TEXT:  
   
  A Panther’s Peril 
   
  Lord Geoffrey of the Smiths has learned that a former comrade and fellow adventurer has taken his 
  family heirloom and believes that this is the reason for his recent string of misfortune. He seeks 
  adventurers to track down the Winged Panther and recover what was lost in order to break his 
  supposed curse. Can the party track down this elusive thief and convince her return that which was 
  taken? 
   
  A Four-Hour Adventure for 1st-4th Level Characters 
   
   
  DAVE KNIGHTON 
  Author 
   
  Adventure Code: CCC-MACE01-02 
  Optimized For: APL 3 
  Version: 1.01 
  Product Manager: David Morris 
  Development and Editing: Dave Knighton, David Morris 
  Produced by: Mount Ogden Gaming Company 
  Art and Cartography: Jay Africa (Glyph), Dave Knighton (Cartography) 
  Converted for Fantasy Grounds: Chris "FSHSchmo" Jernigan 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Lysa Chen 
   
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  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 
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  2 
  Introduction 
  Welcome to A Panther’s Peril, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and 
  part of the Blight of Geoffrey storyline. 
   The adventure takes place on the Moonsea 
  starting in the city of Hulburg in and around the 
  region of Thar, in the Forgotten Realms campaign 
  setting.  
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  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 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  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. Familiarize 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.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  3 
  Adventure Primer 
  “Society prepares the crime; the criminal only 
  commits it.”  
  ― James Patterson, Cat & Mouse 
  Adventure Background 
  Geoffrey of the Smiths is the head of a merchant 
  house in Hulburg. His family has been in the area for 
  generations having grown from running their own 
  farm to managing neighboring farms that they 
  acquired from others. House Smith also operates an 
  Inn and small iron mine outside of town. The Smith 
  family has always attributed their good fortune to a 
  family heirloom: a magical mace. 
   Recently Geoffrey has had a terrible run of luck. 
  Many of his farms fell under the effects of a blight 
  then his iron mine was infested by rust monsters. 
  The inn’s patrons have all abandoned it since it only 
  serves water and they’re afraid of a haunting tune 
  that resonates through the walls. 
   Geoffrey has recently learned that a former fellow 
  adventurer has absconded with a family heirloom 
  and sold it off. He believes that this he is being 
  punished for losing this enchanted mace and seeks 
  adventurers to track down the Winged Panther and 
  recover the object in order to break his curse. The 
  Winged Panther is a well-known thief throughout 
  the Moonsea area and has a history of escaping any 
  trouble she finds herself in. 
  NPC Summary 
  The following NPCs featured in this adventure: 
   
  Lord Geoffrey of the Smiths: Geoffrey is the head of the 
  merchant house of the Smith’s.  
   
  Sir Raghnall the Long: He is first protector, then advisor, 
  and finally friend to Geoffrey. 
   
  Kyanise Ell: Kyanise is the Winged Panther a childhood 
  friend of Geoffrey. 
   
  Kendar and Bortax: Brothers in arms and by birth, 
  these two are struggling mercenaries, always on the 
  lookout for the next job.  
   
  Angar Steadyhand Kalagiano: Owner of the Staggering 
  Goat.  
   
  Derdrick: Derdrick is a well-known thieve within the 
  Moonsea area and has worked with Kyanise on many jobs. 
  Adventure Overview 
  The Panthers Peril begins at Lord Geoffrey’s manor. 
  The party is greeted by Sir Raghnall and led into the 
  manor to meet with Lord Geoffrey. 
   Part 1. Geoffrey’s Peril (20 Minutes) The party 
  learns that a former associate of Lord Geoffrey has 
  stolen a family heirloom and he believes that this is 
  the reason for his recent string of misfortune. He 
  offers them a reward to gather information on the 
  Winged Panthers whereabouts and/or return that 
  which was taken. 
   Part 2. The Peril of Rumors (70 Minutes) 
  Following the lead from Lord Geoffrey, the party 
  seeks out more information from the patrons of The 
  Staggering Goat. They learn that Kyanise had hired a 
  party to infiltrate a goblin lair north of Hulburg. 
  Finding the party captured by the goblins, they learn 
  of the mission Kyanise hired them for. 
   Part 3. The Peril of Parley (60 Minutes) With 
  the party now in possession of the map leading to 
  where the Winged Panther was to meet the hired 
  crew, they find themselves at the hideout of Derdrick 
  and his band of thieves. The party finds that Kyanise 
  was there recently but has moved west through the 
  Great Gray Lands of Thar. 
   Part 4. Peril of the Land (60 Minutes) The 
  treacherous land of Thar has plenty of danger in 
  store for the party as they travel several days 
  through the moorland. Little does the party know 
  they’re being tracked by a vicious pack of gnolls 
   Part 5. The Peril of the Panther (20 Minutes) 
  Arriving in the city of Thentia, the group comes face 
  to face with the Winged Panther and convince her to 
  give up the information of the mace…for a price. 
  Adventure Hooks 
  For each character, choose an appropriate reason 
  why they are traveling to Hulburg. 
   Previous Adventures. If the characters have 
  previously participated in adventures in and around 
  Hulburg, they may already be in the area looking for 
  work or helping refugees. If the characters have 
  participated in Mace 1-1, then they are returning to 
  assist Lord Geoffrey in locating the mace. 
   Treasure Hunters, Adventurers, and other 
  undesirables. Fliers circulate through Hulburg 
  advertising for adventurers to assist Lord Geoffrey 
  with a private matter. 
   Harpers (Faction Assignment). Faction leaders 
  have learned that Lord Geoffrey is organizing a 
  search for the Winged Panther, Kyanise Ell. Your 
  leaders have explained to you that her grandmother 
  was a well-known and respected member of the 
  Harpers and believe that recruiting Kyanise is in the 
  faction’s best interest. You have been asked to assist 
  in a mission and track down the Winged Panther and 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  4 
  convince her to join by reading the Harpers Lament 
  in hopes of reminding her of her grandmother’s 
  cause. (Player’s Handout 1) 
   Emerald Enclave (Faction Assignment). Your 
  faction leaders have asked you to be on the lookout 
  for a large stone. You’ve been told it’s the size of an 
  ogre’s head. Although the reason has not been 
  revealed to you, you’ve been directed to report any 
  information or the location of this speaking stone 
  back to them.  
  Adventure Awaits! 
  To find more adventures produced by Mount Ogden Gaming 
  Company, please visit our Author page on DMsGuild.com or 
  our webpage. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  5 
  Part 1. Geoffrey’s Peril 
  Estimated Duration: 20 minutes 
  The adventurers meet with Lord Geoffrey after he 
  has had time to think about the current situation. He 
  shares with those answering the flier the private 
  matter he requires assistance with. Those returning 
  are already aware of the situation and are awaiting 
  further instructions. 
  General Features 
  Hulburg has the following general features. 
   
