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Swamp of Sorrow: Bloodpurge Village a Two/four-Hour adVenTure for leVel 5-10 CHaraCTerS KeiTH mCKinniS & william muraKami-Brundage

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Page 1: 0 &1 & Dragons [multi]/5th... · 2019. 4. 13. · 8.2)9.&)&%(#"%:)!%&;7((7.+)5&#+2%,)2.)

Swamp of Sorrow:Bloodpurge Village

a Two/four-Hour adVenTure for leVel 5-10 CHaraCTerS

KeiTH mCKinniS &william muraKami-Brundage

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CCC-STORM-02

Swamp of Sorrow Bloodpurge Village

Bloodpurge,abayouvillageintheFloodedForest,hascomeundersiegebymalevolentpowers.

Manyhuntersinthisshanty-townhavegonemissing.Desperatefolkmurmurrumorsofevil

lurkinginthewillowgroves.

ATwo/Four-HourAdventureforTier2Characters.OptimizedforAPL8.

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CREDITS LeadDesigner:KeithMcKinnisDesigners:WilliamMurakami-BrundageEditing:WilliamMurakami-BrundageD&DAdventurersLeagueGuildmaster:ChrisLindsayArt&GraphicDesign:AndreaAlemanno,ForgeStudios,TothCosmin

D&DAdventurersLeagueWizardsTeam:AdamLee,ChrisLindsay,MikeMearls,MattSernett,BillBenham

D&DAdventurersLeagueAdministrators:AlanPatrick,AmyDzura,TravisWoodall,LysaChen,ClaireHoffman,GregMarks

Playtesters:ShastaAaland,JeremyAdkins,KurshunFinch,ScottHolmes,KarrinJackson

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. ©2018 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.

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Adventure Primer

Background OnlydiehardtradersdobusinessintheFloodedForest.Theseswampssittwotendaysawayfromanydecent-sizedtown.Bloodpurge,ashanty-townonthenorthernedgeoftheFloodedForest,isasupplierforvenoms,poisons,andherbs. Troublestirswithintheheartoftheswamp.Manyofthevillage’shuntersandtrappersaremissing,includingLucasSeveldrom,thesonofthepreviousmayorofBloodpurge. Lucas’sadoptedlizardfolkbrother,Eshi’iSeveldrom,wasfoundfloatingnearthebayoudocks,feverishandwounded. ThevillagersblameQuintessaBlackwood,awarlock.TherealfaultiswithatrioofhagsnamedBlisterberry,Spittle,andBoarbristle.Quintessaspurnedthecoven’sofferofanalliance.Inrevengethecovenbegankillingvillagersandgoadingthecatoblepastoattackherb-findinggroups. Quintessaretrievesthebodiesandkeepsthesoulsfromfullyleaving.Thewarlockisdesperatelytryingtofindsomeonecapableofrestoringthedeadtolife.

Episodes Theadventure’sstoryisspreadoverthreestoryepisodesthattakeapproximately2hourstoplay.TheseepisodesareintroducedbyaCalltoActionEpisode.Theadventurealsoincludestwo1-hourbonusepisodesthatcanbeplayediftimepermits,theseareintroducedintheadventure. Ifyou’replanningtoplaytheentireadventureatonce,youonlyneedtointroducetheCalltoActiononce.However,ifyouplantoplaythemoverseveralsessions,you’llwanttorevisittheCalltoActioneachtimeyouplay.

• Episode1:BloodpurgeVillage.TheadventurersarerecruitedtohelpthevillagersandarriveinBloodpurge.ThisistheCalltoAction.

• Episode2:Quintessa’sHut.TheadventurersvisitQuintessa,learnthefatesofthemissingvillagers,andhopefullyagreetothwartthecoven’splans.ThisisStoryObjectiveA.

• Episode3:TheCopperWillow.Thehagcovenfightstheadventurers.Thecovenisassistedbyalliesandtheirmobileabode,anawakenedwillowtree.ThisisStoryObjectiveB.

Bonus Objectives However,thisadventurealsoincludestwo,1-hourbonusobjectivesthatthecharacterscanpursueif

theyhaveadditionaltimetodoso—earningadditionaladvancementandtreasurecheckpointsintheprocess.Thesebonusobjectivesarefoundinthisadventure’sappendices,asfollows:

• BonusObjectiveA:CatoblepasTrouble.AcatoblepaslivesintheswampandposesaconstantthreattoBloodpurge.Ifitisdrivenawayorslain,thevillagerscandotheirworkwithoutfearingattack.SeeAppendix7.

• BonusObjectiveB:TheGreenMan.TheSeveldrombrothersarebothunderacurse.TocounteracttheenchantmenttheadventurersmustgethelpfromtheGreenMan,aweirwoodtreant.TheGreenManrequirestheadventurerstocaptureaswamplinnormaliveandharvestthestill-livingserpent’svenom.TheGreenMancanthencreatearemedytobreakthecurse.SeeAppendix8.

Episode Sequence Dependingonyourtimeconstraints,playstyleandenvironment,thisadventuretakesapproximatelytwo-to-fourhourstoplay.

How Will You Play? Thedurationofyoursessiondependsonhowmuchofthisadventureyouutilize.Attheveryleast,yoursessionwilllastapproximately2hours.However,ifyouwish,youcanprovidealongerexperienceforyourplayersbyutilizingthebonusobjectives. StoryObjectivesOnly.Tocompletethebothoftheadventure’sstoryobjectives,thecharactersplayinEpisodes1through3inorder. BonusObjectives.Youcanextendthisadventurebyoneortwohoursbyutilizingthebonusobjectivesprovidedintheappendices.TheseobjectivesbranchoffEpisode1and2,buttheirorderisfluid—theysetthesceneforthefinalepisodeandmayevenhaveanimpactontheeventsthattranspire. BonusObjectiveA:CatoblepasTroublecancomefromadirectrequestfromBloodpurge’svillagers,oraftermeetingQuintessa. BonusObjectiveB:TheGreenMancanalsocomefromarequestfromeitherthevillagersorQuintessa.

