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  CCC-UK-1: CALL OF THE ELVENFLOW  
   
   
   
   
   
   
   
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  CCC-UK-1: CALL OF THE ELVENFLOW  
   
   
   
   
   
   
   
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  Folk tales warn of strange noises from the Cormanthor Forest when winter fogs 
  are thickest and the black of night has no shadows to cast. When such noises are 
  heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old 
  stories? 
   
   
   
   
   
  A Four-Hour Adventure for 1st-4th Level Characters 
   
   
   
  Author 
   
  Adventure Code: CCC-UK-1 
  Optimized For: APL 1 
  Version: v1.0 
   
   
   
   
  Development and Editing: Will Doyle 
  Cover Art: Stacey Allan 
  Interior Art: Wizards of the Coast, Nimgyu (page background) 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick, Lysa Chen 
   
  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. 
   
  ©2017 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. 
   
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  3 
  Welcome to Call of the Elvenflow, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  UK Games Expo Convention-Created Content (CCC).  
   This module is staged in the Elvenflow Estuary: a 
  remote community of villages and homesteads 
  scattered around the mouth of the Duathamper (or 
  “Elvenflow”) River, on the shore of the Moonsea. Call 
  of the Elvenflow is set on the western bank, in the 
  tiny hamlet of Buttergroves and the upper reaches of 
  the river. To further explore this area, check out the 
  other modules in the CCC-UK series.  
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 2. 
  Characters outside this level range cannot 
  participate in this adventure.  
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. 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.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  This adventure premiered before the new Adventurers 
  League treasure and advancement rules took effect. The text 
  has been left unadjusted, but sidebars have been added 
  throughout to help adapt the adventure to the new rules.     
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  4 
  The Cormanthor Forest is a magical and mysterious 
  place, with legends aplenty to keep the curious 
  interested and the wary at bay; and not without 
  reason, for monsters lurk in its hidden groves that 
  can scare even the bravest of heart.  
   One such beast is the gorgon. Herds of untamable, 
  metallic-scaled bulls freely roam the northeastern 
  edge of the woods. Not very intelligent, they’re easily 
  outsmarted, and just as well, for those who venture 
  too close can find themselves caught in their 
  petrifying breath. The forest gods Rillifane Rallathil, 
  Silvanus, and Mielikki found that the gorgons served 
  as fine, though dangerous, border guards against the 
  rising communities of Hillsfar and Mulmaster and 
  left them to thrive. The gods enchanted the waters of 
  the Duathamper River with their combined blessing, 
  such that if ever a gorgon should step hoof into the 
  waters it would turn to stone in the same manner as 
  their breath does to mortal flesh.  
   The gorgons being simple creatures learned to 
  fear the river and approached only in late spring 
  when the receding waters stranded catfish and silver 
  trout along its banks. That is, until one young gorgon 
  became too bold and the waters rose around him, 
  trapping him forever in the flood banks of the 
  Duathamper. Now each year, during the dry days of 
  late summer, when the waters are at their lowest, 
  the gorgon comes very close to drying out and 
  reviving. All it would take is one exceptionally dry 
  summer for his bellowing to be heard again across 
  the Elvenflow Estuary…  
  Long ago, the druid Audrea led a band of Hillsfar 
  refugees to the banks of the Elvenflow Estuary, 
  where they settled to cultivate a small grove of 
  butternut trees. All went well for the first year, and 
  the harvest provided plenty. Even a flurry of 
  emerald-throated canaries traveled north and 
  settled in the grove, as if sent as a blessing from 
  Chauntea herself. 
   The following spring remained dry, with the rains 
  light and late to arrive. Worried that the weather 
  would affect the planting of new butternut trees, the 
  families made up for the shortfall in crops by fishing 
  for trout and bass in the river, turning their catch 
  into the dry smoked jerky that was a favorite of 
  Mulmaster nobles. The drought also meant the 
  normally deep and wide river had shrunk, exposing 
  channels of fast-flowing, fish-laden streams. When 
  the farmers ventured out onto the mud flats, they 
  were amazed at how plentiful the fish were. As they 
  slithered and splashed through the restricted flow, 
  the farmers could literally pluck them from the 
  water with their hands. They learned how to 
  preserve the fish in butternut oils, and butter-spiced 
  trout was born. 
    This year has been unseasonably dry. As the 
  farmers worked the runs, a low, sustained howling 
  was heard from farther upstream. It repeated 
  several times, getting stronger with each call. Then 
  the fish stopped swarming. Two young fishermen 
  decided to investigate and haven't been seen since. 
  Fearful of what may have happened to them, the 
  village elders are unsure of what to do next.   
  The following locations feature prominently in this 
  adventure.  
   
  Buttergroves. A bucolic cooperative homestead hidden in 
  the rimwood of the Cormanthor Forrest. 
   
  Cormanthor Forest (Cor-MAN-thor). A vast woodland 
  bordering the Moonsea, and seat of the elven empire of 
  Cormanthyr.   
   
  Mother’s Crossing. The northernmost crossing of the 
  Duathamper River. Now seldom used and little more than a 
  collection of huts and a ferry house: Beryl’s Boats. 
  Call of the Elvenflow is a simple mystery set in a 
  world of ancient lore. The potential for combat is 
  present, but social interaction is encouraged to make 
  the most of the setting. The adventure is broken 
  down into four parts: 
   Part 1: River Crossing. The characters get their 
  first view of the Duathamper River and try to cross, 
  only to get waylaid by bandits 
   Part 2: Night in Buttergroves. Arriving in the 
  idyllic hamlet of Buttergroves, the characters learn 
  about the missing boys. 
   Part 3: Woodland Ways. On the hunt for the 
  missing boys, the characters meet various woodland 
  denizens, who could help or a hinder them. 
   Part 4: A Friend in Need. On reaching the source 
  of the problem, the characters have a tricky decision 
  to make: one which could have far-reaching 
  consequences. 
   The “Map of the Area” in Appendix 3 shows 
  where each part is located within the game world. 
  Refer to this map if you need to specify distances for 
  travel.   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  5 
  Use one of the following hooks to draw the 
  characters into the adventure, or devise your own: 
   Investigators. Butter-spiced trout is a delicacy 
  among Mulmaster’s rich and powerful nobles. 
  Prepared to a secret recipe known only to a few 
  communities, it fetches good prices for those lucky 
  enough to sell it. Recently supplies seem to have 
  dried up completely, so merchants in Mulmaster 
  have hired you to investigate. Your first stop is the 
  tiny hamlet of Buttergroves, where the delicacy was 
  first prepared.   
   Faction assignment: Emerald Enclave/Harpers. 
  Word has reached your factions that the farming 
  hamlet of Buttergroves has need of adventurers. 
  They aren't a rich community by any means, and you 
  doubt anyone else will answer their call. Yet 
  Buttergroves is a special and blessed place, founded 
  by the druid Audrea. See what you can do to restore 
  balance to the area. 
   Wanderers. A casual remark from an old 
  adventurer about The Bell in the Deep has prompted 
  you to take a coastal walk from Elmwood to 
  Elventree. Will you hear the dulcet toll of The Bell on 
  the calm summer's evenings ahead, or will 
  something else divert your attention? First, you must 
  cross the River Duathamper, and the hamlet of 
  Buttergroves is a pleasant place for a night’s rest. 
   
