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CCC-GHC-BK2-02 - The Folly of Sneaky Simon

The document outlines an adventure titled 'The Folly of Sneaky Simon' set in the Border Kingdoms for D&D Adventurers League, designed for characters of levels 1-4. Players are tasked by the Merchant Council of Emrys to investigate a highwayman rumored to be a tiny demon, leading them through various encounters and objectives. The adventure includes a mix of combat and role-playing opportunities, with a focus on resolving misunderstandings surrounding the character Simon, a gnome adventurer with a complicated past.
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100% found this document useful (2 votes)
189 views23 pages

CCC-GHC-BK2-02 - The Folly of Sneaky Simon

The document outlines an adventure titled 'The Folly of Sneaky Simon' set in the Border Kingdoms for D&D Adventurers League, designed for characters of levels 1-4. Players are tasked by the Merchant Council of Emrys to investigate a highwayman rumored to be a tiny demon, leading them through various encounters and objectives. The adventure includes a mix of combat and role-playing opportunities, with a focus on resolving misunderstandings surrounding the character Simon, a gnome adventurer with a complicated past.
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-GHC-BK2-02

Adventure Tier: 1
Optimized For: APL 3
Version: 1.4

The Folly of Sneaky Simon


The council of merchant dukes from the town of Emrys have recently been troubled by a
highwayman outside of the city spooking off would be merchants and customers alike. Whispers
speak of a tiny demon in a red hat with knives faster than sound, but what is the real truth?

A Two-Hour to Four-Hour Adventure for Characters of 1st – 4th Level

Lead Designer: Ginny Loveday


Editing: EW, Tim Mangan
Layout: Dave Zajac
Cover Art: Matthew Sargant
Cartography: Border Kingdoms map copyright Wizards of the Coast
Border Kingdoms Lore: Ed Greenwood

D&D Adventurers League Guildmaster: Chris Lindsay


D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall, Claire Hoffman, Greg Marks, Ma'at Crook, and
LaTia Bryant

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.

©2016 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.
Welcome to the A Special Note About Encounter
Scaling
Border Kingdoms! This adventure is optimized for a party of five characters.
When running an adventure at a large convention such as

a
Gamehole, it is common to have seven players at a table,
ccording to the sage Meriadas of which has the potential to affect encounter balance. The
Westgate: “The Border Kingdoms are the “Adjusting the Encounter” sidebars within the adventure are
most favored destination for developed for an average party, but just like real life, one size
adventurers who want to proudly and doesn’t necessarily fit all.
boldly conquer a realm or establish their Players have a tendency to bring their best and brightest
own new kingdom. Lords, counts, dukes, kings and to shows like Gamehole, and a group of seven optimized
emperors rise, proclaim themselves, and are swept characters can easily overpower the recommended party
away with the speed and regularity of waves strength you determine at the adventure’s start. As a DM,
crashing upon a shore.” you can—and should—adjust each encounter’s difficulty to
This tumultuous land lies between the Lake of present a challenge for your players.
Steam and the Shaar in the Forgotten Realms. If the characters are overcoming combats too easily,
Gamehole Con has been granted exclusive rights to increase the recommended strength level of the encounters
by a step (from average to strong, for example). If needed,
develop Adventurers League content in this region,
you can also increase the number of monsters or maximize
and our offerings include adventures, source
their hit points to make things a little harder. In some cases,
material, and short stories. For more Border you may even need to increase the difficulty by two steps,
Kingdoms content, .visit the DMs Guild! just be careful not to make things unwinnable.
Border Kingdoms content at the DMs Guild Remember, adjusting or improvising is encouraged, so long
as you maintain the adventure’s spirit!

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 3
Adventure Primer

W
ELCOME TO THE FOLLY OF SNEAKY SIMON, a Story Objectives
D&D Adventurers League™ adventure,
part of the official D&D Adventurers This adventure includes two story objectives, which
League™ organized play system and the are found in Episode 2 and Episode 3, as follows:
Convention Created Content program. • Episode 2: Folly and Failure. The party
The adventure is set in the Border Kingdoms, a encounters Simon and receives a new quest.
tumultuous region of the Forgotten Realms on the
• Episode 3: Righting a Wrong. With the relic
southern shore of the Lake of Steam.
retrieved, the party heads back to Emrys to return
During the course of this adventure your party will
it and secure Simon’s freedom..
travel to the town of Emrys and explore the
surrounding areas as they attempt to sort out a Bonus Objectives
number of rumors concerning goings-on outside the
town walls.. This adventure also includes two bonus objectives
that the characters can pursue if they have extra
Background time. The bonus objectives are found in Bonus
Objective A and Bonus Objective B, as follows:
The BORDER KINGDOMS is a tumultuous land
between the Lake of Steam and the Shaar in the • Bonus Objective A: Pest Extermination: Since the
Forgotten Realms. There, according to the sage adventurers are headed into the bog, a local
Meriadas of Westgate, “Lords, counts, dukes, kings farmer begs a small favor.
and emperors rise, proclaim themselves, and are • Bonus Objective B: Winged Nightmares As the
swept away with the speed and regularity of waves adventurers head back into town, they spy what
crashing upon a shore.” seems to be a small group of soldiers with an
In recent days, tales have been spreading of a unfamiliar sigil setting up camp.
loathsome character known as THE BLACK KNIGHT
that has been amassing forces in the Border Encounters
Kingdoms with goals set on conquering large This adventure will take place over the course of
swathes of territory for unknown purposes. His three encounters with a potential combat element,
loyal servant, THE BLACK WYVERN, has been and two role playing or cut scene sections (which
amassing forces to set out to conquer the next town can be clipped or drawn out as you see fit and time
on their path, EMRYS. allows). Each section should take 30-40 minutes,
Having seen peace for quite some measure of time, with the final pacing being left up to the DM
the bustling town of Emrys is oblivious to the threat
bearing down upon them, with the COUNCIL OF
A Simple Misunderstanding
MERCHANTS intent upon smaller matters that have
In the course of this adventure, the party will encounter
been plaguing the townsfolk.
Simon, a gnomish adventurer who has a habit of getting
himself into predicaments. Simon is the “villain” that the
Overview Merchant Council has sent the party to apprehend, but it’s a
The adventure’s story is spread over three episodes bit more complicated than that as he came to his current life
of mischief through a rather poor bargain with a local man of
that take approximately two hours to play.
Emrys to search out a fabled lost relic from the bog in
Call to Action exchange for quite a sum of wealth that Simon desperately
wanted to fund his long and arduous journey back to see his
If you’re planning to play the entire adventure at family.
once, you only need to introduce the Call to Action
once. However, if you plan to play over several
sessions, you’ll want to revisit the Call to Action
each time you play. The Call to Action can be found
in Episode 1, as follows:
• Episode 1: Pesky Little Bugger. The party is
recruited by the Merchant Council to investigate
rumors of a vicious devil terrorizing the northern
road into Emrys. This is the adventure’s Call to
Action.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 4
Adventure Flowchart
This section should provide you, the DM, with a basic understanding of not only the flow of the adventure, but also
the outline of the different paths that your players may take in reaching their stated objective.

