TEXT: D&D Adventure Format 
  ©2018 Wizards 
  1 
   
  CCC-AWE-01-02 
   
   
   
   
  The Chi Directive 
  An AwesomeCon Adventure 
   
   
  Stories of Muckflash Marsh have been told for decades—deep whispered voices and floating 
  lights. Recently the lights have brightened, and the voices turned higher pitched. A young 
  woman has brought tales of evil doings at the march and a plea for aid. 
  Mischief of Profiteering Series, Part One.  
   
  A Two-Hour Adventure for Characters of 1st to 4th Level. 
  Optimized for APL 3. 
   
   
  
   
  Credits 
   
  Designer: Dennis Hall 
   
  Editing: Paula Williamson 
   
  D&D	Adventurers	League	Guildmaster: Chris Lindsay 
   
  D&D	Adventurers	League	Wizards	Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D	Adventurers	League	Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Claire 
  Hoffman, Greg Marks, LaTia Jacquise, Ma'at Crook. 
   
  Playtesters:	Cecelia Hall, Elliott Hall, Kelly Hall	
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
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  express written permission of Wizards of the Coast. 
   
  ©2019 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-AWE-01-02 The Chi Directive v1.1 
   
   
  3 
  Adventure Primer 
   
  If	you	want	something	done	right,	get	someone	
  else	to	do	it	for	you.	
  Tenet 102 – Cult of Squerrik 
   
  This adventure is designed for three	to	seven	
  characters	of	1st	to	4th	level	and is optimized 
  for five	characters	with	an	average	party	level	
  (APL)	of	three. Characters outside this level 
  range cannot participate in this adventure. 
   This adventure occurs in the Mulmaster 
  refugee camp outside the town of Elmwood after 
  the events of the Red War. Locations include the 
  refugee camp and a tidal marsh west of 
  Elmwood. 
  Background 
  The Mischief of Profiteering centers around the 
  activities of the followers of Squerrik, God of 
  Wererats. The CULT	OF	SQUERRIK has only 
  recently sought followers among non-wererats 
  who identify with a lust for money and the 
  unscrupulousness of attaining it through 
  schemes and theft. For more information about 
  the Cult of Squerrik, see Appendix	1. 
   The Chi	Directive introduces the Cult of 
  Squerrik as a background force that is trying to 
  get “heroes” to do their dirty work and eliminate 
  a rival cult—that of Raxivort, God of Xvarts and 
  Rats.  
  Overview 
  This adventure is in three	parts	and takes 
  approximately two	hours to play. The adventure 
  begins with a Call	to	Action scene. If you’re 
  planning to play the entire adventure at once, 
  you only need to introduce the Call to Action 
  once. However, if you plan to play them over 
  several sessions, you’ll want to revisit the Call	to	
  Action each time you play. 
   Part	1:	Were‐lights	of	Muckflash	Marsh	(Call	
  to	Action). The characters are recruited to find 
  a missing person who went to investigate the 
  change in the lights at Muckflash Marsh. This is 
  the Call	to	Action. 
   Part	2: Into	the	Marsh.	Characters proceed to 
  the marsh to search for the missing person. 
  Unbeknownst to them, this is a ruse. The Cult 
  of Squerrik hopes they exterminate the xvarts. 
  Story	Objective	A is to thoroughly investigate 
  the marsh for the missing person. Story	
  Objective	B is to discover why the lights are 
  disturbed.  
   Part	3:	The	Rats’	Thank	You.	Characters 
  return to report their findings.	
  Dungeon Master Notes 
  All encounters are straightforward and can be 
  handled through combat. Each scenario offers 
  alternative resolutions.  
  Adventure Hooks 
   Adventure	Hook	1. Characters with the sailor 
  background have heard stories of woe and bad 
  tidings ever since the lights at Muchflash Marsh 
  changed.  
   Adventure	Hook	2. Characters who are 
  acolytes, clerics, or otherwise worship 
  UMBERLEE receive a vision in the night: small 
  lights winking out one by one as purple-skinned 
  humanoids are drowned by crashing waves, 
  struck by lightning, and battered against coral 
  reefs, followed by a voice crying, “Kill the 
  infestation!” 
   Adventure	Hook	3. While walking through the 
  Mulmaster refugee camp, characters see a notice 
  on a kiosk requesting heroes to find a missing 
  person who traveled to a nearby marsh. 
   Adventure	Hook	4. Characters recently 
  arrived in Elmwood by sea remember seeing and 
  hearing the strange lights and sounds when 
  sailing past the Marsh. The sailors remarked that 
  something evil must have the lights so disturbed. 
  They decide to check it out. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  4 
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objective.
   
   
   
   
  Were‐lights	of	
  Muckflash	Marsh	
  	
  (Call	to	Action)	
  Into	the	Marsh	
  	
  (Story	Objectives	A	
  and	B)	
  1	
  2	
  The	Rats’	Thank	
  You.	
  	