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
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  Estimated Duration: 1 hour.  
   
  To reach Buttergroves, the characters must ford the 
  Duathamper River. "Beryl's Boats" seems the best 
  choice, but the abandoned ferryboat house has 
  become home to the "Nado gang": a bunch of 
  cutthroats and ne’er-do-wells led by Vance 
  Stonegaze.  
  Vance is a thickset, burly human male with a perpetual two-
  day growth of stubble. He once earned his living as a caravan 
  guard before realizing the danger never lived up to the 
  reward, and instead started robbing the caravans he was 
  hired to protect. His biggest success was the theft of a 
  consignment of gold which should have made him a rich 
  man; unfortunately, the gold belonged to the Thayan 
  Embassy in Mulmaster. This "Nado" consignment - the false 
  name of the merchant who hired Vance to transport the gold 
  - has made Vance a wanted man with a bounty on his head. 
  Vance is shrewd and rarely acts on impulse. He earned the 
  name “Stonegaze” due to his unnerving habit of locking gazes 
  and never seeming to blink. 
  Quote: "We'll see." 
  Appendix 5 includes a map of this area. A rutted 
  cart track leads down to a collection of old huts 
  known as Mother’s Crossing. When the characters 
  approach, read:  
  The pleasantly uneventful trip to Buttergroves leads you 
  beyond the woods south of Elmwood and onwards to the 
  estuary of the Duathamper River. This is a fabled river, 
  steeped in ancient history, that’s said to be the last barrier 
  between the old elven kingdoms of Cormanthor and the 
  wider Moonsea. The nature of the river varies by the season, 
  strong and fast-flowing in the main part, but presently 
  shallow and sluggish as the summer droughts reach their 
  peak. Wide mudflats, sandbanks and waterflow channels are 
  scattered across the mouth of the river. Just beyond, on the 
  far shore, lies your destination, Buttergroves. 
       The cart track winds down to Mother’s Crossing, a 
  collection of ferry huts, with several rough-hewn keel boats 
  beached along the sides of the mainly dry river tributary. A 
  sign above the door of one of the huts reads "Beryl's Boats. 
  Crossings by Arrangement." 
  Mother’s Crossing rests on the eastern bank of the river. The 
  community nestles around “Beryl’s Boats”: a small ferryboat 
  business. Beyond is the wide river channel, dotted with rills 
  and mudflats. The appearance of a sea hag recently caused 
  the residents to flee to the nearby village of Wayward (as 
  detailed in CCC-UK-2: “The Wayward Wives”).   
   
  Geography. Both banks of the estuary lie within the 
  boundary of the Cormanthor Forest, but the ancient elven 
  heartlands can only really be found once you cross the river 
  to the west.  
   
  Weather. Apart from patches of morning fog and the 
  occasional afternoon rain front, this time of year it’s a rare 
  day when you can't see the groves of the Cormanthor Forrest 
  on the western bank.  
  Outlaw Vance Stonegaze thought the abandoned 
  boathouse would make the perfect front for a spot of 
  highway robbery. As soon as the characters 
  approach, Vance makes himself known and walks to 
  meet them. His greetings are pleasant and 
  businesslike. Long practiced in the art of subtle 
  deception, he does nothing to give himself away. 
  He’s happy to show the characters "his" boats and 
  introduce them to "his crew” of three oarsmen and 
  Sabre, his pet mastiff.  
  Vance happily negotiates a price of as little as 5 sp 
  per person to ferry characters across the waters, but 
  the boats are small, meaning only six people at most 
  can cross at a time (even fewer with pets or 
  livestock). He’ll not overload the boat, taking a 
  maximum load of three characters per trip, in 
  addition to his crew: himself to navigate the 
  channels, and his two rowers. One of the bandits is 
  knowledgeable about boats and uses this to fend off 
  questions: e.g. "With the waters so low its unwise to 
  overfill her", "No, the crosswinds make using the 
  sails difficult when the waters are this low. Better to 
  row".  
    Vance takes a keen interest in the characters, 
  plying them with questions about their travels, and 
  perhaps even going so far as to take a "liking" to 
  them and offering to row them a free return trip 
  should they need it. This is a ruse: a successful DC 15 
  passive or active Wisdom (Insight) check sees 
  through it, but only to the extent that Vance is 
  insincere.  
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  7 
  Vance’s preferred method of robbery is to                            
  split the party, and then, when halfway across the 
  river, stop and demand all his passengers’ gold or 
  they’ll "have to drop them off halfway". 
   The characters may notice a few telltale signs that 
  not all is right. This information must be cleverly 
  earned, due to the attentive customer service of 
  Vance and his boys. 
  •  DC 10 Intelligence (Investigation). A poster on 
  the nearby noticeboard has been recently 
  removed. This was a wanted poster for Vance that 
  is currently neatly folded in his pocket. 
  • DC 15 Intelligence (Investigation). The shutters 
  on the windows of Beryl’s Boat are closed and 
  locked, which seems odd for the time of day.  
  • DC 18 Intelligence (Investigation). The main 
  door to Beryl's Boats has a busted lock. 
  Vance seek to splits the party, taking three across 
  first and returning for the rest. He’s apologetic about 
  this and may even offer a discount to persuade those 
  who must wait.  
  Once the boat is halfway across the channel (1,500 
  feet from shore) Vance reins in the oars and 
  demands that his passengers hand over their gold. If 
  they can't or won't pay, he happily throws them 
  overboard.  
  • Vance is a bandit captain. 
  • The two oarsmen on the boat are bandits.  
   Meanwhile, back at Beryl's Boats, any characters 
  who succeed on a DC 12 Wisdom (Perception) check 
  spot that something untoward is happening on the 
  boat. The oarsman with them makes up a wild 
  excuse: “They’ve probably seen some Quippers. 
  Nasty things Quippers. Vance hates Quippers he 
  does." Characters who succeed on a DC 10 Wisdom 
  (Insight) check can tell he’s lying. If they push the 
  point, the oarsman sets his dog on them and attacks.  
  • The oarsman is a bandit.  
  • The dog is a mastiff.  
  Run the encounter as a normal combat using the 
  same order of initiative, jumping cinematically 
  between both groups to build up tension. Combat on 
  the boat is constrained by the size of the keelboat: a 
  ten-foot by forty-foot single-mast vessel (see chapter 
  5 of the Dungeon Master’s Guide). This can be a 
  deadly fight for those characters trapped on the boat 
  but Vance has no interest in killing them: he would 
  rather rob them and ransom them to their friends 
  and factions. Likewise, Vance has no interest in 
  dying either. If things go badly for him, as a final 
  resort, Vance begs for his life with the promise of 
  much more gold (the hidden Nado haul) - but once 
  onshore he tries to run away.  
   The keelboat isn’t the only vessel on the shoreline. 
  A smaller wooden rowboat (in need of repair - only 
  35 hit points left) could be used in an emergency. It 
  is long way to the river center, but creative use of 
  strength checks (rowing/poling), dash actions and 
  backgrounds (sailor etc.) can be used to build 
  tension so the shore bound characters arrive in time 
  to be useful. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are substitutions to the 
  normal encounter set up. 
  • Very Weak: All combatants are bandits, including Vance. 
  The mastiff flees at the start of combat. 
  • Weak: All combatants are bandits, apart from the mastiff.  
  • Strong: Replace two of the bandits with thugs (one on the 
  shore, one on the boat). 
  • Very strong: Replace all the bandits with thugs.  
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  8 
  The bandits carry 25 gp between them. Vance has 75 
  gp, a potion of healing, and a small bag of silver dust 
  (50 gp) stolen from the strong box in Beryl's 
  Boathouse. He also has a wanted poster of himself 
  neatly folded inside his pocket. Inside the boathouse 
  is the forced-open strongbox and a half-eaten pot of 
  buttered trout.  
  For Adventurers League play, explain that the bandits carry a 
  small amount of gold that is factored into the characters’ 
  next treasure checkpoint. One character in the group can 
  claim the healing potion.   
   
