TEXT: �
  The Lost Apprentice
  Song of Fates part 5
  The Council of Mages has recently sent a young apprentice out to investigate the strange dis-
  turbances that have beset Thentia.  It has been several weeks and he has not yet reported 
  back.  Is he simply late or is there something more sinister afoot? 
  A Two-Hour Adventure for 1st-4th Level Characters 
  John Sedlack
  Author 
  Adventure Code: CCC-TAROT01-05 
  Optimized For: APL 3 
  Version: 1.4 
  Development and Editing: Joshua Clark, Blake Jones, Ian Priddy, Todd Smart, Ariel Thomas, Brian Treitler 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks, Alan Patrick, Travis 
  Woodall 
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  Introduction
  Welcome to The Lost Apprentice, a D&D Adventur-
  ers League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. 
   The City of Thentia faces food shortages, bandits, 
  storms, and yet another threat that very few are aware 
  of.  Items of supposedly great power are hidden 
  throughout the city and many quietly strive to acquire 
  them. 
   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 ad-
  justments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are other-
  wise a bit more powerful than the adventure is opti-
  mized for. You’re not bound to these adjustments; 
  they’re here for your convenience. 
   To figure out whether you should consider adjust-
  ing the adventure, add up the total levels of all the 
  characters and divide the total by the number of char-
  acters (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 any-
  thing 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 adven-
  ture’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 char-
  acter 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 im-
  provising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to imple-
  ment 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 role play interactions 
  without getting too frustrated over a lack of informa-
  tion. 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. 
  
  Adventure Primer
  Events from a Time Past 
    Many an adventurer has heard of the Deck of Many 
  Things, a Deck in which you pulled cards and re-
  ceived either great treasure, or terrible ruin. Few 
  scholars have tales of a special Deck. It is said to be a 
  mix of the original Deck and ancient Vistani magic, 
  and called the Tarot Cards of Fate. Each card is 
  unique in nature, and said to be even more powerful 
  than a traditional Deck, it is long thought Fate had 
  decreed the Cards separated, and each lost to antiqui-
  ty.  
    With events such as the Spellplague, unleashing 
  arcane chaos and the Blue Fire, loosening the magical 
  shackles and the return of parts of Faerun from the 
  Demiplane of Dread, rumors of Cards promising 
  great power have been emerging throughout the 
  lands.  
    Currently known to a select few greater powers, 
  who have access to great libraries or performed epic 
  rituals of divination, they have become aware of an 
  ancient Prophecy that tell of great power gained by 
  those who have acquired the most Tarot Cards.  
    Quickly, they sent mortal agents spread across the 
  Moonsea and Sword Coast searching for any hints 
  and obscure lore or legend that would reveal the hid-
  ing places of the Tarot Cards of Fate, intent on ac-
  quiring as many as possible. As more knowledge of 
  the Cards leaks out, a mad race to acquire their power 
  will truly commence.  
  Events in a Time Present 
   The Devil, Moon, Lovers, Empress cards have al-
  ready been revealed. Now Chariot Card from the 
  Tarot Deck of Fate has revealed itself and unleashes 
  its power upon Thentia and the region 
  With the revelation of the first four Tarot cards, the 
  Council of Mages are concerned with what this un-
  controlled power represents. Fearing what this power 
  can do to Thentia, they send a young apprentice out 
  to find a suitable location for them to set up an out-
  post for them to investigate what is being known as 
  “The Disturbance”. 
  Asham (Ash) Jahla is the perfect choice for this role 
  as his powers are not yet great enough to risk making 
  matters worse and he’s familiar with the moorlands 
  enough to find a suitable location. The only problem 
  being, that he’s been gone for quite some time and 
  the Council cannot divine his location. They ask the 
  Agents of Fate to investigate.  
   
  Little does the Council realize, that Ash has been 
  given his powers by hag in the area and she and her 
  sisters have been manipulating Ash into helping them 
  without him realizing it. They want to exploit “the 
  disturbance for their own gain. His loyalties are torn 
  between his “Granny and Aunties”  and the council. 
  Location and NPC Summary
  The following NPCs and locations feature prominent-
  ly in this adventure.  
   Asham (Ash) Jahla. Young apprentice of the 
  mages guild who was tasked to investigate the dis-
  turbance and find a suitable place for an outpost for 
  the mages. 
   Karasht Silverflame. Male Fire Genasi. Head arch 
  mage of the council of mages. Has a bit of a temper 
  and is not a fan of Ash. Hires the PCs to track him 
  down.  
   Belanna Skallon. -  Female Tabaxi. High Priestess 
  of Azuth. She is one of the watchlord candidates 
  running on a platform to expand the power of the 
  Council of Mages.  
   Kianne Amblecrown. -  Female Chondathan. Div-
  ination Archmage on the Council of Mages, she has a 
  particular fondness for young Ash. Concerned that 
  her divinations can’t see past the distrubance.  
   Auntie Sue - Green hag. The weakest of the hag 
  coven. Her sisters sent her to the edge of the “dis-
  turbance” so that they can exploit it for themselves 
  Adventure Overview 
  The adventure is broken down into 4 parts: 
   Part 1. PCs are summoned by the council and 
  tasked with locating Ash and bringing him back. The 
  PCs encounter the Fortune Teller on their way out of 
  town.  
   Part2. The PCs eventually find Ash, and find out 
  that he has been given his powers by the hags. They 
  can now choose to complete their original task and 
  bring him back to Thentia or to move forward and 
  face the new threat.  
   Part3. With the information they receive from Ash, 
  PCs will now chose to face the hags, or go back to 
  Thentia to complete their task.  
   Part4. Regardless of which path the PCs take they 
  then find themselves coming face to face with Auntie 
  Sue, the green hag. The encounter they face changes 
  based on the decisions they make in part 3. After de-
  feating her, they can use her lair as a suitable outpost 
  for the Council of Mages 
  
  Adventure Hooks 
   Touched by Fate. The player has been touched by 
  Fate in one of the previous Song of Fate adventures. 
  Not sure why or how, but the PC has been lead back 
  to Thentia with the feeling that more work needs to 
  be done. 
   Faction (Harpers). Divinations have shown magi-
  cal disturbances in and around Thentia that may be a 
  prelude to chaos. Find out what is going on and stop 
  it if possible. Report back with your findings. 
  Part 1: Summoned by the 
  Council 
  Expected Duration: 30 minutes 
  The PCs have been summoned by the Council 
  of Mages and they are en route to the Spiraling 
  tower as we begin.  
  This is a good moment to allow the PCs to intro-
  duce themselves to one another. If PCs want 
  they may attempt to eavesdrop on the conversa-
  tion coming from the door with a Wisdom (Per-
  ception) check. Rolling poorly allows characters 
  to only hear snippets of the conversation.  
  Eavesdropping 
  ●
  [DC 5] You hear a gravel like male voice 
  saying “You know that we cannot support 
  you.” 
  ●
  [DC 10] You hear a gravel like male voice 
  saying “You know that we cannot support 
  you openly. However, we do believe your 
  platform is best for Thentia.” 
  ●
  [DC 15] You hear a gravel like male voice 
  saying “You know that we cannot support 
  you openly. However we do believe your 
  platform is best for Thentia. We must appear 
  neutral in the election, but behind the 
  scenes, I’ll see what we can do to assure 
  your victory.” 
  Unless the PCs stop her, she continues on her 
  way. If PCs try to talk to Belanna She exclaims 
  that the election is quickly approaching and she 
  has many things to attend to. If they wish they 
  can visit the campaign headquarters when they 
  have some free time.  
  The air is cool on this late harvest day. As 
  you walk towards the Spiraling Tower, home 
  to the Council of Mages, you notice there are 
  few citizens of Thentia milling about the 
  streets.  The few you see all seem to sport 
  armbands of differing colors.  So far you’ve 
  seen Grey, Blue, Orange, and Green 
  armbands, but the curious thing is that the 
  wearers of the armbands all seem to 
  congregate together and don’t seem to chat 
  much with others.  
  Eventually you arrive at the Spiraling Tower, 
  and upon entering you do a double take as 
  the space seems larger than the building it is 
  housed within. Upon entering, you are 
  greeted by an Aaracokra. “Hello, I am Soria. I 
  assume you are the adventurers that council 
  has summoned. Please follow me.” She 
  leads you to a waiting area outside an 
  elaborately decorated door. A six foot tall 
  black velvet painting of a fire genasi in ornate 
  robes hangs beside it. “Karasht is just 
  finishing up a meeting. Please wait here and 
  he’ll see you when he is finished.” 
  As she walks away, you can hear bits of 
  conversation from the other side of the door. 
  After a few minutes of waiting, the door in 
  front of you opens, and a gray haired tabaxi 
  exits. She pulls up the hood to her grey 
  robes as she approaches. You notice that 
  she wears a pennant of a left hand pointing 
  upward, wreathed in blue flame. “Hello 
  friends, I’m Belanna, and I hope to see 
  each of you at the polls” she says while 
  handing each of you a grey ribbon, 
  “Remeber Belanna today; a brighter 
  tomorrow.”
  