Episode 1:
Pesky Little Bugger!
(Call to Action)

Episode 2: Winged Nightmares


Pest Extermination
Folly and Failure (Bonus Objective B)
(Bonus Objective A)
(Main Objective A)

Episode 3:
Righting a Wrong
(Main Objective B)

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 5
Episode 1: Pesky Little Bugger (Call to Action)
Estimated Duration: 20 minutes
Objectives/Goals. The town guard, who will
introduce himself Taldan if asked, has been tasked
Scene A. About Time You with immediately bringing the adventuring party
Arrived! that the Merchant Council summoned to the town
hall.
The action begins as the adventurers enter into the The Grand Merchant Dukes have been anxiously
bustling trade town of Emrys from the southern awaiting the arrival of an adventuring party to clear
road. Shortly after they enter through the Vigilant up a minor problem that has been brought to their
Gate, the adventurers are approached by a rather attention on the north road into Emrys. Currently
harried looking guard who tries to start ushering Grand Dukes Orglast, Klornu, and Lylitrath are in
them further into town. attendance at the town hall.

Area Information What Do They Know?


The area has the following features. Taldan doesn’t know exactly what the adventuring
Dimensions and Terrain. Defended by two party looks like, but he immediately assumed he had
concentric walls, Emrys is only a little more than a the correct people when the party arrived. He is very
mile in length and roughly half that in width, eager to complete his task and receive a small bit of
cloaking the slopes of the oval hill crowned by the thanks from the Grand Dukes perhaps as his family
keep. It is a crowded place of cobbled streets, no has been sickly of late and he could use a small bit of
trees, and tall, narrow, steep-roofed shops with money to buy medicines for them.
rental living-quarters rising four floors or more The Merchant Council has been overwhelmed with
above the selling floors. stories from visiting merchants and artisans telling
There are only two open spaces within the town them of a bandit on the road to the north murdering
walls: the Broad and the Bawling Market. The Broad, and robbing caravans travelling in to Emrys. Tales
used for parking caravan-wagons and assembling abound but all seem to agree that this bandit is quick
their harness-teams, lies between the outer and and deadly, with popular opinion being that it is
inner town walls on the town’s southeastern edge. some kind of small demon due to the red coloration
The Market is the always-bustling local meeting that many have reported.
place, a ragged oval perhaps a quarter of a mile long,
bounded on the west by the frowning keep walls and Call to Action
on the east by the Church of All Souls, a temple of six The adventurers are tasked with traveling north to
sanctuaries open to all faiths. investigate what is going on along the north road
Lighting. Sunlight shines brightly upon the town, and resolve the situation. The Merchant Council is
illuminating all by the narrowest of alleys between anxious to have safe travel restored as the
tall buildings. Midsummer Festival is set to occur in just a tenday!
Creatures/NPCs Bonus Objective A
Merchants and travelers congregate in the area If time allows and you are running the bonus
inside the gate, unloading goods and securing horses objectives, the adventurers will encounter Kryn
and wagons. Several guards stand at the gate, along Whistler either before or after they meet with the
with the current town guard, a member of the Merchant Council. Kryn has a request for the party
Eagles of Emrys tasked with protecting the town and as well since they appear skilled in combat. See
inhabitants, who is trying to steer the party further Appendix 1: Bonus Objective A for additional
into town. details.
At the town hall, a small number of the Grand
Merchant Dukes are seated around a table
discussing taxes and current trade profits.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 6
Episode 2: Folly and Failure (Main Objective A)
Estimated Duration: 60 minutes Traps and Puzzles
“Many of life's failures are people who did not realize Bog Pit Trap. Areas of the bog might appear to be
how close they were to success when they gave up.” solid at a quick glance. An adventurer who is
-Thomas A. Edison traveling at normal pace (not running) should be
given a DC 15 Wisdom (Survival) check. If successful,
Objectives the adventurer will recognize the danger. A running
creature will not be given a check and travel five to
In this episode, the adventurers leave Emrys and
ten feet into the pit (roll 1d2 for every 5 feet). A
journey north to find the alleged bandit and put a
typical bog pit should be around 20 feet in diameter.
stop to his antics.
Creatures sinking into the bog need to succeed on
Bonus Objectives a DC15 Strength (Athletics) swim check to move 5-
feet (in any direction), failure results in sinking 5-
If time allows and you are running the bonus feet and beginning to drown. You may want to allow
objectives, the adventurers can complete (Bonus close fails of 4 or less to float where they are. A
Objective A) the quest that Kryn has sent them on creature whose head falls beneath the surface of the
during any scene in this episode. It can also be bog will need to succeed on a DC15 Strength
completed during Episode 3. See Appendix 1: Pest (Athletics) swim check to get to closer to the surface
Extermination for additional details. or be rescued, otherwise see suffocation rules in The
Additionally, Bonus Objective B can be Player’s Handbook.
completed during any scene in this episode. It can
also be completed during Episode 3. See Appendix
2: Winged Nightmares for additional details. Creatures/NPCs
Prerequisites Sneaky Simon is a middle aged male gnome.
Currently he is covered in filth from his extended
The adventurers must complete the Call to Action stay in the bog, but dark patches of red stain his
before beginning this episode. clothes and hat. Simon is currently taking a nap in a
small shelter that he dug on the far side of a small
Scene A: The Road North hill about 300 feet away from the road.
Objectives/Goals. Simon just wants to get home to
