TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.         CCC-CIC-05 Donum Vitae 
  1 
   
   
   
  A faded and tattered journal recovered from the tomb of the Tempest Mage alluded to The 
  Donum Vitae, a tome containing a ritual capable of reversing the curse of undeath. A powerful 
  and influential family in Mulmaster has a strong interest in magic of this type. This adventure 
  follows the events of CCC-CIC-04 Best Friends Forever. This is an Adventurers League 
  Approved adventure provided through the Con Created Content Program and sponsored by 
  Cold Iron Conventions and Draxstar Games. 
   
  A 4-hour adventure for 5th-10th level characters 
   
  Design Rob Silva  
   
   
   
   
   
   
  Art Ben Siekert 
  Produced by Cold Iron Conventions  
   
   
   
   
  Sponsored by Draxtar Games 
  Organized Play: Chris Lindsay 
   
   
   
   
   
  Version 4 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan 
  Patrick 
    
   
     
   
   
   
   
  
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  2 
  Introduction 
  The D&D Adventurers 
  League 
  Preparing the Adventure 
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  Before Play at the Table 
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  3 
  • 
  Adjusting the Adventure 
  • 
  • 
  • 
  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 
  
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  4 
  Running the Adventure 
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  Downtime and Lifestyle 
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  5 
  Spellcasting Services 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
  Spellcasting Services 
  Spell  
   
   
   
  Cost 
  Cure wounds (1st level)  
   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  Character Disease, Death, and Recovery 
  Disease, Poison, and Other Debilitating Effects  
  Death  
  
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  6 
  Background 
  
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  7 
  The Major Players 
  Khamseen 
  Taa Naelor 
  The Von Finklestein Family 
  The Conflict: Khamseen vs. Taa Naelor  
  
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  8 
  Recent Events 
  Overview 
   
  Do You Want to Know More? 
  This adventure is the fifth adventure in Windy Valley and the 
  second to chronicle the Von Finklestein family. The events 
  here follow those of CCC-CIC-04 Best Friends Forever, also by 
  Rob Silva which premiered at Milwaukee Summer Revel 
  2017. You can learn about this and other Cold Iron 
  Conventions shows in Milwaukee & Chicago by going to 
  http://www.coldironconventions.com/. All of these 
  adventurers can be purchased at http://www.dmsguild.com/. 
   
  The art in this series has been drawn by artists Joe 
  Abboreno and Ben Siekert and has been sponsored by the 
  generous support of Draxtar Games. You can learn more 
  about Draxstar by visiting http://draxtargames.com/.  
  
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  9 
  Adventure Hook 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  10 
  Enemies of the Von 
  Finklesteins 
  
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  11 
  Friends of the Von 
  Finklesteins 
  The Job 
  
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  12 
  Q &A 
  Inside Information 
  Players that played CCC-CIC-04 Best Friends Forever know that 
  the family secretly worships Mystra, the goddess of magic and 
  have a hidden library/temple in their family crypt. The worship 
  of Mystra is illegal in Mulmaster and there would be severe 
  consequences for the Von Finklesteins if they were exposed.  
  Development 
  
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  13 
   
  
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  14 
   
  
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  15 
   
   
  
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  16 
  A Note on Puzzles 
  The puzzles presented here are designed for the party (and 
  the players) to work together. Some will require the DM to 
  have a stopwatch as the puzzles are timed.  
  Treasure 
  The Halls of Dust 
  General Features 
  The Hall of Dust has the following general features: 
   
  Terrain. The rooms are made of dust covered stone. Unlike 
  the heat in the desert above, the rooms below are cool.  
   
   
  Light. Generally, no light unless otherwise noted.  
   
  Smells and Sounds. The rooms are quiet and smell of 
  centuries of dust.  
   
  Wards. The Hall of Dust is warded against magic and 
  extraplanar creatures. Divination spells that gather 
  information and conjuration spells that magically transport or 
  summon creatures require a successful ability check using your 
  spellcasting ability. The DC equals 10 + the spell’s level. On a 
  success, the spell works normally, if the check fails the spell is 
  wasted and has no affect.    
  Puzzle One: Follow the Leader 
  
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  17 
  Trouble shooting 
  If the characters are stumped, as the DM you have two 
  options available. Wiggly will offer to sell the party correct 
  moves. His price starts at 75gp (in gems) and increases by 
  50gp per additional clue they need. Allow the characters to 
  negotiate for a better price. If they succeed on a DC 12 
  Charisma (Persuasion) check reduce the price of the clue by 
  the total amount of the check. If they fail Wiggly will not 
  budge. If successful provide them with a correct move or 
  other helpful hint. 
   
