TEXT:  
   
   
  
   
   
   
  CCC-MAG01-01 
   
  Mischief at the Festival 
   
   
   
   
   
  The annual Magic and Gold Festival in Thentia has begun! Come watch some shows, eat some 
  food, play some games, and solve a murder. 
   
   
  Four 1-Hour Adventures for Tier 1 Characters 
  Optimized for APL 3  
  CREDITS
  Lead Designer: Y. Michael Zhang 
  Editing: Y. Michael Zhang 
  Art Director & Graphic Designer: Y. Michael Zhang 
  Cover Art: Whiteoxygen, Patrick E. Pullen 
  Interior Art: PenWin / Shutterstock.com, VSX47,  
  Patrick E. Pullen, Wizards of the Coast,  
  some artwork © 2015 Dean Spencer, used with 
  permission. All rights reserved. 
  Cartography: Jeremy Hochhalter, 2-Minute Tabletop,  
  Y. Michael Zhang 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: LaTia 
  Bryant, Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, 
  Greg Marks, Alan Patrick, Travis Woodall
   
  Playtesters: Andrew Bahls, Ken Beckman, Christopher Cheng, Gina Dawson, Phil Dawson, Richard Gejji,  
  Glenn Harris, David Joyce, Heather Joyce, Jordan Smith, Michael Woods 
   
   
   
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  express written permission of Wizards of the Coast. 
   
  ©2020 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
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  3 
  Adventure Primer 
  “Let us celebrate the occasion with wine and sweet 
  words.” 
  – Plautus 
   
  This adventure is designed for three to seven 1st to 
  4th-level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot participate 
  in this adventure. 
  Easy to Run, Easy to Play 
  This adventure is written to provide a good introductory 
  experience, both for new players and for new DMs. While 
  there are still a lot of interesting surprises for experienced 
  players to enjoy, the adventure always keeps accessibility in 
  mind. This is a great way for new DMs to learn how to run 
  D&D adventures, and for new players to get a taste of the 
  breadth of experiences possible in D&D. 
   
  The combats in this adventure are tuned to provide a good 
  experience for brand new players. There is an option listed in 
  each combat encounter to increase the difficulty for 
  experienced players. When running for veteran D&D players 
  with well-built characters, consider using that option in 
  addition to the normal combat adjustment. 
  Background 
  THENTIA is a city on the Moonsea dominated by the 
  power of independent mages and merchants. The 
  annual MAGIC AND GOLD FESTIVAL is a city-wide 
  celebration of the mutual cooperation between the 
  two groups and the prosperity that they have brought 
  to Thentia. 
   Over the course of four days, citizens and guests of 
  the city feast, shop, watch concerts, play games, and 
  attend panels dedicated to various topics of magical 
  or mercantile interest. It is a festival unlike any other 
  in the entire Moonsea region. 
   But with so many people and so much magic 
  gathered together, trouble will inevitably rear its ugly 
  head. Even at a festival like this, there are still plenty 
  of jobs for the hardworking adventurer! 
  Episode Structure 
  This adventure is split into four episodes that each 
  take approximately 1 hour to play. Each of the 
  episodes can be played individually as a mini-
  adventure, or they can be played together in any 
  order as a longer adventure. Each session should 
  start with the introduction before the players select 
  their episode. 
  • Introduction: The Magic and Gold Festival. The 
  adventurers arrive in Thentia in the midst of the 
  Magic and Gold Festival and must choose which of 
  the many attractions to explore. 
  • Episode 1: Working in Concert. When a famous 
  bardic troupe goes missing right before their 
  concert, the adventurers must step on stage to save 
  the evening. The show must go on! 
  • Episode 2: Food Fight. Eating meals at a festival 
  can always be harmful to one’s figure and finances, 
  but now animated cuisines are causing harm in a 
  more literal fashion. The adventurers must put 
  down the rowdy rations before the diners turn into 
  dinner! 
  • Episode 3: Faire and Free. As the adventurers 
  enjoy the booths and contests at the Vendor and 
  Gaming Faire, they get recruited to lead a family of 
  runaway slaves to freedom. 
  • Episode 4: Live Long and Prosper. When one of 
  the researchers speaking on the alchemy panel gets 
  murdered, the adventurers must figure out which 
  of the other panelists wanted her dead, and why. 
   
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  4 
  Introduction – The Magic and Gold Festival 
  Estimated Duration: 10 minutes
  A. New to the Festival 
  If any of the adventurers are playing their first 
  episode of the adventure, read: 
  Thentia is a city on the Moonsea dominated by 
  powerful independent mages. The annual Magic and 
  Gold Festival honors the cooperation between the 
  mages and merchants of the city through four days 
  of glorious celebration. Traders, scholars, nobles, 
  and adventurers from all across the Moonsea come 
  to Thentia to enjoy the concerts, games, and panels 
  at the festival. There is so much to see and enjoy. 
  Have the characters introduce themselves. 
  B. Returning to the Festival 
  If any of the adventurers have already played at 
  least one episode, they had a chance to long rest 
  from their activities yesterday. Now they can pick a 
  different part of the festival to go see. 
  Choosing an Episode 
  Give out the Map of Thentia to your players. There 
  are four attractions highlighted on the map, each of 
  which corresponds to an episode in the adventure. 
  The choices are: 
  • Episode 1 – Working in Concert 
  The celebrity bardic troupe Rage Against the 
  Modrons will be performing a lively concert at the 
  Beacon inn. 
  • Episode 2 – Food Fight 
  A massive food court set up around the Mage Pit 
  inn offers a wide variety of delicious cuisine from 
  all around the Moonsea. 
  • Episode 3 – Faire and Free 
  The Vendor and Gaming Faire fills Heroes’ Square 
  with such a wide variety of exhibits, games, and 
  booths that everyone can find something to enjoy 
  here. 
  • Episode 4 – Live Long and Prosper 
  The Spiraling Tower will host a panel featuring 
  four great experts in alchemy here to discuss their 
  latest breakthrough. 
  Let the players choose which location they want to 
  go to. Just make sure none of the adventurers 
  have already played the episode they select. 
   
   
   
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  5 
   
   
  The Vendor and Gaming Faire 
  fills Heroes’ Square with such a 
  wide variety of exhibits, games, 
  and booths that everyone can 
  find something to enjoy here. 
  A massive food court set up 
  around the Mage Pit inn 
  offers a wide variety of 
  delicious cuisine from all 
  around the Moonsea. 
  The Spiraling Tower 
  will host a panel 
  featuring four great 
  experts in alchemy 
  here to discuss their 
  latest breakthrough. 
  The celebrity bardic troupe 
  Rage Against the Modrons 
  will be performing a lively 
  concert at the Beacon inn. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  6 
  Episode 1: Working in Concert 
  Estimated Duration: 60 minutes
   
  The adventurers have decided to head over to the 
  Beacon inn to watch a concert by the famous bardic 
  troupe Rage Against the Modrons. 
  Completing the Episode 
  To complete Episode 1, the adventurers must 
  rescue the bards and attempt to entertain the crowd. 
  Scene A. Standing Room Only 
  The Beacon is the best-known inn in Thentia. A small 
  white globe atop the roof emits continuous light, 
  giving the inn its name. It is normally a popular place 
  to stay for adventurers and travelers, but now the 
  common room is packed tight with eager festival-
  goers awaiting the night’s entertainment. 
   Flyers upon the walls proclaim that the celebrity 
  bardic troupe Rage Against the Modrons will be 
  performing their new song Mistress of Elventree here 
  tonight. Excitement is high, and the common room is 
  already filled to the brim with fans. 
  As the adventurers wait in line trying to get into the 
  inn, Arveen Cinderlight, the proprietor of the 
  Beacon, intercepts them. She tells the remaining 
  people in line (including the adventurers) that the 
  Beacon is at capacity and can’t admit any more 
  customers. Disappointed fans grumble to themselves 
  and disperse from the entrance. 
   After Arveen makes the announcement, she eyes 
  the outside of the inn, scanning the crowd looking 
  for her guests of honor. When she fails to find the 
  bards, she decides to pull the adventurers aside and 
  make them an offer. 
   Objectives/Goals. Rage Against the Modrons is 
  scheduled to start playing in two hours, and the 
  troupe should have arrived already so they can 
  prepare for their show. Arveen knows that her 
  customers would be extremely disappointed if the 
  concert is canceled, so she wants to hire the 
  adventurers to find the bards and ensure that they 
  arrive here safe and ready to perform. 
   What Does She Know? The bardic troupe planned 
  to arrive at Thentia’s docks this afternoon aboard 
  the Sea Drake. Arveen received word when the Sea 
  Drake docked an hour ago, but Rage Against the 
  Modrons is still nowhere to be seen. Arveen knows 
  that the bards can be rather flighty and easily-
  distracted, so she tells the adventurers to head for 
  the docks, figure out where the bards went, and lead 
  them back to the Beacon. In exchange, Arveen will 
  allow the party free entry to the concert (which is 
  otherwise sold out). 
   Arveen can tell the adventurers about the 
  members of Rage Against the Modrons. She 
  describes each of the bards as follows: 
  • Riardo the Sly. He is a half-drow and the lead 
  singer. He also plays the lute. 
  • Jotom. She is a kobold who plays the pan flute. 
  • Passion. She is a tiefling who plays the drums. 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  7 
  Scene B. Breaking Up is Hard to Do 
  It takes half an hour of travel to reach the docks. 
  Despite the relatively short distance, the sheer 
  amount of people at the festival makes travel slow, 
  especially since festival-goers keep stopping in the 
  middle of the street to get portraits together with 
  actors in fancy costumes. 
   Once the adventurers get to the docks, they learn 
  from the captain of the Sea Drake that the three 
  bards have already left the ship and made their own 
  way into the streets of Thentia. They seemed excited 
  to explore the festival, and they declined the 
  captain’s suggestion to hire a guide to lead them to 
  the Beacon. 
   To find out where the bards went, the adventurers 
  need to make a DC 11 Intelligence (Investigation) 
  check to look for clues as to their whereabouts or a 
  DC 11 Charisma (Persuasion) check to deduce 
  their location by asking other festival-goers. If none 
  of the adventurers succeed at one of these checks, 
  the party wastes an additional half hour before 
  eventually stumbling onto the troupe. 
  Rage Against the Bards 
  The adventurers finally stumble upon Rage Against 
  the Modrons a few blocks away from the docks. 
  The three bards are cornered in a dead-end alleyway 
  by a man with wild hair and a drum set strapped 
  against his bare chest. 
   Jotom the kobold is trying to squeeze through a 
  crack in the wall but her instrument bag doesn’t 
  quite fit. Passion is out cold with a dagger wound on 
  her arm while Riardo carries her unconscious body. 
  He says in defiance, “This is totally not cool, Thazar. 
  Why you gotta be such a buzz-kill?” 
   The drummer replies, “It’s your own damn fault 
  for firing me! I have more talent in my fingernails 
  than that tiefling has in her entire body! Once the 
  poison does its job, you’ll have no choice but to let 
  me rejoin the troupe!” 
  When Riardo sees the adventurers arrive, he shouts 
  out for their help. 
  Creatures/NPCs 
  Thazar Nath-rem, a musician, stands between the 
  adventurers and the three bards. He has a hired 
  thug with him. Thazar is enraged that the 
  adventurers would interrupt his reunion with the 
  troupe, so he and his hireling immediately turn to 
  attack the adventurers. Use Dead End Alley Map if 
  you wish to use a map for this combat. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove the thug. Add a bandit. 
  • Weak: Remove the thug. Add two bandits. 
  • Strong: Thazar is a drummer instead of a musician. 
  • Very Strong: Add a thug. Thazar is a drummer instead of a 
  musician. 
   Experienced Players: Add a thug. 
  Riardo, Jotom, and Passion are noncombatants. 
  During the battle, Riardo requests that the 
  adventurers avoid killing anyone if possible, since 
  “We’re all one with the land and stuff,” but he 
  doesn’t insist. Riardo and Jotom can intervene to 
  feed the adventurers potions of healing if anyone 
  starts dying. 
  The Best Medicine 
  After the adventurers defeat Thazar and his thugs, 
  Riardo and Jotom thank them for the rescue. A few 
  Warders (Thentia’s police force) arrive on the scene 
  as well, but they recognize Rage Against the 
  Modrons and rush to help the bards and take any 
  unconscious criminals into custody. 
   Riardo and Jotom sustained some minor injuries, 
  while Passion is very hurt and suffering from a 
  poison that keeps her comatose. Due to the trauma, 
  all three bards are physically and mentally in no 
  shape to perform. They tell the adventurers to 
  return to the Beacon and tell the proprietor that they 
  have to cancel their concert for tonight. The Warders 
  will lead the three bards to the nearest temple for 
  healing. 
   If any of the adventurers heal the bards (either by 
  restoring any of their hit points or by curing 
  Passion’s poison), the bards are even more grateful, 
  but they still want to go to the temple to recover 
  from their emotional distress. Unlike adventurers, 
  they are not accustomed to being the target of 
  attempted murder. However, each character who 
  provides healing this way gains inspiration for 
  their good deed. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  8 
  Scene C. The Show Must Go On! 
  It takes another half hour to return to the Beacon. By 
  this point, Arveen looks like she is in full panic mode, 
  and news of Rage Against the Modrons’ cancellation 
  do not improve her mood at all. Since the inn is 
  already sold out for the concert, she begs the 
  adventurers to put on their own show to mollify the 
  angry fans who might otherwise tear the inn apart. 
  She promises that if they can satisfy the crowd for 
  the night, she will pay them with gold and give them 
  free room and board during the festival. 
  A Night to Remember 
  Depending on how quickly the adventurers found 
  the bards earlier, they can have anywhere from 15 
  minutes to 45 minutes left to prepare their 
  performance. Ask the players to plan out what sort 
  of show they want to put on. They can put together 
  any kind of entertainment they like (music, magical 
  storytelling, feats of strength, etc.), performed either 
  as individuals or as a group. 
   Once the performance starts, have each player 
  describe what their character is doing, and then 
  they make a DC 12 ability check using a relevant 
  skill or tool. If they use a spell, ability, or 
  background feature to accompany their act or they 
  provide a detailed description of their performance, 
  consider granting them advantage or even automatic 
  success. 
  • If at least half the adventurers succeed on their 
  performance, the night is a big success. The 
  customers get over their initial disappointment at 
  missing out on hearing Rage Against the Modrons 
  perform and are more than happy with the 
  replacement. Arveen thanks the adventurers by 
  providing them free room and board for the rest of 
  the Magic and Gold Festival, and giving them a 
  special reward (see Treasure below). 
  • If fewer than half the adventurers succeed on 
  their performance, the customers heckle the 
  performers off the stage and demand their money 
  back. Arveen thanks the adventurers for trying. 
  For their effort, she still pays them and gives them 
  free rooms for the night. 
  Treasure 
  Regardless of the result, Arveen pays the 
  adventurers for their performance. 
   If the adventurers succeeded in entertaining the 
  customers, Arveen also gives them a spell scroll of 
  major image that she was saving for Passion (since 
  she heard that the tiefling likes colorful visuals to go 
  along with her concerts). 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  9 
  Episode 1: Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your 
  players that the amount of gold that their characters 
  can earn per level is limited; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items: 
  • Spell Scroll of Major Image 
  Dungeon Master Rewards 
  For running this adventure, one of your character 
  gains a level. That character receives gold based on 
  their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  You may be able to exchange this reward for other 
  benefits. See the Adventurers League DM Rewards 
  document for more information. 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  10 
  Episode 1: NPC Summary 
   