  Terrain. Hulburg continues to recover from the previous 
  damage it has suffered. New construction is often being done 
  over the ruins of some other structures. Trees and flowers 
  have been planted in the newer parts of town, but vegetation 
  grows wild in the older parts of the city  
   
  Weather. It is Ches, and the weather remains chilly. Frost 
  lingers in the morning, but by midday, the sun warms and will 
  have melted away the frost.  
   
  Light. The sun rises at near six in the morning. Visibility is 
  clear and bright  
  As the rising sun breaks the horizon, a cold breeze hits your 
  back as you make your way through town and arrive your 
  destination: the manor of Lord Geoffrey. Before you stands a 
  large home of ornate design, however, it appears to have 
  seen better days as it is currently being repaired.  
   
  Men and women can be seen arriving and setting up for 
  their days work on reconstruction as a fresh patrol of guards 
  relieve the night watch. 
   
  You approach the main doors and knock. Within a few 
  moments, the door opens to a well-dressed man. 
   
  “Welcome adventures, and may I be the first to say thank 
  you. I am Sir Raghnall, protector and advisor for the Lord.” 
   
  He bows and motions for you to follow him through the 
  halls. 
  Sir Raghnall doesn’t say anything other than “All 
  your questions will be answered by the Lord” in the 
  most respectful manner possible as he leads the 
  party to Geoffrey’s meeting room.  
  Raghnall leads you to a set of open doors where you see a 
  man seated at a large wooden table. As he stands he bows 
  and speaks, 
   
  “Well met and thank you for answering my call. Please sit, 
  we have much to discuss.” 
   
  Development 
  Role-playing Geoffrey 
  Lord Geoffrey is a fair but stern master. He is quick to 
  reprimand workers that aren’t pulling their weight. But, after 
  all, he has a kind heart and lets poor workers stay on a bit 
  longer than he should. 
   
  Geoffrey is a tall man with a strong build, though time and 
  a hard life have taken their toll. While one can easily envision 
  him as a strong and proud warrior, those years are behind 
  him. He walks with a limp and a cane and winces at a pain in 
  his back when he thinks no one is looking. 
   
  Trait: Geoffrey feels responsible for those who work for 
  him and will go out of his way to help them. 
   
  Flaw: Geoffrey was once a strong and skilled fighter, and 
  still is at heart. He seldom backs down when he should and 
  overestimates his strength and endurance. 
  Geoffrey conveys the following information to the 
  characters. 
  • A terrible string of bad luck or fate as fell upon 
  him recently. 
  • These events started shortly after a former fellow 
  adventure arrived for a meeting. 
  • Kyanise Ell, also known as the Winged Panther 
  came to meet with him attempting to convince 
  him to join her on another adventure. 
  • She explained that an object once belonging to her 
  grandmother was lost, and she needed help to 
  recover the object.  
  • After his heart lost the desire for adventure, his 
  body soon followed.  
  • Kaynise felt spurned by this, and the two had a 
  falling out. 
  • He received a letter the other day signed by the 
  Winged Panther explaining that due his perceived 
  selfishness she took his families mace and sold it 
  off. 
  • It is imperative that the mace is found and 
  returned as Geoffrey’s seat on the city council is 
  already in jeopardy due to the recent loses he has 
  experienced.  
  • House Smith is prepared to offer 500 gp for any 
  information leading to the Winged Panther and 
  the return of the mace. 
  • Lord Geoffrey suggests the party visit the 
  Staggering Goat as this was Kyanise’s last known 
  whereabouts. 
  About the mace 
  If the party asks about the mace, Geoffrey provides 
  the following information. 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  6 
  • This mace is a family heirloom and enchanted. 
  • His father’s father bore it into battle and with its 
  blessing always returned home. 
  • It was told to him that the mace was found while 
  tracking a murderer with a small group of soldiers 
  from our home in the border kingdom to a burrow 
  not far from there. 
  • Upon facing the foul beast, its true nature was 
  discovered to be a vampire. 
  • In the most desperate moment of the battle, his 
  grandfather was the only one left standing, and 
  barely so. He called out both a prayer to the gods 
  and a curse to the creature. That was when the 
  light of the sun itself burst forth from the mace, 
  destroying the vampire and blinding his 
  grandfather. He crawled home, nearly dead and 
  blind across miles of hills and through orc 
  territory to make it home at last. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  7 
  Part 2. The Peril of Rumors 
  Estimated Duration: 70 minutes 
  The Staggering Goat 
  Estimated Duration: 30 minutes 
  Following the directions that were given to you by Lord 
  Geoffrey, you find yourself at the door of the Staggering 
  Goat, a tavern, an inn for the more “rough” visitors of 
  Hulburg. As you enter the building, a mug flies through the 
  air and hits just to the left of you. Scanning the room, you see 
  that none of the chairs or stools match. Upon closer 
  inspection, it appears the tables themselves have been nailed 
  to the floor as the sunlight through the windows glints off the 
  silver metal heads embedded into their bases. This tavern has 
  obviously seen its fair share of brawls. 
  The Staggering Goat is loud and busy as the party 
  enters. Several of the patrons appear to be in heated 
  conversations. Two human males are louder than 
  the rest, and a successful DC 13 Wisdom 
  (Perception) check by any party member overhears 
  the argument is over whether or not they should 
  have taken a job, as they now need the gold. 
   The party has several options at this point. They 
  can approach the two men arguing, step up to the 
  bar and speak with the barkeep, or gather 
  information from the patrons.  
  1. Missed Opportunity 
  If any of the players choose to approach the arguing 
  men, read the following: 
  The two men are obviously intoxicated as you walk up to the 
  table. Due to their heated conversation, they don’t even 
  notice you approach. 
   
  “…And now we don’t have the coin needed to get out of 
  this blasted town” one of them yells as he slams his mug of 
  ale on the table. 
   
