the lightning bolt spell its charges to cast the lightning bolt spell
(save DC 15) from it. (save DC 15) from it. (save DC 15) from it.
For 1 charge, you cast the 3rd-level version of For 1 charge, you cast the 3rd-level version of For 1 charge, you cast the 3rd-level version of
the spell. You can increase the spell slot level the spell. You can increase the spell slot level the spell. You can increase the spell slot level
by one for each additional charge you expend. by one for each additional charge you expend. by one for each additional charge you expend.

The wand regains 1d6+1 expended charges The wand regains 1d6+1 expended charges The wand regains 1d6+1 expended charges
daily at dawn. If you expend the wand’s last daily at dawn. If you expend the wand’s last daily at dawn. If you expend the wand’s last
charge, roll a d20. One a 1, the wand charge, roll a d20. One a 1, the wand charge, roll a d20. One a 1, the wand
crumbles into ashes and is destroyed. crumbles into ashes and is destroyed. crumbles into ashes and is destroyed.

This black wand is decorated with symbols of This black wand is decorated with symbols of This black wand is decorated with symbols of
the goddess Shar. The wielder forgets their the goddess Shar. The wielder forgets their the goddess Shar. The wielder forgets their
Bonds for 10 minutes each time it is used. Bonds for 10 minutes each time it is used. Bonds for 10 minutes each time it is used.

Rare Magic Item Table: G Rare Magic Item Table: G Rare Magic Item Table: G

Item Unlock Item Unlock Item Unlock

Wand of Lightning Bolts Wand of Lightning Bolts Wand of Lightning Bolts


DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs DDAL08-09 Fangs and Frogs

This wand has 7 charges and requires This wand has 7 charges and requires This wand has 7 charges and requires
attunement by a spellcaster. While holding it, attunement by a spellcaster. While holding it, attunement by a spellcaster. While holding it,
you can use an action to expend 1 or more of you can use an action to expend 1 or more of you can use an action to expend 1 or more of
its charges to cast the lightning bolt spell its charges to cast the lightning bolt spell its charges to cast the lightning bolt spell
(save DC 15) from it. (save DC 15) from it. (save DC 15) from it.
For 1 charge, you cast the 3rd-level version of For 1 charge, you cast the 3rd-level version of For 1 charge, you cast the 3rd-level version of
the spell. You can increase the spell slot level the spell. You can increase the spell slot level the spell. You can increase the spell slot level
by one for each additional charge you expend. by one for each additional charge you expend. by one for each additional charge you expend.

The wand regains 1d6+1 expended charges The wand regains 1d6+1 expended charges The wand regains 1d6+1 expended charges
daily at dawn. If you expend the wand’s last daily at dawn. If you expend the wand’s last daily at dawn. If you expend the wand’s last
charge, roll a d20. One a 1, the wand charge, roll a d20. One a 1, the wand charge, roll a d20. One a 1, the wand
crumbles into ashes and is destroyed. crumbles into ashes and is destroyed. crumbles into ashes and is destroyed.

This black wand is decorated with symbols of This black wand is decorated with symbols of This black wand is decorated with symbols of
the goddess Shar. The wielder forgets their the goddess Shar. The wielder forgets their the goddess Shar. The wielder forgets their
Bonds for 10 minutes each time it is used. Bonds for 10 minutes each time it is used. Bonds for 10 minutes each time it is used.

Rare Magic Item Table: G Rare Magic Item Table: G Rare Magic Item Table: G

Item Unlock Item Unlock Item Unlock

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