TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  1
  A SANITY NEVER 
  QUESTIONED
  Jeny Greenteeth gives you a letter that must reach its far-off destination, with frightening 
  consequences if it doesn’t make it there by nightfall. Jeny knows one way to accomplish this, but 
  her method of travel isn't for the weak of spirit. All magic has a price, dearies, and these magics 
  may have you doubting your sanity. Part 2 in the “At Jeny’s Request” series.
  A 4-hour adventure for 5th through 10th level characters
  J. CONNOR SELF
  Adventure Designer
  Adventure Code: CCC-DES-01-02
  This adventure was written for the 2018 D8 Summit, a charity convention held in Illinois 
  that benefits PADS of Illinois Valley.  PADS operates a network of homeless shelters, as 
  well as homes for women and families displaced by domestic violence.  For more 
  information on what you can do to help this amazing organization, please contact the 
  Convention AL Coordinator at jonconnorself@gmail.com, or visit the PADS of Illinois 
  Valley website at ivpads.com.  Your purchase helps support the charity effort.
  “When you game for charity, everybody wins.” – The D8 Summit
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast.
  ©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.
  
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  CCC-DES-01-02
  2
  Introduction
  It is good to have an end to journey toward; but it is the 
  journey that matters in the end.
  —Ursula K. Le Guin, The Left Hand of Darkness
  Welcome to “A Sanity Never Questioned,” a D&D 
  Adventurers League™ legal adventure designed for 
  the 2018 D8 Summit, and part of the official D&D 
  Adventurers League™ organized play system.
  This adventure takes place in transit between the 
  Quivering Forest and the Cormanthor Forest, during a 
  magically altered journey.
  This adventure is designed for three to seven 
  characters between levels 5 and 10, and is optimized 
  for five characters of level 8.  Characters outside this 
  level range cannot participate in this adventure.
  Adjusting 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.
  Determining Party Strength
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for 
  your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  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 battle maps.
  • 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.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered.  Make decisions about how the 
  group interacts with the adventure; adjusting or 
  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.
  Number of 
  Players
  Average Party 
  Level
  Party 
  Strength
  3-4 Players
  Less than 8
  Very Weak
  3-4 Players
  Equal to 8
  Weak
  3-4 Players
  Greater than 8
  Average
  5 Players
  Less than 8
  Weak
  5 Players
  Equal to 8
  Average
  5 Players
  Greater than 8
  Strong
  6-7 Players
  Less than 8
  Average
  6-7 Players
  Equal to 8
  Strong
  6-7 Players
  Greater than 8
  Very Strong
  
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  CCC-DES-01-02
  3
  Adventure Primer
  Not I, nor anyone else can travel that road for you. You 
  must travel it by yourself. It is not far.  It is within reach.  
  Perhaps you have been on it since you were born, and 
  did not know.  Perhaps it is everywhere – on water and 
  land.
  —Walt Whitman, Leaves of Grass
  Adventure Background
  Faerun, a continent on the planet Toril, is a magical 
  place.  Upon it, great nations and peoples of all races 
  live, fight, love, and die.  However, what is seen isn’t 
  all there is.  Faerun exists on the Prime Material Plane, 
  what the people of Toril call “reality.”  Other levels of 
  existence exist in the same spaces, no less “real,” with 
  only a shift of consciousness needed to be 
  experienced.  The Feywild is one of these planes, the 
  primeval reflection of the Prime Material Plane.  In 
  the Feywild, magic is abundant.  Unlike on the Prime 
  Material Plane where you can trust what you sense 
  and words lie, in the Feywild you can’t trust your 
  senses but words and oaths carry metaphysical 
  power.
  The mercurial fey, beings native to the Feywild, have 
  long been connected with the seasons.  Some say as 
  long as there have been seasons, there have been fey.  
  The fey associated with the Spring and Summer are 
  called the Seelie, ruling from the Shining Court.  Fey 
  associated with the warmer seasons of growing 
  things idealize beauty, kindness, warmth, love, and 
  chivalry.  The leadership of the Shining Court 
  embodies these ideals, from Queen Titania and her 
  consort Oberon, along lines of fealty to local powers.
  The stark opposite of the Seelie are called the 
  Unseelie, ruled from the Gloaming Court.  The 
  Unseelie govern the seasons of Autumn and Winter.  
  They celebrate the darker concepts of death, decay, 
  malice, and cold.  Leadership of the Gloaming Court 
  changes regularly, as the court is rife with intrigue 
  and assassination.
  While planes co-occupy the same space and are 
  always touching each other, the borders between 
  them are always changing in intensity.  Like soap 
  bubbles, the borders can strengthen and weaken.  You 
  can push through them sometimes, and sometimes, 
  the border pops.  This happened as recent as one year 
  ago when the barrier to the Shadowfell (a plane of 
  darkness and evil, interacting with the Prime Material 
  Plane in a similar manner as the Feywild) was 
  magically weakened, allowing creatures to pass back 
  and forth between Faerun and Ravenloft.  The barrier 
  between the Feywild and the Prime Material Plane 
  has been strengthening since the Spellplague Era, 
  when the border was so weak entire peoples and 
  nations shifted, disappeared, and appeared from 
  nothingness.
  In the Moonsea region, the fey have always had a 
  strong presence.  This is particularly true in both the 
  Cormanthor Forest, an ancient wood where many 
  benevolent fey can be found including their leader the 
  Mistress of Waves; and the terrifying Quivering 
  Forest, where the dark fey led by Jeny Greenteeth 
  hold sway.  An ancient truce where power was shared 
  by the Shining and Gloaming Courts has maintained a 
  measure of peace among the fey for millennia.  The 
  Seelie would lead the fey during the Spring and 
  Summer months, while the Unseelie would 
  tyrannically rule the fey during the Autumn and 
  Winter.  Power was shifted between the courts during 
  the Equinoxes, where day and night were the same 
  length, during a special ceremony.  At all other times, 
  contact between Seelie and Unseelie fey could result 
  in death of either.
  This arrangement has worked well for the fey on both 
  the Prime Material Plane and in the Feywild for 
  millennia.  Oaths on this scale have enough 
  metaphysical power that the barrier between the 
  Prime Material Plane and the Feywild allows Seelie, 
  Unseelie, and the occasional lost mortal, to cross 
  freely between them.  However, on other days of the 
  year, the barrier between worlds is so strong that 
  even powerful fey such as Jeny Greenteeth cannot 
  willingly travel between them.
  Recent flooding north of Phlan has displaced the elves 
  of Greenhall.  A group of adventurers helped Aya 
  Glenmiir relocate the elves, while being attacked by 
  pirates and other unusual beasts.  While doing this, 
  Jeny Greenteeth’s coven contacts the adventurers, 
  sharing the cause of the flood isn’t anything natural 
  but is coming from the Feywild.  They must travel to 
  Jeny, who has learned of a ritual that would allow the 
  adventurers to travel to the real threat – not a flood, 
  which is a mere distraction, but an attempt on the life 
  of the Mistress of the Tides herself!
  Spellcasting Services
  The players have access to spellcasting services 
  before and after the adventure, as per the Adventurers 
  League Players Guide.
  
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  CCC-DES-01-02
  4
  Adventure Overview
  The players are tasked with completion of a “heroes’ 
  journey,” with dire consequences for failure.
  Part 1.  The party is tasked by Jeny with delivery of a 
  missive.  Jeny says under no circumstances are the 
  adventurers to look inside or read it.  Jeny also 
  explains a ritual which will allow adventurers to 
  deliver the letter quickly, but brings its own unique 
  risks.
  Part 2.  The party travels with supernatural alacrity 
  through the Quivering Forest, where a chance 
  meeting introduces new allies – or perhaps new foes.
  Part 3.  Based on the interactions with fey thus far, 
  adventurers may be safely on the other side of the 
  ruined fey city – or thrust right into its dangerous 
  heart.
  Part 4.  The party reaches the Seelie Court with the 
  missive, an act which moves up the timetable of a 
  cadre of political assassins.  A new threat is 
  introduced.
  Adventure Hook
  These hooks are designed to take your players right 
  into the adventure.
  After completing DES-01-01 “Finding the Rabbit 
  Hole.”  The characters have braved the weather and 
  threats until they have discovered Jeny Greenteeth, 
  who has an idea what is causing the flooding.  This 
  adventure picks up right where that one left off.
  Not having completed DES-01-01 “Finding the 
  Rabbit Hole.”  The characters find themselves 
  summoned by Jeny, who is disappointed that not 
  enough adventurers have responded to her summons.  
  Never mind, these will have to do.
  
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  CCC-DES-01-02
  5
  Part 1: The Heroes’ 
  Journey
  Estimated Time: 20 minutes
  “The hero’s journey always begins with the call. One 
  way or another, a guide must come to say, 'Look, you’re 
  in Sleepy Land. Wake. Come on a trip. There is a whole 
  aspect of your consciousness, your being, that’s not 
  been touched. So you’re at home here? Well, there’s not 
  enough of you there.' And so it starts.”
  —Joseph Campbell
  Describing the Scene
  Talking about what characters sense in their area can aid in 
  immersion.  Feel free to add these descriptions to help build 
  the mood of this part.
   Sights:  The dim light and everpresent night sky over Jeny’s 
  clearing (despite it being day), the visible absence of 
  wildlife, puddles left after a flood recedes
   Sounds:  The croaking of frogs in the distance, the sound of 
  light rain falling on leaves
   Smells:  The smell of earth and rain
   Sensations:  The static sensation of an impending storm, the 
  cool feeling of light rain on exposed skin
  This adventure begins at Jeny’s now-correctly-
  oriented hut in the Quivering forest, immediately 
  following the events of DES-01-01 “Finding the 
  Rabbit Hole”. Read the following to the adventures, 
  modifying the box text if the characters had not just 
  completed that adventure.
  After hours spent using crude rope and pulley to flip Jeny’s hut 
  into the correct position, you rest for dinner on a set of stumps 
  that somehow escaped the worst of the mud.  Jeny offers her 
  thanks in the form of elvish honey bread, gifted to her some 
  time before.  Wrapped in waxen paper, it escaped a soggy fate 
  and dispels the hunger hard work raises.
         Wiping her face with a splotchy green handkerchief, Jeny 
  turns to you with a sly smile.  “Grandchildren, I appreciate 
  your help with the hut. Normally I would offer you my 
  hospitality, but I am afraid the time you can spend here is 
  short.”  She reaches into her coat, pulling out a stamped and 
  sealed envelope that smells of perfume on the breeze.
         “I divined you would be coming days ago.  I came across a 
  plot most dire. Its conspirators are hidden, and its 
  ramifications are far-reaching.  I regret I cannot share the 
  details of the plot with you.  But never you worry, because if 
  you can do Nana Jeny a favor, we will all be the better for it.  
         “This letter contains the details of the plot.  Grandchildren, 
  it is of the utmost importance you get this missive to that 
  Mistress of Tides, in the Feywild.   Once centuries ago, I could 
  send you to her court with but a thought.  I can’t send you to 
  there any longer though - the wall between worlds has 
  strengthened beyond the power of my magic.  However, in… 
  passionate conversation with a noisome pixie, I have come 
  across a ritual that may work just as well.”
         Jeny offers you a crooked smile, revealing uneven yellow 
  teeth. Her smile seems to cover something.  Concern?  “What 
  do you say?  Consider our history, and know this. What I speak 
  to you is truth.  As it always has been, and I vow now, always 
  as it shall be.”
  A DC 13 Wisdom (Insight) check reveals Jeny is 
  troubled by something, and any player that is familiar 
  with Jeny knows that very little troubles a being of 
  her age and power.
  Summoning Jeny
  Wise adventuring parties might ask Jeny if she can aid them 
  during their quest.  Desperately wanting the characters to 
  succeed, Jeny teaches them how to summon her for 
  spellcasting services.  At a single point in the adventure (save 
  the last part, as Jeny cannot get close to the Seelie Court on 
  pain of death), Jeny Greenteeth will provide spellcasting 
  services as detailed in the adventure introduction.
  In conversation, Jeny reveals the following.
  
  In… passionate conversation with a noisome 
  pixie causing mischief, Jeny came across a 
  dangerous plot.  Sadly, the pixie could not 
  hold up to her interrogation, alive or in death.
  
  Divining the adventurers arrival in three 
  days, and worried that they might not have 
  enough time to deliver word of it to the 
  Mistress of Tides, Jeny and her sisters 
  divined a ritual that will place the characters 
  spiritually adjacent to the boundary between 
  this world and the Feywild.
  
  While in this state, it is important that the 
  characters maintain focus.  If they do, the Fey 
  Realm itself may create a Fey Path for them 
  to travel upon.  This silvery trail will allow 
  them to travel immense distances in the blink 
  of an eye.  A Fey Path also travels directly to a 
  destination, making maps unnecessary.
  
  Stepping off the Fey Path may have dire 
  consequences for the characters, as might 
  
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  CCC-DES-01-02
  6
  losing consciousness.  The party must focus 
  on the quest, and the sights along the way.
  