  “Aye, but we’re alive aren’t we? That was a suicide mission 
  if I’d ever heard of one. Just wanted us to charge into our 
  deaths she did” slurs the other.  
  Kendar and Bortax are arguing over whether or not 
  they should have turned down a job offer from the 
  Kyanise. She had put a call for a crew in tracking 
  down a tribe of goblins to recover a stolen object.  
   The two can be calmed down with a DC 10 
  Charisma (Persuasion) check or a spell-like calm 
  emotions and are willing to talk with a DC 13 
  Charisma (Persuasion) check. If anyone offers to 
  buy drinks, these checks are made with advantage. 
  Development 
  • Kyanise was looking to hire a few individuals to 
  track down a tribe of goblins. 
  • The tribe was supposedly camping in a cave north 
  of here in the hills between Hulburg and Glister. 
  • Kyanise never told them exactly what was stolen. 
  Liquid Courage 
  If any member of the party wishes to attempt to intimidate 
  either Kendar or Bortax they must succeed on a DC 18 
  Charisma (Intimidation) check made with disadvantage as 
  the two are full of liquid courage. If they fail, have only the 
  player that attempted the check roll for initiative against 
  both Kendar and Bortax. Both use the bandit stats. After two 
  rounds the three are separated by Angar, the barkeep, and 
  all of them are kicked out and not welcome back. Rolls made 
  by any other members that were at the table when this 
  occurred are made with disadvantage while they remain in 
  the tavern. 
  2. I’ll Have What She’s Having 
  If any party members wish to speak with the 
  barkeep read the following: 
  Behind the bar, a stoic-looking goliath is scanning the room. 
  He looks on edge as if he’s ready to jump the bar and charge 
  at a seconds notice. Despite this, he seems well aware of his 
  surroundings. Without even making any eye contact with 
  you, you’re taken back when he flatly questions “What to 
  drink?” 
  The barkeep, Angar Steadyhand Kalagiano, is one 
  of the few individuals that can handle working the 
  bar at the Staggering Goat. His size and experience in 
  battle give him an advantage when dealing with the 
  riffraff that often stops into the tavern.   
   Unless the members make a purchase, Angar will 
  walk away, never making eye contact as he 
  continues to scan the room. If at least one character 
  orders a drink, he is willing to talk with a DC 13 
  Charisma (Persuasion) check. The DC decreases by 
  one for each additional drink purchased. 
  Development 
  • A women by the name of Kyanise had a room in 
  the inn but left a few days ago. 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  8 
  • She had spent several days putting together a 
  crew to track down a tribe of goblins north of 
  here. 
  • The day she left she seemed very upset. Muttered 
  something about teaching someone a lesson about 
  honor and standing by friends in their time of 
  need. 
  • Before that last day, she was always in a good 
  mood and would spend a pretty copper piece 
  drinking and talk about stories of her adventures.  
  3. Working the Room 
  Have any party member that wishes to talk to or 
  attempt to eavesdrop on those within the Staggering 
  goat make an Intelligence (Investigation) or 
  Wisdom (Perception) check. These checks are 
  made with advantage if they are willing to buy 
  drinks for whomever they’re trying to gather 
  information from. 
  Development 
  • DC 10: A woman was in recently offering a large 
  payoff for anyone willing to be hired on for some 
  expedition to the north. 
  • DC 13: The infamous Winged Panther hired a 
  crew to track down a tribe of goblins in the hills 
  just north of Hulberg. 
  • DC 15: You find someone that was hired by 
  Kyanise. She informs you that she drank too much 
  the night before the crew took off and missed her 
  opportunity. They were headed to a cave about a 
  day’s travel north of here to recover a chest that 
  was stolen by the goblins. 
  Goblin Gorge 
  Estimated Duration: 40 minutes 
  When the party has gathered all the information 
  they need and are ready to head out read the 
  following: 
  After an uneventful journey along the foothills, you find 
  yourselves at the opening of a small canyon that heads east 
  into the hills.  
  Have the party make a group DC 10 Wisdom 
  (Perception) check. If at least half of the party 
  succeeds, they notice several small humanoid 
  footprints going both in and out of the canyon as 
  well at least five sets of medium humanoid tracks 
  heading in but none coming out.  
   Once the party begins into the canyon, have them 
  roll another group DC 13 Wisdom (Perception) 
  check. If at least half the party succeeds, they realize 
  that canyon is eerily quiet. 
  The path leading through the canyon winds deeper into the 
  hills. Large boulders jut from the ground casting shadows 
  across the ground. After an hour of travel, you find yourself 
  at the mouth of a large cave. Several bones and broken 
  arrowheads are strewn about just inside the entrance.  
  A DC 10 Intelligence (Investigation) check reveals 
  the bones to be an animal and the arrowheads to be 
  of goblin make. 
  General Features 
  The general features of the cave are as follows: 
   
  Light and Visibility: The main chamber of the cave is 
  illuminated by the sun up to ten feet in and is dim light to the 
  back of it. The tunnels past the main chamber have no light, 
  nor does the chamber where the prisoners are kept. The 
  sleeping chambers are lit with a campfire. 
   
  Smells: The smell of rotting meat and damp air waft 
  throughout the cave. 
   
  Terrain: The cave is solid and no difficult terrain 
  throughout. 
  The main chamber is 30 feet deep by 30 feet wide 
  with a 20-foot ceiling. At the far end of the cave are 
  two tunnels, neither offering light from within. 
    A DC 18 Intelligence (Investigation) of the 
  room finds blood splatters in the dirt and drag 
  marks leading towards the tunnel on the right at the 
  back of the chamber.  
  G1. Left is Right! 
  If the party takes the tunnel on the left, read the 
  following: 
  After several minutes of traveling along this dark, winding 
  tunnel you see the light coming from an opening further 
  ahead on the left.  
  The party can attempt a group DC 15 Dexterity 
  (Stealth) check to sneak up to the corner and look 
  in. If more than half the party fails, the goblins in the 
  room are prepared for them when they enter. 
  Bedrolls and piles of debris can be seen throughout the room 
  along with several goblins all surrounding a large campfire 
  with a large iron cauldron placed over it in the center of the 
  chamber. The smell of cooking meat wafts through the air. 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  9 
  Four Goblins and one Nilbog are preparing a meal 
  when the party comes across them. The goblins are 
  not willing to share their meal and will fight to the 
  death. 
  Adjusting the Encounter 
  Here is the recommendation for adjusting this combat. These 
  are not cumulative. 
  • Very Weak: Remove 1 goblin and the nilbog 
  • Weak: Remove the nilbog 
  • Strong: Add one goblin boss 
  • Very strong:  Add two goblin bosses 
  Treasure 
  The goblins have 50 gp between all of them. 
  G2. Right is Right, Right? 
  If the party takes the tunnel to the right, read the 
  following: 
  This dark tunnel curves slightly to the right with a slight 
  decline. After several minutes have passed, it opens up to a 
  small ten-foot circular room. Four bodies are tied and 
  huddled on the far side of the room, and several large crates 
  and bags are piled throughout.  
  Development 
  The four bodies tied up are the part of Kyanise’s 
  hired crew. All are unconscious. A DC 10 Wisdom 
  (Medicine) check is required to stabilize and wake 
  them. Upon waking the party learns the following: 
  • The Winged Panther hired a crew of five to 
  recover a chest that was stolen from a group of 
  bandits during a raid by the goblins. 
  • The hired party had scouted out the area and only 
  found a handful of goblins. However, when they 
  made their move on the cave, they were ambushed 
  by a dozen more. 
  • One of the members of the party is missing from 
  this room. 
  • The party was directed to recover the chest and 
  meet the Winged Panther at a predetermined 
  location. If the characters ask for clearer 
  directions, the hired crew hands over a map that 
  indicates the location. 
  • The chest was to be used for negations for 
  information, and they were directed not to open it. 
  That’s all they were told. 
  • The captives thank their rescuers offer what little 
  gold they have and leave the cave. 
  Treasure 
  For rescuing hired crew, the four offer up 40 gp and 
  the map with the location of where to meet with the 
  Winged Panther. If the party searches the room, they 
  find 10 gp and potion of poison. With a DC 13 
  Intelligence (Investigation) check, a small locked 
  chest is also found. Opening the chest requires a DC 
  13 Dexterity (Thieves’ Tools) to pick the lock. 
  Inside the chest is a small rag doll with one button 
  eye. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  10 
  Part 3. The Peril of Parley 
  Estimated Duration: 60 minutes 
  DM note: The play of this section is entirely dependent on 
  the actions of the party. It is important to read through each 
  sub-section and be aware of the possible outcomes that can 
  come about from the player's choices. 
  After leaving the goblins' cave, allow the players to 
  travel until sunset and set up camp.  Ask they party if 
  they would like to determine a watch schedule and 
  have each character on watch roll a Wisdom 
  (Perception) check and determine the results from 
  below. 
  • DC 12 or less: You notice nothing more than a 
  crisp breeze blowing from hills to the east and a 
  dark sky with no moon. 
  • DC 13: The wind shifts briefly from the east to the 
  west and carries the sounds of a high-pitched 
  series of what sounds like laughter. 
  • DC 15: To the west, in the marshes of Thar, you 
  make out faint dots of light, possibly campfires. 
  • DC 18: Your watch is filled with sounds of 
  creatures in the marshland of Thar. High pitched 
  laughter, howling, and war drums. Several 
  campfires can be seen far out in the distance 
  scattered about the horizon. 
  Vulture Hill 
  After the party has finished their rest and are ready 
  to move out read the following: 
  Following the map for the better part of the day, you come to 
  a trailhead leading up one of the hills. The mid-day sun has 
  melted most of the frozen ground leaving a muddy kickback 
  pathway winding back and forth. Loose rocks and large 
  boulders make up the remainder of the hillside along with 
  large trees still devoid of any foliage. Several large birds fly 
  high overhead.  
  The party can choose to either take the trail or work 
  straight up the hill, either way, will be difficult 
  terrain but the path will take longer to traverse, and 
  the party arrives at the top as the sun is setting. 
  General Features 
  The general features of the hillside and trail are as follows. 
   
