CCC-ELF-02 - An Adventuring Party Walks Into A Bar
CCC-ELF-02 - An Adventuring Party Walks Into A Bar
There have been strange accounts from several of the heavier drinkers in Hillsfar; all are reports of
monsters plaguing the woods near the city. Are these simply the ravings of those who have overindulged… or
is there a more sinister plot to uncover? Your party is hired to go on a pub crawl and uncover any
mischievous mixologists or spiteful servers in order to get to the bottom of these claims.
There is no better drink than that of justice served!
But adventurers should probably try them all, just to be sure… this is a pub crawl after all.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 1
Introduction Before Play at the Table
Welcome to An Adventuring Party Walks Into a Before you start play, consider the following:
Bar…, a D&D Adventurers League™ adventure,
part of the official D&D Adventurers League™ • Read through the adventure, taking notes of
organized play system and a module written for anything you’d like to highlight or remind
Extra Life in Fresno, California. yourself while running the adventure, such as a
This adventure is designed for three to seven way you’d like to portray an NPC or a tactic
1st-4th level characters and is optimized for five you’d like to use in a combat. Familiarize
characters with an average party level (APL) of yourself with the adventure’s appendices and
3. Characters outside this level range cannot handouts.
participate in this adventure. • Gather any resources you’d like to use to aid you
This adventure is set in the Moonsea region of in running this adventure--such as notecards, a
the Forgotten Realms, in and around the city of DM screen, miniatures, and battle maps.
Hillsfar, and is designed to just be a fun night for • Ask the players to provide you with relevant
all. Laughter and jokes are encouraged! character information, such as name, race, class,
*If you are playing with younger adventurers, find and level; passive Wisdom (Perception), and
out what their favorite beverages are. We had an anything specified as notable by the adventure
quite fun game with everyone indulging on soda. (such as backgrounds, traits, flaws, etc.)
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 2
In one case, the intoxicated party comes across
Adventure Primer what appears to be a horrifying scene. There are
monsters cavorting in what appears to be the
Adventure Background actors’ rehearsal space. In reality, these monsters
are just the actors rehearsing their roles, but due
The struggles of Hillsfar quiet for a moment, and to the party’s impairment, the adventurers view
with that quiet comes celebration. The city enjoys the actors as monstrous foes.
a brief respite, but there is still work to be done If the DM chooses, the party comes across a
and coin to earn. truly horrific scene. The bards, now on their last
The bar scene of Hillsfar has been growing, and legs in terms of hit points, have been fighting off
adventurers from all over come to have a few several monsters. The party comes in and can
pints and enjoy themselves. rescue them from their dark fate, saving the acting
troupe and becoming the heroes in this adventure.
Adventure Overview In the Conclusion, there are a few ways things
can go. If the illusionary battle occurred, Lux may
In the Introduction, the characters find their way reward the players with a token of her thanks, or
to Hillsfar in any number of ways. Once they are nothing at all if they foolishly attacked innocent
in the city they are called upon by a local senate artists. If the real battle took place, Lux will
member, Lux Feraelnes, who handles the reward them for their bravery. There are several
distribution of alcohol to the city’s bar-like places throughout this module where
establishments. At the local temple of Lliira, The unwarranted violence is punished with those
House of Happiness, Lux is helping set up for an characters being arrested, and the module ending
upcoming play. She tells the party of a few reports for that adventurer as well.
she has received from concerned drinkers. Three
of her best patrons have seen horrifying visions in
the forest. She is sure that they have simply been Adventure Hooks
poisoned either from drinking too much or from An Adventuring Party Walks Into a Bar… is
something the local bars have been illegally closely associated with several other CCCs written
adding to their drinks. Unfortunately, due to her by Fresno’s Adventure League CCC writers. It is
strong constitution, Lux can’t investigate much encouraged to explore several of those offerings,
further on her own. She hopes the adventurers and allow players to watch the story unfold over
can search for clues and bring back any time and get to know a whole web of NPCs in a
information possible about the matter, even if that story arc that is sure to be compelling and
means drinking through the whole night! They challenging. This particular module can be run at
are then tasked with a pub crawl for justice. any time, as it is simply a fun stand-alone
In Part One, characters begin to investigate the adventure. This module also works wonderfully
matter. They question the patrons affected, and after an adventuring party has just accomplished a
visit the local bars to gather their evidence, most big mission, as a way to blow off steam and
of which requires indulging in drinks at least one decompress for a session.
of the three primary establishments. Each Story Hooks. There are multiple story hooks for
location has its own information to be uncovered, An Adventuring Party Walks Into a Bar...
as well as its own signature drink to test.
Characters are encouraged to role play and Mercenaries: There is coin to be made in Hillsfar,
interact with the vast cast of characters the city and this is one of several jobs available. Although
offers. When the night winds down, the bartender can a night of rowdy drinking really be considered
at the Rusty Nail steps outside briefly and then a job? You know what they say, if you love what
runs back in. He tasks the adventurers with going you do, you’ll never have to work a day in your
into the woods and bringing the acting troupe life.
back into town, claiming that he heard the sounds
of beasts loud from the forest only moments ago. Celebration: There are millions of reasons for an
He is sure those creative types aren’t ready for a adventurer to celebrate. And better yet, how
fight, they are just actors, support classes at best! about celebrating while making a few coins!
In Part Two, characters go on one of two
journeys, chosen at the DM’s discretion. Free Drinks!
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 3
Introduction: The The House of Happiness
Assignment When the party is ready, read or paraphrase:
Estimated Duration: 20 Minutes Your eyes are briefly drawn to the corner of the room
where a trio is talking. It’s an odd sight to be sure: a half-elf, a
wood elf, and a half-orc. They appear to be catching up like
Entering Town old acquaintances, but before you can make out anything they
are saying the half-elf reaches into her bag and produces a
stuffed animal Sphinx, causing an eruption of laughter from
You find yourselves in Hillsfar, walking through the town
the group that fades with a nostalgic sigh.
with no real direction until you see a tall and quasi-rotund
“Hey, are you guys here for the job?” Your eavesdropping
ginger man in a lavender suit. As he walks down the street he
is cut off, and before you stands a different half-elf with a huge
rings a hand bell and calls out, “Investigators wanted! Fair
smile, and the fainted air of stress about her. “I suppose I
compensation and as many drinks as you can swallow!
should tell you all about the assignment, so you can get to it.
Inquiries go to the House of Happiness and speak to Senate
No time to waste…”
Member Feraelnes…. Investigators wanted! Fair
compensations and as many drinks as you can swallow!
Inquiries…” Lady Lux goes on to give the players the following
He continues ringing his hand bell and calling out the job information:
posting as he moves down the street.
• There have been reports from her more
frequent patrons. These reports are of
In the early evening, the adventure opens as the outlandish sightings in the forest.
party is called to the Lliira temple of Hillsfar, the • She quickly disregards the idea that something
House of Happiness. The building has been is actually happening in the forest, as it is safe
decorated with flower arrangements and a poster enough that the Silverymoon Company Players
sign saying, have been rehearsing there without incident
“Opening Tomorrow Night… for over a tenday.
The Silverymoon Company Players present… • She thinks that one of the local bars may be
A Tale of Two-Faced Monsters.” putting something extra in their drinks, which
is dangerous and must be discovered and
The adventurers are looking for a local senate remedied right away.
member, a young half-elf by the name of Lady Lux • She suggests talking to the three “witnesses”
Feraelnes. Once inside the House, she is easy to and trying to figure out where they might have
spot. She is wearing vaguely elvish noble attire went during the nights in question. This might
and a cloak that appears to be made of fall leaves narrow down the potential suspects.
clasped together by a symbol of Lliira. Lux is • Thurtharm Dirgeburge, Lilith Merwood, and
currently helping a group putting set decorations Miller Haus are the three who reported the
into place on the stage. The tables of the instances. Thurtharm can be found at the
establishment have been rearranged to Arena, and he might know where the others
accommodate the play, with room for a large can be found tonight, so she tells the group to
audience. There also seems to be an air of start there.
excitement and panic in the room. • She awards each party member with a small
Other notable people here are a group a ways rectangular bit of wood that she calls an I.D.
away from the stage, a wood elf male with a dark card, which stands for “I paiD.” Some of the
hood drawn up and leather armor, a half-orc towns’ better clients have them, including the
woman who those who have been in Hillsfar a three “witnesses.” This will also allow them to
while might recognize as Senate Member Kiga the drink for free for the night. She quickly stamps
Half-Orc, who also owns a shop of trinkets in town each of them with the date and passes them
called The Little Spoon. With them is a half-elf out.
with cloudy white eyes and a mischievous smile, • She reminds them that no job is worth doing if
wearing similar clothes to the performers setting you don’t have fun doing it, and encourages
up the stage, perhaps a performer or something. them to try the offerings at each place in order
to thoroughly inspect everything. As long as
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 4
the job gets done, there is no need to not enjoy shop in Hillsfar compared to her past experiences
a night of libations. Praise be to Lliira. in the city. Her and the cloudy-eyed half-elf,
• Finally, she encourages them all to stay whose name is quickly discovered to be Lou, talk
hydrated and to drink responsibly before she about that time they both took the same job over
returns to help with the stage dressing. at The Stop (a nearby waystation) and how much
• She will pay them 50 gold pieces per character the area has changed since then. They then
when they discover who is responsible and discuss their time in Mulmaster with Ajahad (the
what exactly is happening to her best wood elf male with them) and how he didn’t take
customers. two steps into town before casting a spell and
being fined. Lou laughs about the time with the
Roleplaying Lady Lux Feraelnes vampires, saying to Ajahad, “I hope you’ve become
more careful about going into basements since
A paladin of Lliira, Lady Lux is a party paladin at heart.
