TEXT:  
   
   
  CCC-CENTRIC 01-02 
  	
  ROAD TO RECONCILIATION 
   
   
   
   
   
   
   
  
  CREDITS 
  	
  Lead	Designer:	Noah	Grand	
  Original	Concept:	Jemma	Hooper,	Michael	Balin	
  	
  Editing:	Ian	Stamford	
  	
  Cartography:	Noah	Grand	
  	
  Layout:	Noah	Grand	
  	
  All	art	used	under	free	commercial	license	from	DMsGuild.	
  	
  D&D	Adventurers	League	Guildmaster:	Chris	Lindsay	
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	
  Lindsay,	Mike	Mearls,	Matt	Sernett	
  	
  D&D	Adventurers	League	Administrators:	Alan	Patrick,	
  Travis	Woodall,	Claire	Hoffman,	Greg	Marks,	Amy	Lynn	
  Dzura,	LaTia	Jacquise,	Ma’at	Crook	
  	
  Playtesters:	Eliza	Hains,	Stewart	Horne,	Travis	Ritt,	Joel	
  Curnow	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ABOUT THE AUTHOR 
  	
  Noah	Grand	(he/they)	is	a	social	scientist	and	
  statistician	by	day,	adventure	writer	and	editor	by	
  night.	They	have	written	adventures	for	
  conventions	across	the	Western	United	States,	PAX	
  Unplugged,	Australia,	and	leading	online	
  conventions.	They	also	write	supplements	
  designed	to	help	DMs	add	more	diversity	to	the	
  game,	including	being	a	writer/editor	on	the	best-
  selling	anthology	Friends,	Foes,	and	Other	Fine	Folks.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  DUNGEONS	&	DRAGONS,	D&D,	Wizards	of	the	Coast,	Forgotten	Realms,	the	dragon	ampersand,	Player’s	Handbook,	Monster	Manual,	Dungeon	Master’s	Guide,	D&D	Adventurers	League,	all	other	Wizards	
  of	the	Coast	product	names,	and	their	respective	logos	are	trademarks	of	Wizards	of	the	Coast	in	the	USA	and	other	countries.	All	characters	and	their	distinctive	likenesses	are	property	of	Wizards	of	the	
  Coast.	This	material	is	protected	under	the	copyright	laws	of	the	United	States	of	America.	Any	reproduction	or	unauthorized	use	of	the	material	or	artwork	contained	herein	is	prohibited	without	the	
  express	written	permission	of	Wizards	of	the	Coast.	
  	
  ©2018	Wizards	of	the	Coast	LLC,	PO	Box	707,	Renton,	WA	98057-0707,	USA.	Manufactured	by	Hasbro	SA,	Rue	Emile-Boéchat	31,	2800	Delémont,	CH.	Represented	by	Hasbro	Europe,	4	The	Square,	
  Stockley	Park,	Uxbridge,	Middlesex,	UB11	1ET,	UK.	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  3	
  ADVENTURE PRIMER 
  “Who	overcomes	by	force,	hath	overcome	but	half	
  his	foe.”		
  –	John	Milton,	Paradise	Lost.	
  This	adventure	is	designed	for	three	to	seven	
  1st-4th	level	characters	and	is	optimized	for	
  five	characters	with	an	average	party	level	
  (APL)	of	3.	Characters	outside	this	level	range	
  cannot	participate	in	this	adventure.	
  	 This	adventure	occurs	in	Phlan	and	The	Ride. 
  BACKGROUND 
  ALGRETH	KOLWYN,	a	successful	merchant	out	
  of	Phlan,	sought	to	establish	new	trade	routes	
  with	the	miners	of	THE	RIDE,	a	relatively	
  uncivilised	area	to	the	north.	His	caravan	
  crossed	through	lands	of	the	ERAKA	clan.	As	
  the	clan	debated	whether	to	wage	war	with	yet	
  another	outsider,	a	young	warrior	named	
  LASVA	seized	the	initiative	to	try	and	win	clan	
  leadership.	She	heard	the	outsiders	bring	magic,	
  so	she	turned	to	the	only	magic-user	she	ever	
  met,	a	hag	named	GLUM	JODI	SMOKESHIFTER.	
  	 Jodi	had	already	heard	stories	of	the	Eraka	
  clan,	particularly	chieftain	TARVEL	BASHAR’s	
  power	and	popularity.	The	jealous	hag	was	
  eager	to	spread	discord,	so	she	agreed	to	aid	
  Lasva.	All	she	needed	was	a	drop	of	Lasva’s	
  blood	and	a	larger	bodily	sacrifice	from	the	
  Kolwyn	family	to	complete	the	ritual.	Lasva	
  abducted	JERETH	KOLWYN	five	days	ago	as	he	
  rode	away	from	his	family’s	guard	during	a	
  hunting	trip.	
  	 Tarvel	did	not	authorise	the	attack,	and	
  dispatched	her	precocious	daughter	SLUWAINE	
  BASHAR	to	guard	Jereth.	As	the	two	young	
  adults	bonded,	they	started	to	realise	the	
  legends	of	a	hag	were	true;	she	was	
  orchestrating	the	conflict!	Sluwaine	rode	off	
  alone	to	investigate.	Meanwhile,	Algreth	turned	
  to	Jodi	for	help	rescuing	his	son.	The	night	hag	
  demanded	blood	from	a	Bashar,	so	Algreth’s	
  mercenaries	abducted	Sluwaine.	Having	pushed	
  both	sides	to	war,	Jodi	can	sit	back	and	watch	
  the	misery	unfold.	Humanoids	will	offer	more	
  and	more	to	make	it	stop	–	even	their	souls!	
  OVERVIEW 
  The	adventure’s	story	is	spread	over	three	
  parts	and	takes	approximately	two	hours	to	
  play.	The	adventure	begins	with	a	Call	to	Action	
  scene.	It	also	contains	two	optional	bonus	
  objectives—each	taking	an	additional	hour	to	
  play.	
  • Call	to	Action:	Bystanders.	When	an	innocent	
  merchant	limps	in	to	Phlan,	Hakira	hires	
  adventurers	to	resolve	the	conflict.	
  • Part	1:	Rescuers.	Characters	track	down	the	
  Eraka	camp	and	Algreth’s	Caravan,	rescuing	
  both	abductees.	This	is	Story	Objective	A.	
  • Part	2:	Victory	Party.	Now	that	the	party	has	
  both	kidnapping	victims,	they	can	track	down	
  the	hag	who	instigated	the	conflict.	This	is	
  Story	Objective	B.	
  • Bonus	Objective	A:	Family	Honour.	Sluwaine	
  asks	the	adventurers	to	help	expel	Lasva	for	
  working	with	a	hag.	This	bonus	objective	is	
  found	in	Appendix	1.	
  • Bonus	Objective	B:	Crisis	of	Leadership.	
  Jereth	conspires	to	remove	his	father	from	
  power	before	he	causes	more	problems.	This	
  bonus	objective	is	found	in	Appendix	2.	
  ADVENTURE HOOKS 
  BLACK	FIST	CAPTAIN	HAKIRA	MYIXI	has	
  contacted	adventurers	to	put	a	stop	to	the	
  conflict.	The	question	is	“why	did	they	say	yes?”	
  	 Owed	a	Favour.	Characters	with	a	criminal	or	
  mercenary	background,	or	otherwise	looking	
  for	adventuring	work,	agreed	to	prioritise	
  Hakira’s	jobs	to	avoid	Black	Fist	harassment.	
  	 Mercantile	Connections.	Guild	artisans,	
  nobles,	and	others	looking	to	make	coin	know	
  Phlan’s	merchants	will	appreciate	anyone	
  resolving	the	conflict.	
  	 Preventing	War.	The	Eraka	are	equally	
  known	for	their	honour	and	fearsome	raiding.	
  Anyone	who	has	been	to	Phlan	before	would	
  know	their	behavior	is	unusual,	suggesting	
  bigger	problems.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  4	
  EPISODE FLOWCHART 
  This	section	provides	a	basic	understanding	of	not	only	the	flow	of	the	episode,	but	also	the	outline	of	the	
  different	paths	that	your	players	may	take	in	reaching	their	stated	objective.		
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  1 
  2 
  3 
  B 
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  5	
  CALL TO ACTION: BYSTANDERS 
  Estimated	Duration:	10	minutes	
  	