  Light and Visibility: The evening sun still hangs high 
  enough to provide well-lit light while working up the hill. If 
  the party decides to take the trail the sun is setting and 
  provides dim light once they reach the top. 
   
  Weather: While the sun is up it provides plenty of warmth. 
  Once the sun sets, however, a crisp breeze blows on top of 
  the hill lowering the temperature greatly. 
   
  Terrain: Regardless of which option the party takes, the 
  trail or straight up the hill, the terrain is difficult. 
  V1. They Came From Above 
  After the party has climbed halfway up the hillside, 
  regardless of which path they take, read the 
  following: 
  The climb is proving to be grueling as you continue on your 
  course upwards. The birds you saw earlier have been slowly 
  circling closer, and a few of them have perched in the trees 
  around you. Giant vultures sit, waiting for an easy meal.  
   
  After another ten minutes of travel, your audience has 
  grown impatient and wishes to dine now. 
  Two giant vultures attack the party intent on 
  making them super. 
  Adjusting the Encounter 
  Here is the recommendation for adjusting this combat. These 
  are not cumulative. 
  • Very Weak and Weak: Remove 1 giant vulture 
  • Strong: Add 1 giant vulture 
  • Very strong: Add 2 giant vultures 
  V2. This is the Place 
  If the party took the trail for more than half the 
  journey, read the following: 
  You reach the top of the trail as the sun sets below the hills. 
  A crisp breeze begins to blow from the north. This is the 
  location on the map that Kyanise said she would meet her 
  hired crew, but she is nowhere to be found. 
  If the party traveled straight up the mountain for 
  more than half of the journey read the following: 
  You’ve made good time up the hill, and the sun still provides 
  ample light to survey the area. This is the location on the map 
  that Kyanise said she would meet her hired crew, but she is 
  nowhere to be found. 
  The trail brings the party to a sheer rock ridge 50 
  feet above the ground. The directions on the map 
  state that once the hired crew had obtained the 
  chest, they were to meet Kyanise here. The remains 
  of a campfire and matted grasses from a bedroll 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  11 
  show signs that someone was here recently. A DC 10 
  Intelligence (Investigation) or Wisdom 
  (Perception) check tells the character that this fire 
  is no more than two days old. 
  The area looks like someone was here recently as the 
  remains of a fire and signs of a bedroll are present. You 
  search the area, and within a few minutes, you find a 
  parchment folded and placed conspicuously under a rock 
  near the fire pit.  
   
  “I have waited longer than I can. I must attempt the 
  negations without the promised goods. If you’re still alive and 
  arrive with the chest meet me in the cave below as soon as 
  you can. 
  -The Winged Panther” 
   
  You look over the ridge to see the opening of a cave 50 
  feet down on the far side of the ravine, about 30 feet from 
  the ledge you stand on. Two humans walk out, scan the area 
  for a few moments and walk back in as light flickers from 
  deep within the mouth of the opening.  
  If any member of the party spends time and a DC 10 
  Intelligence (Investigation) check, they will find a 
  path that should easily allow the group to traverse 
  the rock face safely. The party can also attempt to 
  scale the face using other means. If they choose this 
  option, have them make two DC 13 Strength 
  (Athletics) checks, with advantage if using a rope. If 
  they fail the first check, they take 3d6 Bludgeoning 
  damage as they lose their grip and fall landing prone. 
  If they fail they second check, they take 1d6 
  Bludgeoning damage also landing prone. 
  V3. A Thieves Den 
  The hired crew had informed the party that Kyanise 
  was to meet with a group of thieves in order to 
  maintain information relevant to her quest. This 
  information was to be shared on one condition; she 
  returns the chest that the goblins had absconded 
  with. 
   If for any reason the party didn’t recover the chest, 
  the information can still be obtained; it will just be 
  more difficult. 
   Once all the party members are on the ground 
  read the following: 
  A soft light flickers from deep within the cavern. Voices can 
  be heard echoing off the rock walls within. Two guards pace 
  back and forth just within the entrance. 
   If any of the party members fell while trying to 
  scale down the cliff face, the guards are keeping an 
  eye out for intruders and can’t be surprised.  
   
   If the party approaches at night, they have 
  advantage on any stealth checks as long as the 
  guards aren’t aware of them. 
  3a. A Pleasant Surprise 
  If the group successfully stealth’s up to the cavern 
  read the following: 
  Looking inside the cave entrance, you see a large bonfire in 
  the center of this 30-foot circular cavern. Several guards sit 
  around the fire talking and laughing. The guards at the 
  entrance have their back turned to you and are engaged in 
  the revelry.  
   
  At the far side of the cavern, a set of rough-cut steps leads 
  to another opening. A large man walks out with two wolves, 
  one on each side.  
   