  The second option available is to allow characters to 
  attempt a DC 12 Intelligence ability check. If they ask, each 
  character may attempt one (and only one) Intelligence check. 
  If successful provide them with a correct move.  
  Puzzle Two: Teamwork  
  DM Note 
  A timer is needed for this puzzle. Players should not be 
  allowed to show their handouts to others.  
   
  This puzzle is meant to be fun and fast paced, modeled 
  after a party game. The correct scroll solutions are purposely 
  not provided. This puzzle is meant to be stressful and provide 
  the illusion of rapidly approaching death. Taa does not wish 
  to kill anyone, his security is meant to dissuade would be 
  visitors from pressing on. If they players are struggling allow 
  them more time and/or do not reset the doors.  
  
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  18 
  Tricks of the Trade 
  Suffocating 
  A creature can hold its breath for a number of minutes equal 
  to 1 + its Constitution modifier (minimum of 30 seconds). 
  When a creature runs out of breath, it can survive for a 
  number of rounds equal to its Constitution modifier 
  (minimum 1 round). At the start of its next turn, it drops to 0 
  hit points and is dying. 
   
  Puzzle Three: Eight Queens 
   
  Q 
   
   
   
   
   
   
   
   
   
   
   
  Q 
   
   
   
   
   
   
   
   
   
   
  Q 
   
   
   
   
   
  Q 
   
   
   
   
  Q 
   
   
   
   
   
   
   
   
   
   
   
  Q 
   
   
  Q 
   
   
   
   
   
   
   
   
   
  Q 
   
   
   
   
   
   
   
   
  
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  19 
  
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  20 
  • 
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  • 
  Decision Time 
   
  
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  21 
  Taa is an archmage with the following 
  changes: 
  • His spell list is: 
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, 
  chill touch 
  1st level (4 slots): detect magic, sleep, mage armor*, magic 
  missile, thunder wave 
  2nd level (3 slots): flaming sphere, mirror image, misty step 
  3rd level (3 slots): counterspell, sleet storm, lightning bolt 
  4th level (3 slots): banishment, stoneskin*, black tentacles 
  5th level (3 slots): cone of cold, wall of force, antilife shell 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): forcecage 
  8th level (1 slot): mind blank* 
  9th level (1 slot): foresight* 
  *precast spells 
  • While in his lair, Taa gains the following trait: 
  Omnipresent. Taa’s connection to the halls of Dust allows him 
  to pick any point in the room as the origin point when casting 
  spells.  
   
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. 
  These are not cumulative. 
  • Very Weak Party: Remove Alexander and 3 Runes 
  • Weak Party: Remove Alexander 
  • Strong Party: Increase Taa’s hit points by 30 
  • Very Strong Party: Increase Taa’s hit points by 50 
   
  Specific Features 
  
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  22 
   
  Tricks of the Trade 
  Lets Talk About this… 
  Development 
  Treasure  
  
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  23 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. 
  These ARE cumulative. 
  • Very Weak Party: Remove Khamseen’s spellcasting 
  • Weak Party: Reduce Khamseen’s AC by 2 
  • Strong Party: Increase Khamseen’s hit points by 50 
  • Very Strong Party: Do not remove Khamseen's Angelic 
  weapons feature.  
  We Have the Disks 
  Using Your Words 
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  24 
  No Disk for You! 
  • 
  • 
  • 
   
  Option 1 
  Option 2  
  Option 3 
   
  Khamseen 
  Make the following changes to Khamseen: 
  • Alignment: Chaotic Good 
  • Skills: Deception +15 
  • He also loses his extra damage from angelic strike and his 
  ability to use healing touch.  
  • He can use these three legendary actions: 1) Move up to his 
  speed without provoking; 2) Take a single melee attack; or 
  3) Cast a spell. 
  Treasure 
  Conclusion: Decision Time, Again 
   If the party decides to return the Donum Vitae 
  to another faction 
   
  
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  25 
  Rewards 
  Experience 
   
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Archmage (w/clone) 
  10,000 
  Planetar (weakened) 
  Magma Mephit  
  11,500 
  100 
  Shield Guardian 
  2,900 
   
  Non-Combat Awards 
  Accomplishment 
  XP per Character 
  Solve Puzzle (each) 
  1000 
  Recover the Donum 
  Vitae 
  500 
   
   
  Treasure 
  Treasure Awards 
  Item Name 
  GP Value 
  Kelemvorite Payment 
  500 per PC 
  Or 
   
  Von Finklestein Payment 
  300-750 per PC 
   
   
  Taa's Gold 
  2000 
  Or 
   
  Khamseen's Jewelry 
  2000 
  Wand of Wonder 
  Potion of Invulnerability 
  
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  26 
  Spell Scroll of Greater Invisibility 
  Story Awards 
  Player Rewards 
   
