TEXT:  
  CCC-Ziege-04-02 
  	
  	
  	
  	
  	
  The Widow’s Fang 
  	
  	
  	
  	
  	
  	
  	
  More	than	three	decades	ago,	a	young	child	became	ill	with	a	horrible	disease	and	died.	
  Instead	of	departing,	her	spirit	lingered	on	as	a	ghost,	haunting	the	hospital	where	she	
  spent	the	last	days	of	her	life.	Now,	a	new	owner	hopes	to	reopen	the	hospital,	but	first	the	
  ghost	must	be	exorcised.	Can	you	help	the	child	find	peace	at	last?		A	Two/Four-Hour	
  Adventure	for	Tier	1	Characters.	Optimized	for	APL	4.		
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  2 
   
  CREDITS 
  	
  Lead	Designer:	Lucas	Curell	
  Artwork:	Lucas	Curell		
  	
  Editing:	Claire	Hoffman,	Travis	Woodall	
  D&D	Adventurers	League	Guildmaster:	Chris	
  Lindsay	
  	
  Art	Director	&	Graphic	Design:	Rich	Lescouflair	
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	
  Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  	
  D&D	Adventurers	League	Administrators:	Bill	
  Benham,	Alan	Patrick,	Travis	Woodall,	Lysa	Chen,	
  Claire	Hoffman,	Greg	Marks	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
   
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  3 
   
  Adventure Primer 
  The	Widow’s	Fang	is	a	ghost	story.	The	Characters	
  stop	off	in	a	tiny	village	and	find	themselves	drawn	
  into	the	tragic	tale	of	a	young	girl,	long	dead.		
  Background 
  Three	decades	ago,	a	terrible	plague	swept	through	
  the	village	of	SHADEHARBOR.	Local	priests	did	
  what	they	could,	but	the	damage	was	beyond	their	
  ability	to	control.	When	the	plague	ended,	the	
  population	was	decimated	with	one	out	of	every	two	
  villagers	dead.	CHERISE	FEN,	a	child	of	nine	years	
  old,	was	among	the	victims.			
  	 ANTONIA	SEGAR,	the	daughter	of	a	rich	miser	
  named	JOSEF	SEGAR,	promised	Cherise	she	could	
  help.	She	begged	her	father	to	pay	to	have	her	friend	
  healed,	but	her	father	sneered,	giving	Antonia	a	
  single	copper	fang	as	he	stated	bluntly	that	he	would	
  give	Antonia,	“the	value	of	her	friend’s	life.”	Antonia	
  hated	her	father	for	refusing	to	help,	a	rift	that	never	
  healed.		
  	 Cherise	died,	but	her	spirit	did	not	find	peace.	
  Instead,	she	lingered	in	Shadeharbor	as	a	ghost,	
  haunting	the	hospital	where	she	was	treated.	At	first,	
  her	hauntings	were	harmless	pranks,	but	as	time	
  went	on,	Cherise	became	angrier,	and	the	pranks	
  evolved	into	dangerous	assaults.	Eventually,	the	
  hospital	was	shuttered,	leaving	the	ghost	to	suffer	in	
  solitude.		
  	 Recently,	a	young	nurse	named	ALEXIS	acquired	
  the	hospital’s	deed	and	moved	to	Shadeharbor	
  intending	to	re-open	it.	However,	she	quickly	
  realized	the	place	was	haunted	by	the	spirit	of	a	
  lonely,	embittered	child.	Refusing	to	see	the	
  suffering	child	as	a	monster,	Alexis	has	pledged	to	
  aid	the	ghost	find	peace.	This	task,	however,	is	
  beyond	her	abilities	and	she	needs	help.		
  Episodes 
  The	adventure’s	story	is	spread	over	three	story	
  episodes	that	take	approximately	2	hours	to	play.	
  These	episodes	are	introduced	by	a	Call	to	Action	
  Episode.	The	adventure	also	includes	two	1-hour	
  bonus	episodes	that	can	be	played	if	time	permits,	
  that	are	introduced	anywhere	in	the	adventure.	
  	 If	you’re	planning	to	play	the	entire	adventure	at	
  once,	you	only	need	to	introduce	the	Call	to	Action	
  once.	However,	if	you	plan	to	play	them	over	several	
  sessions,	you’ll	want	to	revisit	the	Call	to	Action	
  each	time	you	play.	
  ● Episode	1:	Bullies.	The	characters	are	in	
  Shadeharbor	where	they	find	themselves	facing	
  down	a	bully	and	receive	an	unexpected	request	
  to	help	a	ghost!		 
  ● Episode	2:	Digging	Around.	If	they’re	going	to	
  help	the	ghost	find	peace,	they	must	first	learn	a	
  bit	about	her	in	life.	Episode	2	follows	them	as	
  they	talk	with	townsfolk	about	the	ghost.		 
  ● Episode	3:	The	Hospital.	Armed	with	the	
  information	they	need;	the	characters	must	
  delve	into	a	haunted	hospital	teeming	with	
  undead	and	demons	to	save	a	child.	 
  Bonus Objectives 
  However,	this	adventure	also	includes	two,	1-hour	
  bonus	objectives	that	the	characters	can	pursue	if	
  they	have	additional	time	to	do	so—earning	
  additional	advancement	and	treasure	
  checkpoints	in	the	process.	These	bonus	objectives	
  are	found	in	this	adventure’s	appendices,	as	follows:	
  ● Bonus	Objective	A:	A	Lost	Child.	A	village	child	
  has	become	lost	in	the	hospital	and	his	life	is	in	
  danger.	To	overcome	this	bonus	objective,	the	
  characters	must	rescue	the	child.	This	bonus	
  objective	is	found	in	Appendix	4. 
  ● Bonus	Objective	B:	The	Dark	One.	A	demon	lurks	
  in	the	hospital,	holding	a	key	to	the	ghost’s	
  home.	To	succeeed	in	this	bonus	objective,	the	
  characters	must	recover	the	key.	This	bonus	
  objective	is	found	in	Appendix	5. 
  Episode Sequence 
  Depending	on	your	time	constraints,	play	style	and	
  environment,	this	adventure	takes	approximately	
  two-to-four	hours	to	play.	
  How Will You Play? 
  The	duration	of	your	session	depends	on	how	much	
  of	this	adventure	you	utilize.	At	the	very	least,	your	
  session	will	last	approximately	2	hours.	However,	if	
  you	wish,	you	can	provide	a	longer	experience	for	
  your	players	by	utilizing	the	bonus	objectives.		
  	 Story	Objectives	Only.	To	complete	the	both	of	the	
  adventure’s	story	objectives,	the	characters	play	in	
  Episodes	1	through	3	in	order.	
  	 Bonus	Objectives.		You	can	extend	this	adventure	
  by	one-	or	two-	hours	by	utilizing	the	bonus	
  objectives	provided	in	the	appendices.	These	
  objectives	branch	off	Episode	2	and	3,	but	their	
  order	is	fluid—they	set	the	scene	for	the	final	
  episode	and	may	even	have	an	impact	on	the	events	
  that	transpire.	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  4 
   
  Episode Flowchart 
  This	section	provides	a	basic	understanding	of	not	only	the	flow	of	the	adventure,	but	also	the	outline	of	the	
  different	paths	that	your	players	may	take	in	reaching	their	stated	objective.		
  	
  	
  	
  	
  	
  	 
  	
  Episode	1:	Bullies
  (Call	to	Action)
  Episode	2:	
  Digging	Around
  (Story	Objective	A)
  Episode	3:	
  The	Hospital
  (Story	Objective	B)
  Random	Encounters
  (Bonus	Objective	A)
  The	Dark	One
  (Bonus	Objective	B)
  2
  1
  3
  A
  B
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  5 
   
  Episode 1: Bullies (Call to Action) 
  Estimated	Duration:	30	minutes	
  	
  The	adventure	begins	with	the	characters	in	the	
  village	of	Shadeharbor.		
  The village of Shadeharbor sits on the southern shore of the 
  Moonsea, between Hillsfar and Elventree. It is a quiet, 
  forgettable place. Once, long ago, people talked about 
  Shadeharbor as the next up-and-coming Moonsea 
  settlement. That all changed three decades ago, when a 
  horrible plague swept through the town, decimating its 
  population. Shadeharbor never recovered, and over the years 
  it has been mostly forgotten.  
  • A	young	woman,	clearly	disheartened,	sits	alone	
  at	the	bar,	while	nearby,	a	table	of	rowdy	locals,	
  deep	in	their	cups,	jeers	at	her.		
  Scene A. Tomal 
  The	young	woman	is	Alexis,	currently	unhappy	with	
  her	inability	to	help	the	ghost	Cherise.		
  	 The	local	bullies	are	led	by	a	half-orc	named	
  Tomal.	He	is	intoxicated	and	sees	Alexis	as	an	easy	
  mark	for	what	he	considers	a	“bit	of	fun.”	They	all	
  know	the	stories	of	the	ghost	that	haunts	the	
  hospital	but	Tomal	doesn’t	believe	them,	instead	
  insinuating	that	Alexis	has	lost	her	mind.	If	the	
  characters	do	nothing,	the	men	escalate	their	taunts	
  until	they	run	Alexis	from	the	bar	in	a	fit	of	tears.	
  Hopefully,	however,	they	intervene.		
  	
  “There	aint	no	ghosts	in	the	old	hospital,	some	
  people	just	jump	at	shadows.”		
  	
  “I	been	through	that	place	top	to	bottom,	this	
  one	is	just	looking	for	attention	is	all.”		
  	
  “You’d	‘ave	to	be	barmy	to	think	a	dead	kid	
  was	haunting	that	place.”		
  	
