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DDAL 08-18

MOVING DAY
A Waterdeep Adventure
You must transport the Baron of Blood (sealed within his coffin) to his new
home. Unfortunately, his new neighbors are not happy to see him move in, and
the Mad Mage himself wants to throw him a housewarming party.
Part Three of the Home Sweet Home trilogy.

A Four to Six-Hour Adventure for Tier 4 Characters.


Optimized For: APL 18

Credits
Lead Designer: Lysa Chen D&D Adventurers League Wizards Team: Adam Lee, Ari
Editing: Greg Marks, Travis Woodall Levitch, Chris Lindsay, Mike Mearls
D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Administrators: Alan Patrick,
Art Director and Graphic Designer: Rich Lescouflair Amy Lynn Dzura, Travis Woodall, Lysa Chen, Claire
Interior Art: Provided by Wizards of the Coast Hoffman, Greg Marks

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.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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1
DDAL08-18 Moving Day (v1.0)
Adventure Primer Episodes
“Not just beautiful, though—the stars are like the trees in The adventure’s story is spread over three story episodes
the forest, alive and breathing. And they’re watching me.” that take approximately 4 hours to play. These episodes
are introduced by a Call to Action episode.
—Haruki Murakami If you’re planning to play the entire adventure at once,
you only need to introduce the Call to Action once.
Background However, if you plan to play them over several sessions,
you’ll want to revisit the Call to Action each time you play.
The Baron of Blood, vampire ARTOR MORLIN, is ready
to get out of Skullport, where he has been dwelling since • Episode 1: Making Moves. The Baron of Blood, Artor
Jarlaxle Baenre exposed Artor’s previous lair. Recently, Morlin, recruits the adventurers to escort him through
adventurers helped Artor clear a section of Undermountain Shadowdusk Hold, his new lair. This is the Call to
for his new home sweet home in SHADOWDUSK HOLD Action.
(in DDAL08-16 Change of Address) and fetch a powerful • Episode 2: Halaster’s Housewarming Rift. With Artor
item to seal off the Far Realms that corrupt it (in DDAL08- safely secured in his coffin, the characters face tricks,
17 The Tower of Ahghairon). Now Artor needs adventurers traps, and treacherous foes sent by the Far Realm and
to help him enter Undermountain without becoming Halaster. This is Story Objective A.
imprisoned himself. • Episode 3: Darkest Knight, Brightest Stars. The
But the previous adventurers’ expedition caught the characters finally reach the site of Artor Morlin’s new
attention of mad mage HALASTER, and he is not lair and the Weave to which he must be attuned, but
amused. Well, truthfully, he is amused, quite amused, one last Shadowdusk stands in their way. This is Story
and he’s ready to have some fun. Should Artor’s Objective B.
adventurers surpass Halaster’s tricks, traps, and attention
span, the Shadowdusk family has sent HANNELORE Bonus Objectives
SHADOWDUSK, a death knight, and her army of undead
to ensure Artor’s housewarming party is to die for. This adventure also includes two, 1-hour bonus objectives
that the characters can pursue if they have additional time
to do so—earning additional advancement and treasure
checkpoints in the process. These bonus objectives are
found in this adventure’s appendices, as follows:
• Bonus Objective A: Amulet of the Weave. Before they
can perform the ritual to attune Artor to the Weave, the
characters must fetch one last necessary artifact. This
bonus objective is found in Appendix 4.
• Bonus Objective B: Entity on the Loose. As the
characters return to the Tempted Paladin, they find
Artor’s moving into Shadowdusk Hold has meant
someone—or something—else has had to move out. This
bonus objective is found in Appendix 5.

Episode Sequence
Depending on your time constraints, play style and
environment, this adventure takes approximately four-to-
six hours to play.
How Will You Play?
The duration of your session depends on how much of
this adventure you utilize. At the very least, your session
will last approximately four hours. However, if you wish,
you can provide a longer experience for your players by
utilizing the bonus objectives.
• Story Objectives Only. To complete the both of the
adventure’s story objectives, the characters play in
Episodes 1 through 3 in order.
• Bonus Objectives. You can extend this adventure by
one- or two- hours by utilizing the bonus objectives
provided in the appendices. These objectives branch off
Episodes 2 and 3.

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2
DDAL08-18 Moving Day (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.

Making Moves
(Call to Action)

A 2
Amulet of the Weave Halaster’s
(Bonus Objective A) Housewarming Gift
(Story Objective A)

3 B
Darkest Knight:
Entity on the Loose
Brightest Stars
(Bonus Objective B)
(Story Objective B)

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3
DDAL08-18 Moving Day (v1.0)
Episode 1: Making Moves
Estimated Duration: 30 minutes Dimensions & Terrain. The Tempted Paladin is in
Skullport. Tapestries hang on the walls depicting battles
Scene A. Artor’s from the ancient Shoon Imperium. The interior space of
the tavern is approximately 60 feet long and 30 feet wide.
Final Request The bar is on the west wall of the common area which has
several small round tables arranged throughout. A heavy
The Baron of Blood and Masked Lord of Waterdeep Artor
red curtain hangs behind the bar, concealing a doorway
Morlin has summoned the characters to the Tempted
that leads to a small, empty kitchen and the cellar.
Paladin to petition their help. Artor requires powerful
Lighting. A large fire blazes in the hearth in the middle
adventurers to escort him to his new headquarters in
of the room, casting warmth and flickering shadows
Undermountain’s Shadowdusk Hold, where he can end
across the tavern.
the Far Realm and undead incursions that threaten the
Smells & Sounds. Although solemn, haunting music
lair and, potentially, Waterdeep.
and hushed whispers often fill the Tempted Paladin, today
• Played Prior Season 8 Adventures. Upon returning the tavern is silent and still, the air laced only with a thin
from one of Artor’s previous missions or answering coppery aroma.
a new invitation from the Baron of Blood, Artor
announces he has one final request. Creatures/NPCs
• Didn’t Play Prior Season 8 Adventures. The
characters’ reputations precede them. Artor Morlin’s Artor Morlin (a vampire) sits alone at the table furthest
minions deliver a letter summoning the characters to from the door. Patrons scattered at the other tables sit
the Tempted Paladin, where he offers them a job of silently and turn in unison when the characters enter;
utmost importance to Waterdeep’s safety. Escort him they are vampire spawn who serve Artor.
and enter the deepest depths of Undermountain and the Objectives/Goals. Having been assisted by adventurers
bounty they hold. (perhaps the characters themselves, if they played previous
adventures) in clearing out a portion of Shadowdusk Hold
and secure an item to rid the layer of Undermountain of
Area Information its Far Realm influence, the Baron of Blood’s new lair
This area has the following features: is primed for his arrival. However, he needs powerful
adventurers to escort him and perform a ritual.

