TEXT: 	
  CCC-NBDD01-01	
  	
  	
  	
  	
  	
  Clever	
  A	Tale	of	Crime	&	Misplaced	Optimism	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  A	strange	new	crime	family	has	been	growing	and	tightening	its	grips	on	local	businesses.	Any	
  who	refuse	their	offers	are	found	dead	shortly	after,	torn	apart	by	claws	and	teeth.	Who	is	
  behind	this	wave	of	organized	crime?	A	Two-Hour	Adventure	for	Tier	2	Characters.	Optimized	
  for	APL	7.		
  	
  	
  
  CREDITS	
  	
  Lead	Designer:		Robbie	Pleasant	
  Designer:		Robbie	Pleasant	
  Illustrator:	Maria	Leung	-	
  https://www.facebook.com/marialeungillustration/		
  	
  Editing:	Jasmine	Lawrence	
  D&D	Adventurers	League	Guildmaster:	Chris	Lindsay	
  	
  Art	Director	&	Graphic	Design:	Rich	Lescouflair	
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	
  Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  	
  D&D	Adventurers	League	Administrators:	Alan	
  Patrick,	Travis	Woodall,	Lysa	Chen,		
  Claire	Hoffman,	Greg	Marks,	Amy	Lynn	Dzura	
  	
  Playtesters:	Zoe	Morgenstern,	Jasmine	Lawrence,	Dev	
  Alva,	Jason	Katayanagi,	Phaedra	Gauci,	James	Gavitt,	
  Michael	Martinez,	Marvin	Nacianceno,	Krista	Moring,	
  Tommy	Fowler	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  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-NBDD01-01 Clever (v.1.0) 
   
   
  3	
  Adventure	Primer	
  “I	truly	believe	that	no	creature	is	inherently	evil.	Even	
  the	most	fearsome	of	beasts	can	become	a	force	for	
  good	when	they	see	the	world	is	worth	fighting	for.”	
  -	Aldwyn	Amberfield,	naïve	druid	
  Background	
  Slightly	over	a	year	ago,	an	optimistic	druid	by	the	
  name	of	ALDWYN	AMBERFIELD	tested	a	theory.	He	
  believed	that,	as	intelligence	and	consciousness	are	
  required	to	make	the	choice	between	good	and	evil,	
  any	creature	has	the	capacity	for	good	once	granted	
  sentience.	
  	 To	test	this	belief,	he	traveled	to	Chult	and	cast	
  awaken	on	a	Tyrannosaurus	Rex.	The	dinosaur,	
  going	by	the	name	TYREX,	accompanied	Aldwyn	on	
  his	journeys	for	the	following	thirty	days.	In	that	
  time,	Aldwyn	tried	to	show	Tyrex	the	beauty	of	the	
  world,	and	preached	the	values	of	a	life	dedicated	to	
  good.	
  	 The	spell’s	charm	effect	ended	shortly	after	the	
  two	arrived	in	the	Moonsea,	at	which	point	Tyrex	
  promptly	killed	and	ate	Aldwyn.	
  	 Alone	in	an	unfamiliar	land,	Tyrex	could	only	rely	
  on	his	strength	and	his	above-average	intelligence	to	
  survive.	The	city	of	HULBURG,	undergoing	
  reconstruction,	proved	to	be	a	suitable	place	to	set	
  up	base.	From	his	new	home	inside	an	abandoned	
  building,	Tyrex	began	gathering	minions.	
  	 Tyrex	gathered	Dragonborn,	Kobolds,	and	even	
  the	occasional	Yuan-Ti	and	Lizardfolk	under	his	
  command.	He	created	an	organized	crime	family	he	
  named	the	TYRANT	LIZARD	GANG,	and	set	up	a	
  smuggling	operation	between	Hulburg	and	Chult.	
  	 With	the	reconstruction	of	Hulburg’s	merchant	
  sector,	the	city’s	economy	has	started	to	return.	With	
  wealth	flowing	into	and	through	new	businesses,	the	
  Tyrant	Lizards	began	moving	in	on	smaller	shops	to	
  begin	growing	their	reach	and	wealth.		
  Episodes	
  The	adventure’s	story	is	spread	over	three	story	
  episodes	that	take	approximately	2	hours	to	play.	
  These	episodes	are	introduced	by	a	Call	to	Action	
  Episode.	The	adventure	also	includes	two	1-hour	
  bonus	episodes	that	can	be	played	if	time	permits,	
  that	are	introduced	anywhere	in	the	adventure.	
  	 If	you’re	planning	to	play	the	entire	adventure	at	
  once,	you	only	need	to	introduce	the	Call	to	Action	
  once.	However,	if	you	plan	to	play	them	over	several	
  sessions,	you’ll	want	to	revisit	the	Call	to	Action	
  each	time	you	play.	
  • Episode	1:	Rumors	And	Murder	(Call	to	Action).	
  The	characters	arrive	in	Hulburg	and	begin	
  investigating	either	the	death	of	a	local	botanist,	
  the	rumors	of	a	crime	family,	or	the	missing	druid.	
  • Episode	2:	Gangs	of	Hulburg.	The	characters	
  protect	a	merchant	from	the	Tyrant	Lizard	Gang.	
  Following	instructions	one	of	the	gang	members	
  held,	they	intercept	a	delivery	of	dinosaurs	in	an	
  old	wizard’s	tower	outside	of	town.	
  • Episode	3:	The	Tyrant	Lizard	King.	The	
  characters	infiltrate	the	Tyrant	Lizard	Gang’s	
  headquarters	and	face	off	against	Tyrex.	
  Bonus	Objectives	
  This	adventure	includes	two	bonus	objectives	that	
  the	characters	can	pursue	if	they	have	additional	
  time	to	do	so—earning	additional	advancement	
  and	treasure	checkpoints	in	the	process.	These	
  bonus	objectives	are	found	in	this	adventure’s	
  appendices,	as	follows:	
  • Bonus	Objective	A:	Protect	the	Haberdashery.	
  Delay	infiltrating	the	gang’s	headquarters	to	
  protect	Harkle,	the	gnome	haberdasher	who	
  refused	the	Tyrant	Lizard	Gang’s	offer.	This	bonus	
  objective	is	found	in	Appendix	9.	
  • Bonus	Objective	B:	Explore	the	Hideout.	Search	
  the	Tyrant	Lizard	Gang’s	hideout	for	members,	
  illicit	goods,	and	incriminating	evidence.	This	
  bonus	objective	is	found	in	Appendix	10.	
  Episode	Sequence	
  Depending	on	your	time	constraints,	and	play	style	
  and	environment,	this	adventure	will	take	
  approximately	two	to	four	hours	to	play.	
  How	Will	You	Play?	
  The	duration	of	your	session	depends	on	how	much	
  of	this	adventure	you	utilize.	At	the	very	least,	your	
  session	will	last	approximately	2	hours.	However,	if	
  you	wish,	you	can	provide	a	longer	experience	for	
  your	players	by	pursuing	the	bonus	objectives.		
  	 Main	Objective	Only.	To	complete	the	adventure’s	
  main	objective,	the	characters	participate	in	
  Episodes	1	through	3	in	order.	However,	you	may	
  include	the	opportunity	to	pursue	bonus	objectives.	
  	 Bonus	Objectives.		You	can	extend	this	adventure	
  by	one	or	two	hours	by	including	opportunities	for	
  the	characters	to	pursue	the	bonus	objectives.	
  	 These	objectives	branch	off	Episode	2	and	3,	but	
  their	order	is	fluid—they	set	the	scene	for	the	final	
  episode	and	may	even	have	an	impact	on	the	events	
  that	transpire.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
  4	
  	 “Protect	the	Haberdashery”	can	take	place	after	
  first	encountering	the	Tyrant	Lizard	Gang,	or	after	
  intercepting	their	delivery	of	raptors	from	Chult.	
  Either	decision	will	impact	certain	aspects	of	
  Episode	3.	
  	 “Explore	the	Hideout”	can	take	place	between	
  Episode	2	and	3,	when	the	characters	arrive	at	the	
  Tyrant	Lizard	Gang’s	Hideout.	Episode	3	starts	when	
  they	arrive	in	Tyrex’s	office,	so	this	bonus	objective	
  can	be	achieved	by	exploring	the	hideout	on	the	way	
  to	it.	
  Evil	Never	Sleeps!	
  Throughout	the	adventure,	Tyrex	is	lurking	in	the	Tyrant	
  Lizard	Gang’s	base.	His	gang,	however,	continues	their	
  operations.	In	the	evening	they	pick	a	merchant	to	threaten	
  or	coerce	into	paying	them	for	protection.	At	night	a	Kobold	
  Assassin	sneaks	into	the	shop	of	Harkle,	who	declined	their	
  offer	previously,	and	unleashes	a	pack	of	Velociraptors	from	
  his	portable	hole	to	murder	the	haberdasher.	
  	
  Additionally,	the	enforcers	travel	to	the	ancient	wizard’s	
  tower	on	the	outskirts	of	town,	where	trained	dinosaurs	are	
  teleported	in	from	Chult.	They	then	deliver	the	dinosaurs	to	
  Tyrex,	adding	to	his	Jurassic	kingdom	with	every	delivery.	
  	
  If	the	players	wait	to	pursue	the	Bonus	Objective	to	
  protect	Harkle	before	pursuing	the	gang,	they	will	miss	the	
  delivery	and	the	dinosaurs	will	be	brought	to	Tyrex.	If	they	
  double	back	to	save	him	after	stopping	the	delivery,	Tyrex	
  will	have	grown	suspicious	by	the	time	they	arrive,	and	the	
  base	will	be	on	high	alert.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
  5	
  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.		
  	