  “Every	child	in	Shadeharbor	has	spent	a	night	
  or	two	in	the	hospital	and	you	don’t	see	
  THEM	jumping	at	every	shadow.”	
  Dealing with Tomal 
  Tomal	is	full	of	liquor,	which	makes	him	brave.	He	
  can	be	shouted	down	with	a	successful	DC	15	
  Charisma	(Intimidation)	check,	but	cannot	be	
  persuaded	to	back	down	with	Persuasion.	His	
  companions,	however,	can	be	roused	to	call	off	their	
  friend	with	a	successful	DC	15	Charisma	
  (Persuasion)	check.	
  	 If	the	situation	turns	violent,	Tomal	and	his	five	
  companions	(thugs)	grab	bottles,	chairs,	and	
  anything	at	hand	to	fight	the	characters.	None	of	
  them	have	weapons.	Tomal	flees	if	he	is	reduced	to	
  half	his	hit	points	or	fewer,	his	companions	following	
  him	out	in	a	rush.		
  Request for Aid 
  Once	Tomal	has	been	dealt	with,	Alexis	shares	her	
  story,	telling	the	Characters	how	she	came	to	
  Shadeharbor	hoping	to	reopen	the	hospital,	but	
  instead	found	it	haunted.	She	has	made	several	
  attempts	to	communicate	with	the	spirit	but	thus	far	
  has	failed	to	learn	anything	more	than	its	name:	
  Cherise	Fen.		
  	 Alexis	insists	the	characters	not	harm	the	child.	
  She	wants	to	help	the	ghost	find	peace,	not	drive	it	
  away	with	violence.		
  	 Although	Alexis	knows	little	of	banishing	ghosts,	
  she	explains	that	she	spoke	with	the	local	priest	and	
  he	told	her	to	find	out	what	ties	the	ghost	to	this	life	
  to	help	it	find	peace.	Only	the,	would	it	depart.		
  Getting Started 
   
  Alexis	suggests	that	the	characters	ask	around	town,	
  looking	for	people	who	knew	Cherise	when	she	was	
  in	the	orphanage.	She	offers	the	names	of	several	
  people	who	she	has	been	meaning	to	speak	with	
  regarding	the	ghost.	Distribute	Player	Handout	1.		
  Roleplaying Alexis 
  Alexis (uh-lex-iss) is a kind nurse, filled with an abiding love 
  of life and desire to help others. She was born male, but 
  always felt uncomfortable with her situation and has since 
  abandoned her biological gender, assuming her true feminine 
  gender. She has a tender spirit, and chose the field of 
  medicine to help others.  
   Quote: “She’s just a child, she needs help, not persecution.”  
  Call to Action  
  The	objective	of	this	adventure	is	to	help	the	ghost	of	
  Cherise	find	peace.	To	do	that,	the	characters	must:		
  • Learn	the	things	that	bind	Cherise’s	soul	to	the	
  mortal	realm,	this	is	dealt	with	in	Episode	2.		
  • Infiltrate	the	haunted	hospital	and	help	Cherise	
  find	peace.	This	is	dealt	with	in	Episode	3.		
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  6 
   
  Treasure 
  If	the	characters	agree	to	help	and	promise	to	do	
  what	they	can	to	not	harm	the	child,	Alexis	offers	
  them	a	scroll	of	revivify	and	two	potions	of	healing.	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  7 
   
  Episode 2: Digging Around (Story Objective A) 
  Estimated	Duration:	30	minutes	
  	
  In	this	episode,	the	characters	talk	to	some	of	the	
  people	who	knew	Cherise	in	life,	gaining	insight	into	
  things	she	felt	were	important.	It	is	critical	they	
  make	their	way	to	Antonia	Segar	and	either	
  convince	her	to	accompany	them	into	the	
  hospital	or	recover	the	copper	fang	from	her	(see	
  Scene	E	below).		
  Story Objective A 
  The	characters	should	accomplish	three	things	in	
  this	episode:		
  • Discover	the	things	Cherise	valued	in	life.		
  • Learn	that	Cherise	believes	her	friend	Antonia	
  abandoned	her.	
  • Secure	proof	that	Antonia	did	not	abandon	
  Cherise.		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Area Information 
  This	episode	takes	place	in	the	village	of	
  Shadeharbor.		
  • Shadeharbor	is	a	quiet,	forgettable	place,	once	
  talked	about	as	the	next	up-and-coming	Moonsea	
  settlement.	That	changed	three	decades	ago,	
  when	a	horrible	plague	swept	through	the	town,	
  decimating	its	population.	Shadeharbor	never	
  recovered	and,	over	the	years,	has	been	mostly	
  forgotten.		
  • The	village	has	an	unusually	large	number	of	
  abandoned	structures,	left	over	from	the	days	
  when	it	was	a	thriving	community.		
  		
  	
  	
  	
  	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  8 
   
  Scene A. Mayweather Bell 
  Mayweather	Bell	worked	as	a	nurse	in	the	hospital.	
  He	lives	alone	in	a	small	home	and	greets	the	
  characters	cheerfully.	Mayweather	only	helps	if	he	
  believes	the	characters	have	the	ghost’s	best	interest	
  at	heart.	To	convince	him	they	intend	to	help,	the	
  characters	must	make	a	successful	DC	13	Charisma	
  (Persuasion)	or	(Deception)	check.	If	they	truly	do	
  intend	to	help,	give	them	advantage	on	the	
  Persuasion	check.		
  	 When	Mayweather	is	ready	to	talk,	he	shares:		
  • The	plague	was	a	dark	time	for	Shadeharbor,	and	
  the	hospital	was	filled	with	the	sick,	among	them	a	
  young	orphan	named	Cherise	Fen.		
  • Cherise	had	few	valuables,	bringing	everything	she	
  owned	with	her.	Mayweather	recalls	a	small	
  doll	of	which	she	was	very	fond.		
  • Upon	arriving,	Cherise	showed	few	signs	of	illness,	
  and	was	cheerful	and	confident,	certain	that	“her	
  friend”	would	save	her.	However,	as	the	days	
  passed,	and	this	friend	never	showed	up,	Cherise	
  became	increasingly	afraid.	It	wasn’t	long	after	
  that	the	illness	took	her	in	earnest.		
  • A	few	days	after	she	died,	Mayweather	saw	her	
  with	her	doll	in	the	playroom.	When	he	looked	
  away,	she	was	gone,	and	he	believed	he	had	been	
  seeing	things	until	others	also	began	reporting	
  similar	sightings.		
  • The	ghost,	like	the	girl,	was	friendly	and	cheerful	
  when	it	first	manifested.	It	still	spoke	of	a	“friend”	
  coming	to	save	it.	However,	as	time	went	on,	and	
  still	this	friend	did	not	appear,	the	ghost	became	
  lonely,	forlorn,	and	eventually	violent.				
  	 Mayweather	does	not	recall	the	name	of	Cherise’s	
  supposed	friend.	He	never	met	her	and	doesn’t	
  actually	believe	she	exists.		
  	
  Roleplaying Mayweather 
  Mayweather is an old man with skin the rich brown of coffee, 
  and a deep voice filled with kindness. He spends his days 
  tending his many flowerbeds and often speaks to visitors 
  while showing them off. He can usually be found in the early 
  evenings among a circle of children, whom he regales with 
  wild stories of grand adventure.   
   Quote: “Can you imagine anything as beautiful as these 
  orchids in bloom?”  
  What Mayweather Knows  
  Mayweather	can	tell	the	characters	about	Cherise’s	
  doll,	which	the	ghost	cherished	in	life.			
  	
  	
  	
  Scene B. Stella Gertrude 
  Cherise	had	no	family	and	spent	the	few	years	of	her	
  life	in	Shadeharbor’s	orphanage.	The	orphanage	has	
  been	closed	for	over	a	decade,	but	Stella	Gertrude,	
  the	orphanages	matron,	still	lives	in	Shadeharbor.	
  Stella	is	89	years	old	and	is	now	cared	for	by	one	of	
  the	many	orphans,	themselves	nearly	sixty	years	old.		
  	 Stella’s	memory	is	full	of	gaps,	and	she	begins	by	
  claiming	she	can	recall	nothing	of	Cherise.	To	help	
  her	remember,	the	characters	must	make	a	
  successful	DC	13	Wisdom	(Medicine)	check.		
  	 What	she	recalls	of	Cherise	includes:		
  • The	child	was	mischievous	and	would	often	track	
  mud	through	the	orphanage.		
  • Once	she	caught	the	girl	with	a	brand-new	pair	of	
  ruby	red	slippers.	When	Stella	demanded	Cherise	
  tell	her	who	they	were	stolen	from,	the	girl	
  insisted	they	had	been	a	gift	from	her	friend	
  Antonia	Segar.	Stella	saw	this	for	the	“lie”	it	was	
  and	confiscated	them.		
  • Somehow	Cherise	learned	to	read,	and	she	spent	
  hours	poring	over	the	few	books	in	the	
  orphanage’s	library.	Her	favorite	stories	were	
  those	of	high	adventure.		
  	
  Roleplaying Stella 
  Stella is a stern woman with an angular face and a rail-thin 
  body. She keeps her gray hair in a bun on top of her head. 
  Her memory is failing, and occasionally she’ll slip into 
  confusion. She thinks of anyone younger than 80 as a child, 
  and speaks down to them, as if she were their caretaker. 
   Quote: “Stop fidgeting boy, it is unseemly.”  
  What Stella Knows 
  Stella	knows	two	important	facts	that	can	help	the	
  characters:		
  • Cherise	“claimed”	to	be	friends	with	Antonia	
  Segar,	a	claim	Stella	never	believed.		
  	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  9 
   
  Scene C. Dannel Star 
  Dannel	Star,	Shadeharbor’s	cobbler,	spent	his	youth	
  in	the	orphanage.	He	was	not	particularly	close	to	
  Cherise,	but,	as	children	do,	they	played	together	
  often.	Now	a	man	of	nearly	60,	Dannel	has	spent	his	
  entire	life	in	Shadeharbor.	He	married	young,	has	
  several	adult	children,	including	a	son	who	
  apprenticed	with	him	and	works	alongside	him	in	
  the	family	business.		
  	 The	cobbler	is	evasive	when	asked	about	Cherise,	
  not	because	of	his	feeling	towards	Cherise,	but	
  rather	he	is	reluctant	to	talk	of	his	childhood	at	all,	
  fact	that	can	be	noticed	by	any	character	who	makes	
  a	successful	DC	10	Wisdom	(Insight)	check.	He	
  can	be	convinced	to	do	share	what	he	knows	with	a	
  successful	DC	13	Charisma	(Persuasion)	check,	
  made	with	advantage	if	the	characters	noticed	his	
  general	reluctance	to	speak	of	his	childhood.	Once	
  the	characters	get	him	talking	of	Cherise,	he	shares:		
  • Cherise	was	a	happy	child	with	an	incredible	
  imagination.		
  • Her	parents	died	when	she	was	very	young,	and	
  the	only	thing	she	had	from	them	was	her	doll.		
  • She	loved	reading,	and	somewhere	had	gotten	her	
  own	copy	of	the	book,	100	Tales	of	King	
  Hekaton.	Dannel	jokes	that	she	could	recite	nearly	
  all	of	the	stories	from	memory.		
  • Although	she	played	with	everyone	at	the	
  orphanage,	her	best	friend	was	a	girl	named	
  Antonia,	daughter	to	Josef	Segar,	the	richest	man	
  in	Shadeharbor.		
  • Cherise	insisted	that	her	friend	Antonia	would	
  “save”	her	from	the	plague.		
  	