  “Any word yet on the Winged Panther?” the man bellows. 
  Silence fills the room as he continues. Until I have that box 
  and that woman back in chains everyone is to remain on the 
  ready. Is that understood?” 
   
  A resounding “Yes Derdrick” immediately follows the 
  man’s question. With that, the man turns and walks back into 
  the secondary chamber with both canines on his heels.  
  Derdrick, a thug, is the leader of this band of 
  thieves. The other four use the stats of bandits. 
  Kyanise was here and attempted negotiations 
  without the chest as she had promised. Derdrick 
  locked her up for her failure in keeping her end of 
  the deal, however, is known for her miraculous 
  escapes, Kyanise slipped out while the thieves were 
  sleeping. A search party has been dispatched to 
  locate her, but none of them have returned yet, and 
  Derdrick is beginning to lose his patience. 
   If combat ensues, Derdrick and both wolves join 
  the fight after two rounds. 
  Adjusting the encounter 
  Here is the recommendation for adjusting this combat. These 
  are cumulative. 
  • Very Weak and Weak: Remove both wolves 
  • Strong: Derdrick uses the stats of a bandit captain 
  • Very strong: The bandits us the stats of a thug 
  3b. Surprising No One 
  If any of the party members fell while attempting to 
  scale the rock face read the following: 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  12 
  The only thing that can be heard as you approach the mouth 
  of the cave is the crackling of fire as the light flickers from 
  deep within the cave casting two shadows that loom 
  ominously across the ground in front of you. Peering in you 
  can see two people sitting between you and the fire. On the 
  far end of this 30-foot, the circular cavern is a set of rough 
  worked steps leading to dark entrance in the rock wall. 
  Two bandits stand on the other side of the wall 
  waiting for the party to enter in order to ambush 
  them. The two sitting by the fire are also bandits 
  and have weapons drawn waiting for the ambush. 
  Derdrick, a thug, and his two wolves wait quietly in 
  the dark chamber within the cave and join combat 
  immediately if it ensues. 
   Use the encounter adjustments from 3a. A 
  Pleasant Surprise. 
  3c. Nothing to Fear 
  The party may decide as a group to approach the 
  cave openly and talk with the bandits. Regardless of 
  the time of day, or whether the guards were aware 
  of their presence, allow the players to role-play their 
  approach to the cave.   
   Once they have made themselves known, two of 
  the guards will walk out and take a bead on the 
  players with their crossbows, and demand to know 
  what their business is.  Derdrick, along with his two 
  wolfs, will meet with the party outside of the cave, 
  his demeanor all dependent on the how the party 
  announces themselves.  
   Any player can make a DC 13 Charisma 
  (Persuasion) check to begin talks with Derdrick. 
  This check automatically succeeds if they present 
  the chest prior to making the roll. On a failure, 
  Derdrick will turn away, ordering his guards to fire. 
  The player may attempt this check again with 
  disadvantage, or any other player can attempt 
  without any penalties. Allow for advantage on the 
  check with good roleplay.   
   If any player wishes to intimidate Derdrick or any 
  of his band, they can attempt a DC 19 Charisma 
  (Intimidation) check. If it fails, Derdrick orders an 
  attack on the party and combat ensues. On a success, 
  Derdrick talks but isn’t as forthcoming with his 
  information. 
  Development 
  If the party successfully opens a dialogue with 
  Derdrick and gives him the chest, he is grateful and 
  openly shares all information he has. 
  • The Winged Panther came to him a few ten days 
  ago looking for a lead on an object that belonged 
  to her grandmother. 
  • Derdrick and Kyanise have a history in the 
  “occurring objects” business. 
  • Although he doesn’t know exactly what it was that 
  she was looking for, Derdrick has enough contacts 
  throughout the Moonsea he was able to ascertain a 
  lead. 
  • Kyanise showed up two days ago without the 
  chest as promised. This wasn’t the first time she 
  had attempted to deceive him, and he wasn’t going 
  to let her back out of their deal. 
  • She promised that her crew would deliver the box 
  as soon as they arrived. 
  • While she was locked up, he had told her that he 
  had learned of a lead in Thentia.  
  • After she escaped, he had sent a small party to 
  track her down through the marshes of Thar.  
  • He really has nothing against Kyanise, and in fact, 
  respects her talents. He locked her up simply 
  because he doesn’t trust her.  
  • Derdrick offers his den and a hot meal for the 
  adventures if they would like to rest before 
  heading out. 
  • The chest contains a doll that he gave to his 
  daughter the day she was born. The caravan that 
  was making its way to this location was raided by 
  the goblins. He was planning on sending his own 
  men to recover it, but it just so happened that 
  Kyanise needed a favor. 
   
  Dead Men Don’t Talk 
  If the party kills the bandits without ascertaining any 
  information from Derdrick, not all is lost. The party 
  can spend some time searching the area. After a 
  short time they notice several sets of humanoid 
  tracks heading southwest from the cave and can 
  follow them into the marshland of Thar. 
  Treasure 
  The bandits have 60 gp between all of them. 
  Derdrick has 10 gp and a potion of hill giant 
  strength. If the party leaves Derdrick on good terms, 
  he will offer the potion to them stating “To catch the 
  Winged Panther, you’ll need a little more strength.” 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
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  Part 4. The Peril of the Land 
  Estimated Duration: 60 minutes 
  Through the Muck and Mire 
  The journey from the thieves den to Thentia will 
  take several days travel by foot straight through the 
  heart of Thar. The Great Gray Land of Thar is home 
  to many beasts, and many have lost their lives 
  traveling through the tall grasses and swamps. Little 
  to the party’s knowledge, shortly after entering the 
  area their scent is picked up by a pack of gnolls. 
   When the party is ready to leave Derdrick and his 
  crew, or once the party has picked up Kyanise’s trail, 
  read the following: 
  The journey through Thar is several days, and you’ve heard 
  stories of the beasts that inhabit the Great Gray Land. One of 
  the benefits of soft ground is how easy it is to spot footprints, 
  especially when one is on the run. As you follow the Winged 
  Panthers trail, you hear war drums in the distance just as a 
  cool breeze hits your back sending shudders up your spine. 
  General Features 
  The general features of the Thar are as follows: 
   
  Light and Visibility: The sun is blotted by clouds for the 
  player’s journey through the marsh, but this does not affect 
  normal visibility. Rainstorms can come out of nowhere while 
  in Thar and Perception checks that rely on sight have 
  disadvantage while it is raining.  
   
  Weather: The clouds are thick for most of the journey, and 
  a slight drizzle is constant, save for when the sky opens up, 
  and heavy rains fall. 
   
