TEXT:    
   
   
  CCC-GAD01-03 
   
   
  
   
   
   
  CCC-GAD01-03 
   
  Caught in Time 
   
   
   
   
   
   
   
   
   
  The island-penal colony of Kulaica houses some of the most dangerous creatures in all the 
  Moonsea. You must infiltrate this penal colony and investigate the bizarre murders of wardens 
  before the entire colony erupts in chaos. 
   
  A Four-to-Six-Hour Adventure for Tier 3 Characters 
  Optimized for APL 13 
  CREDITS
  LeadDesigner: Jackin Jayaram 
  Designer: Swapna Mohan, Y. Michael Zhang 
  Editing: Swapna Mohan, Y. Michael Zhang 
  Art Director & Graphic Designer: Swapna Mohan 
  Cover Art: Swapna Mohan 
  Cartography: Swapna Mohan 
  Interior Art: Swapna Mohan, Wizards of the Coast 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  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: Kenneth Beckman, Glenn Harris, Richard 
  Gejji, Arun Raj, Berin Varghese, Sambhu Murali, Nitin 
  Suresh, Meera Geeta, Athira Karunakaran and Shiny 
  Berin 
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  3 
  Adventure Primer 
  “No matter how much suffering you went through, you 
  never wanted to let go of those memories.” 
    
  -Haruki Murakami 
  Background 
  A thousand years ago, an epic battle broke out 
  between Tara, the Solar of Shar, and the Planetars of 
  Selune. The immense arcane power unleashed in the 
  battle intertwined the weave and the shadow weave 
  together into a tight clockwise spiral above the battle 
  field.  From the upsurge of arcane power, the planar 
  boundaries got rent and a mote of elemental earth 
  rose up as a cluster of super massive geodes in the 
  Moonsea. As the Solar started to gain the upper hand 
  in the battle, Archmage GRAVAN STONEMOLDER, a 
  devotee of Selune who was assisting the Planetars, 
  cast a high level transmutation ritual to petrify and 
  trap Tara and the Planetars in an eternal time prison 
  within the nascent geode, as a desperate measure. As 
  the eternal prison got engulfed by the new land, it 
  become an island in the Moonsea, called KULAICA. 
  The Collective consciousness of the imprisoned 
  celestials coalesced into an entity called the 
  CHRONOSMITH; which became the Warden of the 
  time prison itself. 
   
  To abide by the pact made to the Planetars, Gravan, 
  now depleted of most of his arcane powers, became 
  the caretaker of the geode prison. He and his clan of 
  deep gnome transmuters, carved out a small city with 
  in the geode. As time went by, more and more 
  denizens were invited by the Gravan to bolster the 
  island’s burgeoning gemstone mining industry. To 
  increase their labor force, Kulaica became a 
  multigenerational Penal Colony, where convicted 
  prisoners of the death row in and around Moonsea 
  were incarcerated; their memories stripped and put 
  to work as a prospector in Kulaica, under the 
  watchful eye of the Chronosmith. As a thousand years 
  went by, Kulaica Penal Colony became a bustling 
  industrial city within the geode, a secret well kept 
  from the masses of the Moonsea. But trouble began 
  brewing as the wardens of the colony started getting 
  murdered one by one. Gravan hires a bunch of 
  intrepid adventurers to pretend to be new 
  prospectors of the penal colony to uncover the 
  sinister plot behind the killings.  
  Episodes 
  The adventure’s story is spread over three episodes 
  that take approximately four hours to play. 
   Episode 1: Right on Time. The characters accept a 
  mission from the Penal Colony officials of Kulaica 
  to pretend to be new prospectors to investigate a 
  conspiracy that is brewing within the island. This 
  episode features the Call to Action. 
   Episode2: Doing Time. The characters pretend to 
  be the new prospectors in Kulaica and infiltrate the 
  various syndicates who control the different 
  regions of the island. Their aim is to investigate the 
  motives behind the murders of the wardens. This 
  episode features Story Objective A. 
   Episode3: Fade into Time. In an epic battle, the 
  characters must recalibrate the AHORON, a 
  magical device, to prevent the Penal colony from 
  falling into the wrong hands.  This episode features 
  Story Objective B. 
  Bonus Objectives 
  This adventure also includes two, 1-hour bonus 
  objectives that the adventurers 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: Turtle Trouble. Their ship is 
  attacked by a rogue dragon turtle. The characters 
  should fight the turtle and rescue the passengers. 
  This bonus objective is found in Appendix 6. 
   Bonus Objective B: Seared in Flames. The 
  adventurers clear the trial of the Crystal golems to 
  access the AHORON.  This bonus objective is found 
  in Appendix 7. 
  Episode Sequence 
  Depending on your time constraints, play style and 
  environment, this adventure takes approximately 
  four-to-six hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you use. At the very least, your 
  session will last approximately 4 hours. However, if 
  you wish, you can provide a longer experience for 
  your players by using the bonus objectives.  
   Story Objectives Only. To complete the both of the 
  adventure’s story objectives, the adventurers play 
  Episodes 1 through 3 in order. 
   Bonus Objectives. You can extend this adventure 
  by one or two hours by using the bonus objectives 
  provided in the appendices. Bonus Objective A occurs 
  in between Episodes 1 and 2, and Bonus Objective B 
  occurs during Episode 3. 
   
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  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. 
   
   
   
   
  Right on Time 
  (Call to Action) 
  1 
  Doing Time 
  (Story Objective A) 
  2 
  Fade into Time 
  (Story Objective B) 
  3 
  Turtle Trouble 
  (Bonus Objective A) 
  A 
  Seared in Flames 
  (Bonus Objective B) 
  B 
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  5 
  Episode1: Right on Time 
  Estimated Duration: 20 minute
  Scene A. Gravan’s Traveling Emporium 
  Adventurers who spent a day or two in Phlan notice 
  a call for adventurers from Gravan’s Traveling 
  Emporium. On enquiry characters discern that the 
  emporium is a pop-up, mobile trinket shop which 
  sells jewel crafted sandglasses and clockwork toys. 
   
  Area Information 
   Dimensions & Terrain The shop resembles a sand 
  glass with a base diameter of 15 feet. Various display 
  showcases contain clockwork trinkets. 
   Lighting The entire emporium is lit, brilliantly, 
  with multiple flying baubles resembling the moon.  
   
  Creatures/NPCs 
  Gravan Stonemolder (a Deep gnome Transmuter), 
  one of the artificers of Kulaica, is buzzing in and 
  about the showroom- arranging, rearranging, 
  winding, and tuning each and every one of his 
  clockwork creations. Gravan is a very unique sight to 
  most visitors, as a major part of his body has been 
  transmuted into an intricately designed clockwork 
  automaton, with a complex set of gears made of 
  pristine gemstones.  Only his brain and right eye 
  remain as live tissue. This is an aftereffect of being in 
  the Kulaica Geode for more than a thousand years. 
   Objectives/Goals. Gravan wants to hire capable 
  adventurers who could pretend to be new inmates 
  (Prospectors) in Kulaica Penal Colony so that they 
  can discern why the some of the prospectors are 
  trying to murder the wardens, including him. 
   What Does He Know? Gravan is troubled by the 
  repeated attempts by the inmates on his life and the 
  lives of the other wardens in Kulaica Penal Colony. 
  Since all of the inmates have had their memories 
  modified before incarceration, Gravan is sure that no 
  one recognizes him as one of the penal colony’s 
  wardens. Once they attempt to murder a warden, the 
  accused never seem to remember what triggered the 
  attempt. Moreover the culprits are from rival 
  syndicates in Kulaica, which negate the idea of 
  collusion. Gravan suspects that something much 
  more sinister is brewing in Kulaica. Once 
  resurrected, the murdered wardens seem to have 
  lost all of their memories. He wants the characters to 
  pretend to be new inmates, infiltrate the syndicates, 
  and find the reason behind these attempts.  
  Kulaica (Extra Lore) 
  For the denizens of the Moonsea region, Kulaica is a remote 
  volcanic island devoid of any settlements. The island is 
  inaccessible by normal means because of the constant storms 
  raging around it. Magical transportation is impossible 
  because of the spiral in the weave surrounding the island. 
  The existence of Kulaica City within the island is a carefully 
  guarded secret. Gravan uses his alias as a travelling gemsmith 
  to pick up willing migrants like social misfits, loners, and 
  convicted prisoners who want to forget their past and start a 
  new life.  
  Gravan Stonemolder gives the adventurers two 
  magic items- the Prospector’s Chronoglass and 
  Chronostat of Precision, both his unique creations. 
  The Time is Running Out!! 
  Kirianode is a unique and hyper-transmutable pink gemstone 
  found exclusively in the Kulaica Geode. The forced air 
  atmosphere of Kulaica Penal Colony is saturated with 
  Kirianode dust and vapor, which is highly toxic. The 
  Prospector’s Chronoglass protects them from the poison for a 
  short while. Gravan warns the characters that they have only 
  72 bells (hours) to safely depart Kulaica. If they stay longer, 
  the Kirianode will start slowly and irreversibly replacing their 
  living tissue as they transform into clockwork automatons.   
   
  Call to Action 
  The authorities of Kulaica Penal Colony suspect that 
  something foul is afoot in the city. The characters 
  must pretend to be new inmates and befriend the 
  prospectors belonging to rival syndicates so as to 
  extract information about any murder attempts on 
  the wardens of the colony. 
   If you are using Bonus Objective A, Gravan 
  requests them to arrive in Phlan harbor and board 
  the hidden Hammerhead submersible, the inmate-
  transport ship. He requests the characters to assist 
  him in guarding the ship during transit to Kulaica. 
  Proceed to Bonus Objective A. 
   
   If you are not using Bonus Objective A, Gravan 
  thanks the adventurers for their service. He 
  reminds them that he has to house them with a 
  new batch of inmates for the voyage ahead. He 
  also warns them that all new inmates are knocked 
  out during the final phase of the journey. Proceed 
  to Episode 2. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  6 
   
  Episode 2: Doing Time 
  Estimated Duration: 120 minutes
   
  The characters have arrived in Kulaica Penal Colony 
  as the new inmates/prospectors. Most of the 
  authorities are kept in the dark about the characters’ 
  identities. Once they reach the geode, the characters 
  wake up in the recovery room.   
  Prerequisites 
  The characters must complete the Call to Action 
  before beginning this episode. 
  Story Objective A 
  The characters know that some of the inmates are 
  murdering the wardens. The inmates don’t seem to 
  have any connections to each other as they are from 
  rival syndicates in the penal colony.  Infiltrating the 
  syndicates and finding the reason behind this 
  bizarre situation is Story Objective A. 
  Time is Running Out!! 
  The characters have spent eight bells (hours) of time already 
  in a Kirianode environment. Sixty four bells (hours) left till 
  time for final departure from Kulaica. 
   
  Running this Module during Conventions. 
   Episode 2 of this module is designed to be run in a sandbox 
  format. During conventions, though, please follow the scene 
  sequence as listed:  
   1) Scene A. Recovery Room 
   2) Scene B. Fire Opal Quad. (Welcoming Ceremony) 
   3) Scene I. Lightning Dome Arena.(Lightning Golem) 
   4) Scene C. Trapped in a Nightmare. 
   5) Scene D, E, F, G in sequence (a guided tour). 
   6) Scene H. Grille Noire 
   7) Scene I. Lightning Dome Arena. (Intellectual Butchers) 
   8) Proceed to Episode 3 
  Scene A. Recovery Room 
  The recovery room is a station where new 
  prospectors are brought in after their memories had 
  been suppressed or modified. The characters have 
  their memories intact. 
  Area Information 
  The area has the following features: 
    Dimensions & Terrain. The 20-foot wide, 40 foot 
  long recovery room is carved out smooth black stone 
  with beryl inclusions. 
   