  Roleplaying Dannel 
  Dannel (dan-el) is a simple-minded man, who has enjoyed a 
  quiet life. He takes pride in his work but treasures his family 
  above everything else. When troubled, he retreats to his 
  work, patching shoes as he remembers his orphanage days.  
   Quote: “This is my granddaughter Bella, she received top 
  marks in her class for writing.”  
  What Dannel Knows 
  Dannel	has	quite	a	lot	of	information	for	the	
  characters,	if	they	can	get	him	talking.	Including:		
  • Cherise	had	a	doll,	her	only	memento	remaining	
  from	her	time	with	her	parents.	
  • Cherise	loved	books	and	owned	a	copy	of	100	
  Tales	of	King	Hekaton.		
  • In	life,	Cherise	was	friends	with	Antonia	Segar.	
  Antonia	promised	to	“save”	Cherise.		
  	
  Scene D. Elinor Fayrn 
  Elinor	Fayrn	was	a	child	when	the	plague	struck,	
  and	spent	weeks	in	the	hospital,	some	of	that	time	in	
  a	bed	next	to	Cherise.	Elinor’s	mother	was	killed	by	
  the	ghost	of	Cherise	just	before	the	hospital	was	
  shuttered.		
  	 The	woman	is	eager	to	share	what	she	knows	if	
  she	believes	the	characters	want	to	destroy	the	
  ghost.	Her	intense	hatred	of	Cherise	should	be	self-
  evident	from	any	conversation	with	her	but	can	also	
  be	discovered	with	a	successful	DC	10	Wisdom	
  (Insight)	check.		
  	 She	refuses	to	offer	any	help	if	she	thinks	the	
  characters	intend	to	help	Cherise.	No	words	can	
  convince	her,	but	she	can	be	threatened	into	talking	
  with	a	successful	DC	13	Charisma	(Intimidation)	
  or	(Deception)	check.	The	Deception	check	is	made	
  with	disadvantage	if	the	characters	have	already	
  given	her	reason	to	think	they	intend	to	help.		
  	 What	she	knows	includes:		
  • She	spent	several	days	in	a	room	everyone	called	
  the	“death	ward,”	a	basement	store	room	
  converted	into	a	ward	for	patient	who	were	
  expected	to	die.		
  • Elinor	was	kept	in	a	bed	next	to	Cherise,	although	
  they	never	spoke	to	one	another,	Cherise	could	no	
  longer	speak	when	she	was	brought	to	the	ward.	
  • Elinor	didn’t	see	the	ghost	until	it	turned	violent,	
  after	which	it	became	a	near-constant	companion	
  in	the	death	ward.		
  • On	the	day	Elinor	was	to	be	discharged,	her	
  mother	came	to	see	her.	Cherise	killed	Elinor’s	
  mother	in	a	fit	of	rage.	Elinor	fled	the	attack,	and	
  the	hospital	was	shuttered	shortly	thereafter.	
  		
  Roleplaying Elinor 
  Elinor Fayrn (el-i-nor fay-rin) is an embittered woman with an 
  intense hatred for the ghost. A survivor of the plague, she 
  was left nearly blind by the sickness. She married young and 
  became a widow after only a few years, a turn of bad luck 
  she blames on the ghost - as she blames all her misfortunes. 
   Quote: “It’s a monster, not a child. Destroy it!”  
  What Elinor Knows 
  Elinor	knows	the	lair	of	the	ghost	–	the	basement	of	
  the	hospital.		
  	
   
   
  
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  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  10 
   
  Scene E. Antonia Segar 
  As	a	child,	Antonia	Segar	and	Cherise	were	best	
  friends.	When	Cherise	became	sick,	Antonia	swore	
  she	would	get	money	to	pay	for	her	friend’s	
  treatment.	However,	her	father	Josef	refused,	stating	
  bluntly,	“I	will	give	you	the	value	of	her	life.”	as	he	
  handed	over	a	copper	fang.	
  	 Ashamed,	and	terrified	for	her	friend,	Antonia	
  locked	herself	in	her	room	and,	by	the	time	the	she	
  built	up	the	courage	to	see	Cherise,	the	girl	was	
  dead.	For	Antonia’s	entire	life,	she	has	carried	a	
  burden	of	shame	and	guilt	over	her	inability	to	help.		
  	 Antonia	has	never	entered	the	hospital,	afraid	to	
  see	what	has	become	of	her	friend,	but	she	knows	
  from	conversations	with	others,	that	the	ghost	
  believes	Antonia	abandoned	her	all	those	years	
  ago.	She	begs	the	characters	to	tell	her	friend	that	
  she	never	did	so,	and	as	she	speaks,	she	produces	
  the	copper	fang	given	to	her	by	her	father,	
  muttering	over	and	over,	“It	was	not	enough,	it	was	
  all	I	had,	but	it	was	not	enough.”		
  	 Wracked	with	guilt,	she	shares	everything	she	
  knows	freely,	often	pausing	as	she	sobs.		
  Roleplaying Antonia 
  Antonia Segar (ann-tony-uh say-gar) is a guilt-stricken 
  woman with an abiding hatred of her father. She is terrified 
  of seeing her friend, blaming herself for Cherise’s suffering. 
  She will do anything she can to help, but only if someone 
  helps her overcome her own fear and guilt.  
   Quote: “It is all my fault.” 
  Key Objective 
  Antonia	and	her	story	are	critical	elements	in	
  successfully	helping	Cherise	find	peace.	When	the	
  characters	confront	Cherise	in	Episode	2,	it	is	
  important	that	they	either:		
  • Reunite	Antonia	and	Cherise		
  • Or	bring	the	copper	fang	to	Cherise	
  	
  	
  	 Antonia	remains	wracked	with	guilt	over	her	part	
  in	the	situation	and	is	not	ready	to	face	Cherise.	If	
  asked,	she	refuses	to	accompany	the	characters	into	
  the	hospital	without	a	successful	DC	20	Charisma	
  (Persuasion)	check.	The	DC	for	this	check	
  decreases	to	15,	and	is	made	with	advantage,	if	
  the	characters	revealed	her	father’s	role	in	the	
  plague	during	the	events	of	CCC-Ziege-04-01:	The	
  Miser’s	Glory.	
  	 If	the	characters	fail	to	convince	her	to	go	to	the	
  hospital	with	them,	she	offers	the	copper	fang	as	
  proof	of	her	abiding	love	for	Cherise	and	begs	the	
  characters	to	take	it	to	Cherise.			 	
  	
  	
  Understanding the Coin  
  Some players may think that the coin would be viewed 
  negatively by the ghost. After all, it was thrust upon Antonia 
  spitefully. While this is true, and while Antonia sees the coin 
  as a symbol of her failure, Cherise will receive the coin as 
  proof that her friend did not abandon her.     
   As the conversation with Antonia unfolds, if this realization 
  does not come out naturally, subtly steer things towards 
  what needs to happen for Cherise to find “peace,” and guide 
  the characters to this realization.   
   The chain of logic should go something like this:  
  • Antonia promised to find a cure for Cherise.  
  • After Cherise got sick, Antonia was ashamed and afraid to 
  go see her friend.  
  • Cherise interpreted this absence as abandonment.  
  • Antonia did everything she could to help her friend, but 
  her efforts amounted to a single copper fang.  
  • The copper fang, and Antonia’s act in keeping it all these 
  years, is a physical object that may prove to the ghost that 
  her friend did not abandon her.  
   
  The Miser’s Glory  
  If your players have already played through CCC-Ziege-04-01: 
  The Miser’s Glory, they may already be familiar with Antonia 
  Segar and know the significance of the copper fang. Antonia 
  will also likely be aware of the role her father played in the 
  death of Cherise. In this instance, you should adjust this 
  scene accordingly, the knowledge of her father’s role only 
  adding to the grief and guilt Antonia now suffers.  
   Alternately, you may wish to forgo conversations with any 
  of the other NPCs in this episode, weaving the important 
  pieces of information they know into the story told by 
  Antonia. The time saved can be used to accomplish bonus 
  objectives during Episode 3. 
   The key facts that Antonia would need to relate include:  
  • Cherise had a doll given to her by her parents, the only 
  memento she retained of them.  
  • Cherise loved reading, her favorite book was 100 Tales of 
  King Hekaton, and she owned a copy of it.  
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
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  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  11 
   
