Zhentarim. This story award may be redeemed for one of the
following: a common spell scroll (1st level spell), two vials of
poison, five flasks of holy water, or the service of silvering one
melee weapon (the weapon to be silvered must be purchased
separately). This story award is removed when used.
CHAPTER 2, TSER POOL ENCAMPMENT
TREASURE
There are six tents and four wagons for a total of 10 possible
(although statistically unlikely) results that include a magic
item. If the result is a 20, the characters find one of the items
below. Roll 1d20 and consult the list below, ignoring results
from previous rolls.
D20 Magic Item Found
Number Item
1-5 Potion of greater healing
6 Potion of fire breath. This clear, red fluid has a
smoldering chunk of coal floating within. The heat of
this almost-boiling potion can be felt even through
the thick glass bottle it is contained in.
7
Ten +1 crossbow bolts. The bolts have bone shafts
with thrice-bladed, cold-iron heads.
8 A wooden screw-top canister containing four
doses of Keoghtom’s ointment. Anyone upon
whom the ointment is applied smells like freshly
dug earth for 1 hour.
9
Potion of hill giant strength. The potion can only
be consumed by first destroying the stopper-less
ceramic pot it is contained in. The potion tastes
foul and has the consistency of curdled milk, with
hints of blood, sweat, and grime.
10
Mithral half-plate. This suit of armor is decorated
with elegant woodland motif. The green woolen
cape affixed to the armor’s shoulders never
catches on burrs or branches while traveling
through the forest.
11
Potion of lightning resistance. The potion in this
glass vial is crystal clear, and a number of small
iron beads have settled at the bottom.
12
Bag of holding. This tattered and patched bag lets
forth a terrible scream whenever it is opened,
audible to anyone within 100 feet.
13
A silver snuffbox containing what appears to be
fine tobacco (actually dust of sneezing and
choking).
14
An ugly hat made of tattered brown wool. It
functions as a helm of comprehend languages.
15 Potion of necrotic resistance. This milky potion
has a small human tooth floating within it that
must be swallowed as part of drinking the potion.
16 A silver vial carved to resemble a fish. It contains
oil of slipperiness. When used, the oil reeks of
rotting fish and kelp, a smell that cannot be
cleaned or masked while the oil is in effect.
17 A spell scroll of hold person.
18 A fist-sized emerald inscribed with the symbol of
the Cult of the Crushing Wave (an elemental
gem).
19 A small steel flask containing a potion of growth.
The flask has the initials “AB” engraved upon it.
20 A spell scroll of haste.
CHAPTER 4, CRYPT 13
The musket provided here is an oddity in Faerûn and may not
be replicated or repaired. One character in the group may
keep this item at the end of the session. This item cannot be
sold. Black powder doesn’t function in Faerûn, so
smokepowder must be used instead. Smokepowder can be
purchased for 50 gp a sachet, which contains enough powder
for five shots. Any quantity of smokepowder counts as one
permanent magic item as it pertains to your magic item limit.
Additionally, a character keeping this item can purchase
bullets from the Dungeon Master’s Guide. Alternatively,
character proficient in smith's tools can craft bullets using the
rules in the Player’s Handbook. Ammunition and gunpowder
can’t otherwise be purchased. Smokepowder isn’t suitable for
any purpose other to fire this weapon (i.e. NO explosives may
be crafted, etc).
CHAPTER 13: AMBER SARCOPHAGI
SIDEBAR
The Amber Sarcophagi sidebar is amended as follows:
Add the following after the third paragraph:
“Dungeon and Dragons Adventurers League DMs should
ensure that players fully understand the risk inherent in
dealing with such powerful—and wholly evil—entities.
DMs will provide the following as a warning to players
prior to their decision to accept a Dark Gift:
“Accepting a gift from an entity of pure, ancient
evil does not come without tremendous risk. While you stand
to gain terrible power, it is possible that your character may
forever surrender their soul to a being of ultimate darkness.
Should this happen, your character shall become an NPC
under the control of the Dark Powers—and therefore
unplayable in future Adventurers League adventures—until
they no longer possess the Dark Gift, which could be a very
long time. Once your decision is made, there is no turning
back. Do you accept the gift?”
Add the following after the fifth paragraph:
Not for resale. Permission granted to print and photocopy this document for personal use only.
Adventurers League Adaptation Guides v2.4