TEXT: WHAT YOU WISH FOR 
   
  Deep in the forests of Cormanthor, the Golden Paragon Trading Company has set up a 
  logging camp to harvest the valuable trees of the Midwood. After investigating monster 
  attacks against the camp, adventurers have learned that something more sinister might 
  be afoot in the area. Several power groups seek something dark and lost in the woods, but 
  sometimes the worst thing you can get is what you wish for. 
   
   
  A Two-Hour Adventure for 5th-10th Level Characters 
   
   
  Shawn Merwin 
  Adventure Designer 
   
  Adventure Code: CCC-GHC-06 
   
  Story Concept: Andrew Hitchcock, Royce Thigpen 
  Development and Editing: Royce Thigpen 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  WHAT YOU WISH FOR 
   2 
  INTRODUCTION 
  Welcome to What You Wish For, a D&D adventure 
  that is part of the official D&D Adventurers League™ 
  organized play system. 
   This adventure is designed for three to seven 
  5th-10th level characters, and is optimized for five 
  8th-level characters. Characters outside this level 
  range cannot participate in this adventure. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms. During play, the characters travel 
  to the forests of Cormanthor to aid a logging camp 
  plagued by monsters. While there, they become 
  embroiled in a political and economic struggle 
  between rival gangs, but a larger threat may be 
  revealed. 
  THE D&D ADVENTURERS 
  LEAGUE 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that will continue their 
  story. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check 
  with your organizer for details. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use 
  to create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a 
  second or third storyline with those same characters. 
  A character’s level is the only limitation for 
  adventure play. A player cannot use a character of a 
  level higher or lower than the level range of a D&D 
  Adventurers League adventure. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
  PREPARING THE ADVENTURE 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare: 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  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. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  BEFORE PLAY AT THE TABLE 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new 1st-level character or use 
  a pregenerated character. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character. 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet. 
   If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that 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 
  
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  WHAT YOU WISH FOR 
   3 
  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 Player’s 
  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. 
  Alternatively, 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 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used for combat encounters. 
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a group 
  of inexperienced players, you might want to make 
  the adventure a little easier; for very experienced 
  players, you might want to make it a little harder. 
  Therefore, five categories of party strength have 
  been created for you to use as a guide. Use these as a 
  guide, and feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group. 
   This adventure is optimized for a party of five 
  8th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party strengths. 
  If a particular recommendation is not offered for 
  your group, you don’t have to make adjustments. 
  RUNNING THE ADVENTURE 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You are empowered to make adjustments to the 
  adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time. 
   Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly. 
   Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present. 
   Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices from 
  clues. 
  
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  WHAT YOU WISH FOR 
   4 
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment for 
  the players. The Dungeon Master’s Guide™ has more 
  information on the art of running a D&D game. 
  DOWNTIME AND LIFESTYLE 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D Basic Rules or the D&D Adventurers 
  League Player’s Guide for more information): 
   Catching up 
   Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   Practicing a profession 
   Recuperating 
   Spellcasting services 
   Training 
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities. 
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs are 
  per day, so a character that spends ten days of 
  downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with or add lifestyle expenses. 
   
   
  SPELLCASTING SERVICES 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. Alternatively, if the party finishes an 
  adventure, they can be assumed to return to the 
  settlement closest to the adventure location. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
  Cure wounds (1st level) 
   
  10 gp 
  Identify  
   
   
  20 gp 
  Lesser restoration 
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse 
   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination 
   
   
  210 gp 
  Greater restoration 
   
  450 gp 
  Raise dead 
   
   
  1,250 gp 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
  DISEASE, DEATH, AND RECOVERY 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen 
  to characters. 
  DISEASE, POISON, AND OTHER DEBILITATING 
  EFFECTS 
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to its 
  conclusion (see the recuperating activity in the D&D 
  Basic Rules). 
   If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect. 
  
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  WHAT YOU WISH FOR 
   5 
  DEATH 
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new character. 
  The new character does not have any items or 
  rewards possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp. 
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  Additional Credits 
  Adventurers League logsheet image Dave Zajac & Wizards of 
  the Coast 
  Faction images Wizards of the Coast 
  Owlbear image Jacob E. Blackmon from RPGnow.com 
  Tactical battlemap Dave Zajac 
  Drow image Gary Dupuis from RPGnow.com 
  Bugbear image Matt Morrow from RPGnow.com 
  Adventurers League “We Want You” promotional image 
  Wizards of the Coast 
  Wight image Marcum Curlee from RPGnow.com 
   
   
  
