TEXT:  
   
  To Boldly Go 
  Part 10 of A Song of Fates 
   
  A strange visitor has arrived in Thentia. Both the Council of Mages and Merchants are interested in 
  speaking with him as things in Thentia have been a bit gloom. Once his business is concluded in town he’ll 
  need an escort back home to the … Feywild.  
   
  A 2-Hour Adventure for 5th-10th Level Characters 
   
  John Sedlack 
  Author 
   
  Adventure Code:​ DDAL-CCC-Tarot02-03 
  Optimized For:​ APL 8 
  Version:​ 1.4 
   
   
  Development and Editing:​ Joshua Clark, Blake Jones, Ian Priddy, Todd Smart, Ariel Thomas, Brian Treitler  
  Organized Play:​ Chris Lindsay 
  D&D Adventurers League Wizards Team:​ Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators:​ Lysa Chen, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
  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. 
   
  ©2017 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 
  
   Introduction 
  Welcome to ​Adventure Name​, a ​D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League​™​ organized play system.
   
  The City of Thentia faces food shortages, bandits, 
  storms, and yet another threat that very few are aware 
  of. Items of supposedly great power are 
  hidden throughout the city and many quietly strive 
  to acquire them. 
  This adventure is designed for ​three to seven 
  5th-10th level characters​ and is optimized for ​five 
  characters with an average party level (APL) of 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 
  Party Composition Party 
  Strength 
  3-4 characters, APL less than 
  Very weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
   
  Before Play at the Table 
  Before you start play, consider the following: 
  ● Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. Familiarize yourself with the adventure’s 
  appendices and handouts. 
  ● Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  ● Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  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. 
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  2 
  
  Adventure Primer 
  Events from a Time Past 
  Many an adventurer has heard of the Deck of Many 
  Things, a Deck in which you pulled cards and received 
  either great treasure, or terrible ruin. Few scholars 
  have tales of a special Deck. It is said to be a mix of the 
  original Deck and ancient Vistani magic, and called the 
  Tarot Cards of Fate. Each card is unique in nature, and 
  said to be even more powerful than a traditional Deck, 
  it is long thought Fate had decreed the Cards 
  separated, and each lost to antiquity. 
  With events such as the Spellplague, unleashing arcane 
  chaos and the Blue Fire, loosening the magical shackles 
  and the return of parts of Faerun from the Demiplane 
  of Dread, rumors of Cards promising great power have 
  been emerging throughout the lands.  
  Currently known to a select few greater powers, who 
  have access to great libraries or performed epic rituals 
  of divination, they have become aware of an ancient 
  Prophecy that tell of great power gained by those who 
  have acquired the most Tarot Cards. Quickly, they sent 
  mortal agents spread across the Moonsea and Sword 
  Coast searching for any hints and obscure lore or 
  legend that would reveal the hiding places of the Tarot 
  Cards of Fate, intent on acquiring as many as possible. 
  As more knowledge of the Cards leaks out, a mad race 
  to acquire their power will truly commence. 
  Events in a Time Present 
  Famine. Infection. Unrest. These are words on every 
  citizens tongue. Thentia has not seen such dire times. 
  Half the population lies in the Forbidden Zone while 
  the other starves outside of it. Meanwhile planar magic 
  has seeped into Thar and with it, strange occurrences.  
  The Magician card has awoken and a sense of “can-do” 
  attitude has overcome the city leaders. They plan on 
  holding a Council of Fates to determine the future of 
  Thentia. 
  Some believe the infection needs to be taken care of, 
  while others want to help those who are still healthy. 
  And as the leaders clash, it is the people who suffer.  
   
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with a 
  phonetic pronunciation and one-three sentences describing 
  them. 
  Xanfis (ZAAN-fee). ​Xanfis is an Eladrin emissary and also a 
  Blessed of Corellon. Their mood is ever changing, but is 
  generally good willed toward the adventurers  
  Karasht Silverflame. ​Transmuter Archmage on the Council of 
  Mages. He is sarcastic and short tempered.  
  Widar Patja (VIE-dar Pat-ya). ​Widar has invested quite a bit 
  of gold into solving Thentia’s famine issues. His family has been 
  heres since the early days, and he intends for the Patja name to 
  stick around . 
  Auntie Helena (Hell-en-ah). ​A Night hag who has been using 
  the magic of the Feywild and the spore infection to perform 
  cruel experiments 
  Summer Lilly. ​A farm set up by Widar Patja, to help with the 
  famine in the area 
   
  DM Note on Divination Magic 
  Due to the influence of the revealed Tarot cards, access to 
  divination magic has been obstructed. When cast, the following 
  spells fail and the slot is wasted. 
   
  Detect Evil & Good  
  Identify  
  Augury 
  Clairvoyance 
  Divination 
  Commune 
  Contact Other Plane 
  Scrying  
  Find the Path 
   
  Adventure Overview 
  The adventure is broken down into 5 parts: 
  Part 1.​ Adventurers start of in Thentia and 
  encounter the fortune teller and listen in on the 
  current events of Thentia.  
  Part 2.​ The adventurers sit in on the Council of Fates 
  who ask them to investigate Thar while escorting 
  Xanfis home 
  Part 3a & 3b.​ Adventurers see just how the spore 
  infection and Abyssal and Feywild incursion have 
  impacted Thar. Each section has a separate encounter. 
  You may run both and treat one as a bonus objective. 
  For “The Magician” story award, players receive the 
  state for the path they choose first 
  Part 4. ​Here the planar magic is stronger and the 
  adventurers must navigate a magical maze, before 
  reaching their destination. 
  Part 5.​ At the end of the maze, the adventurers find 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  3 
  
  Auntie Helena performing a cruel experiment on a 
  Treant. 
   
  Adventure Hooks 
  Since the Tarot cards of fate are being revealed one by 
  one, things haven't been the best for Thentia, and as 
  such, there is plenty of work to go around for those 
  looking to make a few extra coin.  
   
  Bodyguards. ​The Council of Mages have asked that 
  you escort an important Emissary back to his home. 
  and protect him along the way.  
   
  Fey Flowers. ​A pocket of Feywild had appeared in 
  Thar outside of Thentia. The Mediciner’s Guild wish for 
  you to investigate and collect a sample of flora and 
  fauna.  
   
  Coincidence?. ​ ​With the recent “disturbances” 
  surrounding Thentia, a pocket of Feywild appearing, 
  can’t be a coincidence. The Selunites ask you to 
  investigate and see if the two are related.  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  4 
  