  Merchant	Thurkam	Hammerstone	gathers	
  market	goers	to	hear	a dire	warning.	the	Eraka	
  tribe	has	declared	an	open	hunt	on	all	caravans	
  until	they	find	the	chieftain’s	daughter	
  Sluwaine	Bashar.	Enough	is	enough.	Black	
  Fist	Captain	Hakira	Myixi	calls	in	a	favour	
  from	adventurers	to	bring	both	sides	to	peace. 
  AREA INFORMATION 
  	 Terrain.	A	guard	station	in	one	of	Phlan’s	
  bigger	markets.	Adventurers	may	have	been	
  shopping	when	Thurkam	made	a	big	scene.	
  They	may	have	been	looking	for	a	job.		A	
  misunderstanding	may	have	caused	Hakira	to	
  intervene	on	their	behalf.	
  	 Lighting.	The	midday	sun	beats	down	on	a	
  lovely	autumn	day.	
   Sounds	and	Smells. The	market	is	packed	as	
  Phlan’s	residents	celebrate	the	best	weather	in	
  weeks.	Most	people	are	shopping,	but	groups	of	
  young	revellers	are	renewing	old	friendships	
  and	anxiously	hoping	to	form	new	ones.	
  A	dwarf	staggers	in	to	the	market.	While	he	
  survived,	a	blade	severed	the	right	side	of	his	
  magnificent	beard.	“This	means…war!”	As	the	
  dwarf	shouts,	a	bronze	dragonborn	in	Black	Fist	
  armour	springs	through	the	crowd,	shouting	for	
  aid.	“Not	a	full	war”	she	says.	“We	need	
  adventurers!”	
  CREATURES/NPCS 
  Thurkam	Hammerstone,	a	male	dwarf,	only	
  cares	about	the	Eraka	greataxe	that	cut	off	part	
  of	his	magnificent	beard.	Hakira	Myixi,	the	
  dragonborn	Black	Fist	captain,	stares	down	
  anyone	urging	full	warfare	or	refusing	to	help.	
  	 Objectives/Goals.	Hakira	wants	the	fighting	
  to	stop,	because	it	makes	people	in	the	city	
  nervous.	Adventurers	who	just	want	to	save	
  lives	are	cheaper	than	hiring	full	mercenary	
  companies	to	protect	each	caravan	indefinitely.	
  A	successful	DC	11	Wisdom	(Insight)	check	
  confirms	she	isn’t	holding	anything	back.	
  	 Thurkam	feels	duty-bound	to	share	what	he	
  saw	before	collapsing	in	bed.	He	turns	away	
  from	any	character	paying	too	much	attention	
  to	his	severed	beard.	
  	 What	Do	They	Know?	Thurkam	knows	about	
  the	most	recent	attack	and	the	Eraka	tribe’s	last	
  known	location,	while	Hakira	knows	some	of	
  the	history	of	the	feud	between	the	Eraka	and	
  Algreth’s	caravan.	
  • The	Eraka	rarely	raid	Phlan	or	the	mines	–	
  horses	and	mountains	don’t	mix!	However,	
  Algreth’s	trade	routes	to	the	north	of	the	
  Dragonspine	Mountains	cut	through	Eraka	
  territory,	so	they	attacked.	
  • Sluwaine	rode	to	Phlan	two	days	after	Jereth	
  was	captured	to	say	the	Eraka	chief	Tarvel	did	
  not	authorise	initial	hostilities.	She’s	telling	
  the	truth,	but	Hakira	does	not	believe	her.	
  • A	year	ago,	Algreth	stabbed	a	halfling	
  merchant	named	Finnian	Greenbottle,	
  because	he	thought	Finnian	was	cheating	him.	
  He’s	developed	quite	the	reputation	for	
  violence	when	bribery	doesn’t	work.	
  Hakira	asks	the	party	to	rescue	both	Jereth	and	
  Sluwaine,	using	them	to	help	negotiate	a	cease-
  fire.	Once	the	party	agrees	to	the	deal,	they	can	
  strategise	which	rescue	to	attempt	first.	
  	 The	Black	Fist	captain	shares	everything	she	
  knows,	to	resolve	the	conflict	once	and	for	all.	
  However,	she	does	not	know	that	a	night	hag	
  named	Glum	Jodi	Smokeshifter	is	pulling	the	
  strings.	Players	learn	this	twist	after	their	first	
  rescue.	Some	parties	want	to	immediately	
  pursue	Jodi,	which	is	much	more	challenging.	
  CALL TO ACTION 
  The	objective	of	this	adventure	is	to	rescue	both	
  Sluwaine	and	Jereth,	then	get	Jodi	to	stop	
  manipulating	both	sides	into	a	conflict.	
  TREASURE & REWARDS 
  Thurkam	gives	the	party	a	spell	scroll	of	locate	
  animals	or	plants.	It	can’t	locate	his	shorn	beard,	
  so	why	keep	it?
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  6	
  PART 1: RESCUERS (STORY OBJECTIVE A) 
  Estimated	Duration:	80	minutes
  SETTING DESCRIPTION 
  In	this	episode,	the	characters	must	find	the	
  Eraka	camp	to	rescue	Jereth	and	fight	through	
  monsters	to	find	Sluwaine.	
  PREREQUISITES 
  Characters	have	completed	the	Call	to	Action.		
  STORY OBJECTIVE A 
  Characters	need	to	rescue	both	abductees.	
  The	two	young	adults	can	be	rescued	in	either	
  order.	
  BONUS OBJECTIVES A AND B 
  Algreth	and	Lasva	each	made	separate	deals	
  with	Jodi	the	night	hag.	Episode	3	is	a	final	
  confrontation	with	the	hag.	Bonus	objectives	
  ask	the	PCs	to	undermine	Algreth	and	Lasva,	
  the	two	people	making	deals	with	Jodi.		
  An Overland Travel Sandbox 
  Episode	2	has	two	main	paths:	try	to	rescue	Jereth	and	
  then	Sluwaine,	or	try	to	rescue	Sluwaine	and	then	
  Jereth.	Pursuing	Jereth	first	leads	to	a	wider	range	of	
  roleplay	opportunities,	while	pursuing	Sluwaine	first	
  emphasises	combat	a	bit	more.	
  	 In	theory,	players	would	attempt	both	rescues	
  before	trying	to	confront	either	abductor	(the	bonus	
  objectives)	or	Jodi,	the	hag	orchestrating	everything.	
  However,	players	often	pursue	their	own	paths	as	new	
  opportunities	and	threats	present	themselves.	
  • DMs	who	prefer	a	linear	plot	are	recommended	to	
  have	the	first	rescued	abductee	play	up	the	
  imminent	threat	to	the	other	abductee,	resolving	all	
  of	Part	1	before	moving	on.	
  • DMs	who	prefer	a	sandbox	can	insert	Bonus	
  Objectives	anywhere,	even	interrupting	Part	1	and	
  adjusting	the	briefing	scene	for	continuity.	Give	the	
  party	a	long	rest	somewhere,	and	a	short	rest	if	they	
  pursue	any	of	the	Bonus	Objectives.	
  • In	settings	where	time	is	limited,	like	conventions,	
  consider	running	the	Bonus	Objectives	after	players	
  defeat	Jodi.	Algreth	and	Lasva	are	still	threats	to	
  long-term	peace	in	the	area,	even	without	Jodi’s	
  fiendish	assistance.	
  1. DON’T SPLIT THE PARTY! 
  Hakira	warns	the	party	that	the	second	rescue	
  will	be	harder	than	the	first,	no	matter	what	
  they	do.	With	that	in	mind,	characters	must	
  choose	whether	to	rescue	Jereth	or	Sluwaine	
  first.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	The	party	is	still	in	
  Phlan’s	large	marketplace	from	the	Call	to	
  Action.	
  CREATURES/NPCS 
  Hakira	shares	everything	she	knows.	
  Unfortunately,	she	isn’t	entirely	sure	where	the	
  Eraka	are	currently	located.	
  	 Objectives/Goals.	Hakira	suggests	it	may	be	
  easier	to	track	the	Eraka	now,	before	they	move	
  again.	Algreth	isn’t	moving	from	his	mountain	
  encampment.	
  	 What	Does	She	Know?	It	may	be	difficult	to	
  take	one	kidnapping	victim	on	the	other	rescue.	
  Hakira	knows	of	a	nearby	Black	Fist	outpost	
  that	can	offer	temporary	shelter	and	a	safe	
  place	to	rest.	
  	 Tarvel	Bashar	and	her	Eraka	clan	were	last	
  seen	in	the	plains	north	of	Phlan	and	east	of	the	
  Dragonspine	Mountains,	but	characters	will	
  need	to	find	the	nomadic	tribe.	Following	their	
  tracks	will	not	be	enough	to	gain	ground.	
  	 Algreth	thinks	he	has	bought	Hakira’s	loyalty,	
  so	he	told	the	guard	captain	that	he	moved	his	
  caravan	to	an	abandoned	Dragon	Cult	outpost	
  at	the	foot	of	the	Dragonspine	Mountains.	
  Dangerous	creatures	live	in	the	area.	Algreth	
  hopes	this	will	ward	off	future	Eraka	raids.	
  BORROWED ITEMS 
  Hakira	lets	each	character	borrow	a	riding	
  horse.	Neither	can	be	kept	after	this	adventure.	
  Give	players	at	least	one	copy	of	Player	
  Handout	1,	which	includes	game	statistics	for	
  the	horse.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  7	
  2. CHASING SHADOWS (PURSUING JERETH)
  Following	the	Eraka	raiding	party’s	winding	
  path	is	inefficient.	The	party	must	find	
  information	and	overcome	Jodi’s	attempts	to	
  obscure	the	trail.	
  PREREQUISITES 
  Adventurers	are	starting	to	pursue	the	Eraka.	
  AREA INFORMATION 
  	 Adventurers	start	by	making	their	way	along	
  the	Stojanow	River,	following	the	few	tracks	
  that	Algreth	hopes	to	turn	in	to	a	more	
  established	road	going	north-west	from	Phlan	
  to	The	Ride.	Gentle	grassy	hills	turn	more	
  treacherous	as	the	party	gets	near	the	eastern	
  edge	of	the	Dragonspine	Mountains.	
  ASKING FOR DIRECTIONS 
  Eraka	raiding	parties	take	notoriously	winding	
  paths	as	they	forage	for	food	and	look	for	
  targets	to	pillage.	A	well-equipped	party	of	
  adventurers	could	take	a	more	direct	path	and	
  catch	the	raiding	party	at	their	camp,	but	only	if	
  they	know	where	the	Eraka	would	like	to	camp.	
  	 Each	character	must	choose	one	of	two	
  options	for	this	group	check,	succeeding	a	DC	
  12	check	with	the	appropriate	skill.	Splitting	
  the	party	between	tasks	is	recommended.	
  • Research.	Ask	players	what	type	of	research	
  they	want	their	characters	to	do.	Examples	
  include	looking	for	maps	(Investigation),	
  reading	stories	of	old	battles	(History),	or	
  surveying	the	environment	(Nature).		
  • Carousing.	Three	members	of	the	Welcomers	
  –	Phlan’s	thieves	guild	–	are	back	from	a	
  smuggling	“caravan”	trip	to	Zhentil	Keep.	
  Clever	adventurers	could	persuade	them	that	
  their	work	will	be	safer	once	adventurers	deal	
  with	the	Eraka.	A	successful	DC	12	Charisma	
  (Persuasion	or	Deception)	check	is	enough	to	
  get	the	location	of	the	nearest	Eraka	camp.	
  Adventurers	with	the	Criminal	or	Folk	Hero	
  background	have	advantage.	
  If	the	party	gets	at	least	as	many	successes	as	
  failures,	they	speed	their	journey	by	an	hour.	
  STAYING ON THE PATH 
  As	characters	ride	to	the	north	and	north-west	
  of	Phlan,	they	come	across	patches	of	unusually	
  tall,	dying	grass	and	sudden	rainstorms	that	
  make	navigation	difficult.	Characters	must	
  make	a	group	DC	12	Wisdom	(Survival)	check.	
  Rangers	with	grassland	as	their	Favoured	
  Terrain	roll	at	advantage.	On	a	success,	they	
  maintain	their	bearings	through	the	storm	and	
  arrive	an	hour	earlier	than	expected.	
  	 Anyone	succeeding	a	DC	11	Intelligence	
  (Arcana	or	Nature)	check	realises	these	
  phenomena	suggest	magical	interference	of	
  some	kind.	Characters	succeeding	by	5	or	more	
  recognise	some	of	the	off-putting	misery	and	
  creepiness	of	hag	magic.	
  TREACHEROUS PASS 
  As	characters	get	close	to	the	Eraka	camp,	they	
  see	a	rock-slide	has	caved	in	a	good	portion	of	
  the	trail	in	front	of	them.	Jodi	blocked	the	pass,	
  and	mimics	the	sound	of	howling	wolves	to	
  spook	the	party’s	horses.	
  	 Clear	a	Path.	A	successful	DC	15	Strength	
  (Athletics)	check	clears	the	path.	The	party	can	
  only	attempt	one	roll	before	Jodi	springs	her	
  trap.	A	second	character	proficient	in	Athletics	
  can	use	the	Help	action	to	grant	advantage.	
  	 Guide	the	Horses.	If	the	party	fails	the	
  Athletics	check,	Jodi	unleashes	the	sound	of	
  wolves	to	spook	the	party’s	horses.	Each	
  character	must	attempt	a	DC	12	Wisdom	
  (Animal	Handling)	check.	On	a	success,	they	
  channel	the	horse’s	fear	to	get	to	the	camp	more	
  quickly.	On	a	failure,	the	character	is	thrown	
  from	their	horse,	who	bolts	in	to	the	distance.	
  ARRIVING AT THE ERAKA CAMP 
  Regardless	of	what	players	roll,	their	characters	
  eventually	make	their	way	to	the	Eraka	camp.	
  • Go	to	Scene	3	if	the	party	pursued	the	Eraka	
  first.	Otherwise	go	to	Scene	4.	
  • Unless	the	party	succeeded	on	all	three	of	the	
  three	skill	checks	to	save	time,	their	
  opponents	had	extra	time	to	prepare.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  8	
  3. PROVING HONOUR 
  If	the	adventurers	came	to	the	Eraka	camp	first,	
  they	see	mounting	frustration.	Tarvel	Bashar	
  plans	a	trial	by	combat	to	relieve	stress.	
  PREREQUISITES 
  Characters	pursued	the	Eraka	first.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	A	sprawling	cluster	of	
  tents	with	hitching	posts	hammered	into	the	
  dirt	to	keep	horses	from	running	away.	
  	 Lighting.	Moonlight.	
  	 Sounds.	Rhythmic	drumming	and	chanting.	
  CHARACTERS/NPCS 
  Tarvel	Bashar	(human	female)	sits	on	her	
  horse,	looking	down	at	three	dozen	tribal	
  warriors,	the	majority	of	whom	are	also	human	
  females.	She	has	tattoos	of	spears	and	wild	
  horses	down	both	arms.	Three	warriors	with	
  red	tears	painted	on	their	faces	–	Lasva,	
  Brenna	(berserker)	and	Brigil	(thug)	–	
  approach	the	adventurers.	
  	 Objectives/Goals.	Brenna	and	Brigil	are	both	
  loyal	to	Lasva,	but	attack	hesitant	adventurers.	
  Tarvel	hopes	the	adventurers	can	humble	
  Lasva’s	followers	in	the	Bucking	Stallion	–	a	
  rite	of	initiation	via	non-lethal	combat	among	
  the	Eraka.	
  	 What	Do	They	Know?	Tarvel	wants	to	release	
  Jereth,	but	Lasva’s	faction	would	grow	stronger.	
  Any	outsiders	joining	the	Eraka	initiation	
  strengthen	Tarvel,	even	if	they	lose.		
  	 If	the	party	was	delayed,	they	have	entered	a	
  battle	trance,	rolling	initiative	at	advantage.	
  Adjusting This Scene 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	the	average	level	of	the	two	characters	
  participating	in	the	Bucking	Stallion.	
  • Very	Weak:	Brenna	and	Brigil	are	both	tribal	warriors.		
  • Weak:	Brenna	and	Brigil	are	both	thugs	with	20	hit	
  points.	
  • Average:	Brenna	has	36	hit	points.	Brigil	has	20	HP.	
  • Strong	and	Very	Strong:	Brenna	has	45	hit	points.	
  Brigil	has	20	HP.	
  4. HONOURING THE FALLEN 
  While	adventurers	dealt	with	Algreth,	Jodi	
  murdered	an	Eraka	raiding	party	that	went	
  looking	for	her.	They	returned	as	undead!	
  PREREQUISITES 
  Characters	resolved	Algreth’s	Caravan.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	Torn	canvas,	blood	
  stains,	and	the	corpses	of	two	horses	are	the	
  only	signs	that	the	Eraka	ever	camped	here.	
  	 Lighting.	Shadows	shift	in	eerie	moonlight.	
  CHARACTERS/NPCS 
  Fresh	tracks	show	the	Eraka	moved	camp	
  within	the	hour.	Three	ghouls	shamble	around	
  the	camp,	dressed	in	furs	and	tribal	tattoos.	
  	 Objectives/Goals.	Jodi’s	foul	magic	left	the	
  ghouls	unable	to	distinguish	friend	from	foe.	
  	 What	Do	They	Know?	Jodi	cursed	them	
  before	death.	They	turned	on	each	other		
  	 Terrified	Mounts!	Hakira’s	horses	have	never	
  been	in	combat	and	have	the	frightened	
  condition.	It	takes	an	action	to	remove	this	
  condition	with	a	successful	DC	13	Wisdom	
  (Animal	Handling)	check	or	suitable	magic.	
  Adjusting This Scene 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	your	group.	
  • Very	Weak:	Replace	all	ghouls	with	three	zombies.	
  • Weak:	Remove	one	ghoul.	Add	two	zombies.	
  • Strong:	Remove	one	ghoul.	Add	two	ghasts.	
  • Very	Strong:	Replace	all	ghouls	with	four	ghasts.	
  THE HORSES RISE TOO? 
  If	the	party	did	not	succeed	all	three	skill	checks	
  in	Scene	2,	the	two	dead	horses	have	also	risen	
  from	the	grave	as	warhorse	skeletons!	
  Adjusting This Complication 
  Here	are	some	suggestions	for	adjusting	this	
  complication,	according	to	your	group.	
  • Very	Weak:	Replace	the	warhorse	skeletons	with	
  zombies.	
  • Weak:	Only	add	one	warhorse	skeleton.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  9	
  5. BARBARIAN NEGOTIATION
  As	the	party	feasts	with	Tarvel	and	her	honour	
  guard,	they	must	stop	Lasva	from	making	a	final	
  attempt	to	attack	Jereth’s	and	complete	the	hag	
  ritual.	
  PREREQUISITES 
  Characters	finished	either	Scene	3	or	4.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	The	largest	tent	is	
  used	for	a	dining	hall,	with	makeshift	slabs	of	
  stone	used	for	tables	and	logs	for	chairs.		
  CHARACTERS/NPCS 
  Tarvel	Bashar	invites	the	party	to	feast	outside	
  her	tent	along	with	her	four	person	honour	
  guard	(berserkers)	and	Soren,	the	tribal	
  shaman.	Lasva	(berserker)	waits	in	the	
  distance	to	attack	Jereth	(spy),	the	attractive,	
  slender	youngest	adult	son	of	the	Kolwyn	family.	
  	 Objectives/Goals.	Tarvel	assumes	visitors	are	
  adventurers,	here	for	the	captive	Jereth	
  Kolwyn.	She	is	looking	for	an	excuse	to	return	
  him	to	safe	hands.	The	honour	guard	protects	
  Tarvel,	avoiding	killing	blows.	
  	 What	Does	Tarvel	Know?	Perpetual	conflict	
  with	the	Kolwyn	caravan	is	not	sustainable	
  because	the	tribe	is	outnumbered.	
  SPOILS OF VICTORY 
  If	the	party	has	done	something	on	Tarvel’s	
  behalf	already,	securing	Jereth’s	release	is	easy.	
  	 Won	Bucking	Stallion.	The	victors	can	
  request	Jereth’s	release	as	their	“prize”	for	
  winning	the	trial.	Soren	explains	that	if	the	
  Eraka	were	meant	to	keep	Jereth,	their	
  champions	would	have	won	the	trial.	
  	 Rescued	Sluwaine,	Killed	Undead.	Sluwaine	
  may	be	with	the	party,	or	they	could	accurately	
  describe	her	tattoo,	as	a	means	of	de-escalation.	
  If	present,	Sluwaine	won’t	mention	the	hag	yet,	
  fearing	Lasva’s	spies.	
  A DESPERATE BARGAIN 
  If	the	adventurers	can	easily	secure	Jereth’s	
  release,	Lasva	knows	she	has	one	last	chance	to	
  fulfill	her	deal	with	Jodi	the	night	hag.	Anyone	
  with	a	passive	Perception	of	11	or	higher	
  notices	her	sneaking	towards	Jereth,	ritual	bone	
  dagger	in	hand.	Lasva	starts	40	feet	away	from	
  Jereth,	who	is	restrained.	If	she	hits	Jereth	with	
  an	attack,	she	succeeds	in	the	ritual,	and	Jereth	
  provides	less	help	when	fighting	Jodi.	
  	 Lasva	risks	injury,	but	retreats	after	suffering	
  30	damage	or	if	grappled	for	two	rounds.	She	
  fears	“the	Smokeshifter”	(Jodi)	has	made	other	
  deals	and	can	be	bullied.	Two	berserkers	from	
  Tarvel’s	honour	guard	interpose	themselves	as	
  she	flees,	to	prevent	all	out	war.	Tribal	custom	
  is	to	let	cooler	heads	prevail.	
  	 Any	character	succeeding	a	DC	13	Dexterity	
  (Sleight	of	Hand)	check	can	grab	the	dagger	
  from	Lasva’s	hand.	Then	she	flees.	
  SENDING A MESSAGE (LOST BUCKING 
  STALLION) 
  Lasva	mocks	the	adventuring	party’s	chosen	
  contestants	and	accuses	Tarvel	of	weakening	
  the	tribe.	She	demands	a	pound	of	flesh	from	
  Jereth	before	any	talk	of	releasing	him.	Tarvel	
  relents	to	this	demand	unless	an	adventurer	
  reminds	the	honour	guard	of	Lasva’s	bullying	
  their	chief	with	a	DC	13	Charisma	
  (Intimidation)	check.	
  	 Whether	Lasva	is	allowed	to	cut	Jereth’s	
  cheek	or	not,	a	price	must	be	paid	for	his	
  release.	An	adventurer	who	did	not	participate	
  in	the	Bucking	Stallion	can	try	to	explain	why	
  releasing	Jereth	is	in	the	tribe’s	interests.	A	
  successful	DC	12	Charisma	(Persuasion)	check	
  convinces	the	other	Eraka.	On	a	failure,	Tarvel	
  demands	two	horses	or	a	potion	of	healing	as	
  tribute	(faction-donated	potions	are	
  acceptable).		
  WHAT’S NEXT? 
  If	the	party	has	already	rescued	Sluwaine,	they	
  have	completed	the	secondary	objective.	Go	to	
  Part	2,	or	the	bonus	objectives	if	you	are	using	
  them.	If	the	party	has	not	rescued	Sluwaine	yet,	
  go	to	Scene	6.	Either	way,	they	can	rest	here	
  unless	they	tried	to	fight	Tarvel.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  10	
  6. DINNER IS SERVED 
  (PURSUING SLUWAINE) 
  As	the	party	goes	through	a	narrow	pass	
  towards	Algreth’s	hideout	in	the	Dragonspine	
  Mountains,	monsters	attack	them.	
  PREREQUISITES 
  Adventurers	are	pursuing	Algreth’s	caravan.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	A	20	foot	wide	
  mountain	pass	stretches	for	over	a	quarter	mile.	
  	 Lighting.	The	setting	sun	provides	bright	
  light	if	the	party	pursued	the	caravan	first.	
  Otherwise	this	scene	takes	place	in	moonlight.	
  CHARACTERS/NPCS 
  Two	worgs	stand	side-by-side	blocking	the	
  characters’	path	forward,	waiting	for	food.	As	
  combat	begins,	an	ankheg	feels	hooves	and	
  burrows	out	of	the	pass	behind	the	party!	
  	 Objectives/Goals.	All	the	creatures	are	very	
  hungry.	Worgs	and	ankhegs	see	each	other	as	
  competitors	for	a	tasty	treat,	but	will	focus	on	
  the	humanoids.	
  	 What	Do	They	Know?	Worgs	know	ankhegs	
  have	a	funny	aftertaste	and	try	to	stay	away	if	
  possible.	
  Adjusting This Scene 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	your	group.	
  • Very	Weak:	Remove	the	ankheg.	Characters	fight	
  two	goblins	riding	a	worg,	all	entering	from	the	front.	
  • Weak:	The	ankheg	must	spend	its	first	turn	using	its	
  acid	breath	to	get	through	the	mountain	pass	and	
  arrive	on	the	battlefield.	
  • Strong:	Add	an	ankheg.	
  • Very	Strong:	Remove	both	worgs.	Add	an	ankheg	
  and	a	manticore.	
  COMPLICATION: NOT BRED FOR 
  BATTLE 
  Any	character	trying	to	use	their	horse	as	a	
  mount	in	this	combat	must	succeed	a	DC	14	
  Wisdom	(Animal	Handling)	check	or	be	thrown	
  off.	Uncontrolled	horses	take	the	dodge	action	
  whenever	possible,	but	do	not	run	away.	
  7. REAP WHAT YOU SEW 
  Algreth	is	in	the	middle	of	a	ritual	to	slice	off	
  one	of	Sluwaine’s	arm	tattoos	as	an	offering	to	
  the	night	hag	when	characters	arrive.	Guards	
  shout	a	warning	as	other	humanoids	approach.	
  AREA INFORMATION 
  	 Terrain.	An	abandoned	stone	Dragon	Cult	
  outpost	lies	in	disrepair.		
  CHARACTERS/NPCS 
  Algreth	Kolwyn,	a	portly	older	human	male,	
  wears	the	finest	of	blue	silks	and	gaudy	gold	
  jewellery.	He	greets	adventurers	as	they	
  approach,	flanked	by	two	veterans.	Sluwaine	
  (human	female	berserker),	a	muscular	
  warrior,	is	manacled	to	a	table	in	the	basement.	
  	 Objectives/Goals.	Algreth	wants	to	convince	
  the	adventurers	to	come	back	tomorrow.	A	
  successful	DC	12	Wisdom	(Insight)	check	
  suggests	Sluwaine	is	in	immediate	danger.	
  	 What	Does	Algreth	Know?	If	players	went	
  here	second,	the	ritual	has	progressed	enough	
  that	any	physical	wounds	he	suffers	will	be	
  transferred	to	Sluwaine’s	body.	
  FREEING SLUWAINE 
  Allow	players	to	improvise	with	the	following	
  guidelines.	Let	them	try	one	plan	if	another	fails.	
  	 Stealth.	While	some	talk	to	Algreth,	other	
  characters	can	sneak	downstairs	with	a	
  successful	DC	12	Dexterity	(Stealth)	check.	They	
  can	attempt	one	DC	15	Dexterity	(Thieves’	
  Tools)	check	before	alerting	the	guards.	
  	 Interaction.	Characters	can	convince	Algreth	
  that	finishing	the	ritual	could	backfire	and	hurt	
  him	with	a	successful	group	DC	12	Charisma	
  check	using	an	appropriate	skill.	
  	 Combat.	Characters	must	defeat	the	veterans	
  without	letting	Algreth	escape	to	the	basement.	
  	 Failure	of	All	Plans.	Sluwaine’s	left	manticore	
  tattoo	is	sliced	off,	empowering	the	hag	in	
  Episode	3.	Then	Algreth	returns	her.	
  WHAT’S NEXT 
  If	the	party	has	already	rescued	Jereth,	go	to	
  Part	2,	or	the	bonus	objectives.	If	the	party	has	
  not	rescued	Jereth,	go	to	Scene	2.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  11	
  PART 2: VICTORY PARTY (STORY OBJECTIVE B) 
  Estimated	Duration:	30	minutes	
  SETTING DESCRIPTION 
  Jereth	and	Sluwaine	are	able	to	use	traces	of	
  Glum	Jodi	Smokeshifter’s	magic	left	in	their	
  blood	to	have	a	wizard	scry	on	the	hag,	
  pinpointing	her	location.	They	offer	boons	to	
  offset	Jodi’s	resistances.	
  STORY OBJECTIVE B 
  Characters	need	to	defeat	Glum	Jodi	
  Smokeshifter.		
  We Didn’t Go Back to Phlan! 
  Adventurers	may	decide	that	at	least	one	of	Jodi,	Lasva,	
  and	Algreth	is	an	immediate	threat.	If	you	and	your	
  table	want	to	use	more	of	a	sandbox,	DMs	are	strongly	
  encouraged	to	move	Scene	1:	Hazy	Memories	to	an	
  impromptu	briefing	on	horseback.	As	long	as	Jereth	
  and	Sluwaine	convey	key	information	and	any	boons	
  the	party	has	earned,	the	rest	of	the	scene		
  	 This	meeting	scene	–	wherever	it	takes	place	–	is	also	
  a	good	place	to	seed	any	Bonus	Objectives	you	wish	to	
  use.	If	you	are	uncertain	how	much	time	you	have,	
  Jereth	and	Sluwaine	should	send	the	adventurers	after	
  the	hag	first.	Try	to	avoid	giving	players	all	the	
  information	about	Jodi,	Lasva	and	Algreth	at	the	same	
  time,	because	it	could	be	difficult	to	retain	all	the	
  details.	
  BONUS OBJECTIVES 
  Glum	Jodi	Smokeshifter	is	an	immediate	threat.	
  However,	Jereth	and	Sluwaine	were	able	to	
  goad	enough	information	from	their	captors	to	
  learn	that	each	one	could	be	a	long	term	
  problem.	Once	the	hag	is	eventually	defeated,	
  Lasva	and	Algreth	may	seek	out	other	evil	
  forces	to	help	them	try	to	consolidate	power	
  once	more.	
  	 Jereth	and	Sluwaine	conclude	it	is	better	to	
  confront	Lasva	and	Algreth	now,	removing	
  them	from	their	positions	of	relative	power.	
  After	spending	a	few	hours	enjoying	their	
  freedom	and	decompressing	from	their	ordeal,	
  they	lay	out	their	plan	to	deal	with	Jodi,	Lasva,	
  and	Algreth	in	quick	succession.	
  1. HAZY MEMORIES 
  Jereth	and	Sluwaine	explain	over	dinner	at	the	
  Poached	Toad	what	they	know	about	Glum	Jodi	
  Smokeshifter.	
  CHARACTERS/NPCS 
  Jereth	and	Sluwaine	brief	the	characters	over	
  dinner,	inviting	them	to	order	as	well.	Anything	
  the	adventurers	ask	for	(within	reason)	is	
  available.	
  	 Objectives/Goals.	Jereth	and	Sluwaine	
  bonded	over	their	shared	preference	for	using	
  intelligence	and	charisma	to	solve	problems,	as	
  opposed	to	mindless	violence.	But	they	agree	
  that	Jodi	is	an	irredeemable	fiend	and	must	be	
  defeated	instead	of	avoided.	
  	 What	Do	They	Know?	The	pair	prodded	their	
  arrogant	captors	for	bits	and	pieces	of	
  information	about	Jodi.	Each	captor	hoped	to	
  share	the	hag’s	power	if	they	followed	through	
  on	their	fiendish	deals.	They	both	discovered	
  that	Jodi	is	a	night	hag,	so	corrupted	by	evil	that	
  she	has	become	a	fiend.	If	they	were	
  unharmed	in	Chapter	2,	they	can	offer	more	
  insight.	Otherwise	they	are	too	traumatised	to	
  recall	additional	details.	They	also	offer	boons,	
  which	are	helpful	for	average	and	higher	APL	
  parties	
  • Lasva	told	Jereth	she	would	gain	Jodi’s	
  resistance	to	mundane	weapons.	If	Jereth	was	
  unharmed,	he	offers	to	let	the	characters	
  borrow	his	silvered	shortsword,	which	he	
  knows	will	overcome	Jodi’s	resistance.	
  • Algreth	coveted	the	hag’s	resistance	to	
  magical	effects,	like	charm	spells.	If	Sluwaine	
  is	able	to	share	this	information,	she	offers	a	
  pair	of	manticore	pendants	that	will	allow	
  two	characters	to	overcome	Jodi’s	magic	
  resistance.	
  • If	both	abductees	are	uninjured,	Sluwaine	also	
  lends	the	party	her	silvered	battleaxe.	
  • If	both	abductees	were	harmed	in	Part	1,	
  Jereth	lets	the	party	borrow	a	petrified	griffon	
  talon,	which	can	be	wielded	as	a	silver	dagger.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  12	
  2. SLICING THROUGH THE SMOKE
  Characters	confront	Jodi	in	her	lair.	Combat	is	
  unavoidable.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	A	two	room	cottage,	
  each	30	feet	by	20	feet.	Rotting	animals	and	
  dead	tree	branches	of	various	sizes	litter	the	
  cottage.	See	Appendix	3	for	a	map	of	the	area.	
  	 Lighting.	Dim	light	can	fill	the	first	room	of	
  the	cottage	while	the	front	door	is	open.	There	
  is	no	light	in	the	cottage	itself.	
  	 Smells.	The	sickly	sweet	aroma	of	rotten	meat	
  mixes	with	the	musty	odor	of	decaying	trees	
  and	plant	matter.	
  CHARACTERS/NPCS 
  Glum	Jodi	Smokeshifter	waits	inside	to	rush	
  adventurers,	intimidating	them	with	her	
  overpowering,	muscular	physique.	
  	 Objectives/Goals.	Jodi	makes	no	pretense	of	
  being	hospitable	or	grandmotherly	to	try	and	
  beguile	humanoids.	She	despises	other	women	
  who	are	able	to	get	power	or	respect	without	
  resorting	to	bullying,	violence,	and	hierarchy.	
  Anyone	willing	to	make	a	deal	should	know	
  exactly	whom	they	are	dealing	with.	Other	
  visitors	are	probably	hostile	and	must	be	killed.	
  	 What	Does	Jodi	Know?	Algreth	and	Lasva	
  unwittingly	agreed	to	let	Jodi	cast	scrying	on	
  them	when	making	their	deals.	Jodi	knows	her	
  minions	have	failed.	
  Adjusting This Scene 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	your	group.	
  • Very	Weak:	Jodi	uses	the	statistics	of	a	sea	hag	with	
  35	HP,	but	also	counts	as	a	fiend.	Add	one	darkling.	
  Remove	the	needle	traps	(see	exploration	below)	
  • Weak:	Jodi	uses	the	statistics	of	a	green	hag	with	50	
  HP,	but	also	counts	as	a	fiend.	Add	two	darklings.	
  • Strong:	Add	two	darklings.	
  • Very	Strong:	Add	four	darklings.	
  	
