TEXT:  
  
   
  Credits  
   
  Designer:	  Oracle1of7  (Robby  Jones)  
   
  Editing:	  Adam  Gruber  
   
  D&D		Adventurers		League		Guildmaster:	  Chris  Lindsay  
   
  Cartographer:		Juan  Aviles  
  Art		Director		&		Graphic		Design:	  AJ  Martinsson  
   
  D&D		Adventurers		League		Wizards		Team:	  Adam  Lee,  Ari  Levitch,  Chris  Lindsay,  Mike  Mearls  
   
  D&D		Adventurers		League		Administrators:	  Alan  Patrick,  Amy  Lynn  Dzura,  Travis  Woodall,  Ma’at  Crook,  Claire  
  Hoffman,  Greg  Marks,  LaTia  Bryant  
   
  Playtesters:	  HugbearTheBugbear,  shadowcupcake78,  Circe's  Revenge  (Bernie),  gorthan  ,  Ty  Wrathbone,  cac0324,  
  PunyPaladin,  kenny,   Beren15,  DanielH,   TheNightAngel,   MemeLord_420  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                          Pg. 2  
  
   
  Adventure  Primer  
   
  This  adventure  is  designed  for  three		to		seven		5	th		
  to		10	th			level		characters	  and  is  optimized  for  �ive		
  characters		with		an		average		party		level		(APL)		
  of		8	.  Characters  outside  this  level  range  cannot  
  participate  in  this  adventure.  
  This  adventure  occurs  on  the  �ifth  layer  of  the  
  nine  hells:  Stygia.  
  Background  
  The  ice  devil  named  Harchura		is  one  of  the  most  
  renowned  ice  sculptors  in  all  of  Stygia	,  some  will  
  even  argue  of  all  time.  Harchura   was  recently  
  commissioned  by  the  lord  of  Stygia,  Levistus	,  to  
  sculpt  a   colossal  statue  of  Asmodeus		for  the  
  entrance  to  the  city  of  Tantlin	.  However  while  
  completing  the  interior  of  the  statue,  Harchura   left  
  the  statue  to  rest.  While  gone,  a   faerie  dragon,  
  named  Misty	,  used  the  statue  to  make  some  
  mischief,  animating  it  to  attack  the  city.  
  Overview  
  The  adventure’s  story  is  spread  over   three		parts	 
  and  takes  approximately  2		hours	  to  play.  The  
  adventure  begins  with  a   Call  to  Action  scene.  If  
  you’re  planning  to  play  the  entire  adventure  at  
  once,  you  only  need  to  introduce  the  Call  to  Action  
  once.  However,  if  you  plan  to  play  them  over  
  several  sessions,  you’ll  want  to  revisit  the  Call		to		
  Action	  each  time  you  play.  
  ● Part		1:		A		Flight		into		Chaos.	  The  adventurers  
  are  briefed  in  transit  to  the  city  aboard  a   white  
  dragon  carrying  the  adventurers  in  a   long  
  carriage  underneath  it.  Levistus  charges  the  
  adventurers  with  stopping  the  statue  and  
  discovering  the  culprit.  
  ● Part		2:		Rampage.	   After  the  brie�ing,  the  
  adventurers  arrive  in  the  center  of  the  city  to  see  
  the  statue  attacking  the  city.  The  adventurers  
  must  avoid  the  statue’s  attacks  and  enter  the  
  statue.   
  ● Part		3:		Icy		Reception.	  Upon  breaching  the  
  statue,  the  adventurers  must  navigate  the  statue  
  to  the  head  where  the  adventurers  must  .   
  Adventure   Hooks  
  Adventure		Hook		1.	  One  of  the  adventures  could  
  have  been  trapped  on  this  level  of  the  nine  hells  
  and  hopes  pleasing  Levistus  is  a   way  to  escape.  
  Adventure		Hook		2.	  The  players  may  wish  to  
  curry  favor  with  Levistus  or  Asmodeus  in  
  exchange  for  their  help.  
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
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  Adventure  Flowchart  
  This  section  provides  a   basic  understanding  of  not  only  the  �low  of  the  adventure,  but  also  the  outline  of  the  
  different  paths  that  your  players  may  take  in  reaching  their  stated  objective.   
   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
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  Part  1:  A  Flight  into  Chaos  
  	
  Estimated		Duration:	  15  minutes  
  Call   to   Action  
  The  adventurers  are  enjoying  a   morning  in  a   local  
  tavern  on  this  layer  of  the  nine  hells  called  the  
  Leaky  Iceberg.   
  A  blast  of   cold  air  whips  into  the  tavern,  as  a  fran�c  
  looking  Ice  Devil  rushes  in  and  starts  looking  
  around  before  rushing  towards  your  group.  “Oh  
  Good,  adventurers!  Thanks  be  that  I  was  able  to  
  locate  a  group  of   you.  I  have  a  massive  problem  
  and  desperately  need  your  help”   
  The  entity  that  the  adventurers  are  speaking  with  
  is  Harchura	.  It  wastes  no  time  in  introductions  
  and  will  only  introduce  itself  if  asked  to:  
   
  ●
  Harchura   explains  that  he  was  
  constructing  a   statue  of  Asmodeus  that  
  Levitius		commissioned  when  it  suddenly  
  came  to  life  and  began  attacking  the  city  of  
  Tantlin  while  Harchura   was  taking  a  
  break.   
  ●
  Harchura   needs  the  adventurers  to  head  to  
  the  statue,  �igure  out  what  or  who  has  
  animated  the  statue  and  stop  it  before  the  
  statue  destroys  the  entire  city.  
  ●
  Harchura’s  apprentice,  a   white  dragon  
  named  Athon		(A-Th-On)  will  �ly  the  group  
  to  within  60  feet  of  the  statue  before  
  withdrawing.  Once  you  have  completed  
  your  task,  Athon  will  return  and  ferry  the  
  adventurers  to  Harchura   for  their  reward.   
  ●
  Levitius  has  been  sending  troops  and  
  attacks  at  the  statue  but  it  has  resisted  all  
  attempts  to  destroy  it.  
  ●
  According  to  Harchura,  he  modeled  the  
  statue  after  the  famed  Walking  Statues  of  
  Waterdeep  and  gave  it  similar  abilities.   
  ●
  There  are  three  doors  into  the  statue:  in  
  the  lower  back,  on  top  of  its  head  and  in  
  the  back  of  its  left  foot.  
  ●
  Harchura   promises  to  reward  the  
  adventurers  once  the  statue  has  been  
  stopped  and  the  cause  identi�ied  with  both  
  gold  and  with  hand-crafted  items  that  
  would  be  of  great  value  to  “adventurers  
  such  as  yourselves”.   
   
