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  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  2 
   
   
   
   
   
   
  An ancient legend, a missing wife, and a broken heart that time won’t mend.  
   
  A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 4.  
   
   
   
   
  Author 
   
  Adventure Code: CCC-UK-3 
  Optimized For: APL 4 
  Version: 1.0 
   
   
   
  Development and Editing: Will Doyle 
  Cover Art: Stacey Allan 
  Interior Art: Wizards of the Coast, Nimgyu (page background) 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Amy Lynn Dzura, Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg 
  Marks 
  Playtesters: Mark Price, Rob Silk, Jim Torbet and Kath Torbet. 
   
   
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  3 
  Welcome to Bourne of Candles, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  UK Games Expo Convention-Created Content (CCC).  
   This module is staged in the Elvenflow Estuary: a 
  remote community of villages and homesteads 
  scattered around the mouth of the Duathamper (or 
  “Elvenflow”) River, on the shore of the Moonsea. 
  Bourne of Candles is set on the shore by Castle 
  Casrob and out to sea by Eastern Rocks. To further 
  explore this area, check out the other modules in the 
  CCC-UK series.  
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 4. 
  Characters outside this level range cannot 
  participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
       Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and 
  clues to your players so they can attempt to solve 
  puzzles, engage in combat, and roleplay interactions 
  without getting too frustrated over a lack of 
  information. This gives players “little victories” for 
  figuring out good choices from clues. Watch for 
  stalling—play loses momentum when this happens. At 
  the same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  4 
  “The Moonsea is a cold, unforgiving, turbulent body of 
  water that’ll pull you under and end your life if you 
  make the slightest mistake. But that’s fine, since her 
  people are precisely the same way!" 
  - 
  Elminster of Shadowdale 
  Few alive today remember the fall of Northkeep at 
  the hands of the Dark Alliance and the black dragon 
  Iyrauroth.  What remains of the island city now lies 
  sunken beneath the waters of the Moonsea, but fear 
  of the attack long lingered in the memories of coastal 
  folk, and a series of watch stations, with eyes to the 
  north, formed along the southern shore of the 
  Moonsea. These developed into minor fiefdoms 
  ruled by “Bournes”: a word derived from the term 
  given to temporary streams running off waterlogged 
  land. Over time, larger towns and cities such as 
  Hillsfar and Mulmaster absorbed these minor 
  fiefdoms, but the relatively isolated BOURNE OF 
  CANDLES still governs from the estuary of the 
  Elvenflow River.  
   The present Bourne is JERROLD CASROB, a once 
  benevolent and active administrator of the region. 
  He is now little more than a sad, dejected recluse, 
  who sees no one and wallows in grief at the loss of 
  his wife LADY EMMA LENEDRIEL. Many believe she 
  was drowned in the Moonsea, but the truth behind 
  her disappearance is far more insidious. 
   Sixteen years ago, a year before Jerrold Casrob’s 
  fairytale marriage to Lady Lenedriel, the Bourne 
  hired clerics from Mulmaster to drive out a coven of 
  hags that were plaguing the area. Word of this 
  reached the ears of MADGE FIGGY, a solitary Sea 
  Hag who laired in a sunken guard tower on 
  Northkeep's eastern rise. Figgy hated the beauty of 
  Lady Emma and the happiness of Jerrold Casrob, and 
  decided to enact her revenge for her sisters by 
  stealing away the Bourne’s beautiful bride and 
  effecting her return only on promise of his first born, 
  whom Madge could then raise as a hag. 
   The hag’s plan went horribly wrong. Soon after 
  capturing Lady Emma and hiding her in a magical 
  sleep back at her lair, Madge was attacked and 
  driven off by a hunting party of MARELS - a race of 
  evil, aquatic elves whom she had long feuded with. 
  Unable to return to her lair, she bided her time on 
  the shores of the Moonsea - gathering seaweed, 
  selling the winds, and waiting for kind souls with 
  soft hearts who could help "a little old lady" with a 
  problem.  
  Bourne of Candles is a love story played out against a 
  background of spite and hatred. Although the 
  potential for combat is real and ever present, social 
  roleplaying is encouraged to make the most of the 
  setting, the events, and the NPCs.  
   The adventure is played out over three Episodes 
  that take approximately 4 hours to play. 
    Episode 1: On a Lonely Shore. The characters 
  are denied an audience with the Bourne of 
  Candles, and instead rescue an old seaweed 
  gatherer who recounts the Bourne’s tragic tale. 
  This is the Call to Action. 
    Episode 2: All Sunk Beneath the Waves. 
  Undertaking a journey to an abandoned sunken 
  tower, the characters encounter a race of evil 
  sea-elves, discover the truth behind a missing 
  persona, and uncover an unlikely ally. 
    Episode 3: Like a Candle Borne Aloft. After 
  effecting a daring rescue the characters return 
  to shore to confront an ancient evil and reunite 
  lost lovers. 
  The duration of your session depends on how much 
  of this adventure you utilize. Your session should 
  last approximately 4 hours. To complete the both of 
  the adventure’s story objectives, the characters must 
  play Episodes 1 through 3 in order. 
  Use one of the following hooks to draw the 
  characters into the adventure, or devise your own: 
    Wanderers. A casual remark from an old 
  adventurer about The Bell in the Deep has 
  prompted you to take a coastal walk from 
  Elmwood to Elventree. Will you hear the dulcet 
  toll of The Bell on the calm summer's evenings 
  ahead, or will something else divert your 
  attention? After you cross the River Duathamper 
  you must pass Castle Casrob, a perfect place for 
  a night’s rest. 
    Request for Parley.  The Lords of Waterdeep 
  are reaching out to make contact with noble 
  houses throughout the Realms and have 
  recently heard of a local lord who lives beyond 
  Hillsfar. You are sent with a missive of 
  introduction with instructions to discover what 
  you can of the mysterious Bourne of Candles. . 
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  5 
  Estimated Duration: 1 hour.  
   