  Dangerously, the spiritual proximity to the 
  Feywild will open the adventurers to some of 
  the energies and threats native to it.
  
  Jeny herself would deliver the missive, but 
  ancient pact allows the Seelie Court and the 
  Unseelie Court (of which Jeny is a member) 
  to interact peacefully only on the equinoxes, 
  the days where the transfer of power 
  between the two courts occurs. (As the 
  adventure occurs during the spring, Jeny 
  would surely be destroyed were she to try.) 
  
  In return for their help, Jeny will entrust her 
  servant Brickcrystal (svirfneblin warlock of 
  the archfey) to deliver 1000 gp in fine elven 
  jewelry to the characters in Phlan upon 
  completion of the quest.
  
  If asked for extra aid, Jeny will offer the 
  characters a boon.  Once before they reach 
  the Seelie Court, Jeny can answer a summons.  
  This summons requires a single character to 
  spill their own blood into a yew bowl (which 
  Jeny provides), losing 5 hit points.  While the 
  blood is still warm, the character must 
  whisper her name three times into their 
  reflection in the liquid.  This ritual takes 5 
  minutes to complete.  Unspoken to the 
  characters, this ritual will also bind Jeny to 
  the character performing it in other 
  supernatural ways at GM discretion.  See the 
  sidebar, “Summoning Jeny,” above.
  Once sharing this information, Jeny implores the 
  characters to accept her quest.  If they do, she says 
  they must accept a geas (see the sidebar “Jeny’s Geas”) 
  to be allowed entry to the Seelie Court.  A DC 25 
  Wisdom (Insight) check reveals this to only be 
  partially true.  If confronted on this, Jeny will admit 
  the geas would help, but isn’t necessary.  Jeny 
  believes the adventurers put themselves and the 
  quest at worse risk if they know what the missive 
  reads, as the conspirators might be able to divine that 
  truth and array more resources against them.
  When the players decide to deliver the letter, and 
  after they are offered the chance for spellcasting 
  services, read the following to them.
  Jeny dips her suddenly taloned hands into the mud, and traces 
  a sigil on the foreheads of each character – all the while 
  intoning in a language as old as time itself.  As the ritual 
  continues, the light of the sun itself dims, and the sounds and 
  smells of the Quivering Forest around you become even more 
  vivid and pronounced.
         Jeny completes the ritual and collapses dramatically onto a 
  nearby stump.  “My magics will only hold until high moon, so 
  you best not tarry.”  You can’t help but wonder how much 
  more Jeny knows about the watery hazards you have faced, or 
  the journey you will undertake.  It is just then a path 
  shimmering of silver in the light forms in the woods before 
  you.  The Feywild itself calls to you to travel and lends its aid.  
  You step into its silvery glow, and your knees buckle for a 
  moment before you acclimate to a heady sensation.
  Jeny’s Geas
  Jeny will ask characters to accept the effects of a geas spell 
  (see the Players Handbook, pages 244-245) before 
  undertaking her quest to deliver the letter.  The geas requires 
  the characters to deliver the letter to the Mistress of Tides 
  (and only her), and not to open the letter themselves.  The 
  characters can only gaze upon the letter after the Mistress of 
  Tides reads it, and only then if the Mistress of Tides allows it.
  While Jeny’s geas is a powerful force in the material plane, the 
  geas of a fey of her stature is even more powerful when the 
  characters are exposed to Feywild energies (as they are while 
  under Jeny’s ritual allowing fast travel).  Damage taken from 
  breaking the terms of the geas is maximized (50 psychic 
  damage).  In addition, fey creatures that can see the 
  characters under Jeny’s geas will know they are under the 
  effect, and that it was created by Jeny herself. Other fey won’t 
  know the terms of the geas unless the characters disclose that 
  information.
  While not strictly necessary, the geas will assist characters in 
  completing their quest.  Characters under the geas may enter 
  the Mistress of Tide’s court without a skill check. Characters 
  not under the geas will require a DC 15 Charisma (Persuasion) 
  check to enter the court. 
   In addition, if the characters have read the contents of the 
  letter before delivery to the Mistress of Tides (geas or no), 
  combat encounter strength for all subsequent fights should be 
  taken up to the next level of difficulty, as the forces arrayed 
  against the Mistress of Tides divine their mission and dispatch 
  more resources.  This increased threat could prove deadly to 
  the characters, but such is the fate of those that betray the 
  capricious fey.
  Characters that accept and honor the geas gain the story 
  award “Jeny Owes Me a Tiny Favor.”
  
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  CCC-DES-01-02
  7
  Part 2: Mind 
  Games
  Estimated Time: 30 minutes
  Psychic Exhaustion Save DC: 5 (very weak or weak 
         parties), 7 (average parties), 9 (strong or very 
         strong parties)
         White Rabbit: Your Majesty, members of the jury, 
  loyal subjects... and the King... the prisoner at the bar 
  stands accused of enticing Her Majesty, the Queen of 
  Hearts, into a game of croquet, thereby and with 
  malice of forethought, molesting, tormenting, and 
  otherwise annoying our beloved...
         Queen of Hearts: Never mind all that! Get to the 
  part where I lose my temper.
         White Rabbit: ...thereby causing the Queen to lose 
  her temper.
  —The animated movie “Alice in Wonderland”
  Describing the Scene
  Talking about what characters sense in their area can aid in 
  immersion.  Feel free to add these descriptions to help build 
  the mood of this part.  The mood is more ominous, with 
  water-based phenomena becoming more prevalent.
   Sights:  Gray skies visible through the leaves as the wind 
  blows, ever-present puddles – some quite deep and 
  requiring adventurers to walk around
   Sounds:  Steady rain falling on the tree cover above you, 
  phantom sounds in the fey woods around you
   Smells:  
   Sensations:  The static sensation of an impending storm, a 
  blustery wind blowing
  At this point, the players have set off upon their quest.  
  In the time that passes after leaving Jeny Greenteeth’s 
  hut, the characters catch vague glimpses of the 
  oddities of the Feywild.  The five senses are amplified.  
  Colors become more vivid, scents more pronounced, 
  sounds more melodious.  However, any game effect 
  this might provide is mitigated because the effect 
  produces sensory overload.  Being in this state proves 
  mentally exhausting.  The DM should begin tracking 
  the player characters, using the guidance provided in 
  the sidebar “While under the Ritual,” below.
  Read the following to your players.
   While passing through a dense section of underbrush, you 
  happen upon a most unusual sight.  Two players have set up a 
  dragonchess board in a clearing, on a formal playing table 
  complete with fine cloth and high-backed chairs.  The player 
  that catches your gaze immediately is an intoxicated and 
  rotund satyr, cursing in an unnecessarily loud manner.  You 
  assume he is being beaten badly at the game, but when you 
  look down into the chair on the right for his opponent, you 
  have to blink twice.  The second player is a fox, seated on all 
  fours and gazing at the game board with intensity.  
  At this point, the players can decide how they wish to 
  approach the pair.  Players can choose remain hidden 
  with a DC 13 group Dexterity (Stealth) check.  
  Characters observing longer than 5 minutes hear a 
  bird call in the woods that spooks the players.  They 
  abandon the dragonchess board and scurry into the 
  woods, leaving in a direction off the Fey Path.  The 
  pair will also similarly run into the woods if 
  confronted in an aggressive manner by the characters.
  Please read the following to any players that 
  approach the gamers.
  Stepping out of the underbrush, you reveal yourself to the pair 
  of unusual personalities playing a game of dragonchess.   As 
  you approach, the fox speaks without turning to face you.  “No 
  need to be shy.  It isn’t too often that Caprios and I have 
  visitors.  I should have this finished in two moves.”  Upon 
  hearing news of his pending loss, Caprios belches, wipes his 
  hands on his loincloth, and smiles while near-stumbling off the 
  chair where he sits.  The gaming table shifts, pieces 
  scattering.  “Well, I is not winning at this game tonight,” the 
  satyr bellows.  “At least I can gets some amusement.  Drinks 
  for your drinkin’?”  Caprios searches the campsite clumsily, 
  shaking discarded bottles in search of remaining drink.
  While under the Ritual
  The ritual of travel created by Jeny has several effects upon 
  characters, including the following.
   At the DM’s discretion, arcane magics (those cast by 
  wizards, sorcerers, warlocks, and bards) are treated as if 
  they were in a wild magic zone.  These classes must roll a 
  1d20 when casting an arcane spell of 1st Level or higher, and 
  on a roll of a “1,” a random effect occurs.  Roll on the table 
  on page 104 of the Players Handbook to determine the 
  effect.  Characters with fey origins such as elves or firbolg 
  are immune to this effect of the ritual.
   The ritual is mentally exhausting for the recipient.  Each 
  time the party moves to a new Part of this adventure, all 
  characters must make a Charisma saving throw to avoid 
  psychic exhaustion.  
  
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  CCC-DES-01-02
  8
   The ritual will also falter when characters are unconscious. 
  Characters must attempt a Charisma save against the DC for 
  the Part during each round of unconsciousness (this 
  includes physical and magical sleep, as well as 
  unconsciousness resulting from falling to 0 hit points), 
  during a long rest, or after traveling for a minute more than 
  60’ off the Fey Path.  The difficulty of these saving throws 
  are listed for each part.  Characters with fey origins (such as 
  elves and firbolg) can attempt this saving throw with 
  advantage.  On a failure, the ritual begins to falter for that 
  character, and the character looks more indistinct to others, 
  as if fading from view.  
   Instead of dying at the sixth level of exhaustion, the ritual 
  fails for that character, and the character disappears 
  entirely from view.  The character is shunted fully into the 
  Material Plane, in a far-off location on the Moonsea of the 
  DM’s choice, and cannot participate in the adventure 
  further.  Only effects such as wish can allow an adventurer 
  to rejoin their compatriots.  Characters unceremoniously 
  dumped in this planar manner gain the story award, “A 
  Sanity Questioned.”
   The ritual only lasts for 8 hours, and the adventure ends 
  when 8 hours have transpired beginning after Part 1.
   Psychic exhaustion stacks with and can be removed in the 
  same manner as standard exhaustion.
  Players willing to share conversation and perhaps a 
  meal (Caprios is preparing a hare and garlic stew, 
  which smells amazing) find the pair quite open and 
  friendly.  The fox, who introduces himself as Salaster 
  the Red, is personable and erudite.  Caprios is helpful 
  in his own way, with drunken interjections and ready 
  humor.  
  Salaster is willing to share the following information 
  with those who are polite and take turns speaking.
  
  “You approach from the Dark Swamp, a 
  horrid place.  Why would anybody ever want 
  to go there?”  If characters ask what the Dark 
  Swamp is, Salaster mentions, “It is a dank 
  wood inhabited by goblins, foul Unseelie fey, 
  and much worse things.”
  
  “Fortunately, the wood here is much safer.  Of 
  course, it isn’t safe inside the Fallen City the 
  wood surrounds, with the ruins and the 
  monsters and such.  Owlbears, displacer 
  beasts, and worse live in the area.  That, and 
  the tomb raiders.  Nope, the neighborhood 
  just isn’t as nice as it used to be.”  With this, 
  Salaster lets out a deep sigh.
  
  “The Fallen City was the greatest of all 
  Eladrin cities, long ago.  It was formed from 
  the rock out of pure gemstones, with towers 
  that shone among the clouds.  All that 
  changed after the elves rose up and fought 
  other elves.  The Fallen City was the site of 
  the worst battle in the war, and it has never 
  been the same after.  Plants can’t grow there, 
  and the animals (some intelligent and most 
  less so) avoid the place.”
  
  “You ask the name of the Fallen City? Why, it 
  was so long ago, we no longer can remember 
  the names.  Maybe the Mistress of Tides can 
  recall it.  Or maybe she has a book about it.”
  Caprios, drunkenly stumbling over his already poor 
  Common, will offer the following information to 
  anybody willing to listen.  If the players begin giving 
  confused looks, assume their characters are as well.  
  Salaster will notice and, with an annoyed tone, 
  attempt to translate.
  
  “Jeny Greenteeth be one the most bigger 
  spirits lived in Murkendraw.  Long times ago, 
  she share crown with Mistress of Tides, lead 
  fey of Unseelie Court during dark 
  seasons.  Jeny no be seen in many long ago’s, 
  but still felt by Seelie go too close to the 
  swamp.  Be more careful making promises 
  with one like her.”
  
  “Lately, Murkendraw bigger in size, darker 
  power comes from it.  I is not sure what 
  caused all that mess, but I imagines Jeny 
  must steal more dark power.  You can’t trust 
  that witch, you can’t.” This is false, but you 
  shouldn’t notify players of it.
  
  If the characters mention they are seeking 
  the Seelie Court, Caprios offers up the 
  following. “Seelie Court hold throne now, just 
  like they should.  Mistress of the Tide pretty 
  busy now.  At least, that’s what I thinks, 
  anyway.”  Caprios belches resonantly, then 
  gives a satisfied look.  Salaster simply shakes 
  his head.
  If the characters divulge their destination lies along 
  the Fey Path, and they indicate the direction it is 
  leading, the fox mentions that in that direction lies the 
  Fallen City.  Salaster slyly mentions that foxes know 
  all the secret ways through the Feywild.  He would be 
  willing to show the characters a safe path, if any of 
  them can best him at a game of dragonchess.      
  