  Once  the  adventurers  are  ready,  Athon  swoops  
  down  to  collect  the  adventurers  in  an  icy  gondola  
  that  the  dragon  carries  while  in  �light.  As  they  
  reach  the  outer  edge  of  the  city,  proceed  to  Part  2   
   
   
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
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  Part   2:   Rampage  
  Oﬀ  in  the  distance,  you  see  a  massive  statue  of  
  Asmodeus  smashing  up  the  cityscape  with  its  
  massive  claws.  It  suddenly  li�s  it’s  head  and  turns  
  to  look  towards  your  fragile  vessel.  It  rips  a  piece  of  
  building  in  half   and  lobs  one  of   the  pieces  at  Athon.  
  The  piece  hits  the  dragon  in  the  wing  and  severely  
  damages  the  gondola.  The  injury  is  causing  your  
  group  to  lose  al�tude  fast!   
  At  this  point,  the  adventurers  have  one  round  
  before  Athon  crashes.  They  are  currently  50  ft  in  
  the  air.   Athon  has  taken  43  points  of  damage  from  
  that  attack  and  will  take  an  additional  10d6  
  bludgeoning  damage  in  the  crash  as  will  the  
  adventurers  if  they  don’t  act.  At  the  end  of  the  
  round,  any  adventurer  that  is  still  in  the  Gondola  
  or  riding  Athon  must  make  a   DC  20  Dexterity  
  saving  throw  or  take  10d6  bludgeoning  damage  
  (half  on  a   successful  save).  This  save  is  at  
  advantage  if  the  adventurers  did  anything  to  help  
  Athon.  
   
  As  you  dust  yourselves  off  from  the  crash,  you  
  see  the  statue  looming  over  the  city  as  citizens  
  and  defenders  alike  �lee  or  assault  the  statue.  
  Athon  groans  and  says  “  I  can  take  you  no  
  farther.  You  will  need  to  �ind  your  way  to  the  
  statue  on  your  own.”  
   
  At  this  point  the  adventurers  should  roll  initiative,  
  they  will  keep  this  initiative  until  they  enter  the  
  statue.   
  Scene   A:   A   City   in   Chaos  
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  city  streets  are  dense  with  
  creatures  of  all  kinds  either  �leeing  or  attacking  
  the  statue.  As  the  party  advances  on  the  statue,  
  each  adventurer  must  roll  on  the  battle  
  complication  table.  If  any  adventurer  is  �lying,  
  ignore  any  complication  described  as  occurring  
  on  the  ground.  
   
  Lighting.	  The  area   is  brightly  lit. 	 
  The		Statue.	   The  statue  attacks  with  1  rock  
  attack  on  initiative  count  0  (Losing  Ties).  The  
  attack  is  at  disadvantage  due  to  the  chaos  of  the  
  crowd.  If  the  adventurers  are  traveling  on  the  
  ground,  they  are  granted  a   +5  to  AC  and  advantage  
  on  stealth  checks  to  avoid  the  statue  seeing  them.  
  Any  adventurer  who  is  �lying  doesn’t  receive  these  
  bene�its.  
  Once  the  adventurers  arrive  at  the  statue,  the  
  ground  battle  begins.  
  Roll  1d20:  Battle  Complication  
  1.
  (Ground)  A  large  obstacle  such  as  a   horse  
  or  cart  blocks  your  way.  Make  a   DC  15  
  Dexterity  (Acrobatics)  check  to  get  past  
  the  obstacle.  On  a   failed  check,  the  
  obstacle  counts  as  dif�icult  terrain.  
  2.
  A  crowd  blocks  your  way.  Make  a   DC  10  
  Strength  (Athletics)  or  Dexterity  
  (Acrobatics)  check  to  make  your  way  
  through  the  crowd  unimpeded.  On  a   failed  
  check,  the  crowd  counts  as  dif�icult  
  terrain.  
  3.
  (Ground)  A  large  stained-glass  window  or  
  similar  barrier  blocks  your  path.  Make  a  
  DC  10  Strength  saving  throw  to  smash  
  through  the  barrier  and  keep  going.  On  a  
  failed  save,  you  bounce  off  the  barrier  and  
  fall  prone. 
  4.
  A  maze  of  barrels  ,  crates,  or  similar  
  obstacles  blocks  your  way.  Make  a   DC  10  
  Dexterity  (Acrobatics)  or  an  Intelligence  
  check  to  navigate  the  maze.  On  a   failed  
  check,  the  maze  counts  as  dif�icult  terrain   
  5.
  You  come  upon  a   pack  of  ice		mephits		
  �ighting  over  food.  Make  a   DC  10  Dexterity  
  (stealth)  check  to  get  through  the  pack  
  unimpeded.  On  a   failed  check,  you  are  
  attacked  and  take  2d4  cold  damage,  and  
  the  area   counts  as  dif�icult  terrain.  
  6.
  (Ground)  The  ground  beneath  your  feet  is  
  slippery  with  rain  ,  spilled  oil,  or  some  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 6  
  
   
  other  liquid  .  Make  a   DC  10  Dexterity  
  saving  throw.  On  a   failed  save,  you  fall  
  prone.  
  7.
  You  run  into  a   crowd  of  defenders.  Make  a  
  DC  15  Strength  (Athletics),  Dexterity  
  (Acrobatics),  or  Charisma   (Intimidation)  
  check  to  get  past  the  defenders  
  unimpeded.  On  a   failed  check,  you  take  
  2d6  bludgeoning  damage,  and  the  
  defenders  make  the  area   dif�icult  terrain.  
  8.
  An  injured  citizen  blocks  your  way.  Make  
  a   DC  10  Strength  (Athletics)  check  to  push  
  past  them.  You  succeed  automatically  if  
  you  decide  to  help  them.  On  a   failed  
  check,  the  area   counts  as  dif�icult  terrain.  
  9.
  An  overzealous  Bearded		Devil	  mistakes  
  you  for  an  attacker.  If  you  move  20  feet  or  
  more  on  your  turn  ,  the  devil  makes  an  
  opportunity  attack  against  you  with  a  
  Glaive	  (+5  to  hit;  1d10  +  3  slashing  
  damage  on  a   hit)  .  
  10. You  are  forced  to  make  a   sharp  turn  to  
  avoid  colliding  with  something  
  impassable.  Make  a   DC  10  Dexterity  
  saving  throw  to  navigate  the  turn.  On  a  
  failed  save,  you  collide  with  something  
  hard  and  take  1d4  bludgeoning  damage.  
  No  complication  occurs  on  a   roll  of  11-20.   
   