Heading north out of Emrys, the road stretches
his family.
through the Vale Gate before meandering along the
shore of Emrysar Lake. Far in the distance, the What Do They Know?
barren peaks of the Dragonback ridge can be sighted.
Treacherous bogs stretch out from the lake, running Simon will admit to being the bandit that the
as far as the Dragonback. After approximately one adventurers speak of if asked. He tells the
hour of travel, the adventurers reach the area where adventurers that he doesn’t mean any harm to the
the bandit was last alleged to have been town though and is just trying to steal enough
money to pay back Jarek, the young duke that he
Area Information borrowed money from in exchange for a promise to
retrieve a fabled lost relic from this bog.
The area has the following features.
The red on his clothes is blood, but Simon
Dimensions and Terrain. A small copse of trees
promises that he hasn’t actually killed anyone here.
30-feet wide juts out of the bog at the curve of the
He just injured a few merchants who were being
road, in between which the ground is littered with
rather stubborn about turning over their money to
assorted clothing and trade goods.
him.
A narrow path leads out from there into the bog,
Simon offers to give the adventurers all the money
becoming difficult to follow after just thirty feet of
he recovered so far and his lucky flask if they agree
travel.
to help him find the lost relic so that he can finally
Lighting. If the adventurers set out during the day,
leave and return to his family in Waterdeep.
then the sun is shining hazily through the dense fog
lying atop the bog, otherwise the moon is providing
dim light in a cloudless sky.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 7
Treasure and Rewards Lighting. If the adventurers set out during the day,
then the sun is shining hazily through the dense fog
Magic Items. Decanter of endless water. lying atop the bog, otherwise the moon is providing
This stoppered flask sloshes when shaken, as if it dim light in a cloudless sky.
contains water. The decanter weighs 2 pounds. You
can use an action to remove the stopper and speak Creatures/NPCs
one of three command words, whereupon an
Simon prefers to stay near the road to try to collect
amount of fresh water or salt water (your choice)
more money in the chance that the adventurers do
pours out of the flask. The flask is crudely engraved
not succeed where he has failed.
with two crossed daggers and a stylized S.
When carried, this decanter allows the bearer to What Do They Know?
always know which way is north.
Simon has a scroll that Jarek gave to him to help him
Scene B: Searching in Vain locate the quest. See Appendix 4: Player Handout 1
for additional details. Simon has been unable to
““It is not down in any map; true places never are.” interpret the message and spent several days
– Herman Melville scouring every crevice he found in the bog.
Setting out into the bogs is a formidable endeavor.
The ground is unstable, and the landmarks are few
Features
between, making it entirely too easy to retrace the Dangers lurk in the bog for those who wander
same area multiple times. Only the ridge in the aimlessly. The location of the relic has long been lost
distance helps to keep oriented, but even that to history, however it seems that a prophecy has
disappears from sight at times. been uncovered that alludes to the location of it. The
If time is short, this section can be truncated; scroll that Jarek gifted to Simon can be used to
alternatively, additional role-play or exploration can narrow down the search. If the adventurers
occur if you need to fill time. determine that the scroll means the area directly
between the ridge and lake, or that the scroll alludes
Area Information to the presence of hags, allow the party advantage to
The area has the following features. avoid or escape an encounter with a hunting party of
Dimensions and Terrain. The bogs stretch six bullywugs.
endlessly before the adventurers, miles to the north,
south, and west. The ground is riddled with pits and
solid footing is difficult to find at times. The bog pit
trap from Scene A can be used here as well or other
hazards can occur.

Playing the Pillars

COMBAT EXPLORATION SOCIAL


If the adventurers charge headlong Adventurers intent on carefully Simon is happy to share where he
into the bog, they might possibly exploring the swamp might notice has already searched, at least as
disturb a hidden nest containing 2 that the Dragonback ridge has a best as he can recall. He has a
swarms of rot grubs. “head” pointing directly towards knack for not getting lost, but isn’t
Lake Emrysar. Allow them to very good at knowing where he
narrow down their search area to was.
the path directly between the head
and the lake.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 8
Scene C: The Sister’s Bargain What Do They Know?
“Going so soon? I wouldn't hear of it. Why my little Zilla has the relic that Simon has been searching for.
party's just beginning.” If asked about it, she realizes that she can use it as
- Wicked Witch of the West leverage to try to convince someone to stay with her.
She also knows that someone has been practicing
The bog stretches around Lake Emrysar from the
powerful magic nearby and has foreseen a horde of
northeastern side wrapping westward until it fades
powerful foes conquering the nearby town. But she
out into the drier lands of the Talduth Vale. To the
is less concerned with that except that it has taken
distant east of Emrys, the lawless lands of the Shaar
her sisters from her side.
beckon to the foolhardy travelers.

Area Information Treasure and Rewards


Special Rewards. A large flat disc made of tarnished
The area has the following features.
gold, engraved with faded markings in a strange
Dimensions and Terrain. A vaguely circular
language.
clearing 40-feet across is bordered by a steep
hillside on the back, and dense trees on two sides,
with a narrow pathway leading up from the soggy
ground towards a crude hut.
Lighting. The area is shaded during the daytime
by the dense tree line and looming ridge. It is dimly
lit by the moon at nighttime.