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  WHAT YOU WISH FOR 
   6 
  WHAT YOU WISH FOR 
  A deal is a deal… until it isn’t. 
  — Furjur the Flippant 
  ADVENTURE BACKGROUND 
  Deep in the forests of Cormanthor, the Golden 
  Paragon Trading Company set up a logging camp to 
  harvest the valuable trees of the Midwood. The camp 
  lies near a fork of the River Ashaba, which acts as a 
  delivery system for timber bound for processing and 
  shipping in Semberholme. Until recently, the camp 
  produced a significant amount of profit, but over the 
  past few tendays, production ground to a halt. The 
  camp’s last communication spoke of monster attacks 
  from the forest and panicked, wary loggers unwilling 
  to work. 
   Silas Nash, the camp’s foreman, secretly works for 
  House Nanther, a rival (and somewhat shady) 
  trading company out of Melvaunt. He has been 
  steering the loggers away from their expected route, 
  leaving them to unwittingly search for an old ruined 
  drow outpost on the edge of the Starwood. The ruin, 
  it is believed, could contain valuable relics and offers 
  an important strategic location for further business 
  in the area. 
   Two tendays ago, a criminal syndicate called 
  Suldran’s Dark heard whisperings of the ruined 
  stronghold’s location. They dispatched operatives to 
  the area as well, spying on the unsuspecting loggers 
  and planning ways to beat House Nanther to the 
  ruins—or kill them if they find it and take the ruins 
  for Suldran’s Dark. 
  ADVENTURE OVERVIEW 
  What You Wish For consists of three parts, plus an 
  optional introduction for characters who did not 
  play the first two adventures in this series. 
   Optional Introduction. If the characters have not 
  played any of the previous adventures in this series, 
  they are asked by Furjur the Flippant to travel to the 
  Golden Paragon Trading Company’s logging camp 
  and investigate the monster troubles facing them. 
   Part 1: At the Camp. The adventurers learn that 
  Silas Nash took most of the remaining loggers out to 
  search for other lost loggers, but he secretly is 
  making a last-ditch attempt to find the ancient drow 
  fortress. 
   Part 2: On the Trail. The adventurers must use 
  their skills and knowledge to follow the trail of Silas 
  and his team. 
   Part 3: In Ruin’s Shadow. The adventurers find 
  the ancient ruins, but Silas is being attacked by his 
  loggers, who have been turned into wights by the 
  infernal runes that cover the ruined fortress. After 
  the adventurers rescue him, both House Nanther 
  and Suldran’s Dark arrive, leading to a tense three-
  way battle for survival in the shadow of the ruined 
  stronghold. 
  ADVENTURE HOOKS 
  If the characters have already played the first two 
  adventures in the series—Shade of the Dark and 
  Trail of Treachery—they are likely to start the 
  adventure at the logging camp in the Midwood (go 
  directly to Part 1: At the Camp). Trail of Treachery 
  ends with the adventurers holding information that 
  Silas Nash is an agent for the operatives that just 
  tried to kill them. 
   If the characters have not played those other two 
  adventures, it is strongly recommended that they do 
  so before playing this adventure. 
   If characters must play this adventure before 
  playing those, select one of the following hooks, or 
  create your own, and then proceed to the Optional 
  Introduction. 
   Harpers. The Harpers suspect the logging camp’s 
  decline in production might be a sign of outside 
  tampering with regional business interests. Furjur 
  the Flippant also believes the disruption could be 
  related to rumors of House Nanther’s involvement in 
  other business affairs in the region. 
   Order of the Gauntlet. The forests of Cormanthor 
  are dangerous, and the loggers who work them are 
  good hardy folk who deserve protection. The Order 
  of the Gauntlet sees the threat as a serious problem, 
  and they want to make sure supernatural or evil 
  forces are not involved. 
   Emerald Enclave. Cormanthor encompasses vast 
  ancient forests. While the Emerald Enclave 
  grudgingly tolerates the managed forestry that takes 
  place in its borders, the monster attacks are 
  troubling. The situation bears further investigation 
  to ensure the balance between man and nature is 
  maintained. 
   Lords’ Alliance. The Golden Paragon Trading 
  Company has strong ties with the Lords’ Alliance. 
  The Lords’ Alliance wants to protect its business 
  interests in the area and possibly expose any 
  interference by third parties. 
   Zhentarim. The Zhentarim deal in many things, 
  including information and secrets. They suspect 
  something is happening deep in the forests of 
  Cormanthor, and they want to know what it is. The 
  Zhents have an agent in the logging camp by the 
  name of Kelton Reed. He may be able to provide 
  members of his faction with additional information. 
  
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  WHAT YOU WISH FOR 
   7 
   Factionless. If a character does not have a faction, 
  assume they are traveling when they meet up with 
  other adventures heading toward Elven Crossing. In 
  the unlikely event that none of the characters in the 
  party belongs to a faction, Furjur simply recognizes 
  them as adventurers when they reach Elven 
  Crossing and enter Amaratha’s Teahouse. 
  OPTIONAL INTRODUCTION 
  Expected Duration: 10 minutes 
   
  Use this introduction if none of the players have 
  played the previous two adventures in this series. If 
  they have, skip directly to Part 1. At the Camp. 
   Either of their own volition or by the direction of 
  their factions, the characters arrive at the small 
  village of Elven Crossing in the early afternoon. 
  Their factions have instructed each of them to meet 
  with a man named Furjur the Flippant to discuss the 
  problems plaguing a logging camp in the Midwood 
  that belongs to Golden Paragon Trading Company. 
  ELVEN CROSSING 
  The sun has just past its zenith when you arrive at Elven 
  Crossing, a small, shady village on the banks of the River 
  Ashaba. Situated along the Mistle Trail fifteen miles north of 
  Ashabenford, the settlement is little more than a sparse 
  collection of simple wooden houses. One structure, however, 
  draws your attention, for it appears to be made from the 
  hollow stumps of three massive trees joined together. 
  Numerous large windows provide a view of its interior, where 
  people sit at tables lined with teapots and cups. A sign above 
  its entrance reads, Amaratha’s Teahouse. 
  Elven Crossing has no inns or taverns. Amaratha’s 
  fills this void, and the locals spend time at the 
  institution drinking various woodberry teas and 
  eating honeyed biscuits and marbled green cheese. 
  Read the text below when the characters enter the 
  establishment. 
  The chatter of the teahouse’s patrons dwindles to a hush 
  when you enter the main room. For several moments, all is 
  quiet, as the clientele looks you over. Finally, a pot-bellied 
  man with bushy black sideburns rises from a table at the back 
  of the room. He smiles broadly and chuckles before 
  boisterously proclaiming, “Visitors are a rare thing in these 
  parts, but they’ll warm up to you soon enough. Don’t just 
  stand there! Come have a seat! I’m Furjur the Flippant, and I 
  can tell by your garb that you are here to see me!” 
   