   
   
   
   
   
   
  Scene   B:  Ground   Battle  
  The  adventurers  must  now  enter  the  statue.  
  You  enter  this  ar�ﬁcial  clearing  of   rubble  as  the  
  massive  statue  towers  above  you.  It  rumbles  
  menacingly  as  it  glares  at  your  group  with  glowing  
  green  eyes.  
  Area   Information  
  The  area   (Map  A)  has  the  following  features.  
  Terrain.	  The  clearing  is  90ft  long  and  90ft  wide  
  of  rubble.  The  area   is  dif�icult  terrain.   
  Lighting.	  The  lighting  is  basic  daylight.  
  The		Statue.	  The  Statue  takes  up  a   40ft  by  40ft.  
  Statue		Entrance		Ways.		There  are  3  doors  (10  ft  
  by  10  ft)  into  the  statue  (in  the  Left  foot,  the  lower  
  back,  and  on  the  top  of  head).  Each  door  is  
  unlocked,  but  requires  an  Athletics  or  Acrobatics  
  Check  (DC  13)  to  enter  due  to  movement  of  the  
  statue. 	
   
   
  Adjusting   The   Scene:  
  Very		Weak/Weak:	  Remove  the  multiattack  
  feature  from  the  statue.  
   
   
   
  If  the  adventurers  decide  to  attack  the  statue,  let  
  the  �ight  play  out  for  2  rounds.  Then  the  
  adventurers  hear  the  following  message  from  
  Athon  over  the  crowd.  
  “It  is  no  use,  ”  The  voice  of   Athon  roars  angrily  over  
  the  panic  of   the  city,  “Stop  messing  around  and  get  
  in  there  and  stop  this  thing!  It  is  destroying  the  
  city!”   
    After  getting  into  the  statue,  proceed  to  part  3.  
   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
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  Part   3:   A   Icy   Reception  
    
  Location   A:   The   Interior  
  After  entering  the  still  moving  statue,  the  
  adventurers  must  navigate  the  confusing  
  passageways  to  the  center  of  the  statue.  
  As  you  enter  the  rampaging  statue,  high  pitched  
  laughter  ﬁlls  your  ears  as  it  echoes  throughout.  
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  interior  of  the  statue  is  unstable  
  and  jerks  violently.  The  stairways  leading  to  the  
  control  center  are  5ft  wide  and  are  treacherous  
  requiring  a   DC:  10  Athletics  or  Acrobatics  check  to  
  safely  navigate.   
  Lighting.	  The  ice  walls  of  the  statue  glow  with  
  dim  multicolored  lights.  
  Entrance		Ways.	  If  the  adventurers  enter  from  
  the  feet  or  the  head,  they  must  navigate  the  
  stairway  (about  60ft  from  either  location)  to  lead  
  to  the  control  center.  Entering  from  the  lower  back  
  enters  the  icicle  chamber.  
  Environmental		Hazards.	  As  the  adventurers  
  navigate  through  the  statue,  they  encounter  one  of  
  the  following  after  they  move  .  (Roll  Randomly  
  from  the  table  below,  all  require  Dex  Saves):   
   
  Roll  1d4:  Environmental  Hazards  
  1.
  Falling  Icicles:  DC  15  Dex  Save  or  Take  
  2d10  Piercing  Damage  
  2.
  Battle  Damage  to  Statue:  DC  15  Dex  Save,  
  or  take  2d6  Fire  Damage  
  3.
  Collapsing  Stairway:  DC  12  or  take  2d8  
  Bludgeoning  Damage  
  4.
  Roll  twice  more  on  this  table  and  ignore  
  any  result  of  a   four.   
  Location   B:  The   Icicle  
  Chamber  
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  interior  of  the  statue  is  unstable  
  and  jerks  violently.  The  room  is  20ft  across  by  
  40ft  wide  and  with  a   40ft  tall  ceiling.  The  walls  
  and  ceiling  of  this  room  is  covered  in  razor  sharp  
  icicles  and  the  �loor  is  littered  with  similar  shards  
  which  causes  dif�icult  terrain  and  deals  1d4  
  damage  for  every  5ft  moved.  The  adventurers  
  enter  from  the  western  side  of  the  room.  There  is  
  a   door  to  the  control  room  across  from  where  the  
  adventurers  enter.  
  Lighting.	  The  ice  walls  of  the  statue  glow  with  
  dim  rainbow  colored  lights.  
  Ambushers.		Within  this  room,  there  are  5  
  �lying  icicles  ( Flying		Swords	)  and  5  falling  
  Icicles  ( Piercers	).  They  have  camou�laged  
  themselves  among  the  other  icicles  but  can  be  
  seen  with  a   perception  of  18  and  will  attack,  with  
  surprise  if  not  detected,  when  the  adventurers  
  move  10ft  into  the  room.   
   
   
   
  Adjusting   The   Scene:  
   
  Very		Weak:	  Remove  2 		Piercers		and  2  Flying		
  Swords		
  Weak:	  Remove  1  Piercer		and  1 		Flying		Sword	 
  Strong:		Add  1 		Piercer		and  1 		Flying		Sword		
  Very		Strong:	  Add  1  Piercer		and  1 		Flying		
  Sword		
   
   
  	
  Once  the  adventurers  defeat  or  bypass  this  room,  
  they  enter  the  control  center.  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
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                                                        Pg. 8  
  
   
  Location   C:   The   Control  
  Center  
  As  you  burst  into  the  center  of   the  statue,  you  are  
  greeted  by  the  sight  of   a  large  tree  shaped  crystal  
  glowing  with  rainbow  colored  light.  Within  the  tree  
  cackling  with  glee,  a  violet,  demonic-looking  faerie  
  dragon  bounces  happily.  It  turns  at  your  entrance,  
  stops  bouncing  (which  stops  the  statue’s  rampage)  
  and  sighs  “Awww…  you  are  here  to  ruin  my  fun.  
  Misty  is  not  done  playing  with  this  city  yet...”  It  
  turns  and  goes  back  to  bouncing.   
  Creature   Information  
  The  faerie  dragon  is  named  Misty		and  
  understands  and  enjoys  the  mayhem  it  is  causing.   
  Objectives		&		Goals.	  Misty  has  been  corrupted  
  by  the  demon  lord  Grazzt		and  is  simply  searching  
  for  fun.  Unlike  most  of  its  kind,  its  brand  of  fun  
  involves  out  of  control  portals  or  a   rampaging  
  statue.   
  What		Do		They		Know?	  Misty  is  enjoying  itself  
  and  wants  to  keep  causing  chaos  in  Stygia.  It  is  
  fully  aware  of  what  it  is  doing.  Misty  can  be  
  persuaded  to  stop  if  another  source  of  mayhem  
  can  be  secured  (DC  20  Persuasion/Deception  at  
  disadvantage).  
   