  Episode 3: The Hospital (Story Objective B) 
  Estimated	Duration:	90	minutes		
  In	this	episode,	the	characters	enter	the	haunted	
  hospital	where	they	must	face	down	demons	and	
  undead	before	they	can	help	the	ghost	of	Cherise	
  find	peace	and	depart	the	mortal	realm.			
  Story Objective B 
  The	characters	objective	in	this	episode	is	to	banish	
  the	ghost.	They	can	accomplish	that	through	
  violence	or	helping	it	find	peace.		
  General Features 
  The	hospital	has	the	following	general	features:		
  	 Terrain.	The	floor	of	most	rooms	is	cluttered	with	
  debris:	broken	bedding,	decaying	linens,	shards	of	
  glass,	discarded	medical	instruments,	and	scattered	
  bones.			
  	 Light.	During	the	day,	dim	light	filters	in	from	
  numerous	windows.	At	night,	the	hospital	is	in	
  complete	darkness,	with	ominous	shapes	flitting	
  about,	just	at	the	edge	of	perception.	
  	 Smells	and	Sounds.	The	hospital	smells	of	age	and	
  dust	and	is	unnaturally	quiet.			
  	 Wrongness.	A	general	feeling	of	wrongness	
  pervades	the	hospital.	The	entire	area	registers	as	
  desecrated	ground	if	subjected	to	magic	such	as	
  detect	good	and	evil.		
  	 Haunted.	The	hospital	is	haunted,	and	this	
  manifests	in	many	ways	(see	Hauntings	below).		
  Hauntings  
  Many	things	in	the	hospital	are	not	what	they	seem.	
  In	the	text,	these	events	are	referred	to	as	
  “hauntings.”	In	addition	to	those	specified,	the	
  hauntings	may	manifest	in	other	ways,	such	as:		
  • Rooms	seem	clean	and	in	use	one	moment,	the	
  next	abandoned,	and	the	next	filled	with	bones.		
  • Unseen	watchers	lurk	in	the	shadows,	and	
  characters	occasionally	catch	movement	from	the	
  corner	of	their	eye.	
  • A	nurse,	or	a	patient,	appears	wandering	the	halls,	
  jabbering	incoherently,	only	to	transform	into	a	
  shrieking	apparition	before	vanishing.			
  • Fresh	blood	pools	on	the	floor,	drips	from	the	
  ceiling,	or	runs	down	the	wall.		
  	 The	hauntings	have	a	semblance	of	form.	They	can	
  be	touched,	manipulated,	and	interacted	with,	until	
  they	abruptly	vanish.		
  	 Use	these	hauntings,	and	others	of	your	own	
  devising,	to	create	a	sense	of	ever-present	danger,	
  and	to	impress	upon	the	characters	that	even	the	
  environment	hungers	for	their	demise.		
  Planar Rifts 
  The	negative	energy	within	the	hospital	has	opened	
  holes	in	the	fabric	of	reality,	connecting	the	hospital	
  to	the	Abyss.	A	small	number	of	demons	have	passed	
  through	these	holes.		
  Detecting the Rifts 
  A	sense	of	these	rifts	is	automatically	noticed	by	
  some	characters	as	soon	as	they	enter.	This	includes:	
  • A	character	with	a	divine	patron	(such	as	a	cleric	
  or	paladin),		
  • a	warlock	who	chose	The	Fiend	as	patron	or,	
  • anyone	employing	magic	such	as	detect	good	and	
  evil.	
  Describe	the	sensation	as	a	sense	of	wrongness,	as	if	
  the	“veil	between	worlds”	were	thin.		
  	 Once	they	are	aware	of	the	sensation,	characters	
  can	“track”	the	energy	with	a	successful	DC	12	
  Intelligence	(Arcana)	check.	A	successful	check	
  leads	them	to	one	of	the	areas	where	a	planar	rift	
  exists	(Scene	I,	Scene	J,	and	Bonus	Objective	B).		
  	 Once	the	characters	are	near	a	rift,	they	can	locate	
  and	close	it	as	described	in	the	appropriate	area	
  descriptions.	If	a	rift	is	closed,	it	immediately	
  banishes	any	surviving	demon	in	that	area.	If	the	
  rift	is	not	closed,	a	vanquished	demon	returns	to	the	
  hospital	24	hours	after	its	body	is	destroyed.		
  	 If	the	spirit	of	Cherise	is	put	to	rest,	any	open	rifts	
  are	immediately	closed,	and	the	hospital	loses	the	
  feeling	of	“wrongness”	that	permeates	it.		
  Approaching the Hospital 
  The old hospital sits alone on an abandoned street, separated 
  from the rest of the village by a row of large trees. 
  • The	hospital	is	an	imposing	structure	of	stone,	
  built	when	the	town	was	growing.		
  • Eight	gargoyles	stand	vigil	at	each	corner	of	the	
  structure,	water	gushing	from	their	open	mouths	
  when	it	rains.	
  • The	front	doors	are	closed,	but	not	locked.			
  
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  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  12 
   
  	
   
  	
  Playing the Pillars 
   
  	
  COMBAT 
  Pay	close	attention	to	the	
  three	encounters	that	include	
  a	planar	rift.	If	the	characters	
  approach	them	head-on,	they	
  may	be	overwhelmed.	Help	
  encourage	groups	to	think	
  creatively	and	guide	them	
  towards	alternatives	beyond	
  simply	hitting	things	with	a	
  big	stick!		
  EXPLORATION 
  While	your	characters	work	
  through	the	hospital,	play	up	
  the	otherworldly	haunted	
  nature	of	the	place.	Embrace	
  the	hauntings,	think	back	to	
  horror	movies	and	use	them	
  as	inspiration	for	adding	
  exciting	hauntings	of	your	
  own.		
   
  SOCIAL 
  Cherise	is	not	intended	to	be	
  fought.	At	her	core,	she	is	a	
  frightened	child.		In	addition,	
  there	are	several	roleplaying	
  encountered	included	in	
  Bonus	Objective	A	to	break	
  up	the	hospital	scenes	and	
  keep	it	from	feeling	like	one	
  long	combat	slog.		
  	
  	
  	
  
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  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  13 
   
  Scene G. Hospital Administration  
  The	cluster	of	rooms	inside	the	hospital’s	front	doors	
  were	administrative	areas:	a	lobby	and	attached	
  waiting	room,	a	nurse’s	station,	several	private	
  waiting	rooms,	a	break	area,	storage,	and	the	like.		
  The door opens with a long creak and sunlight filters into an 
  empty room where motes of dust drift lazily through 
  streamers of light.  
  • Debris	litters	the	floor:	several	broken	chairs,	a	
  desk	missing	two	of	its	feet,	its	drawers	open	and	
  hanging	askew.		
  • Empty	alcohol	bottles	and	the	remnants	of	a	small	
  fire	suggest	the	homeless	residents	of	
  Shadeharbor	have,	on	occasion,	used	this	room	
  as	a	resting	place.			
  • Dark	passages	mark	the	entrances	to	several	
  connected	areas.		
  • A	doll	lies	in	one	corner,	seeming	to	stare	at	the	
  characters	from	sunken	eyes	blackened	by	soot	or	
  mold.	Its	face	is	worked	into	a	smile,	revealing	
  yellowed	teeth,	and	one	side	of	its	mouth	has	
  been	torn	open,	the	fabric	peeled	back	like	split	
  flesh.	Stringy	black	hair	sprouts	wildly	from	the	
  doll’s	slightly	oversized	forehead,	in	which	a	hole	
  gapes	and	dirty	stuffing	pokes	out.	
  • The	lobby	is	empty,	but	not	without	incident.			
  The Doll 
  The	doll	is	not	real.	It	seems	real,	and	can	be	
  handled,	but	it	is	one	of	the	ghost’s	manifestations.	
  At	some	point,	before	the	characters	leave	this	room,	
  they	notice	the	doll	has	repositioned	itself	in	a	
  corner	opposite	where	the	characters	first	spotted	it.	
  This	occurs	even	if	the	characters	picked	up,	stowed,	
  or	destroyed	the	doll.	
  The Giant  
  Before	the	characters	leave	the	room,	a	haunting	
  occurs.		
  The ground trembles and quakes with massive footfalls as a 
  creature, its body so large that its head and shoulders are 
  hidden by the wall, lumbers past an open doorway.  
  The	“giant”	takes	no	interest	in	the	characters,	
  passing	before	the	door	and	moving	east.	As	soon	as	
  it	passes	out	of	sight,	it	vanishes.	If	the	characters	
  attempt	to	catch	it,	or	follow	it,	they	find	it	gone,	
  having	left	no	signs	of	its	presence.		
  Scene H: Main Hall 
  A	wide	hallway	connects	the	two	hospital	wings	with	
  the	administration	areas	to	the	south	and	the	
  functional	areas	to	the	north.		
  A long, empty hall stretches away into darkness.  
  • Dim	light	fills	the	corridor,	originating	from	the	
  eastern	and	western	wings,	which	are	lit	during	
  the	day,	their	glow	filtering	into	the	hall.	
  • Debris	–	broken	gurneys,	discarded	scrubs,	
  rotting	blankets,	bones,	etc.	–	litters	the	corridor.		
  • Rats	scurry	away	from	the	characters’	light,	
  fleeing	into	small	holes	in	the	walls.		
  Cherise’s	doll	lies	amidst	the	garbage	(marked	“D”	
  on	the	map).	It	is	easily	missed	in	the	other	detritus,	
  and	once	noticed,	vanishes	before	it	can	be	collected.		
  
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  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  14 
   
  Scene I. West Ward  
  During	the	plague,	the	west	ward	of	the	hospital	was	
  used	to	house	patients	in	the	early	stages	of	sickness.	
  When	the	characters	enter,	they	step	into	a	vision.		
  	 As	you	describe	the	vision,	and	the	people	in	it,	
  highlight	small	irregularities:	a	feeling	that	everyone	
  is	watching,	but	only	when	the	characters	are	not	
  looking	at	them;	people	moving	with	unnaturally	
  jerky	or	sudden	movements;	or	beds	that	housed	a	
  patient	upon	first	glance	are	empty	when	viewed	
  again.		
  You step into a bustling hospital ward.  
  • Several	nurses,	wearing	white	uniforms,	tend	to	a	
  dozen	suffering	patients.		
  • The	groans	of	the	sick	create	a	continuous	
  background	hum,	and	the	stench	of	feces	and	
  decay	intermingles	with	the	smell	of	cleaners.		
  • A	small	girl	sits	cross-legged	on	one	of	the	beds,	
  cradling	a	doll	in	her	arms.	The	girl	is	Cherise,	and	
  the	doll	is	the	same	as	the	one	that	the	characters	
  may	have	been	seen	earlier,	although	in	better	
  condition.		
  	 As	the	characters	enter,	Cherise	glances	up	at	
  them,	mischief	in	her	eyes.	She	hops	off	the	bed,	
  darting	away	into	a	nearby	room	(marked	“A”	on	the	
  map),	a	nurse	trailing	behind,	protesting	as	she	goes.			
  	 The	vision	persists	for	only	a	few	moments,	long	
  enough	for	the	characters	to	interact	with	the	
  caretakers	or	the	patients.	Although	no	one,	other	
  than	Cherise,	gives	any	indication	that	they	are	
  aware	of	the	characters.		
  The Vision Ends 
  When	the	characters	move	towards	Cherise’s	doll,	or	
  when	you	feel	the	vision	is	played	out,	continue:		
  You feel an intense cold building from your feet, and glance 
  downward to see the entire vista has changed.  
  • The	ward	is	empty,	and	eerily	silent.		
  • Broken	and	tumbled	remnants	are	all	that	
  remains	of	the	once	neat	rows	of	beds.		
  • Dim	light	filters	in	from	windows,	the	glass	from	
  their	broken	panes	strewn	across	the	floor.		
  • Decaying	linens	and	discarded	medical	
  instruments	are	everywhere.		
  • Bones	litter	the	floor.	Thousands	upon	
  thousands	of	them	covering	the	floor	like	a	blanket	
  of	moss.		
  	 The	bones	are	the	source	of	the	unnatural	cold,	
  and	as	the	characters	watch,	many	begin	to	wriggle	
  and	writhe,	several	standing	jerkily	to	their	feet,	red	
  pinpricks	of	life	flaring	in	their	empty	eye	sockets.		
  	 One	stands	out	from	the	others,	with	leathery	
  black	flesh	pulled	tight	over	its	bones,	which	weep	
  blood.	A	horn	juts	from	the	back	of	its	head,	curling	
  up	and	forward,	and	an	unwholesome	intelligence	
  burns	in	its	eyes.		
  	 The	chamber	contains	a	babau	demon	and	four	
  skeletons,	which	attack	the	characters.	The	
  creatures	are	spread	out,	and	do	not	fight	as	a	group.		
  Endless Armies of the Dead 
  Once	combat	begins,	each	round,	on	initiative	count	
  20,	always	losing	ties,	two	additional	skeletons	rise	
  up	from	one	of	the	areas	marked	with	a	skull	on	the	
  map	“	
  	”.	These	creatures	shamble	toward	the	
  nearest	character	and	attack.		
  Planar Rift 
  This	chamber	contains	a	planar	rift,	the	hole	in	
  reality	that	allowed	the	babau	demon	entry.	It	is	
  marked	on	the	map	“	
  	”,	and	can	be	located	with	a	
  detect	magic	or	see	invisible	spell	(or	similar	magic),	
  or	a	successful	DC	15	Intelligence	(Arcana)	check.	
  Once	discovered,	it	appears	as	a	flickering	vortex	
  hanging	in	the	air	a	few	inches	from	the	ground.	
  Closing	the	vortex	requires	three	successful	DC	15	
  Intelligence	(Arcana)	checks	or	magic	such	as	a	
  banishment	or	dispel	magic	spell	(no	check	needed).		
  	 Closing	the	rift	banishes	the	demon	and	causes	the	
  skeletons	to	crumble	to	dust,	ending	the	encounter.		
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.  
  • Very Weak: Remove the 4 skeletons. The babau demon 
  has 50 hit points.  
  • Weak: Remove the 4 skeletons.  
  • Strong: Add 2 skeletons.   
  • Very Strong: Add 1 babau demon, add 4 skeletons.  
  Recovering the Doll 
  Cherise’s	doll	is	lying	in	a	corner	of	the	room	marked	
  “A”	on	the	map.	As	soon	as	it	is	picked	up,	the	rift	
  closes,	ending	the	encounter	as	noted	above
  	 The	characters	may	not	realize	they	need	to	
  recover	the	doll.	In	this	instance,	guide	them	
  towards	it	by	having	Cherise’s	ghost	manifest	again,	
  always	carrying	the	doll	and	moving	towards	the	
  area	marked	on	the	map.	This	manifestation	occurs	
  both	during,	and	following,	an	active	encounter.		
  	 The	doll	is	needed	to	open	the	door	in	Scene	M.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  15 
   