Creatures/NPCs
Zilla Rotwood, a green hag has made her home
where the bog flows into a valley beneath the
shadow of the Dragonback ridge. Zilla delights in
company and loves to weave a good story for any
travelers who stray from the road in hopes of
coaxing them to join her and her sisters.
Objectives/Goals. Zilla has been alone in her hut
for almost a tenday as her sisters went to investigate
strange magic that they sensed. She is desperate for
someone to talk to and tries to convince the
adventurers to stay with her. She will resort to force
to capture a companion if necessary.

Playing the Pillars


COMBAT EXPLORATION SOCIAL
If provoked, or if the adventurers If Zilla is convinced to leave her If she is made to feel cherished or
simply try to leave, Zilla attacks clearing, a careful search of the that she has made a friend, Zilla
them with the intent of capturing area turns up a tarnished gold will willingly relinquish the relic
at least one person. medallion, 8 inches wide and as it is of no use to her.
covered in odd symbols. It seems
to match the description of the
relic.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 9
Episode 3: Righting a Wrong (Main Objective B)
Estimated Duration: 40 minutes The second floor of the manor houses several
parlors and a ballroom, with the upper floor having
6 bed chambers.
Objectives Jarek’s bedchamber is outfitted with a wardrobe,
In this episode, the adventurers head back towards large bed, intricately woven tapestries, several
Emrys to hand over the relic. overstuffed chairs, and an ornately carved wooden
chest.
Bonus Objectives Lighting. Each room on the main floor of the
manor is brightly lit by lamps or braziers. The rooms
If time allows and you are running the bonus on the second and third level have been left in
objectives, the adventurers can complete (Bonus darkness with the curtains pulled tightly shut and all
Objective A) the quest that Kryn has sent them on lamps shuttered.
during this episode if they did not complete it in the
previous episode. See Appendix 1: Pest Creatures/NPCs
Extermination for additional details.
Additionally, Bonus Objective B can be Jarek Klovnu has been visited recently by an
completed during this episode if it was not acquaintance, who has discovered that the relic that
previously completed. See Appendix 2: Winged Jarek promised to procure for him has not yet been
Nightmares for additional details. retrieved. In his ire, he had his men chase off all of
the house servants and left Jarek tied up in the
Prerequisites wardrobe in his bedchamber. He hopes that this will
allow Jarek to reflect and come to the realization
The adventurers must complete Episodes 1 and 2 that the relic must be retrieved and turned over
prior to starting this. immediately.
Objectives/Goals. Jarek desperately wants to get
Scene A. An Empty House the relic so that he can sever his business
The Klovnu estate is nestled in the northeastern relationship with his acquaintance.
corner of Emrys, relatively close to the Vigilant Gate. What Do They Know?
A stately manor house, it is rumored to have
extensive caverns beneath that even possibly lead Jarek knows that he owes Simon the agreed upon
outside of the town walls. finder’s fee for bringing him the relic. He is very
Upon arriving to the manor, it seems strangely reluctant to speak of why he is in his current
deserted, with no servants coming to the door to predicament however. He entreats for the
greet the adventurers and no one stirring inside. adventurers to hand over the relic so that he can
The adventurers are greeted with locked doors at “restore it to its rightful home.” A successful DC 14
every turn however, as if someone has been very Insight (Wisdom) check will allow the adventurers
paranoid about locking things away. There are signs to discern that something is off with Jarek’s story
of recent foot traffic in the house. A successful DC 15 and that he seems to be in serious trouble.
Wisdom (Perception) check will show that a large If the adventurers played Bonus Objective B and
group of people all recently exited the manor house mention the soldiers that they saw outside of the
from the back door in the kitchen. town and the heraldry that they carried, Jarek begins
A successful DC 14 Investigation (Intelligence) to panic in earnest crying about protecting the town
check will uncover muddy footprints in the house and it all being too late anyways.
with bits of rotted wood, similar to the mud on the With great hesitation, Jarek can be convinced to
adventurers’ own feet from the bogs. share the location of a hidden door in the cellar
behind a large wine storage shelf that opens to a
Area Information secret passage leading out of the town.
This area has the following features: The adventurers need to travel down this tunnel
Dimensions & Terrain. The main floor of the and place the disc on the altar and he assures them
house consists of four main chambers, the kitchen, that all will be well. Once this is complete, he
dining room, sitting room, and a study. A staircase promises to pay Simon and the adventurers the
leads down from the kitchen to a pantry cellar with entire original sum due to Simon, even what had
servants’ quarters through a door leading from it. already been previously paid.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 10
Scene B. Seeking the Altar Development
Area Information Leaving the Tunnels. The adventurers do not
encounter any further obstacles or enemies on their
This area has the following features: return trip back to the Klovnu estate. If they instead
Dimensions & Terrain. The tunnel leading from choose to follow the tunnels further out of the city,
the food cellar is 5-feet wide and approximately 10- they encounter no one, and find themselves exiting
feet tall, lined with rough carved stones that look to beneath a small outcropping of rocks in a hillside
be quite old. The room with the altar is 30-feet wide about two miles from the Vigilant Gate. The
by 50-feet long with a door opening from either entryway to the tunnel would be very difficult to
narrow wall. The altar stands directly in the center spot unless someone knew where to look.
of the room, shining faintly from an unknown light
source. Wrap Up
Lighting. The tunnels are completely dark absent
any light that the adventurers bring with them. Having finally completed his obligation to the young
duke, Simon feels that fortune has finally shined
Creatures/NPCs upon him and sets out northward on his long
journey home. He offers the adventurers his most
Several of the soldiers from the Black Wyvern’s army sincere gratitude and a warm meal and place to rest
(5 guards) lie in wait just past the opposite doorway at his home if they ever find themselves in
from the one the adventurers enter into the altar Waterdeep.
room from. If the adventurers completed Bonus Objective B
Objectives/Goals. The soldiers have been and warn the town of the impending threat, the
instructed to ambush anyone who enters the altar Grand Council gives them warm thanks and entreats
room and does not leave a relic upon the altar. In them to stay and help defend the town once more.
that case, they are to take any discs or medallions
that the intruder might have. They have been strictly Adjusting the Scene
commanded to not let anyone escape from this room Here are some suggestions for adjusting this scene:
so that knowledge of its existence does not spread. • Very Weak: Remove two guards.
• Weak: Remove one guard.
What Do They Know?
• Strong: Add two thugs
The Black Wyvern has not been very forthcoming • Very Strong: Add two thugs and a bandit captain.
about why this relic or this town is of such
importance to him, but his followers have assessed
that it is and are loyal to him and will strictly obey
his commands in order to curry favor with him.
If interrogated, the only information that the
soldiers are able to share is the presence of the
advance camp on the Dragonback Ridge and
assurances that “many more will come behind them.”

