CCC-GHC-BK2-02 - The Folly of Sneaky Simon
CCC-GHC-BK2-02 - The Folly of Sneaky Simon
Adventure Tier: 1
Optimized For: APL 3
Version: 1.4
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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!
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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.
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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 3:
                                                              Righting a Wrong
                                                              (Main Objective B)
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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.
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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.
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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.
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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.
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.
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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.
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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.”
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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
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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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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
Not for resale. Permission granted to print or photocopy this document for personal use only.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon                                                                                      19
Appendix 4: Player Handout 1
Not for resale. Permission granted to print or photocopy this document for personal use only.
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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon                                                                                         21
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon                                                       22
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-GHC-BK02-02 The Folly of Sneaky Simon                                                       23