Many Eyes in the Swamp The coven has many tools at its disposal. As soon as the adventurers enter the Flooded Forest proper, the coven knows. They learn this via their dark magic, the murmuring of their plant allies, and even their summoned beasts from the hag’s bag of tricks. This means that the coven cannot be surprised and will always be prepared for the adventurers.

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Episode Flowchart Thissectionprovidesabasicunderstandingofnotonlytheflowoftheepisode,butalsotheoutlineofthedifferentpathsthatyourplayersmaytakeinreachingtheirstatedobjective.

Bloodpurge Village

1

Quintessa’s Hut

2

The Copper Willow

3

The Green Man

B

Catoblepas Trouble

A

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Episode 1: Bloodpurge Village (Call to Action) EstimatedDuration:20minutes

Setting Description TheadventurersarehiredbyMasonOrule,avillagerandherbharvester,andtaskedwithsolvingthevillage’swoes.

Area Information Areafeatures: Dimensions&Terrain.Bloodpurgeitselfisatinyvillagenamedafteraswampherb.Originallyatrapper’scamp,ithasgrownoveradecade.Eightyorsopeoplelivehere.Thevillagehasanetworkoframshackledocksbuiltalongthesouthedge. Lighting.Lightintheswamprangesfromdarknesstodimlight.Duringthenightthereisonlyinkyblackness.Allofthevillage’sflat-bottomedskiffshavealanternholderonthebow.Bloodpurgeitselfrangesfromdimtobrightlightingandislitbylanternsandmallowtorches.

Current Events MasonOruletelltheadventurersthatdarkthingshavebeenhappening.Eshi’iwasfoundfloatingnearthedocks.Hewasfeverish,severelywounded,andwithoutLucasSeveldrom,hisbrother. Eshi’iisfeverishlybabblingaboutwitches,ghosttrees,andglowingpumpkins.Theswampfeverisaddlinghismind.Normallythiswouldn’tbeanissueasBloodpurge’sherbalistsarewellversedindealingwithcommonailments.Unfortunately,lizardfolkphysiologyisstrange,andthehealersareleftmerelydryingEshi’i’sfeverishhead.TherearenomagichealersinBloodpurge,andthevillagersdon’tdaretakeEshi’ielsewhere. Restorationmagic,layonhands,orothersimilarmagicwillhelpstabilizeEshi’i.Unknowntothevillagers,hisillnessisactuallycausedbyacurse.ThiscursecanonlybefullybrokenbydestroyingthehagcovenorseekinghelpfromtheGreenMan,aweirwoodtreant.

Bloodpurge and the Flooded Forest Bloodpurgeisashanty-townsituatedintheFloodedForestbayou.Bloodpurge’sresidentsarehardy,no-nonsensefolkthatmakealivingbyharvestingsnakevenomandplantssuchasbloodpurge,redflower,andspiritmoss.Theyarewarybutnothostile. Bloodpurge’svillagersaredesperate.Thevillage’sbesthuntersandtrappershavegonemissing.

Makingmattersworse,thenativewildlifeisriledupandmoreaggressivethanusual.Also,someofthebeastsarephenomenallyswollen.Forexample,tinyleechesarenowviper-sized. Thisisaproblemfortheregion’sherbalistsandtraders,asmanypoisons,antitoxins,andmedicinalherbscomefromtheFloodedForest’sdepths.

Seveldrom History MarcusSeveldrom,thevillage’sunofficialleader,waskilledintheswampyearsago,leavinghistwosonsinpower.Eshi’i,theSeveldrom’sadoptedlizardfolkson,wassavedwhilestillintheeggwhenMarcusSeveldromstoppedacatoblepasrampagingthroughalizardfolkvillage.Whentheegghatched,Eshi’iimprintedonthefamilyandwasraisedasaSeveldrom.

What’s Next (Next Episode) ThevillagerssuggestthattheadventurersseekoutQuintessaBlackwood,aswampwitch.MostofthevillagersareconvincedthatQuintessaisresponsiblefortheirtroubles,butlackevidence.ThisisEpisode2:Quintessa’sHut. Optionally,thevillagersmaysuggesttheadventurersseekhelpfromtheGreenMan,atalkingweir-tree.WiththeGreenMan’shelp,Eshi’icanbehealed.ThisisBonusObjectiveB:TheGreenMan. Alsooptional,thevillagersorEshi’icantellstoriesaboutfightingthecatoblepas,itsdeathgaze,andEshi’italksabouttryingtosaveLucas.ThisleadstoBonusObjectiveA:CatoblepasTrouble.

Call to Action ThecharactersareaskedtohelpfindBloodpurge’smissingvillagers.TheadventureopensasthepartyentersBloodpurge. Sampleintroductoryhooksinclude: WarlockRumors.Perhapsadventurershearrumorsofapowerfulwarlockintheswamp. FriendoftheSeveldroms.TheadventurersmayknowsomeoftheSeveldromfamilyviafriendship,business,ormerelyreputation. OpenforBusiness.Theadventurersmayneedtohelptheirallies.ThiscanincludeensuringvillagerskeepharvestinggoodsintheFloodedForest.

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Episode 2: Quintessa’s Hut (Story Objective A) EstimatedDuration:40minutes

Setting Description WitheitherEshi’i’sorthevillager’sdirections,theadventurerslocatethewarlock’sisland.Thesmallhillockiscoveredwiththickthorn-bushes,ferns,andvines.Keen-eyedadventurersspotorsmellsmokerisingfromthehut’schimney.Thereisayoungmansittingonthefrontsteps.Heisplacidlygazingoutintotheswamp. ThecottageisSceneA.TheCottage.ThegardenisSceneB.TheCorpseGarden.Theycanbeexploredineitherorder.