  Estimated Duration: 1 hour. 
   
  Entering Buttergroves, the characters meet the 
  locals and learn about the disruption to the fish 
  supplies and the missing boys. When the characters 
  ford the river, read:  
  A rutted cart track leads up from the landing point, before 
  crossing a rise and descending into the rimwood of the 
  Cormanthor Forest. As you follow the trail, the trees part to 
  reveal a well-tended swath of meadow with a single, gnarled 
  oak at its center. Simple wooden huts surround this 
  greensward, adorned with rambling roses, planted flower 
  tubs and florid window boxes.  
   
  Several ruddy-faced men and woman are busily shelling 
  nuts, churning butter, and cutting and drying herbs while 
  goats and pigs wander around leisurely.   
   
  "Hello, travelers" says a strong, robust middle-aged man. 
  Wiping his hands on his leather apron, he offers a friendly 
  palm in a manner of a hand shake.  
   
  "Stow your weapons: you won't be needing them here. 
  We’ve nothing worth stealing, unless it's a barrel of barley 
  stout that takes your fancy. The name's Cenric. Welcome to 
  Buttergroves. What brings you to our humble little home?" 
  Village carpenter Cenric leads the characters to a 
  shaded patch of apple trees by his hut to offer them 
  each a cup of cider. "My own brew. The apples 
  around here make the most rounded cider I’ve ever 
  tasted". Nearby are the tools and supplies of his 
  trade, with half-finished crates and boxes stacked 
  beside his house. If the players make general chatter, 
  Cenric happily tells them about his village. 
   If the characters capture and bring the bandits to 
  the hamlet, Cenric summons Ned who offers to look 
  after them and send word to the local lord, Bourne of 
  Candles (who features in later adventures). 
  The hamlet of Buttergroves boasts nothing the characters 
  could recognize as shops or inns. It’s more akin to a worker 
  collective, with everyone sharing the labors and rewards of 
  their efforts. 
   
  Geography: Buttergroves spreads across a sheltered grove 
  of butternut trees and apple orchards a half-mile inland from 
  the River Duathamper. The Cormanthor Forest surrounds the 
  settlement on all sides.   
   
  Governance: Like all settlements in the estuary region, 
  Buttergroves pays tithes to Bourne of Candles, a reclusive 
  lord whose estate lies some thirty miles away.  
   
  Weather. The Moonsea region is wracked by bitter winds 
  sweeping in from the badlands of Thar. Winters here are 
  harsh and the summers cool and showery. Buttergroves sits 
  in a hollow sheltered from the prevailing winds, making it 
  surprisingly warm and dry most of the year. 
  After sharing a drink, Cenric leads the characters on 
  a tour of the hamlet. Use the descriptions in the 
  “Village Locals” sidebar to bring the place to life. 
  Once you’re ready to move on, read:   
  Cenric sighs as he gazes around the hamlet. “We're a simple 
  place. We’re not big enough to have the troubles that 
  Elventree and Elmwood have. We live simple lives here. We 
  all have our roles to do, and our income covers our needs – 
  or at least, it used to.” 
  If asked about this, Cenric smiles and says, "I 
  assumed that's why you were sent here, no? But I'll 
  let Mother Strala explain." He leads the characters 
  away from the village and out towards a grove of 
  trees with bright, white bark, the palest green leaves, 
  and the small brown butternuts the characters have 
  seen being worked around the village. A flock of 
  emerald-throated canaries flutter between the trees.  
   As Cenric leads them through the glade, several 
  canaries chirp loudly and settle on the shoulders of 
  any characters who belong to the Emerald Enclave. If 
  no such faction members are present, Cenric instead 
  holds out a handful of apple peelings and the birds 
  settle on his outstretched palm to nibble at the fruit. 
  At this, a gentle melodic voice with an accent difficult 
  to place is heard singing nearby. Following the 
  singing, Cenric leads the characters to Mother Strala 
  (see below).    
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  9 
  If you wish, Cenric can introduce the characters to some of 
  the other faces around Buttergroves. These include:  
   
  Mildred and Ned. A married couple who tend the goats 
  and pigs. Their sons Dickon and Kester are missing, as the 
  characters soon learn.  
   
  Leofric. Mildred's father, the village herbalist. 
   
  Teddy Tun Tatta. A chubby, jovial fellow who loads the 
  butternuts into large mortar-and-pestles, where a handful of 
  men and woman take turns mashing them into a thick, 
  buttery paste. These are the butternuts that give the hamlet 
  its name. 
  When the characters meet Mother Strala, read:  
  Mother Strala is a half-elf of advanced years. She wears 
  flowing green robes and adorns her body with bead 
  necklaces and bangles displaying mysterious elven symbols. 
  As you approach, she stops singing and smiles at the canaries 
  fluttering around you.  
   
