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  NOTHING HAPPENS IN 
  ELMWOOD
  XAVIER A. DEVENOGES  & CHRISTOPHER SNIEZAK
  Adventure Designer
  Adventure Code: CCC-FXC01
  Optimized For: APL 2
  All the priests in Melvaunt tell Lady Elsa Tillingwood that she needs a miracle to 
  heal her. In the wake of Moander’s rampage through Elmwood, a child is born 
  with miraculous healing powers. Lady Elsa has tasked you with investigating 
  this divine coincidence... are you up for the challenge?
  A two-hour adventure for 1st - 4th level characters
  
  2
  Adjusting This Adventure                 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                   
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Become familiar with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life. To facilitate this, keep in mind the following:    
   
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues 
  to your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues.  Watch for stalling--play loses 
  momentum when this happens. At the same time, make 
  sure that players don’t finish too early; provide them 
  with a full play experience.
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: INTRODUCTION
  INTRODUCTION
  Welcome to Nothing Happens in Elmwood, a Convention 
  Created Content D&D Adventurers League™ adventure, part of 
  the official D&D Adventurers League™ organized play system.
  This adventure is designed for three to seven 1st - 4th level characters, and is optimized for 
  five characters with an average party level (APL) of 2. Characters outside this level range 
  cannot participate in this adventure.
  Determining Party Strength
  Party Composition Party
  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
  
  3
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: INTRODUCTION
  Adventure Primer
  Adventure Background                  
  In Elmwood a child has been born in the aftermath of 
  the Moander incident, and this child is rumored to have 
  powers of healing. Some say the child is half angelic and 
  half human, others say it’s a hoax, more say he has the 
  power of the phoenix within him. The truth is unknown 
  and really, it just isn’t that important. What is important 
  is the child’s powers are real. Some are calling the 
  child the phoenix, as he give life to those who were 
  seemingly on their deathbed and his touch can even 
  fix the common cold. Unfortunately, power like this 
  doesn’t go unnoticed and forces have started to move to 
  discover for themselves if this child’s power is real — 
  and acquire it for their own purposes.
  The Adventure Summary                  
  When the PCs arrive in Elmwood, the child is already 
  missing. He’s been taken by a group of sneaky kobolds 
  who were hired by a warlock who called herself Zee. 
  They have no idea why the warlock Zee wants the child. 
  They didn’t even know the child was magical until one 
  of the kobolds accidentally killed themselves on a trap 
  they were setting, and the child resurrected the dead 
  kobold. Since the child’s healing touch looks like a fire 
  spreading through the body, they started worshiping 
  the child as their dragon-blooded god. 
   
  A group of Hulburg’s Scarlet Fangs’ thieves guild 
  members came to see if the child could really heal with 
  a touch and if so, planned on kidnapping him to sell to 
  the highest bidder at auction.
   
  Last, a dying rich noble of Melvaunt has some 
  affliction the magic of the temples hasn’t been able to 
  cure. She’s desperate to live and has sent a group of 
  adventures to find out if the child can actually heal with 
  a touch. If the child can she has instructed them to bring 
  the child, and his parents, to Melvaunt so she can be 
  healed. The noble is offering the family protection and a 
  life in Melvaunt in a noble household. 
   
  The scenario starts with the PCs investigating the 
  child’s disappearance by talking with some of the 
  residents of Elmwood. They’ll learn that kobolds took 
  him, follow the kobolds to their temporary warren, deal 
  with the situation between the kobolds and the thieves 
  at the warren, and get the child back.
  
  4
  PART 1. A MISSING CHILD
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 1
  Expected Duration: 30 minutes max
  This is a hard frame because it’s only a 2 hour 
  adventure. Tell the PCs they’re assumed to have taken 
  the job already from an Elsa Tillingwood. Hand them 
  the Elsa Tillingwood handout. She has some affliction 
  which is causing her to waste away that no magical cure 
  has been able to solve. In a final act of desperation she’s 
  asked a group of adventurers to her home to hire them 
  to bring her a miracle.
  Elsa Tillingwood Handout
  • Elsa Tillingwood is dying. When you met her she 
  said she was 62 and looked like she was 100 and 
  wasting away.
  • The Tillingwoods own a large shipping company.
  • She learned about a child in Elmwood who could 
  heal with a touch and wants the PCs to offer the 
  child and their parents a place at the Tillingwood 
  estates if the child can heal her.
  • Her contacts informed her about the child and that 
  the other factions are moving to acquire him. 
  • She gave the PCs two healing potions and offered 
  them 100 gp if they return with the child.
  • Rumors are Elsa is also a Harper.
  Madelyn Bird’s Home                       
  The adventure opens in the house of Madelyn Bird, who 
  most folks call Mattie. Her toddler son Marko is already 
  missing. The truth is he just went missing last night 
  while Mattie was sleeping. The kobolds crept in and 
  took Marko right out of his bed. A few hours after that 
  the Scarlet Fangs came to do the same and found the 
  child was missing, managed to not wake Mattie as they 
  looked around for Marko, discovered that someone else 
  had beat them here, and started tracking them.
   
  This part of the adventure has the PCs tracking 
  down Marko through Elmwood to where the kobolds 
  have him. On the way they may learn that it was 
  kobolds who took him, that the Scarlet Fangs are 
  involved, and a way to get around one of the more 
  deadly traps the kobolds have set.
  You’re sitting in the home of a tear-stained 
  Madelyn Bird just after noon. She’s a young 
  human and the mother of Marko who, after 
  speaking with the people of Elmwood, looks 
  like the child Elsa wanted you to bring back 
  to her. Unfortunately, your timing is terrible as 
  you’ve just heard a very worried mother tell 
  you her son went missing during the night. 
  Her story was she put him to bed, went to 
  sleep an hour later, and when she woke up 
  at daybreak he was gone. She’s already 
  told the local authorities and they’re looking 
  into the situation. She also said if you can find 
  her son she’ll be happy to come with you to 
  see Lady Tillingwood — she’s had enough 
  of Elmwood. She now sits across from you 
  looking on the verge of tears.
  Madelyn Bird’s story
  She and her husband Mikka were here when the 
  wildfires destroyed Elmwood. Mikka didn’t survive 
  but Mattie — as the Elmwood folk call her — did and 
  she was pregnant with her son Marko. She stayed in 
  Elmwood and helped rebuild with the other survivors.
  Roleplaying Madelyn Bird
  Mattie is a survivor but she’s young, in her late teens 
  or early 20s, lost her husband just a couple of years 
  ago, and now her child Marko is missing. She’s worried, 
  emotional, and a little cynical. You should play her as 
  such.
  Appearance: Red hair, medium height, medium build, 
  brown cotton dress.
  
