TEXT: SIEGE of the YELLOW ROSE
  Part Three of the Siege of the Yellow Rose Series
  Beyond the Glacier of the White Worm lies the Monastery of the Yellow Rose. High 
  in the skies above the monastery, a battle rages between illithid and githyanki. 
  While others search the monastery and the glacier for clues, you are asked to 
  defend the monastery from those in the skies and on the ground. Can you defend 
  the monastery long enough for the clues to be uncovered?
  A Four-Hour Adventure for 11th−16th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  AL SPADER
  Adventure Designer
  Adventure Code: CCC-TRI-28 ROSE1-3
  Optimized For: APL 14
  Version: 1.1
  Story Arc Coordinator: Jay Africa, Mark Merida
  Editor and Layout: Ruth Jedlinsky
  Senior Editor: David Jedlinsky
  Maps: Mark Merida, Elven Tower
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Lysa Chen
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  CCC-TRI-28 Siege of the Yellow Rose
  2
  Introduction
  Welcome to Siege of the Yellow Rose, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and The Role Initiative’s Siege of the Yellow Rose 
  series. Each part in the series corresponds to a 
  specific tier of play.
  This adventure takes place in the Monastery of 
  the Yellow Rose and is meant to be run in one of two 
  ways:
  Interactive. Multi-table style with all three Parts 
  (Tiers) running simultaneously at separate tables, 
  with events at those tables affecting what occurs at 
  this table and vice versa. The timings of all three 
  modules are completely independent of one another 
  meaning the Tier 3 table could be in Act II while the 
  other tables are still in Act I. Listed timings are only 
  meant as a communication between the author and 
  the DM based on suggested run time.
  Standalone. Run this module independently, with 
  the following caveats:
  • “Boons” listed to give other Tiers (tables) are 
  ignored.
  • Run the module as if conditions for “boons” from 
  the other tiers (tables) have been met.
  • Insert the boons from the other tiers (tables) while 
  running the module as you, the DM, see fit.
  This adventure is designed for three to seven 
  11th−16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 14. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  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
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter 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.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  3
  Adventure Primer
  “We became silent, and stood silent for a time side 
  by side, deriving, I fancy, a certain comfort from one 
  another’s company.”
  —H. G. Wells, “The War of the Worlds”
  This section provides the adventure’s background, 
  an overview of the adventure in play, and hooks that 
  you can use to introduce your players’ characters to 
  the action. For a list of prominent NPCs featured in 
  this adventure, see appendix, “Dramatis Personae.”
  Adventure Background
  The conflict between the gith and the mind 
  flayers—the alien race of brain-eaters known as 
  the illithids—has raged through the millennia 
  and across the planes. Since the fall of the illithid 
  empires, mind flayers have sought refuge in 
  enclaves throughout the worlds of the Multiverse. 
  Wherever they have sought refuge, the gith have 
  always followed in dogged pursuit.
  The monastic Order of the Yellow Rose is about 
  to feel the force of this conflict firsthand. A tenday 
  ago, a novice of the order discovered an abandoned 
  illithid laboratory in the depths of the mountains 
  beneath the monastery. The discovery caused the 
  long-dormant facility to awaken, sending pulses of 
  psionic energy throughout the planes like a beacon.
  From their fortresses in the Astral Plane, the 
  githyanki detected the psionic pulses. With gith 
  enmity towards the mind flayers transcending 
  time and space, the githyanki ventured to destroy 
  this source of mind flayer energy. They sent an 
  attack force into the Material Plane, emerging at 
  the Glacier of the White Worm and finding the 
  Monastery of the Yellow Rose before them.
  A gith scouting party was sent to the monastery, 
  where they were met by monks of the order. But the 
  inability to communicate with one another, fueled 
  by the monks’ fear, led the gith to believe that the 
  monks were attempting to protect the mind flayer 
  laboratory. In anger, the gith regrouped to gather 
  their forces to march against the Order of the Yellow 
  Rose.
  Location Summary
  The following locations feature prominently in this adventure.
  The Monastery of the Yellow Rose. An ancient institution 
  run by an order of monks dedicated to Ilmater. Founded over 
  a thousand years ago, the monastery stands in the isolation 
  of the Earthspur Mountains.
   The Stellar Experimentarium. An abandoned illithid 
  laboratory in the depths of the mountain below the 
  Monastery of the Yellow Rose. Rediscovered and awakened 
  by one of the monastery’s novices, it is the target of the 
  githyanki incursion.
  Adventure Overview
  Untrained to defend themselves against the 
  githyanki attack force, the monks of the Yellow 
  Rose have summoned adventurers to aid in the 
  monastery’s defense, and individuals of all levels of 
  experience answered the call. Their efforts to save 
  the monastery play out in this adventure, as well as 
  in the others of its series.
  The adventure is broken down into an 
  Introduction and three Acts:
  Introduction. The adventurers are teleported to 
  the Monastery of the Yellow Rose, amidst hurried 
  preparations to fortify the monastery.
  Act I. The party must decide which way they want 
  to help prepare for the siege. The party is presented 
  multiple options to choose from and should be able 
  to complete two of them before the siege begins.
  Act II. The githyanki begin their siege. The party 
  must choose how they assist in the monastery’s 
  defense.
  Act III. As the adventurers deal with the siege, 
  they encounter the githyanki leader and are 
  assaulted by gith flying on the backs of their dragon 
  allies.
  Adventure Hooks
  The adventure begins under the assumption that 
  the characters have already agreed to assist the 
  monks of the Yellow Rose. The following hooks can 
  provide the adventurers with reasons answer the 
  call of the order.
  Heroes of the Realms. The adventurers have 
  heard of the perils befalling the Order of the Yellow 
  Rose and have answered their call for aid. Helping 
  the order could save hundreds of innocent lives.
  Treasures of the Yellow Rose. The order of the 
  Yellow Rose has offered up a reward of gold. Should 
  the adventurers succeed in their mission, they will 
  receive not only payment, but the gratitude of the 
  order as well.
  Follower of Ilmater. The church of Ilmater has 
  sent a plea to all followers to get to the Monastery of 
  the Yellow Rose to help protect the sacred location 
  and their monk brothers.
  For the DM
  This module can be run one of two ways, as a 
  multi-table interactive or as a standalone module.
  Interactive. Multi-table style with all three Parts 
  (Tiers) running simultaneously at separate tables, 
  with events at those tables affecting what occurs at 
  this table and vice versa. The timings of all three 
  modules are completely independent of one another 
  meaning the Tier 3 table could be in Act II while the 
  other tables are still in Act I. Listed timings are only 
  