  The characters are denied an audience with the 
  Bourne of Candles, and instead rescue an old 
  seaweed gatherer who recounts the Bourne’s tragic 
  tale.  
  As the characters travel west along the exposed 
  coast road from Mother's Crossing, the land rises to 
  reveal a series of low, windswept rocky headlands. 
  Perched on one of these is Castle Casrob, home to 
  Jerrold Casrob, Bourne of the Elvenflow Estuary.  
   The main road heads inland to skirt the northern 
  edge of the Cormanthor forest, but the castle path 
  runs down to the shore, where the low tide has 
  exposed rock pools and sharp outcrops covered in 
  seaweed. A strong smell of salt sea air fills the 
  character's nostrils. 
  An old woman can be seen gathering seaweed on 
  the rocks. Using a short rake, she tugs the seaweed 
  free before collecting it into a wicker basket at her 
  feet. She stops to acknowledge the characters with a 
  wave as they pass by. 
  "He'll not see you. He don't see no one, he don't. Poor thing." 
  The old woman pauses a moment to blow her nose on a rag 
  of cloth she pulls from her sleeve. The years have not been 
  kind to her. Bent double with age, and skin ravaged by 
  constant exposure to the harsh Moonsea weather, she seems 
  as much a part of the landscape as the seaweed she is 
  gathering. 
  If the characters stop to talk, the old woman 
  introduces herself as Madge Figgy and bombards 
  them with motherly questions. "Where you going?", 
  "What are you doing?" “Where are you from?” "Do 
  you always dress like that? You'll catch your death!" 
  “Do you have any cake?” She happily answers any 
  questions that that characters ask about her, without 
  giving an ounce of truth away.  Eventually she 
  excuses herself and goes back to work, with the 
  parting offer of help if the characters ever need it, 
  pointing yonder to the hut where she lives. 
  Madge claims she can capture the wind by knotting 
  it into a short length of rope. Sailors often buy the 
  three knotted ropes as charms against being 
  becalmed at sea, for it is said that untying a knot 
  releases the wind - one knot for a calm breeze, two 
  knots for a strong wind, and three knots for a 
  hurricane. Madge can sell these ropes to the 
  characters for the price of a trinket or a handful of 
  silver coins. It is up to you if or when the ancient 
  magic works. 
  Madge is a powerful sea hag. No one knows her real name, 
  but for the last 15 years she has taken on the guise of the 
  benevolent seaweed gatherer Madge Figgy. She plies her 
  trade in seaweed-based potions and tinctures, or by "selling 
  the wind" to passing sailors. Her disguise is almost perfect and 
  virtually impossible to see through. She appears old, decrepit, 
  vulnerable, gossipy, and jovial.  
   
  In truth, Madge is a cruel, evil denizen of the depths of 
  Moonsea. Bitter and twisted, hated by all, Madge has long 
  feuded with the Marels who guard the sunken ruins of 
  Northkeep and harbors a pathological hatred for Jerrold 
  Casrob, the Bourne of Candles. She is old enough to 
  remember the fall of Northkeep and much more besides. 
  The weather takes a turn for the worse as the 
  characters approach the castle, and the wind whips 
  the sea-spray into a barrage of horizontal rain. 
  Castle Casrob looks nothing more than a dilapidated ruin. The 
  walls are crumbling, windows are boarded up, and the 
  approach road is pot-holed and overgrown. The main door is 
  bolted closed, containing a wicket gate hung with a plaque 
  that reads "No admittance without prior appointment.” There 
  is both a door knocker and a bell-pull, but neither seems 
  frequently used.  
  If the characters knock or ring the bell pull, it takes 
  several minutes before anyone answers. Eventually 
  Parry, the factotum to the Bourne of the Elvenflow 
  Estuary, opens the door. A robust but world-weary 
  figure, he courteously demands to know the nature 
  of the characters’ business before he sends them on 
  their way.  Parry listens politely, making no effort to 
  invite his guests inside despite the inclement 
  weather. He is adamant that the Bourne sees no one, 
  and says that the visitors’ goals would have been 
  better served by writing ahead, saving them a 
  wearisome journey. He is very apologetic, but is 
  insistent and eventually shuts the door on his 
  visitors. 
   At this point, the characters hear a scream from 
  the shore behind them. When they go to investigate, 
  they see Madge Figgy fending off an attack by a small 
  group of very large crabs. 
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  6 
  Madge is in no real danger: she summoned the crabs 
  herself and is controlling them with her magic. She 
  has been spying on the characters and waited for 
  Parry to turn them away before starting her plan.  
   Four giant crabs are advancing on Madge, who is 
  scrambling over the slippery rocks to get away. This 
  isn’t a dangerous fight, but play up the drama of 
  rescuing a helpless old woman in atrocious weather 
  conditions. If needed, two more giant crabs emerge 
  from the sea at the start of each of the next three 
  rounds.  
   When the crabs are defeated, a tearful Madge 
  thanks the characters and ask that they escort her to 
  her home. She is clearly shaken up and very upset. 
  All lies of course, but she’s so practiced in this 
  charade that the characters can’t see through her 
  deception without using magic. 
  Madge’s home is a cramped, ramshackle hut nestled against 
  the base of a sandstone cliff. Driftwood, rope, and other items 
  of flotsam and jetsam decorate the interior, which reeks from 
  the salt ivy seaweed suspended in bunches from the rafters. A 
  large hearth surrounded by pots, pans, bottles, and even a 
  distillation still occupies much of the back wall.  
  Madge invites the characters inside and offers them 
  food and lodging for the night. She thanks them 
  profusely for saving her and casually asks if there’s 
  anything she can do to help them, before turning the 
  subject round to the Bourne of the Elvenflow 
  Estuary.  
  "If there is ever a man needed help it's him in that castle. Poor 
  Jerrold, my heart breaks for him, so it does. Such a tragic tale. 
  He lost his wife, so he did. Vanished, right after their wedding.  
  Right there: on the shore of the Moonsea."  
   