She takes her vow of being the light and spreading the light then.” Ajahad discusses his new position within a
very seriously, and because of that she has an easy-going guild in Hillsfar and how stressful it can get
demeanor, smiling whenever others are present and not working for someone like Ro.
being one for formalities as others of her social standing Eavesdropping on the trio produces no
might be. information pertinent to the case. It appears that
In times of stress, there are small ripples that disrupt it is simply old adventuring companions happy to
her calm exterior, but generally she tries to laugh off the see one another.
bad, is quick to joke, and quicker to change the subject. If the party wishes to stick around a bit and
Though she is the main proprietor of alcohol in investigate their employer or the acting troupe,
Hillsfar, owning several of the taverns and supplying the they hear laughs with grumbles sprinkled in as
bulk of the alcohol into the city, she believes in moderation they work at preparing for the play. They also
and safety, which she encourages in every patron she hear the actors joke about how spooky the forest
comes into contact with. is at night, and joke with Lux about how she
Lady Lux cares about people to a fault. This fact
should come protect them.
makes her very keen on helping Hillsfar remain a place for
all races. She is ever-diligent in ensuring the safety of her
fellow non-humans. If characters display any amount of
racism in front of her, she will ignore that character
completely.
Though she has retired from adventuring, she still
retains purpose, and hopes to encourage new adventurers
to follow in her footsteps and spread as much light as they
can to combat the growing darkness, and maybe even
convince a few to join the Paladin Order of Lliira in the
process.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 5
Part 1: The Investigation
Estimated Duration: 2 Hours an 30 Minutes
*For the purposes of this module, the only cure for
Over the course of the investigation, characters their drunkenness is a Greater Restoration or long
should indulge in a drink or two, or ten. For the rest, and the module does not permit a long rest.
purposes of this module, use the guide to A tracking graph is included as Appendix B to
determine the characters’ impairment status. help maintain a hold on the state of the party and
After each drink, the characters must make a allow for more immersion. Don’t forget to get
Constitution Save, with the DC increasing by the their passive scores as well, as they might come up
drink, though do not inform the players of the DC later in the module.
changes. Dwarves and similar races with All locations serve ale, mead, chardonnay, and a
resistances to poisons (Yuan-Ti included) gain fruity rosé. Even the lower end drinks are high in
advantage on the save, and also award advantage quality. All bartenders encourage responsible
if they drink responsibly by coupling drinks with drinking and hydration. They will cut off a
water or food, etc. character if they have more than 4 signature
Inform players of their effects roughly every drinks at a single location.
hour or location.
Intoxication Guide
Drink Constitution Drink Constitution
Number Save DC Number Save DC
1 5/6 4 14/15
2 7/8 5 17/18
3 11/12 6-7 22/23
On the 8th drink the DC becomes impossible, and characters, regardless of how many fails or
passes they might have, black out. The player continues to function normally, but they will
have no recollection of the events the next day.
They Feel…
Like they should thank all their friends for their support, and tell them how
1 Courageous! 6
much they love them.
2 Relaxed. 7 Like everyone is being hostile to them.
3 Emotional. 8 That life would be great if we were all just nicer to each other for a change.
Like their character flaw is more prevalent
4 Pretty Good. 9
and more difficult to stay in control of.
Like they are an amazing dancer,
5 Hungry for Greasy Food. 0
and that dancing is the solution to most problems.
At 4 Successful Saves, the first three players earn the Wooden Leg Legend “benefit.”
At 4 Failed Saves, during Part 2 of the adventure, the first three players gain the Three Sheets, Billowing Boldly “benefit.”
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 6
If players wish to investigate their drinks for The Arena
poison, they must drink them or be given vague
and unhelpful information. Before entering The Arena, characters must first
Drinking a location’s signature drink increases undergo a trial of sorts. As they wait in their first
the save DC by 1, as indicated in the table, with the line of the night to go into the main bar of The
base DC being for well drinks like ales and wines. Arena, they see a group of young men already
The first three characters that pass the first four deep into “celebrations” for the night.
saving throws (even if they fail the rest, assuming Unfortunately for the party, Bromeyer’s nickname
they drink that much) earn the Wooden Leg is Bromeyer the Queasy, and he has just failed his
Legend benefit upon their fourth save, and give own constitution save; randomly choose two
that player a high-five, if appropriate. player characters in line to make the following
The first three characters that fail four saving checks as the drunken gnome loses his lunch in
throws earns the Three Sheets, Boldly Billowing their general direction:
benefit at the start of the final combat. • Flat Dexterity Check at DC 10: to jump out of
Theoretically, a player can gain both story the “splash zone.”
rewards in one session. Handout 2 provides • Flat Constitution Check at DC 10: to avoid
descriptions for players to remember their joining old Bromeyer in vomiting.
“benefit.” And with that, the first trial is done. If the
Finally, regardless of saves, characters black out players choose not to intervene themselves, a
at eight drinks in the hopes to discourage binge halfling in Bromeyer’s group will sigh a casual
drinking practices. While blacked out, characters laugh, give a temporary goodbye to his friends,
act as normal, only they will not remember and help Bromeyer off to find a nice glass of water,
anything after that point in the morning. a comfy bed, and a healer just in case, promising to
return to his friends when the gnome is situated
Random Encounter: Food Cart Edition and safe for the night.
If the players try to assist Bromeyer with either
At any point before reaching The Rusty Nail, a Wisdom (Medicine) check at DC 10 or a
players may encounter a food cart. This cart is restorative spell or ability, then Bromeyer
run by an elderly couple, two half-elves by the rallies and invites the whole party to join them.
names of Agre (M) and Boula (F) (Chaotic Good They are celebrating because Rex Aaron III is on
Nobles). Their cart serves a variety of foods, from the senate and they are just glad that someone
greasy turkey legs to fresh cheddar biscuits (or cares about their interests. All of these NPCs are
most things players request so long as it isn’t evil non-human farmers and if they end up joining the
in nature). They roam the streets at night offering characters, they constantly toast every inane
their goods in return for a few pieces of silver. thing, racking up a tab and jollily drinking into the
They are trying to raise additional funds to fund night while encouraging the adventurers to do the
improvements to the slums of Hillsfar. The area is same.
mainly for the civilians of Hillsfar who are afflicted
with being fiendishly tainted in their appearance. When the party is ready, read or paraphrase the
The couple has met many kind people in that following:
community, and hope to help raise funds to
improve the ghetto where those people are forced When you enter the bar area of the old Arena you are
to live. Any Wisdom (Insight) check confirms overcome by myriad of voices and the scent of ale, but mostly
their motives are pure, although the character you smell the musky scent of the wooden furniture and
may be skeptical if throwing money at a problem fixtures. The walls are wood, the seats are wood, the floors
will do much to solve anything if they roll a DC 15 are planked in wood; it’s a druid’s nightmare. While the tables
or higher. appear to be overstuffed with groups of patrons, there seems
If players spend more than five gold pieces here, to be a lull happening at the bar, and ample room for your
either buying food or donating to the cause, then party to pull up to the bartender and have a word or a pint, or
they earn the Friend to the Afflicted Story Award. both.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 7
now, though the clientele is rougher than ever. If the characters choose to investigate their
Everywhere the characters look, they see patrons drinks have them make an Intelligence
that are built like brick houses or heavily scarred, (Investigation) check. They are essentially
implying they have been in many brawls and looking for poison or anything out of the ordinary
survived. most likely. If they have proficiency in herbalism
The main bartender, a Human Veteran by the kits, brewers’ supplies, or poisoners’ kits (or have
name of Stan Derwin, appears to have just any racial bonuses to this sort of thing) they make
finished pouring a large round of drinks that a the check with advantage.
barmaid takes to one of the more intimidating Here’s what they learn at each DC interval:
tables comprised of a Shou man with red hair and • DC 5 - The Bloody Merrow smells delicious.
a wood elf wearing a robe with a pattern of eyes • DC 10 – It sure does taste good.
stitched in. The players may overhear them • DC 15 - It looks like tomato juice, and lots of
talking about faction business. (This is Karl Davion spices. Smells strong. You figure itʼs worth a
and Captain Tanheel, NPCs located in the “NPCs of silver at least, maybe more.