  	
  Playing the Pillars 
  Here	are	some	suggestions	for	this	encounter:	
  • Combat.	Jodi	assumes	brand	new	adventurers	are	so	
  naïve	that	they	may	be	willing	to	sell	their	souls.	She	
  chooses	to	do	non-lethal	damage	to	level	1	
  characters	when	possible.	At	average	APL,	she	is	
  both	drained	from	trying	to	grant	power	to	the	
  humans	and	arrogant,	so	she	tries	to	use	her	claw	
  instead	of	magic	missile	whenever	possible.	
  • Exploration.	Anyone	proficient	in	Arcana	or	casting	
  detect	magic	notices	nearby	tree	needles	are	traps.	If	
  someone	tries	destroying	the	cottage,	a	needle	
  strikes	them	for	1d4+1	force	damage.	
  • Social.	Female	presenting	characters	can	easily	taunt	
  Jodi	into	attacking	them	as	a	free	action.	They	must	
  succeed	a	DC	10	Intimidation	check	using	Strength	or	
  Charisma.	
  DEVELOPMENT: ROTTEN SAP TRAP 
  Jodi	set	a	simple	trap	while	home:	a	small	
  sphere	of	rotten	sap	rigged	to	drop	from	the	
  ceiling	when	someone	opens	the	door.	
  • Detection	&	Disarming.	A	successful	DC	13	
  Intelligence	(Investigation)	check	is	necessary	
  to	see	the	trap.	Once	spotted,	it	can	be	
  disarmed	with	a	successful	DC	13	Dexterity	
  check	using	thieves’	tools.	The	unlocked	door	
  can	also	be	flung	open	with	thaumaturgy.	
  • Trigger	&	Effects.	If	someone	opens	the	door	
  without	disarming	the	trap,	the	sap	drops	in	
  the	doorframe.	Every	creature	within	10	feet	
  must	make	a	DC	12	Constitution	on	a	saving	
  throw.	On	a	failure,	they	are	poisoned	and	can	
  repeat	the	save	at	the	end	of	the	turn	to	shake	
  off	this	condition.	
  Adjusting This Trap 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	your	group.	
  • Very	Weak	and	Weak:	Jodi	uses	a	diluted	sap,	which	
  ends	after	a	character’s	turn.	
  • Very	Strong:	Increase	all	DCs	for	the	trap	by	1.	
  TREASURE & REWARDS 
  Algreth	offered	Jodi	some	gold.	She’d	never	
  spend	it,	but	loved	taking	what	Algreth	values.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  13	
  WRAPPING UP 
  Now	that	Glum	Jodi	Smokeshifter	is	dead,	
  Tarvel	Bashar	agrees	to	peace	with	Kolwyn	
  Caravans.	If	the	party	has	not	attempted	Bonus	
  Objectives	A	or	B,	they	are	free	to	do	so	now	if	
  you	have	enough	time	left	in	the	session.	
  	 If	characters	completed	Bonus	Objective	B,	
  Jereth	is	in	charge	and	the	peace	seems	stable.	If	
  Algreth	is	in	charge,	the	mood	is	oddly	tense,	as	
  people	worry	about	Algreth’s	aggression.	Each	
  side	gives	the	party	a	gift.		
  • Tarvel	gives	each	character	a	custom	saddle.		
  • Jereth,	realizing	adventurers	are	often	more	
  comfortable	on	foot	than	in	the	saddle,	offers	
  them	Boots	of	False	Tracks.	
  • If	neither	Jereth	nor	Sluwaine	was	scarred	as	
  part	of	a	hag	ritual	in	Episode	2,	characters	
  gain	the	Eraka	Peacemaker	story	award.	See	
  Appendix	7.	If	one	of	the	abductees	was	
  harmed,	they	notice	even	a	tenday	later	that	
  the	wound	does	not	fully	heal	due	to	the	hag’s	
  foul	curse.	
  TREASURE AND REWARDS 
  • Saddle	of	the	Cavalier.	When	this	smooth	
  ankheg	shell	is	placed	on	a	mount	it	grows	
  sticky,	holding	both	the	saddle	and	rider	in	
  place.	The	phrase	“words	are	bolder	than	
  actions”	is	engraved	in	Common	to	help	mark	
  the	front	of	the	saddle.	See	Appendix	6.	
  • Boots	of	False	Tracks.	These	fashionable	
  black	leather	boots	feature	intricate	silver	
  stitching,	depicting	a	dragon	in	flight.	A	subtle	
  enchantment	woven	in	to	the	boots	ensures	
  they	never	get	dirty.	See	Appendix	6.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  14	
  REWARDS 
  At	the	end	of	the	session,	the	characters	receive	rewards	based	upon	their	accomplishments.	
  	