  Madge stands at the entrance of her home and points 
  across to the beach to the foot of Castle Casrob.  
   
  "And he refuses to believe she's dead, so he does. Each 
  night he lights his candles and sets them in the windows. 
  Look, see! Poor dear. There he goes! That's why he's called 
  Candles. Bourne of Candles. Fifteen years he's done it. Every 
  night, for fifteen years. Hurricane lanterns filled with candles 
  to light her way home. I don't think he'll ever be right... well, 
  not until someone finds out what happened to his wife." 
  Madge tries to draw the characters into her 
  nefarious scheme. If she can persuade them to head 
  to the sunken ruins and bring back Lady Lenedriel, 
  she can still enact her plan without needing to deal 
  with the Marels (Madge doesn’t know that the full 
  force of Marels have all but withdrawn from the 
  southern coast, leaving only a few patrols).  
   Madge Figgy reveals the following information: 
   Fifteen years ago, the newly-married Bourne was 
  taken a moonlit stroll along the beach with his 
  wife, Lenedriel. Jerrold left her alone to fetch night 
  cloaks from the castle, and when he returned, she 
  was nowhere to be seen (True). 
   A thorough search of the area revealed nothing: 
  Lady Lenedriel had simply vanished. Divination 
  magic revealed nothing: it was as if she had ceased 
  to exist. Taken clean out of time, no trace of her 
  was ever found (True). 
   The locals thought she had been attacked by a 
  monster from the deep and swallowed whole. But 
  Lord Casrob would not - could not - entertain such 
  an idea (True). 
   Madge lived here with her husband back then but 
  saw nothing that night: "There are strange portals 
  all along the coast left behind by those elf wizards 
  in the forest. If you ask me, she stepped into one of 
  these." (False) 
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  7 
   "Either that, or she found a way into the ruins of 
  Northkeep!" The seahag points toward Eastern 
  Rocks, where the ruins of the submerged citadel 
  appear as a turbulent patch of water far offshore. 
  (True) 
   "The waters were different back then. On low 
  spring tides you could to walk out to those rocks. 
  When did she go missing: spring, I think it was? 
  Fifteen years ago, on the night of a full moon” 
  (False). 
  If the characters don't bite, the sea hag offers the 
  following prompt. "If only there were heroes these 
  days brave enough to go searching for Lady Lenedriel. 
  That would surely be the way to get the Bourne of 
  Candles’ attention!" 
  The characters can take a long rest here in relative 
  safety, but if no one sets guard, Madge takes the 
  opportunity to pluck a strand of hair from each 
  character as they sleep. Old habits die hard. 
  The Moonsea is home to a unique type of seaweed called salt 
  ivy. Patches of salt ivy are a navigational hazard known to slow 
  ships to a crawl, but the weed is much valued as a spell 
  component for certain water-based spells. 
   
   
   
  When fighting the crabs, make 
  use of seaweed, driving rain, and 
  water-logged sand to hinder 
  movement. The crabs can also 
  grab Madge and drag her 
  underwater. Just remember, she 
  controls everything they do! 
  Castle Casrob is in a state of 
  disrepair, with many wings 
  broken and unused. The keep 
  itself is small and well-defended. 
  The Bourne maintains a force of 
  ten veterans with which to repel 
  intruders. If the characters do 
  manage to sneak inside, they 
  may gain some insight into the 
  Bourne’s madness – but few 
  actual leads.   
  Madge Figgy keeps her true 
  nature well hidden. Long ago, she 
  performed a ritual to shield 
  herself against divination magic, 
  which grants her the protection 
  of a nondetection spell. Parry is a 
  loyal factotum but has his own 
  suspicions about Lady Lenedriel’s 
  disappearance.  If the characters 
  find a way to confide in him, he 
  could provide an alternative lead 
  to the Eastern Rocks. 
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  8 
   
  Estimated Duration: 2 hours.  
   