  Part 1. The Mage Pit 
  Estimated Duration:​ 15 minutes 
  The characters are sheltering themselves from the 
  storm in the local watering hole, where they overhear a 
  bit about the current state of the city 
  General Features 
  Thentia has the following general features.  
  Terrain.​ The City is desolate. 
  Weather.​Heavy rains for the past few days  
  Light.​The Mage pit is lit by sconces of red flickering light from 
  a Continual flame spell. 
  Smells and Sounds.​ Rainfall, hushed chatter.  
  Day five of unrelenting rain, and like most of the citizens of 
  Thentia you find yourself indoors. As thunder roars outside, the 
  rain patters against the roof of The Mage Pit, the local watering 
  hole you have found yourself in. The Mage Pit is famous  for 
  being built in the crater left when Thauguran’s Tower sprouted 
  legs and walked out of the city. Known for being a favorite 
  amongst Thentia arcane citizens, The Mage Pit is also known for 
  having craft brews from across the realm including Sorcerer’s 
  Sweat, Elisande’s Goat, Helles-frog  and many others.  
  You would normally expect a place like this to be packed, 
  however it is sparse. And everytime a patron coughs, a silence 
  quickly spreads amongst the hushed chatter. When 
  conversations resume, you can pick up bits and pieces of 
  conversations, most are talking the infection and the 
  quarantine, a few still discuss the previous election and their 
  dislike of the outcome.  
  An older gentleman approaches your table. “May I take your 
  drink order” 
  The waiter that approaches is ​The Fortune Teller​. 
  Players who have played previous ​TAROT ​series 
  modules may recognize him. If players realize who he 
  is and ask what he’s doing here, he simply replies that 
  with the State of Thentia being what it is, it's a way to 
  make some extra coin.  
  After a few moments the man returns with your drink sets them 
  down with a coaster. You manage a quick glimpse and notice 
  that the coaster is more retangle than square and has an ornate 
  image on it.  
  As you remove your drink the image becomes unobscured, the 
  coaster is a tarot card. You look up and the gentleman has a 
  smile across his face. “Would you like to know what those say 
  about your tomorrow and beyond?” 
  Consult ​Appendix: Tarot Reading ​and have each 
  player roll a d8 to determine the card, Next have them 
  re-roll to determine if their card was dealt upright or 
  inverted. All players receive the ​Touched by Fate 
  Story Award ​if they do not already have it. 
  Players may mingle about the tavern and gain the 
  following information with a ​DC10 Persuasion 
  (charisma) or Perception (wisdom) check​  from the 
  following patrons: 
  ● Fargrim, the dwarven bartender. Prides himself on 
  his brewing ability, especially Elisande’s goat. He’s a 
  waiting on a delivery of hops from ​Widar Patja ​that 
  is a few days behind schedule, and he hasn’t heard 
  from him.  
  ● Arryk, a half-elf pirate. He’s been stuck in Thentia 
  since his ship, ​Deceit of the North, ​ ​sank in 
  Shipbreaker Bay. (he thought he was a capable 
  captain to navigate it). He’s annoyed that the Harbor 
  ward has been quarantined off and he can’t access 
  the crew or resources to build a new ship and set sail 
  out of here.  
  ● Ahkt, tiefling sorcerer. He assumes that the 
  adventurers are hitting on him, and claims that he’s 
  in loving and committed relationship with Grazz’t. He 
  tells the adventurers that Grazz’t would never let the 
  fungus infection get so out of hand.  
  ● Vann, a water genasi, he’s wearing the holy symbol of 
  Talos around his neck. Vann mentions that there is 
  something off about the storms, but doesn’t mind 
  because it pleases Talos.  
  ● Rum, a human male is here because he’s been 
  searching for a magical sword that is rumored to be 
  hidden in Thentia.  At this point he believes the 
  rumors to be a hoax to keep adventurers in the city 
  spending their hard earned money on 
  accommodations and food.  
  ● Brin, a human female, is in town to meet with 
  Kianne Amblecrown ​at the Spiraling Tower 
  tomorrow. Kianne mentioned to Byrnn that an 
  Eladrin will be joining them to discuss the spore 
  infection in area.  
   
  When the party is ready to leave the Mage Pit read the 
  following: 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  5 
  
  As you gather yourselves a loud crack of thunder echoes 
  outside, as a bright flash of light illuminates the interior of The 
  Mage Pit from the windows. A moment later a young man walks 
  in the door. The staff he carries is adorned with the symbol of 
  Savras at the top. A small puddle forms under him as the rain 
  drips off of his cloak.  He lowers his hood as we makes his way 
  towards your group. His face in unusually thin for someone his 
  age. “Hello friends, for those who don’t know me, I am Asham 
  Jahla, apprentice to Head Divinator Kianne Amblecrown. She 
  has sent me to extend an invitation to spectate the council 
  meeting, for she says there will be work to do afterwards. The 
  meeting is at the Spirling Tower at nine bells. Do you accept?” 
  If they PCs accept, Ash pulls out a small piece of copper 
  wire that disappears as he mutters a few arcane words. 
  He is casting ​Sending​ to let​ Kianne ​know that they 
  party has agreed or declined.  
  If the party has questions, Ash can impart the following 
  information.  
  ● If asked about the nature of this meeting, Ash says 
  that the leaders of Thentia are meeting to discuss the 
  spore epidemic and food shortages.  
  ● If asked who specifically would be at the meeting, 
  Ash lets them know that Karasht Silverflame and 
  Kianne Amblecrown are representing the Council of 
  mages, newly elected watchlord Aesir Highcastle, 
  Widar Patja will be there making sure the Merchant’s 
  guild has a voice, Brackon Thistlethorn from the 
  Riders, and Lilli Miggledy from the Mediciner’s guild 
  will be also be in attendance.  Kianne also mentioned 
  a guest from a far away land that will be joining who 
  may have insight on what is going on.  
  ● If asked why he looks emaciated, Ash admits that as 
  punishment for accepting help from a Hag patron, 
  Karasht cut back his rations and given that they were 
  already cut because of the shortages he eats just 
  enough to survive.  
  ● If asked about the hag patron, Ash shamefully admits 
  that he accepted help from Granny Patricia and her 
  sisters, Auntie Helena and Auntie Sue when he first 
  started studying. He now dedicates himself fully to 
  the divination arts without their help.  
  Staff of Savras 
  Savras is the god of divination and fortune telling whose 
  symbol is crystal ball containing many eyes. 
  This staff is adorned with the symbol of Savras which 
  unbeknownst to Ash is a Hag’s eye used to spy on him and the 
  Council. 
  The staff radiates divination magic if subjected to a detect 
  magic spell. If questioned about this, Ash believes it was Kianne 
  since Karasht told her to keep an eye on Ash after the events of 
  TAROT 01-05. 
   
  Once the PCs are done asking questions, Ash takes his 
  leave. PCs are free to brave the storm and explore 
  Thentia or wait it out in the tavern for the night and go 
  to the meeting first thing in the morning.  
  If the PCs elect to stay in at the Mage Pit to ride out the 
  storm the cost is 1gp for a single room or 5sp for a 
  double. If everyone elects for a double and you have an 
  odd party number, the odd person out can randomly 
  bunk with one of the other patrons mentioned earlier. 
  From here you can move onto ​Part 2.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  6 
  
  Part 2. The Council of Fates 
  Estimated Duration:​ 15 minutes 
  The party sits in on the Council of Fates and must 
  choose who to help.  
  As the party lies down to rest, choose one character to 
  be subjected to ​Auntie Helena’s (Night Hag) 
  Nightmare Haunting​ ​and read the following to that 
  player.  
  The rain starts to settle down to a light patter, becoming a 
  soothing rhythm hitting the roof as you drift into a peaceful 
  sleep. However, ​[​Character Name​]​, this sleep is not peaceful for 
  you as it is the other members of your party. You dream of an 
  empty void with rain falling in rhythm to that outside, the 
  droplets hit your flesh gently when suddenly the drops falling 
  form into skulls being pelted at you. As you look up you see the 
  moon turning into the visage of a purple skinned woman. You 
  try running as your feet turn into gnarled roots securing you to 
  the ground.  You slowly become enveloped in bark covered with 
  mushrooms, unable to move, the face comes hurtling at you 
  before turning into a boulder that decimates you into a 
  thousand tiny splinters. You wake up, your bed drenched in 
  sweat, having the worst sleep of your night as you hear the bells 
  of the temple toll eight times.  
  Nightmare Haunting 
  While on the Ethereal Plane, the hag magically touches a 
  sleeping humanoid on the Material Plane. A protection from evil 
  and good spell cast on the target prevents this contact, as does 
  a magic circle. As long as the contact persists, the target has 
  dreadful visions. If these visions last for at least 1 hour, the 
  target gains no benefit from its rest​, and its hit point maximum 
  is reduced by ​5 (1d10)​. If this effect reduces the target's hit 
  point maximum to 0, the target dies, and if the target was evil, 
  its soul is trapped in the hag's soul bag. The reduction to the 
  target's hit point maximum lasts until removed by the​ greater 
  restoration spell ​or similar magic. 
   