  5
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 1
  What Mattie knows
  Mattie is more than willing to answer questions. Every 
  time a PC asks a question she gets a little more flustered 
  and upset. The third time she’s asked a question she 
  doesn’t have an answer to she breaks down and starts 
  to cry. Here’s what Mattie knows:
  • Her son Marko is special. She’s seen him heal with a 
  fiery touch.
  • Marko is two years old, about knee high, has red 
  hair like hers, and his skin is tinged a little red.
  • She doesn’t know who would want to take him, at 
  least from the town. In fact, a lot of people think 
  Marko is a gift to the people of Elmwood for all 
  the terrible things that have happened to the town 
  recently, from the burning of Elmwood to the 
  troubles with the cult of Moander.
  • If asked to look around the house she’s more than 
  willing to let the PCs have the run of the place. If the 
  PCs don’t ask to look around Mattie asks them to.
  • If asked about anything strange going on in 
  Elmwood recently, she does know that there have 
  been a few robberies from the local lumber yard. 
  Saws and timber were taken. Not a lot of timber but 
  more than a half dozen saws.
  Investigating
  As the DM you need to get the PCs on the right track 
  to get them to part 2. The game part of this is whether 
  they find extra information along the way that will help 
  them during part 2, or if they’re going in blind. This 
  means you want to get them the automatic information 
  which leads them to part 2, but make them work 
  for the other information through die rolls or if they 
  actually say they do a thing that would gain them the 
  information. For instance, if someone says they check 
  under the window sill while checking the window, just 
  let them know there are claw marks under it — if they 
  just say they’re investigating the situation or looking 
  around have them make the investigation roll. Keep 
  them moving if they stall out by asking them what 
  they’re doing next or where they’re having a problem, 
  and feel free to recap the information they have for 
  them.
  Around the House
  Mattie’s house is a small two bedroom space with a 
  central room that has a table to eat at and a wood-
  burning stove to cook on. She has very little furniture 
  and few possessions, and investigating around will be 
  very swift. Her house is near the edge of Elmwood, near 
  the forest.
  • Checking Marko’s Room
   ▪ Automatic: The window’s lock was picked from 
  the outside.
   ▪ DC 10 Investigation: It looks like someone used 
  a thin blade to slide the lock over.
  • Checking Outside
   ▪ Automatic: They find signs of a number of 
  humanoids leading up to Marko’s window and 
  then going away. It’s matted down and broken 
  grass so there’s no actual tracks, but this is a 
  good place to start tracking whoever came up to 
  the window.
   ▪ DC 10 Investigation or Survival: They find 
  half a booted footprint in a low spot in the 
  ground that was still a little soft, probably from a 
  rainstorm.
   ▪ DC 16 Investigation or Survival: They find 
  some claw marks on the underside of the 
  window sill to Marko’s room.
  Following the Trail                                 
  To follow the trail the PCs will need to make three 
  Survival checks, not to keep following them, but to find 
  interesting information along the way. DM’s, ask the 
  PC who’s taking the lead in following the trail to make 
  a Survival check. Ask if anyone is assisting in following 
  the trail and how they assist, what it looks like, etc. This 
  grants the person taking the lead advantage. Once they 
  roll, you describe them following the trail through the 
  woods and add in more description based on how well 
  they rolled on their Survival check. 
  Survival Check 1 - The Snare Trap
  • Automatic: The PCs follow the trail by noticing the 
  signs of stepped on grass, broken twigs, and other 
  disturbances of local flora. It runs through the town 
  and towards the hills, southwest until it enters the 
  forest.
  • DC 10 Survival: Along the way you find a snare trap 
  that went off and then was cut.
   ▪ Investigation DC 10: The rope was cut by an 
  edged weapon while something as heavy as a 
  human was hanging off it.
   ▪ Investigation DC 15: You find a very nice dagger 
  with a dragon hilt where the snare was set.
   ▫ Religion DC 15: The dagger is a religious item 
  used in rites to Kurtulmak.
  
  6
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 1
  Kurtulmak
  Kurtulmak is the patron deity and creator of the 
  kobolds who also taught them to thieve and pillage. It 
  is also said Kurtulmak stole the gift of sorcery from a 
  dragon deity and gave magic to the kobolds.
  Survival Check 3 - A Path in the Woods
  • Automatic: The PCs follow the trail by noticing the 
  signs of stepped on grass, broken twigs, and other 
  disturbances of local flora. It leaves the lumber 
  camp and goes deeper into the forest, until it is a 
  few miles away from any settlement. 
  • DC 12 Survival: You find long drag marks in the dirt 
  here and there, and some tall grass that looks like it 
  was cut.
  • DC 14 Survival: You find more larger boot prints 
  on the ground here and there as you walk. Looks 
  like around 5 different medium-sized humanoids 
  wearing boots came down this path.
   ▪ Investigation DC 15: The booted prints and the 
  drag marks don’t match up. It looks like someone 
  else was dragging whatever was dragged 
  through the dirt.
  • DC 15 Passive Perception for whoever is in front of 
  the group.
   ▪ If they don’t have it they walk right into a snare 
  trap. DC 15 Dexterity saving throw. Advantage 
  on the saving throw if the PCs found the first 
  one. Pass - Nothing happens as the PC steps 
  out of it before it grabs their leg. Fail - the PC is 
  ripped off their feet into the air. The jerk and 
  shock of it deals 1 damage and if they have any 
  gear in bags or pouches that is breakable have 
  the PC roll a DC 12 Dexterity saving throw. Pass - 
  Nothing happens. Fail - Pick up to 3 objects that 
  could break to be broken. 
  DM Note: The kobolds came this way many times but 
  were too light to leave footprints — but did at times 
  drag the lumber they stole.
  After this check you can move on to part 2
  The sounds of sawing and wood being 
  dragged echo in the woods as you come 
  upon the lumber camp of Elmwood. There 
  are piles of lumber, saws, and people 
  moving all about, working on various tasks. 
  One of them stops as they notice you, 
  “Foreman, we have some visitors.” A female 
  hill dwarf with a brown braided beard, a 
  leather apron over a pair of leather pants, 
  and metal spiked leather boots approaches 
  your group. “How can I help you?”
   ▪ Melinda Hillfort is the foreman who approached 
  the PCs. She can relate that over the past two 
  weeks things have been going missing from the 
  camp — a saw one day, a piece of lumber off the 
  stack the next day. It’s gotten frustrating and 
  infuriating. She’s open to letting the PCs take a 
  look around as long as they don’t get in the way 
  of her workers.
  • If the PCs check out the lumber camp:
   ▪ DC 12 Investigation: In one of the piles of 
  lumber they find a coin-sized scrap of black and 
  green colored scaled skin, and a bit of blood.
   ▫ Nature DC 15: The scaled skin was ripped 
  off a kobold as it was messing with the wood 
  piles and saws.
  DM Note: The kobolds stole the wood and saws and 
  took them back to their cave.
  Survival Check 2 - The Lumber Camp
  • Automatic: The PCs follow the trail by noticing the 
  signs of stepped on grass, broken twigs, and other 
  disturbances of local flora, and determine the trail 
  goes towards a lumber camp. Read the following as 
  they approach the lumber camp:
  