  Undertaking a journey to an abandoned sunken 
  tower, the characters encounter a race of evil sea-
  elves, discover the truth behind a missing persona, 
  and uncover an unlikely ally. 
  When the characters awake, they discover that 
  Madge has been up early and procured them a boat. 
  She says it used to belong to her husband and that it 
  hasn't been used for several years. All lies, of course: 
  she killed and ate the previous owner. 
   The vessel looks sea worthy, complete with 
  oilskins and spare sails, and Madge has even packed 
  provisions for the journey and provided the group 
  with a wind knot (see “Selling the Wind”) and a 
  number of potions of water breathing home-brewed 
  from the salt ivy she harvests. There is one potion 
  for each character. This should be the first clue that 
  Madge Figgy is not just a harmless old seaweed 
  gatherer.  
  The Moonsea is a vast body of cold, purple-tinged 
  water that deepens quickly away from the shore line. 
  A spur of sunken rock covered by churning shallows 
  extends from the base of Castle Casrob to a feature 
  known as Eastern Rocks. It’s a notoriously 
  treacherous body of water to cross, and as a result 
  larger boats avoid it.   
     The Eastern Rocks are all that remains of the 
  easternmost guard tower of Northkeep. Thick 
  forests of seaweed cover the ruins, making them all 
  but impossible to see from above the water.  
       When the characters reach Eastern Rocks they can 
  see very little below the surface. With a successful 
  DC 15 Wisdom (Perception) check the characters 
  perceive that the “rocks” form rows and curves 
  underwater, while an additional DC 15 Intelligence 
  (Investigation) check reveals that the rocks are cut 
  and faced in the same manner as Castle Casrob. In 
  fact, they form the ruinous upper story of a wide 
  tower that continues deep underwater. 
   The waters are shallowest directly over the tower 
  (10 feet deep at most) but deepen into dark, murky 
  water beyond its edge. 
   Characters who succeed on a DC 20 Wisdom 
  (Perception) check spot humanoid figures darting 
  around in these deep waters. They are a group of 
  marels, or sea-elves, the “drow-of-the-deep,” out 
  patrolling the southern reaches of their kingdom. 
  The marels know the underwater terrain and light 
  conditions and use them carefully to hide. As soon as 
  a character enters the water, the marels close in to 
  intercept.  
  As you dive down into the water, a heavily muscled pale-
  skinned elf-like figure with glowing eyes and gills swims 
  rapidly towards you. Brandishing a trident in one hand and a 
  net in the other, his upper body is covered with armor that 
  shimmers with the nacreous luster of sea shells. 
  The marels intend to capture to intruders rather 
  than wantonly kill them. This can be a strange and 
  difficult combat, but it is easily avoided if the 
  characters turn and flee back to their boat. 
  Unfortunately, the marels don't go away, making 
  investigation of the sunken tower almost impossible 
  without confrontation. Sooner or later the group has 
  to fight the sea-elves, and the shallows over the 
  tower make the best arena to encounter these 
  creatures. Use the Underwater Combat sidebar to 
  help. 
   The marel patrol consists of 8 members: a leader 
  (use the bandit captain stat block), a healer (use the 
  acolyte stat block) and six guards. The stat blocks of 
  all of these monsters are modified as detailed under 
  the marel entry in Appendix 2.  
  Here are some suggestions for adjusting this scene: 
   Very Weak: Remove all six guards.   
   Weak: Remove four of the guards.  
   Strong: Add one bandit captain and one acolyte. 
   
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  9 
   
   
  Characters without a swim speed find the turbulent waters 
  around the tower difficult to navigate: 
   A successful DC 10 Strength (Athletics) check is needed to 
  move up to your speed underwater. Failing this check means 
  it takes the characters all their efforts to tread water.  
   A character without the aid of magical water breathing can 
  hold their breath for a number of minutes equal to one plus 
  its Constitution modifier (minimum of 30 seconds). When a 
  character runs out of breath, they can survive for a number of 
  rounds equal to their Constitution modifier (minimum 1 
  round). At the start of their next turn, they drop to 0 hit points 
  and are drowning. 
   When making a melee weapon attack, a creature that 
  doesn't have a swimming speed (either natural or granted by 
  magic) has disadvantage on the attack roll unless the weapon 
  is a dagger, javelin, short sword, spear, or trident. 
   A ranged weapon attack automatically misses a target 
  beyond the weapon's normal range. Even against a target 
  within normal range, the attack roll has disadvantage unless 
  the weapon is a crossbow, a net, or a weapon that is thrown 
  like a javelin (including a spear, trident, or dart). 
   Creatures and objects that are fully immersed in water 
  have resistance to fire damage. 
  The sunken tower is remarkably intact. Its upper 
  reaches are covered in thick tangles of seaweed, 
  which become sparser in the deeper waters. The 
  tower stands over 80 feet tall and is arranged over 
  six levels. The uppermost floor is the most damaged 
  and part of the north-eastern corner has sheared 
  away. Most floors are filled with water, but the third 
  and fourth floors are protected by a magical air 
  bubble that keeps them dry.  
   Light penetrates through the water to a depth of 
  30 feet, but the thick seaweed and confining walls 
  darken much of the tower’s interior. The third floor 
  is dimly lit by faintly glowing runes surrounding a 
  stasis bubble. 
   The following encounters correspond to areas 
  marked on the map in appendix 4.  
  Thick tangled seaweed covers the top floor. A 
  section of stairway and wall has crumbled away 
  from the castle exposing the interior (area A).  
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  10 
   
  The floor is divided into a number of smaller 
  chambers, each with a small mullioned window. 
  These were originally bedrooms but now nothing 
  remains (area B). A stairway leads down to the next 
  level (area C). 
  The remains of a fireplace dominate the western 
  side of the room (area D). Characters who succeed 
  on a DC 10 Intelligence (Investigation) check can 
  make enough sense of the gathered flotsam to 
  recognize this room as a kitchen. A spiral stairway 
  descends to the next level (area E). 
   