Prerequisites TalkingtoEshi’iorotherwiselearningthelocationofQuintessa’shut.

Story Objective A ParleywithQuintessaandlearnaboutthehagcovenand(optional)GreenMan.

Area Information Thisareafeatures: Dimensions&Terrain.Atree-coveredhillockrisesoutoftheswampmuck.Onthehillock’sclearingisasimplecottage.Onthesouthernsideofthecottageisagardengrowingpumpkins,cabbage,kale,andothercrops.Astonecisternisbythedoor. Thegardeniswelltended.AnyonewithapassivePerceptionof15orhighernoticesthegarden’spumpkinsappearstrange,likeglassorcrystal. Lighting.Duringtheday,theareaisbrightlylit.Theclearingallowsinsunlight.Atnight,itisdimlylitbymoonlightanddimlightfromafireisvisiblethroughthecottagewindows.

The pumpkins are glass soul traps Quintessa is using to hold the spirits of those killed by the coven. She needs to keep the souls until she finds a way to restore the villagers to life. So far, she has only succeeded at reanimating Lucas as undead, and even his undeath is temporary.

Scene A. The Cottage Theadventurersapproachthecottage.Glasswindchimestinkleonthewindoutsidethelogbuilding.Anopen-airstonecisternisoutsidethefrontdoor.Lookinginside,thewaterlooksclearanddrinkable.ThecisternholdsawaterweirdthatonlyattackstodefendQuintessa. Quintessaiswaryofarmedstrangersandhasn’thadgoodluckwithtravelers.Thisispartofwhysheislivinginthissecludedglade. She’llparleyandbehelpful.She’llwillinglytalkaboutBloodpurgeandthecoven.IttakesmoreefforttofindoutaboutLucasandthecorpsegarden.

Quintessa Blackwood Quintessa(warlockoftheArchfey)wantstostopthecarnagebutcan’tdefeatthecoven.ThecovenaskedhertojointhemandhelpdestroyBloodpurge.WhenQuintessarefused,thecovenbegantokillvillagers,pinningtheblameonher. Objectives/Goals?

• Shewantstodestroythehagcoven.• ShewishestobringtheLucasandtheothervillagersbacktolife.

• WishestolivepeacefullywithLucas.WhatDoesSheKnow?

• Thedescriptionandnamesofthehagtrio.• Sheknowsthecovenlivesinawalkingwillowtree.Itroamstheswamp.

• Peoplefearandhuntwarlocks.Shehashiddenhereandhopestoliveinpeace.

• Shehaspreservedthedeadvillagers.• ShereanimatedLucasbutcan’trestorehimtolife.• Lucaswouldcomeseeherwhilehunting,andshefellinlovewithhimovertime.

Lucas Seveldrom LucasSeveldrom(zombie)iscaughtinundeath.Heisoblivious,andhiseyesdon’tfocus.AsuccessfulDC12Wisdom(Perception)skillcheckrevealshe’scoveredwithfreshsoilanddoesn’tappeartobealive.Hemumblessoftlybutdoesn’tsayanything.

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Scene B. The Corpse Garden Duringtheday,theyseeared-hairedhumanwomankneelinginthepumpkinpatch.Thegardenhasneatrowsofproduce.Astuffedscarecrowsitsinthepatch.Atnight,thegardenisunprotected. Alowwickerfencemarksthegardenperimeter.WithasuccessfulDC13Wisdom(Perception)checktheadventurersseeQuintessaisholdingahandjuttingoutofthesoil. Approaching,theadventurersnoticethepumpkinsaremadeofglassandaregrowinginevenlyspacedrowsabouttenfeetapart.Detectmagicrevealsanauraofnecromancy.AsuccessfulDC13Intelligence(Arcana)checkidentifiestheglasspumpkinsarefunctioningasagentlereposespell. Searchingfurther,itbecomesevidentthereareadozencorpsesshallowlyburiedunderthedirt.Eachgravehasaglasspumpkininsteadofagravestone.

Shattering the Glass Pumpkins Eachpumpkinworksasanarcanefocusforgentlerepose.Shatteringapumpkinreleasesthespirit,andthecorpseimmediatelydecays. Quintessaisfuriousifshefindsouttheadventurershavesmashedanypumpkins,anddemandstheirassistancedestroyingthecoven,saying,“Nowyouneedtorightyourmistake.”

Slaying Quintessa IfQuintessaisslain,thepumpkinsallimplodesilentlyandabitterlycoldwindswirlsaroundthecottage.Lucascollapsesinaheap,foreverdead. Inthiscase,thecovenattacksastheadventurersreturntoBloodpurge.BlisterberryandSpittlecackleandmockinglythanktheadventurers,saying“Thankyoufortakingcareofthatfoolishwitch.Herheartwasintherightplace,butnowit’lljustbedelicious.” TheadventurersfailinObjectiveAifthey’reaggressive,attack,orslayQuintessa.

The Hag’s Curse and the Green Man QuintessahaspauseddeathforthedeadvillagersandreanimatedLucas.Neitheroftheseoutcomesareoptimal. Iftheadventurersattempttouseraisedead,revivify,orotherdeath-defyingmagic,thespellsfail.OnaDC13Intelligence(Arcana)check,theadventurerslearnthatthevillager’scorpseshaveadirecurseuponthem.Breakingthecovenbreaksthiscurse. QuintessaoptionallydirectsthepartytowardstheGreenMan,atreant.Withthishelp,Lucascanpossiblybereturnedtolife.ThisisBonusObjectiveB:TheGreenMan.

