TEXT:  
   
  Heart and Soul 
   
  A young girl offers to hire the party to retrieve a family heirloom stolen from her by an evil 
  archmage.  The first catch: the archmage is a Red Wizard of Thay.  The second catch: your 
  potential employer insists on NO KILLING! 
   
  A 2-hour adventure for 5th – 10th level characters 
   
   
  SCOTT MOORE 
  Author 
   
  Adventure Code: CCC-QCC2018-02 
  Optimized For: APL 8 
  Version: 1.1 
  Players at the QCC 2018 premiere: Chris Bower, Terry Fendley, Craig Gibson, and Jeremy Johnson 
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman, Greg Marks, Alan Patrick, Travis 
  Woodall 
   
  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. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   2 
   
  Introduction 
  Welcome to Of Gods and Monsters, a D&D 
  Adventurers League™ adventure and the third D&D 
  convention content written specifically for the 
  Queen City Conquest gaming convention in Buffalo, 
  New York. 
   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  
  Players with 4th level characters may spend 20 
  downtime days (plus the associated Lifestyle 
  expenses) to level up to 5th level.  Characters outside 
  this level range cannot participate in this adventure.  
   The adventure is set among in the area around 
  Hillsfar on the southern shore of the Moonsea region. 
  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. 
  CCC-QCC2018-02 Heart and Soul 
   3 
   
  Adventure Background 
  Constance Goodroot, half-elven owner of Goodroot 
  Farms on the outskirts of Hillsfar, inherited the 
  family farm from her parents when they passed 
  away unexpectedly a few years ago.  Fortunately, 
  Constance had been involved in the day-to-day 
  operations of the farm from an early age, so she has 
  done an admirable job continuing to run it after her 
  parent’s unfortunate demise. 
   Shortly after her patent’s death, a group of evil fey, 
  including hags and drow, began to infiltrate Hillsfar 
  in an attempt to overthrow new First Lord, Vuhm 
  Yestral.  Although that plot was foiled through the 
  efforts on a party of adventurers, some of the evil fey 
  have remained in hiding in the environs around 
  Hillsfar to this day. 
   Taking advantage of Constance’s situation, a night 
  hag used its ability to change shape to pass itself off 
  as a long-lost elven grandparent.  The hag has been 
  using Constance and her resources to try and obtain 
  something the hag fears she could not recover on her 
  own: the heartstone and soul bag that once belonged 
  to her coven.  Both items were seized during an 
  investigation during which the other two hags in her 
  coven were killed.  Since that time, the Red Plumes 
  have turned to a Red Wizard named Al-Nashar to 
  divine what he can about the origins and function of 
  these rare fey magic items. 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Al-Nashar (Al-Nuh-SHAR). Middle-aged humam archmage 
  and member of the Red Wizards of Thay.  Al-Nashar has a 
  headquarters outside of Hillsfar where he conducts magical 
  research. 
   
  Constance Goodroot (KON-stens GUD-root). Young female 
  half-elf and owner of Goodroot Farms.  She took over 
  management of the farm a few years back when her parents 
  passed away. 
  Adventure Overview 
  The adventure is broken down into four parts: 
   Part 1, The Job. The characters have assembled in 
  the Diamond in the Dung in Hillsfar to learn about a 
  possible job opportunity involving returning stolen 
  property. 
   Part 2, The Better Part of Valor. The characters 
  arrive at the archmage’s stronghold and search for 
  the missing items.  If they take the time to talk with 
  the archmage, they may learn more about the true 
  nature of the items they seek. 
   Part 3, Helping “The Family”. On the return trip 
  to Hillsfar, the party has the opportunity to assist 
  some travelers along the road who may be more 
  than they simply appear. 
   Part 4, End Game. The characters return to the 
  Diamond in the Dung in Hillsfar to meet once again 
  with Seegee, either to exchange items, information, 
  or both. 
  Adventure Hooks 
  The following adventure hooks can be used to draw 
  characters into the story. 
   Characters that have played Mission2: The 
  Growth, from DDEX3-1, Harried in Hillsfar. Seeing 
  as you have helped her out before, Constance 
  Goodroot of Goodroot Farm reaches out to you and 
  asks for your help in recovering a family heirloom 
  stolen long ago by an evil wizard.  If you are willing, 
  she asks you to meet her in a few days at the 
  Diamond in the Dung, the premiere adventurer’s inn 
  and restaurant in Hillsfar, where she can provide 
  more details. 
   Zhentarim (Membership). A young woman from 
  Hillsfar is looking to recruit some adventurers to 
  retrieve something that she claims was stolen from 
  her family.  Your “other family” would like you to 
  take the job and report back on what the items 
  actually are and where they end up. 
   Mercenaries. A potential employer is looking to 
  hire adventurers to retrieve a lost item for her.  You 
  have found your way to the Diamond in the Dung in 
  Hillsfar looking for the opportunity to earn some 
  quick coin.  
   
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   4 
   
  Part 1. The Job 
  Estimated Duration: 10 minutes 
  The characters have assembled in the Diamond in 
  the Dung in Hillsfar to learn about a possible job 
  opportunity involving returning stolen property. 
  General Features 
  The inside of the Diamond in the Dung has the following 
  general features.  
   
  Terrain. The area inside is filled with tables of various 
  sizes, with chairs encircling each, and a long bar with a line of 
  stools running adjacent and parallel to it.  
   