  Scene J. East Ward 
  During	the	plague,	the	east	ward	held	victims	who	
  were	close	to	dying,	but	still	aware	and	coherent.		
  All that remains of the hospital’s east ward is a jumble of 
  ruined furniture and tumbled down walls. 
  • Fragments	of	broken	beds	lie	scattered	about,	
  their	rotting	mattresses	piled	up	in	one	corner.		
  • An	equally	impressive	pile	of	bones	in	another	
  corner	gives	the	scene	a	ghastly	appearance.		
  • Dark	puddles	of	sticky	black	liquid	pool	about	in	
  several	places,	forming	a	haphazard	trail	leading	
  towards	the	mattresses.	
  • The	smell	of	sulfur	hangs	heavy	in	the	air,	and	
  distant	whispers	issue	from	the	darkness.		
  • Near	the	center	of	the	south	wall	sits	a	small	
  bedside	table,	the	only	piece	of	furniture	not	
  broken	and	shattered.	An	open	book	rests	on	the	
  tabletop.		
  The Demon   
  Moments	after	the	characters	enter,	the	ground	
  begins	to	tremble	and	quake	as	a	mighty	simian	
  creature	bursts	forth	from	the	pile	of	mattresses.	Its	
  fur	is	brilliant	red,	and	the	flesh	of	its	face	and	
  oversized	hands	is	azure	blue.	Tiny	spots	of	red	
  mark	its	eyes,	and	the	bracelets	of	gold	it	wears	
  suggest	an	intelligence	beyond	its	ape-like	
  appearance.		
  	 The	creature	is	a	barlgura	demon.	It	attacks	
  immediately,	fighting	savagely.	The	demon	moves	in	
  great	bounding	leaps.		
  	 Although	it	appears	to	be	the	only	thing	in	the	
  room,	the	table	holding	the	book	is	actually	a	mimic	
  that	took	up	residence	in	the	hospital	long	ago.	It	
  attacks	anyone	who	draws	near	it.		The	mimic	and	
  the	demon	ignore	one	another,	and	do	not	
  coordinate	their	efforts	during	battle.		
  Planar Rift 
  This	chamber	contains	a	planar	rift.	It	is	marked	on	
  the	map	“	
  	”,	and	can	be	located	with	a	detect	
  magic	or	see	invisible	spell	(or	similar	magic),	or	a	
  successful	DC	15	Intelligence	(Arcana)	check.	
  Once	discovered,	it	appears	as	a	flickering	vortex	
  hanging	in	the	air	a	few	inches	from	the	ground.	
  Closing	the	vortex	requires	three	successful	DC	15	
  Intelligence	(Arcana)	checks	or	magic	such	as	a	
  banishment	or	dispel	magic	spell	(no	check	needed).	
  	 Closing	the	rift	banishes	the	demon	and	any	
  animated	skeletons	but	does	not	affect	the	mimic	in	
  any	way.		
  Dangers of the Environment 
  While	the	planar	rift	remains	active,	several	aspects	
  of	the	environment	are	dangerous.	If	the	rift	is	
  closed,	these	areas	revert	to	harmless	affectations.		
  • Pools	of	Black	Liquid.	The	pools	of	liquid	are	
  small	windows	into	the	Abyss.	A	character	that	
  enters	one	of	the	pools,	or	begins	its	turn	adjacent	
  to	a	pool,	is	targeted	by	grasping	hands.	The	hands	
  attempt	to	establish	a	grapple,	with	a	+4	bonus	on	
  their	Strength	(Athletics)	check.	Once	a	character	
  is	grappled,	the	hands	restrain	the	hapless	victim.	
  A	restrained	victim	can	escape	with	a	successful	
  DC	14	Strength	(Athletics)	or	Dexterity	
  (Acrobatics)	check.	Anyone	foolish	enough	to	
  leap	into	one	of	the	pools	is	drawn	into	the	Abyss	
  and	lost	forever.	Such	a	character	can	be	brought	
  back	only	with	a	wish	or	similar	magic.		
  • Bone	Pile.	If	the	characters	disturb	the	bone	pile,	
  1d6	skeletons	animate	from	the	bones	and	
  shamble	out	to	attack.	If	they	disturb	the	pile	
  again,	more	skeletons	rise	up	to	join	the	fray.	A	
  maximum	of	twelve	skeletons	can	be	animated	in	
  this	way.		
  Treasure 
  Once	the	mimic	has	been	dealt	with,	the	characters	
  are	free	to	take	the	book.	It	is	a	worn	copy	of	100	
  Tales	of	King	Hekaton,	and	will	be	needed	to	open	
  the	door	in	Scene	M.	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.  
  • Very Weak: Replace the barlgura with an ogre. Remove 
  the mimic if the characters interact with the table during 
  the battle.   
  • Weak: The barlgura does not have multiattack.   
  • Very Strong: Add 1 barlgura.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  16 
   
  Scene K. Functional Rooms  
  This	cluster	of	rooms	includes	a	kitchen,	dining	hall,	
  pantry,	laundry,	storage,	and	playroom.	They	are	
  empty,	dark,	and	quiet.		
  Scene L. Administrator’s Office 
  If	you	are	using	Bonus	Objective	B,	refer	to	
  Appendix	5	for	this	scene,	otherwise,	continue.		
  A dark hallway ends in what was once an administrator’s 
  office. An overturned desk and several chairs lie broken and 
  shattered about the chamber.  
  This	chamber	was	used	by	the	hospital	
  administrator	and	is	empty.	Tucked	away	in	a	
  drawer	in	the	ruined	desk	is	a	heavy	iron	key.	This	
  key	opens	the	door	in	Scene	M.		
  Scene M. Stairwell 
  A	locked	wooden	door	bars	access	to	the	basement.	
  It	can	be	opened	with	the	key	from	Scene	L,	picked	
  with	a	successful	DC	15	Dexterity	(Thieves	Tools)	
  check,	or	broken	down	with	successful	DC	15	
  Strength	(Athletics)	check.	A	character	that	
  smashes	the	door	open	must	succeed	on	a	DC	12	
  Dexterity	saving	throw	or	tumble	down	the	stairs	
  taking	6	(1d10)	damage	and	landing	prone	at	the	
  bottom	of	the	stairs.			
  	 When	the	door	opens,	the	characters	catch	a	
  glimpse	of	a	small	girl	darting	away	from	the	bottom	
  of	the	stairs,	moving	deeper	into	the	basement.		
  Scene N. Landing 
  At	the	bottom	of	the	stairs	is	a	small,	dirt-floor	
  landing.	A	doorway	is	set	in	the	eastern	wall.	The	
  door	has	no	lock	but	will	not	open	unless	the	
  characters	are	in	possession	of	Cherise’s	doll	and	
  book.	
  	 As	long	as	Antonia	is	not	with	the	characters,	
  Cherise	will	occasionally	manifest	in	this	room,	and	
  speak	with	visitors.	When	she	does,	she	is	always	
  calm,	often	playful,	sometimes	sorrowful.	You	should	
  use	such	a	conversation	to	fill	in	any	gaps	your	
  characters	may	have	in	the	sad	story	of	her	death,	
  and,	if	needed,	reveal	to	them	that	they	must	recover	
  her	possessions	to	bypass	the	door.		
  	
  	
  	
  Keep	these	things	in	mind	if	the	characters	speak	
  with	Cherise	here:		
  • Although	her	spirit	has	lingered	for	decades,	she	
  has	the	mind	of	a	young	child.		
  • She	doesn’t	know	how,	or	why,	the	demons	got	
  here,	and	thinks	of	them	as	“scary	monsters.”		
  • The	room	beyond	the	door	is	where	she	died,	and	
  she	considers	it	her	private	home.	Nobody	is	
  welcome	inside	it	(unless	they	contain	the	items	
  precious	to	her	in	life).			
  • She	never	meant	to	hurt	anyone,	but	she	is	so	
  lonely,	and	sometimes	she	cannot	control	herself.		
  • Although	she	remembers	each	person	she	has	
  killed,	she	refuses	to	speak	of	them.		
  Using Magic on the Door 
  The	characters	can	force	the	door	open	with	magic,	
  such	as	a	knock	spell,	or	bypass	it	with	teleportation	
  magic,	however,	doing	so	enrages	Cherise.			
  Scene O. Death Ward 
  Once	a	storage	room,	the	basement	was	converted	
  into	a	ward	to	house	those	near	to	death.	The	
  characters	experience	in	the	room	depends	on	how	
  they	entered.	
  	 See	Wrap-Up	below	for	details.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  17 
   
  Wrap-Up: Concluding the Adventure 
  How	the	adventure	end,	depends	on	the	actions	of	
  the	characters.		
  Welcomed Visitors  
  If	the	characters	enter,	while	in	possession	of	
  Cherise’s	doll	and	book,	or	if	they	have	brought	
  Antonia	Segar,	regardless	of	whether	they	have	
  Cherise’s	treasured	items,	they	are	welcomed.		
  A small room waits beyond the door, where a young child, 
  her body translucent and glowing with a soft blue light, sits 
  playing with dolls.  
  	
