TEXT:  
   
   
  
  CCC-GSP01-01 
   
   
   
   
   
  A Dragon’s Breath 
  A Greasy Snitches Adventure 
   
   
   
   
  Ragvala, also known as the "Coinmaker" is an ancient gold dragon who wishes to 
  mend his broken friendship with his old adventuring buddy. Recently, there are 
  rumors that his friend’s old magical instrument has resurfaced in the Quivering 
  Forest. Unable to change shape anymore, the dragon needs the help of skilled 
  adventurers who can join him on his quest. Part 1 of the Clover Group Series. 
   
  A Four-Hour Adventure for Level 1-4 Characters. Optimized for APL 2. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  3 
  CREDITS 
  Designer: Paul Gabat 
  Editing: Marionne Joyce Dizon, Cheska De Leon  
  Template: Laura Hirsbrunner (Simple Microsoft Word 
  Template) 
  Cover Illustrator: Cammile Chua (www.frillionart.com) 
  Maps: Mejias Sylvester (ImpmanArt) 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
  D&D Adventurers League Administrators: LaTia 
  Bryant, Ma’at Crook, Will Doyle, Amy Lynn Dzura, Claire 
  Hoffman, Greg Marks, Shawn Merwin, Alan Patrick, 
  Travis Woodall 
  Playtesters: Daniel Sumalabe, Gerard Miguel, Aldrin 
  Teodoro, and Chester Chua  
   
   
  ON THE COVER 
  The benevolent ancient gold dragon Ragvala, the Coinmaker 
  greets the adventurers after getting teleported to his lair 
  somewhere at the edge of the Dragonspire Mountains. Artist 
  Camille Chua also shows that every member of the Five-Leaf 
  Clover has a black five-leaf clover tattoo at the back of their right 
  hand that can produce harmless green flame at will. 
   
   
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  4 
  TABLE OF CONTENTS  
  Cover ...................................................................................... 2 
  Credits ................................................................................... 3 
  Table of Contents.................................................................. 4 
  Adventure Primer ................................................................. 5 
  Background .............................................................................. 5 
  Overview ................................................................................... 5 
  Adventure Hooks .................................................................... 6 
  Adventure Flowchart ............................................................ 7 
  Part 1. Surprise Test (Call to Action) ................................... 8 
  Combat Breakfast ................................................................... 8 
  Part 2. How I Met A Dragon ................................................. 9 
  Ragvala’s Lair .......................................................................... 9 
  The Coinmaker ........................................................................ 9 
  Part 3. Fly In The Sky ........................................................... 12 
  Encounter A. Feed The Griffon ........................................... 12 
  Encounter B. Playing with the Pixies ................................ 13 
  Part 4. The Quivering Forest .............................................. 16 
  Navigating the Forest .......................................................... 16 
  Area 1. Northern Border........................................................ 17 
  Area 2. Inner Forest ............................................................... 17 
  Area 3. Angry Red Caps ......................................................... 18 
  Area 4. Xvart Camp ................................................................ 18 
  Area 5. A Lost Snitch ............................................................ 19 
  Area 6. Guard Drake Lair ..................................................... 20 
  Area 7. Golden Elk Antlers .................................................. 20 
  Area 8. Animal Crossroads ................................................... 21 
  Area 9. Victor Sings a Song .................................................. 21 
  Area 10. Do You Have Another Candy? ............................. 23 
  Area 11. Trapped In The Forest........................................... 24 
  Part 5. His Final Moments ................................................. 25 
  Soaring High .......................................................................... 25 
  Goodbye, My Friend ............................................................. 26 
  Rewards ............................................................................... 27 
  Player Rewards ...................................................................... 27 
  Dramatis Personae ............................................................. 28 
  Creature Statistics .............................................................. 29 
  Appendix 1. Partial Map of the Quivering Forest Map ..... 35 
  Appendix 2. Partial Map of The Quivering Forest Map 
  (Player Handout) ................................................................ 36 
  Appendix 3. The Quivering Forest – Area 3 ...................... 37 
  Appendix 4. The Quivering Forest – Area 4 ..................... 38 
  Appendix 5. The Quivering Forest – Area 10 .................... 39 
  Appendix 6. Lists of Beasts – Area 8 ................................. 40 
  Appendix 7. Character Rewards ..........................................41 
  Dragon’s Lullaby (Instrument of the Bards + Mac-
  Fuirmidh Cittern) ..................................................................41 
  Scroll of Comprehend Languages ......................................41 
  Appendix 8. Story Awards .................................................. 42 
  Five-Leaf Clover Initiate ..................................................... 42 
  Appendix 9. Dungeon Master Tips .................................... 43 
  Preparing The Adventure .................................................... 43 
  Adjusting This Adventure ................................................... 43 
  Appendix 10. Greasy Snitches - About Us ......................... 44 
  Who We Are in the Real World?......................................... 44 
  How to Reach Us? ................................................................. 44 
  Twitter .................................................................................... 44 
  Greasy Snitches Adventures .............................................. 44 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  5 
  ADVENTURE PRIMER
  “We don’t fear death the way humans do. We live our 
  life to the fullest, so that we’re never left with regrets.” 
  + Nevin, Mahoutsukai no Yome 
   
  This adventure is designed for three to seven 1-4 
  level characters and is optimized for five characters 
  with an average party level (APL) of 2. Characters 
  outside this level range cannot participate in this 
  adventure. This adventure takes place mostly within 
  the Quivering Forest and the skies of the Moonsea 
  region. 
  BACKGROUND 
  The ancient gold dragon RAGVALA, also known as 
  the “COINMAKER”, is already at the point of death 
  due to old age. Eight hundred years ago, he was part 
  of an adventuring group called the FIVE-LEAF 
  CLOVER: a team of mostly super powered beings 
  disguised as ordinary folk. Ragvala used to disguise 
  himself as a tabaxi ranger. One day, while he and his 
  friends were in the QUIVERING FOREST, he had a 
  disagreement with ROKSTASHA, the Five-Leaf 
  Clover’s djinni, who was disguised as a gold 
  dragonborn bard. Out of anger, Ragvala snatched 
  Rokstasha’s magical lute, the “DRAGON’S 
  SORROW”, and threw it away. Their fight caused a 
  rift between the members of the Five-Leaf Clover; 
  from then on, they went on to their separate ways. 
  The Dragon’s Sorrow was lost and forgotten in the 
  forest. 
  Recently, rumor has spread that a magical lute has 
  been discovered by a wandering bard who tried to 
  take it with him on his way to PHLAN. An old tree 
  had grown around the lute, and for years, the magic 
  item has been deeply entwined to its roots; the bard 
  shortly found his efforts to obtain Dragon’s Sorrow 
  futile and time consuming. With regret and 
  disappointment, he proceeded to his journey to 
  Phlan, leaving the item inside the forest. 
  The bard visits the Quivering Forest from time to 
  time, and through the use of magic, he extracts lore 
  from the lute. He uses the stories to create new 
  songs. 
  This information has reached Ragvala and it was 
  then that he made up his mind to retrieve Dragon’s 
  Sorrow: a way of paying homage to his friend, 
  Rokstasha, of asking for his forgiveness and 
  showing his remorse for what happened with the 
  Five-Leaf Clover. 
  Since he does not have the capability and strength 
  to change shape anymore, it would be difficult for 
  the ancient gold dragon to explore the Quivering 
  Forest and try to find a small item by himself. He  
  now requests the help of adventurers to make his 
  dying wish come true. 
  OVERVIEW 
  The adventure’s story is spread over five parts and 
  takes approximately 4 hours to play. The adventure 
  begins with a Call to Action scene. If you’re planning 
  to play the entire adventure at once, you only need 
  to introduce the Call to Action once. However, if you 
  plan to play them over several sessions, you’ll want 
  to revisit the Call to Action each time you play. 
   
   Part 1. Surprise Test (Call to Action). Wherever the 
  adventurers are currently at, a teleported skeleton 
  appears in front of them and attacks! Everybody 
  roll initiative.  This is the Call to Action. 
   Part 2. How I Met A Dragon. After passing 
  Ragvala’s test, the adventurers are all teleported 
  into his lair. The ancient gold dragon informs the 
  adventurers that he aims to go on one last 
  adventure before he departs this life. His goal is to 
  travel to the Quivering Forest and look for a 
  magical lute that never breaks. Joining Ragvala 
  and accepting to help him is Story Objective A. 
   Part 3. Fly In The Sky. The adventurers ride on the 
  back of the ancient gold dragon and travel towards 
  the Quivering Forest. During their journey in the 
  sky, they meet a bunch of playful pixies and a 
  hungry griffon. How they interact with these 
  creatures can affect their adventure later. 
  Surviving the journey is Story Objective B. 
   Part 4. The Quivering Forest. The adventurers 
  explore the Quivering Forest to find the lost 
  magical lute. Here they might meet a bard named 
  VAGABOND VICTOR who can share to them the 
  lore of the Five-Leaf Clover. Finding Dragon’s 
  Sorrow and retrieving it is Story Objective C. 
   