  Weather. The temperature inside is comfortably cool.  
   
  Light. The inn is dimly lit by candles on every table and 
  wall sconces holding continual flame torches around the 
  perimeter of the room.  
   
  Smells and Sounds. Low conversations and the pleasant 
  smells of gourmet meals drift haphazardly through the air. 
  The Diamond in the Dung 
  The Diamond in the Dung is the name of an inn and tavern 
  that has been a fixture in the city of Hillsfar for over a 
  century.  The rooms are spacious and clean, the staff friendly 
  and courteous, and the food always fresh and tasty. 
   
  Quality, however, comes with a price.  Food and rooms 
  here run twice the normal rates but, owing to the tavern’s 
  reputation as an “adventurer’s inn”, expenses can be paid for 
  in coin or trades of equipment for services rendered. 
   
  You find yourself seated around a small, secluded table in 
  a corner of the inn’s tavern.  Your potential employer, a 
  young girl, possibly of elven heritage, sits at the table with 
  you and begins to address the group. 
   
  “Thank you all for coming.  I have need of a party to help 
  retrieve some family heirlooms that were stolen from my 
  family years ago.  I have an idea where the items may be, but 
  cannot possibly go after them myself, as they are guarded by 
  a powerful mage.  I’m willing to pay the lot of you the sum of 
  840 gp if you are willing to retrieve them for me, but if you 
  take on this job, you must swear to me that there will be no 
  killing people.  I do not want anyone to lose their life over 
  this; I couldn’t stand to have that on my conscience.  If you 
  agree to my terms, I will provide more information.”    
  At this point, the young woman has not introduced 
  herself, nor has she asked the PCs to do so.  If anyone 
  suggests it, she interrupts and asks that everyone 
  kindly wait until those who wish to accept the job do 
  so and those that do not wish to be a part of it leave. 
   Once those who remain have accepted her offer, 
  she will lower the hood of her cloak, revealing her 
  half-elven features.  Those characters that have 
  played Mission2: The Growth, from DDEX3-1, 
  Harried in Hillsfar will recognize Constance 
  Goodroot and she will momentarily meet their gaze 
  as if to wordlessly confirm their recognition.  She 
  will introduce herself as “Seegee”, but immediately 
  admits that is not her actual name, as she thinks it 
  best no one here actually knows anyone else’s true 
  identity, unless they already know each other.  The 
  fear of powerful divination magic makes her hesitant 
  to allow others to learn more than they need to 
  know.  She suggests everyone introduce themselves 
  using a “travelling name” or “code name” and explain 
  their individual areas of expertise. 
   Once introductions have been made, Seegee 
  (Constance) continues: 
  “My parents died a while back…quite suddenly…all I have left 
  for family is my elderly grandmother.  I learned from her that 
  my parents had a dowry set aside for me in the form of a 
  large spinel, cut by my grandfather who was a gemcutter by 
  trade.  It was kept in a small, handmade leather pouch, also 
  crafted by my grandfather.  It was apparently stolen from my 
  grandfather years ago by a wizard named Al-Nashar who 
  pretended to be a friend.  More for sentimental reasons than 
  anything else, I would love to recover these two items and 
  have them back in the family once again.   
   
  Al-Nashar is a member of the Red Wizards and has a small 
  base not far from here.  I’ve managed to learn that he has 
  been away for several days…something to do with the Red 
  War…but that he may return at any time.  Tonight might be 
  our best opportunity to retrieve the items from his base.  
  Seegee can provide the characters with a rough 
  diagram of the base and a map to its location (see 
  Player Handout #1).  She also tells them that Al-
  Nashar has at least a pair of guards that watch the 
  area and patrol its surroundings. 
   If asked why she thinks Al-Nashar may still have 
  the gem after all this time, Seegee will say that her 
  grandmother told her Al-Nashar wanted the nearly 
  flawless gem as a spell or ritual component of some 
  sort and that she is certain he still has it, probably 
  keeping it in the same leather pouch to feed his ego 
  after so masterfully deceiving someone who 
  considered him a friend. 
   If asked about her grandmother, Seegee will tell 
  the party that she is an ancient elf who lives deep in 
  the Cormanthor Forest.  In actuality, “grandmother” 
  is one of the evil fey who have been causing trouble 
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   5 
   
  in and around Hillsfar over the past couple years.  
  When Seegee’s parents passed away, the creature 
  saw an opportunity to insert itself as a “long-lost 
  relative” into Seegee’s life in order to manipulate her 
  for her own ends. 
   Seegee would like the team to attempt to enter the 
  base and retrieve her items tonight.  She will meet 
  them here tomorrow night, at the same time, and 
  will provide payment if the job has been completed. 
   When the party is ready to head to the base, 
  proceed to Part 2, The Better Part of Valor. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   6 
   
  Part 2. The Better 
  Part of Valor 
  Estimated Duration: 70 minutes 
  The characters arrive at the archmage’s stronghold 
  and search for the missing items.  If they take the 
  time to talk with the archmage, they may learn more 
  about the true nature of the items they seek. 
  General Features 
  The inside of the archmage’s building has the following 
  general features.  
   
  Terrain. The areas inside are filled with various furniture 
  including tables, chairs, and desks of various sizes.  
   
  Weather. The inside temperature is comfortably cool.  
   