  If  threatened  (or  any  attempt  to  use  Intimidation  
  instead  of  persuasion)  or  if  the  
  Persuasion/Deception  check  fails:  
  The  faerie  dragon  stops  bouncing  and  looks  at  you  
  with  dangerous  amusement,  “  Misty  sees!  You  
  want  to  amuse  Misty.  Fine!  Let  us  play  together!”  
  The   crystal  tree  begins  to  glow  brightly  and  splits  
  into  two  parts  which  begin  to  whip  their  branches  
  as  a  pair  of   horrible  mouths  open  and  roar  
   
  The  crystal  tree  transforms  into  a   Balhannoth		
  and  a  		Roper		which  attacks  immediately.  
  Area   Information  
  The  area   has  the  following  features.  
  Terrain.	  The  control  center  is  a   40ft  by  40ft  
  square  room  with  the  ceiling  of  40ft.  with  a   series  
  of  window  slits  in  the  eastern  wall.  There  are  
  doors  to  the  back  of  the  statue  on  the  west  wall,  to  
  the  head  on  the  north  wall,  and  to  the  feet  on  the  
  south  wall.  
  Lighting.	  The  ice  walls  of  the  control  center  
  glow  with  bright  rainbow  lights.  
  Misty’s		Actions	.  On  initiative  count  15  (losing  
  ties),  Misty  will  cast  one  of  its  spells  as  its  action.  
  Any  spell  with  a   range  of  self  affects  the  
  Balhannoth	  instead  of  Misty.   
   
  Adjusting   The   Scene:  
   
  Very		Weak:	  Remove  the  Roper		and   remove 		the  
  Balhannoth’s		Legendary  Actions 	
  Weak:	  Remove  the  Roper	 
  Strong:		Misty’s  in�luence  makes  the  control  
  center  the  Balhannoth’s		Lair.  	
  Very		Strong:	  Add  1  Roper		
   
   
  After  the  Balhannoth	  and  the  Roper	  is  destroyed,  
  Misty  vanishes  in  a   puff  of  green  smoke.  Misty  
  also  vanishes  if  it  is  persuaded  to  leave  
  peacefully.  However  after  Misty  leaves  the  statue  
  falls  silent.  In  the  silence,  the  adventurers  hear  the  
  following, 	
  “Oh  Poo,  pesky  adventurers  keep  ruining  my  fun.  
  First,  they  stop  our  portal  and  now  they  stop  our  
  search,  oh  well  my  master  and  I  have  a  larger  trick  
  planned...  and  it  will  be  hysterical!”   
   
  Wrap-Up  
  After  stopping  Misty  and  the  statue,  the  
  adventurers  are  retrieved  by  Athon		(assuming  he  
  survives)  and  are  taken  to  the  Tomb		of		Levistus	 
  and  quickly  ushered  to  his  cage.  
  Not  for  resale.  Permission  granted  to  print  or  photocopy  this  document  for  personal  use  only .  
   
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                                                        Pg. 9  
  
   
  The  icy  cage  is  dark  and  impossible  to  see  inside  
  but  a  large  presence  can  be  felt  inside.  “Excellent  
  work,  you  have  helped  to  save  my  city.  It  is  a  shame  
  you  were  unable  to  capture  the  li�le  pest  that  
  caused  the  problem.  But  I  am  sure  that  we  will  be  
  hearing  from  it  again,  unfortunately.”  A  deep  sigh  
  follows,  “as  to  your  reward”  and  with  that  an   icy  
  blue  portal  appears  and  as  it  opens  a  pair  of   imps  
  walk  up  behind  the  adventurers  and  present  them  
  with  a  small  bag.  “Harchura  is  repairing  the  statue  
  but  grants  you  a  token  of   its  esteem.  Now  leave  my  
  realm  and  may  you  never  have  cause  to  return”   
  After  that,  the  portal  sends  the  adventurers  back  to  
  their  home  realm  with  the  bag  in  tow.  
   
  Treasure  
  Within  the  bag  can  be  found  a   small  ice  sculpture  
  of  a   hummingbird  (	Figurine  of  Wondrous  Power  
  (Silver  Raven) )  and  two  Unbreakable  Arrows  
  carved  out  of  ice.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 10  
  
   
  Rewards  
  At  the  end		of		the		session	,  the  characters  receive  
  rewards  based  upon  their  accomplishments.  
   
   
  Character   Rewards  
  The  characters  earn  the  following  rewards:  
  Advancement  
  Upon  completing  this  adventure,  each  character  
  gains  a   level.  At  their  discretion,  they  may  choose  
  to  decline  advancement.  Remind  your  players  that  
  the  amount  of  gold  that  their  characters  can  earn  
  per  level  is  limited;  declining  advancement  means  
  that  they  may  reach  a   point  where  they  earn  no  
  gold.  
  Gold  
  Award  each  character  gold  for  each  hour  of  the  
  session.  Adventures  typically  features  cues  for  
  this,  but  you  can  add  it  where  you  see  �it.  The  
  maximum  gold  that  you  can  award  a   character  per  
  hour  is  determined  by  their  tier,  as  follows:  
  Tier  
  Hourly  GP  Award  
  GP  Limit  per  Level  
  1  
  20  gp  
  80  gp  
  2  
  30  gp  
  240  gp  
  3  
  200  gp  
  1,600  gp  
  4  
  750  gp  
  6,000  gp  
   
  Magic   Item(s)  
  If  found  during  the  adventure,  the  characters  can  
  keep  the  following  magic  items;  these  items  are  
  described  in  Appendix		B	: 	
  ● Unbreakable		Arrow		x2		
  ● Figurine  of  Wondrous  Power  (Silver  Raven) 	
  	
  Dungeon   Master   Rewards  
  For  running  this  adventure,  you  gain  a   DM		
  Reward.		  This  reward  can  be  redeemed  for  levels,  
  magic  items,  and  other  season-themed  things.  See  
  the  Adventurers  League  DM  Rewards  document  
  for  more  info.  
   
  Story   Award  
  				Banned:		Stygia.		  The  frozen,  inhospitable  
  wilderness  of  Stygia   is  home  to  many  vile  
  creatures  as  well  as  an  uncountable  number  from  
  the  Material  Plane.  Desperate  criminals  and  those  
  condemned  to  death  may  pray  to  Levistus,  the  
  ruler  of  Stygia,  for  freedom;  should  he  answer,  
  they  are  transported  here.  For  reasons  known  only  
  to  you  and  him,  you  are  forever  banned  from  
  setting  foot  within  Stygia.  Perhaps  you  redeemed  
  too  many  souls,  or  maybe  you  were  discovered  to  
  be  in  league  with  Geryon,  the  former  ruler  of  this  
  realm;  regardless,  Levistus  has  closed  this  layer  
  of  the  Nine  Hells  to  you.  You  can’t  participate  in  
  further  adventures  in  this  place.   
      A  character  with  this  story  award  may  visit  
  other  areas  of  the  Nine  Hells  but  has  been  banned  
  from  Stygia.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 11  
  
   
  Dramatis  Personae  
  The  following  NPCs  and  locations  feature  
  prominently  in  this  adventure.   
  Misty		The		Mad		.	  A  sadistic  Faerie  Dragon  that  has  
  been  corrupted  by  Grazzt.  
  ●
  Personality:		Everything  I  do  is  for  my  
  amusement. 	
  ●
  Ideal:		Mayhem  makes  my  world  a   little  
  brighter. 		
  ●
  Bond:		My  amusement  is  all  important 	
  ●
  Flaw:		I  have  no  regard  for  others. 	
  	