  CHARACTER REWARDS 
  The	characters	earn	the	following	rewards:	
  ADVANCEMENT 
  Upon	successfully	completing	this	adventure,	
  each	character	gains	a	level.	At	their	discretion,	
  they	may	choose	to	decline	advancement.	
  Remind	your	players	that	the	amount	of	gold	
  that	their	characters	can	earn	per	level	is	
  limited;	declining	advancement	means	that	they	
  may	reach	a	point	where	they	earn	no	gold.	
  GOLD 
  Award	each	character	gold	for	each	hour	of	the	
  session.	Adventures	typically	features	cues	for	
  this,	but	you	can	add	it	where	you	see	fit.	The	
  maximum	gold	that	you	can	award	a	character	
  per	hour	is	determined	by	their	tier,	as	follows:	
  Tier	
  Hourly	GP	Award	
  GP	Limit	per	Level	
  1	
  20	gp	
  80	gp	
  2	
  30	gp	
  240	gp	
  3	
  200	gp	
  1,600	gp	
  4	
  750	gp	
  6,000	gp	
  	
  MAGIC ITEMS 
  If	found	during	the	adventure,	the	characters	
  can	keep	the	following	magic	items;	these	items	
  are	described	in	Appendix	6:	
  • Saddle	of	the	Cavalier	
  • Boots	of	False	Tracks	
  • Spell	Scroll	of	Locate	Objects	and	Plants	
  STORY AWARDS 
  During	this	adventure,	the	characters	may	earn	
  the	following	story	awards,	which	are	described	
  in	Appendix	7:	
  • Eraka	Peacemaker	
  • Benevolent	Takeover	
  DUNGEON MASTER REWARDS 
  For	running	this	adventure,	one	of	your	
  character	gains	a	level.	That	character	receives	
  gold	based	on	their	tier	prior	to	advancement:	
  Tier	
  GP	Earned	
  1	
  80	gp	
  2	
  240	gp	
  3	
  1,600	gp	
  4	
  6,000	gp	
  	
  You	may	also	complete	DM	Quests	for	running	
  this	adventure.	See	the	Adventurers	League	
  Dungeon	Master’s	Guide	for	more	information.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  15	
  DRAMATIS PERSONAE 
  The	following	NPCs	feature	prominently	in	this	adventure.	
  	
  Tarvel	Bashar	(TAR-vehl	buh-SHAR).	NG	
  Human	female,	high	chieftain	of	the	Eraka	clan.	
  Risks	losing	her	leadership	position	due	to	her	
  daughter	Sluwaine’s	capture.	
  • What	They	Want.	Her	daughter’s	safe	return	
  and	putting	down	the	uprising	among	her	
  people.	In	that	order.	
  • Pride	of	Leadership.	“All	of	my	people	must	
  learn	to	defend	themselves.	But	only	my	
  precious	Sluwaine	gets	to	know	how	I	stay	in	
  the	big	saddle.”	
  Sluwaine	Bashar	(slew-WANE	buh-SHAR).	CN	
  human	female,	held	prisoner	by	Algreth.	
  Dispatched	by	her	mother	to	represent	the	tribe	
  in	back-channel	diplomacy	before	being	
  captured.	
  • What	They	Want.	To	convince	others	to	deal	
  with	the	threat	of	Jodi,	Algreth	and	Lasva.	
  Then	running	away	with	Jereth	on	hijinks-
  filled	adventures.	
  • Bored	With	Battle.	“I’m	a	great	warrior,	but	
  it’s	a	lot	more	fun	to	wink	and	get	people	to	
  fight	for	me.”	“I’m	really	bad	at	telling	people	
  how	I	truly	feel	when	I’m	not	enraged.”	
  Algreth	Kolwyn	(ALL-greth	COAL-win).	NE	
  human	male,	merchant	trying	to	expand	in	to	
  The	Ride.	Happy	to	deal	with	a	fiend.	
  • What	They	Want.	Gold,	platinum	and	gems.	
  • What	Are	You	Worth?	“I	place	monetary	
  value	on	every	relationship.	Now	let’s	make	a	
  deal,	shall	we?”	
  Jereth	Kolwyn	(JER-eth	COAL-win).	CG	human	
  male,	Algreth’s	youngest	son.	Expert	rider.	
  • What	They	Want.	To	be	a	hero,	eventually.	
  But	that’s	a	lot	of	risk	to	try	without	
  Sluwaine’s	support.	
  • Best	Left	Alone.	“I	don’t	think	I	can	take	big	
  risks,	because	things	always	go	wrong	when	
  people	are	watching.”	
  Glum	Jodi	Smokeshifter	(glum	joe-DEE	
  smoak-shift-err).	NE	night	hag	trying	to	take	
  advantage	of	humans’	greed	and	willingness	to	
  make	obviously	evil	deals.	
  • What	They	Want.	To	bring	down	Tarvel	
  Bashar	and	any	other	powerful	woman	who	
  builds	others	up	in	healthy	relationships.	
  • Know	Your	Place.	“Every	relationship	should	
  have	the	powerful	(me)	and	the	subservient	
  (you).”	
  Hakira	Myixi	(hah-KEY-rah	me-ICK-see).	LN	
  female	bronze	dragonborn,	captain	of	the	Black	
  Fist.	Hires	adventurers	to	rescue	abducted	
  Jereth	and	Sluwaine.	
  • What	They	Want.	An	end	to	the	violence.	All	
  laws	are	important,	but	preserving	life	must	
  come	before	others.	
  • Ends	and	Means.	“Whatever	it	takes	to	
  prevent	bloodshed	is	worth	it.	This	is	my	
  obligation	as	a	dragonborn	in	a	city	once	
  leveled	by	a	dragon.”	
  Lasva	(LUSS-vah).	NE	human	female.	A	rising	
  star	of	the	Eraka	tribe	who	tries	to	use	
  Sluwaine’s	capture	to	become	the	new	high	
  chieftain	and	lead	the	Eraka	to	war.	
  • What	They	Want.	To	lead	the	Eraka	to	glory,	
  by	raiding	and	conquering	neighbours.	
  • Cull	the	Herd.	“Weak	leaders	must	be	
  challenged	before	they	kill	us	all.	Tarvel’s	
  diplomacy	shows	she	is	until	to	lead!”	
  Soren	(SORE-en).	N	non-binary	human.	A	
  shaman	who	watches	over	the	tribe’s	history,	
  standing	above	the	fray	of	any	political	strife.	
  • What	They	Want.	To	preserve	Eraka	
  traditions.	
  • Code	of	Neutrality.	“Balance	comes	before	
  justice.	I	only	deal	with	issues	once	others	
  bring	them	to	me.”	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  16	
  CREATURE STATISTICS
  Acolyte	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	10	
  Hit	Points	9	(2d8)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	 10	(+0)	 10	(+0)	 10	(+0)	 14	(+2)	 11	(+0)	
  Skills	Medicine	+4,	Religion	+2	
  Senses	passive	Perception	12	
  Languages	any	one	language	(usually	Common)	
  Challenge	1/4	(50	XP)	
  	
  Spellcasting.	The	acolyte	is	a	1st-level	spellcaster.	Its	
  spellcasting	ability	is	Wisdom	(spell	save	DC	12,	+4	to	
  hit	with	spell	attacks).	The	acolyte	has	the	following	
  cleric	spells	prepared:	
  Cantrips	(at	will):	light,	sacred	flame,	thaumaturgy	
  1st	level	(3	slots):	bless,	cure	wounds,	sanctuary	
  Actions	
  Club.	Melee	Weapon	Attack:	+2	to	hit,	reach	5	ft.,	one	
  target.	Hit:	2	(1d4)	bludgeoning	damage.	
  Ankheg	
  Large	monstrosity,	unaligned	
  Armor	Class	14	(natural	armor),	11	while	prone	
  Hit	Points	39	(6d10	+	6)	
  Speed	30	ft.,	burrow	10	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 17	(+3)	 11	(+0)	 13	(+1)	
  1	(-5)	
  13	(+1)	
  6	(-2)	
  Senses	darkvision	60	ft.,	tremorsense	60	ft.,	passive	
  Perception	12	
  Languages	--	
  Challenge	2	(450	XP)	
  Actions	
  Bite.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	10	(2d6+3)	slashing	damage	plus	3	(1d6)	
  acid	damage.	If	the	target	is	a	Large	or	smaller	creature,	
  it	is	grappled	(escape	DC	13).	Until	this	grapple	ends,	
  the	ankheg	can	bite	only	the	grappled	creature	and	has	
  advantage	on	attack	rolls	to	do	so.	
  Acid	Spray	(Recharge	6).	The	ankheg	spits	acid	in	a	line	
  that	is	30	ft.	long	and	5	ft.	wide,	provided	that	it	has	no	
  creature	grappled.	Each	creature	in	that	line	must	
  make	a	DC	13	Dexterity	saving	throw,	taking	10	(3d6)	
  acid	damage	on	a	failed	save,	or	half	as	much	damage	
  on	a	successful	one.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  17	
  Bandit	
  Medium	humanoid	(any	race),	any	non-lawful	
  alignment	
  Armor	Class	12	(leather	armor)	
  Hit	Points	11	(2d8	+	2)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	 12	(+1)	 12	(+1)	 10	(+0)	 10	(+0)	 10	(+0)	
  Senses	passive	Perception	10	
  Languages	any	one	language	(usually	Common)	
  Challenge	1/8	(25	XP)	
  Actions	
  Scimitar.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	
  one	target.	Hit:	4	(1d6+1)	slashing	damage.	
  Light	Crossbow.	Ranged	Weapon	Attack:	+3	to	hit,	
  range	80/320	ft.,	one	target.	Hit:	5	(1d8+1)	piercing	
  damage.	
  Bandit	Captain	
  Medium	humanoid	(any	race),	any	non-lawful	
  alignment	
  Armor	Class	15	(studded	leather	armor)	
  Hit	Points	65	(10d8	+	20)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	 16	(+3)	 14	(+2)	 14	(+2)	 11	(+0)	 14	(+2)	
  Saving	Throws	Str	+4,	Dex	+5,	Wis	+2	
  Skills	Athletics	+4,	Deception	+4	
  Senses	passive	Perception	10	
  Languages	any	two	languages	
  Challenge	2	(450	XP)	
  Actions	
  Multiattack.	The	captain	makes	three	attacks:	two	
  with	its	scimitar	and	one	with	its	dagger.	Or	the	captain	
  makes	two	ranged	attacks	with	its	daggers.	
  Scimitar.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	6	(1d6+3)	slashing	damage.	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.	or	range	80/320	ft.,	one	target.	Hit:	5	
  (1d4+3)	piercing	damage.	
  Reactions	
  Parry.	The	captain	adds	2	to	its	AC	against	one	melee	
  attack	that	would	hit	it.	To	do	so,	the	captain	must	see	
  the	attacker	and	be	wielding	a	melee	weapon.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  18	
  Berserker	
  Medium	humanoid	(any	race),	any	chaotic	alignment	
  Armor	Class	13	(hide	armor)	
  Hit	Points	67	(9d8	+	27)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 12	(+1)	 17	(+3)	
  9	(-1)	
  11	(+0)	
  9	(-1)	
  Senses	passive	Perception	10	
  Languages	any	one	language	(usually	Common)	
  Challenge	2	(450	XP)	
  	