  Light. The building is brightly lit by wall sconces holding 
  continual flame torches around the walls of each room.  
   
  Smells and Sounds. The building is quiet except for the 
  occasional chatter of guards wandering its halls and rooms.  
  Hints of odd alchemical mixtures waft on the air. 
   
  Windows. The windows on area 6, 7, and 8 are all one-way 
  (those inside the building can see out, but those looking in 
  will only see their own mirror-life reflection).  In addition, 
  each window is protected by a nearly invisible symbol of 
  death (10d10 necrotic damage to anyone attempting to peer 
  in the windows from less than 5 feet away; DC 17 
  Constitution save for half damage).  Once triggered for a 
  specific window, the effect does not reset.  The symbols are 
  nearly invisible and require a DC 17 Intelligence 
  (Investigation) check to notice. 
  From the rough map given the characters by Seegee, 
  they realize the building lies west of Hillsfar in an 
  area of relatively open land.  Give the characters 
  time to plan their approach and attack during their 
  travel to the structure and begin the encounter as 
  appropriate for their approach. 
   There are always two veterans outside the 
  building, either patrolling around the structure’s 
  base or standing in the entrance (area 1).   
   Use Appendix #3, Mage’s Home Map for 
  reference in this section. 
  Al-Nashar’s base sits atop a grassy plain, west of Hillsfar.  The 
  short, cylindrical stone structure, maybe 70 feet in diameter, 
  stands about 20 feet tall, with an additional 10 feet extension 
  off the main structure on the ground level that probably 
  serves as the main entrance.  There are no windows on the 
  ground level; and only a few appearing around what is 
  probably the upper floor.  
  1. Entrance 
  A pair of lockable, stone doors is the only apparent means of 
  entering the structure from the outside.  The ten-foot wide 
  passage beyond the doors reveals a straight corridor, over 50 
  feet long, with three doors at the far northern end of the hall; 
  one to the west, one to the north, and one to the east.  In 
  between the doors, a spiral staircase leads up to another 
  floor.  
  The double doors are normally unlocked.  There are 
  always two veterans outside the building, either 
  patrolling around the structure’s perimeter or 
  standing in the entrance.  If they see the characters’ 
  approach, they will attempt to warn the characters 
  away, explaining that this structure is under the 
  jurisdiction of the Red Wizards of Thay.  The 
  veterans may answer basic questions asked of them 
  but if the characters delay leaving by more than a 
  couple rounds or make any threatening gestures, 
  one of the veterans will step back into the entrance 
  hallway and trigger an alarm (the lever on the map).  
  This creates an audible signal within the structure 
  that is recognizable by all those present to indicate 
  that the guards have encountered a possible threat.  
  Those in area 4 will arrive to assist the veterans on 
  the next round and the mage in area 6 will arrive 
  two rounds after them.  If these reinforcements 
  arrive, remember that these opponents will not be 
  encountered in those areas if the characters explore 
  them later. 
   Triggering the alarm also causes Al-Nashar to 
  teleport back into area 7 (the laboratory) in four 
  rounds. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   7 
   
  2. Guard Barracks 
  This room appears to be a barracks.  Eleven beds are 
  scattered around the room, each with a small footlocker 
  adjacent, and a single large chest.   
  The chest is unlocked and empty.  It is used to hold 
  the continual flame torches positioned around the 
  room when it is time to sleep. 
   The footlockers are all locked (DC 20 thieves’ tools 
  check to open) and each contains approximately 19 
  gp in coins and other trinkets. 
  Developments 
  Two footlockers (the third and seventh that are 
  opened, belonging to the mage and one of the 
  veterans), have poison needle traps in the locks. 
  Poison Needle Trap 
  Mechanical trap (Levels 5-10 dangerous threat) 
  This poison tipped needle is set back within the lock’s 
  mechanism and springs forward if an attempt is made to 
  open the lock without the key. 
   
  Trigger. Attempting to pick the lock without first removing 
  the needle triggers the trap. 
   
  Effect. The triggering character takes 1 point of piercing 
  damage and 22 (4d10) poison damage, and must succeed at a 
  DC 15 Constitution saving throw or be poisoned for 1 hour. 
   
  Countermeasures. A successful DC 20 Intelligence 
  (Investigation) check allows a character to learn of the trap’s 
  presence.  A successful DC 15 Dexterity check using thieves’ 
  tools disarms the trap, removing the needle from the lock. 
  Treasure 
  There is a grand total of 209 gp worth of items 
  divided among the 11 footlockers. 
  XP Award 
  If the characters detect and avoid the traps, award 
  each character 50 XP. 
  3. Kitchen/Pantry 
  This room obviously serves as a combination kitchen and 
  pantry for those living here.  Dried fruit and meat, baking 
  ingredients, kegs of water, salted meat, and various root 
  vegetables are stored here, along with utensils used for food 
  preparation, plates, mugs, and other eating utensils. 
   
  There are three doors leading out of this room; one each 
  to the east, west, and south. 
   