  “Such gentle creatures, and they seem pleased to see you. 
  As are we. I told you there was nothing to worry about, 
  Cenric. The Hexad would never let us down. You must have 
  questions my friends, please follow me "  
  Characters who succeed on a DC 15 Intelligence 
  (Religion or Nature) check recall that the Hexad are 
  a collection of old nature gods, including Silvanus 
  and Chauntea. Elves have advantage on this check. If 
  a character succeeds on a DC 20 check, they also 
  recall that the Hexad includes the gods Mielikki, 
  Eldath, Aerdrie Faenya, and Rillifane Rallathil. See 
  Appendix 4: “The Hexad” for more information. 
   Strala leads the characters to a large tent at the 
  side of the grove. Cenric goes off to invite a few other 
  people, and before long the characters find 
  themselves amid a village gathering as the tent fills 
  with people.  
  The villagers do their best to answer the characters’ 
  questions over a communal feast. Use the various 
  voices of the village - Strala, Cenric, Teddy Tun Tatta 
  and Leofric - to outline the following information.  
  • During the summer months, the villagers trawl the 
  river with nets and tide traps for silver trout. As 
  the channels narrow, it’s easy to stand on the 
  riverbank and haul bucket-after-bucket of fish 
  from the water, which the villagers dry, smoke, 
  and blend with the nut butter from their trees to 
  form butter-spiced trout. 
  • A few weeks ago, the fish supply began to dry up. 
  This coincided with a strange and plaintive 
  howling coming from way up river. It could only 
  be heard on the stillest of nights - or when the 
  wind blew from the South - but those who heard it 
  said it made their blood run cold, whilst others 
  said it had a sadness that just about broke their 
  hearts. 
  • Mother Strala trusted that the Hexad would 
  protect them, and fish would start swarming 
  again. When this didn't happen, two of the 
  youngest villagers, Dickon and Kester, took it on 
  themselves to go investigate. (“much against my 
  better judgement” says Mother Strala). That was 
  two nights ago, and they haven't been seen since. 
  • The boys’ parents implore the strangers to find 
  their sons, who told them they wouldn’t explore 
  further than the riverbend to the south. Mother 
  Strala tells them the village isn’t rich by any 
  means, so any help the characters can offer would 
  be gratefully received.  
  • The boy’s grandfather Leofric tells them to come 
  to him for supplies before they leave (see “Further 
  Questions”).  
  It’s late, so the characters have the evening to ask 
  questions and look around. Mother Strala offers 
  them her tent to rest in overnight. 
  Encourage the players to question the villagers and 
  explore the hamlet. The characters detect no 
  trickery, as everyone from the smallest child to the 
  oldest grandfather regards them as divinely sent to 
  help. 
  • Characters who examine the gnarled oak at the 
  center of the village find a small carving of canary, 
  a symbol holy to Rillifane Rallathil. The original 
  settlers saw this as a sign this was a good place to 
  make their home. 
  • Mildred and Ned. Dickon, 14, is often led astray by 
  his older brother Kester, 17, but remains the more 
  sensible of the two. They’re adventurous boys who 
  know how to survive in the wild. They both carry 
  knives, and they left home with walking sticks and 
  blue and green knapsacks filled with bread, cheese 
  and butterpaste (although only enough for a day 
  or two).  
  • Cenric. The woods south of Buttergroves are old: 
  very old. Strange things stir up there that are best 
  avoided. To get upriver means following the deer 
  trails though the forest, over Moonrise Ridge, and 
  down towards the spawning shoals. 
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  10 
  • Teddy Tun Tatta. Teddy is fond of telling tall tales 
  of pixies and fairy folk that live in the woods. He’s 
  full of sagely advice such as “never make a bargain 
  with the little people”, and “always wear your coat 
  inside out to avoid being pixie led”, and “keep a 
  lookout for a piskie pole (a found walking stick) - 
  it may save your life one day!”. 
  • Mother Strala. Mother Strala reveals that the 
  village founder, Mother Audrea, taught them to 
  worship the Hexad: a pantheon of gods consisting 
  of Chauntea, Silvanus, Mielikki, and the lesser-
  known gods Eldath, Aerdrie Faenya, and Rillifane 
  Rallathil, whose symbol is an oak tree.  
  • Leofric. The boys’ grandfather offers the 
  characters the following supplies to help rescue 
  his grandchildren: a healer's kit, and a bag of 
  specially-prepared dried butternut husks. The 
  dried husks act as Dust of Dryness (see “Rewards”). 
  Characters who complete this adventure unlock Dust of 
  Dryness for purchase using treasure checkpoints. The players 
  can use the item during the adventure without needing to 
  purchase it at the end.      
  When the characters lay down to rest, read the 
  following:  
  Mother Strala’s voice drifts through the night air. Through 
  the trees, you hear her telling a bedtime story to some of the 
  younger children. 
   
  "Long ago, when the world was younger even than you, 
  and the sky still hadn't decided what color it wanted to be, 
  the gods saw troubles brewing between human and beast.
   
  “We must protect the animals from men”, said Silvanus of 
  the Woods. "We must protect men from your animals", said 
  Chauntea of the Fields. "We must protect them both from 
  each other" said the old elven god Rillifane Rallathil.   
      “And so, the gods put their heads together and thought 
  and thought, until an idea came to them and together they 
  began to weave powerful magics.  
      “I will hide the beasts”, said Silvanus, and the woodland 
  trails became confusing to humans who from that day 
  forward could easily become lost. “And I shall protect my 
  fields”, said Chauntea, and the flowing rivers rose up cutting 
  off the old woods. The waters became talismans against 
  woodland folk, as iron nails are to witches. No fairy folk can 
  cross running water.  
    “And so, it’s said to this day, that “a man can find his way in 
  a wood as easily as beast can cross a river”. Over time, 
  human and beast learned to respect each other’s ways, and 
  help each other where they can.  
    “So, if you're ever lost in a wood, look for a deer trail, and 
  follow it towards the sun. And if you ever see a creature in 
  need, think favorably towards it, for it may even be the deer 
  that will lead you out of the woods"   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  11 
  The characters can rest and replenish their supplies 
  before setting off at first light.  If they leave on good 
  terms, they take the blessing of the Hexad with 
  them: award inspiration to any player who 
  roleplayed their character well during the evening.  
  Estimated Duration: 75 minutes 
   