Treasure and Rewards


Searching the guards, the characters find a potion of
healing and a potion of animal friendship among the
coins and papers the guard carry.

Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon 11
Adventure Rewards
At the end of the session, the characters receive Dungeon Master Rewards
rewards based upon their accomplishments.
For running this adventure, one of your character
Character Rewards gains a level. That character receives gold based on
their tier prior to advancement:
The characters earn the following rewards:
Tier GP Earned
Advancement 1 80 gp
Upon successfully completing this adventure, each 2 240 gp
character gains a level. At their discretion, they may 3 1,600 gp
choose to decline advancement. Remind your 4 6,000 gp
players that the amount of gold that their characters
can earn per level is limited; declining advancement You may also complete DM Quests for running this
means that they may reach a point where they earn adventure. See the Adventurers League Dungeon
no gold. Master’s Guide for more information.

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 3: Character Rewards.
• Decanter of endless water

Consumabe Magic Item(s)


If found during the adventure, the characters can
keep the following magic items; these items are
described in Appendix 3: Character Rewards.
• Potion of healing
• Potion of animal friendship

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 12
Dramatis Personae & Locales
The following NPCs and locations feature • Zilla Rotwood. Female green hag in her middle
prominently in this adventure. years, Zilla does not bother to change her
appearance for the most part as she is happy with
NPCs her life with her sisters tucked away in a bog near
• Grand Duke Merchants. Human, N. Middle aged, the Dragonback ridge.
olive skinned males; the head of houses Bulisstan, Personality: I want to be surrounded by people so
Dlanivaer, Klornu, Lylitrath, Orglast, and I’m never lonely.
Relantovir have been the Grand Merchant Dukes Ideal: Maintaining my happiness is of the utmost
for several generations and hold the true ruling importance.
power over the town of Emrys. Bond: My sisters mean the world to me.
Personality: Power is due to us as our birthright. Flaw: I have a tendency to be easy swayed by kind
Ideal: Nothing will stand between us and complete words.
rule over Emrys.
Bond: Our town is our symbol and it will be strong. • Jarek Klovnu. Male Talashan Human, CN. Jarek
Flaw: Greed and envy have made us blind to what carries himself with the air of one who has always
happens outside of Emrys. been a member of the higher class. With dark hair
and olive skin, Jarek is quite handsome and is said
• Kryn Whistler. Human, NG. Older fair skinned to have a way with the ladies of Emrys, but is
male, Kryn’s family has been raising cows and pigs rumored to be seeking to steal his father’s position.
outside the town of Emrys for generations back Personality: I deserve to have everything that is
now and pride themselves on their hearty stock. given me and more.
Personality: A honest day’s work does a soul good. Ideal: I will take what is due to me, by any means
Ideal: If you do something well, you can take pride necessary.
in it. Bond: Shar has bestowed her blessing upon my
Bond: My family’s farm is renowned throughout the family.
region. Flaw: Focus on my goal leaves me blind to potential
Flaw: I care more for my animals than for some of consequences.
the townsfolk. Locations
• Sneaky Simon. Gnome, CN. Simon has been • Emrys. Ruled by a council of six hereditary Grand
adventuring for several years after tragedy struck Merchant Dukes and a citizen-elected Imperial
the village where his parents lived, and they were Overduke, this large, fortified town is sometimes
murdered. He’s anxious now to get back to his called “the Throat of Talduth Vale” as it stands on
own family in Waterdeep however. the Sheep Road linking the Borders with the Shaar
Personality: I want to make a name for myself, so fringes that Vale farmers use as grazing land—and
my family never has to worry. because it forms a bottleneck for travelers.
Ideal: Sometimes doing the right thing means Defended by two concentric walls, Emrys is only
taking the wrong path. a little more than a mile in length and roughly half
Bond: Family is the most important thing someone that in width, cloaking the slopes of the oval hill
can have. crowned by the keep. It is a crowded place of
Flaw: I always honor my word, sometimes to my cobbled streets, no trees, and tall, narrow, steep-
detriment. roofed shops.
Emrys is a prosperous place where people are
always eager to buy. The shops in town are judged
by most wayfarers to be unusually well-stocked
for so small a center, and to charge reasonable
rates.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 13
Creature Statistics
Bandit Captain Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Medium humanoid (human), neutral target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit,
Armor Class 15 (studded leather) reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6
Hit Points 65 (10d8+20) + 1) piercing damage, or 5 ( 1d8 + 1) piercing
Speed 30 ft. damage if used with two hands to make a melee
STR DEX CON INT WIS CHA attack.
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Skills Athletics +4, Deception +4 Catoblepas
Senses Passive Perception 10 Large monstrosity, unaligned
Languages Common
Armor Class 14 (natural leather)
Challenge 2 (450 XP)
Hit Points 84 (8d10 + 40)
Actions Speed 30 ft.
Multiattack. The bandit captain makes two melee STR DEX CON INT WIS CHA
or ranged attacks. 19 (+4) 12 (+1) 21 (+5) 3 (-4) 14 (+2) 8 (-1)
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) piercing damage. Senses darkvision 60 ft., passive Perception 12
Longbow. Ranged Weapon Attack: +5 to hit, range Languages --
150/600 ft., one target. Hit: 7 (1d8+3) piercing Challenge 5 (1800 XP)
damage. Keen Smell. The catoblepas has advantage on
Reactions Wisdom (Perception) checks that rely on smell.
Parry. The captain adds 2 to its ac against one melee Stench. Any creature other than a catoblepas that
attack that would hit it. To do so, the captain must starts its turn within 10 feet of the catoblepas must
see the attacker and be wielding a melee weapon. succeed on a DC 16 Constitution saving throw or be
poisoned until the start of the creature’s next turn.
On a successful saving throw, the creature is
Bullywug immune to the stench of the catoblepas for 1 hour.
Medium humanoid (bullywug),neutral evil Actions
Armor Class 15 (hide armor, shield) Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Hit Points 11 (2d8 + 2) target. Hit: 21 (5d6 + 4) bludgeoning damage, and
Speed 20 ft., swim 40 ft. the target must succeed on a DC 16 Constitution
saving throw or be stunned until the start of the
STR DEX CON INT WIS CHA
catoblepas’s next turn.
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)
Death Ray (Recharge 5-6). The catoblepas targets a
Skills Stealth +3 creature that it can see within 30 feet of it. The
Senses passive Perception 10 target must make a DC 16 Constitution saving throw,
Languages Bullywug taking 36 (8d8) necrotic damage on a failed save, or
Challenge 1/2 (50 XP) half as much on a successful one. If the saving throw
Amphibious. The bullywug can breathe air and water. fails by 5 or more, the target instead takes 64
Speak with Frogs and Toads. The bullywug can necrotic damage. The target dies is reduced to 0 hit
communicate simple concepts to frogs and toads points by this ray.
when it speaks in Bullywug.
Swamp Camoflage. The bullywug has advantage on
Dexterity (Stealth) checks made to hide in swampy
terrain.
Standing Leap. The bullywug’s long jump is up to 20
feet and its high jump is up to 10 feet, with or
without a running start.
Actions
Multiattack. The captain makes two melee attacks:
one with its bite and one with its spear.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 14
Giant Boar Actions
Large beast, unaligned Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Armor Class 12 (Natural Armor)
Illusory Appearance. The hag covers herself and
Hit Points 42 (5d10+5)
anything she is wearing or carrying with a magical
Speed 40 ft.
illusion that makes her look like another creature
STR DEX CON INT WIS CHA her general size and humanoid shape. The illusion
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-32) ends if the hag takes a bonus action to end it or if she
Senses passive Perception 8 dies.
Challenge 2 (450 XP) The changes wrought by the effect fail to hold up
to a physical inspection. For example, the hag could
Charge. If the boar moves at least 20 ft. straight appear to have smooth skin, but someone touching
toward a target and then hits it with a tusk attack on her would feel her rough flesh. Otherwise, a creature
the same turn, the target takes an extra 7 (2d6) must take an action to visually inspect the illusion
slashing damage. If the target is a creature, it must and succeed on a DC 20 Intelligence (Investigation)
succeed on a DC 13 Strength saving throw or be check to discern that the hag is disguised.
knocked prone. Invisible Passage. The hag magically turns invisible
Relentless (Recharges after a Short or Long Rest). until she attacks or casts a spell, or until her
If the boar takes 10 damage or less that would concentration ends (as if concentrating on a spell).
reduce it to 0 hit points, it is reduced to 1 hit point While invisible, she leaves no physical evidence of
instead. her passage, so she can only be tracked by magic.
Actions Any equipment she wears or carries is invisible with
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one her.
target. Hit: (2d6 + 3) slashing damage.

