[go: up one dir, main page]

0% found this document useful (0 votes)
394 views21 pages

CCC-SAC-03 - Theyre Good Adventurers, Brent

Uploaded by

David Varoqueaux
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
394 views21 pages

CCC-SAC-03 - Theyre Good Adventurers, Brent

Uploaded by

David Varoqueaux
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

CCC-SAC-03

They’re Good Adventurers, Brent









Your party has been tasked with guarding a supply caravan headed over the Dragonspire Mountains
to the Citadel of the Raven. While there must have been some concern great enough to warrant
sending adventurers of your caliber, the journey has been uneventful and borderline boring. When
nearing the end of your journey, you stumble upon the most sacred of Faerun's beasts... a dog! She
seems lost and needs your assistance - a task fit for the good adventurers that you are.

A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.



Credits
Lead Designer: Kelly Samuelson
Designer: Kelly Samuelson

Editing: Colleen Samuelson, Luke Brunner
D&D Adventurers League Guildmaster: Chris Lindsay

Art: Kelly Samuelson
Map Designer: Alain “Alke” Pham

D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls

D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg
Marks, Ma’at Crook, LaTia Bryant

Playtesters: Alain “Alke” Pham, Maurice Jones, Damian Schanz, Tom “Puck” Blackmon, Sam Robertson, Nick H.,
Richard Adams,





























DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

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

Adventure Primer

This adventure is designed for three to seven
1st - 4th-level characters and is optimized for
Overview
five characters with an average party level The adventure’s story is spread over three parts
(APL) of 3. Characters outside this level range and takes approximately two hours to play. The
cannot participate in this adventure. adventure begins with a Call to Action scene.
This adventure occurs in the Dragonspire
Mountains north of Phlan. • Call to Action: Hello Doggo The party is
several days into guarding a caravan from
Background Phlan. It has been peaceful and borderline
boring when a dog arrives seeking help.
The DRAGONSPIRE MOUNTAINS were • Part 1: The Dragon’s Lair. Dell, in dog form,
rumored to be the home to many dragons in the leads the party to a nearby cave system. The
Moonsea region. While this previously was true, party will have to avoid traps while exploring
it has not been for some time. Traveling parties the lair of Torch to recover a group of
trekked along the Stojanow River from Phlan to woodland creatures the dragon has kidnapped.
the Citadel of the Raven without fear. Until This is Story Objective A.
recently… • Part 2: Rescue Dog. Once rescued, the party is
In the past tenday, there have been reports of confronted by Torch. Torch is there to kill Dell,
attacks on caravans leaving no survivors. Fires their sweet and innocent dog companion.
have been lit in the forests and many travellers Torch quickly turns on the party and they
are hiring guards to accompany them on their must defeat him to survive. This is Story
journeys. The adventuring party has been hired Objective B.
to serve as guards for a particularly wealthy • Conclusion: We’re Off to See the Wizard. The
caravan. party returns to the caravan and is rewarded
The unrest is due to a red dragon wyrmling for their assistance to Dell.
in the area named TORCH. Torch is hunting
down the druid who killed his mother 50 years Adventure Hooks
ago.
The druid, an elf named DELL, is tortured by The adventurers have responded to a poster in
memories of war and fighting and has chosen to Phlan looking for caravan guards.
live out a life of non-violence. As an archdruid, Adventuring for Profit. The players are new
Dell spends the majority of her days wild-shaped to adventuring and are happy to have the
into the most loving of animals – a dog! Her dear opportunity to make some money and gain some
friend, a wizard named Leonardo, chooses to experience. Caravan duty is a pretty typical task
watch over her and has made an engraved tag given to newer adventurers.
for her to wear in case she gets lost or needs Protection Needed. Characters with the
assistance. backgrounds in battle or survival (such as
While Dell wishes to avoid Torch and refuses soldier, veteran, outlander or gladiator) have
to fight him, Torch has been kidnapping Dell’s been personally approached by the leader of this
forest friends in an effort to root her out. caravan due to their reputation.
For the Guild Characters with connections to
local merchants may have a personal stake in
making sure this particular caravan makes it
safely – they could have goods being transported
for their guild.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 3