  A twenty-mile journey lies ahead as the characters 
  follow the trail of Dickon and Kester. When they’re 
  ready to set off, read:   
  You leave Buttergroves and head south along the woodland 
  trail used by the boys. It isn't long before the apple and 
  butternut trees give way to the taller pines that form the 
  edge of the rimwood. These in turn give way to a diverse mix 
  of older, thicker-boughed oaks, ashes, and beech trees that 
  mark the start of the midwood. Seldom-trodden paths and 
  deer trails crisscross each other in a tangled maze. The forest 
  canopy overhead becomes a dense mass of foliage and 
  branches, and the world descends into darkness... 
  Play up the mysterious and enchanted nature of the 
  woods. It takes the characters the best part of a day 
  to traverse the forest to the river bend, during which 
  time they have the following two encounters. They 
  reach the river bend at sundown.   
  Most people believe that Cormanthor stretches from 
  Harrowdale in the east to Shadowdale in the west, and from 
  Hillsfar in the north to Essembra in the south. In fact, it is 
  made up of four forests, with Buttergroves situated on the 
  edge of the northeastern one: The Elven Court.  
  Weather: Cormanthor Forest seems a season apart from 
  Buttergroves. Fall is in full swing here, and it’s noticeably 
  cooler under the older, taller trees. 
  Light: The thick leaf canopy masks the forest floor in 
  perpetual shade. Occasionally a shaft of bright sunlight 
  pierces the gloom, with motes of pollen swirling in a timeless 
  dance as tiny insects flitter by. 
  Sounds and Smells: The damp smells of fall are in the air: 
  rotting wood, peeling bark, and thick banks of festering leaf 
  mold. Sound seems to be muffled, yet a snapped twig 
  underfoot sends a sharp, echoing report through the trees, 
  startling unseen woodland creatures. 
  Fauna and Flora: Animals are often heard but not seen: the 
  sudden flap of feathered wings from the canopy above, the 
  rustle of leaves as small mammals scurry through the 
  undergrowth, or the hoot of an unseen owl.  
  After an hour or two on the trail, the path suddenly 
  dips sharply downwards. Read: 
  What should be a tranquil scene of arboreal delight somehow 
  drips with menace. You can't put your finger on it, but you 
  can't shake the feeling you’re being watched. Several times 
  you stop to listen and look around, but each time - nothing.  
      You must be on the correct track though, as propped up 
  against a tree ahead you see a single walking stick with a blue 
  and green knapsack tied to the end. 
  The knapsack matches the description of those 
  carried by Dickon and Kester. If the characters act 
  cautiously, they can attempt a DC 14 Wisdom 
  (Perception) check to notice Grizlink, a redcap, 
  digging a small pit trap further down the trail. 
  Characters who succeed on the same check at DC 19 
  also spot Stab, a thorny vegepygmy, keeping watch 
  nearby. Neither creature has noticed the characters.  
   The pair know the boys are in the woods but have 
  so far been unable to capture them. Grizlink has set a 
  trap for when they return, using the knapsack as 
  bait. If Stab spots the group approaching, he hisses a 
  warning to Grizlink. Characters with a passive 
  Wisdom (Perception) of 15 or more hear the click of 
  Grizlink’s steel boots ahead and see a splash of fresh 
  blood dripping down the trunk of a tree (the 
  redcap’s hat as he dives for cover).     
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  12 
  Grizlink is mean and vicious, especially to Stab. He’ll mock, 
  taunt and jibe his enemies when he thinks he has the upper 
  hand. Stab is a coward who communicates with clicks and 
  hisses that somehow Grizlink can understand. He’s frightened 
  of the redcap and tries to flee if Grizlink is defeated. 
  Quotes: "Down on luck and down and out. These heavy 
  boots will sort you out.” “Click! Click!” 
  If the ambushers remain hidden, the first character 
  to walk down the path risks falling into the leaf pit. If 
  the character has a passive Wisdom (Perception) of 
  14 or more, they spot the pit before they step onto it. 
  If not, the character falls prone inside the shallow pit 
  (taking no damage) and the redcap jumps into 
  action. Grizlink attacks the fallen character, and Stab 
  leaps out to attack the character at the rear of the 
  group. Both ambushers attack with surprise.  
   Depending on how initiative goes, the Redcap may 
  have two consecutive rounds of attacks on the same 
  character. This could be deadly! The idea here isn’t 
  to kill the characters outright, but to capture them 
  alive if necessary. Once a character is unconscious, 
  redirect the redcap’s attacks onto another character.  
  Here are some suggestions for adjusting this encounter, 
  according to your group. These adjustments are cumulative. 
  • Very weak: Grizlink is nearing the end of his life and needs 
  blood badly! He has the poisoned condition. Stab runs 
  away as soon as combat begins. 
  • Weak: As above, but Grizlink is not poisoned.  
  • Strong: Add 3 thorny vegepygmies: making Stab the leader 
  of a small clan of moldies. 
  • Very Strong: Add second Redcap to the above: Grizlink’s 
  horrid wife Hettle. 
  If the characters capture Grizlink alive, he reveals 
  the following information. 
  • Two boys passed this way a couple of days ago. 
  Grizlink chased them and says he would have 
  captured them if “the tree” hadn't got in his way.  
  • This forest isn't fair to redcaps, the trees move 
  around at night (this isn’t true: Grizlink saw a 
  dryad and mistook it for a treant). 
  • He won't go near the river. It’s not a nice place for 
  woodland folk. The waters are enchanted. 
  Stab can reveal the same information, but only if the 
  characters use magic to communicate with him. If 
  the characters let either creature go, they thank 
  them profusely and slope away into the trees. 
   If Grizzlink captures the characters, he uses them 
  as a lure to find the boys. He tells the characters to 
  venture on, but remains close by, spying on them. 
  When they encounter the boys, he leaps out to 
  attack!  
   Characters who search the area around the 
  knapsack notice the footprints of two boys running 
  off further south. This trail leads them to the Dryad 
  Tree (see below).  
  When the characters follow the footprints, read: 
  A small grove of silver birch trees stretches before you. 
  Dappled sunlight scatters through the branches, and the 
  aroma of honeysuckle drifts by on the passing breeze. 
  Rabbits hop lazily past, and the melodic chorus of blackbirds’ 
  drifts from the branches above. 
   
  As you search around for the footprints, a burst of warm 
  laughter fills the air. Looking up, you see a beautiful female 
  face peering at you from behind a tree. She ducks away as 
  soon as you cast eyes on her.  
  The dryad Betula is the last of her kind in this part 
  of the Cormanthor forest. Two days ago, she 
  happened upon Kester and his brother Dickon, both 
  heavily wounded and being chased by the redcap. 
  She slowed the redcap with her Entangle ability, and 
  then used Pass Without Trace to hide the boys. 
  When the danger passed, Betula tended to their 
  wounds, and in doing so fell head-over-heels in love 
  with Kester. She had no need to use her magic on 
  him, as the attraction was mutual. Kester remained 
  here while his brother scouted ahead to discover the 
  cause of the missing fish.   
   If any character disturbs the dryad, Kester steps 
  out of hiding. Read the following:  
  A young man in his late teens steps out from behind the 
  shadow of a birch tree. His shirt is unbuttoned to the waist, 
  and his hair is tousled.  
   
  “Begone from here. None shall harm my love, Betula.” 
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  13 
  Betula once guarded the fey crossing that linked the Elven 
  Court to the feywild: a portal that gave its name to Mother's 
  Crossing (which many now assume is named after the river). 
  When the elves left, Betula was all but forgotten. Even in her 
  loneliness she never forgot how to love and prayed that one 
  day she would find the right person to share her dreams. She 
  now believes Kester is that man. 
  Quote: "I’ve waited so long for love, I’ll not let him slip 
  away like water through my fingers.” 
   