  There is nothing of value (except, perhaps, a quick snack) 
  in this room. 
  4. Living Area 
  This area appears to be a living area for the facility.  
  Numerous desks, chairs, couches, and tables line the room. 
  If they were not already summoned to the entrance 
  area, there are four guards, a knight, and three 
  veterans in this room.  They will immediately move 
  to attack any strangers that enter. 
  Treasure 
  One of the veterans carries a key that opens one of 
  the footlockers in area 2.  There is a total of 1 gp 
  value of silver and copper coins hidden along the 
  couch cushions. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   8 
   
  5. Stairway 
  This spiral stairway is 5 feet wide and its stone steps run 
  between the upper and ground floors of the stronghold. 
  Developments 
  The stairs are inscribed with a set of six arcane 
  symbols, running from the base of the stairs to the 
  top.  A symbol is inscribed on each of stair numbers 3, 
  5, 8, 13, 21, and 34, counting from the bottom, and 
  are nearly invisible, requiring a DC 17 Intelligence 
  (Investigation) check to spot.  Once triggered for a 
  specific stair, the effect does not reset.  The symbols 
  are triggered when someone steps on or over them 
  but those who would normally reside here (the 
  archmage, mage, and their guards) will not trigger 
  the glyphs.  Everyone that usually resides in the 
  tower also knows a password (“kewseesee”) that 
  can be given visitors to allow them to bypass the 
  symbols.  No of the inhabitants will share that 
  information with an intruder willingly, however. 
   The glyphs inscribed, from the bottom of the stairs 
  to the top, are as follows.  The effects are all detailed 
  under the spell description for symbol in the PHB. 
  - 
  Discord 
  - 
  Hopelessness 
  - 
  Pain 
  - 
  Death 
  - 
  Insanity 
  - 
  Stunning  
  Treasure 
  About half way up the stairs (around stair #20) 
  there is an original oil painting of a seascape affixed 
  to the wall that could fetch up to 30 gp from an 
  interested buyer. 
  XP Award 
  For each symbol bypassed, award each character 25 
  XP. 
  6. Study 
  This warm, wood-paneled room seems to serve as a library or 
  study.  Multiple shelves of books adorn the walls in here, 
  while a pair of comfortable-looking chairs flanks a long table 
  in the center of the room.  Near the table, a rope ladder leads 
  to a hatch in the ceiling. 
  The books are primarily treatises on arcane theory 
  and world history, but none of the volumes appears 
  particularly rare or valuable.  If he has not already 
  been summoned to area 1 by the alarm, there is a 
  mage in this room that will attack when they see any 
  stranger enter. 
   One of the chairs (the first one a characters 
  chooses to interact with) is actually a mimic.  The 
  mimic will not attack the archmage, the mage, or any 
  of the building’s guards that reside here.  If the 
  adventure is running long, you may omit the mimic 
  and have both chairs simply be mundane furniture. 
   The characters would realize that the mimic does 
  not count as a “person” per the terms of Seegee’s 
  request for no killing.  
   There are two secret doors in this room hidden 
  behind sliding bookcases.  One leads to area 7 (the 
  laboratory), while the other leads to area 8 (the 
  bedroom).  A secret door may be discovered on a 
  successful Intelligence (Investigation) check against 
  DC 20. 
   The rope ladder leads up to area 9 (the roof). 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   9 
   
  7. Laboratory 
  This room is obviously a laboratory of some sort.  Beakers, 
  vials, and flasks of various sorts lie in storage on tables 
  around the room, as do containers of various powders, fluids, 
  and other, more exotic ingredients, as well as a number of 
  large tomes. 
   
  A large table in the center of room has several items laid 
  out on it as if someone was recently working there. 
  On the table in the center of the room is a large black 
  gemstone sitting atop a folded leather sack.  These 
  are the items Seegee sent the party to retrieve.  Also 
  lying open on the table are several books related to 
  magic item creation among the fey. 
   At the southern end of this room, adjacent to the 
  secret door to area 8, there is a teleportation circle 
  etched into the floor (DC 20 Intelligence 
  (Investigation) to notice).  Al-Nashar, the archmage, 
  uses this circle to quickly travel back and forth to 
  Thay when necessary. 
   Al-Nashar is currently away in Thay on business.  
  If the alarm in area 1 or area 5 is triggered, he 
  returns via to this teleportation circle once four 
  rounds have passed.  If neither alarm is triggered, he 
  returns just as characters enter the room. 
   If a fight breaks out here and the group in area 4 
  (living area) has not yet encountered the party, they 
  will be drawn here by the sounds of combat and will 
  arrive here in two rounds.  Likewise, if the party 
  somehow managed to bypass the veterans in area 1 
  (entrance), the sounds of combat will bring one of 
  them here in three rounds while the other will 
  remain at his post.  
   There are two secret doors in this room.  One 
  leads to area 6 (the study), while the other leads to 
  area 8 (the bedroom).  A secret door may be 
  discovered on a successful Intelligence 
  (Investigation) check against DC 20. 
  Roleplaying Al-Nashar 
  Al-Nashar is a dedicated Red Wizard, but is more concerned 
  with research than conflict.  He is logical and even-tempered 
  and much more willing to talk than fight, although he can be 
  a terrible opponent if challenged.  When he encounters the 
  characters within his base, he is more interested in finding 
  out why they are there rather than attacking first and asking 
  questions later. 
   
  If the characters ask about Seegee’s grandfather of the 
  items that were allegedly stolen, Al-Nashar will have no idea 
  what the characters are referring to.  If they mention the 
  black gemstone and the leather bag, Al-Nasheer will suggest 
  they could be talking about the gem and bag he received 
  from the Red Plumes just a few weeks ago.  He was asked to 
  divine what he could about the nature of the items and 
  report back to the Red Plumes as the items were acquired 
  during part of an ongoing investigation. 
   