    Lighting. The room is brightly lit by the diffuse 
  pink light from the Kirianode vapor. Multiple balls of 
  lights flit from bed to bed accompanying the healers 
  of Kulaica. 
  Creatures/NPCs 
   Badr-Un Nissa Khatun, (Dao, lawful neutral) the 
  Commander of the Stone Wardens, is addressing the 
  new inmates. 
   Objectives/Goals. Commander Nissa is here to 
  welcome the new inmates (Prospectors) to Kulaica 
  Penal Colony. It is her duty to describe and explain 
  the various facts and rules of the city. She hands out 
  a summary of the core rules and regulations to the 
  inmates. This is Player Handout A. 
   What Does She Know? Some of her subordinates 
  have been murdered recently, and have lost their 
  memories, permanently, upon resurrection. She 
  knows that Gravan has hired the characters to 
  determine the reason behind the attempted murder 
  of the Wardens. She urges the characters to visit the 
  Fire Opal Quad and take part in the ‘Welcoming 
  Ceremony’ so that their plans to infiltrate the 
  syndicates proceed, without any glitch. 
   
  Playing the Pillars (Scene A) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  With such tight security in place, 
  combat is impossible. If disorder 
  breaks out, the Stone Wardens stun 
  and restrain the prospectors. 
  Otherwise they leave the law and 
  order maintenance to the 
  Chronosmith and the syndicates. 
  The characters are allowed to 
  explore the recovery room and 
  premises. Other than necessary 
  medical supplies and safety 
  brochures about Kirianode vapor, 
  they find nothing. 
  Commander Nissa is willing to talk 
  privately to them, if the characters 
  let her know surreptitiously. She 
  introduces them to victims who 
  corroborate what she knows.  
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  7 
  Scene B. Fire Opal Quad 
   Fire Opal Quad is the center of Kulaica. The 
  characters get a taste of the life and culture that 
  Kulaica City has to offer. They notice that most 
  citizens have different degrees of clockwork 
  adaptations to their bodies, just like Gravan, but to a 
  lesser degree.  The syndicates have declared Fire 
  Opal Quad as a neutral zone which is accessible to 
  all. All syndicates have enforcers who patrol the 
  streets and keep a watch on their members.  
  Area Information 
  The area has the following features: 
   Dimensions and Terrain The entire quad is a 
  120-yard hexagonal area, cut out of low quality 
  purple amethyst. The quad is a marvel of deep 
  gnome engineering. 
   Lighting. Faint pink light radiates from the 
  Kirianode vapor in the atmosphere. A massive fire 
  opal rests in the hand of the onyx statue, which 
  lights up the Quad brilliantly.  
   Sounds. There is live music. It is a lively place with 
  shops, stalls, pubs, restaurants, theatres, and street 
  shows. 
  Creatures/NPCs 
  The entire citizenry is out and about because it is 
  leisure time. Gravan can be found in his makeshift 
  shop- Gravan’s Trinkets. 
   
  Gravan’s Trinkets 
  Gravan pretends to be merchant in the city to keep a 
  watchful eye on the denizens. His shop in Fire Opal 
  Quad is an exact replica of the Emporium.  
   
  Fool’s Gold Pub 
  The pub is the center of gossip and chatter. The best 
  information about the betting odds and fighter ranks 
  of the Lightning Dome can be had in here.  
   
   
   
  But being too curious about the whereabouts of the 
  syndicates will alert the respective factions. All new 
  prospectors are encouraged to attempt the 
  Welcoming Ceremony as soon as possible.  
   
  Welcoming Ceremony 
  As new prospectors, the characters can attempt the 
  Champion Challenge in the lightning dome to prove 
  their worth as fighters. Scouts from various 
  syndicates will watch their performance and put a 
  value on them as potential recruits. The final prize 
  for beating any chosen champion- the mining rights 
  to a unique vein of Blue Diamond- is still 
  unclaimed even after eighty years. The syndicates 
  will queue up to offer senior level positions if anyone 
  wins. Also, the winners will be offered a penthouse 
  apartment in Beryl Crucible, the highest building in 
  Kulaica City. 
   
  Kulaica Facts 
   The Chronosmith goes after major crimes only. Most minor 
  crimes are punished by the Stone Wardens or Enforcers of 
  the syndicates in each sector. 
   The major syndicates are: 1) The Archangels 2) Chromatic 
  Dragons 3) Numerals, and 4) The Intellectuals.  
    New Prospectors, who have finished the Champion 
  challenge, have the right to scout out all the syndicates 
  and join as interns. Once they choose a syndicate or form 
  one of their own, this right is rescinded. 
   
  Kulaica (Extra Lore) 
  The new prospectors are allowed to live freely and integrate 
  into the society of Kulaica. Most of the new inmates take on 
  their new lives as prospectors in stride. The troublesome 
  ones are petrified eternally by the Chronosmith. Kulaica 
  depends on penal colony labor to run its lucrative gemstone 
  mining industry.   
   
   
   
   
   
   
  Playing the Pillars (Scene B) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Every attempt at combat is 
  dissuaded by the enforcers of the 
  syndicates. If combat breaks out, 
  the Stone Wardens intervene and 
  stun the culprits. The Chronosmith 
  petrifies inmates who commit major 
  crimes. 
  Characters can find a shop that sells 
  any mundane items-equipment, 
  weapons, or trinkets found in the 
  PHB. Gravan’s Trinkets repairs 
  Chronoglasses. It also sells magic 
  items and potions. 
  The characters find that the 
  prospectors of Kulaica have strict 
  codes of conduct based on their 
  syndicate allegiance. They notice 
  that all syndicate members 
  primarily employ some sort of 
  secret sign language for 
  communication.  
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  8 
   
  Scene C. Trapped in a Nightmare 
   
  This is a pivotal point in the narrative of this 
  adventure. In this scene, the characters are having a 
  disturbing nightmare/vision during their first rest 
  period in the city. In their dream, they find 
  themselves in an exquisite upscale eatery (Grill 
  Noire), full of well dressed clientele and formal staff. 
  But instead of being a patron, they find themselves 
  to be the main course of the day.  They find their 
  own heads being served, in ornate serving dishes. 
  They hear the patrons who are sitting around the 
  table, applauding the magnificence and the creativity 
  that went into the presentation of each dish. The 
  polite notes of appreciation turn to gasps of delight 
  as the chef scoops the contents of their heads and 
  starts grilling it. The delectable aroma of sizzling fat, 
  herbs and spices fill their nostrils and they begin to 
  hear the scraping sounds of metal spoons inside 
  their heads. The characters break out of the 
  nightmare/vision with pounding headaches. They 
  take 5d6 psychic damage (half if they succeed a DC 
  18 Constitution saving throw). 
  What happened?  
  The Intellectuals are the master manipulators behind the 
  troubles in Kulaica City. They are cannibals, and have 
  discovered that they can absorb the intelligence and 
  suppressed memories by eating prospectors’ brains. As they 
  did more research about this phenomenon, they also found 
  that they retain a telepathic link to those prospectors and are 
  able to control them. Armed with this information, the hive 
  mind of the Intellectuals used loopholes in the Chronosmith 
  judgment system to kill/petrify major members of the 
  different syndicates and ate their brains to gain information 
  and control over them.  
   
  In a lucky break, the Intellectuals were able to get a Stone 
  Warden murdered. By eating the Warden’s brain, the 
  Intellectuals noticed something different. They not only could 
  communicate with the Chronosmith have gained some level 
  of administrative access to it. Moreover, they gained the 
  knowledge that Gravan is the master artificer who created 
  the Chronosmith. The Intellectuals shifted their priority to 
  harvesting Gravan’s brain so that they can dominate the 
  Chronosmith. 
   
  As they gained more and more administrative access by 
  eating more brains from wardens, the Intellectuals formed a 
  bond with the Chronosmith, and thereby gained access to a 
  powerful device, the AHORON, where all the cloned bodies 
  of Prospectors are kept. Due to the unique nature of the 
  AHORON, the clones mature in 12 hours and are kept in a 
  time stasis. The Intellectuals noticed that they can eat the 
  brains of the clones themselves and gain access to the 
  memories of all prospectors, including the characters.  
  Because of the unique nature of the AHORON, the clone’s 
  brain re-grows within minutes, while the real bodies suffer 
  psychic damage.  Since the AHORON does not have the 
  clones of the wardens or Gravan, the intellectuals continue 
  to hunt them for their brains. They are also using subtle 
  mind control on all the other syndicates to cause a riot and 
  kill as many wardens including Gravan, in the resulting melee. 
   
   From here on, after every scene, the characters need to 
  make a DC 18 Constitution saving throw as the intellectuals 
  harvest their clone brains continuously. On a fail they take 
  5d6 psychic damage and half of it on a success. The only way 
  to undo this is to defeat Tishool Val and gain the right to 
  recalibrate the AHORON and deny administrative access to 
  the Intellectuals.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  9 
  Scene D. Crystal Obelisk - Archangels 
  The characters can hail a ride on gliding stone 
  platforms, the main mode of transportation in 
  Kulaica, once they feed enough copper coins into the 
  waiting kiosks. Once they finish the Champion 
  challenge, they have an open invitation to visit the 
  Crystal Obelisk, the stronghold of the Archangels 
  Syndicate. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The syndicate stronghold 
  is a tall thirteen storied building in the shape of an 
  obelisk. It was carved out of a single block of 
  semiprecious diamond. The rooms are spacious and 
  well lit. The recruitment center is a rectangular 
  room 20 feet wide and 35 feet long. Huge bas-reliefs 
  depicting the battle of Angels, Planetars, and Devas 
  are carved out in the walls. 
   Lighting. Big chandeliers with angel motifs carved 
  out of semiprecious diamonds adorn the entire 
  length of the recruiting hall. Ethereal light fills the 
  room from a thousand candles lit with a continual 
  flame spell. 
   Sounds. The room is filled with celestial chants 
  and clear instrumental music. 
  Creatures/NPCs 
  Rook Maygiim (female half elf Bard) and Bymo Gin 
  (Illuskan Human Mage) are actively recruiting new 
  arrivals. They invite the characters to join them in 
  the upcoming ‘Territorial Wars’ as Interns. 
   What Do They Know? Rook and Bymo are 
  reluctant to disclose any information about the inner 
  workings of the syndicate unless the potential 
  recruits perform the initiation ritual and formally 
  accept the syndicate membership. Even then, they 
  will only disclose critical information if the 
  characters climb high enough on the syndicate’s 
  organizational ladder through their hard work. 
   
   
    
  Archangel Facts 
   The Archangels control all the diamond and opal mining 
  (except red diamonds) in Kulaica Geode. It is an unwritten 
  pact that even if the rival syndicates find a vein of clear 
  diamond, they inform the angels for a good sum of finder’s 
  fee.  
   The characters can do a one-week internship to know 
  more about the Angels. This decision should be made after 
  they visit all syndicates. 
   