  As the characters move down the stairway they 
  enter into a pocket of air (area F). This floor is 
  mysteriously completely dry. The room is currently 
  occupied by the meazel, Vigs, who hides behind a 
  pile of books as soon as he hears the characters 
  approach (see “Meeting Vigs”). 
   Shelves and bookcases line the entire room, which 
  shows signs of recent occupation.  A colorful rug 
  decorates the floor. Books have been neatly 
  arranged by subject, and several lie open on the 
  table next to an open bottle of wine. Characters who 
  succeed on a DC 12 Intelligence (Investigation) 
  check discern that the wine has been recently 
  opened and is drinkable. The books on the table are 
  mostly romances and fairy tales, whereas the 
  remaining books cover academic subjects ranging 
  from natural law and politics to arcane arts and 
  religion. A character who examines the books and 
  succeeds on a DC 15 Intelligence (Investigation) 
  check confirms that they date back over 1000 years 
  and are in a remarkable state of preservation. There 
  is also a small washroom that is spotlessly clean 
  (area G). A stairway leads down to the next level and 
  a faint blue light can be seen below (area H).  
  This floor is also clean and dry, occupying the same 
  pocket of air. Alembics, crucibles, orreries, 
  cauldrons, and other alchemical devices are stacked 
  around the room. Characters who succeed on a DC 
  10 Intelligence (Arcana) check identify them as 
  magical paraphernalia, and discern that they are 
  currently being stored rather than used. The main 
  feature of the room is a magic circle (area H) that 
  glows a faint blue, inside which floats a beautiful 
  young woman - Lady Lenedriel. A stairway (area I) 
  leads down to the next level. 
   Characters who investigate the magic circle and 
  succeed on a DC 15 Intelligence (Arcana) check 
  identify that it harnesses old, powerful magic that is 
  woven into the very fabric of the building itself. The 
  circle forms the epicenter of a planar bubble, 
  protecting the laboratory from external influences. 
  Time is slowed to an almost imperceptible level 
  within the circle.  
   Two people working together can control the flow 
  of time inside the bubble, requiring success on two 
  simultaneous DC 15 Intelligence (Arcana) checks. 
  These checks are made with advantage if Vigs is 
  helping the group, but he won't get involved directly, 
  fearing he may get trapped in time if it goes wrong. 
  Bringing time back to normal inside the bubble 
  awakes Lady Lenedriel also weakens the planar 
  barrier and causes water to leak into the rooms. 
  Once the stasis field is lowered Lady Lenedriel 
  begins to revive. She has no comprehension of 
  where she is or how much time has passed: in her 
  own mind, moments before she was walking on a 
  moonlit beach with her new husband. The 
  characters must deal carefully with the information 
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  11 
   
  they have at hand if they are to gain her trust and 
  return her to her husband. 
   Lowering the stasis field along causes the bubble 
  to leak water. The flow isn’t fast enough to drown 
  the Lady Lenedriel but it should be enough to 
  frighten the characters into taking swift action (see 
  “Leaving the Tower”). 
  The bubble of air only extends part way into this 
  level. Vigs uses the steps leading into the water as a 
  fishing spot. The rooms below appear to have been 
  used as an armory (area J) and a bunk area (area K). 
  This level is now the lair of a swarm of quippers. A 
  stairway leads down to the next level (area L). 
  This was the original entrance level. The main door 
  is cracked, warped, and jammed into the lintel (area 
  M). To open it, a character must succeed on a DC 20 
  Strength (Athletics) check. Inside, the small 
  reception (area N) is now completely empty. The 
  other room is an office area, with the only feature of 
  note a heavy padlocked wooden chest, now rotten 
  and easily broken. The chest contains waterlogged 
  letters and ledgers, all of which have been ruined by 
  the sea water. 
  Vigs is a meazel that Madge Figgy tricked into her 
  service. He helped Madge kidnap Lady Lenedriel and 
  trap her inside the magic circle, but was then 
  abandoned here by the hag when the marels drove 
  her away.     
      Vigs is curious about the visitors and bides his 
  time to spy on them and listen from the shadows 
  using his Shadow Stealth and Shadow Teleport 
  abilities. Vigs has been resident here for fifteen years 
  and knows every shadowed nook and cranny; 
  consequently, he makes any Dexterity (Stealth) 
  checks with advantage.   
       If anyone mentions Madge Figgy, Vigs can contain 
  himself no longer and unleashes a stream of 
  invectives that would make a fisher’s wife blush! All 
  he wants is revenge on the sea-witch for trapping 
  him here. If questioned, Vigs reveals the following 
  information: 
   On Madge Figgy’s request, Vigs kidnapped Lady 
  Lenedriel while Lord Casrob's back was turned. He 
  knocked her unconscious and brought her to the 
  Eastern Rocks.  
   Madge knew that the watch tower had survived 
  the cataclysm that sank Northkeep, but was as 
  surprised as anyone to discover that part of it 
  resisted the incursion of water. She concluded that 
  the stasis bubble was the perfect place to hide and 
  keep Lady Lenedriel.     
   She left Vigs to guard her prisoner and wait for her 
  instructions, but she never returned. As the years 
  rolled by, Vigs grew ever more resentful and 
  bitter.  
  Vigs is terrified of water - which he believes 
  weakens creatures of the Shadowfell - so he hasn't 
  risked swimming away. He is also very hungry, 
  having only Quippers to eat. The measel wears a wet 
  oilskin cape, with strands of crystal and coral 
  hanging from its front. It is far too big for him and 
  looks completely out of place. Ironically, this is a 
  cloak of the manta ray he found here in the 
  laboratory, that would allow him to breath 
  underwater - but he has no idea what it is or what it 
  does. Vigs happily uses it to bargain for his freedom. 
      This shouldn’t develop into a combat encounter, 
  but if it does, Vigs tries to take down the weakest-
  looking enemies first. He uses the quippers on the 
  second floor to good effect, teleporting his victims 
  into the water and hastily exiting, leaving them to 
  deal with the killer fish.  
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  12 
   