Guard
Green Hag (Zilla Rotwood) Medium humanoid (any race), any alignment
Medium fey, neutral evil
Armor Class 16 (chain shirt, shield)
Armor Class 17 (natural armor) Hit Points 11 (2d8 + 2)
Hit Points 82 (11d8 + 33) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
Skills Perception +2
Skills Arcana +3, Deception +4, Perception +4, Senses passive Perception 12
Stealth +3 Languages any one language (usually Common)
Senses darkvision 60 ft., passive Perception 14 Challenge 1/8 (25 XP)
Languages Common, Draconic, Sylvan
Actions
Challenge 3 (700 XP)
Spear. Melee or Ranged Weapon Attack: +3 to hit,
Amphibious. The hag can breathe air and water. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6
Innate Spellcating. The hag’s innate spellcasting + 1) piercing damage.
ability is Charisa (spell save DC 12). She can innately
cast the following spells, requiring no material
components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and
humanoid voices. A creature that hears the sounds
can tell they are imitation with a successful DC 14
Wisdom (Insight) check.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 15
Swarm of Rot Grubs Senses Passive Perception 10
Languages Any one language (usually Common)
Medium swarm of Tiny beasts, unaligned
Challenge 1/2 (100 XP)
Armor Class 8 Pack Tactics. The thug has advantage on an attack
Hit Points 22 (5d8) roll against a creature if at least one of the thug's
Speed 5 ft., climb 5 ft. allies is within 5 feet of the creature and the ally isn't
STR DEX CON INT WIS CHA incapacitated.
2 (-4) 7 (-2) 10 (+0) 1 (-5) 2 (-4) 1 (-5)
Damage Resistances piercing, slashing Veteran
Condition Immunities charmed, frightened, Medium humanoid (any race), any alignment
grapples, paralyzed, petrified, prone, restrained Armor Class 18 (plate)
Senses blindsight 10 ft., passive Perception 6 Hit Points 52 (8d8 + 16)
Languages -- Speed 30 ft.
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
Swarm. The swarm can occupy another creature’s 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
space and vice versa, and the swarm can move
Saving Throws Con +4, Wis +2
through any opening large enough for a Tiny maggot.
Senses passive Perception 10
The swarm can’t regain hit points of gain temporary
Languages any one language (usually Common)
hit points.
Challenge 3 (700 XP)
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 0 ft., one Brave. The knight has advantage on saving throws
creature in the swarm’s space. Hit: The target is against being frightened.
infested by 1d4 rot grubs. At the start of each of the Actions
target’s turns, the target takes 1d6 piercing damage Multiattack. The veteran makes two melee attack.
per rot grub infesting it. Applying fire to the bite Greatword. Melee Weapon Attack: +5 to hit, reach 5
wound before the end of the target’s next turn deals ft., one target. Hit: 10 (2d6 + 3) slashing damage.
1 fire damage to the target and kills these rot grubs. Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
After this time, these rot grubs are too far under the range 100/400 ft., one target. Hit: 5 (1d10) piercing
skin to be burned. damage.
If a target infested by rot grubs ends its turn with Leadership (Recharges after a Short or Long Rest).
0 hit points, it dies as the rot grubs burrow into its For 1 minute, the knight can utter a special
heart and kill it. Any effect that cures disease kills all command or warning whenever a nonhostile
rot grubs infesting the target. creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add
1d4 to its roll provided it can hear and understand
Thug the knight. A creature can only benefit from one
Medium humanoid (any race), any non-good Leadership die at a time. The effect ends if the knight
alignment is incapacitated.
Actions
Armor Class 11 (Leather Armor)
Multiattack. The thug makes two melee attacks.
Hit Points 32 (5d8 + 10)
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 30 ft.
creature. Hit: 5 (1d6 + 2) bludgeoning damage.
STR DEX CON INT WIS CHA Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.
Skills Intimidation +2