  (Resolution)	
  3	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  5 
  Part 1: Were-lights of Muckflash Marsh 
  	
  Estimated	Duration: 15 minutes 
  The characters arrive at the designated tent to 
  hear about the quest to Mudflash Marsh, each for 
  their own reason.	
  Setting Information 
  The Mulmaster refugee camp outside of 
  Elmwood is a dank and depressing place with 
  too many people inhabiting too little space. It 
  was once fallow fields, but now it is a sea of mud. 
  Characters arrive at a small, squat tent. They will 
  meet with HAZEL, a wererat	follower of 
  Squerrik in humanoid form. 
  	 Dimensions. The round tent is wide but not 
  tall, measuring about 12 feet in diameter and 6 
  feet tall at the center. Characters who are not 
  small sized must hunch to fit inside. 
   Light.	Candles ring the center pole of the tent 
  in holders about four feet off the ground. 
  Additional light enters from the tent flap.  
  	 Sound. Clanks can be heard as Hazel rustles 
  through her pack looking for “Stupid cheddar 
  cheese rations, where are you?” 
  NPC Information 
  Hazel is a member of the Cult	of	Squerrik	
  (collectively called “Squeakers”), which operated 
  secretly in the sewers below Mulmaster before 
  being displaced by the Red War (or other event). 
  She moved the Squeakers with the refugees, 
  seeing opportunity to exploit the situation for 
  her own gain. Among the Squeakers, the more 
  money you make for your superiors, the higher 
  rank you can achieve, and Hazel has her eyes set 
  very high. 
   Hazel learned upon her arrival to Elmwood 
  that a rival cult—that of Raxivort,	God	of	Rats	
  and	Xvarts—has been operating in the area 
  around the Muchflash Marsh. Action must be 
  taken to eliminate them—this is called the “Chi 
  Directive” among the Squeakers.  
   
  Call to Action 
  While the Chi Directive requires Hazel to act, she 
  has full discretion regarding how to do so. She 
  hires the PCs on false pretenses to investigate 
  her missing “grandfather.”  
  You open the flap to the round, squat tent and look 
  inside; straw has been spread on the ground. Only 
  two pieces of solid furniture are seen—a low 
  coffee table turned into a bed with more straw and 
  a three‐legged stool. Seated upon the stool is a 
  young human woman preparing to eat a simple 
  meal of cheese and a cup of bitterroot tea. Hazel is 
  dressed in threadbare clothes that are torn and 
  ripped it is hard to tell the color, perhaps a faded 
  mustard yellow. 
    “Come in. Have a seat, my friends. Please say you 
  are you here to help me find my missing 
  grandfather.” 
  Hazel goes on to explain that she and her 
  grandfather, Callum, came here as refugees from 
  Mulmaster. Her grandfather used to be a 
  librarian and historian for a Zor who was killed. 
  They have been trying to make ends meet, but 
  there is little need for his skills these days. When 
  they heard of the strange happenings in 
  Muchflash Marsh, Callum went to investigate, 
  saying that he had heard stories of the place and 
  thought if he could resolve the issues, he might 
  earn respect with some of the other Zors and 
  perhaps a place as an advisor. 
   The	lie. Everything involving Callum is a lie, 
  but a very well developed one. Only a successful 
  DC 17 Wisdom (Insight) check will reveal that 
  there may be more to the story. If the PCs press 
  her on this, she says that Callum was not actually 
  her grandfather but a friend of her grandfather 
  to counter discovery of the half-truth. 
   Hazel offers a finely made silver shortsword, a 
  family heirloom, as payment. Although she never 
  intends to give it to them. See Part 3 for details. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  6 
  Part 2: Into the Marsh
  Estimated	Duration: 90 minutes 
  The players proceed to Mudflash Marsh to 
  investigate the strange new were-lights and look 
  for a missing person. It is about a three hour 
  walk westward past Elmwood along the coast of 
  the Moonsea. 
  Setting Information 
  The Mudflash Marsh is a tidal marsh along the 
  coast of the Moonsea. While this place has 
  always had were-lights at night, no one in 
  Elmwood gives it much thought. Locals avoid 
  this place at night. There are natural beasts. 
  Hunters regularly hunt along the forested 
  borders of the marsh. Fish are also plentiful. 
  	 Dimensions. The marsh is roughly oval-
  shaped, about 1¼ miles along the long axis 
  (west-to-east) and about 3/4 of a mile along the 
  short axis (north-to-south). See	Appendix	2.	
  Map	1	Mudflash	Marsh	for details. 
  	 Terrain. Coastal. The marsh has four 
  subsections—the channel, the lily pad cove, the 
  tall grass field, and the high marsh.  
   Light.	Direct sunlight shines during the day. At 
  night it is dark, except for nocturnal happenings.  
  	 Sound. Normal marsh sounds and waves from 
  the Moonsea. 
  Story Objective 
  Story	Objective	A is to thoroughly search the 
  marsh for Callum. Story	Objective	B is to 
  discover what has disturbed the marsh. 
  An Unusual Ecosystem 
  For nearly a century, a sea	hag devotee of 
  Umberlee called the Muchflash Marsh home. She 
  developed a strange lifecycle for her sea	spawn 
  “children.” She used will‐o’‐wisps	to lure victims 
  into the waters, where they would soon find 
  themselves surrounded by swarms	of	lamprey. 
  Through a ritual she gave them a choice: serve 
  Umberlee and live, or become food for lamprey 
  and will‐o’‐wisps. Those that chose to serve she 
  transformed into lamprey-headed sea	spawn.	
  Those that refused were left to die in terror. 
   As sea	spawn lived, they served her as 
  “mother.” When it came time for them to move 
  on, she performed another ritual, sacrificing the 
  bodies to Umberlee and transforming their souls 
  into will‐o’‐wisps, thus starting the cycle anew. 
   Word spread about the marsh, and rumor 
  became a sea-faring legend. If the lights were 
  seen and low chanting heard by passing ships at 
  night, sailors believed Umberlee consented to 
  allow them to pass safely. This is why most 
  sailors have become very concerned by the 
  changes in the sound and light coming from the 
  marsh at night. 
  Arrival of the Xvarts 
  XvartKen—a xvart	warlock	of	Raxivort	and 
  tribal speaker—found an ancient, broken metal 
  tablet with a void infernal contract etched into it. 
  The contract was an infernal pact between Bel 
  and an unknown warlock who sought power to 
  fight in the blood war against Orcus. XvartKen 
  mistranslated the tablet and believes it describes 
  a ritual that would allow him to capture the 
  souls of incorporeal undead (followers of Orcus) 
  inside a magic lantern and send them to add 
  power to his patron (Raxivort). This is not at all 
  true, but he convinced his tribe that it was and 
  then set out to go “undead hunting” for the glory 
  of Raxivort. 
   Being known for the were-lights, Muchflash 
  Marsh seemed to be a good place to start. When 
  they arrived a few weeks ago, they found 
  plentiful will-o’-wisps and set forth to slay they 
  and trap them in XvartKen’s magical lantern. 
   Their attacks against the will-o’-wisps greatly 
  angered the local sea hag. In an act of hubris, 
  believing Umberlee would empower her, she 
  confronted them one night alone. She was 
  quickly overwhelmed by their numbers and died 
  from a powerful eldritch blast to the chest. Her 
  sea spawn children found her body the next day 
  and have been mourning her ever since. They 
  are preparing to perform one last ceremony to 
  lay her body to rest in the sea when the PCs 
  arrive at the marsh. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  7 
  1. The Channel 
  The main channel is a large open-water area just 
  over the rise that separates the marsh from the 
  Moonsea. A wide, flat inlet allows water to come 
  into the Marsh when the tide is up. When the PCs 
  arrive, the tide is going out, so the inlet is about 
  one foot deep and getting shallower. The channel 
  is about four to six feet deep. 
  Daytime 
   Fisher. Characters who approach during the 
  day find a fisher sitting along the channel named 
  Vruk (human commoner). He is wary of 
  strangers but is non-threatening. He keeps a 
  loaded light crossbow by his side. He knows 
  nothing of the marsh other than “ya do not go 
  here at night ‘cause of them were-lights.” 
   As the PCs talk with Vruk, he continues to fish. 
  He pulls out a deer brain from his bait bucket 
  and ties it to the end of his line. As soon as the 
  brain bait hits the water, slapping sounds are 
  heard. A moment later, Vruk tugs the brain out, 
  which now resembles a brain with tentacles—
  three lampreys have attached themselves to the 
  bait. He then says, “What a good use of deer 
  offal.” 
   Sea	spawn. These creatures retreat here 
  during the day. They sleep buried in the muck at 
  the bottom of the channel. 
  Nighttime 
   Fishing	spot.	Vruk is not there at night. 
  Characters who make a successful DC 12 
  Intelligence (Investigation) or Wisdom 
  (Survival) check find where Vruk sat, along with 
  a dozen lamprey heads. 
   Light	show. From this vantage point on the 
  map, the full lightshow can be seen. 
   