Adventure Flowchart

Call to Action

Part 1

Part 2

Conclusion
Hello The Rescue We're
Doggo Dragon's Dog Off to
Lair See the
Wizard

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 4

Hello Doggo! (Call to Action)


Estimated Duration: 15 minutes

Setting Information Choosing a life of non-violence, she will not use
her spells or abilities while with the party unless
The party is travelling along the River Stojanow, it is absolutely dire. Dell uses all kinds of canine
north of Phlan and towards the base of the behavior to communicate that she needs the
Dragonspire Mountains. The road is fairly well party to help her. She will excitedly try to get
worn by years of travel, but surrounded by them to follow her. If a party member makes a
heavily forested areas. Due to the threats in the DC 12 Wisdom (Insight) check, it reveals that the
area, they are travelling during the daytime. dog is in need of assistance and wants the party
to follow. If they succeed on their Insight check
Call to Action with higher than a DC 16, they can tell Dell is
The party will meet Dell, in dog form, who begs more than meets the eye, but well intentioned.
for their help. If any character looks for a tag or a collar, they
will find an engraved gold tag that reads the
following:
Area Information Dell the Dog
The road ascending the Dragonspire
Please assist and return to Leonardo
Mountains is mostly forested. The Stojanow
Wizard tower, North Dragonspire Mountains
River is close by and provides the area with a
Reward
lush and green landscape. It happens to be a

warm and sunny day on their route, and birds
Dell will lead the party into the woods. If they
are singing softly in the trees.
try to capture her, she will escape and run off.
She can be easily tracked as she is trying to lead
A Dog in the Road the party to the location of her friends in Torch’s
lair.
It’s the third and most uneventful day of travel If any of their caravan employers are asked,
with the caravan. It’s been a particularly boring they suggest the party investigate. Dogs such as
morning as your employers ramble on about tax this are quite esteemed and trusted creatures,
code of merchant guilds. Up the road, you see a and this may warn of impending danger. The
beast both familiar to you, and of legend – a dog! caravan will wait for the party’s return.

She has fluffy golden hair and floppy ears. She is
panting from running to greet your party and her
feet are tapping constantly on the ground.
Retrievers of Gold
• Golden Retrievers are a famous breed of dog
throughout the Moonsea region. Legends tell of
Creature Information adventurers teaming up with this adorable breed due
Dell is an archdruid who is wildshaped into to their uncanny ability to sniff out and find gold in
the form of a dog (mastiff). She has the hidden caches.
appearance of a large and fluffy Golden Retriever.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 5