  Reckless.	At	the	start	of	its	turn,	the	berserker	can	gain	
  advantage	on	all	melee	weapon	attack	rolls	during	that	
  turn,	but	attack	rolls	against	it	have	advantage	until	the	
  start	of	its	next	turn.	
  Actions	
  Greataxe.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	9	(1d12+3)	slashing	damage.	
  Darkling	
  Small	fey,	chaotic	neutral	
  Armor	Class	14	(leather	armor)	
  Hit	Points	13	(3d6	+	3)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	
  16	(+3)	 12	(+1)	 10	(+0)	 12	(+1)	 10	(+0)	
  Skills	Acrobatics	+5,	Deception	+2,	Perception	+5,	
  Stealth	+7	
  Senses	blindsight	30	ft.,	darkvision	120	ft.,	passive	
  Perception	15	
  Languages	Elvish,	Sylvan	
  Challenge	1/2	(100	XP)	
  	
  Death	Flash.	When	the	darkling	dies,	non-magical	light	
  flashes	out	from	it	in	a	10-foot	radius	as	its	body	and	
  possessions,	other	than	metal	or	magic	objects,	burn	to	
  ash.	Any	creature	in	that	area	and	able	to	see	the	
  bright	light	must	succeed	on	a	DC	10	Constitution	
  saving	throw	or	be	blinded	until	the	end	of	that	
  creature’s	next	turn.	
  Light	Sensitivity.	While	in	bright	light,	the	darkling	has	
  disadvantage	on	attack	rolls,	as	well	as	on	Wisdom	
  (Perception)	checks	that	rely	on	sight.	
  Actions	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.	or	range	80/320	ft.,	one	target.	Hit:	5	
  (1d4+3)	piercing	damage.	If	the	darkling	has	advantage	
  on	the	attack	roll,	the	attack	deals	an	extra	7	(2d6)	
  piercing	damage.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  19	
  Green	Hag	
  Medium	fey,	neutral	evil	
  Armor	Class	17	(natural	armor)	
  Hit	Points	82	(11d8	+	33)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	 12	(+1)	 16	(+3)	 13	(+1)	 14	(+2)	 14	(+2)	
  Skills	Arcana	+3,	Deception	+4,	Perception	+3,	Stealth	
  +3	
  Senses	darkvision	60	ft.,	passive	Perception	14	
  Languages	Common,	Draconic,	Sylvan	
  Challenge	3	(700	XP)	
  	
  Amphibious.	The	hag	can	breathe	air	and	water.	
  Innate	Spellcasting.	The	hag's	innate	spellcasting	
  ability	is	Charisma	(spell	save	DC	12).	She	can	innately	
  cast	the	following	spells,	requiring	no	material	
  components:	
  At	will:	dancing	lights,	minor	illusion,	vicious	mockery	
  Mimicry.	The	hag	can	mimic	animal	sounds	and	
  humanoid	voices.	A	creature	that	hears	the	sounds	can	
  tell	they	are	imitations	with	a	successful	DC	14	Wisdom	
  (Insight)	check.	
  Actions	
  Claws.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	one	
  target.	Hit:	13	(2d8+4)	slashing	damage.	
  Illusory	Appearance.	The	hag	covers	herself	and	
  anything	she	is	wearing	or	carrying	with	a	magical	
  illusion	that	makes	her	look	like	another	creature	of	
  her	general	size	and	humanoid	shape.	The	illusion	ends	
  if	the	hag	takes	a	bonus	action	to	end	it	or	if	she	dies.	
  The	changes	wrought	by	this	effect	fail	to	hold	up	to	
  physical	inspection.	For	example,	the	hag	could	appear	
  to	have	smooth	skin,	but	someone	touching	her	would	
  feel	her	rough	flesh.	Otherwise,	a	creature	must	take	
  an	action	to	visually	inspect	the	illusion	and	succeed	on	
  a	DC	20	Intelligence	(Investigation)	check	to	discern	
  that	the	hag	is	disguised.	
  Invisible	Passage.	The	hag	magically	turns	invisible	
  until	she	attacks	or	casts	a	spell,	or	until	her	
  concentration	ends	(as	if	concentrating	on	a	spell).	
  While	invisible,	she	leaves	no	physical	evidence	of	her	
  passage,	so	she	can	be	tracked	only	by	magic.	Any	
  equipment	she	wears	or	carries	is	invisible	with	her.	
  Ghast	
  Medium	undead,	chaotic	evil	
  Armor	Class	13	
  Hit	Points	36	(8d8)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 17	(+3)	 10	(+0)	 11	(+0)	 10	(+0)	
  8	(-1)	
  Damage	Resistances	necrotic	
  Condition	Immunities	charmed,	exhaustion,	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	10	
  Languages	Common	
  Challenge	2	(450	XP)	
  	
  Stench.	Any	creature	that	starts	its	turn	within	5	feet	of	
  the	ghast	must	succeed	on	a	DC	10	Constitution	saving	
  throw	or	be	poisoned	until	the	start	of	its	next	turn.	On	
  a	successful	saving	throw,	the	creature	is	immune	to	
  the	ghast's	Stench	for	24	hours.	
  Turn	Defiance.	The	ghast	and	any	ghouls	within	30	feet	
  of	it	have	advantage	on	saving	throws	against	effects	
  that	turn	undead.	
  Actions	
  Bite.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	one	
  creature.	Hit:	12	(2d8+3)	piercing	damage.	
  Claws.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	10	(2d6+3)	slashing	damage.	If	the	target	is	
  a	creature	other	than	an	elf	or	undead,	it	must	succeed	
  on	a	DC	10	Constitution	saving	throw	or	be	paralyzed	
  for	1	minute.	The	target	can	repeat	the	saving	throw	at	
  the	end	of	each	of	its	turns,	ending	the	effect	on	itself	
  on	a	success.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  20	
  Ghoul	
  Medium	undead,	chaotic	evil	
  Armor	Class	12	
  Hit	Points	22	(5d8)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	 15	(+2)	 10	(+0)	
  7	(-2)	
  10	(+0)	
  6	(-2)	
  Damage	Immunities	poison	
  Condition	Immunities	charmed,	exhaustion,	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	10	
  Languages	Common	
  Challenge	1	(200	XP)	
  Actions	
  Bite.	Melee	Weapon	Attack:	+2	to	hit,	reach	5	ft.,	one	
  creature.	Hit:	9	(2d6+2)	piercing	damage.	
  Claws.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	7	(2d4+2)	slashing	damage.	If	the	target	is	a	
  creature	other	than	an	elf	or	undead,	it	must	succeed	
  on	a	DC	10	Constitution	saving	throw	or	be	paralyzed	
  for	1	minute.	The	target	can	repeat	the	saving	throw	at	
  the	end	of	each	of	its	turns,	ending	the	effect	on	itself	
  on	a	success.	
  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	turns.	
  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-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  21	
  Howling	Hatred	Priest	
  Medium	humanoid,	neutral	evil	
  Armor	Class	15	(studded	leather	armor)	
  Hit	Points	45	(10d8)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 12	(+1)	 16	(+3)	 10	(+0)	 14	(+2)	 10	(+0)	 14	(+2)	
  Skills	Acrobatics	+5,	Intimidation	+4,	Religion	+4	
  Senses	passive	Perception	10	
  Languages	Auran,	Common	
  Challenge	2	(450	XP)	
  	
  Hold	Breath.	The	priest	can	hold	its	breath	for	30	
  minutes.	
  Spellcasting.	The	priest	is	a	5th-level	spellcaster.	Its	
  spellcasting	ability	is	Charisma	(spell	save	DC	12,	+4	to	
  hit	with	spell	attacks).	It	knows	the	following	sorcerer	
  spells:	
  Cantrips	(at	will):	blade	ward,	gust,	light,	
  prestidigitation,	shocking	grasp	
  1st	level	(3	slots):	feather	fall,	shield,	witch	bolt	
  2nd	level	(3	slots):	dust	devil,	gust	of	wind	
  3rd	level	(2	slots):	gaseous	form	
  Actions	
  Multiattack.	The	priest	makes	two	melee	attacks	or	
  two	ranged	attacks.	
  Scimitar.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	6	(1d6+3)	slashing	damage.	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.	or	range	80/320	ft.,	one	target.	Hit:	5	
  (1d4+3)	piercing	damage.	
  Manticore	
  Large	monstrosity,	lawful	evil	
  Armor	Class	14	(natural	armor)	
  Hit	Points	68	(8d10	+	24)	
  Speed	30	ft.,	fly	50	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 17	(+3)	 16	(+3)	 17	(+3)	
  7	(-2)	
  12	(+1)	
  8	(-1)	
  Senses	darkvision	60	ft.,	passive	Perception	11	
  Languages	Common	
  Challenge	3	(700	XP)	
  	
  Tail	Spike	Regrowth.	The	manticore	has	twenty-four	
  tail	spikes.	Used	spikes	regrow	when	the	manticore	
  finishes	a	long	rest.	
  Actions	
  Multiattack.	The	manticore	makes	three	attacks:	one	
  with	its	bite	and	two	with	its	claws	or	three	with	its	tail	
  spikes.	
  Bite.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	7	(1d8+3)	piercing	damage.	
  Claw.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	6	(1d6+3)	piercing	damage.	
  Tail	Spike.	Ranged	Weapon	Attack:	+5	to	hit,	range	
  100/200	ft.,	one	target.	Hit:	7	(1d8+3)	piercing	damage.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  22	
  Night	Hag	
  Medium	fiend,	neutral	evil	
  Armor	Class	17	(natural	armor)	
  Hit	Points	112	(15d8	+	45)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	 15	(+2)	 16	(+3)	 16	(+3)	 14	(+2)	 16	(+3)	
  Skills	Deception	+7,	Insight	+6,	Perception	+6,	Stealth	
  +6	
  Damage	Resistances	cold,	fire;	bludgeoning,	piercing,	
  and	slashing	from	nonmagical	attacks	that	aren’t	
  silvered	
  Condition	Immunities	charmed	
  Senses	darkvision	120	ft.,	passive	Perception	16	
  Languages	Abyssal,	Common,	Infernal,	Primordial	
  Challenge	5	(1800	XP)	
  	
  Innate	Spellcasting.	The	hag's	innate	spellcasting	
  ability	is	Charisma	(spell	save	DC	14).	She	can	innately	
  cast	the	following	spells,	requiring	no	material	
  components:	
  At	will:	detect	magic,	magic	missile	
  2/day	each:	plane	shift	(self	only),	ray	of	enfeeblement,	
  sleep	
  Magic	Resistance.	The	hag	has	advantage	on	saving	
  throws	against	spells	and	other	magical	effects.	
  Actions	
  Claws	(Hag	Form	Only).	Melee	Weapon	Attack:	+7	to	
  hit,	reach	5	ft.,	one	target.	Hit:	13	(2d8+4)	slashing	
  damage.	
  Change	Shape.	The	hag	magically	polymorphs	into	a	
  Small	or	Medium	female	humanoid,	or	back	into	her	
  true	form.	Her	statistics	are	the	same	in	each	form.	Any	
  equipment	she	is	wearing	or	carrying	isn't	transformed.	
  She	reverts	to	her	true	form	if	she	dies.	
  Etherealness.	The	hag	magically	enters	the	Ethereal	
  Plane	from	the	Material	Plane,	or	vice	versa.	To	do	so,	
  the	hag	must	have	a	heartstone	in	her	possession.	
  Nightmare	Haunting	(1/day).	While	on	the	Ethereal	
  Plane,	the	hag	magically	touches	a	sleeping	humanoid	
  on	the	Material	Plane.	A	protection	from	evil	and	
  good	spell	cast	on	the	target	prevents	this	contact,	as	
  does	a	magic	circle.	As	long	as	the	contact	persists,	the	
  target	has	dreadful	visions.	If	these	visions	last	for	at	
  least	1	hour,	the	target	gains	no	benefit	from	its	rest,	
  and	its	hit	point	maximum	is	reduced	by	5	(1d10).	If	
  this	effect	reduces	the	target's	hit	point	maximum	to	0,	
  the	target	dies,	and	if	the	target	was	evil,	its	soul	is	
  trapped	in	the	hag's	soul	bag.	The	reduction	to	the	
  target's	hit	point	maximum	lasts	until	removed	by	
  the	greater	restoration	spell	or	similar	magic.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  23	
  Sea	Hag	
  Medium	fey,	chaotic	evil	
  Armor	Class	14	(natural	armor)	
  Hit	Points	52	(7d8	+	21)	
  Speed	30	ft.,	swim	40	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 13	(+1)	 16	(+3)	 12	(+1)	 12	(+1)	 13	(+1)	
  Senses	darkvision	60	ft.,	passive	Perception	11	
  Languages	Aquan,	Common,	Giant	
  Challenge	2	(450	XP)	
  	
  Amphibious.	The	hag	can	breathe	air	and	water.	
  Horrific	Appearance.	Any	humanoid	that	starts	its	turn	
  within	30	feet	of	the	hag	and	can	see	the	hag's	true	
  form	must	make	a	DC	11	Wisdom	saving	throw.	On	a	
  failed	save,	the	creature	is	frightened	for	1	minute.	A	
  creature	can	repeat	the	saving	throw	at	the	end	of	
  each	of	its	turns,	with	disadvantage	if	the	hag	is	within	
  line	of	sight,	ending	the	effect	on	itself	on	a	success.	If	
  a	creature's	saving	throw	is	successful	or	the	effect	
  ends	for	it,	the	creature	is	immune	to	the	hag's	Horrific	
  Appearance	for	the	next	24	hours.	
  Unless	the	target	is	surprised	or	the	revelation	of	the	
  hag's	true	form	is	sudden,	the	target	can	avert	its	eyes	
  and	avoid	making	the	initial	saving	throw.	Until	the	
  start	of	its	next	turn,	a	creature	that	averts	its	eyes	has	
  disadvantage	on	attack	rolls	against	the	hag.	
  Actions	
  Claws.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	10	(2d6+3)	slashing	damage.	
  Death	Glare.	The	hag	targets	one	frightened	creature	
  she	can	see	within	30	feet	of	her.	If	the	target	can	see	
  the	hag,	it	must	succeed	on	a	DC	11	Wisdom	saving	
  throw	against	this	magic	or	drop	to	0	hit	points.	
  Illusory	Appearance.	The	hag	covers	herself	and	
  anything	she	is	wearing	or	carrying	with	a	magical	
  illusion	that	makes	her	look	like	another	creature	of	
  her	general	size	and	humanoid	shape.	The	illusion	ends	
  if	the	hag	takes	a	bonus	action	to	end	it	or	if	she	dies.	
  The	changes	wrought	by	this	effect	fail	to	hold	up	to	
  physical	inspection.	For	example,	the	hag	could	appear	
  to	have	smooth	skin,	but	someone	touching	her	would	
  feel	her	rough	flesh.	Otherwise,	a	creature	must	take	
  an	action	to	visually	inspect	the	illusion	and	succeed	on	
  a	DC	16	Intelligence	(Investigation)	check	to	discern	
  that	the	hag	is	disguised.	
  Spy	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	12	
  Hit	Points	27	(6d8)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	 15	(+2)	 10	(+0)	 12	(+1)	 14	(+2)	 16	(+3)	
  Skills	Deception	+5,	Insight	+4,	Investigation	+5,	
  Perception	+6,	Persuasion	+5,	Sleight	of	hand	+4,	
  Stealth	+4	
  Senses	passive	Perception	16	
  Languages	any	two	languages	
  Challenge	1	(200	XP)	
  	