  7
  PART 2. 
  THUGS, KOBOLDS & TRAPS
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 2
  “What kind of magic spell to use
  Slime and snails
  Or puppy dogs’ tails
  Thunder or lightning
  Then baby said”
  -- David Bowie
  Expected Duration: 45 minutes
  During this part, the adventurers push through a series 
  of trapped caves where waves of kobolds will harass 
  and deter them (Encounter. Kobolds Ate My Baby). 
  When they finally enter the kobolds’ living quarters, 
  Matron Tokni of the Pierced Snout tribe will offer an 
  opportunity for negotiation. If the adventurers do not 
  seize the opportunity or fail the task, a deadly combat 
  erupts.
  Encounter. Kobolds Ate My Baby  
  When the characters enter the kobolds’ lair to rescue 
  the child, the kobolds will provide a fierce resistance. 
  Before reaching the innermost area, characters will be 
  harassed by groups of kobolds using guerrilla tactics 
  to deter invaders. Once the characters have pushed up 
  to the living quarters (see area of interest 4 below), 
  they must face the strongest defenders and the kobold 
  matriarch — unless they negotiate.
  This encounter is designed as a mini dungeon crawl 
  with three waves of opponents:
  • The first wave is a medium encounter; the kobolds 
  try to deter invaders and have pitted their Inventors 
  to the task.
  • The second wave is an easy encounter; if the 
  characters manage to push through the first wave, 
  these kobolds — plus any survivors of the first wave 
  — will keep opposing the characters to buy time for 
  the tribe to evacuate.
  • For the third wave, the kobolds will make a last 
  stand to protect their tribe and ensure their 
  survival at all cost. Matron Tokni will offer them an 
  opportunity to negotiate; however, if they choose 
  not to negotiate or fail in their negotiations, the 
  encounter is deadly.
  Keep the initiative count throughout this encounter and 
  advise the party that time is of the essence. Should they 
  decide to take a rest nonetheless, the kobolds will have 
  evacuated the living quarters, and the child will be gone 
  (see area 4 Kobolds’ Living Quarters below).
  You’ve been following the trail through the 
  forest for several hours when it leads you to 
  a geological depression. It’s a circular basin 
  about 50 feet across and 30 feet down. The 
  end you stand at lowers smoothly to where 
  it bottoms out, but the other end is bordered 
  by cliffs. Massive trees, large roots, thorny 
  bushes, and rocks litter the ground. As you 
  approach, a cold drizzle starts falling while 
  the sun is about to set beyond the horizon.
   
  At the entrance to the cave is the burnt 
  body of a woman.
  Inspecting the body of the woman or any of the other 
  bodies inside the cavern reveals them to be members 
  of the Scarlet Fangs, a notorious thieves guild, and that 
  their deaths were quite recent (blood has not fully 
  dried, the burned woman still feels warm, and rigor 
  mortis has not yet set in).
  
  8
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 2
  About the Pierced Snout kobolds
  The Pierced Snout tribe are not particularly 
  aggressive or expansionist. Months ago, they lived 
  in the mountains close to Ilinvur, surviving on crops 
  and occasional thievery from the local settlements. 
  The tribe had about 50 individuals, including strong 
  warriors. However, it all changed when one group 
  of adventurers entered their territory in search of 
  relics, and attacked the village over several weeks. 
  The tribe dwindled and collapsed when the chief was 
  treacherously killed. 
  Matron Tokni gathered the remaining families and 
  led the tribe to the south, where she hoped to be able 
  to rebuild, taking great care not to cross paths with 
  anyone. They found a natural cavern several tendays 
  ago and settled in.
  Somehow, and despite their best efforts at remaining 
  away from civilization, one individual contacted them 
  with a mission for which they would be well paid. All 
  they had to do was to reclaim a child from a surrogate 
  mother who had suddenly changed her mind despite a 
  contract (or so they were told).
  The Pierced Snout kobolds are taller and thinner than 
  average kobolds, with black and green striped scales. 
  Their name comes from the nose ring that they get 
  when they reach adulthood and that warriors adorn 
  with more rings when they are successful.
  opening, thereby making it safe to cross. The cover can 
  also be magically held shut using the arcane lock spell 
  or similar magic.
   
  The barricades stand about 3 feet high and are an 
  assembly of stolen wood and saws from the lumber 
  camps, bone, and other natural materials reinforced 
  with rusted nails and chains. Kobolds and small 
  creatures benefit from ¾ cover behind these and can 
  attempt to hide. Each 5 foot section has an AC of 15 and 
  13 HPs.
   
  Jumping over the Barricades requires a DC 10 
  Strength (Athletics) check to avoid tripping and falling 
  prone on the other side. All other jumping rules apply 
  (Player’s Handbook Page 182). They also have saw 
  blades all along their edges so anyone who fails takes 2 
  (1d4) damage and they cut themselves on the blades.
  Tactics
  Whereas most adventurers need a light source, 
  kobolds do not. Consequently, they will target torch 
  and light bearers first. Next they target lightly armored 
  characters, for they may be dangerous spellcasters. 
  Except for the dragonshields, the kobolds will maintain 
  distance and shoot at their opponents, unless a singled 
  out character can be swiftly swarmed and pack tactics 
  put to good use. They will also try and lure PCs over the 
  traps they’ve set. When groups of kobolds are about to 
  be overcome (50% dead), the survivors try to retreat 
  back to the next group.
   