  If the characters ask about the nature of the items, Al-
  Nashar will tell the characters that he believes they are a hag 
  coven’s heartstone and soul bag and the he believes the soul 
  bag may currently contain a creature’s soul.  It is going to 
  take him significantly more research to learn more.  If the 
  characters have not killed any of his guards, have not 
  obviously looted his compound, agree to leave the items in 
  Al-Nashar’s possession, and leave the stronghold, he will 
  match their offered payment of 840 gp (since they will not be 
  getting paid for failing at their mission) and give them a 
  figurine of wondrous power (brass griffon) as a token of his 
  thanks when they leave.  This also grants each character the 
  You’ve Got A Friend In Red story award. 
  Quote: “Well, let’s stop and think about this logically for a 
  moment…” 
  Developments 
  Once the characters have encountered Al-Nashar, 
  have decided if they will take or leave the items they 
  were searching for, and are ready to leave the 
  stronghold, proceed to Part 3, Helping “The Family”. 
  Treasure 
  In addition to the heartstone and soul bag, the 
  characters can find all the components for a full set 
  of alchemist’s supplies (valued at 50 gp) and two 
  spell component pouches (50 gp value; 25 gp each) 
  in this room. 
   If the characters have not killed any of his guards, 
  have not obviously looted his compound, agree to 
  leave the heartstone and soul bag items in his 
  possession, and leave his stronghold, Al-Nashar will 
  match the party’s offered payment of 840 gp (since 
  they will not be getting paid for failing at their 
  mission) and give them a figurine of wondrous power 
  (brass griffon) as a token of his thanks when they 
  leave. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   10 
   
  8. Bedroom 
  This lavish bedroom includes a single large bed, desk, 
  nightstand, chair, chest-of-drawers, and a wardrobe.  
  Tapestries depicting Red Wizards and what you assume to be 
  scenes of Thay adorn the walls. 
  Despite the fine appearance of the room, it does not 
  appear to have been used much.  There is a 
  noticeable lack of personal belongings and only the 
  barest amount of clothing in the chest and wardrobe. 
   An Intelligence (Investigation) check succeeding 
  against a DC 10 reveals that this is probably not 
  someone’s permanent residence, but rather a retreat 
  or “home-away-from-home” that is probably used 
  somewhat infrequently. 
   There are two secret doors in this room.  One, in 
  the back of the wardrobe, leads to area 7 (the 
  laboratory), while the other, behind the tapestries, 
  leads to area 6 (the study).  A secret door may be 
  discovered on a successful Intelligence 
  (Investigation) check against DC 20. 
  Treasure 
  The tapestries adorning the walls could be sold for 
  80 gp. 
  9. Roof 
  The roof of the building is completely flat.  The only 
  remarkable feature is a 5-foot diameter hatch on the eastern 
  side of the roof that, you would assume, might lead down 
  into the structure. 
  The visible hatch on the room is actually a false door 
  and does not open or lead anywhere.  It is protected 
  by a symbol of death (10d10 necrotic damage to 
  anyone attempting to open it; DC 17 Constitution 
  save for half damage).  Once triggered, the effect 
  does not reset.  The symbol is nearly invisible and 
  requires a DC 17 Intelligence (Investigation) check 
  to notice. 
   Across the roof, opposite the false door, there is a 
  secret door (DC 20 Intelligence (Investigation) check 
  to find) that leads down into the study (area 6). 
   
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   11 
   
  Part 3. Helping “The 
  Family” 
  Estimated Duration: 10 minutes 
  On the return trip to Hillsfar, the party has the 
  opportunity to assist some travelers along the road 
  who may be more than they simply appear. 
  General Features 
  The trade road southwest of the Moonsea has the following 
  general features.  
   
  Terrain. From Elventree in the east to Yûlash in the west, 
  the trade road is well maintained and easily travelable, 
  varying from 15-20 feet wide along most of its length.  
   
  Weather. The weather is cool and damp, a result of the 
  substantial rainstorm that moved through the area 
  yesterday.  The sky is overcast, but with no current 
  precipitation.  
   
  Light. Bright light during the day, darkness at night.  
   