      The meazel can become an unlikely ally for the 
  group. He knows a lot about Madge and her motives, 
  and can provide all the back story of the adventure. 
  He also knows his way around the library and 
  gleefully joins the characters in enacting his revenge 
  on Madge. 
  Leaving the Eastern Tower is a harrowing affair, 
  due to the presence of the terrified Lady 
  Lenedriel and the hydrophobic meazel. Assuming 
  the characters secured their boat above, it 
  remains where they left it.  
   If you’re running early, another patrol of marels is 
  waiting for the group near their boat. On this 
  occasion the sea-elves try to drive the intruders 
  away rather than capture or kill them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Marels are very well organized. 
  They fight intelligently and 
  should know the terrain well. If 
  things go badly for them, the 
  patrol splits up and uses hit-and-
  run tactics to harass the group as 
  they explore the tower.  
  It is possible to search the 
  exterior of the tower to reveal 
  the chimney leading into the 
  third floor and the main door on 
  the first floor. Both could be used 
  as entrance points (although the 
  chimney is only accessible by 
  Small creatures). There are no 
  windows on the structure. 
  It’s possible to negotiate with 
  the marels. They know the 
  history of Northkeep, but it is a 
  period of shame they are 
  reluctant to talk about it.  They 
  also know of Madge Figgy, as 
  the tower was repurposed as 
  her lair until the marels drove 
  her off. They patrol now to 
  make sure she never comes 
  back.
   
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  13 
   
  Estimated Duration: 1 hour.  
  After effecting a daring rescue the characters return 
  to shore to confront an ancient evil and reunite lost 
  lovers. 
  It is nightfall by the time the characters reach the 
  shallows by Castle Casrob. The candles in the 
  hurricane lanterns around the castle shine forth into 
  the dark, calling Lady Lenedriel back home. 
      If the characters neglected to warn Lady Lenedriel 
  about the time difference, she notices the passing of 
  fifteen years in the crumbling battlements and the 
  neglect of the castle. The characters have some 
  explaining to do! 
     Lady Lenedriel’s worries melt away when she sees 
  the lone silhouette of Bourne Casrob standing 
  lookout on the battlements.  Once he sees the boat, 
  he cries out repeatedly: "Emma! Emma! It's Emma!” 
  and rushes down to the shore to meet his lost love. 
  Unfortunately, Madge Figgy is waiting for her too. 
  “Oh, my dears, my dears. You did it! You found her! I knew 
  you could. Lord Casrob will be so pleased. Oh, you poor child, 
  come with me and let’s get you warm." The old woman 
  advances across the rocks, holding out a hand to Lady 
  Lenedriel. 
   It’s up to the characters how the conclusion of the 
  adventure plays out. They can confront Madge Figgy 
  with what they’ve learned or allow the sea hag to 
  reclaim her prize.  
  If the characters confront Madge, she drops all 
  pretense of being an innocent old seaweed collector 
  and reveals her full evil majesty. Her veil of illusion 
  drops, and as it does, dead fish begin to wash up on 
  the shore around her, and oozing slime coats the 
  rocks she stands on. This change is sudden, 
  triggering her Horrific Appearance at the start of 
  combat. 
   Madge Figgy is a sea hag with access to the lair 
  actions listed below.  
   On Madge’s first turn, four giant crabs under her 
  control crawl up from the sea to attack. On 
  initiative count 20 on each round thereafter, two 
  more giant crabs emerge from the sea to attack. If 
  Madge Figgy is slain, no more crabs appear.   
    If Vigs the meazel is present, he disappears into 
  the shadows to strike when Madge least expects it.  
  On initiative count 20 (losing initiative ties), the hag 
  can take a lair action to cause one of the following 
  effects, but can't use the same effect two rounds in a 
  row: 
   Until initiative count 20 on the next round, the hag 
  can pass through solid walls, doors, ceilings, and 
  floors as if the surfaces weren't there.  
   The hag fills up to four 10-foot cubes of water with 
  ink. The inky areas are heavily obscured for 1 
  minute, although a steady, strong underwater 
  current disperses the ink on initiative count 10. 
  The hag ignores the obscuring effect of the ink. 
   The hag chooses one humanoid within the lair and 
  instantly creates a simulacrum of that creature (as 
  if created with the simulacrum spell). This hideous 
  effigy is formed out of seaweed, slime, half-eaten 
  fish, and other garbage, but still generally 
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  14 
   