  Characters have an hour until the council meeting 
  starts, which should leave them enough time to have 
  breakfast and pull themselves together. If the character 
  who was affected by the ​Nightmare Haunting​ wants to 
  go to the one of the Temples to request spellcasting 
  services they’ll have just enough time to do so and 
  make it to the meeting before the doors are closed, but 
  they’ll have to skip breakfast or get it to go. Otherwise 
  a party member can cast the requisite spell if available.  
  When the party sets out for the council meeting read 
  the following: 
   The rain has let up, as sunshine peeks through the clouds. The 
  streets on the way to the Spirling tower are muddy and filled 
  with puddles. A wayward child splashes in one of those puddles 
  as her mother shouts in disappointment. It's a pleasant day 
  compared to yesterday.  
  You eventually arrive at the Spiraling Tower, which as you enter, 
  realize is larger on the inside. Ash is waiting inside for you and 
  leads you towards the viewing gallery of the council chambers, 
  he then takes a seat next to you. Below you see an ornately 
  carved table which looks similar in shape to that of Thentia. At 
  the head of this table is a Fire Genasi with Silver flames for hair. 
  His place setting reads ‘Karasht Silverflame: Council of Mages’ 
  You see place settings for Brackon Thistlethorn, Kianne 
  Amblecrown, Widar Patja, Lilli Miggledy, and Xanfis. Opposite of 
  Karasht is a place setting for Aesir Highcastle.  
  As they members go around the table introducing themselves, 
  one creature stands out more so than all the others. Xanfis, the 
  Eladrin. After introductions are made, Karasht stands “Many 
  thanks to you all for joining us, especially our esteemed guest 
  Xanfis, who hopefully can share some insight onto what is 
  happening and can help us stop it”  
  Roleplaying Xanfis 
  Xanfis (ZAAN-fee)is a Blessed of Correlon Eladrin. They are 
  beautiful with both masculine and feminine features.. Their 
  emotion (Spring, Summer, Autumn, or Winter) can be whatever 
  you choose.  
       Spring (Green appearance)​ - Filled with joy and mischief, they 
  like to beguile others into feeling Joy 
      ​ Summer (Gold appearance) -​ Filled with anger, they strike 
  with quickness and force 
       ​Autumn (Orange/Red appearance)- ​Filled with goodwill, they 
  try to defuse situations and abhor violence 
       ​Winter (Blue appearance)- ​Filled with sorrow, they are 
  melancholy and bitter 
  Quote:​ ​“I’m here to do what needs to be done” 
  The Council of Fates meeting goes on for about two 
  hours before drawing to an end. With all parties talking 
  back and forth about what the greatest need is.  
  Here’s what the meeting boils down to.  
  ● Karasht believes that the solution to the infection lies 
  at the beginning, where the spores were first 
  detected.  
  ● Widar believes that it doesn’t matter about where it 
  began if they can’t feed those who are healthy. 
  Summer’s Lily farm needs to be protected.  
  ● Kianne believes that both arguments have their 
  merits and that fate should decide their actions. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  7 
  
  ● Aesir wants the infection out of his city and if that 
  means going to the source, than so be it. What good 
  is food if we’re all to be consumed by the spores.  
  ● Lilli needs the farm up and running so that the 
  Medicinier’s Guild can get the herbs they need to 
  treat the infected.  
  ● Brackon needs more men, quarantining the infected 
  and preventing food riots have put a drain on the 
  rider’s resources. They could make do with the man 
  power they have, if one of the two were solved.  
  ● Xanfis remained quiet for most of the meeting, 
  however they chimed up towards the end to let the 
  council know that a demonic influence was detected 
  in their home in the Feywild, and with the pocket 
  that has appeared they believe it may have seeped 
  into the Material Plane.  
   
  As the meeting has drawn to an end, Karasht looks up to the 
  viewing area, to your party.  
  “Adventurers you are the God Pawns, … the Fate Changers. 
  Take Xanfis back to the pocket and go to the swamps where the 
  spores were detected ….” 
  “No to Summer’s Lilly so that you may save our people.” 
  interrupts Widar.  
  Karasht chimes back in “Go to Summer’s Lilly or the source, I do 
  not care. Information you bring us will be valuable regardless. 
  Time is of the essence, choose quickly and be on your way.” 
  The characters must choose which path to take, either 
  to the source of the infection (​Part 3a​) or to Summer’s 
  Lily farm (​Part 3b​) 
   
  The path that the party chooses not to follow, can be 
  run as a bonus objective after the path they choose but 
  before running part 4. Whichever path the party 
  chooses first will award them the corresponding state 
  of the “​The Magician​” story award. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  8 
  
   
  Part 3. To Thar and Beyond 
  Estimated Duration:​ 45 minutes 
  Part 3a. Spore Swamp 
  Characters see first hand how the spores are affecting 
  creature while encountering a servant of Auntie 
  Helena. This section uses​ Map 3a. 
  General Features 
  The swamp has the following general features: 
  Terrain.​ Murky brown water covers most of the area. Any 
  plots of land are soft and spongy. 
  Weather.​ The air here is hot and humid. It feels like the air is 
  clinging to you 
  Light.​  It is perpetual twilight. Purple skies with lots of stars 
  and a full moon and setting sun provide light. . 
  Smells and Sounds.​ It is pungent. the area smells of mildew, 
  rot, and decay. Insects can be heard buzzing, the occasional frog 
  croak and splash of water echo 
  You travel for what feels like hours over the hills of the 
  moorlands, before you lies an expansive swamp seemingly out 
  of nowhere. Behind you is a sprawling forest with no sign of the 
  hills you just traversed. You quickly spot an area with small land 
  masses that you feel may be easier to traverse than the wide 
  expanse of murky brown water that seems to extend forever. 
  Hidden in the water is ​(2) Spore infected Giant 
  Crocodiles and a Banderhobb. ​While fully submerged 
  the creatures are considered to have ​three-quarters 
  cover granting them a +5 bonus to their AC and 
  Dexterity saving throws ​. Once the characters start 
  making their way into the water the creatures sense 
  them and are looking for a meal. Characters that have a 
  passive perception of 15 or higher​ are not surprised. See 
  the sidebar about Spore Infection.  
  Development 
  The giant crocodiles are looking for a meal. Once they 
  get an adventurer in their jaws they tried to swim away 
  so they eat in peace. The Banderhobb is out for blood, 
  and will not stop until all the adventurers are dead or it 
  dies trying. See the sidebar about Banderhobbs for 
  more information.  
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak: ​Replace the ​giant crocodiles ​with three ​Spore 
  infected​ ​giant constrictor snakes 
  ● Weak: ​Remove one ​giant crocodile 
  ● Strong: ​Add a ​Spore Infected giant constrictor snake 
  ● Very Strong: ​Add a​ Banderhobb 
  Treasure 
  Gutting the crocodiles requires a successful DC 13 
  Survival (wisdom) check. In doing so they find gold 
  teeth from a half digested adventurer worth 50gp and 
  five undigested  pieces of Jasper covered in bile and 
  mold worth 50gp each. 
  Spore Infection 
  Spore infection is largely caused by continued exposure to 
  spores. A one time bite or inhalation is unlikely to cause it to 
  spread. The creatures in the swamp have been surrounded by 
  spore for a time and are  covered in fungus as the spores have 
  begun to take over their host. 
   