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DDAL08-18 Moving Day (v1.0)
What Does He Know? Someone in Shadowdusk Hold The Baron’s Coffin. A simple ebony wood coffin rests
has been directing undead threats into Waterdeep, and on a stand in front of the gate.
Artor is eager to stop these once he’s moved in. But one
does not simply walk into Shadowdusk Hold. To ensure Creatures/NPCs
he can come and go as he pleases (to serve the city of
Vampire Artor Morlin escorts the characters to the cellar,
Waterdeep, of course!), Artor requires the group to escort
which is full of cloaked figures (Artor’s vampire spawn)
him safely sealed in his coffin and perform a ritual that
here to see off the vampire lord.
attunes his coffin and himself to the Weave.
Objectives/Goals. Artor requests the characters’ help
The characters can enter Shadowdusk Hold in the
sealing him in his coffin before they enter the elder rune
cellar of the Tempted Paladin, which houses one of
gate.
Halaster’s elder rune gates, activated by pouring a potion
What Does He Know? Mad Mage Halaster, who rules
of healing onto the threshold; although adventurers have
Undermountain, likely is onto the Baron of Blood’s
travelled by the gate before and provided a rough map
plans. The adventurers should be alert. Before they
of where to find the Weave, Artor is unsure how the Far
enter Shadowdusk Hold, Artor provides the characters
Realm has warped Shadowdusk Hold since.
a rough map from the last expedition (Appendix 6)
Artor can offer a reward capable of great healing in
and instructions for the ritual they must perform once
exchange, but for his own assurance that the characters
they reach the Weave (Appendix 7). Artor requires the
will deliver him safely, he will keep it on his person. They
following before sealing his coffin:
can only retrieve it once he emerges.
• The characters must determine who is carrying the
coffin. A character with a Strength ability score of 14
Treasure & Rewards or higher can carry the coffin themselves; otherwise,
If the characters have no potion of healing, Artor gives the two characters are required. (The last time adventurers
characters: entered the gate, the second to pass through was
• A slender vial filled with a murky red liquid: a potion of affected, so Artor requests not to enter second.)
healing. • The characters must establish a secret passphrase to be
used at the end of the ritual.
Call to Action • The characters must sacrifice a drop of blood onto
the coffin. Artor tells them this is to ensure they are
Artor requires the following of the characters:
the only ones who can complete the ritual and release
• Escort Artor’s sealed coffin to the Weave in Shadowdusk
him. In truth, this ensures that if someone attacks the
Hold.
coffin, one of the characters at random will be damaged
• Perform a ritual that attunes Artor and his coffin to instead.
the Weave, a powerful magical force that surrounds
• BONUS OBJECTIVE A. If using this additional content,
Waterdeep and Undermountain.
Artor also tells the characters they will need to find an
amulet he believes they’ll find hidden in Shadowdusk
Scene B. Sanguine, Hold. It appears to be a trinket but belonged to someone
when the Weave first was discovered. Its presence
Sealed, Delivered should strengthen the ritual.
The characters prepare to enter the elder rune gate that
takes them to Shadowdusk Hold but first must help seal Entering the Gate
Artor Morlin in his coffin. Characters can enter the gate once Artor steps into his
coffin, closes the lid, and seals it from the inside.
Area Information Once a character splashes a potion of healing on
This area has the following features: the ground between the finger-like pillars, the gate
Dimensions & Terrain. The gate room mirrors the size activates for one minute—filling the space between
of the tavern above—70-feet long and 30-feet wide, with them with a swirling blue vortex appears.
a 7-foot high ceiling. Old barrels and wooden boxes have The first character passing through the gate does
been neatly stacked against the walls. so without incident. When the second character
Lighting. The cellar is dimly lit by sparse sconces. attempts to pass, however, the character is
Smells & Sounds. The cellar smells dusty and moldy, paralyzed, and an elder rune (determined randomly
like every other place in Skullport. from the Elder Rune Deck found in Appendix 10)
Elder Rune Gate. The gate stands opposite the appears on the gate’s vertical plane. Roll a die to
circular stair on the far side of the cellar. Two wide determine whether it applies a boon or a bane (even
pillars stand 5 feet apart and 3 feet from the far wall. for boon, odd for bane). Once done, the character is
The pillars have been carved to resemble index no longer paralyzed and can pass through the gate.
fingers—complete with claw-like fingernails curved No other elder runes appear here.
toward each other. There’s no visible gate threshold. A
red stain mars the floor here, but Artor insists it is from a
previously splashed potion.

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DDAL08-18 Moving Day (v1.0)
Episode 2: Halaster’s Housewarming Rift
Estimated Duration: 2 hours 30 minutes under the DM’s control. Casting dispel evil and good on
the corpse before the will-o’-wisp forms prevents this, as
Return to Shadowdusk does removing the body from Shadowdusk Hold or into
the area of a hallow spell.
Hold Restless Whispers. It is difficult to rest in Shadowdusk
Hold, as indecipherable voices and strange laughter
The characters enter Shadowdusk Hold and find it
whisper in the ears of any characters that dare stay still
changed from previous expeditions.
too long. When attempting a short rest, characters must
succeed a DC 15 Wisdom saving throw. On a failed save,
Prerequisites characters do not receive the benefits of a short rest and
This episode may be pursued after the characters accept instead gain one short-term madness. For a long rest, the
the Call to Action. DC is increased to 20.

Story Objective A Scene A. We’ve Been Expecting You


Escorting Artor’s sealed coffin safely through The characters enter the gate room and find Halaster has
Shadowdusk Hold is Story Objective A. The characters sent creatures to greet them.
must bring the coffin to the Weave’s location, where the
required ritual can be performed. Area Information
This area has the following features:
Area Information Dimensions & Terrain. Behind the gate, this 25-foot
radius circular room melts into inky darkness speckled
This area has the following features: with orbs of flickering light. Creatures not native to the
Dimensions & Terrain. 15-feet high ceilings, with floors Far Realm that end their turn in this darkness must
and walls of smooth stone—polished to a mirror finish. succeed a DC 15 Intelligence saving throw or take 22
Lighting. Unless stated otherwise, there is no light (4d10) psychic damage, or half as much on a success.
except what the characters bring with them. Extinguished Elder Rune Gate. The “pillars” on this gate are
torches are set in upside-down sconces throughout activated for one minute by splashing a potion of healing
Shadowdusk Hold. into the area between the toes.
Will-o’-wisps. Any humanoid that dies within Crumbled Pillars and Statues. The gate is surrounded
Shadowdusk Hold rises 1d4 hours later as a will-o’-wisp by crumbled stones that were once painted statues—

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6
DDAL08-18 Moving Day (v1.0)
one of which is still intact and depicts a wild-eyed man
with long white hair and beard and a robe. The words
“Welcome Home” have been carved into the statue in
Deep Speech.
“Surprise!”. A glowing bead rests against the doorway
25 feet from the gate where the characters enter. This is a
delayed blast fireball (DC 22), which deals 42 (12d6) fire
damage if it erupts. When the last person walks through
the gate, the bead detonates if it hasn’t already.
Creatures/NPCs
A star spawn larva mage and two star spawn hulks wait
for prey to enter the darkness.
Objectives/Goals. The star spawn’s goal is to stop
the adventurers from helping Artor Morlin. They attack
the characters (after the delayed blast fireball bead is
detonated or otherwise dealt with). They focus their
attacks on characters they see carrying or protecting
Artor’s coffin.
What Do They Know? Halaster informed the star
spawn that Artor intends to seal off the Far Realm. They
know the Shadowdusks have sent someone to confront
the characters as well but don’t share this.

Adjusting the Scene


Here are some suggestions for adjusting this scene:
• Very Weak: Remove two star spawn hulks.
• Weak: Remove one star spawn hulk.
• Strong: Add one star spawn hulk.
DC 21 Constitution saving throw or its hit point maximum
• Very Strong: Add two star spawn hulks.
is reduced by 18 (4d8) necrotic damage. This reduction
lasts until the creature finishes a long rest.
The Exit: Rune Puzzle. The hallway ends in a wall
Scene B. Hall of the Nightwalker with four marble tiles in a row. Distribute the handout in
As the characters continue to travel through Shadowdusk Appendix 8. The first three tiles have glowing symbols
Hold, they find it further warped by undeath and the Far on them. The fourth tile is blank. A creature can use its
Realm in a strange, winding hallway. Roll initiative when action to trace a symbol on the fourth tile. If a creature
the characters enter this hall. traces a “correct” symbol, it is teleported randomly to
one of the four orb rooms in Scene C. A correct symbol
Area Information includes lines that cross in exactly four spots (no more
This area has the following features: than four), and the puzzle does not accept the same
Dimensions & Terrain. This hallway is approximately solution twice.
100-feet long and 10-feet wide but zigzags back and forth.
There is a 10-feet high ceiling where the adventurers Scene C. Feed Me
enter. The ceiling slopes downward until it is only 5-feet Characters discover themselves in one of four instances of
high at the other end. a curious, sentient room willing to help them for a price.
NightWALLkers. Although the floor, walls, and
ceilings have the same glassy mirror finish as the Creatures/NPCs
rest of Shadowdusk Hold, the surfaces here appear A new entity from the Far Realm has discovered the
as if nightwalkers—hulking undead beings made of connection to Shadowdusk Hold. It manifests as a giant
shadow and darkness—are pressed against them, their eyeball or many smaller eyeballs on the walls of these
bodies broken, contorted, and smashed together. Their rooms. When the entity is talking to a character, it appears
enervating presence effects creatures in the hall. Any in that room and disappears from the others, but it can
creature that ends its turn in the hallway must succeed a hear what is happening in all rooms at all times.