  The following NPCs feature prominently in this 
  episode.  
  • Arveen Cinderlight (are VEEN SIN der lite). 
  Human proprietor of the Beacon inn. She has hired 
  Rage Against the Modrons to perform a concert in 
  her inn during the Magic and Gold Festival. 
   Personality: I am professional and to the point. 
   Ideal: Time is money, friend! 
   Bond: My business is my life. 
   Flaw: I start to panic when things don’t go 
  according to plan. 
   
  • Riardo the Sly (re ARE do). A half-drow and a 
  member of Rage Against the Modrons. He is the 
  troupe’s lead singer, and he also plays the lute. 
   Personality: I find everyday stuff like super 
  fascinating. 
   Ideal: All life is connected in this really big circle. 
   Bond: That Thazar dude is a huge kill-joy. My new 
  troupe-mates are way more fun. 
   Flaw: I love spending time with my fans… Uh, what 
  was I supposed to do again today? 
   
  • Jotom (YO tum). A kobold and a member of Rage 
  Against the Modrons. She plays the pan flute. 
   Personality: Despite being a celebrity, I get shy 
  around people.  
   Ideal: I just want a place where I can belong. 
   Bond: This troupe is my family. 
   Flaw: I try to hide at the smallest sign of danger. 
  • Passion. A tiefling and a member of Rage Against 
  the Modrons. She plays the drums using her hands 
  and tail. 
   Personality: I am always cheery and upbeat. 
   Ideal: Life isn’t worth living if we can’t enjoy it to its 
  fullest. 
   Bond: I am a new addition to the troupe, but I am 
  already a fan favorite. 
   Flaw: When I focus on my music, I tend to drown 
  out everything else.  
   
  • Thazar Nath-rem (tha ZAR NAATH rem). A 
  human and former member of Rage Against the 
  Modrons who left the troupe on bad terms. He 
  plays the drums and bears a grudge against 
  Passion for taking his spot. 
   Personality: I like to insult people in inventive 
  ways. 
   Ideal: Everyone should obey my demands. 
   Bond: I will get back into the troupe, one way or 
  another. 
   Flaw: I am the greatest musician in the world and 
  nobody better tell me otherwise. 
   
    
   
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  11 
  Episode 1: Creature Statistics 
   
  Bandit 
  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) 
  Actions 
  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. 
  Drummer (Bard) 
  Medium humanoid (any race), any alignment 
  Armor Class 15 (chain shirt) 
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Spellcasting. The drummer is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It has the following bard spells 
  prepared: 
   
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, heroism, 
  sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The drummer can perform a song while 
  taking a short rest. Any ally who hears the song regains 
  an extra 1d6 hit points if it spends any Hit Dice to 
  regain hit points at the end of that rest. The drummer 
  can confer this benefit on itself as well. 
  Taunt (2/Day). The drummer can use a bonus action 
  on its turn to target one creature within 30 feet of it. If 
  the target can hear the drummer, the target must 
  succeed on a DC 12 Charisma saving throw or have 
  disadvantage on ability checks, attack rolls, and saving 
  throws until the start of the drummer’s next turn. 
  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 
  ft./320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  12 
  Musician (Barovian Witch) 
  Medium humanoid, chaotic evil 
  Armor Class 10 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  7 (-2) 
  11 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
   
  Skills Arcana +4, Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Spellcasting. The musician is a 3rd-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 
  to hit with spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): mage hand, prestidigitation,  
  ray of frost 
  1st level (4 slots): ray of sickness, sleep,  
  Tasha’s hideous laughter 
  2nd level (2 slots): alter self, invisibility 
  Actions 
  Claws (Requires Alter Self). Melee Weapon Attack: +3 
  to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing 
  damage. This attack is magical. 
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20 ft./60 ft., one target. Hit: 2 (1d4) 
  piercing damage. 
   
  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 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  13 
  Episode 1: Dead End Alley Map 
   
  Map by 2minutetabletop.com 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  14 
  Episode 2: Food Fight 
  Estimated Duration: 60 minutes
   