  Smells and Sounds. The air is clean and crisp, with odd 
  natural scents (cedar, peppermint, leeks, skunk, etc.) 
  occasionally catching one’s nostrils.  The sounds of birds and 
  insects are common during the day as are the sounds of frogs 
  and nocturnal predators (owls, coyotes) at night. 
  The Road Back To Hillsfar 
  Travel back towards Hillsfar is slow and arduous as 
  yesterday’s rain is now found in the mud caked to your boots 
  and in the puddles of standing water that dot the road.  
  Ahead, a damaged wagon sits off to the side of the road as 
  several individuals scramble to replace a damaged wheel. 
  The wagon was apparently travelling in the direction 
  the characters are coming from (towards Yûlash), 
  when one of the wheels shattered.  There are three 
  generations of human family members here (elderly 
  grandfather Emet, middle-aged father Banath, young 
  son Benit, and young daughter Emily), along with 
  their two draft horses, Faith and Trust.  The family 
  is currently trying to find a way of supporting the 
  wagon as they attempt to replace the damaged 
  wheel.  All family members may be treated as spies.   
   If the adventurers choose to stop and help, they 
  must succeed at each of the following five ability and 
  skill checks against a DC of 20.  After all five 
  successes have been achieved, the wagon wheel has 
  been replaced and the family offers their thanks and 
  blessings before heading on their way.  Only one 
  check is permitted per round, although a second 
  character may take the Help action to grant 
  advantage if they wish. 
  - 
  Strength (Athletics) 
  - 
  Dexterity ability check 
  - 
  Constitution ability check 
  - 
  Intelligence (Investigation) 
  - 
  Wisdom (Perception) 
   If the characters choose to continue past the 
  wagon without helping and there is at least one 
  member of the Zhentarim in the party, the little girl, 
  Emily, will call out to a Zhentarim member in the 
  party, “won’t you please help the family?” while 
  quickly displaying a Zhentarim gold coin. 
   If the characters stop, Emily will approach any 
  Zhentarim members while the rest of the party is 
  assisting with the wagon.  She wants to know about 
  the items that were to be recovered and where they 
  currently are or where they are intended to end up.  
  If the party learned the true nature of the items, 
  Emily offers to take the soul bag off the party’s hands, 
  as they believe it may contain the soul of a missing 
  Zhentarim agent.  
   Once the party is ready to proceed, continue on to 
  Part 4, End Game. 
  XP Award 
  If the characters stop and assist in fixing the wagon, 
  award each character 250 XP. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   12 
   
  Part 4. End Game 
  Estimated Duration: 30 minutes 
  The characters return to the Diamond in the Dung in 
  Hillsfar to meet once again with Seegee, either to 
  exchange items, information, or both. 
  General Features 
  The inside of the Diamond in the Dung has the following 
  general features.  
   
  Terrain. The area inside is filled with tables of various 
  sizes, with chairs encircling each, and a long bar with a line of 
  stools running adjacent and parallel to it.  
   
  Weather. The temperature inside is comfortably cool.  
   
  Light. The inn is dimly lit by candles on every table and 
  wall sconces holding continual flame torches around the 
  perimeter of the room.  
   
  Smells and Sounds. Low conversations and the pleasant 
  smells of gourmet meals drift haphazardly through the air. 
  Return to the Diamond in 
  the Dung 
  When the characters arrive back to the Diamond in 
  the Dung, they find Seegee sitting expectedly at the 
  same table they met her at yesterday.  If the party 
  does not suspect the true nature of Seegee’s 
  “grandmother” at this point, Seegee is joined by an 
  older, frail-looking elven woman. 
  “Hello!”  Seegee greets you nervously and expectantly as you 
  return to the same corner table you met her in just 24 hours 
  ago.  “How…uh…how did everything go?” 
  If the characters turn over the two items, Seegee is 
  overjoyed.  She pays them the agreed amount of gold 
  and each character earns the We Got the Beet story 
  award.  Seegee also gives the party a bronze griffon 
  figurine of wondrous power as a bonus. 
   If Seegee’s “grandmother” is present, Seegee 
  introduces her to the party.  Seegee will happily 
  examine the items personally before handing them 
  to her grandmother (actually a night hag using its 
  Change Shape ability).  At this point, the night hag 
  reveals its true form and uses a Readied action to 
  use its Etherealness ability to try and escape with 
  the items.  Seegee is completely shocked and 
  surprised by the deception.  Characters that have the 
  ability to see into and travel to the Ethereal Plane 
  may pursue the hag. 
   If the characters do not turn the items over to 
  Seegee, she is noticeably disappointed and does not 
  pay them the agreed upon fee, as the job was not 
  completed as discussed. 
   If the characters only turn over the heartstone 
  (probably because they gave the soul bag to the 
  Zhentarim), Seegee is still happy with their success 
  and pays the party the full agreed upon amount 
  anyway.  The party also earns the We Got The Beet 
  story award in this case.  Seegee also gives the party 
  a bronze griffon figurine of wondrous power as a 
  bonus. 
   If the characters discovered the true nature of the 
  heartstone and/or the soul bag, suspect either 
  Seegee or her grandmother of being a hag (Seegee 
  isn’t; her “grandmother” is), and tell her as much, 
  Seegee will be noticeably distraught.  She leaves the 
  Diamond in the Dung immediately upon completion 
  of her business with the party. 
   If the characters have items they do not turn them 
  over to Seegee, each character who keeps one or 
  both of the items is affected by the hag’s Nightmare 
  Haunting ability and awakens to find the item(s) 
  missing.   
   Seegee will reveal her true identity to those that 
  received the We Got The Beet story award,  Those 
  that played BMG-HILL 3-3, Problem Child, will 
  recognize the name of Goodroot Farms if they have 
  not already recognized Constance from playing in 
  DDEX3-1, Harried in Hillsfar.  Characters that have 
  played BMG-HILL 2-S, Hillsfar Runs Red, but not 
  DDEX3-1, Harried in Hillsfar, may recall 
  encountering a hag with a striking (illusionary) 
  resemblance to Constance, which may raise further 
  questions to be answered another day.   
    