  Creatures afflicted by spores ​gain Blindsight​ out to 60ft and 
  when the creature is struck by an attack that deals slashing or 
  piercing damage, spores fill the air, heavily obscuring a 5 ft. 
  radius around the creature 
   
   
  Banderhobbs 
  In the earliest days of the world, a coven of night hags devised a 
  ritual that led to the creation of the first banderhobb. A hag that 
  knows the ritual might be willing to teach it for the right price. 
  Some other dark fey and powerful fiends also know of the 
  process, as do a few mortal mages.  Despite its size, a 
  banderhobb makes little noise, moving as silently as the 
  shadows that infuse it. A banderhobb isn’t capable of speech, 
  but it can understand orders given to it by its creator and 
  communicates with nearby banderhobbs in a psychic manner.  
  During its brief existence, a banderhobb attempts to carry out 
  the bidding of the one who birthed it. It accomplishes its 
  mission with no concern for the harm it suffers or creates. Its 
  only desire is to serve and succeed.A banderhobb fulfills its 
  duties until its existence ends. When it expires, usually several 
  days after its birth, it leaves behind only tarry goo and wisps of 
  shadow. 
   
  DM NOTE: ​The banderhobb here was summoned by Auntie 
  Helena, the night hag who spied on the adventurers through the 
  hag’s eye concealed in Ash’s staff of Savras. It’s goal is to stop 
  the adventurers so that Auntie Helena can perform a more 
  powerful ritual.  
  Development 
  If the characters search the area the find a tree and a 
  small patch of discolored grass on the other side. with a 
  DC 15 Survival (wisdom) check. If they decided to dig 
  at the base of the tree and discolored grass they find 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  9 
  
  the remains a humanoid skeleton with its heart ripped 
  out.  
  Development 
  After the fight, the adventurers should continue to ​Part 
  4.​ The party may move onto ​Part 3b​ as a bonus 
  objective if they choose. They may feel like a rest, but 
  Xanfis urges them to hurry along, for they do not know 
  how much longer this rift will be open. There will be a 
  chance for a short rest in Part 4. If your party took a 
  beating, you may want to guide them to that spot.  
  XP Award 
  If the characters find the skeleton, then award each 
  player 50xp.  
  Story Award 
  If the players chose this route first award them ​The 
  Magician (Inverted)​ Story award. This story award is 
  unavailable if they choose Summer’s Lily Farm first. 
  Part 3b. Summer’s Lily Farm 
  Here the characters encounter a bunch of Redcaps who 
  fulfilled Auntie Helena’s vendetta against the farm. 
  This section uses​ Map 3b 
  General Features 
  The farm has the following general features: 
  Terrain.​ The area has well trimmed grass covered in dew and 
  large stacks of hay. 
  Weather.​ The air here is humid and warm. 
  Light.​  It is perpetual twilight. Purple skies with lots of stars 
  and a full moon and setting sun provide light.  
  Smells and Sounds.​ Rotting straw and flesh, eerily silent 
  You travel for what feels like hours over the hills of the 
  moorlands. As you crest the hill, you spot your destination, 
  Summer’s Lilly.  As you approach you notice it is eerily quiet, no 
  sign of any life and upon arriving you see the corpse of some of 
  the farm hands, their blood spilled on the ground. Red 
  mushrooms sprout from these pools. As you come in for a closer 
  look, the moon shines on the mushrooms and they begin to 
  twitch, as a creature that looks like a wizened and undersized 
  gnome with a hunched back and a sinewy frame springs from 
  the earth, while from the hay you hear the clanking of heavy 
  iron boots. 
  Hidden in the hay stacks is ​3 Redcaps, ​while another ​3 
  Redcaps ​sprout from the bloodstained ground.  
  Development 
  The redcaps are out for blood, and will not stop until 
  everyone is slain. See the sidebar about Redcaps for 
  more information.  
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak: ​Remove the three ​Redcaps​ that were hiding 
  ● Weak: ​Remove two ​Redcaps 
  ● Strong: ​Add a ​Redcap 
  ● Very Strong: ​Add two​ Redcaps 
  Treasure 
  Searching the area the characters find 300gp worth of 
  medicinal herbs that Lilli Miggledy would be interested 
  in, with a DC15 Investigation (intelligence) check they 
  find the bloodstained journal of one of the farmhands 
  inside the barn.  
  Journal 
  Taking a quick glance through the journal the 
  characters learn the following:  
  ● About a month ago, an old woman by the name of 
  Helena stopped by the farm looking for work.  
  ● No work was available, so they offered her a bed and 
  hot meal before her travels the next day.  
  ● Most people talked about horrible nightmares the 
  day before.  
  ● Upon her departure she asked them to reconsider as 
  being having her around would be in their best 
  interest, but she was still refused a position. 
  ● The next morning one of the farmhands was found 
  dead in the fields next to sme red mushrooms.  
  ● That night a creature with heavy iron boots started 
  killing everyone.  
  ● The author hid in the barn. 
  ● If you find this please tell Widar that I’m sorry I 
  couldn’t …….  
  The final pages contains a half written entry and is 
  covered in blood. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  10 
  
  Redcaps 
  At first, new redcaps look like tiny bloodstained mushrooms just 
  pushing their caps out of the soil. When moonlight shines on 
  one of these caps, a creature that looks like a wizened and 
  undersized gnome with a hunched back and a sinewy frame 
  springs from the earth. The creature has a pointed leather cap, 
  pants of similar material, heavy iron boots, and a heavy bladed 
  weapon. From the moment it awakens, a redcap desires only 
  murder and carnage, and it sets out to satisfy these cravings. 
   
  Redcaps lack subtlety. They live for direct confrontation and the 
  mayhem of mortal combat. Even if a redcap wanted to be 
  stealthy, its iron boots force it to take ponderous, thunderous 
  steps. When a redcap is near to potential prey, though, it can 
  close the distance quickly and get in a vicious swing of its 
  weapon before the target can react. 
  Redcaps don’t usually operate in groups, but in some 
  circumstances they might be found in the employ of hags and 
  dark mages that know methods to call redcaps out of the 
  Feywild and put them to work as grisly servants. 
   
  DM NOTE: ​Auntie Helena was trying to corner the market on 
  herbs in the region through the use of goblins, but Summer’s 
  Lilly put a hamper on her operation. She summoned the 
  Redcaps to take care of the farmers and ensure that they don’t 
  cause her any disruptions in her supply chain.  
  Development 
  After the fight, the adventurers should continue to ​Part 
  4.​ The party may move onto ​Part 3a​ as a bonus 
  objective if they choose. They may feel like a rest, but 
  Xanfis urges them to hurry along, for they do not know 
  how much longer this rift will be open. There will be a 
  chance for a short rest in Part 4. If your party took a 
  beating, you may want to guide them to that spot.  
  XP Award 
  If the characters find the journal, then award each 
  player 50xp.  
  Story Award 
  If the players chose this route first award them ​The 
  Magician (Upright)​ Story award. This story award is 
  unavailable if they go to the Spore Swamp first.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  11 
  