  No festival is complete without ample food for sale. 
  The adventurers have decided to head over to the 
  northeastern food court to enjoy a well-earned 
  lunch. 
  Completing the Episode 
  To complete Episode 2, the adventurers must meet 
  Cultivation and try to either negotiate with it or 
  defeat it (even if they are unsuccessful in doing so). 
  Scene A. Unconventional Cuisine 
  The northeastern part of Thentia has been converted 
  into a large food court served by dozens of chefs 
  from all around the Moonsea. Cabbage soup from 
  Phlan, roast lamb from Hillsfar, wild boar from the 
  Cormanthor Forest, and all sorts of other foods are 
  found in these stalls, with the tenfold price mark-up 
  one would expect at a festival like this. 
   As you start browsing the stalls, you hear 
  screaming around the Mage Pit inn. People are 
  shouting in alarm and fear as their food comes to life 
  and threatens to turn diners into dinner. A child’s 
  pudding dessert begins to extend slimy pseudopods. 
  A suckling pig pulls itself free from the spit and 
  charges at the crowd. Giant blue crabs crawl out of a 
  big pot of seafood soup with pincers snapping. All 
  around, there is chaos and confusion. 
  Creatures/NPCs 
  There are two animated puddings, two boars, and 
  two blue crabs. Since everyone is running for their 
  lives while the adventurers stay, the animated food 
  focus their attention on them. Use Food Court Map 
  if you wish to use a map for this combat. 
   There are more animated foods that guards are 
  dealing with off-screen. If the party gets into major 
  trouble, some of them might step in to help. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove an animated pudding and a boar. 
  • Weak: Remove an animated pudding. 
  • Strong: Remove two boars. Add a big boar. 
  • Very Strong: Remove two boars and a blue crab. Add two 
  big boars. 
   Experienced Players: Add an animated pudding. 
  Development 
  Any adventurer who makes a DC 13 Wisdom 
  (Perception) check notices some strange seed pods 
  growing from the ground near the places where the 
  food animated. A DC 13 Intelligence (Nature) check 
  confirms that these pods have shed some spores and 
  are not entirely natural. 
  Scene B. A Mage-r Pitfall 
  After the food monsters are defeated, people start to 
  return to the food district, though they give 
  suspicious looks to the rest of the food. Gelzira 
  Tunnelly, the elderly halfling proprietor of the Mage 
  Pit, cheers for the adventurers’ efforts to protect 
  people from the food attack and invites them inside 
  his establishment for a free celebratory lunch. 
  Area Information 
  The Mage Pit has the following features: 
   Dimensions & Terrain. The common room 
  features a large chamber 40 feet across with a glass 
  floor overlooking a network of pits underneath. 
  There are several very deep pits below, some of 
  which are overgrown with greenery. 
   Lighting. The inn itself is well-lit with small globes 
  of colorful light that hover in the air. 
   Decor. The inn is filled with bookshelves, arcane 
  insignias, and other wizardly decorations. 
  Thauguran’s Curse 
  Once the adventurers come inside the inn, Gelzira 
  seats them at a private booth and lets them order 
  whatever they like from the menu (which is 
  vegetarian-only). While they eat, he tells them about 
  Thauguran’s Curse, which he believes was 
  responsible for the food fight. They can take a short 
  rest during this meal. 
   What Does He Know? Thauguran Westlook was a 
  powerful wizard who served as Watchlord of 
  Thentia over a hundred years ago. One day, he 
  decided to leave the city for other worlds, taking 
  with him his mage tower which literally sprouted 
  legs and walked away. Gelzira in his youthful 
  ambition decided to build the Mage Pit inn over the 
  pit left behind by Thauguran’s tower. There are still 
  laboratories and magical experiments left behind in 
  the pit, and it has, over time, proved to be an 
  attractive novelty for spellcasters looking for a place 
  to stay in the city. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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   Thauguran was a vegetarian, and he left behind an 
  impressive underground garden in the pit after he 
  departed. Unfortunately, perhaps because of one of 
  his experiments, his garden has taken a militant 
  turn. The plants down there seem to have a severe 
  dislike for meat-eating, to the point that every time 
  Gelzira tries to serve meat at the Mage Pit, tendrils of 
  vines start growing through the floor, spreading 
  spores that animate food into living nuisances. 
  Having customers fear for their lives is obviously 
  bad for business. 
   Thus, the Mage Pit itself hasn’t served meat in a 
  long time, and rumors about Thauguran’s Curse 
  ended after a few decades. Gelzira has avoided the 
  garden below the inn for many years now, and he 
  hoped that the curse had simply gone away on its 
  own. Unfortunately, the Watchlord decided to shift 
  the food court for this year’s Magic and Gold Festival 
  to the northeastern corner of Thentia. Perhaps the 
  sheer amount of meat served so close to the Mage Pit 
  caused the curse to reassert itself. 
   Gelzira fears that the plants will launch additional 
  food attacks over the next few days. He shares the 
  fact that some of Thauguran’s main plant 
  experiments lie in a sealed room within the 
  garden, but he doesn’t know how to get into that 
  room nor how to actually end Thauguran’s Curse 
  down there. 
   Objectives/Goals. Gelzira wants to hire the 
  adventurers to go down into the garden under the 
  Mage Pit and end Thauguran’s Curse, whatever it 
  takes. In exchange, he is willing to pay them some 
  gold and give them free food at the Mage Pit during 
  the festival. He hopes to end the curse before anyone 
  thinks to blame his inn for the food attacks. 
  Scene C. The Root of the Issue 
  Once the adventurers agree to help Gelzira end 
  Thauguran’s Curse, the halfling leads them into a 
  basement with open access to the pits below. He 
  points out the northernmost pit as the one leading to 
  Thauguran’s garden, and then lowers a long rope 
  into that pit which descends 60 feet down. He will 
  wait up in the inn for their return. 
   Climbing down the shaft requires a DC 8 Strength 
  (Athletics) check, with advantage if that character is 
  using the rope. On a failed check, the character falls 
  after climbing halfway and lands in a soft bed of 
  vegetation, taking 3 (1d6) bludgeoning damage from 
  the fall. 
   Use Thauguran’s Garden Map to represent this 
  area. The rope and shaft descend into the middle of 
  Room C1. 
  Room C1. Chauntea’s Vineyard 
  This massive chamber is lit by a yellow floating orb 
  shedding bright light throughout the room. The 
  south side features a small vineyard with five neat 
  rows of grapevines twined around their trellises. 
   The north side of the chamber has a set of doors 
  blocked shut by twisted tree roots which are 
  connected to a wooden altar in front of the door. 
  There is a tunnel in the east and another in the west, 
  both of which are completely covered by overgrown 
  weeds and vines. Two tunnels on the south wall are 
  unobstructed, and appear to lead to a dark cavern. 
  Grape Vineyard 
  Unseen servants tend to the vineyard by pruning 
  vines, watering the plants, and harvesting the 
  grapes. Harvested grapes are left in baskets by the 
  walls which are overflowing with ripe grapes. 
  Overgrown Tunnels 
  The east and west tunnels are completely blocked 
  due to the overgrowth. They lead to side gardens 
  long overgrown with weeds. 
  Northern Doors 
  These doors lead to Room C3, but they are blocked 
  by tree roots which are connected to the altar. The 
  wall above the door bears the phrase, “Only those 
  who appreciate the harvest can find bliss in 
  Cultivation.” It is impossible to open the doors 
  except by making an offering to the altar. 
  Altar to Chauntea 
  The wooden altar is engraved with the symbol of a 
  bushel of wheat; a DC 10 Intelligence (Religion) 
  check recognizes this as the holy symbol of 
  Chauntea, goddess of agriculture, harvest, and 
  growth. The wood seems to be carved directly from 
  the thick roots blocking the northern doors. 
   Atop the altar are two round depressions which 
  serve as offering bowls. Inside the left bowl are some 
  ancient, dried up mushrooms. The wood of the right 
  bowl is stained with a dark red liquid. The color 
  resembles blood, but anyone making a DC 12 
  Intelligence (Nature) check recognizes that the color 
  more resembles some kind of fruit juice. 
   If two different kinds of freshly harvested 
  produce (e.g. fruit, vegetable, fungus) are placed 
  into the two bowls, the roots blocking the northern 
  doors retract and the doors open. Grapes can be 
  found here while mushrooms are in Room C2. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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  Room C2. Mushroom Cavern 
  Luminescent fungi cling to the walls of this cave, 
  basking the chamber in dim blue light. At the center 
  of the cave is a shallow pond of clear, still water. 
  Mushrooms of all sizes and colors grow around the 
  pond and near the walls, leaving only a small clear 
  footpath for walking around the chamber. 
  The pond bears fresh, clean water which magically 
  refills each day. The unseen servants occasionally 
  come in to draw water from the pond. 
  Mushroom Mushroom 
  There are a wide variety of mushrooms growing 
  here. Some of them are dangerous to pick. Anyone 
  can make an Intelligence (Nature) check to try to 
  identify the dangerous ones. 
  • Shriekers: These red-stemmed mushrooms with 
  holes in their gray caps are a type of shrieker 
  which emits loud sounds when touched. The 
  sound can be heard up to 300 feet away. These 
  shriekers can be identified with an 11 or higher 
  on the Intelligence (Nature) check. 
  • Timmasks: These small toadstools have orange 
  and red stripes across their beige caps. Uprooting 
  a timmask causes it to expel a 15-foot-radius cloud 
  of poisonous spores, forcing creatures in that area 
  to make a DC 12 Constitution saving throw or 
  become poisoned until they finish a short or long 
  rest. Timmasks can be identified with a 14 or 
  higher on the Intelligence (Nature) check. 
  • Thorntongues: These rough-skinned purple 
  mushrooms have long, thorny tendrils growing 
  out of their stems. Anyone touching a thorntongue 
  needs to make a DC 12 Dexterity saving throw or 
  take 4 (1d8) piercing damage as a tendril impales 
  their flesh. Thorntongues can be identified with a 
  17 or higher on the Intelligence (Nature) check. 
  The adventurers can pick mushrooms safely in this 
  chamber if they recognize and avoid all three types 
  of dangerous mushrooms. If they fail to recognize 
  one or more of them, they attempt to pick one of 
  those dangerous mushrooms first (your choice as to 
  the type), suffering the consequences associated 
  with it, before eventually settling on a harmless 
  mushroom. 
   Alternatively, if you are playing with the map 
  displayed, you can just have the players look at the 
  map and choose which kind of mushroom they pick, 
  suffering the appropriate consequences if they pick 
  one of the dangerous ones. 
  Room C3. Chamber of Cultivation 
  The doors to this chamber automatically open once 
  the right offerings are placed onto the Altar to 
  Chauntea in Room C1. 
  A mass of vines protrudes from the walls, floor, and 
  ceiling of this round chamber, every vine ending at a 
  circle of greenery in the center of the room. 
   Standing inside that circle is a large creature made 
  out of various plants and mushrooms stuck together. 
  The creature stands upright with two arms and two 
  legs, and it has two eyes looking out from its 
  mushroom head, but no mouth.  As it sees you, it 
  releases a burst of spores which latch onto everyone 
  in sight. Immediately, everyone hears a telepathic 
  voice which says, “Finally, someone has come! 
  Welcome to the master’s garden! I am Cultivation. 
  Would you like something to eat?” 
  The Lonely Gardener 
  Cultivation was an experimental being created by Thauguran 
  to manage the garden and prepare his meals. Thauguran was 
  vegetarian so he restricted Cultivation to crafting vegetarian 
  meals. When Thauguran left Thentia, Cultivation was left 
  alone in the depths of the Mage Pit without purpose or 
  direction. 
   
  Cultivation was created to serve people, but it has spent 
  over a hundred years without any people around to serve. In 
  anguish over the loneliness and pointlessness of its existence, 
  Cultivation decided to seal itself inside its chamber and rest. 
  The garden slowly succumbed to weeds until its side gardens 
  were completely overgrown. 
   
  This chamber has many vines which connect all the way to 
  the surface, transmitting Cultivation’s senses and allowing it 
  a limited amount of control beyond the pit. The vibrations 
  and smells of the food court around the Mage Pit this year 
  brought Cultivation out of its slumber. At first, it hoped that 
  people were coming to enjoy the produce from its garden, 
  but when it sensed that people were eating massive amounts 
  of meat instead of its nutritious vegetables, Cultivation felt 
  very insulted. It used hollow vines to send some of its 
  animating spore pods onto the surface to awaken the food.  
  Creatures/NPCs 
  Cultivation stands at the center of the room along 
  with a mushroom gardener who follows its orders. 
  It used its Rapport Spores ability to allow telepathic 
  communications with the adventurers. 
   Objectives/Goals. Cultivation is lonely and feels 
  anguish over its inability to fulfill its purpose of 
  serving people food. It shares its master Thauguran’s 
  distaste for meat, and it feels offended that festival-
  goers above would eat meat instead of the fruits of 
  Thauguran’s garden. It also feels guilty over 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  17 
  abandoning its gardening duties for so long and 
  allowing weeds to grow all over the place. 
  Cultivation has no intention of harming the 
  adventurers unless they attack first or they start 
  destroying the garden. 
   What Does It Know? Cultivation knows about its 
  master Thauguran and the history of the garden 
  here (see The Weary Gardener above). It is happy 
  to answer any questions. 
  Combat 
  If the adventurers turn hostile, Cultivation defends 
  itself while pleading for peace. It always chooses to 
  knock enemies unconscious instead of killing them. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Remove a mushroom gardener. Cultivation 
  has 30 hit points. 
  • Weak: Remove a mushroom gardener. 
  • Strong: Add a mushroom gardener. 
  • Very Strong: Add two mushroom gardeners. 
   Experienced Players: Add a mushroom gardener. 
  Negotiation 
  If the adventurers accept Cultivation’s offer of food, 
  it orders the unseen servants to gather grapes and 
  mushrooms for the party, all the while lamenting the 
  state of Thauguran’s garden and the fact that the 
  other side gardens fell into such disrepair. Anyone 
  who makes a DC 10 Wisdom (Insight) check realizes 
  that Cultivation has not seen the garden for a long 
  time and seems to feel very guilty about it. 
   If the adventurers bring up the animated food or 
  Thauguran’s Curse, Cultivation admits that it is 
  responsible, but it tries to rationalize its actions. It is 
  willing to negotiate a stop to the attacks in exchange 
  for one or more of the following demands: 
  • It wants people to eat the produce that 
  Cultivation harvests from these gardens 
  regularly. (Gelzira would be happy to get free 
  food to serve at the Mage Pit on a regular basis.) 
  • It doesn’t want people to eat meat around the 
  Mage Pit. (It would be very difficult to get all the 
  chefs and vendors at the food court to stop serving 
  meat during the festival.) 
  • It wants people to help clean out the weeds 
  from the garden and set up new vegetable 
  gardens in the side chambers. (A few strong 
  adventurers can do the job in a few days of work. 
  Gelzira is also willing to hire people for the job if 
  he gets the harvest afterward.) 
  • Once in a while, send someone down for 
  Cultivation to talk to. (The adventurers can come 
  every time they are in Thentia. Gelzira is willing to 
  send his family members down to talk once in a 
  while, or set up way to let guests come down to 
  meet Cultivation as a tourist attraction). 
  Roleplay out the negotiation until it comes to a 
  satisfying conclusion. If the adventurers won’t 
  accept at least two demands, it takes a DC 13 
  Charisma (Persuasion) check to make an agreement. 
  Scene D. Conclusion 
  Once the adventurers defeat or settle with 
  Cultivation, they can climb back up to the inn and 
  report to Gelzira Tunnelly. He can help fulfill any of 
  Cultivation’s demands except for the anti-meat-
  eating one, and he is exceedingly happy if he can 
  serve Cultivation’s harvested produce at his inn. 
  Treasure 
  If the party successfully get Cultivation to stop the 
  attacks, Gelzira pays the party and gives them a 
  potion of growth as thanks for ending Thauguran’s 
  Curse. The adventurers are welcome to eat for free 
  at the Mage Pit whenever they are in Thentia. 
  What If They Failed? 
  If the adventurers were defeated in combat after 
  attacking Cultivation, it knocks them unconscious 
  and calls upon vines to pull them back up to the inn. 
  The adventurers eventually wake up safe and sound, 
  but they have failed to end Thauguran’s Curse.
  Cultivation does not want to fight. If 
  forced into it, Cultivation always 
  knocks enemies unconscious with 
  attacks, and it commands mushroom 
  gardeners to do the same. 
  The vines in Room C3 allow 
  Cultivation to send its spores up to 
  the surface. Cutting all those vines is 
  also enough to stop the food attacks 
  permanently. 
  Cultivation is lonely and eager to talk. 
  It is a peaceful being who much 
  prefers negotiations to violence. No 
  Persuasion check is needed if the 
  party accepts two or more demands. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  18 
  Episode 2: Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your 
  players that the amount of gold that their characters 
  can earn per level is limited; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items: 
  • Potion of Growth 
  Dungeon Master Rewards 
  For running this adventure, one of your character 
  gains a level. That character receives gold based on 
  their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  You may be able to exchange this reward for other 
  benefits. See the Adventurers League DM Rewards 
  document for more information. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  19 
  Episode 2: NPC and Location Summary 
   
  The following NPCs and location feature 
  prominently in this episode. 
  • Cultivation. A myconid sovereign created by 
  Thauguran to tend to his garden and serve 
  vegetarian meals. Cultivation locked itself away 
  for many years after Thauguran abandoned it. 
  Cultivation uses Rapport Spores to telepathically 
  communicate with people. 
   Personality: I am a talkative and thoughtful host. 
   Ideal: I was made to serve. I will make sure the 
  guests are well taken care of. 
   Bond: I wish my master Thauguran didn’t abandon 
  me here. 
   Flaw: I crave company. Please don’t leave me alone 
  again. 
   