  Lily	Pad	Cove. A mist covers the lily pads, 
  and multicolored were-lights float and 
  dance.  
   
  Tall	Grass	Field. A single green light can 
  be seen in the center of the field, 
  accompanied by distant, deep chanting. 
   
  High	Marsh. Darkness rules the high 
  marsh, punctuated every few minutes by a 
  bright white light and the sounds of high-
  pitched screaming and flashes of lightning. 
  Swimming in the Channel 
  If characters enter the channel, they encounter 
  local fauna. On average party strength, they meet 
  one swarm of leeches (insects) for each PC 
  entering the water. Replace the climb speed with 
  a swim speed. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   
  Very Weak. Replace swarms of leeches with one 
  giant poisonous snake per PC that enters the 
  water. 
   
  Weak. Replace swarms of leeches with two giant 
  poisonous snakes per PC that enters the water. 
   
  Strong. Replace swarms of leeches with swarms 
  of lampreys (quippers) for each PC that enters 
  the water. 
   
  Very Strong. Replace leeches with two swarms of 
  lampreys (quippers) for each PC that enters the 
  water. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  8 
  2. The Lily Pad Cove 
  The water in the lily pad cove is about 2½ to 3 
  feet deep. The lily pads are massive, about 8 feet 
  across. Characters weighing less than 200 lbs. 
  can walk across this area on top of the pads so 
  long as they walk at half-speed. Characters 
  walking at full speed must succeed on a DC	15	
  Dexterity	(Acrobatics)	check to avoid falling in 
  the water. See	Appendix	3:	Map	2.		Lily	Pad	
  Cove	Encounter.	
  Daytime 
  Pleasant frogs croak, and the breeze is cooling. 
  There is nothing of interest except the splendor 
  of nature during the day. 
  Nighttime 
  The were-lights (will‐o’‐wisps) are present. 
  The nightly scene over the lily pad cove is both 
  eerie and breathtaking. A cool mist floats just 
  above the pads. Were‐lights float just above the 
  mist. Red, pick, green, gold, and purple lights can 
  be seen. It is hard to tell how many—maybe 12? 
    The nearest were‐light comes closer to you, 
  moving hypnotically and glowing silver. 
  Allow the characters time to observe, discuss, 
  make checks, etc. Succeeding on the following 
  checks provides information 
   
  DC	15	Intelligence	(Religion)	or	DC	17	
  Intelligence	(Nature). The were-lights are 
  will‐o’‐wisps. 
   
  DC	15	Wisdom	(Insight). The wisps are 
  avoiding the bank next to the high marsh. 
   
  DC	24	Wisdom	(Perception). There is a 
  second will‐o’‐wisp	hiding invisibly 
  nearby. This is for average or higher 
  strength parties, only. See Adjusting the 
  Scene.  
  	