  Part 4. Which Way to Go 
  Estimated Duration:​ 30 minutes 
  Character’s must navigate a looping maze often finding 
  themselves back where they started. This section uses 
  Map 4 
  General Features 
  The clearing has the following general features: 
  Terrain.​ The the ground is covered in grass unless otherwise 
  noted. Thick trees and brambles form a wall around the clearing 
  50ft into the air. 
  Weather.​ The air cool and brisk. 
  Light.​ It is perpetual twilight. Purple skies with lots of stars 
  and a full moon and setting sun provide light.  
  Smells, Sights and Sounds.​ The area smells of a fresh spring 
  shower. If players try to view the clearing from above all they 
  see is the single clearing and thick forest from horizon to 
  horizon 
  You travel deeper into Thar and before you is an ever expanding 
  forest, behind you the same. Some of you feel like you’ve been 
  traveling for hours while some of you it feels like mere moments 
  have passed by. An everlasting twilight permeates the sky, 
  sneaking in through the thick canopy. You march on and on 
  seemingly in circles before you finally come across a clearing in 
  the forest. This circular clearing has thick walls composed of 
  trees vines and these little flowers that seem to be laughing at 
  you. You notice three exits in addition to the entrance you 
  walked in from.  
  Character’s will be entering in from ​Area 1,​ see ​DM 
  Appendix A: Maze Path. ​Use the Map : “The Clearings” 
  for all of the areas as they are identical in size and 
  shape. If characters go through the wrong exit (marked 
  with an X) they appear back at the entrance for area 1, 
  if they go one at a time describe it as taking hours or 
  moments for them and the opposite for the rest of the 
  party.  
  DM Note 
  It’s very easy for this section to run long, if you’re in a time 
  restricted or convention setting you can skip most of the maze. 
  If characters go to the East they find Area 10, to the West they 
  find Area 9, if they go North, they appear where they entered.  
  If time is not a factor, have fun with it, skip some of the clues 
  and let the characters get lost.  
  Area 1 
  This is where the characters first enter the clearings, as 
  described in the boxed text.. The only way out of this 
  area is by trial and error. 
  Area 2 
  This clearing appears the same as the one you just left the only 
  difference is that there are two logs lying on the ground. 
  A ​DC15 Investigation (Intelligence)​ check finds the 
  following written in Sylvan on the underside of the log: 
  This star leads you home 
  Characters that head North, end up in ​Area 3 
  Area 3 
  Almost instantaneously you find yourself in a clearing littered 
  with small stones.  
  A ​DC10 Investigation (Intelligence) or Perception 
  (Wisdom)​ check finds finds a raven skull with 
  scratches over the eye sockets. If characters get a birds 
  eye view they notice some of the stones form an arrow 
  pointing east. 
  Area 4 
  The ground in this clearing is moist and covered with puddles. 
  Mushrooms sprout from the ground 
  A ​DC15 Nature (Intelligence) or Perception 
  (Wisdom)​ check notices that to the east ​(Area 10) ​is 
  lush green grass while to the north ​(Area 5) ​the grass 
  is dead 
  Area 5 
  A lone tree stands in this clearing. it’s roosts gnarled, it’s bark 
  blackened it has clearly been dead for a time. Etched in Abyssal 
  is the following phrase:  
  From the beginning of eternity,
  To the end of space and time,
  I’m the beginning of the end,
  And forever last in line. 
  The answer is the letter E, guiding the party to head 
  east to ​Area 6 
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  DDAL-CCC-Tarot02-03 To Boldly Go
  12 
  
  Area 6 
  From death springs new life and as you enter this clearing you 
  see seven small saplings growing in a line from north to south. 
  The smallest sapling is directly in front of you and the largest is 
  near the south exit. 
  The saplings are growing in a straight line to where the 
  adventurers need to head next. If the go south, they 
  end up in ​Area 7 
  Area 7 
  A berry bush is all that occupies this clearing.  
  A ​DC15 Nature (Intelligence) ​check reveals that these 
  berries are toxic. Characters who eat a berry must pass 
  a ​DC10 Constitution saving throw​ or be ​poisoned 
  until their next long rest. The DC increases by 1 for 
  each additional berry that they eat.  
  A ​DC15 Survival (Wisdom)​ check reveals that the 
  bush branches are growing north. 
  The correct path to go is South to ​Area 8​, as the bush is 
  growing away from the corruption that is the Night 
  Hag’s.  
  Area 8 
  Here the grass is dead, the soil, dry and cracked. Even the plant 
  life surrounding the clearing appears dead and decaying. Bodies 
  are strewn about the clearing. Upon closer inspection you 
  realize that it is your own corpse you see lying on the ground.  
  A regional effect of Auntie Helena is that Intelligent 
  creatures see hallucinations of dead friends, family 
  members, and even themselves littering the hag’s 
  realm. Characters must make a ​DC14 Wisdom Saving 
  throw or suffer a level of madness. See the Short term 
  madness sidebar for effects.  
  A ​DC15 Perception (Wisdom)​ check notices that the 
  the cracks in the ground spell out the following in 
  Common: 
  As the sun sets, so shall you.  
  Area 9 
  Move onto​ Part 5: Auntie Helena’s Lair 
  Area 10 
  Lush flowers and a pond grace this glade. It is serene, and you 
  feel peaceful and content. Upon closer inspection you see that 
  the pond is shaped like a unicorn’s head. The water is crystal 
  clear.  
  A ​DC15 Religion (Intelligence)​ check  reveals that the 
  unicorn’s head is they symbol of Mielikki (see sidebar). 
  Any adventurer brave enough to drink the pond water 
  or go for a quick swim are granted the benefits of a 
  Short Rest​. The water loses its potency an hour after 
  being removed from the pond. 
  Mielikki 
  Known as Our Lady of the Forest, and the Forest Queen, she is 
  the goddess of the forest and the creatures that live within it. 
   
  She is said to keep watch over good folk in any forest, not 
  matter how dark or cruel. When children are lost in the woods, 
  people beseech Mielikki to protect them until they are found. 
   
   
  Short Term Madness 
  d100
  Effect (lasts 1d10 minutes) 
  01–20
  The character retreats into his or her mind and 
  becomes ​paralyzed. ​The effect ends if the character takes any 
  damage. 
  21–30
  The character becomes​ incapacitated ​and spends the 
  duration screaming, laughing, or weeping. 
  31–40
  The character becomes ​frightened​ and must use his or 
  her action and movement each round to flee from the source of 
  the fear. 
  41–50
  The character begins babbling and is incapable of 
  normal speech or spellcasting. 
  51–60
  The character must use his or her action each round to 
  attack the nearest creature. 
  61–70
  The character experiences vivid hallucinations and has 
  disadvantage on ability checks. 
  71–75
  The character does whatever anyone tells him or her 
  to do that isn’t obviously self-destructive. 
  76–80
  The character experiences an overpowering urge to 
  eat something strange such as dirt, slime, or offal. 
  81–90
  The character is ​stunned. 
  91–100
  The character falls ​unconscious. 
   
   
   
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
  13 
  
  Part 5. Auntie Helena’s Lair 
  Estimated Duration:​ 20 minutes 
  This section also uses ​Map 4 
  Twilight overhead, you enter what you hope is the end of this 
  maze. Before you stands a giant tree black twisted bark and 
  gnarled roots, much larger than the one you saw earlier. 
  Opposite the tree lies a table with a book, an odd assortment of 
  items, and large branch that seems to be made of the same 
  wood as the tree, and other trinkets. Before the tree stands a 
  purple skinned woman, reciting some sort of incantation. She 
  pauses… “Hello dearies, have you come to help or be a 
  hindrance?” 
  Auntie Helena (Night Hag)​ is there with a corrupted 
  Treant. ​She and her sisters have hidden a Hag’s Eye in 
  Ash’s Staff of Savras and thus cannot be suprised by the 
  arrival of the adventurers. If the adventures reply with 
  anything other than they’re here to help. Auntie Helena 
  cast Magic Missile at the speaker and combat begins.  
  If they offer to help Auntie Helena will placate them for 
  a moment to see how much they have found out out 
  what she’s doing and what’s been going on around 
  Thentia. She refuses to give up any information that the 
  players don’t already know 
  ● Why have you come? 
  ● What do you know of the woad? 
  ● Tell me, what have the cards told you? 
  ● Who are the Ordines? What about the Inevitables? 
  ● My children, how far has the infection spread? 
  ● Do you wish to meet The Lady of Rot and Decay? 
   