  • Gelzira Tunnelly (gell ZEER ah TON null lee). 
  The halfling proprietor of the Mage Pit inn. He is 
  nearly two centuries old and still remembers 
  Thauguran Westlook, the old wizard who first 
  built a tower here. He has a large family who helps 
  him run the business. 
   Personality: I am an ambitious businessman who 
  is willing to take risks. 
   Ideal: The Mage Pit will be the most profitable inn 
  in Thentia! 
   Bond: I will make sure my business is in great 
  shape when my children inherit it. 
   Flaw: I hope the citizens of Thentia never suspect 
  that the Mage Pit is responsible for the food attacks. 
   
  • The Mage Pit. An inn built atop the pit left behind 
  by Thauguran Westlook when his wizard tower 
  literally walked away. Gelzira Tunnelly is the 
  owner.  
   Personality: I have comforts and mysteries 
  aplenty. 
   Ideal: I will be the ideal accommodation for 
  spellcasters staying in Thentia. 
   Bond: Thauguran left behind many unfinished 
  experiments in the pits beneath the earth. 
   Flaw: My garden and tunnels haven’t been tended 
  to in a long time. 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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  Episode 2: Creature Statistics 
   
  Animated Pudding (Oblex Spawn) 
  Tiny ooze, lawful evil 
  Armor Class 13 
  Hit Points 18 (4d4 + 8) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  8 (-1) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Int +4, Cha +2 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, prone 
  Senses blindsight 60 ft. (blind beyond this distance), 
  passive Perception 12 
  Languages – 
  Challenge 1/4 (50 XP) 
  Amorphous. The pudding can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Aversion to Fire. If the pudding takes fire damage, it 
  has disadvantage on attack rolls and ability checks until 
  the end of its next turn. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage 
  plus 2 (1d4) psychic damage. 
   
   
   
   
  Big Boar (Giant Boar) 
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  7 (-2) 
  5 (-3) 
   
  Senses passive Perception 8 
  Languages – 
  Challenge 2 (450 XP) 
  Charge. If the boar moves at least 20 feet straight 
  toward a target and then hits it with a tusk attack on 
  the same turn, the target takes an extra 7 (2d6) 
  slashing damage. If the target is a creature, it must 
  succeed on a DC 13 (Strength saving throw or be 
  knocked prone. 
  Relentless (Recharges after a Short or Long Rest). If 
  the boar takes 10 damage or less that would reduce it 
  to 0 hit points, it is reduced to 1 hit point instead. 
  Actions 
  Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 4) slashing damage. 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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  Boar 
  Medium beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  2 (-4) 
  9 (-1) 
  5 (-3) 
   
  Senses passive Perception 9 
  Languages – 
  Challenge 1/4 (50 XP) 
  Charge. If the boar moves at least 20 feet straight 
  toward a target and then hits it with a tusk attack on 
  the same turn, the target takes an extra 3 (1d6) 
  slashing damage. If the target is a creature, it must 
  succeed on a DC 11 (Strength saving throw or be 
  knocked prone. 
  Relentless (Recharges after a Short or Long Rest). If 
  the boar takes 7 damage or less that would reduce it to 
  0 hit points, it is reduced to 1 hit point instead. 
  Actions 
  Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) slashing damage. 
   
  Blue Crab (Giant Crab) 
  Medium beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 13 (3d8) 
  Speed 30 ft., swim 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  11 (+0) 
  1 (-5) 
  9 (-1) 
  3 (-4) 
   
  Skills Stealth +4 
  Senses blindsight 30 ft., passive Perception 9 
  Languages – 
  Challenge 1/8 (25 XP) 
  Amphibious. The crab can breathe air and water. 
  Actions 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage, and the 
  target is grappled (escape DC 11). The crab has two 
  claws, each of which can grapple only one target. 
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  22 
  Cultivation (Myconid Sovereign) 
  Large plant, lawful neutral 
  Armor Class 13 (natural armor) 
  Hit Points 60 (8d10 + 16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  10 (+0) 
  14 (+2) 
  13 (+1) 
  15 (+2) 
  10 (+0) 
   
  Senses darkvision 120 ft., passive Perception 12 
  Languages – 
  Challenge 2 (450 XP) 
  Distress Spores. When the myconid takes damage, all 
  other myconids within 240 feet of it can sense its pain. 
  Sun Sickness. While in sunlight, the myconid has 
  disadvantage on ability checks, attack rolls, and saving 
  throws. The myconid dies if it spends more than 1 hour 
  in direct sunlight. 
  Actions 
  Multiattack. The myconid uses either its Hallucination 
  Spores or its Pacifying Spores, then makes a fist attack. 
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 
  (3d4) poison damage. 
  Animating Spores (3/Day). The myconid targets one 
  corpse of a humanoid or a Large or smaller beast 
  within 5 feet of it and releases spores at the corpse. In 
  24 hours, the corpse rises as a spore servant. The 
  corpse stays animated for 1d4 + 1 weeks or until 
  destroyed, and it can’t be animated again in this way. 
  Hallucination Spores. The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. The poisoned target is 
  incapacitated while it hallucinates. The target can 
  repeat the saving throw at the end of each of its turns. 
  Pacifying Spores. The myconid ejects spores at one 
  creature it can see within 5 feet of it. The target must 
  succeed on a DC 12 Constitution saving throw or be 
  stunned for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns. 
  Rapport Spores. A 30-foot radius of spores extends 
  from the myconid. These spores can go around corners 
  and affect only creatures with an Intelligence of 2 or 
  higher that aren’t undead, constructs, or elements. 
  Affected creatures can communicate telepathically 
  with one another while they are within 30 feet of each 
  other. The effect lasts for 1 hour. 
  Mushroom Gardener (Myconid Adult) 
  Medium plant, lawful neutral 
  Armor Class 12 (natural armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  7 (-2) 
   
  Senses darkvision 120 ft., passive Perception 11 
  Languages – 
  Challenge 1/2 (100 XP) 
  Distress Spores. When the myconid takes damage, all 
  other myconids within 240 feet of it can sense its pain. 
  Sun Sickness. While in sunlight, the myconid has 
  disadvantage on ability checks, attack rolls, and saving 
  throws. The myconid dies if it spends more than 1 hour 
  in direct sunlight. 
  Actions 
  Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) 
  poison damage. 
  Pacifying Spores (3/Day). The myconid ejects spores at 
  one creature it can see within 5 feet of it. The target 
  must succeed on a DC 11 Constitution saving throw or 
  be stunned 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. 
  Rapport Spores. A 20-foot radius of spores extends 
  from the myconid. These spores can go around corners 
  and affect only creatures with an Intelligence of 2 or 
  higher that aren’t undead, constructs, or elements. 
  Affected creatures can communicate telepathically 
  with one another while they are within 30 feet of each 
  other. The effect lasts for 1 hour. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  23 
  Episode 2: Food Court Map 
   
  Map by 2minutetabletop.com 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  24 
  Episode 2: Thauguran’s Garden Map  
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  25 
  Episode 3: Faire and Free 
  Estimated Duration: 60 minutes
   
  One of the main attractions of the Magic and Gold 
  festival is the Vendor and Gaming Faire in Heroes’ 
  Square near a temple of Selûne called the House of 
  the Moon. The adventurers have decided to go 
  browse the shops and activities available at the fair. 
  Completing the Episode 
  To complete Episode 3, the adventurers must lead 
  the Welber family through the underground tunnels 
  and try to protect them from the bounty hunters 
  (even if the adventurers are unsuccessful). 
  Scene A. Vendor and Gaming Faire 
  Heroes’ Square is right in front of the huge House of 
  the Moon on the north side of Thentia. This wide 
  plaza normally hosts an open-air market, but during 
  the Magic and Gold Festival it has been converted 
  into an extravagant Vendor and Gaming Faire 
  brimming with booths that feature various shops, 
  exhibits, and games. The entire place is jam-packed 
  with vendors and visitors. 
  Show the players the handout which describes the 
  four booths they can stop by. For each of the three 
  game booths, let any of the players play them if they 
  want. Then they can shop at Mad Melyrk’s. 
  Dice Poker 
  This booth is sponsored by the Rothe & Lance tavern. It lets 
  patrons enjoy some risk-free gambling with dice. 
  • Requirements: 
  Two or more players participating. 
  • Rules: 
  Each participating player rolls five d6s. After rolling, they may 
  choose any number of dice and reroll those. The player with 
  the best final roll wins. The rolls are (arranged best to worst): 
   
   
  Five of a kind 
   
  Four of a kind 
   
  Full house (three of a kind + one pair) 
   
  Straight (1+2+3+4+5 or 2+3+4+5+6) 
   
  Three of a kind 
   
  Two pairs 
   
  One pair 
   
  Bust (none of the above) 
   
  If there is a tie, highest number on the matching dice wins. 
  • Reward: 
  The winner receives a free coupon for Mad Melyrk’s Booth. 
   
  The Building Game 
  This booth is sponsored by Applebottom Artificery. The booth 
  provides small building blocks to participants and asks them 
  to build the tallest and most impressive structure they can. 
  • Requirements: 
  Two or more players participating. 
  • Rules: 
  Read out the rules and allow each participating player to 
  prepare their dice before they start. Once the game starts, 
  the participants have 30 seconds to build the highest dice 
  tower they can. Players may not stack the same kind of die 
  directly on top of each other (so d6 on top of d6 is not 
  allowed, but d6 above d8 above d6 is fine). Everyone stops as 
  soon as 30 seconds is over, and the highest dice tower still 
  standing (as measured by number of dice high) is the winner. 
  • Reward: 
  The winner receives a free coupon for Mad Melyrk’s Booth. 
   
  Insult Sword Fighting 
  This booth is sponsored by the Temple of Tempus. Duelists 
  fight a mock duel with swords while shouting creative insults. 
  • Requirements: 
  Exactly two players dueling, and one or more players judging. 
  • Rules: 
  The duel consists of three rounds of insult fighting. Each 
  round, one of the duelists shouts an insult at the other one, 
  and then the other duelist retaliates with an insult of their 
  own. Alternate each round who goes first. 
   
  After each round, any player who isn’t dueling can act as a 
  judge and choose which of the two duelists had the most 
  effective and most creative insult. The duelist chosen by the 
  most judges wins the round. If there is a tie among the 
  judges, the DM acts as tiebreaker. After all three rounds, the 
  duelist who won the most rounds is the winner. 
   
  Any violence causes the aggressor to forfeit the duel. 
  • Reward: 
  The winner receives a free coupon for Mad Melyrk’s Booth.  
   
