DDAL10-08 Volatile Thoughts
DDAL10-08 Volatile Thoughts
VOLATILE THOUGHTS
A Plague of Ancients Adventure
Just when you thought Realmspace-faring slavers were the worst thing that could
cross your path, it quickly became apparent you were wrong—terrible things
lurk in the depths of the long-dead Abeiran city of Xorvintroth. And when faced
with countless, unfathomable horrors infesting an ancient city of a long-dead
civilization from another world there’s only one solution . . . explosives.
Part Eight of the Plague of Ancients Series of Adventures.
Credits
Lead Designer: Travis Woodall D&D Adventurers League Wizards Team: Brandy Camel,
Designer: Stacey Allan Lea Helotis, Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook,
Editor: Ashley Michaela “Navigator” Lawson Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg
D&D Adventurers League Guildmaster: Chris Lindsay Marks, Alan Patrick, Travis Woodall
Art Director and Graphic Designer: Rich Lescouflair Playtesters: James Bowen, Henry Champoux, Daniel
Interior Art: Jedd Chevrier, David René Christensen, Chapman, Christopher Clement, Gina Devlin, Austin
Titus Lunter Brian Valeza, Shawn Wood, provided by Haffke, Ron Mulsoff, Daniel Oliveira, Anthony Parham,
Wizards of the Coast and used with permission. James Schweiss, Jia Jian Tin, Marcello Velazquez
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
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by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer Part 4: Viscous Cargo (75 mins). The characters seek
out the missing squidlings in a nearby cave. The
characters quickly learn they’ve stumbled into the upper
My god! It’s full of stars! reaches of an ancient Xorvintrothian ruin. This is Story
—Arthur C. Clarke, 2001: A Space Odyssey Objective D.
This adventure is designed for three to seven 5th- to 10th- Story Awards
level characters and is optimized for five characters with At points in the adventure, this glyph, along
an average party level (APL) of 9. Characters outside this with an entry, describes how the specified story
level range can’t participate in this adventure. award is earned or impacted by the story. Ignore
This adventure occurs in southern Icewind Dale among it if it refers to a story award none of the characters have.
the treacherous peaks of the Spine of the World: from the If it refers to a story award the characters just earned, it
goliath stronghold of Wyrmdoom Crag to the crash site of a provides information for you and the players.
spacefaring vessel to the ruins of a long-dead city.
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2 DDAL10-08 Volatile Thoughts (v1.0)
Call to Action:
An Unusual Request
Estimated Duration: 10 minutes Story Award:
The characters have returned to Wyrmdoom Crag after
narrowly escaping a ruined city infested with horrors
Lieutenant Prook
from the Far Realm. The group found no survivors among If any of the characters have this story award,
the missing goliath hunters they were searching for. the giff mercenary is present and accompanies
However, Lieutenant Prook has a new plan: blow the crater the characters in the search for the fallen star. One of the
surrounding the ancient, alien-infested city to smithereens players who has this story award (chosen at random if
and bury it forever. more than one has the story award and the players can’t
agree) can control Lieutenant Prook as a sidekick during
this adventure. Give that player handout 1.
Call to Action
The characters must escort Lieutenant Prook to the fallen star
and find a way to power his planned explosive device.
A Meeting of Minds
The characters and Lieutenant Prook meet with Ogolai
Orcsplitter (“Old Goat”), chieftain of the Thuunlakalaga
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DDAL10-08 Volatile Thoughts (v1.0) 3
Hatching a Plan Overlapping Icewind Dale:
Rime of the Frostmaiden
While Lieutenant Prook ruminates on his plan, Grakal
nervously tells Old Goat that they’ve been experiencing Characters who’ve encountered the Id Ascendant’s crew before
not only know what Grakal is referring to, but also where it is
strange voices in their head since Nararhak Tree-Eye’s
and who crews it.
disappearance. Over and over, the voice in their mind
repeats:
No Lieutenant Present
“Nautiloid down. Emergency protocols enabled. Crew safe,
If Lieutenant Prook isn’t with the group, Old Goat suggests
but vessel imperiled. Psi crystal needed. Come at once.” the characters seek out the fallen star to see if the answers
to their problems can be found there—she insists it’ll likely
play a role in the events to come.
Grakal has no idea what any of this means, but Lieutenant
Prook identifies a nautiloid as a type of ship: a powerful,
spacefaring vessel which travels between worlds. He claims Ogolai (oh-GO-lie) Orcsplitter
that if the ship has any functionality, it’s bound to have a “Old Goat” Thuunlakalaga
workshop where he can craft explosives, and if he could Lawful neutral goliath warrior
siphon energy from the magical helm that powers the The chieftain of the Thuunlakalaga goliaths is an elderly
vessel, he could easily charge the devices. Old Goat reasons goliath with a heavily scarred face. She dresses plainly in goat
that the nautiloid and the fallen star spotted in the skies hide clothing and carries an immense greataxe fashioned
over Icewind Dale by her clan could be one and the same from white dragon bone. She has a crippling fear of griffons
thing. With this revelation, the giff hurriedly begins packing stemming from a childhood trauma that’s created tensions
between her clan and the Akannathi goliaths of Skytower
for the long journey ahead, encouraging the characters
Shelter (see Icewind Dale: Rime of the Frostmaiden).
to do the same. Old Goat provides the group with enough
What They Want. Old Goat’s first priority is the safety and
provisions to complete their trip to the site of the fallen star. prosperity of her clan—especially in these unusual and
trying times. She’s quick to stymie dissent, particularly from
Kaskur Spearsong. She fears his disagreements will turn
violent, but does everything within her power to delay this
apparent inevitability for as long as possible.
Done It, Seen It; but the End Is Nigh. Old Goat has been
around a long time and seen many things. This experience
lends her a tremendous amount of wisdom to draw on
when making decisions. However, she’s getting old and
refuses to surrender the yoke of leadership until a worthy
(equally wise) replacement is found. If it weren’t for his
sharp tongue, Old Goat would’ve offered Kaskur the mantle
of leadership years ago. However, she fears what the clan
would become under his leadership.
Grakal (Grah-KUHL)
Dawnbearer Thuunlakalaga
Lawful good goliath bard
So named due to the colors of their hides and clothes, worn
to look like a sunrise, with a personality to match. Grakal
is softly spoken despite their extremely loud appearance.
However, Grakal is easily the funniest and most joyous
of Souljoined. (The other two members of Souljoined are
Nararhak Tree-Eye and Thugeo Goatchaser.) Their ability to
respond with snide remarks is unparalleled, but it’s generally
only heard by the other two resulting in “random” fits of
laughter.
Grakal’s prize possession is a large blanket with different
tales of the goliaths’ culture woven into a beautiful
pictography. Throughout, trinkets and baubles from other
cultures are woven in. Grakal often tries to incorporate their
love of goliath cultures, other cultures, and color into their
outward appearance. Some see it as ostentatious; Grakal
knows it allows others to lower their guard around them so
they can teach with less resistance.
What They Want. To never lose the family unit they’re in.
Grakal would give their life for the other two Souljoined and
can’t imagine a world without them.
Not Enough Flair. Grakal loves going to Good Mead and
interacting with Ten-Towns. Grakal has a weak spot for food
and flashy items from other cultures.
