TEXT:  
  	
  Awakening	of	Fates	
  Part 1 of Song of Fates 
  	
  The	food	shortages	in	Thentia	have	gotten	worse.	The	crops	aren’t	producing	as	much,	and	with	
  the	Harvest	Festival	approaching,	the	government	of	Thentia	is	seeking	people	to	investigate	the	
  farmlands	to	find	the	cause.	Popular	belief	says	that	there	are	monstrous	beings	rampaging	the	
  farms,	but	other	powers	are	afoot...	
  A	Two-Hour	Adventure	for	1st-4th	Level	Characters	
  	
   
  	
  BLAKE	JONES	
  Author	
  	
  Adventure	Code:	CCC-TAROT-01-01	
  Optimized	For:	APL	1	
  Version:	1.0	
  	
  Development	and	Editing:	Joshua	Clark,	Blake	Jones,	Todd	Smart,	Ariel	Thomas,	John	Sedlak	
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Robert	Adducci,	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,		
  Alan	Patrick,	Lysa	Chen	
  	
  DUNGEONS	&	DRAGONS,	D&D,	Wizards	of	the	Coast,	Forgotten	Realms,	the	dragon	ampersand,	Player’s	Handbook,	Monster	Manual,	Dungeon	Master’s	Guide,	D&D	Adventurers	League,	all	other	Wizards	
  of	the	Coast	product	names,	and	their	respective	logos	are	trademarks	of	Wizards	of	the	Coast	in	the	USA	and	other	countries.	All	characters	and	their	distinctive	likenesses	are	property	of	Wizards	of	the	
  Coast.	This	material	is	protected	under	the	copyright	laws	of	the	United	States	of	America.	Any	reproduction	or	unauthorized	use	of	the	material	or	artwork	contained	herein	is	prohibited	without	the	
  express	written	permission	of	Wizards	of	the	Coast.	
  	
  ©2017	Wizards	of	the	Coast	LLC,	PO	Box	707,	Renton,	WA	98057-0707,	USA.	Manufactured	by	Hasbro	SA,	Rue	Emile-Boéchat	31,	2800	Delémont,	CH.	Represented	by	Hasbro	Europe,	4	The	Square,	
  Stockley	Park,	Uxbridge,	Middlesex,	UB11	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  2	
  Introduction	
  Welcome	to	Awakening	of	Fates,	a	D&D	Adventurers	
  League™	adventure,	part	of	the	official	D&D	
  Adventurers	League™	organized	play	system.	
  	 The	city	of	Thentia	faces	food	shortages,	bandits,	
  storms,	and	another	threat	very	few	are	aware	of.	
  Items	of	supposedly	great	power	are	hidden	
  throughout	the	city,	and	many	quietly	strive	to	
  acquire	them.	
  	 This	adventure	is	designed	for	three	to	seven	1st-
  4th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	1.	
  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	
  adjustments;	they’re	here	for	your	convenience.	
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	total	by	the	number	of	
  characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	APL.	To	approximate	the	
  party	strength	for	the	adventure,	consult	the	
  following	table.	
  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	
  particular	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	notecards,	a	
  DM	screen,	miniatures,	and	battle	maps.	
  ● Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  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.	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  3	
  Adventure	Primer	
  After	fire	blue	and	mists	recede	
  The	first	appears,	followed	by	one	and	twenty	
  Whomever	possesses	Card’s	essence	a	plenty	
  Shall	Fate’s	power	decree	
  	 -Unknown	
  Events	from	a	Time	Past	
  Many	an	adventurer	has	heard	of	the	Deck	of	Many	
  Things,	a	Deck	in	which	you	pulled	cards	and	
  received	either	great	treasure,	or	terrible	ruin.	Few	
  scholars	have	tales	of	a	special	Deck.	It	is	said	to	be	a	
  mix	of	the	original	Deck	and	ancient	Vistani	magic,	
  and	called	the	Tarot	Cards	of	Fate.	Each	card	is	
  unique	in	nature,	and	said	to	be	even	more	powerful	
  than	a	traditional	Deck,	it	is	long	thought	Fate	had	
  decreed	the	Cards	separated,	and	each	lost	to	
  antiquity.		
  			With	events	such	as	the	Spellplague,	unleashing	
  arcane	chaos	and	the	Blue	Fire,	loosening	the	
  magical	shackles	and	the	return	of	parts	of	Faerun	
  from	the	Demiplane	of	Dread,	rumors	of	Cards	
  promising	great	power	have	been	emerging	
  throughout	the	lands.		
  			Currently	known	to	a	select	few	greater	powers,	
  who	have	access	to	great	libraries	or	performed	epic	
  rituals	of	divination,	they	have	become	aware	of	an	
  ancient	Prophecy	that	tell	of	great	power	gained	by	
  those	who	have	acquired	the	most	Tarot	Cards.		
  			Quickly,	they	sent	mortal	agents	spread	across	the	
  Moonsea	and	Sword	Coast	searching	for	any	hints	
  and	obscure	lore	or	legend	that	would	reveal	the	
  hiding	places	of	the	Tarot	Cards	of	Fate,	intent	on	
  acquiring	as	many	as	possible.	As	more	knowledge	
  of	the	Cards	leaks	out,	a	mad	race	to	acquire	their	
  power	will	truly	commence.		
  Events	from	a	Time	Present	
  	 Recently,	the	Devil	card	from	the	Tarot	Cards	of	
  Fate	has	revealed	itself,	hidden	in	the	basement	of	an	
  old	Thentian	farm	outside	the	town.	Upon	
  discovering	this,	an	organization	called	the	Cult	of	
  Ordinances	swiftly	came	in,	and	is	now	in	process	of	
  finding	this	card.		
  			 Because	of	where	it	is	located,	it	has	caused	one	of	
  the	largest	farms	that	provides	food	to	Thentia	to	
  stop	yielding	crops.	Additionally,	the	other	farms	
  have	been	scared	by	creatures	they	have	been	seeing	
  inside	the	farmstead.	As	a	result,	an	existing	food	
  shortage	has	gotten	worse.	The	leadership	of	
  Thentia	seeks	people	to	investigate	the	farmstead,	
  hoping	to	get	rid	of	whatever	is	plaguing	the	area,	
  allowing	food	production	to	resume	in	time	for	the	
  Harvest	Festival.		
  	
  Location	and	NPC	Summary	
  The	following	NPCs	and	locations	feature	prominently	in	
  this	adventure.		
  	
  High	Priestess	Seireri	Moongleam	(See-AIR-ee	Moon-
  gleem).	High	Priestess	of	the	temple	of	Selȗne	in	Thentia.	
  Human,	female,	appearing	to	be	in	her	mid-20s.	The	
  adventurers’	benefactor	in	this	quest.	
  	
  Ordine	Sage	Cherzei	(SHARE-zay).	A	member	of	the	
  Cult	of	Ordinances,	he	seeks	the	Devil	card	that	has	
  recently	awoken	in	this	area.	Although	cordial,	he	will	stop	
  at	nothing	to	get	it.		
  Adventure	Overview	
  This	adventure	is	broken	down	into	3	parts	and	a	
  conclusion.		
  Part	1.	Hunger	in	Thentia	The	adventurers	travel	
  to	Thentia,	where	they	meet	the	High	Priest	of	
  Selȗne.	They	are	tasked	with	investigating	the	
  surrounding	farmsteads	for	the	cause	of	the	food	
  shortage.	They	also	encounter	the	Fortune	Teller,	
  who	gives	them	a	cryptic	premonition	about	the	
  events	of	the	module.		
  Part	2.	On	the	Road	They	talk	to	the	people	who	
  live	outside	the	city	and	on	the	farmstead,	learning	
  that	Selunites	have	been	forcing	other	religions	out	
  of	the	city.		They	also	meet	a	Bandit	King	who	
  controls	the	only	land	trade	route.	This	Bandit	King	
  has	been	encroaching	closer	and	closer	to	the	city,	
  and	the	commoners	worry	about	an	attack.	They	
  also	reveal	the	Old	Farmstead,	which	has	had	
  strange	activity	taking	place.	Lastly,	they	encounter	
  with	a	forward	party	of	the	Cult.	
  Part	3.	The	Farmlands	The	adventurers	investigate	
  the	Old	Farmstead,	where	they	see	servants	of	the	
  Cult	of	Ordinances.		The	servants	are	strange-acting	
  kobolds	and	goblins	working	under	a	ranking	
  member	of	the	cult	called	an	Ordine	Sage.	This	
  Ordine	Sage	offers	them	a	a	hefty	bribe	in	order	to	
  let	them	continue	their	work,	which	the	adventurers	
  may	or	may	not	take.	Either	way,	a	battle	ensues,	
  and	the	effects	of	the	Tarot	Devil	Card	are	activated.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  4	
  Adventure	Hooks	
  Many	reasons	exist	to	bring	adventurers	to	Thentia.		
  These	include	the	strange	behavior	outside	the	city,	
  a	shortage	of	food,	and	a	myriad	of	rumors	going	
  around	the	town.		
  	