  DM Reward 
   
   
   
  
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  27 
  Appendix:  NPC/Monster Statistics 
  Archmage 
  Medium humanoid (drow), any alignment 
  Armor Class 13 (16 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from 
  stoneskin) 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Undercommon, Elvish, Dwarvish, Thayan, 
  Gnomish, Netherese 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical 
  effects. 
  Spellcasting. The archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). The 
  archmage can cast disguise self and invisibility at will 
  and has the following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, identify, mage 
  armor*, magic missile 
  2nd level (3 slots): detect thoughts, mirror image, 
  misty step 
  3rd level (3 slots): counterspell, fly, lightning bolt or 
  Melf’s minute meteors 
  4th level (3 slots): banishment, fire shield, stoneskin* 
  5th level (3 slots): cone of cold, planar binding, wall 
  of force 
  6th level (1 slots): globe of invulnerability, true 
  seeing 
  7th level (1 slots): teleport or finger of death 
  8th level (1 slots): mind blank* or antimagic field 
  9th level (1 slots): time stop or prismatic wall 
  *: The archmage casts these spells on itself before 
  combat 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
   
  Magma Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  12 (+1) 
  12 (+1) 
  7 (−2) 
  10 (+0) 
  10 (+0) 
    
  Skills Stealth +3 
  Damage Vulnerabilities cold 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan, Terran 
  Challenge 1/2 (100 XP) 
  Death Burst. When the mephit dies, it explodes in a 
  burst of lava. Each creature within 5 feet of it must 
  make a DC 11 Dexterity saving throw, taking 7 (2d6) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
  False Appearance. While the mephit remains 
  motionless, it is indistinguishable from an ordinary 
  mound of magma. 
  Innate Spellcasting (1/Day). The mephit can innately 
  cast heat metal (spell save DC 10), requiring no 
  material components. Its innate spellcasting ability is 
  Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 3 (1d4 + 1) slashing damage plus 
  2 (1d4) fire damage. 
  Fire Breath (Recharge 6). The mephit exhales a 15-
  foot cone of fire. Each creature in that area must 
  make a DC 11 Dexterity saving throw, taking 7 
  (2d6) fire damage on a failed save, or half as much 
  damage on a successful one. 
   
  
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  28 
  Planetar 
  Large celestial, lawful good 
  Armor Class 19 (natural leather) 
  Hit Points 200 (16d10 + 112) 
  Speed 40 ft., fly 120 ft. 
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  20 (+5) 
  24 (+7) 
  19 (+4) 
  22 (+6) 
  25 (+7) 
    
  Saving Throws Con +12, Wis +11, Cha +12 
  Skills Perception +11 
  Damage Resistance radiant; bludgeoning, piercing, 
  and 
  slashing from nonmagical weapons 
  Condition Immunities charmed, exhaustion, 
  frightened 
  Senses passive truesight 120 ft., passive Perception 
  21 
  Languages all, telepathy 120ft. 
  Challenge 16 (15,000 XP) 
   
  Angelic Weapons. The planetar's weapon attacks 
  are magical. When the planetar hits with any 
  weapon, the weapon deals an extra 5d8 radiant 
  damage (included in the attack). 
  Divine Awareness. The planetar knows if it hears a 
  lie.  
  Innate Spellcasting. The planetar's spellcasting 
  ability is Charisma (spell save DC 20). The planetar 
  can innately cast the following spells, requiring no 
  material components: 
  At will: detect evil and good, invisibility (self only) 
  3/day each: blade barrier, dispel evil and good, 
  flame strike, raise dead 
  1/day each: commune, control weather, insect 
  plague 
  Magic Resistance. The planetar has advantage on 
  saving throws against spells and other magical 
  effects. 
  Actions 
  Multiattack. The planetar makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +12 to hit, reach 
  5 ft., one target. Hit: 21 (4d6 + 7) slashing damage 
  plus 22 (5d8) radiant damage. 
  Healing Touch (4/Day). The planetar touches 
  another creature. The target magically regains 30 
  (6d8 + 3) hit points and is freed from any curse, 
  disease, poison, blindness, or deafness. 
  Shield Guardian 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 142 (15d10 + 60) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  8 (−1) 
  18 (+4) 
  7 (−2) 
  10 (+0) 
  3 (−4) 
    