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4 DDAL10-08 Volatile Thoughts (v1.0)
1
To the Fallen Star…Again!
Estimated Duration: 60 minutes
A cave mouth gapes in the mountainside before you:
The Search Begins large icicles hang from its roof like rows of teeth, giving
the place the appearance of a dreadful, open maw. A heat
Themes: Exploration, survival. haze emanates from three serpentine monstrosities which
The characters strike out to find the fallen star once and
snake around the cavern on countless legs. They snap
for all. As they draw closer, they happen upon creatures
escaped from the wrecked Id Ascendant. at two, large, wormlike creatures which recoil from the
heat—curiously, these creatures are wearing harnesses.
Story Objective
Finding the Id Ascendant is Story Objective A. The carrion crawlers entered the cave to consume the
remains of an axe beak mount and its long-dead rider
(see “Treasure”), when they were beset upon by the
Snow falls in light flurries as the characters head west young remorhazes. The latter group have the upper hand,
through the mountains from Wyrmdoom Crag. Lieutenant they’ve surrounded the carrion crawlers and are closing
Prook, if present, is emboldened by his plan to reduce in for the kill (see “Creature Information”). The presence
Xorvintroth to rubble, offering words of encouragement of harnesses indicates that the carrion crawlers may be
as the group travels: “Let’s look lively! This den of alien domesticated and the character with the highest passive
madness won’t explode itself you know!” (Wisdom) Perception score notices a stoppered vial
The site of the fallen star is roughly 50 miles away from strapped to one of the harnesses (see “Treasure”). The
Wyrmdoom Crag. Traveling this distance is beyond the carrion crawlers wear caparisons embroidered with a
scope of this adventure’s timeframe. If time isn’t an issue, strange looking vessel—a shell-like hull with protruding
you can roleplay the journey using the “Mountain Travel” tentacles. If Lieutenant Prook is with the group, he
rules in the opening section of Icewind Dale: Rime of recognizes the design as a depiction of a nautiloid.
the Frostmaiden, adding encounters as you see fit from Characters playing through Icewind Dale: Rime of the
the “Wilderness Encounters” section in chapter 2 of the Frostmaiden may recognize the carrion crawlers from
book. Otherwise, the characters come across the location previous dealings with the Id Ascendant’s crew—see the
described below after 40 miles of travel, which takes 10 “Overlapping Icewind Dale: Rime of the Frostmaiden”
days with a dogsled or 20 days on foot, wearing snowshoes sidebar for guidance.
(if the group travels for 8 hours per day). You don’t need to
describe in detail what happens each day, and the group Area Information
can survive on the rations Old Goat provided.
The cave has the following features:
Dimensions and Terrain. A boulder-strewn mountain
Creature Cave pass leads to a 40-foot-by-50-foot natural cavern. The
After many days’ travel, the air is pierced by shrill, ceiling is 40 feet high at its apex and hangs thick with
monstrous screeching and guttural roars echoing from a icicles.
rise up ahead. Three young remorhazes surround two Weather and Temperature. Below freezing with light
carrion crawlers inside a cavern, and the creatures are snowfall and a chill breeze. A storm is developing to the
locked in combat. Large boulders provide plenty of cover, west. The temperature becomes uncomfortably warm
allowing the characters to approach the cave stealthily to when in close proximity to the remorhazes.
better view the scene: Lighting. By day, the Dale’s eternal dusk offers dim light.
By night, an aurora billows overhead providing fragments
of dim light in otherwise pitch darkness.
Sounds and Smells. Whistling wind, monstrous
screeching like nails on a chalkboard, and the scuttling of
insectoid legs on ice.
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DDAL10-08 Volatile Thoughts (v1.0) 5
Do Nothing. If the characters remain hidden while the
monsters fight it out, the remorhazes defeat the carrion
crawlers in three rounds then burrow away with their prey—
including their harnesses—leaving the cavern bereft of life.
Join the Fight. If the characters join the fray and target
the remorhazes, the carrion crawlers hang back and
attempt to flee when they can. They only attack a character
in self-defense. The carrion crawlers head straight for
home—the Id Ascendant—which greatly assists the
characters in their continuing quest for the vessel across
the tundra in “Part 2: Star Search.”
Treasure
Characters can find treasure by searching through the
following:
Carrion Crawler Harness. Strapped to the side of one of
Icicles. Every inch of the cavern’s roof is covered in icicles the harnesses is a vial of gray liquid—an oil of etherealness.
which range between 1 and 7 feet in length. Combat in the Dead Explorer. A human and his axe beak mount lie at
cavern, coupled with the remorhazes’ heat, has weakened the rear of the cave; they’ve been dead for a while. Their
the icicle formations, causing them to fall and impale those bodies bear large puncture wounds, and shards of ice
below them. At the end of every round during which combat lie scattered around them, indicating they were crushed
occurs in the cave, an icicle falls and strikes one creature beneath a falling icicle. Fresh bite marks reveal the carrion
at random, including the remorhazes and carrion crawlers. crawlers were feasting on the axe beak carcass. The man’s
The targeted creature must make a successful DC 13 skin is adorned with tattoos of constellations, and he wears
Dexterity saving throw or take 7 (2d6) piercing damage. a frost giant toe pendant (a trinket) around his neck—locally
believed to be a good luck charm. A leather knapsack lies
Creature Information half-buried in the snow nearby. Inside the knapsack is an
ornate telescope. Its lenses are broken, but the tube is
This encounter features the following creatures:
embossed with a mountain range beneath a star-filled sky.
Young Remorhazes. These creatures relentlessly pursue
There’s also a sketchbook containing skillfully rendered ink
the carrion crawlers, toying with them and wearing them
drawings of the skies over Ten-Towns.
down with their Heated Body trait. If a remorhaz takes
damage from any of the characters, it snaps its attention to
the attacker and their allies. Adjusting This Encounter
Carrion Crawlers. These creatures are the domesticated Here are some suggestions for adjusting this encounter,
pets of the gnome ceremorph, Vorryn. They were drawn according to your group. These aren’t cumulative:
to the cavern—some distance from the Id Ascendant—by Very Weak: Remove one young remorhaz. Each carrion
the scent of carrion (see “Treasure”). They both have crawler has 36 hit points remaining.
several bite wounds and burns down their flanks due to Weak: Each carrion crawler has 36 hit points remaining.
the remorhazes’ ambush, and each have 21 hit points Strong: Add one young remorhaz.
Very Strong: Add two young remorhazes.
remaining when the characters arrive at the scene.
Their harnesses are made of tough leather fastened with
iron links. Each harness has the carrion crawler’s name
written in Qualith (a braille-like script illithids read with A Sense of Urgency
their tentacles) along one of the straps. Their names are Once the cavern’s threats are cleared and any treasure is
Igneer and Zukkul. Characters who learn their names have found, the characters should feel compelled to be on their
advantage on any Wisdom (Animal Handling) checks made way quickly. If they put an end to the young remorhazes, the
when dealing with the carrion crawlers. distant scream of an adult remorhaz reverberates through
the peaks. While the group won’t fight this monster, the
Combat Consequences
prospect of it turning up should hurry them along. If the
A couple of options are open to the characters, and the
remorhazes escaped, the cavern’s icy ceiling creaks and
encounter plays out differently depending on how they
groans, as if more icicles could fall at any minute. Once the
react to the situation:
group sets off, proceed to part 2.