  	
  	
  	
  	
  	
  	
  	
   
  Playing the Pillars 
  Here are some suggestions for this encounter: 
    Combat. The will‐o’‐wisp intends to lure the PCs onto 
  the lily pads, while a second will‐o’‐wisp waits for 
  combat to begin by hiding with invisibility. Neither 
  attacks until a PC steps onto the pads; they simply take 
  the Dodge action each round. When at least one PC is 
  on a pad, the visible will‐o’‐wisp turns red. It flies to 
  attack, targeting lily pads first (AC 10, HP 5). When a lily 
  pad is destroyed, the PC falls into the water. Wait until 
  after the will‐o’‐wisp attacks the lily pad to call for 
  initiative. A swarm of lampreys waits under the water 
  for an expectant meal. 
    Exploration. With a successful DC 12 Wisdom (Insight) 
  check, a PC thinks the will‐o’‐wisp wants them to follow 
  it. A success of at least 17 is needed to realize the 
  nefarious intent. If they want, they can simply walk 
  away. 
    Social. This will‐o’‐wisp understands common. If they 
  engage it in conversation, it repeats, “Come. Come” 
  over and over. If the PCs explain why they are here, 
  have the players roll a group DC 12 Charisma 
  (Persuasion) check. If they succeed, it says, “Go to the 
  high marsh. Kill the purple ones.” It then turns invisible 
  and leaves. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   
  Very Weak. Remove one will‐o’‐wisp that is 
  hiding and replace one swarm of quippers 
  (lampreys) with one swarm of insects (leeches). 
   
  Weak. Remove one will‐o’‐wisp that is hiding. 
   
  Strong. Add one will‐o’‐wisp that is hiding. 
   
  Very Strong. Add one will‐o’‐wisp that is hiding 
  and one swarm of quippers (lampreys). 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  9 
  3. The Tall Grass Field 
  The tall marsh grasses grow to a height of nine 
  to twelve feet. The ground is constantly soggy 
  with a few inches of water. All movement along 
  the ground is considered difficult terrain. See 
  Appendix	4:	Map	3.		Field	of	Tall	Grasses	
  Encounter.	
  Shrine to Umberlee 
  At the center of the grassy area sits a partially 
  sunken shrine to Umberlee. The shrine contains 
  a stone bier (i.e., a stand on which a corpse of 
  coffin is placed) and a statue of Umberlee’s 
  merfolk form with one arm held aloft. Any 
  worshiper of Umberlee recognizes this 
  immediately. Otherwise, characters must 
  succeed on a DC 12 Intelligence (Religion) check 
  to determine this. Those with the sailor 
  background have advantage on this check. 
  Daytime 
  The sea spawns only occupy this area at night. A 
  successful DC	12	Wisdom	(Survival) check is 
  needed to pick up the path to the center where 
  the shrine to Umberlee is located. The shrine is 
  easily visible from the air. 
   If the PCs wait here for nightfall, allow them a 
  group DC	10	Dexterity	(Stealth)	check to hide 
  from the sea	spawn. If the party has a ranger 
  with the coastal favorite terrain, the party 
  automatically hides from the sea spawn. 
   Shrine. This site is abandoned during the day. 
  A successful DC 12 Intelligence (Investigation) 
  check of the statue shows that something is 
  meant to slide into the statue’s hand as if holding 
  a torch aloft. Characters who succeed on a DC 15 
  Intelligence (Investigation) check of the bier 
  finds a hidden compartment holding the green‐
  flame	mace—The	Face	of	Umberlee’s	Fury. 
  Nighttime 
   The glowing green light serves as a guide. 
  Successful DC 12 Wisdom (Survival) check made 
  with advantage is needed to find the shrine. If 
  they attempt to approach unheard, a successful 
  group DC	10	Dexterity	(Stealth)	check	at	
  disadvantage	is required—sloshing through 
  muddy water is noisy. 
   Five sea	spawn carry in a dead woman (sea	
  hag) wrapped in seaweed to perform a burial 
  ceremony. The body is laid upon the bier. They 
  begin to chant. Their voices are guttural and 
  nonsensical but full of sorrow. The green‐flame	
  mace	is lit and in the statue’s hand.  
  Treasure 
  The Face of Umberlee’s Fury is found at this 
  location (green‐flame	mace). 
   
  Playing the Pillars 
  Here are some suggestions for this encounter: 
    Combat. If attacked, the sea spawn viciously and 
  unrelenting attack for such disrespect. These sea spawn 
  all have the same piscine anatomy: a bite attack, due to 
  lamprey‐like mouths. 
    Exploration. Succeeding on a DC 12 Intelligence 
  (Religion) check alerts the PCs to the burial ceremony. 
  Any cleric or acolyte automatically succeeds. 
    Social. Interacting with the sea spawn can be 
  delicate. Without their “mother,” their social order is 
  confused. Only if the PCs wait until after the ceremony 
  is complete will they have an opportunity to talk. Even 
  then, the players must make a successful group DC 10 
  Charisma (Persuasion) check to keep them from 
  immediately becoming hostile. If the PCs politely inquire 
  as to the reason for the ceremony, the sea spawn mime 
  and grunt in response to communicate that the “little 
  ones” killed “mother.” Characters who succeed on a DC 
  12 Wisdom (Insight) check can understand the miming; 
  anyone with the Anthropologist background 
  automatically succeeds. If the PCs promise to rid the 
  marsh of the xvarts, they give them the Face of 
  Umberlee’s Fury to aid them. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   
  Very Weak. Remove two sea spawn. 
   
  Weak. Remove one sea spawn. 
   
  Strong. Add one sea spawn. 
   
