DDEX03-09 The Waydown (5e)
DDEX03-09 The Waydown (5e)
DDEX03-09 The Waydown (5e)
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord
of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call “The
Waydown.” You have been charged with escorting an emissary back to his home in the Underdark without alerting the
Red Plumes. A four-hour adventure for 5th-10th level characters.
Adventure Code: DDEX3-9
Credits
Adventure Design: Cole Kronewitter
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
D&D Adventurers League Wizards Team: Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick
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The Waydown
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The Waydown
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The adventure begins a few hours before dusk in the Felratha’s Request
woods outside Hillsfar. Felratha provides the following information:
Roleplaying Arrizz
Although a closed-lipped, Arrizz doesn’t hesitate to criticize
foolish or weak behavior. Since becoming ill, he has developed a
great distaste for normal food; preferring a diet of mushrooms
and fungus, which he frequently munches on. He is at the end of
a rather nasty streak of bad luck and is eager to leave the
Moonsea region far behind. He has been promised great rewards
if his mission is successful. And although he is willing to work
with others, he is still evil and abhors weakness. If his former
lover, Deriel, is mentioned, Arrizz becomes cold and distant; he
adamantly refuses to speak of her.
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The Plan
Felratha’s Merry Minstrels generally arrive at the
Garrison in two wagons just before dusk and put on a
show for the Red Plumes during dinner. After this they
are treated to free meals and are allowed to stay the night
inside the feast hall of the Garrison. Arrizz proposes to
wait until most of the Garrison is asleep before sneaking
out of the hall and finding the Waydown.
Arrizz is quick to remind the characters that the
mission requires escorting an entire wagon of supplies
through the Garrison in addition to sneaking through
themselves. Bribing Red Plumes, posing as them, or
causing a distraction may be necessary. For her part,
Felratha plans to depart from the Garrison with the other
wagon during the night to avoid any fallout from Arrizz's
activities. If all goes according to plan, both the characters
and Felratha are be gone come morning with the garrison
none-the-wiser.
Felratha has been to the garrison before, but only in the
feasthall. She does, however, know that the troops reside
in halls toward the rear of the garrison, while the
captain's quarters are nearer the front.
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After she finishes eating, Felratha picks up her lute and Roleplaying Conbert
Conbert is a star-struck young man that wants to learn everything
strolls around the room to play songs for the mercenaries. there is to know about being a minstrel. He speaks very rapidly,
If any characters would like to make another attempt at and his voice gets high pitched when he is excited.
their performances, they can also do so at this time. Quote: "One day, people will shout my name."
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A large iron portcullis seals off this 10-foot entry hall. A single
Red Plume soldier sits next to a gate lever inside the portcullis.
Arrow slits line the walls of the room.
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Rich furnishings adorn this pentagonal room and a white Secret Mission: Order of the Gauntlet
bearskin rug covers the center of the floor. A desk on the east
A quick look through the paperwork on top of the desk
uncovers evidence that Helck is turning a profit
wall is covered with a disorganized mess of official looking
smuggling untaxed goods into Hillsfar. Members of the
papers. A caricature of Helck in a gold frame sits on the desk.
Order of the Gauntlet that retrieve these documents
satisfy the requirements of their faction assignment.
A shining example of the benefits of nepotism,
bootlicking, and the achievement of being born human,
Treasure
Captain Maggarl Helck is doing quite well for himself.
The rug on the floor is made from the pelt of a polar bear
He gained his position as the Garrison Commander due
and worth 60 gp. Helck keeps an emergency supply of 40
largely in part to his father; a wealthy merchant in the city
gp and a scroll of greater restoration hidden in the top
of Hillsfar. Helck relies on his sergeants to handle most
drawer of his desk. The caricature of Helck is worth
garrison affairs and likes to think of himself as a "big
nothing, but the gold frame that holds it is worth 100 gp.
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Drunken Revelers
A group of four Red Plume soldiers have pilfered a cask
of beer from the kitchens and are now sitting in a quiet
corner of the Garrison enjoying their spoils. The guards
are too inebriated to realize that the characters should
still be locked in the feast hall and do not raise an alarm
unless attacked. Instead, they call the characters over and
demand an encore performance. If a character makes a
successful DC 10 Charisma (Performance) check, the
guards invite the entire to group to sit down and share
beer with them.