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6 DDAL10-08 Volatile Thoughts (v1.0)
2
Star Search
Estimated Duration: 60 minutes a success. On a failure, they plunge 50 feet to the bottom
of the crevasse, taking 17 (5d6) bludgeoning damage
Primordial Crevasse
The ice over the crevasse breaks when more than 300 lb.
is placed on it—roughly the weight of one heavily armored
warrior, and easily exceeded by either of the carrion
crawlers. See “The Crevasse Calls Out” for guidance if the
characters don’t trigger this event—for example if they’re
airborne or particularly light on their feet. Otherwise, read
the following aloud:
Creature Information
The crevasse is haunted by restless dragonborn spirits
from the ancient Abeiran city of Xorvintroth. For centuries,
a terrible moment in time has played out repeatedly in
the chasm’s depths: two dragonborn, desperately fleeing
Xorvintroth and its wicked cabal, were chased by three
Lighting. The bottom of the chasm is in total darkness. dragonborn wizards who thwarted their attempts to scale
Sounds. The walls creak and reverberate as the ice the city’s walls and escape—the wizards transformed their
fractures and resettles, the wind rushes over the opening quarries’ ropes into tentacles, plunging them to their doom.
above, filling the crevasse with an eerie wail, and the chasm Spirits. The two panic-stricken dragonborn spirits,
amplifies and echoes any voices or footsteps within it. Eskash and Zharinax, pose no threat to the characters.
Slippery Walls. Climbing the chasm’s walls requires a Use the ghost stat block if you need statistics for these
successful DC 12 Strength (Athletics), but the slick ice spirits, but they have none of the ghost’s traits or actions,
imposes disadvantage on any check made to climb them. their speed is 30 feet, and they can’t fly. They’re completely
corporeal, so characters shouldn’t assume they’re dead
Falling Down straight away. Even the dragonborn themselves are
Give characters who’ve fallen into the chasm just a few unaware that they’re dead—they’re locked in an infinite loop
seconds to take in their surroundings before reading the of actions, just desperate to outrun their pursuers. They
following aloud: wear long robes from a bygone era and speak an archaic
form of Draconic. Characters who make a successful
DC 12 Intelligence (History) check discern that these
Footfalls echo from the farthest reaches of the chasm.
dragonborn may be centuries old. If the group helps them
Two figures hurtle toward you—dragonborn swathed escape the crevasse, the dragonborn spirits are laid to rest
in robes, their faces etched in terror. Seeing you, one of (see “Escaping the Crevasse”).
them screams: Malevolent Ghosts. Three ghosts relentlessly stalk
“Draak! DRAAAK!” the fleeing dragonborn and punish any who help them.
They’re gaunt, dragonborn wizards wearing tattered robes
embroidered with constellations and arcane symbols, and
These figures are spirits trapped in time (see “Spirits” in they have brightly burning stars in place of eyes. In life, they
“Creature Information”). Characters fluent in Draconic belonged to the cabal of wizards who built a bridge from
hear them shouting “Run!” Any character who makes a Xorvintroth to the Far Realm. In death, they wish only to
successful DC 12 Intelligence check determines what the torment the souls of those who tried to escape them. While
figures are shouting by their tone and gestures. these ghosts can fly to the height of the crevasse, they’re
bound to it and can’t leave.
The Crevasse Calls Out
Characters who don’t trigger the crevasse’s collapse hear
panicked screams over the howling wind as they travel. If
the characters investigate, they find the crevasse open with
two dragonborn inside, beseeching them for help. Read the
following aloud:
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8 DDAL10-08 Volatile Thoughts (v1.0)
Meeting the Dragonborn Spirits Escaping the Crevasse
The dragonborn briefly explain their plight to the
Characters can devise any number of ways to escape the
characters (see “Creature Information”), though their
crevasse. Two possible options are detailed here:
voices stammer, their tone is desperate, and they
Climb Out. The crevasse walls can be scaled with
continually look behind them into the shadows. If none
a successful DC 12 Strength (Athletics) check, made
of the characters speak Draconic, the dragonborn use
with disadvantage due to the slippery walls (see “Area
gestures and simple wording to communicate. Characters
Information”). Characters who use a climber’s kit negate
who make a successful DC 12 Intelligence check figure out
this disadvantage. Unless a creature has a climbing speed,
what’s being said. Once a character succeeds on this check,
each foot of movement costs one extra foot when climbing.
they don’t need to make it again. The dragonborn repeat
Hold Off the Ghosts. If the characters choose to fight
phrases such as:
the ghosts in the crevasse, the dragonborn spirits attempt
• “Lek udoka!” (Help us!) to escape during the fray. If all three ghosts are destroyed,
• “Yth teph ekess geth, jaka!” (We have to go, now!) the manifestations in the ice disappear (see “Visions of
• “Petranas qeelak!” (Please hurry!) Xorvintroth”), and the spirits’ ropes don’t turn into tentacles
• “Astahii re krull!” (They are coming!) (see “Ropes to Tentacles”).
As they speak, they uncoil lengths of ropes from their
backpacks, making hasty preparations to climb out the The Fate of the Spirits
chasm. The fate of the dragonborn spirits depends on the
Ropes to Tentacles. If the dragonborn spirits use their characters’ actions:
own ropes to escape the crevasse, their ropes always turn History Repeats Itself. If the spirits perish in the
into tentacles as they near the top of their climb as long crevasse, they reappear in 1d3 rounds from the depths of
as at least one of the malevolent ghosts is present. If their the chasm, running for their lives just as they were when
ropes turn to tentacles and they fall to the ground, they the characters first encountered them at the beginning of
instantly perish (see “The Fate of the Spirits,” below). part 2 (see “Primordial Crevasse”).
Laid to Rest. If the characters help the spirits escape
Ghosts in the Walls the crevasse, they tearfully thank the characters: “Vin xa .
At an opportune moment, perhaps as the group discusses . .” They turn and vanish in a spectral whirl of vapor. If the
how to escape the crevasse, the ghosts of the dragonborn spirits are laid to rest, they return later in the adventure to
wizards make their presence known. Read the following aid the characters in the “Chamber of Stars” during part 3.
aloud:
Adjusting This Encounter
Here are some suggestions for adjusting this encounter,
The temperature plunges. The walls of the crevasse pulse
according to your group. These aren’t cumulative:
with a pale, green light, and far away, within the ancient Very Weak or Weak: Remove one ghost.
layers of rime, the smudged architecture of a cyclopean Strong or Very Strong: Add one ghost.