  Every kobold has this added to their stat block: 
  Shifty. This kobold can use the disengage action as a 
  bonus action.
  Map keys
  1. Lair Entrance
  The lair entrance is being guarded by four kobolds and 
  three kobold inventors who have been instructed to 
  deter intruders. They will strike from cover, using slings 
  and flasks, and run to the next section if the characters 
  are about to overcome them. Have the kobolds start 
  hidden behind pillars and barricades, ready to strike 
  (stealth checks versus characters’ passive perception).
   
  There are two hidden pit traps inside this cave, one 
  of which was triggered earlier in the day and is clearly 
  visible. At the bottom of the pit is a dead Scarlet Fang 
  with a broken neck . The pond on the east wall is two 
  feet deep and its water is crystalline and cold. There is 
  also another dead Scarlet Fang laying on the ground, 
  their head cracked open from a sling stone.
  General Features
  The general features of the kobolds’ lair are: 
  Light: there is no light inside the kobolds’ lair except in 
  the last area where the child is kept.
  Sounds and smell: cackling and kobold growling can 
  be heard echoing throughout the tunnel system, along 
  with an occasional water drop falling from the ceiling.
  Refer to Appendix: Kobolds’ Lair Map
  Traps and barricades
  The kobolds have laid numerous traps and barricades 
  in their lair as a deterrent to intruders. Hidden pit traps 
  are marked on the map by an X. All traps are rigged 
  to trigger under a pressure of 50 pounds or more, i.e. 
  more than a kobold carrying a small load.
   
  The hidden pit traps require a DC 15 Wisdom 
  (Perception) check to spot the grooves around the 
  flipping board. They are 10 feet deep, inflicting 3 (1d6) 
  bludgeoning damage to any character falling in.
   
  They can be disabled by wedging an iron spike or 
  similar between the pit’s cover and the surrounding 
  floor in such a way as to prevent the cover from 
  
  9
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 2
  Past 10 feet of natural light penetrating the 
  cave, everything is dark in this uneven 65 
  by 30 foot natural cave. You do, however, 
  still spot makeshift barricades immediately 
  to your left, and a hole in the ground to 
  your right side. A second set of barricades’ 
  shadows can be discerned in the distance, 
  as well as a few natural stone pillars and a 
  small pond 15 by 8 feet against the eastern 
  wall. The ceiling varies between 15 and 20 
  feet high. 
   
  As you make your first steps inside, you 
  hear light feet shuffling and running around 
  — likely anticipating your movements to 
  strike when least expected — and you 
  crush the remains of a glass flask that most 
  certainly contained flammable materials 
  not so long ago.
  Adjusting the Encounter
  Weak and Very Weak: reduce to 2 kobolds
  Strong: reduce to 2 kobolds, add 1 kobold 
  dragonshield
  Very Strong: increase to 5 kobolds, add 1 kobold 
  dragonshield
  Adjusting the Encounter
  Very Weak: reduce to 2 kobolds, reduce to 1 kobold 
  inventor
  Weak: reduce to 3 kobolds, reduce to 2 kobold 
  inventors
  Strong: add 2 wolves, add 1 kobold dragonshield
  Very Strong: add 2 dire wolves, increase to 6 kobolds, 
  add 1 kobold dragonshield
  2. Intermediate Room
  The intermediate room is guarded by three kobolds 
  and reinforced by any kobold that may have fled from 
  area 1. They hide behind barricades and the pillar 
  (stealth checks versus characters’ passive perception), 
  and wait for characters to take a few steps in to start 
  shooting at them. If they are about to be overcome, they 
  will retreat to area 4 and reinforce the defenses there.
   
  Two hidden pit traps are located in this room (see 
  their descriptions above). Another of the Scarlet Fangs 
  is in each of the pits but the kobolds reset those traps 
  and re-covered them.
  The tunnel opens up into another uneven 35 
  by 50 foot natural cavern with one single pillar 
  about 10 feet in circumference on the western 
  side. Immediately next to the pillar is another set 
  of barricades. The ceiling slowly rises, from 15 to 
  20 feet by the entrance, to about 30 feet to the 
  north of the area. You hear more kobolds in the 
  darkness beyond.
  3. Kobolds’ Living Quarters
  The Pierced Snout tribe inhabits this cave, and at a 
  given time about two dozen commoners normally live 
  here. As the characters progress through defenses, the 
  kobolds proceed with an emergency evacuation — 
  starting with the eggs, then food, etc. It will take about 
  one hour for the kobolds to totally leave the area, and if 
  the party decided for a rest in an earlier area, the living 
  quarters will be empty when they arrive. 
   
  If the characters chose to take a rest earlier, read the 
  following then proceed to Part IV - Epilogue:
  Past a t-junction blocked with another set of 
  barricades on each side, you emerge into 
  a 45 by 50 foot cave whose ceiling rises into 
  a natural chimney some 60 feet above that 
  exits on the surface, and hidden by a pillar 
  immediately at the entrance. A shanty town 
  of small houses made of random materials 
  covers the west wall and sections of the north 
  wall, bordering another tunnel leading deeper 
  into the cold and dangerous upperdark. In 
  the middle of the room, and underneath the 
  chimney conduit, embers smolder, slowly 
  turning into cold ashes. 
   
  No one seems to be around and it would 
  appear that your decision to linger has allowed 
  the Pierced Snout tribe to escape with the 
  child. Needless to say, neither your employer 
  nor the factions will be impressed, and though 
  you manage to recover some coinage from 
  the kobold’s housings, your chances at a 
  proper reward disappeared with the child.
  
  10
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 2
  Otherwise, if the characters did not linger, the child can 
  be found in this cave; by reviving a dead kobold earlier 
  in the day, he has become the subject of the tribe’s 
  worship and they regard him as a true avatar of their 
  dragon god — a key piece of the tribe’s future. When 
  the characters finally break into the room, two kobold 
  dragonshields, one kobold scale sorceress (Matron 
  Tokni) plus any kobold that will have retreated from 
  area 2 will be here to make one last stand.
  and will shoot anyone attempting to cast a spell or use a 
  ranged weapon while negotiations take place.
  Negotiating with the kobolds
  Characters may want to negotiate with the kobolds 
  from the beginning. If they propose to parley before 
  forcing their way into the tunnels, a kobold named 
  ‘Deekin’ will address the group and agree to lead the 
  party up to Matron Tokni with a successful DC 17 
  Charisma (Persuasion) check. Otherwise, if they fight 
  their way up to the living quarters (area of interest 4 
  below), Matron Tokni will address the group.
   