  	
  		
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
  6	
  Episode	1:	Rumors	And	Murder	(Call	to	Action)	
  Estimated	Duration:	20	minutes	
  Scene	A.	Welcome	to	Hulburg	
  Hulburg	has	been	rebuilding	quite	well	in	the	past	
  few	months,	in	no	small	part	thanks	to	the	
  accomplishments	of	adventurers	within	the	city.	A	
  Merchant	District	has	recently	opened,	and	
  businesses	are	starting	to	grow	throughout	it.	
  	 The	party	could	have	several	reasons	to	visit.	For	
  some	it	may	just	be	a	trip	to	town	to	gather	supplies	
  or	investigating	rumors	of	a	crime	wave.	Members	of	
  certain	factions,	however,	have	been	sent	on	a	
  mission.	
  	 Druids	or	Emerald	Enclave	members	are	looking	
  for	information	on	Aldwyn	Amberfield,	a	druid	and	
  member	of	the	Enclave	who	was	last	seen	in	Hulburg	
  a	little	over	a	year	ago.	Any	information	they	can	find	
  as	to	the	cause	of	his	disappearance	would	at	least	
  bring	relief	to	his	family.	
  	 Order	of	the	Gauntlet	members	are	investigating	
  rumors	of	a	growing	crime	syndicate.	If	it	is	true,	
  they	are	to	do	what	they	can	to	help	bring	it	down.	
  	 Zhentarim	members	are	investigating	a	rival	
  organization	that’s	been	putting	the	screws	on	
  several	merchants	that	currently	pay	the	Black	
  Network	its	dues	(or	did	until	recently).		
  	 Whatever	the	cause,	the	adventurers	quickly	
  notice	that	a	nearby	apothecary	has	become	the	
  scene	of	a	crime.	A	guard	is	stationed	outside	as	a	
  body	draped	in	bloodied	cloth	is	removed	from	the	
  shop.	
  Area	Information	
  This	area	features:	
  	 Dimensions	&	Terrain.	The	streets	are	40	feet	
  wide	–	enough	for	two	carriages	to	pass	by	
  comfortably,	with	cobblestone	roads	leading	by	
  several	shops.	Among	the	buildings	are	The	Sleepy	
  Gryphon	Inn,	Harkle’s	Haberdashery,	Tom’s	Smithy,	
  and	the	General	Store.	
  	 Lighting.	The	players	should	arrive	around	mid-
  noon,	and	the	weather	is	clear.	The	sun	is	close	to	
  setting,	but	it	still	hangs	in	the	sky.	
  Creatures/NPCs	
  There	is	one	guard,	Doran,	in	front	of	the	apothecary.	
  He’s	simply	keeping	watch,	and	is	a	little	bored,	so	
  he	doesn’t	mind	engaging	the	players	in	
  conversation.	Sneaking	past	him	is	also	moderately	
  easy,	and	requires	a	DC	12	Stealth	check.	The	other	
  guards	moving	the	body	can’t	stay	to	talk,	and	are	
  gone	by	the	time	the	players	arrive.	
  	 Objectives/Goals.	Doran	is	in	a	bit	of	a	rut	and	is	
  tired	of	just	standing	in	front	of	buildings	all	the	time.	
  He	wanted	to	be	an	adventurer,	but	then	he	had	a	
  daughter	and	had	to	get	a	steady	job	as	a	guard.	His	
  only	goal	is	to	finish	his	shift	without	any	trouble	
  then	go	home	and	see	his	family.	So	while	he	doesn’t	
  mind	talking	to	the	players,	he	won’t	be	happy	if	
  they	try	to	break	in	to	the	crime	scene.	
  	 What	Does	He	Know?	Jovis,	who	ran	the	
  apothecary,	was	killed	last	night.	Whatever	did	it	
  was	vicious	and	tore	him	apart	(the	official	cause	of	
  death	is	“wolf”),	but	there	are	no	signs	of	anything	
  entering	or	exiting	the	room.	Witnesses	said	he	was	
  last	seen	talking	to	two	gruff-looking	Dragonborn,	so	
  they’re	on	the	lookout	for	anyone	matching	that	
  description.	(If	any	of	the	party	members	are	
  Dragonborn,	the	witnesses	specified	different	
  colored	ones.)	
  Call	to	Action	
  • The	objective	is	to	discover	who	or	what	is	behind	
  the	murder	and	bring	them	to	justice.	
  • Druids	&	Emerald	Enclave	members	have	the	
  additional	objective	of	learning	what	happened	to	
  Aldwyn.	
  • Zhentarim	and	Order	of	the	Gauntlet	members	
  have	the	additional	objective	of	investigating	the	
  new	crime	syndicate.	
  	
  “I’ve	been	here	before!”	
  There	is	a	chance	that	characters	in	this	adventure	have	
  previously	visited	Hulburg	and	may	have	some	connections.	If	
  that	is	the	case,	they	can	call	on	their	contacts	to	learn	some	
  (but	not	all)	of	the	following	rumors:	
  -	“There’s	been	a	new	gang	stirring	up	trouble	around	the	
  Merchant	District.	They	say	they’ve	been	threatening	
  businesses	to	pay	them	for	‘protection.’”	
  -	“I	hear	Jovis	was	recently	approached	by	the	gang,	but	he	
  turned	down	their	offer.”	
  -	“Rumor	has	it	the	gang	is	made	up	mostly	of	Dragonborn,	
  but	I’ve	seen	some	Kobolds	lurking	about,	and	there	are	
  whispers	of	Yuan-Ti	in	Hulburg	too.	Even	Lizardfolk,	if	you’d	
  believe	it.”	
  -	“No	one	has	ever	seen	their	boss’s	face.”	
  -	“Other	merchants	have	been	approached	recently.	They	
  might	be	able	to	tell	you	something.”	
  -	“There’s	been	a	strange	increase	in	demand	for	meat.	The	
  local	butchers	can	barely	keep	up.”	
  -	“Aldwyn?	Haven’t	seen	him	in	ages.	He	and	Jovis	got	along.”	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
  7	
  Episode	2:	Gangs	of	Hulburg	(Story	Objective	A)	
  Estimated	Duration:	80	minutes
  Setting	Description	
  The	Merchant	District	is	normally	busy	and	bustling,	
  thanks	to	Hulburg’s	restoration	and	slowly	growing	
  economy.	With	the	murder,	however,	the	streets	are	
  somewhat	emptier,	although	the	local	businesses	
  continue	to	run.	
  Scene	A.	Beginning	the	Investigation		
  The	players	can	begin	their	investigation	either	by	
  sneaking	into	the	apothecary	through	the	window	or	
  speaking	with	the	other	merchants.	The	proprietors	
  of	The	Sleepy	Gryphon	Inn,	Harkle’s	Haberdashery,	
  Tom’s	Smithy,	and	the	General	Store	each	have	
  information	to	provide.	
  Area	Information	
  This	area	features:	
  	 Dimensions	&	Terrain.	The	apothecary	is	a	20x30	
  room,	with	a	moderately	sized	garden	in	the	back.	
  The	room	itself	is	a	mess,	with	broken	bottles	and	
  bloodstains	covering	the	floor.	Beneath	the	mess	are	
  multiple	large	claw	marks;	a	DC	15	Wisdom	
  (Survival)	or	Intelligence	(Investigation)	check	
  manages	to	follow	a	set	of	tracks	around	the	room	
  until	they	disappear	on	the	floor	underneath	the	
  window.		
  	 Lighting.	The	midday	light	comes	in	from	the	
  windows,	making	it	moderately	well	lit.	
  Objectives	
  Investigate	and	find	clues	leading	to	the	Tyrant	
  Lizard’s	base.	
  	
  Creatures/NPCs	
  There	are	four	NPCs	the	players	can	speak	to	in	their	
  respective	stores:	
  -	Dothar	Armstrong,	the	dwarven	chef	of	The	
  Sleepy	Gryphon	Inn	
  -	Harkle,	a	gnome	haberdasher	with	a	hat	nearly	as	
  tall	as	he	is	
  -	Tom,	the	blacksmith	
  -	Serenity,	the	proprietor	of	the	General	Store	
  	 Objectives/Goals.		
  -	Dothar	dreams	of	making	the	finest	dwarven	
  pastries	and	doesn’t	want	the	Tyrant	Lizard	Gang	
  poking	its	nose	around	his	business.	
  -	Harkle	fears	for	his	life	after	rejecting	the	Tyrant	
  Lizards	and	wants	the	adventurers	to	stop	them.	
  This	can	lead	to	the	Bonus	Objective	“Protect	the	
  Haberdashery.”	
  -	Tom	doesn’t	care	and	was	fine	accepting	the	Tyrant	
  Lizards’	offer	of	“protection.”	
  -	Serenity	has	full	faith	that	the	Zhentarim	will	honor	
  their	arrangement	and	protect	her	shop.	
  	 What	Do	They	Know?		
  	Each	one	knows	that	Jovis	was	approached	by	the	
  new	gang	and	rejected	their	offer.	Two	days	later	he	
  was	found	dead.	Harkle	has	already	said	no	and	fears	
  he’s	next.	Tom	accepted	and	agreed	to	pay	their	dues.	
  Serenity	already	pays	the	Zhentarim	and	rejected	
  the	offer	too,	but	she’s	unafraid.	Dothar	hasn’t	been	
  approached	yet.	None	of	them	have	seen	Aldwyn	in	
  over	a	year,	although	he	and	Jovis	were	friends.	
  	