  Faction	Requisition.	This	is	likely	your	first,	or	one	
  of	your	first,	missions	for	your	faction.		Adventurers	
  of	any	faction	may	have	been	sent	here	to	investigate	
  on	the	faction’s	behalf.	
  As	new	initiates	to	your	respective	factions,	it	has	been	
  decided	you	would	be	appropriate	to	go	check	on	Thentia	to	
  answer	the	pleas	for	help.	You	have	been	sent	on	your	first	
  (or	one	of	your	first)	mission	for	your	faction	to	check	on	the	
  need	for	help	in	Thentia.		You	were	told	to	rendezvous	with	
  High	Priestess	Seireri	Moongleam	at	the	House	of	the	Moon	
  to	receive	more	details.	
  Cult	Research.	If	an	adventurer	is	a	scholar	or	
  someone	who	would	have	knowledge	about	cults,	
  they	have	learned	of	a	new	cult	operating	in	Thentia.	
  Your	research	has	led	you	to	believe	a	powerful	new	cult	is	
  on	the	rise	in	Thentia.	All	you	have	learned	is	that	they	
  worship	something	called	an	“ordinance”.	Seeing	as	you	are	
  one	of	the	only	people	who	know	about	this,	you	feel	it	is	
  your	duty	to	gather	more	information,	and	potentially	stop	
  them.		
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  5	
  Part	1.	Hunger	in	Thentia	
  Estimated	Duration:	20	minutes	
  The	adventurers	see	the	state	of	Thentia,	and	meet	
  High	Priestess	Seireri	Moongleam	at	the	House	of	
  the	Moon,	a	large	temple	to	Selȗne.		High	Priestess	
  Moongleam	tells	them	of	Thentia’s	problems	and	
  requests	aid	in	getting	to	the	root	of	them.	
  General	Features	
  In	spite	of	being	known	for	its	rough	inhabitants,	Thentia	is	
  normally	a	center	of	trade	and	home	to	a	powerful	mage	
  group.	Typically	busy,	the	streets	are	sparse	and	a	sense	of	
  dread	seems	to	hang	over	the	city.	
  	
  Weather.	Heavy,	drenching	rain	with	strong	gusts	of	wind.	
  	
  Light.	Well-lit,	but	with	the	sun	obscured	behind	the	rain	
  and	clouds.		
  House	of	the	Moon	
  	
  What	is	normally	a	lively	town	full	of	bustle	and	trade	is	
  currently	depressed	and	downtrodden.	The	storm	following	
  your	ship	made	weather	and	mood	awful	in	the	town.	You	
  pass	the	wreckage	of	ships	on	your	way	in	–	bodies	floating	in	
  the	port,	people	crying.	After	docking,	you	walk	through	the	
  mud	and	rain	toward	the	local	temple	of	Selȗne	for	a	meeting	
  with	High	Priestess	Seireri.	You	sense	the	general	air	of	
  distress	–	many	vagrants	on	the	street,	asking	for	food,	
  clothes,	or	other	goods.	No	priests,	nor	anyone,	can	be	seen	
  helping	them.		
  	
  As	you	walk,	your	eye	is	caught	by	an	old	man	in	tattered	
  clothing>	He	seems	at	ease	with	the	problems	at	hand	–	
  shuffling	a	deck	of	strange	cards,	and	giving	you	a	cryptic	
  gesture	you	do	not	recognize.		
  	
  Before	you	is	the	House	of	the	Moon	–	the	magnificent	
  temple	with	beautiful	white	marble	columns	and	constant	
  prayer	to	the	night	sky.	A	human	woman	greets	you	–	she	
  wears	silver	robes	embroidered	with	moon	patterns,	and	
  holds	a	silver	staff.	An	attendant	meets	you	with	her,	offering	
  towels	and	warm	tea	to	beat	off	the	chill.	Leading	you	inside	
  to	her	grand	chambers,	she	speaks,	“Selȗne	has	told	me	you	
  would	be	here.	Welcome	to	Thentia.	I	want	to	thank	you	for	
  meeting	with	me;	we	have	a	lot	of	problems	and	not	enough	
  hands	to	do	all	the	work.”	
  	
  “We	need	you	to	go	to	investigate	around	the	farms	that	
  feed	our	city	–	we	hear	that	there	are	creatures	roaming	the	
  fields,	scaring	the	cattle	and	the	farm-folk.”	
  	
  Roleplaying	High	Priestess	Seireri	Moongleam	
  Appearing	in	her	mid-20s,	the	High	Priestess	is	a	woman	who	
  seems	wise	beyond	her	years.		Her	mannerisms,	walk,	and	
  conversation	clue	to	her	true	age,	75	years.	First	and	
  foremost,	she	follows	the	tenets	and	practices	of	Selȗne,	
  being	kind	and	welcoming	to	all.	She	loves	all	people	she	
  meets,	and	is	one	of	the	kindest	figures	in	Thentia.	Many	
  know	of	her	through	the	miracles	she	has	worked	throughout	
  the	town.		
  Quote:	“May	Selȗne	smile	upon	you	and	your	family.”	
  			The	adventurers	have	been	lead	to	High	Priestess	
  Moongleam’s	office	-	where	they	will	have	an	
  opportunity	to	converse	about	Thentia	and	what	she	
  needs	them	to	do	outside	the	city.		
  			As	the	characters	sit	and	prepare	to	meet	with	her,	
  this	is	a	good	time	for	them	to	introduce	themselves	
  to	each	other.	Once	that	is	done,	she	continues.		
  The	High	Priestess	is	obviously	very	concerned	
  about	the	welfare	of	Thentia,	and	wants	to	do	as	
  much	as	she	can	to	help	improve	the	morale	of	the	
  town,	and	help	with	the	food	shortage.	However,	she	
  doesn’t	know	what	to	do,	and	most	of	their	clerical	
  magic	is	devoted	to	healing	an	unknown	ailment	
  causing	people	to	waste	away.	Unfortunately,	even	
  magical	healing	isn’t	working.		
  	
  From	conversation,	these	are	things	that	may	
  come	up:		
  • The	crops	have	been	washed	away	with	rain	and,	
  what	some	say,	other	creatures	that	are	creating	
  panic	
  • Throughout	the	city,	there	have	been	major	food	
  shortages.	They	have	gotten	worse	as	the	weeks	
  have	gone	by,	and	now	many	of	the	poorer	people	
  of	Thentia	are	starving.		
  • The	clerics	have	been	preoccupied	with	a	strange	
  ailment	that	has	just	swept	across	the	land,	and	
  have	not	been	able	to	do	all	they	normally	would	
  for	the	increase	in	population.	
  • Rains	have	been	harsh	recently,	with	much	of	the	
  days	of	spring	having	heavy	rains.	It	has	not	done	
  anything	to	help	the	mood	of	the	town.		
  • Normally,	clerical	magic	would	be	used	to	conjure	
  some	food	and	water	for	people.	Recently,	
  however,	there	has	been	an	ailment	that	the	
  clerics	cannot	figure	out	how	to	cure.	
  • The	Riders	of	Thentia,	who	would	normally	handle	
  this	investigation,	are	busy	patrolling	the	roads.	
  • A	group	of	bandits	have	begun	waylaying	wagons	
  bringing	food	and	other	needed	goods	into	the	
  city.		
  			If	the	players	ask	for	a	reward,	she	offers	them	200	
  gp.	She	won’t	give	any	in	advance,	and	not	until	they	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  6	
  come	back	with	evidence	of	what	is	happening.	She	
  is	paying	for	these	services	out	of	her	own	pocket,	as	
  much	of	the	city’s	treasury	has	gone	into	paying	for	
  what	little	food	they’ve	been	able	to	find	this	past	
  winter.		
  			Once	the	conversation	is	over,	she	will	wish	them	
  on	their	way,	and	wish	them	the	luck	of	Selȗne.		
  Throughout	Thentia	
  The	town	of	Thentia	is	busy	with	people,	with	many	
  people	begging	for	food	or	money.	If	the	players	
  wish	to	ask	around	or	listen	to	rumors	throughout	
  the	city,	they	may	make	a	Charisma	(Investigation)	
  check	to	hear	rumors.	
  When	making	these	checks,	if	the	adventurer	rolls	
  high	enough,	they	get	all	the	information	up	to	that	
  DC	check.	For	example,	a	roll	of	15	would	provide	
  the	information	at	DC	10	and	15.	
  ● DC	10:	Many	people	are	unhappy	about	the	lack	of	
  food.	“Where	are	our	leaders?	Why	haven’t	the	
  clerics	done	more	to	provide	food	and	water	to	
  people?”		
  ● DC	12:	Some	of	the	people	in	the	town	that	are	
  refugees	from	the	farm	areas	tell	stories	about	
  horrible	monsters	invading	outlying	farms,	but	
  then	the	monsters	started	acting	very	strange.		
  ● DC	15:	There	is	some	sort	of	sickness	going	
  around	causing	people	to	start	to	rot	away.	The	
  common	folk	aren’t	sure	what	causes	it,	and	there	
  seems	to	be	no	cure.		
  			As	the	players	are	preparing	to	leave	the	town,		
  a	man	in	rags	approaches,	grabbing	one	of	them	by	
  the	shoulders.		
  As	you	near	the	Winter	Gate	that	leads	north	out	of	Thentia,	
  a	man	dressed	in	rags	steps	in	front	of	your	party.		It	is	the	
  same	man	you	saw	earlier	sitting	on	a	corner	in	the	rain.		He	
  suddenly	steps	in	close	to	you,	and	in	a	conspiratorial	
  whisper,	says,	“One	controlled	by	the	machinations	of	
  ordinances	and	chaos,	with	the	tainted	one	hanging	in	the	
  balance.		You	have	been	chosen!”		
  	