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  6 
   Part 5. His Final Moments. Rokstasha’s cloud has 
  appeared above the Moonsea. As they travel 
  towards it to hand back the magical lute, an 
  enraged roc comes out from the mist and attacks 
  Ragvala. The ancient gold dragon is gravely 
  wounded and must reach the cittern-shaped cloud 
  of his friend before he dies. Returning Dragon’s 
  Sorrow to Rokstasha is Story Objective D. 
  ADVENTURE HOOKS 
  Part 1 provides an alternative way of doing 
  adventure hooks. Except for characters who are 
  members of the Harpers faction, everyone else can 
  start at Part 1 of the adventure. 
  Harpers (Faction Assignment). Members of this 
  faction are asked to go to the nearest regional office 
  for a mission. There are rumors that 800 years ago, 
  powerful beings banded together to go on 
  adventures and that some of them might still be 
  alive. Their leader is said to be a tabaxi ranger. This 
  story might be ludicrous but if true, the Harpers 
  need to determine if they are friend or foe. Find out 
  any information you can about the group called the 
  Five-Leaf Clover and its members. A wandering 
  bard named Vagabond Victor, who was last spotted 
  in Phlan, may know something about this. Extract 
  as much information as you can from him about this 
  ancient adventuring group. 
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  7 
  ADVENTURE 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.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SURPRISE TEST 
  (CALL TO ACTION) 
  1 
  HOW I MET A DRAGON 
  (STORY OBJECTIVE A) 
  2 
  FLY IN THE SKY 
  (STORY OBJECTIVE B) 
  3 
  THE QUIVERING 
  FOREST  
  (STORY OBJECTIVE C) 
  4 
  HIS FINAL MOMENTS 
  (STORY OBJECTIVE D) 
  5 
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  8 
  PART 1. SURPRISE TEST (CALL TO ACTION)
  ESTIMATED DURATION: 0 HOUR 15 MINUTES
  The adventure begins wherever each character is 
  presently at. Whatever the characters are doing, 
  they are surprised with a combat encounter sent by 
  the ancient gold dragon, Ragvala. 
  COMBAT BREAKFAST 
  This part of the adventure intends to give the 
  characters a different approach on adventure hooks. 
  Have each player describe where their characters are 
  at and what they are doing at the moment. Have 
  them paint the location and encourage them to give 
  you as much detail as possible. One character might 
  be eating breakfast at a local tavern, another is 
  about to enter an outhouse, etc. 
   
   
   
   
   
   
   
   
   
   
   
   
  This is a surprise round. Anyone with a Passive 
  Perception of 12 and higher are not surprised. There 
  is one skeleton that teleports behind each character. 
  Roll initiative like normal. Even if the characters are 
  on a different location, the flow of combat should 
  still be the same. On the skeletons’ turn, describe 
  how each one of them attacks a character, wherever 
  he or she is.  
  The skeletons fight until they are defeated. If a 
  skeleton manages to bring a character to 0 hit 
  points, the attack is non-lethal. While unconscious, 
  the skeleton teleports the character to Ragvala’s lair 
  right away.  
  TRICKS OF THE TRADE 
  If the encounter happens in a tight space, like inside 
  an outhouse, feel free to make the skeleton assigned 
  to that character get stuck on a wall, roof, or on the  
  ground, with only half of its body functioning. The 
  skeleton will have 0 feet movement speed and is 
  considered prone, but still has access to its 
  shortbow if it needs to make range attacks. 
   
   
   
   
   
   
   
   
   
   
   
  DEVELOPMENT 
  Read the following to those who defeated the 
  skeletons assigned to them once the whole 
  encounter is over: 
   
   
   
   
   
   
   
   
   
   
  If one of the characters went unconscious, add the 
  following line when addressing the victorious 
  characters before teleporting everyone. It refers to 
  the unconscious character(s): 
   
   
  The magic infused on each skeleton disappears as 
  a magical portal opens underneath each character 
   
   
   
   
   
   
   
   
   
  Proceed to Part 2: How I Met a Dragon. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  9 
  PART 2. HOW I MET A DRAGON
  ESTIMATED DURATION: 0 HOUR 25 MINUTES
  This is where the characters are introduced to 
  Ragvala. Use this part for heavy role-play 
  interaction since it’s not every day that level 1-4 
  adventurers get to meet an ancient dragon!  
  RAGVALA’S LAIR 
  AREA INFORMATION 
  This area has the following features:  
      Terrain. The ground is made from layers upon 
  layers of gold coins and other items covered or 
  infused with gold.  
      Lighting. The light provided by the ceiling and the 
  walls provide the same effect as daylight.  
      Smells and Sounds. Faint smell of iron and 
  brimstone can be perceived coming from the 
  dragon, but the gold on the ground does not emit 
  any scent. It is eerily quiet in this room and the only 
  noise that can be heard are from the adventurers 
  and the clashing of gold coins and items as they step 
  on it. 
      Allow the characters to take this all in and enjoy 
  what they are currently seeing. Use the following 
  points as they look around the area: 
   A successful DC 12 Intelligence (Arcana) ability 
  check reveals that the room they are in is certainly 
  as vast as they currently see it. However, 
  abjuration magic can be felt all over the place. A 
  smart guess would be that there is defensive magic 
  preventing anyone without permission to come in 
  or to get out of this area. 
   A successful DC 10 Intelligence (Investigation) 
  ability check reveals that the gold they are 
  stepping on is real. There are also no traps or 
  curses attached to any of the gold that they see. 
  Succeeding in this check by 5 or more also reveals 
  that each item has been thoroughly cleaned, and 
  any trace of its previous owner or location where it 
  was found has been removed. 
   A successful DC 13 Intelligence (History) ability 
  check would reveal immediately that this is a 
  hoard of some sort, most probably a dragon’s. 
   A successful DC 7 Wisdom (Perception) ability 
  check lets a character find a mundane, non-living 
  item of their choice made of gold or at least fully 
  covered in it. A gilded greatsword with intricate 
  designs, gold rings and necklaces, a golden rope, a 
  cape made from gold threads, their imagination is 
  the limit! Allow the characters to wear or use the 
  items that they find while they are in this room. 
   A successful DC 15 Wisdom (Survival) ability 
  check reveals that there is no pathway, entrance, 
  or exit in this room. Getting stuck here without 
  food or water will absolutely mean the end for the 
  adventurers. There are no traces of dead bodies or 
  skeletons in this room. There is however, faint 
  traces of a gargantuan creature being present. 
  STORY OBJECTIVE A 
  Accepting the quest and joining Ragvala to retrieve 
  the magical lute, Dragon’s Sorrow is Story Objective 
  A. 
  THE COINMAKER 
  A few minutes after the characters have their fun 
  and investigation, Ragvala comes out underneath a 
  pile of gold somewhere near them. The ancient 
  dragon introduces himself and asks the adventurers 
  to retrieve a lute in exchange for friendship and loot. 
   
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  10 
   
      Ragvala, the Coinmaker, is an ancient gold 
  dragon. He is on the verge of dying due to old age 
  and he knows it. The dragon has lived a fulfilling, 
  joyful life and as normal dragons do, his mind has 
  been prepared to accept and not fear death. He does 
  have one regret however, and he wishes to remedy it 
  before his time runs out. He gives the following 
  information to the characters:  
   Ragvala excitedly praise the adventurers who 
  passed his test and gives them comments about 
  their impressive combat skills. 
   The dragon does not apologize on his approach to 
  test the characters, but he does explain that he has 
  no intention of killing any of them. He only wants 
  to prove that they are worthy of the quest he is 
  about to give. If anyone needs healing, he can cast 
  heal immediately through the use of scrolls to each 
  character that needs it. 
   He mainly talks to the adventurers who passed his 
  test but wants all of them to join him for an 
  adventure. He is searching for an antique, a black, 
  magical lute called Dragon’s Sorrow. This lute 
  never breaks and was once owned by a friend. 
   If one or more of the characters went unconscious 
  in Part 1, Ragvala offers them to the characters 
  who passed the test as minions that can aid them 
  on their adventure. 
   The last known location of the lute is somewhere 
  within the Quivering Forest, near the Moonsea. He 
  thought it is impossible, since the lute was lost 
  800 years ago. But apparently, news of a 
  wandering bard had found this magical item. 
  Someone named Vagabond Victor. 
   He would’ve gone by himself to retrieve the lute 
  but at this point in time, he cannot use his ability 
  to change shape due to his old age. Finding a small 
  item in his current form will be too difficult while 
  inside the Quivering forest. 
   Ragvala offers the characters a once-in-a-lifetime 
  chance of having them ride on his back to 
  transport them to the edge of the Quivering Forest. 
  Once the lute is found, they can join him in 
  returning it to his old friend. 
   Voluntarily, Ragvala offers the characters a part of 
  his treasure hoard as a reward for successfully 
  helping him. How much exactly, the dragon will 
  not tell. He will simply say that some things need 
  to be kept a mystery to add fun to the adventure. 
   If the characters ask if they can keep wearing the 
  items that they got from Ragvala’s hoard, he 
  playfully smiles as he agrees for them to borrow it. 
  Stealing it or selling these items will instantly 
  result in their deaths. The dragon gives this 
  warning in a friendly and upbeat tone. (Reminder: 
  These items will magically return to Ragvala’s lair 
  as soon as he dies, so it’s okay to let the characters 
  borrow and use as much as they want). 
    If asked for the name of Ragvala’s friend or who 
  owns the lute, he politely informs them of his 
  name, Rokstasha. An annoying but loyal friend. 
   If asked if he is part of an ancient adventuring 
  group, he gives no answer and moves on to a 
  different topic immediately. 
   And yes, Ragvala does have other rooms beside 
  this one if the characters ask. This is just the 
  common room. 
   