Hillsfar” Document found on the DMs Guild.) • DC 20 - You think putting some celery in it
When Stan Derwin sees the party enter, he calls might be a good idea, maybe having it in the
them over, checks to see their “I.D” cards, and asks morning with brunch would be lovely.
them what they would like, encouraging them to If they ask to do a Wisdom (Medicine ) check on
try his new signature drink, The Bloody Merrow. the drink, any roll tells them the drink could be used
If there are members of the party that don’t as a mild pain killer.
accept, he will offer them something less strong After questioning Thurtham and investigating
like an ale, potentially insulting their weakness in the drinks, an altercation happens between two of
the process, but in a playful manner. It is meant to the bigger men in the bar area.
be a situation that mimics peer pressure to test
the resolve of the more reserved characters. Stan When the party is ready, read or paraphrase the
Derwin presses the issue only slightly, but then following:
laughs it off. He is also happy to point out
Thurtham Dirgeburge to the party should they The general hum of voices in the bar breaks, giving way to
ask. two gruff tones that stand out.
Thurtham Dirgeburge is easily found at the end “Don’t you talk about my mother like that!”
of the bar. He is a Hill Dwarf, a young 52 year old “She’s my mother too, you stupid git!”
with brown ear hair so long that he braids it. Two men of staggering size stand up from a nearby table,
When the characters find him he is in low spirits, their chairs scraping against the floorboards, one toppling
paled by the things he claims to have seen in the backwards in a clatter. One is a broad shouldered human,
woods. When questioned, he gives the players the
while the other looks vaguely similar, save for the tusks and
following information:
green skin that define him as a half-orc. Before anyone else
• His account is that he was outside the city taking can act, the human smashes his pint into the other’s face.
an evening stroll to get some fresh air when he
heard a mighty roar coming from the tree line
about a quarter of a mile away from town. The Encounter
• While talking to the adventurers he will Here are recommendations for adjusting this combat
repeatedly tell them that he both has excellent encounter. These are not cumulative.
hearing, pointing to his hairy ears, and that he is
• Very Weak: Two Veterans
extremely strong.
(Starting HP at 30)
• When he rushed to investigate the sound he saw
• Weak: Two Veterans
a woman swooning on the ground at the feet of
an honest-to-goodness werewolf! (Starting HP at 40)
• The werewolf seemed to have special abilities, • Average: Two Veterans
because he would surely have fought the monster • Strong: Two Gladiators
off and saved the woman, but it used some sort of (Starting HP at 65 and no Parry Reaction)
magic on him that made him run back to town. • Very Strong: Two Gladiators
At this point he also claims to be a very fast (Starting HP at 75 and no Parry Reaction)
runner. *Both men are considered Large for all Grappling
That is all the information that can be gleamed purposes and use only their unarmed attacks in this
from Thurtham before he loses himself in his cup. circumstance.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 8
At this point the party can either intervene or and a successful Intelligence (Investigation) check
not. If any of them go for a ranged weapon, or finds something on the ground at the end of the
something what would do lethal damage to the alley. If players inspect, they find a dead fish cast
men, then an onlooker tells them the following: off on the ground, a red herring.
“Stop that! The guards will be here any minute. The second trial here is that the line they are in
This isn’t the first time that Brett and Rhett have is actually a strange collaboration of two lines.
had a go after too many pints.” Whether or not One line is going into the Hydra’s Den, while the
they heed that advice is up to the players. other stops before that and enters into the nearby
If a player intervenes and does end up seriously potion shop of Bert the Goblin, another senate
injuring someone (a “foe” drops below half their member who owns the local potion shop and
hit points), then that character is arrested at the definitely does not sell weapons illegally out of it.
end of that round and the module ends for that The players can notice this one of two ways. First,
character. have them make a Flat Intelligence check at DC
Players can try to calm the brothers, which can 10. If they make it, then they notice that about
be done through nonmagical or magical means half the people in the line are rather dangerous
(both brothers have disadvantage on any mental looking non-humans, wearing dark clothes, with
saves due to their impaired state). Players can hoods up that cast shadows over their faces. If
also calm them through applicable Charisma they investigate further, they may make an
(Persuasion) or (Deception) checks at DC 10 Intelligence (Investigation) check at DC 15 to
for convincing roleplaying. If the players notice these people go into a different building
argument is inadequate, the DC increases to 15. than the rest.
Charisma (Intimidation) checks only incite the If no one passes the check, or does anything to
brothers, and cause them to fight the party instead investigate this information further, they end up
for 1d4 rounds before the guards and bouncers being pushed into Bert’s Potion Shop.
step in. Players are not jailed , so long as they
adequately justify their actions to the guards or You find yourselves not in a bar, but in a shop of some sort.
bouncers. Behind the counter is a small man with orange skin, Senate
After the fight, players get a tip from Thurtham. Member Bert the Goblin.
He says that the old wood elf, Lilith Merwood also When you look around you see shelves filled with potions
saw something in the woods, and that she’s and potion components.
probably over at the Hydra’s Den. Harpers know Before you have a chance to take in any more Bert quickly
this is a local Harper hangout. surveys your group, eyes narrowing for a moment in
observation. “Out for a pub crawl, eh? I’ve got just the thing
The Hydra’s Den for you.” He turns, grabbing a crystal decanter filled with a
black liquid. He places a small shot glass on the counter for
Whatever happens at The Arena, the night in each of you, pouring the liquid evenly into each one. As the
Hillsfar is in full swing, and the Hydra’s Den liquid falls, the light catches it, and you see an iridescent
appears to be a very popular place, with the line to quality to it now. It’s not just black, no, it’s purple, and blue,
get in going around a corner or two. At this locale, and green… every color is swirling around in that decanter. “I
their first queueing trial is that the legs begin to call it, A B-12 Shot, because it’s my twelfth version of the
fatigue for the two drunkest characters. Have
potion. It’s a silver a piece.”
whichever two that failed the most drinking
Constitution Saving Throws make a Strength
(Athletics) check at DC 10, or fall momentarily If the players ask what the liquid is, he will say it
prone [if no one has failed a check, or there is a tie, is a potion. If they ask what kind of potion, he will
chose players with the lowest Strength (Athletics) say that it is the sort that makes pub crawls far
scores]. If either of them fall prone, then they see more enjoyable. If they ask what that means, then
a shadowy figure at the end of an alley for a he says not to worry about it. If they press him
moment, before the figure darts away, unable to further, he will say it is a hangover cure. If players
be followed. ask to, they can make a Wisdom (Insight) check
If characters pursue the shadowy figure, and at a DC 11 to determine that he is telling the truth.
run down the alley, they can make an Intelligence If they beat a DC 16, they know that he is
(Investigation) or Wisdom (Perception) at a withholding some information. If pressed, he will
DC 12. A successful Wisdom (Perception) check tell them that he is still working on the formula for
determines that the figure is gone without a trace, this potion, and sometimes it has unexpected
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 9
effects in addition to making the following her empty tankard and asks if they would be dears
mornings less rough after a pub crawl. and get her another Mulled Mead to help calm her
Players may choose to inspect the drink before nerves, and then she can tell them everything.
accepting. The drink smells refreshing, like She will tell them the following information,
lemonade with mint leaves muddled into it. speaking in the tones of a kindly grandmother so
If players choose to drink the beta-testing B-12 long as her cup is full.
Shot potion, roll a d10 to determine what effect • She saw ghostly figures moving towards the
the drink has for the character, or feel free to woods, glowing in the moonlight. They
improvise. entranced her, so she felt as though she had to
follow.
Bert’s Hangover Cure Side Effects Table • Eventually she must have caught up to them
Roll Effect: Lasts Until the End of Next Long Rest without realizing it, because as soon as she
The character’s skin now appears to have a coat of got close they started to run towards her.
1:
iridescent glitter on it. They chased her, and she only escaped due to
2:
The character grows a reptilian tail that they have her quick feet.
no control of, and they screech when aggravated. • As she tells her story, she often gets distracted
3: The character’s nose doubles in size.
4: The character burps bubbles of all colors.
by the Hydra trophy or the fire, snapping back
5: The character grows 1d10 inches taller. when the players get her attention, and
The character grows a glorious handlebar jumping at the sounds of the dartboard across
6:
mustache. on the other side of the fireplace.
The character becomes incredibly gassy, but all • If any of the characters attempt to empathize
7:
belches and flatulence smell minty.
with her, she takes a sip of her drink and
The character grows a golden unicorn horn that
8:
glows faintly when in darkness. advises them to drink the Mulled Mead,
The character’s hair, if not already long, grows to claiming it is likely how she survived seeing
9: waist-length and then appears as though it is being the horrifying visages of those awful ghosts.
blown back by a majestic wind for the duration. She offers little else once her story is done,
The character now has a compulsion to mention turning her gaze to the two young men playing
10: Bert’s wonderful Potion Shop, now selling even less
weapons than before, which was zero to start with.
darts.