Playing the Pillars (Scene C. Feed Me)


Combat Exploration Social
The entity cannot be killed by attacks to The images in the room are constantly The entity enjoys chatting with the
the room, but it becomes very annoyed if shifting, and you are not limited by the characters and has an almost child-like
anyone tries to attack it. It might verbally descriptions above. Feel free to get creative curiosity. You mustn’t forget that at its core,
express frustration, jostle the entire room, with descriptions of seasons, elements, however, the entity is selfish and cruel.
or ignore the occupants of that room until creatures, etc. If characters do not make the
they’ve calmed down. connections, allow for Intelligence checks.

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DDAL08-18 Moving Day (v1.0)
What Does It Know? The entity knows very little,
and it’s so grateful to the adventurers for telling it about
their world. It is so glad it followed “the Berlain” to this
wonderful place.
Four Orb Rooms
All rooms are 5-foot radius orbs with images swirling
across the polished walls. As adventurers share stories
or roleplay to leave the rooms, award inspiration at your
discretion:
Room 1: Seasons. Images of pouring rain, blazing sun,
and falling leaves pass before the characters’ eyes. The
entity has started to learn about seasons but knows “one
is missing”. It demands a character feed it its memory.
A character can describe a winter memory or perhaps
create an illusion or display an item related to winter.
Room 2: Elements. Images of angry flame, crashing
waves, and powerful winds pass before the characters’
eyes. The entity has started to learn about the elements
but knows “one is missing”. It demands a character feed it
its knowledge. A character can describe earth or perhaps
demonstrate a spell related to earth.
Room 3: Creatures. Images of marching goblins,
floating flumphs, and other creatures pass before the
characters’ eyes. The entity has started to learn about
creatures but feels there are countless more it hasn’t
collected. It demands a character tell it about a creature
and at least one fact about that creature. A character can
describe any monster or perhaps gift the entity a trophy
collected from battle.
Room 4: Pain. The walls of this room lined with
thousands upon thousands of tentacles. The first time a
creature enters this room, or any time it attacks the walls,
it must succeed a DC 15 Dexterity saving throw or take
15 (2d10 +4) psychic damage. They take half as much on
a success. The entity has started to learn about pain, and
it gleefully admits this is its favorite room. It demands a
character explain “this fascinating sensation”. A character
can define pain or share a painful memory.
Objectives/Goals. This entity is hungry for memories
and knowledge of the Material Plane. Depending on Scene D. Mad Queen Berlain
which room the characters are in, the entity would like to This former throne room has been destroyed by the
acquire information about different subjects in exchange return of a Shadowdusk cousin corrupted by her own
for teleporting the character to a room with their ally or to obsession with human experimentation.
“the next room, the beyond room” (Scene D).

Playing the Pillars (Scene D. Mad Queen Berlain)


Combat Exploration Social
Berlain and her followers fight to the Characters who examine marred pillars can If the characters are friendly, Berlain’s
death, but unless the characters anger piece together images of aberrations and humanoid head will talk to them, but
her, mad Berlain might not realize this Berlain in various macabre depictions that her monstrous body continues to attack.
is “combat”. Striking a character might lead to what she is now. Offering another humanoid creature for
be her acquiring a small sample for her her experiments and succeeding a DC 20
studies. Injuring someone might be a Charisma (Persuasion) check convinces
“clumsy accident”. Berlain to stop attacking (she happily
sits back on her throne and peels the
humanoid apart) but offering her undead
insults and angers her.

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8
DDAL08-18 Moving Day (v1.0)
Area Information
This area has the following
features:
Dimensions & Terrain. This
circular room is 50 feet in diameter
with a 40-foot high domed ceiling.
Half-carved and -painted columns
are arranged in an inner circle around
a large pile of bones. Whatever images
were painted on the columns, they now are
marred by deep claw marks.
Bone Pile. Rib cages of humans, dwarves,
elves, and dragonborn can be found in the pile. Those
characters who played DDAL08-16 Change of Address
recognize they were once arranged to build a throne.
Far Realm Fissure. Black tendrils like ink dropped in
water float through the air, extending from the doorway
that leads to Scene E. Any creature that touches the
tendril must succeed a DC 15 Wisdom saving throw or
suffer a random short-term madness.
Creatures/NPCs
Berlain Shadowdusk sits atop the pile of bones, which
is flanked by two deathlock masterminds of the Great Area Information
Old One. Having been corrupted by experiments with This area features:
Shadowdusk Hold’s Far Realm fissures, Berlain has the Dimensions & Terrain. This square room is 40-feet
head of a young woman and the body of an uncountable on a side but is obscured by a Far Realm Fissure that
number of limbs stuck together. leaks through the gate. See the map in Appendix 3 or the
Objectives/Goals. Berlain’s body and mind have handout in Appendix 9.
crumbled completely under the influence of the Far Far Realm Fissure. Black tendrils like ink dropped
Realm. She wants to continue experiments on other in water float through the air, creating a maze of wispy
creatures, but in her state, “experimenting” is tearing walls. Any creature that touches a wall must succeed a
other bodies to bits. Berlain also wishes to avoid mention DC 15 Wisdom saving throw or suffer a random short-
of Andras Shadowdusk (someone characters who played term madness. Each time a creature crosses a wall in
DDAL08-16 Change of Address might know proposed to this room, the DC for this saving throw increases by 2. If
Berlain); if Andras is mentioned during combat, Berlain is a character fails this saving throw for the third time, they
disgusted and has disadvantage on her next attack. instead gain a long-term madness.
What Does She Know? Berlain’s plethora of limbs Gate. The wall opposite where the characters enter has
allows her to multitask and rip creatures apart while a gate crudely fashioned to look like the head of a mind
rambling on about her theories of undeath, the flayer, with its tentacles forming an oval for the mirror-like
unfathomable sights she’s seen in the Far Realm, and the portal. Characters who look into it see a mirror image of
best ways to categorize viscera in one’s home laboratory. themselves destroying Artor’s coffin.
If characters get her talking—especially if they mention To pass through the gate, at least one of the characters
Andras Shadowdusk perished—Berlain guesses her must attack Artor’s coffin. This can be deduced with
cousin Hannelore Shadowdusk, a death knight, will be a successful DC 13 Intelligence check. As described
sent in his stead. in Episode 1 Scene B, choose one of the characters
at random to take the damage instead. An image of a
cloaked elderly man with wild eyes (Halaster) appears
Adjusting the Scene on the mirror and says, “Do you trust the Baron enough
Here are some suggestions for adjusting this scene: to protect him?” before the gate activates, and a swirling
• Very Weak: Remove two deathlock masterminds. purple vortex replaces the mirrored surface. It stays open
• Weak: Remove a deathlock mastermind. for 1 minute.
• Strong: Add a deathlock mastermind. BONUS OBJECTIVE A. If utilizing this additional
• Very Strong: Add two deathlock masterminds. content, characters with a passive Perception of 13 or
higher or who succeed on a DC 13 Wisdom (Perception)
check notice a hairline crack separating a section of the
polished wall. Pushing this section reveals a hall. See
Scene E. Maze of Madness Appendix 4.
This square room holds the gate that leads to the room
the characters must enter, but first they find the gate
through a maze of madness.

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DDAL08-18 Moving Day (v1.0)
Episode 3: Darkest Knight, Brightest Stars
Estimated Duration: 1 hour Lighting. The room is dimly lit with the pulsing glow of
countless will-o’-wisps that swarm the ceiling.
Shadowdusk-truction Creatures/NPCs
The characters find the Weave, but before they can safely
perform the ritual for Artor, they must face Hannelore Four boneclaws are readied to attack as soon as the
Shadowdusk, her army of undead, and her maddening characters enter the room. Hannelore Shadowdusk (a
Far Realm lair. death knight) hurls a hellfire orb at the characters with
a contemptuous sigh: “I guess I have to clean up Andras’
mess again.”
Prerequisites Objectives/Goals. Hannelore has been sent to rid
If you are using Bonus Objective A, the characters must Undermountain of Artor Morlin and kill anyone who
complete that before performing the ritual. aids him.
What Does She Know? Halaster is annoyed and bored
Story Objective B of this game, which means that Hannelore must now
Performing the ritual that attunes Artor and his coffin to waste her time killing the characters. What, they want
the Weave is Story Objective B. information? Hannelore isn’t one to monologue; she heard
that got cousin Andras killed.
Area Information
This area has the following features: Adjusting the Scene
Dimensions & Terrain. This approximately circular Here are some suggestions for adjusting this scene:
room is 60-feet in diameter but appears larger as the • Very Weak: Remove two boneclaws.
polished walls reflect everything in the room infinitely. • Weak: Remove a boneclaw.
Jagged fissures of pure blackness hang 20 feet overhead • Strong: Add an adult blue dracolich.
and erupt in writhing deep violet tentacles that grasp at • Very Strong: Add an adult blue dracolich and two
the air. A shimmering light blue streak of energy wavers boneclaws.
amidst the madness; this is the Weave.