  Just	as	quickly	as	he	stepped	up	to	you	he	turns	away	and	
  disappears	into	a	crowd	that	seemingly	comes	from	
  nowhere.			As	you	struggle	past	the	surge	of	humanity,	you	
  look	around	but	the	old	man	is	nowhere	to	be	seen.	
  Shrugging	aside	his	words	as	the	ramblings	of	an	old,	insane	
  man,	you	venture	forth	into	the	surrounding	farmlands,	
  hoping	to	find	what	is	sowing	fear	into	the	farmers,	and	help	
  alleviate	the	food	shortages	that	are	ravaging	Thentia.		
  			At	this	point	in	the	adventure,	all	players	earn	the	
  Touched	by	the	Fates	story	award,	which	is	found	
  in	Player	Handout	1.	
  XP	Award	
  For	successfully	finding	information	and	receiving	
  the	Touched	by	the	Fates	story	award,	award	each	
  character	50	XP.		
  	
  Proceed	to	Part	2:	On	the	Road.		
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  7	
  Part	2.	On	The	Road	
  Estimated	Duration:	45-60	min	
  The	characters	trudge	through	the	mud	and	rain	
  toward	the	troubled	farmstead.		Along	the	way,	they	
  have	the	option	of	speaking	to	refugees.		Upon	
  reaching	the	farm,	they	have	their	first	encounter	
  with	servants	of	the	Cult	of	Ordinances.	
  General	Features	
  The	general	area	outside	of	Thentia	has	the	following	
  features.		
  	
  Terrain.	The	grass	here	is	swollen	with	water,	with	a	lot	of	
  mud	puddles	and	muddy	tracks.	The	ground	almost	sucks	at	
  your	boots	when	you	walk	through	it.		
  	
  Weather.	The	weather	is	humid,	and	overcast.	It	has	been	
  raining	the	past	few	days,	and	looks	like	a	storm	is	coming.		
  	
  Light.	The	outside	is	well-lit,	despite	the	cloud	cover.	
  	
  Smells	and	Sounds.	The	air	smells	of	mud	and	dirt.		
  Outside	the	City	Walls	
  Leaving	Thentia	through	the	Winter	Gate	you	see	a	fair	
  amount	of	people.	You	believe	they	are	refugees	by	the	way	
  they	have	set	up	tents	just	outside	the	city	walls.		Some	do	
  not	appear	to	even	have	tents,	only	bedrolls	and	the	clothes	
  they	wear.			
  			The	land	is	wet	and	soggy	and	only	weeds	seem	to	be	
  thriving	in	this	rain.		The	River	Thent	is	to	your	left	and	two	
  muddy	roads	lead	away	from	the	Winter	Gate.			The	air	is	wet	
  and	damp,	and	the	ground	sloshes	beneath	your	feet	from	all	
  the	water.			
  			Several	of	the	refugees	look	at	you	with	curiosity	in	their	
  faces.		Others	look	at	you	with	pleading	eyes	as	they	struggle	
  to	keep	their	children	dry.		It	is	obvious	that	these	people	are	
  not	used	to	seeing	adventurers	and	wonder	what	you	are	up	
  to.			
  If	the	players	wish	to	talk	to	the	refugees	and	
  homeless	population	outside	the	city	walls,	they	can	
  make	a	Charisma	(Investigation)	check	to	find	out	
  the	following	information.	
  ● DC	10:	The	farms	haven’t	had	great	yields	this	
  spring	and	the	extra	rain	has	washed	away	the	
  spring	plantings.		The	moorlands	are	not	high	
  above	sea	level	and	the	rain	has	flooded	much	of	
  the	area.	
  ● DC	12:	A	local	farmer	named	Sterth	reported	
  seeing	kobolds	and	other	humanoids	near	his	farm	
  just	north	of	here	earlier	today.		They	came	up	
  suddenly	and	appeared	in	his	grain	fields.		That	
  was	when	he	decided	it	was	time	to	finally	
  abandon	the	farm.		He’s	taken	his	family	into	
  Thentia	to	stay	with	relatives.		
  ● DC	15:	Besides	the	kobolds	and	other	humanoids,	
  Sterth	told	a	few	people	that	he	also	saw	a	strange	
  man	wearing	strange	robes,	who	seemed	to	be	
  leading	the	kobolds.	The	kobolds	were	acting	
  strangely	and	did	not	seem	to	be	there	to	pillage.	
  Rather,	they	seemed	to	be	looking	for	something,	
  but	he	wasn’t	about	to	stop	to	ask	them	what.	
  			If	the	characters	decide	to	continue	towards	these	
  recent	reported	sightings,	any	of	the	refugees	or	
  guards	present	can	show	them	which	road	to	take.			
  If	the	adventurers	want	to	do	Intelligence	(Nature)	
  or	Wisdom	(Survival)	checks	to	gain	more	basic	
  information,	then	continue	below.		Otherwise,	
  proceed	to	Roadside	Terrors.	
  Roadside	Investigations	
  Players	may	make	Wisdom	(Survival)	or	
  Intelligence	(Nature)	check	to	find	out	the	
  following	information.		
  Wisdom	(Survival)	Checks	
  ● DC	10:	You	can	tell	the	ground	has	been	
  oversaturated	with	water	recently.	All	the	
  vegetation	here	has	yellowed,	and	seems	to	be	
  suffering	from	the	excess	of	water.		
  ● DC	12:	There	are	numerous	tracks	of	humanoids	
  and	other	creatures	throughout	the	surrounding	
  areas.	Most	of	the	movement	seems	to	be	going	
  towards	the	city.		
  ● DC	15:	You	see	bestial	footprints	mixed	into	the	
  others,	and	they	are	headed	in	the	opposite	
  direction	-	all	towards	the	left	path.		
  Intelligence	(Nature)	Checks	
  ● DC	10:	You	can	tell	the	ground	has	been	
  oversaturated	with	water	recently.	All	the	
  vegetation	here	has	yellowed,	and	seems	to	be	
  suffering	from	the	excess	of	water.		
  ● DC	12:	The	land	itself	is	drowning.	You	can	easily	
  tell	that	vegetation	cannot	thrive	in	the	constant	
  rains	that	have	been	happening	recently.	In	
  addition,	soon	the	river	will	be	flooding	the	
  surrounding	parts.		
  ● DC	15:	The	weather	here	is	natural,	but	you	can	
  sense	something	unnatural	working	in	this	area.	It	
  is	not	related	to	the	weather,	but	it	has	left	an	
  imprint	that	irks	you.		
  	 Feel	free	to	take	liberty	describing	the	land	-	it	is	
  very	wet,	with	lots	of	vegetation	surrounding	the	
  gates.	The	paths	are	wagon	ridden	down,	and	the	
  people	are	sad	and	wet.	They’re	hungry.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  8	
  	 Once	they	have	gathered	the	information	from	
  checks	(or	if	they	chose	not	to),	move	on	to	
  Roadside	Terrors.		
  Roadside	Terrors	
  You	have	been	walking	for	several	hours	after	leaving	
  Thentia.	The	rain	has	slowed,	but	never	really	stopped.		The	
  grass	that	had	been	common	closer	to	the	city	has	given	way	
  to	pastured	fields,	although	instead	of	corn	or	hay,	you	see	
  mostly	weeds	and	overgrown	shrubs.	
  	