  Game Terms.  Salaster is a shrewd gamer 
  and is only willing to play against only one 
  player.  Playing a game of dragonchess takes 
  an hour, prompting a Charisma saving throw 
  from players (see the sidebar “While Under 
  the Ritual”).  
  
  Gambling on the Outcome.  Before playing 
  the game, other characters can offer to make 
  a friendly wager (the fox will not offer to bet).  
  Players may offer up to 50gp each that they 
  will win the bet, with a matching payout for 
  each player if they win.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  9
  
  How the Game is Played.  Beating a fox at 
  his own game isn’t as easy as it seems - it 
  requires an opposed Intelligence check 
  between a single character and Salaster.  A 
  character with proficiency in Dragonchess 
  may add their proficiency bonus to their roll.  
  While Salaster will quickly admit he isn’t 
  trained at the game of dragonchess, he is 
  unnaturally lucky at games.  Salaster makes 
  his Intelligence checks at +2, but he rolls with 
  advantage.  DM’s are encouraged to openly 
  roll this opposed check in front of players, to 
  demonstrate Salaster’s luck.  Characters with 
  the Lucky feat can cancel Salaster’s advantage, 
  even if they are just watching the game.  
  Winning the game requires the best of three 
  rolls.  After determining the result of the 
  game, consult below.
  
  If a Player Character Wins.  Salaster 
  remains true to his word.  He shows the party 
  a well-hidden foxhole not big enough for 
  creatures larger than Tiny size.  Those 
  characters that approach the foxhole notice 
  distance warping as the burrow expands.  
  Characters watching their allies approach the 
  foxhole see the truth - compatriots 
  approaching the burrow are instead rapidly 
  shrinking.  When all characters enter the 
  burrow, now wide as a cave, anybody looking 
  behind sees the shadowed silhouette of a 
  large horned head blocking much looking 
  into the entrance.  They hear in a booming 
  voice, “Best get going quickly, mortal bloods!” 
  Suddenly, a stream of wine washes them 
  down the hole, unceremoniously dumping 
  them soaked (but quite healthy) outside of 
  Cedriane, within view of the Lake of Dreams.  
  You can proceed to Part 3A, with the 
  characters safely on the other side of the 
  Fallen City, and the Fey Path in sight. No time 
  has elapsed.  
  
  If a Player Character Loses. Salaster thanks 
  them for the game and offers them some 
  helpful advice.  He mentions that dark elves 
  continue to prowl the streets of the Fallen 
  City.  They are best to remain alert.  You can 
  proceed to Part 3B, with one hour elapsing 
  (this requires Charisma saving throws, as per 
  the “Under the Ritual” sidebar).  This advice 
  removes any surprise round the drow enjoy 
  in the encounter.
  
  If a Player Character Plays Dirty.  Any 
  attempt to cheat at dragonchess with Salaster, 
  or to physically attack either of the gamers 
  after meeting them, brings on a sudden (and 
  quite physical) storm.  Salaster passes them a 
  scathing stare before a blinding flash of light 
  deposits characters directly in the center of 
  the Fallen City (proceed to Part 3B).  DM’s 
  should describe a flash of lightning and crack 
  of thunder that is entirely too close, blinding 
  and deafening the characters momentarily.  
  The offending characters (this may not be the 
  entire party) must make a DC 15 Constitution 
  saving throw or take 5d6 (17) thunder 
  damage, and be blinded and deafened for 2 
  rounds.  Characters making the saving throw 
  take half damage and do not experience a 
  lingering loss of senses.  Any characters 
  caught cheating receive an automatic 
  Charisma saving throw failure to prevent 
  psychic exhaustion as per the “Under the 
  Ritual” sidebar.
  
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  CCC-DES-01-02
  10
  Part 3: Pride 
  Cometh
  Estimated Time: 1 hour
  Psychic Exhaustion Save DC: 8 (very weak or weak 
         parties), 10 (average parties), 12 (strong or 
         very strong parties)
  “All men make mistakes, but a good man yields when 
  he knows his course is wrong, and repairs the evil. The 
  only crime is pride.”
  —Sophocles, Antigone
  Based on the choices that your adventuring party 
  makes in Part 2, you will proceed to one of the 
  following story points.  Your party may be 
  transported to the other side of the Fallen City via a 
  foxhole (Part 3A), follow the Fey Path to the Fallen 
  City itself (Part 3B), or be teleported to the center of 
  the Fallen City into an ambush (also Part 3B, but with 
  an enemy surprise round).
  Describing the Scene
  Talking about what characters sense in their area can aid in 
  immersion.  Feel free to add these descriptions to help build 
  the mood of this part.  The rain is intensifying, creating 
  mechanical difficulty for the players.  Ranged weapon attacks 
  have their effective ranges capped at short range, and ranged 
  weapon attacks are made at disadvantage, due to strong 
  winds.
   Sights:  Occasional flashes of lightning, thick rain.  The 
  environmental conditions give disadvantage on any Wisdom 
  (Perception) checks involving sight, and visual range is 
  limited to 60 feet.
   Sounds:  Peels of thunder, the sound of intense rain.  The 
  environmental conditions give disadvantage on any Wisdom 
  (Perception) checks involving hearing.  Without magical 
  augmentation, sound does not travel beyond 30 feet.  
   Smells:  Damp humidity
   Sensations:  Hair standing on end before a lightning strike, 
  the discomfort of wet clothing
  Part 3A: Through the Foxhole
  If your adventuring party successfully navigated the 
  game with Salaster the Fox, the characters are 
  unceremoniously deposited into a puddle on the 
  other side of the Fallen City, within sight of the Fey 
  Path.
  Read the following to your players.
  You lift yourself off the ground, wringing the mud from your 
  clothing.  Looking around, you see a azure blue lake ahead 
  with a small marble shrine gracing the shore’s far 
  side.  Nearby, an amphitheater sit empty, reflecting the 
  moonlight.  Far behind you are the ruined crystal towers of the 
  Fallen City.  The magical power of the Fey Path tugs at your 
  psyche.  You are close to the Court of the Mistress of Tides!
         From a short distance off in the woods, you hear the 
  sound of something large crashing through the 
  trees.  Suddenly, a deformed purple humanoid of gigantic 
  proportions bursts through the tree cover.  It screams in 
  Sylvan before attacking, flanked on either side by humanoid 
  shadows, jingling coming from iron chains loosely binding 
  them.
  Use Map A for this encounter.
  A formorian, along with a darkling elder and four 
  darklings, emerge from the dense fey wood.  The 
  fomorian has the darklings enslaved, wearing cold 
  iron chains that subjugate the minds more than 
  bodies of his fey servants.  A character that can 
  understand Sylvan hears the fomorian command the 
  darklings to bring the party to him alive, as dead 
  slaves are worthless.  A successful DC13 Intelligence 
  (Arcana) check informs a character that removing the 
  chains may free the darklings, but what the darklings 
  may do when released is not certain.
  Releasing a darkling can be completed in one of two 
  ways.  First, a character trained in thieves tools can 
  make a DC15 Dexterity (Thieves Tools) check upon 
  an unconscious or restrained darkling to free them – 
  the darklings are compelled to resist their own 
  freedom.  Alternatively, a casting of the knock spell 
  will free one darkling.
  At that point, any character can convince a darkling to 
  flee with a successful DC10 Charisma (Persuasion or 
  Intimidation) check, or to fight alongside the party 
  with a successful DC20 Charisma (Persuasion or 
  Intimidation) check.  Regardless of Charisma checks, 
  a darkling will retreat to safety if reduced to half hit 
  points, returning only when the fomorian is defeated.
  Treasure.  The fomorian carries a pouch with 200gp 
  in it, as well as two potions of water breathing.  If 
  freed, the darklings will retrieve another 150gp they 
  keep secreted in the area for the party along with a 
  potion of greater healing, in thanks.
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  11
   Very Weak: Remove the darkling elder and two darklings 
  from the fight.  Reduce the fomorian’s hit points by 50.
   Weak: Remove the darkling elder and one darkling from 
  the fight.  Reduce the fomorian’s hit points by 25.
   Strong: Add one darkling elder, one darkling, and one 
  meenlock to the party.  The meenlocks cannot be convinced 
  to aid the party if freed.
   Very Strong: Add two darkling elders, two darklings, and 
  two meenlocks to the party.  The meenlocks will continue 
  to attack the party if freed.
  Part 3B: In the Unbeating Heart of 
  the Fallen City
  If your players lost the game with Salaster but did not 
  behave in a dishonorable manner, read the following 
  to them.
  You slog through a downpour toward the ancient crystal 
  towers of the Fallen City.  In the lightning flashes, you notice 
  the towers aren’t crystal after all but stone unnaturally 
  polished to a reflective luster.  Despite their beauty, it is 
  obvious these crumbling structures haven’t seen repair in 
  quite some time.  The sight fills your heart with a profound 
  sadness.  
         You approach the ruined streets of the Fallen City in 
  silence, the thick rain muffling your footfalls.  Despite the 
  tangible feeling of sorrow, the Fey Path itself seems to compel 
  you forward.  It’s as though the road itself wants you to see 
  something.  Something dark…  You approach a fountain, filled 
  with fetid water, topped with a moss-crested statue of three 
  elven children dancing while holding hands.  You pause 
  momentarily to take in the scene before you, but your 
  attention is torn away in but a moment.
         Ripping through a nearby building, you see a huge, 
  grotesque visage glaring out you from one enlarged, baleful 
  eye.  Its neck is bound in chains, rattling as the giant moves.  It 
  cries out to you in a strange tongue before rearing a club as 
  large as a tree to attack.
  If your players did not treat with Salaster the Fox 
  honorably, read the following instead.
  As the flash of lightning recedes, you struggle to discern your 
  location.  The rain has intensified tenfold, the structures 
  around you are dark silhouettes, the sound is deafening.  
  Before you is a fountain filled with black water, topped with a 
  statue of dancing elven children that seem to sneer in the 
  storm.  Your knees almost buckle, as your mind reels from a 
  psychic assault.  As your ears ring, you believe you make out 
  Salaster’s voice, faint and distant.  “The Feywild doesn’t 
  tolerate cheats and oathbreakers, fools.”
         Ripping through a nearby building, you see a huge, 
  grotesque visage glaring out you from one enlarged, baleful 
  eye.  Its neck is bound in chains, rattling as the giant moves. 
  Holding the chain is a woman wearing diaphanous silk robes, 
  wielding a staff topped with a spider motif.  She offers a wry 
  grin to you, as if to say your folly is her gain.  She shakes the 
  chain, and the giant swings a club the size of a tree, screaming 
  in both pain and joy.
  Use Map B for this encounter.
  The characters are attacked by a fomorian, along 
  with its drow elite warrior handler (who has the 
  ability to cast Misty Step once per rest).  Replace the 
  drow elite warrior with a drow priestess of Lolth if 
  the characters did not treat with Salaster and Caprios 
  honorably.  The handler cries in Sylvan to take the 
  characters alive as slaves.  The drow prefers to attack 
  casters and other ranged combatants from a distance, 
  attempting to hide between attacks.  If the characters 
  encounter the priestess, she will attempt to summon 
  a yochlol on the first turn, with a 30% chance of 
  success (you may wish to waive this ability if it makes 
  the encounter overwhelming).
  If taken alive, the Fomorian is gripped by insanity and 
  can offer no helpful information.  The drow is named 
  Xek-Durrin, and she will admit under torture 
  (requiring a successful DC 18 Charisma [Intimidation] 
  check) to being part of an expeditionary force sent to 
  the Fallen City to look for any remaining magic or 
  valuables that will help them fight the eladrin.  Xek-
  Durrin will offer no additional information, instead 
  offering insults and threats until silenced. Characters 
  succeeding on a DC 13 Intelligence (History) check 
  know the eladrin are a race of elves native to the 
  Feywild.  Elves automatically succeed on this check.
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove the drow elite warrior/drow priestess 
  of Lolth.  Add a drow.  Reduce the hit points of the 
  fomorian by 50.
   Weak: Reduce the hit points of the drow elite warrior/drow 
  priestess by 20.  Reduce the hit points of the fomorian by 
  25.
   Strong: Add two giant spiders and two drow.
   Very Strong: Add two giant spiders and a drow mage.
  Treasure.  The drow carries combined gold worth 
  300gp.  In addition, she carries a potion of greater 
  healing and two potions of water breathing.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  12
  Part 4: Death of a 
  Peace
  Estimated Time: 1 hour 30 minutes
  Psychic Exhaustion Save DC: 10 (very weak or weak 
         parties), 12 (average parties), 14 (strong or 
         very strong parties)
  Oh, then, I see Queen Mab hath been with you.
  She is the fairies' midwife, and she comes
  In shape no bigger than an agate stone
  On the forefinger of an alderman,
  Drawn with a team of little atomi
  Over men’s noses as they lie asleep.
  Her wagon spokes made of long spinners' legs,
  The cover of the wings of grasshoppers,
  Her traces of the smallest spider’s web,
  Her collars of the moonshine’s watery beams,
  Her whip of cricket’s bone, the lash of film,
  Her wagoner a small gray-coated gnat,
  Not half so big as a round little worm
  Pricked from the lazy finger of a maid.
  —William Shakespeare, Romeo and Juliet
  Describing the Scene
  Talking about what characters sense in their area can aid in 
  immersion.  Feel free to add these descriptions to help build 
  the mood of this part.  The rain is now behaving bizarrely, 
  switching direction between falling down, and falling up.  
  Ranged weapon attacks have their effective ranges capped at 
  short range, and ranged weapon attacks are made at 
  disadvantage, due to strong winds.
   Sights:  Occasional flashes of lightning, thick rain that falls 
  both down and up, or levitates in place.  The environmental 
  conditions give disadvantage on any Wisdom (Perception) 
  checks involving sight, and visual range is limited to 60 feet.  
  Being under the Mistress of Tide’s tent provides reprieve 
  from this effect, until it is swept away by the waves (during 
  combat in round 2 of Part 4).
   Sounds:  Peels of thunder, the sound of intense rain.  The 
  environmental conditions give disadvantage on any Wisdom 
  (Perception) checks involving hearing.  Without magical 
  augmentation, sound does not travel beyond 30 feet.  
   Smells:  Damp humidity outside the tent, the scent of sweet 
  flours and sea air under the tent
   Sensations:  A heady feeling like being slightly inebriated 
  while in the presence of the Mistress of Tides, intuition 
  going nuts
  Read the following to the characters, who finally 
  reach the shrine on the shore of the sea.
  Weary from the recent attack and difficult travel, soaked 
  through your clothes to the skin, you finally approach the 
  marble shrine by the side of a lake.  The sight gives you great 
  hope.  It is a marble structure, unroofed and with walls sparse 
  and crumbling, indescribably ancient and covered with 
  patches of moss.  Flush with the lake is a giant stone annulus-
  shaped arch, offering a magnificent view of the water.  At high 
  tide as it is now, water pours through the arch into a retaining 
  pool, upon which stands a lone figure hard to make out due to 
  worsening weather.  
         The rain which was already intense is now supernaturally 
  strong.  The water falls in sheets, and at times, it ceases to fall 
  altogether.  Instead, the water levitates in the air, or even falls 
  back into the sky.  You wonder if this is an effect of the wind, 
  or something else entirely. In anticipation of the storm, there 
  is a red and white striped canopy hung in the tree cover above 
  the marble ruins.
         You descend a cliffside using natural stone stairs. As you 
  approach the tent, you see before you fey creatures of all 
  types.  Humble boggans, gossipy sprites, capricious pixies, 
  dryads and more sit on simple wood benches, sheltered from 
  the rain and facing an ageless elven woman who stands upon 
  the waters of the tidal pool.  Clad seemingly in nothing but 
  tangible moonlight and bearing a gnarled staff of driftwood, 
  she gazes upon you.  You get the uncomfortable sensation she 
  sees directly into your minds as her glare passes over you.  She 
  radiates a palpable arcane energy that feels like static upon 
  your skin.  You believe her to be the recipient of Jeny’s letter.
         The elven woman is not alone.  She is flanked by an 
  advisor, a woman with vaguely piscine features who you 
  almost don’t notice as the elf dominates your 
  attention.  Flanking the women on both sides are a pair of 
  guards, bedecked in red and white.
         As you reach the pavilion tent, all eyes turn from the 
  Mistress of Tides to you, and guards near the light-clad elf 
  disappear in a waft of green, glittery smoke.  A moment later, 
  the elven guards appear next to you with spears pointed.  A 
  soft voice, reminiscent of the gentle ebb and flow of waves, 
  whispers in your mind.  ‘What brings you to intrude upon my 
  court, Sons and Daughters?’ The enchantress leans her head 
  to the side in an animalistic manner, awaiting your response.
  The elven woman is the Mistress of Tides. When 
  gazing upon the Mistress of Tides, all characters not 
  immune to emotional manipulation gain inspiration.
  The Mistress of Tides, like all other fey gathered at 
  the conclave, will be aware of Jeny’s geas if the 
  characters accepted it.  Characters under the effects 
  