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10
DDAL08-18 Moving Day (v1.0)
Wrap-Up: Concluding Dungeon Master Rewards
In exchange for running this adventure, you earn
the Adventure advancement and treasure checkpoints and downtime
With the threats in the room eliminated, the characters as though you played the adventure, but none of the
are free to perform the ritual described in Appendix 7. adventure’s player rewards.
Streams of Weave energy connect to the coffin, imbuing However, this adventure may qualify for rewards earned
it with blue light. As the coffin opens, Artor, too, pulses by completing DM Quests. See the ALDMG (Adventurers
with this glowing energy. He informs the characters he League Dungeon Master’s Guide) for more information
has much work to do to free Shadowdusk Hold (“Morlin about DM Quests.
Hold has a nice ring to it”) from the Far Realm corruption,
but the characters have done their part. Artor will keep
his word to stand between Undermountain’s undead
threats and Waterdeep.

Treasure & Rewards


Artor thanks the characters and unwraps a parcel cloaked
in grey fleece to reveal a rod engraved in sun symbols and
bejeweled with faceted citrines. It glows in his presence.
He informs the characters that, once they all take hold
of the rod, they should be teleported back to the Tempted
Paladin. If you are playing Bonus Objective B, the
characters discover complications. See Appendix 5.
• Rod of Resurrection. This rod glows equal to a torch
when within 100 ft. of undead.

Adventure Rewards
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:

Advancement and Treasure


Checkpoints
The characters receive 2 advancement checkpoint(s) and
4 treasure checkpoint(s) for each story objective that
they complete, as follows:
• Story Objective A: Escort Artor’s sealed coffin to the
Weave in Shadowdusk Hold.
• Story Objective B: Perform a ritual that attunes Artor
and his coffin to the Weave, a powerful magical force
that surrounds Waterdeep and Undermountain.
The characters receive 1 advancement checkpoint(s)
and 2 treasure checkpoint(s) for each bonus objective
that they complete, as follows:
• Bonus Objective A: Obtain the Amulet of the Weave.
• Bonus Objective B: Eliminate the Far Realm threat in
Skullport.

Player Rewards
The characters earn the following player rewards for
completing the adventure:
Magic Item Unlock
Characters completing the adventure unlock:
Rod of Resurrection. This rod is engraved with sun
symbols and bejeweled with faceted citrines. It glows
equal to a torch when within 100 feet of undead. This
item can be found in Appendix 11.

11
Appendix 1: Locations & NPCs
The following NPCs and locations feature prominently in underestimate them.
this adventure.
• The Entity. This nebulous presence from the Far Realm
• Artor Morlin (AR-tor MOR-lin). A male vampire and has just discovered the Material Plane. What a delicious
one of the Masked Lords of Waterdeep. Also known as delight! Is delicious the right word you little flesh beasts
the Baron of Blood. Very few have this knowledge. would use?
Personality: I am wary and would rather observe Personality: I think everything is new and exciting and
my foes or send my minions and lackeys to deal with wonderful and I want it, I want it, I want it!
threats than handle them on my own. Ideal: What is an ideal? What does it taste like? What
Ideal: Waterdeep is my personal hunting ground, and I sounds does it make when it breaks?
brook no challenges from other vampires. Bond: I must learn everything about this new place and
Bond: I will keep my hunting to criminals and other what it tastes like.
undesirables as long as the other Masked Lords leave Flaw: It’s my curiosity that killed the cat.
me alone.
Flaw: If I must fight, my bloodlust consumes me and • Shadowdusk Hold. Home to the Shadowdusks of
exposes my vampiric desires. Undermountain, a formerly great family of Waterdeep
that fell to evil and madness. It has become a
• Berlain Shadowdusk (bur-LENN SHA-dow-dusk). place where the Shadowdusks can treat with Far
Once a brilliant young woman, Berlain descended Realm horrors away from the prying eyes of other
quickly into a deep madness when her experiments with Waterdavians.
undeath went to far and her mind was corrupted by the
Far Realm. This corruption has warped her humanoid Personality: Our architectures ranges from an elegant
body, which is now a monstrous mass of limbs. family manor to glorious Far Realm corruption.
Ideal: We do not fear the darkness.
Personality: I… speak… slowly… when talking… to Bond: All are welcome within our halls. Especially after
idiots… which… almost… everyone… is… compared… to… death.
me… especially Andras Shadowdusk. Flaw: We don’t see as many experiments like we used
Ideal: Knowledge is the path to power and domination. to. Er, we mean guests.
Bond: If I study the Far Realm enough, I can
understand it and bring glory back to the Shadowdusks. • Skullport. A grim, cutthroat outpost of civilization in
Flaw: I have zero self-awareness. What 20,000 limbs? Undermountain. The town has three levels: a lower
level, a middle level, and a top level. Located in level 3 of
• Hannelore Shadowdusk (HAN-nah-lore SHA-dow-
Undermountain, it can be reached by the underground
dusk). Once a paladin, Hannelore knew she was
River Sargauth.
destined to fall from grace as part of the increasingly
mad Shadowdusk family. She still lives—or unlives—to Personality: Few souls on the surface know how to
serve, and she follows orders from her family with a reach us, making any talk of Skullport akin to a rumor,
no-nonsense attitude. She is disappointed in her cousin or a warning—which is just how we like it.
Berlain’s lack of self-control and her cousin Andras’ lack Ideal: All hail Xanathar, who has turned me from a
of foresight. forlorn settlement into a haven for criminals!
Bond: Adventurers can find food, drink, shelter, and
Personality: I face problems head on. A simple, direct
supplies here—or a quick death, if they antagonize the
solution is the best path to success.
locals.
Ideal: Lorem Ipsum Flaw: Few folk have permanent residences, and most of
Bond: I will never forget those who spurn my family or the local businesses are presently shut down.
our home.
Flaw: I feel disdain toward all around me and often

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DDAL08-18 Moving Day (v1.0)
Appendix 2: Creature Statistics
This appendix details monsters that are encountered in Wing Attack (Costs 2 Actions). The dracolich beats its tattered
this adventure. wings. Each creature within 10 feet of the dracolich must
succeed on a DC 21 Dexterity saving throw or take 14 (2d6
Adult Blue Dracolich + 7) bludgeoning damage and be knocked prone. After
beating its wings this way, the dracolich can fly up to half its
Huge undead, lawful evil
flying speed.
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
Berlain Shadowdusk
Large monstrosity, chaotic evil

STR DEX CON INT WIS CHA Armor Class 17 (natural armor)
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) Hit Points 168 (16d12 + 64)
Speed 50 ft., climb 40 ft.
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Perception +12, Stealth +5 STR DEX CON INT WIS CHA
Damage Resistances necrotic 23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, Skills Perception +6, Stealth +7
paralyzed, poisoned Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Senses darkvision 90 ft., passive Perception 16
Languages Common, Draconic Languages Common, Deep Speech
Challenge 17 (18,000 XP) Challenge 11 (7,200 XP)

