TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.
  1
  CCC-KUMORI-02-01 VACANT
  VACANT
  A Dungeons and Dragons Adventure by Ma’at Crook
  2-4hr
  Tier 1
  APl 1
  CCC-KUMORI-02-01
  Torrential rains and blustering 
  winds drive the party into 
  a cursed hamlet, resting 
  in the eye of the storm. A 
  mesmerizing void, mutated 
  creatures, and the very ground 
  could swallow the party, forever 
  trapping them — 
  unless they can
  escape. 
  
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  2
  CCC-KUMORI-02-01 VACANT
  5ft
  sqs
  N
  S
  E
  W
  Map
  bathhouse
  June’s bedroom
  kitchen
  inn’s bedroom 
  (double bed)
  inn’s bedroom 
  (6 single beds)
  tavern
  Fumarole Inn
  Courtyard 
  (uneven pavers & natural pothole)
  
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  3
  CCC-KUMORI-02-01 VACANT
  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.
  Credits
  Game Designer and Illustrator: Ma’at Crook
  Kumoricon RPG Coordinator: JoDee Murch  
  Editing: Ma’at Crook
  D&D Adventurers League Guildmaster: Chris 
  Lindsay
  Art Director & Graphic Design: Rich Lescouflair
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Bill 
  Benham, Amy Lynn Dzura, Greg Marks, Alan Patrick, 
  Travis Woodall, Lysa Chen, Claire Hoffman
  Playtesters: Eric Butler, Griffin Butler, Tori Galiel, 
  James Harrison, Peter Hopkins, Phillip Koop, Alex 
  Loney, Kel McDonald, John Montgomery, Elijah 
  Rocco, Roy Walkenshaw, Kevin Wilson, Jace Young
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  4
  CCC-KUMORI-02-01 VACANT
  Episodes
  This section provides the Dungeon Master (DM) 
  with an overview of how the adventure is most likely 
  to play out. The adventure is laid out into three 
  episodes, taking approximately 2 hours, total, to play. 
  Episode One: Drawn In introduces the Call to Action. 
  The adventure also includes two 1-hour bonus 
  objectives that can be played if time permits.
   If you’re planning to play the entire adventure, at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play.
  • Episode One: Drawn In (30 minutes). The party 
  shelters from a storm and can explore inside 
  Fumarole Inn and talk to its patron and owner to 
  discover clues to the void-curse. 
  • Episode Two: Pull of the Void (45 minutes). 
  Within the thorp’s courtyard, a sinkhole is 
  widening. The characters can discover the real 
  danger of the void-curse; this is Story Objective 
  A.
  • Episode Three: Run! (45 minutes). With the 
  sinkhole widening and devouring all, ever on their 
  heels, the party can flee the thorp and escape the 
  surrounding area affected by the void; this is Story 
  Objective B.
  Bonus Objectives
  This adventure also includes two, 1-hour bonus 
  objectives the characters can pursue if they have 
  additional time to do so—earning additional 
  advancement and treasure checkpoints in the 
  process. These bonus objectives are found in this 
  adventure’s appendices (3 and 4), as follows:
  • Bonus Objective A: Rescue and Requital The 
  characters may try to help NPCs (including the 
  void-spotted cat) escape the thorp. If successful, the 
  rescued NPCs and their families would show the 
  party their gratitude. Find more details about this 
  bonus objective in Appendix 3.
  • Bonus Objective B: Clear the Forest This is 
  optional and can extend the amount of gameplay 
  by another one to two hours. After escaping the 
  thorp, the party can recruit a large group of clerics, 
  paladins, warlocks, and wizards from surrounding 
  areas to remove the curse, bringing balance back 
  to the Border Forest. Find more details about this 
  bonus objective in Appendix 4.
  Episode Sequence
  Depending on your time constraints, playstyle, and 
  environment, this adventure takes approximately 
  two-to-four hours to play.
  How Will You Play?
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session lasts approximately 2 hours. However, if you 
  wish, you can provide a more extended experience for 
  your players by utilizing the bonus objectives. 
   Story Objectives Only. To complete the adventure’s 
  story objectives, play Episodes 1 through 3 in order. 
  However, you may include the opportunity to pursue 
  bonus objectives.
   Bonus Objectives. You can extend this adventure 
  by one or two hours, utilizing the bonus objectives 
  provided in the appendices (3 and 4). Start play 
  of Bonus Objective A at the end of Episode 2 or 
  beginning of Episode 3. Bonus Objective B can begin 
  at the resolution of Episode 3. 
  Potential Triggers
  This is a horror adventure. Some of the illustrations and 
  subject matter, fear of holes and insects, could frighten 
  or make some players uncomfortable. Please adjust your 
  presentation as needed and consider using safety tools 
  (https://breakoutcon.com/index.php/extras/safety-
  tools).
  Adventure Primer
  This section provides the adventure’s background, 
  an overview of the adventure in play, and hooks you 
  can use to introduce your players’ characters to the 
  action. Refer to Appendix 1 for a list of prominent 
  non-player characters (NPCs).
  Background
  Deep within BORDER FOREST an UNNAMED 
  THORP, a tiny hamlet, is reborn from the earth at 
  the arrival of every storm and is swallowed again at 
  the storm’s passing, dragging its citizens and new-
  comers with it. 
   The thorp itself is riddled with divots, gopher holes, 
  an ever-growing SINKHOLE, and surrounded by 
  a rotted, HOLLOW FOREST. Deep depressions—
  holes, tunnels, hollows, and burrows—plague and 
  mesmerize inhabitants. 
   The mystery of this thorp is caused by the very 
  land itself, cursed by a VOID that claims, infects, and 
  reclaims all upon it. If the characters can’t escape 
  the thorp before this storm passes, they too could be 
  trapped. 
  
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  5
  CCC-KUMORI-02-01 VACANT
  Adventure Hooks
  Hooks draw the players into the game, giving them a 
  starting point. 
   Vacant begins with the adventurers in the Border 
  Forest of the Moonsea area. This module can be 
  played as a character’s first adventure or between 
  missions. Knowing their characters best, players can 
  come up with reasons for their character or party 
  being here. For example, they could be on a hunting 
  trip, exploring, or traveling through Border Forest 
  along the Black Road. 
   Below are more adventure hooks. If playing this 
  adventure with Kumori-02-02,  Kumori-02-04, or after 
  Bleeding Gate: Amalgamation (CCC-BLD 1-2) refer to 
  their corresponding hooks below.
  Kumoricon CCC Module Hooks
  CCC-KUMORI-02-02
  Your party has been called into the Border Forest 
  to assist the headmaster of the Moonsea School for 
  Homeless Children with a delicate matter between the 
  school and fey nobility. While traveling through the 
  dense forest, intense winds and stinging rain overtake 
  you.
  CCC-KUMORI-02-04
  Your party answered the call to celebrate the Wild 
  Monster Capture Festival in the Moonsea area. On 
  your way there, cutting through the Border Forest, 
  you are hit by mighty winds and rain.
  Bleeding Gate Hook
  After playing Bleeding Gate: Amalgamation and 
  before playing Bleeding Gate: Lineage (CCC-BLD 01-
  03) Ersu Heidagurne, Peacesmith, and head of the 
  Census Watch, asks the characters to investigate 
  a Peacesmith disappearance. Hoola, a half-orc 
  Peacesmith and adventurer, was last seen three 
  days ago in Border Forest during a mighty storm. 
  His disappearance doesn’t match the other reports; 
  no sightings of Arnfred Miruforge were spotted, and 
  no shouts for “Lord Saultrophine, Master of Chaos” 
  where heard. 
   He had been camped with his party, woke early to 
  hunt breakfast alone, and never returned. His party 
  searched for him, but a passing storm had washed 
  away all tracks.
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  Bleeding Gate 
  Page 1
  BLEEDING GATE:
  Part 3 of A Dungeons and Dragons Adventure by
  Ma'at Crook
  Lineage
  Tier 2
  The Bleeding Gate trilogy is available at www.DMsGuild.com
  
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  6
  CCC-KUMORI-02-01 VACANT
  Episode Flowchart
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of the 
  different paths your players may take in reaching their stated objective.
  Episode 1: Drawn In
  (Call to Action)
  1
  Episode 2:
  Pull of the Void
  (Story Objective A)
  2
  Episode 3: Run!
  (Story Objective B)
  3
  Bonus Objective A:
  Rescue & Requital
  A
  Bonus Objective B:
  Clear the Forest
  B
  Wrap Up
  