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  11 
   
          
   
   
   
   
   
   
   
       
      Once the characters are ready to leave, Ragvala 
  takes out a unique spell scroll that will teleport him 
  and the characters out of his lair. Read the 
  following:  
   
   
   
   
   
   
   
   
   
   
   
   
  Proceed to Part 3: Fly in the Sky. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  12 
  PART 3. FLY IN THE SKY 
  ESTIMATED DURATION: 1 HOUR 0 MINUTES
  Travelling from Ragvala’s lair somewhere within 
  the edge of Dragonspire Mountains to the Quivering 
  Forest will take around 2 hours in-game. Each 
  encounter in this part will take 1 hour of the 
  characters in-game time. 
  AREA INFORMATION 
  This area has the following features:  
      Terrain. The sky, 20,000 ft. above ground. Patches 
  of clouds can be seen below. On the ground, as seen 
  between the clouds, the Stojanow River splits the 
  land before reaching the Moonsea. Above, thick 
  blankets of white clouds cover most of the sky. 
      Weather and Lighting. Cloudy, but occasionally the 
  sun comes out with its rays piercing the clouds. The 
  morning sun is clearly present but enough clouds 
  are in the sky, making the brightness of the sunlight 
  harmless to anyone’s eyes.  
      Smells and Sounds. The cold wind makes it a bit 
  difficult to breathe at this altitude and it takes some 
  getting used to. Except for the howling of the wind, 
  giant birds chirping can also be heard.  
   
  During their travel towards the Quivering Forest, 
  the characters have the chance to meet a wild 
  griffon, a group of playful pixies, or both! Ragvala 
  will not help the characters unless he is asked. As 
  much as possible, he wants the characters to bond 
  with these creatures and gain experience on their 
  own. 
  If you are not pressed for time, feel free to run 
  both encounters A and B. If you are in a convention 
  or strictly should end the module in 4 hours, you can 
  just choose one of the encounters before proceeding 
  to Part 4. 
  This is also a great time to describe to the 
  characters the beauty and wonders of the Moonsea 
  region. The characters are currently riding a 
  benevolent ancient gold dragon flying at high speed, 
  with a full birds-eye view of the Moonsea, the towns 
  around it, and the mountains that cradle the region. 
  Feel free to add anything that will make the 
  characters appreciate and imagine the beauty of the 
  area they are in right now. Read or paraphrase the 
  following: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STORY OBJECTIVE B 
  Getting to the Quivering Forest and surviving 
  Encounter A, Encounter B, or both is Story Objective 
  B. 
  ENCOUNTER A. FEED THE 
  GRIFFON 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   The creature is a lone hungry griffon. It aims to 
  make a character fall unconscious and lose its grip 
  on the dragon’s back by attacking them or through 
  grappling/shoving, letting them fall to the ground 
  to die, before eating its dead remains. 
   This encounter can be solved with the characters 
  making multiple skill checks. There is no need to 
  roll initiative unless the characters really want to 
  fight or kill the griffon. 
   
   
   
  
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  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  13 
   
   Ragvala will let the characters deal with this 
  simple encounter as much as possible. For him, 
  this experience will be great for budding 
  adventurers. He will give tips and advice on how to 
  deal with the griffon, but he will not attack it or 
  participate in combat. 
   Any player may roll a DC 8 Wisdom (Insight) 
  ability check to identify that the griffon is hungry. 
  Right now it sees the characters as its morning 
  meal. The roll is made with advantage if they are 
  part of the Emerald Enclave faction. 
   Any player who attempts to tame the Griffon may 
  roll a DC 12 Wisdom (Animal Handling) ability 
  check. A success on this check will make their 
  characters realize that they can feed the creature 
  with their rations and can do so without any 
  problem. A failure on this check will make the 
  griffon angry and make a Beak Attack on that 
  character 
      Feeding the griffon successfully 3 times makes it 
  calm and stops from attacking the characters. 
  Characters who successfully fed the griffon can 
  make another Wisdom (Animal Handling) check. 
  The highest one creates an instant bond with the 
  creature and can ride it for a few minutes. Read or 
  paraphrase the following: 
   
   
   
   
   
   
   
   
   
   
  If the character decides to ride the griffon, read or 
  paraphrase the text below. Otherwise, the creature 
  rubs its head against the character one last time 
  before flying back to its nest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Once the character is done appreciating the 
  scenery, the griffon senses it and quickly returns to 
  where the party is at. When the character has 
  secured itself on the back of the dragon, Ragvala, 
  the griffon flies back towards its nest. 
  DEVELOPMENT 
  This is a good chance to build a bond between 
  Ragvala and the adventurers. Ragvala asks the 
  character who tamed the griffon if that was their 
  first time seeing one and asks what it feels like after 
  seeing the scenery above the blanket of clouds. In 
  return, Ragvala can share the following knowledge 
  to the characters: 
   Griffons usually hunt in small groups. It is a little 
  unusual for that griffon to come to you all alone. 
   They love horse meat but they sometimes also 
  hunt hippogriffs. 
   They usually have their lairs in high rocky clifftop 
  aeries. They are territorial and are very aggressive 
  when it comes to defending their home. 
   They can become trained mounts. The griffons in 
  this area are mostly tamed by the Emerald Enclave 
  faction. They were very helpful during the 
  Reclamation of Phlan (You can know more about it if 
  you read the DDEP-04 Epic adventure). 
   
   
   
   
   
   
   
  ENCOUNTER B. PLAYING WITH 
  THE PIXIES 
   
   
   
   
   
   
   
   
  
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  While still 20,000 ft. in the air, pixies equal to the 
  number of adventurers shows up from above. One of 
  them is named Okki, a red headed pixie with pure 
  white butterfly wings that can also speak Common. 
  She and all the other pixies cast polymorph on each 
  of the characters. Those who failed a DC 12 Wisdom 
  saving throw are transformed into a giant goat, a 
  giant octopus, or a giant hyena. This will be entirely 
  your choice. If all the characters failed their saving 
  throw, two pixies will release their concentration on 
  up to two random characters so someone can play 
  with them. However, if every character rolled a 12 or 
  higher on their saving throw, the character with the 
  lowest roll gets transformed. 
  Have the polymorphed character(s) roll a DC 15 
  Dexterity saving throw. Those who failed lose 
  balance and falls off the dragon’s back. The pixies 
  continue to chuckle while Okki approaches one of 
  the characters who have not been transformed and 
  says the following while doing her best to stop from 
  laughing: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If all the polymorphed creatures manage to stay at 
  Ragvala’s back, the pixies pout and asks politely if 
  they can jump so they can play. If the characters 
  refuse, the pixies leave the characters polymorphed 
  until the spell ends and flies away from them, 
  disappointed. 
  If one of the characters fall, Okki and the other 
  pixies folds their wings on their backs and dives 
  down to catch up to the falling characters. 
  If the characters hesitate to jump off the dragon’s 
  back, start counting. For every six seconds that pass, 
  each polymorphed creature falls 500 ft. down. 
   Each character, including the ones who got 
  polymorphed, rolls a DC 8 Strength (Athletics) or 
  Dexterity (Acrobatics) ability check to try and 
  catch up to one of their falling friends. Failing the 
  check, automatically makes the character fall, but 
  only by 300 ft. as the wind slows down their fall. A 
  success makes the character fall by 500 ft. If the 
  result of the check succeeds by 5 or more, the 
  character falls by 700 ft. 
   Unless the character can fly or hover, movement 
  speed has no effect on the distance they fall during 
  their turn. 
   The pixies can reach the falling characters right 
  away, but instead of touching them to win; they 
  wait for the non-polymorphed creatures to arrive. 
   If a character successfully catches up to a 
  polymorphed creature and touches it, the nearby 
  pixie giggles and removes the concentration on 
  the polymorph spell and casts fly afterwards. The 
  pixie then calls on one of its friends nearby to cast 
  another fly spell on the other character. 
   If a character attacks a pixie, they fly away if they 
  are not killed. 
   The characters only have 30 seconds to win the 
  game or else the pixies will get bored and fly off. 
  IF SUCCESSFUL… 
  Once all the characters are returned to normal and 
  are all flying, the pixies guide them down to the 
  edge of the Quivering Forest. Okki is impressed with 
  the characters and tries to help them as much as 
  possible by telling them where they can find 
  Vagabond Victor. 
   
   
   
   
   
   
      If asked about the magical lute, Okki does not 
  remember seeing one in the forest but an extra left 
  wouldn’t hurt! 
      Ragvala lands in front of the characters, asking if 
  they had fun with their new-found friends. The 
  pixies bow to the ancient gold dragon before flying 
  off somewhere else. 
   
  Proceed to Part 4: The Quivering Forest. 
  
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  IF THEY FAIL… 
  If after 30 seconds, there are still characters under 
  the polymorph spell, the pixies gets bored, releases 
  their concentration on the transformed characters, 
  and flies away with Okki yelling out to them: 
   
   
   
   
  All the characters who are not flying continue to 
  drop 500 ft. every 6 seconds. Let the players panic a 
  little bit and think of strategies on how to survive 
  the fall. 
  Once they are about 100 ft. above ground, Ragvala 
  swoops down and catches all of them. Landing right 
  at the edge of the Quivering Forest. 
  Ragvala warns the characters how much of a 
  trickster the pixies are, but if they get to become 
  their friends, they can become powerful allies. 
   
  Proceed to Part 4: The Quivering Forest.
  
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  PART 4. THE QUIVERING FOREST 
  Estimated Duration: 1 hour 50 minutes 
  Navigating through the Quivering Forest can be a 
  challenge especially since the forest is trying to 
  protect itself from outsiders. As the characters try to 
  search for the magical lute, use the map in Appendix 
  1. Do not show it to the players. 
   
   
   
   
   
   
   
   
   
      This is where Ragvala needs help. He has searched 
  the Quivering Forest time and time again, but 
  unfortunately, he still cannot find the magical lute. 
  Unable to change shape anymore, the dragon does 
  not want to enter the forest for the fear of 
  destroying some of the trees within due to his size 
  and it will be difficult for him to find a small object 
  like the lute. 
   
   
   
   
   
   
   
   
   
   
   
      If asked about Ragvala’s friends, he tells the 
  characters that hopefully someday he can tell the 
  story of his adventures and his friends. 
  STORY OBJECTIVE C 
  Arriving in Area 10 and getting the Dragon’s Sorrow 
  is Story Objective C. 
   