city forms. Its streets teem with worms, and gargantuan
tentacles writhe up its many towers. Three pairs of stars
appear within the ice and move through the walls toward Treasure
you. Staring at the stars, one of the dragonborn whispers: Characters who search the area around the crevasse or
Astahii re veklar . . .” They are here . . . who make a successful DC 10 Wisdom (Perception) check
notice a dragonborn corpse, frozen while attempting to
claw its way over the lip of the chasm. The corpse has a
The stars are the eyes of the three ghosts, who approach gaping wound in its back and the surrounding tissue is
like flickering mirages through the chasm’s walls. They covered in spidery black veins. This is the corpse of one
enter the crevasse after 1d3 rounds and can’t be targeted or of the spirits, blasted by necrotic magic as they tried to
harmed while in the walls. Similarly, the ghosts can’t target escape their pursuers. Searching the corpse uncovers
creatures until they enter the crevasse. Their silent, steady a leather pouch containing several ancient, star-shaped
approach fills the dragonborn spirits with panic. coins. There are also two trinkets (roll twice on the
Visions of Xorvintroth. The city which manifests deep Icewind Dale Trinkets table in appendix A of Icewind Dale:
within the ice is an echo of Xorvintroth as it became Rime of the Frostmaiden), and a clockwork amulet of a
overrun with horrors from the Far Realm. The architectural silver dragon’s head encircled by a copper ring studded
visions persist as long as at least one dragonborn ghost with ten tiny diamonds that twinkle like stars when the
is present, either in the ice walls or in the crevasse itself. amulet is activated.
Creatures with an Intelligence score of 4 or higher that
witness the manifestation must roll a d10 at the start of
each of their turns as their mind comes to terms with the
unspeakable fate of Xorvintroth and its denizens. On a 1,
that creature gains a short-term madness until they escape
the crevasse (roll on the Short-Term Madness table in
chapter 8 of the Dungeon Master’s Guide). Once a creature
gains a short-term madness, they no longer need to roll at
the start of their turn.
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DDAL10-08 Volatile Thoughts (v1.0) 9
Crossing the Tundra Echoes of Xorvintroth
Soon after the characters leave the crevasse, the Events designed to instill a sense of fear and unease may
snowstorm subsides. To reach the Id Ascendant, they must occur on this last leg of the journey; either the characters
cross a frozen wasteland by making two successful DC 14 are shaken by their experiences in the crevasse, or the
group Wisdom (Survival) checks. These checks are made malignancy of Xorvintroth is corrupting the landscape in
with advantage if they’re traveling with at least one of the which it lies. Roll on the Mind-Numbing Manifestations
carrion crawlers from part 1. On a failed group check, table after each group Wisdom (Survival) check is made.
each character gains a level of exhaustion, as those who The resulting occurrence happens to one character at
succeeded the check must spend extra effort to aid their random, no one else in the group witnesses it. After you
flagging companions. This exhaustion can only be removed describe the occurrence, the character must make a
by completing a long rest somewhere warm and dry. successful DC 14 Wisdom saving throw or gain a flaw
which lasts until they complete a long rest somewhere
safe (such as Wyrmdoom Crag). Don’t forget to award
inspiration to characters who roleplay their flaw well.
Once the group have successfully crossed the tundra,
proceed to part 3.
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10 DDAL10-08 Volatile Thoughts (v1.0)
3
The Id Ascendant
Estimated Duration: 45 minutes
Overlapping Icewind Dale:
Rime of the Frostmaiden
Approaching the If the ceremorphs previously left Icewind Dale after being
Fallen Star given a psi crystal, they explain to these characters that shortly
after doing so, they returned after learning that the squidlings
had escaped from the ship before take-off.
Themes: Social interaction, exploration.
The characters meet the gnome ceremorphs—captains
of the disabled ship, the Id Ascendant. The characters
must persuade the gnomes to let Lieutenant Prook use Mutual Requests for Help
the ship’s workshop and allow him to siphon energy from The ceremorphs are curious about the characters’ reasons
their vessel’s magical helm in order to power his makeshift for seeking out their vessel, while also eager to share a
explosives. problem of their own (see “Missing Squidlings,” below).
Lieutenant Prook—who’s momentarily baffled by the ship’s
Story Objective C bizarre captains—finally manages to explain his plan to
Convincing the gnome ceremorphs to help is Story create explosive devices. He asks if they’d grant him access
Objective C. to a workshop or maintenance deck for a couple of hours
so he can build the devices. He also asks them if the ship’s
helm functions (which it does), would they be willing to part
As the characters near the Id Ascendant, read: with a little its power so he might charge his explosives.
After telepathically conversing between themselves, the
ceremorphs agree, provided the characters are willing to
As you trudge deeper into a mountain valley, an eerie glow find their missing squidlings and return them to the ship.
betrays the monstrous outline of something stupendous If Lieutenant Prook isn’t with the group, the ceremorphs
and ominous. It looks like a cephalopod with slimy, ropy suggest the use of explosives to destroy the ancient city
tentacles as thick as tree trunks tried and failed to bury its within the crater; they offer to build the devices in return
for finding their missing squidlings.
immense bulk in the snow.
Throughout the entire conversation, Dredavex carefully
consumes a frozen brain (see “Repulsive Snack,” below),
A complete description of the Id Ascendant isn’t provided and both gnomes ask the characters more than once if they
here. For a more comprehensive description, refer to happen to have a psi crystal to hand—an item they need to
chapter 2 of Icewind Dale: Rime of the Frostmaiden. jump-start their ship’s propulsion system.
Missing Squidlings. The ceremorphs explain that they
The Ship’s Captains have three squidlings under their care (see “Id Ascendant”
in chapter 2 of Icewind Dale: Rime of the Frostmaiden for
As the characters approach the ship, they’re hailed by two details on these creatures). Yesterday, the captains and
gnome ceremorphs which stand on its upper deck. See their squidlings were scouting the surrounding area when
the “Vorryn and Dredavex” sidebar for guidance on how they happened upon an abandoned cave. They explored
to roleplay this pair of gnomish mind flayers. Refer also for a while and discovered some ruins, but decided to
to “Id Ascendant” in chapter 2 of Icewind Dale: Rime of turn back due to the freezing temperature. The squidlings
the Frostmaiden for further details on these creatures’ mewled and protested as they wanted to investigate further.
descriptions, motivations, and mannerisms. If the two Soon after the crew returned to their vessel, the squidlings
carrion crawlers are with the characters, they galumph vanished and then the storm hit; the gnomes fear the
toward the vessel, clearly happy to have made it home. squidlings have defiantly returned to the caves alone.