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  7
  CCC-KUMORI-02-01 VACANT
  Void-Curse: How it Works, Mesmerized, & 
  Rebirth
  The party doesn’t yet know they could potentially 
  become the next victims of the void-curse, damned 
  to be obsessed with and slowly transformed by the 
  depressions. Victims are trapped, forever after born from 
  the soil, every storm, and swallowed by the void again at 
  the storm’s passing.
   Characters studying burrows, tunnels, hollows, and 
  anything hole-like must make a DC 15 Constitution 
  saving throw, or they have the stunned condition (See 
  the following “Stunned Condition” sidebar). 
   At first, until the void grows too strong, another 
  character can push, drag, or lift a mesmerized character 
  away, breaking the effect (see the following “Push, Drag, 
  or Lift” sidebar). Alternately, casting the spell fog cloud or 
  using other creative means to block a character’s view of 
  the void can also break the stunned condition. 
   Characters swallowed by the void do not “die;” 
  they are immediately reborn in the loose soil of the 
  courtyard’s growing sinkhole. They awake with full 
  health, free of conditions, and remember nothing of their 
  time being mesmerized. Following through with this 
  feature adds tension and gives a clue to the threat.
  Episode One: Drawn In
  Estimated Duration: 30 minutes.
  The party had been in the Border Forest (See 
  Adventure Hooks above) when a storm suddenly 
  broke through the tree canopy. They withstood 
  stinging raindrops and pelting debris before glimpsing 
  gabled roofs, mud walls, and a welcoming sign 
  reading, “Fumarole (FYOO-ma-rōl) Inn—Hot Food, 
  Cool Spirits, Warm Lodging, and Hot-Spring Tub 
  Baths!!!” They had arrived at a small thorp—a tiny 
  hamlet with seven residences and the one tavern 
  inn—all circling a poorly maintained courtyard of 
  uneven pavers and a natural pothole. The eye of the 
  storm had settled over the thorp, creating a reprieve.
   Currently, the party is inside Fumarole Inn in 
  front of a blazing fireplace. The only other patron 
  smiles at them and holds his hands over his ears. 
  The innkeeper’s head is down; she may not have 
  noticed the party enter.
  Scene A: Fumarole Inn
  Characters may explore the inn, take advantage of 
  its amenities, and speak with and assist the patron 
  and owner. 
   June, the innkeeper, is in no condition to speak, 
  other than mumbling to herself (See Creature/NPC: 
  June, the Innkeeper below). Ayel, the patron, is 
  friendly and forthcoming (See Creature/NPC: Ayel, 
  the Patron below). While June and Ayel are unaware 
  of the cause of their troubles, they are both plagued 
  by a curse (See the “Void-Curse: How it Works, 
  Mesmerized, & Rebirth” sidebar below).
   Exploring the inn presents several opportunities 
  for the characters to gather clues about the curse, 
  potentially causing them to become mesmerized by 
  the void, like June. Characters find the void within 
  some of the following areas of the inn:
  • Taking a bath in a bathhouse tub or investigating 
  the kitchen reveals the drains don’t drain in a 
  swirl; counter to physics they dump water straight 
  down like a cylinder. Seeing this could mesmerize 
  characters, showing a fascinating, empty void.
  • The knothole in the bottom of the empty chest in 
  the bedroom could mesmerize characters, causing 
  them to contemplate how comfortable and quiet it 
  would be to rest in the void.
  • Under June’s counter is a money box and ledger 
  (See Treasure & Rewards below). The ledger’s 
  accounting has the center of many zeros scribbled 
  in; looking at them could potentially mesmerize 
  characters.
  • Studying June’s counter to see the tiny burrow 
  holes she is staring at could stun characters to gaze 
  into the deep nothingness of the void.
  Stunned Condition
  Player’s Handbook (PHB), pg 292
  While stunned a player character (PC)...
  • Will be unable to move, do an action, or do reactions
  • Can only speak falteringly
  • Will automatically fail any Strength and Dexterity 
  saving throws 
  • Any attacks against them will be made at advantage 
  (roll 2d20 and use the highest number)
  While stunned in this thorp the characters are 
  mesmerized to stare into the void, at the hole, burrow, 
  or divot that caught their attention. 
  Push, Drag, or Lift
  PHB, pg 176
  To calculate a PC’s carrying capacity multiply their 
  Strength score by 30. That is how many pounds they 
  can push, drag, or lift without slowing their speed. Any 
  weight above that, pushed, or pulled will slow the PC’s 
  movement speed to 5 feet. 
  Fumarole Inn Area Information 
  Fumarole Inn features:
   Dimensions & Terrain. Fumarole Inn houses a 
  tavern in the front, kitchen behind the bar counter, 
  two bedrooms to rent (one with a double bed and 
  another with six single beds), a six-tub bathhouse, 
  and, the owner, June’s bedroom behind the kitchen. 
  The structure was well built by June but has since 
  been damaged by burrowing beetles, carving out 
  After the characters have a fair understanding of the 
  oddities in the inn, proceed to Episode Two: Pull of 
  the Void.
  
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  8
  CCC-KUMORI-02-01 VACANT
  small holes and tunnels within its wooden beams and 
  boards. (See the map on the inside cover).
   Lighting. The fireplace and a few fixtures cast with 
  light give the interior of the inn a soft, orange glow.
   Smells. The mouth-watering fragrance of vegetable 
  soup and a roast escapes the kitchen.
   Traps & Puzzles. Looking into burrows, knotholes, 
  the patron’s ear canal, or water as it drains is 
  mesmerizing (See the “Void-curse: How it Works, 
  Mesmerized, & Rebirth” sidebar above).
   
  Recalling History of the Area 
  With a DC 15 Intelligence (History) check 
  characters recall no known settlements having existed 
  in this particular part of the Border Forest. But there 
  it is, a small thorp with a handful of unimposing, 
  weathered homes, puny gardens, and a single inn. 
  With a lower History check, characters believe this 
  insignificant thorp could have easily been overlooked 
  and forgotten by anyone who happened upon it.
  Scene A Objective 
  Discover the strange goings-on in the thorp, see the 
  void in holes and how it’s affecting the locals.
   
  Combat
  If NPCs are attacked, their wounds 
  can stun the attacker, on a failed 
  Constitution saving throw. If the 
  NPC (having between 4 and 10hp) 
  reaches zero hit points, they turn to 
  dust and are drawn into the ground 
  (being reborn in the courtyard). They 
  return to the inn without memory of 
  the attack or their being swallowed 
  by the void (see “Void-curse: How 
  it Works, Mesmerized, & Rebirth” 
  sidebar above).
  Playing the Pillars
   
  Social
  The NPCs are victims but unaware 
  of the curse or how it is affecting 
  them. June is unresponsive to any 
  conversation unless a character 
  breaks her stunned condition. Ayel 
  is eager to be helpful. If PCs can help 
  June and Ayel, they gladly follow 
  them wherever they go.
   A DC 10 Wisdom (Medicine) 
  check reveals every NPC in the thorp 
  (including the spotted cat in Episode 
  Two) or PC reborn in the sinkhole, 
  smells strongly of earth and heavy 
  rains, but is physically very healthy.
   
  Exploration
  Investigating any room could reveal 
  clues, or it could expose holes that 
  can potentially cause a character to 
  be mesmerized (see “Void-curse: How 
  it Works, Mesmerized, & Rebirth” 
  sidebar above). See Treasure & 
  Rewards below for items found in the 
  different rooms of the inn.
  “Crazy” and Related Comments
  Ayel (or another NPC) responds to any “crazy”-related 
  words or comments from players. Below are examples 
  of possible responses. Choose what makes sense for the 
  situation.
  • “Hey! Wait just one minute don’t make light of peoples’ 
  mental health. That’s just mean.”
  • “Don’t vilify people for doing the best they can. Please 
  try to be more understanding.” 
  • “Those words shame and isolate people, and that’s 
  never helpful or heroic.” 
  • “Think about this world, all the violence, illusions, 
  charms, and loss! Of course people are gonna get 
  depressed, grieve, look over their shoulders, and have a 
  hard time trusting their senses.” 
  • “Be kind and specific; she’s acting withdrawn, and I 
  guess it’s possible I might have a phobia but don’t call 
  us ‘crazy.’”
  Void-Curse: Passage of Time
  Those trapped by the void are reborn from the earth 
  during a storm and swallowed again at its passing. They 
  are not aware of the passage of time as the void waits for 
  another storm to rebirth the thorp and its occupants. 
  From their perspective, no time has passed between 
  storms. If they were cooking when they were swallowed 
  by the void, at the next storm’s arrival, they pick up 
  exactly where they left off preparing the meal without 
  sensing a skip in time. To their knowledge, they are 
  experiencing the same storm.
  Creature/NPC: June, the Innkeeper 
  June, an over six-foot tall half-elf with olive skin and 
  an auburn bob and long braid running down her 
  back (pictured in Appendix 3), is hunched over her 
  counter-top. The loose hair of her bob brushes the 
  surface as she studies the insect damage done to her 
  counter.
   Objectives/Goals. Usually driven to work hard 
  and serve customers, June is currently mesmerized 
  (stunned) by the void she sees in the burrow holes on 
  her counter. 
   What Does She Know? Anytime June can see 
  any insect damage, covering the wood counter, walls, 
  floor, and furniture inside her inn, she is stunned.
  • June repeatedly mumbles, “Woke up. There was 
  a storm but not on us. Went to work. The burrow 
  holes. The void...” 
  If June’s stunned condition is broken (ex: she’s 
  relocated outside, mending to all holes, fog cloud 
  obscures sight. etc.) she is happy to speak with those 
  who helped her and follows them wherever they go.
  • She doesn’t know why she was mesmerized. 
  • If a character mentions “the void,” she confirms 
  having thoughts of the void while mesmerized. 
  • June has been in this unnamed thorp since 
  building her inn, she thinks at least 120 years ago 
  (unknown to her it’s been over 200 years; see “Void-
  Curse: Passage of Time” sidebar).
  • She doesn’t realize anything truly strange is going 
  on. This life, living in a perpetually stormy area, is 
  normal to her.
  
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  9
  CCC-KUMORI-02-01 VACANT
  More details in Appendix 1. 
  Creature/NPC: Ayel, the Patron 
  Ayel (ay-EL) is a friendly, willowy, young human with 
  disheveled red hair and reddish-brown, freckled skin, 
  always keeping his hands cupped over his ears. He is 
  a traveling herbalist and hunter who happened upon 
  the thorp while escaping a storm. 
   Objectives/Goals. He’d like to get back to hunting, 
  but his fear of bugs crawling into his ears is keeping 
  him from lowering his arms. Despite the pain and 
  exhaust of holding his arms up, and how much he 
  misses hunting, he can’t stop worrying. 
   