  Continuing	along	the	road	you	first	hear,	then	see,	a	pair	of	
  vaguely	humanoid	shapes	that	appear	to	be	standing	guard	in	
  the	road.		Others	can	be	seen	in	the	fields,	randomly	digging	
  holes	in	the	ground	and,	from	the	sound	of	it,	searching	for	
  something.	As	you	approach	you	hear	a	“Eureka!”	type	sound	
  from	one	of	the	small,	draconic	creatures.	He’s	holding	
  something	up	in	his	hands	and	his	yelling	has	diverted	the	
  attention	of	the	road	guards	away	from	your	approaching	
  party.	
  	
  They	have	not	yet	seen	you.	
  	 The	“guards”	are	a	force	of	5	kobolds	and	1	
  goblin	waiting	for	anyone	who	tries	to	approach	the	
  abandoned	farmstead.			All	the	guards	were	
  supposed	to	remain	in	the	road	but	took	it	upon	
  themselves	to	dig	and	search	this	field,	duty	they	had	
  been	doing	elsewhere	for	the	past	few	days.		They	
  have,	for	the	most	part,	abandoned	their	positions	
  and	are	not	paying	much	attention	to	the	road.	
  	 As	Fate	would	have	it,	the	kobolds	have	located	
  one	of	the	items	the	Ordine	Sage	has	been	searching	
  for:	a	decades-old	letter	originally	intended	for	Lord	
  Strahd	von	Zarovich.	The	letter	is	encrypted	in	a	
  simple	substitution	cipher.	The	original	can	be	found	
  in	Player	Handout	2	and	the	translated	version	in	
  DM	Handout	1.				
  			Should	the	player’s	attempt	communication	or	
  parley,	the	guards	draw	their	weapons	in	an	attempt	
  to	intimidate	the	party,	calling	out,	“Order	will	be	
  restored.	Do	not	interfere.”	The	kobold	who	found	
  the	letter	will	hastily	stuff	it	inside	his	very	dirty	
  leather	vest	for	safekeeping.		This	action	can	be	
  easily	noticed	by	anyone	with	a	passive	Perception	
  of	12	or	higher.			
  			Because	the	guard	patrol	is	distracted	by	their	find,	
  sneaking	up	on	the	force,	or	past	them	if	the	players	
  so	choose,	is	exceptionally	easy.			A	Dexterity	
  (Stealth)	check	of	DC	8	is	all	that	is	required	for	
  either	option.			
  	 The	goblin	that	leads	the	patrol	is	named	Mitzy	
  and	is	very	cognizant	of	her	position	as	a	“squad	
  leader”.		She’s	very	young	at	age	6,	and	not	used	to	
  being	in	charge.		Since	goblins	don’t	normally	tend	to	
  be	intelligent	enough	to	follow	orders,	Mitzy	is	
  unused	to	having	Lawful	creatures	(Kobolds)	under	
  her	command.		She’s	very	unsure	of	herself,	and	
  unsure	of	her	ability	to	command	troops.		As	such,	
  she	will	initially	be	reluctant	to	force	combat,	but	
  one	of	the	kobolds	eventually	will	become	impatient	
  if	“all	this	talking	ain’t	getting’	us	nowheres!”				
  			The	kobolds	will	fight	to	the	death,	but	if	the	battle	
  seems	to	be	going	against	them,	Mitzy	is	a	coward	at	
  heart	and	will	try	to	run	away.	If	captured	alive,	
  Mitzy	knows	the	following	information,	which	can	be	
  “forced”	out	of	her	with	a	successful	Charisma	
  (Intimidation)	check	of	5	or	higher.		
  ● She	works	for	a	mighty	wizard	named	“Cesar	
  Sozay”.		Mitzy	is	so	frightened,	she	is	having	
  problems	remembering	the	correct	name.	
  ● Mitzy	was	put	in	charge	of	this	patrol	and	told	to	
  guard	the	road	to	the	farmhouse.		She	was	to	keep	
  away	any	“rabble”	that	tried	to	approach.	
  ● The	kobolds	grew	bored	soon	though,	enough	to	
  start	digging	holes	again	like	they	have	been	
  almost	every	day	for	the	past	two	weeks.			
  ● Even	though	she	tried	to	get	the	kobolds	back	into	
  their	guard	positions,	they	would	not	listen	to	her,	
  even	going	as	far	as	to	pretend	not	to	hear	her	
  orders.		
  ● Mitzy	has	no	idea	what	the	kobolds	were	looking	
  for.	“Cesar	Sozay”	simply	told	them	to	bring	
  anything	unusual	or	old	to	him.		The	letter	seems	
  to	fit	in	with	the	items	brought	to	him	that	piqued	
  his	interest.	
  ● There	are	more	guards	and	diggers	near	the	
  farmhouse	and	“Cesar	Sozay”	is	probably	nearby	
  somewhere.		“Nobody	tells	me	nothing,”	she	
  complains.			
  ● Mitzy	really	just	wants	to	go	home	now.		
  Use	Appendix	B:	Roadside	Terrors	Map	for	this	
  combat.	
  Adjusting	this	Encounter	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak/Weak:	Remove	2	kobolds	
  • Strong:	Mitzy	is	a	Goblin	Boss,	and	her	“Redirect	Attack”	
  works	with	kobolds		
  • Very	Strong:	Add	2	kobolds,	and	Mitzy	is	a	Goblin	Boss,	
  and	her	“Redirect	Attack”	works	with	kobolds	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  9	
  Tactics	
  In	this	fight,	the	kobolds	and	goblins	act	very	
  organized	-	which	is	very	strange	for	these	races.	
  The	kobolds	are	fighting	in	daylight,	so	they	will	
  suffer	from	their	daylight	sensitivity.	Despite	this,	
  the	kobolds	will	always	try	to	make	use	of	their	pack	
  tactics.	Mitzy	the	goblin	will	try	to	remain	out	of	
  direct	combat,	instead	shouting	orders	from	the	
  backline	and	making	use	of	her	bow.			
  Treasure	
  By	searching	the	bodies	of	the	kobolds	and	goblins,	
  the	adventurers	can	find	various	trinkets	and	
  baubles	totaling	to	25	gold	pieces	in	value.			
  Developments	
  The	letter	discovered	by	the	patrol	is	easily	
  recoverable	from	one	of	the	dead	kobolds.	The	letter	
  is	dirty,	but	that	may	be	from	either	being	buried,	or	
  from	being	so	close	to	the	kobolds.		Sometimes,	it’s	
  hard	to	tell	which	would	be	filthier.	Give	them	
  Player	Handout	2.		
  	 With	a	successful	DC	10	Intelligence	
  (Investigation)	check,	the	characters	can	determine	
  that	the	letter	has	been	buried	for	several	decades	
  but	somehow	is	still	in	amazing	condition.		
  	 If	the	characters	inquire	about	“Agents	of	
  Mechanus”,	a	successful	DC	15	Intelligence	
  (Religion)	check	reveals	that	“Agents	of	Mechanus”	
  probably	refers	to	the	Plane	of	Mechanus,	a	plane	of	
  absolute	law	and	clockwork	routine	of	perfect	order.			
  Modrons,	such	as	Monodrones	and	Duodrones,	are	
  native	to	Mechanus.	
  	 A	DC	10	Intelligence	(Nature)	check	reminds	the	
  characters	that	the	area	for	nearly	100	miles	around	
  Thentia	are	moorlands	with	limited	tree	growth.		
  Certainly	nothing	that	could	be	called	a	“forest”	is	
  nearby.			
  	 Additionally,	a	successful	DC	14	Wisdom	
  (Insight)	check	reveals	that	the	influence	of	the	
  Plane	of	Mechanus	would	cause	these	kobolds	and	
  goblins	to	be	more	organized	and	willing	to	work	
  together.			
  		 Proceed	to	Part	3:	The	Farmstead.		
  	
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  10	
  Part	3.	The	Farmstead	
  Estimated	Duration:	45-60	min	
  	
  General	Features	
  The	outside	of	the	farmstead	has	these	general	features:	
  	
  Terrain.	The	grass	here	is	swollen	with	water,	with	a	lot	of	
  mud	puddles	and	muddy	tracks.	The	ground	almost	sucks	at	
  your	boots	when	you	walk	through	it.		
  	
