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CCC-DWB-CW-01 - The Clockwork Caravan

The Clockwork Caravan is a Dungeons & Dragons adventure designed for 1st to 4th level characters, focusing on stopping bandits who have been attacking caravans near the city of Phlan. The adventure unfolds in three parts, starting with a call to action from merchant Slivara Steeljaw, leading to an ambush and ultimately tracking the bandits to their lair. Players will face mechanical raiders and a kobold inventor named Scrapper, with the goal of recovering stolen goods and uncovering the mastermind behind the attacks.
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0% found this document useful (0 votes)
87 views19 pages

CCC-DWB-CW-01 - The Clockwork Caravan

The Clockwork Caravan is a Dungeons & Dragons adventure designed for 1st to 4th level characters, focusing on stopping bandits who have been attacking caravans near the city of Phlan. The adventure unfolds in three parts, starting with a call to action from merchant Slivara Steeljaw, leading to an ambush and ultimately tracking the bandits to their lair. Players will face mechanical raiders and a kobold inventor named Scrapper, with the goal of recovering stolen goods and uncovering the mastermind behind the attacks.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CCC-DWB-CW-01

The Clockwork Caravan


A Moonsea Adventure

Caravans of goods are being stolen and their occupants slaughtered, so a trap must be laid to stop
these bandits. The bandits are clever however, so we must be careful…
A Two Hour Adventure for Tier 1 Characters, Optimized for APL 3.
Credits
Designer:​ Oracle1of7 (Robby Jones)

Editing:​ Adam Gruber


D&D Adventurers League Guildmaster:​ Chris Lindsay

Art Director & Graphic Design:​ Robby Jones

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, Ma'at
Crooks, LaTia Bryant, Claire Hoffman, Greg Marks

Playtesters:​ Philippe Poirier, Nick Hammett, John


Capstick, nrolls4, Dylan Cole, hamc, karterfone, Oinkz,
Spencer Stevens, Lex Winter, and Blindman9000

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

©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer
This adventure is designed for ​three to seven destroyed, the adventures must track the
1​st​ to 4​th​ level characters​ and is optimized for raiders to their lair.
five characters with an average party level
(APL) of 3​. Characters outside this level range ● Part 3 The Scrapper’s Lair. ​ Upon tracking the
cannot participate in this adventure. bandits back to their lair, the adventures must
This adventure occurs around the city of Phlan. navigate their way through the raider’s
defenses and locate both the leader and the
Background evidence needed to discover who orchestrated
these attacks.
Travel and trade is the lifeblood of any city. One
of the more notable merchants in the city of
Phlan, Silvara Steeljaw, has been having her
caravans destroyed over the past three months. Adventure Hooks
She smells a rat and needs some help to solve
her problem. Adventure Hook 1.​ One of the adventures
could have had loved ones on one of the previous
caravans that were attacked.
Overview
The adventure’s story is spread over ​three parts Adventure Hook 2.​ Slivara Steeljaw is a high
and takes approximately ​2 hours​ to play. The ranking member in the Lord’s Alliance, and
adventure begins with a Call to Action scene. If aiding her could curry favor with the Lord’s
you’re planning to play the entire adventure at Alliance later.
once, you only need to introduce the Call to
Action once. However, if you plan to play them
over several sessions, you’ll want to revisit the
Call to Action​ each time you play.

● Part 1: Meeting in the Library (Call to


Action).​ The players meet at Mantor’s Library
in the city of Phlan. The adventurers are
greeted by Slivara Steeljaw, a local merchant.
She lays out that she is sending the adventures
to a pass north of the city as part of a fake
caravan in order to lure out a group of raiders
who have been terrorizing the local caravans.
This is the call to action.

● Part 2: Blazing the Trail.​ The adventurers


travel with this false caravan towards the
location of the previous attacks. The caravan is
set upon by a group of mechanical raiders
intent on killing the caravan’s occupants and
stealing their wares. After the raiders are

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CCC-DWB-CW-01 C ​ lockwork Caravan (V4)
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Adventure Flowchart
This section provides a basic understanding of not only the flow of the adventure, but also an outline of
the different paths that your players may take in reaching their stated objective.