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  CCC-TRI-28 Siege of the Yellow Rose
  4
  meant as a communication between the author and 
  the DM based on suggested run time.
  Standalone. Run this module independently, with 
  the following caveats:
  • “Boons” listed to give other Tiers (tables) are 
  ignored.
  • Run the module as if conditions for “boons” from 
  the other tiers (tables) have been met.
  • Insert the boons from the other tiers (tables) while 
  running the module as you, the DM, see fit.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  5
  Introduction. Preparations for 
  Battle
  Estimated Duration: 5 Minutes
  Audience with the Matron of the Chisel
  At the story’s outset, the adventurers are teleported 
  to the Monastery of the Yellow Rose. There, 
  they speak with one of the order’s high-ranking 
  members.
  If you are running this module on its own, read or 
  summarize the following to the table to set the stage 
  for the battle. If you are playing this a multi-table 
  co-operative module, have one of the DMs read it to 
  all three tables at the same time.
  As the blinding flash of the teleportation circle recedes 
  from your vision, there is an explosion that knocks you 
  off your feet. As you come to, there are several illithid 
  and githyanki bodies lying twisted and contorted all 
  around you. Another set of explosions thunders high 
  above your heads. As you crane your neck to see what 
  it was, aloft you spy a fleet of gith ships battling with 
  several squid-like mind flayer battleships. Shrapnel 
  and bodies are falling from the sky as the monks of the 
  Yellow Rose gather together to prepare for battle. 
   A female, halfling monk quickly nods and addresses 
  herself to you. “I am Mother Rosinden of the Order of 
  the Chisel . . .” As she finishes her brief introduction, an 
  illithid drops in front of her, and in a flourished whirl, 
  she lays a roundhouse kick across the creature’s face 
  twisting its head. The crack of its neck tells you that the 
  creature is no longer a threat. 
   Mother Rosinden straightens her garb and motions 
  to two other monks. They each rush over to one of the 
  groups that appeared at the same time as yours and 
  hurries them in separate directions. She motions you 
  remaining adventurers to follow her as she runs off in 
  another direction.
  Mother Rosinden belongs to the Order of the 
  Chisel. Additionally, she is the monastery’s Master 
  of Quarters. She has the following information to 
  share with the characters:
  • A few days ago, a massive army of githyanki 
  showed up accusing us of aligning with the mind 
  flayers.
  • Shortly thereafter a small fleet of illithid ships 
  showed up overhead. Luckily, the two enemies 
  started fighting each other.
  • A novice of our order has gone missing just before 
  these events. We have a group of people trying to 
  find her and discover if there is any connection.
  • All attempts to negotiate with the githyanki have 
  been met with violence. We have sent another 
  group of adventurers to find their base and 
  discover anything to help in the conflict.
  • Whoever wins the battle above will surely be 
  laying siege to us next. There are several ideas 
  we’ve had that could help. Let us know what you’d 
  like to do and we will send others to complete the 
  rest.
  • The Order of the Yellow Rose will be forever in 
  your debt and pay you dearly . . . if we survive!
  Mother Rosinden’s Missions
  Once the party decides on a mission, proceed to the 
  appropriate section. These missions do not need to 
  be run in the order they are written.
  Sabotage the Skiffs (Exploration). Down 
  the mountain, there is a small valley where the 
  githyanki have parked their astral skiff transports 
  to quickly bring their troops to the walls of the 
  monastery. You must destroy the skiffs and—if pos-
  sible—steal one so it can be used during the assault 
  to move people around quickly.
  Free the Builder (Exploration). The githzerai tell 
  you about their builder named Thom who is capable 
  of moving massive things with his mind. The 
  githyanki have imprisoned him in limbo. If he could 
  be freed, he could help reinforce the keep.
  Locate a Saint (Social). One of Ilmater’s priests, 
  a man known as Josef Saint, is renowned in his 
  healing talents. Josef could ensure that the defend-
  ers of the monastery can fight longer. Unfortunately 
  Josef has undergone a self-imposed exile since the 
  Red War. He has lost faith in humanity and has 
  withdrawn to the Quivering Forest. Perhaps the 
  party can convince him to get back into the fight?
  Unleash the Hand of Ilmater (Exploration). 
  Deep inside the mountain beneath the monastery 
  lies a great weapon supposedly given to the ancient 
  monks by Ilmater himself. In order to earn the use 
  of the weapon, faithful must complete five trials. No 
  monk has ever been able to complete the trials but 
  maybe the party can?
  Roleplaying Mother Rosinden
  Leader of the Order of the Chisel, Mother Rosinden also acts 
  as the order’s quartermaster, treasurer, and chief liaison. She 
  is calm under pressure, authoritative but warm in demeanor, 
  and speaks in confident tones to both strangers and 
  acquaintances, alike. A head of half-gray hair and pronounced 
  crow’s feet around her eyes reveal her to be middle-aged, 
  adding to her matronly image. Though typically stoic and 
  unflappable, Mother Rosinden is an open book when her 
  emotions do surface.
  Quote: “We of the Yellow Rose follow paths of pacifism, only 
  ever raising our fists in self-defense. We hope to avoid raising our 
  fists in violence at this time, as well.”
  Traits: even-tempered, good judge of character, stoic, prone 
  to frustration when outside her comfort zone.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  6
  Act I. Preparing for battle
  Estimated Duration: 90 Minutes
  Once the party decides on a mission, proceed to the 
  appropriate section. These missions do not need to 
  be run in the order they are written.
  The party may run as many of these encounters 
  as they wish in ninety minutes. Most parties will get 
  through three encounters.
  Sabotage the Skiffs
  This mission is meant to be done as quickly as 
  possible. If the party takes a long time to come 
  up with a plan, make sure they know the army is 
  approaching.
  As you come to the edge of a small ledge, you see six 
  githyanki skiffs hovering in the narrow valley below. 
  The valley looks to be a two hundred foot descent and 
  you can just make out two sets of three guards each 
  standing on both side of the skiffs. Several hundred 
  yards in the distance, you see a contingent of gith 
  marching your way.
  This mission has a success and a failure condition. 
  If the party allows a skiff to escape, they fail the 
  mission. If the party destroys five skiffs and steals 
  one, they succeed.
  The astral skiffs are controlled by the chair and 
  helmet at the back of the small ship. Characters can 
  use an action to don the helmet and then another 
  action to move the skiff.
  Astral skiffs are about 30 feet long and can hold 
  up to twelve passengers. These skiffs look like small 
  sailing ships that hover 30 feet off the ground. The 
  skiffs have a central mast with small sails.
  Astral Skiff
  Armor Class 13
  Hit Points 60
  Speed 35 ft.
  Damage Threshold 15
  Damage Immunities poison, psychic
  The pilots of the skiffs are githyanki warriors. The 
  two sets of guards consist of 2 githyanki knights 
  and a githyanki gish. Any attack on one of the sets 
  of guards will alert the other group as well. The 
  pilots will come out of their helmets two rounds 
  after any sort of combat begins.
  Allow the party to come up with a plan. Some skill 
  checks that may arise are:
  Climbing the mountainside. The mountain face 
  has several hand holds and foot holds but is fairly 
  steep and requires a successful DC 18 Strength 
  (Athletics) check to climb down without falling. If 
  they fail, a character takes 70 (20d6) falling damage. 
  Using a rope grants advantage on this check.
  Sneaking aboard the skiff. The guards aren’t 
  paying attention to the skiffs currently so it only 
  takes a successful DC 16 Dexterity (Stealth) check 
  to board without them noticing.
  Piloting a skiff. The skiffs use dormant psionic 
  energy to fly so this requires a successful DC 20 
  Intelligence saving throw otherwise the pilot takes 
  18 (4d8) psychic damage. A successful DC 20 
  Intelligence (Arcana) check reveals this property to 
  the characters before they tap in.
  Killing the pilots. The two gith pilots are 
  currently defenseless and take two rounds to get 
  out of their helmets. A successful DC 16 Wisdom 
  (Survival) check reveals the pilots can be killed with 
  a single attack if a character can describe how they 
  are going to do it.
  When the party steals the skiff, another skiff 
  comes up the canyon behind them and begins a 
  chase encounter. There will be 2 githyanki gishes 
  on board the skiff. There is also a githyanki warrior 
  piloting the skiff. The pilot is considered part of the 
  skiff and cannot be targeted by attacks or spells.
  When the chase begins, roll initiative for each 
  skiff using the pilot’s initiative modifier. All players 
  and enemies on the skiff act on the same initiative. 
  A pilot may only take dash actions during the chase. 
  The chase will last for four rounds at which point 
  the enemy skiff will disengage back to their army. 
  On the party’s turn they may attack the githyanki or 
  their skiff with ranged attacks.
  Tactics
  The githyanki gish will focus on casting fireball, 
  targeting as many players as possible, along with 
  the skiff.
  After each skiff has had a chance to take their 
  turn in initiative, roll on the hazards table below. 
  Both the party and the enemy skiff must attempt the 
  checks and/or saving throws.
  Chase Hazards
  d4
  Hazard
  1
  Rock Arch
  2
  Cliff Face
  3
  Rock Slide
  4
  Narrow Gap
  Rock Arch. Each creature on the skiff must make 
  on a DC 17 Dexterity saving throw. On a failure, the 
  creature takes 21 (6d6) bludgeoning damage and is 
  stunned until the end of its next turn.
  Cliff Face. The pilot of the skiff must make a DC 
  17 Intelligence (Arcana) check. On a failure, the 
  skiff collides with the cliff, taking 35 (8d6) bludgeon-
  ing damage. If the pilot succeeds, everyone on the 
  skiff must make a DC 18 Constitution saving throw. 
  On a failure, the creature is poisoned until the end 
  