  Archangel Rumors (available to interns) 
   Some of the Archangels had a tiff with the dragons the 
  previous day. The wardens sided with the dragons.  
   There was an incident a month ago when some angels 
  went mad, and attacked and killed a Stone Warden. 
   Many archangel members are reporting frequent periods 
  of headaches and bizarre visions and many were found 
  unconscious after these episodes.   
   Many of the leaders are having frequent nightmares of 
  their brains being served to masked patrons. 
   Angels suspect that the Chromatic Dragons are conspiring 
  with the wardens to decimate them.  
   The Angels are willing to collaborate with the Numerals 
  and Intellectuals to take revenge on the wardens and the 
  Dragons. There are many closed door meetings recently. 
  Something big is up. 
   The Angels have found a vein of Silver somewhere deep in 
  the Kulaica geode and are planning to mine and store it.  
    There will be a riot soon. The Angels are running mock 
  sessions to kill/maim as many wardens and Dragons before 
  they are petrified by the Chronosmith. 
  Playing the Pillars (Scene D) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Combat is out of question as the 
  Archangels are within their legal 
  right to apprehend any miscreant 
  who wrecks havoc in their 
  stronghold. Most offenders are sent 
  off with a warning or in extreme 
  cases, a sawed-off limb. 
  The chances of exploration are nil as 
  the recruits are watched by arcane 
  eyes of several mages. Multiple 
  dispel magic spells are cast 
  discreetly on the characters before 
  they are even let into the 
  recruitment room. 
  Both the recruiters are stoic, stern 
  and formal. They exude an aura of 
  authority and pride.  
  If the characters decide to intern 
  with the syndicate, they can do a DC 
  18 Charisma (persuasion) check to 
  dig up some information. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  10 
  Scene E. Jade Pagoda – Chromatic 
  Dragons 
  The characters are welcomed, cordially, by the 
  Dragons’ enforcers   and are escorted to their 
  headquarters- The Jade Pagoda Complex. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The Jade Pagoda Complex 
  is a sprawling set of buildings set around a central 
  hub. The central pagoda is made of exquisite jade 
  and many other precious stones like emerald, 
  sapphire, rubies, moonstones etc. Stories of Tiamat 
  and her battles with Bahamut are depicted on 
  tapestries, all around the palace. The decorations are 
  lavishly ornate and resplendent.  
   The recruitment center is a 50 feet square parlor 
  with all the amenities one could think of. The food is 
  served on delicate dishes made of finely molded 
  gemstone. The characters are invited for a ‘Tea 
  Ceremony’ in a special room. 
  Creatures/NPCs 
  Sun Tzu (Male Shou Human Paladin) and Sun Ren 
  (Female Shou Human Cleric) are very polite and 
  patient hosts.  
   Objectives/Goals. The sibling recruiters are well 
  aware that the elaborate rituals and ethical codes of 
  a Dragon member can be quite intimidating to a new 
  recruit. They take their time to explain the mores 
  and taboos in the life of a Dragon. Values such as 
  loyalty, courage, determination, and collective 
  thinking are explained in detail. 
   What Does She Know? Both siblings are aware of 
  the facts and rumors about the syndicates. They are 
  ready to share their viewpoints openly, if the 
  characters decide to intern with the Dragons. 
   
   
   
   
  Chromatic Dragon Facts 
   They worship Tiamat. Clerics and Paladins of other deities 
  can join any independent syndicate associated with the 
  Dragons. 
   Dragons hold the exclusive mining rights for emeralds, 
  rubies, jade, and sapphires. They have a reciprocal 
  agreement of information sharing with other syndicates. 
   The characters can do a one-week internship to know 
  more about the Dragons. This decision should be made 
  after they visit all syndicates. 
   Syndicate identification-All members of the syndicate have 
  chromatic dragons tattooed all over their forearms, and 
  torso. 
   
  Chromatic Dragon Rumors (available to Interns) 
   The Dragons have had some infighting between the core 
  families. Some of the fanatical ones are ending up petrified 
  because of their frequent brawls with Angels and 
  Numerals.   
    The Dragons have lost a lot of money, betting in the 
  lightning dome. The dragons suspect that the Angels and 
  Numerals in concert with the wardens are fixing the 
  Territorial Wars’ matches.  
   Many of the Dragon leaders have committed ritual suicide 
  as they were having bizarre nightmares and headaches. 
  But resurrection doesn’t seem to cure the affliction. The 
  Dragons blame the wardens and Angels. 
   Archangels are illegally mining and storing silver. The 
  Dragons suspect that the wardens are letting the Angels 
  get away with it. 
   Archangels, Numerals, and the wardens are colluding to 
  cause ruckus during Territorial Wars so that they can 
  blame the Dragons.  
    The Dragons are currently preparing for the impending 
  war with the Numerals, Angels, and the wardens and they 
  are stocking weapons and magic potions.  
   Many Dragon members have gone missing or were found 
  dead. Complaints to the wardens were disregarded. 
  Suspicions are on the other syndicates. 
   
   
  Playing the Pillars (Scene E) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Dragons kill all the trouble makers 
  in the most gruesome ritual called 
  Death with 999 cuts. Treachery is 
  punished severely as it violates the 
  code of the Dragons. 
  The characters are always escorted 
  where ever they go. It is impossible 
  to get around the security. Multiple 
  dispel magic spells are cast on the 
  characters before they are even 
  allowed into the building. 
  Both the siblings are polite, patient 
  and kind. They radiate an 
  atmosphere of culture and class. 
  They can be persuaded to spill some 
  secrets with a success on a DC 18 
  Charisma (Persuasion) check. 
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  11 
  Scene F. Onyx Bull – Dark Numerals 
  Dark Numerals are a syndicate composed primarily 
  of Giantkin and the denizens of the Underdark. To 
  enter the Numerals stronghold in Onyx bull, the 
  characters have to accept a formal agreement for a 
  ‘therapeutic massage session using a medical device’. 
  The characters are escorted to the massage room 
  and are asked to remove all armor. They are then 
  tied up and beaten with wooden clubs (used for 
  pounding herbs) for 2 rounds. Being alive after the 
  massage is the qualification of entering their 
  stronghold. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. There are no windows in 
  the room. Eight massage beds with restraints are 
  present in the room.  
   Lighting. The room is barely lit. Hooded lanterns 
  focus creepy yellow light onto the massage beds. 
   Sounds & Smells. The room seems to muffle 
  sounds. The smell of blood and urine linger in the 
  room. 
  Creatures/NPCs 
  Five ogre massage therapists are waiting for the 
  new recruits. 
   Objectives/Goals. The massage therapists are 
  rude and blunt. Those whose fall unconscious during 
  their massage sessions are thrown out of the hold, 
  unceremoniously. Those who succeed are treated 
  with grudging respect and taken to N’lok Cress 
  (Drow Mage) who is the recruiting agent. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove two ogre massage therapists. 
   Weak: Remove an ogre massage therapist. 
   Strong: Add an ogre massage therapist. 
   Very Strong: Add two ogre massage therapists. 
   
   
  Numeral Facts 
   The Numerals control all non-mining activities in Kulaica. 
  They regulate and tax the export and import of food, 
  commercial/business supplies, recreational herbs, and 
  contraband.  
   There is no internship available.  
   Syndicate identification-All members of the syndicate have 
  tattoos of Numerals on their forearms and shaved heads. 
  The syndicate hand sign is the depiction of their number 
  with fingers.  
   
  Numeral Rumors 
   One of their mid level bosses, Tylin ‘Charred Twice’ (Fire 
  Giant) was accused of killing a Stone Warden and chopping 
  off his head. Once he was resurrected, he seemed not to 
  remember the incident.  
   Many Numerals are showing signs of anger, hatred, and 
  violence. They are complaining about voices in their heads 
  commanding them to kill the wardens.  
   The Numerals are actively trying to snatch mining rights 
  from the Dragons. 
   The top brass have gone crazy. On multiple occasions they 
  were seen plucking out their hair and howl loudly in agony.  
   They suspect that the Dragons in concert with the wardens 
  are trying to put the Numerals under mind control. 
   The Numerals are stocking weapons and potions. They 
  were ordered to be ready to start a riot in the lightning 
  Dome, during the Territorial wars.  
   Some of the hardcore members have seen a cache of silver 
  weapons being smuggled in.  
   
   
  Playing the Pillars (Scene F) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  All trouble makers are restrained 
  and handed over to the 
  Intellectuals. The Numerals get paid 
  for doing this. 
  Any attempt at exploration will be 
  thwarted by scrying sensors and 
  arcane eyes. 
  The Dark Numerals are more brawn 
  than brain. The members can be 
  persuaded to spill some secrets with 
  a success on a DC 18 Charisma 
  (Persuasion) Check or bribes. 
   
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  12 
  Scene G. Blood Stone Cleave – 
  Intellectuals 
  The Intellectuals are the information brokers of 
  Kulaica. If the characters approach Blood stone 
  cleave, they are cordially escorted to Côte Première, 
  an upscale chop house and café which functions as 
  an artists’ conclave as well.  
  Meat Maker 
  If the table has younger players, instead of the cannibalistic 
  themes, please use a transmutation device called the Meat 
  Maker. The device drains half the hit points worth of life from 
  a character and transmutes it into slabs of edible red 
  diamond, which are then grilled and served. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. This upscale steak house 
  is exquisitely furnished and designed out of semi-
  precious red beryl. The entire chop house is a 
  hemisphere of 60 ft in diameter. Semi-lunar tables 
  with central spaces for grills are placed artistically 
  throughout the room. The restaurant can seat up to 
  60 patrons at a time. 
   Lighting. The room is tastefully lit with faint red 
  and yellow baubles, which float around the tables. 
  The mood lighting is set according to the will of the 
  patrons. 
   Sounds & Smells. Faint classical music is being 
  played as a live orchestra is in session. Famous 
  classical pieces like ‘Beauty and Brains’, “You stole 
  my heart” etc. are played multiple times as the 
  audience ask for an encore. The mouthwatering 
  aroma of the cooking steaks, various spices and 
  melting fat fills the air. 
  Creatures/NPCs 
  The restaurant is almost filled to capacity, as Red 
  diamond Steak- prime cuts are a delicacy enjoyed 
  throughout Kulaica. The Recruiters Vyshal Smac 
  (Mindflayer) and Lady Chiroptera (Vampire) 
  welcome all recruits. 
   Objectives/Goals. The recruiters want to hire 
  more members to their cult. They want to introduce 
  the characters to the members who took to the 
  Intellectual lifestyle once they have ‘consumed 
  themselves’ and found their true calling. 
   What Do They Know? The intellectuals are 
  omniscient about the syndicates and their secrets in 
  Kulaica. 
  Intellectual Facts 
   Intellectuals are a colony of cannibalistic humanoids who 
  work as a hive mind. They are one entity. The characters 
  find it bizarre that random characters can pick up 
  conversations they just had with another intellectual as if 
  they were being eavesdropped on.  
   Intellectuals procure humanoid meat through legal and 
  ethical sources under the guise of research. 
   A separate wing called Butchers are responsible for the 
  procurement of humanoid meat from willing recruits, 
  vanquished combatants, and petrified inmates.  
   They have a quota of such bodies and have the power to 
  de-petrify the parts. The butchers chop off the head and 
  send it for resurrection. The rest of the body is chopped up 
  and served.   
    The Butchers can be found in the La Boucherie, a butcher 
  shop.  
   Patrons looking for pertinent information are directed to 
  submit an application to be invited to a secret information 
  exchange dinner in The Grille Noire. The characters will 
  receive the invitation only after they have scouted all the 
  syndicates.  
    Intellectuals have exclusive rights to mine the rare red 
  diamond veins. They eat the red diamond as its texture 
  and taste resembles meat. 
   Syndicate identification-All members of the syndicate have 
  tattoos of mathematical formulas and arcane symbols on 
  their body. 
   