  NAVIGATING THE FOREST 
  AREA INFORMATION 
  This area has the following features:  
      Terrain. Overgrown trees with its thick roots 
  escaping the earth fill this place. The ground itself is 
  muddy but it is usually covered by tall grass, 
  underbrush, and other wild plants. The wide crowns 
  of the trees are around 30 ft. up. Small and tiny 
  creatures like birds, squirrels, snakes, and lizards 
  can easily be seen throughout the forest. 
      Weather and Lighting. Even with the morning sun 
  out, it is damp and chilly within the forest. Clinging 
  fog is forever present just above the forest grounds. 
  The forest is dimly lit during the day. Most of the 
  sun’s light is being blocked by thick canopies. 
      Smells and Sounds. Freshly turned earth, rotting 
  vegetation and meat can be smelled here. The forest 
  itself is a place of supernatural horror. The 
  characters may hear babies laughing, a woman 
  crying, or a creature groaning. Every now and then 
  they can hear loud cracks of sticks breaking and 
  rustling of bushes as if something just passed 
  beyond their vision. At times, everything becomes 
  silent, the only thing the characters can hear are the 
  drumming of their heartbeat, and it is deafening. 
      Follow the guidance below on how the 
  characters can navigate within the Quivering Forest: 
   Draw a hex on a piece of paper for your players to 
  see. Indicate that they entered the forest from the 
  north. This first hex is Area 1. 
   Each hex is about 1 mile worth of travel and takes 1 
  hour to explore. 
   Let the players determine the direction they want 
  to go. 
   Have them assign a navigator. 
   The navigator can make a DC 13 Wisdom 
  (Survival) ability check. On a fail, the characters 
  are lost. Roll a d6 to randomly determine which 
  direction the party goes. On a success, the 
  characters go to the intended location. 
   The check is made with advantage if the characters 
  are currently in an area or going to an area they’ve 
  been in before. 
  
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   If the characters go to a direction, intentionally or 
  not, that does not have an adjacent hex on it; they 
  automatically arrive at Area 11. 
  AREA 1. NORTHERN BORDER 
  The characters enter the forest through this area. If 
  they turn around and head back north, they can 
  easily get out of the forest. Going on a different 
  direction though is a different story. 
   
   
   
   
   
   
   
   
      If the navigator makes a Wisdom (Survival) check 
  to go to the next area without making a DC 15 
  Wisdom (Perception) ability check first, they 
  automatically trigger the bear traps as they traverse 
  through Area 1. There is one bear trap present per 
  character. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      If the navigator or another character makes a 
  successful DC 15 Wisdom (Survival) ability check, 
  they can detect that there are large bear tracks to the 
  west and small humanoid footprints heading to the 
  east. A roll of 17 or higher reveals that heading west 
  is a dangerous path and therefore it is most 
  probably an unexplored area with a higher chance of 
  finding rare items. 
  AREA 2. INNER FOREST 
   
   
   
   
   
   
   
   
   
   
  The plants in this area, including the grass, and 
  fallen leaves glow in different colors whenever the 
  characters make a noise. A successful DC 12 
  Intelligence (Arcana) or Intelligence 
  (Investigation) ability check reveals that the flora 
  responds to the characters voice. The more soothing 
  their voices are, the more it reveals a pattern in the 
  way the plants glow. 
      Any character who makes a DC 13 Charisma 
  (Performance) ability check by singing or reciting a 
  poem, reveals the following light pattern on the 
  forest ground. If a player sings or recites a poem at 
  your table, feel free to give him/her advantage on 
  the roll or automatically pass the check. 
   All the plants and leaves on the pathway to the 
  north glows steadily in gray color. This path leads 
  to Area 1. 
   All the plants and leaves on the pathway to the 
  north east glows in red color in a pulsating 
  manner. This path leads to Area 3. 
   All the plants and leaves on the pathway to the 
  south east pulsate and glows in gray color. This 
  path leads to Area 4. 
   All the plants and leaves on the pathway to the 
  south rapidly pulsate and glows in gray color. This 
  path leads to Area 5. The plants are pulsating 
  rapidly because of the life forms present in Area 5 
  and Area 6. 
   All the plants and leaves in the pathway to the 
  south west pulsate and glows in yellow color. This 
  path leads to Area 8. 
  
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   All the plants and leaves in the pathway to the 
  north-west gently pulsates and glow green in 
  color. This path leads to Area 9. 
  TRICKS OF THE TRADE 
  Once the characters decide which path they are 
  going to take, you should remember that they still 
  need to make a Wisdom (Survival) ability check as 
  seen in the Navigating the Forest section. However, 
  if you feel like you are limited in time or the 
  navigating mechanic is not providing the fun and 
  excitement that it is supposed to give, feel free to let 
  them go to the direction they wish without making 
  any skill check. 
  AREA 3. ANGRY RED CAPS 
   
   
   
   
   
   
   
   
       
   
   
   
   
   
   
   
   
  There are 2 redcaps in this area (see Appendix 3 for 
  the map layout). They all fight to the death. These 
  creatures will kill everyone and will not show any 
  mercy. They need the characters’ blood to keep the 
  color of their caps red. 
      Once the redcaps have been defeated, the 
  characters may find one of them hiding a map of 
  this part of Quivering Forest inside their iron boots. 
  The map is marked with locations of the other 
  monsters currently in the forest. Give the players 
  Appendix 2. Characters are not required to make 
  Wisdom (Survival) checks anymore to navigate 
  inside the forest once they have acquired the map. 
   
   
   
   
   
   
   
   
   
   
   
  TREASURE 
  One of the redcaps is carrying a pouch full of exotic 
  tiny mushrooms. See the Rewards section on how 
  much gold you can give to the characters if they 
  decide to sell it. 
  AREA 4. XVART CAMP 
   
   
   
   
   
   
   
   
   
   
   
   
  These creatures are xvarts and there are 5 of them 
  in the camp (see Appendix 4 for the camp layout). 
  They are cowardly humanoids created by a cowardly 
  and renegade demigod, Raxivort. Raxivort served 
  under Grazz’t as his treasurer before betraying him. 
  The xvarts all run away towards the east end of 
  their camp as soon as the characters arrive. They left 
  the shiny sword on purpose to lure the characters in. 
  If one of the characters can speak abyssal, they 
  pretend that they don’t understand. 
  The xvarts do not attack the characters until one of 
  them activates one of their traps. Even if the 
  characters attack them first, they continue to put up 
  their act of being scared. Once there is only 1 of them 
  left, it does its best to run away. 
   
   
   
   
  
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  TREASURE 
  The shiny longsword is just that. It is not magical. 
  The xvarts shines it every day and uses it to lure 
  adventurers to their traps. It can be sold as if it is a 
  brand-new longsword for 15gp. 
  AREA 5. A LOST SNITCH 
   
   
   
   
   
   
   
   
       
   
   
   
   
   
   
   
  Temman Dander (LE, halfling Martial Arts Adept) 
  has been trying his best to get out of the Quivering 
  Forest. He is however, excited that he is not alone 
  anymore. If the characters attempt to make a short 
  or long rest in this area, they do not gain its 
  benefits. Temman will keep telling them stories, 
  non-stop, of his great adventures, some true, most 
  are false. He has no knowledge where the magical 
  lute is located. 
  If he is asked to join the characters, he will agree 
  immediately and will join them until he is 
  successfully out of the forest. All characters gain 1 
  level of exhaustion while Temman Dander is with 
  them and they cannot benefit from a short or long 
  rest. 
      Every hour, any character can make a DC 15 
  Charisma (Persuasion) ability check to make the 
  halfling leave them alone. On a success, Temman, 
  gives them a sad, teary-eyed, and disappointed 
  look, before walking away. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  If the party decides to attack Temman, he fights 
  them in a non-lethal manner. Stabilizing all of them 
  right after combat, if he does manage to knock them 
  all out. While fighting, he banters with the 
  characters: 
   “Hey! Hey! Why are we fighting? I have more 
  stories to tell you!” 
   “Is that all you’ve got?! Seriously. Stop.” 
   “Are you trying to kill me? You know that is not 
  lawful, right?” 
   “I hope you are not an adventurer, because what 
  you’re doing is not very heroic at all.” 
   “You know that if I die, the local priest will just 
  raise me back up from the dead, right?” 
   “That is some chaotic behavior you have there 
  pal.” 
   
      Feel free to add more, but the goal of this banter is 
  to let the characters know that they are supposed to 
  be heroes and killing an innocent man is not 
  acceptable. Let them question their alignment and 
  remind them that Neutral Evil and Chaotic Evil are 
  not allowed in Adventurers League play. You can 
  even remind them through Temman’s lines! Be 
  creative and have fun. 
  AREA 6. GUARD DRAKE LAIR 
   
   
   
   
   
   
   
  There are 3 green guard drakes in the area. They 
  attack immediately if the characters do not appear 
  to be a threat to them. 
  If any character speaks Draconic, they can 
  attempt to make a DC 15 Wisdom (Intimidation) 
  ability check to try to scare of the green guard 
  drakes. 
      These creatures hatched from eggs left by dragon 
  cultists when Vorgansharax was defeated during the 
  epic adventure, DDEP04 Reclamation of Phlan. 
   
   
   
   
   
   
   
   
   
   
   
   
  TREASURE 
  A petrified egg of a green guard drake can be found 
  near the area. Any collector is willing to purchase it. 
  See the Rewards section on how much gold you can 
  give to the characters.  There’s also an intact spell 
  scroll of comprehend languages that was left by one 
  of the dragon cultists. 
   