  Very Strong. Add two sea spawn. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  10 
  4. High Marsh 
  The high marsh area only floods at the highest of 
  tides. The ground is still rather spongy, but 
  otherwise solid. The xvarts make their nightly 
  hunts from the high marsh. If encountered in the 
  high marsh while on a hunt, see Appendix	5:	
  Map	4.	High	Marsh	Encounter.	
  Daytime 
  Searching the high marsh in the day reveals 
  signs of various battles and skirmishes across 
  the area. The most prominent area for signs of 
  battle is along the bank to the lily pad cove. 
  Characters who make and succeed on the 
  following checks learn additional information: 
   
  DC	12	Wisdom	(Survival).	There are 
  signs of bodies being dragged to the 
  water’s edge. A quick look under the water 
  reveals many xvart bodies in varying 
  stages of decay and consumption. 
   
  DC	15	Wisdom	(Medicine). The xvarts 
  were killed over a period of several weeks. 
  The most recent dead xvart was killed 
  yesterday. All xvarts show signs of taking 
  lightning damage. 
  Nighttime 
  The xvarts make their raids on the marsh each 
  night.  The hunting practice is simple: they come 
  in under the cover of darkness, find a will‐o’‐
  wisp, turn on their Lantern	of	Revealing, and 
  attack.  
  Xvart Soul Hunters  
  This group of xvarts call themselves soul	
  hunters. They are led by a particularly radical 
  xvart named XvartKen, a xvart	warlock	of	
  Raxivort who serves as the tribe’s speaker. 
   The xvarts always work in pairs and are highly 
  attentive to their surroundings. They focus on 
  one individual until they are unconscious. 
  	 Goals	and	Objectives. The xvarts are here for 
  a specific reason: harvesting souls. XvartKen 
  (Xvart	Warlock	of	Raxivort) carries an ancient 
  metal tablet on which he believes an old ritual is 
  scribed. He thinks the ritual gives the Lantern	of	
  Revealing’s magical light the added ability to 
  capture and send spirits to Raxivort. It	does	not. 
   Combat	Option	1	(Kill	the	xvarts).	At average 
  strength, the group consists of eight xvarts,	one 
  xvart	warlock	of	Raxivort (XvartKen), and one 
  xvart priest of Raxivort named XvartBob. If 
  encountered while “hunting,” there are three 
  will‐o’‐wisps present.	
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   
  Very Weak. Remove four xvarts. 
   
  Weak. Remove two xvarts. 
   
  Strong. Replace one xvart with one xvart priest of 
  Raxivort (named XvartMike) 
   
  Very Strong. Replace two xvarts with two xvart 
  priests of Raxivort. (named XvartRob and 
  XvartMike) 
   
   Combat	Option	2	(Joining	the	Hunt). The PCs 
  may interact with XvartKen, who is willing to 
  talk. He asks them to join them in their hunt. If 
  they agree, the xvarts will be allies in the fight 
  against the will‐o’‐wisps.	 
   When the battle is won, XvartKen says that 
  they have captured enough wispy souls and the 
  tribe departs the area afterwards. He does not 
  willingly give the party the lantern or the tablet. 
  If the PCs are hostile, engage in combat option 1 
  above. 
  Adjusting the Scene 
  In addition to adjusting the number of kinds of xvarts as 
  in combat option one above, adjust combat option two 
  as follows: 
   
  Very Weak. Remove two will‐o’‐wisps. 
   
  Weak. Remove one will‐o’‐wisp. 
   
  Strong. Add one will‐o’‐wisp. 
   
  Very Strong. Add two will‐o’‐wisps. 
   Combat	Option	3	(Stolen	Complications). If 
  the party previously visited the Umberlee shrine 
  in the tall grasses, found the green‐flame	mace, 
  and stole it without encountering the sea	
  spawn, five sea	spawn arrive at initiative count 
  20 on round two and join into either Combat 
  Option 1 or 2 above. Roll initiative and add them 
  to the combat. They focus attacks on whomever 
  has their holy relic. If it is not visible, then they 
  attack indiscriminately, targeting both PCs and 
  xvarts.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  11 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene as 
  the sea spawn enter this battle: 
   
  Very Weak. Remove two sea spawn. 
   
  Weak. Remove one sea spawn. 
   
  Strong. Add one sea spawn. 
   
  Very Strong. Add two sea spawn. 
  Treasure 
  XvartKen carries a Lantern	of	Revealing. In 
  addition, he carries the broken metal tablet upon 
  which the infernal contract is scribed. The table 
  would have value to the right buyer interested in 
  arcane relics. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  12 
  Part 3: The Rats’ Thank You  
   
  Estimated	Duration: 10 minutes 
  The PCs return to Hazel’s tent to report that 
  there was no sign of her “grandfather.”   
  Setting Information 
  The characters return to Hazel’s tent in the 
  Mulmaster refugee camp. 
  	 Dimensions. The round tent is wide but not 
  tall, measuring about 12 feet in diameter and 6 
  feet tall at the center. Characters who are not 
  small sized must hunch to fit inside. 
   Light.	There is no light inside the tent.  
  Resolution 
  The PCs arrive at Hazel’s tent only to find it 
  empty. In the center of the tent is a copper trade 
  bar with a note tied to it (See Appendix	6). 
   The note expresses the gratitude of the Cult of 
  Squerrik for ridding the area of their rivals, the 
  xvarts of Raxivort. There is no sign of the silver 
  short sword, but they can keep the copper trade 
  bar as payment. The trade bar is stamped as 
  99.99% pure copper along with the seal of the 
  Black Rat Bank and Trust. 
   Note that this happens even in the case where 
  the party worked with the xvarts to fight the 
  will-o-wisps. After helping them, the xvarts 
  departed this area going deeper into the 
  Cormanthor forest.  
   A successful DC 15 Intelligence (Religion) 
  check is needed to know the details of the 
  obscure cult of Squerrik and that of Raxivort. A 
  successful DC 20 Intelligence (Arcana) check 
  reveals that the Black Rat Bank and Trust is a 
  banking operation someplace in Hell. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  13 
  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 Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendices	7	and	8: 
   Green‐Flame	Mace	
   Lantern	of	Revealing	
  	
