TEXT:  
  CCC-QCC2019-03 
   
   
   
   
   
  The Scarlet Divide 
  by Scott Moore 
   
   
   
   
   
   
   
   
   
   
   
   
  A contingent of Red Wizards has arrived in Hillsfar and is planning something.  Rumors abound 
  of a massive ritual being prepared to affect the entire city.  Is their intent to help the city or harm 
  it?  And how is the First Lord involved?  A Two to Four-Hour Adventure for Tier 3 Characters. 
  Optimized for APL 13.  
   
   
   
  
  CREDITS 
   
  Lead Designer: Scott Moore  
   
  Editing: Scott Moore 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Courtyard Map: Scott Moore 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Lysa Chen, 
  Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan 
  Patrick, Travis Woodall 
   
  Playtesters: Jeffrey Barnes, Samuel Brett, Heather 
  Coleman, Mark Knapik, Cindy Moore, Denise Wozniak 
   
  CCC-QCC2019 Plot Coordinator: Scott Moore 
   
  Special Thanks: Lake Effect Gaming and Events, LLC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  3 
  Adventure Primer 
  The enemy of my enemy is my friend. 
  —Chanakya, The Source of Sovereign States 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and hooks that you can use to introduce your 
  players’ characters to the action.  
  Background 
  A group of faction representatives presenting 
  themselves as CONCERNED CITIZENS OF HILLSFAR 
  inform the party that the presence of RED WIZARDS 
  OF THAY has dramatically increased in the city of 
  HILLSFAR as of late and they are afraid it may be a 
  precursor to an attempted takeover, as they have 
  seen happen in Mulmaster.  The characters are asked 
  to follow up and investigate the wizards’ actions, but 
  are warned not to trust any contacts they have within 
  the government, as they may have already been 
  compromised by the Thayan’s influence. 
   The heroes are directed to THE EMPORIUM in 
  their search for information and may also end up 
  visiting THE DIAMOND IN THE DUNG and the 
  JOYDANCERS at the TEMPLE OF LLIIRA, if time 
  permits. 
  Episodes 
  The adventure’s story is spread over three story 
  episodes that take approximately two hours to play. 
  These episodes are introduced by a Call to Action 
  Episode. The adventure also includes two 1-hour 
  bonus episodes that can be played if time permits, 
  that are introduced anywhere in the adventure. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
   Episode 1: Concerned Citizens. The factions task a 
  group of members and mercenaries they can trust 
  to investigate the increasing number of Red 
  Wizards that have been spotted around Hillsfar. 
  This is the Call to Action. 
   Episode 2: Inquiring Minds. The characters gather 
  information on the Red Wizards presence and 
  eventually confront the Thayans themselves.   
   Episode 3: The Definition of Haggard. The 
  characters confront the coven of hags that have 
  been orchestrating the gradual subjugation of the 
  city from within the First Lord’s manner.  This is 
  the Story Objective. 
  Bonus Objectives 
  This adventure also includes two, 1-hour bonus 
  objectives that the characters can pursue if they have 
  additional time to do so—earning additional 
  advancement and treasure checkpoints in the 
  process. These bonus objectives are found in this 
  adventure’s appendices, as follows: 
   Bonus Objective A: Mirror, Mirror. The characters 
  explore the temple of Lliira and attempt to locate 
  and disable the portal they learned about at The 
  Emporium.  This bonus objective is found in 
  Appendix 6. 
   Bonus Objective B: Top of the Dung Heap. The 
  characters seek out one of the guards who work for 
  the Red Wizards in hopes of learning more about 
  their plans for Hillsfar.  This bonus objective is 
  found in Appendix 6. 
  Episode Sequence 
  Depending on your time constraints, play style and 
  environment, this adventure takes approximately 
  two-to-four hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately two hours. However, 
  if you wish, you can provide a longer experience for 
  your players by utilizing the bonus objectives.  
   Story Objective Only. To complete the adventure’s 
  story objective, the characters play in Episodes 1 
  through 3 in order. 
   Bonus Objectives.  You can extend this adventure 
  by one- or two- hours by utilizing the bonus 
  objectives provided in the appendices. These 
  objectives branch off Episode 2, but their order is 
  fluid—they set the scene for the final episode and 
  may even have an impact on the events that transpire. 
   
   
   
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  4 
  Episode Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of the 
  different paths that your players may take in reaching their stated objective.  
   
   
   
   
    