   
   
   
   
  Playing the Pillars (Scene G) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  The intellectuals are excited at the 
  idea of combat as they know that 
  the Chronosmith will petrify the 
  miscreants into red diamond. The 
  subject is then butchered and each 
  cook competes to cook their 
  signature dish with the meat. 
   
  The characters are encouraged to 
  explore the restaurant as well as the 
  larder of the chop house so that 
  they can appreciate the unique life 
  style of Bloodstone cleave. 
  The intellectuals are very refined 
  and courteous in their demeanor. 
  They interact with the characters as 
  if they are longtime acquaintances. 
  They seem to know every little 
  secret the characters have; even 
  their childhood memories. 
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  13 
  Scene H.  Grille Noire – Dark Dinner 
  The La Boucherie is an upscale butcher shop which 
  is always packed with the servants of rich 
  prospectors. The adjoining Grill Noire is a dark 
  dining establishment.  There is an elevator in the 
  butcher shop that leads into Grille Noire. Once the 
  characters present the invitation, they are given a 
  pre sorted menu of courses (Player Handout B) 
  with 14 dishes distributed to the characters, evenly. 
  The first course can be purchased using gold. The 
  second course onwards requires the donation of a 
  cubic inch of tissue sample for research. Once the 
  patrons have chosen their dishes, they are given a 
  soft leather helmet which renders them blind. All 
  telepathic bonds and scrying are cut out. Once 
  multiple dispel magic spells are cast on them, the 
  patrons are escorted and seated in the Grille Noire. 
  The patrons are requested, politely, to refrain from 
  speaking as it distracts from the dark dining 
  experience.  
  Memory Sponger 
  If the table has younger players, instead of brain 
  consumption, please use a device called the Memory 
  Sponger. The clones are connected to this contraption 
  through helmets. Critical memories are extracted and 
  transmuted to edible red diamond, ready to be grilled. 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The 30 feet long and 20 
  feet wide chamber is filled with octahedral cells 
  made of red beryl crystal vats. These cells are spaces 
  in which the cloned bodies of humanoids are held in 
  stasis. These cloned bodies were retrieved from the 
  AHORON.  In the center of the chamber is an 
  ornately decorated semi-lunar dinner table set for 
  twelve. The table circles a flat-top grill.  
   Lighting. The entire chamber is dimly lit with a 
  greenish blue light.  
   Sounds. A tasteful ensemble of classical music and 
  the clink of glasses can be heard. Since this is a dark 
  dining establishment, speech is forbidden. Executive 
  Chef Tishool Val is describing his culinary technique 
  of searing the exquisite meat with brown butter.  
   Smells. The delicious aroma of marbled steaks 
  being grilled fills the restaurant. 
  Creatures/NPCs 
  Tishool Val is operating the grill and is cooking for 
  the patrons. His assistants are serving the clientele 
  all the requested courses in sequence. 
   Objectives/Goals. Tishool’s aim is to tease the 
  characters with his signature dish. His aim is to 
  show his full hand so that the characters are 
  compelled to go to Gravan and obtain his eye (for 
  cloning) 
  The Grille Noire  
    The courses are clone-brain samples of various 
  prospectors, grilled to order and served, so that the 
  patrons can access those discreet memories (Player 
  Handout C) and glean the information they seek.  
   As soon as the characters taste their own grilled brains, 
  they start seeing glimpses of some long lost memory- of a 
  person or an event that happened during their childhood.  
   DM Tip: Not letting the players talk in character during this 
  scene heightens the suspense factor.  
  The Signature Dish 
  Tishool offers the characters his signature dish as 
  the final complementary course. He mixes the 
  characters clone-brain cuts with his own clone brain 
  and whips up a fabulous dish, grilled and served to 
  perfection. The candidates go through their own 
  childhood memories first followed by the sinister 
  plot the intellectuals have woven out of the chaos in 
  Kulaica. In the vision, characters see the AHORON 
  and its contents. Tishool agrees to fight the 
  characters in the Lightning Dome for the right to 
  access the AHORON if they can match his bet with 
  the living right eye of Gravan. (Gravan gives his eye 
  up in a snap, because he wants the issue resolved 
  before the time runs out for the characters) 
  Playing the Pillars (Scenes H) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  The Chronosmith will petrify the 
  characters if they attempt to initiate 
  combat. The Intellectuals point to 
  this fact out loud and clear. They 
  add that they are more interested in 
  fighting in the Dome-to enhance the 
  flavor profile of their brains.  
  Once the Dark dinner ends, Tishool 
  removes the helmets of the 
  characters. The characters find their 
  clones in vats, with their brains 
  removed or exposed. 
  The butchers and chefs are quite 
  friendly. They even share pointers 
  with the characters so that their 
  experiences would develop a varied 
  flavor profile. They even offer their 
  own clone-brains as appetizers. 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  14 
   
  Scene I. Lightning Dome Battle Arena   
  Lightning Dome is the only place in Kulaica where 
  fights and duels can take place. The Chronosmith is 
  the judge of all fights. The fights should last a 
  maximum of four rounds. All fighters are forced to 
  have a full eight hour long rest before a bout. (Watch 
  out for the time). 
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The Lightning dome is an 
  elliptical battle arena which is 60 feet long and 50 
  feet wide.  
   Lighting. The entire battle arena is bathed in 
  bright light. Huge orbs of light float in the air 
  illuminating all angles of the field. The audience is 
  waving hundreds of luminescent rods made of glow 
  rocks. 
   Sounds. The deafening roar of the crowd 
  reverberates within the arena. 
  Combat in the Lightning Dome 
  The characters can only do two combat scenarios in the 
  Lightning dome- 1) Fight with any one Champion 2) Final fight 
  with the Intellectual Butchers.  
   
   Champion Challenge 
   
  1) Lightning Dome Champion  
  The characters fight a Lightning Golem, (Storm 
  Giant Quintessant), the Mascot of the lightning 
  Dome. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: The Lightning Golem has 150 hit points. 
   Weak: The Lightning Golem has 200 hit points. 
   Strong/Very Strong: No change. 
   
  2.  Chromatic Dragon Champion. 
  The characters fight Ken Long, the Jade Dragon 
  (Black Dragon), a pacifist, clockwork crystal 
  automaton who loves to put on dramatic poses and 
  calls out random attack names during the fight.  
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: The Jade Dragon has 120 hit points. 
   Weak: The Jade Dragon has 160 hit points. 
   Strong/Very Strong: No change  
  3.  Archangel Champion 
  The characters fight MartieneRod, a quick tempered, 
  fallen Planetar, who verbally abuses anyone who 
  can’t pronounce his name right. 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: The Planetar has 130 hit points. 
   Weak: The Planetar has 160 hit points. 
   Strong/Very Strong: No change 
   
  4.  Numerals Champion 
  The characters fight Nigal, a Fire giant 
  Dreadnought, the Mascot of the Numerals 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: The Fire giant Dreadnought has 140 hit 
  points. 
   Weak: The Fire giant Dreadnaught has 200 hit points. 
   Strong/Very Strong: No change. 
  Since the intellectuals are ranked top in the 
  Territorial wars, they don’t fight newcomers. 
   
   Final Fight with the Intellectual Butchers 
   
  A city wide riot ensues as the final fight 
  commences. The characters fight with Tishool Val 
  (Uliitharid) and his team; a Debris Autolyzer 
  (Neothelid) and a Master Chef (Mind flayer) 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: The Debris Autolyser has 250 hit points. 
   Weak: Remove a mind flayer. 
   Strong/Very Strong: Replace the Master Chef (mind 
  flayer) with a Master Chef (mind flayer Arcanist). 
  Wrapping Up the Episode 
  After the characters gain the right to enter the 
  AHORON, Gravan Stonemolder approaches them 
  and hands over the instructions. This is Player 
  Handout D. He directs the characters to a hidden 
  elevator near the dome. He reminds the characters 
  to enter the AHORON and recalibrate it so that the 
  Intellectuals would lose the administrative 
  privileges.  
   If you are playing Bonus Objective B proceed to 
  Bonus Objective B. 
   
  Otherwise Proceed to Episode 3 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  15 
  Episode 3: Fade into Time 
  Estimated Duration: 60 minutes
  The stone elevator descends a thousand feet and 
  opens on a landing. Beyond the landing is a hollow, 
  spherical chamber 200 feet in diameter. Another 
  chamber which is lava-red in color is floating freely 
  within the hollow chamber. This small chamber is 
  the AHORON. As soon as the characters step into the 
  landing, they are transported into the AHORON. 
  Prerequisites 
  The characters should have completed Episode 2. 
  Story Objective B 
  The adventurers complete Story Objective B if they 
  recalibrate the AHORON. 
  Scene A. The AHORON 
  A thick gel like matrix fills the interior of the 
  AHORON. The characters find that they can breathe 
  and swim (same as movement speed) within the 
  matrix. Normal combat rules apply.   
  Area Information 
  The area has the following features: 
   Dimensions& Terrain. The AHORON is a 70 ft 
  diameter sphere with walls composed of Kirianode 
  crystals. Each crystal has a miniature hourglass 
  embedded within it. Thousands of miniature 
  spherical vats float with in the thick matrix of the 
  chamber. Each vat has a miniature clone of the 
  prospectors. The vats seem to float randomly within 
  the matrix. 
   
   Lighting. The entire crypt is bathed in a fiery red 
  light from the matrix.   
   Sounds. The hourglasses in the Kirianode crystals 
  flip, which creates a loud ticking noise every second.  
  The entire chamber reverberates with a dull toll, 
  every minute. 
  Creatures/NPCs 
  The entire sphere is the device called AHORON. The 
  AHORON manifests as a gargantuan clockwork gem 
  construct of a female Stone warden, as a means to 
  communicate with the administrators. 
   
    Objectives/Goals. The Sentinel’s primary duty is 
  to guard the AHORON from unwanted entrants.    
  Adjusting the Scene 
  AHORON has the following features: 
   It is a Lawful Neutral construct instead of a Chaotic Evil 
  elemental. 
   It doesn’t have the Summon Elementals action. 
   It doesn’t have the Create Gargoyle legendary action. 
   It can use one legendary action to make a melee weapon 
  attack. 
  Here are some suggestions for adjusting this scene: 
   Very Weak: The AHORON has 250 hit points. 
   Weak: The AHORON has 350 hit points. 
   Strong/ Very Strong: No Change 
   
  The AHORON 
  The AHORON is a device designed to mature the backup 
  clones of prospectors in 12 hours and then keep them in a 
  time stasis for future use. The AHORON updates the Clone’s 
  memory and attributes with that of the current body in real 
  time, and repairs any damages. It also prevents the soul of a 
  dead prospector from entering the clone unless an 
  administrator verifies that both Revivify and Resurrection 
  spells have failed and the clone be revived as the last resort.  
  Because of its inherent functions, if the characters don’t 
  finish the recalibration protocol within a minute (Ten 
  rounds), The AHORON will reverse time to undo the changes. 
  Since the characters earned the right to undo the 
  administrator privileges of the Intellectuals, only they will be 
  permitted to do it.  
  Playing the Pillars (Scene A) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  The entire chamber is the AHORON. 
  This combat happens inside the 
  NPC. If the avatar is imprisoned, 
  incapacitated, or banished, another 
  one forms within the sphere. Even 
  The Neo-AHORON keeps on 
  attacking the characters until the 
  recalibration is done.  
  The characters can explore the 
  crypt, but they are on a time limit. 
  The AHORON is polite, patient and 
  caring. She interacts with the 
  characters and answers all the 
  questions they have, once they have 
  entered the chamber. She warns 
  them about the time limit of the 
  recalibration process.  
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  16 
   
  Wrap-Up: Caught in Time 
  If the characters succeed in the recalibration of the 
  AHORON, the Chronosmith rescinds the 
  administrator access of the Intellectuals. The 
  AHORON will not allow the characters to destroy the 
  clones which are held in stasis within it.  
   