  Athon		The		White		Dragon.	  A  young  white  dragon  
  in  the  service  of  Harchura  
  ●
  Personality:		I  am  incredibly  slow  to  
  trust.  Those  who  seem  the  fairest  often  
  have  the  most  to  hide. 	
  ●
  Ideal:		I'm  only  in  it  for  the  money. 	
  ●
  Bond:		I'm  trying  to  pay  off  an  old  debt  I  
  owe  to  a   generous  benefactor. 	
  ●
  Flaw:		I  turn  tail  and  run  when  things  look  
  bad. 	
  	
  Harchura.			A  Renowned  Ice  Devil  Sculptor  in  
  Stygia   
  	
  ●
  Personality:		My  art  brings  me  joy. 	
  ●
  Ideal:		I  create  to  bring  glory  and  renown  
  to  myself 	
  ●
  Bond:		My  fame  means  more  to  me  than  
  my  life 	
  ●
  Flaw:		I  will  do  whatever  I  have  to  to  save  
  face 	
  	
  	
  	
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 12  
  
   
  Creature  Statistics  
   
   
  Balhannoth			
  Large  aberra�on,  chao�c  evil  
  Armor   Class  17  (natural  armor)  
  Hit  Points   114  (12d10  +  48)  
  Speed   25  �.,  climb  25  �.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  17  (+3) 
  8  (-1) 
  18  (+4) 
  6  (-2) 
  15  (+2) 
  8  (-1)  
   
  Saving  Throws  Con  +8  
  Skills  Percep�on  +6  
  Condi�on  Immuni�es  blinded  
  Senses  blindsight  500  �.  (blind  beyond  this  radius),  
  passive  Percep�on  16  
  Languages  understands  Deep  Speech,  telepathy  1  mile  
  Challenge  11  (7,200  XP)  
   
  Legendary  Resistance  (2/Day).  If   the  balhannoth  fails  a  
  saving  throw,  it  can  choose  to  succeed  instead.  
   
  Ac�ons  
  Mul�a�ack.  The  balhannoth  makes  a  bite  a�ack  and  up  
  to  two  tentacle  a�acks,  or  it  makes  up  to  four  tentacle  
  a�acks.  
   
  Bite.  Melee  Weapon  A�ack:  +7  to  hit,  reach  5  �.,  one  
  target.  Hit:  25  (4d10  +  3)  piercing  damage.  
   
  Tentacle.  Melee  Weapon  A�ack:  +7  to  hit,  reach  10  �.,  
  one  target.  Hit:  10  (2d6  +  3)  bludgeoning  damage,  and  
  the  target  is  grappled  (escape  DC  15)  and  is  moved  up  to  
  5  feet  toward  the  balhannoth.  Un�l  this  grapple  ends,  
  the  target  is  restrained,  and  the  balhannoth  can't  use  
  this  tentacle  against  other  targets.  The  balhannoth  has  
  four  tentacles.  
   
  Legendary  Ac�on  
  The  balhannoth  can  take  3  legendary  ac�ons,  choosing  
  from  the  op�ons  below.  Only  one  legendary  ac�on  can  
  be  used  at  a  �me  and  only  at  the  end  of   another  
  creature's  turn.  The  balhannoth  regains  spent  legendary  
  ac�ons  at  the  start  of   its  turn.  
   
  Bite  A�ack.   The  balhannoth  makes  one  bite  a�ack  
  against  one  creature  it  has  grappled.  
   
  Teleport.  The  balhannoth  magically  teleports,  along  with  
  any  equipment  it  is  wearing  or  carrying  and  any  
  creatures  it  has  grappled,  up  to  60  feet  to  an  unoccupied  
  space  it  can  see.  
   
  Vanish.   The  balhannoth  magically  becomes  invisible  for  
  up  to  10  minutes  or  un�l  immediately  a�er  it  makes  an  
  a�ack  roll.  
   
  Lair  Ac�ons  
  When  ﬁgh�ng  inside  its  lair,  a  balhannoth  can  use  lair  
  ac�ons.  On  ini�a�ve  count  20  (losing  ini�a�ve  �es),  a  
  balhannoth  can  take  one  lair  ac�on  to  cause  one  of   the  
  following  eﬀects;  the  balhannoth  can't  use  the  same  lair  
  ac�on  two  rounds  in  a  row:  
   
  •  The  balhannoth  targets  one  creature  within  500  feet  of  
  it.  The  target  must  succeed  on  a  DC  16  Wisdom  saving  
  throw  or  the  target,  along  with  whatever  it  is  wearing  
  and  carrying,  teleports  to  an  unoccupied  space  of   the  
  balhannoth's  choice  within  60  feet  of   it.  
   
  •  The  balhannoth  targets  one  creature  within  500  feet  of  
  it.  The  target  must  succeed  on  a  DC  16  Wisdom  saving  
  throw  or  the  balhannoth  becomes  invisible  to  that  
  creature  for  1  minute.  This  eﬀect  ends  if   the  balhannoth  
  a�acks  the  target.  
   
   
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
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                                                        Pg. 13  
  
   
  Misty		the		Mad		
  Tiny  dragon,  chao�c  evil  
  Armor  Class  15  
  Hit  Points  14  (4d4  +  4)  
  Speed  10�.,  ﬂy  60�.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  3  (-4) 
  20  (+5) 13  (+1) 14  (+2) 12  (+1) 16  (+3)  
   
  Skills  Arcana  +4,  Percep�on  +3,  Stealth  +7  
  Senses  darkvision  60�.,  passive  Percep�on  13  
  Languages  Draconic,  Sylvan,  Common  
  Challenge  2  (450  XP)   
   
  Superior  Invisibility.   As  a  bonus  ac�on,  the  dragon  can  
  magically  turn  invisible  un�l  its  concentra�on  ends  (as  if  
  concentra�ng  on  a  spell).  Any  equipment  the  dragon  
  wears  or  carries  is  invisible  with  it.  
   
  Limited  Telepathy.   Using  telepathy,  the  dragon  can  
  magically  communicate  with  any  other  faerie  dragon  
  within  60  feet  of   it.  
   
  Magic  Resistance.   The  dragon  has  advantage  on  saving  
  throws  against  spells  and  other  magical  eﬀects.  
   
  Innate  Spellcas�ng.  The  dragon's  innate  spellcas�ng  
  ability  is  Charisma  (spell  save  DC  13).  It  can  innately  cast  
  a  number  of   spells,  requiring  no  material  components.  
  As  the  dragon  ages  and  changes  color,  it  gains  addi�onal  
  spells  as  shown  below.  
   