  	
  	
  	
  	
  Playing	the	Pillars	
  COMBAT	
  There	is	no	combat	in	this	scene.		
  EXPLORATION	
  Searching	the	area	uncovers	a	
  few	clues:	
  -	The	window	is	unlocked	
  -	The	scratches	on	the	floor	
  disappear	near	the	window	
  -	The	bloodstains	reveal	that	
  Jovis	was	killed	rather	brutally	
  -	Anyone	searching	the	garden	
  will	find	plants	not	native	to	
  Hulburg.	A	DC	20	Intelligence	
  (Nature)	check	reveals	them	as	
  being	from	Chult.
  SOCIAL	
  Each	of	the	local	shopkeepers	is	
  more	than	happy	to	tell	the	party	
  what	they	know	(except	Tom,	he	
  just	doesn’t	care).	See	each	
  listing	under	Creatures/NPCs	to	
  see	what	each	one	knows	and	
  wants.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  8	
  Scene	B.	Meet	the	Gang		
  When	the	party	has	finished	interviewing	as	many	of	
  the	merchants	as	they’d	like,	they	see	one	of	them	
  approached	by	the	Tyrant	Lizard	Gang	in	the	alley	–	
  two	Dragonborn	and	a	Lizardfolk;	use	the	Gladiator	
  stat	block	with	the	following	changes	for	
  Dragonborn	and	Lizardfolk	from	Appendix	3.	
  	 The	Tyrant	Lizard	Gang	members	are	attempting	
  to	persuade	the	merchant	to	start	paying	them	for	
  protection.	If	they	approach	Dothar,	this	is	his	first	
  time	seeing	them.	If	they	approach	Harkle	or	
  Serenity,	they	ask	the	merchant	reconsider	their	
  refusal,	just	in	case	some	accident	befalls	them	like	
  what	happened	to	Jovis.	
  	 When	they	see	the	players,	the	Dragonborn	sneer,	
  telling	them	to	back	off	and	stay	out	of	their	business.		
  If	the	players	refuse,	they	try	to	move	them	by	force.	
  Area	Information	
  This	area	features:	
  	 Dimensions	&	Terrain.	The	alleyway	is	10	feet	
  wide,	but	it	stretches	40	feet	long	to	a	dead	end	wall.	
  Occasional	piles	of	rubble	create	spots	of	difficult	
  terrain.	
  	 Lighting.	The	sun	has	started	to	set	behind	the	
  buildings,	creating	dim	lighting	conditions.	
  Creatures/NPCs	
  Aside	from	the	merchant,	there	are	the	three	Tyrant	
  Lizard	Gang	members.	
  	 Objectives/Goals.	The	gang	members	are	
  enforcers.	They	find	merchants	not	yet	paying	the	
  gang	for	protection	and	“convince”	them	why	it’s	
  necessary.	It’s	a	job	and	a	passion	for	them,	and	
  they’re	all	very	loyal.	
  	 What	Do	They	Know?	If	a	gang	member	is	left	
  alive	and	interrogated,	they	will	divulge	what	little	
  they	know.	Aside	from	the	name	of	the	Tyrant	Lizard	
  Gang	and	their	job,	they	have	to	pick	up	and	deliver	a	
  package	to	the	base	not	long	after	sunset.	The	
  handoff	for	the	delivery	is	set	in	an	old	wizard’s	
  tower	outside	of	town.	None	of	them	know	anything	
  about	their	boss,	as	no	one	has	seen	his	face.	
  	 If	none	of	them	are	left	alive,	the	players	will	find	a	
  note	telling	them	the	time	and	place	of	the	delivery.	
  Either	way,	this	leads	to	Scene	C.	
  Adjusting	the	Scene		
  Here	are	some	suggestions	for	adjusting	this	scene,	according	
  to	your	group.	
  • Very	Weak:	Remove	the	Lizardfolk	and	one	Dragonborn	
  Gladiator	
  • Weak:	Remove	the	Lizardfolk	Gladiator	
  • Strong:	Add	one	Dragonborn	Gladiator	
  • Very	Strong:	Add	two	Lizardfolk	Gladiators.	
  	
  	
  	
  	
  	
  	
  Playing	the	Pillars	
  COMBAT	
  The	alley	is	narrow,	so	the	two	
  Dragonborn	start	off	with	their	
  breath	weapons	before	
  attempting	to	gang	up	on	the	
  toughest-looking	foe.	The	
  Lizardfolk	just	attacks	whoever’s	
  closest.	
  EXPLORATION	
  There’s	not	much	to	explore	in	
  the	alleyway,	aside	from	a	rather	
  large	waste	bin.	There’s	nothing	
  of	value	in	it.	
  SOCIAL	
  The	gang	members	aren’t	in	a	
  mood	to	talk,	aside	from	telling	
  the	party	off,	although	they	
  might	let	slip	the	gang’s	name.	If	
  one	is	left	alive,	he	can	be	
  convinced	to	tell	the	party	what	
  he	knows.
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  9	
  Scene	C.	Special	Delivery		
  The	instructions	from	the	Tyrant	Lizard	thugs	leads	
  the	party	to	an	old	wizard’s	tower	a	good	distance	
  away	from	Hulburg.	There’s	an	empty	carriage	
  outside,	which	will	be	important	on	the	way	out.	The	
  sun	has	just	about	finished	setting	by	the	time	they	
  arrive.	
  	 The	tower	is	run-down	and	devoid	of	any	
  valuables.	At	the	top	floor,	a	permanent	teleportation	
  circle	remains	on	the	floor.	Shortly	after	the	players	
  arrive,	a	Yuan-Ti	Mage	and	Kobold	Druid	teleport	in	
  via	the	circle,	along	with	several	large	crates.	If	
  combat	starts,	the	Mage	attacks	the	party	while	the	
  Druid	opens	the	crates,	releasing	four	Deinonychus	
  and	an	Allosaurus	to	attack	the	party.	
  	 When	the	enemies	are	defeated,	the	players	will	
  find	a	cipher	(see	Player	Handout	1).	To	decipher	it,	
  they	must	increase	and	decrease	each	consecutive	
  number	by	1,	then	turn	the	numbers	into	letters	
  (1=A,	2=B,	etc.).	If	done	properly,	they’ll	get	the	
  password:	“Gold	Bloom.”	Speaking	this	within	the	
  empty	carriage	causes	it	to	animate	and	take	them	to	
  the	Tyrant	Lizard	Gang’s	base	and	Episode	3	or	the	
  “Explore	the	Base”	Bonus	Objective.	
  	 The	Mage	and	Druid	have	the	changes	to	their	
  stat	blocks	for	Yuan-Ti	and	Kobolds	as	found	in	
  Appendix	3.	
  Area	Information	
  This	area	features:	
  	 Dimensions	&	Terrain.	The	tower’s	top	floor	is	
  circular	with	a	30-foot	radius.	Some	floorboards	are	
  rotten	and	may	collapse	under	too	much	weight,	as	
  marked	by	X’s	on	the	map.	
  	 Lighting.	The	sun	has	set	by	this	point,	although	
  there	are	four	torches	with	continual	flame	cast	on	
  them	in	the	room,	making	most	of	the	area	dimly	lit.	
  Treasure	&	Rewards	
  The	Yuan-Ti	Mage	has	the	Tyrant	Lizard	
  Transporter’s	Spellbook.	See	Player	Handout	2	for	
  the	spells	it	contains.	
  Creatures/NPCs	
  The	Yuan-Ti	and	Kobold	are	both	members	of	the	
  Tyrant	Lizard	Gang.	
  	 Objectives/Goals.	They	help	smuggle	dinosaurs	
  between	the	base	and	Chult.	They’re	here	to	make	
  the	drop-off	and	go,	so	they	aren’t	expecting	combat.	
  	 What	Do	They	Know?		The	Yuan-Ti	has	the	cipher	
  containing	the	password	for	the	carriage.	As	with	the	
  previous	members,	neither	knows	the	boss’s	true	
  identity;	no	one	ever	sees	him.	
  Adjusting	the	Scene		
  Here	are	some	suggestions	for	adjusting	this	scene,	according	
  to	your	group.	
  • Very	Weak:	Remove	the	Allosaurus	
  • Weak:	Replace	the	Deinonychus	with	Velociraptors	
  • Strong:	Add	a	second	Allosaurus	or	an	Ankylosaurus	
  • Very	Strong:	Add	a	second	Allosaurus	or	Ankylosaurus	and	
  a	Dragonborn	Mage.	
  	
  	
  	
  	
  	