  When they finally address Matron Tokni, the party 
  will need to accumulate four successes before two 
  failures are reached, to negotiate the rescue of the child.
  What the kobolds know:
  • The Pierced Snout kobolds lived peacefully in 
  another cave complex to the north, close to Ilinvur. 
  A group of adventurers came, slew most of the 
  tribe, stole their precious treasure and left the area. 
  Survivors, led by Matron Tokni, gathered and moved 
  to a new location, with the intent on rebuilding the 
  tribe.
  • Earlier today, one of the kobolds carrying a stolen 
  basket of breads and cheese “borrowed” from a 
  local farmer stepped on one of the pit traps and died 
  — he had forgotten about the weight sensitivity of 
  the traps. While the tribe was mourning the loss 
  in the living quarters, the child came and merely 
  touched the dead kobold. Seconds later, the whole 
  tribe witnessed Garlax’s (the dead kobold) wounds 
  closing as life returned to his corpse, heatless 
  flames running through his body. Afterwards, Garlax 
  described the sensation as being pulled back from 
  the dead, through a cleansing fire. The kobolds are 
  now convinced that the child is their dragon god 
  reborn.
  • The child is a blessing for the tribe and he will help 
  them rebuild and grow stronger. In the very short 
  span of time the kobolds interacted the child, they 
  have taken a liking into him.
  • Though they did not see her face clearly, they 
  were hired by a woman wearing a hooded cloak, 
  accompanied by a flying cat to reclaim the child 
  from its surrogate mother. She presented herself as 
  Zee something something something. The kobolds 
  remember her as Zee. She offered “many shiny 
  coins” for the child. Kobolds do not like flying cats; 
  they are too hard to catch and eat. Kobolds do not 
  like the hooded woman now either for she wants the 
  dragon god reborn.
  Adjusting the Encounter
  Very Weak: substitute the kobold dragonshields with 
  2 kobold inventors
  Weak: reduce to 1 kobold dragonshield
  Strong: Add 2 kobold dragonshields
  Very Strong add 2 kobold dragonshields, add 2 guard 
  drakes
  When the characters emerge from the tunnel coming 
  from area 2, read the following: 
  Exploring further, you face a t-junction, 
  blocked by another set of barricades on each 
  side. Dancing against the walls behind, you 
  discern the flickering of a large light source, 
  most probably a bonfire. Shouts and cries in 
  draconic can be heard reverberating in the 
  distance, as well as multiple hurried small 
  footsteps and the sounds of multiple things 
  being moved around. Then, suddenly, you 
  hear one particular shout: “naaaaaaaa…. 
  Want mommy! Where’s me mommy? 
  Waaaaaaa!”
   
  Before you can attack though, two 
  kobolds wielding spears and shields walk in, 
  protecting one kobold draped in robes and 
  covered with feathers and other baubles. 
  Her scaled face manifests evident sadness. 
  She immediately addresses you, one hand 
  raised: “Enough! You’ve killed enough of 
  my tribe today, strangers! You invaded our 
  lair. You killed our blood. You’ve cost us too 
  dearly already. Who are you and what do 
  you want?”
  You can now drop the initiative count. Matron Tokni 
  will stay in the distance and use the protection of the 
  dragonshields to talk with the characters. Since they 
  expect treachery, all other kobolds have readied actions 
  
  11
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 2
  • Other humanoids came to the cave earlier and 
  verbally threatened the tribe. When the kobolds 
  refused to surrender the dragon god reborn, they 
  attacked and the tribe’s proud warriors killed them 
  all. Kobolds do not like big people coming to kidnap 
  the dragon god reborn! 
  Each action can be taken only once; suggested actions 
  are:
  • A character showing genuine concern for the 
  Pierced Snout tribe can attempt a DC 15 Charisma 
  (Persuasion) check to gain their sympathy. A kobold 
  character gets advantage on this check.
  • A character trained in Religion can attempt a DC 15 
  Charisma (Religion) check to debunk the kobolds’ 
  belief that the child is a dragon god reborn. A 
  dragonborn, lizardfolk or kobold character, or an 
  acolyte or cleric of Bahamut gets advantage on this 
  check.
  • An acolyte, a cleric, or a druid can offer the kobolds’ 
  a blessing of fertility and/or protection. That 
  character can attempt either a DC 15 Wisdom 
  (Religion) or Wisdom (Nature) check to perform 
  their ritual convincingly (though no mechanical 
  benefits will be gained).
  • If the characters have not killed any kobold, they get 
  an automatic success.
  • If the characters return the dagger they might have 
  found in Part I to the kobolds, they get an automatic 
  success.
  A player may come up with another plausible approach; 
  as DM, you are entitled to accommodate this new idea, 
  based on the kobolds’ knowledge and the above actions. 
  Achieving the negotiation should feel like a tangible 
  heroic success for the players, for the encounter is of 
  deadly difficulty.
   
  If they accumulate four successes before two 
  failures are reached, the kobolds finally agree to let the 
  child go after the kobolds bid him farewell. As a token of 
  appreciation for not harming her tribe further, Matron 
  Tokni will offer the characters her silver bracelet (see 
  treasure below). The characters have successfully 
  defeated this encounter and XP needs to be rewarded 
  accordingly, along with the story award “Respect of the 
  Pierced Snout Tribe”.
   
  If the negotiations fail, either because two failures 
  are reached before four successes are met or because 
  a character attempted something foolish during the 
  negotiation, the kobolds attack the characters: trigger 
  the readied actions then roll initiative to play out the 
  combat normally.
  Past the t-junction, you emerge into a 45 
  by 50 foot cave whose ceiling rises into a 
  natural chimney some 60 feet above that 
  exits on the surface, and hidden by a pillar 
  immediately at the entrance. A shanty town 
  of small houses made of random materials 
  covers the west wall and sections of the 
  north wall, bordering another tunnel leading 
  deeper into the cold and dangerous 
  upperdark. In the middle of the room, and 
  underneath the chimney conduit, a large 
  bonfire provides lighting and warmth to the 
  eggs that kobold commoners try to quickly 
  carry away through the north tunnel. 
   