  Roleplaying Belanna Skallon
    Bellana is the self-proclaimed High Priestess of 
  Azuth and claims to be the Spiritual Advisor to 
  the Council. Belanna is running a campaign to 
  expand the power of the Council of Mages, ex-
  panding the number of students admitted for 
  study of the arcane arts, and believes that a 
  greater study of the arcane is the only way to 
  counter the magic that has cursed the city 
      Quote: “I hope to see you at the polls.” 
  Azuth
    Azuth is god of a wizard’s long hours of study, 
  exacting standards of movement and speech, 
  and cramped, ink-stained fingers. Wizards in-
  voke Azuth when they scribe scrolls, inscribe 
  magic circles, attempt to memorize spells, and 
  even when they cast spells. 
  Meeting with Karasht 
  Allow the PCs to get a bit of information before 
  introducing Kianne. 
  • There have been strange magical occurrences 
  happening around Thentia and the surround-
  ing areas over the past few weeks. 
  • Kianne had located four possible locations 
  before she lost her divination powers 
  • Fearing that their own powers would exacer-
  bate the situation, they sent a young appren-
  tice out to investigate and establish an outpost 
  for the council. 
  • He hasn’t checked in for over half a tenday, 
  and Kianne cannot divine his location, since 
  she is powerless 
  Any questions about the election get dismissed 
  for the task at hand. During the course of dis-
  cussion Karasht or Kianne can reveal the follow-
  ing:  
  • Kianne is not “powerless” as Karasht put it, 
  something is interfering with her divinations, 
  which is quite worrying.  
  • Asham was chosen because he showed prom-
  ise in the divinatory arts, despite struggling 
  with the arcane when he first arrived at the 
  guild.   
  • As Kianne’s protege, she thought she would 
  have a strong enough connection to him de-
  spite the interference.  
  • The Council is willing to pay the party 100gp 
  for the safe and immediate return of Ash or 
  information on what has happened. 
  As the tabaxi continues on her way a gravel 
  like voice calls out from the room. “Are you 
  going to stand out there all day and keep 
  me waiting or are we going to get down to 
  business?” 
  Upon entering the office, you notice 
  meticulously stacked books and papers. 
  Sitting behind a large mahogany desk is a 
  male fire genasi with silver flames for hair, 
  writing in a ledger. Without looking up at 
  you, he says “I assume you’re the 
  adventurers that Kianne wants me to hire 
  for this task?” 
  As you and Karasht are discussing the job, 
  you hear a gentle knock on the door and a 
  tall woman with piercing green eyes, tawny 
  skin, and long black hair knotted into a 
  single braid enters the room.  
  “ Ah Kianne, how nice of you to be on time.” 
  Karasht says semi sarcastically. “This is 
  Kianne Amblecrown, our head divinator.”  
  “I can introduce myself. Thank you, 
  Karasht” she replies kindly. “I am Kianne, I 
  hope you are willing to help us find young 
  Ash.”
  
  Roleplaying Karasht Silverﬂame
  Karasht clearly recognizes his strength 
  which, coupled with his naturally extremely short 
  temper, often leads him to be rash with his ac-
  tions and, especially, his words. He likely 
  wouldn't tolerate PCs who act too diplomatically 
  or try to win his favor with compliments. Silver-
  flame might favor more simplistic PCs who tend 
  to get straight to the point. Whenever he gets 
  angry, which happens a bit too often for his own 
  good, flames on top of his head start burning 
  brighter.  
  Quote: “I don’t have the time for you to waste.” 
  Roleplaying Kianne Amblecrown
  Kianne is the polar opposite of Karasht, 
  she is the “good cop” to his “bad cop”. She is 
  sweet and understanding. She worries for young 
  Ash and is patient with the PCs who ask ques-
  tions.  
  Quote: “Please bring back Ash safely, I couldn’t 
  imagine what he must be going through”
  Fortunes of Fate 
  PCs may recognize the fortune teller from any of 
  the previous TAROT series. If the PCs accept 
  his invitation, he will greet each of them by name 
  as they approach. If they decline he thanks them 
  by name anyway for even considering it. If the 
  PCs ask about this, he will cryptically claim “Fate 
  has foreseen it”. The fortune teller does not pro-
  vide the PCs will any specific name to call him 
  other than “A simple fortune teller”. He does not 
  have direct information about local events for the 
  players but offers to read the future of anyone 
  interested. 
  Have any interested player roll two d8 dice.   
  Refer to Appendix: Tarot Reading. The first d8 
  corresponds to the card pulled. The second d8 
  will reveal whether the card is Upright (even re-
  sult on the die) or Inverted (odd result). Use the 
  associated text for each possible card reading or 
  paraphrase as you see fit, keeping within the 
  spirit of each card. Roleplay this out as needed 
  but no two players should pull the same result. 
  Fate has either steered the PCs towards the 
  fortune teller or away from him. Regardless of 
  wether they had a reading, Players receive the 
  Touched by the Fates story award if they do 
  not already have it. 
  As you exit the spiraling tower you spot an 
  old man in rags sitting in the dirt, shuffling a 
  deck of cards. A handwritten sign in front of 
  him says “Fortunes, 1gp”, Theres a small 
  ornate carpet and a cup next to it containing 
  a few coins. A man with a green armband 
  drops a coin in the cup before walking away 
  without saying a word.  
  The old man calls out to you. “Care for your 
  fortune? Only a gold piece”
  