   
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  5 
  Episode 1: Concerned Citizens (Call to Action) 
  Estimated Duration: 15 minutes 
  Scene A. The Plea 
  The adventure begins in Hillsfar, where a group of 
  “concerned citizens” have gathered the heroes 
  together in The Rusty Nail, an inn in The Docks 
  regions, to ask them to investigate some potential 
  trouble within the city.  There are several reasons 
  these specific characters may have been summoned: 
   Faction Members. Characters that belong to 
  factions will notice some of their contacts among 
  the “concerned citizens” and can safely assume 
  that others they do not recognize may be other 
  faction agents as well.  
   Played CCC-QCC2019-01, Hillsfar’s Rancid 
  Webs, or CCC-QCC2019-02, Hag of Tricks. The 
  characters have already met Lord Henry Uskworth 
  of this group of “concerned citizens” and he calls 
  on the heroes once again with news of another 
  potential threat to Hillsfar.  
   Played CCC-QCC2018-01 or any of the Season 3 
  (Rage of Demons) or any CCC-BMG-HILL 
  Adventures. The characters’ reputation as 
  adventurers who have assisted or travelled 
  around Hillsfar before result in them being sought 
  out by the “concerned citizens” for this mission. 
   Have the “We Got the Beet” or “Secret identity” 
  Story Award from CCC-QCC2018-02. Constance 
  Goodroot gets word to the heroes that a group of 
  “concerned citizens” has need of their talents. 
   None of the Above. Mercenaries with no 
  organizational ties are frequently the best recruits 
  for potentially dangerous missions.  
  The Rusty Nail 
  This area features: 
   Dimensions & Terrain. This large, rectangular inn 
  is the size of a large warehouse and is the closest inn 
  to the waterfront in the area of Hillsfar known as 
  The Docks.  The interior consists of simple wood 
  floors (where errant namesakes of the inn 
  frequently seek out unprotected feet) and paneling, 
  a decent bar, several meeting rooms, numerous 
  rooms for lodgers, and well as a common room for 
  those not concerned about privacy. 
   Lighting. The interior rooms are brightly lit by 
  numerous torches imbued with continual flame 
  spells or light cantrips. 
   Meeting Rooms. These private rooms are typically 
  outfitted with numerous chairs, as well as a pair of 
  magical torches (see Lighting, above), and one or 
  two long wooden tables. 
  Creatures/NPCs 
  The “concerned citizens” are a group of faction 
  leaders that work together but publicly hide their 
  faction association due to their fear of gaining the 
  attention of the Red Wizards of Thay. 
   Objectives/Goals. The “concerned citizens” wish 
  to find out why there is an increased presence of Red 
  Wizards in Hillsfar and to put an end to the 
  infiltration of the city by drow, hags, and other fey 
  creatures that have come into the city for nefarious 
  purposes.  They are concerned that the Red Wizards 
  may be connected to this infiltration but seem to be 
  operating with the blessing of the First Lord.  They 
  fear the city’s leader may have already been 
  compromised in some way.  They suggest the party 
  begin their investigation by talking with the 
  proprietors of The Emporium, the place 
  adventurers go in Hillsfar for rumors and equipment. 
   What Do They Know? The “concerned citizens” 
  know that shortly after Vuhm Yestral became First 
  Lord, evil fey creatures from the Cormanthor Forest 
  began to find their way into the city, apparently as 
  part of a plot to destabilize the new government.  
  Although adventurers have gained some ground in 
  repelling these creatures, the recent arrival of a 
  group of Red Wizards and the First Lord’s 
  accommodation of them has raised some concern.  
  At this point, they don’t wish the First Lord to know 
  of their concerns or their investigation. 
  Treasure & Rewards 
  If the party mix contains characters that have not 
  adventured in Hillsfar before, the “concerned 
  citizens” will provide each character a simple map 
  (see Appendix 3: Map of Hillsfar) detailing several 
  locations of importance (The Docks, The Rusty Nail, 
  The Diamond in the Dung, The Arena, The 
  Emporium, the Merchant Quarter, and Castle 
  Maalthiir).  
  Call to Action 
  The objective of this adventure is to find out what 
  the Red Wizards are doing in Hillsfar and to confront 
  the creatures behind the secret infiltration of the city. 
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  6 
  Episode 2: Inquiring Minds 
  Estimated Duration: 60 minutes 
  Exploring Hillsfar 
  In this episode, the characters attempt to gather 
  information on the Red Wizards and eventually 
  confront the Thayans themselves.  Provide ties to 
  any bonus objectives that become available. 
  Prerequisites 
  Characters must agree to investigate the Red 
  Wizards’s presence, completing the Call to Action 
  before beginning this episode. 
  Scene A. The Emporium 
  The Emporium is located in the southeast section of 
  Hillsfar proper. 
  Area Information 
  This area features: 
   Dimensions & Terrain. This expansive store has 
  wide and easily-navigable walkways between aisles 
  of shelves stocked with various goods.  End caps 
  display various well-crafted suits of armor with 
  signs indicating they are available in different sizes.  
  Magic potions, spell components, and scrolls can be 
  purchased at a separate counter along the back wall, 
  next to a kiosk where arrangements can be made to 
  hire retainers, transportation, or messenger services. 
   Lighting. The area is well lit due to numerous 
  windows around the perimeter of the store as well 
  as several torches of continual flame, 
  Creatures/NPCs 
  Numerous commoners and adventurers of various 
  sorts (four guards, two mages, one priest, and two 
  veterans) wander through the store looking over its 
  wares and making inquiries or purchases.  The 
  proprietor, Fortuna Brelliar (an archmage), will 
  engage any characters who have questions or 
  otherwise require assistance.  Fortuna is an older, 
  human female clad in dark green velvet robes with a 
  warm, grandmotherly smile. 
   Objectives/Goals. The vast majority of those in 
  the shop are minding their own business.  In the 
  unlikely event of combat, the commoners will flee 
  while the more adventurous types would move to 
  defend the Brelliar(s).  Fortuna goes about 
  answering questions or helping patrons check-out.  
  She is also the main hub for information in the 
  emporium and loves sharing stories and rumors 
  with interested patrons, as well as hearing of their 
  adventures. 
  The Other Proprietor 
  If any of the characters have played CCC-BMG-11 HILL 1-2, 
  Exodus, and assisted in rescuing Fortuna’s cousin, Gloria 
  Brelliar (same stats as Fortuna), she will also be present in 
  the store.  Upon noticing her rescuer(s), Gloria will shriek 
  loudly, throw her hands in the air, and embrace them.  She 
  knows the same information as her cousin (see below) and 
  will willingly share it with her rescuer(s) and their party. 
   What Does She Know? Fortuna knows that Al-
  Nashar, a Red Wizard of divination, lives 
  somewhere in the area and regularly does some 
  investigative work for the First Lord, Vuhm Yestral.  
  She believes this is typically involving arcane 
  matters for which the Red Plumes may not be well-
  suited.  She also knows that Al-Nashar has recently 
  brought several other Red Wizards into Hillsfar and, 
  although she does not know why, they have all 
  visited The Emporium recently to purchase a large 
  amount of spell components.  Fortuna also knows 
  that the Red Wizards regularly spend quite a bit of 
  time on the grounds of the First Lord’s estate, 
  Maalthiir Castle.  A successful DC 20 Intelligence 
  (Arcana) check reveals that the specific components 
  purchased could be used in abjuration, divination, 
  and/or transmutation magic.  
   BONUS OBJECTIVE A. If using this additional 
  content, Fortuna also knows that a previous group of 
  adventurers who investigated the evil fey in Hillsfar 
  discovered a portal for scrying into the city within an 
  abandoned tower in the Cormanthor Forest.  
  Although they didn’t know exactly where the portal 
  was scrying into, Fortuna believes, based on the 
  description, that it may have been into the temple of 
  Lliira (also known as the House of Happiness) and 
  urges the party to find and disable the portal so it 
  cannot be used.  
   BONUS OBJECTIVE B. If using this additional 
  content, Fortuna also reveals that Sabasjan, one of 
  Al-Nashir’s guards, frequents The Diamond in the 
  Dung inn and might have further insight into the 
  Red Wizards’s doings.  
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  7 
  Scene B. Maalthiir Castle  
  Maalthiir Castle and its grounds are located in the 
  center of Hillsfar proper.  Anyone who lives or works 
  the city can easily provide directions on how to find 
  the way there.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The streets of Hillsfar and 
  the halls and rooms of Maalthiir Castle count as 
  normal terrain.  Hallways in Maalthir Castle are 
  generally 10 feet wide and the rooms are elegantly 
  spacious. 
   Lighting. Depending on the time of day, the 
  lighting outside and in open courtyards of the castle 
  will vary from dark at night to brightly lit during the 
  day.  Inside the castle, areas vary from dim 
  (candlelight) to brightly lit (corridors with continual 
  flame torches). 
   Castle Guards. There are six guards (veterans) 
  stationed at the entrance to the First Lord’s estate.  
  Inside the castle and around the grounds and 
  courtyards of the estate, numerous patrols 
  consisting of six veterans each repeatedly travel 
  pre-defined routes. 
  Creatures/NPCs 
  Although the characters may have seen more patrols 
  of Red Plumes than usual wandering the streets of 
  Hillsfar, the number of guards stationed at the castle 
  itself seems unexpectedly light (Vuhm Yestral has 
  moved most of the Red Plumes out to protect the 
  city for when the Red Wizards’s ritual completes and 
  is relying on a few trusted guards and the Red 
  Wizards for protection). 
   Objectives/Goals. The veterans are here to 
  protect the First Lord and Maalthiir Castle.  The 
  First Lord has recently had frequent visitors, so odd 
  groups of adventurers (particularly spellcasters) are 
  not unusual.  Still, the characters must supply a valid 
  reason for entering the castle grounds or be able to 
  bluff or stealth their way in.  The combined potential 