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   13 
   
  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 
  Archmage 
   
   
  8,400 
  Draft Horse 
   
   
  50 
  Guard 
   
   
   
  25 
  Knight  
   
   
  700 
  Mage 
   
   
   
  2,300 
  Mimic 
   
   
   
  450 
  Night Hag 
   
   
  1,800 
  Spy 
   
   
   
  50 
  Veteran  
   
   
  700 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Avoiding poison needle traps 
  50 
  Each hall symbol bypassed  
  25 
  Fixing the wagon  
   
  250 
  The adventures minimum and maximum XP awards 
  are located on the Adventure Rewards document. 
  Note that DDAL adventures award a maximum of the 
  “target XP” award. Only epics may grant the 
  “maximum” amount. 
   The minimum total award for each character 
  participating in this adventure is 2250 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 3000 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 
  Constance’s payment 
   
  840 
  Footlockers (11 @ 19 gp each) 
  209 
  Couch cushions  
   
  1 
  Seascape painting 
   
  30 
  Alchemist’s supplies 
   
  50 
  Two spell component pouches 
  50 
  Tapestries 
   
   
  80 
   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. 
  Figurine of Wondrous Power – 
  Bronze Griffon 
  Wondrous Item, rare 
  Once every 5 days, this small, crudely-worked 
  bronze statuette of a griffon rampant can transform 
  into an actual griffon for 6 hours when cast upon the 
  ground and its command word, “malaeda”, is uttered.  
  This item can be found in Player Handout #3. 
  Elixir of Health 
  Potion, rare 
  This clear, red liquid has tiny bubbles of light 
  dancing within it.  Consuming it cures any disease 
  and removes the blinded, deafened, paralyzed, and 
  poisoned conditions.  This item can be found in the 
  Player’s Handbook. 
  Philter of Love 
  Potion, uncommon 
  This bubbly, rose-colored liquid contains one heart-
  shaped bubble.  You become charmed for one hour 
  by the next creature you see within 10 minutes of 
  drinking this potion.  If the creature is of a species 
  and gender you may normally be attracted to, you 
  regard it as your true love while charmed.  This item 
  can be found in the Dungeon Master’s Guide. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   14 
   
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story awards: 
   Secret Identity.  You stole an item from a 
  powerful mage while operating under a secret 
  identity.  Tall tales spread far and wide about this 
  mysterious burglar.  Should you ever admit it was 
  you, no one will believe you.  If, at the start of a 
  session, there are two or more characters with this 
  story award are present at the table, they exchange a 
  wink, knowing glance, or subtle nod.  This award 
  may have additional repercussions in future QCC 
  modules.  More information can be found in Player 
  Handout #2. 
   
   We Got The Beet.  For returning the gem and its 
  satchel to Constance Goodroot, she lets the 
  characters know they need never be hungry while 
  they are in the area.  They are provided a free bushel 
  of beets from the beet farm whenever they finish an 
  adventure in Hillsfar (any HILL, DDEX03, or CCC 
  adventure occurring in Hillsfar), along with 
  numerous recipes for preparing several beet-themed 
  dishes from the Goodroot family personal cookbook 
  collection.  More information can be found in Player 
  Handout #2. 
   
   You’ve Got a Friend in Red.  Word spreads 
  through the Red Wizard channels that you are a 
  friend of Thay.  This award may have additional 
  repercussions in future QCC modules.  More 
  information can be found in Player Handout #2. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Zhentarim that informed Emily 
  of the items that were to be retrieved and where 
  they were intended to end up earn one additional 
  renown point. 
  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). 
  Last Minute Errata 
  This adventure was written before the release of the 
  season 8 AL rules.  The original references to XP and 
  mundane treasure have remained in the text for 
  reference by those who wish to run the adventure as 
  part of a homebrew (non-AL) campaign.  For official 
  Adventurers League play, the following replaces the 
  Experience and Treasure awards listed above due to 
  the changes implemented in season 8. 
  Advancement Checkpoints 
  The characters receive one advancement checkpoint 
  for each objective completed: 
   Secondary Objective: Obtain one or both of the 
  items Seegee is looking for and discover their true 
  nature (items need not be in the characters’ 
  possession at the end of the adventure). 
   Main Objective: Report back to Seegee. 
  Treasure Checkpoints 
  The characters receive one treasure checkpoint for 
  each objective above that they complete. 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   
   Figurine of Wondrous Power – Bronze Griffon. 
  Once every 5 days, this small, crudely-worked 
  bronze statuette of a griffon rampant can transform 
  into an actual griffon for 6 hours when cast upon the 
  ground and its command word, “malaeda”, is uttered. 
  This item can be found in Player Handout 3. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   15 
   
  Appendix #1. 
  Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   
   Al-Nashar (Al-Nuh-SHAR). Middle-aged humam 
  archmage and member of the Red Wizards of Thay.  
  Al-Nashar has a base of operations outside of Hillsfar 
  where he conducts magical research.  He dabbles in 
  alchemy and divination and occasionally does some 
  work for the government of the Hillsfar when the 
  Red Plumes request his assistance during an 
  investigation. 
   
   Constance Goodroot (KON-stens GUD-root). 
  Young female half-elf and owner of Goodroot Farms.  
  She took over management of the farm a few years 
  back when her parents passed away.  She has done a 
  decent job of running the day-to-day operations of 
  the farm and makes a moderate living from it.  She 
  desperately misses her family and was pleasantly 
  surprised to find she had a living grandmother, 
  learning of her only after her had died.  In this 
  adventure, Constance uses the alias “Seegee” (C.G.). 
   