  Rolling on the floor, some ten feet from the 
  fireplace, the child is subject to a tantrum, 
  crying and asking for his mother, while three 
  kobold commoners look at him, puzzled and 
  incredulous.
   
  Here, Matron Tokni and the tribe’s last 
  defenders are about to make their last stand, 
  while about two dozen kobold commoners 
  evacuate.
  For the purpose of this encounter and if you run 
  this module on a grid with miniatures, do not place 
  commoner miniatures on the map. Instead, if a 
  character decides to go after them, describe the results 
  of their actions with commoners fleeing and screaming. 
  That character will gain the ‘Kobold Slayer’ story award 
  at the end of the adventure; choices have consequences 
  down the road.
  About Marko in this section
  Marko will maintain some autonomy and try to heal 
  adventurers, targeting those that appear the friendliest 
  and closest first, or reluctantly helping the shady or 
  scary ones second. The child is a small size commoner 
  with 2 hit points, WIS 16 and innate spellcasting; he can 
  either use Cure Wounds (1d8+3) or Revivify 4 times a 
  day without spell components (only 3 spells left). Once 
  the spells are used up, the child will seek shelter in a 
  corner of the cave and cry. Pierced Snout kobolds will 
  try to prevent PCs from approaching the child. This is 
  an opportunity for you, DM, to support the characters 
  through an otherwise deadly encounter.
   
  When the characters eventually push through area 
  3, read the following box text:
  
  12
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 2
  Treasure
  Hidden amongst the kobolds’ shanty town, the 
  characters find various coinage and pieces of jewelry 
  worth 50 gp total.
   
  The kobold matriarch, Tokni, wears a silver bracelet 
  worth 100 gp.
  These aren’t the Alchemist’s Fire you’ve 
  been looking for
  Though the kobold inventors make use of poisons, rot 
  grubs, alchemist’s fire, etc., they are not considered 
  treasure and thus non-usable by characters. If any of 
  them complains about it, let them know that some 
  things are better left where they are, unless they want 
  to take a fair chance that it’ll blow up right in their 
  smiling faces.
  Developments
  The characters could have negotiated the child’s return, 
  or they may have had to successfully fight the kobolds; 
  perhaps, even, they got knocked down by the kobolds 
  and the child is gone. In any of these three scenarios, 
  you now need to move to Part IV - Epilogue, for a wrap 
  up of the story.
  
  13
  PART 3. EPILOGUE
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 3
  Expected Duration: 15 minutes
  If all went well, the characters are able to reunite 
  mother and child and place them in the care of their 
  employer. They will be rewarded the amount that was 
  offered to them at the beginning of the adventure, and 
  can leave towards new adventures.
   
  There is a possibility that the kobolds were too 
  strong and that characters got knocked down, or killed. 
  Their employer and the factions will be somewhat 
  disappointed, but will nonetheless raise dead 
  characters and repay some of their expenses.
   
  The final, and least probable scenario, is that 
  despite the sense of urgency, the party decided to take 
  a rest and let the child go. In this event, both their 
  employer and the factions will be highly disappointed. 
  They will still benefit from their factions’ charity for 
  dead characters, but no compensation will be offered; 
  the mission was a failure
  The three possible scenarios            
  The party recovered the child
  If the party successfully recovered the child, read the 
  following:
  to make their acquaintance, reassuring 
  them that from now on their needs will be 
  cared for.
   
  When you eventually enter Tillingwood 
  manor, you are led to the parlor that you 
  already know and are offered tea or brandy 
  or both. There, Lady Tillingwood sits slouched 
  over in a comfortable armchair, a warm 
  blanket wrapped around her, breathing 
  with difficulty. Without saying a word, Marko 
  approaches her and places his hand over 
  hers, smiling. Her laborious breathing turns 
  into a raucous whistling before clearing up. 
  As she raises her head, looking at the child 
  then at all of you, she finally addresses you: 
  “You have indeed brought me a miracle, 
  and I thank you” before turning her attention 
  back to Marko: “As for you, young lad, I will 
  ensure that your mother and yourself do not 
  lack for anything in the future. You are free 
  to go anywhere inside this manor; consider 
  this house yours now.”
  Mother and child are briefly reunited in the 
  town of Elmwood, where Mattie quickly 
  packs her sparse belongings and joins your 
  party on a ship towards Melvaunt. The 
  travel is quite uneventful, except maybe 
  for Marko’s sporadic tantrums or numerous 
  questions.
   
  After a little more than one tenday, during 
  which you witness Marko spontaneously 
  curing ailments and healing the wounds of 
  the sailors, the ship arrives in Melvaunt harbor 
  where a coach awaits you. Inside, Maurice 
  informs your party that Lady Tillingwood’s 
  condition has deteriorated, and that he 
  hopes everything that was heard about the 
  child holds true. Meanwhile, as the coach 
  drives through the streets, he briefly tries to 
  engage conversation with Matti and Marko 
  Maurice will arrange payment of the character’s dues. 
  However, before they go, Marko will approach the 
  characters and hug or touch each one of them, leaving a 
  mark of light; they have earned the story award named 
  ‘The Child Likes You’ (see Rewards section). The party 
  successfully completed this module.
  
  14
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: PART 3
  Bruises, pain, blood and your vision turning 
  to black is all that you remember when you 
  awaken at the Temple of Selûne. You have 
  misjudged your opponent’s strength, and 
  this has cost you dearly: at best, you were 
  knocked unconscious, at worst you pushed 
  the daisies from under and your faction 
  had to pull a few favors to return you from 
  Kelemvor’s care.
   
  About one and a half tendays of sailing 
  later, you arrive at Melvaunt where Maurice 
  awaits you at the harbor. His face is quite 
  grim when he opens the coach’s door and 
  while the vehicle drives through the streets, 
  he informs you that Lady Tillingwood’s 
  condition has deteriorated.
   
  When you eventually enter Tillingwood 
  manor, you are led to the parlor that you 
  already know and are offered tea or brandy 
  or both. There, Lady Tillingwood sits slouched 
  over in a comfortable armchair, a warm 
  blanket wrapped around her. As you enter 
  the room, she shakes and coughs. Though 
  she deftly puts the handkerchief away, you 
  can notice the blood impregnating the 
  cloth. “I understand… you’ve encountered 
  strong opposition. That is very unfortunate.” 
  She breathes laboriously before adding: “I 
  wish that you were able to bring my miracle… 
  <pause> but I understand you encountered 
  your own setbacks while helping me.”
   