  firepower of the Red Wizards currently within the 
  castle has enabled the remaining guards to relax a 
  little, as they don’t expect anyone to cause trouble 
  with a contingent of Red Wizards nearby (passive 
  Perceptions of 12). 
   What Do They Know? The guards in the patrols 
  know a group of Red Wizards are “practicing” in one 
  of the outside courtyards.  They also know First Lord, 
  Vuhm Yestral, is in a series of meetings with his 
  senior staff today, but they are unsure of what 
  specific room(s) the attendees may be using at any 
  given time.  They can provide directions to the 
  courtyard where the Red Wizards are “practicing”. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak or Weak: No change. 
   Strong: Add one veteran per patrol. 
   Very Strong: Add two veterans per patrol. 
  Playing the Pillars 
  COMBAT 
  Those characters who prefer to 
  hack-and-slash their way through 
  every obstacle should be 
  reminded that murdering state 
  guards who are simply doing 
  their job is generally frowned 
  upon and that there may be 
  severe future legal repercussions 
  if any of them are outright slain 
  during this encounter. 
  EXPLORATION 
  The halls of Maalthiir Castle may 
  be navigated by succeeding on 
  three DC 20 skill checks using 
  any combination of Intelligence 
  (History or Investigation), 
  Wisdom (Perception or Survival), 
  or, as a last resort (by asking 
  friendly guards for directions), 
  Charisma (Persuasion).  
  Characters who have previously 
  visited the First Lord’s estate 
  have advantage on these checks.  
  A failed check indicates being 
  stopped and questioned by a 
  patrol (see above) unless the 
  characters have been stealthy.  
  The locks on most doors have a 
  DC of 25.  After three navigation 
  successes, proceed to Scene C. 
  SOCIAL 
  Getting past the veterans at the 
  entrance or a patrol inside can 
  be accomplished by succeeding 
  at a DC 15 Charisma (Deception 
  or Persuasion) skill check.  If the 
  characters try to use Intimidation 
  on the veterans, the DC 
  increases to 25.  Characters may 
  also opt to sneak past guards 
  they have not yet engaged with a 
  successful individual or group DC 
  13 Dexterity (Stealth) check(s).  A 
  failed attempt at Intimidation or 
  a Stealth attempt failed by more 
  than 1 will immediately trigger 
  combat. 
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  8 
  Scene C. The Courtyard  
  The central courtyard of Maalthiir Castle is 
  triangular in shape and has a mosaic depicting the 
  city of Hillsfar located in the middle of its lawn.  
  Area Information 
  This area features: 
   Dimensions & Terrain. The courtyard itself (see 
  Appendix 4: The Courtyard) is shaped like a giant 
  arrowhead pointing towards the west, 90’ on its 
  longest side.  The terrain is easily navigable.  In the 
  middle of the Hillsfar mosaic, right where Maalthiir 
  Castle would be, there is a small pile of odd trinkets, 
  including a desiccated eyeball (a hag eye), a leather 
  sack (a soul bag), and a large gem (a heartstone), all 
  hag items obtained within Hillsfar.  
   Lighting. The courtyard is exposed to the sky, 
  making it brightly lit during the day but with dim 
  light in areas of shadow caused by adjacent 
  buildings in early morning and early evening. 
   Stairways. The courtyard sits below ground level 
  outside the estate, so those inside the estate actually 
  looking down into the courtyard from the ground 
  floor, 20 feet up.  Access is through two doors on the 
  northeast and western edges of the courtyard, which 
  exit onto small landings with 5-foot wide staircases 
  leading to the ground.   
  Creatures/NPCs 
  There are five Red Wizards (two archmages, a 
  diviner, an evoker, and a transmuter) in the 
  courtyard performing a ritual.  Two of them are 
  actually under stairways, making only four of them 
  visible from either landing.  One of the archmages is 
  Al-Nashar.  Characters that have the You’ve Got a 
  Friend in Red story award from CCC-QCC2018-02 
  will recognize their ally Al-Nashar when they get 
  within sight range (he begins under the stairs in the 
  northeast corner of the room). 
   Objectives/Goals. At the request of the First Lord, 
  the Red Wizards are here to complete a ritual that 
  will help expose and weaken any evil fey creatures 
  that are currently residing in Hillsfar.  This is their 
  primary goal.  Protecting each other from injury 
  and/or interference is their secondary objective. 
   What Do They Know? Al-Nashar has brought the 
  other Red Wizards to Hillsfar, with the permission of 
  First Lord Vuhm Yestral, to perform a ritual that 
  will reveal the presence of evil fey from the 
  Cormanthor Forest and inhibit some of their abilities.  
  Red Plumes have been dispatched to the streets and 
  sewers of Hillsfar to hunt down the intruders once 
  they have been revealed by the ritual upon its 
  completion.  Al-Nashar has worked as an arcane 
  investigator for the First Lord for some time and the 
  two have developed a mutual respect for each other.  
  The First Lord has a horn of silent alarm that he can 
  use to contact Al-Nashar for assistance.  The 
  trinkets in the center of the mosaic serve as foci for 
  the ritual, having all been obtained from evil fey of 
  the Cormanthor Forest that were hiding in Hillsfar. 
  The Ritual  
  The ritual takes 5 rounds to complete after the characters 
  enter the courtyard.  Every round, at least three of the 
  wizards must either spend an action or take a level of 
  exhaustion on their turn to continue casting the ritual and 
  reduce this count.  The following effects occur on initiative 
  count 20 each round the ritual progresses: 
   Round 1: No noticeable effect.  The heartstone becomes 
  non-magical. 
   Round 2: Small red lights appear on the edge of the Hillsfar 
  mosaic, indicating the relative position of evil fey creatures 
  within the city.  The lights eventually spread towards the 
  center of the mosaic and Maalthiir Castle. 
   Round 3: Any fey creatures or creatures with fey ancestry 
  as a racial trait (including PCs) within the area of Hillsfar 
  temporarily lose any illusion, conjuration, or transmutation 
  abilities that would allow them to disguise or alter their 
  appearance (including shape shift), teleport, or otherwise 
  move magically.  Any such effects currently in place on 
  these creatures are instantly cancelled.  In addition, those 
  affected, along with any equipment carried or on their 
  person, immediately turn bright red and begin to glow 
  dimly. These effects last for an hour after the completion of 
  the ritual.  Each of the Red Wizards takes one level of 
  exhaustion. 
   Round 4: The effects from round 3 fade for those creatures 
  that do not have an evil component to their alignment.   
   Round 5: The soul bag becomes non-magical.  Each of the 
  Red Wizards takes another level of exhaustion. 
   Round 6: The round after the completion of the ritual, Al-
  Nashar (or one of the remaining Red Wizards if Al-Nashar is 
  out of the encounter) will receive a ping via the First Lord’s 
  horn of silent alarm, indicating the First Lord is in 
  immediate danger.  The wizard will relate this to everyone 
  in the courtyard along with the First Lord’s location.   
  The events listed above take place at the start of the round 
  unless otherwise specified and last for one hour after the 
  completion of the ritual.  They can only be dispelled 
  individually, on a single individual at a time, as if they were 
  9th-level magical effects. 
  If the player characters interrupt the casting of the ritual and 
  then have a change of heart, arcane caster PCs may assist in 
  continuing the ritual from where it left off but, due to their 
  unfamiliarity with the ritual, must spend their action and take 
  a level of exhaustion each round they end up assisting.  
  Individuals casting a spell with a duration of concentration 
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  9 
  may not participate in the ritual unless they willingly drop 
  concentration.  
  Once the horn of silent alarm goes off and the true 
  threat to the First Lord is revealed, the party may 
  continue on to Episode 3 when they decide to try 
  and find the First Lord. 
  The Hag Eye  
  The hag eye in the pile of trinkets has AC 10 and 1 hit point.  
  If destroyed, the annis hags in Episode 3 take 3d10 psychic 
  damage.  They do not become blinded, as they have not had 
  the eye in their possession for some time and its connection 
  to them has weakened.  Upon its destruction, the hags are 
  immediately aware of what has happened.  If the hag eye is 
  destroyed before the completion of the ritual, each ritual 
  effect from that point on occurs one round later than 
  designated in The Ritual sidebar, above. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
  COMBAT 
  This encounter could be hard to 
  deadly if the characters decide to 
  shoot first and ask questions 
  later.  If they do, the casters will 
  begin using non-damaging spells 
  such as mass suggestion, maze, 
  wall of force, and polymorph to 
  neutralize the most potentially 
  dangerous characters before 
  switching over to damaging 
  evocation spells in desperation.  
  If the ritual is not allowed to 
  complete, Al-Nashar (or another 
  one of the wizards) will get the 
  ping from the horn of silent 
  alarm and ask the characters to 
  find and protect him.  Make a 
  note of which effects from the 
  ritual are in place at this time.   
  EXPLORATION 
  There are two doors on the 
  lower level of the courtyard, one 
  on the northwestern wall and 
  one to the southeast, that allow 
  access to and from levels below 
  ground.  These are usually locked 
  (DC 20 to pick the locks).  
  Characters examining the pile of 
  trinkets on the floor in the 
  middle of the Hillsfar mosaic may 
  recognize what the items are on 
  a successful DC 25 Intelligence 
  (Arcana) check.  The trinkets all 
  radiate as magical as well. 
  SOCIAL 
  Al-Nashar will cautiously engage 
  with the party and attempt to 
  answer any questions they have, 
  keeping in mind that the party 
  might very well contain evil fey 
  creatures in disguise.  He does 
  this to occupy the party while 
  the other wizards attempt to 
  complete the ritual.  Unless he 
  recognizes an ally among the 
  party, he may attempt to 
  mislead or charm the characters 
  if he thinks that will be the 
  quickest and safest way to keep 
  them from interrupting the ritual 
  any further.  
   