  Cunning	Action.	On	each	of	its	turns,	the	spy	can	use	a	
  bonus	action	to	take	the	Dash,	Disengage,	or	Hide	
  action.	
  Sneak	Attack	(1/turn).	The	spy	deals	an	extra	7	(2d6)	
  damage	when	it	hits	a	target	with	a	weapon	attack	and	
  has	advantage	on	the	attack	roll,	or	when	the	target	is	
  within	5	feet	of	an	ally	of	the	spy	that	isn't	
  incapacitated	and	the	spy	doesn't	have	disadvantage	
  on	the	attack	roll.	
  Actions	
  Multiattack.	The	spy	makes	two	melee	attacks.	
  Shortsword.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	
  ft.,	one	target.	Hit:	5	(1d6+2)	piercing	damage.	
  Hand	Crossbow.	Ranged	Weapon	Attack:	+4	to	hit,	
  range	30/120	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-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  24	
  Thug	
  Medium	humanoid	(any	race),	any	non-good	alignment	
  Armor	Class	11	(leather	armor)	
  Hit	Points	32	(5d8	+	10)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	 11	(+0)	 14	(+2)	 10	(+0)	 10	(+0)	 11	(+0)	
  Skills	Intimidation	+2	
  Senses	passive	Perception	10	
  Languages	any	one	language	(usually	Common)	
  Challenge	1/2	(100	XP)	
  	
  Pack	Tactics.	The	thug	has	advantage	on	an	attack	roll	
  against	a	creature	if	at	least	one	of	the	thug's	allies	is	
  within	5	feet	of	the	creature	and	the	ally	
  isn't	incapacitated.	
  Actions	
  Multiattack.	The	thug	makes	two	melee	attacks.	
  Mace.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	5	(1d6+2)	bludgeoning	damage.	
  Heavy	Crossbow.	Ranged	Weapon	Attack:	+2	to	hit,	
  range	100/400	ft.,	one	target.	Hit:	5	(1d10)	piercing	
  damage.	
  Tribal	Warrior	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	12	(hide	armor)	
  Hit	Points	11	(2d8	+	2)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	 11	(+0)	 12	(+1)	
  8	(-1)	
  11	(+0)	
  8	(-1)	
  Senses	passive	Perception	10	
  Languages	any	one	language	
  Challenge	1/8	(25	XP)	
  	
  Pack	Tactics.	The	warrior	has	advantage	on	an	attack	
  roll	against	a	creature	if	at	least	one	of	the	warrior’s	
  allies	is	within	5	feet	of	the	creature	and	the	ally	
  isn't	incapacitated.	
  Actions	
  Spear.	Melee	or	Ranged	Weapon	Attack:	+3	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	4	(1d6+1)	
  piercing	damage,	or	5	(1d8+1)	damage	if	used	with	two	
  hands	to	make	a	melee	attack.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  25	
  Veteran	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	17	(splint	armor)	
  Hit	Points	58	(9d8	+	18)	
  Speed	30	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 13	(+1)	 14	(+2)	 10	(+0)	 11	(+0)	 10	(+0)	
  Skills	Athletics	+5,	Perception	+2	
  Senses	passive	Perception	12	
  Languages	any	one	language	(usually	Common)	
  Challenge	3	(700	XP)	
  Actions	
  Multiattack.	The	veteran	makes	two	melee	attacks.	If	
  it	has	a	shortsword	drawn,	it	can	also	make	a	
  shortsword	attack.	
  Longsword.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	
  ft.,	one	target.	Hit:	7	(1d8+3)	slashing	damage	or	8	
  (1d10+3)	slashing	damage	if	used	with	two	hands.	
  Shortsword.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	
  ft.,	one	target.	Hit:	6	(1d6+3)	piercing	damage.	
  Heavy	Crossbow.	Ranged	Weapon	Attack:	+3	to	hit,	
  range	100/400	ft.,	one	target.	Hit:	6	(1d10+1)	piercing	
  damage.	
  Warhorse	Skeleton	
  Large	undead,	lawful	evil	
  Armor	Class	13	(barding	scraps)	
  Hit	Points	22	(3d10	+	6)	
  Speed	60	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	 12	(+0)	 15	(+2)	
  2	(-4)	
  8	(-1)	
  5	(-3)	
  Damage	Vulnerabilities	bludgeoning	
  Damage	Immunities	poison	
  Condition	Immunities	exhaustion,	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	9	
  Languages	--	
  Challenge	1/2	(100	XP)	
  Actions	
  Hooves.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	
  one	target.	Hit:	11	(2d6+4)	bludgeoning	damage.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  26	
  Worg	
  Large	monstrosity,	neutral	evil	
  Armor	Class	13	(natural	armor)	
  Hit	Points	26	(4d10	+	4)	
  Speed	50	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 13	(+1)	 13	(+1)	
  7	(-2)	
  11	(+0)	
  8	(-1)	
  Skills	Perception	+4	
  Senses	darkvision	60	ft.,	passive	Perception	14	
  Languages	Goblin,	Worg	
  Challenge	1/2	(100	XP)	
  	
  Keen	Hearing	and	Smell.	The	worg	has	advantage	on	
  Wisdom	(Perception)	checks	that	rely	on	hearing	or	
  smell.	
  Actions	
  Bite.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	one	
  target.	Hit:	10	(2d6+3)	piercing	damage.	If	the	target	is	
  a	creature,	it	must	succeed	on	a	DC	13	Strength	saving	
  throw	or	be	knocked	prone.	
  Zombie	
  Medium	undead,	medium	evil	
  Armor	Class	8	
  Hit	Points	22	(3d8	+	9)	
  Speed	20	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	 6	(-2)	
  16	(+3)	
  3	(-4)	
  6	(-2)	
  5	(-3)	
  Saving	Throws	Wis	+0	
  Damage	Immunities	poison	
  Condition	Immunities	poisoned	
  Senses	darkvision	60	ft.,	passive	Perception	8	
  Languages	--	
  Challenge	1/4	(50	XP)	
  	