  After asking about The Lady of Rot and Decay 
  (Zuggtmoy), ​Auntie Helena​ cast ​Magic Missile​, 
  targeting the person in the front of the marching order 
  or the one who was speaking​. 
  Development 
  Auntie Helena cannot be killed, once she drops below 
  50 hit points she disappears and read the following, 
  interrupting initiative: 
  As your hit lands on Auntie Helena, she stares at you, the hatred 
  of a thousands suns burns in her eyes. You feel her peering into 
  your soul learning your deepest fears. “You haven’t seen the last 
  of me dearie.” 
  Once Auntie Helena is gone, go are the lair actions. If a 
  creature is on the demiplane when she leaves they’re 
  immediately teleported back.  
   Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  ● Very Weak:  ​Remove the​ ​ ​Animate Trees ability​ ​from the 
  Treant ​and the Treant only has 100 hit points 
  ● Weak: ​Remove the​ ​ ​Animate Trees ability​ ​from the ​Treant 
  ● Strong: ​The ​Treant ​has already used its ​Animate Trees ability 
  to create ​one​  additional trees 
  ● Very Strong: ​The ​Treant ​has already used its ​Animate Trees 
  ability ​to create ​two​ additional trees 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), Auntie Helena can 
  take a lair action to cause one of the following effects, but can’t 
  use the same effect two rounds in a row: 
  ●  ​Until initiative count 20 on the next round, the hag can pass 
  through solid walls, doors, ceilings, and floors as if the 
  surfaces weren’t there. 
  ● One creature the hag can see within 120 feet of her must 
  succeed on a DC 15 Charisma saving throw or be banished to a 
  prison demiplane. To escape, the creature must use its action 
  to make a Charisma check contested by the hag’s. If the 
  creature wins, it escapes the demiplane. Otherwise, the effect 
  ends on initiative count 20 on the next round. When the 
  effect ends, the creature reappears in the space it left or in 
  the nearest unoccupied space if that one is occupied. 
  ● The hag targets up to three creatures that she can see within 
  60 feet of her. Each target must succeed on a DC 15 
  Constitution saving throw or be flung up to 30 feet through 
  the air. A creature that strikes a solid object or is released in 
  midair takes 1d6 bludgeoning damage for every 10 feet 
  moved or fallen. 
   
  Zuggtmoy 
  The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is 
  an alien creature whose only desire is to infect the living with 
  spores, transforming them into her mindless servants and, 
  eventually, into decomposing hosts for the mushrooms, molds, 
  and other fungi that she spawns. 
  Helena’s notebook 
  Taking a quick glance through the notebook the 
  characters learn the following:  
  ● Through torturing the Treant, Helena learned that a 
  Wood Woad made a pact with Zuggtmoy.  
  ● The woad can control those afflicted with the spore 
  disease. 
  ● “Control the heart, control the creatures” 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  14 
  
  ● Unable to find this woad, Helena set out to corrupt 
  the Treant she had been torturing 
  ● She believed that she could sacrifice the Treant to 
  Zuggtmoy in exchange for the power of the heart.  
  ● The creature has to be a willing sacrifice for the 
  ritual to work so she set out to corrupt the Treant to 
  do her bidding  
  ● The influence of the Feywild and the Abyss, 
  strengthened her connection and powers 
  ● “Stronger Heart = Stronger Control = Usurp G.P.” 
   
  Treasure 
  On the table is Auntie Helena’s wand (Wand of 
  Paralysis), a trinket from the PHB trinket table for each 
  character, a ​spell scroll of Blight​,  and potion supplies 
  that the mage council will pay 300gp for. 
   
  Conclusion 
  Xanfis turns to you. “Thank you my friends, I feel this rift starting 
  to subside. The information we gathered here will be most 
  valuable to the leaders of my community as well as yours.  I 
  cannot repay you enough for helping me return home. Hurry 
  out before the rift is completely gone. Follow me North and 
  then you must go South” Xanfis then runs through the Northern 
  exit. Following you end back in the clearing with the laughing 
  flowers. Following Xanfis’ instructions you turn about and go 
  through the south exit you just entered from and find 
  yourselves on the outskirts of Thentia.  
  Heading back to the Spiraling Tower, You see Karasht. “Gone 30 
  minutes and you’ve already back. Either you’re the greatest 
  adventures the world has ever known or you’ve lost Xanfis” He 
  turns to a nearby Aarakocra. “Soria, see if you can’t fly over the 
  city and find our friend.” She nods and walks off. 
   
  Development 
  If the player’s relay the information of what has 
  transpired, Karasht offers to buy the potion ingredients 
  from them. After paying them he storms off, his silver 
  flame hair glowing brighter, screaming for Ash.  
  Treasure 
  Before parting Xanfis hands you a  pouch containing 
  four 500gp diamonds suitable for a ​Raise Dead spell. 
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  DDAL-CCC-Tarot02-03 To Boldly Go
  15 
  
  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 
  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 
  Giant Crocodile
  1800 
  Giant Constrictor Snake
  450
  Banderhobb
  1,800
  Redcap
  700
  Treant
  5000
  Auntie Helena (Night Hag)
  1800 
  Non-Combat Awards 
  Task or Accomplishment
  XP Per Character 
  Finding the woad’s skeleton
  50
  Finding the farmhand’s Journal
  50 
  The ​minimum ​total​ ​award for each character 
  participating in this adventure is ​4,500​ ​experience 
  points​. 
  The ​maximum ​total award for each character 
  participating in this adventure is ​6,000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly as 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price.  
  Treasure Awards 
  Item Name
  GP Value 
  Council Payment
  500gp 
  Crocodile Findings
  300gp
  Potion Ingredients
  300gp
  Xanfis’ gift
  2000gp 
  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​. 
  Auntie Helena’s Wand (Wand of Paralysis) 
  Wand, rare (requires attunement by a spellcaster) 
  This item can be found in the ​Dungeon Master’s Guide. 
  The prickly gnarled piece of the corrupted Treant 
  requires a drop of blood to activate. When a creature 
  fails their saving throw, they envision themselves 
  turning into a twisted, rotted tree. ​Player Handout 1​. 
  Scroll of Blight 
  4th level spell scroll, rare 
  This spell can be found in the ​Player’s Handbook. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
  Touched by Fate ​Many Powers circle around 
  Thentia, and the Moonsea searching for lost magical 
  artifacts. For whatever reason, the Fates have chosen 
  you to be involved. More information can be found in 
  Player Handout 2​. 
  The Magician :  
  (Upright) ​You listened to Widar’s plea and decided to 
  investigate Summer’s Lilly. No doubt your skills will be 
  needed in the future to help with what you saw. More 
  information can be found in ​Player Handout 2​. 
  (Inverted)​ You thought it best to listen to Karasht and 
  head to where the spores were most concentrated. 
  Believing that you can overcome anything, you made a 
  decision without hesitation.  More information can be 
  found in ​Player Handout 2​. 
  Renown 
  Each character receives ​one renown​ at the conclusion 
  of this adventure. 
   