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Kuo-Toa Ambush
In addition to water hazards, the characters must also
deal with a force of attacking kuo-toa that wait in the
tunnels ahead. Three groups of kuo-toa warriors hide on
rocky outcroppings overlooking the Waydown River and
are prepared to jump onto the ship as the water carries it
beneath them. Each round for the first three rounds of
combat, a group consisting of four kuo-toa whips leap
down onto the boat.
Tactics
The kuo-toa use their pincer staffs to try and hurl
characters overboard. They also do their best to target
any character that is successfully steadying the ship’s
wheel. The kuo-toa are fanatical and fight to the death.
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In recent weeks, two disgraced cambion siblings named male and the other female. Each statue bears a mix of both
Gattash and Rashara were banished from the hellish human and fish-like features, and has bat wings spread behind
court of Graz’zt and sent to monitor the distributary of the it as they reach for each other. The cavern narrows near the back
Waydown River—a backwater section of the Underdark end and terminates in a set of twenty-foot wide steps leading to
with little to do. a pair of massive stone doors.
The twins soon discovered that a tribe of kuo-toa that
had succumbed to madness happened to call this river As soon as this scene is revealed, Arrizz urges caution.
home. Using fiendish charm and alter self, the twins Although he has never been here himself, he recognizes
convinced the kuo-toa that they were actually gods. They that this is the temple where the drow caravan was
promised to build a mighty kuo-toa empire and moved the supposed to meet with him. Since they are not waiting
tribe to an abandoned temple on the shores of the outside the temple steps, he assumes the worst. Still, the
Waydown River's distributary. After casting down the tunnel leading back to Szith Morcane is in the temple, so
previous idols of the kuo-toa god Blibdoolpoolp, the there is no other choice but to venture inside.
cambions renamed the temple The Shrine of Twofold Characters that succeed a DC 10 Intelligence (Religion)
Sin. check are able to piece together that the ruined statues
Graz’zt was pleased with their success and, as a sign of covering the floor of the cavern once depicted
his returning favor, he sent a particularly stupid hezrou Blibdoolpoolp, the deity of the kuo-toa. The two fish-like
demon to serve the twins. The twins call the hezrou Toad statues with bat wings are not depictions of any known
and bully him mercilessly. The pair of demons now plan gods (they are depictions of the twin cambions in their
to continue expanding their influence and have turned kuo-toa forms). Characters that examine the cambion
their hungry gaze to the Red Plume Garrison and the statues notice that they are each recently carved.
surface world. Both statues have two large white pearls for eyes (see
Treasure, below). The pearls require a DC 10 Strength
General Features check to successfully dislodge from the statue and are
The walls of the temple are formed from a mix of rough difficult to reach, since the statues are both fifteen feet
grey rock and polished green masonry. tall.
Ceilings. Ceilings are 20 feet high inside in the temple Additionally, each statue has a poison gas trap. Inside
and 10 feet high inside the submerged tunnels. the chest of both statues are hollow cavities filled with
Light. All the residents of the temple have darkvision, poison gas. The pearl eyes act as stoppers, holding the
so the characters must supply their own light inside the pressurized gas inside the statue. When a pearl is popped
shrine. It is otherwise completely dark. loose, the gas immediately spews into the cavern, dealing
Smells. Mildew. Rotting vegetation and fish. 22 (4d10 poison) damage to all characters within 20 feet
Sounds. Dripping water. Crunching of bone and of the statue. Characters that succeed a DC 13
barnacle underfoot. Constitution saving throw take only half this amount. The
gas dissipates after one round and deals no further
damage.
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The scent of rotten fish fills this ruined hall. Puddles of murky Adjusting the Encounter
water cover the green stones of the floor. Eight stone pillars Here are recommendations for adjusting this combat encounter.
carved with crude fish imagery stand in two rows in the center of These are not cumulative:
the room. Near the back of the hall is a slab of black stone • Very Weak Party: Remove 3 kuo-toa whips
• Weak Party: Remove 1 kuo-toa whip
covered with bloodstains and four shackles. Three sections of • Strong Party: Remove 3 kuo-toa whips; add 1 kuo-toa
the wall and floor are collapsed and filled with stagnant water. archpriest
• Very Strong Party: Remove 1 kuo-toa whip; Add 1 kuo-toa
archpriest
Unless the characters make a great deal of noise in Area
13, the croaking chant of a kuo-toa archpriest fills this 3. Flooded Tunnels
room when they open the doors. The archpriest is
dressed in soggy black robes and stands before the black These tunnels are filled with stagnant and murky water.