   
  
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  10 
  Episode 3: The Definition of Haggard (Story Objective) 
   
  Estimated Duration: 45 minutes 
  Scene A. The Ballroom 
  In this episode, the characters move to complete the 
  adventure’s story objective. Provide ties to Bonus 
  Objective A if time permits and it has not yet been 
  completed. 
  Prerequisites 
  Characters must have completed Episode 2: 
  Inquiring Minds before beginning this episode. 
  Story Objective  
  Confronting and defeating the coven of hags is the 
  Story Objective. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The halls and rooms of 
  Maalthiir Castle count as normal terrain.  Hallways 
  are generally 10 feet wide and the ballroom is 
  elegantly spacious, easily 100 feet on a side.  There 
  are several 5’ diameter round tables in the room 
  with seats arranged around them.  These areas count 
  as difficult terrain.  A table or a pair of chairs may be 
  moved aside as an action. 
   Lighting. The inside of the ballroom is brightly lit 
  by several torches positioned around the perimeter 
  of the room that have continual flame cast upon 
  them.  The light is further amplified by the several 
  large mirrors positioned around the room. 
   BONUS OBJECTIVE A. If there is still allotted time 
  left for this game after completing this episode, the 
  characters can still attempt to complete this Bonus 
  Objective if they have not already done so.  Perhaps 
  they return to The Emporium after the adventure 
  and get a tip from Fortuna or perhaps the 
  assignment is given to them by one of the 
  “concerned citizens”.  Either way, the party is 
  informed that a previous group of adventurers who 
  investigated the evil fey in Hillsfar discovered a 
  portal for scrying into the city within an abandoned 
  tower in the Cormanthor Forest.  Although they 
  couldn’t identify exactly where the portal was 
  scrying into, based on the description, it may have 
  been the temple of Lliira (also known as the House 
  of Happiness).  The party is urged to go there and 
  find and disable the portal so it cannot continue to 
  be used.  
  Creatures/NPCs 
  There are three annis hags and one drow mage in 
  the room.  At the time the party arrives, the hags 
  have knocked the First Lord unconscious and they 
  are looking to flee, knowing they have been detected.  
  The effects of the ritual from Scene C of Episode 2 
  are still in place. 
   Objectives/Goals. The hags and the drow mage 
  are now just looking to escape. 
   What Do They Know? The hags, as well as the 
  drow, have been masquerading as officials within 
  the Hillsfar government since former chamberlain 
  Malkyn Grenefeld began plotting to oust the current 
  First Lord.  With Malkyn’s demise, the hags decided 
  to continue on with her plan. 
  Playing the Pillars 
  COMBAT 
  The hags will target fighter-types 
  with bestow curse, eyebite, 
  phantasmal killer, and 
  polymorph as well as lightning 
  bolt if able to catch multiple 
  targets.  Hags engaged in melee 
  will use their crushing hugs.  The 
  drow mage will open with 
  lightning bolt or fireball, 
  attempting to catch as many 
  party members as possible. 
  EXPLORATION 
  The tables in the room can be 
  tipped over as an action and 
  used for cover.  The chairs can 
  be utilized as improvised 
  weapons and will break after a 
  successful attack. 
  SOCIAL 
  The hags’s main objective is to 
  escape.  If the ritual in Scene C of 
  Episode 2 did not complete and 
  their true nature has not yet 
  been revealed, the hags and the 
  drow mage will try to talk their 
  way out and avoid combat by 
  feigning concern for the First 
  Lord.  Failing this, they will 
  engage the PCs in combat. 
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  11 
  Wrap-Up: Concluding the Adventure 
  The First Lord is stable, though unconscious, and can 
  easily be woken up.  At the end of the final combat, a 
  priest who works within the castle enters the 
  ballroom.  He was either drawn by the sounds of 
  combat or sent her after encountering the Red 
  Wizards in the courtyard.  After tending to the First 
  Lord, he offers the characters healing from his staff 
  of healing.  Once awakened, the First Lord informs 
  the party that the hags attacked him and that Al-
  Nashar is indeed a trusted ally.  He also relates that 
  he granted Al-Nashar permission to bring in 
  additional Red Wizards to assist in performing a 
  ritual to detect the evil fey interlopers from the 
  Cormanthor Forest within Hillsfar.  All of this was 
  done in secret, as the First Lord did not want to give 
  any of the invaders insight into his plan (as he knew 
  many of them had the ability to disguise their 
  appearance), nor did he want the honest folk of 
  Hillsfar to view this as one of the “purges of non-
  humans” that have occurred in Hillsfar’s distant past. 
   Roughly an hour after the completion of the ritual 
  (or whatever point it was stopped at), the ritual 
  effects fade.  In that time, the Red Plumes have 
  managed to clear the evil fey out of the sewers under 
  Hillsfar, as well as identify and apprehend numerous 
  evil fey who had been disguising themselves and 
  operating within positions of influence throughout 
  the city.  It appears that the menace from the 
  Cormanthor Forest has finally been stopped. 
   BONUS OBJECTIVE A. If using this additional 
  content, The First Lord can provide the same 
  information that Fortuna was aware of in Scene A of 
  Episode 2.  He knows that a previous group of 
  adventurers who investigated the evil fey in Hillsfar 
  discovered a portal for scrying into the city within an 
  abandoned tower in the Cormanthor Forest.  
  Although they didn’t know exactly where the portal 
  was scrying into, the First Lord now believes, based 
  on the description, that it may have been into the 
  temple of Lliira (also known as the House of 
  Happiness) and urges the party to find and disable 
  the portal so it cannot be used further.  
  Treasure & Rewards 
  The characters have the opportunity to earn the 
  following magic item unlocks, consumable magic 
  items, and story awards upon completing this 
  adventure. 
   Magic Items. At the conclusion of the adventure, 
  the party members unlock the priest’s staff of 
  healing as well as the First Lord’s horn of silent 
  alarm.  Upon reporting back to the “concerned 
  citizens”, the party is rewarded with twenty +2 
  crossbow bolts, a potion of invulnerability, and a 
  vial of oil of sharpness. 
   Special Rewards. If the characters engaged the 
  Red Wizards in combat or otherwise prevented 
  them from completing the ritual, they each earn 
  the Seeing Red story award.  If they managed to 
  defeat the coven of annis hags, they each earn the 
  Hero of Hillsfar story award. 
   