   What Does He Know? Ayel is forthcoming.
  • He was surprised to find any settlement here, let 
  alone this tiny hamlet. But with the number of 
  people finding it and staying, the thorp can’t remain 
  this small much longer.
  • Ayel’s time here has been no more than a few 
  months (unknown to him he’s really been here 
  about three years; see “Void-Curse: Passage of 
  Time” sidebar). The last few tendays June’s been 
  withdrawn, and the past two days he’s covered his 
  ears.
  • When he first arrived, June and he talked a lot, 
  including about her frustration at insect damage 
  to her inn. This got him thinking about bugs too, 
  and he started covering his ears to keep them 
  from crawling into them—“Everyone’s heard of 
  people with ear pain or hearing loss, only to have 
  a cleric remove some bug from their ear canal!” It 
  takes a DC 20 Charisma (Persuasion) check to 
  convince him to uncover his ears. Those forcing 
  Ayel’s hands away from his ears are automatically 
  mesmerized to see the deep nothingness of the 
  void where Ayel’s ear canal should be.
  • Ayel’s never seen anything like this storm. It hasn’t 
  let up his entire time here, and the eye of the storm 
  has stayed over the thorp. He seems unaware of 
  the contradiction to the party’s experience; for 
  them, the storm started no more than three hours 
  ago. A DC 10 Wisdom (Insight) check reveals he 
  honestly believes what he is saying; this has been 
  his experience as he’s known it.
  More details in Appendix 1. 
  Treasure & Rewards 
  • Ayel’s Gear. Found in one of the inn’s bedrooms 
  are Ayel’s backpack, bedroll, mess kit, torches, 
  rations, a waterskin, herbalist kit, and hemp rope. 
  The rations smell and taste like earth, the hemp 
  rope and torches have been made delicate by decay, 
  and picking up any other items reveal they are filled 
  with mud, ruined. 
  • Money Box and Ledger. Found on a shelf under 
  June’s bar counter, in the kitchen, or in June’s 
  bedroom is a locked money box. Unlocking the 
  box with a DC 15 Dexterity check (adding their 
  proficiency bonus if proficient at lock-picking tools) 
  or damaging it by 10 hit points opens it to show 
  coins and a ledger. The coins crumble to dirt at 
  the slightest touch. The ledger had been well kept, 
  documenting over a hundred years of accounting. 
  Now it is yellowed and dirty from decades of neglect. 
  Some of the zeros were colored in and potentially 
  mesmerize the reader.
  • Non-Magical Tea Pot Set. Found on a shelf under 
  June’s counter, in the kitchen, or in June’s 
  bedroom, this tea set is of sentimental value 
  only. The pot is cast iron and shaped like a round 
  beholder; the pot handle, spout, and lid handle 
  make three of the ten eye-stocks. The cups are chibi 
  representations of creatures—a brass cup in the 
  shape of an ancient brass dragon (contains trace 
  amounts of lead), a transparent glass gelatinous 
  cube, an iridescent rainbow-stone Roc (naturally 
  leaches a sweetener), and a red clay efreeti with the 
  initials “MC” carved on the bottom. If able to speak 
  with June, she tells the party the set’s creator 
  gave her the tea set at the inn’s grand opening. 
  The creator crafted the set in admiration of June’s 
  astounding productivity, beautiful craftsmanship, 
  and hard work. The tea set is imperfect; June 
  knows no one should use one of the cups. 
  • Towel and Soaking Herbs. Found on the chairs 
  within the curtained stalls of the bathhouse. The 
  herbs smell of earthy, mentholated licorice and 
  create a calming, soothing soak when added to a 
  warm bath.
  Call to Action
  The objective of this entire adventure is to learn 
  about the void-curse and escape before the storm 
  passes and the void swallows the thorp, surrounding 
  area, and all inhabitants.
  
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  10
  CCC-KUMORI-02-01 VACANT
  The Courtyard
  Outside the front door of Fumarole Inn, a cat meows 
  a hopeful trill. Balancing on a loose paving stone, the 
  spotted cat looks up at anyone opening the door of 
  the inn. Other than the cat, the courtyard is empty, 
  the pothole rests in the center, somewhat broader 
  and deeper than it was when the party arrived. 
  Closed homes circle the area. The eye of the storm 
  remains overhead, slowly passing, off-center of the 
  courtyard. Soon the storm will move on.
   The characters can interact with the cat in Scene 
  B1. The Void-Spotted Cat or, if the characters ignore 
  the cat or learn nothing from them, skip ahead to 
  Scene B2. Hoola Hollers.
  Prerequisites 
  This episode begins after Episode One: Drawn In (Call 
  to Action).
  Story Objective A 
  Discover the real dangers of the void and the threat 
  it poses to the party.
  The Courtyard Area Information 
  The unnamed thorp’s courtyard features:
   Dimensions & Terrain. The courtyard roughly 
  has a 50-foot diameter, covered in paving stones 
  loosened by sinking soil. At the party’s arrival this 
  sinking ground appeared to be a 15’ x 15’, shallow 
  pothole, now it is clear that the ground sunk more 
  during their time inside the inn; it is a 25’ x 25’ 
  wide, 5-feet deep sinkhole. Currently, the sinkhole 
  has stable, easily-traveled terrain, and seems safe 
  enough. Tunnel holes are visible along its outer 
  walls. After the sinkhole widens again, it becomes 
  difficult terrain, except for those characters who 
  have been swallowed by the void and reborn in the 
  sinkhole. For them, their footing is sure as if they 
  know the area like the back of their hand as if they 
  belong there.
   Lighting. The sun shines down through the eye 
  of the storm, illuminating the thorp; however, the 
  surrounding storm clouds and sheets of rain in the 
  encompassing forest make the air heavy and dark.
  Episode Two:
  Pull of the Void
  Estimated Duration: 45 minutes.
   
  Combat
  Once a character has the stunned 
  condition, from looking at the cat’s 
  spot, combat is triggered.
   If NPCs, including the cat in any 
  of their forms, are attacked, their 
  fresh wounds stun the attacker on 
  a failed Constitution saving throw. 
  If the NPC reaches 0HP they turn 
  to dust and vanish (being reborn in 
  the courtyard as their true selves) 
  and returning to the inn without 
  memory of the attack or their being 
  swallowed by the void (see “Void-
  curse: How it Works, Mesmerized, & 
  Rebirth” sidebar above).
   
  Social
  After Hoola shouts for people to 
  stay away from “his” tunnel within 
  the sinkhole, thorp citizens crowd 
  around. Characters have a brief 
  opportunity to speak with them 
  or with Hoola before the sinkhole 
  widens again. Appendix 1 provides a 
  Random NPC Quick Reference List of 
  NPCs trapped in the thorp.
   
  Exploration
  The cat and sinkhole are the most 
  productive things to investigate.
   If time permits and characters 
  wish to explore the thorp’s homes, 
  feel free to get creative. The houses 
  have nothing of value inside but may 
  provide more clues to the void-curse. 
  Appendix 1 provides a Random 
  NPC Quick Reference List of NPCs 
  trapped in the thorp. An example for 
  an item could be a flyer announcing 
  a race, brought by Arrow, the racer. 
  The flyer is dated six years ago but 
  Arrow believes they arrived less than 
  a year ago
  Playing the Pillars
  
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   Smells and Sounds. The air smells of damp 
  earth, and the sound of winds and rain remind 
  the characters of the terrible storm just outside the 
  thorp.
   Traps & Puzzles. While the party spent time 
  inside the inn the curse has gotten stronger; 
  pushing, dragging, and lifting a stunned character no 
  longer works to break the condition as referenced 
  in the “Void-curse: How it Works, Mesmerized, & 
  Rebirth” sidebar above. 
   Looking into the spot over the cat’s left eye 
  could cause the stunned condition on a failed 
  check, followed by a combat encounter as the void 
  transforms the cat.
   
  Scene B1. 
  The Void-Spotted Cat
  Outside the inn, a spotted cat rubs against each 
  of the characters legs, begging for attention. The 
  characters can examine the cat or ignore them. 
  • On a DC 10 Wisdom (Animal Handling) check, 
  they successfully hold or otherwise capture the cat.
  • A DC 12 Intelligence (Investigation) or (Nature) 
  check within 10 feet of the cat shows that the spot 
  over the cat’s left eye seems to be a gaping, black 
  void, an empty hollow, going on for an endless 
  depth. Resting in that depth is the cat’s watching 
  eye, nerve endings floating detached but still 
  somehow sending messages to their eager brain. 
  Any character noticing this must make a DC 15 
  Constitution saving throw, or they are stunned, 
  mesmerized to stare into the void, calling them to it. 
  • Failing the Constitution saving throw triggers 
  a combat encounter as the cat’s void spot grows, 
  mutates the cat into 1 void varmint, and 
  threatens to devour the stunned character (See 
  the “Creature Modifications” sidebar below and 
  the void varmint stat block in Appendix 2). 
  More details on the void-spotted cat below and in 
  Appendix 1. 
  Creature/NPC: The Void-Spotted Cat 
  An average cat, white with black spots and a short 
  tail. 
   Objectives/Goals. The cat is hungry for food and 
  attention. 
   What Does the Cat Know?
  • The things cats know. They’re a normal cat...except 
  for the void in the spot over their left eye.
  Encounter Adjustments
  Suggested encounter adjustments are not cumulative
  Party Size
  Suggested Monsters (in Appendix 2)
  Weak
  1 chasm creature
  Strong
  no change
  Very Strong
  1 hollow brute
  If the cat or void varmint reaches 0HP, they turn to 
  dust, are absorbed into the ground, and reborn as a 
  cat inside the sinkhole, healthy, and with no memory 
  of the attack. 
  Creature Modifications
  Chasm creatures, hollow brutes, and void varmints 
  have the following change to their stat blocks:
  • Their Swallow action is a Legendary Action. The 
  chasm creature can take 3 legendary actions of the 
  option below. Only one legendary action can be used at 
  a time and only at the end of another creature’s turn. 
  The chasm creature regains spent legendary actions at 
  the start of their turn.  
  Swallow. The chasm creature makes one bite attack 
  against a Medium or smaller target with zero hit points 
  or a target they are grappling. If the attack hits, the 
  target is swallowed and reappears buried under the 
  loose soil of the sinkhole. The target has full health, is 
  free of all conditions, and has no memory of their time 
  mesmerized.
  