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  CCC-TRI-28 Siege of the Yellow Rose
  7
  of their next turn as their stomachs adjust to the 
  extreme g-forces involved in the maneuver.
  Rock slide. A stray blast hits the mountain above. 
  All characters must make a DC 16 Dexterity saving 
  throw, taking 35 (8d6) bludgeoning damage on a 
  failure, or half as much damage on a success.
  Narrow Gap. The pilot of the skiff must succeed 
  on a DC 17 Intelligence (Arcana) check. On a fail-
  ure, the skiff collides with the cliff, taking 35 (8d6) 
  bludgeoning damage. If the pilot succeeds, everyone 
  on the skiff must attempt a DC 18 Dexterity saving 
  throw. On a failure, the creature falls off the skiff, 
  taking 14 (4d6) falling damage as the skiff tilts on its 
  side to fit through the gap. If a creature falls off its 
  skiff, it can no longer make attacks on the opposing 
  skiff.
  Tricks of the Trade
  Make the chase intense and give the party members 
  little time to think about their actions. If you get to 
  their turn and they don’t know what they are doing 
  within 5 seconds, they take the dodge action and 
  then move on. Make sure you explain that the skiffs 
  are moving extremely fast. If the party is into it and 
  the enemy’s first skiff is destroyed quickly, feel free 
  to add another to the mix!
  Interactive Point
  The PCs steal a skiff. The party successfully steals a githyanki 
  skiff. Award the table the “Rapid Redeployment” boon. If 
  playing as an cooperative module, the other tables gain the 
  appropriate boon as well.
   If the party fails to steal the skiff or the skiff is destroyed, 
  nobody gets a boon.
  XP Award
  If the party escapes with a skiff, award each charac-
  ter 1,000 XP.
  Free the Builder
  Two githzerai arrived at the monastery just after the 
  initial githyanki attack. Unlike their militant cousins, 
  they found a kinship with the ascetic monks of the 
  Yellow Rose, and offer an intriguing solution.
  The githzerai tell you The Builder is trapped in his 
  citadel in Limbo. The githyanki punished him for speak-
  ing out against the attack on the monastery by trapping 
  him behind a series of puzzles. If The Builder were to 
  be freed, he could help fortify the monastery. 
   Two githzerai circle around you and begin to chant. 
  Your vision blurs as you hear a loud pop in your head. 
  When your eyes come back into focus, you are standing 
  on a churning pile of rock. A hundred yards in front of 
  you is a massive silver tower.
  The tower is located in Limbo, a vast plane of chaos 
  and imagination. The churning reality of Limbo is 
  tough to comprehend. In order to move in Limbo, 
  a character just needs to look at a point and think 
  about it and their body floats toward it.
  The Entrance
  The doors to the adamantine citadel are fused shut. 
  On the doors is a 6x6 grid with many symbols on 
  it. Four of the squares of the grid are empty. If a 
  character touches the empty spot, they realize lines 
  appear for a few seconds and then disappear. If the 
  party can draw the correct four symbols, the doors 
  will open. The lines can only be drawn onto the 
  blank spaces and no others.
  If the party gets stuck, they may attempt a DC 18 
  Intelligence (Insight) check to reveal that the pattern 
  refers to symbols that are to the left and right of 
  each other. A player can also spend one luck point 
  from the Lucky feat to be given one of the answers 
  of their choice. Give the party Player Handout 1.
  Solution. The pictures are in a repeating order 
  from left to right though there are a total of 9 
  symbols and only 6 are presented per row on the 
  grid. Once the correct answers have been put in, 
  the doors open to reveal a long, broad staircase that 
  looks like it goes on forever. After ten minutes of 
  walking the party makes it to the prison.
  XP Award. If the party successfully solves the 
  puzzle without needing any clues, award each player 
  1,000 XP.
  The Prison
  A vast spherical room opens up in front of you. In the 
  center of the room, an egg-shaped metal structure 
  stands nearly 20 feet tall. In front of the egg is an altar 
  with numerous game pieces floating in the air around 
  it.
  As the party explores the room, they realize there 
  are many other game pieces floating around the 
  room. Closer inspection of the pieces reveals them 
  all to be queens from a Dragonchess board.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  8
  The altar has pieces of a stone Dragonchess 
  board smashed to pieces all around it. Only four 
  of the pieces rest where they should normally be 
  aligned. Freshly chiseled into the stone around the 
  chess board pieces are the words “Only when the 
  eight queens can live in peace, will The Builder be 
  released.” Two queen pieces are fastened to the 
  altar, as are the four chessboard pieces.
  Once the players see the board, a timer starts 
  ticking down on the altar. Give the players 15 
  minutes to solve both the chessboard puzzle and 
  the queen puzzle. If they fail, the builder is forever 
  locked up and cannot be released. The altar will 
  explode if this happens, and every creature in the 
  room must make a DC 17 Dexterity saving throw. 
  A creature takes 14 (4d6) bludgeoning damage and 
  14 (4d6) radiant damage on a failed save, or half as 
  much damage on a successful one.
  The Queen Puzzle
  This puzzle has two parts—assembling the board 
  and then placing all eight queens on a chess board 
  without any of them being able to capture another.
  Randomly choose two of the queens and put 
  them in the correct spot on the board. These two 
  queens are locked into place and cannot be moved. 
  Let the party know they can work on both puzzles 
  at the same time, but the chessboard MUST be put 
  together first in order for the queens to work. If you 
  have a small table you may want to do the broken 
  board first whereas if you have a full table, you may 
  want to split the table and do both puzzles at the 
  same time, to keep players engaged. Cut out and 
  give the characters Player Handouts 2, 3, and 4.
  If the party gets stuck, they may attempt a DC 
  18 Intelligence (Insight) to gain a simple hint as to 
  if they are on the right track or if a piece is in the 
  correct place. A player can also spend one luck 
  point from the Lucky feat to be given one answer of 
  their choice.
  If a character has proficiency in Dragonchess, give 
  them the correct location of another queen.
  If your players come up with an answer to the 
  Queen puzzle that doesn’t look right, try spinning 
  the board so it aligns with the answer shown here.
  Queen Movement
  In chess, a queen can move any number of spaces in a 
  straight line vertically, horizontally, or diagonally. The queen 
  captures by occupying the square on which another piece 
  sits.
  The Broken Board Pieces on the Altar:
  The Broken Board Answer:
  
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  CCC-TRI-28 Siege of the Yellow Rose
  9
  The Queens of Peace Answer:
  XP Award. Award each character 1,000 XP 
  for each of these puzzles they answered without 
  needing a clue.
  With the eight queens placed on the appropriate 
  squares, the metal egg in front of you turns molten and 
  then explodes into thousands of tiny cubes that evapo-
  rate into the surrounding void. An old githzerai stands 
  up from his fetal position and stares at you. “Thank you 
  my friends, is it too late to stop the invasion?”
  Allow the party to socialize with The Builder. When 
  the party is ready, The Builder stands up and begins 
  to chant. The entire citadel disappears around the 
  party as their vision blurs. When the players’ vision 
  clears, they are standing on the floating island above 
  the monastery, behind them the adamantine citadel 
  towers above the battlefield.
  Interactive Point
  If the party frees The Builder, give them the “Builder” boon. 
  If playing as an cooperative module, the other tables gain the 
  appropriate boon as well.
   If the players fail to free The Builder, nobody gets a boon.
  Locate a Saint
  Mother Rosinden gathers you around a large tome. 
  “It is not often that Ilmater gives us a saint. This tome 
  lists all members of the clergy known to our god. The 
  book speaks of one who calls himself Josef. We had 
  the honor of meeting this man when the Cult of the 
  Howling Hatred infiltrated us. I can tell you he is truly a 
  vessel for Ilmater. Josef walked unharmed across battle-
  fields in nothing but his robes. It is said that he recently 
  gave up his mantle after the Red War. No one has seen 
  him since. We believe he has taken up residence in a 
  small hovel in the Quivering Forest. Please go to him 
  and convince him that his favor of Ilmater is not lost. I 
  can get you close, but you must still find the hovel on 
  your own.”
  Mother Rosinden gives the party a description of 
  Josef Saint and a clay tablet with a rune etched into 
  it. She tells them that if they break the tablet, they 
  will be teleported back to the monastery. She then 
  asks the party to step into a teleportation circle and 
  they are teleported to the edge of the Quivering 
  Forest.
  A barely noticeable game path leads into the 
  forest. A successful DC 16 Wisdom (Survival) check 
  finds humanoid footprints on the path. If the player 
  surpasses the check by five or more, they also notice 
  the prints were made by sandals. Characters who 
  have played DDEX1-8, “Tales Trees Tell” make 
  this check with advantage as they recognize this 
  as the same path they followed to meet with Jeny 
  Greenteeth.
  The easiest way to find the hovel is to cast speak 
  with animals. Any animal the party talks to can 
  lead them to where Josef is staying. Otherwise, the 
  party must search the surrounding area. Finding 
  Josef Saint’s home requires a successful group DC 
  20 Intelligence (Investigation) check. Characters 
  who have played DDEX 1-8 make this check with 
  advantage as they realize this is the same path they 
  followed to Halvin’s cabin before they treated with 
  Jeny Greenteeth. If a character fails this check, they 
  may spend one luck point from the Lucky feat to 
  automatically succeed instead.
  If the party succeeds on their check, they find 
  a path which opens into a large clearing. A small 
  cabin sits in the back of the clearing and two large 
  gardens full of fruits and vegetables lie between the 
  characters and the cabin. A man in white robes can 
  be seen working the ground with a hoe, behind a 
  patch of corn stalks.
  