  Mad Melyrk’s Wondrous Booth 
  Melyrk is a gnome who normally runs a shop in town. His 
  booth contains a small selection of trinkets, each of which 
  can be purchased for 5 gp or with one of the free coupons. 
  • A scroll that erases its writing when rolled up. 
  • A 30-minute hourglass that runs upside down. 
  • A small sundial that can be strapped on a wrist. 
  • A map of Thentia that shows where you are on it. 
  • An endless vial of lavender-scented perfume. 
  • A utensil which can switch between fork, spoon, or knife. 
  • A resizable tunic which says “Magic and Gold Festival.” 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  26 
  Scene B. Liberator 
  While the adventurers are near the vendor booths, a 
  commotion at a nearby booth draws everyone’s 
  attention. 
  A half-orc shouts as he leans over the booth of the 
  Valkrana Tile Factory, “Stop lying! We know you’re 
  hiding ‘em.” A dwarf standing by his side says, “Just 
  tell us where the livestock is, Valkrana, and this will 
  be easier for all of us.” 
   The woman behind the booth folds her arms and 
  says, “I don’t know what you’re talking about, and I 
  don’t have to tell you anything. You’re not in 
  Melvaunt anymore; your writs have no power in 
  Thentia. Now, if you’re not interested in buying 
  roofing tiles, I suggest you go bother someone else.” 
   The half-orc puts his hand around the hilt of his 
  sword, but the dwarf stops her companion with a 
  gesture toward the large crowd. She says, “You can’t 
  hide them forever. We always get our bounty.” The 
  half-orc gives a casual flick at the booth to send a few 
  tiles crashing onto the ground. He laughs and the 
  two of them stomp off into the crowd. 
  Creatures/NPCs 
  The woman behind the booth is Edea Valkrana, 
  owner of the Valkrana Tile Factory. She spends some 
  time cleaning up the broken tiles as the two bounty 
  hunters leave before approaching the adventurers. If 
  the adventurers go to confront the two bounty 
  hunters and threaten violence, Edea tries to stop 
  them and deescalate the situation, warning that the 
  Warders would not tolerate a fight here. 
   Objectives/Goals. Edea is harboring a family of 
  escaped slaves from Melvaunt in tunnels underneath 
  the city. She did not expect bounty hunters to pick 
  up the trail so quickly, so she desperately needs to 
  get the former slaves out of the city without 
  attracting attention. She fears that the bounty 
  hunters would follow her to their quarry if she goes 
  herself, so she wants to discreetly ask the 
  adventurers to guide the family to safety. 
   What Does She Do? Edea calls the adventurers 
  over to her booth, saying that she needs their help, 
  and tells them to pretend that they are examining 
  the tiles as she talks to them. She says that she has 
  been watching them while they were wandering the 
  fair, and she was impressed by their antics. She asks 
  if they care about the liberation of the oppressed 
  people of the Moonsea. If so, she has a job for them, 
  and the lives and freedom of an entire family are on 
  the line. Being a successful factory owner, she is also 
  prepared to pay handsomely for their services. 
   Every once in a while, during the conversation, she 
  loudly talks about the tiles that her factory produces 
  and what great roofs they make so that onlookers 
  think she is just making a sales pitch. 
   What Is the Job? If the adventurers are willing to 
  help, Edea tells them that she is hiding the Welber 
  family in tunnels underneath Thentia. The Welbers 
  are a group of gnomes who escaped slavery in 
  Melvaunt. Edea just learned that those bounty 
  hunters are hot on the family’s trail, and she can’t go 
  help them herself since she is likely being watched. 
  Thentia outlaws slavery, but the city government 
  won’t interfere with slave bounties from Melvaunt 
  for fear of antagonizing the neighboring city. Hence, 
  it is useless to ask the authorities for help. 
   Edea wants the adventurers to go into the tunnels 
  using a secret entrance in the nearby House of the 
  Moon, find the Welber family, and lead them through 
  the tunnels out of another entrance at the Valkrana 
  Tile Factory. Her employees at the factory would be 
  able to guide the family onto a ship heading out of 
  the city once they arrive. 
   Edea can point out the House of the Moon (it is an 
  impressive temple looming over all of Heroes’ 
  Square) and tells them of the secret entrance in the 
  back stairs of the temple. She gives directions from 
  there to the saferoom where the Welbers are hiding 
  and general directions to get to the tile factory, but 
  she warns that the tunnels can be confusing and 
  difficult to navigate. 
   She also gives each of the adventurers a small 
  clay tile carved with the symbol of a pair of 
  crossed feathers, telling them to show the family 
  this symbol as proof that they are here to help. She 
  doesn’t tell them this yet, but this is the emblem of 
  the Moonsea Liberation Society.  
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  27 
  Scene C. Under the Moon 
  Once the adventurers are ready, they can head into 
  the House of the Moon on the edge of the fair. This 
  temple to Selûne is very crowded now, so they can 
  blend into the crowd and get to the back stairs 
  without attracting attention. Edea’s instructions 
  allow them go into the secret tunnels from there. 
  Area Information 
  Thentia’s underground has the following features: 
   Dimensions and Terrain. The tunnels are rough 
  cut and are usually 10 feet wide and 8 feet tall. There 
  are many tunnels branching in all sorts of directions, 
  making navigation very confusing. 
   Lighting. The tunnels are completely dark. 
  Saferoom 
  With Edea’s directions, it is easy enough to find the 
  saferoom only a few intersections away from where 
  they entered the tunnels. Behind the secret sliding 
  door is a small room with some furniture and a few 
  barrels of stored food and water. 
  Creatures/NPCs 
  Inside the room is the gnomish Welber family, 
  consisting of Orla (mother), Dimble (father), 
  Wrenn (son), and Yebe (daughter). The children are 
  quite young for gnomes at only 9 and 7 years of age 
  respectively, and they are easily frightened by 
  strangers. The parents also distrust anyone they 
  don’t know for fear that they are bounty hunters. 
  The adventurers can convince the family to trust 
  them with a DC 10 Charisma (Persuasion) check, or 
  by showing their clay tiles with the feather emblem. 
   The Welbers will follow the adventurers, staying 
  back at a safe distance. The two parents occasionally 
  carry their children when the kids get tired. Though 
  they are nervous, the family knows to stay quiet as 
  they travel to minimize risk of detection. 
  To the Factory 
  The trip from the saferoom to the Valkrana Tile 
  Factory is much longer, and hence much more 
  difficult to navigate. Have the adventurers make a 
  group DC 10 Wisdom (Survival) check. 
  • If half or more of the adventurers succeed on 
  the check, they successfully follow Edea’s general 
  directions and reach the exit to the factory after 
  half an hour of travel. 
  • If fewer than half of the adventurers succeed 
  on the check, they get lost within the tunnels a 
  few times, delaying them so that it takes an hour 
  and a half to get to the exit at the factory. This 
  gives the bounty hunters enough time to listen and 
  prepare for the adventurers’ arrival. They have 
  advantage on initiative checks if combat happens 
  in Scene D. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  28 
  Scene D. Wings of Freedom 
  The tunnel exits through a trapdoor into a 
  warehouse next to the Valkrana Tile Factory. Use 
  Warehouse Map if you want to use a map for this 
  encounter. 
  Area Information 
  The warehouse has the following features: 
   Dimensions and Terrain. The warehouse is fairly 
  large, with numerous crates full of roofing tiles 
  arranged neatly in rows. The roof is 20 feet high, 
  while the crates are stacked up to 10 feet high. 
   Lighting. The warehouse is dimly lit by sunlight 
  filtering through windows near the ceiling. 
  Creatures/NPCs 
  After the adventurers and the Welbers climb up, 
  Hurk the half-orc scout and Morana Bloodfist the 
  dwarven spy step out of hiding. 
  As they step out of hiding, the dwarf smiles at her 
  companion and says, “I told you she would send 
  them this way, Hurk. Give them a little panic and the 
  quarry acts exactly as the hunter expects.”  
   The half-orc laughs and then gestures to the 
  Welber family. “Hand over the livestock and nobody 
  gets hurt!” 
  The adventurers can try to negotiate with the bounty 
  hunters (see Playing the Pillars below). If 
  negotiations break down, the bounty hunters attack.  
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak: Morana is a scout instead of a spy. 
  • Weak: Morana has 18 HP. 
  • Strong: Hurk is a swashbuckler instead of a scout. 
  • Very Strong: Hurk is a swashbuckler instead of a scout. Add 
  a scout who is working for them. 
   Experienced Players: Add a scout who is working for them. 
  Outcome 
  • If the bounty hunters defeat the adventurers, 
  they stabilize any dying adventurer and take the 
  Welbers into custody. When the adventurers 
  eventually wake up, they realize the bounty 
  hunters and the Welber family are long gone. 
  • If the adventurers successfully intimidate or 
  bribe the bounty hunters, the bounty hunters 
  leave peacefully, allowing the adventurers to 
  deliver the Welber family safely to the liberators 
  at the Valkrana Tile Factory. 
  • If the adventurers defeat the bounty hunters, 
  they can deliver the Welber family safely to the 
  liberators at the Valkrana Tile Factory. If any of 
  the bounty hunters are captured alive, the 
  adventurers can turn them over to the city guards, 
  who will banish them from the city for initiating 
  hostilities. 
  Safe and Free 
  If the adventurers successfully lead the Welbers to 
  safety, the family will escape Thentia by ship to find 
  a new life elsewhere in the Moonsea. The factory 
  workers invite the characters to stay at the factory 
  until nightfall when Edea Valkrana returns.  
   When Edea arrives, she thanks the adventurers for 
  helping the Welbers and tells them of the Moonsea 
  Liberation Society – a secret organization dedicated 
  to ending slavery around the Moonsea. Their symbol 
  is the twin feathers. Edea offers to sponsor their 
  memberships into the society if they are willing to 
  dedicate themselves to the same ideal of freedom for 
  all. 
  Treasure & Rewards 
  Edea Valkrana pays the characters for their services. 
   In addition, any adventurer who wants to join the 
  Moonsea Liberation Society gains the Moonsea 
  Liberator story award.  
   
   
  The bounty hunters don’t want to get 
  in trouble with Thentian law 
  enforcement by murdering 
  adventurers unless it is unavoidable. 
  They always knock unconscious 
  instead of killing when using melee 
  attacks, and they will stabilize dying 
  adventurers after combat.  
  Careful parties might notice the 
  ambush before they climb up. If so, 
  they can try to surprise the bounty 
  hunters or find another exit. Call for 
  ability checks as needed (DC 13) and 
  improvise a resolution that rewards 
  clever thinking. If the players manage 
  to circumvent the fight, great!  
  The bounty hunters are selfish and 
  amoral. They can be scared off with 
  the right threat and a DC 16 Charisma 
  (Intimidation) check or bribed with 
  50 gp. Reward good roleplaying and 
  allow for a smaller bribe combined 
  with a lower Charisma check. They 
  surrender if they are losing badly. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  29 
  Episode 3: Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your 
  players that the amount of gold that their characters 
  can earn per level is limited; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
  Story Award(s) 
  If earned during the adventure, the characters can 
  gain the following story awards, which are described 
  in Episode 3: Story Award: 
  • Moonsea Liberator 
  Dungeon Master Rewards 
  For running this adventure, one of your character 
  gains a level. That character receives gold based on 
  their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  You may be able to exchange this reward for other 
  benefits. See the Adventurers League DM Rewards 
  document for more information. 
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  30 
  Episode 3: NPC Summary 
   
  The following NPCs feature prominently in this 
  episode. 
  • Edea Valkrana (eh DAY ah valk RA na). Human 
  businesswoman and owner of the Valkrana Tile 
  Factory. She is a member of the Moonsea 
  Liberation Society, a secret group dedicated to 
  freeing slaves and hiding runaway slaves from 
  around the Moonsea. 
   Personality: I judge people by their actions, not by 
  their words. 
   Ideal: We were born free. All of us. 
   Bond: I will do my utmost to protect the people I 
  take into my care. 
   Flaw: My city does not approve of my abolitionist 
  activism. My affiliation must remain secret. 
   
  • Hurk (HERK). A half-orc bounty hunter and 
  partner to Morana Bloodfist. He is a simple-
  minded bully hired by slave masters in Melvaunt 
  to bring back escaped slaves.  
   Personality: I enjoy being strong and I like 
  breaking things. 
   Ideal: I just want to get paid without working too 
  hard. 
   Bond: I trust Morana to do the thinking for me. 
   Flaw: I make big threats, but I am afraid of people 
  who dare to stand up to me. 
  • Morana Bloodfist (more AHN na). A dwarven 
  bounty hunter and partner to Hurk. She is a clever 
  and conniving hunter hired by slave masters in 
  Melvaunt to bring back escaped slaves. 
   Personality: I always have a plan. 
   Ideal: The hunter never fails to gets her prey. 
   Bond: Hurk is a useful blunt instrument to keep 
  around. 
   Flaw: I have little respect for anyone who can’t fend 
  for themselves. 
   
  • The Welber Family (WELL burr). A family of 
  gnomes who were formerly slaves in Melvaunt. 
  The family consists of Orla (mother), Dimble 
  (father), Wrenn (son), and Yebe (daughter). The 
  parents decided to escape when their master 
  planned to split the family by selling off the 
  children. After they escaped, the Moonsea 
  Liberation Society helped ferry them into Thentia. 
   Personality: We are gentle folk with no desire for 
  violence. 
   Ideal: We just want a place to call home. 
   Bond: Our family will stay together no matter 
  what. 
   Flaw: It is hard to trust others when anyone might 
  be tempted by our bounty.
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  31 
  Episode 3: Creature Statistics 
   
  Scout 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150 
  ft./600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
   
  Swashbuckler 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11 (+0) 
  15 (+2) 
   
  Skills Acrobatics +8, Athletics +5, Persuasion +6 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its turns. 
  Suave Defense. While the swashbuckler is wearing light 
  or no armor and wielding no shield, its AC includes its 
  Charisma modifier. 
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30 ft./120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
   
   
   
  Actions 
  Multiattack. The swashbuckler makes three attacks: 
  one with its dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 
  4) piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  32 
  Episode 3: Warehouse Map 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  33 
  T 
   
   
  Have you tried 
  The Building Game? 
   