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Episode 3: The Copper Willow (Story Objective B) EstimatedDuration:60minutes

Setting Description Thehag’swillowtreewaitsdeepwithintheFloodedForest.Thissentient,copper-huedwillowtreeservesasthecoven’ssiegeweaponandabode. Thetree’srestingplaceisusuallychest-deepswampwater.Thisforcesopponentstofightthecovenindifficult,dangerousterrain. Thecovenhasspiesthroughouttheswamp,andknowstheadventurersarecoming.Additionally,Blisterberryownsatanbagoftricks.Everydawn,sheconjuresthreebeaststoservethehags.

Alternate Introduction (Quintessa is Slain) IfQuintessaisslain,whentheadventurersreturntoBloodpurgethevillageisunderattack.Theshanty-buildingsareonfireorcollapsingintotheswamp,anddeadvillagersarestrewnabout. Amidstthesmokeandchaosstridesahugewillowtree.Theadventurerscanhearscreamingcacklesandsinisterthreatsfromthetree-top.

Prerequisites Learningthelocationofthehag’swillowtreefromEshi’iorQuintessa.

Story Objective B Defeatthecoven.

Area Information Thisareafeatures: Dimensions&Terrain.Thisdarkhollowisfilledwitheitherknee-high(shallow)orchest-deep(deep)water.Boarbristlehidesunderthedeepwaterandspringsanambushtoinitiatecombat. Thisswampyareaisdifficultterrainandalsoposesadrowninghazardtoproneorunconsciouscreatures. Lighting.Duringthedaytime,theFloodedForestisdimlylit.Atnight,thereisdarkness.Thehagsallhavedarkvision,sodon’tneedtorchesorlamps.

Treasure & Rewards • MagicItems.Blisterberrythenighthagpossessesatanbagoftricks,whichsheusesatdawn.

Scene A. The Copper Willow ThreehagsnamedBlisterberry(nighthag),Spittle(seahag),andBoarbristle(annishag)liveintheboughsoftheirsentient,mobilecopper-huedwillowtree.Thesethreehagsformacoven.Thewillowtreefunctionsasamobiletower.Thehagshurlcursesandspellswhilehidingamongstthebranches. Thehag’sstrategyincludespositioningthewillowsoattackersareforcedtowadeindeepwater.Additionally,Spittlewillusehertanbagoftricksatdawneachmorningtoconjurethreeanimalstoassistthecovenintheirdailytasks. Iftheadventurershaveaboat,Boarbristleattemptstohideunderthewaterandcapsizethecraft,tumblingtheadventurersintothewater.

Conjured Animals from the Bag of Tricks EitherrollrandomlyforSpittle’sthreebeastsconjuredfromthebagoftricks,orusethesepredeterminedresults:baboon,jackal,giantweasel.

Scouting Ahead, Spies, and Scrying Theadventurersmayscoutaheadorusestealth.Doingsomayavoidbeingsurprised.However,thehagscan’tbesurprised,astheyhaveminionsthroughouttheswamp(equaltoascryingspell). OnasuccessfulDC15Intelligence(Arcana)skillcheck,theadventurersknowthey’rebeingwatched.Theymayseecrows,rats,andfrogswatchingthem,orhearfaintwhisperscarriedonthebreeze.

The Willow Tree Theawakenedtreeisloyaltothehagsandservesthemwithoutfail.Thecovenridesintheupperbranches,wheretheyhavethree-quarterscover. Ifthetreeisdestroyed,ittopplesintotheswamp.CreaturesinthepathofthefallingwillowmustsucceedonaDC12Dexteritysavingthroworelsesuffer10(3d6)bludgeoningdamageandbeknockedproneandrestrained.

Adjusting the Scene Here are some suggestions for adjusting this scene:

• Very Weak: Boarbristle is a sea hag. • Weak: Boarbristle is a night hag. • Strong or Very Strong: Spittle is a night hag.

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Conclusion Thereareafewpathstoresolution.OneisthatQuintessaisslain,andtheadventurersfindBloodpurgeablazewhentheyreturntothevillage. Another,morepositiveoutcomeisthatQuintessaorEshi’idirectstheadventurerstowardsthewillowtree,andthehag’splansarethwarted.Inthiscase,QuintessabecomesasilentbenefactorandprotectorofBloodpurge. Ifthecatoblepasisdefeated,theswampbecomeslessoppressive,andthevillagersaregrateful. IftheGreenManassiststheadventurers,Eshi’i’sfeverabatesafterseveraldays,andheisabletoresumehisduties.Likewise,theGreenManisabletohelpQuintessareturnLucastolife,andLucasreturnstoleadingBloodpurge.Afterseveralyears,LucasandQuintessaleavetheFloodedForest. IfLucasremainsundead,eventuallyhiszombiebodydecaysandhecollapses.QuintessamournshislossandseekssolaceintheFloodedForest.

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Adventure Rewards Attheendofthesession,thecharacterseachreceiverewardsbasedupontheiraccomplishments.Theserewardsincludeadvancementandtreasure,andmayincludeplayerrewards—magicitemunlocks,storyawards,ornewdowntimeactivities,asfollows:

Advancement and Treasure Checkpoints Thecharactersreceive1advancementcheckpointand1treasurecheckpointforeachstoryobjectivethattheycomplete,asfollows:

• StoryObjectiveA:ParleywithQuintessaandlearnaboutthehagcovenand(optional)GreenMan.

• StoryObjectiveB:Defeatthehagcoven.Thecharactersreceive1advancementcheckpointand1treasurecheckpointforeachbonusobjectivethattheycomplete,asfollows:

• BonusObjectiveA:Drivethecatoblepasawayorkillthemonstrosity.

• BonusObjectiveB:EntreatwiththeGreenManandgathertheingredientsforthetreant’sremedy.