Part 1: The Dragon’s Lair


Estimated Duration: 45 minutes

Dell will lead the party to a cave entrance on the
side of the mountains. Heat can be felt A map of the lair can be found in Appendix A.
emanating from the cave’s entrance. Dell will
urge the party forward and accompany them, but Creature Information
she stays near the back, about 10 feet behind the As an archdruid, Dell has the ability to remain in
party. her wildshape form for up to 9 hours, unless she
is dropped to zero hit points.
Setting Information What Do They Know? Dell knows that her
friends are inside the caverns, but she isn’t sure
As they travel through this section, they should where or what obstacles are in the way.
find hints that they are in the lair of a red dragon. What do They Want? Dell intends to stay at
This is the lair built by Torch’s mother before the rear of the party and keep up the guise that
Dell and her adventuring party killed Torch’s she is merely a regular dog. Dell will provide
mother. While its power has lessened, it is still a emergency healing if needed, but generally her
perilous place. The party will encounter many stance of non-conflict prevents her from
traps as they search for Dell’s woodland friends. interacting unless there is no other choice. Dell
can cast cure wounds while in her wildshape
Story Objective A form, requiring her to perform the verbal and
The party needs to explore the lair and locate the somatic components, which she does by using
group of woodland creatures, freeing them from her paws and barking.
their cages and taking them to safety outside the
lair. A. Steam Vents
Area Information Chamber A is filled with steam vents. Steam
Torch’s lair is set in caverns with volcanic from this room floods the entrance and much of
activity. the caves, limiting visibility. Staying in this room
Weather. The area is warm – such that spending for more than 30 seconds causes 1d4 fire
a long time in the area would be difficult for damage to adventurers without fire resistance.
many adventurers. This room is a dead end.
Visibility. There are steam vents throughout the
caverns that limit visibility beyond 20 feet. B. Bath House
Lighting. The caves are dimly lit from holes in
the cave ceiling that reach to the surface. Chamber B has a 15-foot pool of boiling water in
Area Effects. The cavern is filled with steam the West corner. Water flows into the chamber
vents and hot water dripping from the ceiling. from a spring in the rocks. Touching the hot
The entirety of the cave has bubbling geysers of water causes 1d4 fire damage to any characters
hot water that the characters can encounter without fire resistance. A small number of silver
during their journey. The party should coins can be seen at the bottom of the pool of
encounter these geysers after every few minutes water.
of exploration. They make an audible sound
before erupting, which can be heard with a C. Store Room
Passive Perception of 10 or higher. If the party is
not cautious, they erupt causing 1d6 fire damage The entrance to this room has a pit trap.
or half as much if a creature succeeds on a DC 12 Finding this trap requires a DC 13 Intelligence
Dexterity saving throw. (Investigation) or Wisdom (Perception) check.
The pit trap is 10 ft. wide and covers the width of

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 6

the chamber. If a creature walks into the trap, be seen through the steam from the entrance of
the spikes cause 2d6 piercing damage, or half as this room. Touching this rock deals 1d4 fire
much if they can succeed on a DC 13 Dexterity damage.
saving throw. Escaping the pit requires a DC 12
Strength check, which can be made with E. Sleeping Chambers
advantage if other members of the party are
assisting. Area E serves as the sleeping chambers for Torch,
the red dragon wyrmling. Luckily, the dragon
Adjusting the Scene is out of his lair when the adventurers arrive.
Here are some suggestions for adjusting this scene: A flowing river of lava that is 10 feet wide
crosses the entrance to this chamber. The party
• Weak or Very Weak: Reduce the damage for falling in
can discern, using a DC 12 Wisdom (Perception
the trap to 1d6 piercing damage.
or Survival) check that a section to the right is
• Strong or Very Strong: Increase the damage of the pit
only 5 feet wide and may be easier to jump over.
to 3d6 for appropriately leveled characters.
If the entire party fails this check, allow any
Chamber C is littered with half filled crates and members who are able to cross the lava to make
barrels. If the party investigates, they can find the check again from the other side with
spoiled food rations, and various supplies and advantage. When jumping, your strength
goods, such as blankets and tarps. Investigating determines your jump distance. When making a
the room and succeeding on a DC 12 Intelligence long jump using at least 10 feet of movement
(Investigation) check reveals that some of the prior to the jump, you can jump a distance equal
goods are being used as makeshift bedding for to your Strength score.
small humanoids. Two goblins have been Once over the lava, the room is filled with
sleeping here, but are currently guarding the rocks and has foliage and makeshift bedding
captives in chamber F. strewn about. Making appropriate skill checks
of DC 15 or higher reveal a nest that likely
Treasure contains a medium creature. There are scorch
The party can find a number of small trinkets marks and melted rock on many of the walls. If
mixed in with the crates if they spend enough the characters search the room, they find the
time here. skeletal remains of a humanoid are melted into
the rock in the North wall of the room.
D. Choking Steam The southeast wall of the room hides a secret
door. A DC 15 Intelligence (Investigation) or
Chamber D is set up to stop intruders from Wisdom (Perception) check reveals a section of
advancing to the far cavern where captives are rock that can be pushed to the side. A DC 15
being held. Both passages are constantly filled Strength (Athletics) check is required to move
with thick, hot steam from vents in the walls. the rock. This check can be done as a group,
Unless a creature holds their breath in this area, with one character making the check with
they begin suffocating upon entering. advantage.
This area has a higher concentration of
geysers of hot water. The geysers in this room
erupt every round. While they are still audible,
the steam makes it difficult to see where they are
located. Characters must succeed on a DC 12
Dexterity Saving throw to avoid the spray of hot
water, taking 1d6 fire damage on a failed save.
The center stone is a shard of the elemental
plane of fire. The stone pulsates with light and
heat, as the boundary between the material and
elemental planes are thinner here. The light can