  Show off your design skills by taking our 
  polyhedral blocks and building the highest 
  tower you can in 30 seconds!  
   
  Winner gets a free coupon for a prize at 
  Mad Melyrk’s Booth. 
   
  Sponsored by Applebottom Artificery 
   
  Come play some 
  Dice Poker! 
   
  Enjoy risk-free gambling 
  playing the same game you 
  love, but with dice! 
   
  Winner gets a free coupon for a 
  prize at Mad Melyrk’s Booth. 
   
  Rankings (High to Low): 
   
  — Five-of-a-Kind 
  — Four-of-a-Kind 
  — Full House (Triple + Pair) 
  — Straight (Five-in-a-Row) 
  — Three-of-a-Kind 
  — Two Pairs 
  — One Pair 
  — Bust! 
   
  Highest die among matches 
  wins ties. 
   
  Sponsored by 
  Rothe & Lance tavern 
   
  Are you clever enough for 
  Insult Sword Fighting? 
   
  Craft the deadliest insults to verbally 
  eviscerate your opponent over three rounds of 
  dueling. The audience gets to judge the 
  winner. This is a battle of words, so violence 
  leads to forfeit! 
   
  Winner gets a free coupon for a prize at Mad 
  Melyrk’s Booth. 
   
  Sponsored by Temple of Tempus 
   
  Mad Melyrk’s Wondrous Booth 
   
  Here is a small selection of unique trinkets from my shop. Every 
  trinket can be bought for 5 gp or for free with a prize coupon. 
   
   A scroll that erases its writing when rolled up. 
   A 30-minute hourglass that runs upside down. 
   A small sundial that can be strapped on a wrist. 
   A map of Thentia which shows where you are on it. 
   An endless vial of lavender-scented perfume. 
   A utensil which can switch between fork, spoon, or knife. 
   A resizable tunic which says “Magic and Gold Festival.” 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  34 
  Episode 3: Story Award 
   
  Adventurers may earn the following story award 
  during the adventure.  
  Moonsea Liberator 
  You helped lead the Welbers, a family of escaped 
  slaves from Melvaunt, to safety out of Thentia. 
  Because of your good deed, Edea Valkrana has 
  welcomed you into the Moonsea Liberation Society 
  and given you a small clay tile carved with the 
  symbol of a pair of crossed feathers. Any slave or 
  abolitionist who sees this symbol recognizes you as 
  an ally.
   
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  35 
  Episode 4: Live Long and Prosper 
  Estimated Duration: 60 minutes
   
  The adventurers have come to the alchemy panel at 
  the Spiraling Tower to sate their intellectual 
  curiosity. 
  Completing the Episode 
  To complete Episode 4, the adventurers must 
  successfully deduce the fact that Prof. Pyrax 
  murdered Dr. Dalathon. 
  Scene A. The Spiraling Tower 
  Near the center of Thentia sits the Spiraling Tower – 
  the meeting place of Thentia’s government, the 
  Council of Mages. This evening, the tower will host a 
  panel featuring arcane luminaries from around the 
  Moonsea joining to discuss a recent breakthrough in 
  the field of alchemy. 
   Among the panelists will be Dr. Dalathon and Prof. 
  Pyrax, the two researchers who discovered that very 
  breakthrough. They will be unveiling the results of 
  their research for the first time at the panel. 
  The panel takes place in the council chamber on the 
  bottom floor of the Spiraling Tower. A few dozen 
  academics, alchemists, mages, and adventurers are 
  gathered in the chamber awaiting the start of the 
  panel. On one side of the room is an opulent shrine 
  to Azuth, god of wizardry. 
   Everybody who enters the tower receives a list of 
  the four panelists and their credentials as they 
  arrive, so show the players The Alchemy Panel 
  (Player Handout). 
  Area Information 
  The Spiraling Tower has the following features: 
   Dimensions & Terrain. The tower is bigger on the 
  inside, allowing the rooms to be comfortably large. 
  The circular council room has a diameter of 50 feet. 
   Lighting. Arcane globes float about, providing 
  bright light throughout the tower. 
  Creatures/NPCs 
  Abert Frostbeard is the nervous dwarf who is 
  hosting the event and managing the panel. He stands 
  by the door collecting tickets and payment from 
  newcomers while glancing at the stage and the 
  spiraling staircase. The adventurers are the last 
  group to enter the tower, so as they enter the council 
  chamber, Abert asks them for a favor. 
   What Does He Want? The panel will be starting 
  imminently, so Abert needs to head on stage and get 
  ready to moderate. Unfortunately, while three of the 
  four panelists are already here, the fourth guest, Dr. 
  Dalathon, hasn’t come down from her room yet. 
  Abert wants someone to go up and tell Dr. Dalathon 
  that the panel is starting. If the adventurers are 
  willing to perform this small service, Abert can let 
  them into the panel without purchasing tickets. 
   If the adventurers agree, they can head up the 
  spiraling staircase on the outer edge of the meeting 
  chamber. The panelists are staying in guest rooms 
  on the third floor of the Spiraling Tower, just above 
  the library level. Dr. Dalathon’s room is the last guest 
  room at the end of the hall. 
  What Really Happened Here 
  This morning, Dr. Dalathon and Prof. Pyrax went out into the 
  city to enjoy the festival for a few hours. While they were 
  out, they met Master Murnig and had a heated argument in 
  public about their research. 
   
  Three hours ago, Dapper the imp snuck into her room to 
  look for food. She spent some time digging through Dr. 
  Dalathon’s belongings and nibbling at various objects. 
   
  Lady Longcastle noticed the door was ajar and decided to 
  come in. She and Dr. Dalathon were secretly in love. When 
  Dapper heard her arrival, Dapper turned invisible and hid 
  herself in Dr. Dalathon’s alchemy chest. Lady Longcastle was 
  surprised to find the room empty, so she left a love note 
  hidden on the table and tidied up a bit (closing the chest in 
  the process). Dapper couldn’t open the chest from the inside, 
  so she ate some of the reagents in the chest and fell asleep. 
   
  One hour ago, Dr. Dalathon and Prof. Pyrax came back to 
  her room to discuss how they wanted to present their 
  findings on the potion of longevity research. Dr. Dalathon was 
  surprised to find that someone moved her belongings, and 
  she immediately suspected her rival, Master Murnig (Dapper 
  and Lady Longcastle were the real culprits). She and Prof. 
  Pyrax began to sort and reorganize her notes. 
   
  While cleaning up, Prof. Pyrax discovered Lady Longcastle’s 
  letter and read it. He learned that Dr. Dalathon was planning 
  to give their first sample potion to Lady Longcastle to help 
  her regain her youth and beauty. Creating that first sample 
  took months of painstaking effort, so he feared that losing it 
  would set their research back immensely. His family was in 
  debt, so he was desperate for their research to pay off soon. 
   
  Prof. Pyrax confronted Dr. Dalathon about the letter. 
  When she reluctantly admitted her plan to give the sample to 
  Lady Longcastle, Pyrax was overcome by rage and panic. He 
  breathed acid over Dr. Dalathon, accidentally killing her. In 
  horror at what he had done, Prof. Pyrax took the potion 
  sample and then immediately left the room, pretending that 
  he was never there. During that whole confrontation, Dapper 
  remained in the chest, asleep. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  36 
  Scene B. Scene of the Crime 
  Dr. Dalathon’s room is quiet and knocking gets no 
  reply. A character with a passive Perception of 13 or 
  higher notices a sharp acidic smell coming through 
  the door. The door is not locked. If someone opens it, 
  they see a grisly scene inside: 
  Lying next to the bed is the body of a sun elf who is 
  undoubtedly Dr. Dalathon. Her head is mostly 
  melted by acid, and she is obviously dead. A flurry of 
  notes and papers are scattered on the desk and on 
  the floor next to her body. 
  If the adventurers go back to Abert to report the 
  murder, proceed to Scene D. Otherwise, they can 
  study the scene of the crime and look for clues. 
  Looking for Clues 
  The adventurers can look into the following: 
  • Dr. Dalathon’s Body: Dr. Dalathon lies dead with 
  most of her head melted by acid. 
  o 
  A DC 13 Wisdom (Medicine) check reveals 
  that she died about an hour ago. Since the 
  body is lacking most of its head, a raise dead 
  spell is not sufficient to return her to life. It is 
  highly unlikely that anyone has both the 
  means and the inclination to pay for an 
  expensive resurrection spell for her. 
  o 
  A DC 10 Intelligence (Arcana) check reveals 
  that acid attacks can be caused by spells, 
  monsters, and alchemical concoctions. 
  o 
  A DC 15 Wisdom (Perception) check allows 
  a character to notice that there are acid burn 
  marks on the wall near the ceiling 10 feet 
  away from Dr. Dalathon’s body. That suggests 
  the acid was shot in a line. 
  o 
  A DC 12 Intelligence (Investigation) check 
  reveals a crumpled letter lying on the ground 
  a few feet away from the body. It smells 
  faintly of lavender. If they uncrumple it, show 
  the players Love Letter (Player Handout). 
  • The Desk: The desk top is a haphazard mess. 
  o 
  Resting on the desk is a bottle of sugared dew 
  water that hasn’t been drank yet. It’s a 
  popular festival drink gathered from 
  mountaintops likely purchased earlier today. 
  o 
  There is a potion stand on the desk which can 
  fit a large potion bottle. The stand is vacant. 
  o 
  Dr. Dalathon’s worn spellbook sits on the 
  desk with small teeth marks on the corners, 
  like some animal was nibbling at it. 
  • The Notes: There are scrolls and notes scattered 
  all over the desk and on the floor next to Dr. 
  Dalathon’s body. 
  o 
  A DC 10 Intelligence (Arcana) check lets a 
  character figure out that these are research 
  notes related to alchemy experiments. 
  o 
  A DC 10 Intelligence (Investigation) check 
  makes it clear that these notes were written 
  by two different people working together. 
  Many of them also show signs of recent chew 
  marks from some kind of small animal. 
  • The Bronze Chest: There is a large bronze chest 
  resting next to the desk. 
  o 
  A DC 12 Wisdom (Perception) check 
  notices that there are odd smells coming from 
  the chest, like dried ingredients. 
  o 
  The chest is latched shut but not locked. If 
  someone opens the chest, proceed to Scene C. 
  Treasure 
  The adventurers can take Dr. Dalathon’s spellbook 
  from the desk. Its contents can be found in Episode 
  4: Spellbook. 
   