  resembles the creature it is imitating. This 
  simulacrum obeys the hag's commands and is 
  destroyed on initiative count 20 on the next round. 
  The sea hag uses her simulacrum lair action to 
  create the likeness of Bourne Casrob to torment 
  Lady Lenedriel, mockingly chanting "Emma! Emma! 
  Pretty little Emma!" 
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene: 
  Very Weak: Remove two giant crabs in the first round, and 
  only one giant crab emerges at the start of each round 
  thereafter. 
  Weak: Remove two giant crabs in the first round. 
  Strong: Add one giant crab in the first round, and four giant 
  crabs emerges at the start of each round thereafter. 
  Once the battle concludes the real Lord Casrob arrives 
  on the scene. He gallantly places a warm cloak around 
  the shoulders of Lady Emma and then burst into tears. 
  Through his sobs he says: 
  "I never doubted for one minute you were still alive!", says 
  the Bourne, sinking to his knees, "Oh Emma, my darling 
  Emma. Can you ever forgive me for losing you?" 
      Lady Lenedriel looks deep into his eyes, bends forward, and 
  kisses him on his forehead.      
     "There is nothing to forgive, my dearest love".  
      The moonlight breaks through the clouds and they stand 
  together once more on the beach as if no time had passed at 
  all. Hand in hand. Lovers reunited. 
  This can be a tough fight. Try to 
  hold back on using Vigs, and use 
  him instead to make a last-
  minute intervention to assure a 
  happy ending. 
  Allow character to use the rocks 
  and rockpools to their advantage 
  during combat.  
  The final reunion of Lord and 
  Lady Casrob should be a touching 
  moment of romance to melt the 
  coldest heart. These are two 
  people deeply in love, separated 
  by time, and even that hasn’t 
  been able to break the bond 
  between them.  Their reunion 
  should herald a time of hope and 
  celebration.
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  15 
   
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  The characters receive two advancement checkpoint 
  and two treasure checkpoint(s) for each story 
  objective that they complete, as follows:  
   Story Objective A:  Find Lady Lenedriel. 
   Story Objective B:  Reunite Lady Lenedriel and 
  Lord Casrob 
  The characters earn the following player rewards for 
  completing the adventure: 
  Characters completing the adventure unlock: 
  Cloak of the Manta Ray This wet oilskin cape has 
  strands of crystal and coral hanging from the front. This 
  item can be found in Appendix 6. 
  Characters playing the adventure may earn: 
   Friend of the Bourne. Characters who save Lady 
  Lenedriel and return her to Bourne Casrob gain this 
  award. This award can be found in Appendix 5. 
   Knight of the Elvenflow Estuary. Characters are 
  given this story award if they report any of the 
  following story awards to the Bourne: “Witchfinder” 
  or “Local Hero”. This award can be found in 
  Appendix 5. 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  16 
   
   
   
   
  The following NPCs feature in this adventure:  
   
  Madge Figgy. An ancient sea-hag that has plagued 
  for the Moonsea for many years. No one knows her 
  real name.  
   Personality: I am poisonous and cruel.   
   Ideal: You take what you want in this world. 
   Bond: I need to reclaim Lady Lenedriel and get my 
  revenge on the Bourne of Candles. 
   Flaw: I’ll die rather than be beaten.  
   
  Parry. Factotum to Lord Jerrold Casrob. He has been 
  in the Lord’s employ for over twenty years.   
   Personality: Dignified but world weary.  
   Ideal: One must always carry oneself with grace. 
   Bond: The Bourne of Candles is my master and my 
  friend.  
   Flaw: I tend to forget what it was I was… sorry, 
  what was I saying again?  
   
  Vigs. A Meazel tricked into servitude by Madge 
  Figgy. Evil and cruel by nature, he wants revenge on 
  the sea witch. 
   Personality: I’m spiteful and childish.   
   Ideal: Look after number one.  
   Bond: This hateful place that I’m trapped inside is 
  the bane of my life – and Madge Figgy is to blame!  
   Flaw: I’ll betray anyone to get what I want.   
   
  Bourne Jerrold Casrob. Lord of Casrob Castle, 
  Bourne of the Elvenflow Estuary, and loving 
  husband of Lady Emma Lenedriel who disappeared 
  fifteen years ago.  
   Personality: I am ruined by grief, and life has no 
  meaning until Emma is returned to me.  
   Ideal: Hope.  
   Bond: My Emma will – must! – return to me. 
   Flaw: Nothing else matters but love. 
   
  Lady Emma Lenedriel. Beloved wife of Lord Jerrold 
  Casrob. She disappeared fifteen years ago and no 
  trace has ever been found of her. 
   Personality: I am loving and kind.   
   Ideal: Honor and charity. Make the world a better 
  place. 
   Bond: My husband is my life.  
   Flaw: The world can’t be as dark as they say it is – 
  can it?  
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  17 
   
   
   
  Marels are a race of evil aquatic creatures native to the 
  Moonsea region. Descend from normal aquatic elves who 
  refused to help the human city of Northkeep in 400DR, they 
  were damned by their gods to guard its ruins. Still noticeably 
  elven, they have pale skins, black green hair and green eyes 
  that have a phosphorescent glow.  
   
  Marels have the following racial traits: 
   Child of the Sea.  Marels have a swim speed of 30 feet and 
  can breathe both air and water.  
   Friend of the Sea. Using gestures and sounds a marel can 
  communicate simple ideas with any beast that has an 
  innate swimming speed.  
   Languages. Aquan 
   Senses. Darkvision 120 ft.  
   
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Spellcasting. The acolyte is a 1st-level spellcaster. Their 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The acolyte has the following cleric 
  spells prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (3 slots): bless, cure wounds, sanctuary 
  Replace the club with a trident: (1d6+1) piercing damage. 
  Spells are modified to read as follows: 
  Cantrips (at will): guidance, resistance, sacred flame 
  1st level (3 slots): bless, cure wounds, guiding bolt 
   
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Replace the scimitar with a trident: (1d6+1) piercing damage. 
   