Legendary Resistance (3/Day). If the dracolich fails a saving


throw, it can choose to succeed instead. Actions
Magic Resistance. The dracolich has advantage on saving throws Multiattack. Berlain Shadowdusk makes two attacks: one with
against spells and other magical effects. her claw and one to constrict.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Actions Hit: 22 (3d10 + 6) slashing damage.
Multiattack. The dracolich can use its Frightful Presence. It then
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large
makes three attacks: one with its bite and two with its claws.
or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one 17 (2d10 + 6) slashing damage. The target is grappled (escape
target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) DC 16) if Berlain Shadowdusk isn’t already constricting a
lightning damage. creature, and the target is restrained until this grapple ends.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Psychic Cone (Recharge 5–6). Berlain Shadowdusk emanates
Hit: 14 (2d6 + 7) slashing damage. a 15-foot cone of psychic energy. Each creature in that cone
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. must make a DC 16 Intelligence saving throw, taking 66 (12d10)
Hit: 16 (2d8 + 7) bludgeoning damage. psychic damage on a failed save, or half as much damage on a
successful one.
Frightful Presence. Each creature of the dracolich’s choice that
is within 120 feet of the dracolich and aware of it must succeed A Thousand Hugs. Berlain Shadowdusk makes one claw attack
on a DC 18 Wisdom saving throw or become frightened for 1 against a Medium or smaller target it is grappling. If the attack
minute. A creature can repeat the saving throw at the end of hits, the target is also engulfed completely by limbs. While
each of its turns, ending the effect on itself on a success. If a engulfed, the target is blinded and restrained, it has total cover
creature’s saving throw is successful or the effect ends for it, the against attacks and other effects outside Berlain Shadowdusk,
creature is immune to the dracolich’s Frightful Presence for the and it takes 21 (6d6) bludgeoning damage at the start of each of
next 24 hours. Berlain Shadowdusk’s turns. Berlain can have only one creature
swallowed at a time.
Lightning Breath (Recharge 5–6). The dracolich exhales If Berlain Shadowdusk takes 30 damage or more on a single
lightning in a 90-foot line that is 5 feet wide. Each creature in turn from the engulfed creature, Berlain Shadowdusk must
that line must make a DC 20 Dexterity saving throw, taking succeed on a DC 14 Constitution saving throw at the end of that
66 (12d10) lightning damage on a failed save, or half as much turn or drop the creature, which falls prone in a space within
damage on a successful one. 10 feet of Berlain Shadowdusk. If Berlain Shadowdusk dies, an
Legendary Actions engulfed creature is no longer restrained by it and can escape
from the corpse by using 15 feet of movement, exiting prone.
The dracolich 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
dracolich regains spent legendary actions at the start of its turn.
Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.

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DDAL08-18 Moving Day (v1.0)
Boneclaw
Large undead, chaotic evil Magic Resistance. The death knight has advantage on saving
throws against spells and other magical effects.
Armor Class 16 (natural armor) Marshal Undead. Unless the death knight is incapacitated,
Hit Points 127 (17d10 + 34)
it and undead creatures of its choice within 60 feet of it have
Speed 40 ft.
advantage on saving throws against features that turn undead.
STR DEX CON INT WIS CHA Spellcasting. The death knight is a 19th-level spellcaster. Its
19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1) spellcasting ability is Charisma (spell save DC 18, +10 to hit with
spell attacks). It has the following paladin spells prepared:
Saving Throws Dex +7, Con +6, Wis +6 1st level (4 slots): command, compelled duel, searing smite
Damage Immunities cold, necrotic; bludgeoning, piercing, and 2nd level (3 slots): hold person, magic weapon
slashing from non-magical attacks 3rd level (3 slots): dispel magic, elemental weapon
Condition Immunities charmed, exhaustion, frightened, 4th level (3 slots): banishment, staggering smite
paralyzed, poisoned 5th level (2 slots): destructive wave (necrotic)
Senses darkvision 60 ft., passive Perception 16
Languages Common plus the main language of its master Actions
Challenge 12 (8,400 XP)
Multiattack. The death knight makes three longsword attacks.

Rejuvenation. While its master lives, a destroyed boneclaw gains Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,
a new body in 1d10 hours, with all its hit points. The new body one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +
appears within 1 mile of the boneclaw’s master. 5) slashing damage if used with two hands, plus 18 (4d8)
necrotic damage.
Shadow Stealth. While in dim light or darkness, the boneclaw
can take the Hide action as a bonus action. Hellfire Orb (1/Day). The death knight hurls a magical ball
of fire that explodes at a point it can see within 120 feet of it.
Actions Each creature in a 20-foot-radius sphere centered on that point
must make a DC 18 Dexterity saving throw. The sphere spreads
Multiattack. The boneclaw makes two claw attacks. around corners. A creature takes 35 (10d6) fire damage and
Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one 35 (10d6) necrotic damage on a failed save, or half as much
target. Hit: 20 (3d10 + 4) piercing damage. If the target is a damage on a successful one.
creature, the boneclaw can pull the target up to 10 feet toward
itself, and the target is grappled (escape DC 14). The boneclaw Reactions
has two claws. While a claw grapples a target, the claw can Parry. The death knight adds 6 to its AC against one melee
attack only that target. attack that would hit it. To do so, the death knight must see the
Shadow Jump. If the boneclaw is in dim light or darkness, attacker and be wielding a melee weapon.
each creature of the boneclaw’s choice within 5 feet of it must
succeed on a DC 14 Constitution saving throw or take 34 (5d12
+ 2) necrotic damage. Lair Actions
The boneclaw then magically teleports up to 60 feet to an When fighting inside Shadowdusk Hold, Death Knight
unoccupied space it can see. It can bring one creature it’s Hannelore Shadowdusk can use lair actions. On
grappling, teleporting that creature to an unoccupied space it initiative count 20 (losing initiative ties), Hannelore can
can see within 5 feet of its destination. The destination spaces take one lair action to cause one of the following effects;
of this teleportation must be in dim light or darkness. she can’t use the same lair action two rounds in a row:
• Hannelore targets one dead boneclaw and restores it
Reactions to full hit points.
Deadly Reach. In response to a visible enemy moving into its • Hannelore calls upon the tentacles and targets one
reach, the boneclaw makes one claw attack against that enemy. creature, causing the Far Realm to reach into the
If the attack hits, the boneclaw can make a second claw attack target’s mind. The target must succeed a DC 15
against the target. Wisdom saving throw or gain one indefinite madness.
A creature can be targeted by this action once per day.
Death Knight • Hannelore calls upon the will-o’-wisps that fill the
room, and they swarm downward. All creatures within
Medium undead, chaotic evil
20 feet of a point Hannelore chooses must succeed
Armor Class 20 (plate, shield) a DC 15 Dexterity saving throw or take 45 (10d8)
Hit Points 180 (19d8 + 95) lightning damage, or half as much on a success.
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +6, Wis +9, Cha +10


Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 17 (18,000 XP)

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DDAL08-18 Moving Day (v1.0)
Deathlock Mastermind Demilich
Medium undead, neutral evil Tiny undead, neutral evil

Armor Class 13 (16 with mage armor) Armor Class 20 (natural armor)
Hit Points 110 (20d8 + 20) Hit Points 80 (20d4)
Speed 30 ft. Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 1 (−5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 20 (+5)

Saving Throws Int +5, Cha +6 Saving Throws Con +6, Int +11, Wis +9, Cha +11
Skills Arcana +5, History +5, Perception +4 Damage Resistances bludgeoning, piercing, and slashing from
Damage Resistances necrotic, bludgeoning, piercing, and magic weapons
slashing from nonmagical attacks that aren’t silvered Damage Immunities necrotic, poison, psychic; bludgeoning,
Damage Immunities poison piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, poisoned Condition Immunities charmed, deafened, exhaustion,
Senses darkvision 120 ft. (including magical darkness), passive frightened, paralyzed, petrified, poisoned, prone, stunned
Perception 14 Senses truesight 120 ft., passive Perception 13
Languages the languages it knew in life Languages —
Challenge 8 (3,900 XP) Challenge 18 (20,000 XP)