  	
  Playing	the	Pillars	
  COMBAT	
  The	Druid	is	not	particularly	
  strong,	and	focuses	on	healing	
  the	dinosaurs	and	Mage	(replace	
  longstrider	with	cure	wounds	in	
  its	spells	prepared).	The	Mage	
  tries	to	end	the	fight	quickly	with	
  his	most	powerful	spells.	The	
  dinosaurs	are	well	trained,	and	
  attempt	to	pounce	their	foes	
  down	before	swarming	on	them.	
  EXPLORATION	
  Exploring	the	room	will	reveal	
  several	weak	floorboards,	as	well	
  as	the	teleportation	circle	on	the	
  floor	(which	anyone	knowing	the	
  spell	can	learn	as	per	the	rules).	
  There	are	a	few	empty	vials	and	
  tattered	old	scrolls	about,	but	
  nothing	of	value.	Players	should	
  notice	the	abandoned	carriage	
  out	front.	
  SOCIAL	
  The	Tyrant	Lizard	Gang	members	
  are	expecting	to	hand	off	the	
  packages,	so	they	can	be	fooled	
  if	the	party	consists	of	
  Dragonborn,	Lizardfolk,	Yuan-Ti,	
  and/or	Kobolds.	It	requires	a	DC	
  17	Charisma	(Persuasion	or	
  Deception)	check	to	convince	
  them	to	hand	over	the	packages	
  and	the	cipher	with	the	
  password	for	the	carriage.
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  10	
  Episode	3:	The	Tyrant	Lizard	King	(Story	Objective	B)	
  Estimated	Duration:	20	minutes
  Scene	A.	Meet	the	Boss	
  Once	the	players	speak	the	password	inside	the	
  carriage,	it	animates	and	takes	them	to	the	Tyrant	
  Lizard	Gang’s	base.	If	they’re	pursuing	Bonus	
  Objective	B,	they	will	begin	this	episode	after	their	
  exploration	leads	them	to	Tyrex’s	chamber;	
  otherwise,	they	will	find	it	without	difficulty.	
  	 When	the	characters	enter	the	chamber,	Tyrex	is	
  sitting	in	a	large	chair,	its	back	facing	them.	He	
  slowly	turns	so	they	can	see	his	true	identity:	an	
  awakened	Tyrannosaurus.		Use	the	stat	block	of	a	
  Tyrannosaurus	Rex	with	the	following	
  adjustments:	
  • 
  Tyrex	has	an	Intelligence	of	10	(+0)	
  • 
  Speaks	and	reads	Common	and	Draconic	
  	 If	asked,	he’s	happy	to	go	on	a	lengthy	explanation	
  of	his	backstory	(see	the	Adventure	Primer)	
  leading	up	to	the	creation	of	his	criminal	empire.	
  While	smuggling	dinosaurs,	assassinations	with	a	
  portable	hole	full	of	raptors,	and	the	protection	
  racket	create	the	organization’s	profits,	his	eventual	
  goal	is	to	create	his	own	kingdom	of	dinosaurs	in	the	
  Moonsea.	
  	 Of	course,	now	that	the	players	know	that,	he’ll	
  have	to	kill	them.	
  	 With	a	roar,	Tyrex	summons	two	Allosaurus	and	
  four	Velociraptors	from	attached	rooms.	Another	
  wave	of	four	Velociraptors	enter	each	round	until	
  three	waves	have	entered.	If	flying	characters	are	
  present,	replace	the	Velociraptors	with	
  Pteranodons.	
  Prerequisites	
  Decipher	the	password	and	take	the	carriage	to	the	
  Tyrant	Lizard	Gang’s	base.	
  Area	Information	
  This	area	features:	
  	 Dimensions	&	Terrain.	The	room	is	50x50	feet,	
  with	a	ceiling	that	rises	just	above	Tyrex’s	head.	This	
  allows	him	to	target	flying	foes	with	his	bite	attack.		
  	 Lighting.	A	fireplace	in	the	back	of	the	room	fills	
  the	area	with	light.	
  Objectives	
  Defeat	Tyrex.	Doing	so	will	cripple	the	Tyrant	Lizard	
  Gang.	Anyone	looking	for	information	on	Aldwyn	
  will	also	want	to	find	his	journal.	
  Treasure	&	Rewards	
  After	defeating	Tyrex,	the	players	are	free	to	search	
  his	room.	They’ll	find	meticulously	kept	records	of	
  the	Tyrant	Lizard	Gang’s	activities	and	ill-gotten	
  profits,	as	well	as	Aldwyn’s	journal	(Player	
  Handout	3).	On	the	table	are	a	potion	of	greater	
  healing	and	a	folded	up	portable	hole,	which	the	
  Tyrant	Lizard	Gang	used	for	smuggling	dinosaurs	
  throughout	the	city.		
  • Magic	Items.	Portable	Hole,	Potion	of	Greater	
  Healing.	
  Adjusting	the	Scene		
  Here	are	some	suggestions	for	adjusting	this	scene,	according	
  to	your	group.	
  • Very	Weak:	Tyrex	fights	alone	
  • Weak:	Remove	both	Allosaurus	
  • Strong:	Include	both	the	Velociraptors	and	Pteranodons	
  • Very	Strong:	Add	an	Ankylosaurus		
  	
  	
  Playing	the	Pillars	
  COMBAT	
  Tyrex	is	intelligent,	and	will	
  target	the	healers	first.	He	
  commands	the	raptors	to	swarm	
  any	casters,	while	the	Allosaurus	
  focus	on	the	heavier	fighters.	
  Watch	out	for	area	effect	spells.	
  EXPLORATION	
  Small	side-passageways	lead	to	
  well-furnished	chambers	where	
  the	dinosaurs	Tyrex	commands	
  are	held.	
  SOCIAL	
  Tyrex	can	and	will	go	on	lengthy	
  monologues	about	his	story	and	
  plans.	He’s	quite	proud	of	all	he’s	
  done,	after	all,	and	sees	no	
  reason	not	to	be	polite	to	his	
  guests	before	killing	them.
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  11	
  Wrap-Up:	Concluding	the	Adventure	
  After	Tyrex’s	defeat,	the	Tyrant	Lizard	Gang	eventually	falls	apart	without	a	leader.		The	party	can	return	Aldwyn’s	
  journal	to	the	Emerald	Enclave	or	his	family,	providing	them	with	closure.	Any	merchants	who	were	threatened	by	
  the	gang	can	breathe	easy,	and	the	city	watch	is	glad	to	know	that	the	murderers	have	been	brought	to	justice.	
  	
  There	is	a	chance	that	some	surviving	members	of	the	Tyrant	Lizard	Gang	will	attempt	to	rebuild	under	new	
  leadership,	especially	if	any	higher-ranking	members	(such	as	Salence)	survived.	For	now,	though,	Hulburg’s	
  merchant	district	can	continue	to	grow	in	peace.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  12	
  Adventure	Rewards	
  	
  Upon	completing	the	adventure,	the	characters	each	
  receive	rewards	based	upon	their	accomplishments.	
  These	rewards	include	advancement	and	treasure,	
  and	may	include	special	rewards,	such	as	story	
  awards	or	new	downtime	activities,	as	follows:	
  Advancement	and	Treasure	
  Checkpoints	
  The	characters	receive	one	advancement	checkpoint	
  and	1	treasure	checkpoint	for	each	story	objective	
  that	they	complete,	as	follows:	
  • Story	Objective	A:	Gather	Information	and	track	
  down	the	gang	
  • Story	Objective	B:	Defeat	Tyrex	
  	 The	characters	receive	1	advancement	checkpoint	
  and	1	treasure	checkpoint	for	each	bonus	objective	
  that	they	complete,	as	follows:	
  • Bonus	Objective	A:	Protect	the	Haberdasher	
  • Bonus	Objective	B:	Explore	the	Hideout	
  Player	Rewards	
  The	characters	earn	the	following	player	rewards	for	
  completing	the	adventure:	
  Magic	Item	Unlock	
  Characters	completing	adventure’s	main	objective	
  unlock	this	magic	item.	
  	 Portable	Hole.	The	Tyrant	Lizard	Gang	used	this	
  portable	hole	to	smuggle	dinosaurs	throughout	the	
  city.	Its	edges	are	frayed	from	being	chewed	on,	and	
  the	occasional	tooth	or	feather	can	still	be	found	
  inside	it.	This	item	can	be	found	in	Appendix	14.	
  Dungeon	Master	Rewards	
  In	exchange	for	running	this	adventure,	you	earn	
  advancement	and	treasure	checkpoints	and	
  downtime	as	though	you	played	the	adventure,	but	
  none	of	the	adventure’s	player	rewards.	
  	 However,	this	adventure	may	qualify	for	rewards	
  earned	by	completing	DM	Quests.	See	the	ALDMG	
  (Adventurers	League	Dungeon	Master’s	Guide)	for	
  more	information	about	DM	Quests.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  13	
  Appendix	1:	Locations	&	NPCs	
  	
  The	following	NPCs	and	locations	feature	
  prominently	in	this	adventure.		
  	
  • Tyrex	(TIE-reks).	The	leader	of	the	Tyrant	Lizard	
  Gang.	Calm.	Polite.	Calculating.	And	ready	to	bite	
  someone’s	face	off.	He’s	built	a	criminal	empire,	
  and	that	makes	him	quite	pleased.	
  	 Personality:	“I’m	always	in	control,	and	everyone	
  should	know	it.”	
  	 	Ideal:	“I	shall	create	my	own	kingdom	of	dinosaurs.”	
  	 Bond:	“I	can	and	will	survive	any	obstacle	thrown	
  at	me.	I	am	the	strongest.	I	survive.”	
  	 Flaw:	“I	often	go	on	lengthy	monologues	about	my	
  life	and	plans,	yes...”	
  	
  • Harkle	(HARK-il).	A	gnome	haberdasher,	Harkle	
  loves	making	unique	and	peculiar	hats	with	his	
  own	little	enchantments	and	contraptions.	He	
  loves	his	job	and	his	customers,	but	doesn’t	take	
  kindly	to	threats.	
  	 Personality:	“Hello,	friends!	How	can	I	help	you	
  today?	(Oh	gods	of	every	pantheon	I’m	going	to	die,	
  please	help	me.)”	
  	 Ideal:	“Every	task	is	a	new	chance	for	innovation.”	
  	 Bond:	“I	love	my	job!	But	I	also	like	being	alive.”	
  	 Flaw:	“I	can	make	rash	decisions	without	thinking	
  about	the	consequences.”	
  	
  • Salence	(SAL-ince).	The	second-in-command	of	
  the	Tyrant	Lizard	Gang,	Salence	is	a	Half-Red	
  Dragon	and	one	of	the	few	individuals	to	know	
  Tyrex’s	true	identity.	He	is	fiercely	loyal,	although	
  even	that	has	its	limits.	He	respects	Tyrex’s	
  strength,	but	believes	his	own	is	almost	a	match.	
  	 Personality:	“The	strong	rule.	It	is	the	duty	of	the	
  weak	to	either	serve	them	or	become	strong	enough	to	
  rule	instead.”	
  	 Ideal:	“I	will	serve	until	it	is	my	time	to	lead.”	
  	 Bond:	“I	am	true	to	my	word…	until	the	one	I	gave	
  it	to	is	no	longer	worthy	of	it.”	
  	 Flaw:	“If	my	loyalty	doesn’t	get	me	killed,	my	
  ambitions	just	might.	This	causes	a	bit	of	cognitive	
  dissonance.”	
  	