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  Scene B2. Hoola Hollers
  A half-orc, Hoola, on summoned elkback, rushes 
  to the sinkhole and levitates himself in front of a 
  tunnel lining the sinkhole wall. He shouts, “Stay 
  away! It’s meant for me!” The characters can explore 
  the sinkhole, and speak with Hoola or with the 
  gathering crowd of citizens. 
  • Imprinted in the soil, at the mouth of Hoola’s 
  tunnel, is an impossibly clear and detailed facial 
  imprint. A DC 12 Intelligence (Investigation) or 
  Wisdom (Survival) check confirms it is identical to 
  Hoola’s face.
  • Any characters investigating the sinkhole find one 
  tunnel meant for them. It has an impossibly perfect 
  imprint of their face in the dirt at the mouth of the 
  tunnel. Other characters need to make a DC 12 
  Intelligence (Investigation) or Wisdom (Survival) 
  check to see the facial imprint clearly, confirming 
  it looks exactly like the PC. No other characters or 
  NPCs are drawn to that particular tunnel, only the 
  person who matches the facial imprint.
  • If none of the characters investigate the sinkhole, 
  one random player character spots an “interesting 
  tunnel,” believes it’s meant for them and feels a 
  pull toward it. From the distance of the sinkhole’s 
  edge, if a character wishes to try to resist the urge 
  to investigate, a DC 18 Constitution saving throw 
  allows them to stay on the edge. Once they’ve 
  entered the sinkhole, no saving throw resists 
  investigating closer. 
  • After at least one player character finds a tunnel 
  meant for them or if the characters’ investigation is 
  stalled, Hoola squeezes inside his own tunnel.
  • The party has one opportunity to pull Hoola 
  out of his tunnel with a contested Strength 
  (Athletics) check against the void-sinkhole’s 
  Strength (Athletics) check + 5. If they fail or 
  do not try, he is swallowed by the void. If they 
  succeed, Hoola follows the party wherever they 
  go.
  Contested Checks
  PHB, pg 174
  When one character wants to do something another does 
  not want them to do, like a player character wanting 
  to pull someone out of the earth while it tries to drag a 
  character down, they can roll a contested check to see 
  who succeeds. In this case...
  1. The player wanting to pull Hoola out of the tunnel rolls 
  a Strength (Athletics) check.
  2. The DM rolls a d20 and adds the tunnel’s Strength 
  (Athletics) of +5 to resist.
  3. The highest roll succeeds. A tie means the player 
  character’s pull failed. 
  Creature/NPC: Hoola, the Peacesmith 
  Hoola is a leather-clad half-orc adventurer and 
  Peacesmith (see the Bleeding Gate Hook), with 
  neurological paralysis of his legs. He uses the levitate 
  and find steed spells for his movement.
   Objectives/Goals. He is possessive of a sinkhole 
  tunnel, believing it calls him.  
   What Does He Know?
  While he protects “his” sinkhole tunnel...
  • He is focused solely on keeping anyone from 
  interfering with his tunnel.
  Once Hoola enters the tunnel...
  • He recalls long forgotten knowledge, “I-I found 
  this place in the rain. I thought I’d been here a 
  few hours, but it’s been days. Storm passes, and 
  the void pulls us under. Into nothingness! Storm 
  comes, and we rise! No! Save them from the void! 
  Save yourselves before it swallows you! Run!” The 
  earth shakes and begins pulling him in. Characters 
  have one chance to pull him out with a contested 
  Strength check.
  More details in Appendix 1. 
  Once Hoola warns the characters the sinkhole 
  widens, swallowing the thorp and everyone 
  continuing to stay in it. Proceed to Episode Three: 
  Run!.
  Hoola levitating in the sinkhole, guarding “his” tunnel.
  
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  Episode Three: Run!
  Estimated Duration: 45 minutes.
  Back Into the Storm
  The ground shakes. The sinkhole widens, deepens. 
  The surrounding forest is the only place to run as 
  the sinkhole continues to grow larger. Those who do 
  not make their escape are swallowed by the void and 
  reborn in the sinkhole. Running is the only way of 
  preventing this from happening again and again.
  Prerequisites 
  This episode begins after Hoola enters the sinkhole 
  tunnel and gives his warning, in Episode Two: Run!.
  Story Objective B 
  Escape!
   
  Combat
  In Scene C2: The Clearing, there 
  is an opportunity for combat 
  against void-transformed people. 
  To remind the characters of their 
  danger, narrate the sinkhole’s 
  encroachment, getting 5 feet closer 
  every round or an appropriate 
  amount of time.
   Targets who’s HP reaches zero 
  are swallowed by the void and reborn 
  in the sinkhole as their true selves, 
  at full health, with no conditions, 
  and no memory of being affected by 
  the void or combat. The party may 
  rescue these NPCs.
  Playing the Pillars
   
  Social
  At this point, Bonus Objective A: 
  Rescue and Requital is an option. 
  Characters can try to rescue as 
  many NPCs as they wish, including 
  the cat.
   To save time and reduce repetition 
  of rolls, you may want to consider 
  allowing players to roll once on 
  saving throws for their character 
  and the escaping NPCs, as a 
  group, rather than rolling for each 
  individual character.
   
  Exploration
  This episode and its scenes are 
  focused on escape. The sinkhole is 
  continuing to widen, ever on the 
  characters’ heels. This is no time for 
  exploring. Run!
  Bonus Objective A: Rescue and Requital
  As the sinkhole widens, characters can try to help the 
  thorp citizens escape. To successfully complete the 
  objective, the characters need to get an average of two 
  NPCs per party member to the end of the adventure, 
  alive. Alternately, if the party has fewer NPCs, if the 
  characters take significant risks to protect those NPCs, 
  they may also succeed. More information in Appendix 3.
  The Border Forest Area Information 
  This area of the Border Forest features:
   Dimensions & Terrain. The Border Forest appears 
  to extend as far as the eye can see in all directions 
  around the thorp. The ground is wet but easy enough 
  to travel.
   The growing sinkhole is difficult terrain, except 
  for those characters who have been swallowed by 
  the void and reborn in the sinkhole. For them their 
  footing is sure.
   Lighting. The storm rages, the air is thick 
  with wind-blown rain and debris. Clouds and the 
  obscurements only allow for dim lighting.
   Smells The air smells strongly of damp earth and 
  rain.
   Traps & Puzzles. The Hallow Forest and void-
  transformed people met in the Clearing could cause 
  the characters to be swallowed by the void and 
  reborn in the sinkhole. Heavy winds lift up the 
  characters who need to grab treetops for safety.
   
  
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  Scene C1. 
  The Hallow Forest
  The trees immediately surrounding the thorp are 
  rotten and hollow; their gaping voids threaten to pull 
  characters in as they dash between trunks and duck 
  under branches. Each character must succeed on a 
  DC 10 Dexterity saving throw (spells like longstrider 
  give advantage) to pass without being engulfed by a 
  tree’s hollow void. 
   On a failed saving throw a character and any NPCs 
  they help are swallowed by the tree and reborn in 
  the sinkhole. After they have easily dug themselves 
  out, their last memory is of running toward the 
  forest. They see the sinkhole widening around 
  them. The ground inside the sinkhole should be 
  difficult terrain, but their footing is sure as if they 
  are strangely familiar with it. When they reach the 
  forest there is no need for a second saving throw; the 
  sinkhole has swallowed the hallow trees. 
  Creature/NPC 
  The only NPCs to meet in this area are those who are 
  running to escape the sinkhole. Appendix 1 provides 
  a Random NPC Quick Reference List.
  Scene C2. The Clearing
  On the characters heels, the sinkhole continues 
  swallowing the forest they’ve dashed through. Ahead 
  is a grassy clearing which looks like it gives an 
  unobstructed path for a good fifty feet, at least. A 
  terrified bleat draws the party’s attention to the right.  
  The void transformed the thorp residents into 1 void 
  varmint and 2 chasm creatures (pictured below); 
  they hunch over a downed stag.  
   The void varmint and chasm creatures do not notice 
  the party or survivors if they stand quietly on the 
  edge of the clearing or succeed on a DC 15 Dexterity 
  (Stealth) check to sneak past them.  
  Creature/NPC 
  For this combat interaction pick NPCs, that did not 
  make the escape, to be the void varmint and chasm 
  creatures, preferably NPCs the characters interacted 
  with or would recognize, like Ayel. Appendix 1 
  provides a Random NPC Quick Reference List.
  Encounter Adjustments
  Suggested encounter adjustments are not cumulative
  Party Size
  Suggested Monsters (in Appendix 2)
  Weak
  3 chasm creature
  Strong
  no change
  Very Strong
  1 hollow brute & 2 chasm creature
  Scene C3. The Rising Wind
  The wind builds strong enough to lift all characters 
  and NPCs up, 30 feet in the air. It whips everyone 
  around the trees, tossing them to and fro, nearly 
  knocking them into each other and the treetops.
   Below are three examples of how individuals or 
  teams can save themselves from being knocked into 
  the treetops and taking damage:
  • On a DC 15 Strength saving throw, an individual 
  character successfully grabs the tree. On a failure, 
  they grab the tree but also receive 1d6 damage in a 
  collision with it.
  • Any two conscious characters can use the Help 
  Action (to gain advantage) on one DC 12 Dexterity 
  check to catch each other. On a success, they can 
  use another Help Action to grab a treetop with a 
  DC 15 Strength saving throw. On a failure, they 
  grab the tree but also receive 1d6 damage from 
  being crashed into it.
  • Any conscious character can grab an unconscious 
  character with a DC 12 Dexterity check. On a 
  success, the conscious character can then try to 
  grab a treetop or pull the other character toward 
  a treetop with a DC 15 Strength saving throw. 
  On a failure, the conscious character receives 
  1d6 damage from flying debris. The unconscious 
  character is now safe in the tree.
  Reward creative thinking; perhaps tossed ropes give 
  characters flung in the air advantage on checks. 
  There could be many solutions to this problem.  
  Creature/NPC 
  There are no new creatures to meet here.
  Creature Modifications
  Chasm creatures, hollow brutes, and void varmints 
  have the following change to their stat blocks:
  • Their Swallow action is a Legendary Action. The 
  chasm creature can take 3 legendary actions of the 
  option below. Only one legendary action can be used at 
  a time and only at the end of another creature’s turn. 
  The chasm creature regains spent legendary actions at 
  the start of their turn.  
  Swallow. The chasm creature makes one bite attack 
  against a Medium or smaller target with zero hit points 
  or a target they are grappling. If the attack hits, the 
  target is swallowed and reappears buried under the 
  loose soil of the sinkhole. The target has full health, is 
  free of all conditions, and has no memory of their time 
  while mesmerized.
  