  What	happens	next	depends	on	the	situation.		
  Antonia Is Present 
  If	the	characters	have	Antonia	with	them,	the	friends	
  are	reunited,	and	Cherise	find	peace	at	last.		
  The ghost looks past you, her eyes falling upon Antonia. For a 
  long moment they stare at one another, tears tumbling down 
  their cheeks. “Cherise.” Antonia says, her voice failing her. 
  Then the ghost rushes forward to throw her arms around the 
  older woman, who scoops her up in a hug, twirling her 
  around playfully. Slowly, a look of joy upon her face, Cherise 
  fades from view. As she does, an intense feeling of peace and 
  contentment fills you.  
  The Characters have the Copper Fang  
  If	the	characters	present	Antonia’s	coin,	and	explain	
  to	Cherise	that	her	friend	did	not	abandon	her,	
  Cherise	finds	peace	at	last.			
  The ghost cradles the coin to her chest, as translucent tears 
  leak from her eyes. A smile crosses her face and slowly her 
  form fades from view. As it does, an intense feeling of peace 
  and contentment fills you.   
  Doll and Book 
  If	the	characters	failed	to	discover	the	connection	
  between	Cherise	and	Antonia,	but	instead	present	
  the	ghost’s	doll	and	book,	Cherise	squeals	with	glee,	
  adding	them	to	the	piles	of	treasure	she	has	
  collected.	If	the	Characters	then	ask	her	to	depart,	
  she	asks	after	Antonia,	fading	from	sight	regardless	
  of	their	answer.	If	they	know	of	Antonia	and	tell	the	
  ghost	her	friend	did	not	abandon	her,	she	departs	at	
  peace,	if	they	know	nothing	of	Antonia,	she	still	finds	
  her	peace,	but	departs	with	a	look	of	sorrow	on	her	
  face.		
  	
  Regardless	of	which	avenue	they	took,	once	
  Cherise’s	ghost	finds	peace,	her	long	influence	over	
  the	hospital	ends.	The	necrotic	energy	fades,	and	the	
  hospital	is	ready	for	Alexis	to	reopen.		
  Unwelcome Visitors 
  If	the	characters	find	their	way	into	this	room	
  without	Antonia	Segar	or	both	Cherise’s	doll	and	
  book,	the	ghost	considers	them	trespassers.	Her	
  rage	overwhelms	her,	and	she	attacks.		
  A small room waits beyond the door, occupied by a ghostly 
  child, its body glowing a faint blue. As it sees you, its face 
  twists into a mask of rage and it howls, “UNWELCOME!”  
  • A	feeling	of	intense	rage	fills	the	characters.	
  This	emotion	originates	from	the	ghost.		
  • Corpses	litter	the	floor,	their	bodies	ravaged	by	
  disease.	One	stands	out	from	the	others,	a	
  woman	with	bruising	on	her	neck.	Her	body	
  shows	no	signs	of	the	disease	prevalent	on	the	
  others	(this	is	the	corpse	of	Elinor	Fayrn’s	
  mother).		
  • Several	hospital	beds	have	been	stacked	into	a	
  jumble	in	one	corner	of	the	room.		
  	
  Once	her	form	is	destroyed,	the	adventure	ends	but	
  Cherise	finds	no	peace.		
  	 In	time,	the	ghost	returns	to	haunt	the	hospital,	
  her	suffering	intensifying.	The	demons	seize	upon	
  this	energy	to	widen	the	existing	rifts	and	create	
  new	ones.	Demons	of	all	sorts	spill	out	of	these	
  portals,	descending	on	the	unsuspecting	village	of	
  Shadeharbor.		
  	 The	characters	can	choose	to	stand	and	die	in	a	
  hopeless	defense	of	the	village,	or	flee	before	the	tide	
  of	demonic	forces,	the	cries	of	dying	townsfolk	
  haunting	their	every	hurried	step	away.		
  Treasure 
  If	the	ghost	of	Cherise	is	laid	to	rest,	her	final	act	is	to	
  infuse	a	book	she	wrote	-	The	Adventures	of	Cherise	
  and	Antonia	-	with	magical	energy.	The	book	is	
  within	the	room	and	can	be	recovered.		
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  18 
   
  Adventure Rewards 
  At	the	end	of	the	session,	the	characters	each	receive	
  rewards	based	upon	their	accomplishments.	These	
  rewards	include	advancement	and	treasure,	and	
  may	include	player	rewards—magic	item	unlocks,	
  story	awards,	or	new	downtime	activities,	as	follows:	
  Advancement and Treasure 
  Checkpoints 
  The	characters	receive	2	advancement	checkpoint(s)	
  and	2	treasure	checkpoint(s)	for	each	story	
  objective	that	they	complete,	as	follows:		
  ● Story	Objective	A:	Learn	how	to	help	the	ghost	
  find	peace. 
  ● Story	Objective	B:	Banish	the	ghost. 
  The	characters	receive	1	advancement	checkpoint(s)	
  and	1	treasure	checkpoint(s)	for	each	bonus	
  objective	that	they	complete,	as	follows:	
  ● Bonus	Objective	A:	Rescue	Caleb.		 
  ● Bonus	Objective	B:	Recover	the	key	from	the	
  administrator’s	office.	 
  Player Rewards 
  The	characters	earn	the	following	player	rewards	for	
  completing	the	adventure:	
  Magic Item Unlock 
  Characters	completing	the	adventure	by	setting	the	
  ghost	to	rest	unlock:	
  	
  	 The	Adventures	of	Cherise	and	Antonia.	This	
  book	contains	short	stories	and	pictures	written	by	a	
  young	child.	It	shows	the	pair	on	a	thousand	
  different	adventures.	The	book	functions	identically	
  to	a	tan	bag	of	tricks,	however,	to	activate	its	magic,	a	
  page	must	be	torn	from	the	book	(rather	than	
  reaching	into	the	bag	and	withdrawing	a	fuzzy	
  object).	Torn	pages	return	to	the	book	at	the	next	
  dawn.		This	item	can	be	found	in	Appendix	7.	
  	
  	
  	
  Dungeon Master Rewards 
  In	exchange	for	running	this	adventure,	you	earn	
  advancement	and	treasure	checkpoints	and	
  downtime	as	though	you	played	the	adventure,	but	
  none	of	the	adventure’s	player	rewards.	
  	 However,	this	adventure	may	qualify	for	rewards	
  earned	by	completing	DM	Quests.	See	the	ALDMG	
  (Adventurers	League	Dungeon	Master’s	Guide)	for	
  more	information	about	DM	Quests.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  19 
   
  Appendix 1: Locations & NPCs 
  	
  The	following	NPCs	and	locations	feature	
  prominently	in	this	adventure.		
  	
  • Alexis	(uh-lex-iss).	A	young	nurse	who	recently	
  acquired	the	deed	to	Shadeharbor’s	hospital	and	
  hopes	to	reopen	it.	
  • Antonia	Segar	(ann-tony-uh	say-gar).	The	
  childhood	friend	of	Cherise,	it	was	Antonia’s	
  promise	to	help,	and	failure	to	do	so,	which	led	to	
  Cherise	lingering	as	a	ghost.		
  • Cherise	Fen	(share-reese).	A	young	child,	now	a	
  ghost,	who	died	years	ago.	Her	spirit	is	unable	to	
  find	peace	while	she	continues	to	believe	that	her	
  friend	had	abandoned	her.			
  • Dannel	Star	(dan-el).	The	town	cobbler,	Dannel	
  grew	up	in	the	orphanage	with	Cherise.		
  • Elinor	Fayrn	(el-i-nor	fay-rin).	An	unhappy,	
  embittered	woman	whose	mother	was	murdered	
  by	the	ghost.		
  • Mayweather	Bell.	A	retired	nurse	who	tended	to	
  the	child	Cherise	before	her	death	to	the	plague.		
  • Old	Shadeharbor	Hospital.	Built	when	the	village	
  was	growing,	the	old	hospital	has	been	shuttered	
  for	years,	driven	by	the	appearance	of	a	violent	
  ghost.		
  • Shadeharbor	(shade-harbor).	The	small	village	
  of	Shadeharbor	is	located	on	the	southern	shore	of	
  The	Moonsea,	south	of	the	Bell	in	the	Deep.	Once	
  an	up-and-coming	town,	it	fell	into	decline	after	
  half	the	population	died	in	a	horrible	plague.			
  • Stella	Gertrude.	Once	matron	to	Shadeharbor’s	
  orphanage,	Stella	cared	for	the	orphan	Cherise.		
  	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  20 
   
  Appendix 2: Creature Statistics 
  	
  Babau 
  Medium fiend (demon), chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 40 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 19	(+4)		
  16	(+3)		 16	(+3)		
  11	(+0)		 12	(+1)		 13	(+1)		
  	
  Skills Perception +5, Stealth +5 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 15  
  Languages Abyssal 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. The babau's innate spellcasting 
  ability is Wisdom (spell save DC 11). The babau can 
  innately cast the following spells, requiring no material 
  components: 
  At will: darkness, dispel magic, fear, heat metal, 
  levitate 
  Actions 
  Multiattack. The babau makes two melee attacks. It 
  can also use Weakening Gaze before or after making 
  these attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 8 (1d8 + 4) piercing damage 
  when used with two hands to make a melee attack. 
  Weakening Gaze. The babau targets one creature that 
  it can see within 20 feet of it. The target must make a 
  DC 13 Constitution saving throw. On a failed save, the 
  target deals only half damage with weapon attacks that 
  use Strength for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
   
   
  Barlgura 
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., climb 30 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 18	(+4)		
  15	(+2)		 16	(+3)		
  7	(-2)		
  14	(+2)		
  9	(-1)		
  	
  Saving Throws Dex +5, Con +6 
  Skills Perception +5, Stealth +5 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 30ft., darkvision 120ft., passive 
  Perception 15  
  Languages Abyssal, telepathy 120 ft. 
  Challenge 5 (1 ,800 XP) 
   
  Innate Spellcasting. The barlgura's spellcasting ability 
  is Wisdom (spell save DC 13). The barlgura can innately 
  cast the following spells, requiring no material 
  components: 
  1/day each: entangle, phantasmal force 
  2/day each: disguise self, invisibility (self only) 
  Reckless. At the start of its turn, the barlgura can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Running Leap. The barlgura's long jump is up to 40 feet 
  and its high jump is up to 20 feet when it has a running 
  start. 
  Actions 
  Multiattack. The barlgura makes three attacks: one 
  with its bite and two with its fists. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+4) piercing damage. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1dl0 + 4) bludgeoning damage. 
   