  • Location:	Hulburg’s	Merchant	District.	Hulburg	
  has	been	through	a	lot,	but	it’s	recovering.	The	
  Merchant	District	is	a	sign	that	its	growth	is	
  progressing	well,	and	provides	hope	for	new	
  business	and	a	growing	economy.	
  	 Personality:	The	road	is	long,	but	there’s	a	bright	
  future	for	Hulburg.	
  	 Ideal:	Growth	and	commerce!	
  	 Bond:	Our	renovation	and	reconstruction	will	make	
  Hulburg	a	grand	city	once	more.	
  	 Flaw:	There’s	a	seedy	underbelly	to	this	city	that’s	
  ripe	for	crime.	
  	
  • Location:	Tyrant	Lizard	Gang’s	Base.	Located	
  past	the	outskirts	of	Hulburg,	the	Tyrant	Lizard	
  Gang’s	base	of	operations	is	a	large	converted	
  warehouse.	For	many	it	serves	as	a	hideout	and	
  home.	
  	 Personality:	We	are	an	organization.	Everyone	has	
  their	place.	
  	 Ideal:	Expansion	through	any	means.	
  	 Bond:	Loyalty	to	the	Tyrant	Lizards	and	the	boss.	
  	 Flaw:		The	kobold	guards	aren’t	always	the	best	
  security.	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  14	
  Appendix	2:	Creature	Statistics	
  	
  Allosaurus	
  Large	beast,	unaligned	
  Armor	Class	13	(natural	armor)	
  Hit	Points	51	(6d10	+	18)	
  Speed	60	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 19	(+4)	
  13	(+1)	
  17	(+3)	
  2(-4)	
  12	(+1)	
  5	(-3)	
  	
  Skills	Perception	+5	
  Senses	passive	Perception	15	
  Languages	-	
  Challenge	2	(450	XP)	
  	
  Pounce.	If	the	allosaurus	moves	at	least	30	feet	straight	
  toward	a	creature	and	then	hits	it	with	a	claw	attack	
  on	the	same	turn,	that	target	must	succeed	on	a	DC	
  13	Strength	saving	throw	or	be	knocked	prone.	If	the	
  target	is	prone,	the	allosaurus	can	make	one	bite	
  attack	against	it	as	a	bonus	action.	
  Actions	
  	
  Bite.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	one	
  target.	Hit:	15	(2d10	+	4)	piercing	damage.	
  Claw.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	one	
  target.	Hit:	8	(1d8	+	4)	slashing	damage.	
  	
  	Ankylosaurus	
  Huge	beast,	unaligned	
  Armor	Class	15	(natural	armor)	
  Hit	Points	68	(8d12	+	16)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 19	(+4)	
  11	(+0)	
  15	(+2)	
  2	(-4)	
  12	(+1)	
  5	(-3)	
  Senses	passive	Perception	11	
  Languages	--	
  Challenge	3	(700	XP)	
  Actions	
  Tail.	Melee	Weapon	Attack:	+7	to	hit,	reach	10	ft.,	one	
  target.	Hit:	18	(4d6	+	4)	bludgeoning	damage.	If	the	
  target	is	a	creature,	it	must	succeed	on	a	DC	14	
  Strength	saving	throw	or	be	knocked	prone.	
  Assassin	
  Medium	humanoid	(any	race),	any	non-good	alignment	
  Armor	Class	15	(studded	leather)	
  Hit	Points	78	(12d8	+	24)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  16	(+3)	
  14	(+2)	
  13	(+1)	
  11	(+0)	
  10	(+0)	
  	
  Saving	Throws	Dex	+6,	Int	+4	
  Skills	Acrobatics	+6,	Deception	+3,	Perception	+3,	
  Stealth	+9	
  Damage	Resistances	poison	
  Senses	passive	Perception	13	
  Languages	Thieves’	cant	plus	any	two	languages	
  Challenge	8	(3,900	XP)	
  	
  Assassinate.	During	its	first	turn,	the	assassin	has	
  advantage	on	attack	rolls	against	any	creature	that	
  hasn’t	taken	a	turn.	Any	hit	the	assassin	scores	
  against	a	surprised	creature	is	a	critical	hit.	
  	
  Evasion.	If	the	assassin	is	subjected	to	an	effect	that	
  allows	it	to	make	a	Dexterity	saving	throw	to	only	
  take	half	damage,	the	assassin	instead	takes	no	
  damage	if	it	succeeds	on	the	saving	throw,	and	only	
  half	damage	if	it	fails.	
  	
  Sneak	Attack	(1/Turn).	The	assassin	deals	an	extra	13	
  (4d6)	damage	when	it	hits	a	target	with	a	weapon	
  attack	and	has	advantage	on	the	attack	roll,	or	when	
  the	target	is	within	5	ft.	of	an	ally	of	the	assassin	that	
  isn’t	incapacitated	and	the	assassin	doesn’t	have	
  disadvantage	on	the	attack	roll.		
  Actions	
  Multiattack.	The	assassin	makes	two	shortsword	
  attacks.	
  Shortsword.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	
  ft.,	one	target.	Hit:	6	(1d6	+	3)	piercing	damage,	and	
  the	target	must	make	a	DC	15	Constitution	saving	
  throw,	taking	24	(7d6)	poison	damage	on	a	failed	save,	
  or	half	as	much	damage	on	a	successful	one.	
  Light	Crossbow.	Ranged	Weapon	Attack:	+6	to	hit,	
  range	80/320	ft.,	one	target.	Hit:	7	(1d8+3)	piercing	
  damage	and	the	target	must	make	a	DC	15	Constitution	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  15	
  saving	throw,	taking	24	(7d6)	poison	damage	on	a	
  failed	save,	or	half	as	much	damage	on	a	successful	one.	
  	
  Deinonychus	
  Medium	beast,	unaligned	
  Armor	Class	13	(natural	armor)	
  Hit	Points	26	(4d8	+	8)	
  Speed	40	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  15	(+2)	
  14	(+2)	
  4	(-3)	
  12	(+1)	
  6	(-2)	
  Skills	Perception	+3	
  Senses	passive	Perception	12	
  Languages	-	
  Challenge	1	(100	XP)	
  Pounce.	If	the	deinonychus	moves	at	least	20	feet	
  straight	toward	a	creature	and	then	hits	it	with	a	
  claw	attack	on	the	same	turn,	that	target	must	
  succeed	on	a	DC	12	Strength	saving	throw	or	be	
  knocked	prone.	If	the	target	is	prone,	the	
  deinonychus	can	make	one	bite	attack	against	it	as	a	
  bonus	action.	
  Actions	
  Multiattack.	The	deinonychus	makes	three	attacks:	
  one	with	its	bite	and	two	with	its	claws.	
  Bite.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	6	(1d8+2)	piercing	damage.	
  Claw.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	6	(1d8+2)	slashing	damage.	
  	
  Druid	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	11	(16	with	barkskin)	
  Hit	Points	27	(5d8	+	5)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  12	(+1)	
  13	(+1)	
  12	(+1)	
  15	(+2)	
  11	(+0)	
  Skills	Medicine	+4,	Nature	+3,	Perception	+4	
  Senses	passive	Perception	14	
  Languages	Druidic	plus	any	two	languages	
  Challenge	2	(450	XP)	
  	
  Spellcasting.	The	druid	is	a	4th-level	spellcaster.	Its	
  spellcasting	ability	is	Wisdom	(spell	save	DC	12,	+4	to	
  hit	with	spell	attacks).	It	has	the	following	druid	
  spells	prepared:	
  	
  Cantrips	(at	will):	druidcraft,	produce	flame,	shillelagh	
  1st	level	(4	slots):	entangle,	longstrider,	speak	with	
  animals,	thunderwave	
  2nd	level	(3	slots):	animal	messenger,	barkskin	
  Actions	
  Quarterstaff.	Melee	Weapon	Attack:	+2	to	hit	(+4	to	hit	
  with	shillelagh),	reach	5	ft.,	one	target.	Hit:	3	(1d6)	
  bludgeoning	damage	or	6	(1d8+2)	bludgeoning	damage	
  with	shillelagh	or	if	wielded	with	two	hands.	
  	
  Gladiator	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	16	(studded	leather,	shield)	
  Hit	Points	112	(15d8	+	45)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	
  15	(+2)	
  16	(+3)	
  10	(+0)	
  12	(+1)	
  15	(+2)	
  Saving	Throws	Str	+7,	Dex	+5,	Con	+6	
  Skills	Athletics	+10,	Intimidation	+5	
  Senses	passive	Perception	11	
  Languages	any	one	language	(usually	Common)	
  Challenge	5	(1,800	XP)	
  	
  Brave.	The	gladiator	has	advantage	on	saving	throws	
  against	being	frightened.	
  	
  Brute.	A	melee	weapon	deals	one	extra	die	of	its	
  damage	when	the	gladiator	hits	with	it	(included	in	
  the	attack).	
  Actions	
  Multiattack.	The	gladiator	makes	three	melee	attacks	
  or	two	ranged	attacks.	
  Spear.	Melee	or	Ranged	Weapon	Attack:	+7	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	11	(2d6	+	
  4)	piercing	damage,	or	13	(2d8+4)	piercing	damage	if	
  used	with	two	hands	to	make	a	melee	attack.	
  Shield	Bash.	Melee	Weapon	Attack:	+7	to	hit,	reach	5	
  ft.,	one	creature.	Hit:	9	(2d4	+	4)	bludgeoning	damage.	
  If	the	target	is	a	Medium	or	smaller	creature,	it	must	
  succeed	on	a	DC	15	Strength	saving	throw	or	be	
  knocked	prone.	
  Reactions	
  Parry.	The	gladiator	adds	3	to	its	AC	against	one	melee	
  attack	that	would	hit	it.	To	do	so,	the	gladiator	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-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  16	
  	
  Half-Red	Dragon	Veteran	
  Medium	humanoid	(human),	any	alignment	
  Armor	Class	18	(plate)	
  Hit	Points	65	(10d8	+	20)	
  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	
  Damage	Resistances	fire	
  Senses	blindsight	10	ft.,	darkvision	60	ft.,	passive	
  Perception	12	
  Languages	Common,	Draconic	
  Challenge	5	(1,800	XP)	
  Actions	
  Multiattack.	The	veteran	makes	two	longsword	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.	
  Fire	Breath	(Recharge	5-6).	The	veteran	exhales	fire	in	
  a	15-foot	cone.	Each	creature	in	that	area	must	make	a	
  DC	15	Dexterity	saving	throw,	taking	24	(7d6)	fire	
  damage	on	a	failed	save,	or	half	as	much	damage	on	a	
  successful	one.	
  	