Avoidance. If the demilich is subjected to an effect that allows it


Innate Spellcasting. The deathlock’s innate spellcasting ability
to make a saving throw to take only half damage, it instead takes
is Charisma (spell save DC 14). It can innately cast the following
no damage if it succeeds on the saving throw, and only half
spells, requiring no material components:
damage if it fails.
Spellcasting. The deathlock is a 10th-level spellcaster. Its Legendary Resistance (3/Day). If the demilich fails a saving
spellcasting ability is Charisma (spell save DC 14, +6 to hit with throw, it can choose to succeed instead.
spell attacks). It regains its expended spell slots when it finishes
a short or long rest. It knows the following warlock spells: Turn Immunity. The demilich is immune to effects that
turn undead.
Cantrips (at will): chill touch, mage hand, minor illusion,
poison spray Actions
1st-5th level (2 5th-level slots): arms of Hadar, blight,
counterspell, crown of madness, dimension door, dispel magic, Howl (Recharge 5–6). The demilich emits a bloodcurdling
fly, hold monster, invisibility. howl. Each creature within 30 feet of the demilich that can hear
the howl must succeed on a DC 15 Constitution saving throw
Turn Resistance. The deathlock has advantage on saving throws or drop to 0 hit points. On a successful save, the creature is
against any effect that turns undead. frightened until the end of its next turn.
Actions Life Drain. The demilich targets up to three creatures that it can
see within 10 feet of it. Each target must succeed on a DC 19
Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Constitution saving throw or take 21 (6d6) necrotic damage, and
target. Hit: 10 (3d6 + 3) necrotic damage.
the demilich regains hit points equal to the total damage dealt
Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one to all targets.
or two targets. Hit: 18 (4d8) necrotic damage. If the target is
Large or smaller, it must succeed on a DC 16 Strength saving Legendary Actions
throw or become restrained as shadowy tendrils wrap around it The demilich can take 3 legendary actions, choosing from the
for 1 minute. A restrained target can use its action to repeat the options below. Only one legendary action option can be used
saving throw, ending the effect on itself on a success. at a time and only at the end of another creature’s turn. The
demilich regains spent legendary actions at the start of its turn.
Flight. The demilich flies up to half its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains.
Each creature within 10 feet of the demilich, including around
a corner, must succeed on a DC 15 Constitution saving throw
or be blinded until the end of the demilich’s next turn. A
creature that succeeds on the saving throw is immune to this
effect until the end of the demilich’s next turn.
Energy Drain (Costs 2 Actions). Each creature within 30 feet
of the demilich must make a DC 15 Constitution saving
throw. On a failed save, the creature’s hit point maximum
is magically reduced by 10 (3d6). If a creature’s hit point
maximum is reduced to 0 by this effect, the creature dies. A
creature’s hit point maximum can be restored with the greater
restoration spell or similar magic.
Vile Curse (Costs 3 Actions). The demilich targets one creature
it can see within 30 feet of it. The target must succeed on a
DC 15 Wisdom saving throw or be magically cursed. Until the
curse ends, the target has disadvantage on attack rolls and
saving throws. The target can repeat the saving throw at the
end of each of its turns, ending the curse on a success.
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DDAL08-18 Moving Day (v1.0)
Entity Legendary Actions
Gargantuan monstrosity, neutral evil The Entity can take 3 legendary actions, choosing from the
options below. Only one legendary option can be used at a time
Armor Class 20 (natural armor) and only at the end of another creature’s turn. The Entity regains
Hit Points 297 (17d20 + 119) spent legendary actions at the start of its turn.
Speed 15 ft., fly 80 ft. (hover)
Claw. The Entity makes one claw attack.
Donjon Visit (Costs 2 Actions). One creature that is Huge
STR DEX CON INT WIS CHA or smaller that the Entity can see within 60 feet of it must
28 (+9) 7 (-2) 25 (+7) 25 (+7) 14 (+2) 18 (+4) succeed on a DC 19 Charisma saving throw or be magically
teleported to an unoccupied space on the floor of the Entity’s
Saving Throws Dex +5 Wis +9 Far Realm Donjon. At the end of the target’s next turn,
Skills Perception +9 the target reappears in the space it left or in the nearest
Damage Resistances bludgeoning, piercing, and slashing from unoccupied space if that space is occupied.
nonmagical attacks Psychic Projection (Costs 3 Actions). Each creature within 60
Condition Immunities charmed, exhaustion, frightened, feet of the Entity must make a DC 19 Wisdom saving throw,
paralyzed, petrified, poisoned, prone, stunned taking 15 (2d10 + 4) psychic damage on a failed save, or half
Senses darkvision 120 ft., passive Perception 19 as much damage on a successful one.
Languages Deep Speech
Challenge 21 (33,000 XP)
Star Spawn Hulk
Large aberration, chaotic evil
Antimagic Cone. The Entity’s opened eye creates an area of
antimagic, as in the antimagic field spell, in a 150-foot cone. At Armor Class 16 (natural armor)
the start of each of its turns, the Entity decides which way the Hit Points 136 (13d10 + 65)
cone faces. The cone doesn’t function while the Entity’s eye is Speed 30 ft.
closed or while the Entity is blinded.
STR DEX CON INT WIS CHA
Far Realm Donjon. Any creature or object that the Entity
20 (+5) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)
swallows is transported to a demiplane that can be entered by
no other means except a wish spell or this creature’s Donjon
Saving Throws Dex +3, Wis +5
Visit ability. A creature can leave the demiplane only by using
Skills Perception +5
magic that enables planar travel, such as the plane shift spell. Damage Resistances bludgeoning, piercing, and slashing from
The demiplane resembles a stone cave roughly 1,000 feet in nonmagical attacks
diameter with a ceiling 100 feet high. The Entity can’t be harmed Condition Immunities charmed, frightened
from within the demiplane. If the Entity dies, the demiplane Senses darkvision 60 ft., passive Perception 15
disappears, and everything inside it appears around the corpse. Languages Deep Speech
The demiplane is otherwise indestructible. Challenge 10 (5,900 XP)
Legendary Resistance (3/Day). If the Entity fails a saving throw, it
can choose to succeed instead. Psychic Mirror. If the hulk takes psychic damage, each creature
Magic Weapons. An Entity’s weapon attacks are magical. within 10 feet of the hulk takes that damage instead; the hulk
takes none of the damage. In addition, the hulk’s thoughts and
Actions location can’t be discerned by magic.
Multiattack. The Entity makes three attacks: one with its bite
and two with its claws.
Actions
Multiattack. The hulk makes two slam attacks. If both attacks
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. hit the same target, the target also takes 9 (2d8) psychic damage
Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of and must succeed on a DC 17 Constitution saving throw or be
Huge size or smaller and this damage reduces it to 0 hit points stunned until the end of the target’s next turn.
or it is incapacitated, the Entity swallows it. The swallowed
target, along with everything it is wearing and carrying, Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
appears in an unoccupied space on the floor of the Entity’s Far Hit: 14 (2d8 + 5) bludgeoning damage.
Realm Donjon. Reaping Arms (Recharge 5–6). The hulk makes a separate slam
Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. attack against each creature within 10 feet of it. Each creature
Hit: 19 (3d6 + 9) slashing damage. that is hit must also succeed on a DC 17 Dexterity saving throw
or be knocked prone.

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DDAL08-18 Moving Day (v1.0)
Star Spawn Larva Mage Reactions
Medium aberration, chaotic evil Feed on Weakness. When a creature within 20 feet of the
larva mage fails a saving throw, the larva mage gains 10
Armor Class 16 (natural armor) temporary hit points.
Hit Points 168 (16d8 + 96)
Speed 30 ft. Legendary Actions
The larva mage can take 3 legendary actions, choosing from the
STR DEX CON INT WIS CHA options below. Only one legendary action option can be used at
17 (+3) 12 (+1) 23 (+6) 18 (+4) 12 (+1) 16 (+3)
a time and only at the end of another creature’s turn. The larva
mage regains spent legendary actions at the start of its turn.
Saving Throws Dex +6, Wis +6, Cha +8
Skills Perception +6 Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
Damage Resistances cold; bludgeoning, piercing, and slashing Slam (Costs 2 Actions). The larva mage makes one slam attack.
from nonmagical attacks
Feed (Costs 3 Actions). Each creature restrained by the larva
Damage Immunities psychic
mage’s Plague of Worms takes 13 (3d8) necrotic damage, and
Condition Immunities charmed, frightened, paralyzed, petrified,
the larva mage gains 6 temporary hit points.
poisoned, restrained
Senses darkvision 60 ft., passive Perception 16
Languages Deep Speech
Challenge 16 (15,000 XP)

Innate Spellcasting. The larva mage’s innate spellcasting


ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). It can innately cast the following spells, requiring no
material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll),
minor illusion
3/day: dominate monster
1/day: circle of death
Return to Worms. When the larva mage is reduced to 0 hit
points, it breaks apart into a swarm of insects in the same
space. Unless the swarm is destroyed, the larva mage reforms
from it 24 hours later.