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 16
Appendix 1: Pest Extermination (Bonus Objective A)
Estimated Duration: 60 minutes The bogs stretch endlessly before the adventurers,
miles to the north, south, and west. The ground is
“The monster nevers dies.”
riddled with pits and solid footing is difficult to find
― Stephen King, Cujo
at times. The bog pit trap from Episode 2, Scene A
Kryn Whistler is a farmer, as was his father, and his can be used here as well or other hazards can occur.
father before him. The land outside of Emrys isn’t Lighting. If the adventurers set out during the day,
the most hospitable, and raiding parties from the then the sun is shining hazily through the dense fog
Shaar sometimes think they can help themselves to lying atop the bog, otherwise the moon is providing
the family’s prize winning cows and pigs, but the dim light in a cloudless sky.
Whistlers have always been a hardy bunch and have
flourished on their family farm. Lately though, Kryn Creatures/NPCs
has been having his chickens first go missing, then Kryn is more than happy to show the adventurers
one by one, larger animals started disappearing too around his pastures and hen house pointing out
and the animals that remain have become skittish where blood and bits of his former prized livestock
and stopped taking their food. remain after the attacks.
Late one night, Kryn saw what he first thought was He advises that the creatures crossed the road and
a stray cow near his hen house, but upon approach, went into the bog and points out the trail that it left
it was the most unfortunate looking cow that he’d behind.
ever seen and as it swung its tail at Kryn, he knew The creature that Kryn thought was a cow is
this was no normal creature. actually a young catoblepas (same stats as a
Objectives catoblepas, but without the death ray attack) and it
isn’t hard to track it from Kryn’s farm following the
Kryn wants the adventurers to travel into the bog path it left into the bog.
where he last saw the creature heading, and kill it
before it kills off his entire farm. Adjusting the Scene
Here are some suggestions for adjusting this scene:
Prerequisites • Very Weak: Replace the catoblepas with a giant boar.
• Weak: Start the catoblepas at 44 hit points. The catoblepas
The adventurers will have met with the High Council
has no death ray attack.
of Merchant Dukes and received the quest to deal
• Average: Start the catobplepas at 54 hit points. The
with the bandit also before they head out to start catoblepas has no death ray attack.
Kryn’s quest. • Strong: The catoblepas starts at full health but does not
Area Information use its death ray attack.
• Very Strong: The catobplepas starts at full health and uses
This area has the following features:
its death ray attack.
Dimensions & Terrain. The Whistler farm lies a
few miles to the north of Emrys, hugging the eastern
side of the road with the bogs pressing closely on the
opposite side of the road.

Playing the Pillars

COMBAT EXPLORATION SOCIAL


The catoblepas is a formidable The adventurers can try to lure the Unfortunately, the catoblepas
opponent , taking advantage of its catoblepas into one of the doesn’t comprehend any
death ray to try and eliminate the environmental hazards in order to languages that the adventurers
strongest adventurer. give them a better chance. speak and seems intent on killing
the adventurers before they kill it.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 17
Appendix 2: Winged Nightmares (Bonus Objective B)
Estimated Duration: 60 minutes Lighting. The sky is cloudless and the sun is
shining brightly.
“Never open the door to a lesser evil, for other and
greater ones invariably slink in after it.” Creatures/NPCs
― Baltasar Gracian, The Art of Worldly Wisdom A bandit captain and five guards have set up the
Unbeknownst to the inhabitants of Emrys, a serious advance camp here. One guard is on lookout, but is
threat has actually been looming over them. An not expecting any company or troubles this far
encampment of soldiers with golden shields outside of the town.
emblazoned with the image of a black wyvern has Objectives/Goals. This small contingent of
been slowly growing to the north of the town. These soldiers has been sent in advance of a larger force
soldiers have set up camp at the edge of the commanded by the Black Wyvern. They were tasked
Dragonback ridge to monitor the town. with scoping out the town of Emrys and assessing its
defenses without alerting the town of the
Objectives approaching army.
Protecting the town, as that was initially what the
adventurers where hired for. They can attempt to What Do They Know?
find out why these soldiers are here and relay a
warning, or simply eliminate the threat. The soldiers have strict orders to not let anyone
become aware of their presence. They know that an
Prerequisites army of over 200 soldiers should be at Emrys within
a tenday so they have to scout the town immediately
The adventurers will have completed Episode 1 and
to report back to the leader of the army, a figure
received the quest to venture out north of the town
known only as the Black Wyvern.
towards the bogs.
If the adventurers have already encountered Zilla, Adjusting the Scene
she is able to direct them to the encampment since
Here are some suggestions for adjusting this scene:
her sisters traveled that way. • Very Weak: Remove the bandit captain.
Area Information • Weak: Remove the bandit captain and add two thugs.
• Strong: Add two thugs.
Dimensions & Terrain. The soldiers have set up • Very Strong: Add a veteran and add two thugs.
camp in a small cavern near the border of the bog
and the Dragonridge. A small footpath leads up 20
feet from the ground to the small 10-ft-by-5-ft
outcropping outside the cave entrance. The cave is
30-feet-deep and 10-feet-wide.