Player Rewards Thecharactersearnthefollowingplayerrewardsforcompletingtheadventure:

Magic Item Unlock Characterscompletingtheadventureunlock: BagofTricks(Tan).Thistanbagisstitchedtogetheroutofahalf-dozenpatchesofbristly,indistinctfur.Whileholdingit,youoccasionallyfeelsomethingrustlinginside.ThisitemcanbefoundinAppendix9.

Dungeon Master Rewards Inexchangeforrunningthisadventure,youearnadvancementandtreasurecheckpointsanddowntimeasthoughyouplayedtheadventure,butnoneoftheadventure’splayerrewards. However,thisadventuremayqualifyforrewardsearnedbycompletingDMQuests.SeetheALDMG(AdventurersLeagueDungeonMaster’sGuide)formoreinformationaboutDMQuests.

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Appendix 1: Locations & NPCs ThefollowingNPCsandlocationsfeatureprominentlyinthisadventure.Eshi’iSeveldrom(ESHee).Eshi’iisamalelizardfolktrapperwhowasadoptedbytheSeveldromfamily.MarcusSeveldromrescuedEshi’i’seggfromarampagingcatoblepas.Eshi’iisthelastknownsurvivorofhistribeandimprintedontheSeveldromfamilyimmediatelyafterhatching. Eshi’i’sinstinctsareahugeboontoBloodpurge,andhishuntingprowessplaysacrucialroleinhisfamily’sascensiontopowerintheFloodedForestbackwater. Personality:Instinctualbutcivilizedhunter. Ideal:“Ineedtohelpmyadoptedfamilythrive.” Bond:“Lucasismychief-brother.I’ddieforhim.” Flaw:“Idon’tunderstandwarmbloodhabits.”

• QuintessaBlackwood(QUINNtessah).QuintessaisawarlockoftheUndying.Sheisbeingblamedforthemissingvillagers.Quintessaisnotthecauseofthedeathsandistryingtofindawaytorevivethedead.Sheknowsthatthehagcoveniskillingpeople,andthecoven’slocation.

Personality:Filledwithsorrow. Ideal:“Iammistressofmyownlife.” Bond:“LifewithLucasmeantIhadapartner.” Flaw:“Mypactmeansdeathfollowsme.”

• LucasSeveldrom(LUkass).Lucas,Eshi’i’sbrotherandthedefactomayorofBloodpurge,iscurrentlymissing.Lucasisalsoatalentedhunterandtrapper,andoftenhasafriendlyrivalryagainstEshi’itoseewhothebesthunteris.

Personality:Grittyandstrong,butyouthful. Ideal:“TheFloodedForestwon’tmasterme.” Bond:“Quintessaknowsthestrugglesoflife.” Flaw:“Onemoreblowandthatcatoblepaswilldie.”

• Blisterberry,Spittle,andBoarbristle(Coven).Thesethreehag-sisterswantrevengeagainstQuintessaforspurningtheiroffertoformanalliance.Now,thecoven’swrathisalsoaimedatBloodpurgeandtheSeveldromfamily.

Personality:Wretchedtriothatlovemisery. Ideal:“OnceQuintessaisgone,wewin.” Bond:“MysistersandIlovecausingpain.” Flaw:“IloathemycovenasmuchasIneedthem.”

• Bloodpurge(BLODpurgh).Bloodpurgeisatinyvillagenamedafteraswampherb.Originallyatrapper’scamp,ithasgrownoveradecade.Eightyorsopeoplelivehere.Thevillagehasanetworkoframshackledocksbuiltalongthesouthedge.

Personality:Wearyandtired.Determined. Ideal:“Ittakesanironwilltomakeithere.” Bond:“We’restrongerthanthisswamp.” Flaw:“Deathisalmostexpected.”

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Appendix 2: Creature Statistics

Annis Hag (Boarbristle) Large fey, chaotic evil

Armor Class 17 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2)

Saving Throws Con +5 Skills Deception +5, Perception +2 Damage Resistances cold; bludgeoning, piercing, and

slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant, Sylvan Challenge 6 (2,300 XP) Innate Spellcasting. The hag’s innate spellcasting

ability is Charisma (spell save DC 13). She can innately cast the following spells:

3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Actions

Multiattack. The hag makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.

Awakened Tree (Copper Willow) Huge plant, unaligned

Armor Class 13 (natural armor) Hit Points 59 (7d12 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)

Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 10 Languages Sylvan Challenge 12 (450 XP) False Appearance. While the tree remains motionless,

it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

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Baboon Small beast, unaligned

Armor Class 12 Hit Points 3 (1d6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

Senses passive Perception 11 Languages -- Challenge 0 (10 XP)

Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.

Catoblepas Large monstrosity, unaligned

Armor Class 14 (natural armor) Hit Points 84 (8d10 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 21 (+5) 3 (-4) 14 (+2) 8 (-1)

Senses darkvision 60 ft., passive Perception 12 Languages -- Challenge 5 (1,800 XP)

Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.

Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must 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 immune to the stench of any catoblepas for 1 hour.

Actions

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas’s next turn.

Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.

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Giant Weasel Medium beast, unaligned

Armor Class 13 Hit Points 9 (2d8) Speed 40 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3)

Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages -- Challenge 1/8 (25 XP)

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Jackal Small beast, unaligned

Armor Class 12 Hit Points 3 (1d6) Speed 40 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3 Senses passive Perception 13 Languages -- Challenge 0 (10 XP)

Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.