  Relieved looks play over the faces of many of the 
  customers, and as quickly as it stopped, the chatter resumes. 
  Roleplaying Furjur the Flippant 
  “Furjur the Flippant” was a legendary merchant who thrived 
  in the 1340s and 1350s DR. He was known for his vibrant and 
  jovial personality, but he also had a sly and prankish streak. 
  The man who now claims the merchant’s moniker is actually 
  a Harper agent working in the southern reaches of the 
  Moonsea. Furjur’s real name is unknown to all but a few of 
  the Harper’s highest-ranking agents. 
   
  While the large man can be serious when necessary, he 
  prefers to maintain his jolly personality in public, as it helps 
  him appear non-threatening. He dresses as a wealthy 
  merchant, wearing long coats and expensive leather riding 
  boots. During conversation, he pauses often to laugh loudly 
  or pat a character on the back and chuckle. 
   
  Under the façade, Furjur is an intelligent, thoughtful man 
  who genuinely has the best interests of the Moonsea at 
  heart. He travels and works tirelessly to help the Harpers 
  accomplish their goals. 
  Furjur orders a pot of tea and two bottles of wine 
  made from local forest plants. If any of the 
  characters previously played CCC-GHC-1 Tharaera 
  Lost or CCC-GHC-3 Facing the Dark, Furjur recognizes 
  them and is genuinely glad to see them again. For the 
  purposes of this adventure, he is acting on behalf of 
  the Golden Paragon Trading Company. While his role 
  is actually at the behest of the Harpers, Furjur does 
  not mention his faction or display his Harper pin, but 
  if asked directly, he does not deny being part of the 
  organization. 
   After drinks and a plate of biscuits and cheese, 
  Furjur’s tone quiets, and he discreetly relays the 
  information below. 
   The Golden Paragon Trading Company has an 
  agreement drafted by the Emerald Enclave 
  permitting them to harvest timber from the 
  Midwood. 
   The area outlined in the agreement lies east of a 
  drainage basin that forms a tributary of the River 
  Ashaba. The trading company uses the tributary to 
  deliver felled timber downstream to Semberholme, 
  where it is processed and shipped to other parts of 
  the Moonsea. 
   To make certain the forest is properly managed, 
  the agreement only grants them the rights to 
  harvest trees of a certain age and size. In addition, 
  they are not allowed to take any trees from the 
  Starwood, which lies to the north of the area. 
   The Golden Paragon Trading Company’s logging 
  camp lies near the river’s branch. Production from 
  it was steady until two tendays ago. Since then, the 
  camp’s output has dwindled to nothing, 
   The last message from the camp came a tenday 
  ago. It spoke of monster attacks from the forest, 
  and panicked, wary loggers unwilling to work. 
   The Golden Paragon Trading Company needs 
  adventurers who can find the underlying cause of 
  
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  WHAT YOU WISH FOR 
   8 
  the problem and get the timber flowing 
  downstream again. They should speak with the 
  camp’s foreman, Silas Nash, when they arrive. 
   Furjur offers the characters 100 gp each if they 
  can eliminate the threat from the forest. They can 
  receive their payment from the camp’s foreman, 
  once their task is complete. 
   While the Mistle Trail leads north along the River 
  Ashaba, the trek to the camp is difficult and slow. 
  To aid the characters, Furjur has obtained the 
  services of a small river skiff and its owner. The 
  craft is capable of transporting them and all of 
  their gear upriver to the logging camp. When the 
  characters are ready to depart, the skiff is waiting 
  at a river ford just north of Elven Crossing. 
  TOWARD THE CAMP 
  A wide path, likely made by draught animals dragging logs, 
  marks the way from the river to the logging camp. As you 
  walk through the forest, you see the stumps of trees taken by 
  loggers. A short while later you smell campfire smoke, and 
  you see a timber palisade in a clearing. 
  The camp is made a several tents forming a 
  temporary settlement. The loggers built a hasty 
  palisade around the camp when the monster attacks 
  became greater than they could handle. 
   If the adventurers have been here in the previous 
  adventures, they know the gates are normally locked 
  and guarded by loggers on platforms to either side of 
  the entrance. Right now, no guards are there, which 
  is odd. 
  PART 1: AT THE CAMP 
  Expected Duration: 10 minutes 
   
  Note: The rest of this adventure assumes that the 
  adventures have played the previous two 
  adventures in this series. If they have not, adjust the 
  text and dialogue accordingly.  
   