  Dungeon Master Rewards 
  For running this adventure, one of your 
  characters 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-AWE-01-02 The Chi Directive v1.1 
   
   
  14 
  Dramatis Personae 
  The following NPCs and locations feature 
  prominently in this adventure.  
   Hazel	(HAY‐zell). A young female human 
  wererat from Mulmaster. She is cleaver and 
  greedy. She has plans to increase in the ranks 
  of Squarrik’s cult and will do anything 
  necessary to achieve her goals. She leads a 
  small band of wererats and wererat wannabes 
  in various get-rich-quick schemes around the 
  refugee camp.  
  	
  Personality:	Devious	and	self‐promoting.	
  Ideal:	Hard	work	is	for	those	who	cannot	get	
  someone	else	to	do	it.	
  Bond:	Money	is	the	path	to	personal	salvation.	
  	Flaw:	At	heart,	I	am	a	coward.	
   Mulmaster	Refugee	Camp. The Mulmaster 
  Refugee Camp in situated on the outskirts of 
  Elmwood.  It is wet, muddy, smelly place, full 
  of displaced, disheartened people. The camp 
  has many tents, hovels, and ramshackle huts 
  constructed with whatever the residents of 
  Mulmaster could find. Even some old ships 
  were pulled ashore and converted into 
  housing. 
  	
  Personality:	Look	down	upon	what	we	have	
  become.	
  Ideal:	Even	a	thread	can	hold	a	people	together	
  Bond:	We	must	stick	together	if	we	are	to	
  survive.	
  Flaw: The	Zhent	Ghettos	were	better	than	this.	
   Vruk	(Varook). Human male commoner in his 
  late fifties. Lives about a mile from the 
  Muckflash Marsh. 
  	
  Personality:	He	approaches	life	pragmatically.	
  Ideal:	Self‐sufficiency.	
  Bond:	He	plans	to	die	of	old	age	in	his	small	hut.	
  Flaw: His	indifference	is	cold	and	rude.	
  	
  	
   XvartKen	(EXS‐v‐art‐KEN). A xvart	warlock	
  of	Raxivort	and tribe speaker wears flimsy 
  half-moon reading classes. Inquisitive for a 
  xvart, XvartKen is interested in arcane 
  knowledge and serving his master by finding 
  and stealing the souls of undead. 
  	
  Personality:	He	seeks	to	increase	his	
  knowledge	of	the	world—so	long	as	it	does	not	
  contradict	his	personal	worldview.	
  Ideal:	Serving	Raxivort	is	all	he	wants.	
  Bond:	This	iron	table	is	worth	his	life.	
  Flaw: Extremely	delusional	about	what	he	
  believes	to	be	true,	xvarts,	and	many	other	
  topics.	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  15 
  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 following cleric spells 
  prepared: 
  Cantrips (at will): light, sacred frame, 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. 
   
   
   
   
   
   
   
   
   
   
   
   
  Commoner 
  Medium humanoid (any race), any alignment 
   
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    10 (+0)  10 (+0)  10 (+0)  10 (+0)  10 (+0)  10 (+0) 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP)  
  Action 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  16 
  Giant Poisonous Snake 
  Medium beast, unaligned 
   
  Armor Class 14 
  Hit Points 11 (2d8+2) 
  Speed 30 ft., swim 30 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    10 (+0)  18 (+4)  13 (+1) 
  2 (‐4) 
  10 (+0) 
  3 (‐4) 
  Skills Perception +2 
  Senses blindsight 10ft., passive Perception 12 
  Languages ‐ 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Priest 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    10 (+0)  10 (+0)  12 (+1)  13 (+1)  16 (+3)  13 (+1) 
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP)  
   
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks to 
  magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each level 
  above 1st. 
  Spellcasting. The priest is a 5th‐level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to hit 
  with spell attacks). The priest has the following cleric 
  spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  17 
  Sea Spawn 
  Medium humanoid, neutral evil 
   
  Armor Class 11 (natural armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 20 ft., swim 30 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    15 (+2)  8 (‐1) 
  15 (+2) 
  6 (‐2) 
  10 (+0) 
  8 (‐1) 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Aquan and Common but can’t 
  speak 
  Challenge 1 (200 XP)  
   
  Limited amphibiousness. The sea spawn can breathe air 
  and water, but needs to be submerged in the sea at 
  least once a day for 1 minute to avoid suffocating. 
  Actions 
  Multiattack. The sea spawn makes three attacks: two 
  unarmed strikes and one with its Piscine anatomy. 
  Unarmed strike. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Piscine anatomy. The sea spawn has one or more of the 
  following attack options, provided it has the appropriate 
  anatomy: 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage 
  Poison quills. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 3 (1d6) poison damage, and the 
  target must succeed on a DC 12 Constitution saving 
  throw or be poisoned 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. 
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, 
  and the target is grappled (escape DC 12) if it is a 
  Medium or smaller creature. Until this grapple ends, 
  the sea spawn can't use this tentacle on another 
  target. 
   
  Adjustments. 
   All sea spawn encountered in this adventure have the 
  Piscine Anatomy – Bite option. 
   