  Part 2: Searching for Ash 
  Expected Duration: 45-60 minutes 
  Finding Ash 
  Have one party member roll a Wisdom (Sur-
  vival) check. If you’re in a convention or time 
  restricted setting,  you can forgo the exploration 
  part  and go straight to Ruins 2D. Conversely, if 
  your party like to explore, allow them to go to 
  each ruin before finding Ash. If you’d rather 
  leave it up to the dice, consult the DCs below.  
  • [DC5] The Party finds Ash in the 4th and final 
  place they look. Randomly choose the order of 
  the the 3 ruins that the party will inspect before 
  moving on to Ruins 2D: The Mirrored Room 
  • [DC10] The Party finds Ash in the 3rd and final 
  place they look. Randomly choose two of the 
  ruins that the party will inspect before  moving 
  on to Ruins 2D: The Mirrored Room 
  • [DC15] The Party finds Ash in the 2nd and 
  final place they look. Randomly choose one of 
  the ruins that the party will inspect before  
  moving on to Ruins 2D: The Mirrored Room 
  • [DC20] The Party finds Ash in the 1st location 
  they look. Jump right to to Ruins 2D: The Mir-
  rored Room 
  Ruins 2A: Goblin Herbs 
  The smoke is from a fire that 5 goblins are us-
  ing to dry some medicinal herbs. A PC perform-
  ing a  DC10 Wisdom (Perception) check notices 
  a faint herbal smell on the winds.  
  The goblins are spineless and not interested in 
  fighting. If they notice the PCs, they attempt a 
  fighting retreat. The goblins make the most of 
  their nimble escape and short bows to harass 
  the PCs, then move away and hide amongst the 
  local fauna. If cornered or trapped the goblins 
  surrender.  
  If a goblin is captured and interrogated, they 
  freely give up the following in exchange for their 
  life.  
  • They know nothing about Ash or disturbances 
  or anything pertaining to what’s been going on.  
  • They were simply hired to collect and dry 
  herbs until they were collected by their em-
  ployer, Auntie Helena.  
  Players that have played Tarot 01-03: A Mar-
  tyred Heart may have encountered a group of 
  these goblins collecting herbs for a witch. If a 
  PCs has encountered this group before one of 
  the goblins recognizes the character and flees 
  Treasure 
  The dried herbs can be collected and sold, but 
  due to the monopolies held by the nobles of 
  Thentia, the herbs cannot be sold directly to any 
  merchants. They can however be sold on the 
  black market for 50 gp. 
  Following the River Thent into the 
  wasteland that is Thar is not the most 
  pleasant excursion you’ve been on. It is 
  cold, and a briskness hangs in the air, a 
  sure sign that winter is coming. Eventually 
  you start to leave the riverside to go deeper 
  into the marshlands to where you think Ash 
  may be. 
  After an hour or so of trekking through the 
  marshes you eventually spot a small 
  outcropping of stones. A small pillar of 
  smoke is barely visible from the other side 
  of the stones. 
  
  Ruins 2B: The Ratty Hovel 
   
  To solve the puzzle, you must ask one of the rat 
  faces (it doesn’t matter which one) which door 
  the other rat face would say leads into the ruins. 
  Both guards will indicate the same door, which 
  will be the door that doesn’t lead into the ruins. 
  For purposes of this explainer, we’ll call the 
  doors A (the safe door), and B (for Bad door). 
  Scenario one: The guard you ask is the one who 
  lies. 
  • If the guard you asked is the one who lies, 
  then he will lead you astray by telling you 
  (falsely) that the other guard – the truthful 
  guard – will point you towards door B. This 
  makes door A the safe bet. 
  Scenario two: The guard you asked is the one 
  who tells the truth. 
  • If the guard you ask is the one who tells the 
  truth, he will tell you (honestly) that the other 
  guard – the lying guard – will point you to-
  wards door B. This makes door A the safe bet. 
  Both doors open into blackness, that nothing but 
  Truesight can see through. If they happen to 
  walk through door B they are teleported 6 feet 
  above the party, falling to the ground taking 2 
  (1d4) bludgeoning and landing prone. 
  Of course the PCs may think of other clever 
  ways to solve this, use your judgement as a DM 
  to keep the story flowing.  
  If the PCs chose the correct door, read the fol-
  lowing.  
  PCs may wanna investigate the room. A suc-
  cessful DC10 Intelligence (Investigation) 
  check reveals a locked metal box in one of the 
  desk drawers a DC15 Dexterity (Thieves Tool) 
  check can unlock the drawer. A character who 
  attempts to break open the box must succeed 
  on a DC17 Strength check to pry it open, Using 
  weapons runs the risk of damaging the contents. 
  Treasure 
  Inside the box is a dusty cap with two rat ears 
  made of felt. This hat functions as a Hat of 
  Vermin but only to summon a bat, a frog, or a 
  rat. A description of this item can be found in 
  Xanathar’s Guide to Everything or at the end of 
  this module. 
  Ruins 2C: Moldy home 
  A DC10 Wisdom (Medicine) check shows that 
  these two died of starvation and not anything 
  related to the mold or fungus. One appears to be 
  a grown man, and the other a young girl. A 
  DC10 Wisdom (Perception) check finds that 
  the father and daughter had a collection of old 
  and rare books. 
  After a few hours of searching you find a 
  decrepit looking stone structure with two 
  wooden doors. Each door has a rat face 
  carved into it. As you approach the two 
  doors each of the eyes in their faces open.  
  The two faces begin to speak to you, with 
  each face alternating the words spoken. 
  “One of us always tells the truth, while the 
  other spouts nothing but lies. You may 
  collectively ask us a single question to gain 
  access to your prize.”
  You  have chosen wisely. Before you is a 
  small hovel, with a straw mattress and desk. 
  The dust in the room shows that it has been 
  undisturbed for some time. 
  Your search is not going as planned, you 
  search and search but cannot find a trace of 
  Ash. After a few hours you come across a 
  simple wooden hut. Upon entering you see 
  a single room cottage. Two rotting bodies in 
  the corner are huddled together appearing 
  to be clutching their stomachs. Mold and 
  fungus line the walls and bookshelves.  
  
  Treasure 
  The collection of books can be sold back in 
  Thentia for 25gp. 
  Ruins 2D: The Mirrored Room 
  At this point ask the players which language(s) 
  their characters speak. Give them a copy of the 
  appropriate languages from Player Handout 1: 
  Languages. Only give them a copy of the lan-
  guages they speak. Once you’ve handed out the 
  languages, give them a copy of Player Handout 
  2: Language Puzzle.  
  DM note: it may be handy to have multiple 
  copies of this handout so that multiple charac-
  ters who speak the same language can get a 
  copy and feel included.  
  Due to the nature of the cipher, spells such as 
  comprehend languages do not work. Players will 
  have to translate together, letter by letter.  
  DM note: If and only if the party do not have 
  enough languages between them to decode it 
  (they should be able to fill in the blanks even if 
  missing a language). Allow a DC13 Intelligence 
  (Investigation) or Wisdom (Insight) check.  
  Once the players decipher the letters, they’re 
  presented with a riddle, “What is stronger than 
  Sovereign Glue and will last forever, but dis-
  solves if abused.” 
  If the party is stumped allow a DC10 Wisdom 
  (Insight) check to reflect upon their thoughts 
  and feelings and come to one of the answers 
  below 
  There are a few “correct” answers to this riddle 
  Love, Friendship, & Trust being the main ones, 
  but as a DM feel empowered to accept any an-
  swer you feel is thematically appropriate. If a PC 
  respond with a correct answer, read the follow-
  ing: 
  If the PCs enter the archway, read or para-
  phrase the following: 
  “How much longer is this gonna take?” you 
  think to yourselves as you traverse the 
  wasteland. As you make your way through 
  the muck and the mire, a stone structure 
  sticks out like a lone guardian. The front of 
  the structure has a single oaken door bound 
  in Iron with a pull ring.  
  As you enter this small room, you notice 
  than the interior is composed of the 
  cleanest marble you’ve seen, a stark 
  contrast to the stone you saw outside. the 
  only dirt in this room is the mud you’ve 
  tracked in with you. The room is illuminated 
  with sconces of flittering light. In the center 
  of the room stands a pedestal with a book, 
  both carved from the same block of marble. 
  Engraved in the stone book are characters, 
  some of which look familiar, but the words 
  appear to be utter gibberish.  
  As soon as the word leaves your mouth, the 
  bricks on the North wall start to rearrange 
  themselves to create a 5ft wide archway 
  into another room. 
  As you enter this room you see desks, and 
  bookshelves lining the room. Every few feet 
  a mirror hangs on the wall. But that’s not 
  what's interesting about this room. What’s 
  interesting is that the entire east wall is a 
  mirror showing an exact replica of the room 
  you’re in. Looking into the mirror wall you 
  see yourselves as well as a young boy 
  writing at the desk. A staff adorned with the 
  symbol of Savras leans next to him. He does 
  not seem to notice you. Looking at the desk 
  on your side of the room you see that it is 
  empty. 
  