  Kester has always been the wilder of the two brothers: first 
  to swing on the rope, first to dive the stream, first to bite the 
  fruit. Kester has never met anyone as beautiful and as sad as 
  Betula, and his heart yearns to please her.  
  Quote: "She’s everything I’ve dreamed of and more.” 
  This is intended to be a purely social encounter that 
  rewards the players with valuable information. If 
  they insist on a fight, Betula repeats the tactics she 
  used on the redcap and together with Kester 
  disappears into the woods. Kester has the statistics 
  of a commoner. 
   Characters who succeed on a DC 10 Intelligence 
  (Nature) check can tell that Betula is indeed a dryad. 
  If a character succeeds on a DC 12 Wisdom (Insight) 
  check, they also sense there is true love between the 
  pair that’s not caused by magic.  
   If the characters act reasonably, Kester reveals the 
  following information:  
  • Betula saved the lives of himself and his brother 
  after they were attacked by a vicious gnome-like 
  creature wearing heavy boots. 
  • Betula nursed Kester and his brother back to 
  health. When Dickon was able, he moved on to 
  investigate the strange noises.  
  • Dickon discovered that the roaring comes from 
  some strange animal trapped in the waters. He’s 
  by the river now, keeping an eye on this creature. 
  • The creature seems to call out in frustration. Last 
  night, they heard something calling back from 
  within the woods. It sounded much stronger than 
  the call from the river. 
  Betula knows or suspects the following: 
  • The animal is a gorgon. Wild herds used to wander 
  the northern reaches of the forest in times past, 
  protecting the elves from orc and goblin attacks.  
  • The gorgons were dangerous beasts whose breath 
  could turn a creature of flesh-and-blood to stone, 
  only to be trampled into rubble by its iron hooves.   
  • To stop the gorgons leaving the forest, Rillifane 
  Rallathil enchanted the waters of the Elvenflow so 
  that any gorgon submerged in them would turn to 
  stone. As the river dries up, this petrified gorgon is 
  clearly awakening again.   
  Kester is reluctant to leave Betula’s side, but if the 
  characters succeed on a DC 15 Charisma 
  (Persuasion) check he agrees to return with them to 
  his village. Characters who mention they’ve been 
  sent by his worried parents gain advantage on this 
  check.  
   Betula makes one last appeal for Kester to stay, 
  this time using Fey Charm. If he fails the saving 
  throw, the characters must bargain with Betula to 
  release him. This also requires success on a DC 15 
  Charisma (Persuasion) check. If a character shames 
  the dryad by pointing out she needed magic to win 
  Kester’s heart, they gain advantage on this check.  
   
  Estimated Duration: 45 minutes  
   
  Appendix 5 includes a map of this area. The 
  characters arrive at the river to find a large, metallic 
  monster trapped in the drying mudbanks. As it tries 
  to free itself, it bellows hauntingly.  
  The woodlands open on to the grassy banks of the 
  Duathamper River. What should be a strong water course 
  between steep banks has been reduced to a shallow, sluggish 
  flow. Ahead of you, trapped thigh-deep in a dying mudbank, 
  is a magnificent, large metallic bull, its iron-plated hide 
  gleaming in the summer sun. It lets out a sad, plaintive roar, 
  and exhales green vapor from its nostrils. Further along the 
  bank you hear someone chopping wood. 
  The gorgon is 35 feet away from the bank. When 
  characters arrive, Dickon is busily working to 
  fashion a crude walkway to reach the monster and 
  free it from the mud. He clearly hasn’t thought the 
  plan through. If the characters investigate the sound 
  of chopping wood, read:  
  A partially-built walkway extends over the mud from the 
  grassy bank towards the trapped bull. As you approach, a 
  young, teenage boy emerges from the woodland nearby, 
  carrying a bundle of chopped wood. Startled by your 
  presence, he drops the wood at his feet.  
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  14 
  If Kester is with the characters, Dickon is surprised 
  to see him. There’s obviously some tension between 
  the boys, and Dickon intends to rescue the beast 
  with or without his brother’s help. 
  Dickon is the more sensible of the two brothers and the most 
  caring. The sight of the trapped magic bull has pulled on his 
  heartstrings, and he’s willing to risk his life to rescue it. His 
  brother’s love for the dryad makes Dickon feel 
  uncomfortable and awkward. He worries they won’t play 
  together any more. 
  Quote: "We’ve got to get it out. We must!”  
  The gorgon is panicked and unleashes its Petrifying 
  Breath on any creature that comes close. Betula 
  warned Dickon about the danger, but he naively 
  believes the creature won’t breathe on him if he’s 
  trying to help it.  
   The mud around the monster counts as difficult 
  terrain, and anyone who starts their turn there must 
  succeed on a DC 10 Strength saving throw or 
  become restrained in the sludge. As an action, a 
  character can attempt a DC 15 Strength check to pull 
  themselves free.   
   If the characters haven’t already identified the 
  monster, they can do so with a successful DC 18 
  Intelligence (Nature) check. Once identified, a 
  successful DC 15 Intelligence (History) check reveals 
  that gorgons are native guardians of this elven wood. 
   Any character approaching the mudbank notices 
  piles of fish heaped around the gorgon, but they’ve 
  all been turned to stone! Characters who succeed on 
  a DC 10 Wisdom (Animal Handling) check recognize 
  the monster’s bellowing as a call for help. It’s clearly 
  weak and may not survive longer without assistance. 
  If they listen carefully, they hear a series of similar 
  calls coming from deep in the woods to the 
  southwest.  
  The gorgon is a dangerous monster, but a drove of 
  them is even more deadly. It’s obvious the gorgon is 
  calling for help, and more gorgons are on the way. 
  The characters have a choice - silence the monster 
  once and for all, or free it before help arrives and 
  they’re overrun by gorgons.  
   Kester wants to rescue the gorgon, but Dickon 
  won't hear of it: 
   
   
  Dickon gestures impatiently at the trapped monster. 
   
  “Silvanus told us “we must protect the animals from 
  men!””, he cries. “We must free it!” 
   
  His brother shakes his head. 
   
  “And Chauntea said “we must protect men from your 
  animals.”” 
  If a character quotes the words of Rillifane Rallathil - 
  "We must protect them both from each other" - 
  grant them inspiration. The brothers look sheepish 
  and agree to follow that character’s lead. Otherwise, 
  Dickon runs out onto the walkway and tries to help 
  the gorgon.   
  The simplest approach is to kill the beast with 
  ranged attacks. However, on each of the gorgon’s 
  turns after taking damage, it can attempt a DC 15 
  strength check to pull itself free. Fortunately for the 
  characters, every time it starts its turn in the mud, it 
  must succeed on a DC 10 Strength saving throw or 
  become stuck again. Once freed, it charges the 
  characters and chases them until it’s killed one of 
  them. After this, it only continues its attack if it takes 
  damage again.  
   If the characters kill the monster, read: 
  The gorgon crashes to the ground, its final bellow cut short 
  by a peal of thunder breaking overhead. The skies darken, 
  and within minutes you find yourself in a downpour of epic 
  proportions. Rain batters the trees around you and the river 
  begins to swell. Betula steps from a tree beside you.  
   
  "What have you done? You’ve killed a sacred guardian of 
  the forest! Get out of my woods now!” 
  If Kester is present, read: 
  “Perhaps I was wrong to embrace you, Kester. You’re little 
  more than a murderer, just like all your kind! You don’t 
  deserve my protection. Now go!" 
   