  Downtime 
  Each character receives ​five downtime days​ at the 
  conclusion of this adventure. 
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  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the ​D&D Adventurers League 
  Dungeon Master’s Guide​ (ALDMG). 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  Appendix. Monster/NPC 
  Statistics 
   
  Auntie Helena (Night Hag) 
  Medium fiend, neutral evil 
  Armor Class ​17 (natural armor) 
  Hit Points ​112 (15d8 + 45) 
  Speed​ 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4)
  15 (+2)
  16 (+3)
  16 (+3)
  14 (+2)
  16 (+3) 
   
  Skills ​Deception +7, Insight +6, Perception +6, Stealth +6 
  Damage Resistances​ cold, fire; bludgeoning, piercing, and 
  slashing from non magical attacks that aren’t silvered 
  Condition Immunities ​charmed 
  Senses​ darkvision 60 ft., passive Perception 16 
  Languages​ Abyssal, Common, Infernal, Primordial, Sylvan 
  Challenge​ 5 (1,800 XP) 
   
  Innate Spellcasting. ​The hag’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). 
  She can innately cast the following spells, requiring no 
  material components: 
   
  At will: ​detect magic, magic missile 
   
  2/day each: ​plane shift (self only), ray of enfeeblement, 
  sleep 
   
  Magic Resistance. ​The hag has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Claws (Hag Form Only). ​Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 
  Change Shape. ​The hag magically polymorphs into a Small 
  or Medium female humanoid, or back into her true form. 
  Her statistics are the same in each form. Any equipment 
  she is wearing or carrying isn’t transformed. She reverts 
  to her true form if she dies. 
  Etherealness. ​The hag magically enters the Ethereal Plane 
  from the Material Plane, or vice versa. To do so, the hag 
  must have a heartstone in her possession. 
  Nightmare Haunting (1/Day)​. While on the Ethereal 
  Plane, the hag magically touches a sleeping humanoid on 
  the Material Plane. A protection from evil and good spell 
  cast on the target prevents this contact, as does a magic 
  circle. As long as the contact persists, the target has 
  dreadful visions. If these visions last for at least 1 hour, 
  the target gains no benefit from its rest, and its hit point 
  maximum is reduced by 5 (1d10). If this effect reduces 
  the target’s hit point maximum to 0, the target dies, and 
  if the target was evil, its soul is trapped in the hag’s soul 
  bag. The reduction to the target’s hit point maximum 
  lasts until removed by the greater restoration spell or 
  similar magic 
   
  Lair Actions 
  On initiative count 20 (losing initiative ties), Auntie 
  Helena can take a lair action to cause one of the following 
  effects, but can’t use the same effect two rounds in a 
  row: 
  ●
   Until initiative count 20 on the next round, the hag 
  can pass through solid walls, doors, ceilings, and 
  floors as if the surfaces weren’t there. 
  ●
  One creature the hag can see within 120 feet of her 
  must succeed on a DC 15 Charisma saving throw or 
  be banished to a prison demiplane. To escape, the 
  creature must use its action to make a Charisma 
  check contested by the hag’s. If the creature wins, it 
  escapes the demiplane. Otherwise, the effect ends 
  on initiative count 20 on the next round. When the 
  effect ends, the creature reappears in the space it 
  left or in the nearest unoccupied space if that one is 
  occupied. 
  ●
  The hag targets up to three creatures that she can 
  see within 60 feet of her. Each target must succeed 
  on a DC 15 Constitution saving throw or be flung up 
  to 30 feet through the air. A creature that strikes a 
  solid object or is released in midair takes 1d6 
  bludgeoning damage for every 10 feet moved or 
  fallen. 
   
   
   
   
   
   
   
   
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  Banderhobb 
  Large monstrosity, neutral evil  
  Armor​ ​Class​ 15 (natural armor)  
  Hit​ ​Points​ 84 (8d10 + 40) 
  Speed​ 30ft  
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  20 (+5)
  12 ​(+1​)
  20 (+5​)
  11 (+0)
  14 ​(+2​)
  8 (-1) 
   
  Skills ​Athletics +8, Stealth +7 
  Condition Immunities​ Charmed, Frightened 
  Senses ​Darkvision 120 ft., Passive Perception 12 
  Languages​ Common understands and the languages of its 
  creator, but can’t speak 
  Challenge ​5 (1,800 XP 
   
  Resonant Connection.​ If the banderhobb has even a tiny 
  piece of a creature or an object in its possession, such as 
  a lock of hair or a splinter of wood, it knows the most 
  direct route to that creature or object if it is within 1 mile 
  of the banderhobb. 
  Shadow Stealth. ​While in dim light or darkness, the 
  banderhobb can take the Hide action as a bonus action 
  Actions 
  Bite.​  Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 22 (5d6 + 5) piercing damage, and the target is 
  grappled (escape DC 15) if it is a Large or smaller 
  creature. Until this grapple ends, the target is restrained, 
  and the banderhobb can’t use its bite attack or tongue 
  attack on another target. 
   
  Tongue​. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one creature. Hit: 10 (3d6) necrotic damage, and the 
  target must make a DC 15 Strength saving throw. On a 
  failed save, the target is pulled to a space within 5 feet of 
  the banderhobb, which can use a bonus action to make a 
  bite attack against the target. 
   
  Swallow.​ The banderhobb makes a bite attack against a 
  Medium or smaller creature it is grappling. If the attack 
  hits, the creature is swallowed, and the grapple ends. The 
  swallowed creature is blinded and restrained, it has total 
  cover against attacks and other effects outside the 
  banderhobb, and it takes 10 (3d6) necrotic damage at the 
  start of each of the banderhobb’s turns. A creature 
  reduced to 0 hit points in this way stops taking the 
  necrotic damage and becomes stable. 
   
  The banderhobb can have only one creature swallowed at 
  a time. While the banderhobb isn’t incapacitated, it can 
  regurgitate the creature at any time (no action required) 
  in a space within 5 feet of it. The creature exits prone. If 
  the banderhobb dies, it likewise regurgitates a swallowed 
  creature. 
   
  Shadow Step. ​The banderhobb magically teleports up to 
  30 feet to an unoccupied space of dim light or darkness 
  that it can see. Before or after teleporting, it can make a 
  bite or tongue attack. 
   
  Redcap 
  Small fey, chaotic evil 
  Armor Class ​13 (natural armor) 
  Hit Points ​45 (6d6 + 24) 
  Speed​ 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4)
  13 (+1)
  18 (+4)
  10 (+0)
  12 (+1)
  9 (-1) 
   
  Skills​ Athletics +6, Perception +3 
  Senses ​Darkvision 60 ft., Passive Perception 13 
  Languages ​Common, Sylvan 
  Challenge​ 3 (700 XP) 
  Iron Boots. ​While moving, the redcap has disadvantage 
  on Dexterity (Stealth) checks. 
  Outsize Strength. ​While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy weapon 
  doesn’t impose disadvantage on its attack rolls. 
  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. 
   
  Ironbound 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. 
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
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  Spore Infected Giant Constrictor Snake 
  Huge beast, unaligned 
  Armor Class ​12 
  Hit Points ​60 (8d12 + 8) 
  Speed​ 30 ft., swim 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)
  14 (+2)
  12 (+1)
  1 (-5)
  10 (+0)
  3 (-4) 
   
  Skills​ Perception +2 
  Senses ​Blindsight 60 ft., Passive Perception 12 
  Languages​ -- 
  Challenge ​2 (450 XP) 
   
  Spore Infested.​When the creature is struck by an attack 
  that deals slashing or piercing damage, spores fill the air, 
  heavily obscuring a 5 ft. radius around the creature 
   
  Actions 
  Bite. ​Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  creature. Hit: 11 (2d6 + 4) piercing damage. 
  Constrict.​ Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and 
  the target is grappled (escape DC 16). Until this grapple 
  ends, the creature is restrained, and the snake can't 
  constrict another target. 
   