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  CCC-DES-01-02
  13
  of Jeny’s geas mentioning they were sent to deliver a 
  letter from her are allowed admittance with no roll.
  It is far more difficult for characters to gain 
  admittance without the geas.  Those characters must 
  pass two tests.  First, they must submit to sprites, 
  who will discern their alignment using their Heart 
  Sight ability.  The party must contain a majority of 
  good and neutral characters to enter.  Secondly, a 
  party spokesperson must succeed in a DC15 Charisma 
  (Persuasion or Deception) check to convince the 
  guards to allow admittance.  Spokespeople with an 
  evil alignment will have disadvantage on this skill 
  check.  Attempts to use intimidation will 
  automatically fail in this situation.
  If evil characters make up half or more of the party, or 
  if the spokesperson fails the Charisma (Persuasion or 
  Deception) check, the Mistress of Tides will not admit 
  the adventurers to her pavilion.  If the letter is 
  mentioned, she will accept it and graciously thank the 
  adventurers before demanding they leave.  Quit 
  running this section and proceed to Part 4A for the 
  final fight.
  Jeny’s Missive
  Up until now, the adventurers likely have no idea what is 
  contained in the letter Jeny entrusted to them.  You can share 
  Appendix C, or simply read the following.  The letter is written 
  in an ancient dialect of Sylvan, so only characters fluent in the 
  language (or capable of magically deciphering the writing) can 
  understand it.
  “Dearest Turnip Blossom,
  Personally, I like being on the other side of the Shimmering 
  Veil from you.  It feels a lot less pretentious over here, and I 
  am left about to my own devices without noisome Seelie 
  getting in my business.  I even took a wonderful jaunt to the 
  Shadowfell recently, and I have extracted more than a few 
  secrets and great power from the experience.  I even rebuilt 
  the old coven with a new face, Ixusasa Terrorsong.  I think 
  you’d positively despise her, and that gives me joy.
  But even estranged sisters like us have to see each other at 
  the holidays. Sadly, this is no equinox, so I can’t deliver the 
  letter myself on pain of death by cold iron.  Hence, this letter 
  delivered by these gathered idiots.  Forgive them, they don’t 
  know how dumb they are.  Like sheep, but without much 
  utility. 
  But I have come across news that jeopardizes the peace we 
  have established for the fey in our region, and I can’t have 
  that.  We have an arrangement that serves us well.  I wish to 
  protect it.
  It turns out there is a plot at your own court to kill you.  I 
  know, hard to believe, right?  I mean, who would want to 
  harm one flawless flaxen hair on your perfectly coifed head?  
  I’m guessing the traitor is somebody really close, although I 
  couldn’t extract the name of the would-be assassins, or the 
  motive.  I did extract from the informant’s marrow the plot is 
  to be hatched following the full moon conclave you run at the 
  second high tide every month.  That should be tonight.  I’ve 
  long warned you against your predictability, but I know.  Blah 
  blah predictability of the tides blah.
  I’d advise you to use caution.  The peace we have is a difficult 
  one, but it has served all of us for millennia.
  With much love, sister.
  Jeny Verathil
  If the party gains admission, the party will be given 
  the opportunity to present the missive to the Mistress 
  of Tides.  After reading the letter, she looks up coldly 
  at the adventurers, followed by a glance at her 
  advisor.  It takes a successful DC25 Wisdom (Insight) 
  check to discern that she is shocked by the allegation 
  contained within.
  The Mistress of Tides will share the core content of 
  the letter with the gathered crowd using normal 
  speech, who as a whole let out a collective gasp and 
  begin muttering among themselves.  At this point, the 
  Mistress of Tides will ask her advisor Selithiss, a 
  nereid, how an assassin could have infiltrated her 
  court.
  Selithiss will immediate begin besmirching the 
  integrity of Jeny and the couriers.  At this point, the 
  party spokesperson must engage in “social combat” 
  with the nereid.  Selithiss will make a series of 
  opposed Charisma (Deception) checks with a +5 
  bonus against the Charisma (Deception, Intimidation, 
  or Persuasion) checks of the spokesperson.  A 
  spokesperson discerned by the sprites to be of evil 
  alignment roll with disadvantage on these checks.  
  This is as much a roleplaying challenge as a skill 
  challenge.  The spokesperson should give examples of 
  what they are saying, with the DM choosing what skill 
  is most appropriate and awarding advantage if the 
  player is doing a good job.  In return, the DM should 
  labor to insult the adventurers in the most painful of 
  terms, and have fun with the moment.
  The first to three successes wins the war of words.  If 
  the characters fail, the Mistress of Tides will not 
  believe the adventurers, and you should proceed to 
  Part 4A.  If the spokesperson succeeds, you should 
  proceed immediately to Part 4B.
  
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  14
  Part 4A: The Characters Leave the 
  Conclave
  So the characters deliver the letter (yay!), but they 
  can’t actually get an audience with the Mistress of 
  Tides (boo!).  That’s okay, because their delivery of 
  the letter wasn’t unnoticed.  The assassins were at the 
  conclave, and their plan was foiled, for now.  They 
  want revenge.
  Ask your players what town they would like to head 
  to end the adventure, and then read the following.
  You leave the site of the conclave, having delivered the missive 
  early.  After trying to discern your approximate location, you 
  set the most likely course for (insert party destination here).
         The next hour of travel goes by without difficulty, but no 
  sooner than you feel the magics of the ritual start to fade, you 
  are ambushed!
  Use Map A for this encounter.
  Characters are ambushed by a fey war party, who use 
  magic to sneak up on the party.  Characters without a 
  passive Wisdom (Perception) of 15 are surprised 
  during the first round of combat.  Characters able to 
  sense conjuration magics or with the appropriate 
  feats are not surprised.
  The fey war party consists of an eladrin blackguard, 
  eladrin bard, 6 cooshee,  2 eladrin archers, a redcap, 
  and a quickling.  The blackguard will take his first 
  turn first shouting in elven that, “Selithiss sends her 
  regards on your recently successful quest,” then 
  commanding his cooshee pack to attack.  The cooshee 
  will harry front-line combatants in numbers of 2 or 3.  
  The archers and quickling will harry spellcasters and 
  ranged combatants from the beginning.  On turn two, 
  the blackguard will enter combat with the most 
  physically powerful character, while the recap will 
  target whichever character is at the lowest number of 
  hit points with cruel focus.  
  This is not an easy fight – it isn’t meant to be.  The 
  assassins are pulling out all their stops to send a 
  message to Jeny Greenteeth, and that message is her 
  meddling is unwelcome and a similar fate will befall 
  her.
  A Realization
  Players remembering Jeny’s explanation of why she can’t 
  deliver the missive herself might piece together that these 
  fairies in both potential final encounters are Seelie and 
  Unseelie, and thus they should not be working together.  That 
  is true, and it foreshadows future events in this series.
  Fortunately, Jeny’s ritual has almost run its course.  
  The players only need to survive 6 rounds before the 
  fey hunting party disappears entirely.  
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove the archers, the cooshee, and the 
  redcap.
   Weak: Remove one archer, two cooshee, and the redcap.
   Strong: Add one redcap and one quickling.
   Very Strong: Replace the bard with an eladrin enchanter. 
  Add a redcap and a quickling.
  Treasure.  If the party can dispatch the enemies in 
  that time, they find the blackguard and archers are 
  wearing hunting trophies,   a total of 500 gp worth of 
  silver and emerald jewelry.  In addition, the bard is 
  wielding a gnarled driftwood staff, a staff of 
  healing.Any characters that make it out alive receive 
  the “Hunted by Selithiss” story award.
  Part 4B: The Trap is Sprung Early
  Selithiss’s ruse has been exposed, and she springs a 
  trap earlier than intended.  Fortunately for the 
  Mistress of Tides, the adventurers are there to assist 
  her.  Read the following to your players.
  Frustration written across her face, Selithiss screams.  “I don’t 
  know how that withered crone gained knowledge of this, but 
  it is too late now for our inept ruler – and for you interlopers 
  too.  The time has come for this pointless war to 
  end.  Attack!”  At her beckoning, the area shifts.  The ever-
  present rain shifts in direction, as water begins falling up into 
  the sky and geysers begin to explode in your midst.  With a 
  wave of her hand, the royal guards dessicate into husks, falling 
  lifelessly on the ground.  The gathered fey shriek and run in all 
  directions.  Some cast off cloaks, and with the cloaks, magical 
  visages offered by them.  Creatures with iron teeth and caps 
  dyed red as blood sneer at you before attacking.”
  Use Map C for this encounter.
  At the beginning of Round One, two water 
  elementals emerge from the water to attack the 
  Mistress of Tides.  One elemental will engulf Selithiss 
  (a nereid) herself, providing a few mechanical 
  benefits (see the sidebar), but they will attack the 
  