  Undead	Fortitude.	If	damage	reduces	the	zombie	to	0	
  hit	points,	it	must	make	a	Constitution	saving	throw	
  with	a	DC	of	5	+	the	damage	taken,	unless	the	damage	
  is	radiant	or	from	a	critical	hit.	On	a	success,	the	
  zombie	drops	to	1	hit	point	instead.	
  Actions	
  Slam.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	one	
  target.	Hit:	4	(1d6+1)	bludgeoning	damage.	
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  27	
  APPENDIX 1: FAMILY HONOUR (BONUS OBJECTIVE A) 
  Estimated	Duration:	60	minutes
  SETTING DESCRIPTION 
  Once	Jereth	and	Sluwaine	are	rescued,	they	
  know	enough	about	Glum	Jodi	Smokeshifter	
  and	her	minions	for	a	final	confrontation	(Part	
  2).	However,	the	two	young	leaders-in-training	
  want	to	forge	a	lasting	accord	between	their	
  cultures	by	removing	bad	influences.	In	this	
  bonus	objective,	they	ask	for	the	adventurers’	
  help	in	removing	Lasva	from	the	Eraka	tribe.	
  PREREQUISITES 
  This	Bonus	Objective	cannot	be	completed	until	
  both	Jereth	and	Sluwaine	are	rescued	at	the	end	
  of	Part	1.	DMs	are	free	to	run	it	before	or	after	
  completing	Part	2	with	few	changes.	(DMs	
  favouring	a	strictly	linear	experience	may	
  prefer	running	the	Bonus	Objectives	after	
  dispatching	Glum	Jodi	Smokeshifter.)	
  	 The	briefing	in	Scene	1:	First	Impressions	can	
  be	moved	to	another	meal,	teatime,	or	a	
  discussion	from	horseback	as	needed	to	ensure	
  a	coherent	timeline	of	events.	
  	 A	Dungeon	Master	who	feels	very	
  comfortable	with	jumping	around	in	a	sandbox	
  involving	Bonus	Objectives	could	allow	
  characters	to	investigate	Lasva’s	tent	before	
  completing	Part	1,	but	Lasva	does	not	return	to	
  camp	to	complete	that	scene	until	Part	1	and	
  the	rest	of	the	Bonus	Objective	is	completed.	
  	 Bonus	Objectives	A	and	B	can	be	completed	in	
  any	order.	
  BONUS OBJECTIVE A 
  Characters	must	find	some	way	to	get	Lasva	and	
  her	faction	out	of	the	Eraka	tribe.	Several	
  options,	ranging	from	getting	Lasva’s	followers	
  to	defect	to	killing	her,	are	available	to	the	
  players.	
  1. FIRST IMPRESSIONS 
  Jereth	and	Sluwaine	reveal	they	became	friends	
  while	Jereth	was	held	at	the	Eraka	camp.	They	
  agree	to	remove	Lasva,	the	person	who	
  kidnapped	Jereth	to	seal	a	deal	with	a	hag,	from	
  any	kind	of	power.	
  CHARACTERS/NPCS 
  Jereth	is	the	attractive,	slender	youngest	son	of	
  the	Kolwyn	family.	Sluwaine	Bashar	is	more	
  muscular,	wearing	traveler’s	clothes	with	the	
  sleeves	cut	off	to	show	tattoos	of	manticores	on	
  each	arm.	Both	are	in	their	early	20s.	
  	 Objectives/Goals.	Sluwaine	can’t	stand	
  Lasva’s	bullying	and	attempts	to	establish	
  dominance	through	constant	confrontation.	She	
  wants	to	use	Jereth’s	abduction	as	a	sign	of	
  disloyalty	and	rationale	for	banishing	Lasva.	
  However,	it	would	be	best	to	avoid	violence,	to	
  maintain	the	tribe’s	cohesion.	
  	 Jereth	doesn’t	care	about	revenge	for	being	
  kidnapped,	but	he’s	very	interested	in	forging	a	
  bond	with	Sluwaine.	She	whispered	stories	of	a	
  wonderful	summer	she	spent	side-by-side	with	
  a	former	adventurer,	hoping	this	would	
  encourage	Jereth	to	develop	his	adventuring	
  skills	and	escape	captivity.	The	pair	are	aware	
  of	their	mutual	attraction,	but	neither	has	acted	
  on	it	yet.	
  	 What	Do	They	Know?	Lasva	rose	up	the	
  ranks	of	Eraka	warriors	through	ruthlessness	
  and	intimidation.	She’s	made	many	enemies	and	
  can	be	forced	to	leave	the	tribe:	
  • Brenna,	a	fighter	from	the	Bucking	Stallion	
  loves	her	horse.	However,	Lasva	and	many	of	
  her	followers	push	their	horses	to	the	brink	of	
  death.	Winning	a	race	could	chance	Brenna’s	
  mind.	
  • Many	of	the	younger	Eraka	think	defeating	
  Kolwyn’s	caravan	will	be	easy.	If	Jereth	can	
  prove	his	martial	skills,	they	will	back	down	
  • Soren	the	shaman	may	be	able	to	confirm	
  Sluwaine’s	claims	about	Lasva	making	a	deal	
  with	a	hag.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  28	
  2. PICK ME A WINNER 
  Brenna	from	the	Bucking	Stallion	challenges	
  adventurers	to	a	race.	They	need	to	find	the	
  best	horse	to	have	a	chance	of	victory.	
  AREA INFORMATION 
  	 Terrain.	Wide	open	plains.	Brenna	doesn’t	
  trust	adventurers	enough	to	race	in	the	forest.	
  	 Bystanders.	Members	of	the	Eraka	tribe	
  loudly	cheering	for	one	side	or	the	other.	
  CHARACTERS/NPCS 
  Brenna	(berserker)	is	the	most	accomplished	
  rider	of	Lasva’s	Red	Tears’	faction.	She	agrees	to	
  leave	her	weapons	behind	with	Wei	the	
  horsemaster	if	adventurers	do	the	same.	
  	 Objectives/Goals.	Brenna	has	never	lost	a	
  race	while	riding	her	jet	black	stallion	
  Shadowflash.	She	loves	how	the	Red	Tears’	
  confrontational	style	creates	more	
  opportunities	for	her	to	win.	
  	 Wei	despises	most	of	Lasva’s	Red	Tears.	Lasva	
  kicked	and	whipped	her	horses	at	every	
  opportunity,	then	blamed	Wei	for	their	poor	
  performance.	He	has	been	unsuccessful	at	
  convincing	Brenna	to	leave	Lasva’s	faction.	
  	 What	Do	They	Know?	A	brown	mare	with	
  white	spots	named	Freckles	is	the	fastest	horse	
  in	the	camp.	Anyone	inspecting	the	horses	can	
  pick	out	Freckles’	aptitude	with	a	successful	DC	
  13	Wisdom	(Animal	Handling)	or	Intelligence	
  (Nature)	check.	Wei	can’t	share	this	information	
  unless	an	adventurer	finds	a	way	to	talk	to	him	
  in	private.	A	good	excuse	and	successful	DC	11	
  Charisma	(Deception)	check	convinces	other	
  Eraka	to	let	Wei	speak	to	the	party	alone.	
  DEVELOPMENT: THE RACE 
  Anyone	riding	Freckles	wins	the	race	if	they	are	
  proficient	in	Animal	Handling	or	pass	a	DC	10	
  Wisdom	(Animal	Handling)	check.	Characters	
  riding	other	horses	must	make	a	successful	DC	
  14	Wisdom	(Animal	Handling)	check	to	beat	
  Brenna	and	Shadowflash.	
  	 If	any	adventurer	wins	the	race,	Wei	feels	
  confident	enough	to	tell	Brenna	that	the	other	
  Red	Tears	mistreat	horses.	She	tearfully	
  apologises	to	Shadowflash,	then	leaves	Lasva.	
  3. PLAY TO YOUR 
  STRENGTHS 
  Sluwaine	suggests	Jereth	can	win	over	some	of	
  Lasva’s	followers	by	succeeding	on	a	hunting	
  trip.	However,	unless	someone	in	the	party	can	
  talk	him	in	to	using	a	bow,	he	foolishly	tries	
  impressing	them	by	using	spears	and	axes.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	A	large	hunting	party	
  ventures	in	to	the	woods	to	the	east	of	the	camp.	
  CHARACTERS/NPCS 
  Sluwaine	helps	the	party	and	Jereth	track	some	
  deer	a	few	hours	outside	of	Phlan.	Osamu	(stats	
  of	howling	hatred	priest),	a	long	haired	
  human	male,	officiates	the	hunt	and	reports	
  back	to	Lasva.	
  	 Objectives/Goals.	A	successful	hunt	can	show	
  Jereth	is	worth	including	at	the	negotiation	
  table.	However,	the	Eraka	expect	people	to	
  prove	themselves.	Anyone	who	needs	to	be	
  shown	how	to	hunt	or	fight	is	unworthy.		
  	 Jereth	is	desperate	to	impress,	so	he	tries	to	
  hunt	with	Sluwaine’s	weapons	instead	of	the	
  few	he	knows	how	to	use	effectively.	
  	 What	Do	They	Know?	Sluwaine	uses	a	spear	
  and	axe	for	hunting	because	she	is	a	relatively	
  poor	shot	with	a	bow.	Jereth	tries	to	imitate	her	
  muscular	style,	despite	his	lithe	build.	Anyone	
  proficient	with	martial	weapons	will	recognise	
  that	Jereth	is	trying	to	throw	way	too	hard	and	
  would	do	better	by	emphasizing	precision.	
  Other	characters	recognise	this	with	a	
  successful	DC	12	Wisdom	(Perception)	check.	
  	 Sluwaine	just	shakes	her	head.	If	Jereth	can’t	
  learn	to	switch	weapons	on	his	own,	he	will	
  never	adapt	to	a	real	battle.	
  DEVELOPMENT: STOP WORRYING 
  Characters	must	convince	Jereth	that	he	doesn’t	
  need	to	show	off	his	masculinity	by	using	a	
  strength	weapon.	Roleplay	the	scene,	using	a	
  group	DC	12	Charisma	(Persuasion)	check	if	
  needed.	If	the	party	can’t	get	Jereth	to	use	a	bow,	
  he	won’t	kill	a	deer.	The	Eraka	jeer	and	future	
  scenes	will	be	more	difficult.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  29	
  4. UNNATURAL ORDER
  Sluwaine	suggests	going	to	Soren	the	shaman	
  with	their	accusation	that	Lasva	made	a	deal	
  with	a	hag.	Lasva	arrives,	potentially	looking	for	
  a	violent	confrontation	to	clear	her	name.	
  PREREQUISITES 
  Characters	must	decide	how	they	want	to	deal	
  with	Lasva	before	starting	this	scene.		
  • Non-violent.	If	they	want	to	try	and	undercut	
  Lasva’s	power,	recruit	her	followers,	exile	her,	
  etc.	they	must	complete	Scenes	B	and	C	first.	
  • Violence.	If	the	party	decides	Lasva	needs	to	
  be	put	to	death	for	her	evil	deeds,	skip	to	
  Lasva	Returns	to	Camp	below.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	A	50	x	50	outdoor	
  area	with	tables	along	the	outside.	
  CHARACTERS/NPCS 
  Soren,	a	shaman	of	Silvanus,	wears	hides	and	an	
  oak	leaf	necklace.	They	watch	over	the	camp,	
  trying	to	ensure	waste	does	not	pile	up.	
  	 Objectives/Goals.	Soren	sees	themselves	as	
  caretaker	of	the	Eraka	tribe	and	its	history.	The	
  shaman’s	role	is	to	guide,	to	aid,	and	to	heal.	
  Like	their	predecessors,	Soren	wants	to	avoid	
  getting	involved	in	power	struggles	for	
  leadership	of	the	tribe	unless	someone	has	
  committed	a	truly	evil	act.	
  	 What	Do	They	Know?	Soren	healed	Jereth	
  after	he	was	captured,	because	all	prisoners	are	
  to	be	treated	humanely	until	the	chief	carries	
  out	any	punishments.	The	shaman	knows	
  nothing	of	Lasva’s	deal	with	a	hag	and	requires	
  evidence	beyond	Jereth	and	Sluwaine’s	claims.	
  INSPECTING LASVA’S TENT 
  The	ladybugs	along	the	tent	flap	are	wards.	
  Characters	must	actively	investigate	for	traps	
  and	succeed	a	DC	12	Intelligence	(Investigation)	
  check	or	cast	detect	magic	before	entering	to	
  see	them.	Grant	advantage	if	the	party	found	the	
  similar	ward	in	Bonus	Objective	B.	They	can	be	
  safely	scraped	off	the	tent	with	a	successful	DC	
  12	Dexterity	(Sleight	of	Hand)	check.	
  	 If	someone	walks	in	to	the	tent	without	
  scraping	off	the	ladybugs,	they	burrow	inside	
  that	adventurer’s	cheek	and	the	next	closest	
  adventurer’s	cheek.	Each	targeted	character	
  must	attempt	a	DC	13	Dexterity	saving	throw.	
  On	a	failure	they	suffer	necrotic	damage	equal	
  to	twice	their	level	and	have	disadvantage	on	
  Charisma	checks	until	they	take	a	rest,	as	the	
  hag’s	magic	pulses	from	the	wound.	
  	 Once	inside,	characters	can	find	other	dead	
  beetles	not	native	to	the	area,	which	contain	
  residue	from	the	ward	and	other	hag	magic.	
  LASVA RETURNS TO CAMP 
  After	characters	complete	their	investigation,	
  Lasva	(berserker)	returns	from	her	scouting	
  mission,	flanked	by	her	two	most	loyal	
  followers	(thugs).	Lasva	is	riding	a	warhorse	
  unless	characters	succeeded	at	the	races	in	
  Scene	2.	Osamu	(stats	of	howling	hatred	
  priest)	joins	the	fight	against	the	foreigners	if	
  Jereth	did	not	prove	himself	in	Scene	3.	
  	 Objectives/Goals.	Lasva	wants	to	crush	any	
  threats	to	her	growing	power.	If	she	hasn’t	lost	
  any	support	she	attacks	immediately.	If	she	
  returns	to	see	her	power	diminished,	Lasva	
  could	be	bullied	in	to	exile	to	save	her	life.	
  	 What	Do	They	Know?	Lasva	violated	Eraka	
  tradition	by	making	a	deal	with	a	hag.	Death	or	
  exile	is	the	traditional	punishment.	
  Adjusting the Scene	 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	your	group.	
  • Very	Weak:	Replace	the	thugs	with	bandits.	If	Osamu	
  is	present,	he	casts	shield	of	faith	on	Lasva	but	does	
  not	otherwise	fight.	
  • Weak:	If	Osamu	is	present,	he	uses	acolyte	statistics.	
  • Strong:	Lasva	uses	statistics	of	a	veteran.	
  • Very	Strong:	Lasva	is	a	veteran.	Add	a	veteran.	
  NON-VIOLENCE? 
  Characters	can	bully	Lasva	in	to	exile	with	a	
  successful	group	DC	13	Intimidation	check	
  using	Charisma	or	Strength.	Grant	advantage	if	
  they	succeeded	on	all	three	scenes.	Impose	
  disadvantage	if	they	failed	all	three.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  30	
  APPENDIX 2: CRISIS OF LEADERSHIP (BONUS OBJECTIVE B) 
  Estimated	Duration:	60	minutes	
  Once	Jereth	and	Sluwaine	are	rescued,	they	
  know	enough	about	Glum	Jodi	Smokeshifter	
  and	her	minions	for	a	final	confrontation	
  (Episode	3).	In	this	bonus	objective,	they	ask	
  for	the	adventurers’	help	in	punishing	Algreth	
  for	his	crimes	and	instigating	conflict.	
  PREREQUISITES 
  This	Bonus	Objective	cannot	be	started	until	
  both	Jereth	is	rescued	during	Episode	2.	DMs	
  favouring	a	linear	experience	may	want	to	save	
  this	for	last.	DMs	favouring	more	of	a	sandbox	
  have	wide	latitude	to	move	or	alter	Scene	1:	
  Crossing	The	Line	to	ensure	a	coherent	timeline	
  of	events.	
  	 The	Bonus	Objectives	can	be	completed	in	
  any	order.	
  BONUS OBJECTIVE B 
  Characters	must	build	(or	manufacture)	a	case	
  against	Algreth,	and	then	use	it	to	remove	him	
  from	control	of	his	merchant	company	
  1. CROSSING THE LINE 
  Jereth	Kolwyn	explains	his	plan	to	have	his	
  father	removed	from	power.	His	goals	are	
  somewhat	altruistic,	but	insightful	adventurers	
  can	learn	that	Jereth	stands	to	benefit	from	a	
  change	in	leadership.	
  CHARACTERS/NPCS 
  Jereth	offers	to	buy	the	adventurers	dinner	at	
  one	of	Phlan’s	better	restaurants,	the	Poached	
  Toad.	
  	 Objectives/Goals.	Jereth	never	liked	his	
  father	Algreth,	as	the	merchant	focused	on	
  growing	his	business	by	any	means	necessary	
  and	ignored	his	youngest	son.	Algreth’s	other	
  children	showed	more	interest	in	business	and	
  forging	an	independent	name,	taking	some	of	
  their	father’s	gold	to	start	a	trading	company	in	
  Hillsfar.	
  	 When	Algreth	made	a	deal	with	a	night	hag,	
  he	crossed	the	line	from	awful	to	evil.	Now	
  Jereth	feels	a	responsibility	to	deal	with	the	
  problems	his	father	created.	
  	 If	Algreth	is	imprisoned	or	exiled,	Jereth	can	
  take	over	Kolwyn’s	Caravan	and	run	it	in	a	more	
  humane	manner.	
  • Jereth	tries	to	change	the	subject	and	will	not	
  admit	to	benefitting	personally	unless	a	
  character	succeeds	a	DC	12	Charisma	check	
  with	an	appropriate	skill.	He’s	not	entirely	
  comfortable	with	benefitting	personally	–	this	
  is	why	Jereth	hasn’t	already	made	a	move	
  against	his	father.	
  • Sluwaine	thinks	Jereth	will	be	a	more	
  successful	businessman	because	he	treats	
  people	well.	This	makes	him	fully	entitled	to	
  benefit	from	taking	over!	She	respects	Jereth	
  enough	to	support	his	wishes,	but	it’s	awfully	
  hard	to	resist	nudging	him	to	be	more	
  assertive.	
  	 What	Do	They	Know?	Algreth	relies	on	
  bribes,	threats	and	violence	to	enforce	deals.	He	
  physically	attacked	an	up	and	coming	halfling	
  merchant	named	Finnian	a	year	ago.	Since	then,	
  Algreth	has	paid	large	bribes	to	have	the	Black	
  Fist	expedite	his	cargo	through	the	gates	and	
  keep	him	out	of	jail	for	violent	outbursts.	
  • Algreth	bragged	to	Jereth	about	keeping	a	
  ledger	in	his	office	in	the	Noble’s	Quarter.	He	
  could	try	to	blackmail	anyone	who	received	
  bribes.	
  • Algreth’s	motto	is	“always	write	a	contract,	
  then	use	it	to	your	advantage!”	He	probably	
  wrote	too	many	details	of	his	deal	with	the	
  hag.	
  • Jereth	personally	delivered	a	bribe	to	Hakira,	
  the	guard	captain	who	initially	hired	the	
  adventurers,	on	his	father’s	behalf.	She	
  seemed	open	to	starting	a	friendly	“business	
  relationship”	with	any	other	merchant,	
  dropping	Algreth’s	protection.	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  31	
  2. NOTES ON A CONSPIRACY
  Jereth	tells	the	party	that	his	father	is	the	type	
  to	write	everything	down,	even	records	of	
  illegal	activities.	He	asks	the	party	to	find	
  Algreth’s	ledger	and	something	describing	a	
  deal	with	a	hag	in	Algreth’s	trapped	office.	
  AREA INFORMATION 
  	 Dimensions	&	Terrain.	A	small,	25	foot	
  square	office	off	a	back	alley	in	the	Noble’s	
  Quarter.	A	sign	reading	“Kolwyn’s	Caravan”	is	
  painted	in	gold	letting	on	the	door.	See	
  Appendix	4	for	a	map	of	Kolwyn	Caravan’s	
  Office	and	the	surrounding	area.	
  	 Lighting.	An	oil	lamp	on	Algreth’s	desk.	
  	 Arrow	Slit.	An	arrow	slit	looks	out	from	the	
  left	side	of	the	room	in	to	the	alley.	Anyone	
  shooting	from	behind	the	slit	has	partial	cover	
  from	return	fire.	A	trap	can	reverse	the	
  direction	of	this	allow	slit!	
  ALGRETH’S DETAIL 
  Jereth	gives	the	party	his	key	to	Algreth’s	office.	
  A	young	human	female	spy	is	on	the	roof	of	the	
  building	across	the	street,	keeping	watch.	Any	
  character	with	a	passive	Perception	of	14	or	
  higher	or	passing	a	DC	14	Wisdom	(Perception)	
  check	notices	her.	
  	 The	spy	scrambles	away	to	warn	of	intruders	
  unless	the	party	passes	a	group	DC	12	Charisma	
  (Deception)	check	to	fit	in.	Grant	advantage	if	
  characters	know	they	are	being	watched.	
  WALL SAFE 
  Algreth’s	ledger	is	in	a	three	foot	cubic	safe	
  along	the	wall,	opposite	the	arrow	slit.	There	is	
  a	keyhole	on	the	front	panel	and	depictions	of	
  various	winged	monstrosities	along	the	sides:	
  griffons,	harpies,	manticores,	and	rocs.	Anyone	
  passing	a	DC	12	Intelligence	(Investigation)	
  check	notices	the	griffon	image	closest	to	the	
  wall	can	be	depressed.	Jereth’s	key	fits	perfectly.		
  	 Anyone	opening	the	safe	without	pressing	the	
  button	triggers	a	trap.	Characters	hear	a	bolt	
  shoot	through	the	door,	sealing	it	for	a	minute	
  or	until	someone	succeeds	a	DC	15	Strength	
  (Athletics)	check.	The	arrow	slit	reverses	
  direction,	letting	security	shoot	intruders.	
  COLLATERAL DAMAGE 
  Algreth’s	desk	has	three	neatly	arranged	books:	
  • A	blue	book	“All	The	Pieces	Matter”	and	an	
  icon	of	a	griffon	carrying	a	puzzle	piece.	
  • A	red	book	with	the	title	“No,	It’s	The	Other	
  Way”	and	an	icon	of	a	sword.	Anyone	
  spending	an	action	to	investigate	it	can	
  reverse	the	arrow	slot.	
  • A	green	book	–	Algreth’s	journal	–	titled	“Spit	
  You	Back	Out”	and	an	icon	of	a	beetle.	
  Any	character	examining	the	books	can	make	a	
  DC	12	Intelligence	(Arcana	or	History)	check,	
  recognizing	the	role	of	beetles	in	hag	magic	on	a	
  success.	Grant	advantage	if	characters	found	the	
  similar	ward	in	Bonus	Objective	A.	The	beetle	is	
  one	of	Jodi’s	wards.	Adventurers	recognizing	
  the	ward	can	scrape	it	off	with	no	complications.	
  	 If	a	character	opens	the	journal	without	
  scraping	the	beetle	off,	they	feel	a	jolt	of	energy	
  and	must	make	a	DC	13	Constitution	saving	
  throw.	On	a	failure	they	suffer	7	(2d6)	thunder	
  damage	and	have	disadvantage	on	initiative.	On	
  a	success	they	take	half	damage	and	no	
  additional	effects.	Then	roll	initiative!	
  RIP AND RUN 
  When	characters	pick	up	Jereth’s	journal,	or	
  two	turns	after	triggering	the	wall	safe	trap,	
  Jereth’s	security	detail	arrives.	Each	group	has	
  one	spy	and	one	thug,	working	together.	Both	
  groups	arrive	immediately	if	the	lookout	caught	
  the	party’s	entrance.	Otherwise	the	second	
  group	arrives	at	the	start	of	round	3.	
  Adjusting This Scene: 
  Here	are	some	suggestions	for	adjusting	this	scene,	
  according	to	your	group.	
  • Very	Weak:	Remove	the	shocking	trap.	The	first	
  group	is	one	spy.	The	second	group	is	two	bandits.	
  • Weak:	The	second	group	arrives	one	round	later	than	
  expected,	even	if	the	party	was	spotted.	
  • Strong:	Replace	a	thug	with	a	bandit	captain	in	the	
  first	group.	
  • Very	Strong:	Replace	both	thugs	with	a	bandit	
  captains.	Add	a	spy	to	the	first	group.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  32	
  3. BLACK FIST BARTER 
  Hakira,	the	Black	Fist	captain	who	asked	
  adventurers	to	deal	with	the	kidnappings,	has	
  taken	bribes	from	Algreth.	She’s	happy	to	take	a	
  better	offer	if	the	party	can	provide	one.	
  AREA INFORMATION 
  	 Terrain.	A	guard	station	in	one	of	Phlan’s	
  bigger	markets.	
  CHARACTERS/NPCS 
  Hakira	is	reading	a	book,	“Unleashing	the	
  Majestic	Beast	Within.”	
  	 Objectives/Goals.	The	guard	captain	wants	to	
  know	if	Jereth	and	Sluwaine	have	been	rescued	
  successfully.	She	doesn’t	really	want	to	know	
  how	the	rescue	was	done	or	discuss	her	old	
  arrangements	with	Algreth.	As	an	officer,	
  Hakira	expects	to	ask	the	questions	and	
  interrogate	people.	
  	 Talking	to	Hakira	about	Algreth	requires	tact.	
  A	successful	DC	12	Wisdom	(Insight)	or	
  Intelligence	(History)	check	suggests	the	first	
  impression	and	tone	matter	more	than	the	gold	
  offered.	Anyone	with	a	Criminal,	Soldier	or	
  related	background	can	roll	at	advantage.	
  	 Hakira	has	already	decided	that	Algreth	was	
  more	trouble	than	he	is	worth.	If	characters	say	
  Algreth	is	a	problem,	Hakira	asks	if	anyone	is	
  willing	to	provide	a	solution.	A	successful	DC	11	
  Wisdom	(Insight)	check	confirms	she	wants	a	
  bribe,	which	Jereth	can	provide.	
  	 What	Does	Hakira	Know?	Algreth	paid	10	gp	
  per	month	for	Hakira	to	expedite	his	caravan’s	
  new	iron	shipments	through	the	gate.	Greasing	
  the	wheels	of	commerce	is	typical	in	Phlan.	
  However,	Algreth	has	to	pay	more	than	most	
  because	he	lacks	charm	and	attacked	Finnian	
  the	merchant	last	year.	
  REFUSING THE DEAL 
  If	characters	emphasise	nobility	or	honour	too	
  much,	or	try	to	intimidate	Hakira,	she	threatens	
  to	have	them	all	arrested.	Only	a	successful	DC	
  12	Charisma	(Persuasion)	check	can	walk	back	
  this	faux	pas	and	give	characters	a	second	
  chance	to	offer	a	bribe.	
  WRAPPING UP BONUS 
  OBJECTIVE B 
  Algreth	moved	all	his	gold	out	of	his	office.	
  Jereth	hedges	a	bit	about	paying	the	party	extra	
  because	he	doesn’t	know	where	the	family	gold	
  is.	However,	Sluwaine	is	happy	to	give	the	party	
  a	set	of	amethysts	and	silver	rings	she	just	won	
  in	a	card	game.	
  	 Depending	on	whether	the	adventurers	
  talked	Hakira	into	working	with	Jereth,	Bonus	
  Objective	B	can	have	two	different	outcomes.	
  • Alliance	with	Hakira.	The	Black	Fist	captain	
  arrests	Algreth	for	his	crimes.	Following	
  Phlan’s	older	traditions,	he	is	quickly	
  imprisoned.	Jereth	takes	over	Kolwyn	
  Caravans.	Characters	earn	the	Benevolent	
  Takeover	story	award	for	their	shrewd	
  dealings.	
  • No	Alliance.	Jereth	and	the	adventurers	still	
  have	enough	incriminating	evidence	that	they	
  can	bully	Algreth	in	to	fleeing	Phlan.	Feel	free	
  to	roleplay	this	scene	if	you	have	time.	
  Characters	do	not	get	the	Story	Award.	
  If	you	have	not	completed	Part	2,	go	there	now.	
  Or	go	to	Bonus	Objective	A	if	it	has	not	been	
  completed.	
  TREASURE & REWARDS 
  Gems	and/or	rings	Sluwaine	offers	as	payment.	
  Give	inspiration	to	the	first	player	who	asks	if	
  “each”	member	of	the	party	gets	equal	payment	
  (they	do).	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  33	
  APPENDIX 3. GLUM JODI SMOKESHIFTER’S COTTAGE 
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  34	
  APPENDIX 4. KOLWYN CARAVAN’S OFFICE 
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  35	
  APPENDIX 5. RIDING HORSES (PLAYER HANDOUT 1) 
  	