   
   
   
   
   
   
   
   
  AREA 7. GOLDEN ELK ANTLERS 
   
   
   
   
   
   
   
   
   
   
   
  The characters are 60 ft. away from the elk. If any 
  of the characters wish to get closer to the creature, 
  or attack it, they must first make 3 consecutive DC 
  10 Dexterity (Stealth) ability check. If any of the 
  checks fail, the elk hears the characters coming and 
  runs away as fast as it can. If two or more characters 
  want to get closer or attack it, the checks are made 
  with disadvantage. 
   
  
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      Attack rolls made by a character against the elk 
  without making a Dexterity (Stealth) ability check 
  first or doing so after a failed check, is made with 
  disadvantage. Once the elk has taken damage, 
  attacks from any characters are rolled normally. 
  TREASURE 
  The gold antlers of this rare elk can be easily sold in 
  the nearest town. See the Rewards section on how 
  much gold you can give to the characters.   
  AREA 8. ANIMAL CROSSROADS 
   
   
   
   
   
   
   
   
   
   
   
   
   
  There are no treasures or combat to be encountered 
  in this area. This is a feeding ground for all the 
  animals in the forest which, for some unknown 
  reason, is free from any form of evil or malice. 
  Characters can do a short or long rest in this area 
  without any problem. This is the perfect place for 
  druids to see different animals. Also, for rangers 
  who are looking for a beast companion. Give 
  Appendix 6 to those who are interested what kinds 
  of animals are present in this area. 
      If the characters attack any of the animals, the 
  others will run away the first chance they get. The 
  animals here will not fight and the characters can 
  kill as many as they want. 
  AREA 9. VICTOR SINGS A SONG 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The man is a human bard named Vagabond Victor. 
  He is currently in the Quivering Forest looking for 
  inspiration for his new song. He is friendly to the 
  characters and introduces himself once he sees 
  them. 
  He has a show in two nights at the city of Phlan, 
  more specifically, at the newly renovated place 
  called Madame Freona’s Tea Kettle (check DDEX01-
  01 Defiance in Phlan if you wish to know more about 
  Madame Freona and the Tea Kettle place). 
  Adventurers visit that place to eat, drink, sleep and 
  get quests in exchange for coin. 
  He is hoping to write a new song that can capture 
  the excitement and dangers of being an adventurer 
  and hope that it’ll be a hit once they hear it. He will 
  ask the characters if they have any tips for him or 
  anything he can add to his song. Feel free to reward 
  inspiration to anyone who makes a great suggestion 
  to Vagabond Victor. 
      If asked about his lute, he will tell the characters 
  that he just purchased it from a town in a far eastern 
  land when he was just starting out as a bard. It is 
  non-magical and it is not what the characters are 
  looking for. He does, however, know a centuries old 
  story about a magical lute that was thrown in the 
  Quivering Forest by a member of a mystical group of 
  adventurers called the Five-Leaf Clover. If the 
  characters are willing, he asks for them to sit on a 
  bed of grass nearby and starts to gently strum the 
  strings of his lute while telling the story: 
   Around 800 years ago there was an adventurer 
  with catlike features, a tabaxi ranger, who was so 
  successful in finding and delving into dungeons all 
  over the world that he was called the 
  “Coinmaker.” Everywhere he walks, coins just 
  drop from his pockets and heavy pouches. It was as 
  if he had a never-ending supply of it. 
   
  
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   Rumors say that he was actually a young gold 
  dragon in disguise, seeking the thrill of adventure 
  and at the same time amassing his horde. 
   Other strong creatures and individuals caught 
  wind of this and joined the Coinmaker on his 
  journey. They tackled more dangerous quests and 
  went inside deadlier dungeons. 
   A creature that could grant wishes joined the 
  Coinmaker on his adventures. The creature wanted 
  to live a life where he can gain something by 
  working hard for it. With the use of magic, he 
  disguised himself as a gold dragonborn bard. It 
  was to mock Coinmaker they say, but in truth, it 
  was probably because he saw Coinmaker as his 
  idol, his source of inspiration. 
   The dragonborn bard created many songs. Some 
  are still famous even now: most are played at 
  funerals. He likes to sing gloomy and depressing 
  songs, about the Coinmaker and his last 
  adventure. How he should make the most of his 
  life because the next adventure they go to might be 
  his last. 
   One day the Coinmaker had enough of it and had a 
  falling out with the dragonborn bard. In anger, he 
  accidentally threw the bard’s magical lute here in 
  the Quivering forest, where it got lost due to the 
  twisted magic of this place. 
   After that fight, the rest of the adventuring party 
  went on their separate ways and never got back 
  together. 
   
   
   
   
   
   
   
   
  If the characters ask if he knows anything about 
  the other members of Coinmaker’s adventuring 
  party, he flips the pages of his journal and tells the 
  following: 
   The Coinmaker is the first member of their 
  adventuring party obviously. A gold dragon 
  disguised as a tabaxi ranger. 
   The next one is a wish granting creature who 
  disguised himself as a gold dragonborn bard. 
   Another is an angel they say, from the heavens, 
  who transformed herself into an awkward goliath 
  priest. 
   Then there’s Rem, the Hero of the North. A human 
  knight blessed by the gods with eternal beauty and 
  strong magical powers to turn her enemies into 
  ice. She was so strong that her hair turned blue. 
   Lastly, there is this halfling wizard apprentice who 
  just didn’t give up in joining the group. He figured 
  that he can improve his spellcasting if he is with 
  them and the more loot they get, the more he can 
  smoke his pipe without worrying of running out of 
  what to put in it. 
   These five are said to be the original members of 
  the group and they call themselves the “Five-Leaf 
  Clover.” 
   A member of this group can be spotted when you 
  see a black five-leaf clover tattooed at the back of 
  their right hand. 
   It was said that their first and last adventure 
  together actually happened here in the Quivering 
  Forest. A very memorable spot for them, probably. 
   
   
   
   
  
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  Vagabond Victor has a partial map of the 
  Quivering Forest, similar to the one found in Area 3. 
  If the players do not have it yet, give them Appendix 
  2. 
  He can tell the characters that the most 
  unexplored area in this part of the forest is Area 10 
  and that’s where he found the magical lute. In truth, 
  he can’t get the lute for himself because it became 
  part of a tree and he doesn’t have the means and 
  strength to remove it. He doesn’t join the characters 
  if asked, saying that he is about to finish his new 
  song and needs to stay here to focus. He is familiar 
  with the creatures and the tricks of the forest and 
  will be alright on his own. 
      If the characters tell Vagabond Victor that they 
  were sent here by Ragvala himself, he is ecstatic and 
  immediately joins them. He is willing to let the 
  characters have the magical lute if they are here to 
  bring it back to the ancient gold dragon. 
   
  AREA 10. DO YOU HAVE 
  ANOTHER CANDY? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The small boy is actually an oni (see his stats for 
  some changes) named Vid, who managed to escape 
  the mists of Barovia after the events of DDAL4-14: 
  The Dark Lord. After escaping the Demiplane of 
  Dread, his stuffed animal cannot change into a giant 
  ape anymore and his power seems to have been 
  weakened. He already ate all the animals in this area 
  to regain his strength, and without any food left, he 
  sees the characters as his next meal. 
      Once Vid is within 20 ft. of any of the characters, 
  he dismisses his Change Shape and reveals his true 
  self in Medium humanoid form and attacks (see 
  Appendix 5 for the map layout). The oni will try to 
  escape if he has only 30 hit points left. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Once Vid has been defeated or manages to escape, 
  a character can make a DC 13 Wisdom (Perception) 
  ability check to find the magical lute or Vagabond 
  Victor can just point out its location if he is with the 
  party. Dragon’s Sorrow is partially protruding out 
  20 ft. up at the main body of the tree where the oni 
  was hiding. 
  A successful DC 18 Strength (Athletics) ability 
  check can pull out the lute from the tree, making a 
  hole in the tree where birds or small animals can 
  live in the future. 
  At the back of the lute, something is engraved on 
  it in Auran language using Dwarven script. It reads: 
   
   
   
   
  If the characters are successful in retrieving the 
  magical lute, they can exit the Quivering Forest at 
  Area 1 where Ragvala is waiting for them. 
  Temman thanks the party for listening to his 
  stories if he is still with them and leaves as soon as 
  they are out of the forest. 
  If Vagabond Victor is with the party, he 
  enthusiastically introduces himself to Ragvala and 
  asks permission if he can join the adventurers on 
  their journey in which the dragon agrees. Victor 
  wants to write everything he can about the dragon 
  and his friends to use it as inspiration for his future 
  songs. 
  Proceed to Part 5: His Final Moments. 
  TREASURE 
  The stuffed animal vanishes when Vid is defeated. 
  However, he does drop a ruby gem. See the Rewards 
  section on how much gold you can give to the 
  characters for it. 
  AREA 11. TRAPPED IN THE 
  FOREST 
   
   
   
   
   
   
   