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  Wrap Up
  Once the characters are safely in the treetops, you 
  can summarize the following information, as it 
  applies to them.
   Story Objectives A & B. Watching from the 
  treetops, the characters see the sinkhole grow. Trees 
  around the perimeter lean and fall into the crater, 
  slowly disappearing into the churning soil. The 
  characters’ trees creak and angle but do not fall. The 
  storm clouds dissipate, the wind ceases, tremors 
  stop, and the dust settles. Before their eyes the 
  depressed ground levels out, leaving a large, muddy 
  clearing. All evidence of the sinkhole and thorp are 
  gone, swallowed, vanished, until the next storm. Any 
  characters previously swallowed by the void suddenly 
  have their memories back and receive a story award 
  below. From here the characters can climb down the 
  trees and continue onto new adventures, onto Bonus 
  Objective B: Clear the Forest, or, if this was a side-
  quest, continue their previous adventure.
   Bonus Objective A. If the characters were able to 
  aid in the escape of an average of 2 NPCs per player 
  character or the risks they took to rescue fewer NPCs 
  demonstrated great heroism, then they succeed in 
  this objective. Escaped NPCs suddenly have their 
  memories back, remembering the void trapped them 
  in the thorp after happening upon it much as the 
  party did. They were cursed to relive a life obsessed 
  with the void, for months and, some, years (for help 
  with NPC names and details see the Random NPC 
  Quick Reference List in Appendix 1). See Treasure & 
  Rewards: Bonus Objective A for the gifts these NPCs 
  and their loved-ones give the party.
   Bonus Objective B. This objective can be played 
  after Scene C3 and extends the adventure’s gameplay. 
   The players succeed in completing this objective 
  if they were able to recruit a large group of clerics, 
  paladins, warlocks, and wizards from surrounding 
  areas to cast remove curse on the site of the thorp. If 
  June is still alive, she thanks them with free meals 
  at her tavern (the old one or one she rebuilt) any time 
  they are in the area. If Hoola is alive and returned to 
  the Peacesmith Guild in Emmudomier, he spreads 
  word of your heroism. Ersu, head of the Census 
  Watch and Harper, is impressed. He invites you to 
  join the Census Watch and, while on your travels, 
  asks that you report back any Peacesmith issues you 
  witness. More information in Appendix 4. 
  Treasure & Rewards: Bonus Objective A 
   Stick-Figure Drawing. This drawing is made by 
  one the rescued children or the child of a rescued, 
  adult NPC, upon their return to their home. 
   Blanket. This blanket is made from scraps of 
  fabric; one of the scraps is the softest thing ever felt. 
   Live Musical Performance. Teenaged brothers, 
  Sevan and Tilver, perform this concert (see Appendix 
  1). Their band is called Roc and Gnoll, and their 
  setlist includes “Life of the Party,” “Dragonborn to be 
  Wild,” and “Barbarian Rhapsody.”
   Heward’s Handy Spice Pouch. This belt pouch of 
  fine spices (Heward’s Handy Spice Pouch, XGtE, pg 
  137) is given by one of the escaped NPCs. It is one of 
  their most prized possession, and they missed not 
  having it while trapped in the thorp—everything there 
  tasted a bit like dirt. They hope it will serve the party 
  well (see Appendix 7). Two waxy, heart-shaped leaves, 
  sewn together, form this pouch.
  Void-Transformed People
  
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  Adventure Rewards
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and may 
  include player rewards—magic item unlocks, story 
  awards, or new downtime activities, as follows:
  Advancement Checkpoints
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each story objective 
  they complete, as follows:
  • Story Objective A. Investigate the curse.
  • Story Objective B. Escape.
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each bonus objective 
  they complete, as follows:
  • Bonus Objective A. Rescue citizens.
  • Bonus Objective B. Remove the curse.
  Player Rewards
  The characters earn the following player rewards for 
  completing the adventure.
  Magic Item Unlock 
  Characters completing the Bonus Objective A: Rescue 
  & Requital unlock:
   Heward’s Handy Spice Pouch. Two waxy, heart-
  shaped leaves, sewn together, form this pouch. 
  Speaking the name of any nonmagical food seasoning 
  will cause it to appear inside the pouch. This item 
  can be found on pg 137 of XGtE and Appendix 7.
  Story Award
   TPVoid. Your entire party was swallowed by the 
  void and born again from it. No matter how often you 
  bathe, your body smells of damp earth and heavy 
  rains. For every time the entire party was swallowed 
  by the void, you lost 1d4 months of time. You had 
  been trapped by the thorp and relived life, again and 
  again, storm after storm, until your escape. This 
  award can be found in Appendix 6.
  Dungeon Master Rewards
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards.
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests.
  
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  Appendix 1: Locations & 
  NPCs
  Locations
  The following locations are almost NPCs in their 
  own right. They are a part of the mystery and the 
  antagonists.
  • Fumarole Inn (FYOO-ma-rōl ENN). Features warm 
  rooms, a tavern, and a bathhouse with running 
  hot water from a natural spring. It also features 
  burrowing-beetle holes throughout and tubs who’s 
  water drains counter to physics, holes giving a 
  glimpse into the void cursing this thorp.
  • The Sinkhole. Quickly grows in the courtyard, 
  with small tunnels eventually becoming exposed 
  along the sinkhole walls. Each tunnel is made for 
  and calls to residents and visitors. If anyone, NPCs 
  (including the cat) or PCs, is swallowed by the void, 
  they are reborn here.
  • The Eye of the Storm. Creates a reprieve from 
  the wind and rain but, like a Venus flytrap, gives 
  creatures reason to stay too long on this cursed 
  land.
  • The Hollow Forest. Rotten, knotted, hollow trees 
  surround the thorp. In relative quick time, the 
  voids within these trees grow and threaten to pull 
  creatures in.
  NPCs
  The NPCs featured in this adventure are victims. 
  Player characters may choose to speak to any or all of 
  them to get clues to solve the mysterious goings-on:
  • Ayel (ay-EL). Human, 26 years old, although his 
  time in the void makes him think he’s 23. Ayel 
  is a thin man with disheveled red hair and light, 
  reddish-brown, freckled skin. He is a hunter and 
  herbalist who happened upon the thorp during a 
  storm. He keeps his hands cupped over his ears 
  and is unable to work since developing a fear of 
  insects and arachnoids. The PCs meet him at the 
  tavern and, if not with them during the escape, 
  meet him again at the end of the adventure, as a 
  void-transformed creature and threat (pictured in 
  Episode One: Drawn In, Scene A and Wrap Up).
   Personality. I spend much of my time alone but am 
  a people-person, so I’ll “talk your ear off.” 
   Ideal. Preparedness. “Prevention is worth a vial of 
  cure,” as they say.
   Bond. My wanderlust keeps me always on the move.
   Flaw. I don’t usually stay in one place long.
  • June (JOON). Half-elf, believes she’s about 120 
  years old but is well over 200 due to her time 
  in this void-cursed thorp. She is tall, over six 
  feet, and muscular, with olive skin, and a long, 
  auburn braid, running down her back (pictured 
  in Appendix 3). Once a driven innkeeper, now she 
  is unable to serve her customers, mesmerized by 
  burrow-holes in her inn. When she is not stunned 
  in this manner, she greets people with a crooked 
  smile and strong handshake.
   Personality. I’m a stickler for doing things well; it’s 
  a waste of my time not to give my full effort. 
   Ideal. Improvement. I want to always improve my 
  skills as a cook and service worker.
   Bond. I built Fumarole Inn. Losing it would be 
  infuriating, but I’d insist on rebuilding.
   Flaw. When faced with a difficult problem I process 
  out-loud, repeating words to myself often.
  • Hoola (HOO-la). Half-orc, 34-year-old. Hoola is a 
  leather-clad adventurer and Peacesmith (see the 
  Bleeding Gate Hook) with neurological paralysis, 
  impeding his mobility. He uses the levitate and find 
  steed spells for his movement. Hoola is from nearby 
  Emudomier and doesn’t realize he has been trapped 
  by the void three days ago; from his perspective, 
  he’s been in the thorp a matter of hours. When the 
  characters meet him, he is enamored by a sinkhole 
  tunnel, believing it calls him and belongs to him 
  (pictured in Episode Two: Pull of the Void, Scene 
  B2). 
   Personality. I believe you aren’t your mistakes but 
  what you do after realizing your mistake, tells me 
  exactly who you are.
   Ideal. Peace. I practice my Peacesmith training to 
  be compassionate, respectful, and willing to negotiate.
   Bond. I defend those who ask for my help.
   Flaw. I grew up with little and can be a bit 
  possessive about some things.
  • The Void-Spotted Cat. Cat, 9-year-old. The cat 
  is white with black spots and a bobtail. The cat is 
  ordinary in every way, except one of the cat’s spots, 
  over their left eye, is a mesmerizing void (pictured 
  in Episode Two: Pull of the Void). If a character is 
  stunned by looking at it, the cat transforms into a 
  void varmint (pictured in Episode Two, Scene B1). 
  If the cat or void varmint is attacked and reaches 
  0 hit points, they turn to dust, are swallowed by 
  the void, and are reborn as a healthy cat, in the 
  sinkhole. They remember nothing of the attack.
   Personality. Please give me attention and food.
   Ideal. Attention. Please pay attention to me.
   Bond. I love food and a good chin scratch.
   Flaw. There’s a void in the spot over my eye.
  
