CCC-SAC-03 - Theyre Good Adventurers, Brent
CCC-SAC-03 - Theyre 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,
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express written permission of Wizards of the Coast.
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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.
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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
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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
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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
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Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.
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Dramatis Personae
The following NPCs feature prominently in this adventure.
Dell (DEL). Old elven archdruid.
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Creature Statistics
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
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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.
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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.
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