In this instance, the characters have advantage on any Vorryn and Dredavex agree to let Lieutenant Prook use
Charisma (Persuasion) checks made when dealing with the their ship’s helm if the characters promise to bring their
ship’s captains—Vorryn in particular is delighted that the missing squidlings home. The captains need to stay aboard
pets have returned safely. the ship to repair the damage it took during the recent
storm. If the characters agree to help, Lieutenant Prook
is shown to the maintenance chamber to begin his work
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DDAL10-08 Volatile Thoughts (v1.0) 11
(area N5 of the Id Ascendant in chapter 2 of Icewind Dale: Telepathic Distress Signal. If questioned about the
Rime of the Frostmaiden) and the ceremorphs give the message the goliath Grakal has been receiving in their
characters directions to the cave. Vorryn also gives one of head, the ceremorphs explain that they activated a
the characters its glove to help them coax the squidlings distress signal soon after their ship crashed. The signal
into their care. The ceremorphs would like the characters is only supposed to be heard by telepathic creatures, but
to leave immediately, as they fear the squidlings will soon there are a few glitches in the technology, so it’s possible
perish in the cold. nontelepathic creatures have heard the message too. See
Repulsive Snack. As Dredavex communicates with the “Telepathic Distress Signal” in the “Id Ascendant” section
characters, it idly unscrews the lid from a frost-covered in chapter 2 of Icewind Dale: Rime of the Frostmaiden for a
glass jar. The jar’s casing is wrought from green metal more detailed description of how this distress signal works
and shaped like a dragon’s claw. Inside the jar is a frozen and who it affects.
brain suspended in a sludgy liquid. Characters who
make a successful DC 12 Wisdom (Perception) check
Vorryn and Dredavex
notice the word “Graoul” engraved on a plaque on the
(VORE-in and DRAY-dah-vecks)
jar’s base. Dredavex lifts the brain out with its tentacles Chaotic neutral gnome ceremorph spacefarers
and consumes half of it, before handing the other half
These two stranded ceremorphs want to leave Icewind Dale
to Vorryn. Dredavex then drains the jar of its slushy very much after being forced to land during a blizzard while
fluid, glugging it down like a pitcher of ale; this gives the being chased by a neogi deathspider. For now, they bide
ceremorph terrible hiccups. their time in the hopes that they’ll be able to repair their ship
If the characters ask about the brain, the ceremorphs and leave before they freeze to death. These creatures are
explain that they found it frozen in the nearby caves further described in chapter 2 of Icewind Dale: Rime of the
they were exploring—the same caves they suspect their Frostmaiden.
squidlings have returned to (see area 1 in part 4; Dredavex What They Want. They’re eager to find the psi crystal needed
has just eaten a brain in a jar which was frozen in deep to jump-start their ship’s propulsion system, but also to
hibernation). The gnomes don’t know if there are any more recover their crew—a trio of gnome squidlings named Rin,
frozen brains in the caves, but they certainly hope so: “That Rix, and Zglarrd.
brain was delicious! Such complex flavors and a decidedly An Unusual Combination. Unlike most mind flayers, these
ceremorphs shun combat and prefer to speak aloud in
mature vintage!”
Gnomish or Common (with an accent best described as
“gooey”). Their natural gnomish curiosity is coupled with
their newfound drive for control and experimentation.
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12 DDAL10-08 Volatile Thoughts (v1.0)
3
Viscous Cargo
Estimated Duration: 75 minutes Characters who’ve played DDAL10-07 Into Darkness
recognize the masonry from their previous foray into
Follow the Silvery Trails Xorvintroth. The window aperture is roughly 5 feet square,
and the area beyond is in total darkness. Above the window,
Themes: Exploration, discovery, incomprehensible horror. beneath a thick layer of frost, is a word in old Draconic:
Here, the characters seek out the missing squidlings in a Osvithien, meaning “Sanctuary.” The character with the
nearby cave. The characters quickly learn they’ve stumbled highest passive Wisdom (Perception) score hears squeaking,
into the upper reaches of an ancient Xorvintrothian ruin. grunting, and squelching noises emanating from somewhere
beyond the window. If the characters climb through, they
Story Objective enter the ruins of Xorvintroth’s Chamber of Stars.
Returning the squidlings to the Id Ascendant is Story
Objective D. Xorvintroth Ruins
The ruins are preserved inside a glacial wall, protected
Having left Lieutenant Prook on the Id Ascendant to craft for eons by the frozen climate of Icewind Dale. The
his explosives, the characters follow directions given to following descriptions correspond to areas marked on the
them by Vorryn and Dredavex, and after an hour or so of Xorvintroth Ruins Map in appendix A:
travel, find the entrance to a cave.
Area Information
The ruins have the following common features:
Wind howls past the ragged opening of a cavern in the Dimensions and Terrain. The ruins are hewn from a
mountainside. The boulders at the entrance are coated in dark-green stone as smooth as glass and flecked with a
a viscous goo which branches off into three silvery trails crystalline green mineral. The entire chamber is dusted
wending into the darkness. with thick, crisp rime. The architecture comprises no right
angles, intersections are either oddly obtuse or awkwardly
acute.
The cave extends into a natural passageway of rime- Weather and Temperature. This place seems to have
frosted rock, roughly 60 feet long. The traces of goo its own air still sealed within, and the temperature is well
here were made by the three gnome squidlings. These below freezing.
creatures rely on levitation to keep their bodies aloft whilst Lighting. The ruins lie in complete darkness.
propelling themselves along with their oversized tentacles Sounds and Smells. Footfalls echoing on stone and
which secrete a viscous fluid much like the trail of a snail. the squidlings’ occasional squelches resonate above an
The goo, which has a pickle-like odor, is harmless but otherwise deafening silence. The air is filled with the tang
incredibly sticky—it leaves skin feeling tacky until properly of the squidlings’ viscous, pickle-scented goo.
soaked and scrubbed.
The silvery trails meander and crisscross down the 1. Passage Beyond the Window
passageway. The passage ends in a wall set with a star- When the characters climb through the window, read:
shaped window through which the squidlings have gone:
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DDAL10-08 Volatile Thoughts (v1.0) 13
Characters who examined the brain container aboard the one of them casts a zone of truth and/or detect thoughts
Id Ascendant recall the name “Graoul” from the engraved spell to allay or confirm their doubts. If they learn of the
plaque on the container’s casing. After the characters true fate of Graoul, they seek vengeance.
proceed 20 feet or so down the corridor, they encounter The brains in jars can relay the history of Xorvintroth,
three brains in jars. Read the following: but they don’t know what happened when their wizards
built the bridge to the Far Realm: they know nothing of
their city’s devastation at the hands—or tentacles—of alien
Three glass jars hover ahead, clustered around four jade horrors. They also don’t know about the starstone golem
statues of seated dragonborn. Each jar carries a pulsing in area 2, only that the chamber is a place of “wisdom and
brain suspended in fluid and is held in an outer casing of reflection.” They don’t assist the characters in any combat
dragon claws wrought of spiked, green metal. which takes place there.
As you approach, the brains rotate toward you. The fluid
in one jar begins to bubble and a voice wheezes into the air Adjusting This Encounter
around it: Here are some suggestions for adjusting this encounter,
according to your group. These aren’t cumulative:
“Are you the Emissaries of the Nine Eyes?” Very Weak or Weak: Remove one brain in a jar.
Strong or Very Strong: Add one brain in a jar.
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14 DDAL10-08 Volatile Thoughts (v1.0)
Rin, Rix, and Zglarrd (zeh-GLERD)
Unaligned gnome squidlings
These creatures are the result of ceremorphosis gone awry—a
deformed mind flayer with tiny limbs and comically oversized
tentacles. They’re constantly pestering those around them,
tripping over one another, taking things that don’t belong
to them, getting lost, found, and then lost again, etc. These
creatures are further described in chapter 2 of Icewind Dale:
Rime of the Frostmaiden.
What They Want. The squidlings want very much to find
their way back to the Id Ascendant. Also, if you could spare
a brain or two, that’d be great. You have a brain, you sure
you’re using it?