Actions
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage, and the target must
succeed on a DC 19 Constitution saving throw or be poisoned
until the end of its next turn.
Plague of Worms (Recharge 6). Each creature other than a star
spawn within 10 feet of the larva mage must succeed on a DC
19 Dexterity saving throw or take 22 (5d8) necrotic damage and
be blinded and restrained by masses of swarming worms. The
affected creature takes 22 (5d8) necrotic damage at the start
of each of the larva mage’s turns. The creature can repeat the
saving throw at the end of each of its turns, ending the effect on
itself on a success.

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DDAL08-18 Moving Day (v1.0)
Appendix 3: Maps

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18
DDAL08-18 Moving Day (v1.0)
Appendix 4: Amulet of the Weave
(Bonus Objective A)
Estimated Duration: 1 hour
Scene B. Melt Her Heart
Scene A. Hall of the The unlocked door on the left leads to this room.

Demilich Area Information


The characters enter Shadowdusk Hold and find it This area has the following features:
changed from previous expeditions. Dimensions & Terrain. This square room is 15-feet on
each side.
Prerequisites Frozen Hearts. In the center of the room is a 20-feet
wide pillar of ice, magically frozen. Human hearts are
This Bonus Objective can be pursued after the characters
suspended throughout the pillar. The pillar can only
accept the Call to Action in Episode 1 and can be
be melted by reciting a love poem. Casting magical fire
pursued during Episode 2 or 3. It must be completed
against the pillar causes the fire spell to be reflected at the
before the characters perform the Weave ritual.
caster. If the characters need a clue, have Andras’ skull
enter and start chattering wordlessly next to the pillar.
Bonus Objective A Hidden Key. This metal key is hidden among the hearts
Obtain the amulet attuned to the Weave. in the pillar. It can be spotted when viewing the frozen
pillar with a successful DC 15 Wisdom (Perception)
Area Information check. Any character examining the hearts after the pillar
has melted automatically find the key.
This area has the following features:
Dimensions & Terrain. This hallway is 25-feet long.
Doors. Midway down the hall are two doors across from
each other. They are unlocked. A third, more elaborately
carved door marks the end of the hall. It has been
engraved with images of skeletons embraced in dance.
This door is locked and can only be opened by Andras
Shadowdusk or by solving the puzzles in Scenes B and C.

Creatures/NPCs
Andras Shadowdusk (a demilich) floats through this hall,
stumbling about sadly as much as a floating creature
can. He can speak one word: “Berlain”. Characters who
played DDAL08-16 Change of Address met Andras as a
lich and might know he proposed to his cousin Berlain
Shadowdusk, who promptly and sternly rejected the offer,
leaving Andras to pine his way into madness and lichdom.
If he sees characters leaving with anything from his vault
(Scene D), which is full of Berlain trinkets, he attacks
unless they can offer a replacement token.
Objectives/Goals. Andras might not have a heart any
longer, but he is still heartbroken over the loss of his love,
Berlain. He wants to mope and pout. He wants to hold
onto anything that reminds him of Berlain.
What Does He Know? Berlain is the most beautiful
creature in all the realms.

19
Scene C. Dance is the Area Information
This area has the following features:
Language of Love Dimensions & Terrain. This square vault is 20-feet on
The unlocked door on the right leads to this room. each side and lined with shelves from the floor to ceiling.
Someone Likes Berlain. The shelves are filled with
Area Information labelled pouches, jars, and vials. A few stray hairs.
Pickled fingers with red-painted nails. Carefully rolled
This area has the following features: bits of parchment with matching handwriting. Cracked
Dimensions & Terrain. This square room is 15-feet spectacles. A family tree. Broken jewelry. Everything
on each side. The floor is covered with a thin layer of labelled to have belonged to Berlain Shadowdusk.
fine sand. Amulet of the Weave. A successful DC 15 Wisdom
Eerie Waltz. Whenever a creature enters the room, a (Perception) check spots a tarnished silver locket hanging
soft, haunting waltz begins to play in their head, stopping from a nail on one of the top shelves. It holds a faded
when the creature leaves the room. picture of a dour-looking teenage girl and two adults,
Hidden Key. If two characters enter the room and presumably parents, standing behind her. The letters
dance together, the sand rises in to the air and creates “J.H.” are etched into the back of the locket.
forms of other dancing pairs. One dancer has a metal
hanging at their hip. If the characters need a clue, Andras
might enter the room and quietly dance by himself.
Creatures/NPCs
The demilich follows characters into this room. If they

Scene D. Vault of Berlain start examining or touching objects, the skull slams into
their hands and menaces them. If the characters do not
The locked door at the end of the hall is unlocked when leave within 3 rounds, or if they leave with one or more of
the two keys in the previous rooms are within 5 feet of the demilich’s prized possessions, it attacks.
the door.

Playing the Pillars


Combat Exploration Social
Andras is more interested in moping than Those who examine the family tree in the Although demiliches cannot typically
fighting, unless the characters touch his vault notice the initials on the locket match speak, the strength of Andras’ love have
vault of keepsakes. a woman named Joy Hultmark who married allowed him one word: Berlain. He repeats
into the Shadowdusk family and was it often, in different tones, as an attempt
Berlain’s grandmother. to communicate.

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20
DDAL08-18 Moving Day (v1.0)
Appendix 5: Entity on the Loose
(Bonus Objective B)
Estimated Duration: 1 hour • Round 3. The Entity grows to a gargantuan black
shadow that plunges into the River Sargauth. creating
Scene A. Thanks a destructive tidal wave. Everyone must succeed a DC
20 Dexterity saving throw or take 18 (4d8) bludgeoning
for the Lift! damage, be knocked prone, and gain disadvantage when
they roll initiative.
The characters discover they’re not the only ones who
teleported out of Shadowdusk Hold.
Scene B. Does This Form
Prerequisites
This Bonus Objective can be pursued after the characters
Please You?
complete Episode 3 and return to the Tempted Paladin. Roll initiative as the Entity rises from the River Sargauth
and attacks. Its corporeal form is covered in spikes, and it
Bonus Objective B has two bulging claws.

Stop the Far Realm threat in Skullport.


Adjusting the Scene
Creatures/NPCs Here are some suggestions for adjusting this scene:
As the characters return to the Tempted Paladin, ask • Very Weak or Weak: The Entity starts with 150 hit
them to roll 1d20. The person with the lowest roll hears points.
a familiar voice coming from their shoe and spot a small • Strong: The Entity starts with 400 hit points.
tendril of inky blackness exiting swiftly. It is the Entity • Very Strong: The Entity starts with 450 hit points.
from Episode 2 Scene C.
Objectives/Goals. The Entity is eager to try out
some corporeal forms, but the Tempted Paladin seems
cramped. The nearby streets of Skullport are the perfect
playground.
What Does He Know? Oh, the Entity knows a lot about
the Material Plane thanks to you.

Chase the Stowaway


As the Entity thanks the characters for the ride, it
stretches and prepares to take a form. If the characters
want to stop it, they’ll have to follow swiftly:
• Round 1. The Tempted Paladin explodes in tentacles
from every surface. Everyone must succeed a DC 20
Dexterity saving throw or take 28 (8d6) bludgeoning
damage, or half as much on a success. On a failure,
characters have disadvantage on the next round.
• Round 2. As the Entity gleefully flees, it rips open
fissures of Far Realm energy. Everyone must succeed
a DC 20 Strength (Athletics) check to leap over the
fissures or take 28 (8d6) psychic damage.

Playing the Pillars


Combat Exploration Social
Ultimately, the Entity wants to tear every Skullport is full of buildings, streets, The characters can delay the destruction
living creature apart to understand the people, docks, etc. As the Entity has its for a time by talking to the Entity, who
Material Plane better… and because it’s fun. fun, describe the destruction of everything remembers them well. It is especially
around the characters. interested in hearing more stories,
memories, and knowledge. When it bores
of the exchange, the Entity wonders if it
wouldn’t be easier to just eat your brain
and absorb its information all at once.