  Spore Infected Giant Crocodile 
  Huge beast, unaligned 
  Armor Class ​14 (natural armor) 
  Hit Points ​85 (9d12 + 8) 
  Speed​ 30 ft., swim 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5)
  9 (-1)
  17 (+3)
  2 (-4)
  10 (+0)
  7 (-2) 
   
  Skills​ Perception +2 
  Senses ​Blindsight 60 ft., Passive Perception 12 
  Languages​ -- 
  Challenge ​2 (450 XP) 
   
  Spore Infested.​When the creature is struck by an attack 
  that deals slashing or piercing damage, spores fill the air, 
  heavily obscuring a 5 ft. radius around the creature 
   
  Hold Breath.​ The crocodile can hold its breath for 30 
  minutes. 
   
  Actions 
  Multiattack. ​The crocodile makes two attacks: one with 
  its bite and one with its tail. 
   
  Bite. ​Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) piercing damage, and the target 
  is grappled (escape DC 16). Until this grapple ends, the 
  target is restrained, and the crocodile can't bite another 
  target. 
   
  Tail. ​Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target not grappled by the crocodile. Hit: 14 (2d8 + 5) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 16 Strength saving throw or be knocked 
  prone. 
   
  Treant 
  Huge plant, chaotic evil 
  Armor Class ​16 (natural armor) 
  Hit Points ​138 (12d12 + 60) 
  Speed​ 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)
  8  (-1)
  21 (+5)
  12 (+1)
  16 (+3)
  12 (+1) 
   
  Damage Vulnerabilities​ Fire 
  Damage Resistances​ Bludgeoning, Piercing 
  Senses ​Blindsight 60ft, Passive Perception 13 
  Languages ​Common, Druidic, Elvish, Sylvan 
  Challenge 9 (5,000 XP) 
   
  Spore Infested.​When the creature is struck by an attack 
  that deals slashing or piercing damage, spores fill the air, 
  heavily obscuring a 5 ft. radius around the creature 
   
  False Appearance. ​While the treant remains motionless, 
  it is indistinguishable from a normal tree. 
   
  Siege Monster.​ The treant deals double damage to 
  objects and structures. 
  Actions 
  Multiattack. ​The treant makes two slam attacks. 
   
  Slam. ​Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 16 (3d6 + 6) bludgeoning damage. 
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
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  Rock. ​Ranged Weapon Attack: +10 to hit, range 60/180 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
  Animate Trees (1/Day). ​The treant magically animates 
  one tree it can see within 60 feet of it. These trees have 
  the same statistics as a treant, except they have 
  Intelligence and Charisma scores of 1, they can't speak, 
  and they have only the Slam action option. An animated 
  tree acts as an ally of the treant. The tree remains 
  animate for 1 day or until it dies; until the treant dies or is 
  more than 120 feet from the tree; or until the treant 
  takes a bonus action to turn it back into an inanimate 
  tree. The tree then takes root if possible. 
   
   
   
   
   
   
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
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  Map 3a: The Spore Swamp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
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  Map 3b: Summer’s Lilly 
   
   
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
  23 
  
  Map 4: The Clearings 
   
   
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
  24 
  
   
  Appendix. DM Handout Maze 
  Key 
   
   
   
   
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  DDAL-CCC-Tarot02-03 To Boldly Go
  25 
  
   
  Appendix. Tarot Readings 
   
   
  d8 
  Card 
  Upright (even roll) 
  Inverted (odd roll) 
  1 The Magician 
  The Magician suggests your particular talents or 
  resources will be needed in the near future. You 
  should seek to tap into your full potential. 
  You have come to overestimate your own ability. 
  Someone will no doubt seek to use your 
  ignorance to manipulate you into foul ends in the 
  near future. You must not be deceived! 
  2 Star 
  The Star is a card of renewal. This card is the 
  call of destiny that motivates you or compels 
  you to go on. Your desire is not in vain as you 
  will ultimately find what you are yearning for. 
  This card reveals you are becoming disengaged 
  or uninspired with your life. You will encounter a 
  test of faith in the future. Overcome it and it will 
  strengthen you. 
  3 Justice 
  Justice reflects the search for truth. You need 
  to know and speak the truth and perceive it in 
  the words and deeds of others. Be fair and just 
  with all and you will soon be able to detect 
  dishonesty in yourself and others.  
  I sense dishonesty to yourself and others. It 
  shows an unwillingness to understand the 
  deeper meaning of why an event has occurred 
  and shows that you are missing some 
  opportunity for a greater understanding of 
  yourself in life. You need to accept responsibility 
  for your actions. 
  4 Temperance 
  Ah, excellent! You have clear purpose and are 
  doing what is necessary to reach it. Be careful 
  not to become impatient, timing and precision 
  will be important. 
  An Inverted Temperance. This reveals you are 
  lacking purpose in life. You should take time to 
  reflect on what is necessary in your life to create 
  purpose. 
  5 Strength 
  The Strength card represents inner strength 
  and the power of one’s spirit to overcome any 
  obstacle. The meaning of the Strength Tarot 
  card is about knowing that you can endure life’s 
  obstacles by drawing upon your inner strength 
  and confidence.  
  Your inner strength and courage is lacking right 
  now and you are feeling inadequate and 
  vulnerable as a result. Return to the lesson of 
  the Chariot, where you need to draw upon your 
  willpower, focus and determination in order to 
  overcome your obstacles and be victorious. 
  6 The High 
  Priestess 
  The High Priestess. She represents 
  enlightenment and divine wisdom. Hidden truths 
  will be revealed to you soon. Use them wisely. 
  Beware! Hidden machinations work against you. 
  Seek out the truth, demand it if you must, to 
  avoid being blindsided. 
  7 Judgment 
  The Judgement card suggests that you have had a 
  recent epiphany or an ‘awakening’ where you 
  have come to a realisation that you need to live 
  your life in a different way and you need to be 
  true to yourself and your needs.  
  Reversed, the Judgement card suggests that 
  you may be indulging yourself in doubt and 
  self-judgement. Your deliberation is causing you 
  to miss the new opportunities that await. 
  8 The Fool 
  The Fool is a card of potential and new 
  beginnings. It is also a card of difficult 
  decisions. You should believe in yourself and 
  follow your heart no matter how crazy it may 
  seem. 
  You are acting recklessly, failing to show proper 
  regard for others. If you are not careful and do 
  not become more mindful of others you may be 
  taken advantage of. 
   
   
   
   
   
   
   
   
   
   
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  Player Handouts 1: Magic 
  Items 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
   
  Auntie Helena’s Wand (Wand of Paralysis) 
  Wand, rare (requires attunement by a spellcaster) 
  This item can be found in the ​Dungeon Master’s Guide. ​The 
  prickly gnarled piece of the corrupted Treant requires a 
  drop of blood to activate. When a creature fails their 
  saving throw, they envision themselves turning into a 
  twisted, rotted tree.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Player Handouts 2: Story 
  Awards 
  During the course of this adventure, the characters may 
  earn the following story awards: 
  Touched by Fate ​Many Powers circle around Thentia, 
  and the Moonsea searching for lost magical artifacts. For 
  whatever reason, the Fates have chosen you to be 
  involved.  
  The Magician: 
  (Upright) ​You listened to Widar’s plea and decided to 
  investigate Summer’s Lilly. No doubt your skills will be 
  needed in the future to help with what you saw.  
  (Inverted)​ You thought it best to listen to Karasht and 
  head to where the spores were most concentrated. 
  Believing that you can overcome anything, you made a 
  decision without hesitation.  
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