Childlike and Horrible. Without Vorryn and Dredavex’s care,
the squidlings will surely perish—they’re simply unable to
take care of themselves. They’re still dangerous, however:
while they have the self-control and ability to rationalize of a
toddler, they have the guile of bored housecats.
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DDAL10-08 Volatile Thoughts (v1.0) 15
Treasure. The stonemason’s tools—once uncursed—
The statue shudders to life, shedding frost as it sweeps its are valuable antiques (see “Stonemason’s Tools,” above).
arms toward the ceiling and lifts its head, gazing upward. Additionally, the starstone golem has two adamantine nine-
Incandescent light beams project from its eyes, creating pointed stars embedded in its hands which can be gathered
from its rubble once defeated.
a star field which fills the upper reaches of the chamber.
The stars grow larger and flit by as if the entire room were
hurtling through space. This movement stops suddenly,
Adjusting This Encounter
Here are some suggestions for adjusting this encounter,
and through the stygian void, a planet of green stone according to your group. These aren’t cumulative:
hangs ominously, surrounded by nine stars. One by one, Very Weak: Remove the starstone golem’s lair actions.
the stars resolve into unblinking eyes. Weak or Strong: No changes.
Very Strong: The starstone golem has 249 hit points.
The golem lowers its head and speaks in a voice like
grinding stone:
“Ne’er shall we be used. Ne’er shall we be lost.”
3. Crumbling Antechambers
These antechambers are ruined in places, crushed under
The starstone golem (with the lair actions listed below) the weight of the glacial wall in which they lie.
speaks in archaic forms of either Common or Draconic, Area Information. The domed ceilings of these smaller
and attacks with deadly intent. The gnome squidlings chambers are 20 feet high at their apex.
quickly retreat to one of the antechambers (area 3). The Treasure. Each chamber contains one trinket lying
illusory star field remains in the chamber’s domed roof buried in the rubble (roll on the Icewind Dale Trinkets table
throughout the encounter: whenever a section of ceiling in appendix A of Icewind Dale: Rime of the Frostmaiden).
dislodges due to the golem’s lair actions, it appears like a
comet falling through space. The golem can’t be reasoned 4. Vault
with, but is prone to reciting various proclamations about
The jade stone door to this room is embossed with a
the might of Xorvintroth:
dragonborn head encircled by nine stars. The door is riven
• “Shed your mortal skin and join the Great Game at the and can be pushed open with a DC 14 Strength (Athletics)
edge of time.” check.
• “The Great Mothers and Fathers await. It is futile Area Information. This domed vault is roughly 8 feet
to resist.” in diameter and is carved with odd curves and folds.
• “The Unblinking Eyes see all. There is nowhere to hide.” Characters who make a successful DC 10 Wisdom
• “Xorvintroth survives. Xorvintroth survives. Xorvintroth (Medicine) check realize the room is carved to resemble
survives.” the inside of a brain. Its undulating surfaces are intricately
carved with constellations and the trajectories of various
This is a challenging encounter, gauge the ability of your
astronomical objects. Stone shelves around the center of
group and use the golem’s lair actions at your discretion. If
the room hold four urns: jade busts of dragonborn with
the characters laid the dragonborn spirits to rest by helping
stoppers in their craniums. Inside each urn is a mummified
them escape the crevasse in part 2, their vaporous forms
dragonborn head with the brain removed from the skull,
swirl through the chamber at an opportune moment of your
these are the heads of the dragonborn elders from the
choosing during combat, granting one character advantage
brain shrine in area 1.
on a saving throw—this event occurs only once.
Treasure. The eye sockets of each head each contain
an emerald, and an ancient star-shaped coin is lodged
Starstone Golem Lair Actions inside each dusty mouth. The heads are wrapped in silk
On initiative count 20 (losing ties), the golem can take a lair bandages, embroidered with constellations and studded
action to cause one of the following effects, but can’t use the with tiny precious gems for stars.
same effect two rounds in a row:
• A chunk of the ceiling dislodges and falls on a creature of
the golem’s choice. The target must succeed on a DC 17
Wrap-Up: A Gooey Reunion
Dexterity saving throw or be knocked prone and restrained Upon returning to the Id Ascendant, the ceremorphs
(escape DC 17). While restrained in this way, the target are overjoyed to have the squidlings back and thank the
can’t breathe. characters profusely. They allow Lieutenant Prook to
• A creature of the golem’s choice feels the incomprehensible complete his work, and within a few hours the giff has
gaze of the stars above and must succeed on a DC 17 crafted his explosives’ containment vessel. With a bit of
Wisdom saving throw or be frightened. While frightened in tinkering, he and the gnomes imbue it with power from the
this way, the creature is incapacitated. The target can repeat ship’s helm and the characters depart.
the saving throw at the end of each of its turns, ending the
Treasure. As a token of their gratitude, the ceremorphs
effect on itself on a success.
gift the characters with a pair of boots of levitation,
• The illusory stars wink out and the room is plunged into
magical darkness until initiative count 20 (losing ties) of the presented in an airtight brass capsule. These hard leather
following round. If any area of magical darkness overlaps boots are festooned with switches, wiring, and transparent
with an area of light created by a spell of 2nd level or lower, crystal conduits filled with glowing, green liquid. Tiny jets
the spell that created the light is dispelled. of blue flame emit from ports on the boots’ soles when
activated.
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16 DDAL10-08 Volatile Thoughts (v1.0)
Rewards
At the end of the session, everyone receives rewards based
upon their accomplishments:
Player Rewards
The players gain the following rewards:
Advancement
A character who successfully completes this adventure
gains one level.
Gold
Award each character gold for each hour of the session.
Adventures typically features cues for this, but you can add
it where you see fit. The maximum gold you can award a
character per hour is determined by their tier, as follows:
Magic Items
If found during the adventure, the characters can keep the
following magic items, described in handout 2:
• Boots of levitation
• Clockwork amulet
• Oil of etherealness
• Potion of growth
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18 DDAL10-08 Volatile Thoughts (v1.0)
Creature Statistics Carrion Crawler
Large monstrosity, unaligned
The following creatures appear in this adventure:
Armor Class 13 (natural armor)
Brain in a Jar Hit Points 51 (6d10 + 18)
Small undead, any alignment Speed 30 ft., climb 30 ft.
Armor Class 11 (natural armor) STR DEX CON INT WIS CHA
Hit Points 55 (10d6 + 20) 14 (+2) 13 (+1) 16 (+3) 1 (−5) 12 (+1) 5 (−3)
Speed 0 ft., fly 10 ft. (hover)
Skills Perception +3
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
1 (−5) 3 (−4) 15 (+2) 19 (+4) 10 (+0) 15 (+2) Languages —
Challenge 2 (450 XP)
Saving Throws Int +6, Cha +4
Damage Immunities poison
Keen Smell. The carrion crawler has advantage on Wisdom
Condition Immunities exhaustion, paralyzed, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive (Perception) checks that rely on smell.
Perception 10; see also “Detect Sentience” below Spider Climb. The carrion crawler can climb difficult surfaces,
Languages the languages it knew in life including upside down on ceilings, without needing to make an
Challenge 3 (700 XP) ability check.