  Savras is a god of divination and fortunetelling. 
  Few people worship him, but many pray to him 
  when performing small rituals of foresight. Ac-
  cording to legend, Savras was trapped in Azuth's 
  staff for ages. Azuth eventually freed Savras so 
  long as Savras swore fealty, and today the staff 
  is a potent symbol for those who revere Savras. 
  The mirrored room contains Asham Jahla (War-
  lock of the Archfey) writing at his desk. As 
  soon as a PCs enter the room have them roll 
  initiative. Use the following tactics to guide com-
  bat.  
  • Ash does not react until someone enters his 
  side or he is attacked.  
  • Ash tries to hide that he is a warlock mas-
  querading as a wizard, so he only uses el-
  dritch blast as a last resort.  
  • He attempts to subdue the PCs rather than 
  killing them.  
  • If he feels like the PCs might be out for blood 
  he conjures a Satyr, who attempts to use his 
  pan flute to put the PCs to sleep.   
  • When reduced to 10 or fewer hit point Ash sur-
  renders, interrupting turn order to do so 
  Adjusting the Encounter 
  Note: These adjustments are not cumulative
  ●
  Very Weak: Ash has 25 hit point and has not 
  used mage armor yet. He loses his Conjure Fey 
  ability
  ●
  Weak: Ash does not have access to his conjure 
  Fey ability
  ●
  Strong: Ash is already mage armored and he 
  summons the Satyr in the second round
  ●
  Very Strong: Ash is already mage armored and 
  the Satyr has already been conjured.
  Features 
     Sound. Sound doesn't travel from one side of 
  the refelcted wall to the other. You can only hear 
  from the side that you are on. Spells that require 
  the target to hear automatically fail if you’re in 
  the opposite room.  
    Line of Sight. You can see through the reflect-
  ed wall, but cannot attack through it. If you look 
  at the 5x7’ mirrors on the surrounding walls, you 
  can have line of sight if the target is standing in 
  line with a mirror. Creatures standing on one of 
  the shaded squares are not visible in the wall 
  mirrors. 
    Attacking from one side to the other. If the 
  target is in line of sight with a wall mirror you can 
  range attack through the mirror as you normally 
  would, counting all squares along the path for 
  determining range. If a creature is standing on a 
  shaded square you may attack with disadvan-
  tage as you have a rough idea of where the tar-
  get is by looking through the mirror wall. You still 
  have to attack through a wall mirror. Spell saves 
  that are target a creature on shaded square 
  must first do DC13 spellcasting check using 
  their spell casting modifier. On a fail the spell 
  is wasted and the slot is used.  
    Traveling to the mirrored Side. It’s not im-
  possible to get to the side that Ash is on. PCs 
  may use an action to attempt a DC15 Wisdom 
  (Perception) to notice that the mirrors in the 
  other room appear to be offset by 5 feet. The PC 
  making the check also notices that when looking 
  through the mirror wall they see their own back 
  on the mirror closest to them.  
  Smarter PCs may realize that you have to go 
  through the wall mirror to get to the other side. 
  Traveling through a mirror counts as difficult ter-
  rain, and they don’t always come out the mirror 
  they entered. Have the player roll a D12, the 
  result on the die corresponds to which mirror 
  they come out of. You may also roll for them be-
  hind the screen to keep the randomization a 
  surprise. 
  Ash Surrenders 
  When Ash is reduced to 10 or fewer hit points he 
  surrenders and is willing to talk to the PCs. He 
  reveals the following:  
  • He thought that the PCs were hired to kill him. 
  • He never got along with Karasht, he always 
  seemed to incur his ire. Ash has found himself 
  on the wrong side of Karasht’s temper more 
  than once.  
  • While the outpost is important, he thinks 
  Karasht chose him so that he would die out 
  here.  
  
  • He thinks Karasht wants him dead because he 
  fears that Karasht has found out that Ash has 
  gotten his powers from a patron.  
  • Kianne has always been kind to him, and he 
  didn’t want to disappoint her, so he accepted 
  the mission. 
  • When he first arrived at the guild he was 
  struggling, however his Granny Patricia said 
  she would take care of him.  
  • Granny Patricia and her sisters, Auntie Sue, 
  and Auntie Helena helped him with his abilities 
  so that he could succeed.  
  • He’s not sure what caused the disturbance, 
  but he know Auntie Sue has been looking into 
  it.  
  If asked about Granny or the Aunties: 
  • He’s not sure where Granny lives, because 
  he’s only ever been to Auntie Sue’s place.  
  • Auntie Sue’s home is about half a day’s travel 
  from where they currently are.  
  • He’s overheard Granny and her sisters talking 
  about disturbances in the weave.  
  • He’s willing to take the PCs to Auntie Sue’s 
  home or follow them back to Thentia, which-
  ever they would prefer.  
  Roleplaying Asham Jahla
   Ash is misguided. He has both loyalty to Granny 
  Patricia and the Council, especially Kianne. He 
  is often at conflict with himself, and is unsure of 
  what actions he should take in life.  
  Quote: “I’m sorry, I didn’t mean to make people 
  upset” 
  
  Part 3: Decisions  
  Expected Duration: 15 minutes  
  If the PCs decide to go straight to Auntie Sue’s 
  home, run 3a: To Aunties House We Go, if they 
  decided to take Ash back to the council, run 3b: 
  We Had a Job To Do before moving onto Part 
  4.  
  3a: To Auntie’s House We Go 
  PCs can easily find a suitable place to make 
  camp or you can use one of the ruins from Part 
  2 that the party may have bypassed. If you 
  choose this route, adjust the box text according-
  ly.  
  As the players try to sleep that night they have 
  nightmares of 3 old women plotting their demise. 
  This perturbs the PCs, have them roll a DC 15 
  Wisdom saving throw those that fail will suffer 
  1 level of exhaustion.  
  After the party has rested, you can move onto 
  Part 4a. 
  If the players chose this path, they receive the 
  story award Tarot of Fate (The Chariot) Up-
  right . If they have “The Touched by Fate” story 
  award, have them make note of it.  
  3b: We Had a Job to Do 
  Have the PCs tell Karasht and Kianne about the 
  encounter and that Ash mentioned his Auntie 
  was looking into the disturbance as well. If the 
  party fails to mention Auntie Sue. Asham will tell 
  Kianne after the party leaves.  
  Kianne offers the barracks for the night as an 
  additional thanks for bringing Ash back. Whether 
  they take her up on her offer or if they head back 
  to the inn, she uses Sending to requests that 
  they meet her in her study. Choose one PC 
  (most likely an Arcane caster who would recog-
  nize the sending spell) for her to contact and 
  read or paraphrase the following: 
  Ash leads you in the direction of Auntie 
  Sue’s home as the sun begins to set over 
  the horizon.  
  “We should probably make camp soon. It’s 
  not wise to travel at night as the woods are 
  dark and full of terrors. Orcs and ogres 
  prowl the area, scavenging for what little 
  there is to eat.”
  You close your eyes and drift to sleep. As 
  you do, the world around you falls to black. 
  You hear a child’s laughter followed by the 
  snickering on an old woman.  
  A single beam of moonlight falls on a boy 
  surrounded by flames. Boulders rain from the 
  sky crushing him. When he arises from the 
  rubble he is unharmed, his skin turned to 
  bark.  
  A ship emerges from the moon speeding 
  towards the boy before crashing into a wall 
  that surrounds him and turning into seawater, 
  drenching you.  
  The boy pounds from inside the wall begging 
  for help, as you run over to him you awake, 
  drenched in sweat. 
  You escort Ash back to Council at the 
  Spiraling Tower, through the muck and mire 
  of the marshlands. As you arrive back to the 
  tower you look as disheveled as the man 
  you saw on the street as you left the city.  
  Kianne greets you as you enter, happy to 
  see Ash in one piece. Karasht on the other 
  hand, looks disappointed in Ash. Karasht 
  tosses you a bag of gold in the promised 
  amount. You notice that Ash keeps his gaze 
  pointed downward as Karasht pays you.   
  Kianne looks at you all, “What happened?”
  In your mind you hear the familiar voice of 
  Kianne. “Thank you for helping find Ash. I 
  believe that his Auntie is a Hag. Please come 
  to my study so we can discuss more.”
  