Not for resale. Permission granted to print or photocopy this document for personal use only.
21
DDAL08-18 Moving Day (v1.0)
Appendix 6: Shadowdusk Hold Map
(Player Handout 1)

Not for resale. Permission granted to print or photocopy this document for personal use only.
22
DDAL08-18 Moving Day (v1.0)
Appendix 7: Weave Ritual Instructions
(Player Handout 2)

Definitely not instructions for


attuning Artor Morlin to the Magical
Weave inside Undermountain
Step 1. Place Artor’s coffin underneath the Weave,
and stand in a circle surrounding the coffin.

Step 2. Maintaining the circle, draw a symbol for


each of the eight schools of magic around the edge of the
circle, naming the schools as you go. They should glow
and attract the Weave’s magical force.

Step 3. Name three powerful magic users of lore. Chant


together: “I call upon (name), (name), and (name).
As the Weave runs through them so will it him!”

Step 4. Point at the coffin and all approach,


shrinking the circle smaller and smaller.

Step 5. Shout the secret passphrase!

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23
DDAL08-18 Moving Day (v1.0)
Appendix 8: Runes on the Wall
(Player Handout 3)

Not for resale. Permission granted to print or photocopy this document for personal use only.
24
DDAL08-18 Moving Day (v1.0)
Appendix 9: Far Realm Fissures
(Player Handout 4)

Not for resale. Permission granted to print or photocopy this document for personal use only.
25
DDAL08-18 Moving Day (v1.0)
Appendix 10: Elder Runes Deck

Not for resale. Permission granted to print or photocopy this document for personal use only.
26
DDAL08-18 Moving Day (v1.0)
Appendix 11: Magic Items Unlock
Characters completing this adventure’s objective unlock
this magic item. Once unlocked, the item may be
purchased once using treasure checkpoints. Once this
item has been purchased, it’s no longer available unless
later unlocked by other names.

Rod of Resurrection
Rod, legendary (requires attunement by a cleric, druid, or
paladin)
The rod has 5 charges. While you hold it, you can use
an action to cast one of the following spells from it: heal
(expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the
rod is reduced to 0 charges, roll d20. On a 1, the rod
disappears in a burst of radiance. This item is found on
Magic Item Table I in the Dungeon Master’s Guide.
This rod is engraved with sun symbols and bejeweled
with faceted citrines. It glows equal to a torch when
within 100 ft. of undead.

Not for resale. Permission granted to print or photocopy this document for personal use only.
27
DDAL08-18 Moving Day (v1.0)
Appendix 12: Dungeon Master Tips
This adventure is designed for three to seven 17th to 20th 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 18. 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,
New to Being the Dungeon Master? they can declare their activity and spend the days now,
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 Adjusting This Adventure
adventure may continue to play to but if they play a When combat is a possibility, the adventure will provide
different hardcover adventure, they can’t return to the a sidebar that helps you to determine the best mix/
first one if they’re outside its level range. 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
player also fills in the starting values for advancement and 6-7 characters, APL equivalent Strong
treasure checkpoints, downtime days, and renown. These 6-7 characters, APL greater than Very strong
are updated at the conclusion of the session.

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28
DDAL08-18 Moving Day (v1.0)
Rod of Resurrection Rod of Resurrection Rod of Resurrection
DDAL08-18 Moving Day DDAL08-18 Moving Day DDAL08-18 Moving Day

This rod requires attunement by a cleric, This rod requires attunement by a cleric, This rod requires attunement by a cleric,
druid, or paladin and is engraved with druid, or paladin and is engraved with druid, or paladin and is engraved with
sun symbols and bejeweled with faceted sun symbols and bejeweled with faceted sun symbols and bejeweled with faceted
citrines. It glows equal to a torch when citrines. It glows equal to a torch when citrines. It glows equal to a torch when
within 100 ft. of undead. within 100 ft. of undead. within 100 ft. of undead.

The rod has 5 charges. While you hold The rod has 5 charges. While you hold The rod has 5 charges. While you hold
it, you can use an action to cast one of it, you can use an action to cast one of it, you can use an action to cast one of
the following spells from it: heal the following spells from it: heal the following spells from it: heal
(expends 1 charge) or resurrection (expends 1 charge) or resurrection (expends 1 charge) or resurrection
(expends 5 charges). The rod regains 1 (expends 5 charges). The rod regains 1 (expends 5 charges). The rod regains 1
expended charge daily at dawn. If the expended charge daily at dawn. If the expended charge daily at dawn. If the
rod is reduced to 0 charges, roll d20. On rod is reduced to 0 charges, roll d20. On rod is reduced to 0 charges, roll d20. On
a 1, the rod disappears in a burst of a 1, the rod disappears in a burst of a 1, the rod disappears in a burst of
radiance. radiance. radiance.

Legendary Magic Item Table: I Legendary Magic Item Table: I Legendary Magic Item Table: I

Item Unlock Item Unlock Item Unlock

Rod of Resurrection Rod of Resurrection Rod of Resurrection


DDAL08-18 Moving Day DDAL08-18 Moving Day DDAL08-18 Moving Day

This rod requires attunement by a cleric, This rod requires attunement by a cleric, This rod requires attunement by a cleric,
druid, or paladin and is engraved with druid, or paladin and is engraved with druid, or paladin and is engraved with
sun symbols and bejeweled with faceted sun symbols and bejeweled with faceted sun symbols and bejeweled with faceted
citrines. It glows equal to a torch when citrines. It glows equal to a torch when citrines. It glows equal to a torch when
within 100 ft. of undead. within 100 ft. of undead. within 100 ft. of undead.

The rod has 5 charges. While you hold The rod has 5 charges. While you hold The rod has 5 charges. While you hold
it, you can use an action to cast one of it, you can use an action to cast one of it, you can use an action to cast one of
the following spells from it: heal the following spells from it: heal the following spells from it: heal
(expends 1 charge) or resurrection (expends 1 charge) or resurrection (expends 1 charge) or resurrection
(expends 5 charges). The rod regains 1 (expends 5 charges). The rod regains 1 (expends 5 charges). The rod regains 1
expended charge daily at dawn. If the expended charge daily at dawn. If the expended charge daily at dawn. If the
rod is reduced to 0 charges, roll d20. On rod is reduced to 0 charges, roll d20. On rod is reduced to 0 charges, roll d20. On
a 1, the rod disappears in a burst of a 1, the rod disappears in a burst of a 1, the rod disappears in a burst of
radiance. radiance. radiance.

Legendary Magic Item Table: I Legendary Magic Item Table: I Legendary Magic Item Table: I

Item Unlock Item Unlock Item Unlock

Rod of Resurrection Rod of Resurrection Rod of Resurrection


DDAL08-18 Moving Day DDAL08-18 Moving Day DDAL08-18 Moving Day

This rod requires attunement by a cleric, This rod requires attunement by a cleric, This rod requires attunement by a cleric,
druid, or paladin and is engraved with druid, or paladin and is engraved with druid, or paladin and is engraved with
sun symbols and bejeweled with faceted sun symbols and bejeweled with faceted sun symbols and bejeweled with faceted
citrines. It glows equal to a torch when citrines. It glows equal to a torch when citrines. It glows equal to a torch when
within 100 ft. of undead. within 100 ft. of undead. within 100 ft. of undead.

The rod has 5 charges. While you hold The rod has 5 charges. While you hold The rod has 5 charges. While you hold
it, you can use an action to cast one of it, you can use an action to cast one of it, you can use an action to cast one of
the following spells from it: heal the following spells from it: heal the following spells from it: heal
(expends 1 charge) or resurrection (expends 1 charge) or resurrection (expends 1 charge) or resurrection
(expends 5 charges). The rod regains 1 (expends 5 charges). The rod regains 1 (expends 5 charges). The rod regains 1
expended charge daily at dawn. If the expended charge daily at dawn. If the expended charge daily at dawn. If the
rod is reduced to 0 charges, roll d20. On rod is reduced to 0 charges, roll d20. On rod is reduced to 0 charges, roll d20. On
a 1, the rod disappears in a burst of a 1, the rod disappears in a burst of a 1, the rod disappears in a burst of
radiance. radiance. radiance.

Legendary Magic Item Table: I Legendary Magic Item Table: I Legendary Magic Item Table: I

Item Unlock Item Unlock Item Unlock

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