  When the characters arrive back at the Golden 
  Paragon Trading Company logging camp, read:  
  The gate of the palisade wall is closed, but no guards man the 
  platforms, as they usually do. 
  Although the gate is closed, it is not locked, which 
  should be a clue that something is wrong. If the 
  characters call out, one of the remaining loggers 
  opens the gate. Otherwise the adventures can simply 
  open the gate and let themselves in. 
  When you last left the camp, it was understaffed, but a few 
  able-bodied loggers still milled about. That is no longer the 
  case. Only a couple of loggers remain, and they look angry, 
  sullen, and scared. 
  The senior logger remaining is the cook, an old 
  dwarf called Mutton. That is not his real name, but 
  it’s what he’s called—the name is sarcastic, as the 
  loggers rarely eat anything as tasty or filling as 
  mutton while at work. 
   Mutton tugs at his beard when nervous, and at this 
  point, he is lucky to have any beard left. He relays 
  the following information to the adventurers. 
   Silas Nash, the foreman of the logging camp, told 
  everyone he was tired of waiting around for his 
  lost men to return. He led most of the remaining 
  loggers into the forest to search for them. 
   Silas told the loggers he led away that something 
  of great value was lost in the forest, and if the 
  loggers found it, they would earn enough money 
  to split it and still live comfortably for the rest of 
  their days. This motivated several loggers who 
  otherwise would have remained here. 
   Mutton does not trust Silas at all, so the dwarf 
  remained behind, along with a few others who 
  were tired of monster attacks and loggers leaving 
  camp but never returning. 
   Mutton says he is going to give the missing loggers 
  a couple more days to return. If they are not back 
  by then, he plans to simply return to civilization 
  and get on with his life. The remaining loggers 
  have agreed to leave with him. 
   Silas did not say specifically what was so valuable 
  in the forest. When the group left, they were 
  headed north. Mutton notes that, for some 
  unknown reason, Silas kept getting off track in his 
  logging routes, always heading further and further 
  north rather than west as planned. 
  If the adventurers ask about the group that Silas 
  took with him, Mutton names them: 
   “Sledge” Hooper, a hulking half-orc with more 
  muscles than smarts.  
   Kelton Reed, a human who is always hanging 
  around Silas’s heels like a lost puppy. [Kelton is a 
  Zhentarim spy.] 
   “Timber,” a wood elf who keeps to herself. She 
  presumably grew up in this area, and Silas often 
  turns to her when there is a question about local 
  fauna and monsters. No one knows her real name. 
   Dell Darvell, a human who is probably the best 
  logger of the bunch. His tongue was cut out when 
  he was young by a Hillsfar slave owner, so he 
  doesn’t talk much, but he loves to play the lute and 
  dance. 
  
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  WHAT YOU WISH FOR 
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  Mutton can point the party in the direction that Silas 
  led the group. Mutton notes, yet again, that while 
  Silas told everyone he was looking to the west, he 
  ended up traveling in more of a northern direction. 
  PART 2: ON THE TRAIL 
  Expected Duration: 20 minutes 
   
  This part of the adventure involves a series of 
  obstacles and challenges. While the adventurers find 
  the ruined stronghold regardless of their checks, 
  their level of success or failure plays a role in how 
  hard the combats are in Part 3: In Ruin’s Shadow. 
  A driving rain makes following the tracks of the logging party 
  almost impossible to follow. The forest is thickest here, so 
  there isn’t much mud, but the rain is hard enough to drive 
  through the canopy and soak everything. The signs of 
  passage left by Silas’s group get sparser and less noticeable, 
  until it is terribly difficult to continue. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. Brightly lit during the day, but a heavy rain 
  makes it hard to see for a distance. 
   Trees. The surrounding trees provide half cover. 
  KEEPING ON THE TRAIL 
  While tracking the trail of Silas’s group, the 
  adventurers must succeed on at least four of the 
  following seven challenges. Each type of challenge is 
  described below. Keep track of how many challenges 
  are passed and how many are failed. 
  Difficult/Uncooperative Groups 
  Some players are not good at comprehending these sorts of 
  abstract challenges. If that is the case, you might have to 
  break down each and make them run more like a normal 
  combat or interaction. 
   