  The thunder echoes around you, and Betula is gone. 
  If the redcap is still alive, feel free to have it attack 
  the characters on their way home.  
  Rescuing the monster is trickier. Allow the players to 
  come up with creative solutions to avoid its breath. 
  For example, the waters of the Elvenflow are 
  magical, and if splashed on the beast’s face they’ll 
  harden it to stone and prevent it from using its 
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  15 
  breath weapon. The use of ropes, animal handling, 
  and magic can all help to free and calm the beast. 
   Use initiative to track actions. Rather than free the 
  beast immediately, each successful use of a skill, 
  spell or class feature should go some way toward 
  releasing it. After eight such successes, the monster 
  is free.   
   On its turn, the gorgon uses its Petrifying Breath to 
  keep the characters at bay or tries to free itself by 
  making a DC 15 Strength check. Unsure whether the 
  characters are friends or foes, the gorgon requires 
  three successful checks to haul itself from the mud. If 
  the characters use ropes to help it out, it has 
  advantage on these checks. Sprinkling dust of dryness 
  around the Gorgon also grants advantage on all 
  checks to free itself.  
   If the characters free the monster, read: 
  The gorgon gallops away but turns to acknowledge you as it 
  reaches the edge of the woods. With a regal bearing, it bends 
  a knee and bows, before turning and galloping off into the 
  dark forest. The sound of its heavy iron hooves echoes long 
  after it’s vanished from sight. A tiny, emerald-throated 
  canary flutters down from nowhere and settles on your 
  shoulder.  
  When the characters return to Buttergroves, the 
  silver trout are once again splashing in the waters of 
  the Duathamper River. The reception the characters 
  receive depends on whether the boys are returned 
  alive, and whether the gorgon was released or killed. 
   If both boys returned, their parents are overjoyed 
  to have them both back. Leofric replenishes any dust 
  of dryness the characters may have used, and the 
  community amasses 50 gp as a reward. If the 
  characters refuse this money, they gain the “Blessing 
  of the Hexad” story award (see “Rewards”).   
   If the characters killed the gorgon, Mother Strala is 
  very concerned. Since the gorgon’s death the rains 
  have been constant, and the noises they heard 
  coming from the river have been heard further 
  inland, deep in the forest. If the gorgon died, the 
  villagers don’t offer the characters any reward for 
  saving the boys.   
   Either way, the merchants of Mulmaster are happy 
  with the outcome. As butter-spiced trout returns to 
  the markets, and the characters can claim a reward 
  of 250 gp. Characters who report the death of Vance 
  Stonegaze earn an additional 50 gp from the city 
  authorities.   
  Give the players the “Blessing of the Hexad” story award if 
  both boys return alive. Inform the players that the merchants 
  of Mulmaster reward them for their efforts with coin that is 
  incorporated into their next treasure checkpoint. 
  When the characters tell Mother Strala about the 
  bandits at “Beryl’s Boats”, she expresses her concern 
  about the disappearance of the ferry folk. If Beryl 
  fled the bandits, she most likely headed to the 
  nearby village of Wayward on the eastern bank of 
  the Elvenflow. Now the bandits are gone, Mother 
  Strala appeals to the characters to head for the 
  village and inform Beryl that the danger has passed. 
  This forms the adventure hook into CCC-UK2: The 
  Wayward Wives.     
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  16 
  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. 
  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. 
  Name of Foe 
   
   
  XP Per Foe 
  Bandit  
   
   
  25 
  Bandit Captain 
   
   
  450 
  Dryad 
   
   
   
  200 
  Gorgon  
   
   
  1,800* 
  Mastiff  
   
   
  25 
  Redcap  
   
   
  700 
  Stirge 
   
   
   
  25 
  Thorny  
   
   
  200 
  * Only award 200 XP if the gorgon is killed from afar 
  while trapped in the mud. 
  Task or Accomplishment  
  XP Per Character 
  Rescue Dickon 
   
   
  75 
  Rescue Kester 
   
   
  75 
  Free Thorny 
   
   
  25 
  Discover Grizlink’s Trap 
   
  25 
  Deal peacefully with Betula 
  50 
  Free the Gorgon  
   
  100 
   The minimum total award for each character 
  participating in this adventure is 225 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 375 experience 
  points. 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Item Name 
   
   
  GP Value 
  Merchants’ Reward 
   
  250 
  Bandits’ treasure  
   
  150 
  Buttergroves Reward 
   
  50 
  Bounty on Vance  
   
  50 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Wondrous Item, uncommon 
  This hessian pouch contains powdered butternut 
  husks from the hamlet of Buttergroves. As you open 
  the pouch, the mouthwatering aroma of fried fish 
  fills the air around you. This item is detailed in the 
  Dungeon Master’s Guide. Give Player Handout 2 to 
  whoever receives this item.  
  During this adventure, the characters may earn the 
  following story award: 
   Blessing of the Hexad. Your kind and considerate 
  treatment of those less fortunate than you have 
  earned you the blessing of the Hexad. You can draw 
  a line through this award when playing CCC-UK2: 
  The Wayward Wives to gain inspiration. Give Player 
  Handout 1 to whoever receives this award. 
  Each character receives one renown at the end of 
  this adventure. Members of the Emerald Enclave 
  or Harpers who rescued both boys earn one 
  additional renown point. 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  The characters receive 4 advancement checkpoints and 4 
  treasure checkpoints for completing this adventure. In 
  addition, they unlock Dust of Dryness.  
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  17 
  The following NPCs are featured prominently in this 
  adventure:  
  Vance Stonegaze. Cruel bandit leader of the “Nado 
  Gang”.    
  Kester and Dickon. Teenage brothers who went 
  missing after investigating the strange 
  disappearance of the fish from the river.   
   
  Mildred and Ned. Parents of Dickon and Kester. 
   
  Leofric (Lee-OFF-ric). Herbalist and grandfather of 
  Dickon and Kester. 
   
  Mother Strala (STRAH-la). Community leader of the 
  hamlet.  
   
  Cenric (SEN-rick). Carpenter and village elder. 
   
  Teddy Tun Tatta. Jovial butter maker and amateur 
  folklorist. 
  Betula (Bet-YOU-la). A lovesick dryad  
   
  Grizlink (GRIZ-link). A vengeful redcap  
   
  Stab. Grizlink’s long-suffering sidekick.  
   
  Hettle. Grizlink’s hateful wife.  
   