   Emily (EM-uh-lee). By all appearances, Emily 
  appears to be a young female human child.  She is 
  actually an informant, spy, and agent for the 
  Zhentarim. 
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   16 
   
  Appendix #2. 
  Monster/NPC 
  Statistics 
   
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Saving Throws Int +9, Wis +6 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing, and slashing (from stoneskin) 
  Senses passive Perception 12 
  Languages Abyssal, Common, Draconic, Infernal, 
  Primordial, Sylvan 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The archmage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, stoneskin* 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): timestop 
   
  * The archmage casts these spells on itself before 
  combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  Draft Horse  
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 19 (3d10 + 3) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  12 (+1) 
  2 (-4) 
  11 (+0) 
  7 (-2) 
   
  Senses passive Perception 10 
  Languages - 
  Challenge 1/4 (50 XP) 
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 9 (2d4 + 4) bludgeoning damage. 
   
   
   
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage. 
   
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   17 
   
  Knight 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  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 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The mage has the following 
  wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   18 
   
  Mimic 
  Medium monstrosity (shapechanger), neutral 
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 15 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (−3) 
  13 (+1) 
  8 (−1) 
    
  Skills Stealth +5 
  Damage Immunities acid 
  Condition Immunities prone 
  Senses darkvision 60 ft., passive Perception 11 
  Languages — 
  Challenge 2 (450 XP) 
  Shapechanger. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous 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. 
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage. 
  False Appearance (Object Form Only). While the mimic 
  remains motionless, it is indistinguishable from an 
  ordinary object. 
  Grappler. The mimic has advantage on attack rolls 
  against any creature grappled by it. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If 
  the mimic is in object form, the target is subjected to 
  its Adhesive trait. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  acid damage. 
   
   
  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 nonmagical attacks that aren’t 
  silvered 
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Abyssal, Common, Infernal, Primordial 
  Challenge 5 (1,800 XP) 
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13, +5 to hot with 
  spell attacks).  She can innately cast the following spells, 
  requiring no material components: 
  At will: detect magic, magic missile 
  2/day each: 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: +6 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. 
   
   
    
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   19 
   
  Spy 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, 
  Perception +6, Persuasion +5, Sleight of Hand +4, 
  Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the spy that isn’t 
  incapacitated and the spy doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Veteran 
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword attacks. 
  If it has a shortsword drawn, it can also make a 
  shortsword attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
   
   
   
   
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   20 
   
  Appendix #3. Mage’s Home Map 
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   21 
   
  Player Handout #1. Seegee’s Map 
   
   
   
   
   
   
   
   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   22 
   
  Player Handout #2. 
  Story Award 
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Secret Identity 
  You stole an item from a powerful mage while 
  operating under a secret identity.  Tall tales spread 
  far and wide about this mysterious burglar.  Should 
  you ever admit it was you, no one will believe you.  If, 
  at the start of a session, there are two or more 
  characters with this story award are present at the 
  table, they exchange a wink, knowing glance, or 
  subtle nod.  This award may have additional 
  repercussions in future QCC modules.   
   
  We Got the Beet 
  For returning the gem and its satchel to Constance 
  Goodroot, she lets the characters know they need 
  never be hungry while they are in the area.  They are 
  provided a free bushel of beets from the beet farm 
  whenever they finish an adventure in Hillsfar (any 
  HILL, DDEX03, or CCC adventure occurring in 
  Hillsfar), along with numerous recipes for preparing 
  several beet-themed dishes from the Goodroot 
  family personal cookbook collection.   
   
  You’ve Got a Friend in Red 
  Word spreads through the Red Wizard channels that 
  you are a friend of Thay.  This award may have 
  additional repercussions in future QCC modules.   
   
  
  Not for resale.  Permission granted to print or photocopy this document for personal use only. 
  CCC-QCC2018-02 Heart and Soul 
   23 
   
  Player Handout #3. 
  Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Figurine of Wondrous Power 
  – Bronze Griffon 
  Wondrous Item, rare 
  This figurine of wondrous power is statuette of a 
  bronze griffon small enough to fit in a pocket.  If you 
  use an action to speak the command word and throw 
  the figurine to a point on the ground within 60 feet 
  of you, the figurine becomes a living griffon.  If the 
  space where the griffon would appear is occupied by 
  other creatures or objects, or there isn’t enough 
  space for the creature, the figurine doesn’t become a 
  creature. 
   The creature is friendly to you and your 
  companions.  It understands your languages and 
  obeys your spoken commands.  If you issue no 
  commands, the creature defends itself but takes no 
  other actions. 
   The creature exists for a duration of 6 hours.  At 
  the end of the duration, the creature reverts to its 
  figurine form.  It reverts to a figurine early if it drops 
  to 0 hit points or if you use an action to speak the 
  command word again while touching it.  When the 
  creature becomes a figurine again, its property 
  cannot be used again until 5 days have passed, 
   The command word for this crudely-worked 
  bronze statuette of a griffon rampant is “malaeda”. 
   This item can be found in the Dungeon Master’s 
  Guide. 
  Griffon 
  Large monstrosity, unaligned 
  Armor Class 12 
  Hit Points 59 (7d10 + 21) 
  Speed 30 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  2 (−4) 
  13 (+1) 
  8 (−1) 
    
  Skills Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages — 
  Challenge 2 (450 XP) 
  Keen Sight. The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The griffon makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Queen City Conquest (QCC)/CCC-QCC2018-02 - Heart and Soul.pdf