  Terrain: Thar is a fast stretch of gray stones, jutting 
  boulders, and marshy wetlands. Plant live consists of brown-
  gray grasses, the occasional pine shrub, and dead or dying 
  trees. The ground is moist and muddy but does not create 
  difficult terrain. 
  Although there is only one combat encounter in this 
  section, describe three days of travel as they move 
  through the moor, having the party make camp each 
  night. There are plenty of things that go bump in the 
  night, and this is a great way to instill a sense of 
  dread within the players. Have the character that is 
  on watch roll a Wisdom (Perception) check and 
  use the following table for results. 
  • DC Less than 8: A slight breeze blows on this 
  moonless night. Although quiet, you have a sense 
  of dread you can’t shake.  
  • DC 8: In the distance, you hear the war drums of 
  orcs. 
  • DC 13: War drums beat off and on through your 
  watch. The sound of high pitch laughing carries on 
  the wind; a little too close for your comfort. 
  • DC 15: With the random beats of the war drums, 
  and the insidious, high-pitched laughter, every 
  bending read in the dark draws your attention. 
  That’s all it is though right? The wind blowing 
  through the reads? 
  • DC 18: You can’t shake the feeling that something 
  is watching you, hunting you. You hear the weeds 
  rustle behind you, but nothing is there as you turn 
  around. 
  Time is the Enemy 
  If you find yourself pressed for time, you can opt to have just 
  one night of watch instead of instead of three. Alternatively, 
  if you find yourself needing to stretch out this section a little 
  longer, you can include another day or two.  
  Hazards of the Land 
  The first three days of travel through Thar are 
  devoid of any combat. However, that doesn’t mean 
  its safe. Use the following during those three days in 
  any way you wish, or not at all if time is limited.  
   The Speaking Stone encounter is the one 
  exception if there are any Emerald Enclave 
  members in the party as this fulfills their faction 
  quest. 
  The Speaking Stone 
  At high sun on one of the days, the party comes 
  across a peculiar stone. This is the stone that 
  members of the Emerald Enclave where to be on the 
  lookout for. To call it a stone would be an 
  understatement as it is more of a boulder.  
   The base of the rock is six feet across standing 
  almost as high and is mostly spherical with a few 
  irregularities. The weight of the stone is about 500 
  pounds and next to impossible to move. 
  While traversing one of the many bogs throughout this 
  desolate stone wasteland, the tall reeds suddenly give way to 
  a clearing roughly 20 feet in diameter. Sitting in the center of 
  this large dead space sits a very large, mostly spherical stone. 
  Etched into it are strange markings. 
  Members of the Emerald Enclave recognize this as 
  the speaking stone described to them by their 
  faction leaders.  
   If any member of the group would like to 
  investigate the rock a DC 18 Intelligence (Arcana) 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  14 
  check reveals that there is a faint aura of magic 
  radiating off the stone.  
   The markings are not recognizable, even with 
  magic, and any history checks fail automatically. 
  Getting Lost 
  Without the aid of any abilities or magic, getting lost 
  in the expanse of Thar is easy to do. Two DC 13 
  Wisdom (Survival) checks will have to be made 
  while tracking Kyanise. Have one party member 
  make one in the morning and have one member 
  make one throughout the day. If the checks fail, all 
  members of the party will have disadvantage on any 
  checks or saving throws until a successful check is 
  made.  
  Quicksand 
  Quicksand pits are prevalent throughout the 
  marshlands that are scattered throughout the stony 
  terrain. A quicksand pit is a 10-foot square by 10-
  feet deep. Noticing the quicksand requires a DC 15 
  Wisdom (Perception) check. If a player fails to see 
  the area and enters it, they sink 1d4+1 feet into the 
  quicksand once they reach the center of it and 
  become restrained. At the start of the player's turn, 
  they sink another 1d4 feet. As long the player isn’t 
  completely submerged it can escape with a Strength 
  check. The DC for this 10 plus the number of feet the 
  player has sunk. A player that is completely 
  submerged can’t breathe and begins to suffocate. 
   Any other player can use their action to attempt to 
  pull out the stuck player if they are within range by 
  making a Strength check. The DC for this is 5 plus 
  the number of feet sunk. 
  Hidden Pits 
  Despite the dangers, many hunters and trappers 
  work the Gray Lands. Pit traps are scattered on most 
  of the heavily used game trails.  
   Spotting these traps requires a successful DC 15 
  Wisdom (Perception) check to discern the 
  variation in the ground cover. On a failure, the 
  ground gives way, and the character takes 2d6 
  bludgeoning damage as they fall 20-feet.  
  Heavy Rains 
  The sky is constantly cloudy, and a slight drizzle is 
  persistent throughout the journey, but without any 
  warning, a heavy rainstorm can appear. During 
  heavy rain, any checks that rely on sight are rolled 
  with disadvantage. 
  Gnoll one Invited You 
  On the last day of travel, the party is ambushed by 
  the pack of gnolls that has been following them. 
   During this day, the party should not encounter 
  any traps, and they automatically succeed on their 
  check to track Kyanise. 
   After the party has spent a few hours of travel 
  read the following: 
  As you continue to trudge through the muck and mire of the 
  marsh, you begin to question whether any color other than 
  gray exists anymore. A loud, high-pitched series of laughs 
  break your thoughts however as two arrows fly through the 
  group, one from your left and right.  
   
  You hear the reeds all around you rustle with great force. 
  As you spin around to see where the arrows are coming from 
  you find yourself staring a hyena, only this one is standing on 
  his hind legs and taking a bead on you with its bow. 
   
  You move to avoid the hit and see several more of these 
  creatures coming from the direction you were walking, short 
  swords drawn. 
   
  Turning to move back the way you came you realize you 
  are surrounded, only the ones coming at you from the East 
  are nothing more than bone and rotting skin. 
  Two Gnoll Hunters are attacking from the North 
  and the South. Approaching from the West are two 
  Gnolls and from the East two Gnoll Witherlings.  
  Adjusting the encounter 
  Here is the recommendation for adjusting this combat. These 
  are not cumulative. 
  • Very Weak: Remove one gnoll hunter and both gnoll 
  witherlings. 
  • Weak: Remove one of each monster 
  • Strong: Add one gnoll and one gnoll witherling 
  • Very Strong: Add two gnolls and two gnoll witherlings 
  Treasure 
  One of the gnolls carries a jeweled decanter worth 
  40 gp. One of the gnoll hunters has a javelin of 
  lightning. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  15 
  Part 5. The Peril of the Panther 
  Estimated Duration: 20 minutes 
  After the combat encounter, the party may wish to 
  take a long rest. If the party chooses to do so, have 
  them roll perception checks and compare the results 
  with the table from the previous section. If the party 
  decides to continue forward without making camp, 
  they arrive in Thentia as the sun is setting. 
  After several hours of travel, a cityscape begins to come into 
  view. Thentia is a crude and rough city. As you enter the open 
  gates within the walls, a fresh breeze meets your nose 
  coming from the south wind blowing across the Moonsea.  
  Once the party enters Thentia, allow them to search 
  the city. Thentia is a large metropolitan city, and 
  adventuring gear costing less than 50 gp may be 
  purchased within the walls of this city.   
   Have the party roll a DC 10 Intelligence 
  (Investigation) check, with advantage if in a tavern 
  or inn. If at least half the party succeeds they come 
  across rumors of a woman recruiting a party of 
  adventures for perilous personal matter and is 
  willing to pay finely. She can be found in the Barking 
  Eel Inn. 
  You’ve learned that the Barking Eel Inn is the place on this 
  side of the Moonsea to find work, or in Kyanise’s case, hired 
  hands. Entering the inn, you’re presented with a sordid 
  tavern. Mostly humans occupy this room; however, you 
  glance about the area and see a spattering of other races. 
  Hushed whispers are all that can be heard as deals are made, 
  and coin exchanged.  
   