  Violet,  1/day  each:  dancing  lights,  mage  hand,  minor  
  illusion,  color  spray,  mirror  image,  hold  Person,  fear,  
  hallucinatory  terrain,  polymorph  
   
  Ac�ons  
  Bite.  Melee  Weapon  A�ack:  +7  to  hit,  reach  5  �  .,  one  
  creature.  Hit:  1  piercing  damage.  
   
  Euphoria  Breath  (Recharge  5-6).  The  dragon  exhales  a  
  puﬀ  of   euphoria  gas  at  one  creature  within  5  feet  of   it.  
  The  target  must  succeed  on  a  DC  11  Wisdom  saving  
  throw,  or  for  1  minute,  the  target  can't  take  reac�ons  
  and  must  roll  a  d6  at  the  start  of   each  of   its  turns  to  
  determine  its  behavior  during  the  turn:  
  1-4.  The  target  takes  no  ac�on  or  bonus  ac�on  and  uses  
  all  of   its  movement  to  move  in  a  random  direc�on.  
  5-  6.  The  target  doesn't  move,  and  the  only  thing  it  can  
  do  on  its  turn  is  make  a  DC  11  Wisdom  saving  throw,  
  ending  the  eﬀect  on  itself   on  a  success.  
   
  Flying		Icicle		(Flying		Sword)		
  Small  construct,  Unaligned  
  Armor  Class  17  (natural  armor)  
  Hit  Points  17  (5d6)  
  Speed  0  �.,  ﬂy  50  �.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  12  (+1) 15  (+2) 11  (+0) 
  1  (-5) 
  5  (-3) 
  1  (-5)  
   
  Saving  Throws  Dex  +4  
  Damage  Immuni�es  poison,  psychic  
  Condi�on  Immuni�es  blinded,  charmed,  deafened,  
  frightened,  paralyzed,  petriﬁed,  poisoned  
  Senses  blindsight  60�.  (blind  beyond  this  radius),  
  passive  Percep�on  7  
  Languages-  
  Challenge  1/4  (50  XP)  
   
  An�magic  Suscep�bility.  The  Icicle  is  incapacitated  
  while  in  the  area  of   an  an�-magic  ﬁeld.  If   targeted  by  
  dispel  magic,  the  Icicle  must  succeed  on  a  Cons�tu�on  
  saving  throw  against  the  caster's  spell  save  DC  or  fall  
  unconscious  for  1  minute.  
   
  False  Appearance.  While  the  Icicle  remains  mo�onless  
  and  isn't  ﬂying,  it  is  indis�nguishable  from  a  normal  
  Icicle.  
   
  Ac�ons  
  Stab.  Melee  Weapon  A�ack:  +3  to  hit,  reach  5  �.,  one  
  target.  Hit:  5  (1d8  +  1)  piercing  damage.  
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 14  
  
   
  Falling		Icicles		(Piercer)		
  Medium  monstrosity,  unaligned   
  Armor  Class  15  (natural  armor)  
  Hit  Points  22  (3d8  +  9)  
  Speed  5  �  .,  climb  5  �..  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  10  (+0) 13  (+1) 16  (+3) 
  1  (-5) 
  7  (-2) 
  3  (-4)  
   
  Skills  Stealth  +5  
  Senses  blindsight  30�.  ,  darkvision  60�.,  passive  
  Percep�on  8  
  Languages  -  
  Challenge  1/2  (100  XP)  
   
  False  Appearance.  While  the  icicle  remains  mo�onless  
  on  the  ceiling,  it  is  indis�nguishable  from  a  normal  
  stalac�te.  
   
  Spider  Climb.  The  icicle  can  climb  diﬃcult  surfaces,  
  including  upside  down  on  ceilings,  without  needing  to  
  make  an  ability  check.  
   
  Ac�ons  
  Drop.  Melee  Weapon  A�ack:  +3  to  hit,  one  creature  
  directly  "  underneath  the  icicle.  Hit:  3  (1d6)  piercing  
  damage  per  10  feet  fallen  ,  up  to  21  (6d6)  .  Miss:  The  
  falling  icicle  takes  half   the  normal  falling  damage  for  the  
  distance  fallen.  
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Statue		of		Asmodeus			
  (Walking		Statue		of		Waterdeep)		
  Gargantuan  construct  ,  unaligned  
  Armor  Class   17  (natural  armor)  
  Hit  Points   314  (17d20  +  136)  
  Speed   60  �  .  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  10  (+0) 14  (+2) 15  (+2) 
  6  (-2) 
  8  (-1) 
  5  (-3)  
   
  Saving  Throws   Con  +14  
  Damage  Immuni�es   cold,  ﬁre,  poison  ,  psychic;  
  bludgeoning,  piercing,  and  slashing  from  nonmagical  
  a�acks  not  made  with  adaman�ne  weapons  
  Condi�on  Immuni�es   charmed,  exhaus�on,  frightened,  
  paralyzed,  petriﬁed,  poisoned,  stunned  
  Senses   truesight  120  �.  ,  passive  Percep�on  10  
  languages -  
  Challenge   18  (20,000  XP)  
   
  Crumbling  Colossus .  When  the  statue  drops  to  0  hit  
  points,  It  crumbles  and  is  destroyed.  Any  creature  on  the  
  ground  within  30  feet  of   the  crumbling  statue  must  
  make  a  DC  22  Dexterity  saving  throw,  taking  22  (4dl0)  
  bludgeoning  damage  on  a  failed  save,  or  half   as  much  
  damage  on  a  successful  one.  
   
  Immutable  Form.   The  statue  is  immune  to  any  spell  or  
  eﬀect  that  would  alter  its  form.  
   
  Magic  Resistance  .   The  statue  has  advantage  on  saving  
  throws  against  spells  and  other  magical  eﬀects.  
   
  Siege  Monster.   The  statue  deals  double  damage  to  
  objects  and  structures.  
   
  Ac�ons  
  Mul�a�ack.  The  statue  makes  two  melee  a�acks.  
   
  Slam.  Melee  Weapon  A�ack:  +16  to  hit,  reach  5  �.,  one  
  target.  Hit:  29  (3d12  +  10)  bludgeoning  damage.  
   
  Hurled  Stone.  Ranged  Weapon  A�ack:  +  16  to  hit,  range  
  200/800  �.,  one  target.  Hit:  43  (6d10  +  10)  bludgeoning  
  damage.  
   