  If the characters fail in recalibrating the AHORON, 
  the time reverses itself, trapping the characters for 
  one final attempt. After the final attempt, the 
  characters lose their right recalibrate the AHORON. 
  The intellectuals regain their administrative access.  
  After the recalibration attempts, the characters are 
  ejected from the AHORON back into the landing 
  where Gravan Stonemolder is waiting for them. The 
  Healer Corps of Kulaica treat the characters back to 
  their full health. The Wardens reimburse any gold or 
  healing potions that the characters had spent during 
  the adventure.  
   
  If the characters were able to discern the clues about 
  the impending riot and warn Gravan about it, the 
  Stone Wardens are able to curb it, even though they 
  take heavy casualties. Gravan informs the characters 
  that the intellectuals have corrupted the 
  Chronosmith to such an extent that they now 
  possess the same power, rights, and privileges as 
  that of the Stone Wardens. If the characters fail to 
  warn Gravan, then the Intellectuals take over as the 
  new administrators of Kulaica.  
  In any case, Gravan takes the characters back to 
  Phlan aboard the Hammerhead Submersible 
  immediately, so that they can escape Kulaica within 
  the set time limit.  
   
  
   
   
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  CCC-GAD01-03 Caught in Time (v0.1) 
   
   
  17 
  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 checkpoints 
  and 4 treasure checkpoints for each story objective 
  that they complete, as follows:  
   Story Objective A: Find the culprit behind the 
  murders. 
   Story Objective B: Recalibrate the AHORON. 
  The characters receive 1 advancement checkpoints 
  and 2 treasure checkpoints for each bonus objective 
  that they complete, as follows: 
   Bonus Objective A: Escort Ship to Kulaica. 
   Bonus Objective B: Clear Crystal Golem Puzzle. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlocks 
  Characters completing the adventure unlock: 
   Prospector’s Chronoglass (Periapt of Proof 
  Against Poison).This clockwork wristband consists 
  of a hexagonal prism containing three miniature 
  hourglass shaped needles. The emerald hourglass 
  functions as a Periapt of Proof against Poison. The 
  black sapphire hourglass acts as a timepiece. The 
  moonstone hourglass allows its bearer, while 
  underground, to sense their depths below the 
  surface and the direction to the nearest staircase, 
  ramp, or other path leading upward. This item can 
  be found in Appendix 13. 
   Chronostat of Precision (Clockwork 
  Amulet).This feat of Mechanus engineering will help 
  you calculate your aim with pinpoint accuracy, so 
  you can avoid the chaos of everyday life. It even 
  comes with seventeen multi-tool combinations for 
  your everyday needs. This item can be found in 
  Appendix 13. 
  Consumable Items 
  Characters playing the adventure may earn and 
  unlock: 
   Potion of Supreme Healing. Potion, very rare. 
  This item’s description can be found in the Dungeon 
  Master’s Guide. 
   Potion of Invulnerability .Potion, rare. This item’s 
  description can be found in the Dungeon Master’s 
  Guide. 
    
  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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  Appendix 1: Locations & NPCs 
   
  The following NPCs and locations feature 
  prominently in this adventure. 
   Badr-Un-Nissa Khatun (Badr-un-NISSA 
  KHAAtun ) 
  Commander Nissa is a lawful Neutral Dao. She is 
  the head of Kulaica Security forces and the Stone 
  Wardens. Her family of Earth Genasi has held that 
  duty for over 800 years.  
  Personality. Discipline is the key to success. 
  Ideal: Always be on the lookout for trouble. 
  Bond: My family is my wealth. 
  Flaw: I have no tolerance for unfairness.  
   Chronosmith (KRonosmiTH). It is the pure 
  essence of time itself. It was formed as the 
  combined divine energy of the Planetars and the 
  Solar coalesced into one. Since it has control over 
  both the weave and the shadows weave, the 
  Chronosmith evolved into a Lawful Neutral entity. 
  The Chronosmith is the Judge, Jury and 
  Executioner of Kulaica city. Not even the wardens 
  can negate the judgment of the Chronosmith. At 
  the time of its creation Gravan had relinquished 
  control and created the Chronosmith to be a 
  sentient and autonomous entity. The Chronosmith 
  is powerless beyond the boundaries of Kulaica 
  Geode.  
   Personality: I am time. 
   Ideal: Better late than never. 
   Bond: Tara, the solar must never wake up.  
  Flaw: I am too critical of myself.  
   
   
   
   Gravan Stonemolder (GRAAvoNN 
  Stonemolder )  
  The Master transmuter, artificer, and tinkerer of 
  Kulaica, who lost almost all his powers. He is 
  bound as the caretaker of the island of Kulaica by 
  an ancient pact with the Planetars of Selune. 
  Gravan is more than a thousand years old.  
  Personality: We are being chased by time.  
  Ideal: We have to stop and listen, once in a while. 
  Bond: Kulaica is home. 
  Flaw: I forget that constructs are not alive. 
   
   Kulaica (KulayKKA) A massive formation of 
  elemental geodes from the plane of elemental 
  earth which got transplanted into the material 
  plane when the planar boundaries where rend by 
  the battle between Tara and the Planetars of 
  Selûne. Kulaica is an inaccessible island in the 
  southwest part of the Moonsea Lake.  
      Personality: The best living arrangements. 
   Ideal: Check out anytime you like. 
   Bond: You can never leave. 
   Flaw: I disregard conventional wisdom. 
   Tishool Val (TeeShULL WALL) The lead butcher 
  and the mastermind behind all troubles in Kulaica. 
  He excels in exerting soft power and fine control 
  over his adversaries. His plans have multiple 
  layers and it is next to impossible to determine his 
  real and ulterior motives, if any. 
  Personality: A person is distinguished by his class. 
  Ideal: Always think nine moves ahead. 
  Bond: Kulaica is my home. 
  Flaw: I can’t let go of control.  
   
   
   
   
   
   
   
  
   
   
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  Appendix 2: Creature Statistics 
   
  AHORON (Ogremoch) 
  Gargantuan elemental, neutral evil 
  Armor Class 20 (natural armor) 
  Hit Points 526 (27d20 + 243) 
  Speed50 ft., burrow 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   26 (+8) 
  11 (0) 
  28 (+9) 
  11 (+0) 
  15 (+2) 
  22 (+6) 
   
  Saving Throws Str +14, Con +15, Wis +8 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities. poison 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, prone 
  Senses blindsight 120 ft., tremorsense 120 ft. 
  Languages Common, Terran 
  Challenge 20 (25,000 XP) 
  Empowered Attacks. Ogremoch’s slam attacks are 
  treated as magical and adamantine for the purpose of 
  bypassing resistance and immunity to nonmagical 
  weapons. 
  Innate Spellcasting. Ogremoch’s innate spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with 
  spell attacks). He can innately cast the following spells. 
  At will: meld into stone, move earth, wall of stone. 
  Legendary Resistance (3/Day). If Ogremoch fails a 
  saving throw, he can choose to succeed instead. 
  Magic Resistance. Ogremoch has advantage on saving 
  throws against spells and other magical effects. 
  Siege Monster. Ogremoch deals double damage to 
  objects and structures with his melee and ranged 
  weapon attacks. 
  Actions 
  Multiattack. Ogremoch makes two slam attacks. 
  Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., 
  one target. Hit: 30 (4d10 + 8) bludgeoning damage. 
  Boulder. Ranged Weapon Attack: +6 to hit, range 500 
  ft., one target. Hit: 46 (7d10 + 8) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 23 
  Strength saving throw or be knocked prone. 
  Summon Elementals (1/Day). Ogremoch summons up 
  to three earth elementals and loses 30 hit points for 
  each elemental he summons. Summoned elementals 
  have maximum hit points, appear within 100 feet of 
  Ogremoch, and disappear if Ogremoch is reduced to 0 
  hit points. 
  Legendary Actions 
  The Ogremoch can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time, and only at the end of 
  another creature’s turn. The Ogremoch regains spent 
  legendary actions at the start of its turn. 
  Illuminating Crystals. Ogremoch’s crystalline 
  protrusions flare. Each creature within 30 feet of 
  Ogremoch becomes outlined in orange light, shedding 
  dim light in a 10-foot radius. Any attack roll against an 
  affected creature has advantage if the attacker can see 
  it, and the affected creature can’t benefit from being 
  invisible. 
  Stomp (Costs 2 Actions). Ogremoch stomps the ground, 
  creating an earth tremor that extends in a 30-foot 
  radius. Other creatures standing on the ground in that 
  radius must succeed on a DC 23 Dexterity saving throw 
  or fall prone. 
  Create Gargoyle (Costs 3 Actions). Ogremoch’s hit 
  points are reduced by 50 as he breaks off a chunk of his 
  body and places it on the ground in an unoccupied 
  space within 15 feet of him. The chunk of rock instantly 
  transforms into a gargoyle and acts on the same 
  initiative count as Ogremoch. Ogremochcan’t use this 
  action if he has 50 hit points or fewer. The gargoyle 
  obeys Ogremoch’s commands and fights until 
  destroyed. 
  Source: Ogremoch, Princes of the Apocalypse 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Debris Autolyser (Neothelid) 
  Gargantuan Aberration, Chaotic Evil 
  Armor Class 16 (natural armor)  
  Hit Points 325 (21d20 +105) 
  Speed  30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  7 (-2) 
  21 (+%) 
  3(-4) 
  16 (+3) 
  12 (+1) 
   
  Saving Throws Int +1, Wis +8, Cha +6 
  Senses blindsight 120 ft. 
  Challenge 13(10000 XP) 
  Creature Sense. The neothelid is aware of the presence 
  of creatures within 1 mile of it that have an 
  Intelligence score of 4 or higher. It knows the 
  distance and direction to each creature, as well as 
  each creature’s Intelligence score, but can’t sense 
  anything else about it. A creature protected by a 
  mind blank spell, a nondetection spell, or similar 
  magic can’t be perceived in this manner. 
  Innate Spellcasting (Psionics). The neothelid’s innate 
  spellcasting ability is Wisdom (spell save DC 16). It 
  can innately cast the following spells, requiring no 
  components: 
  At will: levitate 
  1/day each: confusion, feeblemind, telekinesis 
  Magic Resistance. The neothelid has advantage on 
  saving throws against spells and other magical 
  effects. 
  Actions 
  Tentacles. Melee Weapon Attack: +13 to hit, reach 15 
  ft., one target. Hit: 21 (3d8+8) bludgeoning damage 
  plus 13 (3d8) psychic damage. If the target is a Large or 
  smaller creature, it must succeed on a DC 18 Strength 
  saving throw or be swallowed by the neothelid. A 
  swallowed creature is blinded and restrained, it has 
  total cover against attacks and other effects outside 
  the neothelid, and it takes 35 (10d6) acid damage at 
  the start of each of the neothelid’s turns. 
   
  If the neothelid takes 30 damage or more on a single 
  turn from a creature inside it, the neothelid must 
  succeed on a DC 18 Constitution saving throw at the 
  end of that turn or regurgitate all swallowed creatures, 
  which fall prone in a space within 10 feet of the 
  neothelid. If the neothelid dies, a swallowed creature is 
  no longer restrained by it and can escape from the 
  corpse by using 20 feet of movement, exiting prone. 
   