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  Random NPC Quick Reference List. Listing the kind 
  of information player’s might ask when their characters 
  choose to help or speak with NPCs.
  Name
  Characteristics
  Arrow
  “they”
  Race: Fire Genasi | Occupation: Racer
  Home: Baldur’s Gate, Sword Coast region
  Missing: 6 years, disappeared on a cross-
  continent race, was in 1st place.
  Basil
  “she”
  Race: Kobold | Class: Cleric and farmer
  Home: Glister, Moonsea to the east
  Missing: 11 months, scavenging for healing 
  herbs for a girlfriend, who she used to take 
  for granted before mysteriously falling ill.
  Batbayar
  (Bat-BAY-ar)
  “she”
  Race: Gnome | Class: Barbarian
  Home: Hillsfar, Moonsea to the southeast
  Missing: 12 weeks, this tough grandmother 
  was looking for her human neighbors’ 
  missing teen-aged sons, Sevan and Tilver.
  Canada
  “she”
  Race: Dragonborn | Class: Psionic Rogue 
  Home: Yûlash, Moonsea to the southeast 
  Missing: 14 days, she & her gang 
  were being chased by the cultist that 
  experimented on them, giving them psionic 
  powers. Only she disappeared.
  Conri
  (Con-REE)
  “they” and 
  “he”
  Race: Once a halfling, reincarnated as an 
  Aasimar | Class: Ranger Rogue
  Home: Luskan, Sword Coast to the west
  Missing: 15 weeks, they were leaving a 
  completed mission in Emudomier.
  Dark
  “he”
  Race: Orc | Class: Warlock
  Home: Mirabar, Sword Coast to the west
  Missing: 9.5 years, he received a book that 
  foretold of deaths; he followed one of the 
  potential victims to see if it was true. He 
  lost the book in a void-creature attack.
  Dulcibella
  (DUL-sah-
  BELL-ah)
  “she”
  Race: Bugbear | Class: Sorcerer
  Home: ?
  Missing: ?, she doesn’t remember. She’s 
  extremely likable, many are struck by her 
  beauty.
  Errat
  (AIR-rat)
  “he”
  Race: Dwarf | Class: Druid
  Home: Emudomier, Moonsea to the east (in 
  the mountain range north of the Ride) 
  Missing: 31.5 years, he was hunting for the 
  type of hallucinogenic mold that took his 
  husband’s life, to find a cure.
  Fa’meer
  “she”
  Race: Short-tailed Tabaxi | Class: Paladin
  Home: Neverwinter, Sword Coast
  Missing: 4 months, she was on her way 
  home after delivering a message.
  Humfrey
  (Hum-FREE)
  “he”
  Race: Yuan-ti | Occupation: Artist 
  Home: Emudomier, Moonsea to the east  
  (in the mountain range north of the Ride) 
  Missing: 7 months, on a life-drawing trip, 
  studying wildlife. His loved-ones have 
  surely missed him but likely think he’s 
  working, being thorough in his studies.
  Jelena
  (Juh-LEE-
  nah)
  “she”
  Race: Goblin | Class: Ranger
  Home: Phlan, Moonsea to the east
  Missing: 9 months, she was hunting, being 
  monstrous to real monsters.
  Name
  Characteristics
  Jong
  “he”
  Race: Halfling | Occupation: Farmer
  Home: Hulburg, Moonsea to the east
  Missing: 2.5 years, going to Evereska, with 
  his infant son, to return a dead Sun Elf’s 
  personal effects, found buried in his radish 
  field.
  Keyonay
  (Key-oh-nay)
  “she”
  Race: Tortle | Class: Fighter
  Home: Anauroch desert, to the west
  Missing: 42 years, she had tracked a 
  violent force of goblins into the forest.
  Maple
  “he”
  Race: Dwarf | Class: Ranger
  Home: Port Nyanzaru, Chult to the south
  Missing: 3 days, he was on his way to 
  compete in the Wild Monster Capture 
  Festival.
  Masa
  (MAH-sah)
  “he”
  Race: Dwarf | Occupation: Traveling 
  Optometrist & Zhentarim associate
  Home: Emudomier, Moonsea to the east  
  (in the mountain range north of the Ride)
  Missing: 21 years, while traveling on the 
  Black Road. He’s a tall dwarf, intimidating 
  and muscular in dark glasses, but likable 
  and tender-hearted for a made man.
  Mun-mun
  “ey”
  ey(they)/
  em/eir/
  eirself
  Race: Kenku | Class: Necromancer
  Home: Border Forest
  Missing: 8 years, ey’ve been living in 
  the Border Forest, rejecting society and 
  morality nonsense.
  Ripa
  (Rip-ah)
  “she”
  Race: Triton | Occupation: Fisher 
  Home: Phlan, Moonsea to the east
  Missing: 18 years, she was on the way to 
  find family off the Sword Coast, passing 
  through the forest on the Black Road.
  Sevan
  “he”
  Race: Human | Class: Aspiring Bard
  Home: Hillsfar, Moonsea to the southeast
  Missing: 13 weeks, he and his brother left 
  home to enter a battle of the bands.
  Shayma
  (SHAY-muh)
  “she”
  Race: Tiefling | Class: Rogue
  Home: Waterdeep, Sword Coast to the west
  Missing: 3 days, she was caught in the 
  same storm as Hoola, while she was on her 
  way to Whitehorn to prove to her mentor 
  she’s not a second-rate rogue.
  Tilver
  “he”
  Race: Human | Class: Aspiring Bard
  Home: Hillsfar, Moonsea to the southeast
  Missing: 13 weeks, he and his brother left 
  home to enter a battle of the bands.
  Yar
  “he”
  Race: Aarakocra | Occupation: Witch
  Home: Essembra, south (now abandoned)
  Missing: 95 years, on a journey to find a 
  community needing a witch.
  Zohare
  (Zoe-HAIR)
  “ze”
  ze/zir(zeer)/
  zirs/zirself
  Race: Human | Occupation: 
  Mathematician
  Home: Whitehorn, The Ride to the east 
  Missing: 1 year, ze worked at the Moonsea 
  School for Homeless Children. Ze is 
  practicing a speech in the form of a death 
  metal song to appease zir boss & keep zir 
  job. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  19
  CCC-KUMORI-02-01 VACANT
  Chasm Creature (Giant Frog)
  Medium beast, unaligned 
  Armor Class 11
  Hit Points 18 (4d8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+1)
  13(+1)
  11(+0)
  2(-4)
  10(+0)
  3(-4)
  Skills: Perception +2, Stealth +3.
  Senses: Darkvision 30 ft., Passive Perception 12.
  Languages: --
  Challenge Rating 1/4 (50xp)
  Amphibious. The chasm creature can breathe air and 
  water. 
  Standing Leap. The chasm creature’s long jump is up to 
  20 feet and its high jump is up to 10 feet, with or without 
  a running start. 
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage, and the target 
  is grappled (escape DC 11). Until the grapple ends, the 
  target is restrained, and the chasm creature can’t bite 
  another target.
  Swallow. The chasm creature makes one bite attack 
  against a Small or smaller target it is grappling. If the 
  attack hits, the target is swallowed, and the grapple 
  ends. The swallowed target is blinded and restrained, it 
  has total cover against attacks and other effects outside 
  the chasm creature, and it takes 5 (2d4) acid damage 
  at the start of each of the chasm creature’s turns. The 
  chasm creature can have only one target swallowed at a 
  time. If the chasm creature dies, a swallowed creature is 
  no longer restrained by it and can escape from the corpse 
  using 5 feet of movement, exiting prone.
  Appendix 2: 
  Creature Statistics
  Cat
  Tiny beast, unaligned 
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3(-4)
  15(+2)
  10(+0)
  3(-4)
  12(+1)
  7(-2)
  Skills: Perception +3, Stealth +4
  Senses: Passive Perception 13
  Languages: --
  Challenge Rating 0 (10xp)
  Keen Smell. The cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions
  Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 slashing damage.
  Creature Modifications
  Chasm creatures, hollow brutes, and void varmints 
  have the following change to their stat blocks...
  • Their Swallow action is a Legendary Action. The 
  chasm creature can take 3 legendary actions of the 
  option below. Only one legendary action can be used at 
  a time and only at the end of another creature’s turn. 
  The chasm creature regains spent legendary actions at 
  the start of their turn.  
  Swallow. The chasm creature makes one bite attack 
  against a Medium or smaller target with zero hit points 
  or a target they are grappling. If the attack hits, the 
  target is swallowed and reappears buried under the 
  loose soil of the sinkhole. The target has full health, is 
  free of all conditions, and has no memory of their time 
  while mesmerized.
  can cut out, along the dashed line 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  20
  CCC-KUMORI-02-01 VACANT
  Void Varmint (Giant Toad)
  Large beast, unaligned 
  Armor Class 11
  Hit Points 39 (6d10 + 6)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15(+2)
  13(+1)
  13(+1)
  2(-4)
  10(+0)
  3(-4)
  Senses: Darkvision 30 ft., Passive Perception 10.
  Languages: --
  Challenge Rating 1 (200xp)
  Amphibious. The void varmint can breathe air and 
  water. 
  Standing Leap. The void varmint’s long jump is up to 20 
  feet and its high jump is up to 10 feet, with or without a 
  running start. 
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) 
  poison damage, and the target is grappled (escape DC 
  13). Until the grapple ends, the target is restrained, and 
  the void varmint can’t bite another target.
  Swallow. The void varmint makes one bite attack against 
  a Medium or smaller target it is grappling. If the attack 
  hits, the target is swallowed, and the grapple ends. The 
  swallowed target is blinded and restrained, it has total 
  cover against attacks and other effects outside the void 
  varmint, and it takes 10 (3d6) acid damage at the start 
  of each of the void varmint’s turns. The void varmint 
  can have only one target swallowed at a time. If the 
  void varmint dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 5 
  feet of movement, exiting prone.
  Hollow Brute (Giant Ice Toad)
  Large monstrosity, neutral 
  Armor Class 14 (Natural Armor)
  Hit Points 52 (7d10 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16(+3)
  13(+1)
  14(+2)
  8(-1)
  10(+0)
  6(-2)
  Damage Immunities: Cold.
  Senses: Darkvision 60 ft., Passive Perception 10.
  Languages: Ice Toad
  Challenge Rating 3 (700xp)
  Amphibious. The hollow brute can breathe air and 
  water. 
  Cold Aura. Any creature that starts their turn within 10 
  feet of the hollow brute takes 5 (1d10) cold damage. 
  Standing Leap. The hollow brute’s long jump is up to 20 
  feet and its high jump is up to 10 feet, with or without a 
  running start. 
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage and the target 