If and when the players go to the bar, they meet
After they finish their drinks and pay him, he a busy halfling barmaid with bright red curls
shoos them away for the night. He states that he bouncing as she scurries back and forth behind
would join them, but he has business to take care the bar. If players investigate the area, they see
of, stating “these potions aren’t going to sell that she has narrow planks positioned along the
themselves. It would be nice if they did though.” bar, allowing her to look at most guests eye-to-
eye, and making it easier for her to serve her
When the party is ready, read or paraphrase the patrons.
following: Hildi (Halfling Bard) winks at any Harpers
present, as this is a haven for Harpers. She asks
Upon entering the Hydra’s Den you are overcome with for the “I.D.” cards and without questioning what
warmth, much like coming home after a long day and curling they would like, pours each party member a
up in a blanket. The colors in here are earth tones: Mulled Mead. If the players decline, or ask for
burgundies, deep brown leather on the stools, dark wool something else, she will suggest they give it a try,
draping the chairs by the fireplace. Now that you’re inside you
as it is their most popular drink and everyone who
realize how cold it had gotten outside, and how lovely it is in
comes in seems to enjoy them. Hildi will also
comment that she has been working extra shifts
here, albeit crowded. But the crowd isn’t overwhelming. No,
it feels like having friends over for a meal. As you look around
for Brendon Tamesford, the owner of the bar, for
the last few months, complaining causally to
you see only smiling faces, relaxation and laughter, that is until
anyone who will listen.
you see a rather dour elderly wood elf woman sitting in one of
If the characters choose to investigate their
the chairs by the fire. She has a tankard in her hand that’s
drinks have them make an Intelligence
shaking, and she stares up at the Hydra head trophy above the
(Investigation) check. They are essentially
fire with fear in her eyes.
looking for poison or anything out of the ordinary
most likely. If they have proficiency in herbalism
If the characters go straight over to Lilith kits, brewers’ supplies, or poisoners’ kits (or have
Merwood (a Wood Elf Noble), she looks down at
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 10
any racial bonuses to this sort of thing) they make and beat a DC 12 to find them out in the street. If
the check with advantage. the party debates pursuing the boys at all, they are
What they learn at each DC interval: encouraged by Hildi to let it go and have another
• DC 5 - The Mulled Mead smells like berries. Mulled Mead. She will explain their situation to
• DC 10 – One more drink couldn’t hurt, right? the characters if they did not already ask. If the
And this is really good. characters wish to be generous, and donate gold
• DC 15 - It looks like your average mead, but to their cause, Hildi assures them she will get the
it is somewhat purple/green now and has a donation to Cobain, Russel’s mother, the next day.
distinct blackberry taste to it. Any Wisdom (Insight) check assures the party
• DC 20 - You think that having a salty snack, that she is telling the truth.
or maybe just some bread, would be a A Note on Tactics: If the players still choose to
perfect pairing.Maybe a cheese would be pursue and fight these children, the young men use
nice, something like a brie? their actions to run away and hide, refusing to fight
If they ask to do a Medicine (Wisdom) check on as their mother/aunt would be livid with them if
the drink, any roll tells them the drink could be used they accosted random strangers in the streets. If
as a mild pain killer. players do end up seriously injuring (dropping their
Once their investigation is finished, the two dart hit points to below half their maximum) these boys
players approach the group. They are a human the offending player characters are immediately
named Russel and a half-elf who the other refers jailed and the module is over for them. Guards
to as Crow. Russel has the Archer stat block, intervene before the adventurers can kill them.
while Crow is a Half-Elf Commoner with a
Dexterity score of 18. They are both noticeably The Encounter
adolescents, with cracking voices and acne on Here are recommendations for adjusting this combat
their faces. They are cousins who have grown encounter. These are not cumulative.
closer ever since Russel’s dad, Kurt, and both • Very Weak: One Archer and One Commoner
Crow’s parents died fighting against a recent (AC 14, wearing worn common clothes,
demon assault near the town. Their background
the Commoner has a +4 modifier to his Dex)
can only be discovered if they directly and
• Weak: One Archer and One Commoner
discretely ask Hildi about the boys.
The boys challenge the group to a dart contest, (AC 14, wearing worn common clothes,
wagering their purse, which noticeably jingles. the Commoner has a +4 modifier to his Dex)
The buy in is only one gold for each contestant. • Average: One Archer and One Commoner
Russel does most, if not all, of the talking for the (AC 14, wearing worn common clothes,
pair, while Crow hunches behind him, shy and the Commoner has a +4 modifier to his Dex)
reserved. • Strong: One Archer and One Commoner
The game is easy enough. The person with the (AC 14, wearing worn common clothes,
most precise shot wins (highest roll to hit after the Commoner has a +4 modifier to his Dex.
modifiers, regardless of critical rolls). These are Both have their Speed increased to 35’)
all ranged dart attacks (darts provided), so most • Very Strong: One Archer and One Commoner
classes can get in on the action with some level of (AC 14, wearing worn common clothes,
proficiency. They will insist on a best out of three the Commoner has a +4 modifier to his Dex.
rounds situation, with Russel using his Archer’s Both the option to Dash as a Bonus Action)
Eye ability in the first three rounds. If it looks like
they will lose, they will urge for best out of five, After this encounter the adventurers are
seven, and so on, but they don’t really care much, pointed to one last bar and one last witness to
because they are just trying to have fun, although conclude their investigation and hopefully get to
it is important to note that one gold would likely the bottom of what has happened. Their final
do a lot to change their lives. location is The Rusty Nail, located outside of the
If the adventurers win, the boys toss them their wall and near the docks. There they will find
coin purse and sprint out of the door, running Miller Haus, a human with a streak of blue in his
back to their home in the ghetto of Hillsfar. Their hair, and a penchant for pants that are a bit too
purse has 40 copper in it, much less than the one short for him.
gold buy in they requested.
If the party chooses to chase after them, they
must succeed in a Wisdom (Perception) check The Rusty Nail
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 11
As they near the Rusty Nail the night grows short of a Knock spell or Dispel Magic spell (base
impossibly quiet save for the soft rustle of waves level) does not work. If either spell is not cast
lapping at the dock and shoreline. A figure subtly, the door opens and they are met with the
emerges from the establishment ahead and heads equivalent of two enforcers (Human Master
towards town, using an Alter Self spell to Thieves), and behind them they can see a meeting
transform from their current form of a gruff happening, but they only get a glimpse. The
looking human into that of waiflike moon elf. The enforcers do not fight, nor do not let the
figure doesn’t pay any mind to the characters, characters into the meeting, regardless of if they
busy with their own work. Zhentarim characters are Zhentarim or not. If the characters try to fight
can make a Wisdom (Perception) check or them, the guards arrive in one round and all
Intelligence (History) with advantage at DC 10 fighting player characters are jailed. A Wisdom
to recognize this as the local Zhentarim faction (Perception) or Insight check at DC 5 makes it
contact called “Zhent,” found in the “NPCs of clear that it is not a fight the party can win.
Hillsfar” Document found on the DMs Guild. Little The bartender here is Bart, a human Assassin
is known about the figure outside of their with one arm, a passive perception of 25, and no
penchant for mimicking the appearance of others desire to fight a bunch of little adventurers. All he
in order to mess with them. If players try to talk wants is to give them their drinks and be left
to “Zhent,” he transforms into whoever initiates alone. Frankly, they can eat his shorts for all he
the conversation. If they ask his name, he replies cares. He offers them the specialty of the house,
with the name of that character and messes with which is ironically not a Rusty Nail. It is instead a
them for a few moments before leaving to go Sidecarriage. When Bart mentions the
about faction business. Sidecarriage to the party, Miller perks up from his
There is no line to get into the Rusty Nail. seat at the bar and beckons Bart over to pour him
another.
When the party is ready, read or paraphrase the If the characters choose to investigate their
following: drinks have them make an Intelligence
(Investigation) check. They are essentially
When you enter the Rusty Nail you hear a crunch under looking for poison or anything out of the ordinary
your feet. The floor is littered with the shells of nuts and stale most likely. If they have proficiency in herbalism
pretzels; the floor is completely covered with them. kits, brewers’ supplies, or poisoners’ kits (or have
The bar proper is a polished dark wood, and behind it are any racial bonuses to this sort of thing) they make
shelves filled with bottles of liquor, the top ones slightly dusty. the check with advantage.
At the end of the walkway behind the bar are stairs that lead What they learn at each DC interval:
up to a door that can only be accessed from behind the bar, • DC 5 - The Sidecarriage smells like oranges
and through the ceiling you can hear muffled voices and and alcohol. It appears to be a heavy pour.
movement from upstairs. • DC 10 – It looks like some nice quality
It is easy to spot Miller Haus, the blue streak in his hair brandy with fresh citrus juices.
standing out against the dark palate of the establishment. He • DC 15 - For such a shady location, it is
is the only person here downstairs other than the bartender, actually quite a nice drink.
the latter of which, a one armed human man with sunken eyes, • DC 20 - You think having one of these
perks up when you enter. while sitting by a fireplace would be a nice
“Oi! What can I get you folks?” He picks up a glass and way to end any day.
begins wiping it with his rag. “Got one of ‘em “I.D.” cards the If they ask to do a Wisdom (Medicine) check on
half-elf is shelling out? Or are you paying with coppers the drink, any roll tells them the drink could be used
tonight?” as a mild pain killer.
When the party begins to speak with Miller, the
Characters who try to sneak upstairs can make bartender pops outside for some fresh air. A
Dexterity (Stealth) checks at disadvantage. Passive Perception of 21 notices him leaving, but
The stairs are squeaky and the ground is littered it is unlikely to occur, because of the potential
with peanut shells, almost as though the people intoxication of the group, and therefore penalties
who do business out of this location do not want to their perception scores.
anyone to sneak up on them. If the characters Miller Haus isn’t still spooked like Lilith was, as
beat a DC 25 they find the door upstairs locked. his self-medication seems to be working for him.