   
  If the party moves to a direction where there is no 
  adjacent hex as seen in Appendix 1, they arrive at 
  Area 11. 
      Roll a d10. After an hour of travelling, the 
  characters arrive at an area within the Quivering 
  Forest based on the result of your roll. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  25 
  PART 5. HIS FINAL MOMENTS 
  Estimated Duration: 0 hour 30 minutes
  Once the characters are reunited with Ragvala, he 
  takes them to Rokstasha’s home on one of the 
  clouds above the Moonsea. On their journey, the 
  dragon and party are attacked by a Roc where 
  Ragvala receives a grave wound. If you are pressed 
  for time, you do not have to run the combat 
  encounter for it and just continue to weave the story 
  until you reach the conclusion. 
  STORY OBJECTIVE D 
  Fighting the roc and giving Rokstasha Dragon’s 
  Sorrow is Story Objective D. 
  SOARING HIGH 
  Ragvala points to a giant cloud at the north of the 
  Moonsea. Oddly enough, the cloud is shaped like a 
  cittern. He tells the characters that his friend has a 
  unique taste in things. 
  Flying high into the sky, Ragvala asks the 
  characters about what happened in the Quivering 
  Forest. How they found the lute, if they found any 
  treasures, and what are the other creatures they 
  encountered. 
  If the characters point out what’s written at the 
  back of the magical lute or if they read it to Ragvala, 
  his eyes become watery and then gives everyone a 
  beaming smile, thanking the characters for pointing 
  it out or for reading it to him. 
      This happy moment is cut short though as mist 
  starts to form in the middle of the sky, in front of 
  everyone. The mist starts to expand until something 
  comes out and attacks the dragon! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       
      This is a fight between Ragvala and a black-
  feathered roc, who seems to have come from the 
  Demiplane of Dread and just attacked the first one it 
  sees out of panic. See Ragvala’s stat block for some 
  of the changes made. 
  You can have Ragvala and the roc fight without 
  rolling for initiative. It’s up to you to describe the 
  fight but at the end of it, Ragvala manages to defeat 
  the Roc, although he is heavily wounded. 
  However, if you want to give the players a more 
  fun and exciting experience, have them join the 
  combat and roll for initiative. 
   Remember that they are currently 20,000 feet 
  above ground and cannot move at the back of the 
  dragon unless they want to risk falling. A character 
  who moves at the back of the dragon must first 
  make a DC 20 Strength (Athletics) or Dexterity 
  (Acrobatics) ability check to hold on or keep their 
  balance. Failure on the check means that character 
  fall off and would probably die once that person 
  hits the ground. 
   The roc will only attack Ragvala and ignores the 
  characters. 
   This is a golden opportunity for low level 
  characters, especially new characters to 
  experience combat of this scale. Feel free to be 
  creative in describing how the characters are 
  fighting alongside an ancient gold dragon to 
  defeat a gargantuan roc. Make it memorable! 
   Ragvala will always prioritize the character’s 
  safety and make sure that they are not harmed. 
   You can also use this opportunity to make the 
  characters build a stronger bond with the dragon. 
   Ragvala and the characters should win this fight. 
  But if for some reason, the dragon is losing and 
  only has 80 or lower hit points left, a giant 
  whirlwind form from the cittern-shaped cloud and 
  descends on the roc, hurling it away from 
  everybody and ending the combat. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  26 
  ALLIES IN THE SKY 
  If the characters are successful in befriending the 
  griffon, the pixies, or both, they arrive at the first 
  round of combat and is willing to provide assistance 
  on initiative 20, losing ties. 
  The griffon will get close to the characters and let 
  one of them ride her, acting as a controlled mount. 
  Check p.198 of the Player’s Handbook to know more 
  on how a controlling a mount works. 
  A number of pixies equal to the number of players 
  available, including Okki, arrive and help the 
  characters by casting fly on them. They will stay 
  away from the roc to make sure that it doesn’t break 
  their concentration. If the characters are smart 
  enough to ask the pixies if they can cast other spells, 
  Okki will tell them immediately what they know and 
  they are willing to cast them if needed. 
  These allies are willing to stay with the characters 
  until the end of the adventure. They also show great 
  concern about Ragvala being wounded and helps the 
  characters fly towards the cittern-shaped cloud at 
  the end of combat. 
  GOODBYE, MY FRIEND 
  Ragvala barely has enough strength to fly towards 
  the massive cittern-shaped cloud but manages to do 
  so anyway. He will carry all the characters if they do 
  not have any allies with them. 
   
   
   
   
   
   
   
   
   
   
   
   
  The large creature is a djinni named Rokstasha.  
  He is one of the founding members of the Five-Leaf  
  Clover. 
  Ragvala, who is on the verge of death, asks one of 
  the characters to bring Dragon’s Sorrow to 
  Rokstasha. The djinni accepts without hesitation, 
  but his focus is still in trying to find a way to heal 
  the dragon. 
  Any healing magic or potions are not enough to 
  save the dragon. He is dying. Ragvala asks 
  forgiveness from Rokstasha and hopes that by 
  returning Dragon’s Sorrow, he will be forgiven. 
   
   
   
   
   
   
   
   
   
   
   
   
  TREASURE 
  The items that the characters borrowed from 
  Ragvala’s hoard emits a bright light before 
  vanishing and teleporting back into his lair. 
  A wooden chest in return appears in front of them 
  once the bright light dissipates. Inside the chest are 
  gold coins that came from Ragvala’s hoard and an 
  Instrument of the Bards – Mac-Fuirmidh Cittern called 
  Dragon’s Lullaby. 
   
   
   
   
   
  CONCLUSION 
  With Ragvala gone, Rokstasha now needs to 
  prepare for the funeral of his friend. During his free 
  time, he asks the characters about their adventure 
  and how they were able to retrieve Dragon’s Sorrow. 
  Rokstasha is impressed with them and gives those 
  who are willing, a chance to become part of their 
  adventuring group and return it to its former glory. 
  Those who accepts it receive the Five-Leaf Clover 
  Initiate story award.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  27 
  REWARDS 
  The characters receive rewards based upon their accomplishments. Aside from advancement, these rewards are 
  earned during the session.
  PLAYER REWARDS 
  The characters earn the following rewards: 
  ADVANCEMENT 
  Upon completing this adventure, each character 
  gains a level. At their discretion, they may choose to 
  decline advancement. Remind those that express an 
  interest in this that they have a limit to how much 
  gold they can earn per level; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  GOLD 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  STORY AWARDS 
  The characters unlock the following story award for 
  completing the adventure: 
   
      Five-Leaf Clover Initiate. A senior member of the 
  Five-Leaf Clover has taken a liking of you and made 
  you a junior member of their adventuring group. A 
  magical tattoo of a five-leaf clover has been 
  permanently placed at the back of your right hand. 
  When you put your will to it, harmless green flame 
  erupts from the tattoo and engulfs your hand. The 
  flame can provide dim light within 5 feet of you.  
  More information can be found in Appendix 8. 
   
   
   
  MAGIC ITEMS 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 7. 
   Instrument of the Bards – Mac-Fuirmidh Cittern 
   Scroll of Comprehend Languages 
  DUNGEON MASTER REWARDS 
  For running this adventure, you gain a DM Reward. 
  This reward can be redeemed for levels, magic 
  items, and other season-themed things. See the 
  Adventurers League DM Rewards document for 
  more info. 
   
   
  Tier 
  Hourly GP Reward 
  GP Limit Per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  28 
  DRAMATIS PERSONAE 
  The following NPCs and locations feature prominently in this adventure.
  Ragvala (RAG-va-la). An ancient gold dragon who 
  has lived for more than 800 years. He likes to go on 
  adventures but due to old age, he mostly spends his 
  time inside his lair, somewhere at the edge of the 
  Dragonspire Mountains. 
   What They Want. He wants to mend his broken 
  friendship with Rokstasha before he passes away. 
   Protector of the Realms.  Ragvala has seen a lot of 
  evil threats during his adventuring days. Now that 
  he is old, he hopes for the Five-Leaf Clover to be 
  reunited, become bigger, and protect the Material 
  Plane that he has come to love. 
   
  Okki (Oh-ki).  A very playful and cheerful pixie from 
  the Quivering Forest with auburn hair and green fae 
  eyes. Her wings are pure white in color with no 
  pattern on it. Like a blank canvass or the snow on 
  the ground during winter. She wears fresh tiny 
  green leaves that are stitched together.  
   What They Want. She spends most of her day 
  looking for creatures to play with. 
   Time Out!  She easily gets bored whenever she 
  plays games. 
   
  Vagabond Victor (VIK-tr). A mulan human bard who 
  is friendly, jolly, and upbeat almost all of the time.  
  He is about to perform in Phlan and is currently in 
  the Quivering Forest, writing a new song. 
   What They Want. He likes to travel and find 
  inspiration in secluded places for his new songs.   
   A Secret.  There’s just something mysterious about 
  a man named Vagabond Victor. What is he hiding? 
   
  Temman Dander (Te-MAN DAN-der). An old stout 
  halfling monk who is a member of the Greasy 
  Snitches. Drunk and unpredictable, he usually 
  causes more problems to the people he’s with but he 
  can be a strong ally when it counts. 
   What They Want. I swear nobody knows what he 
  wants. Maybe he’s the only one who knows?   
   Trap Disabler.  He used his body once to disable a 
  trap in a dungeon. I know, this information is not 
  really important. 
   