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CCC-DWB-CW-01 C ​ lockwork Caravan (V4)
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Part 1: Meeting at the Library
Estimated Duration:​ 15 minutes the adventurers. “Please keep them in
one piece” she says coyly.
Call to Action ● She also asks that the adventurers
secure any information about how the
The adventurers have been contact through assailants knew about the caravans
various channels and are invited to speak with a and their routes and asks them to find
Slivara Steeljaw about a mission of great the leader of the assaults. If pushed on
importance. which she would prefer if only one of
those things can be secured she
As you enter Manton’s Library in the city of Phlan, reluctantly says that finding what they
the musty smell of old book overwhelms the know is most important.
senses as you are lead into a back room and are ● If confronted with her mistrust (DC: 15
greeted by a thin and beardless female dwarf who Insight check), she admits that she
scans each of you with a calculating eye. “Ah good doesn’t know whom to trust since very
you were able to find the location.” She chuckles as few people knew about all of the
she gestures to a table behind her “Please have a caravans that went missing.
seat, we have business to discuss.” ● She offers her gratitude and her favor
in exchange for their help in this
Despite summoning them, Slivara Steeljaw does matter. She offers the party two ​potions
not completely trust the characters when she of healing​ for completing the quest.
first meets them. Slivara Steeljaw shares the
following information about the mission:

● For 3 months now, caravans that have


been leaving the city have been
attacked and destroyed.
● The assailants have killed every person
in the caravan. There have been no
survivors.
● Slivara Steeljaw is looking to set up an
ambush for the assailants. To that end
she wishes to hire the characters to go
along with a fake caravan to catch the
assailants in the act and finding their
base of operations.
● Once the adventurers have located
both the assailants and their base she
wants the players to eliminate the
raiders and recover any goods from the
previous caravans.
● She reveals that the ambushes have
been happening about two days travel
from the city.
● To assist with the ruse, two drivers and
two additional guards will travel with

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Part 2: Blazing The Trail
After the adventurers accept the offer, Slivara Lighting.​ The sky is overcast. As this
Steeljaw quickly starts setting up the caravan. encounter takes place in the last evening on the
She says she needs a day to gather the supplies second day.
and personnel to make the target tempting. She Hidden Trap (Area T on Ambush Valley
has secured lodging for the adventures rooms at Map). T ​ here is a trip rope set half way through
the local inn. She gives the adventures the the valley which sets off a triggered avalanche
location of where the caravan will gather before (DC:15 Perception Check to spot). Any player
setting out. that is in a 10ft radius from the tripwire, must
The next day, the players gather at the agreed make a DC:13 DEX Save or take 1d8 Bludgeoning
upon location and are introduced to both of the damage and be knocked prone. (no damage on a
drivers as well as the additional guards. save) after the trap goes off the area around in
becomes difficult terrain. After the trap goes off,
Creature Information two ​Bronze Scouts​ burrow out of the sides of
The guards are two dwarven ​guards ​named the cliff on opposite sides of the caravan and a
Spoot And Shoot Ringmelter. The drivers are two Nimblewright​ appears on top of the cliff. All
Commoners​ named Mark and Sam. three Attack immediately.
Objectives & Goals.​ All four of these NPCs are
here doing their job. They want to make it to the Battle Tactics
other end of this trip intact. Mark brags about his The ​Bronze Scouts​ focus on attacking the
new baby girl if engaged in conversation. Sam caravan carts first then moving onto the
(an older gentleman of mid to late 50’s) doesn’t passengers. The ​Nimblewright​ attacks the
talk and ignores attempts at conversation. The passengers
two dwarves will engage in idle conversation but If both of the ​Bronze Scouts​ are destroyed, the
ignore any attempts to dig into their pasts. Nimblewright​ attempts to flee.
What Do They Know?​ None of the NPCs know
anything about the fact that this caravan was
being used as bait. Adjusting The Scene:
Very Weak:​ Change the ​Bronze Scouts
Scene A: The Ambush immunities to resistances (except Poison) and
replace the ​Nimblewright​ with an ​Animated
As the players proceed on the trail, they enter a Armor
narrow valley with 20ft high cliffs. As they pass Weak:​ Replace the ​Nimblewright​ with an
through they find a trap meant to seal them into Animated Armor
the valley so that a group of mechanical raiders Strong:​ Add 1 ​Bronze Scout
can attack from above. Very Strong:​ Add 1 ​Bronze Scout​ and replace
The ​Nimblewright​ with a ​Helmed Horror​.