altar near the back of the hall. Shackled to the slab is a The water is 4 feet deep and the ground beneath littered
squirming and gagged drow named Renim. Additionally, with bones.
six kuo-toa whips flank the archpriest, dancing to his
sacrificial chant. Secret Mission: Lords Alliance
If the characters wait more than fifteen minutes before If any of the characters are members of the Lords
entering this room, the archpriest completes his ritual Alliance and are rank 2 (Redknife), read the following as
and sacrifices Renim to the Twin Gods. Otherwise, they the characters pass through this area. If there are no
have a chance to disrupt the sacrifice and rescue the eligible members do not read this boxed text.
captive drow. In this case, she is grateful for her recue
Around the bend, you see the faint glow of magical light down a
and can convey the following information:
side tunnel.
A drow caravan consisting of eight drow set out from
Szith Morcane and reached this temple yesterday. They
were attacked by a horde of kuo-toa and quickly
overwhelmed.
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Whatever is glowing, it is beneath the water and casts flickering Gnawed bones and rotting corpses litter the floor of this barrel-
light on the ceiling ahead. The water gets deeper here and looks vaulted hall. Crude drawings cover the walls of the room, each
to be approximately 10-feet-deep in the niche at the end of the depicting a giant toad eating two winged humans. A hideous
tunnel. stench fills this enclosed space.
Three albino giant octopi guard these passages, but are Unable to stand his grotesque scent, the twins ordered
usually found in their den. In addition, three swarms of their hezrou demon, Toad, to stay in this room until they
quippers live here; feeding off of the octopi's cast-offs. summon him. Although incredibly stupid, Toad is smart
The octopi are easily able to swim through Area 15 and enough to realize that the cambions bully him, and he has
16 without any light at all. Dozens of bones, both harbored mutinous thoughts for many days. The kuo-toa
humanoid and animal, litter the ground here. seem loyal to the twins, however, so he fears to act on his
The glowing object is a gold coin enchanted with plans
continual flame. Olon carried the coin in a pouch, but the When the characters arrive, Toad is munching on the
clever octopi removed it after the wizard was slain. If the bones of a dismembered drow and muttering in Abyssal.
coin is disturbed, the octopi attack in a group. Attempting Characters able to understand his sullen raving can piece
to divide the party, each octopus targets an individual together that he is plotting to murder "the dumb twins
character to drag away and devour. At the end of the and their fishy men."
round the swarms of quippers emerge from the tunnels
and attack the characters. Roleplaying Toad
Toad is a dumb creature, but he believes he is smart. A crafty
grin covers his face when offers to ally with the characters. He
Adjusting the Encounter
seals the deal by licking his hand with his disgusting tongue and
Here are recommendations for adjusting this combat encounter.
attempting to shake the hand of the nearest character. Toad is
These are not cumulative:
sick of being bullied and any attempt to intimidate him causes
• Very Weak Party: Remove 2 giant octopi and 1 swarm of
him to fly into a rage and immediately attack.
quippers
Quote: "We will show those tiny twins who da real boss is!"
• Weak Party: Remove 1 giant octopi and 1 swarm of quippers
• Strong Party: Add 1 swarm of quippers
• Very Strong Party: Add 2 swarm of quippers Toad stands up and roars when he spots the characters. If
they do not seem immediately hostile, a cunning grin
Secret Mission: Lord’s Alliance covers his face and he sits down to talk. The demon
In discovering Olon’s treasure and learning the wizard’s knows that he cannot overcome the twins and their kuo-
fate, the characters satisfy the requirements of the special toa allies, but if he forms an alliance with the characters,
mission. he might be able to have his vengeance. Still he is afraid
of betrayal, so a DC 20 Charisma (Deception or
Treasure Persuasion) check is necessary to solidify the alliance. Of
Searching the through the muck of this submerged room course, being a demon, Toad plans to turn on the
uncovers a bit of treasure. In all, there is a leather pouch characters as soon as the twins are dead.
containing 150 gp, a signet ring engraved with the name If the characters are able to win Toad over, he leads
“Olon” worth 50 gp, and a potion of greater healing. them to Area 18 and joins the battle against the twins. He
These treasurers originally belonged to a wizard named has little regard for helping his allies and does not
Olon, who was exploring the Underdark for the Lord’s position himself to protect the characters from his stench.