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Languages understands commands given in any 
  language but can’t speak 
  Challenge 7 (2,900 XP) 
  Bound. The shield guardian is magically bound to an 
  amulet. As long as the guardian and its amulet are 
  on the same plane of existence, the amulet’s wearer 
  can telepathically call the guardian to travel to it, 
  and the guardian knows the distance and direction 
  to the amulet. If the guardian is within 60 feet of the 
  amulet’s wearer, half of any damage the wearer 
  takes (rounded up) is transferred to the guardian. 
  Regeneration. The shield guardian regains 10 hit 
  points at the start of its turn if it has at least 1 hit 
  point. 
  Spell Storing. A spellcaster who wears the shield 
  guardian’s amulet can cause the guardian to store 
  one spell of 4th level or lower. To do so, the wearer 
  must cast the spell on the guardian. The spell has no 
  effect but is stored within the guardian. When 
  commanded to do so by the wearer or when a 
  situation arises that was predefined by the 
  spellcaster, the guardian casts the stored spell with 
  any parameters set by the original caster, requiring 
  no components. When the spell is cast or a new spell 
  is stored, any previously stored spell is lost. 
  Actions 
  Multiattack. The guardian makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Reactions 
  Shield. When a creature makes an attack against the 
  wearer of the guardian’s amulet, the guardian 
  grants a +2 bonus to the wearer’s AC if the 
  guardian is within 5 feet of the wearer. 
   
   
  
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  29 
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
   
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  End position 
  of follow 
  statue A 
   
  Starting of 
  opposite 
  statue A 
  (greatsword) 
   
  End position 
  of opposite 
  statue B 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
    
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  Party starting 
  location 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
    
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Starting 
  position of 
  follow statue 
  B (bow) 
   
   
   
   
   
   
   
   
   
  Puzzle Solution: 
  1. Right  
  2. Down 
  3. Left  
  4. Left 
  5. Up  
  6. Right 
  7. Up 
  8. Up 
  9. Right            
  10. Down 
  11. Down 
  12. Left 
  13. Up 
   
  
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  30 
  Note: Please cut each set of runes and hand one to 
  each player in the lock rooms. They must 
  communicate the runes to the player in the 
  control room. 
   
  E P 
  C J 
   
  A Q 
  I J 
   
  N X 
  I T 
   
  J R 
  P L 
   
  A B 
  S W 
   
  K T 
  Y 
  O 
   
  T V 
  Z P 
   
   
  H Q 
  K P 
   
  E L 
  R W 
   
  X S 
  C D 
   
  T V 
  Y W 
   
  S T 
  V Z 
   
  I G 
  O F 
   
  Q J 
  D E 
   
  
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  31 
   
  C O 
  I 
  L 
   
  A S 
  F C 
   
  Q R 
  G O 
   
  E N 
  C H 
   
  T Z 
  V Y 
   
  K D 
  V B 
   
   
  I B 
  A T 
   
  K X 
  Q M 
   
  U R 
  X T 
   
  D B 
  Y N 
   
  R B 
  C W 
   
  Q K 
  I N 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  32 
  Control Room Key Columns pg. 1
                       
    
  E X B N S I W 
  T T V J T K T 
  C S J T I B B 
  V V I I G Q Y 
  P C D L V T A 
  Z D K P O M K 
  J Y Q R F A S 
  Y W A X Z X T 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  33 
  Control Room Key Columns pg. 2
   
   
  D U V B Q P 
  J R C K E K 
  I D T Q N W 
  O B F C R E 
  Q T Z R G H 
  E N Q N C Q 
  L X P Q H R 
  C Y E W O L 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  34 
   
  The inscription on the wall read the following when translated into common.  
   
   
  The party may translate the following letters based on their known languages.  
   
  Language 
  letter 
  Abyssal 
  Q 
  Aquan 
  B, Z 
  Auran 
  C, A 
  Celestial 
  D 
  Deep speech 
  H 
  Draconic 
  F 
  Druidic 
  G 
  Dwarvish 
  E 
  Elvish 
  T 
  Giant 
  J 
  Gnomish 
  K 
  Goblin 
  L 
  Gnoll 
  M 
  Halfling 
  N 
  Ignan 
  O, X 
  Infernal 
  P 
  Orc 
  Q 
  Primordial 
  R, W 
  Sylvan 
  S 
  Terran 
  I, Y 
  Undercommon 
  U 
   
   
   
   
  
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  35 
  Note: Three copies of the message for distribution. You also should cut up the translation letters on the next 
  page into each symbol and its translated letter and give the party the letters they can decipher based on the 
  languages they know. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         CCC-CIC-05 Donum Vitae 
  36 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  37 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         CCC-CIC-05 Donum Vitae 
  38 
   
  Wand of Wonder 
  Potion of Invulnerability 
  Spell Scroll of Greater Invisibility 
  Story Awards 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.         CCC-CIC-05 Donum Vitae 
  39 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Handout 
  1: 
  Hopscotch 
  Court 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Cold Iron Conventions (CIC)/CCC-CIC-05 - Donum Vitae v4.pdf