Area Information
The area has the following features.
Terrain.​ The ambush site is located in a
Scene B: Backtracking
narrow v-shaped valley with 20ft between cliff In the aftermath of the battle, the players still
faces. The cliffs are 20ft high and require a need to locate the home base that these
DC:12 Athletics check in order to climb. mechanical raiders came from. It is a DC: 13
Survival check in order to follow the trail left by

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CCC-DWB-CW-01 C ​ lockwork Caravan (V4)
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these mechanical creatures. They must make
two successful checks in order to make it to the
location.
As they are tracking apply the following
modifiers to the rolls:
● If they allowed the Nimblewright to
escape add +5 to all survival checks
made to track it.
● If they took any kind of rest, the survival
check will be with disadvantage.

As you come to the end of the trail, you find a cave


surrounded by debris of mechanical beings.

If the ​Nimblewright​ escaped, it is waiting in


ambush in this area. As the players enter this
area the ​Nimblewright​ (have the ​Nimblewright
make a stealth check with a DC: equal to the
highest passive perception of the character)
starts hidden and attempts to surprise the
characters. With its HP that it had at the end of
the last fight, it will fight till it is destroyed.
Otherwise proceed to part 3.

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Part 3: The Scrapper Lair

Objectives & Goals.​ Scrapper is more focused


Location A: The Trapped on testing the strength of his creations. He cares
Passageway little for the spoils from the caravan attacks and
often melts down what he gains to build his
After entering the cave, the characters pass creations. He sees the deal with the wizard as a
through a winding trail towards the workshop of means to the end of perfecting his creations.
the creator of the mechanical nightmares. What Do They Know?​ Scrapper knows that he
was hired to use his creations to disrupt trade on
this side of the town at the behest of a local
Area Information wizard named Starthrax who is posing as a
The area has the following features. quartermaster working for Slivara Steeljaw.
Terrain.​ The passageway is 5ft across with a
ceiling about 7ft tall.
Lighting.​ The passageway has dim light until As you exit the tunnel, you come to an elaborate
after you pass through the first turn after which workshop of clockwork gadgets and gizmos. Setting
the only light is what the characters bring with at the workbench, is a small kobold busily working
them. on a small device. He whorls around at your
Fire Spray Trap:​ Located at point A on map B. approach and shrieks, “You come for Scrapper, you
DC: 13 Perception/Investigation to notice the can’t make my beauties” With that he whistles, you
trap trigger (a pressure plate). If tripped watch as a large mechanical Snake rises up and a
everyone in the room must make a DC: 13 DEX clockwork warrior springs up out of a pile of junk.
save or Take 10(3d6) Fire damage. Once noticed Both approach menacingly as the Kobold cackles
players can either avoid it or make a thieves’ with glee.
Tools check (DC:13) to disable.

After bypassing or facing the fire trap, the


Area Information
players enter into the workshop of Scrapper the The area has the following features.
Insane Kobold Inventor. Terrain.​ The areas has junk scattered
everywhere making it difficult terrain for
everyone except Scrapper.
Location B: The Workshop Lighting.​ The area is dimly lit
After braving the tunnel, the players are greeted
by an insane Kobold and his latest creations. Battle Tactics
Scrapper (a ​Kobold Inventor​) stands in the
back of the room using his weapon inventions
Creature Information and sling to attack from ranged. His two other
The mad kobold is named Scrapper and will fight creations (another ​Nimblewright​ and an I​ ron
to protect his work but will not die for them.

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CCC-DWB-CW-01 C ​ lockwork Caravan (V4)
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Cobra​) move in to attack until destroyed. Once
both are destroyed, Scrapper surrenders.

Adjusting The Scene:


Very Weak:​ Replace the Nimblewright with an
Animated Armor, Change Iron Cobra’s
Immunities to resistances (except poison)
Weak:​ Replace the Nimblewright with an
Animated Armor
Strong:​ Add 1 Kobold Inventor
Very Strong:​ Add 1 Kobold Inventor and Replace
The Nimblewright with a Helmed Horror.