The door is locked by magical means and anything His face has a calm, albeit unfriendly, expression
as he tells his story to the adventurers.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 12
• He saw all sorts of monsters out in the woods.
That’s where monsters like to be, out in the
woods.
• He saw some sort of half-man/half-wolf thing,
and a figure in tattered white robes that
shrieked. That’s the last thing he remembers is
the shriek. Then he must passed out from the
banshee wail, because the next thing he
remembers is waking up outside the wall near
the main gate.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 13
see a small clearing. The moon shines on a scene
Part 2: Beyond the Pale which you can only assume is the rehearsal sight for
Moonlight the Silverymoon Company Players. You see four
actors in full dress, depicting various monsters, as
Estimated Duration: 1 Hour well as their director, who is at the moment giving
them notes on their last take and glancing down at
This section of the adventure can be run one of
what appears to be a script. At the director’s feet is
two ways, both of which consist of combat
a dog, who seems to notice you all as you approach.
encounters and both moving towards the similar
conclusions. Due to the option for characters to
Those who passed can try to convince their
not drink, they can find themselves either a real
allies that their eyes deceive them, breaking the
fight or something more theatrical, and the choice
illusion brought on by such wonderful acting. To
is entirely at the DM’s discretion. If players
do so they can use their action to try to
rushed through the initial investigation, you can
communicate to one of their allies at a time (or
also run both encounters with Option 1 happening
of course they can use magical means to calm
first, and then transitioning to the point in Option
them so long as it doesn’t do damage to a fellow
2 where the real monsters arrive in order to keep
party member). As a bonus action on the chosen
the runtime at 4 hours.
ally’s turn, the player makes a Flat Intelligence or
If your player characters haven’t been drinking,
Wisdom check in order to understand what the
then Option 2 is probably the encounter you
other person is trying to say. If two players try to
should run. If they have been, run Option 2.
convince the same person, the check is made with
At this point, before any Initiative rolls, award
advantage. The DC for this check is based off of
the Three Sheets, Boldly Billowing benefit if
how many drinks the confused character has had
applicable to anyone who has earned it.
as follows (note that there is a swift curve):
• 1 Drink = DC 5
Option 1: Ahh, Fake Monsters! • 2 Drinks = DC 7
• 3 Drinks = DC 11
When the party is ready, read or paraphrase the • 4 Drinks = DC 16
following: • 5 Drinks and up = DC 20
As it is in life, it will become nearly impossible
The moonlight trickles down to the forest floor and the to make the check if the character partied too
mist that has pooled there. From between the trees you begin hard, at that point the other party members will
to make out figures, and the closer you get the more have to use other means to help their friends see
illuminated they become.
Beasts!
what’s really happening. Grappling their allies is
As you scan the area you see a cart, and beside it you see an option during this encounter.
clothes on the ground that vaguely resemble those of the If no one has passed this check, feel free to
acting troupe from earlier in the day. Nearby there is a reveal the true nature of their “enemies” at the
humanoid figure, the grotesque features of its face distorting end of the fight.
in the moonlight, a necromancer surely, spellbook out, reciting
something you can’t understand. Notes on Tactics:
Before the necromancer, emerging from the mist are his
Actors don’t love violence; they love the theatre!
allies, a pair of ghosts, a werewolf… just like Miller told you
about, and a banshee!
They use their actions in any battle to try to calm
They must have attacked the actors, you think as you take and incapacitate their foes, maybe Viciously
in the scene. Mocking or Taunting anyone who is being
You must act quickly! exceptionally rude or hurtful. Characters who fail
their perception checks view them as strangely
Have players roll Initiative at this point. behaving monsters, unable to see past the makeup
and costumes. Please describe them as such,
Before the round begins, hand the player perhaps giving the “monsters” lines like, “Good
character who has been drinking most gracious, man, get ahold of yourself,” or “Watch
responsibly, who has passed the most checks, yourself now, chap, this is quite uncouth
or who is simply the most coherent Handout 1. behavior.” They speak eloquently as they are
learned folks.
As you approach through the forest, being
If any of the actors or the director is injured or
mindful to carefully scan the area for danger, you
attacked, the mastiff runs towards town to get
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 14
assistance. He returns two rounds after the end of her breath, “No one ever listens to me. I give great
combat with a confused Lady Lux Feraelnes and advice and no one ever listens to me.” She then
towns’ guard members who quickly tend to the leaves to heal the actors and cleans up their mess,
wounded actors and adventurers. reminding the group that they owe her one once
It is also important to note that if the actors get they get out of the drunk tank.
very low on hit points, they can and will pretend
to die as a reaction to any damage, so long as their Option 2: Violent Ends
performance or deception rolls beat the player
characters’ Passive Wisdom (Insight) scores the If the bulk of the party isn’t drinking, or is
characters believe the act. drinking responsibly, it might be a good idea to
When the actors “die” in this way you have the give them a real fight instead. In that case they
option of having them say a line at their time of fight real monsters, and get to save the day.
“death.” Here are some options and examples:
• I am slain! When the party is ready, read or paraphrase the
• Et tu, adventurer? following:
• My spirit now goes, I can carry on no longer.
• Cruel steel, you have extinguished my spark! As you progress into the woods, you hear the sounds of
• The fates conspire one last time… battle, seeing flashes of light in the distance. As you approach
you see a mastiff run past you and towards town, barking at
• I left a chest filled with gold forty paces west
you as he passes.
of the…
The scene before you is grizzly. You see the Silverymoon
• Tell my wife… she wasn’t as pretty as her
Company Players in various states of injury and incapacitation,
sister…
costumes in tatters and makeup smeared from sweat and
Basically, the actors will say something vaguely
dramatic before they pretend to die, as in all good blood, nearly unrecognizable. Their attackers loom nearby, a
plays. Have fun with it, and put on a bit of a show collection of horrors like out of a book.
if you feel inclined to do so.
At this point have the party roll Initiative,
The Encounter taking into account any impairment they might
Here are recommendations for adjusting this combat have. It is best to let the players know any ill
encounter. These are not cumulative. effects their drinking has caused them at this
point, as this fight could be deadly without that
• Very Weak:
knowledge. Call it a brief moment of “sobering
Three Bards, Two Commoners, and 1 Mastiff
up,” as they at least realize how impaired they are
• Weak: now.
One Illusionist, Three Bards, The monsters have sustained some damage
One Commoner, One Mastiff during their encounter with the bards, but should
• Average: still be threatening to the party, so adjust hit
One Illusionist, Four Bards, One Mastiff points as needed to give the players a fun and
• Strong: challenging fight. In this instance, all five of the
Two Illusionists, Three Bards, One Mastiff Silverymoon Company Players are considered
• Very Strong: Bards, and if a total party wipe is imminent, the
One Illusionist, One Warlock of the Archfey, actors occasionally break out of being
Three Bards, One Mastiff incapacitated on the ground and cast the Healing
Word spell at first level, targeting the characters
*It is assumed that the drunken characters who that are closest to death. They try to keep it light,
do not use spells or ranged attacks are using non- even though things are looking rough. They say
lethal damage. If it looks like the actors will die, things like, “Perk up, my good man,” “Hey now,
you’re an all-star, chap,” “You’re a treasure,” and
Guard Captain Jason Lee Scott (Warlord with
Luck Feat) and three Guards (Champions), arrive to tieflings they will comment, “You’re an absolute
angel!” This occurs at Initiative 20 as a lair action,
and pacify the group after 10 rounds of combat (or
and that is the only action the bards can take.
sooner if necessary). The party is escorted to jail
where an angry Lady Lux Feraelnes awaits their
arrival. She chastises them, reminding them that
she told them to drink responsibly, sighing under
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 15
The Encounter
Here are recommendations for adjusting this combat
encounter. These are not cumulative.
• Very Weak: Two Ghasts (both at 20 HP)
• Weak: Two Ghasts (Both at 20 HP) and
Two Ghouls (Both at 15 HP)
• Average: One Wight (At 30 HP) and
Two Ghasts (Both at 30 HP)
• Strong: One Wight (At 35 HP) and
Three Ghasts (At 25 HP)
• Very Strong: One Banshee (At 50 HP) and
Two Wights (At 30 HP)
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 16
Conclusion Option 1: Heroes’ Breakfast
Estimated Duration: 10 minutes If the characters rescued the Silverymoon
Company Players from the clutches of real
All’s well that ends well… monsters, then when the fight concludes, the
mastiff returns with Lux Feraelnes and the towns’
There are a few paths that lead to this point, and guard. She thanks the adventurers for going
the outcomes of the other parts of the module above and beyond in their task. She asks for their
determine which ending is most applicable to the help getting the Silverymoon Company Players
session, so use your best judgement if players back into town to be healed.
went off book. Players who accepted Bert’s B-12 Shot potion
find the morning as glorious as ever, while those
who didn’t fell run down and groggy. All effects of
Option 1: The Finest Actors in Faerun the potion are gone.