  Tips for Running Mystery Adventures 
  Mystery adventures can be a nice change of pace, but they 
  might become frustrating if the party gets stuck or if the 
  pacing breaks down. Here are some tips for keeping the 
  adventure fun: 
  • Make sure you understand the characters and background 
  events behind the mystery so that you can answer 
  questions and improvise clues on the fly if the adventurers 
  do something unexpected. 
  • If the players get stuck, let them make Intelligence or 
  Wisdom (Insight) checks to figure out ideas or put clues 
  together. Alternatively, you can make certain clues easier 
  to find so that they can get back on the right track. 
  • Even if the players figure out the culprit right away, they 
  still need to gather evidence so that the authorities are 
  satisfied with their conclusions. Just pointing out the 
  murderer without sufficient evidence isn’t enough to make 
  sure the murderer pays for their crime. 
  • Use NPCs as a resource to help the party and point them 
  down the right path if things slow down. In this adventure, 
  Abert can ask Socratic questions and point out areas they 
  haven’t looked at yet, while Dapper can appear out of 
  invisibility when needed to poke things or nibble at clues. 
  • If the party is stuck at a decision point, don’t let debate go 
  on forever. Call for a vote, and then force them to commit 
  to what the party decides. The most important thing is to 
  keep moving forward and not get bogged down. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  37 
  Scene C. A Dapper Witness 
  When you open the bronze chest, you see inside a 
  messy trunk full of spilled and half-eaten alchemical 
  reagents. Lying in the middle of that mess is a small 
  three-eyed imp rubbing sleep from her eyes. She 
  blinks in surprise, and them leaps out into the air 
  looking around. She says in a cheerful voice, “Thanks 
  for letting me out! I thought I’d be trapped in there 
  forever. Woah! What happened to that elf?” 
  Creatures/NPCs 
  Dapper the imp starts flying about the room looking 
  for food (she has a very expansive definition of 
  food). She is talkative and willing to answer 
  questions honestly, especially in exchange for new 
  things to eat. If anyone tries to hurt her, she 
  immediately turns invisible and tries to fly off. 
   Where Did She Come From? Dapper was sent 
  from the future because her former familiar, a 
  powerful archmage, turned evil and caused a lot of 
  harm for some reason. Her memory of him is hazy, 
  but she remembers that she is supposed to find 
  some powerful mages from this timeline to help 
  them stop that future threat.  But so far, she hasn’t 
  found many strong mages, and the ones she did 
  approach always tried to kill or banish her for some 
  reason. They especially didn’t like it when she tasted 
  their spellbooks. 
   Why Was She in the Chest? She was looking for 
  mages in the Spiraling Tower when she happened 
  upon this room that was full of strange and delicious 
  smells. She was enjoying the different tastes in the 
  room when a human woman dressed in a fancy 
  gown came into the room. Based on Dapper’s 
  description, this is clearly Lady Longcastle. Dapper 
  hid inside the chest for fear of someone trying to kill 
  her again, but the woman didn’t notice her and 
  simply wrote down a letter, left it on the desk 
  somewhere, and closed the chest. Dapper couldn’t 
  open the chest from the inside, so she eventually 
  went to sleep and woke up now. 
   What Does She Know About the Murder? If the 
  adventurers didn’t find the crumpled letter when 
  they searched around Dr. Dalathon’s body, Dapper 
  can pinpoint the lavender scent on the floor and 
  show them the letter that Lady Longcastle left. In 
  that case, show the players Love Letter (Player 
  Handout). 
   Dapper also remembers the room from a few 
  hours ago, and it looked different. There were a lot 
  more papers on the desk, not scattered on the floor. 
  The love letter was left on the desk and wasn’t 
  crumpled. The sugared dew water wasn’t in the 
  room (or else Dapper would have given it a taste). 
  And there was a large golden potion bottle in the 
  potion stand which isn’t there anymore. 
   Otherwise, Dapper doesn’t know much about the 
  murder, since she slept through all of it. The body 
  definitely wasn’t there when she went to sleep. 
  Treasure & Rewards 
  If the adventurers didn’t try to harm Dapper, she 
  takes a liking to them. Since Dapper has broken her 
  bond with the evil archmage, she is willing to take on 
  a new familiar. Any warlock in the party gets the A 
  Dapper Familiar story award. 
  Next Step 
  Once the conversation is over, Dapper turns invisible 
  and flies off. She might hang around following the 
  adventurers invisibly if she likes them enough. 
   If the adventurers go back to Abert to report the 
  murder, proceed to Scene D. 
   If they enter any of the other guest rooms on this 
  floor, proceed to Scene E. 
  Scene D. Murder She Wrote 
  When the adventurers head back down to the 
  meeting chamber, they see that Abert and the three 
  panelists are talking about general alchemy topics. 
  When he notices the adventurers, he immediately 
  excuses himself to talk privately at the staircase. 
   When Abert learns about Dr. Dalathon’s murder, 
  he is shocked and appalled. He goes upstairs to look 
  at the body to confirm for himself, and then panics 
  for a bit before figuring out what to do. 
  Whodunit? 
  A murder like this would fall in the domain of the 
  Warders (Thentia’s police), but with the Magic and 
  Gold Festival already straining city resources, Abert 
  knows that it is unlikely that they would be able to 
  finish an investigation for at least a few days. 
   Unfortunately, since Dr. Dalathon was killed in her 
  room and nobody has been up in the guest rooms 
  today except for the three other panelists, it is very 
  likely that one of them is the culprit. All three of 
  them traveled to Thentia for this panel, so they will 
  likely leave for their home cities within a day or two 
  at most. If the murderer is to be brought to justice, 
  they can’t wait for the Warders; they must figure out 
  who killed Dr. Dalathon before the night is out. Abert 
  pleads with the adventurers and offers to hire them 
  as investigators. They must solve this mystery 
  tonight if they want to catch the murderer. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  38 
   If they agree, Abert will go back to the council 
  chamber and disperse the crowd. He suggests the 
  adventurers investigate the scene of the crime 
  carefully if they haven’t done so already, and he 
  gives them permission to enter the other guest 
  rooms and search the panelists’ belongings. He tells 
  them to come back down to the council chamber 
  once they are done searching the rooms. 
   If the adventurers go back to the scene of the 
  crime, return to Scene B. If they go to search the 
  other guest rooms, proceed to Scene E. 
  Scene E. Room Service 
  There are three other guest rooms on the third floor 
  of the Spiraling Tower, all lined up in one hallway. 
  Prof. Pyrax’s Room 
  Prof. Pyrax’s guest room is right next to Dr. 
  Dalathon’s room, though the walls are thick enough 
  to muffle all sounds between them. The room has a 
  bed with a bag of clothing on it. There is also a chest 
  full of potions, alchemy components, and notes 
  about Prof. Pyrax and Dr. Dalathon’s research 
  project. Unlike in Dr. Dalathon’s room, Prof. Pyrax’s 
  notes are neatly stored and have not been taken out 
  of the chest. 
   If the adventurers look for a golden potion, none 
  of the potions in the chest seem to match. 
   If someone searches the bag of clothing, they can 
  make a DC 13 Wisdom (Perception) check to 
  notice an odd and unpleasant smell coming from a 
  perfume bottle in the bag. Inside the perfume bottle 
  is a golden liquid. Prof. Pyrax hid the contents of the 
  sample potion inside this perfume bottle. A DC 13 
  Intelligence (Arcana) check recognizes the liquid 
  as an alchemical concoction. 
  Master Murnig’s Room 
  Master Murnig’s room is human-sized, but the 
  furniture inside is made for gnomes and halflings. He 
  has a bag of clothing and personal belongings on the 
  small bed, and a thick stack of notes on the desk. 
   Anyone reading the notes can make a DC 10 
  Intelligence (Investigation) check to skim their 
  contents and figure out their purpose. On a success, 
  the character realizes that these papers track Dr. 
  Dalathon’s research and work over the course of 
  decades, with documents detailing every flaw in her 
  record, every mistake she made, and every potential 
  way to discredit her. The most recent entry ponders 
  how Murnig wasn’t able to discover the recipe for 
  potions of longevity even after years of research, so 
  Dr. Dalathon’s latest discovery must be a lie. 
  Lady Longcastle’s Room 
  Lady Longcastle has the biggest suite in the tower 
  filled with grandiose furniture. Her clothes and 
  belongings are neatly placed in the drawer, and 
  magical unseen servants tend to chores around the 
  room, washing clothes and dusting furniture. They 
  do not interfere with the adventurers. 
   A thorough search of the room discovers only that 
  Lady Longcastle keeps a lot of makeup and perfume 
  bottles, many of which are lavender-scented. 
  Scene F. Everyone Is a Suspect 
  Once the adventurers are done searching the guest 
  rooms, they can go back down to the council 
  chamber to find Abert, Lady Longcastle, Master 
  Murnig, and Prof. Pyrax sitting down here waiting 
  for them. Abert tells the party that he has told the 
  panelists what happened, and they all agreed to be 
  interviewed about Dr. Dalathon’s murder. 
   There is a small private meeting room behind the 
  stage. Abert suggests that the adventurers 
  interview each of the panelists individually and 
  then try to come to a conclusion. 
  Lady Longcastle 
  Lady Longcastle tries to maintain a stoic demeanor, 
  pretending not to know Dr. Dalathon well. In truth, 
  she is crestfallen, partially because her lover is dead, 
  but even more so because she will likely never 
  receive the potion of longevity that she craves. After 
  talking for a while, the adventurers can realize her 
  priorities with a DC 13 Wisdom (Insight) check. 
   At the Time of the Murder, Lady Longcastle was 
  in her room taking a bath. 
   The Secret Relationship. If the adventurers 
  present the love letter to Lady Longcastle as 
  evidence of her relationship with Dr. Dalathon, she 
  relents and tells the entire truth, asking only that 
  they keep her relationship a secret. 
   What Did She Do Today? Lady Longcastle arrived 
  in Thentia this afternoon, the last of the three. When 
  she arrived, she wanted to see Dalathon as soon as 
  possible, but Dalathon had gone out to the festival. 
  Longcastle found Dalathon’s door ajar and walked in, 
  but the room was empty, so she wrote a letter and 
  left it on the desk, then went back to her room. 
   The Potion of Longevity. When Dr. Dalathon 
  came close to completing a sample of the potion, she 
  promised Lady Longcastle that she would give her a 
  vial as soon as it was in working order. Dalathon 
  contacted Longcastle again a tenday ago, saying that 
  she will have a working sample at the festival. Prof. 
  Pyrax did not know of this arrangement. 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
  39 
  Master Murnig 
  Master Murnig has a conflicted look on his face, as 
  he is simultaneously relieved that his rival is gone, 
  but also disappointed that he never got a chance to 
  humiliate her on the panel. A DC 10 Wisdom 
  (Insight) check is enough to discern his barely-
  hidden contempt for Dr. Dalathon. 
   At the Time of the Murder, Master Murnig was in 
  his room reading notes and preparing for the panel. 
   What Did He Do Today? Master Murnig spent 
  most of the day at the festival. He went back to his 
  room in the afternoon to look over his notes right 
  before the panel. He did see Dr. Dalathon out with 
  Prof. Pyrax at the food court during lunch. 
   The Public Confrontation. If the adventurers ask 
  about Dr. Dalathon at the food court, Murnig giddily 
  explains that he happened upon Dalathon and Pyrax 
  at lunch and went to talk. The conversation quickly 
  turned to their research into brewing potions of 
  longevity, which Murnig knows is impossible due to 
  his previous failed attempt at it. According to 
  Murnig’s retelling, he destroyed Dr. Dalathon with 
  facts and logic over the course of the argument. 
   The Opposition Portfolio. If the adventurers 
  bring up his stack of notes criticizing Dr. Dalathon, 
  Murnig proudly talks about the years he spent 
  compiling all of Dr. Dalathon’s mistakes and 
  transgressions. He has feuded with her for many 
  years, and he no longer even remembers how the 
  rivalry started. He simply has an irrational desire to 
  try to prove himself academically superior to her. He 
  speculates that she may have accidentally caused 
  her own death with a failed experiment. 
  Prof. Pyrax 
  Prof. Pyrax is an emotional wreck, though he tries 
  to disguise his feelings of guilt as mourning. His eyes 
  are permanently downcast, and he talks in a lifeless 
  voice. He tries to answer questions truthfully but 
  lying just enough to hide evidence of his guilt. 
   If confronted with a contradiction or with 
  evidence of his guilt, he gets flustered and tries to 
  come up with a new, likely even less believable lie. 
  He is also quick to point fingers at Master Murnig, 
  claiming (truthfully) that Murnig has always hated 
  Dr. Dalathon. 
   Prof. Pyrax is a copper dragonborn, and a DC 10 
  Intelligence (Nature) check lets a character know 
  that copper dragonborn can breathe acid in a line. 
  Dragonborn characters know this automatically. 
   At the Time of the Murder, Prof. Pyrax was in his 
  room looking over notes and preparing for the panel. 
  (This is a lie. Pyrax’s notes in his room have not been 
  taken out of the chest.)  
   What Did He Do Today? He and Dr. Dalathon 
  went out to see the festival this morning. At lunch, 
  they were accosted by Master Murnig, who kept 
  arguing with Dr. Dalathon until they ended up 
  causing a public spectacle. They decided to return to 
  their rooms after that, He hasn’t seen her since. (This 
  is a lie. He went with Dalathon to her room first.) 
   The Potion Sample. If asked, Prof. Pyrax pretends 
  not to know where the potion of longevity sample 
  went, saying that Dr. Dalathon kept it with her. If the 
  adventurers mention the hidden potion in the 
  perfume bottle in his room, he lies and says that 
  perfume liquid was from a different experiment. 
   Secret Relationship. If the adventurers ask about 
  Lady Longcastle or Dalathon’s relationship, Pyrax 
  pretends to know nothing, saying that Dr. Dalathon 
  was married to her work. A DC 13 Wisdom (Insight) 
  check detects that Pyrax knows more about this than 
  he lets on, and he seems to show some restrained 
  hostility at any mention of Lady Longcastle. 
  Scene G. Pointing Fingers 
  Once all the interviews are done, the time has come 
  to figure out who the murderer is. Abert and the 
  three suspects are all gathered in the council 
  chamber awaiting the results of the investigation. 
   Let the adventurers discuss the case among 
  themselves before making an accusation. Once they 
  accuse someone, have them explain their evidence 
  and reasoning. Extra credit if they first talk about the 
  two suspects who are innocent of the crime before 
  finally talking about the real murderer. 
   The adventurers need to come up with at least 
  two solid pieces of evidence pointing to the 
  murderer, and they should try to explain how the 
  murder was committed and the motive behind it. 
   If the adventurers accuse the wrong person (not 
  Prof. Pyrax) or have insufficient evidence backing up 
  their claim, Abert is unable to act upon their flimsy 
  evidence and the murderer walks free. 
   If the adventurers accuse Prof. Pyrax and lays 
  out at least two solid pieces of evidence, he 
  breaks down in tears and admits his guilt. He claims 
  that he killed Dr. Dalathon by accident after he 
  confronted her about her intent to give the sample 
  away and ruin his only chance of getting out of debt. 
  Abert calls for the Warders to lead him away. 
   Abert thanks the adventurers for their success in 
  discovering Dr. Dalathon’s killer. He collects the 
  potion of longevity sample away as evidence. 
  Treasure 
  Abert pays the adventurers and allows them to keep 
  Dr. Dalathon’s spellbook if they want it.
  