   
   
   
  
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  21 
   
  Gargoyle 
  Medium elemental, chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d10 + 21) 
  Speed 30 ft., fly 60 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 15	(+2)		
  11	(+0)		 16	(+3)		
  6	(-2)		
  11	(+0)		
  7	(-2)		
  	
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren't 
  adamantine 
  Damage Immunities poison 
  Condition Immunities exhaustion, petrified, poisoned  
  Senses darkvision 60ft., passive Perception 10  
  Languages Terran 
  Challenge 2 (450 XP) 
   
  False Appearance. While the gargoyle remains 
  motionless, it is indistinguishable from an inanimate 
  statue. 
  Actions 
  Multiattack. The gargoyle makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  Ghost 
  Medium undead, any alignment 
  Armor Class 11  
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 7	(-2)		
  13	(+1)		 10	(+0)		
  10	(+0)		 12	(+1)		 17	(+3)		
  	
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained  
  Senses darkvision 60ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1 ,100 XP) 
   
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and 
  vice versa, yet it can't affect or be affected by anything 
  on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 x 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target's 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost's Horrifying Visage for 
  the next 24 hours. The aging effect can be reversed 
  with a greater restoration spell, but only within 24 
  hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn't deprive the target 
  of awareness. The ghost can't be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target's statistics, but doesn't gain access to the 
  target's knowledge, class features, or proficiencies. 
   The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the ghost 
  is turned or forced out by an effect like the dispel evil 
  and good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost's Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
  
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  Maw Demon 
  Medium fiend (demon), chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft.  
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 14	(+2)		
  8	(-1)		
  13	(+1)		
  5	(-3)		
  8	(-1)		
  5	(-3)		
  	
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned  
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands Abyssal but can't speak  
  Challenge 1 (200 XP) 
   
  Rampage. When it reduces a creature to 0 hit points 
  with a melee attack on its turn, the maw demon can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) piercing damage. 
   
  Mimic 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 15 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 17	(+3)		
  12	(+1)		 15	(+2)		
  5	(-3)		
  13	(+1)		
  8	(-1)		
  	
  Skills Stealth +5 
  Damage Immunities acid 
  Condition Immunities prone 
  Senses darkvision 60ft., passive Perception 11  
  Languages - 
  Challenge 2 (450 XP)  
   
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn 't 
  transformed. It reverts to its true form if it dies. 
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage. 
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an 
  ordinary object. 
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If 
  the mimic is in object form, the target is subjected to 
  its Adhesive trait. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  acid damage. 
   
  Ogre 
  Large giant, chaotic evil 
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 19	(+4)		
  8	(-1)		
  16	(+3)		
  5	(-3)		
  7	(-2)		
  7	(-2)		
  	
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP) 
   
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 
  + 4) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
  
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  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12  
  Hit Points 16 (3d8 + 3) 
  Speed 40 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 6	(-2)		
  14	(+2)		 13	(+1)		
  6	(-2)		
  10	(+0)		
  8	(-1)		
  	
  Skills Stealth +4 (+6 in dim light or darkness)  
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened , 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained  
  Senses darkvision 60ft., passive Perception 10  
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target's Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. 
   If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
   
  Shadow Demon 
  Medium fiend (demon), chaotic evil 
  Armor Class 13  
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30 ft.  
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 1	(-5)		
  17	(+3)		 12	(+1)		
  14	(+2)		 13	(+1)		 14	(+2)		
  	
  Saving Throws Dex+5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons  
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained 
  Senses darkvision 120ft., passive Perception 11  
  Languages Abyssal, telepathy 120ft. 
  Challenge 4 (1 ,100 XP) 
  Incorporeal Movement. The demon can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the 
  demon can take the Hide action as a bonus action. 
   
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) psychic damage or, if the 
  demon had advantage on the attack roll, 17 (4d6 + 3) 
  psychic damage. 
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 10	(+0)		
  14	(+2)		 15	(+2)		
  6	(-2)		
  8	(-1)		
  5	(-3)		
  	
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60ft., passive Perception 9  
  Languages understands all languages it knew in life but 
  can't speak  
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
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  Stirge 
  Tiny beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 40 ft. 
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 4	(-3)		
  16	(+3)		 11	(+0)		
  2	(-4)		
  8	(-1)		
  6	(-2)		
  	
  Senses darkvision 60 ft., passive Perception 9 
  Languages -- 
  Challenge 1/8 (25 XP)  
  Actions 
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and 
  the stirge attaches to the target. While attached, the 
  stirge doesn't attack. Instead, at the start of each of the 
  stirge's turns, the target loses 5 (1d4 + 3) hit points due 
  to blood loss. 
   The stirge can detach itself by spending 5 feet of its 
  movement. It does so after it drains 10 hit points of 
  blood from the target or the target dies. A creature, 
  including the target, can use its action to detach the 
  stirge. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thug 
  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. 
  Actions 
  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. 
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  
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  Appendix 3: Maps 
  Map 1. The Old Shadeharbor Hospital 
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
  
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  26 
   
  Appendix 4: A Lost Child (Bonus Objective A.) 
  Estimated	Duration:	60	minutes
  	
  In	this	section,	the	characters	cross	paths	with	a	
  child	who	has	become	lost	in	the	hospital	and	
  must	rescue	him.		
  Bonus Objective A 
  Escort	Caleb	safely	from	the	hospital.		
  Lost Boy 
  The	encounter	with	Caleb	can	occur	in	any	empty	
  room	of	the	hospital.		
  	 The	characters	cross	paths	with	a	child	from	the	
  village	named	Caleb	who	snuck	into	the	hospital	
  on	a	dare.	Caleb	is	hurt,	lost,	and	unsure	how	to	
  get	out.		
  The sound of weeping draws your attention to a room 
  filled with odd, fleshy bulbs surrounded by scraps of bone. 
  A small figure, hunched in a corner crying, is the source of 
  the weeping.  
  • Caleb	is	huddled	in	a	corner	crying,	his	
  shoulders	trembling	as	he	does.		
  • His	clothing	is	torn	and	ripped,	and	a	nasty	
  wound	on	his	arm	leaks	blood	onto	the	floor.			
  • The	fleshy	bulbs	are	three	maw	demons,	their	
  mouths	closed	up	and	their	clawed	arms	tucked	
  in,	making	it	look	as	if	they	have	“grown”	from	
  the	floor.		
  	 The	demons	intend	to	eat	the	child	and	attack	
  any	characters	who	approach	him.	
  	 Once	the	demons	are	dealt	with	Caleb	calms	
  quickly,	trying	to	put	on	a	brave	face.	He	is	six	
  years	old,	and	his	older	brother	dared	him	to	
  sneak	into	the	hospital	and	spend	the	night.		
  	 The	wound	in	his	arm	came	from	the	mimic	in	
  the	East	Ward,	and	he	tells	the	characters	about	
  how	he	saw	a	book	sitting	on	a	small	table,	then	
  the	table	bit	him!	He	ran	away	as	quick	as	he	
  could.	The	boy	did	not	encounter	the	demon	in	
  that	area	or	see	any	of	the	oddities	of	the	room.	
  	
  	
  	
  	
  	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.  
  • Very Weak: Remove 2 maw demons.  
  • Weak: Remove 1 maw demon.  
  • Strong: Add 1 maw demon. 
  • Very Strong: Add 2 maw demons.  
  Gargoyles 
  As	the	characters	leave	the	hospital,	with	Caleb	in	
  tow,	they	draw	the	attention	of	a	couple	gargoyles	
  on	the	building’s	roof.		
  A few of the gargoyles on that stand vigil atop the hospital 
  turn their head towards you, cruelty in their eyes, and leap 
  into the air, descending towards you!  
  The	two	gargoyles	fight	to	the	death,	crumbling	
  first	to	rocks	and	then	dust,	before	finally	
  vanishing	into	nothing	when	defeated.	If	the	
  characters	look	back	at	the	hospital’s	roof,	after	
  the	fight,	the	creatures	have	returned	to	their	
  place	atop	the	hospital.		
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.  
  • Very Weak or Weak: Remove 1 gargoyle.  
  • Very Strong: Add 1 gargoyle.  
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  
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  27 
   
   
  Appendix 5: The Dark One (Bonus Objective B.) 
  Estimated	Duration:	60	minutes	
   
  	
  In	this	section,	the	characters	must	destroy	a	
  demon	and	recover	a	key	from	its	lair.	This	bonus	
  objective	replaces	Scene	L.	
  Bonus Objective B 
  Recover	the	key	from	the	administrator’s	office.		
  The Shade of Elinor Fayrn 
  This	encounter	can	be	placed	anywhere	in	the	
  hospital	and	should	be	run	before	the	characters	
  near	the	administrator’s	office.		
  	 As	the	character	explore	the	hospital,	they	
  encounter	the	shade	of	Elinor	Fayrn’s	mother.	Not	
  quite	a	ghost,	but	not	a	manifestation	of	Cherise’s	
  either.	The	shade	is	harmless,	but	can	offer	some	
  information	to	the	characters.		
  A woman appears as if from nowhere, shrieking as she 
  races down the corridor.  
  • The	woman’s	long	hair	falls	in	front	of	her	
  face,	hiding	it	from	view.		
  • She	moves	erratically,	apparently	unaware	of	
  the	characters,	looking	around	and	calling	out	
  the	named	“Elinor”	over	and	over.		
  • Occasionally	she	stops	and	begins	weeping,	
  asking	no	one	in	particular,	“Where	is	my	little	
  girl?	What	have	they	done	with	my	Elinor?”				
  The	woman	collides	with	the	front	character	and	
  begins	wheezing.	If	the	characters	interact	with	
  her,	she	turns	towards	the	speaker,	her	hair	falling	
  out	of	her	face	to	reveal	eyes	that	are	milky	white	
  with	death.	Finger	marks	and	bruising	on	her	neck	
  suggest	she	was	strangled.	
  	 The	woman	is	looking	for	her	daughter	Elinor,	
  and	she	pleads	with	the	characters	to	help	her.	As	
  far	as	the	woman	knows,	it’s	still	the	year	of	the	
  plague,	and	her	daughter	is	meant	to	be	released	
  from	the	hospital	today.	However,	when	she	went	
  to	get	her,	there	was	a	“nasty	little	girl”	in	the	
  room,	but	her	daughter	was	nowhere	to	be	seen.			
  	