   
  	
  	
  	
  	
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  Roper		
  Large  monstrosity,  neutral  evil  
  Armor  Class   20  (natural  armor)  
  Hit  Points   93  (11d10  +  33)  
  Speed   10�.,  climb  10�.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA  
  18  (+4) 
  8  (-1) 
  17  (+3) 
  7  (-2) 
  16  (+3) 
  6  (-2)  
   
  Skills  Percep�on  +6,  Stealth  +5  
  Senses   darkvision  60�.,  passive  Percep�on  16  
  Languages -  
  Challenge   5  (1,800  XP)  
   
  False  Appearance.   While  the  roper  remains  mo�onless,  
  it  is  indis�nguishable  from  a  normal  cave  forma�on,  
  such  as  a  stalagmite.  
   
  Grasping  Tendrils.   The  roper  can  have  up  to  six  tendrils  
  at  a  �me.  Each  tendril  can  be  a�acked  (AC  20;  10  hit  
  points;  immunity  to  poison  and  psychic  damage).  
  Destroying  a  tendril  deals  no  damage  to  the  roper,  which  
  can  extrude  a  replacement  tendril  on  its  next  turn.  A  
  tendril  can  also  be  broken  if   a   creature  takes  an  ac�on  
  and  succeeds  on  a  DC  15  Strength  check  against  it.  
   
  Spider  Climb.   The  roper  can  climb  diﬃcult  surfaces,  
  including  upside  down  on  ceilings,  without  needing  to  
  make  an  ability  check.  
   
  Ac�ons  
  Mul�a�ack.  The  roper  makes  four  a�acks  with  its  
  tendrils,  uses  Reel,  and  makes  one  a�ack  with  its  bite.  
   
  Bite.  Melee  Weapon  A�ack:  +7  to  hit,  reach  5  �  .,  one  
  target.  Hit:  22  (4d8  +  4)  piercing  damage.  
   
  Tendril.  Melee  Weapon  A�ack:  +7  to  hit,  reach  50  �.,  
  one  creature.  Hit:  The  target  is  grappled  (escape  DC  15).  
  Un�l  the  grapple  ends,  the  target  is  restrained  and  has  
  disadvantage  on  Strength  checks  and  Strength  saving  
  throws,  and  the  roper  can't  use  the  same  tendril  on  
  another  target.  
   
  Reel.  The  roper  pulls  each  creature  grappled  by  it  up  to  
  25  feet  straight  toward  it.  
   
  	
  	
  	
  	
  Young		White		Dragon		
  Large  dragon,  chao�c  evil  
  Armor  Class   17  (natural  armor)  
  Hit  Points   133  (14d10  +  56)  
  Speed  40�.,  burrow  20�.,  ﬂy  80�.,  swim  40�.  
   
  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  Percep�on  +6,  Stealth  +3  
  Damage  Immuni�es  cold  
  Senses  blindsight  30�.,  darkvision  120�.,  passive  
  Percep�on  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.  
  Addi�onally,  diﬃcult  terrain  composed  of   ice  or  snow  
  doesn't  cost  it  extra  moment.  
   
  Ac�ons  
  Mul�a�ack.  The  dragon  makes  three  a�acks:  one  with  
  its  bite  and  two  with  its  claws.  
   
  Bite.  Melee  Weapon  A�ack:  +7  to  hit,  reach  10�.,  one  
  target.  Hit:  15  (2d10  +  4)  piercing  damage  plus  4  (1d8)  
  cold  damage.  
   
  Claw.  Melee  Weapon  A�ack:  +7  to  hit,  reach  5  �  .,  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  Cons�tu�on  saving  throw,  taking  45  
  (10d8)  cold  damage  on  a  failed  save,  or  half   as  much  
  damage  on  a  successful  one.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 16  
  
   
  Appendix  A:  Maps,  Player  Handouts,  Etc.  
   
  This  appendix  includes  various  handouts  and  
  resources  for  running  the  adventure.  
   
   
  Map  A:  Ground  Battle   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 17  
  
   
  Map  B:  Control  Center   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 18  
  
   
  Appendix  B:  Character  Rewards  
   
   
  Figurine   of   Wondrous   Power  
  (Silver   Raven)  
  Wondrous		item,		uncommon		(requires		attunement)		
  	
  A  �igurine  of  wondrous  power  is  a   statuette  of  a  
  beast  small  enough  to  �it  in  a   pocket.  If  you  use  an  
  action  to  speak  the  command  word  and  throw  the  
  �igurine  to  a   point  on  the  ground  within  60  feet  of  
  you,  the  �igurine  becomes  a   living  creature.  If  the  
  space  where  the  creature  would  appear  is  
  occupied  by  other  creatures  or  objects,  or  if  there  
  isn't  enough  space  for  the  creature,  the  �igurine  
  doesn't  become  a   creature.  
  The  creature  is  friendly  to  you  and  your  
  companions.  It  understands  your  languages  and  
  obeys  your  spoken  commands.  If  you  issue  no  
  commands,  the  creature  defends  itself  but  takes  
  no  other  actions.  See  the  Monster  Manual  for  the  
  creature's  statistics,  except  for  the  giant  �ly.  The  
  creature  exists  for  a   duration  speci�ic  to  each  
  �igurine.  At  the  end  of  the  duration,  the  creature  
  reverts  to  its  �igurine  form.  It  reverts  to  a   �igurine  
  early  if  it  drops  to  0  hit  points  or  if  you  use  an  
  action  to  speak  the  command  word  again  while  
  touching  it.  When  the  creature  becomes  a   �igurine  
  again,  its  property  can't  be  used  again  until  a  
  certain  amount  of  time  has  passed,  as  speci�ied  in  
  the  �igurine's  description.  
   
  This  silver  statuette  of  a   raven  can  become  a   raven  
  for  up  to  12  hours.  Once  it  has  been  used,  it  can't  
  be  used  again  until  2  days  have  passed.  While  in  
  raven  form,  the  �igurine  allows  you  to  cast  the  
  animal  messenger  spell  on  it  at  will.  
   
  This  statue  of  a   Hummingbird  is  made  of  Silvery  
  Ice.  It  feels  cold  to  the  touch  but  the  ice  never  
  melts  despite  the  environment.   
  	
  This  item  can  be  found  on  Magic  Item  Table  F  
   
   
  Unbreakable   Arrows  
  Wondrous		item,		common			
  	
  This		arrow		can't		be		broken,		except		when		it		is		
  within		an		antimagic.		�ield.		
  	
  These		arrows		are		made		of		expertly		carved		ice		that		
  never		seems		to		melt		no		matter		what.		
  	