   
   
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  Episode 4: Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments. 
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your 
  players that the amount of gold that their characters 
  can earn per level is limited; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
  Spellbook(s) 
  If found during the adventure, the characters can 
  keep the following spellbooks; these spellbooks are 
  described in Episode 4: Spellbook: 
  • Dr. Dalathon’s Spellbook 
  Story Award(s) 
  If earned during the adventure, the characters can 
  gain the following story awards, which are described 
  in Episode 4: Story Award: 
  • A Dapper Familiar 
  Dungeon Master Rewards 
  For running this adventure, one of your character 
  gains a level. That character receives gold based on 
  their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  You may be able to exchange this reward for other 
  benefits. See the Adventurers League DM Rewards 
  document for more information. 
   
   
  
   
   
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  Episode 4: NPC Summary 
   
  The following NPCs feature prominently in this 
  episode. 
  • Abert Frostbeard (AB bert). A dwarven manager 
  who works for the Council of Mages. He is tasked 
  with managing and moderating the alchemy panel 
  at the Spiraling Tower. 
   Personality: I delegate and procrastinate so I can 
  put out the least possible amount of effort. 
   Ideal: I wish everything would always go according 
  to plan and nothing ever goes wrong. 
   Bond: I have messed up my job too many times 
  recently. The alchemy panel must go well! 
   Flaw: I have a hard time adjusting to the 
  unexpected. 
   
  • Dapper. A cheerful, three-eyed imp who escaped 
  from the future. She was once the familiar of an 
  evil archmage from a future timeline who brought 
  much harm to Thentia. Time travel left her 
  memories of him hazy at best. She came to the 
  Spiraling Tower to look for a powerful wizard to 
  warn about that future evil, but instead she found 
  herself at the scene of Dr. Dalathon’s murder. 
   Personality: I love to eat and I try to lick 
  everything at least once to see how it tastes. 
   Ideal: I just want a nice warlock to be my new 
  familiar and take care of me. 
   Bond: My former master was an evil jerk who 
  refused to obey my orders and feed me what I want. 
   Flaw: I am egotistical and self-aggrandizing. 
   
  • Doctor Dalathon (DAL la thon). A sun elf 
  transmuter from Elventree who was scheduled to 
  speak at the alchemy panel. She was working with 
  her research partner Prof. Pyrax to find a way to 
  brew potions of longevity. They succeeded in 
  brewing a sample, but Dr. Dalathon was planning 
  to steal the sample to give to her secret lover Lady 
  Longcastle. 
   Personality: I try to keep my research neat and 
  organized. 
   Ideal: I would do anything for my lover’s sake. 
   Bond: I am secretly in love with Lady Longcastle. 
   Flaw: I take my partner Prof. Pyrax for granted. 
  • Lady Longcastle. A human noble from Hillsfar 
  with an interest in alchemical matters. She was 
  scheduled to speak at the alchemy panel. She is 
  also in a secret relationship with Dr. Dalathon, and 
  has no idea that Prof. Pyrax murdered her. 
   Personality: I get bitter if I am not the center of 
  attention. 
   Ideal: I hope that alchemy is the key that will allow 
  me to remain young and beautiful forever. 
   Bond: If word gets out that I love a lowborn elf, my 
  reputation would be ruined! 
   Flaw: I consider everything through the lens of how 
  it affects me. 
   
  • Master Murnig (MURR nig). A gnome alchemist 
  from Hulburg who was scheduled to speak at the 
  alchemy panel. His prior research into brewing 
  potions of longevity was a total failure, so he 
  refuses to believe that Dr. Dalathon and Prof. 
  Pyrax’s research was successful and he intends to 
  harshly criticize their research during the panel. 
   Personality: I like to ramble on about my 
  accomplishments and Dr. Dalathon’s foibles. 
   Ideal: They laughed at me at the academy, but I’ll 
  show them all! 
   Bond: I have a deeply personal academic rivalry 
  with Dr. Dalathon. 
   Flaw: I treat others like my inferiors and 
  subordinates. 
   
  • Professor Pyrax (pie RACKS). A copper 
  dragonborn illusionist from Elventree who was 
  scheduled to speak at the alchemy panel. He is Dr. 
  Dalathon’s research partner. Together, they 
  discovered a method to create potions of longevity 
  and brewed up a sample. However, when he 
  learned that Dr. Dalathon was planning to steal the 
  sample for her secret lover, Prof. Pyrax murdered 
  her and stole the sample for himself. 
   Personality: I use reasoned words and an amiable 
  attitude to hide my evil deed. 
   Ideal: Knowledge is a pathway to gold and glory. 
   Bond: My family is in so much debt. I must find a 
  way to pay it off. 
   Flaw: I am prone to panicked overreactions when 
  nervous.
  
   
   
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  Episode 4: Creature Statistics 
   
  Dapper (Imp) 
  Tiny fiend (devil, shapechanger), lawful evil 
  Armor Class 13 
  Hit Points 10 (3d4 + 3) 
  Speed 20 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  6 (-2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4,  
   Stealth +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Infernal, Common 
  Challenge 1 (200 XP) 
  Shapechanger. The imp can use its action to 
  polymorph into a beast form that resembles a rat 
  (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 
  ft., climb 20 ft.), or back to its true form. Its statistics 
  are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies. 
  Devil’s Sight. Magical darkness doesn’t impede the 
  imp’s darkvision. 
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make a DC 11 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful save. 
  Invisibility. The imp magically turns invisible until it 
  attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the imp 
  wears or carries is invisible with it. 
   
  Professor Pyrax (Illusionist) 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  9 (-1) 
  14 (+2) 
  13 (+1) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
   
  Saving Throws Int +5, Wis +2 
  Skills Arcana +5, History +5 
  Senses passive Perception 10 
  Languages any four languages 
  Challenge 3 (700 XP) 
  Spellcasting. The illusionist is a 7th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks). It has the following wizard 
  spells prepared: 
   
  Cantrips (at will): dancing lights, mage hand, minor 
  illusion, poison spray 
  1st Level (4 slots): color spray,* disguise self,* mage 
  armor, magic missile 
  2nd Level (3 slots): invisibility,* mirror image,* 
  phantasmal force* 
  3rd Level (3 slots): major image,* phantom steed* 
  4th Level (1 slot): phantasmal killer* 
  * Illusion spell of 1st level or higher 
  Displacement (Recharges after the Illusionist Casts an 
  Illusion Spell of 1st Level or Higher). As a bonus action, 
  the illusionist projects an illusion that makes the 
  illusionist appear to be standing in a place a few inches 
  from its actual location, causing any creature to have 
  disadvantage on attack rolls against the illusionist. The 
  effect ends if the illusionist takes damage, it is 
  incapacitated, or its speed becomes 0. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage or 
  3 (1d8 – 1) bludgeoning damage if used with two 
  hands. 
   
   
   
  
   
   
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  Episode 4: The Alchemy Panel (Player Handout) 
   
   
  Dr. Dalathon 
  Biography: Female sun elf,  
  age 357  
  Occupation: Transmuter and 
  alchemist from Elventree 
  Description: Dr. Dalathon is a 
  brilliant researcher currently 
  working with Prof. Pyrax to 
  develop a way to brew new 
  potions of longevity. The two 
  have made a recent 
  breakthrough and are here to 
  present their findings. 
   
  Master Murnig 
  Biography: Male rock gnome, 
  age 294  
  Occupation:  Conjurer and 
  alchemist from Hulburg 
  Description: Master Murnig is 
  an expert alchemist who has 
  attempted to develop a recipe 
  for potions of longevity in the 
  past. He has a friendly 
  academic rivalry with Dr. 
  Dalathon which should keep 
  things lively. 
   
  Lady Longcastle 
  Biography: Female human,  
  age 52  
  Occupation: Noble from 
  Hillsfar 
  Description: Lady Longcastle is 
  an erudite noble with a 
  passionate interest in 
  alchemy. She is known to be a 
  patron of the sciences, and 
  her sponsorship of this event 
  is much appreciated. 
   
  Prof. Pyrax 
  Biography: Male copper 
  dragonborn, age 47  
  Occupation: Illusionist and 
  alchemist from Elventree 
  Description: Prof. Pyrax is a 
  respected academic who has 
  been all around the Moonsea. 
  He is Dr. Dalathon’s research 
  partner on the potion of 
  longevity project, and they 
  are here to present their 
  findings. 
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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  Episode 4: Love Letter (Player Handout) 
   
  My dearest Dalathon, 
   
  It seems you have stepped out into the festival before my 
  arrival. I hope you return soon, for my heart longs so much 
  to see you again. It pains me that we must keep our love 
  secret because of those bigoted, judgmental nobles back in 
  Hillsfar. I care not that you are an elf of low birth, I love 
  you all the same. If only I were born an elf as well, instead of 
  being born human and doomed to age and die after so few 
  years in the Realms. 
   
  But perhaps that fate may not befall me yet. In your last 
  letter, you said that your research into the potion of 
  longevity was going very well, and that you finally created 
  a working sample after painstaking research and 
  experimentation. When you made your promise all those 
  months ago, I didn’t think you could fulfill it so quickly. 
  Bring the sample with you to my chamber after the panel. I 
  hope that tonight is the night I reclaim my lost youth and 
  beauty, so that our love can burn brighter and longer still. 
   
  See you soon, 
   
  ̶  Your Love 
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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  Episode 4: Story Award 
   
  Adventurers may earn the following story award 
  during the adventure.  
  A Dapper Familiar 
  Only a character with at least one level in warlock 
  can gain this story award. 
   You have made friends with Dapper the imp. If you 
  have Pact of the Chain, you can summon Dapper as 
  your imp familiar (no mechanical changes from a 
  normal Pact of the Chain imp familiar). Dapper is a 
  cheerful, three-eyed imp who loves to eat, and she 
  tries to lick everything at least once just to see how it 
  tastes. She is egotistical and self-aggrandizing, and 
  once summoned by a warlock, she insists that she is 
  the master and the warlock is her familiar.  
   
   
  
   
   
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  Episode 4: Spellbook 
   
  Adventurers may earn the following spellbook 
  during the adventure.  
  Dr. Dalathon’s Spellbook 
  Something with small teeth has taken bites out of the 
  corners of this worn notebook. The pages inside are 
  filled with alchemical symbols and margin notes. It 
  contains the following spells: 
   
   1st level: catapult*, longstrider 
   2nd level: alter self, darkvision, Maximilian’s earthen 
  grasp*, skywrite* 
   3rd level: tiny servant*, water breathing 
   4th level: stone shape 
   
  * Indicates spell from Xanathar’s Guide to Everything 
   
   
  
   
   
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  CCC-MAG01-01 Mischief at the Festival (v1.0) 
   
   
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  Appendix 1: 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 3. 
  Characters outside this level range cannot participate 
  in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  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/MAGFest/CCC-MAG01-01 - Mischief at the Festival (1-4).pdf