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  CCC-DES-01-02
  15
  Mistress of Tides mercilessly.  She will use her magics 
  as best she can to defend herself, but she proves an 
  ineffective attacker.  Selithiss and her elementals will 
  continue to attack the Mistress of Tides until 
  adventurers step in to defend her.  Seven redcaps 
  will rush to harry the characters and prevent their 
  intrusion into Selithiss’s treachery, but these redcaps 
  are only a momentary distraction with fates as dire as 
  that for the adventurers.  Characters with a passive 
  Wisdom (Perception) of 13 noticed a large wave on 
  the horizon, barreling toward the shore at high 
  velocity.
  On Round Two, the waters of the Lake of Dreams 
  recede, and 30 feet of prior water terrain becomes 
  muddy ground, treated as difficult terrain.  
  Additionally, a sea hag will emerge from the waves, 
  exerting control over the water elementals she 
  summoned.  All characters regardless of their passive 
  Wisdom (Perception) scores notice the wave, ready to 
  crash over them.
  On Round Three, the waves crash over the 
  adventurers.  The shrine is utterly destroyed.  All 
  characters without a swim speed must make a DC 15 
  saving throw or take 3d6 (11) points of bludgeoning 
  damage and be pushed back 20 feet.  A successful 
  save halves the damage and only pushes characters 
  back 5 feet.  Additionally, the characters are attacked 
  by Selithiss’s pet, a hunter shark.  At this time, all 
  redcaps are pushed entirely away out of combat and 
  likely drown, but unfortunately, other foes remain 
  unaffected by it.
  Adjusting this Encounter
  The following recommendations are for DM’s to alter the 
  difficulty of the encounter based on party strength, as detailed 
  in the adventure introduction.
   Very Weak: Remove three redcaps and a water elemental.
   Weak: Remove a water elemental.
   Strong: Replace the hunter shark with a giant shark.
   Very Strong: Remove a water elemental.  Add two sea 
  hags, and make them a coven.  See the “Coven” sidebar 
  under sea hags in Appendix B for more information.
  Until the conclusion of the battle, combat is 
  considered to be underwater.  The characters begin 
  Round Three under 30’ of water, which effectively 
  engulfs the entire combat map.  See the sidebar for 
  this combat for rules on underwater combat.  
  Additionally, characters who surface and have a 
  passive Wisdom (Perception) score of 15 or more see 
  a massive, vaguely humanoid shape on the horizon.  It 
  is nothing more than a silhouette at this distance in 
  the storm, but it seems almost… elemental in form.
  Special Rules for Encounter 4B
  There are special rules for running this encounter that DM’s 
  may have to reference frequently.
   Selithiss in the Water Elemental.  Selithiss will take 
  advantage of the protection offered by the water 
  elemental.  You will want to study the sidebar under the 
  “nereid” stat block for more details on this.
   Fighting Underwater.  On Round Three, the battlefield is 
  considered to be under 30’ of water.  While 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, 
  shortsword, 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.
   Surviving Underwater.  Movement through water requires 
  an extra foot of movement for every foot moved.  In 
  addition, characters without water breathing or another 
  similar ability must hold their breath.  A creature can hold 
  its breath for a number of minutes equal to 1 + its 
  Constitution modifier (minimum of 30 seconds).  When a 
  creature runs out of breath, it can survive for a number of 
  rounds equal to its Constitution modifier (minimum 1 
  round).  At the start of its next turn, it drops to 0 hit points 
  and is dying.  A character without water breathing or 
  another similar ability cannot provide the verbal 
  components of spells unless surfaced.
  This is not an easy fight – it isn’t meant to be.  The 
  assassins are pulling out all their stops to eliminate 
  the Mistress of Tides.  Selithiss believes this to be her 
  only opportunity, and she will act out of that sense of 
  desperation.  However, Selithiss isn’t foolish and will 
  once the tide of battle has turned against her.  She will 
  vacate her water elemental (if still engulfed) and flee 
  into the Lake of Dreams, swimming away using her 
  Aquatic Invisibility feature.
  Treasure.  If it isn’t destroyed, Selithiss is wearing an 
  unusual pendant – a brass medal clutching a stylized 
  eye, adorning the side of a cauldron.  It is actually a 
  hag’s eye (see the “Sea Hag Coven” sidebar in 
  Appendix B), which the hags have used to spy on the 
  Seelie Court. It may make an interesting trinket.
  
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  CCC-DES-01-02
  16
  Conclusion
  Estimated Time: 10 minutes
  I believe that imagination is stronger than knowledge. 
  That myth is more potent than history. That dreams 
  are more potent than facts. That hope always triumphs 
  over experience. That laughter is the only cure for grief. 
  And I believe that love is stronger than death.
  —Robert Fulghum
  This adventure can conclude in one of four ways.  
  First, the adventurers could have delivered the 
  missive to the Mistress of Tides and helped defend 
  her from Selithiss’s assassination attempt.  Second, 
  the characters could have assisted the Mistress of 
  Tides in the attack, but she falls to the onslaught.  
  Third, the adventurers could have delivered the 
  missive to the conclave but are turned away, and thus 
  are ambushed while walking back to civilization.  
  Finally, the characters could have not delivered the 
  letter at all.  Please choose the appropriate 
  denouement for your players, from those below.
  The Party Defends the Mistress of Tides
  If the adventurers helped defend the Mistress of Tides, 
  please read the following to your players.
  After defeating Selithiss, the Mistress of Tides faces you in the 
  rubble remaining of her shrine.  She looks at you, touching 
  your mind with hers, and projects emotions of hope and 
  gratitude.  ‘And so it ends, Sons and Daughters.  You have 
  saved me.  Selithiss has been my trusted ally for an age, and I 
  do not know why she has turned on me.  I am saddened, but 
  perhaps this bodes well for the future of my court.  I will not 
  forget the help you extended this day.
         The Mistress of Tides reaches to the ground, lifting up a 
  piece of driftwood.  In her hand, it grows and extended into a 
  gnarled quarterstaff.  ‘Here, please take these.’ She hands over 
  the quarterstaff, then removes her turquoise diadem and 
  places it in your hands.  ‘May these provide you succor and 
  relief in any difficult times ahead.’  She kisses any of you that 
  are willing on the forehead.  Moments later, the world dims, 
  the air loses its fragrance, sounds mute.  You realize that 
  Jeny’s ritual has ended.
         You return to the nearest town, which you discover to be 
  Elventree.  From there, you travel to Hillsfar, and charter a 
  boat to Phlan to receive your reward from Brickcrystal, Jeny’s 
  svirfneblin agent in Phlan.  You have plenty of time to think 
  about your adventures.  You have stopped the flooding along 
  the Stojanow, and saved the Mistress of Tides while preserving 
  the ancient peace treaty between the Seelie and Unseelie fey.  
  Yet, there are more questions.  Why did Selithiss, a Seelie fey, 
  turn against her leader?  Why was she working with the 
  Unseelie fey?  You can’t help but think you caught a glimpse 
  into a far larger game being played – and this one, even 
  Salaster the Fox would find hard to figure out. 
  Treasure.  The characters are given the Driftwood 
  Staff, a staff of healing, as well as a diadem worth 
  500gp.  Finally, all characters that accepted the 
  Mistress of Tides’ kiss receives the story award “Love 
  Stronger than Death.”  Brickcrystal also rewards the 
  players with 1000gp in fine elven jewelry, as Jeny 
  promised.
  The Mistress of Tides Falls
  If the adventurers couldn’t save the Mistress of Tides, 
  please read the following to your players.
  A male eladrin of indeterminate years faces all of you, adorned 
  in what appears to be official garb of the Seelie Court, sadness 
  on his face.  You fought valiantly to save the Mistress of Tides, 
  but in the end, your effort was all for naught.  “And so this 
  chapter ends, Sons and Daughters.  You lended your aid, but 
  the enemy arrayed too many forces against us.  Selithiss has 
  been trusted by the court for an age, and I do not know why 
  she has turned on it.  We are all saddened by our loss, but we 
  will not fall into despair.  We also will not forget the help you 
  extended this day.”
         The courtier hands over a long piece of driftwood, 
  fashioned into a crude walking stick.  “This belonged to the 
  Mistress of Tides.  She would want you to have it.  May these 
  provide you succor and relief in any difficult times ahead.”  He 
  salutes you all with a wave of his hand.  Moments later, the 
  world dims, the air loses its fragrance, sounds mute.  You 
  realize that Jeny’s ritual has ended.
  
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         You return to the nearest town, which you discover to be 
  Elventree.  From there, you travel to Hillsfar, and charter a 
  boat to Phlan to receive your reward from Brickcrystal, Jeny’s 
  svirfneblin agent in Phlan.  You have plenty of time to think 
  about your adventures.  You have stopped the flooding along 
  the Stojanow, and saved the Mistress of Tides while preserving 
  the ancient peace treaty between the Seelie and Unseelie fey.  
  Yet, there are more questions.  Why did Selithiss, a Seelie fey, 
  turn against her leader?  Why was she working with the 
  Unseelie fey?  You can’t help but think you caught a glimpse 
  into a far larger game being played – and this one, even 
  Salaster the Fox would find hard to figure out.
  Treasure.  The characters are given the Driftwood 
  Staff, a staff of healing.  Brickcrystal also rewards the 
  players with 1000gp in fine elven jewelry, as Jeny 
  promised.
  The Party Delivers the Letter, and Is 
  Ambushed by the Fey Hunting Party
  If the adventurers delivered the missive but were 
  turned away, yet survived the ambush, read the 
  following to the players.
  Mere moments later, the world dims, the air loses its 
  fragrance, sounds mute.  You realize that Jeny’s ritual has 
  ended.
         You return to the nearest town, which you discover to be 
  Elventree.  From there, you travel to Hillsfar, and charter a 
  boat to Phlan to receive your reward from Brickcrystal, Jeny’s 
  svirfneblin agent in Phlan.  You have plenty of time to think 
  about your adventures.  You discover delivering the missive 
  was enough to stop the flooding along the Stojanow.  Yet, 
  there are more questions.  Who is Selithiss?  Why did she seek 
  to kill the Mistress of Tides?  And why were you attacked by 
  Seelie eladrin working with Unseelie redcaps?  You can’t help 
  but think you caught a glimpse into a far larger game being 
  played – and this one, even Salaster the Fox would find hard to 
  figure out. 
  Treasure.  Brickcrystal gives the party 1000gp in fine 
  elven jewelry, as Jeny promised.
  The Party Doesn’t Deliver the Letter
  If the adventurers didn’t deliver the missive, first deal 
  50 psychic damage to each player, and then read the 
  following to the players.
  Mere moments later, the world dims, the air loses its 
  fragrance, sounds mute.  You realize that Jeny’s ritual has 
  ended.
         You return to the nearest town, which you discover to be 
  Elventree.  From there, you travel to Hillsfar, and charter a 
  boat to Phlan.  You didn’t deliver the letter, so no reward 
  awaits you there.  You have plenty of time to think about your 
  adventures.  Flooding continues along the Stojanow, with no 
  apparent cause.  Also, there are more questions.  Who is 
  Selithiss?  And why were you attacked by Seelie eladrin 
  working with Unseelie redcaps?  You can’t help but think you 
  caught a glimpse into a far larger game being played – and this 
  one, even Salaster the Fox would find hard to figure out. 
  Treasure.  Brickcrystal gives the party 1000gp in fine 
  elven jewelry, as Jeny promised.
  All the world's a stage, and all the men and women 
  merely players; They have their exits and their 
  entrances, and one man in his time plays many parts,
  —William Shakespeare, As You Like It
  
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  CCC-DES-01-02
  18
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets.  Give your name and DCI 
  number (if applicable) so players can record who ran 
  the session.
  Experience (Min/Max XP: 
  4,500/6,000
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat.  For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe
  XP Per Foe
  Fomorian
  3900
  Darkling Elder
  450
  Darkling
  100
  Meenlock
  450
  Drow Elite Warrior
  1800
  Drow Priestess of Lolth
  3900
  Yochlol
  5900
  Drow
  50
  Giant Spider
  200
  Drow Mage
  2900
  Blackguard
  3900
  Bard
  450
  Cooshee
  50
  Archer
  700
  Redcap
  700
  Quickling
  200
  Water Elemental
  1800
  Nereid
  450
  Sea Hag (not in coven)
  450
  Sea Hag (in coven)
  1100
  Hunter Shark
  450
  Giant Shark
  1800
  Non-Combat Awards
  Act Completed
  XP Gained
  Beat Salaster at Dragonchess
  200 each
  Gaining entrance to the conclave
  100 each
  Beating Selithiss in skill challenge
  200 each
  Treasure
  The characters receive the following treasure, divided 
  up amongst the party as evenly as possible.  Gold 
  piece values listed for sellable gear are calculated at 
  their selling price, not their purchase price.
  Treasure Awards
  Item Name
  GP Value
  Wager Won
  Up to 50gp/player
  Wager Lost
  Up to -50gp/player
  Fomorian Pouch
  200gp
  Freeing the Darklings
  150gp
  Drow gold
  350gp
  Eladrin hunting badges
  500gp
  Mistress’s diadem
  500gp
  Jeny’s jewelry
  1000gp
         Consumable magic items should be divided up 
  however the group sees fit.  If more than one 
  character is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
         Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Potion of Greater Healing
  Potion, Uncommon
  You regain 4d4+4 hit points when you drink this 
  potion.  This potion appears to be a purple, heady 
  liquer.
  Potion of Water Breathing
  Potion, Uncommon
  You can breathe underwater for 1 hour after drinking 
  this potion.  Its cloudy green fluid smells of the sea 
  and has a jellyfish-like bubble floating in it.
  Driftwood Staff (Staff of Healing)
  Staff, rare (requires attunement by a bard, cleric, or 
  druid)
  This staff has 10 charges.  While holding it, you can 
  use an action to expend 1 or more of its charges to 
  cast one of the following spells from it, using your 
  spell save DC and spellcasting ability modifier: cure 
  wounds (1 charge per spell level, up to 4th), lesser 
  restoration (2 charges), or mass cure wounds (5 
  charges).
         The staff regains 1d6+4 expended charges daily at 
  dawn.  If you expend the last charge, roll a d20.  On a 
  1, the staff vanishes in a flash of light, lost forever.
         Finally, this item floats on water and other liquids.  
  Its bearer has advantage on Strength (Athletic) 
  checks to swim.
  Story Awards
  During this adventure, the characters may earn the 
  following story awards:
         Jeny Owes Me a Tiny Favor. You have served Jeny 
  well, and she will not forget. Fey of the Unseelie Court 
  may view you more favorably as a result. This story 
  award may have an effect in future D8 Summit 
  modules.
  