Treasure
After Scrapper is captured or killed, a search of
his workshop (DC: 10 Perception/Investigation)
discovers a list of upcoming caravans and their
supposed contents from the quartermaster’s
office as well as half the goods from the caravans
that had been attacked The players also find a
well worn ​Immovable Rod​ made of dragonscales
(See Treasure Section) as well as a potion of
healing and a potion of fire breath.

Wrap-Up
Once the players recover what they can of the
stolen merchandise and have the evidence. The
return trip is uneventful. Slivara Steeljaw is
pleased that the players succeeded but angry at
her Quartermaster. She thanks the characters
and promises to keep them in mind for future
assignments.

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CCC-DWB-CW-01 C ​ lockwork Caravan (V4)
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Rewards
At the ​end of the session​, the characters receive rewards based upon their accomplishments.

Character Rewards Dungeon Master Rewards


The characters earn the following rewards: For running this adventure, one of your
character gains a level. That character receives
Advancement gold based on their tier prior to advancement:
Upon successfully ​completing​ this adventure,
Tier GP Earned
each character gains a level. At their discretion,
1 80 gp
they may choose to decline advancement. 2 240 gp
Remind your players that the amount of gold 3 1,600 gp
that their characters can earn per level is 4 6,000 gp
limited; declining advancement means that they
may reach a point where they earn no gold.

Gold
Award each character gold for each hour of the
session. Adventures typically features cues for
this, but you can add it where you see fit. The
maximum gold that you can award a character
per hour is determined by their tier, as follows:

Tier Hourly GP Award GP Limit per Level


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

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

● Immovable Rod. ​This well-worn rod is made


of dragon talons and scales. While active you
can hear the tiny whir of a small motor.

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Dramatis Personae
The following NPCs and locations feature Ideal: Mayhem is the can vice on which I paint
prominently in this adventure. Bond: I love seeing my creation’s handiwork.
Flaw: My creations are not worth my life.
● Slivara Steeljaw (Seel vara).​ A cutthroat
dwarven business woman of the highest order
Personality: Business is my life
Ideal:
Bond: I treat those in my employ like
family.
Flaw: I view betrayal as a deadly
insult

● Sam.​ An elderly and crotchety driver who


doesn’t care for the niceties of his job.
Personality: I just want to get paid and go
home.
Ideal: I prefer to do my job in silence.
Bond: Just doing my job
Flaw: I get sick of hearing other people talk

● Mark.​ A talkative and friendly driver who


constantly brags about his family and new
baby.
Personality: I perform dangerous work for
my family
Ideal: My family is my life.
Bond: I live for my loved ones
Flaw: I will save myself before helping
others.

Spoot and Shoot Ringmelter. ​A pair of


dwarven twins that fancy themselves as
terrifying warriors.
Personality: We fight for honor and glory
Ideal: We must defend our charges with our
lives.
Bond: In battle we will be tested
Flaw: We are overeager for battle

​ mad kobold inventor who relishes


Scrapper. A
in designing engines of destruction.
Personality: Destruction is the mother of
Creation.