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  CCC-TRI-28 Siege of the Yellow Rose
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  A small cabin sits towards the back of the clearing with 
  two large gardens, filled with fruits and vegetables, 
  between you and the cabin. A single, frail man in white 
  robes works a small patch of earth with a hoe, behind 
  some corn stalks.
  Characters who have played in DDEX1-8 recognize 
  this cabin as it used to belong to Halvin—a half elf 
  ranger who used to trade with the nearby village of 
  Kabel’s Hill.
  Allow the party to approach Josef however they 
  see fit. No matter what they say to him, his first 
  response to them should be “You should not have 
  come, humanity doesn’t deserve Ilmater’s protection 
  any longer.” He will then drop his hoe and walk into 
  his cabin.
  The cabin door isn’t locked so if the party decides 
  to walk in they can, but if they prefer to knock first, 
  Josef will respond with “Go away please!” If the 
  party mentions Ilmater or the Monastery of the 
  Yellow Rose while they knock, Josef instead says, 
  “Come in for some tea, but then you must leave.”
  Roleplaying Josef Saint
  Josef Saint’s opinion of humanity has changed a lot over the 
  last year. Josef has never forgiven the factions for declaring 
  war on the Red Wizards. Before the war, Josef worked side-by-
  side with both Cloaks and Red Wizards in rebuilding the city 
  of Mulmaster after it was undone. He truly believes that the 
  Red Wizards from the Thayan Embassy were trying to help 
  the town. Josef was seen throughout the war healing both the 
  allied forces and the Red Wizards.
  Quote: “Why must we always turn to swords and spells?”
  Traits: Soft spoken, philosophical
   Flaws: Pacifist, depressed
  Getting Josef to join the defense efforts requires 
  three successful Charisma (Persuasion) checks 
  throughout the conversation. The DCs decrease 
  with each successful attempt. Each party member 
  may make one attempt to persuade Josef. If a char-
  acter fails a check, the DC for the next character is 
  the same and doesn’t decrease.
  Convincing Josef Saint
  Successful 
  Attempt
  DC
  1
  20
  2
  16
  3
  12
  This encounter should be more like a philosophical 
  conversation. Allow each party member a chance to 
  say their piece or respond to Josef. Josef responds 
  more positively when talking about saving lives or 
  about Ilmater. He responds negatively to talking 
  about the Red War or being paid. Josef doesn’t care 
  at all about, “Who the enemy is this time.”
  Have fun with this and push your players’ 
  thinking. Questions like “Aren’t we really at war 
  with ourselves?” or “Aren’t the ones who lose the 
  ones who die?” or “When can we live in a world of 
  peace?” can really bring the discussion to the next 
  level.
  If the party succeeds with three checks, Josef 
  agrees to go with them but only to make sure 
  “There is no more death.” If they fail, Josef sends 
  them on their way and grabs a basket to start 
  digging up onions from his garden.
  Interactive Point
  If the party convinced Josef Saint to come along, give them 
  the “Saint of Ilmater” boon. If playing as an cooperative 
  module, the other tables gain the appropriate boon as well.
   If they fail to convince Josef Saint, nobody gets a boon.
  XP Award
  If the party succeeds on their first three persuasion 
  checks, award each player 1,000 XP.
  Unleash the Hand of Ilmater
  Several monks escort you down a wide stone staircase. 
  You descend for ten minutes until you arrive at a stone 
  door. A large pair of hands, bound together with rope, 
  are etched into the stone. One of the monks looks at 
  you, “Several have tried, but no monk has ever been 
  able to succeed on the trials. It is said the trials test 
  your mind, body, and soul however, once you leave the 
  trials there will be no recognition of what they were. 
  Also, magic is forbidden within the trials, your items 
  and spells will have no effect while inside. Only one 
  person may attempt the trials at a time though each of 
  you may certainly try. May Ilmater take your pain.”
  All players enter the Trial of the Mind first. As they 
  enter through the door, each player sees their own 
  version of the trial. Allow the party to discuss who 
  is going to try first. This encounter is extremely 
  challenging for most characters and is meant to be. 
  The Hand of Ilmater is very powerful and it is okay 
  if the party fails. Even though spells and magic don’t 
  work inside the trials, feats work fine.
  Once the party member goes into the room, the 
  door seals behind them and a wooden door with 
  the picture of a brain burnt into it stands in front of 
  them.
  Trial of the Mind
  This small chamber is devoid of anything save a large 
  mirror. The stone wall and floor are cool to the touch 
  and seem to absorb the warmth from your body. After 
  a few second, you notice you can see your breath which 
  floats and coalesces onto the mirror.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  11
  Once the character stares at the mirror for a 
  moment, they notice their reflection distorts and 
  turns into several repeating images. As they look, 
  their senses are assaulted by all the wrongs they’ve 
  ever committed and everything they’ve ever killed. 
  Once these images stop, the mirror moves on to 
  friends and family who are still alive and shows to 
  the character how each of them will die. The assault 
  on the character’s psyche forces them to make a DC 
  16 Intelligence saving throw. If they fail, they take 
  21 (6d6) psychic damage and are teleported outside 
  the challenge. If they succeed, they find themselves 
  standing in front of a stone door with a body carved 
  into it. Beneath the body is a metal box with dozens 
  of lights blinking throughout it. This is clearly a lock 
  for the door. The lock can only be unlocked with a 
  successful DC 16 Intelligence (Arcana) check. If the 
  check fails, the character is teleported out and can 
  no longer complete the trials. If they succeed, they 
  may move on to the Trial of the Body.
  Trial of the Body
  The door opens into a 100-foot-long, 15-foot-wide 
  corridor. At the end of the corridor, you see a huge 
  boulder. Scanning back down to the floor, you notice 
  an opening into a dark pit below. A thin wire runs the 
  length of the hall above the pit.
  In order to succeed on this trial, a character must 
  walk the tightrope and then push the boulder up the 
  hallway. Even with dark vision, a character can’t see 
  the bottom of the pit.
  The tightrope runs 75 feet. Crossing it requires 
  two successful DC 16 Dexterity (Acrobatics) checks. 
  If the character fails, they fall into the pit. The 
  character notices large spikes at the bottom as they 
  fall. Right as they are about to hit the spikes, they 
  are teleported out of the trials.
  If the character succeeds at the tightrope, they 
  must push the boulder 100 feet. Pushing the 
  boulder requires two successful DC 16 Strength 
  (Athletics) checks. If the character fails a check, the 
  boulder rolls back toward them. As the boulder is 
  about to roll over them, they are teleported out of 
  the trials.
  If the player succeeds at pushing the boulder, it 
  falls into a large hole and a metal door with a heart 
  painted on it presents itself.
  Trial of the Soul
  You walk out of the door onto an island floating above 
  a pit, in a giant chamber. Upon the island rests a large 
  altar with a large crystal fastened to a metal rod in 
  its center. To your left, 40 feet up, in the corner of the 
  room, is a stone face carved into the wall. Numerous 
  gems, similar to the one on the altar are attached to 
  the walls all around the room. To your right, on small 
  ledges 50 feet away, are two creatures. Looking at the 
  creatures, you realize one is a male goblin child and the 
  other is a female human child. Their feet and hands are 
  encased in stone and they are crying for help. You hear 
  a loud clang and a white beam shoots out of the face 
  into a crystal. After several seconds the beam jumps to 
  another crystal on the wall.
  The character can make a DC 14 Intelligence 
  (Investigation) check. If they succeed, the character 
  realizes the beam of light is following a path that 
  will lead it to the crystal on the altar in front of 
  them. A successful DC 14 Wisdom (Perception) 
  check reveals the crystal on the altar is set up in 
  such a way that the beam will be split and hit both 
  children on the other side of the room. The crystal 
  can be spun slightly to cause the beam to only hit 
  one of the children. A successful DC 14 Intelligence 
  (Arcana) check reveals that the beam of energy is 
  similar to a disintegrate spell.
  The character should feel like they need to make 
  a decision. Leave the gem where it is, turn it toward 
  the goblin or turn it toward the human. This is all 
  a distraction, as any of these options will cause the 
  trial to fail. As the god of suffering, Ilmater wants to 
  see someone willing to make a sacrifice.
  The only way to succeed on this trial is for a 
  character stand in front of the crystal, allowing the 
  beam to hit them. If a character does this, as the 
  beam hits them, they are teleported out of the trials 
  and are wearing a white silver gauntlet.
  Interactive Point
  If a party member succeeds at all three trials, award the party 
  the “Hand of Ilmater” boon. If playing as an cooperative 
  module, the other tables gain the appropriate boon as well.
   If all characters fail the trials, nobody gets a boon.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  12
  Act II. The Siege From Beyond
  Estimated Duration: 85 Minutes
  A loud horn echoes across the mountainside. The 
  monks begin preparing for an assault. Mother 
  Rosinden shouts orders to several units of soldiers 
  and then turns to you. “Heroes of the Moonsea, the 
  siege is upon us! Take your positions and do not break! 
  The Monastery of the Yellow Rose will not be breached 
  again! Ilmater take your pain, my friends!”
  Before and during the siege, the party may turn 
  in boons at the appropriate times. The party must 
  choose between three siege encounters. If they 
  complete one encounter, they may start a second 
  encounter. Regardless, the final battle will happen 
  after eighty-five minutes are up—use a timer if 
  necessary.
  Siege 1. The Mountain Pass
  “Above the monastery is a mountain path. Our scouts 
  report that a sizable portion of the gith army is trying 
  to pinch us from above.” Mother Rosinden alerts you. 
  “Please go to the bridge and don’t let them pass. You 
  are to be our wall! If we can hold them off long enough, 
  it may just buy our brothers and sisters on the wall the 
  time they need.”
  The mountain pass crosses a 200 foot ravine. There 
  are two stone bridges that cannot be destroyed 
  and a single energy bridge that can be turned off 
  with an action. This encounter is done with waves 
  of creatures and githyanki ships. In all cases, new 
  waves will be added every two rounds or one round 
  after the last enemy from a prior wave dies. This 
  combat rewards great tactics and should feel like a 
  heroic last stand.
  The gates of the fortress have an AC 5 and 200 
  hit points. They also have a damage threshold of 10 
  and are immune to psychic and poison damage.
  The party can turn off the energy bridge by 
  succeeding on a DC 18 Intelligence (Arcana) check 
  at one of the posts attaching the bridge to the cliff. 
  This can only be done from the fort side of the 
  bridge and not the mountain side.
  If the gates are breached, the mission is a failure. 
  If the party survives all five waves, the mission is a 
  success.
  Tactics:
  The githyanki warriors and knights will all start 
  with jump cast on themselves. They will get as 
  close to the wall as they can and misty step behind 
  characters if possible. The githyanki gishes will 
  start the battle with invisibility cast on themselves.
  Setting up the Encounter
  Very Weak & Weak, Wave 1
  • Githyanki Warrior (10): AC: 17, 49 hp, Init +2
  Wave 2
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  Wave 3
  • Githyanki Knight (2): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Average, Wave 1
  • Githyanki Warrior (15): AC: 17, 49 hp, Init +2
  Wave 2
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  Wave 3
  • Githyanki Knight (3): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Strong & Very Strong, Wave 1
  • Githyanki Warrior (20): AC: 17, 49 hp, Init +2
  Wave 2
  • Githyanki Gish (3): AC: 17, 123 hp, Init +2
  Wave 3
  • Githyanki Knight (3): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  If the party survives the battle and all the githyanki 
  are defeated, read or paraphrase the following:
  Mother Rosinden limps up to the fort as you deliver 
  the final blow. “Congratulations heroes, gather your 
  wits because we are not yet done. Thanks again for the 
  sacrifices you have made.”
  If the party doesn’t finish the defense within the 
  time limit, read or paraphrase the following as the 
  final encounter approaches them:
  Torrents of elemental blasts cascade from above, dec-
  imating most of the remaining army at the fort. Relief 
  comes as you notice many of the remaining githyanki 
  are caught in the blasts as well. As you process what 
  is happening, you see an awful sight. Five chromatic 
  dragons, each of a different color, descend upon you 
  with githyanki mounted on their backs!
  Continue with act III, “One With the Dragon.”
  