If the characters were incapacitated by the
When the players are ready, read or paraphrase
Silverymoon Company Players during the fake
the following:
fight in Option 1, read or paraphrase the
following:
When you return to town you find a warm meal and a
You wake up to the sight of the moon through the place to lay your head. In the morning you are thanked by the
treetops. Whatever alcohol had been in your blood before Silverymoon Company Players, who show you your reserved
seems far less potent and you hear the sound of voices nearby.
seats for the opening show, and extend their gratitude, but not
“We’ll have to make sure not to over-serve the audience,
before claiming that the fight last night will only add to the
I guess. Don’t want people to be fighting you when you’re on
stage, thinking you’re a real banshee.” You hear a somewhat artistic integrity of their characters.
familiar laugh as you look over to see the woman who hired After your breakfast with your employer, you each get a
you standing beside a banshee. pouch containing 50 gold from the half-elf. “Hold on one
A banshee! moment, I have something for you guys,” Lux says before
No, no it’s just a costume. Just costumes. A sharp pain darting through a door to a back room of some kind.
cuts through your head, and you remember the bars, the
She quickly returns with a silver tankard, which she tosses
beverages.
It was all just costumes, just actors. to whoever seems to have had the most problems drinking the
“Looks like they’re waking up,” the necromancer states. night before.
No. “Hopefully this will come in handy down the line, and don’t
Just a director. forget, if you ever feel like becoming a paladin of Lliira, you
It’s getting clearer now. know where to find me. Now, I’d better go talk to some
people about over-serving. Maybe I’ll help Lil, Mill, and
At this point Lady Lux Feraelnes comes over to Dirgeburge learn to incorporate water into their libations.”
the adventurers and invites them back to the
House of Happiness for a late night meal to help
clear their heads. Once there she gives the group The players are awarded with access to a
free tickets to the upcoming play with the Tankard of Sobriety (Unlock Handout) for
condition that they don’t storm the stage and try protecting the actors. Lady Lux relays that this is
killing the stars of the show, no matter how good a cherished item, passed to her from her
they are at acting. The players can sit down to a grandmother when she was old enough to start
good meal and a nice cold glass of water. She drinking.
gives them access to a Tankard of Sobriety Though it is unclear whether or not these
(Unlock Handout), and as this completes their monsters are the true cause of the witnesses’
assignment she gives them each their 50 gold visions, the woods near Hillsfar are a little safer
piece payment. now thanks to the adventurers. And all while
Players who accepted Bert’s B-12 Shot potion having a fun night out, not the worst nights’ work.
find the next morning as glorious as ever, while
those who didn’t fell run down and groggy. All
effects of the potion are gone upon waking up.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 17
Rewards Treasure
Make sure players note their rewards on their The characters receive the following treasure,
adventure log sheets. Give your name and DCI divided up amongst the party. Treasure is divided
number (if applicable) so players can record who as evenly as possible. Gold piece values listed for
ran the session. sellable gear are calculated at their selling price,
not their purchase price.
Experience
Treasure Awards
Total up all combat experience earned for Item Name GP Value
defeated foes and divide by the number of Lady Lux Feraelnes’s Payment 50 per character
characters present in the combat. For non-combat
experience, the rewards are listed per character.
Consumable magic items should be divided up
however the group sees fit. If more than one
Combat Awards character is interested in a specific consumable
Name of Foe XP Per Foe magic item, the DM can determine who gets it
Noble 25 randomly should the group be unable to decide.
Warlord 8,400 Permanent magic items are divided according
Champion 5,000 to a system detailed in the D&DAdventurers
Veteran 700 League Dungeon Master’s Guide.
Gladiator 1,800
Archer 700
Assassin 3,900 Tankard of Sobriety
Master Thief 1,800
Mastiff 25 Wondrous item, common
This tankard has a stern face sculpted into one
Commoner 10
side. You can drink ale, wine, or any other
Bard 450
nonmagical alcoholic beverage poured into it
Illusionist 700
without becoming inebriated. The tankard has no
Warlock of the Archfey 1,100
effect on magical liquids of harmful substances
Ghast 450 such as poison.
Ghoul 200 The stern face on this tankard depicts a
Wight 700 woman of elven ancestry nearly resembling your
Banshee 1,100 employer, Lux Feraelnes, but different enough to
where you think it might be a relative of hers.
The tankard is a polished silver, and as it
Non-Combat Awards gleams in the light, occasionally you can see the
Task or Accomplishment XP Per Character elven woman’s face break from its disapproval,
Stop the Fight of the Brett and Rhett 250 cracking into a wide Feraelnes smile, an eye
Participate in the Dart Contest 250 winking playfully before the light shifts again
and her face returns to a stern expression.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 18
Story Award
Friend to the Afflicted
Your kindness and generosity towards the
residents of the Hillsfar ghetto has not gone
unnoticed. Though throwing money at the problem
may not produce lasting changes for the slums, your
desire to help is appreciated.
Renown
Each character receives one renown at the
conclusion of this adventure for completing the
main objective.
DM Reward
In exchange for running this adventure, you earn
DM Rewards as described in the D&D Adventurers
League Dungeon Master’s Guide (ALDMG).
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 19
Appendix A. Monster/NPC
Statistics
Actions
Rapier Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit 5 (1d8+1) piercing damage.
Reactions
Parry. The noble adds 2 to its AC against one melee attack
that would hit it. To do so, the noble must see the attacker
and be wielding a melee weapon.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 20
Town’s Guard:
Captain Jason Lee Scott Guards
Warlord Champion
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4) 20 (+5) 15 (+2) 14(+2) 10 (+0) 14 (+2) 12 (+1)
Saving Throws Str +9, Dex +7, Con +8 Saving Throws Str +9, Con +6
Skills Athletics +9, Intimidation +8, Perception +5 Skills Athletics +9, Intimidation +5, Perception +6
Senses passive Perception 15 Senses passive Perception 16
Languages any two languages Languages any one language (usually Common)
Challenge 12 (8,400 XP) Challenge 9 (5,000 XP)
Indomitable (3/Day). The warlord can reroll a saving Indomitable (2/Day). The warlord can reroll a saving
throw it fails. It must use the new roll. throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of Second Wind (Recharges after a Short or Long Rest). As a
its turn if it has at least 1 hit point, but fewer than half its bonus action, the champion can regain 20 hit points.
hit point maximum.
Actions
Actions Multiattack. The gladiator makes three attacks with its
Multiattack. The gladiator makes two weapon attacks. greatsword or its crossbow.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage. target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
damage if the champion has more than half its total hit points
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
remaining.
one target. Hit: 6 (1d6 +3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
Legendary Actions ft., one target. Hit: 6 (1d8 +2) piercing damage, plus 7 (2d6)
piercing damage if the champion has more than half of its total hit
The warlord can take 3 legendary actions, choosing from the points remaining.
options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The warlord
regains spent legendary actions at the start of its turn.
Command Ally. The warlord targets one ally it can see within 30
feet of it. If the target can see and hear the warlord, the target
can make one weapon attack as a reaction and gains advantage
on the attack roll.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 21
The Arena:
Gladiator
Veteran Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment
Armor Class 12 (no armor)
Armor Class 17 (splint) Hit Points 112 (15d8 + 45)
Hit Points 58 (9d8 + 18) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +5, Perception +2 Skills Athletics +10, Intimidation +5
Senses passive Perception 12 Senses passive Perception 11
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 3 (700 XP) Challenge 5 (1,800 XP)
Actions:
Unarmed Strike Melee Attack: +5 to hit, reach 5 ft., one target. Gladiator Stat Block Modifications:
Hit 5 (1d4 + 3) bludgeoning damage.
Armor Class 12 (common clothes)
Actions:
Unarmed Strike Melee Attack: +7 to hit, reach 5 ft., one
target. Hit 6 (2d4 + 4) bludgeoning damage.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 22
The Hydra’s Den:
Russel Crow
Archer Commoner
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Actions
Multiattack. The archer makes two attacks with its longbow. Crow Stat Block Modifications:
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one Armor Class 14 (worn clothing)
target. Hit: 7 (1d6 + 4) piercing damage. Dexterity: 18 (+4)
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 Languages common, elvish, sylvan
ft., one target. Hit 8 (1d8 + 4) piercing damage.
Actions:
Dart Ranged Weapon Attack: +6 to hit, range 20.60ft., one
Russel Stat Block Modifications: target. Hit 6 (1d4+4) piercing damage.
Actions:
Dart Ranged Weapon Attack: +6 to hit, range 20.60ft., one
target. Hit 6 (1d4+4) piercing damage.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 23
The Rusty Nail: Bart
Assassin
Master Thief Medium humanoid (any race), any non-good alignment
Medium humanoid (any race), any alignment
Armor Class 15 (studded leather)
Armor Class 16 (studded leather) Hit Points 78 (12d8 + 24)
Hit Points 84 (13d8 + 26) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+1) 10 (+0)
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1)
Saving Throws Dex +6, Int +4
Saving Throws Dex +7, Int +3 Skills Acrobatics +6, Deception +3,Perception +3, Stealth +9
Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Damage Resistances poison
Hand +7, Stealth +7 Senses passive Perception 13
Senses passive Perception 13 Languages any two languages, plus thieves’ cant
Languages any one language (usually Common) plus thieves’ Challenge 8 (3,900 XP)
cant
Challenge 5 (1,800 XP) Assassinate. During its first turn, the assassin has advantage
on attack rolls against any creature that hasn’t taken a turn.