  Talking	to	the	Shade	
  Before	the	characters	can	get	the	woman	to	say	
  anything	of	interest,	they	need	to	calm	her,	which	
  can	be	accomplished	with	a	successful	DC	13	
  Wisdom	(Persuasion)	check.	If	they	mention	
  that	they	know	Elinor,	and	that	she	is	alive	and	
  well,	they	gain	advantage	on	the	check.		
  	 Once	they	get	her	talking,	the	shade	can	offer	
  the	following	insights	about	the	hospital:		
  • The	“nasty	little	girl”	lives	in	the	basement,	but	
  she	doesn’t	let	anyone	into	her	room.		
  • The	door	to	the	basement	is	locked,	and	the	key	
  is	in	the	administrator’s	office.		
  • A	long	time	ago,	the	“nasty	little	girl”	lost	her	
  doll	and	her	favorite	book.	Both	are	still	in	the	
  hospital,	one	in	each	of	the	wards.			
  • She’s	pretty	sure	that	something	“bad”	has	
  invaded	the	hospital.		
  The Shadow Demon 
  	
  In	life,	Cherise	remembered	the	hospital	
  administrator	as	a	stern,	unfriendly	person.	The	
  shadow	demon	that	haunts	this	room	scares	her	
  as	much	as	the	administrator	once	did.	She	has	
  visited	it	only	once,	and	it	attacked	her,	feasting	
  deeply	on	the	child’s	terror.	Since	then,	this	room	
  is	the	one	place	Cherise	is	afraid	to	visit.		
  The door swings open silently, revealing a long, dark hall.  
  • There	is	no	light,	and	no	sound,	in	this	hall	and	
  adjoining	room	(and	see	Dangers	of	the	
  Environment	below).	
  • The	hallway	seems	to	stretch	on	for	hundreds	
  of	feet,	a	palpable	feeling	of	dread	welling	up	
  within	the	characters	as	they	gaze	down	it.			
  • Shapes	flit	in	and	out	of	the	shadows	just	at	
  the	edge	of	the	characters’	light.	
  • At	the	far	end,	a	broken	doorway	hangs	limply	
  on	one	of	its	hinges.		
  	 Four	shadows	dwell	in	the	darkened	corridor,	
  attacking	anyone	who	enters.	A	shadow	demon	
  haunts	the	far	room,	but	only	joins	a	battle	in	the	
  hallway	if	a	character	approaches	the	door.					
  Planar Rift 
  The	far	room	contains	a	planar	rift.	It	is	marked	on	
  the	map	“	
  	”,	and	can	be	located	with	a	detect	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  28 
   
  magic	or	see	invisible	spell	(or	similar	magic),	or	a	
  successful	DC	15	Intelligence	(Arcana)	check.	
  Once	discovered,	it	appears	as	a	flickering	vortex	
  hanging	in	the	air	a	few	inches	from	the	ground.	
  Closing	the	vortex	requires	three	successful	DC	
  15	Intelligence	(Arcana)	checks	or	magic	such	
  as	a	banishment	or	dispel	magic	spell	(no	check	
  needed).	
  Dangers of the Environment 
  While	the	planar	rift	remains	active,	any	and	all	
  light	sources,	magical	or	mundane,	provide	only	
  10	feet	of	dim	light.		
  Treasure 
  In	the	room	at	the	far	end	of	the	hall	is	the	broken	
  remains	of	a	desk.	An	iron	key	is	located	in	the	
  desk,	which	opens	the	opens	the	door	in	Scene	M.	
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.  
  • Very Weak or Weak: Remove 2 shadows. The shadow 
  demon has 30 hit points.    
  • Strong: Add 4 shadows. 
  • Very Strong: Add 4 shadows and 1 shadow demon.  
  		
  	
  	
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  29 
   
  Appendix 6: A Plea for Help (Player Handout 1) 
  	
  A	young	nurse	named	Alexis	has	asked	you	to	help	her	set	the	spirit	of	a	ghost	
  to	rest.	The	ghost,	once	a	child	named	Cherise	Fen,	grew	up	in	Shadeharbor’s	
  orphanage	and	died	decades	ago	when	a	terrible	plague	swept	through	the	
  town.	She	now	haunts	the	hospital	ward	where	she	died.		
  	
  Alexis	suggested	you	talk	to	some	of	the	townsfolk	who	knew	Cherise	in	life,	
  including:		
  	
  • Mayweather	Bell,	an	older	man	who	worked	as	a	nurse	at	the	hospital.	
  • Stella	Gertrude,	the	matron	of	the	orphanage	where	Cherise	grew	up.			
  • Dannel	Star,	one	of	Cherise’s	childhood	friends.		
  • Elinor	Fayrn,	the	last	person	to	see	the	ghost	before	the	hospital	was	
  shuttered.		
  	
   
  	
  	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  30 
   
  Appendix 7: The Adventures of Cherise and Antonia  
  	
  Characters	completing	this	adventure’s	objective	
  unlock	this	magic	item.		
  The Adventures of Cherise and 
  Antonia 
  Wondrous	item,	uncommon	
  This	book	contains	short	stories	and	pictures	
  written	by	a	young	child.	It	shows	the	pair	on	a	
  thousand	different	adventures.		
  	 You	can	use	an	action	to	tear	a	picture	from	the	
  book	and	throw	it	up	to	20	feet.	When	it	lands,	it	
  transforms	into	the	image	shown	on	the	page,	
  which	you	determine	by	rolling	a	d8	and	
  consulting	the	table	below.	See	the	Monster	
  Manual	for	the	creature’s	statistics.		
  	 The	creature	is	friendly	to	you	and	your	
  companions,	and	it	acts	on	your	turn.	You	can	use	
  a	bonus	action	to	command	how	the	creature	
  moves	and	what	action	it	takes	on	its	next	turn,	or	
  to	give	it	general	orders,	such	as	to	attack	your	
  enemies.	In	the	absence	of	such	orders,	the	
  creature	acts	in	a	fashion	appropriate	to	its	
  nature.	
  	 Once	three	pages	have	been	torn	from	the	book,	
  the	book	can't	be	used	again	until	the	next	dawn,	
  when	the	pages	magically	return	to	the	book.	
  	
  D8 
  Creature 
   
  D8 
  Creature 
  1 
  Jackal 
   
  5 
  Black bear 
  2 
  Ape 
   
  6 
  Giant weasel 
  3 
  Baboon 
   
  7 
  Giant hyena 
  4 
  Axe beak 
   
  8 
  Tiger 
  	
  	 Mechanically,	this	item	functions	exactly	like	a	
  tan	bag	of	tricks,	a	description	of	which	can	be	
  found	in	the	Dungeon	Master’s	Guide.		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-Ziege-04-01 The Miser’s Glory 
   
   
  31 
   
  Appendix 12: Dungeon Master Tips 
  	
  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	4.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To	DM	an	adventure,	you	must	have	3	to	7	players—
  each	with	their	own	character	whose	level	is	within	
  the	adventure’s	level	range.	Characters	playing	in	a	
  hardcover	adventure	may	continue	to	play	to	but	if	
  they	play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	one	if	they’re	outside	its	level	
  range.	
  Preparing the Adventure 
  Before	you	start	play,	consider	the	following:	
  ● Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	
  yourself	of	while	running	the	adventure,	such	as	
  a	way	you’d	like	to	portray	an	NPC	or	a	tactic	
  you’d	like	to	use	in	a	combat.	Familiar	yourself	
  with	the	adventure’s	appendices	and	handouts. 
  ● Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	notecards,	a	
  DM	screen,	miniatures,	and	battlemaps. 
  ● Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.) 
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master,	but	may	only	
  play	it	once	with	a	given	character.	Ensure	each	
  player	has	their	character’s	adventure	logsheet	(if	
  not,	get	one	from	the	organizer).	The	players	fill	out	
  the	adventure	name,	session	number,	date,	and	your	
  name	and	DCI	number.	In	addition,	the	player	also	
  fills	in	the	starting	values	for	advancement	and	
  treasure	checkpoints,	downtime	days,	and	renown.	
  These	values	are	updated	at	the	conclusion	of	the	
  session.		
  	 Each	player	is	responsible	for	maintaining	an	
  accurate	logsheet.	If	you	have	time,	you	can	do	a	
  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	irregularities.	If	they	cannot,	
  feel	free	to	restrict	item	use	or	ask	them	to	use	a	
  standard	ability	score	array.		
  	 Point	players	to	the	D&D	Adventurers	League	
  Players	Guide	for	reference.	If	players	wish	to	spend	
  downtime	days	and	it’s	the	beginning	of	an	
  adventure	or	episode,	they	can	declare	their	activity	
  and	spend	the	days	now,	or	they	can	do	so	at	the	end	
  of	the	adventure	or	episode.	Players	should	select	
  their	characters’	spells	and	other	daily	options	prior	
  to	the	start	of	the	adventure,	unless	the	adventure	
  specifies	otherwise.	Feel	free	to	reread	the	
  adventure	description	to	help	give	players	hints	
  about	what	they	might	face.	
  Adjusting This Adventure 
  When	combat	is	a	possibility,	the	adventure	will	
  provide	a	sidebar	that	helps	you	to	determine	the	
  best	mix/number	of	opponents	to	provide	them	with	
  to	create	an	appropriate	challenge.	While	you’re	not	
  bound	to	these	adjustments;	they’re	here	for	your	
  convenience	and	consideration.	
  	 To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	result	by	the	number	
  of	characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	average	party	level	(APL).	
  To	approximate	the	party	strength	for	the	
  adventure,	consult	the	table	below.	
  Determining Party Strength 
  Party Composition Party  
  Strength 
  3-4 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 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ZiegeCon (ZIEGE)/CCC-ZIEGE-04-02 The Widows Fang.pdf