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  CCC-DES-01-02
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         A Sanity Questioned.  In your dreams, you still 
  revisit the Feywild, as if a part of your essence 
  remained when you were ripped away from it.  This 
  split-soul state may make you less resistant to the 
  magic of the fey.  This story award may have an effect 
  in future D8 Summit modules.
         This story award can be removed with either a 
  visit to the Feywild in any subsequent adventure 
  (reunifying the soul), or with a wish spell.  
         Hunted by Selithiss.  You have attracted the 
  attention of Selithiss, as well as those whom she 
  works for.  This negative attention won’t be good. 
  This story award may have an effect in future D8 
  Summit modules.
         Love Stronger than Death.  You have received 
  the Mistress of Tides’ kiss, which has magical 
  properties fueled by the Feywild itself.  Fey of the 
  Seelie Court may view you more favorably as a result. 
  This story award may have an effect in future D8 
  Summit modules.
  Player Rewards
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide (ALDMG).
  DM Rewards
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG).
  
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  CCC-DES-01-02
  20
  Appendix A: 
  Dramatis Personae
  The following NPC’s are featured prominently in this 
  adventure.
         Brickcrystal.  Brickcrystal is a svirnneblin 
  trickster of some power.  He has recently taken up a 
  contract for more magical power from Jeny 
  Greenteeth, trading his services as “eyes, ears, and 
  hands” in Phlan when she can’t or won’t openly travel 
  there. Brickcrystal will often deliver missions in the 
  form of a child, as he did during CCC-DES-01-01 
  “Finding the Rabbit Hole.”
         Caprios the Satyr.  Caprios is the brother of 
  Blassios, a satyr featured prominently in Season 5 
  adventures.  A penchant for drunkenness and mirth 
  runs in the family, but Caprios lacks the good sense of 
  his brother.  Caprios is rarely seen without the 
  company of his friend, the intelligent fox Salaster.
         Jeny Greenteeth.  Jeny is an ancient Unseelie hag 
  who resides on the Material Plane in the Quivering 
  Forest northeast of Phlan.  As revealed in DDAL1-8 
  “Tales Trees Tell,” she was a signatory in the pact that 
  provided Phlan fey protection, on the condition no 
  outsiders enter the Quivering Forest.  This pact was 
  broken by a member of the Cult of the Dragon, and 
  adventurers were unable to renegotiate it – leading to 
  the conquest of Phlan by the dragon Vorgansharax, 
  the Maimed Virulence.  Jeny Greenteeth continues to 
  play an important role in events around Phlan, 
  including the recent absorption (and subsequent 
  expulsion) of the Quivering Forest into Barovia, 
  Strahd’s domain on the Shadowfell (see the events of 
  D&D Adventurers League Season 4 for more 
  information).  Jeny Greenteeth has gained much 
  power from her time there, as Barovia favored her 
  very much.  Ixusasa Terrorsong helped her complete 
  a coven, and many magical secrets were uncovered.  
  Currently, Jeny Greenteeth fears an act that could 
  break the pact between Seelie and Unseelie fey, a pact 
  that Jeny favors because it prevents intrusion.  The 
  events of this module uncover not only Jeny’s true 
  name from long ago (Jeny Verathil), but also hint at a 
  history where she was an eladrin, and sister to the 
  Mistress of Tides.
         Mistress of Tides, the.  The Mistress of Tides 
  (true name yet unrevealed) is an ancient eladrin (elf 
  from the Feywild), and the sister and enemy of Jeny 
  Greenteeth, hag of the Quivering Forest.  Her fey 
  faction, the Seelie, are in an ancient power-sharing 
  agreement with an opposing faction, the Unseelie.  
  The Mistress of Tides holds leadership during the 
  warm months between solstices, while an 
  undisclosed individual holds power during the cold 
  months.  The Mistress of Tides is the target of an 
  assassination plot by her advisor, Selithiss.  If saved, 
  she could be a powerful ally.
         Salaster.  Salaster is an intelligent fox, logical and 
  matter-of-fact in his dealings, and a good friend of 
  Caprios the satyr.  Intelligent animals, while very rare 
  on the Material Plane, are found pretty much 
  everywhere in the Feywild.  Salaster is of all things a 
  brilliant mind, particularly for games.  He gained a 
  magical boon when he bluffed a devil at Three Dragon 
  Ante, and now he has incredible luck in all games.  
  Due to the terms of the deal, Salaster can choose to 
  share this luck with those he finds worthy – and those 
  are very few.  Good luck getting him to reveal the 
  name of who granted him the boon though – Salaster 
  fears if he says the name, the devil could come and 
  collect what he feels he is due for years of good 
  fortune.
         Selithiss.  Selithiss is a Seelie nereid.  She is 
  deeply involved in an assassination plot of her liege, 
  the Mistress of Tides.  Her benefactor in this plot is 
  yet unrevealed, but he has vastly increased her power 
  over the sea and offers her powerful water creatures 
  to use during the attempted coup.  Selithiss’s 
  motivation isn’t obvious to most, but her mantle has 
  been stolen by foul agents, and a nereid will do 
  whatever it takes to keep it safe – even acts otherwise 
  reprehensible to it.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  21
  Appendix B: 
  Monsters and 
  NPC’s
  Archer
  Medium humanoid (ony race), ony alignment
  Armor Class 16 (studded leather)
  Hit Points 75 (10d8+30)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
  Skills. Acrobatics +6, Perception +5
  Senses. Passive Perception 15
  Languages. Any one language (usually Common)
  Challenge. 3 (700 XP)
  Archer's Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow.
  Actions
  Multiattack. The archer makes two attacks with its 
  longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range l 
  50/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Elf Variant: Eladrin
  Eladrin are a rare subrace of elf, native to the Feywild.  They 
  are infused with the magics found there, and embody 
  preternatural beauty along with a highly capricious nature.  At 
  times, an eladrin can be wonderfully benevolent or terrifyingly 
  cruel, often within a moment of each other.  Treat eladrin in 
  this adventure as having the following properties.
   Darkvision out to 60’.
   The ability to cast misty step 1/rest.
   Advantage on saving throws against charm effects.
   Immune to magical sleep.
  Bard
  Medium humanoid (any race); any alignment
  Armor Class 15 (chain shirt)
  Hit Points 44 (8d8+8)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
  Saving Throws. Dex +4, Wis +3
  Skills. Acrobatics +4, Perception +5, Performance +6
  Senses. Passive Perception 15
  Languages. Any two languages
  Challenge. 2 (450 XP)
  Spellcasting. The bard is a 4th-level spellcaster.  Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks).  It has the following bard spells 
  prepared:
  Cantrips (at will): friends, mage hand, vicious mockery
  1st Level (4 slots): charm person, healing word, heroism, 
  sleep, thunderwave
  2nd Level (3 slots): invisibility, shatter
  Song of Rest. The bard can perform a song while taking 
  a short rest.  Any ally who hears the song regains an 
  extra 1d6 hit points if it spends any Hit Dice to regain hit 
  points at the end of that rest.  The bard can confer this 
  benefit on itself as well.
  Taunt (2/Day). The bard can use a bonus action on its 
  turn to target one creature within 30’ of it.  If the target 
  can hear the bard, the target must succeed on a DC 12 
  Charisma saving throw or have disadvantage on ability 
  checks, attack rolls, and saving throws until the start of 
  the bard’s next turn.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach S ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  .
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  22
  Blackguard
  Medium humanoid (any race), any non-good alignment
  Armor Class 18 (plate)
  Hit Points 153 (18d8 + 72)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+3)
  Saving Throws. Wis +5, Cha +5
  Skills. Athletics +7, Deception +5, Intimidation +5
  Senses. Passive Perception 12
  Languages. Any one language (usually Common)
  Challenge. 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level spellcaster.  
  Its spellcasting ability is Charisma (spell save DC 13, +5 
  to hit with spell attacks). It has the following paladin 
  spells prepared:
  1st level (4 slots): command, protection from evil and 
  good, thunderous smite
  2nd level (3 slots): branding smite, find steed
  3rd level (2 slots): blinding smite, dispel magic
  Actions
  Multiattack. The blackguard makes three attacks with 
  its glaive or its shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long Rest). 
  The blackguard exudes magical menace. Each enemy 
  within 30 feet of the blackguard must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If a frightened target ends its turn more than 30 feet 
  away from the blackguard, the target can repeat the 
  saving throw, ending the effect on itself on a success.
  Elf Variant: Eladrin
  Eladrin are a rare subrace of elf, native to the Feywild.  They 
  are infused with the magics found there, and embody 
  preternatural beauty along with a highly capricious nature.  At 
  times, an eladrin can be wonderfully benevolent or terrifyingly 
  cruel, often within a moment of each other.  Treat eladrin in 
  this adventure as having the following properties.
   Darkvision out to 60’.
   The ability to cast misty step 1/rest.
   Advantage on saving throws against charm effects.
   Immune to magical sleep.
  Cooshee (Mastiff Variant)
  Medium beast, unaligned
  Armor Class 12
  Hit Points 5 (1d8+1)
  Speed 40’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2) 12 (+1) 3 (-4)
  12 (+1) 7 (-2)
  Skills. Perception +3
  Senses. Passive Perception 13
  Languages. ---
  Challenge. 1/8 (25 XP)
  Keen Hearing and Smell.  The cooshee has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one 
  target. Hit: 4 (1d6+1) piercing damage. If the target is a 
  creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone.
  Mastiff Variant: Cooshee
  Most recently encountered in DDAL4-6 “The Ghost,” cooshee 
  are often called “elven hounds.”  These huge, long-lived dogs 
  are often found in the company of elves.  A cooshee has a 
  greenish pelt, mottled with brown patches.
  A fearsome opponent (especially in numbers), cooshees 
  possess a tremendously loud bard and powerful jaws.  It is said 
  a single cooshee is worth five orcs in the thick of battle.
  A cooshee, besides its long life, is treated exactly as a 
  mastiff.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  23
  Darkling
  Small fey, chaotic neutral
  Armor Class 14 (leather armor)
  Hit Points 13 (3d6 + 3)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
  Skills. Acrobatics +5, Deception +2, Perception +5, 
  Stealth +7
  Senses. Blindsight 30 ft., darkvision 120 ft., passive 
  Perception 15
  Languages. Elvish, Sylvan
  Challenge 1/2 (100 XP)
  Death Flash. When the darkling dies, nonmagical light 
  flashes out from it in a 10-foot radius as its body and 
  possessions, other than metal or magic objects, burn to 
  ash. Any creature in that area and able to see the bright 
  light must succeed on a DC 10 Constitution saving throw 
  or be blinded until the end of the creature's next turn.
  Light Sensitivity. While in bright light, the darkling has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (ld4 + 3) 
  piercing damage. If the darkling has advantage on the 
  attack roll, the attack deals an extra 7 (2d6) piercing 
  damage.
  Darkling Elder
  Medium fey, chaotic neutral
  Armor Class 15 (studded leather armor)
  Hit Points 27 (5d8 + 5)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
  Skills. Acrobatics +5, Deception +3, Perception +6, 
  Stealth +7
  Senses. Blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16
  Languages. Elvish, Sylvan
  Challenge 2 (450 XP)
  Death Burn. When the darkling elder dies, magical light 
  flashes out from it in a 10-foot radius as its body and 
  possessions, other than metal or magic objects, burn to 
  ash. Any creature in that area must make a DC 11 
  Constitution saving throw. On a failure, the creature 
  takes 7 (2d6) radiant damage and, if the creature can 
  see the light, is blinded until the end of its next turn. If 
  the saving throw is successful, the creature takes half 
  the damage and isn't blinded.
  Actions
  Multiattack. The darkling elder makes two melee 
  attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (ld6 + 3) piercing damage. If the 
  darkling elder had advantage on the attack roll, the 
  attack deals an extra 10 (3d6) piercing damage.
  Darkness (Recharges after a Short or Long Rest). The 
  darkling elder casts darkness without any components. 
  Wisdom is its spellcasting ability.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  24
  Drow
  Medium humanoid (elf), neutral evil
  Armor Class 15 (chain shirt)
  Hit Points 13 (3d8)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
  Skills. Perception +2, Stealth +4
  Senses. Darkvision 120ft ., passive Perception 12
  Languages. Elvish, Undercommon
  Challenge 1/4 (50 XP)
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can't put the 
  drow to sleep.
  Innate Spellcasting. The drow's spellcasting ability is 
  Charisma (spell save DC 11). It can innately cast the 
  following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness,faerie fire
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (ld6 + 2) piercing damage.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1 d6 + 2) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature takes 
  an action to shake it awake.
  Drow Elite Warrior
  Medium humanoid (elf), neutral evil
  Armor Class 18 {studded leather, shield)
  Hit Points 71 (11d8 + 22)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)
  Saving Throws. Dex +7, Con +5, Wis +4
  Skills. Perception +4, Stealth +10 
  Senses. Darkvision 120ft., passive Perception 14
  Challenge 5 (1 ,800 XP)
  Fey Ancestry. The drow has advantage on saving 
  throws against being charmed, and magic can't put the 
  drow to sleep.
  Innate Spellcasting. The drow's spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the 
  following spells, requiring no material components:
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only)