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 7

F1. The Stone Door each other about whether they should stay and
keep the job they’ve been given, or flee and hope
The entrance to this chamber is a locked stone that Torch doesn’t hunt them down.
door with a metal handle, inlaid with gems that What do they want?
glow faintly of magic. In order to open the door, Torch has intimidated them into working for him,
players must solve the code on the door to but they would rather return to their clan. While
unlock it. When a creature touches each gem, it they are afraid of disobeying the wyrmling, they
lights up. Touching it again can also turn off can easily be backed down by a bigger threat.
each gem. What do they know? The trio has been tasked
There are symbols carved into the stone with guarding this room and making sure
doorway representing the different elements, nobody breaks out the prisoners. Torch is out
Earth, Water, Air and Fire (from left to right). If scouring the forest, but they don’t know who
a player succeeds on a DC 12 Intelligence he’s looking for. They know that the keys to the
(Arcana, Religion, Nature or History) check, they cages are hanging on a wall nearby.
recognize that the triangle with the point facing
up represents the element of Fire. Entering the Adjusting the Scene
upward facing triangle pattern representing fire Here are some suggestions for adjusting this scene:
into the gems on the door unlocks the door and • Weak or Very Weak: remove the hobgoblin
allows the handle to be turned safely. • Strong or Very Strong: add another hobgoblin
If an incorrect pattern is entered into the door,
the door will not unlock and any creature that
attempts to turn the handle will sustain 1d4 fire
damage, as the metal handle sears their hand. Playing the Pillars
Here are some suggestions for this encounter:
F2. Captives Quarters Combat. The goblins generally want to escape conflict,
but will fight viciously until they can see a way out. The
Chamber F is the largest chamber. It is being hobgoblin has more pride about her fighting skills and
guarded by two goblins and a hobgoblin that are may fight to the death unless convinced otherwise.
Exploration. The cages have an AC of 8 and 12 hit
there to keep Dell’s woodland creature friends
points. There are 3 cages holding the creatures that can
from escaping. They are having a tense
be destroyed or unlocked to set them free.
conversation that can be easily heard upon
Social. If the characters attempt to intimidate or
approaching the room, and while trying to get persuade the goblinoids to help them, they can be
the door to this chamber unlocked. The convinced to flee with DC 11 Charisma based check. If
creatures are discussing (in common) whether the characters succeed on a DC 15 or higher, the
to betray Torch and leave their posts, even goblinoids will even show them the location of the keys.
though Torch is threatening their families.
G. Treasure Horde
Area Information
In the back corner, a number of cages can be Chamber G is hidden behind the secret door in
seen. The cages contain Dell’s friends, a pair of Torch’s sleeping chambers. It is filled with
foxes, and a young moose. They all look scared meager remnants of what used to be large piles
and dirty, but are otherwise healthy and of gold.
unharmed. The foxes use the statistics of
mastiffs, while young moose uses the statistics Treasure
of a riding horse. Looking through the room reveals a Potion of
Fire Resistance buried under a couple rocks.
Creature Information Additionally, a small amount of gold is leftover
Two goblins and a hobgoblin are sitting within from when the lair was home to Torch’s parents.
the entrance of the room. They are arguing with