  She gestures at Maurice with difficulty 
  and resumes her monologue: “As gratitude 
  to your efforts, here is a small payment. 
  You will understand that considering the 
  circumstances, I cannot fully meet the 
  agreement. Maurice will lead you outside 
  when you are done sipping your beverages.”
   
  The characters have time to finish their 
  beverages 
  while 
  Maurice 
  helps 
  Lady 
  Tillingwood to her living rooms, after which 
  he’ll lead the characters outside the Manor 
  and hand them a purse containing half the 
  agreed final payment.
  The party is awarded half of the second payment 
  installment, but has however failed the module.
  The party willingly let the child go
  Despite the sense of urgency, the adventurers decided 
  to take a rest and give time to the kobolds to do their 
  business. By the time they resume their adventure, 
  Marko is gone. Read the following
  Sheepishly, you exit the kobolds’ lair and set 
  to report to your employer. About one and 
  a half tendays of sailing later, you arrive at 
  Melvaunt where Maurice awaits you at the 
  harbor. His face is quite grim and he informs 
  you that Lady Tillingwood’s condition has 
  deteriorated.
   
  However, after you relate the events and 
  their conclusion, Maurice looks pained and 
  embarrassed. Wetting his lips, he speaks : 
  “Lady Tillingwood will be truly disappointed, 
  and I am sorry but we cannot meet the 
  agreed terms of your hiring. Though you are 
  free to keep the advance payment, the 
  contract has been breached. We hoped 
  we had found seasoned adventurers for 
  this task in the first place. I bid you farewell.” 
  Maurice then enters a coach that rides up 
  the streets of Melvaunt, leaving you behind.
  The party gets no further reward from Elsa Tillingwood 
  and has failed the module.
  Conclusion
  The characters are left in Melvaunt, either with rewards 
  or wondering what they should do next to improve 
  their faction standings and reputation.
  If the kobolds prevailed
  Opposition proved too arduous for the characters, and 
  they were at best knocked down, or at worst killed. 
  Read the following:
  
  15
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: REWARDS
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session.
  Experience (Min/Max XP: 450/600)
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character.
  Combat Awards
  Name of Foe   
   
   
  XP Per Foe
  Kobold  
   
   
   
  25
  Kobold inventor  
   
   
  50
  Kobold dragonshield 
   
   
  200
  Kobold sorcerer  
   
   
  200
  Non-Combat Awards
  Task or Accomplishment  
   
  XP Per Char
  Negotiating with the kobolds  
   
  assign XP as if the  
   
   
   
   
   
   
  PCs defeated the  
   
   
   
   
   
   
  kobolds
  Saving Marko 
   
   
   
  100
  Returning the dagger   
   
  100
  Treasure                                            
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly 
  as possible. Gold piece values listed for sellable gear 
  are calculated at their selling price, not their purchase 
  price.
  Treasure Awards
  Item Name  
   
   
   
  GP Value
  Bringing Marko to Elsa  
   
  100
  Matron Tokni’s silver bracelet 
   
  100
  Kobold camp treasure  
   
  50
  Kurtulmak dagger 
   
   
  75
  Consumable magic items should be divided up 
  however the group sees fit. If more than one character 
  is interested in a specific consumable magic item, the 
  DM can determine who gets it randomly should the 
  group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Charm of Vitality- Flaming Sigil
  This charm allows you to give yourself the benefit of 
  a potion of vitality as an action. Once you do so, the 
  charm vanishes from you.
  Player Rewards                                
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide (ALDMG).
  Story Awards                                       
  The characters have the opportunity to earn the 
  following story awards during the course of play.
   
  The Child Likes You. You have a mark on you where 
  the child touched you, and it glows with a white inner 
  light. The child will always see you as a friend and as his 
  hero. (see Charm of Vitality- Flaming Sigil)
   
  Kobold Slayer. By ruthlessly slaughtering kobold 
  commoners, you have acquired the reputation of 
  Kobold Slayer that is spreading throughout the 
  Moonsea region. This reputation may serve or hinder 
  you in the future. Kobold characters will no doubt react 
  poorly in your presence (disadvantage on persuasion 
  or deception checks, but advantage on intimidation 
  checks).
   
  Respect of the Pierced Snout Tribe. By defusing 
  the situation and negotiating the return of the child, 
  you have earned the respect of Matron Tokni and the 
  Pierced Snout tribe. Your future endeavours may lead 
  you to another meeting at some point, in which case 
  this story award could have an effect.
  DM Rewards                                     
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG).
  
  16
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: APPENDIX
  Appendix: NPC / Monster Statistics  
  Kobold
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 5 (2d6 − 2)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  7 (−2)  
  15 (+2)  
  9 (−1)  
  8 (−1)  
  7 (−2)  
  8 (−1)
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/8 (25 XP)
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Actions                                                                            
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Kobold Dragonshield
  Small humanoid (kobold), lawful evil
  Armor Class 15 (leather, shield)
  Hit Points 44 (8d6 + 16)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  15 (+2) 
  14 (+2) 
  8 (−1) 
  9 (−1)  
  10 (+0)
  Skills Perception +1
  Damage Resistances see Dragon’s Resistance below
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Dragon’s Resistance. The kobold has resistance to 
  a type of damage based on the color of dragon that 
  invested it with power (choose or roll a d10): 1-2, acid 
  (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning 
  (blue); 9-10, poison (green).
  Heart of the Dragon. If the kobold is frightened or 
  paralyzed by an effect that allows a saving throw, it 
  can repeat the save at the start of its turn to end the 
  effect on itself and all kobolds within 30 feet of it. 
  Any kobold that benefits from this trait (including the 
  dragonshield) has advantage on its next attack roll.
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions                                                                            
  Multiattack. The kobold makes two melee attacks.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage, or 5 (1d8 + 1) piercing damage if used 
  two hands to make a melee attack.
  