  Weather.	The	weather	is	humid,	and	overcast.	It	has	been	
  raining	the	past	few	days,	and	looks	like	a	storm	is	coming.		
  	
  Light.	It	is	well	lit	outside,	despite	the	cloud	cover.	
  	
  Smells	and	Sounds.	It	smells	of	mud	and	dirt.		
  Outside	the	Sterth	Farm	
  The	sun	is	setting	as	you	approach	the	Sterth	Farm.		The	farm	
  is	a	small,	old,	single-family,	farmstead	with	one	small	barn	
  and	an	even	smaller	house.	There	are	plenty	of	fields	that	
  should	be	sprouting	with	small	grains	even	this	early	in	the	
  planting	season.	Instead,	all	they	seem	to	be	growing	are	
  weeds.	
  	
  The	home	itself	seems	to	be	well	maintained,	considering	
  the	rain	the	area	has	seen	the	past	few	weeks.	It’s	seen	
  better	days,	but	it	is	obvious	the	family	took	care	of	their	
  home.			
  	
  As	you	approach	closer	to	the	farmstead	you	find	more	
  kobolds	who	seem	to	be	digging.	The	kobolds	are	particularly	
  organized,	having	sectioned	off	the	nearby	land	into	
  quadrants,	and	are	busy	digging	into	them	in	order.	You	
  notice	one	winged	kobold	flying	overhead	overseeing	the	
  digging	and	keeping	watch	on	the	surroundings.	You	are	fairly	
  certain	he	has	not	noticed	you,	as	no	alarm	has	sounded.	
  	 The	adventurers	are	far	enough	away	to	avoid	this	
  encounter	through	stealth	tactics	by	sneaking	
  around	the	farmhouse	and	into	it	from	the	rear	
  entrance.	Use	Appendix	E:	Outside	the	Sterth	
  Farm	Map	for	this	section.		
  	 They	have	two	options:	to	sneak	around	(Option	
  A),	or	to	confront	the	kobolds	head	on	(Option	B).	
  Option	A.	Sneak	Into	Sterth	Farm	
  Should	the	characters	try	to	sneak	around,	they	must	
  succeed	on	a	group	DC	12	Dexterity	(Stealth)	
  check.	The	winged	kobold	is	actively	watching,	and	
  seems	more	perceptive	than	a	normal	kobold.	
  Should	they	have	a	success,	you	may	proceed	to	
  Inside	Sterth	Farm.	Should	they	fail,	proceed	to	
  Option	B	-	Battle	Outside	Sterth	Farm.	
  XP	Award	
  If	the	characters	succeed	in	sneaking	around	the	
  patrol	outside	the	farmstead,	award	them	
  experience	as	if	they	had	fought	in	the	encounter,	
  then	proceed	to	Inside	Sterth	Farm.		
  Option	B.	Battle	Outside	Sterth	Farm	
  If	spotted,	or	if	the	party	runs	up,	the	winged	
  kobold	takes	flight	and	shouts	an	alarm.	Meanwhile,	
  the	5	kobolds	draw	their	weapons	and	squawk	for	
  battle.		
  Adjusting	this	Encounter	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak/Weak:	Remove	2	kobolds	
  • Strong:	Add	2	hobgoblins	
  • Very	Strong:	Add	kobold	dragonshield,	and	change	all	
  kobolds	to	winged	kobolds	
  Tactics	
  The	kobolds	are	still	suffering	from	their	sunlight	
  sensitivity	during	this	combat.	The	kobolds	will	
  make	the	best	use	of	their	pack	tactics,	while	the	
  winged	kobold	will	try	to	drop	rocks	on	targets	from	
  above,	unless	the	rest	of	the	kobolds	aren’t	faring	
  well,	in	which	case	he	will	join	melee	combat.		
  Treasure	
  Investigating	the	kobolds	finds	strangely	marked	
  armbands	–	made	of	gold	and	silver,	they	have	
  interlocking	runic	patterns	made	with	a	very	precise	
  hand.	The	centerpiece	of	the	bracers	has	a	horseshoe	
  that	is	upside	down,	surrounded	by	a	series	of	
  interlocking	circles.	These	bracers	are	worth	25	gp.	
  In	addition,	the	winged	kobold	does	carry	a	Potion	of	
  Healing.		
  	 Once	this	is	resolved,	read	the	following	text.		
  Now	that	the	kobolds	have	been	taken	care	of	you	can	
  inspect	the	holes	they	were	digging.		Each	quadrant	has	been	
  meticulously	organized	and	investigated.		Some	holes	are	
  deep,	while	others	are	not.	Looking	around,	you	don’t	see	
  anything	that	the	kobolds	may	have	found	and	nothing	
  suggests	what	they	were	seeking.	
  Developments	
  This	combat,	or	lack	thereof,	does	not	affect	the	final	
  combat.		
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  11	
  	 The	adventurers	may	go	into	the	farmhouse	from	
  either	way.	It	won’t	change	the	inside	encounter.	
  Once	they	enter,	proceed	to	Inside	the	Farmstead.		
  	
  Inside	the	Farmstead	
  Read	the	following	whether	the	characters	stealthily	
  move	up	to	investigate	the	farmstead	or	boldly	walk	
  through	the	closed	front	door.		
  General	Features	
  The	inside	of	the	farmstead	has	these	general	features:
  	
  Terrain.	The	planks	of	wood	on	the	ground	have	swollen	
  with	the	amount	of	recent	rain.	There	are	various	supplies	
  haphazardly	spread	about.	.		
  	
  Light.	It	is	dimly	lit,	having	the	lights	of	candles,	lanterns,	
  and	such	for	the	Ordine	Sage	to	read	his	map.			
  	
  Smells	and	Sounds.	It	smells	of	dirt	and	bad	hygiene,	which	
  is	masked	by	the	burning	oil	and	wax.		
  Inside	the	small	farmhouse	the	living	area	is	in	disarray.			The	
  chairs,	tables,	broken	dishes,	and	ancient	paintings	have	all	
  been	haphazardly	stacked	against	the	far	wall.	
  	
  In	the	center	of	the	room	a	crude	map	of	Thentia	and	the	
  surrounding	farmland	has	been	drawn	on	the	wooden	floor.		
  Various	spots	are	marked	with	an	X,	some	in	red	ink,	others	
  in	black.			
  	
  Standing	over	the	map	is	a	man,	wearing	a	white	and	gold	
  robe,	bearing	interlocking	circles	and	interwoven	patterns,	all	
  centered	around	an	upside-down	horseshoe	surrounded	by	
  interlocking	circles,	which	is	similar	to	the	mark	on	the	
  bracelets	the	kobolds	were	wearing.		
  	
  The	man	turns	toward	you	and	greets	you	with	a	smile.		
  “We’ve	been	waiting	for	you	to	show	up.		Please,	come	in.		
  We	have	much	to	discuss.”	
  Roleplaying	Cherzei,	The	Ordine	Sage	
  This	Ordine	Sage	is	bent	on	finding	the	Tarot	Deck	of	Fate.	
  Cherzei	(SHARE-zay)	is	focused	on	his	task,	and	due	to	the	
  nature	of	the	card	he	is	looking	for,	knows	that	anyone	
  searching	for	him	might	help	find	it.	Ultimately,	he	will	take	
  the	card	back	to	his	masters,	but	he	will	bribe	them	for	their	
  help.	
  	
  Cherzei	continuously	speaks	in	the	“royal	voice”	using	
  “we,”	“us,”	and	such.		He	is	quite	egotistical	and	believes	his	
  organization	is	the	true	ruler	of	all	mortals.	Obviously	to	him,	
  the	day	is	coming	that	he	will	be	at	the	leading	edge	of	the	
  organization.		His	destiny	awaits	him,	as	soon	as	he	handles	
  the	small,	mundane,	chores.	
  	
  Quote:	“My	fate	has	been	ordained.”	
  	 Throughout	this	conversation,	Cherzei	will	offer	
  up	the	following	information:	
  ● There	is	a	powerful	surge	of	magic	throughout	the	
  land,	offering	great	power.		
  ● For	some	reason,	Thentia	has	been	ordained	as	the	
  convergence	point	of	this	power.		
  ● Now	that	it’s	started,	the	magical	influx	will	only	
  keep	growing	in	power.		
  			After	Cherzei	has	finished	discussing	the	“powerful	
  magic”	he	is	searching	for,	read	the	following	text.		
  Adapt	the	offer	as	needed,	depending	on	player	
  actions	and	if	they	simply	attack	him	outright.	
  Cherzei	says,	“We	know	this	power	is	tempting,	but	even	we	
  are	not	powerful	enough	lay	claim	to	it.	However,	we	have	
  been	authorized	to	offer	you	200	gold	pieces	to	simply	turn	
  around	and	walk	away.		Just	leave	Thentia	and	the	money	
  will	be	yours.			
  	