  If they don’t head towards Kianne at first, Soria 
  will fetch them and bring them to Kianne’s study. 
    
  Each PC may approach one by one. Have each 
  PC that agrees to touch the crystal ball roll a 
  d20, and record the number. This will serve as a 
  single use Portent that expires at the end of 
  this adventure.  
  Each player touching the Crystal ball receives a 
  quick glimpse of the future.  The first PC re-
  ceives the first divination listed in Player Hand-
  out 3: Divinations, the second receives the 
  2nd, and so on. Only give out the portent and 
  Divination to those who touch the ball.  
  Kianne’s Portent
  This mimics the Divination School ability in the 
  PHB. Players can replace any attack roll, saving 
  throw, or ability check made by them or a crea-
  ture that they can see with one of these fore-
  telling rolls. They must choose to do so before 
  the roll, and they can replace a roll in this way 
  only once per turn. This portent can only be 
  used once and expires at the end of the adven-
  ture.  
  After the divinations have been wrought, Kianne 
  asks that the party go after Auntie Sue. Kianne 
  reveals the following: 
  • She feels that the Hag exploiting the distur-
  bance in the weave is the reason she’s having 
  trouble with her divinations.  
  • The hag must be stopped or driven off for the 
  safety of Thentia and it’s citizens.  
  • She fears that if left unchecked, the hag will 
  grow more powerful and more children will fall 
  to her grasp 
  • Her visions showed her images of Karasht. 
  She’s not sure what they mean just yet, but its 
  best that he doesn’t know about this excur-
  sion.  
  • She’s willing to give the party two sticks of 
  ivory worth 50gp each. It’s the last of the spell 
  materials she has on hand that is worth any-
  thing. 
  When the PCs are ready to set out. Move onto 
  Part 4b. 
  If the players chose this path, they receive the 
  story award Tarot of Fate (The Chariot) Invert-
  ed . If they have “The Touched by Fate” story 
  award,have them make note of it.  
  Treasure 
  Kianne offers two sticks of Ivory that she uses 
  as spell materials worth 50gp each 
  You make your way to Kianne’s study. A 
  large crystal ball sits center in the room. A 
  plush couch sits opposite a large silver 
  mirror.  
  “Thank you for coming. I managed to catch a 
  glimpse of what is going on, and it seems 
  like Ash’s Auntie is a hag and she exploiting 
  the disturbance in the Weave.”  
  She walks to the crystal ball and lays her 
  hands on it. Please join me, so that I may 
  share my visions and assist you.
  
  Part 4: Sugar, Spice and 
  Everything Not So Nice  
  Expected Duration: 30 minutes  
  4a: You look hungry dearies 
  A DC7 Wisdom (Insight) check reveals that 
  Ash is being sincere, although you sense that he 
  is the most naive person you’ve ever met.  
  When the PCs enter, read the following:
  Ash will take a bowl and eat it before offering 
  one to the party. Should any PC be foolish 
  enough to eat the stew, they will need to make a 
  DC20 Constitution Save at the start of their 
  turn in the first round of combat.  PCs that fail 
  will immediately suffer from the poison condition, 
  and lose their first turn as they double over in 
  pain.  
  Auntie Sue (Green Hag) is here along with 4 
  Needle Blights (dead trees).  
  • She has access to the following Lair Actions 
  listed below.  
  •  Auntie Sue is invisible when the PCs arrive 
  • And the Hag offering the stew is an illusion 
  • Unknown to the PCs or Ash, his staff of Savras 
  contains a Hags Eye, that the hags have been 
  using to spy on the council 
  • Because of this, Auntie Sue is aware the party 
  is on their way and cannot be surprised.  
  • Auntie Sue cannot be killed at this time. See 
  Development below 
  Roleplaying Auntie Sue
  Auntie Sue is willing to placate the adventurers 
  for a moment and answer questions cryptically 
  without actually answering them. She pretends 
  to care for Ash, but in reality he is just a tool for 
  her. 
  Quote: “Disturbance? The only thing that dis-
  turbs me is the occasional critter than runs into 
  the house.”  
  Hags Eye 
   A coven can craft a magic item called a Hag’s 
  Eye. A hag in the coven can use an action to 
  see what the hag sees if it is on the same plane 
  of existence. The Hag’s Eye has darkvision out 
  to 60ft, AC 10, and 1 HP. If it is destroyed each 
  member of the coven takes 3d10 psychic dam-
  age and is blinded for 24hrs.  
  Once she tires of the PCs or the illusion is at-
  tacked, combat breaks out.  
  You awake, rested but exhausted. You did 
  not sleep well. As you make your way 
  through the moors, you notice that what 
  little vegetation that was alive slowly gives 
  way to more and more dead flora and    
  fauna, occasionally you hear a songbird, 
  which is a nice reprieve from the decay that 
  surrounds you. After a little while you come 
  across a large solitary mound covered in 
  dead grass and fungi, at least 60 feet in 
  diameter. You see what appears to be 
  windows carved into the dirt and dead 
  vegetation. A pair of burl covered doors, 
  appear to be the entrance to this hovel.   
  “This is Auntie Sue’s place, come in. She’s 
  always wanted to meet some of my friends.” 
  Ash says as he enters the tree. 
  You enter this hovel, and the scent of a fresh 
  cooked meal overwhelms your nostrils. You 
  see an old crone by a large pot over the fire. 
  She has pale skin that is covered in liver spots 
  commensurate with her age with thin white 
  hair hanging limply from her head.  
  The walls of this room are lined with shelves 
  containing vials and jars filled with various 
  ingredients. A large wooden column carved 
  with skeletal animals seems to be supporting 
  the load of the second floor. You notice a few 
  plants that look like they haven’t been watered 
  in ages, a stairwell to your right leads upstairs 
  where you can faintly hear a scratching sound 
  coming from the floor above you.  
  “Hello dearies, you’re just in time for lunch. 
  Would you like some stew? I’ve spent all day 
  making it, and you could definitely use some 
  meat on them bones.” She says as she turns 
  to you presenting a tray full of bowls.
  
  • On initiative count 20 (losing ties), Ash crum-
  bles over in pain, as the stew begins to affect 
  him, and he’s taken out of combat.   
  Adjusting the Encounter 
  Note: These adjustments are not cumulative
  ●
  Very Weak: Remove the Needle Blights, and 
  Auntie Sue cannot use her Lair actions before 
  combat
  ●
  Weak: Auntie Sue does not use the Lair actions 
  before Combat
  ●
  Strong: Add 2 Twig Blights
  ●
  Very Strong: Add 2 Twig Blights and 2 needle 
  blights
  Development 
  When things turn south for Auntie Sue, she 
  makes use of her lair actions and invisibility to 
  escape. No amount of tracking will find her, but 
  fear not for she will return in a future TAROT 
  series adventure.   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the 
  hag can take a lair action to cause one of the 
  following effects, but can’t use the same effect 
  two rounds in a row: 
  • Until initiative count 20 on the next round, the 
  hag can pass through solid walls, doors, ceil-
  ings, and floors as if the surfaces weren’t 
  there. 
  • The hag targets any number of doors and win-
  dows that she can see, causing each one to 
  either open or close as she wishes. Closed 
  doors can be magically locked (requiring a 
  successful DC 20 Strength check to force 
  open) until she chooses to make them un-
  locked, or until she uses this lair action again 
  to open them. 
  • The hag creates an illusory duplicate of her-
  self, which appears in its own space. As long 
  as she can see her duplicate, the hag can 
  move it a distance equal to her walking speed 
  as well as make the illusion speak on her turn 
  (no action required). The illusion has the same 
  statistics as the hag but can’t take actions or 
  reactions. It can interact with its environment 
  and even pick up and hold real objects. The 
  illusion seems real in every way but disap-
  pears if it takes any amount of damage. Oth-
  erwise, it lasts until the hag dismisses it (no 
  action required) or can no longer see it. If the 
  hag uses this lair action to create a new dupli-
  cate, the previous one vanishes, dropping any 
  real objects in its possession. 
  Treasure 
  The scratching sound from the second floor is 
  actually a Broom of Flying with the minor proper-
  ty that it can sweep a room on its own. A de-
  scription of this item can be found in the Dun-
  geon Master’s Guide 
  PCs can also loot the shelves for rare potion 
  ingredients that the Council will pay 125gp for. 
  4b: Tending the Garden 
  As you make your way through the moors, 
  reflecting on what Kianne has said, you 
  notice that what little vegetation that was 
  alive slowly gives way to more and more 
  dead trees and plants. Occasionally you 
  hear a songbird, which is a nice reprieve 
  from the decay that surrounds you.  
  After some time you come across a dead 
  tree, still rooted in the ground, it looms over 
  the other dead trees in the area.  Its trunk 
  must be at least 60 feet in diameter. 
  Between two of the roots you see a set of 
  dirty steps leading to a pair of burl covered 
  doors.  
  On the steps is a broom that is seemingly 
  sweeping the dirt by itself.  
  To the right of the large tree you spot an old 
  crone tending to her garden. She walks 
  cautiously from one plant to the next 
  supporting her weight on a knot covered 
  stick. She has pale skin that is covered in 
  liver spots commensurate with her age, thin 
  white hair hangs limply from her head. 
  