  Also, if the characters use some sort of spell, feat, or ability 
  to bypass or help with a portion of the challenge, use your 
  best judgment on how it affects the challenge overall. By the 
  time characters reach a certain level or get certain spells and 
  abilities, DM adjudication is necessary. If the characters are 
  willing to use important resources to solve these challenges, 
  allow it to work based on the strength of the resource and 
  how well the solution fits the challenge. 
  1. FIND THE TRAIL 
  One of the adventurers must succeed on a DC 17 
  Wisdom (Survival) check to find and maintain the 
  trail. This check is made with disadvantage unless 
  the character making the check is a ranger with the 
  Natural Explorer ability (or a comparable ability or 
  feat). 
   One other character can assist this check, but 
  neither character can make the checks in the next 
  challenge. 
   Note that spells or abilities that assist on skill 
  checks (guidance, bless, bardic inspiration, etc.) that 
  last for less than 30 minutes cannot be used to 
  bolster this check. 
  2. SINKHOLE 
  While the one character (or two characters, if one is 
  assisting) who leads is working to maintain the trail, 
  the rest of the party runs afoul of a sinkhole that 
  opens beneath their feet because of the heavy rain. 
  These characters must make a DC 15 Strength 
  (Athletics) or Dexterity (Acrobatics) check to avoid 
  falling into the hole. Those who fall in take 22 (4d10) 
  bludgeoning damage from the fall and land prone. 
  For very weak parties, reduce the damage to 16 
  (3d10). For very strong parties, increase the damage 
  to 33 (6d10). 
   The party’s challenge is considered a success if 
  half or more of the adventurers making the check 
  succeed. 
  3. MAINTAIN THE TRAIL 
  One of the adventurers must succeed on a DC 17 
  Wisdom (Survival) check to maintain the trail. This 
  check is made with disadvantage unless the 
  character making the check is a ranger with the 
  Natural Explorer ability (or a comparable ability or 
  feat). One other character can assist this check. 
   Note that spells or abilities that assist on skill 
  checks (guidance, bless, bardic inspiration, etc.) that 
  last for less than 30 minutes cannot be used to 
  bolster this check. 
  4. OWLBEARS 
  While the one character (or two characters, if one is 
  assisting) who leads is working to maintain the trail, 
  the rest of the party is set upon by a family of 
  owlbears. The characters can avoid the fight if they 
  succeed on a group check (half or more succeed). 
  The party can choose from the following skills: 
   DC 17 Intelligence (Nature) check 
   DC 17 Wisdom (Animal Handling) check 
   DC 17 Charisma (Persuasion) check 
  If the group check succeeds, the adventurers escape 
  with no damage. If they fail, all adventurers take 14 
  (4d6) slashing damage from the attacks before the 
  owlbears flee into the forest. For very weak parties, 
  reduce the damage to 7 (2d6). For very strong 
  parties, increase the damage to 28 (8d6). 
   Note: If you do not have to worry about finishing 
  the adventure in 2 hours, feel free to run a combat 
  with 5 owlbears if they fail their checks instead of 
  just estimating the damage. 
  
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  5. MAINTAIN THE TRAIL 
  One of the adventurers must succeed on a DC 17 
  Wisdom (Survival) check to maintain the trail. This 
  check is made with disadvantage unless the 
  character making the check is a ranger with the 
  Natural Explorer ability (or a comparable ability or 
  feat). One other character can assist this check. 
   Note that spells or abilities that assist on skill 
  checks (guidance, bless, bardic inspiration, etc.) that 
  last for less than 30 minutes cannot be used to 
  bolster this check. 
  6. POISONOUS PLANTS 
  While the one character (or two characters, if one is 
  assisting) who leads is working to maintain the trail, 
  some deadly poisonous and carnivorous plants 
  pursue the adventurers. These plants cannot be 
  killed by normal means as they are too large and 
  numerous. The adventurers can avoid and escape 
  the plants if they succeed on a group check using the 
  following skills: 
   DC 17 Intelligence (Nature) check 
   DC 17 Wisdom (Perception) check 
   DC 17 Dexterity (Acrobatics) check 
  If the group check succeeds, the adventurers escape 
  with no damage. If they fail, all adventurers must 
  attempt a DC 17 Constitution saving throw. Those 
  who fail take 13 (2d12) poison damage from the 
  attacks before the plants run out of venom and 
  retreat. Half damage is taken on a successful save. 
  For very weak parties, reduce the damage to 6 
  (1d12). For very strong parties, increase the damage 
  to 26 (4d12). 
  7. MAINTAIN THE TRAIL 
  One of the adventurers must succeed on a DC 17 
  Wisdom (Survival) check to maintain the trail. This 
  check is made with disadvantage unless the 
  character making the check is a ranger with the 
  Natural Explorer ability (or a comparable ability or 
  feat). One other character can assist this check 
   Note that spells or abilities that assist on skill 
  checks (guidance, bless, bardic inspiration, etc.) that 
  last for less than 30 minutes cannot be used to 
  bolster this check. 
  SUCCESS/FAILURE 
  If the party succeeds in at least 4 of these seven 
  challenges, they make good time and arrive at the 
  ruined fortress with no penalties. If they succeed on 
  less than 4, they gain one level of exhaustion when 
  they arrive, and they have disadvantage on initiative 
  checks for the remainder of the adventure. 
  What If They Rest? 
  This adventure is meant to be completed without the party 
  taking a short or long rest. If the adventurers attempt to take 
  a rest before they arrive at the ruined stronghold, explain 
  that time might be important in their situation. If they rest 
  anyway, consider it an automatic failure of this section. Also, 
  add more monsters to each of the combats that follow. 
   
  You can also play out the consequences if they take a long 
  rest: Silas is dead and turned into a wight. The characters 
  might have to face each of the threats that follow 
  individually, or in a different order. Use your best judgment. 
   
  
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  WHAT YOU WISH FOR 
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  PART 3: IN RUIN’S SHADOW 
  Expected Duration: 90 minutes 
   
  When the adventurers arrive at the ruins of the 
  ancient drow fortress, they find Silas Nash fighting 
  for his life, under attack from undead creatures. The 
  adventurers quickly learn that these undead are the 
  loggers accompanying Silas. After the fight with the 
  undead, the various parties interested in the drow 
  fortress reveal themselves, and a chaotic fight 
  ensues. 
  THE WIGHT PLACE 
  Expected Duration: 40 minutes 
  GENERAL FEATURES 
  The area has the following features. 
   Light. The clouds and rain leave only dim light, 
  and a heavy rain makes it hard to see for any great 
  distance. Perception checks are made at 
  disadvantage. 
   Sounds. The driving rain is the only sound that 
  can be heard unless someone shouts over it. 
   