  Rokstasha (ROKS-ta-SHA). A powerful djinni who is 
  also a member of Five-Leaf Clover. He used to go on 
  adventures disguised as a gold dragonborn bard. He 
  is the owner of the lute, Dragon’s Sorrow and the 
  one Ragvala is seeking forgiveness from. 
   What They Want. Rokstasha loves songs that are 
  about tragedy! 
   Oath of No Wish.  He made an oath a long time ago 
  not to use his powers to grant wishes. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  29 
  CREATURE STATISTICS 
   
   
   
   
   
  Medium undead, lawful evil 
  Armor Class 13 (armor scraps) 
  Hit Points 13 (2d8+4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
   14 (+2) 
   15 (+2) 
   6 (-2) 
   8 (-1) 
   5 (-3) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhausted, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, reach 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.  
  Large beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
   11 (+0) 
   12 (+1) 
   3 (-4) 
   12 (+1) 
   6 (-2) 
  Senses passive Perception 11 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Charge. If the goat moves at least 20 feet straight toward a 
  target and then hits it with a ram attack on the same turn, 
  the target takes an extra 5 (2d4) bludgeoning damage. If 
  the target is a creature, it must succeed on a DC 13 
  Strength saving throw or be knocked prone. 
  Sure-Footed. The goat has advantage on Strength and 
  Dexterity saving throws made against effects that would 
  knock it prone. 
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage. 
  Large beast, unaligned 
  Armor Class 11  
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
   14 (+2) 
   14 (+2) 
   2 (-4) 
   12 (+1) 
   7 (-2) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Rampage. When the hyena reduces a creature to 0 hit 
  points with a melee attack on its turn, the hyena can take a 
  bonus action to move up to half its speed and make a bite 
  attack. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
  Large monstrosity, unaligned 
  Armor Class 12  
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., fly 80 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
   15 (+2) 
   16 (+3) 
   2 (-4) 
   13 (+1) 
   8 (-1) 
  Skills Perception +5 
  Senses darkvision 60ft., passive Perception 15 
  Languages -- 
  Challenge 2 (450 XP) 
  Keen Sight. The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The griffon makes two attacks: one with its 
  beak and one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  30 
   
  Large beast, unaligned 
  Armor Class 11  
  Hit Points 52 (8d10 + 8) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
   13 (+1) 
   13 (+1) 
   4 (-3) 
   10 (+0) 
   4 (-3) 
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages -- 
  Challenge 1 (200 XP) 
  Hold Breath. While out of water, the octopus can hold its 
  breath for 1 hour. 
  Underwater Camouflage. The octopus has advantage on 
  Dexterity (Stealth) checks made while underwater. 
  Water Breathing. The octopus can breathe only 
  underwater. 
  Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the 
  target is a creature, it is grappled (escape DC 16). Until 
  this grapple ends, the target is restrained, and the 
  octopus can’t use its tentacles on another target. 
  Ink Cloud (Recharges after a Short or Long Rest). A 20-
  foot-radius cloud of ink extends all around the octopus 
  if it is underwater. The area is heavily obscured for 1 
  minute, although a significant current can disperse the 
  ink. After releasing the ink, the octopus can use the 
  Dash action as a bonus action. 
  Tiny fey, neutral good 
  Armor Class 15  
  Hit Points 1 (1d4 - 1) 
  Speed 10 ft., fly 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
   20 (+5) 
   8 (-1) 
   10 (+0) 
   14 (+2) 
   15 (+2) 
  Skills Perception +4, Stealth +7 
  Senses passive Perception 14 
  Languages Sylvan 
  Challenge 1/4 (50 XP) 
  Magic Resistance. The pixie has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting. The pixie’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can innately cast the 
  following spells, requiring only its pixie dust as a 
  component: 
  At will: druidcraft 
  1/day each: confusion, dancing lights, detect evil and good, 
  detect thoughts, dispel magic, entangle, fly, phantasmal 
  force, polymorph, sleep 
  Superior Invisibility. The pixie magically turns invisible 
  until its concentration ends (as if concentrating on a 
  spell). Any equipment the pixie wears or carries is 
  invisible with it. 
   Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
   13 (+1) 
   18 (+4) 
   10 (+0)  12 (+1) 
   9 (-1) 
  Skills Athletics +6, Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
  Iron Boots. While moving, the redcap has disadvantage on 
  Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is considered to 
  be Medium. Also, wielding a heavy weapon doesn’t impose 
  disadvantage on its attack rolls. 
  Multiattack. The redcap makes three attacks with its wicked 
  sickle. 
  Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4 + 4) slashing damage. 
  Ironbound Pursuit. The redcap moves up to its speed to a 
  creature it can see and kicks it with its iron boots. The target 
  must succeed on a DC 14 Dexterity saving throw or take 20 
  (3d10 + 4) bludgeoning damage and be knocked prone. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  31 
   
   
  Small humanoid (xvart), chaotic evil 
  Armor Class 13 (leather armor) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
   14 (+2) 
   10 (+0) 
   7 (-2) 
   7 (-2) 
   7 (-2) 
  Skills Stealth +4 
  Senses darkvision 30 ft., passive Perception 8 
  Languages Abyssal 
  Challenge 1/8 (25 XP) 
  Low Cunning. The xvart can take the disengage action as a 
  bonus action on each of its turns. 
  Overbearing Pack. The xvart has advantage on Strength 
  (Athletics) checks to shove a creature if at least one of the 
  xvart’s allies is within 5 feet of the target and the ally isn’t 
  incapacitated. 
  Raxivort’s Tongue. The xvart can communicate with 
  ordinary bats and rats, as well as giant bats and giant rats. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Small humanoid (xvart), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (-1) 
   14 (+2) 
   12 (+1) 
   8 (-1) 
   11 (+0) 
   12 (+1) 
  Skills Stealth +3 
  Senses darkvision 30 ft., passive Perception 8 
  Languages Abyssal 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The xvart’s innate spellcasting ability 
  is Charisma. It can innately cast the following spells, 
  requiring no material components: 
  At will: detect magic, mage hand (self only) 
  Spellcasting. The xvart is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spellsave DC 11, +3 to hit 
  with spell attacks). It regains its expended spell slots when 
  it finishes a short or long rest. It knows the following 
  warlock spells: 
  Cantrips (at will): eldritch blast, mage hand, minor illusion, 
  poison spray, prestidigitation 
  1st – 2nd level (2 2nd-level spell slots): burning hands, 
  expeditious retreat, invisibility, scorching ray 
  Low Cunning. The xvart can take the disengage action as a 
  bonus action on each of its turns. 
  Raxivort’s Blessing. When the xvart reduces an enemy to 0 
  hit points, the xvart gains 4 temporary hit points. 
  Raxivort’s Tongue. The xvart can communicate with 
  ordinary bats and rats, as well as giant bats and giant rats. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  32 
   
   
   Medium dragon, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
   11 (+0) 
   16 (+3) 
   4 (-3) 
   10 (+0) 
   7 (-2) 
  Skills Perception +2 
  Damage Resistances poison 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands Draconic but can’t speak 
  Challenge 2 (450 XP) 
  Amphibious. The green guard drake can breathe air and 
  water.  
  Multiattack. The green guard drake makes two attacks: 
  one with its bite and one with its tail. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage. 
  Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage. 
  Small humanoid (halfling), lawful evil 
  Armor Class 16  
  Hit Points 60 (11d8 + 11) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
   17 (+3) 
   13 (+1) 
   11 (+1) 
   16 (+3) 
   10 (+0) 
  Skills Acrobatics +5, Insight +5, Stealth +5 
  Senses passive Perception 13 
  Languages Common 
  Challenge 3 (700 XP) 
  Unarmored Defense. While the adept is wearing no armor 
  and wielding no shield, its AC includes its Wisdom modifier.  
  Multiattack. The adept makes three unarmed strikes or 
  three dart attacks. 
  Unarmored Strike. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the 
  target is a creature, the adept can choose one of the 
  following additional effects: 
   The target must succeed a DC 13 Strength saving throw or 
  drop one item it is holding (adept’s choice). 
    The target must succeed on a DC 13 Dexterity saving 
  throw or be knocked prone. 
   The target must succeed on a DC 13 Constitution saving 
  throw or be stunned until the end of the adept’s next 
  turn. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
  Deflect Missile. In response to being hit by a ranged weapon 
  attack, the adept deflects the missile. The damage it takes 
  from the attack is reduced by 1d10 + 3. If the damage is 
  reduced to 0, the adept catches the missile it it’s small 
  enough to hold in one hand and the adept has a hand free. 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 13 (2d10 + 2) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
   10 (+0) 
   12 (+1) 
   12 (+1)  10 (+0) 
   6 (-2) 
  Senses passive Perception 10 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Charge. If the elk moves at least 20 feet straight toward a 
  target and then hits it with a ram attack on the same turn, 
  the target takes an extra 7 (2d6) damage. If the target is a 
  creature, it must succeed a DC 13 Strength saving throw or 
  be knocked prone.  
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) bludgeoning damage. 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  33 
   
  Large Giant, lawful evil 
  Armor Class 16 (chain mail) 
  Hit Points 110 (13d10 + 39) 
  Speed 30 ft., fly 30ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
   11 (+0) 
   16 (+3) 
   14 (+2)  12 (+1) 
   15 (+2) 
  Saving Throws Dex +3, Con +6, Wis +4, Cha +5 
  Skills Arcana +5, Deception +8, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Giant 
  Challenge 7 (2,900 XP) 
  Innate Spellcasting. The oni’s innate spellcasting ability is 
  Charisma (spell save DC 13). The oni can innately cast the 
  following spells, requiring no material components: 
  At will: darkness, invisibility 
  1/day each: charm person, cone of cold, gaseous form, sleep 
  Magic Weapons. The oni’s weapon attacks are magical. 
  Regeneration. The oni regains 10 hit points at the start of 
  its turn if it has at least 1 hit point. 
  Multiattack. The oni makes two attacks, either with its 
  claws or its glaive. 
  Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage in Small or Medium form. 
  Change Shape. The oni magically polymorphs into a Small 
  or Medium humanoid, into a Large giant, or back into its 
  true form. Other than its size, its statistics are the same in 
  each form. The only equipment that is transformed is its 
  glaive, which shrinks so that it can be wielded in humanoid 
  form. If the oni dies, it reverts to its true form, and its glaive 
  reverts to its normal size. 
  Gargantuan Monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 248 (16d20 + 80) 
  Speed 20 ft., fly 120 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   28 (+9) 
   10 (+0) 
   20 (+5) 
   3 (-4) 
   10 (+0) 
   9 (-1) 
  Saving Throws Dex +4, Con +9, Wis +4, Cha +3 
  Skills Perception +4 
  Senses passive Perception 14 
  Languages -- 
  Challenge 11 (7,200 XP) 
  Keen Sight. The roc has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The roc makes two attacks: one with its beak 
  and one with its talons. 
  Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 27 (4d8 + 9) piercing damage. 
  Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 23 (4d6 + 9) slashing damage, and the target is 
  grappled (escape DC 19). Until the grapple ends, the target 
  is restrained, and the roc can’t use its talons on another 
  target. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  34 
   