  Sunlight Sensitivity. While in sunlight, the drow has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The drow makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 
  10ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 
  10 (3d6) poison damage.
  Hand Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 30/120 ft ., one target. Hit: 7 (1d6 + 4) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  wakes up if it takes damage or if another creature takes 
  an action to shake it awake.
  Reactions
  Parry. The drow adds 3 to its AC against one melee 
  attack that would hit it. To do so, the drow must see the 
  attacker and be wielding a melee weapon.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  25
  Drow Mage
  Medium humanoid (elf), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 45 (10d8)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
  Skills. Arcana +6, Deception +5, Perception +4, Stealth 
  +5
  Senses. Darkvision 120ft., passive Perception 14
  Languages. Elvish, Undercommon
  Challenge 7 (2,900 XP)
  Fey Ancestry. The drow has advantage on saving throws 
  against being charmed, and magic can't put the drow to 
  sleep.
  Innate Spellcasting. The drow's innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately cast 
  the following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness ,faerie fire, levitate (self only)
  Spellcasting. The drow is a 10th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The drow has the following 
  wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, poison 
  spray, ray of frost
  1st level (4 slots): mage armor, magic missile, shield, 
  witch bolt
  2nd level (3 slots): alter self, misty step, web
  3rd level (3 slots): fly, lightning bolt
  4th level (3 slots): Evard's black tentacles, greater 
  invisibility
  5th level (2 slots): cloudkill
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft ., one
  target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8- 1) 
  bludgeoning damage if used with two hands, plus 3 
  (1d6) poison damage.
  Summon Demon (1/Day). The drow magically summons 
  a quasit, or attempts to summon a shadow demon with 
  a 50 percent chance of success. The summoned demon 
  appears in an unoccupied space within 60 feet of its 
  summoner, acts as an ally of its summoner, and can't 
  summon other demons. It remains for 10 minutes, until 
  it or its summoner dies, or until the summoner 
  dismisses it as an action.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  26
  Drow Priestess of Lolth
  Medium humanoid (elf), neutral evil
  Armor Class 16 (scale mail)
  Hit Points 71 (13d8+13)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1) 13 (+1) 17 (+3) 18 (+4)
  Saving Throws. Con +4, Wis +6, Cha +7
  Skills. Insight +6, Perception +6, Religion +4, Stealth +5
  Senses. Darkvision 120 ft, passive Perception 16
  Languages. Elvish, Undercommon
  Challenge 8 (3,900 XP)
  Fey Ancestry. The drow has advantage on saving throws 
  against being charmed, and magic can't put the drow to 
  sleep.
  Innate Spellcasting. The drow's innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately cast 
  the following spells, requiring no material components:
  At will: dancing lights
  1/day each: darkness ,faerie fire, levitate (self only)
  Spellcasting. The drow is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). The drow has the following cleric 
  spells prepared:
  Cantrips (at will): guidance, poison spray, resistance, 
  spare the dying, thaumaturgy
  1st level (4 slots): animal friendship, cure wounds, 
  detect poison and disease, ray of sickness
  2nd level (3 slots): lesser restoration, protection from 
  poison, web
  3rd level (3 slots): conjure animals (2 giant spiders), 
  dispel magic
  4th level (3 slots): divination, freedom of movement
  5th level (2 slots): insect plague, mass cure wounds
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Multiattack. The drow makes two scourge attacks.
  Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft, 
  one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) 
  poison damage.
  Summon Demon (1/day). The drow attempts to 
  magically summon a yochlol with a 30 percent change of 
  success. If the attempt fails, the drow takes 5 (1d10) 
  psychic damage. Otherwise, the summoned demon 
  appears in an unoccupied space within 60 feet of its 
  summoner, acts as an ally of its summoner, and can’t 
  summon other demons. It remains for 10 minutes, until 
  it or its summoner dies, or until its summoner dismisses 
  it as an action.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  27
  Enchanter
  Medium humanoid (any race); any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws. Int +6, Wis +4
  Skills. Arcana +6, History +6
  Senses. Passive Perception 11
  Languages. Any four languages
  Challenge 5 (1,800 XP)
  Spellcasting. The enchanter is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks}. The enchanter has the following 
  wizard spells prepared:
  Cantrips (at will): friends, mage hand, mending, 
  message
  1st level (4 slots): charm person,* mage armor, magic 
  missile
  2nd level (3 slots): hold person,* invisibility, suggestion*
  3rd level (3 slots}: fireball, haste, tongues
  4th level (3 slots): dominate beast,* stoneskin
  5th level (2 slots): hold monster*
  *Enchantment spell of 1st level or higher
  Actions
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 -1) bludgeoning damage, or 3 
  (1d8-1) bludgeoning damage if used with two hands.
  Reactions
  lnstinctive Charm (Recharges after the Enchanter Casts 
  an Enchantment Spell of 1st Level or Higher). The 
  enchanter tries to magically divert an attack made 
  against it, provided that the attacker is within 30 feet of 
  it and visible to it. The enchanter must decide to do so 
  before the attack hits or misses. The attacker must 
  make a DC 14 Wisdom saving throw. On a failed save, 
  the attacker targets the creature closest to it, other
  than the enchanter or itself. If multiple creatures are 
  closest, the attacker chooses which one to target.
  Elf Variant: Eladrin
  Eladrin are a rare subrace of elf, native to the Feywild.  They 
  are infused with the magics found there, and embody 
  preternatural beauty along with a highly capricious nature.  At 
  times, an eladrin can be wonderfully benevolent or terrifyingly 
  cruel, often within a moment of each other.  Treat eladrin in 
  this adventure as having the following properties.
   Darkvision out to 60’.
   The ability to cast misty step 1/rest.
   Advantage on saving throws against charm effects.
   Immune to magical sleep
  The Mistress of Tides
  The Mistress of Tides is a powerful and ancient eladrin 
  enchantress.  As a result of her centuries of learning (as well as 
  no small number of arcane bargains with fey lords), she 
  possesses a number of unique properties, mentioned below.
   The Mistress of Tides breathes water as well as air.
   The Mistress of Tides has a swim speed equal to her walking 
  speed, and she has the ability to walk on water (as per the 
  spell water walk).
   Legendary Actions.  The Mistress of Tides 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 Mistress of Tides 
  regains spent legendary actions at the start of its turn.
  * Shield.  The Mistress of Tides casts shield.
  * Healing Word.  The Mistress of Tides casts healing 
  word as if she had used a 1st level spell slot.
  * Timelessness.  The Mistress of Tides regains 10 hit 
  points, or cures one condition as if she received the 
  effects of a greater restoration spell.
  * Alter Memories (Costs 2 Actions).  The Mistress of 
  Tides can make a creature unaware of her magical 
  influence on it, as the 14th level Wizard (School of 
  Enchantment) ability.  See the Player’s Handbook p. 
  117 for this ability’s description.
  She also has access to lair actions, but she is unable to use 
  them due to the destruction of her shrine during the 
  encounter.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  28
  Fomorian
  Huge giant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 149 (13d12 + 65)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 10 (+0) 20 (+5) 9 (-1)
  14 (+2) 6 (-2)
  Skills. Perception +8, Stealth +3
  Senses. Darkvision 120ft., passive Perception 18
  Languages. Giant, Undercommon
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The fomorian attacks twice with its 
  greatclub or makes one greatclub attack and uses Evil 
  Eye once.
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Evil Eye. The fomorian magically forces a creature it can 
  see within 60 feet of it to make a DC 14 Charisma saving 
  throw. The creature takes 27 (6d8) psychic damage on a 
  failed save, or half as much damage on a successful one.
  Curse of the Evil Eye (Recharges after a Short or Long 
  Rest). With a stare, the fomorian uses Evil Eye, but on a 
  failed save, the creature is also cursed with magical 
  deformities. While deformed, the creature has its speed 
  halved and has disadvantage on ability checks, saving 
  throws, and attacks based on Strength or Dexterity.
  The transformed creature can repeat the saving throw 
  whenever it finishes a long rest, ending the effect on a 
  success.
  Giant Shark
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 126 (11d12 +55)
  Speed 0’, swim 50’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 11 (+0) 21 (+5) 1 (-5)
  10 (+0) 5 (-3)
  Skills. Perception +3
  Senses. Blindsight 60ft., passive Perception 13
  Languages. ---
  Challenge 5 (1 ,800 XP)
  Blood Frenzy. The shark has advantage on melee attack 
  rolls against any creature that doesn't have all its hit 
  points.
  Water Breathing. The shark can breathe only 
  underwater.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  29
  Giant Spider
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 30’, climb 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 16 (+3) 12 (+1) 2 (-4)
  11 (+0) 4 (-3)
  Skills. Stealth +7
  Senses. Blindsight 10ft., darkvision 60ft., passive 
  Perception 10
  Languages. ---
  Challenge 1 (200 XP)
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in 
  contact with the same web.
  Web Walker. The spider ignores movement restrictions 
  caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage, and the 
  target must make a DC 11 Constitution saving throw, 
  taking 9 (2d8) poison damage on a failed save, or half as 
  much damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned in this way.
  Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, 
  range 30f60 ft., one creature. Hit: The target is 
  restrained by webbing. As an action, the restrained 
  target can make a DC 12 Strength check, bursting the 
  webbing on a success. The webbing can also be attacked 
  and destroyed (AC 10; hp 5; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic damage).
  Hunter Shark
  Large beast, unaligned
  Armor Class 12 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 0’, swim 40’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 15 (+2) 1 (-5)
  10 (+0) 4 (-3)
  Skills. Perception +2
  Senses. Blindsight 30ft., passive Perception 12
  Languages. ---
  Challenge 2 (450 XP)
  Blood Frenzy. The shark has advantage on melee attack 
  rolls against any creature that doesn't have all its hit 
  points.
  Water Breathing. The shark can breathe only 
  underwater.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  
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  Meenlock
  Small fey, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 31 (7d6 + 7)
  Speed 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (+X)
  15 (+X) 12 (+X) 11 (+X) 10 (+X) 8 (+X)
  Skills. Perception +4, Stealth +6, Survival +2
  Condition Immunities. Frightened
  Senses. Darkvision 120 ft., passive Perception 14
  Languages. Telepathy 120 ft.
  Challenge 2 (450 XP)
  Fear Aura. Any beast or humanoid that starts its turn 
  within 10 feet of the meenlock must succeed on a DC 11 
  Wisdom saving throw or be frightened until the start of 
  the creature's next turn.
  Light Sensitivity. While in bright light, the meenlock has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Shadow Teleport (Recharge 5-6). As a bonus action, the 
  meenlock can teleport to an unoccupied space within 30 
  feet of it, provided that both the space it's teleporting 
  from and its destination are in dim light or darkness. The 
  destination need not be within line of sight.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 {2d4 + 2) slashing damage, and the target 
  must succeed on a DC 11 Constitution saving throw or 
  be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Nereid
  Medium fey, any chaotic alignment
  Armor Class 13
  Hit Points 44 (8d8+8)
  Speed 30’, swim 60’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3)
  Skills. Acrobatics +5, Nature +3, Stealth +5, Survival +4
  Senses. Darkvision 60 ft., passive Perception 12
  Languages. Aquan, Common, Elvish, Sylvan
  Challenge 2 (450 XP)
  Amphibious. The nereid can breathe air and water.
  Aquatic Invisibility. If immersed in water, the nereid can 
  make itself invisible as a bonus action. It remains 
  invisible until it leaves the water, ends the invisibility as 
  a bonus action, or dies.
  Mantle Dependent. The nereid wears a mantle of silky 
  cloth the color of sea foam, which holds the creature’s 
  spirit.  The mantle has an AC and hit points equal to the 
  nereid, but the garment can’t be directly harmed while 
  the nereid wears it.  If the mantle is destroyed, the 
  nereid becomes poisoned and dies within 1 hour. A 
  nereid is willing to do anything do anything in its power 
  to recover the mantle if it is stolen, including serving the 
  thief.
  Shape Water. The nereid can cast control water at will, 
  requiring no components. Its spellcasting ability for it is 
  Charisma. This use of the spell has a range of 30 feet 
  and can affect a cube of water no larger than 30 feet on 
  a side.
  Speak with Animals. The nereid can comprehend and 
  verbally communicate with beasts.
  Actions
  Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, 
  reach 5 ft. or range 30 ft., one target. Hit: 16 (2d12+3) 
  acid damage, and the target is blinded until the start of 
  the nereid’s next turn.
  Drowning Kiss (Recharge 5-6). The nereid touches one 
  creature it can see within 5 feet of it. The target must 
  succeed on a DC 13 Constitution saving throw or take 22 
  (3d12+3) acid damage. On a failure, it also runs out of 
  breath and can’t speak for 1 minute. At the end of each 
  of its turns, it can repeat the save, ending the effect on 
  itself on a success.
  