  Mage	
  Medium	humanoid	(any	race),	any	alignment	
  Armor	Class	12	(15	with	mage	armor)	
  Hit	Points	40	(9d8)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	
  14	(+2)	
  11	(+0)	
  17	(+3)	
  12	(+1)	
  10	(+0)	
  Saving	Throws	Int	+6,	Wis	+4	
  Skills	Arcana	+6,	History	+6	
  Senses	passive	Perception	11	
  Languages	any	four	languages	
  Challenge	6	(2,300	XP)	
  	
  Spellcasting.	The	mage	is	a	9th-level	spellcaster.	Its	
  spellcasting	ability	is	Intelligence	(spell	save	DC	14,	
  +6	to	hit	with	spell	attacks).	The	mage	has	the	
  following	wizard	spells	prepared:	
  Cantrips	(at	will):	fire	bolt,	light,	mage	hand,	
  prestidigitation	
  1st	level	(4	slots):	detect	magic,	mage	armor,	magic	
  missile,	shield	
  2nd	level	(3	slots):	misty	step,	suggestion	
  3rd	level	(3	slots):	counterspell,	fireball,	fly	
  4th	level	(3	slots):	greater	invisibility,	ice	storm	
  5th	level	(1	slot):	cone	of	cold	
  Actions	
  Dagger.	Melee	or	Ranged	Weapon	Attack:	+5	to	hit,	
  reach	5	ft.	or	range	20/60	ft.,	one	target.	Hit:	4	(1d4	+	
  2)	piercing	damage.	
  	
  Pteranodon	
  Medium	beast,	unaligned	
  Armor	Class	13	(natural	armor)	
  Hit	Points	13	(3d8)	
  Speed	10	ft.,	fly	60	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 12	(+1)	
  15	(+2)	
  10	(+0)	
  10	(+0)	
  2	(-4)	
  5	(-3)	
  Skills	Perception	+1	
  Senses	passive	Perception	11	
  Languages	-	
  Challenge	1/4	(50	XP)	
  Flyby.	The	pteranodon	doesn’t	provoke	an	opportunity	
  attack	when	it	flies	out	of	an	enemy’s	reach.	
  Actions	
  Bite.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	one	
  target.	Hit:	6	(2d4	+	1)	piercing	damage.	
  	
  Tyrannosaurus	Rex	
  Huge	beast,	unaligned	
  Armor	Class	13	(natural	armor)	
  Hit	Points	136	(13d12	+	52)	
  Speed	50	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 25	(+7)	
  10	(+0)	
  19	(+4)	
  2	(-4)	
  12	(+1)	
  9	(-1)	
  Skills	Perception	+4	
  Senses	passive	Perception	14	
  Languages	-	
  Challenge	8	(3,900	XP)	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  17	
  Actions	
  Multiattack.	The	tyrannosaurus	makes	two	attacks:	
  one	with	its	bite	and	one	with	its	tail.	It	can’t	make	
  both	attacks	against	the	same	target.	
  Bite.	Melee	Weapon	Attack:	+10	to	hit,	reach	10	ft.,	
  one	target.	Hit:	35	(4d12	+	7)	piercing	damage.	If	the	
  target	is	a	Medium	or	smaller	creature,	it	is	grappled	
  (escape	DC	17).	Until	this	grapple	ends,	the	target	is	
  restrained,	and	the	tyrannosaurus	can't	bite	another	
  target.	
  Tail.	Melee	Weapon	Attack:	+10	to	hit,	reach	10	ft.,	one	
  target.	Hit:	22	(3d8	+	7)	bludgeoning	damage.	
  	
  Velociraptor	
  Tiny	beast,	unaligned	
  Armor	Class	13	(natural	armor)	
  Hit	Points	10	(3d4	+	3)	
  Speed	30	ft.	
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 6	(-2)	
  14	(+2)	
  13	(+1)	
  4	(-3)	
  12	(+1)	
  6	(-2)	
  Skills	Perception	+3	
  Senses	passive	Perception	13	
  Languages	-	
  Challenge	1/8	(25	XP)	
  Pack	Tactics.	The	velociraptor	has	advantage	on	an	
  attack	roll	against	a	creature	if	at	least	one	of	the	
  velociraptor’s	allies	is	within	5	feet	of	the	creature	
  and	the	ally	isn’t	incapacitated.	
  Actions	
  Multiattack.	The	velociraptor	makes	two	attacks:	one	
  with	its	bite	and	one	with	its	claws.	
  Bite.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  creature.	Hit:	5	(1d6+2)	piercing	damage.	
  Claws.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	4	(1d4+2)	slashing	damage.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
  CCC-NBDD01-01 Clever (v.1.0) 
   
   
   
   
   
   
   
   
   
  18	
  Appendix	3:	Stat	Block	Adjustments		
  	
  The	Tyrant	Lizard	Gang	consists	of	a	variety	of	scaled	races,	which	have	abilities	and	traits	beyond	normal	
  humanoids.	When	the	adventure	specifies	the	race	of	a	humanoid	combatant,	you	can	apply	the	following	changes	to	
  their	stat	block:	
  	
  Dragonborn	
  • 
  Breath	Weapon:	The	Dragonborn	can	use	an	action	to	exhale	destructive	energy.	This	can	be	a	5	by	30	ft.	
  line	of	Acid,	Lightning,	or	Fire,	or	a	14	ft.	cone	of	Fire,	Poison,	or	Cold	(your	choice).	Each	creature	in	the	
  area	must	make	a	DC	15	saving	throw	(Dexterity	for	Acid,	Fire,	or	Lightning,	and	Constitution	for	Poison	or	
  Cold).	A	creature	takes	3d6	damage	on	a	failed	save,	or	half	as	much	damage	on	a	successful	one.		
  • 
  Damage	Resistance:	The	Dragonborn	has	Resistance	to	the	same	damage	type	as	its	breath	weapon.	
  • 
  Languages:	The	Dragonborn	speaks	Common	and	Draconic.	
  	
  Yuan-Ti	Pureblood	
  • 
  Darkvision:	The	Yuan-Ti	has	darkvision	out	to	a	range	of	60	feet.	
  • 
  Innate	Spellcasting:	The	Yuan-Ti’s	spellcasting	ability	is	Charisma	(spell	save	DC	13).	They	can	innately	
  cast	the	following	spells,	requiring	no	material	components:	animal	friendship	(snakes	only),	poison	spray,	
  suggestion	(3/day)	
  • 
  Magic	Resistance:	The	Yuan-Ti	has	advantage	on	saving	throws	against	spells	and	other	magical	effects.	
  • 
  Poison	Immunity:	The	Yuan-Ti	is	immune	to	poison	damage	and	the	poisoned	condition.	
  • 
  Languages:	The	Yuan-Ti	speaks	Abyssal,	Common,	and	Draconic.	
  	
  Kobold	
  • 
  Size:	The	Kobold	is	a	Small	sized	creature.	
  • 
  Darkvision:	The	Kobold	has	darkvision	out	to	a	range	of	60	feet.	
  • 
  Grovel,	Cower,	and	Beg:	The	Kobold	can,	as	an	action,	cower	pathetically	to	distract	nearby	foes.	Until	the	
  end	of	its	next	turn,	the	Kobold’s	allies	gain	advantage	on	attack	rolls	against	enemies	within	10	feet	of	it	
  that	can	see	it.	
  • 
  Pack	Tactics:	The	Kobold	has	advantage	on	attack	rolls	against	a	creature	if	it	has	an	ally	within	5	feet	of	the	
  creature	and	the	ally	isn’t	incapacitated.	
  • 
  Sunlight	Sensitivity:	The	Kobold	has	disadvantage	on	attack	rolls	and	Wisdom	(Perception)	checks	that	
  rely	on	sight	when	it,	the	target	of	its	attack,	or	whatever	it	is	trying	to	perceive	are	in	direct	sunlight.	
  • 
  Languages:	The	Kobold	speaks	Common	and	Draconic.	
  	
  Lizardfolk	
  • 
  Bite:	The	Lizardfolk	gains	a	bite	as	an	unarmed	strike,	dealing	1d6	piercing	damage	+	its	Strength	modifier	
  instead	of	the	damage	normal	for	an	unarmed	strike.	
  • 
  Hold	Breath:	The	Lizardfolk	can	hold	its	breath	for	up	to	15	minutes	at	a	time.	
  • 
  Hungry	Jaws:	The	Lizardfolk	can,	as	a	bonus	action,	make	a	special	attack	with	its	Bite.	If	the	attack	hits,	it	
  deals	its	normal	damage	and	the	Lizardfolk	gains	temporary	hit	points	equal	to	its	Constitution	modifier	
  (minimum	1).	
  • 
  Languages:	The	Lizardfolk	speaks	Common	and	Draconic.	
  