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  CCC-TRI-28 Siege of the Yellow Rose
  13
  Siege 2. Defend the Wall
  For this part of the module, characters assume the 
  roles of unit commanders to simulate the siege. 
  Make it very clear to the players that this is a tactical 
  unit scenario and their character sheets will not be 
  used. Players will use the unit statistics provided. 
  Each player should get a full copy of Player 
  Handout 5 and then give the players a minute or 
  two to decide which unit they want to control. There 
  is one unit per player, and multiple players may 
  choose the same unit. Note that barbarians and 
  frost giants are not available during a single table 
  game, they come from boons when playing as a 
  cooperative story.
  Setup
  • Each party member decides which quadrant of 
  the wall they are starting in.
  • Randomly place 3 enemy units onto their quad-
  rant numbers in range band 3. After this, enemy 
  units will ALWAYS be placed in range band 4.
  • The party decides which order their units will 
  go. This will be the same order for the rest of the 
  siege (unless a unit dies).
  • For parties with only 3 players, do not use the 
  bottom row of enemy units.
  The Rules
  At the end of each (undefeated) player unit’s turn, 
  the enemy units advance one range band. Then, 
  choose an enemy unit at random and place it 
  randomly in a quadrant in range band 4.
  If a unit is in range band 1, instead of moving, 
  it may deal damage to the wall equal to its unit 
  strength. Enemy units CANNOT attack player units 
  until a section of wall has been destroyed.
  Each unit has an attack value, an armor class, 
  and hit points. If a unit hits with an attack, they deal 
  damage equal to their unit strength, to their target. 
  Player units may only attack within the quadrant 
  in which they are located. If a unit has a ranged 
  attack, it may attack any target it has range to. Each 
  quadrant’s wall has 25 hit points.
  During each player’s turn they may move to an 
  adjacent quadrant and make an attack, or attack 
  and then move to an adjacent quadrant.
  Break the Wall Down
  If a quadrant’s wall is reduced to 0 hit points, it is 
  destroyed. At this point, enemy units may move 
  beyond the wall in that quadrant and attack player 
  units. The same rules for attacking, range, and 
  dealing damage apply when enemy units attack. At 
  the end of each player unit’s turn the enemy units 
  will advance as normal unless a player unit is in the 
  adjacent quadrant, then the enemy unit attacks the 
  player unit. This continues until all units of one side 
  have fallen.
  Unit Defeat
  Party members do not die when a unit is defeated. 
  Instead, they retreat from battle to lick wounds and 
  heal up. The player units still take their turns in the 
  initial order however if it is a defeated unit’s turn, 
  the next living unit in order takes their turn instead.
  Developments
  If the player units defeated all enemy units:
  As the screams of battle come to an end, Mother 
  Rosinden shouts, “Well done unit captains, we have 
  survived this wave, but there is much still to be done!”
  If the enemy defeated all player units:
  As the screams of battle come to escalate, cries of 
  anguish surround you. Emerging from the smoke, 
  Mother Rosinden limps toward you. “Many have given 
  their lives this day, but we have not yet lost. We will fall 
  back to the floating island above. From there, we will 
  regroup and rally back. These gith have not yet seen 
  what we are capable of!”
  Allow the party to decide which encounter they’d 
  like to do next, or if time is up, read or paraphrase 
  the following:
  Torrents of elemental blasts cascade from above, 
  decimating most of the remaining army on the wall. 
  Through the haze you can just make out five large 
  chromatic dragons, one of each color, with githyanki 
  mounted on their backs.
  Continue with act III, “One With the Dragon.”
  
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  CCC-TRI-28 Siege of the Yellow Rose
  14
  Siege 3. The Cosmic Galleon
  Amidst the chaos, Mother Rosinden finds you and 
  points to the sky. “There in the distance, you see that 
  flying galleon? Our informants have determined that 
  is their command center. If you could either destroy it 
  or capture it, perhaps it will shift things into our favor! 
  Take these wingwear. Sadly, they have but one charge 
  left. Get up to the floating island above and fly to the 
  Cosmic Galleon! You know what to do when you get 
  there!”
  The party members may not want to use the win-
  gwear and that is okay! If the characters have other 
  ways to fly the entire party then they may do so—just 
  make sure they understand that if someone can’t fly, 
  they will be several minutes behind as they get to 
  the floating island and jump off.
  As you make your way to the Cosmic Galleon, you 
  notice that it is armed with siege equipment. A 
  harpoon launcher and two ballistae point towards you 
  and begin to fire!
  The Cosmic Galleon
  The Cosmic Galleon is a Planar Raider class ship 
  designed to traverse between planes.
  The ship is a type of singularity where the Astral 
  and Material planes meet. As a bonus action, 
  characters and enemies may enter either plane. 
  Characters in different planes from each other can 
  see each other but cannot affect each other.
  The ship also creates its own gravitational field. 
  This allows both players and enemies to walk on 
  the port and starboard hulls, or sides of the ship, as 
  though they were the top decks of the ship.*
  This could make for a challenging battle to follow 
  so if you aren’t using maps and minis, use 1d4 to 
  keep track of where they are:
  Location on the Galleon
  d4
  Location
  1
  Main Deck
  2
  Starboard Side
  3
  Port Side
  4
  Below Decks
  The siege weapons each have two githyanki 
  knights firing them. Firing the siege weapon 
  requires an action to load, an action to aim, and an 
  action to fire.
  At the start of this combat, the weapons are 
  already loaded and aimed.
  Ballista
  Armor Class 15
  Hit Points 50
  Damage Immunities poison, psychic
  Loading and Aiming. Before the ballista can be fired, it must 
  be loaded and then aimed. It takes 1 action to load and 1 
  action to aim the ballista.
  Bolt. Ranged Weapon Attack: +9 to hit, range 120/480 ft., one 
  target. Hit: 20 (3d10) piercing damage.
  Harpoon Launcher
  Armor Class 15
  Hit Points 50
  Damage Immunities poison, psychic
  Loading and Aiming. Before the harpoon launcher can be 
  fired, it must be loaded and then aimed. It takes 1 action to 
  load and 1 action to aim the harpoon.
  Harpoon (1 Shot Until Reeled In). Ranged Weapon Attack: +9 
  to hit, range 120/480 ft., one target. Hit: 20 (3d10) piercing 
  damage and the target is grappled (Escape DC 15).
  Reel In. One grappled creature succeeds at an opposed 
  Strength (Athletics) check or is pulled 30 feet closer to the 
  launcher.
  The party is 120 feet away from the galleon at the 
  start of initiative. If the party lands on the ship, 
  3 githyanki gish (two of which start in the astral 
  plane) run out from a door at the rear of the ship.
  Setting up the Encounter
  Very Weak
  • Githyanki Knight (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish: AC: 17, 123 hp, Init +2
  Weak
  • Githyanki Knight (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  Average
  • Githyanki Knights (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (3): AC: 17, 123 hp, Init +2
  Strong
  • Githyanki Knights (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (3): AC: 17, 123 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Very Strong
  • Githyanki Knight (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (4): AC: 17, 123 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Once the party has defeated the crew members, 
  they must scour the ship in search of the pilot.
  The pilot is in the lower level of the ship in a room 
  at its stern. The ship is devoid of other gith along 
  the way. Characters should recognize that Mother 
  Rosinden thought the leader of the gith should be 
  on this ship. Something is definitely off here, but at 
  least the ship can’t attack the monastery any longer.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  15
  Piloting the Planar Raider. The raider uses 
  dormant psionic energy to fly so this requires a 
  successful DC 20 Intelligence saving throw or else 
  the pilot takes 18 (4d8) psychic damage. A success-
  ful DC 20 Intelligence (Arcana) check reveals this 
  property to the characters before they tap in. If the 
  pilot already piloted a skiff, they don’t need to make 
  this check.
  Killing the pilots. The two pilots are currently 
  defenseless and take two rounds to get out of their 
  helmets. A DC 16 Wisdom (Survival) check reveals 
  the pilots can be killed with a single attack, if a 
  character can describe how they are going to do it.
  Once a character gets in the pilot seat and puts 
  the helmet on, they notice two things. First, they can 
  “see” as though they were the ship in a 360 degree 
  arc.
  The second thing they notice is that there is a 
  weapon system on board that allows the pilot to fire 
  magical force blasts from a skull on the bow of the 
  ship. This weapon has a 180 degree arc at the front 
  of the ship.
  The pilot may move the ship, then turn the ship 
  up to 45 degrees, and then fire the cannon on their 
  turn.
  Psychic Cannon
  Armor Class 18
  Hit Points 75
  Damage Immunities poison, psychic
  Magically Powered. In order to fire the cannon the pilot must 
  expend a spell slot of 1st level or higher.
  Overcharge. For each level spell slot used above 1st, deal an 
  additional 1d8 force damage.
  Force Blast. Ranged Spell Attack: 60/240 ft., one target. Hit: 18 
  (4d8) force damage.
  Developments. As the pilot becomes accustomed 
  to the system, they notice a terrifying sight flying 
  toward the ship. Five dragons with githyanki 
  mounted on their backs are coming to retake the 
  ship. If the pilot wishes, they can remain in the seat 
  to pilot it, or rush up to the deck with the party.
  Upon success in this encounter, the party may 
  choose to crash the ship or bring it back to the mon-
  astery where it can be used to help in its defense. 
  If the party runs out of time for act III, “One With 
  the Dragon,” then that encounter happens while 
  the players are on the ship! They can use the ship’s 
  weapons in that fight!
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  16
  Act III. One With the Dragon
  Estimated Duration: 60 Minutes
  This final encounter can change as it can occur 
  on the snowy pass, the monastery’s walls, or on 
  board the Cosmic Galleon. Make sure you elaborate 
  on what the dragons are doing to the battlefield, 
  including using their breath weapons.
  The five flying creatures come into visual range, 
  and it is possible to observe that there are five 
  dragons, each with a githyanki riding astride. All 
  told, there is a young blue dragon, a young black 
  dragon, a young white dragon, a young green 
  dragon, and a young red dragon.
  Tactics
  The githyanki knights will ready misty step to 
  teleport to target spellcasters when they get in 
  range. The githyanki supreme commander will do 
  the same and specifically try to take out any healers 
  first. The dragons arrive with their breath weapons 
  expended so they must roll to activate them. The 
  dragons will use hit and run tactics, choosing to 
  allow attacks of opportunity to get out of melee 
  range.
  Supreme Commander Changes
  Add: +1 to all saving throws.
  Add: Action: 5th level Magic Missile 6/day − 21 (7d4+7) Force 
  Damage
  Add: Legendary Action – Magic Missile (3 Actions). Cast one 
  use of magic missile.
  Setting up the Encounter
  Very Weak & Weak
  • Githyanki Knight (4): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  • Young Black Dragon: AC: 18, 127hp, Init +2
  • Young Blue Dragon: AC: 17, 152 hp, Init +0
  • Young Green Dragon: AC: 18, 136 hp, Init +1
  • Young Red Dragon: AC: 18, 178 hp, Init +0
  • Young White Dragon: AC: 17, 133 hp, Init +0
  All dragons need to recharge their Breath Weapon.
  Average
  • Githyanki Knight (4): AC: 18, 91 hp, Init +2
  • Githyanki Supreme Commander: AC: 19, 187 hp, Init +3
  • Young Black Dragon: AC: 18, 127hp, Init +2
  • Young Blue Dragon: AC: 17, 152 hp, Init +0
  • Young Green Dragon: AC: 18, 136 hp, Init +1
  • Young Red Dragon: AC: 18, 178 hp, Init +0
  • Young White Dragon: AC: 17, 133 hp, Init +0
  All dragons need to recharge their Breath Weapon.
  Strong & Very Strong
  • Githyanki Knight (2): AC: 18, 91 hp, Init +2
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  • Young Black Dragon: AC: 18, 127hp, Init +2
  • Young Blue Dragon: AC: 17, 152 hp, Init +0
  • Young Green Dragon: AC: 18, 136 hp, Init +1
  • Young Red Dragon: AC: 18, 178 hp, Init +0
  • Young White Dragon: AC: 17, 133 hp, Init +0
  All dragons need to recharge their Breath Weapon.
  This Story Ends
  Mother Rosinden accompanies the characters to 
  the Medicka, where they may rest and have their 
  injuries tended to. The adventurers have survived 
  the siege of the Yellow Rose.
  The chill wind that greeted you when you first arrived 
  here continues to whip through the monastery. Its howl 
  fills your ears as you drift off for the night. As you fall 
  into a state of rest, however, the screams of those who 
  sacrificed their lives this day give you pause. It was a 
  hard fought battle and you feel as though Ilmater is 
  gazing down on you with gratitude. 
   The Monastery of the Yellow Rose is safe for now. 
  Whether it remains so is a tale for another day.
  Treasure
  Mother Rosinden awards the adventurers 3,000 gp 
  each.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-28 Siege of the Yellow Rose
  17
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Githyanki Warrior 
   