Cunning Action. On each of its turns, the thief can use a bonus Any hit the assassin scores against a surprised creature is a
action to take the Dash, Disengage, or Hide action. critical hit.
Evasion. If the thief is subjected to an effect that allows it to Evasion. If the thief is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, the make a Dexterity saving throw to take only half damage, the
thief instead takes no damage if it succeeds on the saving thief instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails. throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) Sneak Attack (1/Turn). The thief deals an extra 14 (4d6)
damage when it hits a target with a weapon attack and has damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 advantage on the attack roll, or when the target is within 5
feet of an ally of the thief that isn’t incapacitated and the thief feet of an ally of the thief that isn’t incapacitated and the thief
doesn’t have disadvantage on the attack roll. doesn’t have disadvantage on the attack roll.
Actions Actions
Multiattack. The archer makes three attacks with its Multiattack. The archer makes two shortsword attacks.
shortsword.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must
target. Hit: 7 (1d6 + 4) piercing damage. make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
successful one.
80/320 ft., one target. Hit: 8 (1d8 +4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
Reactions 80/320 ft., one target. Hit: 7 (1d8 +3) piercing damage, and
the target must make a DC 15 Constitution saving throw,
Uncanny Dodge. The thief halves the damage that it takes taking 24 (7d6) poison damage on a failed save, or half as
from an attacker that hits it. The thief must be able to see much damage on a successful one.
the attacker.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 24
Ahh! Fake Monsters:
Commoner
Mastiff Medium humanoid (any race), any alignment
Medium beast, unaligned
Armor Class 10
Armor Class 12 Hit Points 4 (1d8)
Hit Points 5 (1d8 + 1) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Senses passive Perception 10
Skills Perception +3 Languages any one language (usually Common)
Senses passive Perception 13 Challenge 0 ( XP)
Languages ---
Challenge 1/8 (25 XP) Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Keen Hearing and Smell. The mastiff has advantage on Hit: 2 (1d4) bludgeoning damage.
Wisdom (Perception) checks that rely on smelling or
hearing.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit 4 (1d6+1) piercing damage. If the target is a
creature, it must succeed on a DC 11 Strength save or be
knocked prone.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 25
Actor Actor Stat Block Modifications:
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit 5 (1d6 + 2) piercing damage.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 26
Director Stat Block Modifications:
Director
Charisma: 15 (+2)
Illusionist Skills: Performance +6
Medium humanoid (any race), any alignment
Cantrips (at will): dancing lights, mage hand, minor
Armor Class 12 (15 with mage armor) illusion, fire bolt
Hit Points 38 (7d8 + 7) 1st Level (4 slots): Tasha’s hideous laughter, mage armor,
Speed 30 ft. shield, charm person
2nd Level (3 slots): invisibility,* blindness/deafness,
STR DEX CON INT WIS CHA suggestion
9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 3rd Level (3 slots): major image,* hypnotic pattern*
4th Level (1 slot): hallucinatory terrain*
Saving Throws Int +5, Wis +2 *Illusion Spell of 1st Level or Higher
Skills Arcana +5, History +5
Senses passive Perception 10 Reactions:
Languages any four languages To Die, To Sleep. As a reaction to taking any kind of
Challenge 3 (700 XP)
damage, the Director (illusionist Variant) can roll a
Performance (Charisma) check against the “audience’s”
Spellcasting. The actor is a 7th level spellcaster. Its
passive insight scores, falling prone in the process, in order
spellcasting ability is Intelligence (spell save DC 13, +5 for spell
to put on the act of being slain.
attack bonus). It has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion,
poison spray
1st Level (4 slots): color spray,* disguise self,* mage armor,
magic missile
2nd Level (3 slots): invisibility,* mirror image,* phantasmal
force*
3rd Level (3 slots): major image,* phantom steed*
4th Level (1 slot): phantasmal killer*
*Illusion Spell of 1st Level or Higher
Displacement (Recharges after the Illusionist Casts an Illusion
Spell of 1st Level or Higher) . As a bonus action, the illusionist
projects an illusion that makes the illusionist appear to be
standing in a place a few inches from its actual location,
causing any creature to have disadvantage on attack rolls
against the illusionist. The effect ends if the illusionist takes
damage, it is incapacitated, or its speed becomes 0.
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 – 1)
bludgeoning damage if used with two hands.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 27
Lead Actor Stat Block Modifications:
Lead Actor
Cantrips (at will): dancing lights, mage hand, minor
Warlock of the Archfey illusion, prestidigitation, vicious mockery, eldritch blast
Medium humanoid (any race), any alignment
1st – 5th Level (3 5th level slots): charm person, enthrall,
mirror image, hold person, dispel magic, tongues,
Armor Class 11 (14 with mage armor) dimension door, hallucinatory terrain, hold monster
Hit Points 49 (11d8)
Speed 30 ft. Reactions:
To Die, To Sleep. As a reaction to taking any kind of
STR DEX CON INT WIS CHA damage, the Lead Actor (Warlock of the Archfey) can roll a
9 (-1) 13(+1) 11 (+0) 11 (+1) 12 (+1) 18 (+4) Performance (Charisma) check against the “audience’s”
passive insight scores, falling prone in the process, in order
Saving Throws Wis +3, Cha +6 to put on the act of being slain.
Skills Performance +6, Arcana +2, Deception +6, Persuasion +6
Condition Immunities charmed
Senses passive Perception 11
Languages any two languages (usually Sylvan)
Challenge 4 (1,100 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5
ft. or range 20/60 ft. , one target. Hit: 4 (1d4 +2) piercing
damage.
Reactions
Misty Escape (Recharges after a Short or Long Rest). In
response to taking damage, the Lead Actor turns invisible and
teleports up to 60 feet to an unoccupied space it can see. It
remains invisible until the start of its next turn or until it
attacks, makes a damage roll, or casts a spell.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 28
Violent Ends:
Ghast
Ghoul Medium undead, chaotic evil
Medium undead, chaotic evil
Armor Class 13
Armor Class 12 Hit Points 36 (8d8)
Hit Points 22 (5d8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Common Languages Common
Challenge 1 (200 XP) Challenge 2 (450 XP)
Actions Stench. Any creature that starts its turn within 5 feet of the
ghast must succeed on a DC 10 Constitution saving throw or
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
be poisoned until the start of its next turn. On a successful
creature. Hit: 9 (2d6 +2) piercing damage.
saving throw, the creature is immune to the ghast’s Stench for
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 24 hours.
target. Hit: 7 (2d4 + 2) slashing damage. If the target is a
Turning Defense. The ghast and any ghouls within 30 feet of
creature other than an elf or undead, it must succeed on a DC
it have advantage on saving throws against effects that turn
10 Constitution saving throw or be paralyzed for 1 minute.
undead.
The target can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 +3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
creature other than undead, it must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the effect on a success.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 29
Wight Banshee
Medium undead, neutral evil Medium undead, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 30
Bard Bard Stat Block Modifications:
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit 5 (1d6 + 2) piercing damage.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 31
Number of Number of Number of
Character Name: Wisdom Intelligence
Drinks Passes Failures
OOOO P-I:________
P. Ins: _______
Appendix B: Character
OOOØ OOO
Not for resale. Permission granted to print or photocopy this document for personal use only.
OOOO OOOO P-P:_______
OOOO P-I:________
OOOØ OOO P. Ins: _______
32
Appendix C:
Intoxication Guide
Drink Constitution Drink Constitution
Number Save DC Number Save DC
1 5/6 4 14/15
2 7/8 5 17/18
3 11/12 6-7 22/23
On the 8th drink the DC becomes impossible, and characters, regardless of how many fails or
passes they might have, black out. The player continues to function normally, but they will
have no recollection of the events the next day.
Like they should thank all their friends for their support, and tell them how
1 Courageous! 6
much they love them.
2 Relaxed. 7 Like everyone is being hostile to them.
3 Emotional. 8 That life would be great if we were all just nicer to each other for a change.
Like their character flaw is more prevalent
4 Pretty Good. 9
and more difficult to stay in control of.
Like they are an amazing dancer,
5 Hungry for Greasy Food. 0
and that dancing is the solution to most problems.
At 4 Successful Saves, the first three players earn the Wooden Leg Legend “benefit.”
Wooden Leg Legend:
Your drinking prowess has quickly become the stuff of legend over the course of tonight’s pub crawl. For the
rest of this adventure, while in and around the main city of Hillsfar (not in the woods), the locals celebrate your
ability to drink copious amounts of alcohol and remain reasonably composed. This means they constantly cheer to
you, send toasts your way, and give you high-fives whenever the opportunity arises, shoot you ye ol’ finger guns.
Gain inspiration, as you feel inspired by the positivity and praise being sent your way. In addition, you also
gain inspiration whenever you have a drink and succeed on the saving throw for the rest of the module.
At 4 Failed Saves, during Part 2 of the adventure, the first three player gain the Three Sheets, Billowing Boldly “benefit.”