  Auntie Sue (Green Hag) is in the garden along 
  with an Awakened Tree (smaller dead tree). 
  • The broom cleaning the steps is actually a 
  Broom of Flying. If PCs grab it, they may use 
  the broom before combat breaks out. 
  • Auntie Sue has access to the Lair Actions 
  listed below.  
  •  Auntie Sue is invisible when the PCs arrive 
  • The Hag tending the garden is an illusion. 
  • Unknown to the PCs or Ash, his staff of Savras 
  contains a Hags Eye, that the hags have been 
  using to spy on the council 
  • Because of this, Auntie Sue is aware the party 
  is on their way and cannot be surprised.  
  • Auntie Sue cannot be killed at this time. See 
  Development below 
  Roleplaying Auntie Sue
  Auntie Sue is willing to placate the adventurers 
  for a moment and answer questions cryptically 
  without actually answering them. She pretends 
  to care for Ash, but in reality he is just a tool for 
  her. 
  Quote: “Disturbance? The only thing that dis-
  turbs me is the occasional critter than runs into 
  the house.”  
  Hags Eye 
   A coven can craft a magic item called a Hag’s 
  Eye. A hag in the coven can use an action to 
  see what the hag sees if it is on the same plane 
  of existence. The Hag’s Eye has darkvision out 
  to 60ft, AC 10, and 1 HP. If it is destroyed each 
  member of the coven takes 3d10 psychic dam-
  age and is blinded for 24hrs.  
  Once she tires of the PCs or the illusion is at-
  tacked, combat breaks out. 
  Adjusting the Encounter 
  Note: These adjustments are not cumulative
  ●
  Very Weak: Replace the Awakened tree with 2 
  Needle Blights and Auntie Sue cannot use her 
  Lair actions before combat
  ●
  Weak: Auntie Sue does not use the Lair actions 
  before Combat
  ●
  Strong: Add 2 Needle Blights
  ●
  Very Strong: Add 1 Awakened Tree
  Development 
  When things turn south for Auntie Sue, she 
  makes use of her lair actions and invisibility to 
  escape. No amount of tracking will find her, but 
  fear not for she will return in a future TAROT 
  series adventure.   
  Lair Actions 
  On initiative count 20 (losing initiative ties), the 
  hag can take a lair action to cause one of the 
  following effects, but can’t use the same effect 
  two rounds in a row: 
  • Until initiative count 20 on the next round, the 
  hag can pass through solid walls, doors, ceil-
  ings, and floors as if the surfaces weren’t 
  there. 
  • The hag targets any number of doors and win-
  dows that she can see, causing each one to 
  either open or close as she wishes. Closed 
  doors can be magically locked (requiring a 
  successful DC 20 Strength check to force 
  open) until she chooses to make them un-
  locked, or until she uses this lair action again 
  to open them. 
  • The hag creates an illusory duplicate of her-
  self, which appears in its own space. As long 
  as she can see her duplicate, the hag can 
  move it a distance equal to her walking speed 
  as well as make the illusion speak on her turn 
  (no action required). The illusion has the same 
  statistics as the hag but can’t take actions or 
  reactions. It can interact with its environment 
  and even pick up and hold real objects. The 
  illusion seems real in every way but disap-
  
  pears if it takes any amount of damage. Oth-
  erwise, it lasts until the hag dismisses it (no 
  action required) or can no longer see it. If the 
  hag uses this lair action to create a new dupli-
  cate, the previous one vanishes, dropping any 
  real objects in its possession. 
  Treasure 
  The broom sweeping the steps a Broom of Fly-
  ing with the minor property that it can sweep a 
  room on its own. A description of this item can 
  be found in the Dungeon Master’s Guide 
  PCs can also loot the inside of her home for rare 
  potion ingredients that the Council will pay 
  125gp for.  
  
  Rewards
  Make sure players note their rewards on their adven-
  ture 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 re-
  wards are listed per character. 
  Combat Awards
  Name of Foe  
   
  XP Per Foe 
  Goblins 
   
   
  50 
  Asham (archfey warlock) 
  1,100 
  Satyr  
   
   
  100 
     Auntie Sue (Green Hag) 
  700 
  Awakened Tree 
   
  450 
  Needle Blight  
   
  50 
  Twig Blight 
   
   
  25 
  Non-Combat Awards
  Activity 
   
   
  XP each 
  Solving Ash’s Mirror room 
  50 
  Receiving Kianne’s divination 25 
      
   The minimum total award for each character par-
  ticipating in this adventure is 450 experience points. 
   The maximum total award for each character par-
  ticipating in this adventure is 600 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 
  Council Payment 
   
  100gp 
  Medicinal Herbs 
    
  50gp 
  Books  
   
   
  25gp 
   
  Kianne’s Payment 
   
  100gp 
  Potion Ingredients  
   
  125gp  
   Consumable magic items should be divided up 
  however the group sees fit. If more than one charac-
  ter 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. 
  Auntie Sue’s Broom
  Wondrous Item, uncommon 
    This broom of flying is old, ratty, and nothing to 
  look at, however in addition to its normal command 
  words, you may speak an additional one to have the 
  broom start cleaning a 5ft radius on its own. Once 
  that area is clear it moves to the next one until all 
  surfaces are clean or you speak the command word.  
  Hat of Vermin
  Wondrous Item, common 
    This dusty old cap  has 3 charges. While holding the 
  hat, you can use an action to expend 1 of its charges 
  and speak a command word that summons a bat, a 
  frog, or a rat (see the Player’s Handbook or the Mon-
  ster Manual for statistics). The summoned creature 
  magically appears in the hat and tries to get away 
  from you as quickly as possible. The creature is nei-
  ther friendly nor hostile, and it isn’t under your con-
  trol. It behaves as an ordinary creature of its kind and 
  disappears after 1 hour or when it drops to 0 hit 
  points. The hat regains all expended charges daily at 
  dawn.  
  While wearing this black hat, with two large felt ears, 
  you name is magically written on it in yellow stitch-
  ing. When you take it off, the name disappears. 
  Story Awards
  During the course of this adventure, the characters 
  may earn the following story award: 
      Touched by Fate.     Many Powers circle around 
  Thentia, and the Moonsea, searching for lost magical 
  artifacts.  For whatever reason, the Fates have chosen 
  you to be involved.  
     The Chariot (Upright).  You were confident in your 
  decision to go straight to deal with the hag threat, 
  despite being hired to return Ash to Thentia immedi-
  ately. Fate may disagree, and only time will tell.  
     The Chariot (Inverted).  You completed your mis-
  sion to return Ash to the Council of Mages.  Fate may 
  decree that the delay in dealing with his Aunt may 
  have future consequences.  Whether those conse-
  quences are good or bad, only Fate truly knows. 
  