  700
  Githyanki Knight  
   
  3,900
  Githyanki Gish 
   
   
  5,900
  Githyanki Kith’rak 
   
  8,400
  Githyanki Supreme Commander 
  11,500
  Young Black Dragon 
   
  2,900
  Young Blue Dragon 
   
  5,000
  Young Green Dragon 
   
  3,900
  Young Red Dragon 
   
  5,900
  Young White Dragon 
   
  2,300
  Siege Enemy Unit 
   
  1,000
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  Stealing a Skiff w/o Chase  
  1,000
  Broken Board w/o Hint 
   
  1,000
  Queens Puzzle w/o Hint  
  1,000
  Builder Door Puzzle w/o Hint 
  1,000
  Josef Saint Persuasion 
   
  1,000
  The minimum total award for each character 
  participating in this adventure is 18,500 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 20,500 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Siege Reward 
   
   
  3,000
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly, 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Cosmic Chasuble (Robe of Stars)
  Wondrous item, very rare (requires attunement)
  An exquisite ritual gown, this deep blue garment 
  is covered in finely detailed embroidery depicting 
  suns, stars, moons, planets and other heavenly 
  bodies. At night, these embroidered ornaments 
  swirl and whirl, traveling slowly across the robe’s 
  fibers. If you sleep in it, you dream of far worlds and 
  alien landscapes. This item can be found in Player 
  Handout 11.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  18
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  The Order of the Yellow Rose
  Mother Rosinden (ROSE-in-din) Female light-
  foot halfling. Leader of the Order of the Chisel. The 
  order’s quartermaster, treasurer, and chief liaison.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-28 Siege of the Yellow Rose
  19
  Appendix. Monster/NPC Statistics
  Githyanki Gish
  Medium humanoid (gith), lawful evil
  Armor Class 17 (half plate)
  Hit Points 123 (19d8 + 38)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws Con +6, Int +7, Wis +6
  Skills Insight +6, Perception +6, Stealth +6
  Senses passive Perception 16
  Languages Gith
  Challenge 10 (5,900 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only)
  1/day each: plane shift, telekinesis
  Spellcasting. The githyanki is an 8th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The githyanki has the 
  following wizard spells prepared:
  Cantrips (at will): blade ward, light, message, true strike
  1st level (4 slots): expeditious retreat, magic missile, 
  sleep, thunderwave
  2nd level (3 slots): blur, invisibility, levitate
  3rd level (3 slots): counterspell, fireball, haste
  4th level (2 slots): dimension door
  War Magic. When the githyanki uses its action to cast a 
  spell, it can make one weapon attack as a bonus action.
  Actions
  Multiattack. The githyanki makes two longsword 
  attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands, 
  plus 18 (4d8) psychic damage.
  Source: Mordenkainen’s Tome of Foes
  Githyanki Kith’rak
  Medium humanoid (gith), lawful evil
  Armor Class 18 (plate)
  Hit Points 180 (24d8 + 72)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  16 (+3) 
  17 (+3) 
  16 (+3) 
  15 (+2) 
  17 (+3)
  Saving Throws Con +7, Int +7, Wis +6
  Skills Intimidation +7, Perception +6
  Senses passive Perception 16
  Languages Gith
  Challenge 12 (8,400 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only)
  1/day each: plane shift, telekinesis
  Rally the Troops. As a bonus action, the githyanki can 
  magically end the charmed and frightened conditions 
  on itself and each creature of its choice that it can see 
  within 30 feet of it.
  Actions
  Multiattack. The githyanki makes three greatsword 
  attacks.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage plus 17 
  (5d6) psychic damage.
  Reactions
  Parry. The githyanki add 4 to its AC against one melee 
  attack that would hit it. To do so, the githyanki must 
  see the attacker and be wielding a melee weapon.
  Source: Mordenkainen’s Tome of Foes
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  20
  Githyanki Knight
  Medium humanoid (gith), lawful evil
  Armor Class 18 (plate)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  15 (+2) 
  14 (+2) 
  14 (+2) 
  15 (+2)
  Saving Throws Con +5, Int +5, Wis +5
  Senses passive Perception 12
  Languages Gith
  Challenge 8 (3,900 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only), 
  tongues
  1/day each: plane shift, telekinesis
  Actions
  Multiattack. The githyanki makes two silver greatsword 
  attacks.
  Silver Greatsword. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 
  damage plus 10 (3d6) psychic damage. This is a magic 
  weapon attack. On a critical hit against a target in 
  an astral body (as with the astral projection spell), the 
  githyanki can cut the silvery cord that tethers the target 
  to its material body, instead of dealing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-28 Siege of the Yellow Rose
  21
  Githyanki Supreme Commander
  Medium humanoid (gith), lawful evil
  Armor Class 18 (plate)
  Hit Points 187 (22d8 + 88)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  17 (+3) 
  18 (+4) 
  16 (+3) 
  16 (+3) 
  18 (+4)
  Saving Throws Con +9, Int +8, Wis +8
  Skills Insight +8, Intimidation +9, Perception +8
  Senses passive Perception 18
  Languages Gith
  Challenge 14 (11,500 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 16, 
  +8 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, levitate (self only), misty step, 
  nondetection (self only)
  1/day each: Bigby’s hand, mass suggestion, plane shift, 
  telekinesis
  Actions
  Multiattack. The githyanki makes two greatsword 
  attacks.
  Silver Greatsword. Melee Weapon Attack: +12 to hit, 
  reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing 
  damage plus 17 (5d6) psychic damage. On a critical 
  hit against a target in an astral body (as with the astral 
  projection spell), the githyanki can cut the silvery cord 
  that tethers the target to its material body, instead of 
  dealing damage.
  Reactions
  Parry. The githyanki add 5 to its AC against one melee 
  attack that would hit it. To do so, the githyanki must 
  see the attacker and be wielding a melee weapon.
  Legendary Actions
  The githyanki can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The githyanki regains spent 
  legendary actions at the start of its turn.
  Attack (2 Actions). The githyanki makes a greatsword 
  attack.
  Command Ally. The githyanki targets one ally it can see 
  within 30 feet of it. If the target can see or hear the 
  githyanki, the target can make one melee weapon 
  attack using its reaction and has advantage on the 
  attack roll.
  Teleport. The githyanki magically teleports, along 
  with any equipment it is wearing and carrying, to 
  an unoccupied space it can see within 30 feet of it. 
  It also becomes insubstantial until the start of its 
  next turn. While insubstantial, it can move through 
  other creatures and objects as if they were difficult 
  terrain. If it ends its turn inside an object, it takes 16 
  (3d10) force damage and is moved to the nearest 
  unoccupied space.
  Source: Mordenkainen’s Tome of Foes
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  22
  Githyanki Warrior
  Medium humanoid (gith), lawful evil
  Armor Class 17 (half plate)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0)
  Saving Throws Con +3, Int +3, Wis +3
  Senses passive Perception 11
  Languages Gith
  Challenge 3 (700 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence. It can innately cast 
  the following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only)
  Actions
  Multiattack. The githyanki makes two greatsword 
  attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) slashing damage plus 7 
  (2d6) psychic damage.
  Young Black Dragon
  Large dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 40 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2)
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  Skills Perception +6, Stealth +5
  Damage Immunities acid