  This		item		can		be		found		on		pg.		139		in		Xanathar’s		
  Guide		to		Everything		
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 19  
  
   
  Appendix  C:  Story  Awards   
   
  During  this  adventure,  the  characters  may  earn  the  
  following  story  awards:  
   
   
  Banned:   Stygia  
  The  frozen,  inhospitable  wilderness  of  Stygia   is  
  home  to  many  vile  creatures  as  well  as  an  
  uncountable  number  from  the  Material  Plane.  
  Desperate  criminals  and  those  condemned  to  
  death  may  pray  to  Levistus,  the  ruler  of  Stygia,  for  
  freedom;  should  he  answer,  they  are  transported  
  here.  For  reasons  known  only  to  you  and  him,  you  
  are  forever  banned  from  setting  foot  within  Stygia.  
  Perhaps  you  redeemed  too  many  souls,  or  maybe  
  you  were  discovered  to  be  in  league  with  Geryon,  
  the  former  ruler  of  this  realm;  regardless,  Levistus  
  has  closed  this  layer  of  the  Nine  Hells  to  you.  You  
  can’t  participate  in  further  adventures  in  this  
  place.   
      A  character  with  this  story  award  may  visit  
  other  areas  of  the  Nine  Hells  but  has  been  banned  
  from  Stygia.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 20  
  
   
  Appendix  D:  Dungeon  
  Master  Tips  
   
  To  DM  an  adventure,  you  must	  have  3  to  7  
  players—each  with  their  own  character  within  
  the  adventure’s  level  range  (see  Adventure  
  Primer).  Characters  playing  in  a   hardcover	 
  adventure  may  continue  to  play  but  if  they  play  a  
  different  hardcover 		adventure,  they  can’t		return	 
  to  the  �irst  if  outside  its  level  range.  
  New   to   D&D   Adventurers   League?  
  h�p://dnd.wizards.com/playevents/organized-play  
   
  New   to   the   Annual   Storyline?  
  h�p://dnd.wizards.com/story/waterdeep  
   
  h�p://dndadventurersleague.org/storyline-seasons/wa 
  terdeep-adventures/  
  Preparing   the   Adventure  
  Before  you  start  play,  consider  the  following:  
  ● Read  through  the  adventure,  taking  notes  of  
  anything  you’d  like  to  highlight  or  remind  yourself  
  of  while  running  the  adventure,  such  as  a  way  
  you’d  like  to  portray  an  NPC  or  a  tactic  you’d  like  
  to  use  in  combat.  Familiar  yourself  with  the  
  adventure’s  appendices  and  handouts.  
  ● Gather  any  resources  you’d  like  to  use  to  aid  you  in  
  running  this  adventure--such  as  notecards,  a  DM  
  screen,  miniatures,  and  battlemaps.  
  ● Ask  the  players  to  provide  you  with  relevant  
  character  information,  such  as  name,  race,  class,  
  and  level;  passive  Wisdom  (Perception),  and  
  anything  speci�ied  as  notable  by  the  adventure  
  (such  as  backgrounds,  traits,  �laws,  etc.)  
  Players  can  play  an  adventure  they  previously  played  
  as  a  Player  or  Dungeon  Master  but  may  only  play  it  
  once  with  a  given  character.  Ensure  each  player  has  
  their  character’s  adventure  logsheet  (if  not,  get  one  
  from  the  organizer)  with  their  starting  values  for  
  advancement  and  treasure  checkpoints,  downtime  
  days,  and  renown.  These  are  updated  at  the  
  conclusion  of  the  session.  The  adventure  information  
  and  your  information  is  added  at  the  end  of  the  
  adventure  session—whether  the  completed  the  
  adventure  or  not.  
  Each  player  is  responsible  for  maintaining  an  
  accurate  logsheet.  If  you  have  time,  you  can  do  a  
  quick  scan  of  a  player’s  character  sheet  to  ensure  
  that  nothing  looks  out  of  order.  If  you  see  magic  
  items  of  very  high  rarities  or  strange  arrays  of  ability  
  scores,  you  can  ask  players  to  provide  
  documentation  for  the  irregularities.  If  they  cannot,  
  feel  free  to  restrict  item  use  or  ask  them  to  use  a  
  standard  ability  score  array.   
  Point  players  to  the  D&D  Adventurers  League  
  Player's  Guide  for  reference.  If  players  wish  to  spend  
  downtime  days  and  it’s  the  beginning  of  an  
  adventure  or  episode,  they  can  declare  their  activity  
  and  spend  the  days  now,  or  they  can  do  so  at  the  end  
  of  the  adventure  or  episode.  Players  should  select  
  their  characters’  spells  and  other  daily  options  prior  
  to  the  start  of  the  adventure,  unless  the  adventure  
  speci�ies  otherwise.  Feel  free  to  reread  the  adventure  
  description  to  help  give  players  hints  about  what  
  they  might  face.  
  Adjusting   This   Adventure  
  To  determine  whether  you  should  consider  
  adjusting  the  adventure,  add  up  the  total  levels  of  
  all  the  characters  and  divide  the  result  by  the  
  number  of  characters  (rounding  .5  or  greater  up;  
  .4  or  less  down).  This  is  the  group’s  average  
  party  level  (APL).  To  approximate  the  party		
  strength	  for  the  adventure,  consult  the  table  
  below.  
  Determining   Party   Strength  
  Party  Composi�on  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  
   
   
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  CCC-DWB-ACM-1  A  Colossal  Mess  V  1 
                                                        Pg. 21  
  
   
  Appendix  E:  DWB  D&D  
   
  What   is   DWB   D&D?  
   
  We  are  an  online  community  based  around  a  
  mutual  love  of  D&D  and  one  of  the  largest  online  
  groups  for  Adventurers  League  play.   
   
  We  like  to  provide  access  and  opportunity  for  
  anyone  interested  in  participating  in  this  
  wonderful  hobby  of  ours  so  they  can  connect  
  with  others  and  play  regardless  of  barriers.   We  
  are  an  inclusive  and  accommodating  group  and  
  we  specialize  in  helping  people  learn  to  play  and  
  use  the  tools  available  for  online  play.   
   
   
  How   to   Get   Involved?   
   
  The  best  way  to  get  involved  is  to  join  us  on  
  discord!  We  have  games  everyday,  a   team  of  
  mentors  ready  to  answer  your  questions  and  
  assist  you,  and  a   library  of  prepared  games  to  
  save  you  time  preparing  them  yourself.   
   
  Join  the  discord  at:  https://discord.gg/yJdzGmR  
   
  Or  you  can  contact  me  directly!   
  Twitter:  twitter.com/Daddywarrbuxx  
  Facebook:  facebook . com/Daddywarrbux  
  Email:  daddywarrbuxx@gmail.com  
   
   
  Please		reach		out		to		me!			
  One  of  the  things  we  are  hoping  to  do  is  enable  
  more  writers  an  opportunity  to  share  their  work.  
  We  (try)  to  host  an  epic  every  three  months,  so  if  
  you  are  looking  for  an  event  to  submit  a   CCC  on  
  or  would  like  to  create  an  adventure  using  the  
  premade  bundles  let  me  know!   
   
   
   
   
   
   
   
   
   
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                                                        Pg. 22  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-DWB-ACM-1 A Colossal Mess.pdf