  Acid Breath (Recharges 5-6). The neothelid exhales 
  acid in a 60-foot cone. Each creature in that area must 
  make a DC 18 Dexterity saving throw, taking 35 (10d6) 
  acid damage on a failed save, or half as much damage 
  on a successful one.. 
   
  Dragon Turtle (Varaliqtar) 
  Gargantuan dragon, neutral 
  Armor Class 20 (natural armor) 
  Hit Points 341 (22d20 + 110) 
  Speed 20 ft., swim 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  10 (+0) 
  20 (+5) 
  10 (+0) 
  12 (+1) 
  12 (+1) 
   
  Saving ThrowsDex +6, Con +11, Wis + 
  Damage Resistances fire 
  Senses darkvision 120 ft. 
  Languages Aquan, Draconic 
  Challenge 17 (18,000 XP) 
  Amphibious. The dragon turtle can breathe air and 
  water 
  Actions 
  Multiattack. The dragon turtle makes three attacks: 
  one with its bite and two with its claws. It can make 
  one tail attack in place of its two claw attacks. 
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) piercing damage. 
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 16 (2d8 + 7) slashing damage. 
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) bludgeoning damage. If 
  the target is a creature, it must succeed on a DC 20 
  Strength saving throw or be pushed up to 10 feet away 
  from the dragon turtle and knocked prone. 
  Steam Breath (Recharge 5-6). The dragon turtle 
  exhales scalding steam in a 60-foot cone. Each creature 
  in that area must make a DC 18 Constitution saving 
  throw, taking 52 (15d6) fire damage on a failed save, or 
  half as much damage on a successful one. Being 
  underwater doesn’t grant resistance against this 
  damage. 
   
   
   
   
   
  Fire Giant Dreadnought 
  Huge giant (fire giant), lawful evil 
  Armor Class 21 (plate, shields)  
  Hit Points 187 (15d12 +90) 
  Speed 30 ft. 
  
   
   
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  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  9 (-1) 
  23 (+6) 
  8(-1) 
  10 (0) 
  11 (+7) 
   
  Saving Throws Dex +4, Con +11, Cha +5 
  Skills Athletics +13, Perception +5 
  Damage Immunities fire. 
  Languages Giant 
  Challenge 14 (11,500 XP) 
  Dual Shields. The giant carries two shields, each of 
  which is accounted for in the giant’s AC. The giant must 
  stow or drop one of its shields to hurl rocks. 
  Actions 
  Multiattack. The giant makes two fireshield attacks. 
   
  Fireshield. Melee Weapon Attack: +13 to hit, reach 5 
  ft., one target. Hit: 22 (4d6+8) bludgeoning damage 
  plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. 
  Rock. Ranged Weapon Attack: +13 to hit, range 60/240 
  ft, one target. Hit: 30 (4d10+8) bludgeoning damage. 
  Shield Charge. The giant moves up to 30 feet in a 
  straight line and can move through the space of any 
  creature smaller than Huge. The first time it enters a 
  creature’s space during this move, it makes a fireshield 
  attack against that creature. If the attack hits, the 
  target must also succeed on a DC 21 Strength saving 
  throw or be pushed ahead of the giant for the rest of 
  this move. If a creature fails the save by 5 or more, it is 
  also knocked prone and takes 18 (3d6+8) bludgeoning 
  damage, or 29 (6d6+8) bludgeoning damage if it was 
  already prone. 
   
   
  Jade Dragon (Adult Black Dragon) 
  Huge Dragon, Chaotic Evil 
  Armor Class 19  
  Hit Points 195 (17d12 +85) 
  Speed  40 ft., fly 80 ft., swim 40 ft. ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  14 (+2) 
  21 (+5) 
  14 (+2) 
  13 (+1) 
  17 (+3) 
   
  Proficiency Bonus +5 
  Saving Throws Cha +8, Con +10, Dex +7, Wis +6 
  Skills Perception +11, Stealth +7 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 21 
  Languages Common, Draconic 
  Challenge 14(11500 XP) 
  Amphibious.The dragon can breathe air and water. 
  Legendary Resistance .If the dragon fails a saving 
  throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage plus 4 
  (1d8) acid damage. 
  Claw.Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage. 
  Tail.Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 15 (2d8 + 6) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon's 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 16 Wisdom saving throw or 
  become frightened for 1 minute. A 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 the dragon's Frightful Presence 
  for the next 24 hours. 
  Acid Breath .The dragon exhales acid in a 60-foot line 
  that is 5 feet wide. Each creature in that line must 
  make a DC 18 Dexterity saving throw, taking 54 (12d8) 
  acid damage on a failed save, or half as much damage 
  on a successful one. 
  Legendary Actions 
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The dragon regains spent 
  legendary actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) 
  check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack .The dragon beats its wings. Each creature 
  within 10 feet of the dragon must succeed on a DC 19 
  Dexterity saving throw or take 13 (2d6 + 6) 
  bludgeoning damage and be knocked prone. The 
  dragon can then fly up to half its flying speed. 
   
   
   
  Lightning Golem (Storm Giant Quintessent) 
  Huge giant (storm giant), chaotic good 
  Armor Class 12  
  Hit Points 230 (20d12 +100) 
  Speed  50 ft., fly 50 ft.(hover), swim 50 ft.  
  
   
   
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  22 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   29 (+9) 
  14 (+2) 
  20 (+5) 
  17 (+3) 
  30 (+10) 
  19 (+4) 
   
  Saving Throws Str +14, Con +10, Wis +10, Cha +9 
  Skills Arcana +8, History +8, Perception +10 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities lightning, thunder 
  Senses truesight 60 ft. 
  Languages Common, Giant 
  Challenge 16 (15,000 XP) 
   
  Amphibious.The giant can breathe air and water. 
  Actions 
  Multiattack. The giant makes two Lightning Sword 
  attacks or uses Wind Javelin twice. 
  Lightning Sword. Melee Weapon Attack: +14 to hit, 
  reach 15 ft., one target. Hit: 40 (9d6+9) lightning 
  damage. 
  Windjavelin. The giant coalesces wind into a javeIin-
  like form and hurls it at a creature it can see within 600 
  feet of it. The javelin is considered a magic weapon and 
  deals 19 (3d6+9) piercing damage to the target, striking 
  unerringly. The javelin disappears after it hits. 
   
  Legendary Actions 
  The giant can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time and only at the end of another 
  creature’s turn. The giant regains spent legendary 
  actions at the start of its turn. 
   
  Gust. The giant targets a creature it can see within 60 
  feet of it and creates a magical gust of wind around it. 
  The target must succeed on a DC 18 Strength saving 
  throw or be pushed up to 20 feet in any horizontal 
  direction the giant chooses. 
   
  Thunderbolt (2 Actions). The giant hurls a thunderbolt 
  at a creature it can see within 600 feet of it. The target 
  must make a DC 18 Dexterity saving throw, taking 22 
  (4d10) thunder damage on a failed save, or half as 
  much damage on a successful one. 
   
  One with the Storm (3 Actions). The giant vanishes, 
  dispersing itself into the storm surrounding its lair. The 
  giant can end this effect at the start of any of its turns, 
  becoming a giant once more and appearing in any 
  location it chooses within its lair. While dispersed, the 
  giant can’t take any actions other than lair actions, and 
  it can’t be targeted by attacks, spells, or other effects. 
  The giant can’t use this ability outside its lair, nor can it 
  use this ability if another creature is using a control 
  weather spell or similar magic to quell the storm. 
   
   
  Master Chef (Mind Flayer) 
  Medium aberration, lawful evil 
  Armor Class 15 (breast plate) 
  Hit Points71 (13d8 +13) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Int +7, Wis +6, Cha +6 
  Skills Arcana +7Deception +6, Insight +6, Perception +6, 
  Persuasion +6, Stealth +4 
  Sensesdarkvision 120ft. 
  LanguagesDeep Speech, Undercommon, telepathy 120 
  ft 
  Challenge7 (2900XP) 
  Magic Resistance. The mind flayer has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The mind flayer’s innate 
  spellcasting ability is Intelligence (spell save DC 15). It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only) 
  Actions 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 15 (2d10 + 4) psychic damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  15) and must succeed on a DC 15 Intelligence saving 
  throw or be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the mind 
  flayer. Hit: The target takes 55 (10d10) piercing 
  damage. If this damage reduces the target to 0 hit 
  points, the mind flayer kills the target by extracting and 
  devouring its brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 15 Intelligence 
  saving throw or take 22 (4d8 + 4) psychic damage and 
  be stunned for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  
   
   
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  Master Chef (Mind Flayer Arcanist) 
  Medium aberration, lawful evil 
  Armor Class 15 (breast plate) 
  Hit Points127 (13d8 +13) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Saving Throws Int +7, Wis +6, Cha +6 
  Skills Arcana +7Deception +6, Insight +6, Perception +6, 
  Persuasion +6, Stealth +4 
  Senses darkvision 120ft. 
  Languages Deep Speech, Undercommon, telepathy 120 
  ft 
  Challenge8 (3900XP) 
  Magic Resistance. The mind flayer has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The mind flayer’s innate 
  spellcasting ability is Intelligence (spell save DC 15). It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only) 
  Spellcasting. The mind flayer is a 10th-level spellcaster. 
  Its spellcasting ability is Intelligence (save DC 15, +7 
  to hit with spell attacks). The mind flayer has the 
  following wizard spells prepared: 
   
  Cantrips (at will): blade ward, dancing lights, 
  mage hand, shocking grasp 
   
  1st level (4 slots): detect magic, disguise self, 
  shield, sleep 
   
  2nd level (3 slots): blur, invisibility, ray of 
  enfeeblement 
   
  3rd level (3 slots): clairvoyance, lightning bolt, 
  sending 
   
  4th level (3 slots): confusion, hallucinatory 
  terrain 
   
  5th level (2 slots): telekinesis, wall of force 
   
  Actions 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 15 (2d10 + 4) psychic damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  15) and must succeed on a DC 15 Intelligence saving 
  throw or be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the mind 
  flayer. Hit: The target takes 55 (10d10) piercing 
  damage. If this damage reduces the target to 0 hit 
  points, the mind flayer kills the target by extracting and 
  devouring its brain. 
  Mind Blast (Recharge 5-6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 15 Intelligence 
  saving throw or take 22 (4d8 + 4) psychic damage and 
  be stunned for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
   
   
  Ogre  
  Large giant, chaotic evil  
  Armor Class 11 (Natural Armor) 
  Hit Points 59(7d10 + 21) 
  Speed40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  7 (-2) 
  7(-2) 
   
  Sensesdarkvision 60 ft. 
  LanguagesCommon, Giant 
  Challenge 2 (450 XP) 
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+ 
  4) piercing damage. 
   