  17
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: APPENDIX
  Kobold Inventor
  Small humanoid (kobold), lawful evil
  Armor Class 12
  Hit Points 13 (3d6 + 3)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  7 (−2) 
  15(+2) 
  12(+1) 
  8 (−1) 
  7 (−2)  
  8 (−1)
  Skills Perception +0
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1/4 (50 XP)
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions                                                                            
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Weapon Invention. The kobold uses one of the 
  following options (roll a d8 or choose one); the kobold 
  can use each one no more than once per day:
  1. Acid. The kobold hurls a flask of acid. Ranged 
  Weapon Attack: +4 to hit, range 5/20 ft., one target. 
  Hit: 7 (2d6) acid damage.
  2. Alchemist’s Fire. The kobold throws a flask of 
  alchemist’s fire. Ranged Weapon Attack: +4 to hit, 
  range 5/20 ft., one target. Hit: 2 (1d4) fire damage 
  at the start of each of the target’s turns. A creature 
  can end this damage by using its action to make a 
  DC 10 Dexterity check to extinguish the flames.
  3. Basket of Centipedes. The kobold throws a small 
  basket into a 5-foot-square space within 20 feet 
  of it. A swarm of insects (centipedes) with 11 hit 
  points emerges from the basket and rolls initiative. 
  At the end of each of the swarm’s turns, there’s a 50 
  percent chance that the swarm disperses.
  4. Green Slime Pot. The kobold throws a clay pot full 
  of green slime at the target, and it breaks open on 
  impact. Ranged Weapon Attack: +4 to hit, range 
  5/20 ft., one target. Hit: The target is covered in a 
  patch of green slime (see chapter 5 of the Dungeon 
  Master’s Guide). Miss: A patch of green slime covers 
  a randomly determined 5-foot-square section of 
  wall or floor within 5 feet of the target.
  5. Rot Grub Pot. The kobold throws a clay pot into 
  a 5-foot-square space within 20 feet of it, and 
  it breaks open on impact. A swarm of rot grubs 
  emerges from the shattered pot and remains a 
  hazard in that square.
  6. Scorpion on a Stick. The kobold makes a melee 
  attack with a scorpion tied to the end of a 5-foot-
  long pole. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage, and the target 
  must make a DC 9 Constitution saving throw, taking 
  4 (1d8) poison damage on a failed save, or half as 
  much damage on a successful one.
  7. Skunk in a Cage. The kobold releases a skunk into 
  an unoccupied space within 5 feet of it. The skunk 
  has a walking speed of 20 feet, AC 10, 1 hit point, 
  and no effective attacks. It rolls initiative and, on 
  its turn, uses its action to spray musk at a random 
  creature within 5 feet of it. The target must make a 
  DC 9 Constitution saving throw. On a failed save, the 
  target retches and can’t take actions for 1 minute. 
  The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. A creature that doesn’t need to breath or 
  is immune to poison automatically succeeds on the 
  saving throw. Once the skunk has sprayed its musk, 
  it can’t do so again until it finishes a short or long 
  rest.
  8. Wasp Nest in a Bag. The kobold throws a small 
  bag into a 5-foot-square space within 20 feet of 
  it. A swarm of insects (wasps) with 11 hit points 
  emerges from the bag and rolls initiative. At the end 
  of each of the swarm’s turns, there’s a 50 percent 
  chance that the swarm disperses.
  
  18
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: APPENDIX
  Kobold Scale Sorcerer
  Small humanoid (kobold), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  7 (−2) 
  15(+2) 
  14(+2) 
  10(+0) 
  9 (−1) 
  14(+2)
  Skills Arcana +2, Medicine +1
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Draconic
  Challenge 1 (200 XP)
  Spellcasting. The kobold is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 
  to hit with spell attacks). It has the following sorcerer 
  spells prepared:
  Cantrips (at will): fire bolt, mage hand, mending, 
  poison spray
  1st level (4 slots): charm person, chromatic orb, 
  expeditious retreat
  2nd level (2 slots): scorching ray
  Sorcery points. The kobold has 3 sorcery points. It can 
  spend 1 or more sorcery points as a bonus action to 
  gain one of the following benefits:
  Heightened Spell: When it casts a spell that forces a 
  creature to make a saving throw to resist to the spell’s 
  effects, the kobold can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving 
  throw against the spell.
  Subtle Spell: When the kobold casts a spell, it can spend 
  1 sorcery point to cast the spell without any somatic or 
  verbal components.
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions                                                                            
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Swarm of Insects
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (natural armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (−2) 
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 8
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny insect. The swarm 
  can’t regain hit points or gain temporary hit points.
  Actions                                                                            
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer.
  
  19
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: APPENDIX
  Swarm of Rot Grubs
  Medium swarm of Tiny beasts, unaligned
  Armor Class 8
  Hit Points 22 (5d8)
  Speed 5 ft., climb 5 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  2 (−4) 
  7 (-2) 
  10 (+0) 
  1 (-5) 
  2 (−4) 
  1 (-5)
  Damage Resistances piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained
  Senses blindsight 10 ft., passive Perception 6
  Languages —
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny maggot. The 
  swarm can’t regain hit points or gain temporary hit 
  points.
  Actions                                                                            
  Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: the target is infested by 
  1d4 rot grubs. At the start of each of the target’s turns, 
  the target takes 1d6 piercing damage per rot grub 
  infesting it. Applying fire to the bite wound before the 
  end of the target’s next turn deals 1 fire damage to the 
  target and kills these rot grubs. After this time, these rot 
  grubs are too far under the skin to be burned.
   
  If a target infested by rot grubs ends its turn with 0 
  hit points, it dies as the rot grubs burrow into its heart 
  and kill it. Any effect that cures disease kills all rot 
  grubs infesting the target.
  
  20
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: APPENDIX
  DM Appendix: Kobolds’ Lair Map
  
  21
  CCC-FXC-01 / Nothing Happens in 
  Elmwood: APPENDIX
  Player Handout 1: Elsa Tillingwood’s offer
  • Elsa Tillingwood is dying. When you met her she said she was 62 and looked like she was 100 and wasting away.
  • The Tillingwoods own a large shipping company.
  • She learned about a child in Elmwood who could heal with a touch and wants the PCs to offer the child and their 
  parents a place at the Tillingwood estates if the child can heal her.
  • Her contacts informed her about the child and that other factions are moving to acquire him or her. 
  • She gave the PCs two healing potions and offered them 100 gp if they return with the child.
  • Rumors are Elsa is also a Harper.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-FXC-01 - Nothing Happens in Elmwood.pdf