Whenever this happens, your character burps, hiccups, vomits, or otherwise relieves itself in order to refocus on the
task at hand.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 33
Appendix D: Maps
The Arena:
Brown Squares = Tables and bar surfaces where characters can sit and drink.
Red Square = Location of Thurtharm Dirgeburge
Blue Squares = Karl Davion and Captain Tanheel
Purple Squares = Bromeyer’s Group
Grey Squares = Unnamed NPCs
Green Squares = Brett and Rhett
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 34
The Woods:
Gray Squares (Rocks) = Provides benefits of being mounted and provides ½ cover.
Brown Squares (Cart) = Ducking behind provides ½ cover from ranged attacks.
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 35
Handout 1: Scene Description for The Most Sober Character
“As you approach through the forest, being
mindful to carefully scan the area for danger,
you see a small clearing. The moon shines on a
scene which you can only assume is the
rehearsal sight for the Silverymoon Company
Players. You see four actors in full dress,
depicting various monsters, as well as their
director, who is at the moment giving them
notes on their last take and glancing down at
what appears to be a script. At the director’s
feet is a dog, who seems to notice you all as you
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CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 36
Handout 2: Intoxication “Benefits”
Your drinking prowess has Your drinking prowess has Your drinking prowess has
quickly become the stuff of legend quickly become the stuff of legend quickly become the stuff of legend
over the course of tonight’s pub over the course of tonight’s pub over the course of tonight’s pub
crawl. For the rest of this crawl. For the rest of this crawl. For the rest of this
adventure, while in and around adventure, while in and around adventure, while in and around
the main city of Hillsfar (not in the the main city of Hillsfar (not in the the main city of Hillsfar (not in the
woods), the locals celebrate your woods), the locals celebrate your woods), the locals celebrate your
ability to drink copious amounts of ability to drink copious amounts of ability to drink copious amounts of
alcohol and remain reasonably alcohol and remain reasonably alcohol and remain reasonably
composed. This means they composed. This means they composed. This means they
constantly cheer to you, send constantly cheer to you, send constantly cheer to you, send
toasts your way, and give you toasts your way, and give you toasts your way, and give you
high-fives whenever the high-fives whenever the high-fives whenever the
opportunity arises, shoot you ye ol’ opportunity arises, shoot you ye ol’ opportunity arises, shoot you ye ol’
finger guns. finger guns. finger guns.
Gain inspiration, as you feel Gain inspiration, as you feel Gain inspiration, as you feel
inspired by the positivity and inspired by the positivity and inspired by the positivity and
praise being sent your way. In praise being sent your way. In praise being sent your way. In
addition, you also gain inspiration addition, you also gain inspiration addition, you also gain inspiration
whenever you have a drink and whenever you have a drink and whenever you have a drink and
succeed on the saving throw for succeed on the saving throw for succeed on the saving throw for
the rest of the module. the rest of the module. the rest of the module.
Three Sheets, Boldly Billowing: Three Sheets, Boldly Billowing: Three Sheets, Boldly Billowing:
Praise be to Lliira, you are a Praise be to Lliira, you are a Praise be to Lliira, you are a
lightweight. Tonight you have lightweight. Tonight you have lightweight. Tonight you have
her blessing to help you through her blessing to help you through her blessing to help you through
your bacchanal. For the rest of your bacchanal. For the rest of your bacchanal. For the rest of
this adventure, whenever you roll this adventure, whenever you roll this adventure, whenever you roll
a one on a d20 roll, you may re- a one on a d20 roll, you may re- a one on a d20 roll, you may re-
roll that die once and take the roll that die once and take the roll that die once and take the
second roll. If you already have second roll. If you already have second roll. If you already have
this feature, you also gain a +1 to this feature, you also gain a +1 to this feature, you also gain a +1 to
the outcome of the second roll. the outcome of the second roll. the outcome of the second roll.
Whenever this happens, your Whenever this happens, your Whenever this happens, your
character burps, hiccups, vomits, character burps, hiccups, vomits, character burps, hiccups, vomits,
or otherwise relieves itself in order or otherwise relieves itself in order or otherwise relieves itself in order
to refocus on the task at hand. to refocus on the task at hand. to refocus on the task at hand.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 37
Tankard of Sobriety - Wondrous item, common Tankard of Sobriety - Wondrous item, common
This tankard has a stern face sculpted into one side. You can This tankard has a stern face sculpted into one side. You can
drink ale, wine, or any other nonmagical alcoholic beverage drink ale, wine, or any other nonmagical alcoholic beverage
poured into it without becoming inebriated. The tankard has poured into it without becoming inebriated. The tankard has
no effect on magical liquids of harmful substances such as no effect on magical liquids of harmful substances such as
poison. poison.
The stern face on this tankard depicts a woman of elven The stern face on this tankard depicts a woman of elven
ancestry nearly resembling your employer, Lux Feraelnes, but ancestry nearly resembling your employer, Lux Feraelnes, but
different enough to where you think it might be a relative of hers. different enough to where you think it might be a relative of hers.
The tankard is a polished silver, and as it gleams in the light, The tankard is a polished silver, and as it gleams in the light,
occasionally you can see the elven woman’s face break from its occasionally you can see the elven woman’s face break from its
disapproval, cracking into a wide Feraelnes smile, an eye disapproval, cracking into a wide Feraelnes smile, an eye
winking playfully before the light shifts again and her face winking playfully before the light shifts again and her face
returns to a stern expression. returns to a stern expression.
Tankard of Sobriety - Wondrous item, common Tankard of Sobriety - Wondrous item, common
This tankard has a stern face sculpted into one side. You can This tankard has a stern face sculpted into one side. You can
drink ale, wine, or any other nonmagical alcoholic beverage drink ale, wine, or any other nonmagical alcoholic beverage
poured into it without becoming inebriated. The tankard has poured into it without becoming inebriated. The tankard has
no effect on magical liquids of harmful substances such as no effect on magical liquids of harmful substances such as
poison. poison.
The stern face on this tankard depicts a woman of elven The stern face on this tankard depicts a woman of elven
ancestry nearly resembling your employer, Lux Feraelnes, but ancestry nearly resembling your employer, Lux Feraelnes, but
different enough to where you think it might be a relative of hers. different enough to where you think it might be a relative of hers.
The tankard is a polished silver, and as it gleams in the light, The tankard is a polished silver, and as it gleams in the light,
occasionally you can see the elven woman’s face break from its occasionally you can see the elven woman’s face break from its
disapproval, cracking into a wide Feraelnes smile, an eye disapproval, cracking into a wide Feraelnes smile, an eye
winking playfully before the light shifts again and her face winking playfully before the light shifts again and her face
returns to a stern expression. returns to a stern expression.
Tankard of Sobriety - Wondrous item, common Tankard of Sobriety - Wondrous item, common
This tankard has a stern face sculpted into one side. You can This tankard has a stern face sculpted into one side. You can
drink ale, wine, or any other nonmagical alcoholic beverage drink ale, wine, or any other nonmagical alcoholic beverage
poured into it without becoming inebriated. The tankard has poured into it without becoming inebriated. The tankard has
no effect on magical liquids of harmful substances such as no effect on magical liquids of harmful substances such as
poison. poison.
The stern face on this tankard depicts a woman of elven The stern face on this tankard depicts a woman of elven
ancestry nearly resembling your employer, Lux Feraelnes, but ancestry nearly resembling your employer, Lux Feraelnes, but
different enough to where you think it might be a relative of hers. different enough to where you think it might be a relative of hers.
The tankard is a polished silver, and as it gleams in the light, The tankard is a polished silver, and as it gleams in the light,
occasionally you can see the elven woman’s face break from its occasionally you can see the elven woman’s face break from its
disapproval, cracking into a wide Feraelnes smile, an eye disapproval, cracking into a wide Feraelnes smile, an eye
winking playfully before the light shifts again and her face winking playfully before the light shifts again and her face
returns to a stern expression. returns to a stern expression.
Tankard of Sobriety - Wondrous item, common Tankard of Sobriety - Wondrous item, common
This tankard has a stern face sculpted into one side. You can This tankard has a stern face sculpted into one side. You can
drink ale, wine, or any other nonmagical alcoholic beverage drink ale, wine, or any other nonmagical alcoholic beverage
poured into it without becoming inebriated. The tankard has poured into it without becoming inebriated. The tankard has
no effect on magical liquids of harmful substances such as no effect on magical liquids of harmful substances such as
poison. poison.
The stern face on this tankard depicts a woman of elven The stern face on this tankard depicts a woman of elven
ancestry nearly resembling your employer, Lux Feraelnes, but ancestry nearly resembling your employer, Lux Feraelnes, but
different enough to where you think it might be a relative of hers. different enough to where you think it might be a relative of hers.
The tankard is a polished silver, and as it gleams in the light, The tankard is a polished silver, and as it gleams in the light,
occasionally you can see the elven woman’s face break from its occasionally you can see the elven woman’s face break from its
disapproval, cracking into a wide Feraelnes smile, an eye disapproval, cracking into a wide Feraelnes smile, an eye
winking playfully before the light shifts again and her face winking playfully before the light shifts again and her face
returns to a stern expression. returns to a stern expression.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC – ELF – 02 An Adventuring Party Walks Into a Bar… 38