Actions
Detect Sentience. The brain can sense the presence and location
of any creature within 300 feet of it that has an Intelligence of 3 or Multiattack. The carrion crawler makes two attacks: one with its
higher, regardless of interposing barriers, unless the creature is tentacles and one with its bite.
protected by a mind blank spell. Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Innate Spellcasting (Psionics). The brain’s innate spellcasting creature. Hit: 4 (1d4 + 2) poison damage, and the target must
ability is Intelligence (spell save DC 14, +6 to hit with spell succeed on a DC 13 Constitution saving throw or be poisoned
attacks). It can innately cast the following spells, requiring no for 1 minute. Until this poison ends, the target is paralyzed. The
components: target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
At will: chill touch (see “Actions” below), detect thoughts, mage
hand, zone of truth Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
3/day each: charm person, hold person (2d4 + 2) piercing damage.
1/day each: compulsion, hold monster, sleep (3rd-level version),
Tasha’s hideous laughter
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food,
drink, or sleep.
Actions
Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120
ft., one creature. Hit: 13 (3d8) necrotic damage, and the target
can’t regain hit points until the start of the brain’s next turn. If the
target is undead, it also has disadvantage on attack rolls against
the brain until the end of the brain’s next turn.
Mind Blast (Recharge 5–6). The brain magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed
on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic
damage and be stunned for 1 minute. A 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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DDAL10-08 Volatile Thoughts (v1.0) 19
Flesh Golem Ghost
Medium construct, neutral Medium undead, any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3) 7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
Damage Immunities lightning, poison; bludgeoning, piercing, and Damage Resistances acid, fire, lightning, thunder; bludgeoning,
slashing from nonmagical weapons that aren’t adamantine piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Damage Immunities cold, necrotic, poison
paralyzed, petrified, poisoned Condition Immunities charmed, exhaustion, frightened, grappled,
Senses darkvision 60 ft., passive Perception 10 paralyzed, petrified, poisoned, prone, restrained
Languages understands the languages of its creator but can’t Senses darkvision 60 ft., passive Perception 11
speak Languages any languages it knew in life
Challenge 5 (1,800 XP) Challenge 4 (1,100 XP)
Berserk. Whenever the golem starts its turn with 40 hit points Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane
or fewer, roll a d6. On a 6, the golem goes berserk. On each of when it is on the Material Plane, and vice versa.
its turns while berserk, the golem attacks the nearest creature it
Incorporeal Movement. The ghost can move through other
can see. If no creature is near enough to move to and attack, the
creatures and objects as if they were difficult terrain. It takes 5
golem attacks an object with preference for an object smaller
(1d10) force damage if it ends its turn inside an object.
than itself. Once the golem goes berserk, it continues to do so
until it is destroyed or regains all its hit points. Actions
The golem’s creator, if within 60 feet of the berserk golem, can
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
try to calm it by speaking firmly and persuasively. The golem must
target. Hit: 17 (4d6 + 3) necrotic damage.
be able to hear its creator, who must take an action to make a DC
15 Charisma (Persuasion) check. If the check succeeds, the golem Etherealness. The ghost enters the Ethereal Plane from the
ceases being berserk. If it takes damage while still at 40 hit points Material Plane, or vice versa. It is visible on the Material Plane
or fewer, the golem might go berserk again. while it is in the Border Ethereal, and vice versa, yet it can’t affect
or be affected by anything on the other plane.
Fear of Fire. If the golem takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn. Horrifying Visage. Each non-undead creature within 60 feet
of the ghost that can see it must succeed on a DC 13 Wisdom
Immutable Form. The golem is immune to any spell or effect that
saving throw or be frightened for 1 minute. If the save fails by 5
would alter its form.
or more, the target also ages 1d4 × 10 years. A frightened target
Lightning Absorption. Whenever the golem is subjected to can repeat the saving throw at the end of each of its turns, ending
lightning damage, it takes no damage and instead regains a the frightened condition on itself on a success. If a target’s saving
number of hit points equal to the lightning damage dealt. throw is successful or the effect ends for it, the target is immune
Magic Resistance. The golem has advantage on saving throws to this ghost’s Horrifying Visage for the next 24 hours. The aging
against spells and other magical effects. effect can be reversed with a greater restoration spell, but only
within 24 hours of it occurring.
Magic Weapons. The golem’s weapon attacks are magical.
Possession (Recharge 6). One humanoid that the ghost can see
Actions within 5 feet of it must succeed on a DC 13 Charisma saving
Multiattack. The golem makes two slam attacks. throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The ghost now controls the body but doesn’t deprive the target
13 (2d8 + 4) bludgeoning damage. of awareness. The ghost can’t be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its
alignment, Intelligence, Wisdom, Charisma, and immunity to
being charmed and frightened. It otherwise uses the possessed
target’s statistics, but doesn’t gain access to the target’s
knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the
ghost ends it as a bonus action, or the ghost is turned or forced
out by an effect like the dispel evil and good spell. When the
possession ends, the ghost reappears in an unoccupied space
within 5 feet of the body. The target is immune to this ghost’s
Possession for 24 hours after succeeding on the saving throw or
after the possession ends.
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20 DDAL10-08 Volatile Thoughts (v1.0)
Starstone Golem Lair Actions
Large construct, unaligned On initiative count 20 (losing ties), the golem can take a lair
action to cause one of the following effects, but can’t use the
Armor Class 19 (natural armor) same effect two rounds in a row:
Hit Points 199 (19d10 + 95) • A chunk of the ceiling dislodges and falls on a creature of
Speed 30 ft. the golem’s choice. The target must succeed on a DC 17
Dexterity saving throw or be knocked prone and restrained
STR DEX CON INT WIS CHA (escape DC 17). While restrained in this way, the target
22 (+6) 9 (−1) 20 (+5) 12 (+1) 11 (+0) 16 (+3) can’t breathe.
• A creature of the golem’s choice feels the incomprehensible
Damage Immunities poison, psychic, radiant; bludgeoning, gaze of the stars above and must succeed on a DC 17
piercing, and slashing from nonmagical attacks that aren’t Wisdom saving throw or be frightened. While frightened in
adamantine this way, the creature is incapacitated. The target can repeat
Condition Immunities charmed, exhaustion, frightened, the saving throw at the end of each of its turns, ending the
paralyzed, petrified, poisoned effect on itself on a success.
Senses darkvision 120 ft., passive Perception 10 • The illusory stars wink out and the room is plunged into
Languages Common, Draconic magical darkness until initiative count 20 (losing ties) of the
Challenge 10 (5,900 XP) following round. If any area of magical darkness overlaps
with an area of light created by a spell of 2nd level or lower,
the spell that created the light is dispelled.
Immutable Form. The golem is immune to any spell or effect that
would alter its form.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects. Young Remorhaz
Large monstrosity, unaligned
Magic Weapons. The golem’s weapon attacks are magical.
Gaze of the Beyond. Ranged Spell Attack: +7 to hit, range 120 ft., Damage Immunities cold, fire
one creature. Hit: 14 (4d6) radiant damage. Senses darkvision 60 ft., tremorsense 60 ft., passive Perception
Slow (Recharge 5–6). The golem targets one or more creatures 10
it can see within 10 feet of it. Each target must make a DC 17 Languages —
Wisdom saving throw against this magic. On a failed save, a Challenge 5 (1,800 XP)
target can’t use reactions, its speed is halved, and it can’t make
more than one attack on its turn. In addition, the target can take Heated Body. A creature that touches the remorhaz or hits it with
either an action or a bonus action on its turn, not both. These a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
effects last for 1 minute. A target can repeat the saving throw
at the end of each of its turns, ending the effect on itself on Actions
a success. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.