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16
  Languages Common, Draconic
  Challenge 7 (2,900 XP)
  Amphibious. The dragon can breathe air and water.
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) 
  acid damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Acid Breath (Recharge 5–6). The dragon exhales acid in 
  a 30-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 14 Dexterity saving throw, taking 
  49 (11d8) acid damage on a failed save, or half as 
  much damage on a successful one.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-28 Siege of the Yellow Rose
  23
  Young Blue Dragon
  Large dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  19 (+4) 
  14 (+2) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  Skills Perception +9, Stealth +4
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 19
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) piercing damage plus 5 
  (1d10) lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Lightning Breath (Recharge 5–6). The dragon exhales 
  lightning in a 60-foot line that is 5 feet wide. Each 
  creature in that line must make a DC 16 Dexterity 
  saving throw, taking 55 (10d10) lightning damage on 
  a failed save, or half as much damage on a successful 
  one.
  Young Green Dragon
  Large dragon, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 40 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  12 (+1) 
  17 (+3) 
  16 (+3) 
  13 (+1) 
  15 (+2)
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 17
  Languages Common, Draconic
  Challenge 8 (3,900 XP)
  Amphibious. The dragon can breathe air and water.
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) 
  poison damage.
  Claw. Melee Weapon Damage: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Poison Breath (Recharge 5−6). The dragon exhales 
  poisonous gas in a 30-foot cone. Each creature in that 
  area must make a DC 14 Constitution saving throw, 
  taking 42 (12d6) poison damage on a failed save, or 
  half as much damage on a successful one.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  24
  Young Red Dragon
  Large dragon, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85
  Speed 40 ft., climb 40 ft., fly 80 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Perception +8, Stealth +4
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 18
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) 
  fire damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Fire Breath (Recharge 5–6). The dragon exhales fire in 
  a 30-foot cone. Each creature in that area must make 
  a DC 17 Dexterity saving throw, taking 56 (16d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  Young White Dragon
  Large dragon, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  18 (+4) 
  6 (−2) 
  11 (+0) 
  12 (+1)
  Saving Throws Dex +3, Con +7, Wis +3, Cha +4
  Skills Perception +6, Stealth +3
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16
  Languages Common, Draconic
  Challenge 6 (2,300 XP)
  Ice Walk. The dragon can move across and climb icy 
  surfaces without needing to make an ability check. 
  Additionally, difficult terrain composed of ice or snow 
  doesn’t cost it extra movement.
  Actions
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) 
  cold damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Cold Breath (Recharge 5–6). The dragon exhales an icy 
  blast in a 30-foot cone. Each creature in that area must 
  make a DC 15 Constitution saving throw, taking 45 
  (10d8) cold damage on a failed save, or half as much 
  damage on a successful one.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-28 Siege of the Yellow Rose
  25
  Appendix. Encounter Setup
  The Mountain Pass
  Very Weak & Weak Party Strength (39,500 XP)
  • Wave One
  • Githyanki Warrior (10): AC: 17, 49 hp, Init +2
  • Wave Two
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  • Wave Three
  • Githyanki Knight (2): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Average Party Strength (46,900 XP)
  • Wave One
  • Githyanki Warrior (15): AC: 17, 49 hp, Init +2
  • Wave Two
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  • Wave Three
  • Githyanki Knight (3): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Strong & Very Strong Party Strength (56,300 XP)
  • Wave One
  • Githyanki Warrior (20): AC: 17, 49 hp, Init +2
  • Wave Two
  • Githyanki Gish (3): AC: 17, 123 hp, Init +2
  • Wave Three
  • Githyanki Knight (3): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  The Cosmic Galleon
  Very Weak Party Strength (29,300 XP)
  • Githyanki Knight (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish: AC: 17, 123 hp, Init +2
  Weak Party Strength (35,200 XP)
  • Githyanki Knight (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  Average Party Strength (41,100 XP)
  • Githyanki Knights (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (3): AC: 17, 123 hp, Init +2
  Strong Party Strength (49,500 XP)
  • Githyanki Knights (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (3): AC: 17, 123 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Very Strong Party Strength (59,400 XP)
  • Githyanki Knight (6): AC: 18, 91 hp, Init +2
  • Githyanki Gish (4): AC: 17, 123 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  Ballista
  Armor Class 15
  Hit Points 50
  Damage Immunities poison, psychic
  Loading and Aiming. Before the ballista can be fired, it must 
  be loaded and then aimed. It takes 1 action to load and 1 
  action to aim the ballista.
  Bolt. Ranged Weapon Attack: +9 to hit, range 120/480 ft., one 
  target. Hit: 20 (3d10) piercing damage.
  Harpoon Launcher
  Armor Class 15
  Hit Points 50
  Damage Immunities poison, psychic
  Loading and Aiming. Before the harpoon launcher can be 
  fired, it must be loaded and then aimed. It takes 1 action to 
  load and 1 action to aim the harpoon.
  Harpoon (1 Shot Until Reeled In). Ranged Weapon Attack: +9 
  to hit, range 120/480 ft., one target. Hit: 20 (3d10) piercing 
  damage and the target is grappled (Escape DC 15).
  Reel In. One grappled creature succeeds at an opposed 
  Strength (Athletics) check or is pulled 30 feet closer to the 
  launcher.
  Psychic Cannon
  Armor Class 18
  Hit Points 75
  Damage Immunities poison, psychic
  Magically Powered. In order to fire the cannon the pilot must 
  expend a spell slot of 1st level or higher.
  Overcharge. For each level spell slot used above 1st, deal an 
  additional 1d8 force damage.
  Force Blast. Ranged Spell Attack: 60/240 ft., one target. Hit: 18 
  (4d8) force damage.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  26
  One With the Dragon
  Very Weak & Weak Party Strength (44,000 XP)
  • Githyanki Knight (4): AC: 18, 91 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  • Young Black Dragon: AC: 18, 127hp, Init +2
  • Young Blue Dragon: AC: 17, 152 hp, Init +0
  • Young Green Dragon: AC: 18, 136 hp, Init +1
  • Young Red Dragon: AC: 18, 178 hp, Init +0
  • Young White Dragon: AC: 17, 133 hp, Init +0
  All dragons need to recharge their Breath Weapon.
  Average Party Strength (47,100 XP)
  • Githyanki Knight (4): AC: 18, 91 hp, Init +2
  • Githyanki Supreme Commander: 
  AC: 19, 187 hp, Init +3
  • Young Black Dragon: AC: 18, 127hp, Init +2
  • Young Blue Dragon: AC: 17, 152 hp, Init +0
  • Young Green Dragon: AC: 18, 136 hp, Init +1
  • Young Red Dragon: AC: 18, 178 hp, Init +0
  • Young White Dragon: AC: 17, 133 hp, Init +0
  All dragons need to recharge their Breath Weapon.
  Strong & Very Strong Party Strength (51,100 XP)
  • Githyanki Knight (2): AC: 18, 91 hp, Init +2
  • Githyanki Gish (2): AC: 17, 123 hp, Init +2
  • Githyanki Kith’rak: AC: 18, 180 hp, Init +3
  • Young Black Dragon: AC: 18, 127hp, Init +2
  • Young Blue Dragon: AC: 17, 152 hp, Init +0
  • Young Green Dragon: AC: 18, 136 hp, Init +1
  • Young Red Dragon: AC: 18, 178 hp, Init +0
  • Young White Dragon: AC: 17, 133 hp, Init +0
  All dragons need to recharge their Breath Weapon.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  27
  Appendix. Siege Board Setup
  