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Creature Statistics

COMMONER STR DEX CON INT WIS CHA


Medium Humanoid (any race), any alignment 10 (+0) 16 (+3) 11 (+0) 3 (-4) 14 (+2) 1 (-5)
Armor Class 10 Skills​ Perception +6 Stealth +7
Hit Points 4 (1d8) Damage Immunities​ ​poison; ​bludgeoning, ​piercing, ​and
Speed 30 ft. slashing from nonmagical ​attacks that ​aren't
adamantine
STR DEX CON INT WIS CHA Condition ​Immunities​ ​charmed, exhaustion, ​frightened​,
10 (+0) 10 (+0) 10 (+0) 10 (+10) 10 (+0) 10 (+0) paralyzed, ​petrified, poisoned
Senses​ ​darkvision ​60 f​ t., ​passive ​Percept​io​n 16
Senses​ passive Perception 10 Languages​ ​understands common​ b ​ ut ​can​'t ​speak
Languages​ any one language (usually Common) Challenge​ ​l ​(200 ​XP)
Challenge​ 0 (10 XP) Earth Armor. T​ he bronze scout doesn't provoke
opportunity attacks when it burrows.
Actions
Magic Resistance. T​ he bronze scout has advantage on
​ elee Weapon Attack: +​ 2 to hit, reach 10 ft., one
Club. M
saving throws against spells and other magical effects.
​ (1d4) bludgeoning damage.
target. ​Hit: 2
Actions
Bite.​ Melee Weapon Attack: +S to hit, reach 5 ft., one
GUARD target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6)
M​edium ​humanoid (​ any r​ ace), any alignment lightning damage.
Armor Class​ 16 (chain shirt, shield)
Hit Points​ 11 (2d8 + 2) Lightning Flare (Recharges after a Short or Long Rest).
Speed​ 30ft. Each creature in contact with the ground within 15 feet
of the bronze scout must make a DC 13 Dexterity saving
throw, taking 14 (4d6) lightning damage on a failed
STR DEX CON INT WIS CHA
save, or half as much damage on a successful one
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills ​Perception +2 IRON COBRA


Senses ​passive Perception 12 Medium construct,​ u ​ naligned
Languages ​any one language (usually Common) Armor ​Class ​13
Challenge ​1/8 (25 XP) Hit Points ​45 (7d8 ​+ ​14)
Speed 30 ft.
Actions STR DEX CON INT WIS CHA
Spear. M ​ elee or Ranged Weapon Attack: +3 to hit, reach 12 (+1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 1 (-5)
5 ft. or range 20f/60 ft., one target. Hit: 4 (1d6 + 1) Skills. ​Stealth +7
piercing damage. Damage ​Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren't
adamantine
BRONZE SCOUT Condition Immunities ​charmed, exhaustion, frightened,
Medium construct,​ u​ naligned
paralyzed, petrified, poisoned
Armor Class 13 Senses ​darkvision 60 ft., passive Perception 10
Hit Points 18 (4d8) Languages ​understands common but can't speak
Speed 30 ft., burrow 30 ft. Challenge 4 ​{l,100 XP).

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Magic Resistance. T​ he iron cobra has advantage on
saving throws against spells and other magical effects. Actions
Multiattack.​ T​ he Nimblewright makes three attacks:
Actions two with its rapier and one with its dagger.
Bite.​ M
​ elee Weapon Attack: ​+​5 to hit, reach 5 ft., ​one Rapier.​ Melee Weapon Attack: ​+6 to hiti reach S ft., one
target​. ​Hit: 6 ​ (ld6 ​+ ​3) piercing damage. If the target is a ​ (ld8 + 4) piercing damage.
target. ​Hit: 8
creature, ​it​ ​must ​succeed ​on a DC ​13 ​Constitution saving Dagger​. Melee or Ranged Weapon ​Attack~ +6 to hit,
throw ​or ​suffer​ ​one random poison effect​: reach S ft. or range 20/60 ft., one target. ​Hit: ​6 (1d4 + 4)
● Poison Damage: ​The target ​takes ​13 (3d8) piercing damage.
poison damage.
● Confusion: On ​its next turn​, ​the target must u ​ se Reaction
its action ​to ​make one weapon attack against a Parry​. ​The Nimblewright adds 2 to Its AC against one
random creature it can see within 30 feet of ​it, melee attack that would hit it. To do so, the
using whatever weapon it has in hand and Nimblewright must see the attacker and be wielding a
moving beforehand if necessary to get in range. melee weapon.
I​f ​it​'s ​holding no weapon​, ​i​t ​makes ​an unarmed
strike​. ​If ​no creature is vis​ible ​within 30 feet​, ​it
takes ​the Dash action​, ​moving toward the
HELMED HORROR
Medium construct, neutral
nearest creature.
Armor Class​ 20 (plate, shield)
● Paralysis: ​The target ​i​s paralyzed until the end
Hit Points​ 60 (8d8 + 24)
of its next ​turn
Speed​ 30ft., fly 30ft.