   
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  12 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 2 advancement checkpoint(s) 
  and 4 treasure checkpoint(s) for the story objective 
  that they complete, as follows:  
   Story Objective: Confront and defeat the hags. 
  The characters receive 1 advancement checkpoint(s) 
  and 2 treasure checkpoint(s) for each bonus 
  objective that they complete, as follows: 
   Bonus Objective A: Disable the portal at the 
  temple of Lliira. 
   Bonus Objective B: Question the guard at the 
  Diamond in the Dung. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Staff of Healing. This ivory staff has a red painted 
  carving of a coiled snake around its length and has 
  10 charges.  If you expend the last charge, there is a 
  chance that the staff vanishes in an explosion of 
  butterflies, lost forever.  This item can be found in 
  Appendix 7. 
   Horn of Silent Alarm. This horn has 4 charges.  
  When you use an action to blow it, one creature of 
  your choice can hear the horn’s blare, provided the 
  creature is within 600 feet of the horn and not 
  deafened.  No other creature hears sound coming 
  from the horn.  The horn regains 1d4 expended 
  charges daily at dawn.  This item can be found in 
  Appendix 8. 
   Crossbow bolts (ammunition), +2. You have a +2 
  bonus to attack and damage rolls made using a piece 
  of this ammunition.  Once a piece if ammunition hits 
  a target, it is no longer magical.  This is a set of 20 
  crossbow bolts.  This item can be found in Appendix 
  9. 
   Oil of Sharpness. This clear, gelatinous oil 
  sparkles with tiny, ultrathin silver shards.  The oil 
  can coat one slashing or piercing weapon or up to 5 
  pieces of slashing or piercing ammunition.  Applying 
  the oil takes 1 minute.  For 1 hour, the coated item is 
  magical and has a +3 bonus to attack and damage 
  rolls. This item can be found in Appendix 10. 
   Potion of Invulnerability. For 1 minute after you 
  drink this potion, you have resistance to all damage.  
  The potion’s syrupy liquid looks like liquefied iron.  
  The potion tastes like hot sauce with a dash of butter 
  and a hint of chicken.  This item can be found in 
  Appendix 11. 
  Story Awards 
  Characters playing the adventure may earn: 
   Hero of Hillsfar. For assisting in ending the 
  menace of the evil fey in Hillsfar once and for all, you 
  receive a medal declaring you a “Hero of Hillsfar”.  
  Tales of your exploits spread through the city from 
  the commoners up through the nobles.  Unless 
  disguised, you are greeted by smiles and knowing 
  nods anytime you wander the streets of Hillsfar.  
  This Story Award may have additional repercussions 
  in future CCC-QCC adventures.  More information 
  can be found in Appendix 12. 
   Seeing Red. You have intervened in the plans of 
  Red Wizards one time too many.  If your party 
  becomes engaged in conflict with any Red Wizards 
  in a future CCC-QCC adventure, the Red Wizards will 
  always target you with their first attack.  This Story 
  Award may have additional repercussions in future 
  CCC-QCC adventures.  If you have the “A Friend in 
  Red” Story Award from CCC-QCC2018-02, you may 
  permanently remove this Story Award from you 
  character sheet by removing that one as well.  More 
  information can be found in Appendix 12. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
   
   
   
  
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  13 
  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
   Al-Nashar (Al Nuh-SHAR). Al-Nashar is a middle-
  aged human archmage and a member of the Red 
  Wizards of Thay.  Al-Nashar has a base of 
  operations outside of Hillsfar where he conducts 
  magical research.  He dabbles in alchemy and 
  divination and occasionally does some work for 
  the government of the Hillsfar when the Red 
  Plumes or the First Lord request his assistance.  
  He is currently leading the secret effort to reveal 
  the presence of evil fey from Cormanthor in 
  Hillsfar.  
   Personality: I’m used to helping out those who 
  aren’t as smart as I am, and patiently explain 
  anything and everything to others. 
   Ideal: Greater Good. 
   Bond: I suffer awful visions of a coming disaster 
  and will do anything to prevent it. 
   Flaw: Unlocking an ancient mystery is worth the 
  price of a civilization. 
   Castle Maalthiir (KAHS-el Mal-THEER). Formerly 
  known as Vultureroost, the First Lord’s palace sits 
  like a central heart in the middle of Hillsfar.  The 
  First Lord resides and conducts business here and 
  there is always a large contingent of Red Plumes 
  stationed here as guards. 
   Diamond in the Dung (DIE-mund in the dung). 
  This large inn caters to adventurers and boasts 
  comfortable and clean rooms, friendly staff, stable 
  services for mounts, and good quality food.  Food, 
  drink, and lodging here are at double the rates 
  listed in the PHB, but the inn carries on a long-
  standing tradition of accepting equipment in trade 
  from adventurers.  The Diamond in the Dung has 
  long been known as a good place in Hillsfar for 
  adventurers to pick up leads and rumors. 
   The Docks (DAHX). Outside of the city walls just 
  east of Hillsfar and on the edge of the Moonsea, 
  this area consists primarily of docks and 
  warehouses and serves as the primary shipping 
  and receiving point for goods arriving and 
  departing Hillsfar via the Moonsea.  Two inns 
  service the area: the Mermaid’s Bosom and the 
  Rusty Nail.  
   The Rusty Nail (RUSS-tee Nale). This large, 
  rectangular inn is the size of a large warehouse 
  and is the closest inn to the waterfront area of 
  Hillsfar known as the Docks.  The Rusty Nail is 
  known to cater to adventurers.   
   Temple of Lliira (TEM-pul ov LEER-ah). The 
  temple in Hillsfar dedicated to Lliira, the Chaotic 
  Good goddess of joy, happiness, freedom, and 
  dance, is also known as ‘The House of Happiness’.  
  This temple is a bizarre cross between a bar, feast 
  hall, and place of worship.  There is always 
  laughter, dancing, fine food, and the smell of 
  fragrant perfumes and colognes found within the 
  temple’s walls.  The worshippers who run the 
  temple are known as Joydancers. 
   The Emporium (em-POR-e-um). This store is one 
  of the largest and longest operating shops in 
  Hillsfar.  Anything from the Armor, Weapons, 
  Adventuring Gear, and Tools tables in the PHB, as 
  well as the potions and spell scrolls from the ALPG, 
  can be purchased here.  Items listed in the Mounts 
  and Vehicles section of the PHB can be obtained 
  given enough time and any services listed in the 
  PHB can be easily arranged through The 
  Emporium as well.  Although open to everyone, 
  the store is known to cater to adventurers.  The 
  proprietors, cousins Fortuna and Gloria Brelliar, 
  trade in information and rumors as well as 
  physical goods and services.  Fortuna and Gloria 
  are descendants of the original proprietor as well 
  as of Hillsfarian noble Mordak Brelliar.  
   Vuhm Yestral (VOOM YES-truhl). Former leader 
  of the Red Plumes in Hillsfar, now the city’s 
  current First Lord, Vuhm is an older, male, human.  
  He has recently become aware of an infiltration of 
  evil fey creatures from the Cormanther Forest to 
  the south that are secretly integrating themselves 
  into Hillsfar society with the intent of eventually 
  taking over the city.  Vuhm has recently reached 
  out to an ally among the Red Wizards, Al-Nashar, 
  for his assistance in locating these creatures. 
   Personality: Loud and opinionated, but kind and 
  devoted to the citizens of Hillsfar. 
   Ideal: I wish to see all that make Hillsfar their home 
  live and work together in peace. 
   Bond: The city of Hillsfar and its citizens. 
   Flaw: I have a mean temper, which I work hard to 
  hide. 
   