Alliance. A coded journal sealed inside a watertight
oilcloth bag rests among his bones.
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Treasure
The characters receive the following treasure, divided up
among the party. Characters should attempt to divide
treasure evenly whenever possible. Gold piece values
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Renown
All faction members earn one renown point for
participating in this adventure.
Zhentarim characters earn one additional renown
point for successfully getting the Arrizz and his trade
goods to Szith Morcane.
Order of the Gauntlet characters of rank 2 (Marchon) or
higher who complete their special mission earn one
additional renown point and should note the
completion of a special mission on their adventure
logsheet.
Lords Alliance characters of rank 2 (Redknife) or higher
who complete their special mission earn one additional
renown point and should note the completion of a
special mission on their adventure logsheet.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 400 XP, 200 gp and ten downtime days for
running this session.
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Arrizz, Drow Elite Warrior STR DEX CON INT WIS CHA
Medium humanoid (elf), neutral evil 12 (+1) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 6 (–2)
Actions
Multiattack. The drow makes two shortsword attacks.
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Medium humanoid (any race), any alignment Immutable Form. The golem is immune to any spell or effect that
would alter its form.
Armor Class 17 (splint)
Hit Points 58 (9d8 + 18) Magic Resistance. The golem has advantage on saving throws
Speed 30 ft. against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Actions
Skills Athletics +5, Perception +2 Multiattack. The golem makes two slam attacks.
Senses passive Perception 12
Languages any one language (usually Common) Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Challenge 3 (700 XP) 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it
must succeed on a DC 15 Constitution saving throw or have its
hit point maximum reduced by an amount equal to the damage
Actions taken. The target dies if this attack reduces its hit point
Multiattack. The veteran makes two longsword attacks. If it has a maximum to 0. The reduction lasts until removed by the greater
shortsword drawn, it can also make a shortsword attack. restoration spell or other magic.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Haste (Recharge 5–6). Until the end of its next turn, the golem
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing magically gains a +2 bonus to its AC, has advantage on Dexterity
damage if used with two hands. saving throws, and can use its slam attack as a bonus action.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2)
Amphibious. The kuo-toa can breathe air and water. Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of Otherworldly Perception. The kuo-toa can sense the presence of
any creature within 30 feet of it that is invisible or on the Ethereal any creature within 30 feet of it that is invisible or on the Ethereal
Plane. It can pinpoint such a creature that is moving. Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ability checks and saving Slippery. The kuo-toa has advantage on ability checks and saving
throws made to escape a grapple. throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Sunlight Sensitivity. While in sunlight, the kuo-toa has
disadvantage on attack rolls, as well as on Wisdom (Perception) disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight. checks that rely on sight.
Spellcasting. The kuo-toa is a 10th-level spellcaster. Its
Actions spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
Multiattack. The kuo-toa makes one bite attack and two spell attacks). The kuo-toa has the following cleric spells
unarmed strikes. prepared:
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 Cantrips (at will): guidance, sacred flame, thaumaturgy
(1d4 + 2) piercing damage. 1st level (3 slots): detect magic, sanctuary, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one
3rd level (3 slots): spirit guardians, tongues
target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) 4th level (3 slots): banishment, divination
lightning damage, and the target can’t take reactions until the 5th level (2 slots): mass cure wounds, flamestrike
end of the kuo-toa’s next turn.
Actions
Multiattack. The kuo-toa makes two melee attacks.
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning
damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
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Hold Breath. While out of water, the octopus can hold its breath Armor Class 16 (natural armor)
for 1 hour. Hit Points 136 (13d10 + 65)
Speed 30 ft.
Underwater Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater. STR DEX CON INT WIS CHA
Water Breathing. The octopus can breathe only underwater. 19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1)
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Actions
Multiattack. The cambion makes two melee attacks or uses its
Fire Ray twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8
(1d8 + 4) piercing damage if used with two hands to make a
melee attack, plus 3 (1d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see within 30
feet of it must succeed on a DC 14 Wisdom saving throw or be
magically charmed for 1 day. The charmed target obeys the
cambion’s spoken commands. If the target suffers any harm
from the cambion or another creature or receives a suicidal
command from the cambion, the target can repeat the saving
throw, ending the effect on itself on a success. If a target’s saving
throw is successful, or if the effect ends for it, the creature is
immune to the cambion’s Fiendish Charm for the next 24 hours.
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Joy to you,
Felratha
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If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their
results.
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