  When the adventurers reach the clearing that holds 
  the ruined drow fortress, read: 
  The rain continues to pelt the forest with furious abandon. 
  Through the sheets of rain, the clearing ahead opens to 
  reveal a pile of ruined stonework. The ancient collapsed 
  structure is covered with runes that writhe as your eyes try to 
  focus on them. 
   
  Between you and the remaining section of the building is 
  Silas Nash. His high-pitched screams barely cut through the 
  driving rain. He uses a wooden club to fend off the blows of 
  creatures who press in on him. They at first appear to be the 
  loggers he led away: a half-orc, two humans, and a wood elf. 
  Closer inspections shows the creatures resemble those 
  loggers, but they are far too pale, and their features are 
  withered and gaunt. 
  When the characters arrive, Silas fights off six 
  wights total: four are in view and the others are 
  hiding amid the rubble (the exact number depending 
  on party level adjustments). The infernal runes (see 
  below) have turned the loggers into undead 
  creatures. The hiding wights are former drow 
  occupants of the fortress. 
   
   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove two wights. 
   Weak party: Remove one wight. 
   Strong party: Add one wight. 
   Very strong party: Add two wights. 
  FEATURES 
  The adventurers begin the combat at the edge of the 
  forest clearing, approximately 120 feet from the 
  ruins of the drow outpost. 
   The Rain. The driving rain makes ranged weapon 
  and spell attacks difficult. Attacks made at short 
  range have disadvantage, and attacks made at long 
  range are impossible, unless the character has a feat 
  or ability to reduce penalties from concealment or 
  cover. 
   The Runes. The infernal runes on the stone 
  building are a recent phenomenon, created by the 
  evil forces infesting the stronghold at the moment. 
  These runes have a necromantic quality, creating 
  and bolstering undead creatures. 
   Undead creatures within 15 feet of the fortress 
  walls while the runes are active gain advantage on 
  saving throws, do not suffer from sunlight sensitivity, 
  cannot be turned, and regenerate 5 hits points at the 
  start of their turns if they have at least 1 hit point. 
   The runes can be turned off, or at least disabled, in 
  a variety of ways. These checks must be made while 
  standing adjacent to the stronghold wall: 
   An action can be taken to perform a DC 15 
  Intelligence (Arcana) check to disrupt the flow of 
  magic into the runes. On a check of 10 or less, the 
  adventurer making the check takes 21 (6d6) 
  necrotic damage. Reduce the damage by 2d6 for 
  very weak parties, and increase the damage by 
  4d6 for very strong parties. 
   An action to perform a DC 20 Intelligence 
  (Religion) check to interrupt the divine magic that 
  powers the runes. On a check of 10 or less, the 
  adventurer making the check takes 21 (6d6) 
  necrotic damage. Reduce the damage by 2d6 for 
  very weak parties, and increase the damage by 
  4d6 for very strong parties. 
   An action to perform a DC 20 Dexterity (Sleight of 
  Hand) check to expertly chip the runes and break 
  the magical current. On a check of 10 or less, the 
  adventurer making the check takes 21 (6d6) 
  necrotic damage. Reduce the damage by 2d6 for 
  very weak parties, and increase the damage by 
  4d6 for very strong parties. 
   A casting of dispel magic dampens the magical 
  field until the start of the caster’s next turn but 
  doesn’t remove the runes’ effects. 
  
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  WHAT YOU WISH FOR 
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  WHAT YOU WISH FOR 
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  TACTICS 
  The wights continue to attack Silas until they are 
  interrupted by the characters. At that point, they 
  turn their attention to the heroes. The wights stay 
  within 15 feet of the wall if possible. Each round the 
  adventurers remain inactive, describe the runes 
  glowing more brightly with a sickening purple-grey 
  light. 
   If the adventurers do not interfere on Silas’s behalf 
  before the end of the second round of combat, he is 
  killed and becomes a wight, who then joins the 
  attack on them. Every two rounds the adventures 
  remain inactive, another wight rises from the rubble 
  at the base of the fortress wall. 
  DEVELOPMENTS 
  Assuming the adventurers intervene to save Silas, he 
  thanks them for their assistance. He truthfully 
  relates the story of what happened: the loggers 
  found the ruins, a couple of drow corpses attacked, 
  and the loggers fell one by one. After they fell, they 
  immediately rose as wights and joined the attack. 
   If the conversation gets around to why he ranged 
  so far away from the original search area, Silas is 
  evasive, but the truth is soon revealed when the 
  House Nanther contingent arrives (see below). 
   If the adventurers did not deactivate the runes 
  during the combat, they have a chance to do so now. 
  If they failed to do so before the next encounter is 
  triggered, combat could become very interesting 
  indeed. 
   
   
   
  OPRIZZ 
  THE WRONG TIME 
  Expected Duration: 10 minutes 
   
  After the adventurers have had a moment to recover 
  from the fight with the wights (no more than 10 
  minutes), the closest House Nanther patrol arrives. 
  Read: 
  A hissing voice interrupts your rest. “Excellent. I would have 
  never thought to search here. The stronghold shall be ours, 
  as it should be. Silas, come here. You have earned your 
  reward. I personally doubted that you could find it, but you 
  have proven your worth after all.” 
   