   
  
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  14 
  Appendix 2: Creature Statistics 
   
  Annis Hag 
  Large fey, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2) 
  Saving Throws Con +5 
  Skills Deception +7, Perception +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 60ft., passive Perception 15 
  Languages Common, Giant, Sylvan 
  Challenge 6 (2,300 XP) 
  Coven Challenge 8 (3,900 XP) 
  Innate Spellcasting. The hag's innate spellcasting 
  ability is Charisma (spell save DC 13). She can innately 
  cast the following spells: 
  3/day each: disguise self (including the form of a 
  Medium humanoid), fog cloud 
  Actions 
  Mulltiattack. The annis makes three attacks: one with 
  her bite and two with her claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) slashing damage. 
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, 
  and the target is grappled (escape DC 15) if it is a Large 
  or smaller creature.  Until the grapple ends, the target 
  takes 36 (9d6 + 5) bludgeoning damage at the start of 
  each of the hag’s turns.  The hag can’t make attacks 
  while grappling a creature in this way. 
   
   
   
   
   
   
   
   
  Hag Covens 
  When hags must work together, they form covens, in spite of 
  their selfish natures. A coven is made up of hags of any type, 
  all of whom are equals within the group. However, each of 
  the hags continues to desire more personal power. 
   
  A coven consists of three hags so that any arguments 
  between two hags can be settled by the third.  If more than 
  three hags ever come together, as might happen if two 
  covens come into conflict, the result is usually chaos. 
   
   
  Shared Spellcasting. While all three members of a hag 
  coven are within 30 feet of one another, they can each cast 
  the following spells from the wizard’s spell list but must share 
  the spell slots among themselves: 
   
  1st level (4 slots): identify, ray of sickness 
  2nd level (3 slots): hold person, locate object 
  3rd level (3 slots): bestow curse, counterspell, lightning bolt 
  4th level (3 slots): phantasmal killer, polymorph 
  5th level (2 slots): contact other plane, scrying 
  6th level (1 slot): eyebite 
   
  For casting these spells, each hag is a 12th-level spellcaster 
  that uses Intelligence as her spellcasting ability. The spell 
  save DC is 12 + the hag’s Intelligence modifier, and the spell 
  attack bonus is 4 + the hag’s Intelligence modifier.  
   
   
  Hag Eye. A hag coven can craft a magic Item called a hag 
  eye, which is made from a real eye coated in varnish and 
  often fitted to a pendant or other wearable item. The hag 
  eye is usually entrusted to a minion for safekeeping and 
  transport. A hag in the coven can take an action to see what 
  the hag eye sees if the hag eye is on the same plane of 
  existence. A hag eye has AC 10, 1 hit point, and darkvision 
  with a radius of 60 feet.  If it is destroyed, each coven 
  member takes 3d10 psychic damage and is blinded for 24 
  hours. 
   
  A hag coven can have only one hag eye at a time, and 
  creating a new one requires all three members of the coven 
  to perform a ritual. The ritual takes 1 hour, and the hags can’t 
  perform it while blinded. During the ritual, if the hags take 
  any action other than performing the ritual, they must start 
  over.  
   
   
   
  
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  15 
  Abjurer 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  14 (+2) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +8, Wis +5 
  Skills Arcana +8, History +8 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The abjurer is a 13th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). The abjurer has the following 
  wizard spells prepared: 
   
  Cantrips (at will): blade ward, dancing lights, mending, 
  message, ray of frost 
  1st level (4 slots): alarm,* mage armor*, magic missile, 
  shield* 
  2nd level (3 slots): arcane lock,* invisibility 
  3rd level (3 slots): counterspell,* dispel magic,* fireball 
  4th level (3 slots): banishment,* stoneskin* 
  5th level (2 slots): cone of cold, wall of force 
  6th level (1 slot): flesh to stone, globe of 
  invulnerability* 
  7th level (1 slot): symbol,* teleport 
  * Abjuration spell of 1st level or higher. 
   
  Arcane Ward. The abjurer has a magical ward that has 
  30 hit points.  Whenever the abjurer takes damage, the 
  ward takes the damage instead.  If the ward is reduced 
  to 0 hit points, the abjurer takes any remaining damage.  
  When the abjurer casts an abjuration spell of 1st level 
  or higher, the ward regains a number of hit points 
  equal to twice the level of the spell. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 
  3 (1d8 – 1) bludgeoning damage if used with two hands. 
   
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+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 passive Perception 12 
  Languages Any six languages 
  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, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, stoneskin* 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): timestop 
   
  * The archmage casts these spells on itself before 
  combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
   
   
   
  
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  CCC-QCC2019-03 The Scarlet Divide (v.2.1) 
   
   
  16 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  Diviner 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 67 (15d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +4 
  Skills Arcana +7, History +7 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 8 (3,900 XP) 
  Spellcasting. The diviner is a 15th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The diviner has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, message, 
  true strike 
  1st level (4 slots): detect magic,* feather fall, mage 
  armor 
  2nd level (3 slots): detect thoughts,* locate object,* 
  scorching ray 
  3rd level (3 slots): clairvoyance,* fly, fireball 
  4th level (3 slots): arcane eye,* ice storm, stoneskin* 
  5th level (2 slots): Rary’s telepathic bond,* scrying 
  6th level (1 slot): mass suggestion, true seeing* 
  7th level (1 slot): delayed blast fireball, teleport 
  8th level (1 slot): maze 
  * Divination spell of 1st level or higher. 
   
  Portent (Recharges after the Diviner Cats a Divination 
  Spell of 1st Level or Higher). When the diviner or a 
  creature it can see makes an attack roll, a saving throw, 
  or an ability check, the diviner can roll a d20 and 
  choose to use this roll in place of the attack roll, saving 
  throw, or ability check. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 
  3 (1d8 – 1) bludgeoning damage if used with two hands. 
   