NIMBLEWRIGHT STR DEX CON INT WIS CHA


Medium construct, unaligned 18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Armor ​Class 18 (natural armor) Skills​: Perception +4
Hit Points​ 45 (6d8 + 18) Damage ​Resistances bludgeoning, piercing, and slashing
Speed​ 60 ft. from non magical weapons that aren't adamantine
Damage Immunities​ force, necrotic, poison
STR DEX CON INT WIS CHA Condition Immunities​ blinded, charmed, deafened,
12 (+1) 18 (+4) 17 (+3) 8 (-1) 10 (+0) 6 (-2) frightened, paralyzed, petrified, poisoned, stunned
Senses ​blind sight 60ft. (blind beyond this radius),
Saving Throws​ Dex +6 Passive Perception 14
Skills​ Acrobatics +8, Perception +2 Languages​ understands common but can't speak
Damage Resistances​ bludgeoning, piercing, and slashing Challenge​ 4 (1 ,100 XP)
from nonmagical attacks Magic Resistance​. T​ he helmed horror has advantage on
Condition Immunities​ exhaustion, frightened, petrified, saving throws against spells and other magical effects.
poisoned Spell Immunity.​ T​ he helmed horror is immune to three
Senses​ darkvision 60 ft., passive Perception 12 spells chosen by its creator. Typical immunities include
Languages​ understands common but can't speak fireball, heat metal, ​and ​lightning bolt.
Challenge​ 4 (l ,100 XP)
Magic Resistance.​ T​ he Nimblewright has advantage on Actions
saving throws against spells and other magical effects. Multiattack.​ T​ he helmed horror makes two longsword
Magic Weapons.​ T​ he Nimblewright's weapon attacks attacks.
are magical. Longsword.​ Melee Weapon Attack: +​ 6 to hit, reach 5 ft.,
Repairable​. ​As long as it has at least l hit point one target. ​Hit: ​8 (1d8 + 4) slashing damage, or 9 (1d10
remaining, the Nimblewright regains l hit point when a + 4) slashing damage if used with two hands​.
mending s​ pell is cast on it.
Sure-Footed.​ ​The Nimblewright has advantage on ANIMATED ARMOR
Strength and Dexterity saving throws made against Medium construct, unaligned
effects that would knock it prone. Armor Class​ 18 (natural armor)
Hit Points​ 33 (6d8 + 6)
Speed​ 25ft.