  The drow addressing you holds out a pouch nearly bursting 
  with coin. “Well, what are you waiting for Silas? Come get 
  your reward.” 
  The House Nanther patrol consists of Oprizz, a drow 
  elite warrior, and three of his personal bodyguards, 
  knights serving House Nanther. 
  DEVELOPMENTS 
  Oprizz works for House Nanther, doing its dirty 
  work. He is more than happy to let the adventurers 
  walk away, at least until their backs are to him. Then 
  he attacks them, because he knows he cannot trust 
  anyone who knows the location of this place to keep 
  it secret. He also plans to kill Silas. 
   Allow the conversation to go on for as long time 
  permits. At some point, one party likely attacks the 
  other. Just before that attack occurs, move on to the 
  next encounter, where the circumstances are 
  complicated by the arrival of members of Suldran’s 
  Dark. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove two knights. 
   Weak party: Remove one knight. 
   Strong party: Add one knight. 
   Very strong party: Add two knights. 
  
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  WHAT YOU WISH FOR 
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  NO ONE EXPECTS… 
  Expected Duration: 40 minutes 
  As hostilities are about to break out, an extremely tall 
  creature with red skin, horns, and wings appears in the 
  clearing. She claps her hands slowly and drawls out her 
  mocking words. “I’ve always wondered what a group of fools 
  is called, and now I think I know. Let’s call it ‘an idiocy of 
  fools.’ This is quite the idiocy I have walked in on.” 
   
  The creature motions all around the edge of the clearing. 
  “My forces, which outnumber you at least 10 to 1, wait in the 
  forest to rain no end of arrows and hellfire down upon you. If 
  you surrender right now, the lot of you, I shall ransom you 
  back to your employers for a fair price. You can say you 
  survived The Harvester, which is no mean feat. Otherwise I 
  will send your souls to my mother to feast upon.” 
   
  The drow and his knights survey the situation and toss 
  their weapons on the ground. 
  The Suldran’s Dark force consists of a cambion who 
  calls herself “The Harvester.” Her associates are a 
  group of seven bugbears that have each used a 
  potion of invisibility to stealth into position near the 
  adventurers while The Harvester stalls. 
   With a DC 16 Wisdom (Insight) check, an 
  adventurer can learn that The Harvester is 
  exaggerating. There is not an overwhelming force in 
  the forest, although she is certainly not alone. 
   A DC 16 Wisdom (Perception) check, made at 
  disadvantage because of the rain, allows an 
  adventurer to notice the bugbears approaching 
  invisibly. These successful adventurers are not 
  surprised when the bugbears attack. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak or weak party: Remove two bugbears. 
   Weak party: Remove one knight. 
   Strong party: Add two bugbears. 
   Very strong party: Add four bugbears. 
  TACTICS 
  As soon as the drow and his knights realize they 
  have been tricked, they pick up their weapons and 
  attack. 
   The bugbears have been watching for a bit, so they 
  try to scout out the most dangerous adventurer, and 
  two of them approach that one. One of the bugbears 
  goes after the drow. The rest of the bugbears spread 
  out among the remaining adventurers. 
   The Harvester uses fiendish charm on a dangerous 
  foe, particularly a raging barbarian or a rogue, and 
  forces them to attack softer targets. 
   If it is obvious that The Harvester’s troops are 
  going to be defeated, she uses plane shift to escape. 
  Running a Three-Sided Combat 
  Running a combat with three different sides can be tricky. 
  Simply throwing all of the enemies at the adventurers at once 
  is likely to result in a total-party kill. Instead, use the various 
  NPCs and monsters at your disposal to adjust difficulty. The 
  drow and his knights may start by attacking the adventurers, 
  but they switch to attacking the Suldran’s Dark members 
  after a couple of rounds. 
   
  The best-case scenario would be to make the adventurers 
  think things are hopeless, and then have the enemy groups 
  fight each other for a couple of rounds to let the adventurers 
  regroup. 
  DEVELOPMENTS 
  The knights and the bugbears do not fight to the 
  death if it looks like their cause is hopeless and their 
  leaders are dead or vanquished. They don’t know 
  much about the fortress, other than they are being 
  paid to assist in finding and securing the structure. 
   If Silas is still alive at the end of the encounters, he 
  relays the same information. House Nanther offered 
  him payment to redirect the efforts of the loggers in 
  such a way that they were unwittingly searching the 
  edge of the Starwood for the ruins of the drow 
  fortress. 
  TREASURE 
  The bugbears have gems totaling 500 gp. The 
  knights have a total of 200 gp among them. The 
  pouch held by the drow as payment for Silas totals 
  300 gp in gems and coins. One of the bugbears 
  carried an extra potion of invisibility. Oprizz the drow 
  carries a dagger +2 in his boot.  
  CONCLUSION 
  Expected Duration: 10 minutes 
  The drow fortress is mostly ruined, but some of the 
  building is still intact. Attempts to explore the ruins 
  are thwarted at every turn—some dark and 
  malignant force does not allow anyone to enter the 
  ruins. 
   The adventurers can return to their employer, 
  Furjur the Flippant, to relay the information about 
  what they found. Those who do so earn the 100 gp 
  per adventurer reward they were promised. Furjur 
  also says that some of his allies are going to 
  investigate the fortress. There may be a call for 
  adventurers at a later time to go into the fortress if 
  the evil shroud around the place can be dispelled… 
   
  
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  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 
  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. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Wight 
   
   
   
  700 
  Drow Elite Warrior 
   
  1800 
  Knight  
   
   
  700 
  Cambion 
   
   
  1800 
  Bugbear  
   
   
  200 
  Non-Combat Awards 
  Task or accomplishment  
  XP per Character 
  Succeed in at least 4 challenges  
  500 
  Rescue Silas 
   
   
  500 
   The minimum total award for each character 
  participating in this adventure is 2000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 3000 experience 
  points. 
  TREASURE 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever possible. 
  Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price. 
   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. See the sidebar if the adventure awards 
  permanent magic items. 
   