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure. 
  Downtime
  Each character receives five downtime at the conclu-
  sion of this adventure. 
  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). 
  
  Map. Mirrored Room 
  
  Map. Auntie Sue’s Lair 
  �
   
  
  Map. Auntie’s Garden  
  
  Appendix. Monster/NPC Sta-
  tistics
  Asham Jahla (Warlock of the Archfey) 
  Medium humanoid (human), chaotic neutral 
  Armor Class 11 (14 with Mage Armor)  
  Hit Points 49 (11d8) 
  Speed 30 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (+1)
  13 (+1)
  11 (0)
  11 (0)
  12 (+1)
  18 (+4)
  Skills  Arcana +2, Deception +6, Nature +2, 
  Persuasion +6 
  Senses passive Perception 11 
  Languages Common, Sylvan 
  Challenge 4 (1,100 XP) 
  Condition Immunities Charmed 
  Innate Spellcasting. The warlock’s innate spell-
  casting ability is Charisma. It can innately cast 
  the following spells (spell save DC 15), requiring 
  no material components: 
  At will: disguise self, mage armor (self only), 
  silent image, speak with animals 
  1/day: conjure fey (satyr only) 
  Spellcasting. Asham is a 11th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 
  14, +6 to hit with spell attacks). It regains its 
  expended spell slots when it finishes a short or 
  long rest. It knows the following warlock spells: 
  Cantrips (at will): dancing lights, eldritch blast, 
  friends, mage hand, minor illusion, prestidigita-
  tion, vicious mockery 
  1st–5th level (3 5th-level slots): blink, charm 
  person, dimension door, dominate beast, faerie 
  fire, fear, hold monster, misty step, phantasmal 
  force, seeming, sleep 
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5’ ft, or range 20/60. one target. Hit: 
  4 (1d4+2) piercing damage  
  Reactions
  Misty Escape (Recharges after a Short or Long 
  Rest). In response to taking damage, the warlock 
  turns invisible and teleports up to 60 feet to an 
  unoccupied space it can see. It remains invisible 
  until the start of its next turn or until it attacks, 
  makes a damage roll, or casts a spell. 
  Auntie Sue (Green Hag) 
  Medium fey, neutral evil 
  Armor Class 17 (natural armor)  
  Hit Points 82 (11d8+33) 
  Speed 30 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18(+4)
  12(+1)
  16(+3)
  13(+1)
  14(+2)
  14(+2)
  Skills  Arcana +3, Deception +4, Perception +4, 
  Stealth +2 
  Senses Darkvision 60’ ft., passive Perception 14 
  Languages Common, Draconic, Sylvan 
  Challenge 3 (700 XP) 
  Amphibious. The hag can breathe air and wa-
  ter. 
  Innate Spellcasting. The warlock’s innate spell-
  casting ability is Charisma. It can innately cast 
  the following spells (spell save DC 15), requiring 
  no material components: 
  At will: dancing lights, minor illusion, vicious 
  mockery 
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the 
  sounds can tell they are imitations with a suc-
  cessful DC 14 Wisdom (Insight) check. 
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing dam-
  age. 
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magi-
  cal illusion that makes her look like another 
  creature of her general size and humanoid 
  shape. The illusion ends if the hag takes a bonus 
  action to end it or if she dies. 
  The changes wrought by this effect fail to hold 
  up to physical inspection. For example, the hag 
  could appear to have smooth skin, but someone 
  touching her would feel her rough flesh. Other-
  wise, a creature must take an action to visually 
  inspect the illusion and succeed on a DC 20 Intel-
  
  ligence (Investigation) check to discern that the 
  hag is disguised. 
  Invisible Passage. The hag magically turns invis-
  ible until she attacks or casts a spell, or until her 
  concentration ends (as if concentrating on a 
  spell). While invisible, she leaves no physical 
  evidence of her passage, so she can be tracked 
  only by magic. Any equipment she wears or car-
  ries is invisible with her 
  Lair Actions
  On initiative count 20 (losing initiative ties), the 
  hag can take a lair action to cause one of the 
  following effects, but can’t use the same effect 
  two rounds in a row: 
  • Until initiative count 20 on the next round, the 
  hag can pass through solid walls, doors, ceil-
  ings, and floors as if the surfaces weren’t 
  there. 
  • The hag targets any number of doors and win-
  dows that she can see, causing each one to 
  either open or close as she wishes. Closed 
  doors can be magically locked (requiring a suc-
  cessful DC 20 Strength check to force open) 
  until she chooses to make them unlocked, or 
  until she uses this lair action again to open 
  them. 
  • The hag creates an illusory duplicate of her-
  self, which appears in its own space. As long as 
  she can see her duplicate, the hag can move it 
  a distance equal to her walking speed as well 
  as make the illusion speak on her turn (no ac-
  tion required). The illusion has the same sta-
  tistics as the hag but can’t take actions or re-
  actions. It can interact with its environment 
  and even pick up and hold real objects. The 
  illusion seems real in every way but disappears 
  if it takes any amount of damage. Otherwise, it 
  lasts until the hag dismisses it (no action re-
  quired) or can no longer see it. If the hag uses 
  this lair action to create a new duplicate, the 
  previous one vanishes, dropping any real ob-
  jects in its possession 
  Awakened Tree
  Huge plant, unaligned  
  Armor Class 13 (natural armor)  
  Hit Points 59 (7d12+14) 
  Speed 20 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6(-2)
  15 (+2)
  10 (0)
  10 (0)
  7 (-2)
  Senses passive Perception 10 
  Damage Resistances Bludgeoning, Piercing 
  Damage Vulnerabilities Fire 
  Languages Sylvan 
  Challenge 2 (450XP) 
  False Appearance While the tree remains mo-
  tionless, it is indistinguishable from a normal 
  tree. 
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 10’ 
  ft. one target. Hit: 14 (3d6+4) bludgeoning dam-
  age.
  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 Disen-
  gage or Hide action as a bonus action on each of 
  its turn. 
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 
  5, 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.   
  Needle Blight
  Medium plant, neutral evil 
  Armor Class 12 (natural armor)  
  Hit Points 11 (2d8+2) 
  Speed 30 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  13 (+1)
  4 (-3)
  8 (-1)
  3 (-4) 
  