  is grappled (escape DC 13). Until the grapple ends, 
  the target is restrained, and the hollow brute can’t bite 
  another target.
  Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one Medium or smaller creature the hollow brute is 
  grappling. Hit: 10 (2d6 + 3) piercing damage, the target is 
  swallowed, and the grapple ends. The swallowed target is 
  blinded and restrained, it has total cover against attacks 
  and other effects outside the hollow brute, and it takes 
  10 (3d6) acid damage and 11 (2d10) cold damage at the 
  start of each of the hollow brute’s turns. The hollow 
  brute can have only one target swallowed at a time.
  If the hollow brute dies, a swallowed creature is 
  no longer restrained by it and can escape from the 
  corpse using 5 feet of movement, exiting prone.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  21
  CCC-KUMORI-02-01 VACANT
  Appendix 3: Rescue & Requital
  (Bonus Objective A)
  Objective
  As the sinkhole widens in Episode Three: Run! and 
  begins swallowing the thorp and surrounding forest, 
  the characters may try to help NPCs (including the 
  void-spotted cat) escape.
  Execution 
  As the party, and the NPCs they help, travel through 
  the Border Forest they encounter many obstacles.
  • In Scene C1: The Hallow Forest, the trees are 
  transformed by the void, their hallows could 
  swallow the characters and NPCs. If the character 
  fails their Constitution saving throw, the character, 
  and the NPCs they are accompanying all are 
  swallowed by the hallow trees and reborn in the 
  sinkhole. 
  • In Scene C2: The Clearing, the characters 
  encounter void-transformed people from the 
  thorp. This is an opportunity for stealthing and/or 
  combat, risking being injured or being swallowed by 
  the void.
  • In Scene C3: The Rising Wind, the characters 
  are lifted up 30 feet in the air. They must secure 
  themselves, and the NPCs they are helping, in the 
  treetops or be bludgeoned as the wind tosses them 
  around.
  The character may choose to leave injured NPCs 
  behind to reduce the risk of harm to the others or 
  refuse to abandon anyone, even if they fear it will 
  slow down their own progress. They may show great 
  heroics in protecting, guiding, and assisting the NPCs 
  or be more focused on the number of NPCs they help.
  Completion
  If the characters took significant risks to their own 
  lives to help the NPCs escape or helped an average 
  of 2 NPCs per player character reach the end of the 
  adventure alive, then they succeed in this objective. 
   Escaped NPCs suddenly have their memories back, 
  remembering the void trapped them in the thorp after 
  happening upon it much as the party did. They were 
  cursed to relive a life obsessed with the void, for days, 
  weeks, months and, some, years (see the Random 
  NPC Quick Reference List under Appendix 1). 
  Treasure & Rewards 
   The rescued NPCs and their families would like to 
  show the party their gratitude. 
   Stick-Figure Drawing. This drawing is made by 
  one the rescued children or the child of a rescued, 
  adult NPC, upon their return to their home. 
   Blanket. This blanket is made from scraps of 
  fabric; one of the scraps is the softest thing ever felt. 
   Live Musical Performance. Teenaged brothers, 
  Sevan and Tilver, perform this concert (see Appendix 
  1). Their band is called Roc and Gnoll, and their 
  setlist includes “Life of the Party,” “Dragonborn to be 
  Wild,” and “Barbarian Rhapsody.”
   Heward’s Handy Spice Pouch. This belt pouch of 
  fine spices (Heward’s Handy Spice Pouch, XGtE, pg 
  137) is given by one of the escaped NPCs. It is one of 
  their most prized possession, and they missed not 
  having it while trapped in the thorp—everything there 
  tasted a bit like dirt. They hope it will serve the party 
  well (see Appendix 7). Two waxy, heart-shaped leaves, 
  sewn together, form this pouch.
  June and the Spotted Cat, celebrating their rescue
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  22
  CCC-KUMORI-02-01 VACANT
  Appendix 4: Clear the Forest
  (Bonus Objective B)
  Objective
  After the characters have successfully escaped and all 
  escaped NPCs have been returned to their homes the 
  party can recruit a large group of clerics, paladins, 
  warlocks, and wizards from surrounding areas to 
  bring balance back to the Border Forest, removing 
  the curse from the land.
  Execution 
  The party can travel to areas around Border Forest 
  looking for spellcasters having the spell, remove curse. 
  Once the party has recruited a large enough number 
  of spellcasters (the number is at the DMs discretion), 
  they surround the cursed area and begin casting 
  remove curse. Obstacles could make their recruitment 
  or cleansing difficult. The following are examples of 
  obstacles:
  • Spellcasters may ask for favors in exchange for their 
  help—run an errand, pay them, chase off a rival 
  spellcaster, or the party could owe them a future 
  favor. 
  • The party may need to defend the spellcasters from 
  attackers, while they complete their spells. 
  Something for the party to consider is if they cast 
  the spell while the thorp is swallowed by the void or 
  during a storm when the thorp and its remaining 
  residents have been reborn from the void. If they cast 
  when the thorp is swallowed, all victims of the curse 
  will be lost forever in the void. If they wait until the 
  next storm, for the thorp to rise from the earth, they 
  become vulnerable to the curse and void-transformed 
  creatures but will also be able to free everyone. 
  Completion
  If the characters successfully assist in the removal 
  of the curse, they complete this objective. They have 
  brought some balance to this area of the forest.
  Treasure & Rewards 
   Free Meals. If June is alive and no longer trapped 
  by the void, she shows her gratitude by offering free 
  meals any time you visit her tavern (the old one or 
  one she rebuilt).
   Invitation to Join the Census Watch. If Hoola 
  is alive and returned to the Peacesmith Guild in 
  Emmudomier, he spreads the word of your heroism. 
  Ersu, head of the Census Watch and Harper, is 
  impressed. He invites you to join the Census Watch 
  and, while on your travels, asks that you report back 
  any Peacesmith issues you witness.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  23
  CCC-KUMORI-02-01 VACANT
  Appendix 5: Player Handouts
  Skills Checks. Each character has skills they are good, 
  average, or flawed with. As a player you can use your 
  imagination to come up with creative ways to get through 
  situations or navigate an environment. The following give 
  examples to spark your imagination.
  Skill Check
  Examples
  Acrobatics
  Dexterously flip, roll, dive, balance, etc.
  Animal 
  Handling
  Wisely calm down a domesticated animal, 
  direct your mount to attempt a risky move, 
  intuit an animal’s intentions, etc.
  Arcana
  Intelligently recall lore about magical 
  spells, items, symbols, traditions, and 
  planes & their inhabitants, etc.
  Athletics
  Strongly climb, jump, swim, etc.
  Deception
  Use your charisma to lie, mislead, be 
  ambiguous, fast-talk, gamble, disguise 
  yourself, give false assurances, maintain a 
  straight face, etc.
  History
  Intelligently recall lore about past/
  historical events, people, civilizations, 
  disputes, recent wars, etc.
  Insight
  Wisely determine intentions, lies, 
  predict someone’s next move, read body 
  language, speech habits, and changes in 
  mannerisms, etc.
  Intimidation
  Charismatically threaten, cause fear, pry, 
  convince, etc.
  Investigation
  Intelligently look for clues, objects, deduce 
  (what kind of weapon caused a wound, 
  weakest point of a tunnel), etc.
  Medicine
  Wisely stabilize the dying with a healer’s 
  kit, diagnose illness, etc.
  Nature
  Intelligently recall lore of terrain, plants, 
  animals, weather, & natural cycles, etc.
  Perception
  Wisely spot, hear, detect a presence, be 
  aware of surroundings, eavesdrop, etc.
  Performance
  Use charisma to perform (music, art, 
  storytelling, dance, etc.), entertain, etc.
  Persuasion
  Use charisma to influence, negotiate, 
  foster friendship, request, inspire, etc.
  Religion
  Intelligently recall lore about deities, 
  rites, prayers, religious hierarchies, holy 
  symbols, practices of secret cults, etc.
  Sleight of 
  Hand
  Your dexterous hands plant, steal, conceal 
  an object, etc.
  Stealth
  Dexterously conceal yourself from 
  enemies, slink past guards, slip away 
  without being noticed, sneak up on 
  someone without being seen or heard, etc.
  Survival
  Wisely follow tracks, hunt, navigate, 
  identify signs of wildlife, predict the 
  weather, avoid natural hazards, etc.
  Skill Check Help Sheet
  Duplicate
  cut along the dashed line and distribute to players
  Skills Checks. Each character has skills they are good, 
  average, or flawed with. As a player you can use your 
  imagination to come up with creative ways to get through 
  situations or navigate an environment. The following give 
  examples to spark your imagination.
  Skill Check
  Examples
  Acrobatics
  Dexterously flip, roll, dive, balance, etc.
  Animal 
  Handling
  Wisely calm down a domesticated animal, 
  direct your mount to attempt a risky move, 
  intuit an animal’s intentions, etc.
  Arcana
  Intelligently recall lore about magical 
  spells, items, symbols, traditions, and 
  planes & their inhabitants, etc.
  Athletics
  Strongly climb, jump, swim, etc.
  Deception
  Use your charisma to lie, mislead, be 
  ambiguous, fast-talk, gamble, disguise 
  yourself, give false assurances, maintain a 
  straight face, etc.
  History
  Intelligently recall lore about past/
  historical events, people, civilizations, 
  disputes, recent wars, etc.
  Insight
  Wisely determine intentions, lies, 
  predict someone’s next move, read body 
  language, speech habits, and changes in 
  mannerisms, etc.
  Intimidation
  Charismatically threaten, cause fear, pry, 