  In the far back corner of the tavern, you see a cloaked 
  female scanning the room, stopping on your party. She 
  beckons you to her. 
   
  “You must be the ones answering my call for aid. Sit, we 
  have much to discuss.” 
   
  She motions towards the barkeep, and within minutes a 
  tankard of ale sits in front of each of you. 
  If any character demands to know where Geoffrey’s 
  mace is, she becomes defensive. Have the character 
  roll a DC 15 Charisma (Intimidation).  On a 
  successful check she informs the party that it’s safe 
  and is willing to give it over if they can assist her.  
  Development 
  Kyanise shares the following information with the 
  characters. 
  • Kyanise is looking for adventurers to search for 
  and recover a personal item that was taken from 
  her. 
  • She has recovered the information as to its 
  location in an old abandoned abbey. 
  • She has sold the mace belonging to Geoffrey as 
  punishment for him not helping her. 
  • She felt spurned when he decided not to assist her. 
  • She’s willing to trade the information of its 
  location only if the party agrees to help her. 
  • Kyanise requests the party to meet her at a 
  dilapidated barn at a specified time in order to 
  learn the details of her mission.   
  Persuading a Panther 
  For the Harpers in the party to complete their quest 
  have them perform a Dexterity (Stealth) check 
  contested by the other members Passive 
  Perception in order to talk to Kyanise alone. Allow 
  for advantage if they offer up any kind of distraction 
  or good role play. 
   Once the party has successfully pulled Kyanise 
  aside in secret, have them read the Harpers Lament 
  (Players Handout 1) and roll a DC 13 Charisma 
  (Persuasion) check. Allow for advantage if they 
  bring up her grandmother. If successful Kyanise tells 
  the faction members, her grandmother believed 
  deeply in their goals, and maybe it’s time she 
  followed in her footsteps. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  16 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Bandit  
   
   
  25 
  Bandit Captain 
   
   
  450 
  Giant Vulture 
   
   
  200 
  Gnoll 
   
   
   
  100 
  Gnoll Hunter 
   
   
  100 
  Gnoll Witherlings  
   
  50 
  Goblin  
   
   
  50 
  Goblin Boss 
   
   
  200 
  Nilbog  
   
   
  200 
  Thug 
   
   
   
  100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Geoffrey’s Offer  
   
  500 
   The minimum total award for each character 
  participating in this adventure is 600 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1200 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Geoffrey’s Offer  
   
  500 
  Goblins  
   
   
  50 
  Crates  
   
   
  40 
  Gold with Chest  
   
  10 
  Bandits  
   
   
  60 
  Derdrick  
   
     
  10 
  Jeweled Decanter 
   
  40 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Potion of Hill Giant Strength 
  Potion, Uncommon 
  A description of this item can be found in the 
  Dungeon Master’s Guide 
  Potion of Poison 
  Potion, Uncommon 
  A description of this item can be found in the 
  Dungeon Master’s Guide 
  Javelin of Lightning 
  Weapon (Javelin), Uncommon 
  A description of this item can be found in the 
  Dungeon Master’s Guide. This item can be found in 
  Player Handout 2. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of Harpers who are successful in 
  convincing Kyanise to join the faction earn an 
  additional renown one additional renown point. 
   Members of Emerald Enclave that find the 
  Speaking Stone earn one additional renown point. 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MACE01-02 A Panther’s Peril 
   
   
  17 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Lord Geoffrey of the Smiths: Geoffrey is the head 
  of the merchant house of the Smith’s. He is a proud 
  but caring man who makes sure his workers are 
  taken care of. He has been losing money due to the 
  blight and is at risk of losing his seat on the 
  Merchant Council. 
   Sir Raghnall the Long: Raghnall comes from a 
  long line of warriors. His family is also known for the 
  construction of longboats, the source of their 
  surname. Sir Raghnall swore his arms to his close 
  friend Geoffrey and took this role seriously. He is 
  first protector, then advisor, and finally friend to 
  Geoffrey. 
   Kyanise Ell: Kyanise was a childhood friend of 
  Geoffrey. They shared many adventures and a brief 
  romance. She has a secret identity as the Winged 
  Panther and seeks out great and hidden treasures. 
  She feels slighted after Geoffrey recently refused to 
  go with her to recover a memento from her 
  grandmother. 
   Kendar and Bortax: Brothers in arms and by 
  birth, these two are struggling mercenaries, always 
  on the lookout for the next job. While Kendar is 
  always up for any piece of gold that comes their way, 
  Bortax is a little more level-headed and prefers to 
  take jobs he can walk away from. 
   Angar Steadyhand Kalagiano: Forced to give up 
  a life of battle due to a severe injury, Angar found 
  himself at home in the rough and tumble tavern and 
  inn of The Staggering Goat. Here he found he can still 
  use his keen observation and honed combat skills to 
  maintain some sense of peace amongst its 
  scrupulous patrons. 
   Derdrick: Derdrick is a well-known thieve within 
  the Moonsea area and has worked with Kyanise on 
  many jobs. He is currently the leader of a new guild 
  of thieves hiding in hills north of Hulburg. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  18 
  Appendix. Monster/NPC 
  Statistics 
   
  Bandit 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
   
  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  Giant Vulture 
  Large beast, neutral evil 
  Armor Class 10 
  Hit Points 22 (3d10 + 6) 
  Speed 10 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  15 (+2) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages understands Common but can’t speak 
  Challenge 1 (200 XP) 
   
  Keen Sight and Smell. The vulture has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
  Pack Tactics. The vulture has advantage on an attack 
  roll against a creature if at least one of the vulture’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.  
  Actions 
  Multiattack. The vulture makes two attacks: one with 
  its beak and one with its talons. 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. 
  Talons. Melee Weapon Attack: +4 to hit, one target. 
  Hit: 9 (2d6 + 2) slashing damage. 
   