Legendary Actions
The golem 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 golem
regains spent legendary actions at the start of its turn.
Attack. The golem makes one slam or gaze of the beyond attack.
Radiant Beam (Costs 2 Actions). A 30-foot-long, 5-foot-wide line
of radiant energy emits from the golem’s starry eyes. Creatures
in the area must succeed on a DC 15 Constitution saving throw
or take 18 (4d8) radiant damage and be blinded for 1 minute.
On a successful save, the creature takes half as much damage
and isn’t blinded. A target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
Thunderous Stomp (Costs 3 Actions). The golem stomps the
ground, creating a shockwave. Each creature within 30 feet of
the golem must succeed on a DC 17 Dexterity saving throw or
take 22 (4d10) thunder damage and be knocked prone.
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DDAL10-08 Volatile Thoughts (v1.0) 21
Handout 1: Sidekick Statistics
Lieutenant Prook (Warrior
Sidekick)
Medium humanoid (giff ), lawful neutral
Actions
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands.
Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one
target. Hit: 8 (1d10 + 3) piercing damage.
Fragmentation Grenade (1/Day). Lieutenant Prook throws
a grenade up to 60 feet. Each creature within 20 feet of the
grenade’s detonation must make a DC 15 Dexterity saving throw,
taking 17 (5d6) piercing damage on a failed save, or half as much
damage on a successful one.
Bonus Action
Second Wind (Recharges after a Short or Long Rest). Lieutenant
Prook regains 1d10 + 9 hit points.
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22 DDAL10-08 Volatile Thoughts (v1.0)
Handout 2: Character Rewards
The characters may earn the following rewards in this Oil of Etherealness
adventure: Potion, rare
Boots of Levitation Beads of this cloudy gray oil form on the outside of its
Wondrous item, rare (requires attunement) container and quickly evaporate. The oil can cover a
Medium or smaller creature, along with the equipment it’s
These hard leather boots are festooned with switches,
wearing and carrying (one additional vial is required for
wiring, and transparent crystal conduits filled with glowing,
each size category above Medium). Applying the oil takes
green liquid. Tiny jets of blue flame emit from ports on the
10 minutes. The affected creature then gains the effect of
boots’ soles when activated.
the etherealness spell for 1 hour.
While you wear these boots, you can use an action to cast
the levitate spell on yourself at will. Potion of Growth
Clockwork Amulet Potion, uncommon
Wondrous item, common This item is in the form of a tiny, gelatinous figurine of a
gnomish ceremorph. Stretching the figurine as an action
This amulet is a silver dragon’s head encircled by a brass
activates its spell effect.
ring studded with ten tiny diamonds that twinkle like stars
When you activate this figurine, you gain the “enlarge”
when the amulet is activated.
effect of the enlarge/reduce spell for 1d4 hours (no
This copper amulet contains tiny interlocking gears and
concentration required). The red in the figurine
is powered by magic from Mechanus, a plane of clockwork
continuously expands from a tiny bead to color the
predictability. A creature that puts an ear to the amulet can
clear material around it and then contracts. Shaking or
hear faint ticking and whirring noises coming from within.
squashing the figurine fails to interrupt this process.
When you make an attack roll while wearing the amulet,
you can forgo rolling the d20 to get a 10 on the die. Once
used, this property can’t be used again until the next dawn.
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DDAL10-08 Volatile Thoughts (v1.0) 23
Appendix A:
Xorvintroth Ruins Map
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24 DDAL10-08 Volatile Thoughts (v1.0)
Appendix B:
Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players—each
with their own character within the adventure’s level range New Players? No Problem!
(see Adventure Primer). Characters playing in a hardcover With starter adventures like this one it’s possible you may
adventure may continue to play too, but if they play a have players new to D&D, or just new to fifth edition. It’s up
to you as the DM to ensure they a) have fun with the game
different hardcover adventure, they can’t return to the first
and b) learn the basics of how to play. At this level, having fun
if they level beyond its level range. is more important than learning every rule exactly right. Be
gentle with new players who make mistakes.
New to D&D Adventurers League? Make sure to keep your players smiling and rolling dice.
https://dnd.wizards.com/ddal_general Be positive and enthusiastic when describing the action, and
you’ll notice they quickly follow suit.
Preparing the Adventure If you’re a new DM, then welcome—and thank you! New
DMs are the lifeblood of the D&D community. This adventure
Before you start play, consider the following: includes sidebars like this one that explain of some rules used
• Read through the adventure, taking notes of anything as the adventure progresses!
you’d like to highlight or remind yourself of while
running the adventure, such as a way you’d like to
portray an NPC or a tactic you’d like to use in a combat. Adjusting This Adventure
Familiarize yourself with the adventure’s appendices
and handouts. To determine whether you should consider adjusting the
adventure, add up the characters’ levels and divide the total
• Gather any resources you’d like to use to aid you in
by the number of characters (rounding .5 or greater up; .4
running this adventure—such as notecards, a DM
or less down). This is the group’s average party level (APL).
screen, miniatures, and battlemaps. To approximate the party strength for the adventure,
• Ask the players to provide you with relevant character consult the table below.
information, such as name, race, class, and level;
passive Wisdom (Perception) score, and anything the Determining Party Strength
adventures specifies as notable (such as backgrounds,
Party Composition Party Strength
traits, and flaws).
Players can play an adventure they previously played 3–4 characters, APL less than Very Weak
as a player or DM, but may only play it once with a given 3–4 characters, APL equivalent Weak
character. Ensure each player has their character’s 3–4 characters, APL greater than Average
adventure logsheet (if not, get one from the organizer)
5 characters, APL less than Weak
with their starting values for level, magic items, gold, and
downtime days. These are updated at the conclusion of the 5 characters, APL equivalent Average
session. The adventure information and your information 5 characters, APL greater than Strong
are added at the end of the adventure session—whether
6–7 characters, APL less than Average
they completed the adventure or not.
Each player is responsible for maintaining an accurate 6–7 characters, APL equivalent Strong
logsheet. If you have time, you can do a quick scan of a 6–7 characters, APL greater than Very Strong
player’s character sheet to ensure nothing looks out of
order. If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide Safety Tools
documentation for the irregularities. If they can’t, feel free Safety tools ensure that players aren’t pushed beyond their
to restrict item use or ask them to use a standard ability comfort levels. They let your players know you want them to
score array. have a positive experience.
Point players to the D&D Adventurers League Players A broad range of safety tools are available for you and your
Guide for reference. If players wish to spend downtime players online, but for more information reach out to your
days and it’s the beginning of an adventure or episode, Event Organizer or to [email protected]
they can declare their activity and spend the days now,
or they can do so at the end of the adventure or episode.
Players should select their characters’ spells and other
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 what
they might face.
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DDAL10-08 Volatile Thoughts (v1.0) 25