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 8

Concluding Part 1 the animals will become fond of them if a


character succeeds on a DC 10 Wisdom (Animal
Once the creatures are freed, the party is able to Handling) check. Award advantage on this check
guide Dell and her woodland friends out of the for good roleplaying.
cave system, successfully navigating around The party has time to take a short rest after 10
traps they encountered on the way in. minutes of travel away from the cave. When
The rescued woodland creatures opt to stay they finish the rest or if they choose not to rest,
near the party after leaving the cave for move onto Part 2 while they are at this location.
protection. They act scared and timid. If any of

the party attempts to console or befriend them,

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 9

Part 2: Rescue Dog


Estimated Duration: 45 minutes

The characters and the freed prisoners are able second wildshape to change back into the form
to escape the cave system without running into of a mastiff if her wildshape form is dropped.
the dragon, Torch. However, after a 10 minute
journey further up the road, they hear a Adjusting the Scene
tremendous roar coming from the caverns Here are some suggestions for adjusting this scene:
behind them.
• Very Weak: Torch is unable to use his fire breath
ability on the party.
Setting Information • Weak: Torch only uses his fire breath ability once at
the start of combat and focuses on the strongest
The path from the caverns back to the road and looking party members.
waiting caravan is lightly forested. Many trees • Strong: Increase Torch’s hit points to 90 and add a
are nearby, but they are not dense. The third hobgoblin.
surrounding forest is well-lit and easy terrain to • Very Strong: Increase Torch’s hit points to 110 and
navigate. add 2 more hobgoblins.

Story Objective B What Do They Want? Torch lost his mother at


The party must save Dell from Torch’s attack. the hands of Dell and her adventuring party.
With this loss, he chose to take up this revenge
scheme and has been preparing to confront the
Battle in the Forest party that killed his mother. The party’s obvious
involvement with Dell makes them targets and
A tremendous roar echoes from the woods behind Torch attacks immediately.
you. It seems that the inhabitant of the lair has
discovered his prisoners are gone. It won’t be long Playing the Pillars
before the party is found and has to defend itself. Here are some suggestions for this encounter:
Combat. Torch will begin by using his fire breath on
the strongest looking members of the party. Torch is
Area Information largely unaware of the power of spellcasters and
When Torch catches up the party, they are still in focuses on players who look tough. The hobgoblins may
the woods. There are trees and several small hide at the edge of the woods and shoot from a distance.
bushes in the area that can be used for cover. Exploration. The forest location allows characters to
use terrain to their advantage. They could use skills to
Creature Information climb trees or hide in the foliage.
The approaching enemy is a red dragon Social. If the characters try to talk with Torch, he will
wyrmling named Torch. Torch is accompanied explain the situation in pieces between attacks. Torch is
by two hobgoblins that are working for him. not likely to give up or flee while Dell is alive. The
hobgoblins, however, are willing to surrender to the
The hobgoblins may enter the fight from a
party if they think Torch can be defeated. They are
hidden position at the edge of the forest.
there under threat of harm and have no allegiance to
Upon hearing the roar in the woods, Dell (the
the dragon.
archdruid in mastiff form) will hide in some
brush away from the fight with any of the Treasure
woodland creatures that are still with the party. Torch had been carrying a Potion of Animal
If at any point the party appears to be losing the Friendship to lure Dell’s friends into his cavern,
fight, Dell will cast mass cure wounds from her which the party may take.
hiding spot. Dell tries to avoid taking damage or
losing her wildshape form. She will use her