   
  Planetar 
  Large celestial, Lawful good 
  Armor Class 19  
  Hit Points 200 (16d10 +112) 
  Speed  40 ft., fly 120 ft 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  20 (+5) 
  24 (+7) 
  19(+4) 
  22 (+6) 
  25 (+7) 
   
  Proficiency Bonus +6 
  Saving Throws Cha +12, Con +12, Wis +11 
  Skills Perception +11 
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing from nonmagical attacks. 
  Condition Immunities charmed, exhaustion, frightened 
  Senses truesight 120 ft., passive Perception 21 
  Languages all, telepathy 120 ft. 
  Challenge 16(15000 XP) 
  
   
   
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  Angelic Weapons. The planetar's weapon attacks are 
  magical. When the Planetar hits with any weapon, 
  the weapon deals an extra 5d8 radiant damage 
  (included in the attack). 
  Divine Awareness. The Planetar knows if it hears a lie. 
  Innate Spellcasting. The Planetar’s spellcasting ability 
  is Charisma (spell save DC 20). The planetar can 
  innately cast the following spells, requiring no 
  material components: At will: detect evil and good, 
  invisibility (self only) 3/day each: blade barrier, dispel 
  evil and good, flame strike, raise dead 1/day each: 
  commune, control weather, insect plague 
  Magic Resistance. The planetar has advantage on 
  saving throws against spells and other magical 
  effects 
  Actions 
  Multiattack.The planetar makes two melee attacks. 
  Greatsword.Melee Weapon Attack: +12 to hit, reach 5 
  ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 
  22 (5d8) radiant damage. 
  Healing Touch .The planetar touches another creature. 
  The target magically regains 30 (6d8 + 3) hit points and 
  is freed from any curse, disease, poison, blindness, or 
  deafness. 
   
  Tishool Val (Ulitharid) 
  Large aberration, lawfulevil 
  Armor Class 15 (breast plate) 
  Hit Points127 (17d10 +34) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  12 (+1) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  21 (+5) 
   
  Saving Throws Int +9, Wis +8, Cha +9 
  Skills Arcana +9, Insight +8, Perception +8, Stealth +5 
  Sensesdarkvision 120ft. 
  LanguagesDeep Speech, Undercommon, telepathy 2 
  miles 
  Challenge9 (5,000 XP) 
  Creature SenseThe ulitharid is aware of the presence 
  of creatures within 2 miles of it that have an 
  Intelligence score of 4 or higher. It knows the distance 
  and direction to each creature, as well as each 
  creature’s intelligence score, but can’t sense anything 
  else about it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar magic can’t be 
  perceived in this manner. 
  Magic Resistance. The ulitharid has advantage on 
  saving throws against spells and other magical effects. 
  Psionic Hub. If an elder brain establishes a psychic link 
  with the ulitharid, the elder brain can form a psychic 
  link with any other creature the ulitharid can detect 
  using its Creature Sense. Any such link ends if the 
  creature falls outside the telepathy ranges of both the 
  ulitharid and the elder brain. The ulitharid can maintain 
  its psychic link with the elder brain regardless of the 
  distance between them, so long as they are both on 
  the same plane of existence. lithe ulitharid is more 
  than 5 miles away from the elder brain, it can end the 
  psychic link at any time (no action required). 
  Innate Spellcasting (Psionics). The ulitharid’s innate 
  spellcasting ability is Intelligence (spell save DC 17). It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: confusion, dominate monster, eyebite, 
  feeblemind, mass suggestion, plane shift (self only), 
  project image, scrying, telekinesis 
  Actions 
  Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. Hit: 27 (4d10+5) psychic damage. If the 
  target is Large or smaller, it is grappled (escape DC 14) 
  and must succeed on a DC 17 Intelligence saving throw 
  or be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the 
  ulitharid. Hit: 55 (10d10) piercing damage. If this 
  damage reduces the target to 0 hit points, the ulitharid 
  kills the target by extracting and devouring its brain. 
  Mind Blast (Recharge 5-6). The ulitharid magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 17 Intelligence 
  saving throw or take 31 (4d12+5) psychic damage and 
  be stunned for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
   
   
  
   
   
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  Appendix3: Kulaica Geode 
   
   
  
   
   
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  Appendix 4: Kulaica Subterranean City Map 
   
  
   
   
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  Appendix 5: Lightning Dome Battle Arena 
   
   
  
   
   
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  Appendix 6: Turtle Trouble (Bonus Objective A) 
  Estimated Duration: 60 minutes 
   
  In this bonus objective, the characters must rescue 
  the inmate transport ship- The Hammerhead 
  Submersible from the ambush of the Dragon Turtle 
  Varaliqtar.  
   
  Setting 
  The eye of the Dragon is a massive maelstrom within 
  5 miles of Kulaica, in the Southwest Moonsea region. 
  Most ships avoid this route as the spiral in the weave 
  gives rise to massive storms year around. Only a 
  submersible can navigate the waters.  
   
  Prerequisites 
  The characters can pursue this bonus objective after 
  completing Episode 1. The bonus objective becomes 
  unavailable after Episode 2 starts. 
   
  Bonus Objective B 
  Defeating the Dragon turtle, Varaliqtar to save the 
  Hammerhead Submersible and its crew is Bonus 
  Objective B. Killing Varaliqtar or fighting until she 
  retreats fulfils this objective. 
  The Hammerhead Submersible 
  The Hammerhead is clockwork submersible in the shape of a 
  hammerhead shark. It is a gemstone construct designed by 
  Gravan Stonemolder using advanced transmutation magic. It 
  is an armor-plated narrow- hull vessel which is 70 feet long 
  and 20 feet wide, with flexible tail and fins. It has a swim 
  speed of 70ft.  
   
  The Pilot Fish Battle pods 
  The battle station of the Hammerhead has 20 battle pods 
  made of smooth Kirianode stone. Once a character enters a 
  battle pod, it molds into the contours of the occupier and 
  form a water-tight armor around them. These Kirianode 
  battle pods can move towards the outside of the hull and 
  detach from its body and the adventurers can fight any 
  adversaries underwater. The battle pods have independent 
  movement and it sticks close to the submersible during the 
  deep dive. The pods automatically reattach and meld into the 
  Kirianode hull of the submersible when oxygen concentration 
  is low. 
   
   
   
   
   
   
  Scene A. Hammerhead Control Room 
   
  Area Information  
  Dimensions and terrain. The control room of the 
  Hammerhead is a 12 feet wide and 20 feet long. The 
  walls are made of seamless translucent Kirianode 
  with numerous dials and levers made of brass and 
  black sapphire. The side walls project the image of 
  the scrying sensors which can be accessed by a 
  mental command.  A narrow hallway leads to the 
  battle station which has twenty battle pods. 
  Lighting. The control room and battle station are 
  well lit by the pearlescent glow of the smooth stone 
  walls. There are no shadows as the diffuse lighting 
  obscures most spots of darkness. The scrying sensor 
  feed projects the image from the outside of the 
  submersible. Two rotating light arrays with multiple 
  drift globes cast an intense light wherever it is 
  needed. The entire ship becomes progressively bluer 
  and more translucent as it prepares for a deep dive 
  in order to provide adequate camouflage. Multiple 
  projections of the countdown hourglass set are 
  visible in all directions.  
   
  Creatures /NPCs 
  Captain Blal Q’Ssentir has assumed control over the 
  the Hammerhead and its navigation section from 
  his associate and is readying the submersible for the 
  hour long spiral dive around the Eye of the Dragon. 
  Gravan Stonemolder has assumed control over the 
  the engineering section and is issuing orders to his 
  subordinates. Ten crew members (Wereshark Sea 
  elves) man each station as pairs and one is reading 
  out the procedural protocol aloud while the other is 
  repeating the same to their respective Supervisors.   
       
  
   
   
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  Scene B. Preparation and Deep dive 
   
  The characters can familiarize themselves with the 
  battle pods and their functions.  The goal is to 
  protect the ship. The combat crew will man the rest 
  of the battle pods and fight along the adventurers. 
   
  The deep dive is an hour-long clockwise spiral 
  descent that hugs the Eye of the dragon, closely. If 
  the adventurers man the battle pods, they can 
  detach from the main body of the submersible and 
  automatically move alongside the Hammerhead. It 
  never strays too far away from the Hammerhead and 
  all commands otherwise will be overridden. 
  Varaliqtar quarry the hammerhead throughout the 
  first third of the journey.  The adventurers will have 
  to make DC 12 Persuasion (Charisma checks) to 
  move closer to a hounding adversary and stay in 
  melee or otherwise be forcibly moved towards the 
  Hammerhead. The characters can use their own 
  weapons. 
   
  After five rounds of combat, the Hammerhead would 
  have dived deep enough that the increasing water 
  pressure will prevent all attacks. Kirianode hull of 
  the Hammerhead as well the battle pods become 
  very viscous so as to accommodate the increasing 
  water pressure.  
  The Undersea Battle  
  It is impossible for the characters to exit the Hammerhead 
  and fight Varaliqtar, without the aid of battle pods. The Eye 
  of the dragon is one of the fiercest maelstroms, and only the 
  Hammerhead and its Pilot fish battle pods are able to do a 
  spiral dive alongside the maelstrom. The treacherous journey 
  is accomplished by keeping an optimum speed and angle of 
  the dive, which can only be done by experienced skippers like 
  Blal Q’Ssentir.   
   
  Creatures and NPCs 
  Varaliqtar (Dragon Turtle) attacks the 
  Hammerhead. 
   
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
   Very Weak: Varaliqtar quits after losing half her hit points. 
   Weak: Varaliqtar quits after losing 250 hit points. 
   Strong: No change 
   Very Strong: Varaliqtar fights till death. 
   
  Treasure and Rewards 
   Captain Blal Q’Ssentir presents the characters a 
  Potion of Supreme Healing (very rare) for their 
  efforts in defending the Hammerhead. 
   
  Wrapping up the episode 
  Once the pursuers are defeated, the Hammerhead 
  completes the deep dive without any problems. As 
  soon as it reaches the bottom, it enters the eye of the 
  maelstrom and the fuses with a large rock 
  outcropping in the seabed. The rock is a solid tube 
  made of Kirianode which serves as one of the two 
  access ways to the Kulaica Geode. The Hammerhead 
  swims faster through the Kirianode and exists into a 
  crystal clear lake – the Tears of the Moon. It docks in 
  V’alassantre, the underwater village of Kulaican sea 
  elves. From V’alassantre, a stone elevator takes the 
  characters, inmates and the crew to the Kulaica 
  Penal colony.  
  Proceed to Episode 2. 
  Playing the Pillars (Scene. B) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  Underwater combat rules apply 
  throughout the scene.  
  Varaliqtar wants to destroy the 
  Hammerhead before it dives too 
  deep. She attacks all the battle 
  pods, viciously. This is a moving 
  combat and Varaliqtar keeps her 
  pace with the battle pods.   
   
  If the characters investigate the 
  Battle station prior to combat, 
  they can find the dials that would 
  form a new trainee console. One 
  can attend a training session 
  lasting ten minutes, which when 
  completed will provide advantage 
  to all charisma checks made to 
  navigate the battle pod.  
   
  If the characters talk to the Captain 
  and the First mate, they can 
  deputize an additional member of 
  the battle station crew to oversee 
  the deployment of the battle pods. 
  This will improve the performance 
  of the battle pods and they can stay 
  detached for the entire five rounds 
  before docking. 
   
  
   
   
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  Appendix 7: Seared in Flames (Bonus Objective B) 
  Estimated Duration: 60 minutes 
   
  Scene A.  The Infernal Kitchen  
  The characters find themselves in a chamber carved 
  out of pure fire opal. As they try to enter the 
  chamber, they find their consciousness transplanted 
  onto large clockwork gem constructs. The 
  candidates find out that they can manipulate the 
  constructs just like their bodies.  
   