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  18 
   
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Medium fey, neutral 
  Armor Class 11 (16 with barkskin) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
  18 (+4) 
   
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Elvish, Sylvan 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The dryad’s innate spellcasting 
  ability is Charisma (spell save DC 14). The dryad can 
  innately cast the following spells, requiring no material 
  components: 
   
  At will: druidcraft 
  3/day each: entangle, goodberry 
  1/day each: barkskin, pass without trace, shillelagh 
  Magic Resistance. The dryad has advantage on saving 
  throws against spells and other magical effects. 
  Speak with Beasts and Plants. The dryad can 
  communicate with beasts and plants as if they shared a 
  language. 
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
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  Tree Stride. Once on her turn, the dryad can use 10 
  feet of her movement to step magically into one living 
  tree within her reach and emerge from a second living 
  tree within 60 feet of the first tree, appearing in an 
  unoccupied space within 5 feet of the second tree. 
  Both trees must be Large or bigger. 
  Club. Melee Weapon Attack: +2 to hit (+6 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage, or 8 (1d8 + 4) bludgeoning 
  damage with shillelagh. 
  Fey Charm. The dryad targets one humanoid or beast 
  that she can see within 30 feet of her. If the target can 
  see the dryad, it must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed. The charmed 
  creature regards the dryad as a trusted friend to be 
  heeded and protected. Although the target isn’t under 
  the dryad’s control, it takes the dryad’s requests or 
  actions in the most favorable way it can. 
   Each time the dryad or its allies do anything harmful 
  to the target, it can repeat the saving throw, ending 
  the effect on itself on a success. Otherwise, the effect 
  lasts 24 hours or until the dryad dies, is on a different 
  plane of existence from the target, or ends the effect 
  as a bonus action. If a target’s saving throw is 
  successful, the target is immune to the dryad’s Fey 
  Charm for the next 24 hours. 
   The dryad can have no more than one humanoid and 
  up to three beasts charmed at a time. 
   
  Large monstrosity, unaligned 
  Armor Class 19 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  18 (+4) 
  2 (-4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +4 
  Condition Immunities petrified 
  Senses darkvision 60 ft, passive Perception 14 
  Languages — 
  Challenge 5 (1 800 XP) 
    
  Trampling Charge. If the gorgon moves at least 20 feet 
  straight toward a creature and then hits with its gore 
  attack on the same turn the target must succeed on a 
  DC 16 Strength saving throw or be knocked prone. If 
  the target is prone, the gorgon can make one attack 
  with its hooves against it as a bonus action.   
  Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) piercing damage.  
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage.  
  Petrifying Breath (recharges 5-6). The gorgon exhales 
  petrifying gas in a 30-foot cone. Each creature in that 
  area must succeed on a DC13 Constitution saving 
  throw. On a failed saved, a target begins to turn to 
  stone and is restrained. The restrained target must 
  repeat the saving throw at the end of its next turn. On 
  a success, the effect ends on the target. On a failure, 
  the target is petrified until freed by the greater 
  restoration spell or other magic. 
   
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 5 (1d8 + 1) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/8 (25 XP) 
    
  Keen Hearing and Smell. The mastiff has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
  
   
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  Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  9 (−1) 
    
  Skills Athletics +6, Perception +3 
  Senses darkvision 60 ft, passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
    
  Iron Boots. While moving, the redcap had disadvantage 
  on Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy 
  weapon doesn’t impose disadvantage on its attack 
  rolls. 
  Multiattack. The redcap makes three attacks with its 
  wicked sickle.  
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 9 (2d4 + 4) slashing damage.  
  Ironbound Pursuit. The redcap moves up to its speed 
  to a creature it can see and kicks with its iron boots. 
  The target must succeed on a DC 14 Dexterity saving 
  throw or take 20 (3d10+4) bludgeoning damage and be 
  knocked prone.   
   
  Medium plant, neutral 
  Armor Class 14 (Natural armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  13 (+1) 
  2 (−4) 
  10 (+0) 
  6 (−2) 
    
  Skills Perception +4, Stealth +3 
  Damage Resistances lightning, piercing 
  Senses darkvision 60 ft, passive Perception 14 
  Languages — 
  Challenge 1 (200 XP) 
    
  Plant Camouflage. The thorny has advantage on 
  Dexterity (Stealth) checks it makes in any terrain with 
  ample obscuring plant life. 
  Regeneration. The Thorny regains 5 hit points at the 
  start of its turn. If it takes cold, fire, or necrotic damage 
  this trait doesn’t function at the start of the thorny’s 
  next turn. The thorny dies only if it starts its turn with 0 
  hit points and doesn’t regenerate. 
  Thorny Body. At the start of its turn, the thorny deals 2 
  (1d4) piercing damage to any creature grappling it. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (2d6 + 1) piercing damage.  
   
   
  Medium humanoid (any race), any non-good alignment  
  Armor Class 11 (leather armor)  
  Hit Points 32 (5d8 + 10)  
  Speed 30 ft.  
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2  
  Senses passive Perception 10  
  Languages any one language (usually Common)  
  Challenge 1/2 (100 XP)  
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated.  
  Multiattack. The thug makes two melee attacks.  
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage.  
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
    
   
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
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  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
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  “My mother took a broader view. She worshiped the 
  Sacred Hexad - my mother’s term - of Rillifane 
  Rallathil, the Great Mother Chauntea, Silvanus of the 
  Wilderness, Mielikki, the Lady of the Forest, Eldath the 
  Quiet One, and Aerdrie Faenya, goddess of the air. I 
  still worship the Hexad today, fervently and 
  passionately.” 
   - Lyra Sunrose, Letter from an Old Friend (from 
  “Elminster’s Ecologies”)  
   
   Eldath. Also called “The Quiet One”, Eldath is a 
  goddess of springs, pools, streams, and quiet places. 
  She is a protector of druid groves.  
   Aerdrie Faenya. Queen of the Avariel, an elven 
  goddess of the Seldarine. Bringer of unpredictable 
  weather and severe thunderstorms.  
   Mielikki. The Forest Queen, neutral good goddess 
  of autumn, druids, dryads, forests, forest creatures 
  and rangers.  
   Silvanus. The Forest Father,  god of wild nature 
  and druids. His worshipers protect the natural 
  places from the infection of civilization. 
   Chauntea. The Great Mother, goddess of 
  cultivation and all things agricultural. Loved by 
  farmers, gardeners and growers of all types. The 
  domesticated aspect of Silvanus.  
   Rillifane Rallathil. The Leaf Lord is the elven god 
  of protection of woodlands and the guardian of the 
  harmony of nature. His followers liken him to a giant 
  oak tree so huge that its roots mingle with every 
  other plant in the forest. He rarely makes himself 
  known, but he constantly guards the forests.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
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  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
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  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  26 
  During this adventure, the characters may earn the following story award. If you are printing these out for your 
  characters, print as many as you may need to ensure that any eligible character receives a copy: 
  Your kind and considerate treatment of those less fortunate than you have earned you the blessing of the Hexad. You 
  can draw a line through this award when playing CCC-UK-2: The Wayward Wives to gain inspiration.  
  
   
  CCC-UK-1: CALL OF THE ELVENFLOW 
   
   
   
   
   
   
   
   
  27 
  During this adventure, the characters may unlock the following permanent magic item: 
  Wondrous Item, uncommon 
  This hessian pouch contains powdered butternut husks from the hamlet of Buttergroves. As you open the pouch, the 
  mouthwatering aroma of fried fish fills the air around you. This item is detailed in the Dungeon Master’s Guide. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/UK Games Expo (UK)/CCC-UK-1 - Call of the Elvenflow.pdf