  Swarm of Insects (Leeches) 
  Medium swarm of tiny beasts, unaligned 
   
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft., burrow 5ft. 
    STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
    3 (‐4) 
  13 (+1)  10 (+0) 
  1 (‐5) 
  7 (‐2) 
  1 (‐5) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Senses blindsight 10ft., passive Perception 8 
  Languages ‐ 
  Challenge 1/2 (100 XP)  
   
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a tiny insect. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 10 (4d4) piercing 
  damage, or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  Adjustments. 
   Replace climb 20 ft. with swim 20 ft. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  18 
  Swarm of Quippers (Lampreys) 
  Medium swarm of tiny beasts, unaligned 
   
  Armor Class 13 
  Hit Points 28 (8d8 ‐ 8) 
  Speed 0 ft., swim 40 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    13 (‐1)  16 (+3) 
  9 (‐1) 
  1 (‐5) 
  7 (‐2) 
  2 (‐4) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages ‐ 
  Challenge 1 (200 XP)  
   
  Blood frenzy. The swarm has advantage on melee attack 
  rolls against any creature that doesn't have all its hit 
  points. 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a tiny insect. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Water breathing. The swarm can breathe only 
  underwater. 
  Actions 
  Beaks. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  target in the swarm’s space. Hit: 14 (4d6) piercing 
  damage, or 7 (2d6) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
   
   
   
   
   
   
   
   
   
   
  Xvart 
  Small humanoid (xvart), chaotic evil 
   
  Armor Class 13 (leather armor) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    8 (‐1) 
  14 (+2)  10 (+0) 
  8 (‐1) 
  7 (‐2) 
  7 (‐2) 
  Skills Stealth +4 
  Senses darkvision 30 ft., passive Perception 8 
  Languages Abyssal 
  Challenge 1/8 (25 XP)  
   
  Low cunning. The xvart can take the Disengage action as 
  a bonus action on each of its turns. 
  Overbearing pack. The xvart has advantage on Strength 
  (Athletics) checks to shove a creature if at least one of 
  the xvart’s allies is within 5 feet of the target and the 
  ally isn’t incapacitated. 
  Raxivort’s tongue. The xvart can communicate with 
  ordinary bats and rats, as well as giant bats and giant 
  rats. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  19 
  Xvart Warlock of Raxivort 
  Small humanoid (xvart), chaotic evil 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 22 (5d6 +5) 
  Speed 30 ft. 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    8 (‐1) 
  14 (+2)  12 (+1) 
  8 (‐1) 
  11 (+0)  12 (+1) 
  Skills Stealth +3 
  Senses darkvision 30 ft., passive Perception 10 
  Languages Abyssal 
  Challenge 1 (200 XP)  
   
  Innate spellcasting. The xvart’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells, requiring no material components: 
  At will: detect magic, mage armor (self only) 
  Spellcasting. The xvart is a 3rd‐level spellcaster. Its 
  spellcasting ability is Charisma (Spell save DC 11, +3 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): eldritch blast, mage hand, minor 
  illusion, poison spray, prestidigitation. 
  1st‐2nd level (2 2nd‐level slots): burning hands, 
  expeditious retreat, invisibility, scorching ray. 
  Low cunning. The xvart can take the Disengage action as 
  a bonus action on each of its turns. 
  Overbearing pack. The xvart has advantage on Strength 
  (Athletics) checks to shove a creature if at least one of 
  the xvart’s allies is within 5 feet of the target and the 
  ally isn’t incapacitated. 
  Raxivort’s tongue. The xvart can communicate with 
  ordinary bats and rats, as well as giant bats and giant 
  rats. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Adjustments. 
  XvartKen is the tribe’s speaker as per Volo’s Guide to 
  Monsters, page 200. 
   Intelligence 13 (+1) 
   Languages Abyssal, Common 
  Will‐o’‐wisp 
  Tiny undead, chaotic evil 
   
  Armor Class 19 
  Hit Points 22 (9d4) 
  Speed 0 ft., fly 50 ft. (hover) 
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
    1 (‐5) 
  28 (+9)  10 (+0)  13 (+1)  14 (+2)  11 (+0) 
  Damage Resistances Acid, Cold, Fire, Necrotic, Thunder; 
  Bludgeoning, Piercing, and Slashing from Non‐magical 
  Attacks 
  Damage Immunities Lightning, Poison 
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Poisoned, Prone, Restrained, Unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP)  
   
  Consume Life. As a bonus action, the will‐o’‐wisp can 
  target one creature it can see within 5 feet of it that has 
  0 hit points and is still alive. The target must succeed on 
  a DC 10 Constitution saving throw against this magic or 
  die. If the target dies, the will‐o'‐wisp regains 10 (3d6) 
  hit points. 
  Ephemeral. The will‐o’‐wisp can't wear or carry 
  anything. 
  Incorporeal movement. The will‐o’‐wisp can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it ends 
  its turn inside an object. 
  Variable illumination. The will‐o’‐wisp sheds bright light 
  in a 5‐ to 20‐foot radius and dim light for an additional 
  number of feet equal to the chosen radius. The will‐o’‐
  wisp can alter the radius as a bonus action. 
  Actions 
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will‐o’‐wisp and its light magically 
  become invisible until it attacks or uses its Consume 
  Life, or until its concentration ends (as if concentrating 
  on a spell). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  20 
  Appendix 1: Squerrik and The Chi Directive 
   