  Senses Blindsight 60ft (blind beyond this radius) 
  passive Perception 9 
  Languages Understands Common, but can’t 
  speak 
  Challenge 1/4 (50XP) 
  Condition Immunities Blinded, Deafened  
  Actions 
  Claws. Melee Weapon Attack: +3to hit, reach 5’ 
  ft. one target. Hit: 6 (2d4+1) piercing damage  
  Needles. Ranged Weapon Attack. +3 to hit, 
  range 30/60 ft., one target.  Hit: 8 (2d6+1) 
  piercing damage.  
  Satyr
  Medium Fey, chaotic neutral  
  Armor Class 14 (leather armor)  
  Hit Points 31 (7d8) 
  Speed 40 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  16 (+3)
  11 (0)
  12 (+1)
  10 (0)
  14 (+2) 
  Skills  Perception +2, Performance +6, Stealth 
  +5  
  Senses passive Perception 12 
  Languages Common, Elvish, Sylvan 
  Challenge 1/2 (100XP) 
  Magic Resistance.  The satyr has advantage on 
  saving throws against spells and other magical 
  effects. 
  Actions
  Ram. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 6 (2d4 + 1) bludgeoning 
  damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage. 
  Panpipes. The satyr plays its pipes and chooses 
  one of the following magical effects: a charming 
  melody, a frightening strain, or a gentle lullaby. 
  Any creature within 60 feet of the satyr that can 
  hear the pipes must succeed on a DC 13 Wisdom 
  saving throw or be affected as described below. 
  Other satyrs and creatures that can't be charmed 
  are unaffected. An affected creature can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a 
  creature's saving throw is successful or the effect 
  ends for it, the creature is immune to these 
  panpipes for the next 24 hours. 
  • Charming Melody. The creature is charmed by 
  the satyr for 1 minute. If the satyr or any of its 
  companions harms the creature, the effect on 
  it ends immediately. 
  • Frightening Strain. The creature is frightened 
  for 1 minute.  
  • Gentle Lullaby. The creature falls asleep and 
  is unconscious for 1 minute. The effect ends if 
  the creature takes damage or if someone 
  takes an action to shake the creature awake.
  Twig Blight
  Small plant, neutral evil 
  Armor Class 13(natural armor)  
  Hit Points 4 (1d6+1) 
  Speed 30 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  13 (+1)
  12 (+1)
  4 (-3)
  8 (-1)
  3 (-4) 
  Skills Stealth +3 
  Damage Vulnerabilities Fire 
  Condition Immunities Blinded, Deafened  
  Senses Blindsight 60ft (blind beyond this radius) 
  passive Perception 9 
  Languages Understands Common, but can’t 
  speak 
  Challenge 1/8(25XP) 
  False Appearance While the blight remains mo-
  tionless, it is indistinguishable from a dead shrub 
  Actions 
  Claws. Melee Weapon Attack: +3to hit, reach 5’ 
  ft. one target. Hit: 3 (1d4+1) piercing damage  
  
  Appendix. Tarot Reading
  d8
  Card
  Upright
  Inverted
  1
  Chariot
  Upright, The Chariot signifies triumph, 
  success, conquest over the physical plane 
  by the rational mind, intelligence rather than 
  wisdom, 
  Inverted, The Chariot signifies 
  decadence, ill health, victory 
  through foul means, disputes and 
  failures. 
  2
  Death
  Upright he symbolizes the transit to the next 
  stage of being, transformation; abrupt and 
  unexpected change of the old self, the end 
  of security and old situations and the 
  beginning of a new kind of life
  Inverted, he signifies stagnation, 
  mere existence, inertia or 
  immobility, lethargy, sleep and 
  petrification 
  3
  Throne
  Upright, it signifies leadership, strength of 
  mind, dominance, law, control of natural 
  drives, stability, power, conviction, 
  protection and the like.
  Inverted, it signifies immaturity, 
  confusion or loss of control, 
  ineffectiveness, lack of self-control, 
  irrationality, attempts to destroy 
  one’s authority or rights. 
  4
  Tower
  Upright, it signifies the overthrow of existing 
  notions, the fall of pride; sudden and 
  unlooked-for change; a perceived 
  catastrophe which may bring enlightenment 
  in its wake; the destruction of false 
  concepts and ideas 
  Inverted, it signifies the same to a 
  lesser degree; but also 
  oppression, false imprisonment or 
  accusations; living in a rut, inability 
  to effect worthwhile change, being 
  stuck in an unhappy position. 
  5
  The Hanged 
  Man
  Upright, he signifies a pause, or suspension 
  of ordinary activities, transcendence of 
  material temptation; surrender to the 
  purification of self; spiritual wisdom, 
  prophetic power; regeneration. 
  Inverted, he signifies absorption in 
  the ego and material matters, 
  unwillingness to sacrifice; false 
  prophecies. 
  6
  The 
  Magician 
  Upright, The Magician signifies will, 
  mastery, the ability to manipulate the 
  universe through self confidence, and the 
  ability to manipulate others
  Inverted, he signifies ineptitude, 
  failure of will, indecision, abuse of 
  power, disquiet, and mental illness
  7
  The High 
  Priestess
  Upright, she signifies serene knowledge, 
  sagacity, intuition, foresight, inspiration; the 
  power of the inner mind to heal, create, 
  enlighten, and inform
  Inverted, she signifies 
  superficiality, conceit, shallowness, 
  a lack of depth, of perception, or of 
  understanding, ; an acceptance of 
  external and superficial 
  “knowledge” of trivialities.
  8
  Temperence
  Upright it signifies control of self, 
  adaptation, tempering of extremes; 
  harmonious and fruitful combinations, wise 
  management of resources; cooperation. 
  Inverted, it signifies discord, 
  hostility, failure to communicate, 
  conflicts of interest, unfortunate 
  combinations, 
  
  Player Handout 1. Languages
  Common
  
  Draconic 
  
  Dwarvish
  
  Elvish 
  
  Player Handout 2. Language Puzzle 
  
  Player Handout 3. Divinations 
  1.You see a songbird that is barking like a dog. Kianne looks at you 
  and says “Don’t listen with your ears, listen with your mind.” 
  2.You see flashes of Grey, Green, Orange and Blue in the crystal ball. 
  Kianne says” Choose wisely or our fate is sealed.” 
  3.You see a mass of people, eyes white, moving in unison. A wall 
  sprouts inside the city of Thentia.  But is it protecting the city, or im-
  prisoning it? 
  4.The ball shows rain falling on the moonlit statue of a guardian, mold 
  quickly growing. Lightning illuminates the ground. Mushrooms 
  sprouting where the drops fall. 
  5.A large tree loses its green leaves as it becomes black and twisted. 
  A man stands there frozen as he slowly turns to bark and sprouts 
  leaves.  
  6.A boulder sits on the horizon. “The winds will determine whether it 
  rolls away or rolls you down.” 
  7.You see a ship flying through the moon, sails to the depths of the 
  sea guided only by the light of the moon. 
  
  Player Handout 3. Story Awards 
      Touched by Fate.     Many Powers circle around 
  Thentia, and the Moonsea, searching for lost magical 
  artifacts.  For whatever reason, the Fates have chosen 
  you to be involved.  
     The Chariot (Upright).  You were confident in your 
  decision to go straight to deal with the hag threat, 
  despite being hired to return Ash to Thentia immedi-
  ately. Fate may disagree, and only time will tell.  
     The Chariot (Inverted).  You completed your mis-
  sion to return Ash to the Council of Mages.  Fate may 
  decree that the delay in dealing with his Aunt may 
  have future consequences.  Whether those conse-
  quences are good or bad, only Fate truly knows. 
  
  Player Handout 4. Magic Items 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Auntie Sue’s Broom
  Wondrous Item, uncommon 
    This broom of flying is old and ratty and nothing to 
  look at, however in addition to its normal command 
  words, you may speak an additional one to have the 
  broom start cleaning a 5ft radius on its own. Once 
  that area is clear it moves to the next one until all 
  surfaces are clean or you speak the command word.  
    This item can be found in the Dungeon Masters 
  Guide. 
  Hat of Vermin
  Wondrous Item, common 
    This dusty old cap  has 3 charges. While holding the hat, you 
  can use an action to expend 1 of its charges and speak a com-
  mand word that summons a bat, a frog, or a rat (see the Play-
  er’s Handbook or the Monster Manual for statistics). The 
  summoned creature magically appears in the hat and tries to 
  get away from you as quickly as possible. The creature is nei-
  ther friendly nor hostile, and it isn’t under your control. It be-
  haves as an ordinary creature of its kind and disappears after 1 
  hour or when it drops to 0 hit points. The hat regains all ex-
  pended charges daily at dawn.  
  While wearing this black hat, with two large felt ears, you 
  name is magically written on it in yellow stitching. When you 
  take it off, the name disappears.  
    This item can be found in the Xanathar’s Guide to Everything. 
  
  DM Handout 1. Language Puzzle Solution
  �
   
  ANSWERS: Friendship, Love, Trust, etc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ATX - Role Play Rally (TAROT)/CCC-TAROT01-05 - The Lost Apprentice.pdf