Playing the Pillars

COMBAT EXPLORATION SOCIAL


If any of the soldiers spot the The area around the soliders’ The soldiers aren’t in a particularly
adventurers, they are likely to campsite is treacherous terrain, talkative mood, but a captive could
initiative combat, as they have but an intrepid and skilled perhaps be convinced to share
been given strict orders to not let adventurer could scale the what they know with the right
knowledge of their presence mountainside away from the camp amount of persuasion.
spread. and attempt to approach from
above.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 18
Appendix 3: Character Rewards
If found during the adventure, the characters can
keep the following magic items; it’s suggested that
Consumables
you print off enough copies of this page to be able to Potion of Healing
give one to each of your players (crossing off
rewards they didn’t receive during the session): Potion, common
You regain 2d4 + 2 hit points when you drink this
Magic Items potion.
This item can be found in the Dungeon Master’s
Decanter of Endless Water Guide.
Wondrous item, uncommon, table C
This stoppered flask sloshes when shaken, as if it Potion of Animal Friendship
contains water. The decanter weighs 2 pounds.
The flask is crudely engraved with two crossed Potion, uncommon
daggers and a stylized S. When carried, this decanter When you drink this potion, you can cast the animal
allows the bearer to always know which way is friendship spell (save DC 13) for 1 hour at will.
north. This item can be found in the Dungeon Master’s
You can use an action to remove the stopper and Guide.
speak one of three Command words, whereupon an
amount of fresh water or salt water (your choice)
pours out of the flask. The water stops pouring out at
the start of your next turn. Choose from the
following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes
forth in a geyser 30 feet long and 1 foot wide. As a
Bonus Action while holding the decanter, you can
aim the geyser at a creature you can see within 30
feet of you. The target must succeed on a DC 13
Strength saving throw or take 1d4 bludgeoning
damage and fall prone. Instead of a creature, you can
target an object that isn't being worn or carried and
that weighs no more than 200 pounds. The object is
either knocked over or pushed up to 15 feet away
from you.
This item can be found in the Dungeon Master’s
Guide.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 19
Appendix 4: Player Handout 1

When the dragon breathes, it


would be pushed into the lake,
lost in the leaves. However,
this is not to be, for the one
that is three has moved it due
west, tucking it safely away to
rest. Answers will be found in
the bog, just be sure to mind
the fog...

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 20
Appendix 5: Dungeon Master Tips
To DM an adventure, you must have 3 to 7 players— Each player is responsible for maintaining an
each with their own character within the accurate logsheet. If you have time, you can do a
adventure’s level range (see Adventure Primer). quick scan of a player’s character sheet to ensure
Characters playing in a hardcover adventure may that nothing looks out of order. If you see magic
continue to play to but if they play a different items of very high rarities or strange arrays of ability
hardcover adventure, they can’t return to the first if scores, you can ask players to provide
outside its level range. documentation for the irregularities. If they cannot,
feel free to restrict item use or ask them to use a
New to D&D Adventurers League? standard ability score array.
http://dnd.wizards.com/playevents/organized-play Point players to the D&D Adventurers League
Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an
New to the Border Kingdoms adventure or episode, they can declare their activity
Storyline? and spend the days now, or they can do so at the end
Gamehole Con has been granted the ability to develop CCC of the adventure or episode. Players should select
(Convention Created Content) adventures for the Border their characters’ spells and other daily options prior
Kingdoms. No other convention or organization outside of to the start of the adventure, unless the adventure
Wizards of the Coast has been granted this ability. Their specifies otherwise. Feel free to reread the
region guide was written by Ed Greenwood and you can get adventure description to help give players hints
your copy on dmsguild.com. Border Kingdoms adventures about what they might face.
can be run just the same as any other Adventurers League-
approved content. Adjusting This Adventure
To determine whether you should consider
Preparing the Adventure adjusting the adventure, add up the total levels of all
Before you start play, consider the following: the characters and divide the result by the number
of characters (rounding .5 or greater up; .4 or less
• Read through the adventure, taking notes of down). This is the group’s average party level (APL).
anything you’d like to highlight or remind yourself To approximate the party strength for the
of while running the adventure, such as a way adventure, consult the table below.
you’d like to portray an NPC or a tactic you’d like
to use in a combat. Familiar yourself with the Determining Party Strength
adventure’s appendices and handouts. Party Composition Party Strength
• Gather any resources you’d like to use to aid you 3-4 characters, APL less than Very weak
in running this adventure--such as notecards, a 3-4 characters, APL equivalent Weak
DM screen, miniatures, and battlemaps. 3-4 characters, APL greater than Average
• Ask the players to provide you with relevant 5 characters, APL less than Weak
character information, such as name, race, class, 5 characters, APL equivalent Average
and level; passive Perception score, and anything 5 characters, APL greater than Strong
the adventures specifies as notable (such as 6-7 characters, APL less than Average
backgrounds, traits, flaws, etc.) 6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong
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 level, magic items, gold and downtime
days. These are updated at the conclusion of the
session. The adventure information and your
information are added at the end of the adventure
session—whether the completed the adventure or
not.

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CCC-GHC-BK02-02 The Folly of Sneaky Simon 21
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CCC-GHC-BK02-02 The Folly of Sneaky Simon 22
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CCC-GHC-BK02-02 The Folly of Sneaky Simon 23

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