   
   
  
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  Drow Mage 
  Medium humanoid (elf), neutral evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 45 (10d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  13 (+1) 
  12 (+1) 
   
  Skills Arcana +6, Deception +5, Perception +4, Stealth 
  +5 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Elvish, Undercommon 
  Challenge 7 (2,900 XP) 
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed and magic can’t put the 
  drow to sleep. 
  Innate Spellcasting. The drow’s spellcasting ability is 
  Charisma (spell save DC 12).  It can innately cast the 
  following spells, requiring no material components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Spellcasting. The drow is a 10th-level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks).  The drow has the following 
  wizard spells prepared: 
  Cantrips (at will): mage hand, minor illusion, poison 
  spray, ray of frost 
  1st level (4 slots): mage armor, magic missile, shield, 
  witch bolt 
  2nd level (3 slots): alter self, web 
  3rd level (3 slots): fly, lightning bolt 
  4th level (3 slots): Evard’s black tentacles, greater 
  invisibility 
  5th level (2 slots): cloudkill 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Staff.  Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target.  Hit: 2 (1d6-1) bludgeoning damage if used with 
  two hands, plus 3 (1d6) poison damage. 
   
  Note on the drow mage in Episode 3  
  The drow mage will have already cast alter self before the 
  encounter.  The spell’s effect may already have been nullified 
  by The Ritual (from Episode 2 Scene C) before they meet.   
  At the discretion of the DM, the drow mage may choose to 
  have prepared fireball instead of one of the other 3rd level 
  spells listed.  
   
  Evoker 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The evoker is an 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The evoker has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt,* light,* prestidigitation, ray 
  of frost* 
  1st level (4 slots): burning hands,* mage armor, magic 
  missile* 
  2nd level (3 slots): mirror image, misty step, shatter* 
  3rd level (3 slots): counterspell, fireball,* lightning 
  bolt* 
  4th level (3 slots): ice storm,* stoneskin 
  5th level (2 slots): Bigby’s hand,* cone of cold* 
  6th level (1 slot): chain lightning,* wall of ice* 
  * Evocation spell 
   
  Sculpt Spells. When the evoker casts that forces other 
  creatures it can see to make a saving throw, it can 
  chose a number of them equal to 1 + the spell’s level.  
  These creatures automatically succeed on their saves 
  against the spell.  If a successful save means a chosen 
  creature would take half damage from the spell, it 
  instead takes no damage from it. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 
  3 (1d8 – 1) bludgeoning damage if used with two hands. 
   
   
  
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  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage. 
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
  
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  Transmuter 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 5 (1,800 XP) 
  Spellcasting. The transmuter is a 9th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The transmuter has the 
  following wizard spells prepared: 
   
  Cantrips (at will): light, mending, prestidigitation, ray of 
  frost 
  1st level (4 slots): chromatic orb, expeditious retreat,* 
  mage armor 
  2nd level (3 slots): alter self,* hold person, knock* 
  3rd level (3 slots): blink,* fireball, slow* 
  4th level (3 slots): polymorph,* stoneskin 
  5th level (1 slot): telekinesis* 
  * Transmutation spell of 1st level or higher. 
   
  Transmuter’s Stone. The transmuter carries a magic 
  stone it crafted that grants its bearer one of the 
  following effects: 
   Darkvision out to a range of 60 feet 
   An extra 10 feet of speed while the bearer is 
  unencumbered 
   Proficiency with Constitution saving throws 
   Resistance to acid, cold, fire, thunder, or lightning 
  damage (transmuter’s choice whenever the 
  transmuter chooses this benefit) 
  If the transmuter has the stone and casts a 
  transmutation spell of 1st level or higher, it can change 
  the effect of the stone. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 
  3 (1d8 – 1) bludgeoning damage if used with two hands. 
   
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword attacks. 
  If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
   
  
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  Appendix 3: Map of Hillsfar 
   
  
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  Appendix 4: The Courtyard 
   
   
   
  
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  Appendix 5: Mirror, Mirror (Bonus Objective A) 
  Estimated Duration: 60 minutes 
  The House of Happiness 
  In this bonus objective, the characters visit the 
  temple of Lliira and attempt to find and disable a 
  portal that would allow others to easily scry 
  remotely on the interior of the temple. 
  Prerequisites 
  Characters must complete Scene A of Episode 2 
  before beginning this episode. 
  Bonus Objective A 
  Finding and disabling the scrying portal within the 
  temple of Lliira is Bonus Objective A. 
  Area Information 
  This area has the following features: 
   Dimensions & Terrain. The main hall is quite 
  large and spacious, although a central area 
  appropriated as an impromptu dance floor counts as 
  difficult terrain due to the dense mass of sweaty 
  bodies gyrating thereon.  Tables and chairs are 
  scattered along the perimeter of the room and a bar 
  is against the wall in the far back.  Colorful ribbons 
  and streamers are draped throughout the room.  
   Lighting. The room is brightly lit by a series of 
  continual flame spells placed within lanterns around 
  the perimeter of the room.  Colorful bursts of sparks, 
  like tiny fireworks, regularly flare at random 
  intervals and locations as well, likely the result of 
  numerous prestidigitation cantrips.  The lights on the 
  walls are amplified by the fact that mirrors of 
  various sizes are attached to the walls all along the 
  perimeter of the main room.   
   Smells and Sounds.  An ever-changing array of 
  scents – some pleasant, some acrid – waft through 
  the temple comprised of a chaotic mix of perfumes, 
  colognes, the smells of cooked food, and the sweat of 
  countless dancers.  Music continuously plays in the 
  background, serving as the soundtrack for the 
  seemingly unending cacophony of conversations and 
  laughter. 
  The Portal 
  The scrying portal is actually disguised as a full-length mirror 
  mounted on one of the walls.  It does not allow creatures or 
  items to pass through it; only images of the inside of the 
  temple.  If it is shattered, the scrying effect is broken.  If it is 
  covered, the scrying effect is still in place, but nothing can be 
  seen through the covering. 
  Creatures/NPCs 
  Twenty commoners, two bouncers (veterans), and 
  three Joydancers (priests) are present when the 
  characters arrive.  The guards are watching for any 
  sign of someone having “two much fun” and 
  potentially ruining the experience for others.  
  Everyone else seems to be enjoying themselves. 
   Objectives/Goals. To have fun.  The guards will 
  politely escort anyone becoming obnoxiously 
  intoxicated either to a table to sit for a while or, in 
  extreme cases, to the exit. 
   What Do They Know? No one here knows 
  anything about the portal or when that particular 
  mirror was installed, but they do not mind the 
  characters snooping around.  Many of the patrons 
  have seen increased numbers of Red Wizards 
  recently, particularly around The Emporium and 
  Castle Maalthiir. 
   
  Playing the Pillars 
  COMBAT 
  There really should be no reason 
  for the heroes to begin combat 
  in this location; the patrons are 
  all quite happy and just enjoying 
  living in the moment.  Even the 
  guards are unexpectedly 
  courteous when they need to 
  step in. 
  EXPLORATION 
  The portal can be discovered via 
  successful DC 18 Intelligence 
  (Arcana or Investigation) or 
  Wisdom (Perception) skill checks 
  and/or detect magic (it detects 
  as divination) or similar magic.  
  Breaking the glass makes it 
  unusable. 
  SOCIAL 
  People are friendly and polite, 
  but with short attention spans.  
  No one in the temple knows 
  anything about the portal.  If the 
  mirror is broken in the main hall, 
  people will pause, “booo!”, and 
  then go back to what they were 
  doing. 
  