  	“If	you	choose	not	to	accept	this	money,	however,	we	will	
  be	forced	to	destroy	you	to	prevent	interference.	We	don’t	
  wish	this,	of	course,	so	please,	take	the	money.”	
  	
  As	he	finishes	his	offer,	a	group	of	goblins,	kobolds,	and	
  one	orc,	come	out	of	the	shadows	of	the	back	rooms.				They	
  are	grinning	and	brandishing	their	weapons,	making	clear	
  what	they	hope	your	decision	is.	
  	 Under	no	circumstances	will	Cherzei	tell	the	party	
  what	he	is	searching	for.		As	a	devout	believer,	he	
  would	rather	die	than	provide	outsiders	with	that	
  information.	
  			At	this	point,	the	adventurers	have	two	options.		If	
  they	accept,	proceed	to	Option	1:	Accept	the	Bribe.	
  If	they	refuse,	continue	to	Option	2:	Reject	the	
  Bribe.		
  Option	1:	Accept	the	Bribe.	
  If	they	accept	the	bribe,	they	will	earn	the	story	
  award	Tarot	of	Fate:	Devil	(Upright)	which	is	
  detailed	in	Player	Handout	1.		
  Read	the	following	boxed	text.		
  “We	foresaw	that	you	would	accept	our	offer	and	see	reason.		
  Like	so	many	other	mortals	before	you,	you	understand	your	
  place	in	the	world.	Sadly,	that	is	your	downfall.	Attack!”	
  			Proceed	to	Battle	of	Flames.	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  12	
  Option	2.	Reject	the	Bribe.		
  If	they	reject	the	bribe,	they	will	earn	the	story	
  award	Tarot	of	Fate:	Devil	(Inverted)	which	is	
  detailed	in	Player	Handout	1.		
  	 Read	the	following	boxed	text.	
  “Surprising.	Our	divinations	led	us	to	believe	that	anyone	we	
  came	across	would	gladly	accept	our	offer.	You	don’t	seem	to	
  understand	that	your	Fate	has	already	been	sealed.	So	be	it.	
  We	applaud	your	choice	but	you	have	chosen	to	obstruct	us.”		
  Turning	to	the	assorted	goblins	and	orcs,	he	commands	
  them,	“Attack!”	
  	 Proceed	to	Battle	of	Flames.		
  Battle	of	Flames	
  For	this	encounter,	use	Appendix	F:	Battle	of	
  Flames	for	the	map.		
  			Present	in	this	encounter	are	Evil	Mage	(Cherzei),	
  1	orc,	3	kobolds,	and	2	goblins.		
  Adjusting	this	Encounter	
  Here	are	some	suggestions	for	adjusting	this	encounter,	
  according	to	your	group.	These	are	not	cumulative.	
  • Very	Weak/Weak:	Remove	1	orc	and	2	kobolds	
  • Strong:	Replace	2	goblins	with	1	hobgoblins	and	add	1	
  kobold	dragonshield	
  • Very	Strong:	Add	3	kobolds,	1	kobold	scale	sorcerer,	and	1	
  orcs	
  Tactics	
  The	orc	will	engage	with	the	strongest	looking	
  physical	member	of	the	party.	The	4	kobolds	will	
  gang	up	on	a	member	of	the	party	they	think	they	
  can	kill	easily.	The	2	goblins	will	attack	at	range,	
  using	their	shortbows	first.	Cherzei	will	first	try	and	
  support	his	group,	but	if	either	all	the	kobolds,	both	
  goblins,	or	the	orc	dies,	he	will	start	using	more	
  offensive	actions	while	moving	as	far	away	from	the	
  party	as	possible.	However,	he	will	not	run	away.		
  	
  	
  	
  	
  	
  	
  Development	
  Upon	Cherzei’s	defeat,	read	the	following	
  “Astounding!	It	seems	you	have	defied	your	Fate.	And	yet,	all	
  has	been	Ordained.”		You	see	a	light	sparkle	in	his	eye	as	he	
  looks	up	at	you.	“Our	death	means	nothing,	you	know,	for	
  the	Devil	has	revealed	itself.”	He	laughs	with	his	final	breath	
  and	dies	with	a	smile	upon	his	face.	
  Treasure	
  They	may	claim	Cherzei’s	Ordine	Sage	Robe.	On	the	
  orc’s	body,	they	find	a	Potion	of	Healing.	The	only	
  other	thing	that	might	be	useful	is	the	maps	that	
  Cherzei	had	out,	showing	the	dig	sites	around	the	
  farm	areas.	This	may	be	good	proof	to	return	of	the	
  shortages	of	food	to	High	Priestess	Moongleam.		
  			Proceed	to	the	Conclusion.		
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  13	
  Conclusion.		
  Return	to	Moongleam	
  Upon	returning	to	Thentia,	the	characters	may	
  report	about	the	strange	cult	operating	in	the	
  farmstead,	which	was	the	believed	cause	of	food	
  shortages.	Hopefully,	with	the	Cult	of	Ordinances	
  gone,	some	more	food	will	be	able	to	come	in.		
  			She	thanks	the	adventurers	for	their	work,	and	
  makes	good	on	her	offer	from	earlier	of	200	gp.		
  High	Priestess	Seireri	Moongleam	stops	for	a	moment	and	
  peers	at	each	of	you.		“You	seem…different	somehow.			As	if	
  some	great	power	has	taken	notice	of	you,	perhaps	even	
  marked	you	in	some	momentous	way.	Or,	maybe	it’s	just	the	
  way	you	bear	yourselves	after	completing	this	task.	Time	will	
  tell…”	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  14	
  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	
  Cherzei		
  	
  	
  200	
  Goblin	 	
  	
  	
  50	
  Goblin	Boss	
  	
  	
  200	
  Hobgoblin	
  	
  	
  100	
  Kobold	 	
  	
  	
  25	
  Kobold	Dragonshield	
  	
  200	
  Kobold	Scale	Sorcerer	
  	
  200	
  Orc	
  	
  	
  	
  100	
  Winged	Kobold	 	
  	
  50	
  Non-Combat	Awards	
  Task	or	Accomplishment	
  XP	Per	Character	
  Investigation	
  	
  	
  50	
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	450	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	650	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	
  High	Priestess’	Reward	 	
  200	
  Bracelets	
  	
  	
  25		
  Roadside	Terrors	
  	
  25	
  	
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	to	
  a	system	detailed	in	the	D&D	Adventurers	League	
  Dungeon	Master’s	Guide.	
  Ordine	Sage’s	Robes	(Robe	of	Useful	Items)	
  Wondrous	Item,	uncommon	
  This	white	robe	has	gold	detailing,	and	all	of	its	
  patterns	look	very	orderly.	The	robe	itself	gives	its	
  wearer	a	sense	of	assuredness,	as	if	there	is	a	
  purpose	to	every	action	taken	and	seen.		This	item	
  can	be	found	in	Player	Handout	3.	
  Potion	of	Healing	
  Potion,	common	
  This	item	can	be	found	in	the	Player’s	Handbook.	
  Story	Awards	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award:	
  	 Touched	by	the	Fates.	Many	Powers	circle	around	
  Thentia,	and	the	Moonsea,	searching	for	lost	magical	
  artifacts.	For	whatever	reason,	the	Fates	have	
  chosen	you	to	be	involved.	More	information	can	be	
  found	in	Player	Handout	1.	
  	 Tarot	of	Fate	(Devil):	Upright.	You	have	proven	
  to	some	higher	power	that	you,	like	other	mortals,	
  are	weak	to	material	temptation.	You	have	earned	
  the	unending	ire	of	the	Ordinances.	More	
  information	can	be	found	in	Player	Handout	1.	
  	 Tarot	of	Fate	(Devil):	Inverted.	You	have	proven	
  to	some	higher	power	that	you,	unlike	other	mortals,	
  are	able	to	resist	temptation.	You	have	earned	the	
  blessing	of	the	Ordinances.	More	information	can	be	
  found	in	Player	Handout	1.		
  Renown	
  Each	character	receives	one	renown	at	the	
  conclusion	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-TAROT-01-01	Awakening	of	Fates	
  	
  	
  15	
  Appendix	A.	Dramatis	
  Personae	
  The	following	NPCs	are	featured	prominently	in	this	
  adventure:	
  	 High	Priestess	Seireri	Moongleam	(See-AIR-ee	
  MOON-gleem).	High	Priestess	of	the	temple	of	
  Selȗne	in	Thentia.	Human,	female,	thought	to	be	in	
  her	mid-20’s.	The	characters’	benefactor	in	this	
  quest.	She	has	an	inkling	of	what	the	Tarot	cards	of	
  fate	are,	but	will	never	reveal	it	to	the	characters.	
  She	knows	that	they	have	been	chosen	at	the	end.	
  	 Ordine	Sage	Cherzei	(SHARE-zay).	A	member	of	
  the	Cult	of	Ordinances,	he	seeks	the	DeviL	card	that	
  has	recently	awoken	in	this	area.	Although	cordial,	
  he	will	stop	at	nothing	to	get	it.	He	knows	he	is	very	
  close	to	his	goal,	but	can’t	figure	out	why	it	won’t	
  appear	for	him.	He	can	be	very	prideful	in	his	work,	
  believing	he	is	superior	to	his	servants.		
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  16	
  Appendix	B.	Monster/NPC	
  Statistics	
  	
  Evil	Mage	(Cherzei)	
  Medium	humanoid	(human),	lawful	neutral	
  Armor	Class	12		
  Hit	Points	22	(5d8)	
  Speed	30	ft.		
  	