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Sea Hag (Spittle) Medium fey, chaotic evil

Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)

Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Common, Giant Challenge 2 (450 XP)

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Night Hag (Blisterberry) Medium fey, neutral evil

Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

Skills Deception +7, Insight +6, Perception +6, Stealth +6

Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Condition Immunities charmed Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial Challenge 5 (1,800 XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of

enfeeblement, sleep

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target

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dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Warlock of the Archfey (Quintessa) Medium human, neutral

Armor Class 11 (14 with mage armor) Hit Points 49 (11d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 11 (+0) 11 (+0) 12 (+1) 18 (+4)

Saving Throws Wis +3, Cha +6 Skills Arcana +2, Deception +6, Nature +2, Persuasion

+6 Condition Immunities charmed Senses passive Perception 11 Languages Common, Sylvan Challenge 4 (1,100 XP)

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: At will: disguise self, mage armor (self only), silent

image, speak with animals 1/day: conjure fey

Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): dancing lights, eldritch

blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery

1st–5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

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Water Weird Large elemental, neutral

Armor Class 13 Hit Points 58 (9d10 + 9) Speed 0 ft., swim 60 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)

Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed,

poisoned, prone, restrained, unconscious Senses blindsight 30 ft., passive Perception 10 Languages Aquan understands but doesn’t speak Challenge 3 (700 XP)

Invisible in Water. The water weird is invisible while fully immersed in water.

Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.

Will-o’-Wisp Tiny undead, chaotic evil

Armor Class 19 Hit Points 22 (9d4) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)

Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning, poison Condition Immunities exhaustion, grappled, paralyzed,

poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception 12 Languages The languages it knew in life Challenge 2 (450 XP)

Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.

Ephemeral. The will-o'-wisp can't wear or carry anything.

Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.

Actions

Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.

Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).

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Wyvern (Flooded Forest Linnorm) Large dragon, unaligned

Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages -- Challenge 6 (2,300 XP)

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Linnorms Unlike most wyverns, linnorms lacks arms or claws. They resemble a large, winged swamp viper with a jutting poison stinger at the end of their tails. In combat, simply replace a linnorm’s claw attack with a bite attack.

Zombie Medium undead, neutral evil

Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Skills Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common but doesn’t speak Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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Appendix 3: Quintessa’s Hut Map

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Appendix 4: The Copper Willow Map

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Appendix 5: Catoblepas Den Map

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Appendix 6: The Linnorm’s Lair Map

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Appendix 7: Catoblepas Trouble (Bonus Objective A) EstimatedDuration:60minutes

Setting Description Gettingtothecatoblepasdenrequirestravelintotheswamp.Thevillagerscanloantheadventurersoneoftheirflat-bottomedskiffs. Approachingtheden,theenvironsbecomedarkandtwisted.Six-leggedfrogsscrambleoffofrottenlogs,andswollenmosquitoslatchontoexposedskin.

Prerequisites Thevillagersmayasktheadventurerstoclearoutthecatoblepas,whichkilledMarcusSeveldromandoftenpursuesvillagers.

Story Objective B Defeatthecatoblepas.

Area Information Thisareafeatures: Dimensions&Terrain.Thisareaofthebogsmellsespeciallyfetid.Closertotheden,there’sthestenchofdeath.Thevegetationhereisblackandrotten. Pilesofcarrion,includingdecayinghumancorpses,protrudingfromthemud. LightingDuringthedaytime,thisbogisdimlylit.Will-o’-wispsflitthroughtheswampatnight,lightingtheswampwithflickeringgreenandvioletlights.

Scene A. The Catoblepas Den Thecatoblepasisastubborncreature.Itdominatesthispartoftheswamp,anditscorruptingpresencehaswarpedthefloraandfauna.Themonstrosity’sdeniseasilyfound,asthestenchandrotcanbesmelledforhundredsoffeet. Thevillagersdescribethecatoblepasashaving“agiantboar’sbody.Ithasalongneck,onwhichsitsatuskedwarthoghead.Thecatoblepasstinksofdeath,anditrotsandcorruptsanythingitgazesat.” Thecatoblepasenjoysrollinginthisfilth,givingitcamouflage.Thecatoblepaswillhideinthemuckandattempttouseitsdeathrayonsurprisedtargets.Itwillattackthefirstadventurerisseesandunceasinglytargetthatadventurer,onlymovingontoanewtargetwhenthefirsttargetisdead. Additionally,there’sfourwill-o’-wispsthathaunttheswampneartheden.Usuallyinvisible,theseundeadwillattackweak-lookingtargets,hopingtoconsumethelifeofthesefoolishadventurers. Thesewill-o’-wispsalsoserveasspiesforthehags,andoneormoremayinsteadturninvisibleandflitoffthroughthetreestowarnthecoven.

Adjusting the Scene Here are some suggestions for adjusting this scene:

• Very Weak: Remove three will-o’-wisps. • Weak: Remove one will-o’-wisp. • Strong: Add one catoblepas. Add one will-o’-wisp. • Very Strong: Add two catoblepases. The third catoblepas

has 62 hp (adolescent offspring).

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Appendix 8: The Green Man (Bonus Objective B) EstimatedDuration:60minutes

Setting Description There’saweirwoodgrovesouthwestofBloodpurge.ThelargestofthesemagicaltreesisatreantcalledtheGreenMan. TheGreenManknowsthemedicinalqualitiesofeveryherb,plant,andbeastthatisfoundintheFloodedForest.InordertomaketheremediesforLucasandEshi’i,thetreantrequiresvenomfromalivingforestlinnorm.

Prerequisites ThevillagersmaydirecttheadventurerstotheGreenMantohelpEshi’i,orQuintessamayexplainthatthetreantisLucas’sonlyhope.

Story Objective B Obtainvenomfromastill-livingforestlinnorm.Theadventurerscannotkillthelinnorm.

Area Information Thisareafeatures: Dimensions&Terrain.Thickmossandlichencovereverytreeinthisweirwoodgrove.Clumpsoffernscoverthemuddyground.Thegroveislushandgreen.Thetreesarespreadout,anditrequiressomesearchingtolocatethetreant. Iftheadventurersarriveatnight,theGreenManisasleepandsnoringloudly.Heiseasilyawoken. Lighting.Theweirwoodgroveisdimlylitduringtheday.Atnight,thegroveisdark.Will-o’-wispscanbeseenbetweentrees,butthey’renon-hostile.