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Weapon Invention. ​The kobold uses one of the
STR DEX CON INT WIS CHA following options (roll a d8 or choose one); the kobold
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5) can use each one no more than once per day:
Damage Immunities​ Poison, Psychic 1. Acid. T​ he kobold hurls a flask of acid. ​Ranged
Condition Immunities​ blinded, charmed, deafened, Weapon Attack: +​ 4 to hit, range 5/20 ft., one
exhaustion, frightened, paralyzed, petrified, poisoned ​ (2d6) acid damage.
target. ​Hit: 7
Senses ​blindsight 60ft. (blind beyond this radius), 2. Alchemist's Fire. ​The kobold throws a flask of
Passive Perception 6 alchemist's fire. ​Ranged Weapon Attack: +​ 4 to
Languages​ - hit, range 5/20 ft., one target. ​Hit: 2 ​ (1 d4) fire
Challenge​ 1 (200 XP) damage at the start of each of the target's
turns. A creature can end this damage by using
Antimagic Susceptibility​. ​The armor is incapacitated its action to make a DC 10 Dexterity check to
while in the area of an ​anti magic field. I​ f targeted by extinguish the flames.
dispel magic, t​ he armor must succeed on a Constitution 3. Basket of Centipedes. T​ he kobold throws a
saving throw against the caster's spell save DC or fall small basket into a 5-foot-square space within
unconscious for 1 minute. 20 feet of it. A​ swarm of insects (centipedes)
False Appearance.​ ​While the armor remains motionless, with 11 hit points emerges from the basket and
it is indistinguishable from a normal suit of armor. rolls initiative. At the end of each of the
swarm's turns, there's a 50 percent chance that
Action the swarm disperses.
Multiattack.​ T​ he armor makes two melee attacks. 4. Green Slime Pot. T​ he kobold throws a clay pot
Slam​. Melee Weapon Attack: +​ 4 to hit, reach 5 ft ., one full of green slime at the target, and it breaks
​ (ld6 + 2) bludgeoning damage​.
target. ​Hit: 5 open on impact. ​Ranged Weapon Attack: +​ 4 to
hit, range 5/20 ft., one target. ​Hit: T​ he target is
covered in a patch of green slime (see chapter
KOBOLD INVENTOR 5 of the ​Dungeon Master's Guide). Miss: A ​
Small humanoid (kobold), lawful evil patch of green slime covers a randomly
Armor Class ​12 determined 5-foot-square section of wall or
Hit Points ​13 (3d6 + 3) floor within 5 feet of the target.
Speed ​30 ft. 5. Rot Grub Pot. T​ he kobold throws a clay pot into
a 5-foot square space within 20 feet of it, and it
STR DEX CON INT WIS CHA breaks open on impact. A ​swarm of rot grubs
7 (-2) 15 (+2) 12 (+1) 8 (-1) 7 (-1) 8 (-1) (see appendix A) emerges from the shattered
pot and remains a hazard in that square.
Skills Perception +0 6. Scorpion on a Stick. ​The kobold makes a melee
Senses ​darkvision 60 ft., passive Perception 10 attack with a scorpion tied to the end of a
Languages ​Common, Draconic 5-foot-long pole. ​Melee Weapon Attack: +​ 4 to
Challenge ​1/4 (50 XP) ​ piercing
hit, reach 5 ft., one target. ​Hit: 1
Pack Tactics. ​The kobold has advantage on an attack roll damage, and the target must make a DC 9
against a creature if at least one of the kobold's allies is Constitution saving throw, taking 4 (ld8) poison
within 5 feet of the creature and the ally isn't damage on a failed save, or half as much
incapacitated. damage on a successful one.
Sunlight Sensitivity. ​While in sunlight, the kobold has 7. Skunk in a Cage. T​ he kobold releases a skunk
disadvantage on attack rolls, as well as on Wisdom into an unoccupied space within 5 feet of it.
(Perception) checks that rely on sight. The skunk has a walking speed of 20 feet, AC
10, 1 hit point, and no effective attacks. It rolls
Actions initiative and, on its turn, uses its action to
Dagger. M ​ elee or Ranged Weapon Attack: ​+4 t​ o hit, spray musk at a random creature within 5 feet
reach 5 ft. or range 20/60 ft., one target. ​Hit: ​4 (ld4 + 2) of it. The target must make a DC 9 Constitution
piercing damage. saving throw. On a failed save, the target
​ anged Weapon Attack: ​+4 to hit, range 30/120
Sling. R retches and can't take actions for 1 minute. The
ft., one target. ​Hit: ​4 (ld4 + 2) bludgeoning damage. target can repeat the saving throw at the end
of each of its turns, ending the effect on itself
on a success. A creature that doesn't need to

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breathe or is immune to poison automatically petrified, prone, restrained, ​stunned
succeeds on the saving throw. Once the skunk Senses​ blindsight 10ft​.​, passive Perception ​8
has sprayed its musk, it can't do so again until it Languages​-
finishes a short or long rest. Challenge​ 1/2 (100 ​XP)​.
8. Wasp Nest in a Bag. ​The kobold throws a small Swarm.​ T​ he ​swarm ​can ​occupy another creature's space
bag into a 5-foot-square space within 20 feet of and ​vice versa​, ​and the ​swarm can m​ ove through any
it. ​A swarm of insects (wasps) ​with 11 hit opening large ​enough ​for a ​Tiny ​insect. The ​swarm ​can't
points emerges from the bag and rolls regain hit points ​or gain ​temporary hit points
initiative. At the end of each of the swarm's
turns, there's a 50 percent chance that the Actions
swarm disperses. Bites.​ ​Melee Weapon Attack:​ ​+3 ​to hit, reach 0 ft., ​one
​ 0 (4d4) piercing
target in the ​swarm's space. ​Hit: 1
SWARM OF CENTIPEDES damage, ​or ​5 (2d4) piercing damage if the ​swarm ​has
half ​of its ​hit points or ​fewer
Medium ​swarm ​of Tiny beasts,​ u
​ naligned
Armor Class​ 12 (natural ​armor)
Hit Points​ ​22 ​(5d8) SWARM OF ROT GRUBS
Speed​ ​20ft., ​climb 20ft Medium ​swarm ​of Tiny beasts​, u
​ naligned
Armor Class​ 8 (natural ​armor)
STR DEX CON INT WIS CHA ​ 2 ​(5d8)
Hit Points​ 2
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Speed​ ​5ft., ​climb 5ft