  	
  STR		
  DEX		
  CON		
  INT		
  WIS		
  CHA	
  	 9	(-1)	
  14	(+2)	 11	(+0)	
  17	(+3)	 12	(-1)	
  11	(+0)	
  	
  Saving	Throws	Int	+5,	Wis	+3	
  Skills	Arcana	+5,	History	+5	
  Senses	passive	Perception	11	
  Languages	Common,	Draconic,	Dwarvish,	Elvish	
  Challenge	1	(200	XP)	
  Spellcasting.	Cherzei	is	a	4th	level	spellcaster,	with	
  Intelligence	as	his	spellcasting	ability	(Spell	Save	DC	13,	
  +5	to	hit	with	spell	attacks).	He	has	the	following	
  wizard	spells	prepared.		
  Cantrips	(at	will):	light,	mage	hand,	shocking	grasp	
  1st	level	(4	slots):	charm	person,	magic	missile	
  2nd	level	(3	slots):	hold	person,	misty	step	
  Actions	
  Dagger.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	4	(1d4+2)	piercing	damage.		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Goblin	
  Small	humanoid	(goblinoid),	neutral	evil	
  Armor	Class	15	(leather	armor,	shield)		
  Hit	Points	7	(2d6)	
  Speed	30	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 8	(-1)	
  14	(+2)	 10	(+0)	
  10	(+0)	
  8	(-1)	
  8	(-1)	
  	
  Skills		Stealth	+6	
  Senses	Darkvision	60	ft.,	passive	Perception	9	
  Languages	Common,	Goblin	
  Challenge	1/4	(50	XP)	
  Nimble	Escape.	The	goblin	can	take	the	Disengage	or	
  Hide	action	as	a	bonus	action	on	each	of	its	turn.	
  Actions	
  Scimitar.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	
  one	target.		Hit:	5	(1d6+2)	slashing	damage		
  Shortbow.	Ranged	weapon	attack:	+4	to	hit	range	
  80/320	ft.,	one	target.		Hit:	5	(1d6+2)	piercing	damage.			
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  17	
  Goblin	Boss	
  Small	humanoid	(goblinoid),	neutral	evil	
  Armor	Class	17	(chain	shirt,	shield)		
  Hit	Points	21	(6d6)	
  Speed	30	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(0)	
  14	(+2)	 10	(+0)	
  10	(+0)	
  8	(-1)	
  10	(+0)	
  	
  Skills		Stealth	+6	
  Senses	Darkvision	60	ft.,	passive	Perception	9	
  Languages	Common,	Goblin	
  Challenge	1	(200	XP)	
  Nimble	Escape.	The	goblin	can	take	the	Disengage	or	
  Hide	action	as	a	bonus	action	on	each	of	its	turn.	
  Actions	
  Multiattack.	The	goblin	makes	two	attacks	with	its	
  scimitar,	the	second	attack	has	Disadvantage.		
  Scimitar.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	
  one	target.		Hit:	5	(1d6+2)	slashing	damage		
  Javelin.	Ranged	weapon	attack:	+4	to	hit,	reach	5	ft.	or	
  range	30/120	ft.,	one	target.		Hit:	5	(1d6+2)	piercing	
  damage.			
  Reactions	
  Redirect	Attack.	When	a	creature	the	goblin	can	see	
  targets	it	with	an	attack,	the	goblin	boss	chooses	
  another	gobbling	within	5	feet	of	it.		The	two	goblins	
  swap	places,	and	the	chosen	goblin	becomes	the	target	
  instead.		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Hobgoblin	
  Medium	humanoid	(goblinoid),	lawful	evil	
  Armor	Class	18	(chain	mail,	shield)		
  Hit	Points	11	(2d8	+	2)	
  Speed	30	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	
  12	(+1)	 12	(+1)	
  10	(+0)	 10	(+0)	
  9	(-1)	
  	
  Senses	Darkvision	60	ft.,	passive	Perception	10	
  Languages	Common,	Goblin	
  Challenge	1/2	(100	XP)	
  Martial	Advantage.	Once	per	turn,	the	hobgoblin	can	
  deal	an	extra	7	(2d6)	damage	to	a	creature	it	hits	with	a	
  weapon	attack	if	that	creature	is	within	5	feet	of	an	ally	
  of	the	hobgoblin	that	isn’t	incapacitated.			
  Actions	
  Longsword.	Melee	Weapon	Attack:	+3	to	hit,	reach	
  5ft.,	one	target.	Hit:	5	(1d8+1)	slashing	damage,	or	6	
  (1d10+1)	slashing	damage	if	used	with	two	hands.		
  Longbow.	Ranged	weapon	attack.	+3	to	hit,	range	
  150/600	ft.,	one	target.	Hit:	5	(1d8+1)	piercing	damage.			
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  18	
  Kobold	
  Small	humanoid	(kobold),	lawful	evil	
  Armor	Class	12			
  Hit	Points	5	(2d6	-	2)	
  Speed	30	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 7	(-2)	
  15	(+2)	
  9	(-1)	
  8	(-1)	
  7	(-2)	
  8	(-1)	
  	
  Senses	Darkvision	60	ft.,	passive	Perception	8	
  Languages	Common,	Draconic	
  Challenge	1/8	(25	XP)	
  Sunlight	Sensitivity.	While	in	sunlight,	the	kobold	has	
  disadvantage	on	attack	rolls,	as	well	as	on	Wisdom	
  (Perception)	checks	that	rely	on	sight.		
  Pack	Tactics.		The	kobold	has	advantage	on	an	attack	
  roll	against	a	creature	if	at	least	one	of	the	kobold’s	
  allies	is	within	5	feet	of	the	creature	and	isn’t	
  incapacitated.		
  Actions	
  Dagger.	Melee	Weapon	Attack:	+4	to	hit,	reach	5’	ft.	
  one	target.		Hit:	4	(1d4+2)	slashing	damage		
  Sling.	Ranged	weapon	attack:	+4	to	hit	range	30/120	
  ft.,	one	target.		Hit:	4	(1d4+2)	bludgeoning	damage.			
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Kobold	Dragonshield	
  Small	humanoid	(kobold),	lawful	evil	
  Armor	Class	15	(leather,	shield)			
  Hit	Points	44	(8d6	+	16)	
  Speed	20	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 12	(+1)	
  15	(+2)	 14	(+2)	
  8	(-1)	
  9	(-1)	
  10	(+0)	
  	
  Senses	Darkvision	60	ft.,	passive	Perception	8	
  Languages	Common,	Draconic	
  Challenge	1/8	(25	XP)	
  Sunlight	Sensitivity.	While	in	sunlight,	the	kobold	has	
  disadvantage	on	attack	rolls,	as	well	as	on	Wisdom	
  (Perception)	checks	that	rely	on	sight.		
  Pack	Tactics.		The	kobold	has	advantage	on	an	attack	
  roll	against	a	creature	if	at	least	one	of	the	kobold’s	
  allies	is	within	5	feet	of	the	creature	and	isn’t	
  incapacitated.		
  Dragon’s	Resistance.	The	kobold	has	resistance	to	cold	
  damage.		
  Heart	of	the	Dragon.	If	the	kobold	is	frightened	or	
  paralyzed	by	an	effect	that	allows	a	saving	throw,	it	can	
  repeat	the	save	at	the	start	of	its	turn	to	end	the	effect	
  on	itself	and	all	kobolds	within	30	feet	of	it.	Any	kobold	
  that	benefits	from	this	trait	(including	the	
  dragonshield)	has	advantage	on	its	next	attack	roll.		
  Actions	
  Mulitattack.	The	kobold	makes	two	melee	attacks.	
  Spear.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.		Hit:	4	(1d4+2)	
  piercing	damage,	or	5	(1d8+1)	piercing	damage	if	used	
  with	two	hands	to	make	a	melee	attack.		
  	