  	
  	
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  19	
  Appendix	4:	Merchant	District	Map	
  	
  1:	General	Store.	2:	Sleepy	Gryphon	Inn.	3:	Apothecary.	4:	Tom’s	Smithy.	5:	Harkle’s	Haberdashery.	6:	Alleyway	
  
  	
  	
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  20	
  Appendix	5:	Back	Alley	Map	
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  21	
  Appendix	6:	Abandoned	Wizard’s	Tower	Map	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  22	
  Appendix	7:	Tyrant	Lizard	Gang’s	Base	Map	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  23	
  Appendix	8:	Tyrex’s	Chamber	Map	
  	
  	
  	
  	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  24	
  Appendix	9:	Protect	the	Haberdasher	(Bonus	Objective	A.)	
  	
  When	the	adventurers	meet	Harkle	the	haberdasher,	
  he’s	more	than	a	little	nervous.	Two	days	ago,	he	
  turned	down	the	Tyrant	Lizard	Gang’s	offer	of	
  “protection,”	just	a	day	after	Jovis	did	the	same.	With	
  Jovis	dead,	he’s	certain	he’s	next.	
  	
  If	the	adventurers	decide	to	help	Harkle,	whether	as	a	
  trap	for	the	gang	or	out	of	the	goodness	of	their	
  hearts,	they’ll	find	his	fears	are	not	unfounded.	That	
  night,	a	Kobold	Assassin	sneaks	in	to	his	shop	and	
  unfurls	a	portable	hole,	releasing	six	Velociraptors	
  and	directing	them	to	attack	Harkle.	
  	
  While	the	Assassin	will	join	in	the	battle	against	the	
  players,	he	is	crafty	and	will	retreat	if	he	realizes	the	
  odds	are	significantly	against	him.	If	the	adventurers	
  defeat	him	and	take	the	portable	hole,	it	is	the	same	
  item	that	would	otherwise	be	in	Tyrex’s	chamber	at	
  the	end	of	the	adventure.	
  	
  However,	staying	to	protect	Harkle	will	impact	future	
  events.	If	the	players	did	not	fight	the	Tyrant	Lizard	
  Gang	in	Episode	2,	Scene	B,	they	can	still	learn	the	
  gang’s	name	and	hear	about	the	delivery	from	the	
  Assassin.	By	the	time	they	arrive	at	the	Abandoned	
  Wizard’s	Tower,	the	gang	will	have	completed	the	
  delivery,	and	the	party	will	instead	fight	the	three	
  Gladiators,	the	Mage,	and	the	Druid	from	the	
  encounters	in	Episode	2	as	they	return	from	the	drop-
  off.	Additionally,	the	dinosaurs	they	delivered	will	
  join	Tyrex	in	battle	in	Episode	3.	
  	
  If	the	players	return	to	Hulburg	to	protect	Harkle	
  after	the	battle	in	the	Abandoned	Wizard’s	Tower,	the	
  missing	delivery	and	the	possible	disappearance	of	
  the	Assassin	will	tip	Tyrex	and	the	Tyrant	Lizard	Gang	
  off	that	something	is	awry.	The	base	will	be	on	alert	in	
  Bonus	Objective	B	and	Episode	3,	providing	
  Disadvantage	to	anyone	trying	to	sneak	through	the	
  base	and	moving	Salence,	the	Half-Red	Dragon	
  Veteran,	from	his	post	in	front	of	Tyrex’s	chamber	in	
  Bonus	Objective	B	to	Tyrex’s	side	during	the	fight	in	
  Episode	3.	
  Treasure	&	Rewards	
  As	thanks	for	saving	his	life,	Harkle	provides	each	
  character	with	a	fancy	hat	of	their	choice.	These	hats	
  are	trinkets	with	no	monetary	value	or	mechanical	
  effects,	but	they	are	very	snazzy.	
  	
  Adjusting	the	Scene		
  Here	are	some	suggestions	for	adjusting	this	scene,	according	
  to	your	group.	
  • Very	Weak:	The	Assassin	flees	immediately	after	releasing	
  the	Velociraptors	
  • Weak:	Remove	two	Velociraptors	
  • Strong:	Add	two	Velociraptors	
  • Very	Strong:	Add	a	Yuan-Ti	Assassin.	
  	
  	
  
  	
  	
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  25	
  Appendix	10:	Explore	the	Hideout	(Bonus	Objective	B.)	
  	
  After	the	players	arrive	at	the	Tyrant	Lizard	Gang’s	
  base,	they	may	want	to	explore.	It	is	easy	to	sneak	
  from	one	room	to	the	next,	although	three	groups	of	
  two	guards	patrol	the	hallways,	requiring	the	players	
  to	sneak	by	or	fight.	Each	guard	is	a	Kobold	with	the	
  stat	block	of	a	Gladiator,	using	a	dagger	(2d4+4	
  damage)	instead	of	a	spear.	
  	
  Each	time	the	party	moves	to	a	new	room,	they	must	
  succeed	on	a	DC	15	group	Dexterity	(Stealth)	check	or	
  the	guards	will	notice	them	and	attack.	This	check	is	
  at	Disadvantage	if	anyone	has	sounded	the	alarm.	If	
  combat	begins,	the	first	Kobold	will	call	out	an	
  intruder	alert,	causing	another	group	set	of	guards	to	
  arrive	in	two	rounds,	followed	by	the	third	group	one	
  round	later.	
  	
  There	are	six	rooms	in	the	base,	plus	the	entrance	to	
  Tyrex’s	chamber.	Hallways	divide	each	room	as	
  shown	in	Appendix	8.	The	rooms	are	as	follows:	
  	
  A.	Break	Room	
  	
  This	is	where	the	guards	and	gang	members	relax	
  when	not	on	duty.	There	are	five	Kobold	Gladiators	
  relaxing	before	their	next	guard	duty	shift	in	there	at	
  the	moment,	although	they	are	currently	distracted	
  by	an	odd	game	involving	dice	and	miniatures,	so	
  they	will	not	notice	the	party	unless	approached.	
  	
  B.	Armory	
  	
  The	walls	of	this	room	are	covered	with	a	variety	of	
  non-magical	weapons	and	armor.	However,	they	are	
  carelessly	stacked	and	arranged,	so	anyone	
  attempting	to	take	anything	from	the	wall	must	make	
  a	DC	16	Dexterity	(Sleight	of	Hand)	check	or	knock	
  down	several	swords	and	a	suit	of	armor,	alerting	the	
  guards	to	their	presence.	
  	
  C.	Dinosaur	Room	
  	
  This	is	where	the	Tyrant	Lizard	Gang	trains	their	
  dinosaurs.	It’s	empty	at	night,	save	for	a	Yuan-Ti	
  Druid	and	an	Ankylosaurus,	both	of	which	are	
  asleep	after	a	day’s	training.	
  	
  D.	Bath	House	
  	
  This	room	contains	several	small	pools	of	water,	
  designed	for	different	levels	of	cleanliness	depending	
  on	the	species.	This	includes	dank	swamp	water	for	
  the	Lizardfolk	and	what	is	probably	blood	for	the	
  Yuan-Ti.	In	the	very	back	is	a	massive	bubble	bath,	
  reserved	for	Tyrex	himself.	A	yellow	rubber	ducky	
  floats	in	Tyrex’s	bath	(see	Treasure	&	Rewards).	
  	
  E.	Sleeping	Quarters	
  	
  The	bunks	in	this	room	are	filled	with	sleeping	
  members	of	the	Tyrant	Lizard	Gang	–	two	
  Dragonborn	Gladiators,	one	Lizardfolk	Assassin	and	
  one	Yuan-Ti	Mage.	Their	weapons	and	armor	are	
  beside	their	bunks.	Anyone	searching	this	room	(see	
  Treasure	&	Rewards)	must	succeed	on	a	DC	16	
  Dexterity	(Stealth)	check	to	avoid	waking	anyone	up.	
  	
  F.	Kitchen	
  	
  Several	low-ranking	Kobolds	run	the	kitchen.	They	
  are	non-combatants,	but	may	still	sound	the	alarm	if	
  not	convinced	to	stay	quiet.	A	DC	15	Charisma	
  (Intimidation,	Persuasion,	or	Deception)	check	will	
  convince	them	to	remain	silent.	
  	
  G.	Tyrex’s	Chamber	
  	
  Salence,	a	Half-Red	Dragon	Veteran	and	Tyrex’s	
  second-in-command,	guards	the	entrance	to	Tyrex’s	
  chamber.	He	holds	the	keys	to	the	door	and	will	not	
  move	from	his	post	unless	he	sees	the	party.	While	he	
  can	be	convinced	to	step	aside	with	the	promise	of	
  taking	over	the	Tyrant	Lizard	Gang	and	a	DC	25	
  Charisma	(Persuasion)	check,	anything	less	will	cause	
  him	and	any	nearby	guards	(who	will	arrive	one	
  round	after	he	sounds	the	alarm)	to	attack	the	party.	
  Treasure	&	Rewards	
  Tyrex’s	rubber	ducky	is	a	trinket	with	no	value,	but	a	
  player	may	take	it.	Doing	so	makes	them	the	
  automatic	target	of	Tyrex’s	ire	and	attacks	during	the	
  final	battle;	he’s	awfully	fond	of	it.	
  	
  A	drawer	in	the	sleeping	quarters	contains	a	potion	of	
  greater	healing.		
  	
  	
  
  	
  	
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  26	
  Appendix	11:	Cipher	(Player	Handout	1)	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  27	
  Appendix	12:	Tyrant	Lizard	Transporter’s	Spellbook	(Player	Handout	
  2)	
  	
  This	spellbook	is	bound	in	thick	leather,	and	has	several	notes	jotted	down	in	Draconic	along	the	margins,	mostly	
  regarding	delivery	schedules	and	who	owes	whom	money.	It	contains	the	following	spells:	
  	
  1st	Level:	alarm,	disguise	self,	illusory	script,	Tenser’s	floating	disk,	unseen	servant	
  2nd	Level:	arcane	lock,	enlarge/reduce,	levitate,	rope	rick	
  3rd	Level:	fly,	gaseous	form,	nondetection,	sending	
  4th	Level:	fabricate,	Leomund’s	secret	chest	
  5th	Level:	telekinesis	
  	
  
  	
  	
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  28	
  Appendix	13:	Aldwyn’s	Journal	(Player	Handout	3)	
  	
  Day 0 
   
  Does evil as we know it exist in nature? I do not think 
  so. To be evil means one must know the distinction 
  between right and wrong, then knowingly choose wrong. 
  I truly believe that no creature is inherently evil. Even 
  the most fearsome of beasts can become a force for good 
  when they see the world is worth fighting for. 
   