Damage Resistances​ bludgeoning​, ​piercing, s​ ​l​ashing STR DEX CON INT WIS CHA
Condition Immunities​ ​charmed, frightened, ​paralyzed, 2 (-4) 7 (-2) 10 (+0) 1 (-5) 2 (-4) 1 (-5)
petrified, prone, restrained, ​stunned
Senses​ blindsight 10ft​.​, passive Perception ​8 Damage Resistances​ piercing, ​s​l​ashing
Languages​- Condition Immunities​ ​charmed, frightened, ​paralyzed,
Challenge​ 1/2 (100 ​XP)​. petrified, prone, restrained, ​stunned
Swarm.​ T​ he ​swarm ​can ​occupy another creature's space Senses​ blindsight 10ft​.​, passive Perception ​8
and ​vice versa​, ​and the ​swarm can ​move through any Languages​-
opening large ​enough ​for a ​tiny ​insect. The ​swarm ​can't Challenge​ 1/2 (100 ​XP)​.
regain hit points ​or gain ​temporary hit points Swarm.​ T​ he ​swarm ​can ​occupy another creature's space
and ​vice versa​, ​and the ​swarm can m​ ove through any
Actions opening large ​enough ​for a ​Tiny ​insect. The ​swarm ​can't
Bites​. ​Melee Weapon Attack:​ +​ 3 ​to hit, reach 0 ft., ​one regain hit points ​or gain ​temporary hit points.
target in the ​swarm's space. ​Hit: 1 ​ 0 (4d4) piercing
Actions
damage, ​or ​5 (2d4) piercing damage if the ​swarm ​has
half ​of its ​hit points or ​fewer.​ ​A ​creature ​reduced to 0 hit Bites. ​Melee Weapon Attack: ​+0 to hit, reach 0ft., one
points by a ​swarm ​of centipedes i​s ​stable​ ​but poisoned creature in the swarm's space. ​Hit: ​The target is infested
for 1 hour, ​even after ​regaining hit points​, ​and paralyzed by 1d4 rot grubs. At the start of each of the target's
while poisoned in this way turn, the target takes 1d6 piercing damage per rot grub
infesting it. Applying fire to the bite wound before the
end of the target's next turn deals 1 fire damage to the
SWARM OF WASPS target and kills these rot grubs. After this time, these rot
Medium ​swarm ​of Tiny beasts​, u
​ naligned grubs are too far under the skin to be burned. If a target
Armor Class​ 12 (natural ​armor) infested by rot grubs ends its turn with 0 hit points, it
Hit Points​ ​22 ​(5d8) dies as the rot grubs burrow into its heart and kill it. Any
Speed​ ​5ft., ​Fly 30ft effect that cures disease kills all rot grubs infesting the
target.
STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances​ bludgeoning​, ​piercing, s​ ​l​ashing


Condition Immunities​ ​charmed, frightened, ​paralyzed,

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Appendix A: Maps, Player Handouts, Etc.
This appendix includes various handouts and
resources for running the adventure.

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Appendix B: Character Rewards

Immovable Rod
(Wonderous Item, Uncommon)

This flat iron rod has a button on one end​. ​You can
use an action to press the button, which causes the
rod to become magically fixed in place​. ​Until you
or another cr​e​ature uses an action to push the button
again​, ​the rod doesn​'​t mov​e, ​even if it is defying
gravity. The rod can hold up to 8,000 pounds of
weight​. ​More weight causes the rod to deactivate
and fall. A creature can use an action to make a DC
30 Strength check​, ​moving the fixed rod up to 10
feet on a success.
This well-worn rod is made of dragon talons and
scales. While active you can hear the tiny whir of
a small motor.
This item can be found on Magic Item Table B

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

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