  	
  	
  Riding	Horse	
  Large	beast,	unaligned	
  Armor	Class	10	
  Hit	Points	13	(2d10	+	2)	
  Speed	60	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 10	(+0)	 12	(+1)	
  2	(-4)	
  11	(+0)	
  7	(-2)	
  Senses	darkvision	60	ft.,	passive	Perception	10	
  Languages	--	
  Challenge	1/4	(500	XP)	
  Actions	
  Hooves.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	8	(2d4+3)	bludgeoning	damage.	
  MOUNTED	COMBAT	QUICK	SHEET	
  • Unintelligent	mounts	like	horses	act	on	the	
  rider’s	initiative.	
  • While	ridden,	mounts	can	only	take	the	Dash,	
  Disengage,	and	Dodge	actions.	
  • Mounting	and	dismounting	costs	half	your	
  movement.	
  • If	an	effect	moves	your	mount	against	its	will	
  while	you're	on	it,	you	must	succeed	on	a	DC	
  10	Dexterity	saving	throw	or	fall	off	the	
  mount,	landing	prone	in	a	space	within	5	feet	
  of	it.	If	you're	knocked	prone	while	mounted,	
  you	must	make	the	same	saving	throw.	
  • If	your	mount	is	knocked	prone,	you	can	use	
  your	reaction	to	dismount	it	as	it	falls	and	
  land	on	your	feet.	Otherwise,	you	are	
  dismounted	and	fall	prone	in	a	space	within	5	
  feet	of	it.
  	
  	
  	
  	
  	
  Riding	Horse	
  Large	beast,	unaligned	
  Armor	Class	10	
  Hit	Points	13	(2d10	+	2)	
  Speed	60	ft.	
  	 STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 16	(+3)	 10	(+0)	 12	(+1)	
  2	(-4)	
  11	(+0)	
  7	(-2)	
  Senses	darkvision	60	ft.,	passive	Perception	10	
  Languages	--	
  Challenge	1/4	(500	XP)	
  Actions	
  Hooves.	Melee	Weapon	Attack:	+5	to	hit,	reach	5	ft.,	
  one	target.	Hit:	8	(2d4+3)	bludgeoning	damage.	
  	
  MOUNTED	COMBAT	QUICK	SHEET	
  • Unintelligent	mounts	like	horses	act	on	the	
  rider’s	initiative.	
  • While	ridden,	mounts	can	only	take	the	Dash,	
  Disengage,	and	Dodge	actions.	
  • Mounting	and	dismounting	costs	half	your	
  movement.	
  • If	an	effect	moves	your	mount	against	its	will	
  while	you're	on	it,	you	must	succeed	on	a	DC	
  10	Dexterity	saving	throw	or	fall	off	the	
  mount,	landing	prone	in	a	space	within	5	feet	
  of	it.	If	you're	knocked	prone	while	mounted,	
  you	must	make	the	same	saving	throw.	
  • If	your	mount	is	knocked	prone,	you	can	use	
  your	reaction	to	dismount	it	as	it	falls	and	
  land	on	your	feet.	Otherwise,	you	are	
  dismounted	and	fall	prone	in	a	space	within	5	
  feet	of	it.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  36	
  APPENDIX 6. MAGIC ITEMS
  Characters	completing	this	adventure’s	
  objective	unlock	these	magic	items.		
  SADDLE OF THE CAVALIER 
  (TABLE B) 
  Wondrous	item,	uncommon	
  While	in	this	saddle	on	a	mount,	you	can't	be	
  dismounted	against	your	will	if	you're	
  conscious,	and	attack	rolls	against	the	mount	
  have	disadvantage.	This	item	is	found	on	Magic	
  Item	Table	B	in	the	Dungeon	Master’s	Guide.	
  	 When	this	smooth	ankheg	shell	is	placed	on	a	
  mount	it	grows	sticky,	holding	both	the	saddle	
  and	rider	in	place.	The	phrase	“words	are	
  bolder	than	actions”	is	engraved	in	Common	to	
  help	mark	the	front	of	the	saddle.	
  BOOTS OF FALSE TRACKS 
  (COMMON) 
  Wondrous	item,	common	
  Only	humanoids	can	wear	these	boots.	While	
  wearing	the	boots,	you	can	choose	to	have	them	
  leave	tracks	like	those	of	another	kind	of	
  humanoid	of	your	size.	This	item	is	found	in	the	
  Common	Magic	Item	list	in	Xanathar’s	Guide	to	
  Everything.	
  	 These	fashionable	black	leather	boots	feature	
  intricate	silver	stitching,	depicting	a	dragon	in	
  flight.	A	subtle	enchantment	woven	in	to	the	
  boots	ensures	they	never	get	dirty.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  37	
  APPENDIX 7. STORY AWARDS
  	
  Characters	may	earn	the	following	story	awards	
  during	the	course	of	this	adventure.		
  ERAKA PEACEMAKER 
  After	negotiating	a	successful	treaty,	you	are	
  respected	by	the	Eraka	as	an	agent	for	peace.	
  You	may	call	upon	them	for	assistance	in	the	
  future.	
  BENEVOLENT TAKEOVER 
  Jereth’s	successful	leadership	of	Kolwyn’s	
  Caravan	has	earned	you	favour	among	the	
  merchants	of	Phlan.	They	may	offer	further	
  opportunities	in	the	future.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-CENTRIC 01-02 Road to Reconciliation (v 1.32) 
   
   
  38	
  APPENDIX 8. 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	to	but	if	they	
  play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	if	outside	its	level	range.	
  New to D&D Adventurers 
  League? 
  http://dnd.wizards.com/playevents/organized-play	
  PREPARING THE ADVENTURE 
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	
  yourself	of	while	running	the	adventure,	such	
  as	a	way	you’d	like	to	portray	an	NPC	or	a	
  tactic	you’d	like	to	use	in	a	combat.	Familiar	
  yourself	with	the	adventure’s	appendices	and	
  handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	
  you	in	running	this	adventure--such	as	
  notecards,	a	DM	screen,	miniatures,	and	
  battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	
  class,	and	level;	passive	Perception	score,	and	
  anything	the	adventures	specifies	as	notable	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master	but	may	
  only	play	it	once	with	a	given	character.	Ensure	
  each	player	has	their	character’s	adventure	
  logsheet	(if	not,	get	one	from	the	organiser)	
  with	their	starting	values	for	level,	magic	items,	
  gold	and	downtime	days.	These	are	updated	at	
  the	conclusion	of	the	session.	The	adventure	
  information	and	your	information	are	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	
  Players	Guide	for	reference.	If	players	wish	to	
  spend	downtime	days	and	it’s	the	beginning	of	
  an	adventure	or	episode,	they	can	declare	their	
  activity	and	spend	the	days	now,	or	they	can	do	
  so	at	the	end	of	the	adventure	or	episode.	
  Players	should	select	their	characters’	spells	
  and	other	daily	options	prior	to	the	start	of	the	
  adventure,	unless	the	adventure	specifies	
  otherwise.	Feel	free	to	reread	the	adventure	
  description	to	help	give	players	hints	about	
  what	they	might	face.	
  ADJUSTING THIS ADVENTURE 
  To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	
  of	all	the	characters	and	divide	the	result	by	the	
  number	of	characters	(rounding	.5	or	greater	
  up;	.4	or	less	down).	This	is	the	group’s	average	
  party	level	(APL).	To	approximate	the	party	
  strength	for	the	adventure,	consult	the	table	
  below.	
  Determining	Party	Strength	
  Party	Composition	Party		 	
  Strength	
  3-4	characters,	APL	less	than		
  Very	weak	
  3-4	characters,	APL	equivalent		
  Weak	
  3-4	characters,	APL	greater	than		
  Average	
  5	characters,	APL	less	than		
  Weak	
  5	characters,	APL	equivalent		
  Average	
  5	characters,	APL	greater	than		
  Strong	
  6-7	characters,	APL	less	than		
  Average	
  6-7	characters,	APL	equivalent		
  Strong	
  6-7	characters,	APL	greater	than		
  Very	strong
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Concentric Games Con (CENTRIC)/CCC-CENTRIC01-02 - Road to Reconciliation (1-4).pdf