  Area Information 
  Dimension and terrain. The entire hemispherical 
  chamber appears to be a temple of the several stone 
  gods. It is 30ft in diameter. On to one side of the 
  cloister is an altar with the Statues of Moradin, 
  Dumathoin, Skoraeus Stonebones, Gond, Sejohn 
  Earthcaller, Calluran Smoothhands, Entemoch 
  (orb) and Sunnis. In front of the altar is what looks 
  like a large kitchen. Instead of fire, molten magma 
  provides intense heat to the stoves. Four gateways 
  are visible on the eastern side of the hemisphere. 
  These are the larders. In front of the altar stands a 
  plaque carved out of smooth fire opal. It describes. 
   
  ‘You are in the presence of the Stone Elders. Prepare 
  an offering that represents you, and you shall pass’ 
   
  Below that there is a set of instructions on how to 
  cook the offering.  
   
  This is Player Handout E. 
   
  Around the Kitchen, multiple Kirianode blocks are 
  present with a variety of artificer diagrams. Some of 
  them say, Hearth Oven, Maturation Chamber, 
  Smoker, Grill, Toaster, Dough Mixer, Water Bath (50-
  500 degrees), and Sear Torch. Some others are 
  blank. Characters find that saying the words aloud 
  turns these blocks into the Kitchen equipment. The 
  blank ones are multipurpose and those transmutes 
  into any kitchen equipment that the characters say 
  out loud.  
  Lighting. The entire room is lit bright orbs of white 
  light. The distinct orange-red sheen of the molten 
  magma casts a fiery shade to the whole setup.   
  Sounds and Smells. Faint drumming and chanting 
  can be heard from behind the altar. The hearty 
  smells of roasted meat and melting fat wafts across 
  the room.  
   
  Creatures/NPCs 
  Eight Clockwork Crystal Golems stand at one end of 
  the chamber. The characters’ souls are transplanted 
  into these golems as they try to walk into the 
  chamber.  
  Objectives /Goals. The objective of the Crystal 
  golems is to cook the ‘Upaharan’ or offering to the 
  Stone Elders.  
   
  Crystal Golem Puzzle 
  DM Tip- Let the characters chose the appropriate skill. 
   The Crystal Golem Puzzle is a taxing affair which tests the 
  devotion and determination of the observant. Once the 
  trial is finished, the characters notice that they have gained 
  levels of exhaustion based on the amount of hit points the 
  golems lost. 
    If the Golems lost more than 150 hit points the characters 
  have 2 level of exhaustion. 
   If all the party passes, they find themselves transported to 
  an elaborated dining room in which their own dishes are 
  served. They gain the benefits of a Heroes’ Feast Spell. The 
  failed party members are allowed to pass, but are unable 
  to partake the feast. 
   
  Treasure and Rewards 
   The characters find two Potions of Invulnerability 
  (rare) in the antechamber of the temple. 
   
  As soon as the Ritual ends, another elevator door 
  opens. Once the characters enter, the stone elevator 
  descends further down (1000 ft) and stops. 
   
  Proceed to Episode 3. 
   
  Playing the Pillars (Scene. A) 
  COMBAT 
  EXPLORATION 
  SOCIAL 
  This is not a combat puzzle. 
  Initiating combat in the temple is 
  regarded as disrespect towards the 
  Elders.  
  The temple is a place of rest and 
  recuperation. This is the only place 
  the characters can take a short rest 
  after Episode 2.  
  Since the ritual is a formal event, 
  the proper decorum is to stay silent 
  and let the skills do the talking. 
   
  
   
   
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  Appendix 8: Facts about Kulaica (Player Handout A) 
   
     
  
   
   
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  Appendix 9: Dark Dinner Menu (Player Handout B)
   
   
   
   
   
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Secrets of the Angels 
  This set course is designed to elucidate the deep 
  dark secrets that the immortal angels harbor in 
  their hearts 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Secrets of the Angels 
  This set course is designed to elucidate the deep 
  dark secrets that the immortal angels harbor in 
  their hearts 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Secrets of the Angels 
  This set course is designed to elucidate the deep 
  dark secrets that the immortal angels harbor in 
  their hearts 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Secrets of the Angels 
  This set course is designed to elucidate the deep 
  dark secrets that the immortal angels harbor in 
  their hearts 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Mysteries of the Dragons 
  This set course is designed to elucidate the long 
  desired stories of the majestic Dragons. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Mysteries of the Dragons 
  This set course is designed to elucidate the long 
  desired stories of the majestic Dragons. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Mysteries of the Dragons 
  This set course is designed to elucidate the long 
  desired stories of the majestic Dragons. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Mysteries of the Dragons 
  This set course is designed to elucidate the long 
  desired stories of the majestic Dragons. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Inner Soul of the Numbers 
  This set course is designed to explicate the 
  tantalizing intricacies of the numbers. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Inner Soul of the Numbers 
  This set course is designed to explicate the 
  tantalizing intricacies of the numbers. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Inner Soul of the Numbers 
  This set course is designed to explicate the 
  tantalizing intricacies of the numbers. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Inner Soul of the Numbers 
  This set course is designed to explicate the 
  tantalizing intricacies of the numbers. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Covert desires of the Intelligent 
  This set course is designed to illuminate the 
  alluring minutiae of the Intelligent. 
  Grille Noire Dark Dinner 
  Presorted Menu 
  Course- Covert desires of the Intelligent 
  This set course is designed to illuminate the 
  alluring minutiae of the Intelligent. 
   
  
   
   
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  Appendix 10: Dark Dinner Courses (Player Handout C) 
   
   
   
   
  Course- Secrets of the Angels 
  You see a top secret archangel document in your 
  mind.  Many archangel members are reporting 
  frequent periods of headaches and bizarre 
  visions/nightmares and many were found 
  unconscious after these episodes.   
  Course- Secrets of the Angels 
  You see a top secret archangel meeting in your 
  mind.  Angels are suspecting that the dragons 
  are conspiring with the wardens to decimate the 
  angels.   The Angels are running mock sessions 
  to kill/maim as many wardens. 
  Course- Secrets of the Angels 
  You see a top secret archangel leaders’ meeting 
  in your mind.   The Angels are willing to 
  collaborate with the Numerals to take revenge 
  on the Wardens and the Dragons, 
  Course- Secrets of the Angels 
  You see a top secret archangel meeting in his 
  mind.   The Angels have found a vein of Silver 
  somewhere deep in the Kulaica geode and is 
  planning to mine and store it. 
  Course- Mysteries of the Dragons 
  You have a vision about a top secret meeting of 
  the core Dragon family Heads.  The Dragons 
  have lost a lot of money, betting in the lightning 
  dome. The dragons suspect that the wardens are 
  fixing the Territorial Wars matches. 
  Course- Mysteries of the Dragons 
  You have a vision about a top secret meeting of 
  the Dragons. The Dragons believe that the 
  Angels, Numerals and the wardens are colluding 
  to cause ruckus during Territorial wars so that 
  they can blame the Dragons. 
  Course- Mysteries of the Dragons 
  You have a vision about a top secret meeting of 
  the Dragons.  The Dragons are currently 
  preparing for the impending war with the 
  Numerals, Angels and the wardens and they are 
  stocking weapons and magic potions. 
  Course- Mysteries of the Dragons 
  You have a vision about a meeting of the 
  Dragons.   Many of the Dragon leaders have 
  committed ritual suicide as they were having 
  bizarre nightmares and headaches. But revival/ 
  resurrection doesn’t seem to cure the affliction. 
  Course- Inner Soul of the Numbers 
  You have a vision about a top secret meeting of 
  the Numerals.  Many Numerals are showing 
  signs of anger, hatred and violence. They are 
  complaining about voices in their heads 
  commanding them to kill the wardens.   
  Course- Inner Soul of the Numbers 
  You have a vision about a top secret meeting of 
  the Numerals.  They suspect that the Dragons in 
  concert with the wardens are trying to put the 
  Numerals under mind control. 
  Course- Inner Soul of the Numbers 
  You have a vision about a top secret meeting of 
  the Numerals.   The Numerals are stocking 
  weapons and potions. They were ordered to kill 
  as many wardens as possible in the lightning 
  Dome, during the Territorial wars. 
  Course- Inner Soul of the Numbers 
  You have a vision about a top secret meeting of 
  the Numerals.   The Numerals are stocking 
  weapons and potions. Some of the hardcore 
  members have seen a cache of silver weapons 
  being smuggled in. 
  Course- Covert desires of the Intelligent 
  You have a vision about a secret meeting of the 
  Intellectuals. The intellectuals are discussing 
  whether they should let the Angels know that 
  the Stone Wardens are out to get them. 
  Course- Covert desires of the Intelligent 
  You have a vision about a secret meeting of the 
  Intellectuals. The intellectuals are discussing 
  whether they should let the Dragons know that 
  the Stone Wardens are conspiring against them. 
  
   
   
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  Appendix 11: Recalibration Protocol (Player Handout D) 
   
   
   
  
   
   
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  Appendix 12: Upaharan,  (Player Handout E)
   
   
   
  
   
   
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  Appendix 13: Magic Items 
   
  Adventurers completing this adventure’s objective 
  unlock these magic items.
  Prospector’s Chronoglass (Periapt of 
  Proof against Poison) 
  Wondrous item, rare 
   This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage.
   This item is found on Magic Item Table G in the 
  Dungeon Master’s Guide. 
   This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
  Chronostat of Precision           
  (Clockwork Amulet) 
  Wondrous item, common 
   This copper amulet contains tiny interlocking 
  gears and is powered by magic from Mechanus, a 
  plane of clockwork predictability. A creature that 
  puts an ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. Once 
  used, this property can’t be used again until the next 
  dawn. 
   This item can be purchased with 2 Treasure 
  Checkpoints of any tier. 
   This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
  
   
   
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  Appendix 12: 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 hardcoveradventure, 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, butmay 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 updatedat 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 
  
   
   
   
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward.  
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
  Item Unlock: 
  Prospector’s Chronoglass 
  (Periapt of Proof Against Poison) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Rare(TableG) 
   
  This delicate silver chain has a brilliant-cut black 
  gem pendant. While you wear it, Poisons have no 
  effect on you. You are immune to the Poisoned 
  condition and have immunity to poison damage. 
   
  This clockwork wristband consists of a hexagonal 
  prism containing three miniature hourglass shaped 
  needles. The emerald hourglass functions as a 
  Periapt of Proof against Poison. The black sapphire 
  hourglass acts as a timepiece. The moonstone 
  hourglass allows its bearer, while underground, to 
  sense their depths below the surface and the 
  direction to the nearest staircase, ramp, or other 
  path leading upward. 
   
    
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you can 
  avoid the chaos of everyday life. It even comes with 
  seventeen multi tool combinations for your everyday 
  needs. 
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
   
   
   
   
   
   
   
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs.. 
   
    
   
   
   
   
   
   
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
  Item Unlock: 
  Chronostat of Precision 
  (Clockwork Amulet) 
  CCC-GAD01-03 Caught in Time 
   
  Wondrous Item, Common (2 
  TCP) 
   
  This copper amulet contains tiny interlocking gears 
  and is powered by magic from Mechanus, a plane 
  of clockwork predictability. A creature that puts an 
  ear to the amulet can hear faint ticking and 
  whirring noises coming from within. When you 
  make an attack roll while wearing the amulet, you 
  can forgo rolling the d20 to get a 10 on the die. 
  Once used, this property can’t be used again until 
  the next dawn. 
  This feat of Mechanus engineering will help you 
  calculate your aim with pinpoint accuracy, so you 
  can avoid the chaos of everyday life. It even comes 
  with seventeen multi tool combinations for your 
  everyday needs. 
   
    
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/1d4Con (ODFC)/CCC-GAD01-03 - Caught in Time.pdf