  A Giant Vulture has advanced intelligence and a 
  malevolent bent. Unlike its smaller kin. It will attack a 
  wounded creature to hasten its end. Giant vultures 
  have been known to haunt a thirsty, starving creature 
  for days to enjoy its suffering. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  19 
  Gnoll 
  Medium humanoid (gnoll), chaotic evil 
  Armor Class 15 (hide armor, shield) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  12 (+1) 
  10 (+0) 
  6 (-2) 
  10 (+0) 
  7 (-2) 
   
  Senses Darkvision 60ft., passive Perception 10 
  Languages Gnoll 
  Challenge 1/2 (100 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 5 ft. 
  or range 20 ft./60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 +2) piercing damage if used 
  with two hands to make a melee attack. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 150 
  ft./600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  Gnoll Hunter 
  Medium humanoid (gnoll), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  14 (+2) 
  12 (+1) 
  8 (-1) 
  12 (+1) 
  8 (-1) 
   
  Skills Perception +3, Stealth +4 
  Senses Darkvision 60ft., passive Perception 13 
  Languages Gnoll 
  Challenge 1/2 (100 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Multiattack. The gnoll makes two melee attacks with 
  its spear or two ranged attacks with its longbow. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 5 ft. 
  or range 20 ft./60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 +2) piercing damage if used 
  with two hands to make a melee attack. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 150 
  ft./600 ft., one target. Hit: 5 (1d8 + 2) piercing damage 
  and it’s speed is reduced by 10 feet until the end of its 
  next turn. 
   
  Gnoll Witherling 
  Medium undead (gnoll), chaotic evil 
  Armor Class 12 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  8 (-1) 
  12 (+1) 
  5 (-3) 
  5 (-3) 
  5 (-3) 
   
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned  
  Senses Darkvision 60ft., passive Perception 7 
  Languages understands Gnoll but can’t speak 
  Challenge 1/4 (50 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the noll can take 
  a bonus action to move up to half its speed and make a 
  bite attack. 
  Actions 
  Multiattack. The witherling makes two attacks: one 
  with its bite and one with its club, or two with its club. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage 
  Reactions 
  Vengeful Strike. In response to a gnoll being reduced 
  to 0 hit points within 30 feet of the witherling, the 
  witherling makes a melee attack. 
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  20 
  Goblin 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
   
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Goblin Boss 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 17 (chain shirt, shield) 
  Hit Points 21 (6d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  10 (−0) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Multiattack. The goblin makes two attacks with its 
  scimitar. The second attack has disadvantage. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5ft. or range 30/120 ft., one target. Hit: 3 (1d6) 
  piercing damage. 
  Reactions 
  Redirect Attack. When a creature the goblin can see 
  targets it with an attack, the goblin chooses another 
  goblin with 5 feet of it. The two goblins swap places, 
  and the chosen goblin becomes the target instead. 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  21 
  Nilbog 
  Small humanoid (goblinoid), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 17 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
   
  Innate Spellcasting. The nilbog’s innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: mage hand, Tasha’s hideous laughter, vicious 
  mockery 
  1/day: confusion 
  Nibogism. Any creature that attempts to damage the 
  niblog must first succeed on a DC 12 Charisma saving 
  throw or be charmed until the end of the creature’s 
  next turn. A creature charmed in this way must use its 
  action praising the nilbog. 
   The nilbog can’t regain hit points, including through 
  magical healing, except through its Reversal of Fortune 
  reaction. 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Fools Scepter. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Reactions 
  Reversal of Fortune. In response to another creature 
  dealing damage to the nilbog, the nilbog reduces the 
  damage to 0 and regains 1d6 hit points. 
   
   
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  22 
  Wolf 
  Medium beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (–4) 
  12 (+1) 
  6 (–2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  23 
  Appendix. Goblin Gorge 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MACE01-02 A Panther’s Peril 
   
   
  24 
  Appendix. Vulture Hill 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-MACE01-02 A Panther’s Peril 
   
   
  25 
  Appendix. A Thieves Den 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  26 
  Appendix. Gnoll One Invited 
  You 
   
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  27 
  Player Handout 1. Harper 
  Ballad – Last Lament 
  My life goes on, down endless days 
  It's been too long since I've seen your 
  smile 
   
  And now darkness around me doth close 
  Far off I can hear you singing 
   
  Death comes for me, with thirsty 
  swords 
  It's been too long since I've seen your 
  smile 
   
  No way out, doom comes to me 
  Far off I can hear you singing 
   
  If the gods would hear me, I'd cry out 
  It's been too long since I've seen your 
  smile 
   
  I never meant to fall by you unseen 
  Far off I can hear you singing 
   
   
  It comes swiftly now, sweeping me away 
  It's been too long since I've seen your 
  smile 
   
  Everything fades, and I am gone 
  Far off I can hear you singing 
   
  Mourn me not, my dear love, though 
  It's been too long since I've seen your 
  smile 
   
  Far off I can hear you singing 
  Sing high, sing clear and then listen, 
  dear 
  You'll be hearing me, long after I'm 
  gone 
  In your dreams, my voice will live on. 
   
  Far off I can hear you singing 
  Through my tunes, my voice lives on 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  28 
  Player Handout #2. Magic 
  Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Javelin of Lightning 
  Weapon (javelin), uncommon 
   This javelin is a magic weapon. When you hurl it 
  and speak its command word, it transforms into a 
  bolt of lightning, forming a line 5 feet wide that 
  extends out from you to a target within 120 feet. 
  Each creature in the line excluding you and the 
  target must make a DC 13 Dexterity saving throw, 
  taking 4d6 lightning damage on a failed, and half as 
  much damage on a successful one. The lightning bolt 
  turns back into a javelin when it reaches the target. 
  Make a ranged weapon attack against the target. On 
  a hit, the target takes damage from the javelin plus 
  4d6 lightning damage. 
   The javelin’s property can’t be used again until the 
  next dawn. In the meantime, the javelin can still be 
  used as a magic weapon. 
   This item can be found in the Dungeon Masters 
  Guide. 
   
   
  
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  CCC-MACE01-02 A Panther’s Peril 
   
   
  29 
  Mount Ogden Adventures 
   
  CCC-SALT01-01 Rumors of Riches 
  CCC-SALT01-03 Broken Halls of Goldahroud 
  CCC-SRCC-01-01 Trouble in the Old City 
  CCC-SRCC-01-02 Down the River of Snakes 
  CCC-SRCC-01-03 Altar of the Smoldering Eye 
  CCC-ANIME-01-01 Legend of the Sword Bandit, 
  Surprise! 
  CCC-MACE01-01 The Blight of Geoffrey 
  CCC-MACE01-02 A Panther’s Peril 
   
  Rocky Mountain RPG Guild 
   
  CCC-SALT01-02 Moor Trouble 
  CCC-SALT01-03 Broken Halls of Goldahroud 
  CCC-ANIME01-02 Let’s Find the Sword, GO! 
  CCC-ANIME01-03 Star Sword Return 
  CCC-SALT02-01 Mulmaster Meddlings 
  CCC-SALT02-02 What Lies Beneath 
  CCC-SALT02-03 The Tower in the Valley 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/MACE/CCC-MACE01-02 - A Panther's Peril v1.01.pdf