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  Water Lash. The nereid causes a 5-foot cube of water 
  within 60 feet of it to take a shape of its choice and 
  strike one target it can see within 5 feet of that water. 
  The target must make a DC 13 Strength saving throw. 
  On a failed save, it takes 17 (4d6+3) bludgeoning 
  damage, and if it is a Large or smaller creature, it is 
  pushed up to 15 feet in a straight line or is knocked 
  prone (nereid’s choice). On a successful save, the target 
  takes half as much damage and isn’t pushed or knocked 
  prone.
  The Invincible Nereid in her Power Armor
  Selithiss the nereid has been gifted with allies, including a 
  coven of sea hags as well as some water elementals.  Using her 
  natural ability to breathe water, she has improvised a combat 
  maneuver that will give her increased durability in combat, at 
  the expense of her own movement.  Selithiss will actually 
  enter the water elemental.  Use the rules given for mounts if 
  she does so.
  While thus engulfed in the form of the water elemental, 
  Selithiss takes advantage of the protection offered by it.  She is 
  effectively shielded from melee and ranged attacks, as attacks 
  against her must target the water elemental.  There are two 
  exceptions.  Non-damaging effects that only require sight work 
  normally.  Also, attacks that deal lightning damage will 
  damage both the water elemental and Selithiss.  Selithiss only 
  takes half damage from such attacks, and may make saving 
  throws as normal.  
  While riding in the water elemental, it is treated as if the water 
  elemental is an uncontrolled mount.  This means that Selithiss 
  cannot control her own movement, and defeating the water 
  elemental effectively “dismounts” her.  If dismounted, Selithiss 
  isn’t likely to remain in combat, instead fleeing into the safety 
  of the water.
  Quickling
  Tiny fey, chaotic evil
  Armor Class 16
  Hit Points 10 (3d4 + 3)
  Speed 120’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)
  Skills. Acrobatics +8, Sleight of Hand +8, Stealth +8, 
  Perception +5
  Senses. Darkvision 60 ft., passive Perception 15
  Languages. Common, Sylvan
  Challenge 1 (200 XP)
  Blurred Movement. Attack rolls against the quickling 
  have disadvantage unless the quickling is incapacitated 
  or restrained.
  Evasion. If the quickling is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, it instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails.
  Actions
  Multiattack. The quickling makes three dagger attacks.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) 
  piercing damage.
  
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  CCC-DES-01-02
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  Redcap
  Small fey, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 45 (6d6 + 24)
  Speed 25’
  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.
  Actions
  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.
  lronbound Pursuit. The redcap moves up to its speed to 
  a creature it can see and kicks 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.
  .
  Sea Hag
  Medium fey, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30’, swim 40’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
  Senses. Darkvision 60ft., passive Perception 11
  Languages. Aquan, Common, Giant
  Challenge 2 (450 XP)
  Amphibious. The hag can breathe air and water.
  Horrific Appearance. Any humanoid that starts its turn 
  within 30 feet of the hag and can see the hag's true 
  form must make 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 
  creature's saving throw is successful or the effect ends 
  for it, the creature is immune to the hag's Horrific 
  Appearance for the next 24 hours. Unless the target is 
  surprised or the revelation of the hag's true form is 
  sudden, the target can avert its eyes and avoid making 
  the initial saving throw. Until the start of its next turn, a 
  creature that averts its eyes has disadvantage on attack 
  rolls against the hag.
  Actions
  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 within 30 feet of her. If the target can see 
  the hag, it must succeed on a DC 11 Wisdom saving 
  throw 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 effect 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 no claws, but someone touching her hand might 
  feel the claws. 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.
  
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  CCC-DES-01-02
  33
  Sea Hag Covens
  When hags must work together, they form covens, in spite of 
  their selfish nature.  A coven is made up of hags of any type, all 
  of whom are equals within the group.  However, each of the 
  hags continues to desire personal power.  While in a coven, 
  sea hags have a challenge rating of 4 (1,100 XP), and have the 
  following abilities.
   Shared Spellcasting.  While all three members of a hage 
  coven are within 30’ of one another, they can each cast the 
  following spells from the wizard’s spell list but must share 
  the spell slots among themselves:
  1st level (4 slots): identify, ray of sickness
  2nd level (3 slots): hold person, locate object
  3rd level (3 slots): bestow curse, counterspell, lightning bolt
  4th level (3 slots): phantasmal killer, polymorph
  5th level (2 slots): contact other plane, scrying
  6th level (1 slot): eyebite
  For casting these spells, each hag is a 12th-level spellcaster 
  that uses Intelligence as her spellcasting ability.  The spell 
  save DC is 13, and the spell attack bonus is +5.
   Hag Eye.  A hag coven can craft a magic item called a hag 
  eye, which is made from a real eye coated in varnish and 
  often fitted to a pendant or other wearable item.  The hag 
  eye is usually entrusted to a minion for safekeeping and 
  transport.  A hag in the coven can take an action to see 
  what the hag eye sees if the hag eye is on the same plane of 
  existence.  A hag eye has AC 10, 1 hit point, and darkvision 
  with a radius of 60’.  If it is destroyed, each coven member 
  takes 3d10 psychic damage and is blinded for 24 hours.
         A hag coven can have only one hag eye at a time, and 
  creating a new one requires all three members of the coven 
  to perform a ritual.  The ritual takes 1 hour, and the hags 
  can’t perform it while blinded.  During the ritual, if the hags 
  take any action other than performing the ritual, they must 
  start over.
         This coven’s hag eye is on a pendant worn by Selithiss.  
  If it is not destroyed, it actually can serve as a common 
  magic item (see adventure description).
  Water Elemental
  Large elemental, neutral
  Armor Class 14 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30’, swim 90’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 18 (+4) 5 (-3)
  10 (+0) 8 (-1)
  Damage Resistances. Acid; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities. Poison
  Condition Immunities. Exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses. Darkvision 60ft., passive Perception 10
  Languages. Aquan
  Challenge 5 (1 ,800 XP)
  Water Form. The elemental can enter a hostile 
  creature's space and stop there. It can move through a 
  space as narrow as 1 inch wide without squeezing.
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of 
  its next turn.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft ., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  Whelm (Recharge 4-6). Each creature in the elemental's 
  space must make a DC 15 Strength saving throw. On a 
  failure, a target takes 13 (2d8 + 4) bludgeoning damage. 
  If it is Large or smaller, it is also grappled (escape DC 14). 
  Until this grapple ends, the target is restrained and 
  unable to breathe unless it can breathe water. If the 
  saving throw is successful, the target is pushed out of 
  the elemental's space. The elemental can grapple one 
  Large creature or up to two Medium or smaller 
  creatures at one time. At the start of each of the 
  elemental's turns, each target grappled by it takes 13 
  (2d8 + 4) bludgeoning damage. A creature within 5 feet 
  of the elemental can pull a creature or object out of it 
  by taking an action to make a DC 14 Strength and 
  succeeding.
  
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  CCC-DES-01-02
  34
  Yochlol
  Medium fiend (demon, shapechanger), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 136 (1 6d8 + 64)
  Speed 30’, climb 30’
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 15 (+2)
  Saving Throws. Dex +6, lnt +5, Wis +6, Cha +6
  Skills. Deception +10, Insight +6
  Damage Resistances. Cold, fire, lightning; bludgeoning, 
  piercing, and slashing from non-magical weapons
  Damage Immunities. Poison
  Condition Immunities. Poisoned
  Senses. Darkvision 120ft., passive Perception 12
  Languages. Abyssal, Elvish, Undercommon
  Challenge 10 (5,900 XP)
  Shapechanger. The yochlol can use its action to 
  polymorph into a form that resembles a female drow or 
  giant spider, or back into its true form. Its statistics are 
  the same in each form. Any equipment it is wearing or 
  carrying isn't transformed. It reverts to its true form if it 
  dies.
  Magic Resistance. The yochlol has advantage on saving 
  throws against spells and other magical effects.
  Spider Climb. The yochlol can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Innate Spellcasting. The yochlol's spellcasting ability is 
  Charisma (spell save DC 14). The yochlol can innately 
  cast the following spells, requiring no material 
  components:
  At will: detect thoughts, web
  1/day: dominate person
  Web Walker. The yochlol ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The yochlol makes two melee attacks.
  Slam (Bite in Spider Form). Melee Weapon Attack: +6 to 
  hit, reach 5 ft. (10ft. in demon form}, one target. Hit: 5 
  (1d6 + 2) bludgeoning (piercing in spider form) damage 
  plus 21 (6d6) poison damage.
  Mist Form. The yochlol transforms into toxic mist or 
  reverts to its true form. Any equipment it is wearing or 
  carrying is also transformed. It reverts to its true form if 
  it dies. While in mist form, the yochlol is incapacitated 
  and can't speak. It has a flying speed of 30 feet, can 
  hover, and can pass through any space that isn't airtight. 
  It has advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to non-
  magical damage. While in mist form, the yochlol can 
  enter a creature's space and stop there. Each time that 
  creature starts its turn with the yochlol in its space, the 
  creature must succeed on a DC 14 Constitution saving 
  throw or be poisoned until the start of its next turn. 
  While poisoned in this way, the target is incapacitated.
  
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  CCC-DES-01-02
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  Appendix C: Jeny’s 
  Letter
  Share the following with the characters, if the letter is eavesdropped from the Mistress of Tides, or if they decide 
  (unwisely) to open the letter before delivery.
  Dearest Turnip Blossom,
  Personally, I like being on the other side of the Shimmering Veil from you.  It feels a lot less 
  pretentious over here, and I am left about to my own devices without noisome Seelie getting 
  in my business.  I even took a wonderful jaunt to the Shadowfell recently, and I have 
  extracted more than a few secrets and great power from the experience.  I even rebuilt the 
  old coven with a new face, Ixusasa Terrorsong.  I think you’d positively despise her, and that 
  gives me joy.
  But even estranged sisters like us have to see each other at the holidays. Sadly, this is no 
  equinox, so I can’t deliver the letter myself on pain of death by cold iron.  Hence, this letter 
  delivered by these gathered idiots.  Forgive them, they don’t know how dumb they are.  Like 
  sheep, but without much utility. 
  But I have come across news that jeopardizes the peace we have established for the fey in our 
  region, and I can’t have that.  We have an arrangement that serves us well.  I wish to protect 
  it.
  It turns out there is a plot at your own court to kill you.  I know, hard to believe, right?  I 
  mean, who would want to harm one flawless flaxen hair on your perfectly coifed head?  I’m 
  guessing the traitor is somebody really close, although I couldn’t extract the name of the 
  would-be assassins, or the motive.  I did extract from the informant’s marrow the plot is to be 
  hatched following the full moon conclave you run at the second high tide every month.  That 
  should be tonight.  I’ve long warned you against your predictability, but I know.  Blah blah 
  predictability of the tides blah.
  I’d advise you to use caution.  The peace we have is a difficult one, but it has served all of us 
  for millennia.
  With much love, sister.
  Jeny Verathil
  
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  CCC-DES-01-02
  36
  Map A: Fey Assault
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
  37
  Map B: The Fallen City
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-DES-01-02
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  Map C: The Fey Court
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/D8 Summit (DES)/CCC-DES-01-02 - A Sanity Never Questioned v1.3.pdf