   
   
   
   
  Treasure Awards 
  Item Name  
   
   
  GP Value 
  Bugbear gems 
   
   
  500 
  Knight treasure  
   
  200 
  Silas’s payment  
   
  300 
  Furjur’s reward  
   
  100 (per character) 
  DAGGER +2 
  Weapon, rare 
  You have a +2 bonus to attack and damage rolls 
  made with this magic weapon. 
  POTION OF INVISIBILITY 
  Potion, very rare 
  This potion's container looks empty but feels as 
  though it holds liquid. When you drink it, you 
  become invisible for 1 hour. Anything you wear or 
  carry is invisible with you. The effect ends early if 
  you attack or cast a spell. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character's log sheet contains a column to 
  record permanent magic items for ease of reference. 
   If the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item's owner is determined randomly by the DM. 
  RENOWN 
  All faction members earn one renown point for 
  participating in this adventure. 
  DOWNTIME 
  Each character receives five downtime days at the 
  conclusion of this adventure. 
  DM REWARDS 
  You receive 750 XP, 375 gp, and five downtime 
  days for running this adventure. 
  
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  APPENDIX: MONSTER/NPC 
  STATISTICS 
   
  BUGBEAR 
  Medium humanoid (goblinoid), chaotic evil 
   
  Armor Class 16 (hide armor, shield) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 14 (+2) 13 (+1) 
  8 (−1) 11 (+0) 
  9 (−1) 
   
  Skills Stealth +6, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Brute. A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in the 
  attack). 
  Surprise Attack. If the bugbear surprises a creature and 
  hits it with an attack during the first round of combat, 
  the target takes an extra 7 (2d6) damage from the 
  attack. 
  ACTIONS 
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 11 (2d8 + 2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 
  2) piercing damage in melee or 5 (1d6 + 2) piercing 
  damage at range. 
   
   
  CAMBION 
  Medium fiend, lawful evil 
   
  Armor Class 19 (scale mail) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 
   
  Saving Throws Str +7, Con +6, Int +5, Cha +6 
  Skills Deception +6, Intimidation +6, Perception +4, 
  Stealth +7 
  Damage Resistances cold, fire, lightning, poison; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Common, Infernal 
  Challenge 5 (1,800 XP) 
   
  Fiendish Blessing. The AC of the cambion includes its 
  Charisma bonus. 
  Innate Spellcasting. The cambion’s spellcasting ability 
  is Charisma (spell save DC 14). The cambion can 
  innately cast the following spells, requiring no material 
  components: 
  3/day each: alter self, command, detect magic 
  1/day: plane shift (self only) 
  ACTIONS 
  Multiattack. The cambion makes two melee attacks or 
  uses its Fire Ray twice. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 8 (1d8 + 4) piercing damage if 
  used with two hands to make a melee attack, plus 3 
  (1d6) fire damage. 
  Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid the cambion can see 
  within 30 feet of it must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed for 1 day. The 
  charmed target obeys the cambion’s spoken 
  commands. If the target suffers any harm from the 
  cambion or another creature or receives a suicidal 
  command from the cambion, the target can repeat the 
  saving throw, ending the effect on itself on a success. 
  If a target’s saving throw is successful, or if the effect 
  ends for it, the creature is immune to the cambion’s 
  Fiendish Charm for the next 24 hours. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  WHAT YOU WISH FOR 
   17 
  DROW ELITE WARRIOR 
  Medium humanoid (elf), neutral evil 
  Armor Class 18 (studded leather and shield) 
  Hit Points 71 (11d8+22) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 
   
  Saving Throws Dex +7, Con +5, Wis +4 
  Skills Perception +4, Stealth +10 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Elvish, Undercommon 
  Challenge 5 (1,800 XP) 
   
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can't put the 
  drow to sleep. 
  Innate Spellcasting. The drow's spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the 
  following spells, requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire , levitate (self only) 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  ACTIONS 
  Multiattack. The drow makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 
  (3d6) poison damage. 
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 30/120 ft ., one target. Hit: 7 (1d6 + 4) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature 
  takes an action to shake it awake. 
   
  KNIGHT 
  Medium humanoid (any race), any alignment 
   
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  ACTIONS 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated. 
  REACTIONS 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  WHAT YOU WISH FOR 
   18 
  OWLBEAR 
  Large monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 12 (+1) 17 (+3) 
  3 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 3 (700 XP) 
   
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
  ACTIONS 
  Multiattack. The owlbear makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
   
   
   
  WIGHT 
  Medium undead, neutral evil 
   
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
   
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  ACTIONS 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in 
  place of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies 
  under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 
  + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-GHC-06 - What You Wish For.pdf