  convince, etc.
  Investigation
  Intelligently look for clues, objects, deduce 
  (what kind of weapon caused a wound, 
  weakest point of a tunnel), etc.
  Medicine
  Wisely stabilize the dying with a healer’s 
  kit, diagnose illness, etc.
  Nature
  Intelligently recall lore of terrain, plants, 
  animals, weather, & natural cycles, etc.
  Perception
  Wisely spot, hear, detect a presence, be 
  aware of surroundings, eavesdrop, etc.
  Performance
  Use charisma to perform (music, art, 
  storytelling, dance, etc.), entertain, etc.
  Persuasion
  Use charisma to influence, negotiate, 
  foster friendship, request, inspire, etc.
  Religion
  Intelligently recall lore about deities, 
  rites, prayers, religious hierarchies, holy 
  symbols, practices of secret cults, etc.
  Sleight of 
  Hand
  Your dexterous hands plant, steal, conceal 
  an object, etc.
  Stealth
  Dexterously conceal yourself from 
  enemies, slink past guards, slip away 
  without being noticed, sneak up on 
  someone without being seen or heard, etc.
  Survival
  Wisely follow tracks, hunt, navigate, 
  identify signs of wildlife, predict the 
  weather, avoid natural hazards, etc.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  24
  CCC-KUMORI-02-01 VACANT
  Player Tents & How to Play
  fold
  How to Play D&D
  1. The Dungeon Master (DM) will describe what is happening around you.
  2. You say what you’d like to do. Ex: “I look in the pile for things of interest.”
  3. The DM may ask you to roll a d20 (20-sided dice) to see if you succeed. 
  While in “Initiative,” on your turn, you can...
  1.  Move. My character’s movement speed is ___ ft.
  2.  Take 1 of these Actions.
  • 
  Melee Attack (your character sheet & Player’s Handbook/PHB says if 
  you have multiple attacks per Action) 
  • 
  To see if you hit, roll 1d20 + STR mod (can choose DEX if weapon 
  has “finesse”) + Prof Bonus. 
  • 
  If you hit, roll the damage dice listed in your weapon’s 
  information + STR mod (can choose DEX if weapon has “finesse”).
  • 
  Ranged Attack (your character sheet or PHB says if you have multiple 
  attacks per Action) 
  • 
  To see if you hit, roll 1d20 + DEX mod + Prof Bonus.
  • 
  If you hit, roll the damage dice + DEX mod.
  • 
  Cast a spell (Spell details are in the PHB).
  • 
  Dash make another move (see above, #1). 
  • 
  Disengage, move away from a threat without them attacking you.
  • 
  Dodge, giving an attacker disadvantage on hitting you (they roll 2d20 
  & use the lowest roll).
  • 
  Help a fellow player on their turn, giving them advantage on their next 
  turn (they roll 2d20 & use the highest roll). 
  • 
  Ready an Action for later, “If _______ happens, I will ________.”
  3. Take 1 Bonus Action, on a spell or ability listed as a “Bonus Action.”
  4. Take 1 Reaction (at any time in the round)
  • 
  Make an opportunity attack if an “enemy” who was next to you 
  moves away, unless they disengage. 
  • 
  Use a spell or ability listed as a “Reaction.”
  Player: 
   pronoun: 
  Character: 
   pronoun: 
  Race: 
   Class: 
  Alignment: 
   Level: 
  Armor Class: 
   Passive Perception: 
  fold
  How to Play D&D
  1. The Dungeon Master (DM) will describe what is happening around you.
  2. You say what you’d like to do. Ex: “I look in the pile for things of interest.”
  3. The DM may ask you to roll a d20 (20-sided dice) to see if you succeed. 
  While in “Initiative,” on your turn, you can...
  1.  Move. My character’s movement speed is ___ ft.
  2.  Take 1 of these Actions.
  • 
  Melee Attack (your character sheet & Player’s Handbook/PHB says if 
  you have multiple attacks per Action) 
  • 
  To see if you hit, roll 1d20 + STR mod (can choose DEX if weapon 
  has “finesse”) + Prof Bonus. 
  • 
  If you hit, roll the damage dice listed in your weapon’s 
  information + STR mod (can choose DEX if weapon has “finesse”).
  • 
  Ranged Attack (your character sheet or PHB says if you have multiple 
  attacks per Action) 
  • 
  To see if you hit, roll 1d20 + DEX mod + Prof Bonus.
  • 
  If you hit, roll the damage dice + DEX mod.
  • 
  Cast a spell (Spell details are in the PHB).
  • 
  Dash make another move (see above, #1). 
  • 
  Disengage, move away from a threat without them attacking you.
  • 
  Dodge, giving an attacker disadvantage on hitting you (they roll 2d20 
  & use the lowest roll).
  • 
  Help a fellow player on their turn, giving them advantage on their next 
  turn (they roll 2d20 & use the highest roll). 
  • 
  Ready an Action for later, “If _______ happens, I will ________.”
  3. Take 1 Bonus Action, on a spell or ability listed as a “Bonus Action.”
  4. Take 1 Reaction (at any time in the round)
  • 
  Make an opportunity attack if an “enemy” who was next to you 
  moves away, unless they disengage. 
  • 
  Use a spell or ability listed as a “Reaction.”
  Player: 
   pronoun: 
  Character: 
   pronoun: 
  Race: 
   Class: 
  Alignment: 
   Level: 
  Armor Class: 
   Passive Perception: 
  cut along the dashed line and distribute to players
  print on cardstock for best results
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  25
  CCC-KUMORI-02-01 VACANT
  TPVoid
  Story Award, Vacant CCC-KUMORI-02-01
  Your entire party was swallowed by the void and born 
  again from it. 
  • No matter how often you bathe, your body smells of 
  damp earth and heavy rains. 
  • For every time the entire party was swallowed by the 
  void, you lost 1d4 months of time. You had been 
  trapped by the thorp and relived life, again and again, 
  storm after storm, until your escape.
  Appendix 6: Story Awards
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  26
  CCC-KUMORI-02-01 VACANT
  Heward’s Handy Spice Pouch
  Wondrous Item, common
  This belt pouch appears empty and has 10 charges. 
  While holding the pouch, you can use an action 
  to expend 1 of its charges, speak the name of any 
  nonmagical food seasoning (such as salt, pepper, saffron, 
  or cilantro), and remove a pinch of the desired seasoning 
  from the pouch. A pinch is enough to season a single 
  meal. The pouch regains 1d6 + 4 expended charges daily 
  at dawn.
  This item is found in Xanathar’s Guide to Everything, 
  pg. 137.
  Two waxy, heart-shaped leaves, sewn together form this 
  pouch.
  Appendix 7: Magic Items Unlocked
  Characters completing Bonus Objective A: Rescue & 
  Requital, in this adventure, unlock this magic item. It 
  can be purchased for 2 treasure checkpoints. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  27
  CCC-KUMORI-02-01 VACANT
  quick scan of a player’s character sheet to ensure 
  nothing looks out of order. If you see magic items of 
  very high rarities or strange arrays of ability scores, 
  you can ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array. 
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an adventure 
  or episode, they can declare their activity and spend 
  the days now, or they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to 
  the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the adventure 
  description to help give players hints about what they 
  might face.
  Adjusting the Adventure
  When combat is a possibility, the adventure provides 
  a sidebar that helps you to determine the best mix/
  number of opponents to provide them with an 
  appropriate challenge. While you’re not bound to 
  these adjustments; they’re here for your convenience 
  and consideration.
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the adventure, 
  consult the table below.
  Determining Party Strength
  Party 
  Composition
  Party
  Strength
  3-4 
  less than 1 APL
  Very weak
  3-4
  equal to 1 APL
  Weak
  3-4
  greater than 1 APL
  Average, no adjustment
  5
  less than 1 APL 
  Weak
  5 
  equal to 1 APL
  Average, no adjustment
  5
  greater than 1 APL
  Strong
  6-7 
  less than 1 APL
  Average, no adjustment
  6-7 
  equal to 1 APL
  Strong
  6-7
  greater than 1 APL
  Very strong
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in 
  a hardcover adventure may continue to play, but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level range.
  Preparing the Adventure
  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 want to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself 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.)
  Players can play an adventure they previously played 
  as a Player or Dungeon Master, but may only play it 
  once with a given character. Ensure each player has 
  their character’s adventure logsheet (if not, get one 
  from the organizer). The players fill out the adventure 
  name, session number, date, and your name and 
  DCI number. In addition, the player also fills in 
  the starting values for advancement and treasure 
  checkpoints, downtime days, and renown. These 
  values are updated at the conclusion of the session. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  Appendix 8: Dungeon Master Tips
  New to D&D Adventurers League?
  http://dnd.wizards.com/playevents/organized-play
   This horror adventure is designed for three to 
  seven 1st to 4th level characters and is optimized 
  as a learn-to-play for five characters with an 
  average party level (APL) of 1. 
   This adventure gives experience with each saving 
  throw and ability check (see Appendix 5), offers 
  opportunities for quick combat, and can easily be run 
  as theater of the mind, although a map is provided 
  for those who work best with visuals. It also gives 
  some helpful information for newer Dungeon Masters. 
  Characters outside 1st to 4th level cannot participate 
  in this adventure. 
  This adventure takes place entirely within the 
  Border Forest, west of the Ride plains in the Moonsea 
  area. 
  For more from the designer-
  Twitter | @MaatCrook
  Web | maatcrook.com 
  If you enjoyed this adventure, check out its 
  inspiration, mangaka, Junji Ito’s horror work.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  28
  CCC-KUMORI-02-01 VACANT
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Kumoricon (KUMORI)/CCC-KUMORI-02-01 - Vacant v1.2.pdf