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  19	
  Kobold	Scale	Sorcerer	
  Small	humanoid	(kobold),	lawful	evil	
  Armor	Class	15	(natural	armor)			
  Hit	Points	27	(5d6	+	10)	
  Speed	30	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 7	(-2)	
  15	(+2)	 14	(+2)	
  10	(+0)	
  9	(-1)	
  14	(+2)	
  	
  Skills	Arcana	+2,	Medicine	+1	
  Senses	Darkvision	60	ft.,	passive	Perception	9	
  Languages	Common,	Draconic	
  Challenge	1	(200	XP)	
  Sunlight	Sensitivity.	While	in	sunlight,	the	kobold	has	
  disadvantage	on	attack	rolls,	as	well	as	on	Wisdom	
  (Perception)	checks	that	rely	on	sight.		
  Pack	Tactics.		The	kobold	has	advantage	on	an	attack	
  roll	against	a	creature	if	at	least	one	of	the	kobold’s	
  allies	is	within	5	feet	of	the	creature	and	isn’t	
  incapacitated.		
  Spellcasting.	The	kobold	is	a	3rd-level	spellcaster.	Its	
  spellcasting	ability	is	Charisma	(spell	save	DC	12,	+4	to	
  hit	with	spell	attacks).	It	has	the	following	sorcerer	
  spells	prepared:		
  Cantrips	(at	will):	fire	bolt,	mage	hand,	mending,	poison	
  spray	
  1st	level	(4	slots):	charm	person,	chromatic	orb,	
  expeditious	retreat	
  2nd	level	(2	slots):	scorching	ray	
  Sorcery	Points.	The	kobold	has	3	sorcery	points.	It	can	
  spend	1	or	more	sorcery	points	as	a	bonus	action	to	
  gain	one	of	the	following	benefits:		
  Heightened	Spell.	When	it	casts	a	spell	that	forces	a	
  creature	to	make	a	saving	throw	to	resist	the	spell’s	
  effects,	the	kobold	can	spend	3	sorcery	points	to	give	
  one	target	of	the	spell	disadvantage	on	its	first	saving	
  throw	against	the	spell.		
  Subtle	Spell.	When	a	kobold	casts	a	spell,	it	can	spend	
  1	sorcery	point	to	cast	the	spell	without	any	somatic	or	
  verbal	components.		
  Actions	
  Dagger.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.	
  one	target.		Hit:	4	(1d4+2)	slashing	damage		
  	
  Orc	
  Medium	humanoid	(orc),	chaotic	evil	
  Armor	Class	13	(hide	armor)	
  Hit	Points	15	(2d8+6)	
  Speed	30	ft.		
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	
  12	(+1)	 16	(+3)	
  7	(-2)	
  11	(+0)	 10	(+0)	
  	
  Skills	Intimidation	+2	
  Senses	Darkvision	60	ft.,	passive	Perception	10	
  Languages	Common,	Orc	
  Challenge	1/2	(100	XP)	
  Aggressive.	As	a	bonus	action,	the	orc	can	move	up	to	
  its	speed	toward	a	hostile	creature	that	it	can	see.		
  Actions	
  Greataxe.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.	
  one	target.		Hit:	9	(1d12+3)	slashing	damage		
  Javelin.	Melee	or	ranged	weapon	attack:	+5	to	hit,	
  range	5	ft	or	30/120	ft.,	one	target.		Hit:	6	(1d6+3)	
  piercing	damage			
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  20	
  Winged	Kobold	(Urd)	
  Small	humanoid	(kobold),	lawful	evil	
  Armor	Class	13			
  Hit	Points	7	(3d6	-	3)	
  Speed	30	ft.,	fly	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 7	(-2)	
  16	(+3)	
  9	(-1)	
  8	(-1)	
  7	(-2)	
  8	(-1)	
  	
  Senses	Darkvision	60	ft.,	passive	Perception	8	
  Languages	Common,	Draconic	
  Challenge	1/4	(50	XP)	
  Sunlight	Sensitivity.	While	in	sunlight,	the	kobold	has	
  disadvantage	on	attack	rolls,	as	well	as	on	Wisdom	
  (Perception)	checks	that	rely	on	sight.		
  Pack	Tactics.		The	kobold	has	advantage	on	an	attack	
  roll	against	a	creature	if	at	least	one	of	the	kobold’s	
  allies	is	within	5	feet	of	the	creature	and	isn’t	
  incapacitated.		
  Actions	
  Dagger.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.	
  one	target.		Hit:	5	(1d4+3)	slashing	damage		
  Dropped	Rock.	Ranged	weapon	attack:	+5	to	hit,	one	
  target	directly	below	the	kobold.		Hit:	6	(1d6+3)	
  bludgeoning	damage.			
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  21	
  Appendix	C.	Map	of	Thentia	
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  22	
  Appendix	D.	Roadside	Terrors	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  23	
  Appendix	E.	Outside	the	Farmstead	
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  24	
  Appendix	F.	Battle	of	Flames	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  25	
  Player	Handout	1.	Story	Award	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award.	If	you	are	
  printing	these	out	for	your	characters,	print	as	many	
  as	you	may	need	to	ensure	that	any	eligible	
  character	receives	a	copy:	
  Touched	by	the	Fates	
  Many	Powers	circle	around	Thentia,	and	the	
  Moonsea,	searching	for	lost	magical	artifacts.	For	
  whatever	reason,	the	Fates	have	chosen	you	to	be	
  involved.		
  Tarot	of	Fate	(Devil):	Upright	
  	You	have	proven	to	some	higher	power	that	you,	
  like	other	mortals,	are	weak	to	material	temptation.	
  You	have	earned	the	unending	ire	of	the	Ordinances.		
  Tarot	of	Fate	(Devil):	Inverted	
  You	have	proven	to	some	higher	power	that	you,	
  unlike	other	mortals,	are	able	to	resist	temptation.	
  You	have	earned	the	blessing	of	the	Ordinances.		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  26	
  Player	Handout	2.	The	Buried	Letter	
  	
  	
  Ndkg	rckpeg,	
  	
  cei	cpkdc	giql	ioikmir.	ac	opw	edng	cei	xdtik	cd	kinipri		
  	
  wdv	ukdo	wdvk	xkardf.	pmifcr	du	oiqepfvr	pfg	cei	tacqe		
  	
  du	cei	udkirc	hdce	riil	cd	qnpao	ceio.	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  27	
  Player	Handout	3.	Magic	Item	
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Ordine	Sage’s	Robes	
  (Robe	of	Useful	Items)	
  Wondrous	Item,	uncommon	
  This	Robe	of	Useful	Items	has	silk	patches	of	various	
  shapes	covering	it.	While	wearing	the	robe,	you	can	
  use	an	action	to	detach	one	of	the	patches,	causing	it	
  to	become	the	object	or	creature	it	represents.	Once	
  the	last	patch	is	removed,	the	robe	becomes	an	
  ordinary	garment.	It	has	patches	for	the	following:	
  • a	dagger	
  • steel	mirror	
  • 10	ft.	pole	
  • 50	ft.	hempen	rope	
  • a	riding	horse	(mechanical	in	nature,	otherwise	the	
  same)	
  • 4	potions	of	healing	
  • a	1st	level	spell	scroll	
  • a	bag	of	100	gp		
  	 This	white	robe	has	gold	detailing,	and	all	of	its	
  patterns	look	very	orderly.	The	robe	itself	gives	its	
  wearer	a	sense	of	assuredness,	as	if	there	is	a	purpose	
  to	every	action	taken	and	seen.		This	item	can	be	
  found	in	the	Dungeon	Master’s	Guide.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
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  CCC-TAROT-01-01	Awakening	of	Fates	
  	
  	
  28	
  DM	Handout	1.	The	Buried	Letter	(Translated)	
  	
  	
  Lord	Strahd,		
  	
  The	Tarot	Deck	emerges.	It	may	hold	the	power	to	release	
  you	from	your	prison.	Agents	of	Mechanus	and	the	witch	
  of	the	forest	both	seek	to	claim	them.		
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ATX - Role Play Rally (TAROT)/CCC-TAROT-01-01.1.0 Awakening of Fates.pdf