   
   
   
   
   Gargantuan dragon, lawful good 
  Armor Class 22 (natural armor) 
  Hit Points 546 (16d20 + 80) 
  Speed 20 ft., fly 120ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   28 (+9) 
   14 (+2) 
   29 (+9) 
   18 (+4)  17 (+3) 
   28 (+9) 
  Saving Throws Dex +9, Con +16, Wis +10, Cha +16 
  Skills Insight +10, Perception +17, Persuasion+16, Stealth +9 
  Damage Immunities  fire 
  Senses blindsight 60ft., darkvision 120ft., passive Perception 27 
  Languages Common, Draconic 
  Challenge 24 (36,500 XP) 
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/Day). If the dragon fails a saving 
  throw, it can choose to succeed instead.  
  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: +17 to hit, reach 15 ft., one target. 
  Hit: 21 (2d10 + 10) piercing damage. 
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 17 (2d6 + 10) slashing damage. 
  Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 
  19 (2d8 + 10) 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 24 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. 
  Breath Weapons (Recharge 5-6). The dragon uses one of the 
  following breath weapons. 
  Fire Breath. The dragon exhales fire in a 90-foot cone. Each 
  creature in that area must make a DC 24 Dexterity saving throw, 
  taking 71 (13d10) fire damage on a failed save, or half as much 
  damage on a successful one. 
  Weakening Breath. The dragon exhales gas in a 90-foot cone. 
  Each creature in that area must make a DC 24 Strength saving 
  throw or have disadvantage on Strength-based attack rolls, 
  Strength checks, and Strength saving throws 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. 
  Change Shape. The dragon magically polymorphs into a 
  humanoid or beast that has a challenge rating no higher than 
  its own, or back to its true form. It reverts to its true form if it 
  dies. Any equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon’s choice). 
  In a new form, the dragon retains its alignment, hit points, 
  Hit Dice, ability to speak, proficiencies, Legendary 
  Resistance, lair actions, and Intelligence, Wisdom, and 
  Charisma scores, as well as this action. Its statistics and 
  capabilities are otherwise replaced by those of the new form, 
  except any class features or legendary actions of that form. 
  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. 
  Detect. The dragon beats its wings. Each creature within 15 feet 
  of the dragon must succeed on a DC 25 Dexterity saving throw or 
  take 17 (2d6 + 10) bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying speed. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  35 
  APPENDIX 1. PARTIAL MAP OF THE QUIVERING 
  FOREST MAP 
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  36 
  APPENDIX 2. PARTIAL MAP OF THE QUIVERING 
  FOREST MAP (PLAYER HANDOUT) 
   
  1. Northern Border 
  2. Rainbow Leaves 
   
  3. Mushrooms  
  4. Small Blue People 
   
  5. Rest Area 
   
  6. Dragon Dogs  
   
  7. Gold Horn Animals 
  8. Meh, Nothing There  
  9. Rest Area  
  10. Night Bear! Leave or die! 
  11. Forest Magic! Do not go or will get lost! 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  37 
  APPENDIX 3. THE QUIVERING FOREST – AREA 3  
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  38 
  APPENDIX 4. THE QUIVERING FOREST – AREA 4 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  39 
  APPENDIX 5. THE QUIVERING FOREST – AREA 10 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  40 
  APPENDIX 6. LISTS OF BEASTS – AREA 8  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  *The stat blocks of these beasts can be found in the Monster Manual and Volo’s Guide to Monster. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  41 
  APPENDIX 7. CHARACTER REWARDS  
  Characters completing this adventure’s objective unlock these magic items. 
  DRAGON’S LULLABY 
  (INSTRUMENT OF THE BARDS – 
  MAC-FUIRMIDH CITTERN) 
  Wondrous Item, uncommon (requires attunement by a 
  bard) 
   
  An instrument of the bards is an exquisite example 
  of its kind, superior to an ordinary instrument in 
  every way. A creature that attempts to play the 
  instrument without being attuned to it must 
  succeed on a DC 15 Wisdom saving throw or take 2d4 
  psychic damage. 
  You can use an action to play the instrument and 
  cast one of its spells. Once the instrument has been 
  used to cast a spell, it can't be used to cast that spell 
  again until the next dawn. The spells use your spell 
  casting ability and spell save DC. 
  When you use the instrument to cast a spell that 
  causes targets to become charmed on a failed save, 
  the targets have disadvantage on the saving throw. 
  This effect applies whether you are using the 
  instrument as the source of the spell or as a 
  spellcasting focus. 
   
  Spells: fly, invisibility, levitate, protection from evil 
  and good, barkskin, cure wounds, fog cloud 
   
  In addition, the cittern is pure white in color 
  which makes it look like its components are made 
  from pearls. A cloud like design of Shou origin is 
  engraved on the instrument’s body, filled in light 
  blue color, and outlined in black. When the 
  instrument is used to cast a spell, tiny pink flower 
  petals swirl around the caster’s body as it gets 
  blown away by a harmless gust of wind. The petals’ 
  movement matches the tempo of the music being 
  played from the cittern. 
      This item can be found in the Dungeon Master’s 
  Guide. 
   
   
   
  SCROLL OF COMPREHEND 
  LANGUAGES 
  Scroll, common 
   
  This item can be found in the Dungeon Master’s 
  Guide. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  42 
  APPENDIX 8. STORY AWARDS  
  During this adventure, the characters may earn the following story awards.
  FIVE-LEAF CLOVER INITIATE 
  A senior member of the Five-Leaf Clover has taken a 
  liking of you and made you a junior member of their 
  adventuring group. A magical tattoo of a five-leaf 
  clover has been permanently placed at the back of 
  your right hand. When you put your will to it, 
  harmless green flame erupts from the tattoo and 
  engulfs your hand. The flame can provide dim light 
  within 5 feet of you. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  43 
  APPENDIX 9. DUNGEON MASTER TIPS  
   
  To DM an adventure, you must have 3 to 7 players*
  each with their own character within the 
  adventure’s level range (see Adventure Primer). 
  Characters playing in a hardcover adventure may 
  continue to play to but if they play a different 
  hardcover adventure, they can’t return to the first if 
  outside its level range. 
   
   
   
   
   
   
   
   
   
   
  PREPARING THE ADVENTURE 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
   
      Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer) with their starting 
  values for advancement and treasure checkpoints, 
  downtime days, and renown. These are updated at 
  the conclusion of the session. The adventure 
  information and your information is added at the 
  end of the adventure session*whether the 
  completed the adventure or not. 
  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 
  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. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GSP-01 A Dragon’s Breath v1.6                                                                                                                                                                                                                  44 
  APPENDIX 10. GREASY SNITCHES - ABOUT US 
   
  WHO WE ARE IN THE REAL 
  WORLD? 
  We are a group of nerds based in the Philippines 
  who love playing Dungeons & Dragons, specifically 
  D&D Adventurers League. We recently sold our souls 
  and swore eternal servitude to a mysterious 
  benefactor, and long story short, we are now tasked 
  to bring all adventurers together. We do so by 
  creating events where we promote fun and 
  friendship through adventures of all kinds. (TL;DR: 
  we run tabletop RPG events!) 
  HOW TO REACH US? 
  Find out what we’re up to by following us on social 
  media, or contact us for any collaborations you 
  might want to do. You can check the links below. 
   
  Website: www.greasysnitches.com 
  Facebook: fb.com/greasysnitchespresents 
  Instagram: @GreasySnitchesPresents 
  Twitter: @GreasySnitches 
  Email: GreasySnitches@gmail.com 
  TWITTER 
  Feel free to follow our authors in Twitter: 
   
  Paul Gabat - @DMPaulG 
  Lanz Frago - @wasabibuns 
  Niccolo Estrella + @Niccoloestrella 
  Nicholas Noel Cavada-Guillermo - @NDbarbarian 
  Mikel Alexander Barrenechea - @MundaneArcane 
  Kristoff Alejo - @Fudgetop 
  Ramon Macutay - @gmtristan 
   
   
   
   
   
  GREASY SNITCHES 
  ADVENTURES 
  Did you enjoy this adventure? Then you might like 
  other Greasy Snitches adventures we have available! 
  Feel free to check them at DMsGuild.com: 
   
   CCC-GSP01-01 A Dragon’s Breath by Paul Gabat 
   CCC-GSP01-02 Brotherhood by Paul Gabat 
   CCC-GSP01-03 Tainted Love by Paul Gabat 
   CCC-GSP02-01 Minauros Unchained by Paul 
  Gabat 
   CCC-GSP02-02 Stygia Untamed by Paul Gabat 
   CCC-GSP-PHIL01-02 The Murmuring Hollow of 
  the Flooded Forest by Lanz Frago 
   CCC-GSP-PHIL01-03 The Whispering Shadows of 
  the Eldest Ruins by Niccolo Estrella 
   CCC-GSP-FEAR01-01 Beneath the Bleeding Tree 
  by Kristoff Alejo 
   CCC-GSP-NTHR01-01 A Night of Sorrows by 
  Mikel Alexander Barrenechea 
   CCC-GSP-OOZE01-01 Oozing Hunger by Nicholas 
  Noel Cavada-Guillermo 
   CCC-GSP-MON01-01 Shadows of Despair by 
  Ramon Macutay 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-GSP01-01 - A Dragons Breath v1.7.pdf