Scene A. The Weirwood Grove TheGreenMan(treant)isancient.He’sspentcenturiestalkingtotheFloodedForestfloraandfauna.Heknowsthemagicalandmedicinalusesforanythingnativetotheswamp. Thetreantisadornedwithbloomingflowersregardlessoftheseasonandhasamassivemosspatchthatresemblesalong,greybeard.

Finding the Green Man Afteranhourintheweirwoodgrove,theadventurersheararesonantbassvoicecomingfromamassive,gnarledtree.Itappearstobedeepinaone-sidedconversationwithagiantrat.Therodentisconsumingapuffballmushroomanddoesn’tseemtocareorunderstandtherumblingmonologuecomingfromthetreant. TheGreenMan,tohiscredit,iswarningthegiantrataboutthevariousparalyticqualitiesofpuffballmushrooms.Justaboutthetimetheratgrowsstiffandfallsover,thetreantnoticestheadventurers.

Tree Conversations Unlikemanytrees,theGreenManisverbose.Hewillspendhourstellingramblingmonologuesthatoftentangentintozoologylecturesandlessonsaboutherbology.He’simmenselywisebutlacksfocus.

The Remedy IftheadventurersdescribetheSeveldrom’sissues,theGreenManidentifiesthecauseasahag’scurse.Hemumblesalengthyandincomprehensibleexplanationaboutherbaltincturesandleafqualities. Attheendofhisdiatribehedirectstheadventurerstofetchadoseofvenomfrom“thatenergeticlittlefellerdownbythelightning-strucktreeattheforkoftheriver”.HegivesdirectionstoSceneB.Linnorm’sLair,buttheGreenManisvagueabouttheactualnatureofthelinnorm,justspecifyingthatthevenomneedstobeextractedwhilethe“littleguy”isstillalive,andthat“youcan’tkillmyfella,he’sverymellow.Goodcompany.”

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Scene B. Linnorm’s Lair Thelinnorm(wyvern)thattheGreenMancalls“thatenergeticlittlefeller”livesinamuddylairpartiallysubmergedundertheriver’sedge.Attheriver’sforkisalightning-blastedtreestump. Unlikemostwyverns,linnormslacksarmsorclaws.Theyresemblealarge,wingedswampviperwithajuttingpoisonstingerattheendoftheirtails.Incombat,simplyreplacealinnorm’sclawattackwithabiteattack.

Area Information Thisareafeatures: Dimensions&Terrain.Theriverisslowandturgid.Gnawedandshatteredbonesarehaphazardlypressedintothemudandscatteredupanddowntheriverbanks. LightingTheriverbankisdimlylightduringtheday,anddarkatnight.Theinteriorofthelinnorm’sdenisdark.

Finding the Lair Thelair’sentranceisobscuredbygrasses.Drawingnear,humanoidandanimalbonesareembeddedinthemud.ADC12Wisdom(Survival)checkfindslarge,serpentinetracksinthemud.Therearenoclawmarks.

The Linnorm Thelinnorm’sdenispartiallysubmerged.Dependingonthetime,thelinnormmaybeouthuntingforfoodorrestingaftereating. Thedragon-kindoesn’thaveasetschedule,andfearsnothingexceptthecatoblepas.Thetwocreaturesdwellfarapart,andthelinnormcansimplyavoiditsrival. Iftheadventurersaren’tquiet,thelinnormwillattemptanambushonthefirstcreaturetoenteritslair,strikingwithfangsandpoisonstinger. Linnormsareexceptionallystupid,andittakeslittleefforttoluretheragingdragonkinout.

Obtaining the Venom Oncethelinnormcannotmove(restrained,stunned,unconscious,grappled,etc.)itrequirestencombinedharvestingactionstomilkthestinger.Harvestingactionsfromadventurerswithproficiencywith

poisoner’skitscountsasthreeactionsforpurposesofthiscombinedeffort.

The Remedy TheGreenManhasgatheredawidearrayofbizarrelookingfungusandherbs.Whentheadventurersreturnwiththevenom,thetreantmixesthelinnorm’spoisonintoastickygreenpaste.Thisprocessisaccompaniedbyanongoingmonologueaboutsporeratiosandflowermeasurements. TheGreenMangivesinstructionstoapplythepoulticetotheforeheadsoftheafflicted.ThisunguentbothremovesEshi’i’sfeverandrestoresLucastolife. TheSeveldrombrothersareweakenedfromtheirordealsandneedrest.Theyareunabletoassisttheadventurersindefeatingthecoven.ThevillagersandQuintessaaregratefulandofferroomandboard.

Slaying the Linnorm Ifthelinnormisslain(eitherbefore,during,orafterthevenomisobtained),theGreenManhearsaboutthedeathbeforetheadventurersreturntohisgrove.Thetreantyellsattheadventurers,“You’llhavenofriendsofland,sea,orairuntilyouleavemywood.” Inthiscase,eachadventurerneedstomakeaDC15Wisdomsavingthroworbecursed.Thetreantthenturnshisbackandmarchesintotheweirgrove.TheadventurersfailtheobjectiveandeachadventurerearnstheStoryAward:TheGreenMan’sIre.

The Green Man’s Curse IftheGreenMancursesanadventurer,thetargethasdisadvantageonallsavingthrowsandattackrollswhentheyarewithintheFloodedForest.Thecurseisonlyremovablebyatreant.IftheadventurersslaytheGreenMan,thecurse

doesn’tendandbecomesunremovableexceptviawish.

Adjusting the Scene Here are some suggestions for adjusting this scene:

• Very Weak: The linnorm has 72 hp. • Weak: The linnorm has 85 hp. • Strong: Add a second linnorm. Each linnorm has 85 hp. • Very Strong: Add a second linnorm.