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 10

Conclusion: We’re Off to See the Wizard


Estimated Duration: 15 minutes

By the time the party returns to the caravan, Treasure
they find their employers and the wizard, In exchange for saving Dell, Leonardo gifts the
Leonardo, who is waiting for Dell. party with an Immovable Rod. See appendix D
for a full description.
Setting Information
Animal Companions
The caravan is waiting anxiously on the road,
If members of the party have earned the trust of
with wagons circled. They’ve heard the roar of
the woodland creatures rescued from Torch’s
the dragon and hope to see the adventurers
clutches, the creatures may feel a bond with
return to protect them soon. They are also
party members. Leonardo is willing to allow
accompanied by a powerful mage, who is looking
party members to adopt the animals for a small
for his dog, Dell.
fee. The foxes use the statistics of mastiffs and
can be adopted for 25 gp each. The young moose
Creature Information uses the statistics of a riding horse and can be
The wizard, Leonardo, is an old friend of Dell’s adopted for 75 gp.
and was the only person she trusted when she These companions follow the rules for
left her life of adventuring. purchasable mounts and other animals in the
What Do They Know? Leonardo shares that equipment section of the Player’s Handbook.
Dell has fought dragons, demigods and Thayans
for longer than most adventurers. She saw many
lives lost for no reason and vowed to leave the
conflict of adventuring behind her.
What do They Want? Leonardo is happy to
see Dell and the woodland creatures returned
unharmed. He is caretaker to the archdruid and
her friends at his tower in the mountains.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 11

Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.

Character Rewards Dungeon Master Rewards


The characters earn the following rewards: For running this adventure, one of your
character gains a level. That character receives
Advancement gold based on their tier prior to advancement:
Upon successfully completing this adventure,
Tier GP Earned
each character gains a level. At their discretion,
1 80 gp
they may choose to decline advancement.
2 240 gp
Remind your players that the amount of gold 3 1,600 gp
that their characters can earn per level is 4 6,000 gp
limited; declining advancement means that they
may reach a point where they earn no gold. You may also complete DM Quests for running
this adventure. See the Adventurers League
Gold Dungeon Master’s Guide for more information.
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 that you can award a character
per hour is determined by their tier, as follows:

Tier Hourly GP Award GP Limit per Level


1 20 gp 80 gp
2 30 gp 240 gp
3 200 gp 1,600 gp
4 750 gp 6,000 gp

Magic Item(s)
If found during the adventure, the characters can
keep the following magic items; these items are
described in Appendix D:

• Potion of Fire Resistance


• Potion of Animal Friendship
• Immovable Rod

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 12

Dramatis Personae
The following NPCs feature prominently in this adventure.

Dell (DEL). Old elven archdruid.

• What They Want: Dell wants to live her life in


peace and free of the conflict of society.
• All Dog, All the Time: Dell is not likely to
leave her wildshape form willingly. She’s
happy to embrace the simplicity of living in a
beloved creature’s form.

Torch (TOR ch). Angry red dragon wyrmling.

• What They Want: Pure and simple, Torch


wants revenge.
• Devastation in the Dragonspire Mountains:
Torch is the cause behind all the havoc being
reported and missing caravans.

Leonardo (Lee OH nar DOH). Kind elven
wizard who lives in the forest.
• What They Want: Leonardo
unconditionally supports his druid friend.
She has saved his life more than once and
he’s willing to protect her and put up with
her non-conflict dog life choices.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 13

Creature Statistics

Archdruid (Dell) 9 hours. The archdruid can choose whether its


Medium Humanoid (any race), any alignment equipment falls to the ground, melds with its new form,
or is worn by the new form. The archdruid reverts to its
Armor Class 16 (Hide Armor, Shield) true form if it dies or falls unconscious. The archdruid
Hit Points 132 (24d8 + 24) can revert to its true form using a bonus action on its
Speed 30 ft. turn.
While in a new form, the archdruid retains its game
STR DEX CON INT WIS CHA
statistics and ability to speak, but its AC, movement
10 (+0) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0)
modes, Strength, and Dexterity are replaced by those of
the new form, and it gains any special senses,
Saving Throws INT +5, WIS +9 proficiencies, traits, actions and reactions (except class
Skills Medicine +9, Nature +5, Perception +9 features, legendary actions, and lair actions) that the
Senses Passive Perception 19 new form has but that it lacks. It can cast its spells with
Languages Druidic plus any two languages verbal or somatic components in its new form.
Challenge 12 (8,400 XP)
The new form’s attacks count as magical for the purpose
Spellcasting. The archdruid is an 18th-level spellcaster. of overcoming resistances and immunity to nonmagical
Its spellcasting ability is Wisdom (spell save DC 17, +9 to attacks.
hit with spell attacks). It has the following druid spells
prepared: Stat Block Modifications
Cantrips (at will): druidcraft, mending, poison spray, This creature has the following modifications:
produce flame
• Dell is a wood elf.
st
1 level (4 slots): cure wounds, entangle, fairie fire, • In addition to druidic, Dell speaks Elvish and Sylvan.
speak with animals

nd
2 level (3 slots): animal messenger, beast sense, hold
person
rd
3 level (3 slots): conjure animals, meld into stone,
water breathing
th
4 level (3 slots): dominate beast, locate creature,
stoneskin, wall of fire
th
5 level (3 slots): commune with nature, mass cure
wounds, tree stride
th
6 level (1 slot): heal, heroes’ feast, sunbeam
th
7 level (1 slot): fire storm
th
8 level (1 slot): animal shapes
th
9 level (1 slot): foresight

Actions
Scimitar. Melee Weapon Attack: +6 yo hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Change Shape (2/day). The archdruid magically
polymorphs into a beast or elemental with a challenge
rating of 6 or less, and can remain in this form for up to

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 14

Goblin Longbow. Ranged Weapon Attack: +3 to hit, range


Small humanoid (goblinoid), neutral evil 150/600 ft., one target. Hit: 5 (1d8 +1) piercing damage.
Description
Armor Class 15 (Leather Armor, Shield)
Hit Points 7 (2d6) Hobgoblins are large goblinoids with dark orange or red-
Speed 30 ft. orange skill. A hobgoblin measures virtue by physical
strength and martial prowess, caring about nothing
STR DEX CON INT WIS CHA except skill and cunning in battle.
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6 Mastiff
Senses Darkvision 60 ft., Passive Perception 9 Medium beast, unaligned
Languages Common, Goblin
Challenge 1/4 (50 XP) Armor Class 12
Hit Points 5 (1d8 + 1)
Nimble Escape. The goblin can take the Disengage or Speed 40 ft.
Hide action as a bonus action on each of its turns.
STR DEX CON INT WIS CHA
Actions 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Skills Perception +3
one target. Hit: 5 (1d6+2) slashing damage.
Senses Passive Perception 13
Shortbow. Ranged Weapon Attack: +4 to hit, range Challenge 1/8 (25 XP)
80/320 ft., one target. Hit: 5 (1d6 +2) piercing damage.
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: (1d6 + 1) piercing damage. If the target is a
Hobgoblin creature, it must succeed on a DC 11 Strength saving
Medium humanoid (goblinoid), lawful evil throw or be knocked prone.

Armor Class 18 (Chain Mail, Shield) Stat Block Modifications


Hit Points 11 (2d8 + 2) This creature has the following modifications:
Speed 30 ft.
• While Dell is wildshaped into mastiff form, she retains
STR DEX CON INT WIS CHA her wisdom, intelligence and charisma scores – as
well as her ability to speak and other game statistics.
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)
• See the Archdruid statblock for a full description.
Senses Darkvision 60ft., Passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100) XP

Martial Advantage. Once per turn, the hobgoblin can
deal an extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an ally
of the hobgoblin that isn’t incapacitated.

Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 +1) slashing damage or 6 (1d10
+1) slashing damage if used with two hands.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 15

Red Dragon Wyrmling (Torch) Riding Horse


Medium dragon, chaotic evil Large Beast, unaligned
Armor Class 17 (Natural Armor) Armor Class 10
Hit Points 75 (10d8 + 30) Hit Points 13 (2d10 + 2)
Speed 30 ft., climb 30 ft., fly 60ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Saving Throws DEX +2, CON +5, CHA +4 Senses Passive Perception 10
Skills Perception +4, Stealth +2 Challenge 1/4 (50 XP)
Damage Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Actions
Perception 14 Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Languages Draconic one target. Hit: (2d4 + 3) bludgeoning damage.
Challenge 4 (1,100 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire
damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
15-foot cone. Each creature in that area must make a
DC 13 Dexterity saving throw, taking 24 (7d6) fire
damage on a failed save, or half as much damage on a
successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 16

Appendix A: Torch’s Lair Map



Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 17

Appendix B: Torch’s Lair Map (printer friendly)


Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 18

Appendix C: Elemental Gems Door


Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 19

Appendix D: Character Rewards


If found during the adventure, the characters can keep the following magic items; it’s suggested that you
print off enough copies of this page to be able to give one to each of your players (crossing out rewards
they didn’t receive during the session):

Immovable Rod

Wondrous Item, Uncommon

This flat iron rod has a button on one end. You
can use an action to press the button, which
causes the rod to become magically fixed in place.
Until you or another creature uses an action to
push the button again, the rod doesn't move,
even if it is defying gravity. The rod can hold up
to 8,000 pounds of weight. More weight causes
the rod to deactivate and fall. A creature can use
an action to make a DC 30 Strength check,
moving the fixed rod up to 10 feet on a success.
This item is found in the Dungeon Master’s Guide.


Potion of Fire Resistance

Potion, Uncommon
When you drink this potion, you gain resistance
to fire damage for 1 hour. This item is found in
the Dungeon Master’s Guide.

Potion of Animal Friendship


Potion, Uncommon
When you drink this potion, you can cast
the Animal Friendship spell (save DC 13) for 1
hour at will. Agitating this muddy liquid brings
little bits into view: a fish scale, a hummingbird
tongue, a cat claw, or a squirrel hair. This item is
found in the Dungeon Master’s Guide.



Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 20

Appendix E: Dungeon Master Tips


To DM an adventure, you must have 3 to 7 items of very high rarities or strange arrays of
players—each with their own character within ability scores, you can ask players to provide
the adventure’s level range (see Adventure documentation for the irregularities. If they
Primer). Characters playing in a hardcover cannot, feel free to restrict item use or ask them
adventure may continue to play to but if they to use a standard ability score array.
play a different hardcover adventure, they can’t Point players to the D&D Adventurers League
return to the first if outside its level range. Players Guide for reference. If players wish to
spend downtime days and it’s the beginning of
New to D&D Adventurers League? an adventure or episode, they can declare their
http://dnd.wizards.com/playevents/organized-play 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
Preparing the Adventure other daily options prior to the start of the
adventure, unless the adventure specifies
Before you start play, consider the following: otherwise. Feel free to reread the adventure
description to help give players hints about what
• Read through the adventure, taking notes of they might face.
anything 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 Adjusting This Adventure
tactic you’d like to use in a combat. Familiar To determine whether you should consider
yourself with the adventure’s appendices and adjusting the adventure, add up the total levels
handouts. of all the characters and divide the result by the
• Gather any resources you’d like to use to aid number of characters (rounding .5 or greater
you in running this adventure--such as up; .4 or less down). This is the group’s average
notecards, a DM screen, miniatures, and party level (APL). To approximate the party
battlemaps. strength for the adventure, consult the table
• Ask the players to provide you with relevant below.
character information, such as name, race,
class, and level; passive Perception score, and Determining Party Strength
anything the adventures specifies as notable Party Composition Party Strength
(such as backgrounds, traits, flaws, etc.) 3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
Players can play an adventure they previously 3-4 characters, APL greater than Average
played as a Player or Dungeon Master but may 5 characters, APL less than Weak
only play it once with a given character. Ensure 5 characters, APL equivalent Average
each player has their character’s adventure 5 characters, APL greater than Strong
logsheet (if not, get one from the organizer) with 6-7 characters, APL less than Average
their starting values for level, magic items, gold 6-7 characters, APL equivalent Strong
and downtime days. These are updated at the 6-7 characters, APL greater than Very strong
conclusion of the session. The adventure
information and your information are added at
the end of the adventure session—whether the
completed the adventure or not.
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a
quick scan of a player’s character sheet to ensure
that nothing looks out of order. If you see magic

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-SAC-03 They’re Good Adventurers, Brent (V1) 21

You might also like