  Adventure	Primer		
   
  Background 
  Squerrik is patron god of wererats. Organized 
  and sly, Squerrik combines the deviousness of a 
  trickster god with a lust for coin and the prestige 
  it brings. After a millennium of hiding in his 
  secretive, trap-filled warren of Cheisin, located 
  on the plane of Gehenna, Squerrik saw 
  opportunity in the shifting of the main battlefield 
  of the Blood War from Gehenna to Avernus. 
  Making a pact with Asmodeus, Squerrik 
  established a stronghold in Minauros and 
  engaged a plan to build his followers across the 
  multiverse in secret. His goal is simple: acquire 
  coin and use it to buy safety for himself and 
  crush his enemies. 
    A millennium of isolation bred interlopers 
  upon Squerrik’s domain. Several of the other 
  lycanthropic deities had begun using wererats as 
  pawns and slaves. His followers had split off to 
  other deities like Shar and Mask in the Realms. 
  His biggest rivalry came from Raxivort, the 
  former demon lord turned Demigod of Xvarts 
  and Rats. Raxivort pretended to be an exarc of 
  Squerrik to attract followers among wererats 
  and proclaimed wererat lycanthropy to be the 
  highest form of dedication Xvarts can show to 
  Raxivort. Such blasphemy from a chaotic evil 
  demon upon his divinity led Squerrik to declare 
  Raxivort and his Xvarts as blood enemies, giving 
  him the title of “The Most Hated One.”  
   Despite Squerrik’s blood enemy declaration, 
  Raxivort has a far more potent threat in the form 
  of Graz’zt. Raxivort’s efforts to hide from Graz’zt 
  are legendary. These protections also mean that 
  while Xvarts exist, Graz’zt can never find 
  Raxivort. 
   
   
   
  Standing Orders 
  Squerrik has given his cult leaders and wererats 
  one standing order that supersedes all others—
  The	Chi	Directive. Whenever they learn of xvart 
  activity, all other plots, schemes, and plans are 
  put on hold. The xvarts are to be exterminated. 
   The method of elimination is up to the 
  individuals who discover the xvarts. However, 
  Squerrik’s followers prefer to use subversive 
  means to achieve their goals, even when the goal 
  is genocide, preferring to get others to do their 
  dirty work. 
  Additional Resources 
   For additional information on Raxivort and 
  xvarts see Volo’s	Guide	to	Monsters, page 
  199–200. 
   For additional information on Squerrik, see 
  Monster	Mythology	(2e), pages 109–110, 113. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  21 
  Appendix 2: Map 1.  Mudflash Marsh 
   
  Section	2.  
   
   
   
   
   
  Inlet	
  The	Channel	
  Moonsea 
  Elmwood	
  Cormanthor Forest 
  The	High	Marsh	
  Field	of	Tall	Grasses	
  Lily	Pad	Cove	
  X 
  Lamprey 
  Fisherman 
  Scale: 
  1 quarter 
  mile 
  N	
  
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  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  22 
  Appendix 3: Map 2.  Lily Pad Cove Encounter 
   
  Section	2.  
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  23 
  Appendix 4: Map 3.  Field of Tall Grasses Encounter 
   
  Section	2. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  24 
  Appendix 5: Map 4.  High Marsh Encounter 
   
  Section	2.  
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  25 
  Appendix 5: Hazel’s Note 
   
  Section	3.	
  	
   
   
   
   
   
   
  Black	Rat	Bank	
  and	Trust	
  	
  Copper	Trade	Bar	
  Certified	99.99%	
  Hello Dear Heroes, 
   
  Please accept our thanks. Squerrik’s 
  Mulmaster Mischief is happy you 
  took the bait and got rid of the nasty 
  xvarts.  Raxivort’s followers always 
  seem to make a mess of things.  
   
  Alas, I am sorry that I cannot 
  provide the silver shortsword as 
  promised seeing as, well, I lied. I 
  never intended to give it to you. 
   
  I have left a copper trade bar as 
  payment for services rendered. 
   
  Sincerely, 
  Hazel, High Mischief Maker 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  26 
  Appendix  7: Character Reward – Green-Flame Mace 
   
  Green-Flame Mace (Face of 
  Umberlee’s Fury) 
  Weapon	(Mace),	Common	(attunement)	
   
  This mace is a common magic item. While 
  attuned to the weapon, the wielder can use an 
  action to make the head of the mace alight with 
  green flame or use an action to extinguish the 
  flame. While the mace is “lit,” it glows as brightly 
  as a torch and deals an extra 1 fire damage on a 
  hit. 
   
   The mace’s head is shaped to resemble the 
  head of a merfolk female. While “lit,” the green 
  flame resembles the merfolk’s hair flowing 
  gently in water. The command words for the 
  mace are the words “Fury” (to light) and “Rest” 
  (to extinguish) in Aquan. 
   
  Source: Out	of	the	Abyss page 35. 
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  27 
  Appendix 8: Character Reward – Lantern of 
  Revealing
  Lantern of Revealing 
  Wondrous	Item,	Uncommon	
   
  While lit, this hooded lantern burns for 6 hours 
  on 1 pint of oil, shedding bright light in a 30-foot 
  radius and dim light for an additional 30 feet. 
  Invisible creatures and objects are visible as long 
  as they are in the lantern's bright light. You can 
  use an action to lower the hood, reducing the 
  light to dim light in a 5-foot radius.   
   
  Source: Dungeon	Masters	Guide page 161. 
   
         
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-AWE-01-02 The Chi Directive v1.1 
   
   
  28 
  Appendix 9: 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 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline‐
  seasons/waterdeep‐adventures/ 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in 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) 
  with their starting values for advancement and 
  treasure checkpoints, downtime days, and 
  renown. These are updated at the conclusion of 
  the session. The adventure information and 
  your information is added at the end of the 
  adventure session—whether the completed the 
  adventure or not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to 
  ensure that nothing looks out of order. If you 
  see magic items of very high rarities or strange 
  arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If 
  they cannot, feel free to restrict item use or ask 
  them to use a standard ability score array.  
   Point players to the D&D Adventurers League 
  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/AwesomeCon (AWE)/CCC-AWE-01-02 - The Chi Directive (1-4).pdf