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  18 
   
   
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
  Replace the scimitar with a trident: (1d6+1) piercing damage. 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage. 
   
  Medium beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 13 (3d8) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  11 (+0) 
  1 (−5) 
  9 (−1) 
  3 (−4) 
    
  Skills Stealth +4 
  Senses blindsight 30 ft., passive Perception 9 
  Languages — 
  Challenge 1/8 (25 XP) 
  Amphibious. The crab can breathe air and water. 
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage, and the 
  target is grappled (escape DC 11). The crab has two 
  claws, each of which can grapple only one target. 
   
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  19 
   
   
  Medium fey, chaotic evil 
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft, swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  13 (+1) 
    
  Senses darkvision 60 ft, passive Perception 11 
  Languages Aquan, Common, Giant 
  Challenge 2 (450 XP) 
   
  Amphibious. The hag can breathe air and water. 
  Horrific Visage. Any humanoid that starts its turn within 
  30 feet of the hag and can see the hag’s true form must 
  make on a DC 11 Wisdom saving throw. On a failed 
  save, the creature is frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its 
  turns, with disadvantage if the hag is within line of sight, 
  ending the effect on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to the hag’s Horrific Appearance for 
  the next 24 hours. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Death Glare. The hag targets one frightened creature 
  she can see with 30 feet of her. If the target can see the 
  hag, it must succeed on a DC 11 Wisdom safe against 
  this magic or drop to 0 hit points.  
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like an ugly creature of her 
  general size and humanoid shape. The illusion ends if 
  the hag takes a bonus action to end it or if she dies. 
   The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the hag could appear 
  to have smooth skin, but someone touching her would 
  feel her rough flesh. Otherwise, a creature must take an 
  action to visually inspect the illusion and succeed on a 
  DC 16 Intelligence (Investigation) check to discern that 
  the hag is disguised. 
  Medium humanoid (meazel), neutral evil 
  Armor Class 13 
  Hit Points 35 (10d8 - 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   
  8 (-1) 
  17 (+3) 
  9 (-1) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
    
  Skills Perception +3, Stealth +5 
  Senses darkvision 120 ft, passive Perception 13 
  Languages Common 
  Challenge 1 (200 XP) 
    
  Shadow Stealth. While in dim light or darkness, the 
  meazel can take the Hide action as a bonus action.   
  Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target of the meazel’s size or smaller. Hit: 6 (1d6 + 
  3) bludgeoning damage and the target is grappled 
  (escape DC 13 with disadvantage). Until the grapple 
  ends, the target takes 10 (2d6 + 3) bludgeoning damage 
  at the start of each meazel’s turns. The meazel can’t 
  make weapon attacks while grappling a creature in this 
  way.  
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 
  (1d6) necrotic damage. 
  Teleport (Recharge 5-6). The meazel, any equipment it is 
  wearing or carrying, and any creature it is grappling 
  teleport to an unoccupied space within 500 feet of it, 
  provided that the starting space and the destination are 
  in dim light or darkness. The destination must be a 
  place the meazel has seen before, but it need not be 
  within line of sight. If the destination space is occupied, 
  the teleportation leads to the nearest unoccupied 
  space. 
   Any other creature the meazel teleports becomes 
  cursed by shadow for one hour. Until the curse ends, 
  every undead and every creature native to the 
  Shadowfell can sense it, which prevents the creature 
  from hiding from it.  
   
  
   
  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
  20 
   
   
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 13 
  Hit Points 28 (8d8 − 8) 
  Speed 0 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  9 (−1) 
  1 (−5) 
  7 (−2) 
  2 (−4) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1 (200 XP) 
  Blood Frenzy. The swarm has advantage on melee attack 
  rolls against any creature that doesn’t have all its hit 
  points. 
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny quipper. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Water Breathing. The swarm can breathe only 
  underwater. 
  Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 14 (4d6) piercing 
  damage, or 7 (2d6) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
   
   
   
   
   
   
   
  
   
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  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
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  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
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  CCC-UK-4: BOURNE OF CANDLES 
   
   
   
   
   
   
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  ADVENTURE TITLE 
   
   
  26 
   
   
   
  During the course of this adventure, the characters 
  may earn the following story awards. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  For returning Lady Lenedriel to Bourne Casrob, he 
  forever treats you as a trusted friend and ally. He 
  always grants you an audience and listens favorably 
  to your requests.  
  For your services to the folk of the Elvenflow 
  Estuary, the Bourne of Candles has dubbed you as a 
  knight of one of the following villages:  Buttergroves, 
  Wayward, or Moonfern Ford.  You are now treated 
  as a hero of the Evenflow Estuary. This award does 
  not confer any mechanical benefits or retainers, 
  though it may impact further storylines set in this 
  area.   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  ADVENTURE TITLE 
   
   
  27 
   
   
   
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Wondrous Item, uncommon (requires attunement) 
  This oilskin cape has strands of crystal and coral 
  hanging from the front. While wearing this cloak 
  with its hood up, you can breathe underwater, and 
  you have a swimming speed of 60 feet. Pulling the 
  hood up or down requires an action. This item is 
  found on Magic Item Table B in the Dungeon 
  Master’s Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  ADVENTURE TITLE 
   
   
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  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  http://dnd.wizards.com/playevents/organized-play 
   
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-
  seasons/waterdeep-adventures/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/UK Games Expo (UK)/CCC-UK-4 - Bourne of Candles.pdf