  To prove this, I have traveled to Chult, where they say 
  horrible dinosaurs roam the land. I intend to find and 
  awaken one, then teach them about what it means to be 
  good and righteous. If I am right, I’ll have proven that 
  goodness can be found even in the heart of the wildest of 
  carnivores. 
   
  Day 1 
   
  Not long into my journey into Chult, I encountered a 
  Tyrannosaurus Rex. He was moments away from 
  eating me whole when I cast awaken, after which we 
  quickly became friends. I’ve named him Tyrex. Now 
  our adventure begins, and I am certain that Tyrex will 
  be an ally of justice by the time the spell’s charm ends. 
   
  Day 3 
   
  Tyrex has an amazing skill to command other 
  dinosaurs. This ability is not magical in nature – he 
  tells me that, because he is stronger, they obey him. 
  Imagine the good we could do with this! 
   
  Day 15 
   
  Tyrex and I helped a village of Tabaxi rebuild after a 
  mudslide ruined their homes. They were so thankful 
  they offered us all the fruit we could eat! They offered 
  us gold as well, but doing good is its own reward. I told 
  Tyrex as much, and he seemed to agree. 
   
  Day 21 
   
  Tyrex saved my life today! A zombie triceratops 
  attacked us in the jungle and he fought it off to protect 
  me. Our bonds of friendship grow ever stronger! 
   
  Day 25 
   
  We’ve defeated the monster that was terrorizing the 
  Tabaxi village! Apparently a powerful mage summoned 
  demons for a dungeon of sorts deeper in the jungle, and 
  a lesser one came through the portal then set itself up in 
  the cave near the village. But Tyrex and I managed to 
  vanquish its evil! 
   
  The Chultan sunset is truly beautiful, especially after a 
  hard day of doing good. I told Tyrex of all the beauty 
  in the world outside of Chult, and all the wonderful 
  people who inhabit it. We return to Port Nyanzaru 
  soon, after which we’ll sail back to the Moonsea for a 
  new adventure together. 
   
  Day 29 
   
  Today is the last full day of awaken’s charm effect. 
  Tomorrow it will wear off – I’m actually glad. I don’t 
  like having a creature under magical influences. After 
  all that Tyrex and I have been through together, I have 
  no doubt that our bonds of friendship are strong and 
  true. Once the charm wears off, I’ll have proven that no 
  creature, no matter how dangerous, is incapable of 
  doing good. I’m sure many more adventures await 
  Tyrex and me together.	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  29	
  Appendix	14:	Magic	Item	
  	
  Characters	completing	this	adventure’s	objective	
  unlock	this	magic	item.		
  Portable	Hole	
  Tier	3,	16	treasure	checkpoints	
  This	fine	black	cloth,	soft	as	silk,	is	folded	up	to	the	
  dimensions	of	a	handkerchief.	It	unfolds	into	a	
  circular	sheet	6	feet	in	diameter.	
  	 You	can	use	an	action	to	unfold	a	portable	hole	
  and	place	it	on	or	against	a	solid	surface,	whereupon	
  the	portable	hole	creates	an	extradimensional	hole	
  10	feet	deep.	The	cylindrical	space	within	the	hole	
  exists	on	a	different	plane,	so	it	can't	be	used	to	
  create	open	passages.	Any	creature	inside	an	open	
  portable	hole	can	exit	the	hole	by	climbing	out	of	it.	
  	 You	can	use	an	action	to	close	a	portable	hole	by	
  taking	hold	of	the	edges	of	the	cloth	and	folding	it	up.	
  Folding	the	cloth	closes	the	hole,	and	any	creatures	
  or	objects	within	remain	in	the	extradimensional	
  space.	No	matter	what's	in	it,	the	hole	weighs	next	to	
  nothing.	
  	 If	the	hole	is	folded	up,	a	creature	within	the	hole's	
  extradimensional	space	can	use	an	action	to	make	a	
  DC	10	Strength	check.	On	a	successful	check,	the	
  creature	forces	its	way	out	and	appears	within	5	feet	
  of	the	portable	hole	or	the	creature	carrying	it.	A	
  breathing	creature	within	a	closed	portable	hole	can	
  survive	for	up	to	10	minutes,	after	which	time	it	
  begins	to	suffocate.	
  	 Placing	a	portable	hole	inside	an	extradimensional	
  space	created	by	a	bag	of	holding,	handy	haversack,	
  or	similar	item	instantly	destroys	both	items	and	
  opens	a	gate	to	the	Astral	Plane.	The	gate	originates	
  where	the	one	item	was	placed	inside	the	other.	Any	
  creature	within	10	feet	of	the	gate	is	sucked	through	
  it	and	deposited	in	a	random	location	on	the	Astral	
  Plane.	The	gate	then	closes.	The	gate	is	one-way	only	
  and	can't	be	reopened.	
  	
  This	item	is	found	in	the	Dungeon	Master’s	Guide.	
  	 	
  	 The	Tyrant	Lizard	Gang	used	this	portable	hole	to	
  smuggle	dinosaurs	throughout	the	city.	Its	edges	are	
  frayed	from	being	chewed	on,	and	the	occasional	
  tooth	or	feather	can	still	be	found	inside	it.	
  	
  	
  
  	
  	
  Not	for	resale.	Permission	granted	to	print	or	photocopy	this	document	for	personal	use	only.		
  	
  	
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  30	
  Appendix	15:	Dungeon	Master	Tips	
  	
  This	adventure	is	designed	for	three	to	seven	5th-
  10th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	7.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  New	to	D&D	Adventurers	League?	
  http://dnd.wizards.com/playevents/organized-play	
  	
  New	to	the	Annual	Storyline?	
  http://dnd.wizards.com/story/waterdeep	
  	
  To	DM	an	adventure,	you	must	have	3	to	7	players—
  each	with	their	own	character	whose	level	is	within	
  the	adventure’s	level	range.	Characters	playing	in	a	
  hardcover	adventure	may	continue	to	play	to	but	if	
  they	play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	one	if	they’re	outside	its	level	
  range.	
  Preparing	the	Adventure	
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	
  you’d	like	to	portray	an	NPC	or	a	tactic	you’d	like	
  to	use	in	a	combat.	Familiar	yourself	with	the	
  adventure’s	appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	notecards,	a	
  DM	screen,	miniatures,	and	battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master,	but	may	only	
  play	it	once	with	a	given	character.	Ensure	each	
  player	has	their	character’s	adventure	logsheet	(if	
  not,	get	one	from	the	organizer).	The	players	fill	out	
  the	adventure	name,	session	number,	date,	and	your	
  name	and	DCI	number.	In	addition,	the	player	also	
  fills	in	the	starting	values	for	advancement	and	
  treasure	checkpoints,	downtime	days,	and	renown.	
  These	values	are	updated	at	the	conclusion	of	the	
  session.		
  	 Each	player	is	responsible	for	maintaining	an	
  accurate	logsheet.	If	you	have	time,	you	can	do	a	
  quick	scan	of	a	player’s	character	sheet	to	ensure	
  that	nothing	looks	out	of	order.	If	you	see	magic	
  items	of	very	high	rarities	or	strange	arrays	of	ability	
  scores,	you	can	ask	players	to	provide	
  documentation	for	the	irregularities.	If	they	cannot,	
  feel	free	to	restrict	item	use	or	ask	them	to	use	a	
  standard	ability	score	array.		
  	 Point	players	to	the	D&D	Adventurers	League	
  Players	Guide	for	reference.	If	players	wish	to	spend	
  downtime	days	and	it’s	the	beginning	of	an	
  adventure	or	episode,	they	can	declare	their	activity	
  and	spend	the	days	now,	or	they	can	do	so	at	the	end	
  of	the	adventure	or	episode.	Players	should	select	
  their	characters’	spells	and	other	daily	options	prior	
  to	the	start	of	the	adventure,	unless	the	adventure	
  specifies	otherwise.	Feel	free	to	reread	the	
  adventure	description	to	help	give	players	hints	
  about	what	they	might	face.	
  Adjusting	This	Adventure	
  When	combat	is	a	possibility,	the	adventure	will	
  provide	a	sidebar	that	helps	you	to	determine	the	
  best	mix/number	of	opponents	to	provide	them	with	
  to	create	an	appropriate	challenge.	You’re	not	bound	
  to	these	adjustments;	they’re	here	for	your	
  convenience	and	consideration.	
  	 To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	result	by	the	number	
  of	characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	average	party	level	(APL).	
  To	approximate	the	party	strength	for	the	
  adventure,	consult	the	table	below.	
  Determining	Party	Strength	
  Party	Composition	Party		 	
  Strength	
  3-4	characters,	APL	less	than		
  Very	weak	
  3-4	characters,	APL	equivalent		
  Weak	
  3-4	characters,	APL	greater	than		
  Average	
  5	characters,	APL	less	than		
  Weak	
  5	characters,	APL	equivalent		
  Average	
  5	characters,	APL	greater	than		
  Strong	
  6-7	characters,	APL	less	than		
  Average	
  6-7	characters,	APL	equivalent		
  Strong	
  6-7	characters,	APL	greater	than		
  Very	strong	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/North Bay Dungeon Day (NBDD)/CCC-NBDD01-01 - Clever.pdf