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  Appendix 6: Top of the Dung Heap (Bonus Objective B) 
  Estimated Duration: 60 minutes 
  The Diamond in the Dung 
  In this bonus objective, the characters visit the 
  Diamond in the Dung in an attempt to gain some 
  information about the Red Wizards’ motives, 
  following up on the lead that some of the Thayan’s 
  guards frequent the establishment. 
  Prerequisites 
  Characters must complete Scene A of Episode 2 
  before beginning this episode. 
  Bonus Objective B 
  Finding one of the Red Wizard’s guards and learning 
  more about their presence in Hillsfar from them is 
  Bonus Objective B. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The main tavern hall is 
  quite large and spacious.  Numerous paintings of 
  landscapes, primarily of areas around the Moonsea, 
  hang from the walls.  The dining area is filled with 
  numerous tables of different sizes, all surrounded by 
  benches, stools, or high-backed wooden chairs.  A 
  bar, flanked by high-stools is in the middle of the 
  room.  Due to the furniture and large number of 
  patrons, the inside counts as difficult terrain.  
   Lighting. The room is brightly lit by a series of 
  continual flame spells placed on sconces around the 
  perimeter of the room.   
  Creatures/NPCs 
  A mix of staff and patrons consisting of six 
  commoners, four mages, eight veterans, and seven 
  guards currently occupy the tavern.  Sabasjan (one 
  of the guards) is seated alone at the bar and wears a 
  tunic with obvious Thayan symbolism on it. 
   Objectives/Goals. Everyone is here to simply 
  enjoy some food, drink, and downtime.  Sabasjan is 
  not privy to Al-Nashir’s machinations, but he also 
  has no reason to believe they are supposed to be 
  secret, so he will willingly share what he does know 
  if asked politely.  If they perceive that the heroes are 
  harassing Sabasjan, six of the veterans, one mage, 
  and two additional guards (all associates of 
  Sabasjan and employees of the Red Wizards) will 
  surround the party and ask Sabasjan if there is a 
  problem.  The situation should be easy enough to 
  diffuse if the party has been dealing courteously 
  with Sabasjan.  If not, these Thayan mercenaries will 
  step in to defend their own if warranted. 
   What Do They Know? Sabasjan (as well as the rest 
  of the Thayan mercenaries) do not know much of 
  their boss’ plans, but do know that Al-Nashar has 
  summoned additional Thayan wizards to Hillsfar to 
  assist in some ritual.  They also Al-Nashar has been 
  meeting somewhat frequently with First Lord Vuhm 
  Yestral and that the additional Red Wizard 
  reinforcements are arriving with the First Lord’s 
  knowledge.  They also know that the Red Wizards 
  will spend most of the day today meeting at 
  Maalthiir Castle (the First Lord’s estate), but they 
  do not know what about. 
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Drop three veterans from the Thayan 
  mercenaries. 
   Weak: Drop two veterans from the Thayan mercenaries. 
   Strong, Very Strong: No changes. 
   
   
   
  Playing the Pillars 
  COMBAT 
  If a fight breaks out between the 
  mercenaries and the heroes, the 
  mercenaries fight to wound 
  rather than to kill.  Chairs, stools, 
  and bottles make great 
  improvised weapons. 
  EXPLORATION 
  Many of the patrons here are 
  adventurers, as this inn is known 
  to cater to their type.  Although 
  not all of them are Thayans, 
  attentive PCs may have the 
  opportunity to overhear odd 
  rumors from other patrons. 
  SOCIAL 
  If approached politely, Sabasjan 
  will gladly offer to share what he 
  knows.  If the other Thayan 
  mercenaries engage the party, 
  Sabasjan will quickly diffuse the 
  situation if the heroes have not 
  been threatening.
  
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  Appendix 7: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Staff of Healing (Table G) 
  Staff, rare (requires attunement by a bard, cleric, or 
  druid) 
  This staff has 10 charges.  While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast one of the following spells from it, using your 
  spell save DC and spellcasting ability modifier: cure 
  wounds (1 charge per spell level, up to 4th), lesser 
  restoration (2 charges), or mass cure wounds (5 
  charges). 
   The staff regains 1d6 + 4 expended charges daily 
  at dawn.  If you expend the last charge, roll a d20.  
  On a 1, the staff vanishes in an explosion of 
  butterflies, lost forever.  This item is found on Magic 
  Item Table G in the Dungeon Master’s Guide. 
   This ivory staff has a red painted carving of a 
  coiled snake around its length.   
   
    
   
   
   
  
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  Appendix 8: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Horn of Silent Alarm (2 TCP) 
  Wondrous item, common 
  This horn has 4 charges.  When you use an action to 
  blow it, one creature of your choice can hear the 
  horn’s blare, provided the creature is within 600 feet 
  of the horn and not deafened.  No other creature 
  hears sound coming from the horn.  The horn 
  regains 1d4 expended charges daily at dawn.  This 
  item costs 2 Treasure Checkpoints to acquire and 
  can be found in Xanathar’s Guide to Everything. 
   
   
  
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  Appendix 9: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Crossbow Bolts (ammunition), +2 
  (Table C) 
  Weapon (ammunition), rare 
  You have a +2 bonus to attack and damage rolls 
  made using a piece of this ammunition.  Once a piece 
  if ammunition hits a target, it is no longer magical. 
  This item is found on Magic Item Table C in the 
  Dungeon Master’s Guide. 
   
  This is a set of 20 crossbow bolts.
   
   
  
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  Appendix 10: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Oil of Sharpness (Table D) 
  Potion, very rare 
  This clear, gelatinous oil sparkles with tiny, ultrathin 
  silver shards.  The oil can coat one slashing or 
  piercing weapon or up to 5 pieces of slashing or 
  piercing ammunition.  Applying the oil takes 1 
  minute.  For 1 hour, the coated item is magical and 
  has a +3 bonus to attack and damage rolls.  This item 
  is found on Magic Item Table D in the Dungeon 
  Master’s Guide. 
   
   
   
  
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  Appendix 11: Magic Item 
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Potion of Invulnerability (Table C) 
  Potion, rare 
  For 1 minute after you drink this potion, you have 
  resistance to all damage.  The potion’s syrupy liquid 
  looks like liquefied iron.  This item is found on Magic 
  Item Table C in the Dungeon Master’s Guide. 
   
  The potion tastes like hot sauce with a dash 
  of butter and a hint of chicken.  
   
  
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  Appendix 12: Story Awards 
   
  Characters completing this adventure may earn the 
  following story awards.  
  Hero of Hillsfar 
  For assisting in ending the menace of the evil fey in 
  Hillsfar once and for all, you receive a medal 
  declaring you a “Hero of Hillsfar”.  Tales of your 
  exploits spread through the city from the 
  commoners up through the nobles.  Unless disguised, 
  you are greeted by smiles and knowing nods 
  anytime you wander the streets of Hillsfar.  This 
  Story Award may have additional repercussions in 
  future CCC-QCC adventures. 
  Seeing Red 
  You have intervened in the plans of Red Wizards one 
  time too many.  If your party becomes engaged in 
  conflict with any Red Wizards in a future CCC-QCC 
  adventure, the Red Wizards will always target you 
  with their first attack.  This Story Award may have 
  additional repercussions in future CCC-QCC 
  adventures.  If you have the “A Friend in Red” Story 
  Award from CCC-QCC2018-02, you may 
  permanently remove this Story Award from you 
  character sheet by removing that one as well. 
   
   
   
   
  
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  Appendix 13: Dungeon Master Tips 
   
  This adventure is designed for three to seven 11th-
  16th level characters and is optimized for five 
  characters with an average party level (APL) of 
  13. Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Queen City Conquest (QCC)/CCC-QCC2019-03 - The Scarlet Divide.pdf