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  CCC-TRI-28 Siege of the Yellow Rose
  28
  Appendix. Siege Mountain Pass Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-28 Siege of the Yellow Rose
  29
  Appendix. Defend the Wall—Enemy Units
  
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  CCC-TRI-28 Siege of the Yellow Rose
  30
  Appendix. Defend the Wall—Setup and Rules
  Setup
  1. Each character chooses a unit to command and places it on a wall quadrant.
  2. Randomly choose three enemy units and place them on a random quadrant 
  in range band 3.
  3. The party decides what order their units will activate in for the first round, 
  they will choose this order again at the start of each round.
  Rules
  1. Each enemy unit advances one range band after each party unit’s turns.
  2. After advancing enemy units, randomly choose 3 enemy units and place 
  them on a random quadrant number.
  3. If an enemy is in range band 1, they may deal damage to the wall.
  4. Enemy units may not attack party units unless the wall section they are at is 
  destroyed or if they are behind the walls.
  5. If a unit hits with an attack, they deal damage equal to their unit strength.
  6. If a unit has a range attack, it may attack any unit in its quadrant up to its 
  range value away.
  7. Each wall section starts with 25 hit points.
  8. If a wall section is destroyed, enemy units can attack party units in that 
  section. The enemies may also move behind the walls.
  9. Enemies behind the walls may move 1 quadrant on their turn.
  10. If a character’s unit is defeated, the character doesn’t die, they retreat from 
  the siege. The defeated unit no longer takes actions during the party’s turn.
  11. The party is victorious if they defeat all enemies units. (Note that some party 
  strengths don’t use all enemy units). The party fails if all party units are 
  defeated or if all 4 walls are destroyed.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  31
  Player Handout 1. The Builder Door Puzzle
  
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  CCC-TRI-28 Siege of the Yellow Rose
  32
  Player Handout 2. The Broken Chess Board
  
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  CCC-TRI-28 Siege of the Yellow Rose
  33
  Player Handout 3. Chess Board Pieces
  (Cut out the pieces along the heavy lines)
  
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  CCC-TRI-28 Siege of the Yellow Rose
  34
  Player Handout 4. The Eight Queens Puzzle
  
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  CCC-TRI-28 Siege of the Yellow Rose
  35
  Player Handout 5. The Siege Player Units
  Yellow Rose Monks
  AC: 18                         Unit Strength: 2 
  Range: 1, 2                     To Hit: +10
  Mobility:
  May move to up 2 adjacent quadrants 
  instead of 1.
  Knockback:
  As part of an attack, may push a 
  unit back 2 range bands, deal ½ unit 
  strength damage on a hit.
  Clerics of Ilmater
  AC: 22                             Unit Strength: 1 
  Range: 1                             To Hit: +8
  Banishment:
  1/Siege: Target unit is removed from the 
  siege.
  Spiritual Weapon:
  Deal 2x Unit Strength on a hit.
  Revive:
  A fallen unit is restored to Unit Strength 1
  Archers
  AC: 16                           Unit Strength: 2
  Range: 1, 2, 3                   To Hit: +10
  Disadvantage when attacking range 1
  Rapid Fire:
  May attack 2 separate units, dealing ½ 
  unit strength damage on a hit.
  Covering Fire:
  May attack adjacent quadrants.
  Mages
  AC: 16                          Unit Strength: 1
  Range: Varies                 To Hit: +10
  Magic Missile:
  Range 1, 2: Deal 1 Damage (requires no 
  attack roll).
  Fireball:
  Range 1, 2, 3: Make an attack against 
  all units in the same range band. Deal 2 
  damage to each unit hit.
  Barbarians
  AC: 16                               Unit Strength: 2
  Range: 1                                To Hit: +8
  Enraged:
  Deal 2 x unit strength on a hit.
  Shrug Off:
  Damage dealt to the barbarians is cut in 
  half (rounded down).
  Frost Giants
  AC: 20                             Unit Strength: 4
  Range: 1, 2, 3                       To Hit: +8
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  36
  Player Handout 6. Defending Unit Siege Rules
  Player Turn
  Take two of the following actions. Each action may only be taken once per turn.
  • Use a unit’s attack
  • Move to an adjacent quadrant
  • Repair 1 damage to the wall in your quadrant
  Important Information
  • Attacks deal damage equal to Unit Strength unless otherwise mentioned 
  in an attack.
  • Enemies advance 1 range band after each defending unit’s turns.
  • Three random enemies are placed on random quadrant numbers after 
  enemies have advanced.
  • If a party unit is defeated, the character isn’t killed; they instead fall back 
  and no longer take actions during the siege.
  • After all party units have activated, they choose what order they will 
  activate in the following round.
  • The siege is lost if all 4 wall sections are destroyed or if all defending units 
  are defeated.
  • The siege is won if all enemy units are defeated.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  37
  Player Handout 7. Rapid Redeployment Boon
  Rapid Redeployment Boon
  Tier 1: Advantage is given for all Dexterity Saving Throws in “Traversing 
  the Platforms” in Act III.
  Rapid Redeployment Boon
  Tier 2: Ignore the dangerous terrain beneath the glacier.
  Rapid Redeployment Boon
  Tier 3: During “Defend the Wall,” players may rearrange all player units 
  once, to defend any wall quadrant.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-28 Siege of the Yellow Rose
  38
  Player Handout 8. The Builder Boon
  The Builder Boon
  Tier 1: At the Tower of the wind, behind the tent, the gears that are nor-
  mally broken are found intact lying on the ground.
  The Builder Boon
  Tier 2: Grant inspiration to all characters.
  The Builder Boon
  Tier 3: Choose one:
  Turn in during “Defend the Wall” to increase each wall’s starting hit 
  points to 30, or,
  Turn in during “The Mountain Pass” to increase the gate’s AC to 15.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  39
  Player Handout 9. The Saint of Ilmater Boon
  The Saint of Ilmater Boon
  Tier 1: Turn in at any time to allow the party to spend hit dice as though 
  taking a short rest.
  The Saint of Ilmater Boon
  Tier 2: Turn in at any time to allow the party to spend hit dice as though 
  taking a short rest.
  The Saint of Ilmater Boon
  Tier 3: Turn in at any time to allow the party to spend hit dice as though 
  taking a short rest.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  40
  Player Handout 10. The Hand of Ilmater Boon
  The Hand of Ilmater Boon
  Tier 1: All characters are healed to maximum as soon as the boon is given 
  to the DM.
  The Hand of Ilmater Boon
  Tier 2: All characters gain 20 temporary hit points.
  The Hand of Ilmater Boon
  Tier 3: Turn in during “Defend the Wall” to deal 2 damage to all enemy 
  units in a quadrant or during “Mountain Pass” or “Cosmic Galleon” to 
  fire a beam of light in a 60 foot line with a DC 17 Dexterity saving throw, 
  dealing 8d8 radiant damage on a failed save, or half as much damage on a 
  successful one.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  41
  Player Handout 11. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Cosmic Chasuble (Robe of Stars)
  Wondrous item, very rare (requires attunement)
  An exquisite ritual gown, this deep blue garment 
  is covered in finely detailed embroidery depicting 
  suns, stars, moons, planets and other heavenly 
  bodies. At night, these embroidered ornaments 
  swirl and whirl, traveling slowly across the robe’s 
  fibers. If you sleep in it, you dream of far worlds 
  and alien landscapes. You gain a +1 bonus to saving 
  throws while you wear it.
  Six stars, located on the robe’s upper front por-
  tion, are particularly large. While wearing this robe, 
  you can use an action to pull off one of the stars and 
  use it to cast magic missile at a 5th-level spell. Daily 
  at dusk, 1d6 removed stars reappear on the robe.
  While you wear the robe, you can use an action 
  to enter the Astral Plane along with everything you 
  are wearing and carrying. You remain there until 
  you use an action to return to the plane you were 
  on. You reappear in the last space you occupied, or 
  if that space is occupied, the nearest unoccupied 
  space.
   This item can be found in the Dungeon Master’s 
  Guide.
  
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  CCC-TRI-28 Siege of the Yellow Rose
  42
  About the Author
  Al Spader is a freelance game designer and a 
  middle school science teacher where he brings his 
  passion for gaming to America’s youth.
   Al is a store organizer for the D&D Adventurers 
  League as well as numerous other RPGs and has 
  designed several published adventures for the 
  organized play program. Al’s passion for roleplaying 
  started when he was in fourth grade when he 
  purchased Dungeons and Dragons Set 5: Immortal 
  Rules. With nearly twenty years of DM and player 
  experience, Al is excited to share his stories with 
  the community.
  Download Al’s adventures from the DMs Guild
  • CCC-MACE-01-03 Haunted Memories 
  http://www.dmsguild.com/product/244858
  • CCC-TRI-01 YUL1-1 Into the Darkness 
  http://www.dmsguild.com/product/221775
  • CCC-TRI-02 YUL1-2 Impression Left Behind 
  http://www.dmsguild.com/product/227696
  • CCC-TRI-14 YUL1-3 Voice in the Night 
  http://www.dmsguild.com/product/245910
  Follow Al on social media
  • Facebook 
  https://www.facebook.com/alspader
  • Twitter 
  https://twitter.com/brownlantern
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  https://www.instagram.com/al.spader/
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-28 - Siege of the Yellow Rose v1.1 (11-13).pdf