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Appendix 9: Story Award Characterscompletingthisadventure’sobjectivemayearnthisstoryaward.

The Green Man’s Ire YoudisobeyedtheGreenManandslewthelinnormoftheFloodedForest.Whenthetreantyelled,“You’llhavenofriendsofland,sea,orairuntilyouleavemywood”,youfeltthetree’sanger. YoufailedtoaccomplishtheGreenMan’squestandhavemadeenemiesoutoftheancienttreantsoftheFloodedForest.Thisstoryawardcouldhaveaneffectinalater

adventure.

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Appendix 10: Magic Item Characterscompletingthisadventure’sobjectiveunlockthismagicitem.

Bag of Tricks (Tan) (Magic Item Table F) Wondrousitem,uncommon

Thisordinarybag,madefromgray,rust,ortancloth,appearsempty.Reachinginsidethebag,however,revealsthepresenceofasmall,fuzzyobject.Thebagweighs1/2pound. Youcanuseanactiontopullthefuzzyobjectfromthebagandthrowitupto20feet.Whentheobjectlands,ittransformsintoacreatureyoudeterminebyrollingad8andconsultingthetablethatcorrespondstothebag'scolor.SeetheMonstersListingforthecreature'sstatistics.Thecreaturevanishesatthenextdawnorwhenitisreducedto0hitpoints. Thecreatureisfriendlytoyouandyourcompanions,anditactsonyourturn.Youcanuseabonusactiontocommandhowthecreaturemovesandwhatactionittakesonitsnextturn,ortogiveitgeneralorders,suchastoattackyourenemies.Intheabsenceofsuchorders,thecreatureactsinafashionappropriatetoitsnature. Oncethreefuzzyobjectshavebeenpulledfromthebag,thebagcan'tbeusedagainuntilthenextdawn. Thistanbagisstitchedtogetheroutofahalf-dozenpatchesofbristly,indistinctfur.Whileholdingit,youoccasionallyfeelsomethingrustlinginside.ThisitemisfoundonMagicItemTableFintheDungeonMaster’sGuide.

Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger

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Appendix 10: Dungeon Master Tips Thisadventureisdesignedforthreetoseven5th-10thlevelcharactersandisoptimizedforfivecharacterswithanaveragepartylevel(APL)of8.Charactersoutsidethislevelrangecannotparticipateinthisadventure.

New to D&D Adventurers League? http://dnd.wizards.com/playevents/organized-play

New to the Annual Storyline? http://dnd.wizards.com/story/waterdeep http://dndadventurersleague.org/storyline-seasons/waterdeep-adventures/

ToDManadventure,youmusthave3to7players—eachwiththeirowncharacterwhoseleveliswithintheadventure’slevelrange.Charactersplayinginahardcoveradventuremaycontinuetoplaytobutiftheyplayadifferenthardcoveradventure,theycan’treturntothefirstoneifthey’reoutsideitslevelrange.

Preparing the Adventure Beforeyoustartplay,considerthefollowing:

• Readthroughtheadventure,takingnotesofanythingyou’dliketohighlightorremindyourselfofwhilerunningtheadventure,suchasawayyou’dliketoportrayanNPCoratacticyou’dliketouseinacombat.Familiaryourselfwiththeadventure’sappendicesandhandouts.

• Gatheranyresourcesyou’dliketousetoaidyouinrunningthisadventure--suchasnotecards,aDMscreen,miniatures,andbattlemaps.

• Asktheplayerstoprovideyouwithrelevantcharacterinformation,suchasname,race,class,andlevel;passiveWisdom(Perception),andanythingspecifiedasnotablebytheadventure(suchasbackgrounds,traits,flaws,etc.)

PlayerscanplayanadventuretheypreviouslyplayedasaPlayerorDungeonMasterbutmayonlyplayitoncewithagivencharacter.Ensureeachplayerhastheircharacter’sadventurelogsheet(ifnot,getonefromtheorganizer).Theplayersfillouttheadventurename,sessionnumber,date,andyournameandDCInumber.Inaddition,theplayeralsofillsinthestartingvaluesforadvancementandtreasurecheckpoints,downtimedays,andrenown.Thesevaluesareupdatedattheconclusionofthesession.

Eachplayerisresponsibleformaintaininganaccuratelogsheet.Ifyouhavetime,youcandoaquickscanofaplayer’scharactersheettoensurethatnothinglooksoutoforder.Ifyouseemagicitemsofveryhighraritiesorstrangearraysofabilityscores,youcanaskplayerstoprovidedocumentationfortheirregularities.Iftheycannot,feelfreetorestrictitemuseoraskthemtouseastandardabilityscorearray. PointplayerstotheD&DAdventurersLeaguePlayersGuideforreference.Ifplayerswishtospenddowntimedaysandit’sthebeginningofanadventureorepisode,theycandeclaretheiractivityandspendthedaysnow,ortheycandosoattheendoftheadventureorepisode.Playersshouldselecttheircharacters’spellsandotherdailyoptionspriortothestartoftheadventure,unlesstheadventurespecifiesotherwise.Feelfreetorereadtheadventuredescriptiontohelpgiveplayershintsaboutwhattheymightface.

Adjusting This Adventure Whencombatisapossibility,theadventurewillprovideasidebarthathelpsyoutodeterminethebestmix/numberofopponentstoprovidethemwithtocreateanappropriatechallenge.Whileyou’renotboundtotheseadjustments;they’rehereforyourconvenienceandconsideration. Todeterminewhetheryoushouldconsideradjustingtheadventure,addupthetotallevelsofallthecharactersanddividetheresultbythenumberofcharacters(rounding.5orgreaterup;.4orlessdown).Thisisthegroup’saveragepartylevel(APL).Toapproximatethepartystrengthfortheadventure,consultthetablebelow.

Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong