TEXT: CCC-NBDD01-02	
  	
  	
  	
  	
  	
  Where Can She Be? 
  	
  	
  	
  A	master	criminal	has	been	making	her	way	across	the	Moonsea,	stealing	priceless	treasures	at	
  every	stop.	It's	up	to	you	to	trace	her	steps,	find	her	allies,	and	stop	her	before	she	can	claim	her	
  final	prize.	
  A	Two	to	Four-Hour	Adventure	for	Tier	2	Characters.	Optimized	for	APL	8.	
  	
  	
  
   
  Credits	
  	
  Lead	Designer:	Robbie	Pleasant	
  Designer:	Robbie	Pleasant	
  	
  Editing:	Xavier	Rodriguez,	Jasmine	Lawrence	
  D&D	Adventurers	League	Guildmaster:	Chris	Lindsay	
  	
  Illustrator:	Maria	Leung	
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	
  Ari	Levitch,	Chris	Lindsay,	Mike	Mearls	
  	
  D&D	Adventurers	League	Administrators:	Alan	
  Patrick,	Amy	Lynn	Dzura,	Travis	Woodall,	Claire	
  Hoffman,	Greg	Marks,	Ma’at	Crook,	LaTia	Bryant	
  	
  Playtesters:	Andrew	O’Neill,	Jen	Vaughn,	Jenni	Quan,	
  Vicki	Hwang,	Xavier	Rodriguez,	Mark	Altvater,	Teresa	
  Altvater,	Tom	McVey,	Nicholas	Nelson,	Jason	Wells,	
  Alexander	Rose,	Patrick	De	La	Serna,	Dan	Watkinson,	
  Ken	Godberson,	Nick	Hanover,	Matt	Carter,	Matt	
  Burtness,	Jim	Demonakos,	Jacob	Hockley	
  	
  Special	thanks	for	name	puns:	Maria	Leung,		
  	 Jasmine	Lawrence,	Jason	Katayanagi	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  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. 
   
  ©2019 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-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  3 
  Adventure	Primer	
  “Well	she	sneaks	around	Toril	from	Hulburg	down	
  to	Mulmaster.	
  She’s	a	sticky-fingered	filcher	from	Hillsfar	to	
  Zhentil	Keep.	
  She’ll	take	you	for	a	ride	on	a	dinosaur	through	
  Chult	now.	
  Tell	me:	where	in	Faerun	is	Carmille	Santiago?”	
  	 -	Roc	Capella,	a	capella	bardic	troupe	
  	
  This	adventure	is	designed	for	three	to	seven	5-	
  10-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.	
  Background	
  The	legendary	thief,	CARMILLE	SANTIAGO,	has	
  been	on	a	world	tour.	She	traveled	from	city	to	
  city	across	the	Moonsea,	identifying	valuable	
  treasures	and	pulling	off	cunning	heists	to	steal	
  them.	
  	 Carmille	is	not	motivated	by	greed,	but	rather,	
  the	thrill	of	the	chase.	As	such,	she	intentionally	
  left	hints	with	her	henchmen	that	could	lead	
  people	to	the	location	of	her	next	planned	heist.	
  	 In	response	to	her	crime	wave,	the	MOONSEA	
  CRIMES	DIVISION	(MCD)	has	launched	a	special	
  investigation.	CHIEF	MCRIEF	of	the	MCD	
  (commonly	referred	to	as	“The	Chief”)	tried	
  following	Carmille’s	tracks	herself,	but	Carmille	
  is	a	slippery	one.	So	the	Chief	put	out	the	call	for	
  well-traveled	adventurers	who	can	pursue	
  Carmille	Santiago,	wherever	in	Faerun	she	may	
  be.	
  Overview	
  The	adventure’s	story	is	spread	over	three	parts	
  and	takes	approximately	2	hours	to	play.	The	
  adventure	begins	with	a	Call	to	Action	scene.	It	
  also	contains	two	optional	bonus	objectives—
  each	taking	an	additional	hour	to	play.	
  	 This	adventure	has	players	following	clues	
  across	the	Moonsea,	which	will	lead	them	to	
  locations	they’ve	visited	before.	As	the	locations	
  are	modular	and	can	be	customized	based	on	the	
  party,	it	is	strongly	recommended	that	you	ask	
  your	players	what	adventures	they’ve	played	
  with	these	characters	before.	This	will	help	you	
  choose	locations	and	clues	to	use	best	suited	for	
  their	history.	
  • Call	to	Action:	The	Warrant.	The	players	are	
  hired	by	Chief	McRief	to	pursue	Carmille	
  Santiago.	
  • Part	1:	Somebody	Gave	the	Slip.	The	players	
  follow	clues	to	trace	Carmille’s	steps	across	the	
  Moonsea.	This	is	Story	Objective	A.	
  • Part	2:	The	Chase.	The	players	join	up	with	
  the	Kenku	a	capella	group,	Roc	Capella,	to	stop	
  Carmille’s	next	heist.	As	she	tries	to	make	her	
  getaway,	the	players	chase	her	across	the	roofs	
  and	through	the	streets	of	Mulmaster	to	
  capture	her.	This	is	Story	Objective	B.	
  • Bonus	Objective	1:	The	Great	Detective.	The	
  players	assist	another	detective	on	his	own	
  pursuit	of	a	famed	thief.	This	is	found	in	
  Appendix	1.	
  • Bonus	Objective	2:	Paup	Quizzem’s	Greatest	
  Game	Show.	One	of	Carmille’s	minions	is	a	
  powerful	illusionist.	The	players	must	beat	his	
  game	show	to	get	his	clue.	This	is	found	in	
  Appendix	2.	
  Adventure	Hooks	
  The	adventure	begins	in	Ylraphon,	where	one	of	
  Carmille	Santiago’s	more	recent	crimes	took	
  place.	The	Moonsea	Crimes	Division	has	put	out	
  a	call	for	well-traveled	adventurers	ready	to	
  bring	the	elusive	thief	to	justice.	
  	 Adventure	Hook	1.	The	players	saw	a	flyer	on	
  the	job	board	at	a	local	tavern	calling	for	well-
  traveled	adventurers.	It	tells	them	to	report	to	
  the	local	guard	station	for	paid	work.	
  	 Adventure	Hook	2.	Players	on	the	wrong	side	
  of	the	law	may	be	given	a	chance	to	pay	their	
  debt	to	society	by	assisting	the	MCD.	
  	 Adventure	Hook	3.	Worshippers	of	Selune	
  have	heard	that	the	temple	in	Ylraphon	has	been	
  robbed	and	would	like	to	help	catch	the	
  perpetrator.	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  4 
  Adventure	Flowchart	
  This	section	provides	a	basic	understanding	of	not	only	the	flow	of	the	adventure,	but	also	the	outline	of	
  the	different	paths	that	your	players	may	take	in	reaching	their	stated	objective.		
  	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  5 
  Call	to	Action:	The	Warrant	
  Estimated	Duration:	15	minutes	
  	
  The	players	find	themselves	hired	by	Chief	
  McRief	and	the	Moonsea	Crimes	Division	to	
  hunt	down	Carmille	Santiago.	In	her	heist,	she	
  stole	a	mystical	gem	called	Selune’s	Eye	from	
  Ylraphon’s	Temple	of	Selune,	and	the	Chief	
  wants	to	head	out	before	the	trail	gets	cold.	
  Setting	Information	
  After	following	the	Adventure	Hook,	the	
  adventurers	go	to	the	Ylraphon	guard	station.	
  The	station	is	moderately	well-furnished,	with	a	
  handful	of	guards	on	duty	and	two	prisoners	
  locked	in	a	nearby	cell.	The	guards	are	on	high	
  alert	after	Carmille’s	theft	of	Selune’s	Eye.	
  Call	to	Action	
  Chief	McRief	recruits	the	characters	to	pursue	
  Carmille	Santiago	
  Guard	Station	
  The	adventurers	go	to	the	guard	station,	as	per	
  the	instructions	in	the	Adventure	Hook.	Chief	
  McRief,	a	Turami	human	woman	of	short	stature	
  but	imposing	presence,	meets	them	as	they	enter.	
  As you enter the station, a human woman in an 
  official-looking uniform greets you. She talks 
  quickly and with unwavering purpose as she 
  beckons you in. 
   
  “So, you’re the adventurers who answered my call? 
  Welcome! I’m Chief McRief of the Moonsea Crimes 
  Division.” 
   
  She flashes a badge at you, barely taking a moment 
  to pause before continuing. 
   
  “If you’re here, it’s because you’re adventurers 
  who know their way around the Moonsea. That 
  being the case, then we need your help tracking 
  down elusive thief Carmille Santiago!” 
  What’s	the	Mission,	Chief?		
  At	this	point,	the	players	can	introduce	
  themselves	and	talk	about	the	places	they’ve	
  visited.	You	can	award	inspiration	for	good	
  descriptions	or	recollections	of	past	adventures.	
  Chief	McRief	conveys	the	following	information:	
  • 
  Carmille	Santiago	is	a	criminal	
  mastermind	that’s	been	evading	capture	
  for	far	too	long.		
  • 
  Recently,	she’s	begun	traveling	across	
  the	Moonsea,	stealing	valuable	treasures.	
  • 
  A	tenday	ago,	the	temple	of	Selune	
  received	a	note	from	Carmille,	stating	
  “Don’t	blink,	or	I’ll	steal	your	eye	right	
  from	your	head.”	Shortly	after	that,	they	
  discovered	a	holy	treasure	called	
  Selune’s	Eye	(originally	donated	to	the	
  temple	by	a	tavern	from	Waterdeep)	was	
  stolen.	
  • 
  The	MCD	was	quickly	on	the	scene,	and	
  managed	to	arrest	two	of	Carmille’s	
  henchmen:	Jay	Walker	and	Patty	Theft.	
  • 
  Carmille	Santiago	has	a	habit	of	leaving	
  her	henchmen	with	clues	to	the	location	
  of	her	next	planned	heist.	The	MCD	needs	
  adventurers	who	know	about	the	many	
  cities	along	the	Moonsea	to	follow	the	
  clues	and	track	her	down.	
  • 
  The	adventurers’	mission	is	to	follow	the	
  clues	from	Jay	and	Patty	to	Carmille’s	
  next	heist.	If	they’re	too	late	to	stop	it,	
  they	need	to	track	down	her	henchmen	
  and	get	clues	to	the	next	location.	The	
  trail	is	already	several	days	old,	so	they	
  may	have	to	catch	up	to	her.	
  • 
  The	MCD	has	teleportation	circles	
  connected	to	the	guard	station	of	each	
  city	and	a	wizard	named	Taks	C.	Kabb	
  on	retainer	to	use	them.	Teleportation	
  isn’t	cheap,	so	they	are	not	to	head	out	
  until	they’ve	found	at	least	two	clues	that	
  point	them	in	the	right	direction.	
  • 
  The	Chief	stresses	the	need	to	bring	
  Carmille	and	her	associates	in	alive.	If	
  she	or	any	of	her	henchmen	is	killed,	the	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  6 
  cost	of	raise	dead	will	be	deducted	from	
  their	pay.	(This	doesn’t	necessarily	have	
  to	decrease	the	gold	each	player	earns	at	
  the	end	of	the	adventure,	buy	you	can	
  consider	reducing	it	by	10	for	each	
  revival,	depending	on	your	group.)	
  	
  When	the	players	are	done	talking	to	the	Chief,	
  she	takes	them	to	meet	Jay	Walker	and	Patty	
  Theft.	
  Creature	Information	
  Jay	and	Patty	are	both	human	noncombatants.	
  Jay	is	a	street-wise	smuggler	who	knows	his	way	
  around	the	city.	Patty	is	a	confident	gal	about	
  town	with	sticky	fingers	and	an	eye	for	shiny	
  things.	They	both	helped	Carmille’s	heist	of	
  Selune’s	Eye.	
  	 What	Do	They	Want?	They’ve	both	worked	
  out	a	deal	with	the	MCD.	They’ll	be	let	free	in	
  exchange	for	information	leading	to	the	arrest	of	
  Carmille	Santiago,	so	they’re	happy	to	share	the	
  clues	they	have.	(If	the	players	want	to	
  interrogate	them,	you	can	work	out	the	deal	
  then.)	
  	 What	Do	They	Know?	Each	of	them	has	one	
  clue	for	the	location	of	Carmille	Santiago’s	next	
  heist.	See	Part	1:	Somebody	Gave	the	Slip	for	
  information	on	providing	clues	and	their	
  associated	locations.	
  	
  Off	You	Go!	
  Once	the	players	have	used	the	clues	to	figure	
  out	where	Carmille	was	headed,	the	Chief	brings	
  them	to	the	MCD’s	hired	wizard,	who	casts	
  teleportation	circle.	
  As the wizard prepares to send you to your first 
  destination, the Chief hands each of you a small 
  bronze badge and a scroll stamped with the 
  insignia of the Moonsea Crimes Division. 
   
  “These badges will let each city’s guard or watch 
  know that you’re working under the authority of 
  the MCD,” Chief McRief explains. “The scroll is a 
  warrant for the arrest of Carmille Santiago. 
  Remember, you need at least two clues before you 
  can go to the next location. Good luck!” 
   
  With that, the world around you glows, and you’re 
  sent hurtling off across the Moonsea, following the 
  first breadcrumb in Carmille’s trail. 
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  7 
  Part	1:	Somebody	Gave	the	Slip	
  Estimated	Duration:	45	minutes	
  	
  In	this	part,	the	players	will	follow	Carmille	
  Santiago’s	trail	from	city	to	city.	This	part	of	the	
  adventure	is	modular	and	can	be	customized	for	
  each	party	with	different	destinations,	
  henchmen,	and	clues.	As	the	DM,	you	choose	
  where	to	go	based	on	locations	the	adventurers	
  have	visited	before.	
  	
  The	adventurers	should	follow	the	trail	through	
  at	least	two	locations	before	arriving	at	
  Mulmaster,	where	Carmille’s	next	heist	will	
  occur	in	Part	2:	The	Chase.		
  	
  The	potential	locations	are:	
  • 
  Phlan	(Season	1	and	CCC	adventures)	
  • 
  Mulmaster	(Season	2	and	CCC	
  adventures	–	this	will	always	be	the	last	
  location,	leading	to	Part	2:	The	Chase)	
  • 
  Hillsfar	(Season	3	and	CCC	adventures)	
  • 
  Hulburg	(CCC	location)	
  • 
  Melvaunt	(CCC	location)	
  	
  If	there	are	any	other	locations	your	players	are	
  attached	to,	you	are	welcome	to	create	your	own	
  clues	and	heists	for	any	cities	not	included	
  (excluding	Barovia,	for	obvious	reasons).	You	
  can	use	henchmen	from	cities	not	used	as	you	
  see	fit,	or	use	the	Bonus	Objectives	encounters.	
  Story	Objective	
  Follow	the	clues	leading	to	Carmille’s	next	heist.	
  This	is	Story	Objective	A.	
  Follow	the	Clues	
  Each	location	has	the	following	information,	as	
  shown	in	Appendix	6-10:	
  • 
  The	City:	Where	everything	takes	place.	
  • 
  The	Clues:	What	clues	lead	the	
  adventurers	to	this	city.	You	will	want	to	
  look	at	the	clues	for	each	destination	in	
  advance,	so	that	they	can	be	given	to	the	
  players	to	guide	them.	
  • 
  The	Heist:	What	got	stolen.	Each	heist	
  took	place	within	a	few	days	of	the	last,	
  hinting	that	Carmille	also	has	a	means	of	
  teleporting.	
  • 
  The	Scene	of	the	Crime:	Where	the	
  heist	took	place	and	what	players	can	
  find	there.	
  • 
  The	Henchmen:	Who	helped	Carmille	
  pull	off	the	heist	and	what	it	will	take	to	
  make	them	talk.	Each	city	has	three	
  henchmen,	but	players	only	need	to	find	
  two.	Any	of	the	henchmen	can	be	
  replaced	with	Paup	Quizzem	for	Bonus	
  Objective	2:	Paup	Quizzem’s	Greatest	
  Game	Show.	
  Investigating	
  Adventurers	can	track	down	Carmille’s	
  henchmen	in	a	number	of	ways,	including	(but	
  not	limited	to):	
  • 
  Search	the	scene	of	the	crime	for	clues.	A	
  DC	15	Intelligence	(Investigation)	or	
  Wisdom	(Perception),	or	Wisdom	
  (Survival)	check	will	provide	a	clue.	
  • 
  Ask	around	at	local	taverns	and	
  locations	of	ill	repute.	Adventurers	can	
  identify	suspicious-looking	folk	with	a	
  DC	15	Wisdom	(Insight)	check	and	pry	
  information	from	them	with	a	DC	17	
  Charisma	(Persuasion)	check.	Provide	
  advantage	on	this	check	if	they	offer	a	
  bribe	or	alcohol.		
  • 
  Background	features	that	provide	
  contacts	within	a	city	(such	as	Criminal	
  Contact	or	Safe	Haven)	can	be	used	to	
  connect	the	adventurers	with	people	
  who	know	where	to	find	the	henchmen.	
  • 
  Story	awards	that	provide	contacts,	
  favors,	or	any	other	form	of	goodwill	for	
  organizations	or	individuals	in	the	city	
  can	have	their	contacts	point	them	
  towards	the	henchmen.	Any	story	award	
  that	fits	this	can	be	used,	regardless	of	
  the	season	or	adventure	it’s	found	in.	
  • 
  Divination	magic	such	as	commune	can	
  be	used	to	guide	the	adventurers	to	one	
  of	the	henchmen.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  8 
  • 
  Find	Them	Lurking	near	the	scene	of	
  the	crime.	
  • 
  Convince	One	Henchman	after	finding	
  them	to	sell	out	their	partner,	either	
  through	Persuasion	(at	advantage	if	they	
  offer	a	bribe)	or	Intimidation	(DC	17	for	
  either	check).	
  	
  With	the	exception	of	searching	the	scene	of	the	
  crime,	each	of	these	options	can	be	used	once	
  per	character.	
  	
  For	instance,	if	a	character	with	the	Criminal	
  Contact	background	feature	calls	upon	their	
  contacts	in	Phlan,	then	their	informants	in	
  Hillsfar	will	come	up	empty,	but	another	
  character’s	Criminal	Contacts	may	be	able	to	
  assist.	Similarly,	after	the	first	casting	of	
  commune	or	a	similar	spell,	the	caster	will	not	
  receive	any	more	helpful	answers.	This	is	to	
  allow	everyone	to	contribute	to	the	investigation	
  without	repeating	a	single	method	each	time.	
  	
  Get	the	Hint.	Once	the	adventurers	find	the	
  henchman,	they	must	find	out	how	to	get	the	
  clue	to	Carmille’s	location	out	of	them.	Not	all	
  will	respond	to	threats	or	violence	(keep	in	mind	
  that	they’re	under	orders	to	not	kill	anyone).	
  Allow	for	clever	thinking	and	roleplaying.	
  	
  Figure	it	Out.	The	clues	should	lead	the	players	
  to	the	next	city.	If	they’re	having	difficulty	
  figuring	it	out,	a	DC	15	Intelligence	(History)	
  check	will	let	them	piece	it	together.	Failing	at	
  that,	they	can	spend	an	hour	studying	maps	and	
  history	books,	to	the	Chief’s	chagrin.	
  	
  Next	Stop:	Mulmaster.	Once	the	players	have	
  visited	at	least	two	cities	(or	more,	depending	on	
  how	much	time	you	have	available),	the	clues	
  should	lead	them	to	Mulmaster.	Then,	proceed	
  to	Part	2:	The	Chase.	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  9 
  Part	2:	The	Chase	
  Estimated	Duration:	60	minutes	
  	
  The	party’s	pursuit	of	Carmille	Santiago	leads	
  them	to	Mulmaster.	There,	they	must	team	up	
  with	an	all-kenku	bardic	troupe,	Roc	Capella,	to	
  intercept	Carmille’s	next	heist.	This	culminates	
  in	a	chase	across	the	rooftops	and	through	the	
  streets	of	Mulmaster.	
  Mulmaster	Guard	Station	
  When	the	adventurers	arrive	at	the	guard	station,	
  they	find	their	visit	came	at	just	the	right	time.	
  Carmille	has	not	yet	pulled	her	Mulmaster	heist,	
  but	they	fear	she’ll	strike	tonight.	
  Area	Information	
  The	guard	station	is	like	any	other,	although	
  perhaps	a	bit	worse	for	wear	after	Mulmaster’s	
  recent	slew	of	troubles.	Three	guards	of	various	
  races	and	genders	stand	at	the	ready,	although	
  the	prison	cells	are	currently	empty.	
  Story	Objective	
  Team	up	with	Roc	Capella	to	get	backstage	and	
  stop	Carmille	Santiago.	This	is	Story	Objective	B.	
  Wait, is Mulmaster Still Standing? 
  Mulmaster has gone though a fair bit of destruction 
  throughout the many seasons of Adventurers League. 
  The condition the city is in will vary based on what 
  adventures the characters have played through. 
   If the characters have not played any adventures set 
  after Mulmaster’s first destruction in DDEP2 – 
  Mulmaster Undone or in DDEP00-1 – The Red War, the 
  city is still standing. 
   If the characters have played in adventures set after 
  Mulmaster Undone but have not played in The Red War, 
  the city is damaged after the attacks from the Elemental 
  Cults, but there is rebuilding underway. 
   If the characters have played in The Red War or any 
  associated adventures, the city is in worse shape than 
  ever before, but there is still an attempt to rebuild. The 
  Theater of the Stars is, remarkably, still standing, as are 
  enough buildings for a dramatic rooftop chase. 
  Creature	Information	
  The	guards	have	been	alerted	to	the	
  investigation	and	are	prepared	to	help	the	party	
  before	Carmille	makes	her	move.	
  	 What	Do	They	Know?	This	morning,	they	
  discovered	a	note	from	Carmille	Santiago:	“I	
  could	steal	the	stars	from	the	sky,	but	tonight	I’ll	
  steal	the	show	instead.”	They	believe	this	refers	
  to	the	Theater	of	the	Stars,	where	the	kenku	
  bardic	troupe,	Roc	Capella,	will	be	performing	
  that	night.		
  	 What	Do	They	Want?	Their	main	goal	is	to	
  stop	Carmille	Santiago’s	heist,	preferably	before	
  it	happens,	but	in	the	act	is	acceptable	too.	They	
  can’t	cancel	the	show	or	cause	alarm	(the	
  nobility	of	the	city	would	not	stand	for	it),	so	the	
  adventurers	need	to	find	a	way	to	get	in	
  backstage.	The	best	way	to	do	that	is	by	joining	
  up	with	Roc	Capella,	if	they	can	find	a	way	in.	
  Theater	of	the	Stars	
  The	adventurers	head	to	the	Theater	of	the	Stars,	
  where	they	meet	up	with	Roc	Capella.	
  You arrive at the Theater of the Stars, Mulmaster’s 
  famed amphitheater. The building has no roof, 
  allowing the audience to watch the show under the 
  stars in the night sky. 
   
  Parked behind the theater are a few large wagons, 
  emblazoned with the logo of Roc Capella. Five 
  kenku clad in colorful striped vests are chattering 
  in lyrical speech while several humanoids move 
  equipment about. One of them, a stout Halfling 
  man, sees you and approaches. 
   
  “You there!” he calls out. “Are you auditioning for 
  the opening act, or are you the extra stage crew we 
  asked for?” 
  The	Halfling	is	Mr.	Kite,	the	manager	of	Roc	
  Capella.	He’s	busy	setting	up	for	the	show,	but	is	
  in	a	bit	of	a	tight	spot.	Both	the	planned	opening	
  act	and	half	the	stage	crew	cancelled	at	the	last	
  minute	because	(and	he	quotes)	“Mulmaster	is	a	
  death	trap	of	a	city.”	
  
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  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  10 
  Creature	Information	
  The	adventurers	are	introduced	to	the	rest	of	
  Roc	Capella	and	the	stage	crew.	The	musicians	
  are	all	kenku	bards	who	perform	a	capella	by	
  mimicking	the	sound	of	instruments.	They	speak	
  entirely	in	song,	but	their	assistant	Michelle	can	
  convey	the	meaning	to	anyone	confused	by	their	
  lyrics.	
  	
  The	band	includes:	
  • 
  Maurice	(he	speaks	of	the	pompitous	of	
  love)	
  • 
  Slim	(he’s	shady,	but	genuine)	
  • 
  Alexander	(there’s	a	million	things	he	
  hasn’t	done)	
  • 
  Eggman	(he’s	a	little	coo-coo-kachew)	
  • 
  Kilroy	(he’s	very	grateful)	
  	
  The	band’s	crew	consists	of:	
  • 
  Mr.	Kite,	the	manager;	he’ll	put	on	the	
  show	tonight.	
  • 
  JoJo,	in	charge	of	the	equipment.	He	
  makes	sure	everything	will	get	back	to	
  where	it	once	belonged.	
  • 
  Roxanne,	in	charge	of	lighting.	
  • 
  Michelle,	the	translator	for	the	band	
  when	people	have	trouble	understanding	
  them.	
  • 
  Lola,	in	charge	of	refreshments	(she	
  brought	a	cherry-flavored	bubbling	
  drink).	
  	
  What	Do	They	Want?	The	band	wants	an	
  opening	act,	while	the	crew	wants	some	extra	
  hands	to	assist	with	setting	up.	If	the	players	
  volunteer	to	perform,	first	they	must	first	prove	
  that	they	can	jam	with	the	band.	
  	 Anyone	attempting	to	perform	in	the	opening	
  act	must	succeed	on	a	DC	16	Charisma	
  (Performance)	check	to	sing	as	Roc	Capella	
  provides	musical	backup.	Give	advantage	on	the	
  roll	if	the	players	actually	sing	a	capella.	
  Decrease	the	DC	by	5	if	they’re	any	good.	
  Characters	that	succeed	are	given	the	Story	
  Award	Do	It	A	Capella	and	are	allowed	to	
  wander	backstage	before	the	show.	
  	 Characters	that	do	not	succeed	or	do	not	
  attempt	to	perform	with	the	band	can	work	as	
  stage	crew.	They’re	allowed	backstage	to	move	
  boxes	and	equipment	for	the	crew,	under	the	
  watchful	eye	of	Mr.	Kite.	
  Backstage	
  The	players	are	allowed	backstage	to	set	up	for	
  the	show.	If	they’re	performing,	they’re	allowed	
  free	rein	to	explore	as	they	rehearse.	If	they’re	
  part	of	the	crew,	they	spend	a	few	hours	setting	
  up	the	stage	and	equipment	before	Mr.	Kite	
  allows	them	their	“legally	mandated	30-minute	
  break.”	
  Area	Information	
  The	area	has	the	following	features.	
  	 Dimensions	&	Terrain.	The	backstage	of	the	
  theater	features	15-foot	wide	hallways	leading	
  around	the	outskirts	of	the	round	amphitheater	
  and	to	the	50-foot	wide	stage.	Behind	the	
  curtains	are	five	levels	of	scaffolding,	catwalks,	
  and	platforms	used	for	behind-the-scenes	set	
  work.	
  	 Lighting.	The	show	begins	at	sunset,	so	there’s	
  still	natural	light	coming	in	through	the	windows.	
  At	night,	several	lanterns	are	set	up	to	provide	
  bright	light	backstage.	
  Investigating	
  While	searching	backstage,	the	players	can	find	
  the	following	clues	by	rolling	Wisdom	
  (Perception)	or	Intelligence	(Investigation)	
  checks:	
  • 
  DC	10:	A	framed	painting	of	Volothamp	
  Geddarm,	donated	and	signed	by	Volo	
  himself.	This	is	not	a	potential	target	of	
  Carmille’s	heist,	although	they	might	
  think	it	is.	
  • 
  DC	12:	A	collection	of	signed	first-edition	
  plays	and	songs	from	some	of	Faerun’s	
  greatest	bards	is	displayed	in	a	glass	case.	
  This	includes	works	by	Storm	Silverhand,	
  Deekin	Scalesinger,	and	Elanil	Elassidil.	
  This	is	a	potential	target	of	Carmille’s	
  heist.	
  • 
  DC	14:	A	silver	idol	of	Milil,	the	deity	of	
  song,	poetry,	eloquence,	creativity,	and	
  inspiration.	This	is	a	potential	target	of	
  Carmille’s	heist.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  11 
  • 
  DC	16:	One	of	the	props	kept	on	display	
  is	a	brilliant	golden	crown,	provided	by	a	
  wealthy	donor.	Players	investigating	it	
  get	a	suspicion	that	it	is	actually	made	of	
  gold.	This	is	a	potential	target	of	
  Carmille’s	heist.	
  • 
  DC	18:	Searching	the	scaffolding	or	
  floorboards	can	uncover	magical	
  markings	hidden	behind	them.	A	DC	19	
  Intelligence	(Arcana)	check	determines	
  that	this	is	a	modified	glyph	of	warding	
  that	is	set	to	cast	a	darkness	or	silence	
  spell	(instead	of	the	harmful	spells	
  normally	created	by	the	glyphs)	when	a	
  certain	condition	is	met.	The	players	can	
  disarm	this,	but	there	are	more	glyphs	
  hidden	about	than	they	have	time	to	find.	
  Casting	detect	magic	can	instantly	locate	
  one	of	these	glyphs.	
  	
  The	players	are	free	to	keep	watch	over	any	of	
  these	items.	No	matter	which	they	think	is	the	
  most	likely	target,	they’re	wrong.		If	they	guard	
  all	of	the	items,	have	everyone	roll	a	Wisdom	
  (Perception)	check	when	Carmille’s	heist	begins.	
  Whoever	rolls	the	lowest	has	the	item	stolen	out	
  from	under	their	nose.	
  It’s	Time	to	Play	the	Music	
  As	the	sun	starts	to	set,	the	show	begins.	If	the	
  adventurers	are	performing	as	the	opening	act,	
  they	go	on	stage	first.	Have	the	players	roll	
  Charisma	(Performance)	checks	to	determine	
  how	well	the	audience	receives	them;	a	roll	of	
  10-19	gets	applause,	a	roll	of	20	or	above	has	the	
  audience	throwing	roses,	and	a	roll	of	9	or	below	
  has	the	audience	throwing	tomatoes.	
  	 Anyone	searching	the	crowd	does	not	see	
  Carmille	Santiago	(who	is	currently	disguised	as	
  a	portly	middle-aged	man	thanks	to	her	hat	of	
  disguise).		
  	 When	the	opening	act	is	done,	Roc	Capella	
  takes	the	stage.	
  The five bards step on stage to begin, and even 
  their vocal warm-ups sound like an orchestra 
  tuning up. Eggman calls out “One! Two! Three! 
  Yeah!” and the kenku begin to sing.  Well, it’s 
  singing, but it sounds just like a complete 
  instrumental performance. Slim provides vocal 
  percussions, Kilroy and Eggman mimic string and 
  wind instruments and Maurice and Alexander sing 
  in several different voices. 
   
  The performance is a perfect mimicry of a full 
  band. Not just a minstrel troupe of five performers, 
  but any number of instruments and singers – it’s 
  hard to tell how many voices and notes are coming 
  from a single kenku at once. 
   
  As Roc Capella finishes their first set to wild 
  applause, the sun sets over the horizon. Then 
  everything goes black and silent. 
  The	Heist	
  Over	the	past	few	days,	Carmille	and	her	
  henchmen	disguised	themselves	as	carpenters	
  working	on	fixing	and	reinforcing	the	theater.	
  During	that	time,	they	set	up	modified	glyphs,	
  designed	to	trigger	several	darkness	and	silence	
  spells	once	the	sun	sets	on	the	concert.	
  	 Once	the	spells	go	off,	multiple	globes	of	
  magical	darkness	and	zones	of	silence	pop	up	
  around	the	theater.	Guards	and	guests	alike	get	
  mixed	about	in	the	confusion,	running	through	
  areas	where	they	can’t	see	or	hear.	
  	 Give	the	players	one	round	to	react	and	try	to	
  protect	any	items	they’re	guarding	or	identify	
  the	source	of	the	spells.	Then	read	or	paraphrase	
  the	following:	
  You look up above the balcony, to the roof of the 
  theater. Silhouetted in the rising moon is a figure 
  clad in a billowing red cloak, a wide-brimmed hat 
  covering half her face. In her hands she holds the 
  stolen treasure. 
   
  Carmille Santiago smiles as she takes one step 
  back. She gracefully jumps from the roof of the 
  theater, and the chase is on. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  12 
  In	Pursuit	
  The	players	chase	after	Carmille	Santiago,	
  followed	by	Roc	Capella,	who	provide	suitably	
  dramatic	musical	accompaniment.	The	chase	will	
  take	place	over	five	rounds,	each	with	a	different	
  obstacle	to	help	them	get	closer	or	farther	to	
  Carmille.	Keep	track	of	the	total	number	of	
  successes	and	failures.	
  	 Roc	Capella	can	also	provide	Bardic	
  Inspiration	(d8)	to	one	player	per	obstacle	if	
  needed.	It	is	recommended	you	grant	it	to	the	
  player	least	likely	to	succeed	on	the	skill	check.	
  	 If	players	attempt	to	use	extra	movement,	such	
  as	through	Step	of	the	Wind	or	teleportation	
  magic,	they	can	get	closer	to	Carmille	but	she	
  manages	to	outmaneuver	them	at	the	last	
  moment.	Grant	them	advantage	on	the	next	skill	
  check	to	compensate.	
  	 Carmille	“somehow”	manages	to	succeed	on	
  any	saving	throws	against	spells	that	would	slow	
  her	down	or	halt	her	movement	(keep	in	mind	
  that,	as	a	half-elf,	she	cannot	be	put	to	sleep	via	
  magic).	Magic	can,	however,	be	used	to	assist	the	
  players.	Creativity	should	be	rewarded.	
  Obstacle	1:	Rooftop	Runaway	
  Carmille	is	running	across	the	rooftops	of	the	
  buildings	to	escape	pursuit.	The	adventurers	
  need	to	get	on	to	the	roofs	to	keep	up.	
  	 Skill	Check:	A	DC	13	Strength	(Athletics)	
  check	will	let	them	climb	up	to	the	nearest	roof.	
  A	DC	13	Dexterity	(Acrobatics)	check	will	let	
  them	leap	up	via	parkour.	
  	 Failure:	Anyone	who	does	not	make	the	check	
  has	to	pursue	from	the	ground,	where	they	have	
  difficulty	keeping	up	and	keeping	an	eye	on	her.	
  Obstacle	2:	Lost	in	the	Crowd	
  As	the	players	start	to	catch	up	with	Carmille	on	
  the	roofs,	she	turns	to	face	them	at	the	edge	of	a	
  building.	She	smiles,	pulls	the	brim	of	her	hat	
  down	over	one	eye,	and	leaps	back	off	the	roof.	
  The	adventurers	look	down	and	see	a	lively	night	
  market	filled	with	people,	but	no	sign	of	Carmille.	
  	 Skill	Check:	A	DC	14	Wisdom	(Perception)	
  check	identifies	what	looks	like	a	merchant	
  moving	particularly	fast	through	the	crowd.	It’s	
  Carmille,	using	her	hat	of	disguise	to	avoid	
  recognition.	They	can	push	through	the	crowd	to	
  chase	after	her.	
  	 Failure:	They	do	not	notice	Carmille	until	her	
  transformation	ends	right	as	she	turns	a	corner.	
  Obstacle	3:	He’s	the	Impostor!	
  Rounding	the	corner,	the	players	see	two	
  identical	elf	men	pointing	at	each	other	in	
  surprise.	Each	one	insists	that	the	other	is	some	
  strange	woman	who	grabbed	him,	spun	them	in	
  a	circle,	and	then	suddenly	looked	just	like	him.	
  They	both	shout	for	the	adventurers	to	attack	
  the	other.		
  	 Skill	Check:	A	DC	15	Wisdom	(Insight)	check	
  reveals	that	the	one	on	the	right	is	genuinely	
  unnerved,	while	the	one	on	the	left	is	only	
  pretending.	Once	they	figure	out	which	one	is	
  Carmille,	she	quickly	drops	the	disguise	and	runs.	
  	 Failure:	The	party	attacks	the	wrong	person,	
  who	screams	for	help	as	Carmille	drops	the	
  disguise	(and	some	caltrops)	and	escapes.	
  Attempting	to	attack	both	at	once	will	result	in	
  Carmille	pushing	the	elf	civilian	in	their	path	and	
  escaping.	
  Obstacle	4:	The	Gauntlet	
  The	players	chase	Carmille	through	a	long	
  alleyway,	filled	with	obstacles.	She	nimbly	jumps	
  up,	over,	and	around	them,	pushing	more	
  obstacles	into	their	path	as	she	does.	
  	 Skill	Check:	A	DC	16	Dexterity	(Acrobatics)	
  check	avoids	all	the	obstacles.	Failing	at	that,	a	
  DC	16	Dexterity	saving	throw	will	prevent	them	
  from	falling	into	the	mud.	
  	 Failure:	They	fall	into	the	mud.	The	only	
  damage	they	take	is	to	their	pride,	but	Carmille	
  gets	further	ahead.	
  Obstacle	5:	The	Home	Stretch	
  Carmille	climbs	a	rope	ladder	onto	a	particularly	
  long	rooftop,	and	then	tosses	the	ladder	aside.	
  Overhead,	two	griffons	fly	closer	from	the	
  opposite	end	of	the	city.	
  	 Skill	Check:	A	DC	17	Strength	(Athletics)	
  check	lets	adventurers	climb	the	roof	after	
  Carmille.	
  	 Failure:	The	adventurers	have	to	scramble	to	
  set	up	a	makeshift	stairway	of	boxes	to	climb	
  onto	the	roof.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  13 
  Ending	the	Chase	
  Once	the	pursuit	has	ended,	compare	the	total	
  number	of	successes	to	the	number	of	failures.	If	
  the	players	succeeded	more	than	they	failed,	
  they’ve	kept	up	with	Carmille	Santiago	and	
  managed	to	reach	her	before	she	could	get	to	her	
  getaway	griffon	and	they	have	one	extra	round	
  before	the	griffons	and	abjurer	arrive.	If	they	
  failed	more	than	they	succeeded,	one	griffon	has	
  landed,	while	another	flies	next	to	the	building.	
  The	mage	riding	the	second	griffon	uses	his	
  magic	to	provide	Carmille	cover	to	escape.	
  	 Roc	Capella	continues	to	provide	dramatic	
  fight	scene	music,	but	do	not	give	any	more	
  Bardic	Inspiration.	
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. Carmille does not want to kill anyone, but 
  she has no issue with hurting them until they can’t stop 
  her from escaping. The others are less considerate. 
   Exploration. The sides of the rooftop give a beautiful 
  view of the city (less so if it was ruined in recent wars), 
  while the moonlit night makes for a dramatic last stand. 
   Social. Carmille doesn’t mind bantering while trying 
  to escape. She compliments the adventurers on their 
  skill and persistence, admitting that she cares more 
  about the heist and the chase than any stolen goods. 
  Area	Information	
  The	area	has	the	following	features.	
  	 Dimensions	&	Terrain.	The	flat	area	of	the	
  rooftop	is	15	feet	wide	and	50	feet	long.		
  	 Lighting.	The	full	moon	and	lit	streetlamps	
  provide	dim	light.	Otherwise,	there	is	only	the	
  lighting	characters	bring.	
  Creature	Information	
  Carmille	Santiago	is	a	half-elf	master	thief	with	
  the	following	adjustments:	
  • 
  She	has	maximum	HP	(130)	
  • 
  Darkvision:	Carmille	can	see	in	dim	light	
  within	60	feet	as	if	it	were	bright	light,	
  and	in	darkness	as	if	it	were	dim	light.	
  • 
  Fey	Ancestry:	Carmille	has	advantage	on	
  saving	throws	against	being	charmed,	
  and	magic	can’t	put	her	to	sleep.	
  	
  An	abjurer,	two	griffons,	and	two	master	thief	
  henchmen	attempt	to	help	Carmille	escape.	(You	
  can	use	unused	henchmen	for	their	names.)	
  Carmille	also	had	Paup	Quizzem	cast	foresight	on	
  her	in	advance.	
  Adjusting the Scene 
  Here are some suggestions for adjusting this scene:  
  • Very Weak: Carmille has 85 HP, remove one griffon 
  and master thief, and replace the abjurer with a mage. 
  Remove foresight. 
  • Weak: Carmille has 85 HP and replace the abjurer 
  with a mage. Remove foresight. 
  • Strong: Replace Carmille’s stats with those of an 
  assassin. 
  • Very Strong: Replace Carmille’s stats with those of an 
  assassin and the abjurer with an archmage. 
  Wrapping	Up	
  If	the	players	capture	Carmille	Santiago	alive,	the	
  Chief	catches	up	with	them	to	congratulate	them	
  on	a	job	well	done.	If	they	killed	Carmille	or	the	
  abjurer,	she	reminds	them	that	the	revival	is	
  coming	out	of	their	pay	as	the	bodies	are	taken	
  away.	
  “You did it!” Chief McRief proclaims. “Thanks to 
  you, we’ve brought the notorious thief to justice! 
  The Moonsea Crimes Division thanks you for your 
  hard work. Now: take her away, boys!” 
   
  As the MCD agents lock Carmille Santiago in 
  manacles, the raven-haired thief looks back at you 
  and, surprisingly, smiles. 
   
  “That was a good chase,” she calls out as she’s 
  escorted away. “Once I escape, we’ll have to do 
  this again sometime.” 
   
  Carmille Santiago winks as she’s pulled out of sight. 
  You get the feeling this isn’t the last you’ve seen of 
  her, but for now, you can celebrate a job well 
  done. 
  Treasure	
  In	addition	to	their	promised	pay	(possibly	
  minus	any	revival	expenses),	the	Chief	gives	the	
  adventurers	Carmille’s	hat	of	disguise	(Appendix	
  11).	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  14 
  Rewards	
  At	the	end	of	the	session,	the	characters	receive	rewards	based	upon	their	accomplishments.	
  	
  Character	Rewards	
  The	characters	earn	the	following	rewards:	
  Advancement	
  Upon	successfully	completing	this	adventure,	
  each	character	gains	a	level.	At	their	discretion,	
  they	may	choose	to	decline	advancement.	
  Remind	your	players	that	the	amount	of	gold	
  that	their	characters	can	earn	per	level	is	
  limited;	declining	advancement	means	that	they	
  may	reach	a	point	where	they	earn	no	gold.	
  Gold	
  Award	each	character	gold	for	each	hour	of	the	
  session.	Adventures	typically	features	cues	for	
  this,	but	you	can	add	it	where	you	see	fit.	The	
  maximum	gold	that	you	can	award	a	character	
  per	hour	is	determined	by	their	tier,	as	follows:	
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic	Items	
  If	found	during	the	adventure,	the	characters	can	
  keep	the	following	magic	items;	these	items	are	
  described	in	Appendix	11:	
  • Hat	of	Disguise	
  • Clockwork	Amulet	
  Story	Award:	
  	 	 Do	It	A	Capella:	You	have	performed	with	the	
  traveling	a	capella	kenku	bard	troupe,	Roc	
  Capella.	Should	you	encounter	them	again,	you	
  will	be	welcome	to	join	in	their	performance	and	
  are	treated	as	part	of	the	band.	
  Dungeon	Master	Rewards	
  For	running	this	adventure,	one	of	your	
  character	gains	a	level.	That	character	receives	
  gold	based	on	their	tier	prior	to	advancement:	
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  	 You	may	also	complete	DM	Quests	for	running	
  this	adventure.	See	the	Adventurers	League	
  Dungeon	Master’s	Guide	for	more	information.
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  15 
  Dramatis	Personae	
  The	following	NPCs	feature	prominently	in	this	adventure.		
  	
  Carmille	Santiago	(Car-MIL	San-tee-AH-go).	An	
  elusive	phantom	thief	of	great	renown.	
  • What	They	Want:	She’s	motivated	in	part	by	
  her	desire	to	steal	rare	and	valuable	treasures,	
  but	she’s	primarily	in	it	for	the	thrill	of	the	
  heist	and	the	chase.	
  • It’s	A	Fair	Cop:	Carmille	won’t	try	to	kill	
  unless	her	life	depends	on	it.	Getting	arrested	
  is	no	more	than	a	temporary	inconvenience,	
  and	she	respects	adventurers	that	can	bring	
  her	to	justice.	
  Chief	McRief	(Mik-REEF).	The	head	of	the	
  Moonsea	Crimes	Division.	Goal-oriented,	talks	
  fast,	has	a	tendency	to	call	her	employees	
  “gumshoe.”	
  • What	They	Want:	To	bring	Carmille	Santiago	
  to	justice.	
  • In	the	Name	of	the	Law:	The	Chief	cares	
  about	both	what	the	law	says	is	right	and	what	
  she	knows	real	justice	is.	She	knows	
  adventurers	can	get	the	job	done,	but	makes	
  sure	they	do	it	following	the	MCD’s	rules.	
  Paup	Quizzem	(POP	Quiz-em).	A	mage	hired	by	
  Carmille	Santiago.	Loves	game	shows.	
  • What	They	Want:	To	put	on	a	good	show	for	
  himself	and	his	contestants.	
  • It’s	Not	About	Winning	or	Losing:	He	just	
  loves	the	entertainment	that	his	game	shows	
  bring	him…	and	maybe	other	people	too.	
  	
  Inspector	Zenivert	(Zen-E-vair).	A	detective	on	
  the	trail	of	the	infamous	criminal	Arson	Wolf.	
  	
  • What	They	Want:	To	finally	catch	Arson	Wolf.	
  • Curse	You:	He’s	had	absolutely	zero	luck	
  catching	Arson	Wolf.		
  	
  Arson	Wolf	(AR-son).	A	gentleman	thief	with	no	
  connection	to	Carmille	Santiago.	Has	been	
  greatly	enjoying	the	cat-and-mouse	game	with	
  Inspector	Zenivert.	
  	
  • What	They	Want:	To	travel,	steal	valuables,	
  and	pull	off	stunning	feats	of	thievery	and	
  cleverness.	
  • The	Challenge:	Arson	doesn’t	particularly	
  need	the	money,	but	he	does	enjoy	pulling	off	a	
  successful	heist.	Anything	he	steals	can	often	
  be	found	the	next	day	being	sold	to	a	local	
  jeweler	or	gifted	to	a	lovely	lady.		
  	
  Roc	Capella	(ROK	CA-pell-a).	A	traveling	troupe	
  of	kenku	bards.	
  	
  • What	They	Want:	To	sing,	sing,	SING!	
  • It’s	a	Long	Way	to	the	Top	if	You	Want	to	
  Rock	And	Roll:	The	members	of	the	band	
  (Maurice,	Alexander,	Slim,	Eggman,	and	Kilroy)	
  only	speak	in	the	lyrics	of	songs	they’ve	heard.	
  They	could	mimic	other	things,	they	just	
  choose	not	to.
  	
  	
  
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  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  16 
  Creature	Statistics	
  	
  Abjurer 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 84 (13d8+26) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 14 (+2) 18 (+4) 12 (+1) 
  11 (0) 
  Saving Throws Int +8, Wis +5 
  Skills Arcana +8, History +8 
  Senses passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
   
  Spellcasting The abjurer is a 13th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  16, +8 to hit with spell attacks). The mage has the 
  following wizard spells prepared:  
   Cantrips (at will): blade ward, dancing lights, 
  mending, message, ray of frost 
   1st level (4 slots): alarm*, mage armor, magic 
  missile, shield* 
   2nd level (3 slots): arcane lock*, invisibility 
   3rd level (3 slots): counterspell*, dispel magic*, 
  fireball 
   4th level (3 slots): banishment*, stoneskin* 
   5th level (2 slots): cone of cold, wall of force 
   6th level (1 slot): flesh to stone, globe of 
  invulnerability*  
   7th level (1 slot): symbol*, teleport 
   *Abjuration spell of 1st level or higher 
   
   Arcane Ward The abjurer has a magical ward 
  that has 30 hit points. Whenever the abjurer takes 
  damage, the ward takes the damage instead. If the 
  ward is reduced to 0 hit points, the abjurer takes 
  any remaining damage. When the abjurer casts an 
  abjuration spell of 1st level or higher, the ward 
  regains a number of hit points equal to twice the 
  level of the spell. 
   
  Actions 
   
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 
  3 (1d8 - 1) bludgeoning damage if used with two 
  hands. 
   
  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 11 
  Languages any four languages 
  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 can cast disguise self and invisibility at 
  will and has the following wizard spells prepared: 
   Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
   1st level (4 slots): detect magic, identify, mage 
  armor*, magic missile 
   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*
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  17 
   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): time stop 
  * The archmage casts these spells on itself before 
  combat. 
   
  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. 
   
  Assassin 
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 15 (Studded Leather) 
  Hit Points 78 (12d8+24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (0) 
  16 (+3) 14 (+2) 13 (+1) 11 (0) 
  10 (0) 
  Saving Throws Dex +6, Int +4 
  Skills Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9 
  Damage Resistances poison 
  Senses passive Perception 13 
  Languages Thieves’ cant plus any two languages 
  Challenge 8 (3,900 XP) 
   
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against 
  a surprised creature is a critical hit. 
   
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if 
  it succeeds on the saving throw, and only half damage 
  if it fails. 
   
  Sneak Attack (1/Turn). The assassin deals an extra 13 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 ft. of an ally of the assassin that 
  isn’t incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll.  
  Actions 
  Multiattack. The assassin makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one. 
   
  Drow Gunslinger 
  Medium humanoid (elf), any alignment 
   
  Armor Class 18 (Studded Leather, shield) 
  Hit Points 84 (13d8+26) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 18 (+4) 14 (+2) 
  11 (0) 13 (+1) 14 (+2) 
  Saving Throws Dex +6, Con +4, Wis +3 
  Skills Perception +3, Stealth +8  
  Senses darkvision 120 ft., passive Perception 13 
  Languages Elvish, Undercommon 
  Challenge 4 (1,100 XP) 
   
  Fey Ancestry. The drow has advantage on saving throws 
  against being charmed, and magic can’t put the drow 
  to sleep. 
   
  Gunslinger. Being within 5 feet of a hostile creature or 
  attacking at long range doesn’t impose disadvantage 
  on the drow’s ranged attack rolls with a pistol. In 
  addition, the drow ignores half cover and three-
  quarters cover when making ranged attacks with a 
  pistol. 
   
  Innate Spellcasting. The drow’s spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the 
  following spells, requiring no material components:  
  
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  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  18 
   At will: dancing lights 
   1/day each: darkness, faerie fire, levitate (self only)  
   
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
  Multiattack. The drow makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Poisonous Pistol. Ranged Weapon Attack: +6 to hit, 
  range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing 
  damage plus 11 (2d10) poison damage. 
   
  Stat Block Modifications 
  This creature has the following modifications: 
  • Languages Replace Undercommon with Common. 
   
  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. 
   
  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) 
  10 (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. 
   
  Master Thief 
  Medium humanoid (any race), any alignment 
   
  Armor Class 16 (Studded Leather) 
  Hit Points 83 (13d8+26) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (0) 
  18 (+4) 14 (+2) 
  11 (0) 
  11 (0) 
  12 (+1) 
  Saving Throws Dex +7, Int +3 
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight 
  of Hand +7, Stealth +7  
  Senses passive Perception 13 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  19 
  Languages any one language (usually Common) Thieves’ 
  cant 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of its turns, the thief can use a 
  bonus action to take the Dash, Disengage, or Hide action. 
   
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
   
  Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) 
  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 thief that isn't 
  incapacitated and the thief doesn't have disadvantage 
  on the attack roll. 
   
  Actions 
  Multiattack. The thief makes three attacks with its 
  shortsword. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hi: 8 (1d8 + 4) piercing 
  damage. 
  Reactions 
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker. 
  Stat Block Modifications 
  This creature has the following modifications: 
  • Hit Points 130 
  • Darkvision: The thief can see in dim light within 60 
  feet as if it were bright light, and in darkness as if it 
  were dim light. 
  • Fey Ancestry: The thief has advantage on saving 
  throws against being charmed, and magic can’t put 
  her to sleep. 
   
   
  Oni 
  Large giant, lawful evil 
   
  Armor Class 16 (Chain mail) 
  Hit Points 110 (13d10+39) 
  Speed 30 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  11 (0) 
  16 (+3) 14 (+2) 12 (+1) 15 (+2) 
  Saving Throws Dex +3, Con +6, Wis +4, Cha +5 
  Skills Arcana +5, Deception +8, Perception +4  
  Senses Darkvision 60 ft., passive Perception 14 
  Languages Common, Giant 
  Challenge 7 (2,900 XP) 
   
  Innate Spellcasting. The oni’s innate spellcasting ability 
  is Charisma (spell save DC 13). The oni can innately 
  cast the following spells, requiring no material 
  components: 
   At will: darkness, invisibility 
   1/day each: charm person, cone of cold, gaseous form, 
  sleep 
   
  Magic Weapons. The oni’s weapon attacks are magical. 
   
  Regeneration. The oni regains 10 hit points at the start 
  of its turn if it has at least 1 hit point. 
   
  Actions 
  Multiattack. The oni makes two attacks, either with its 
  claws or its glaive. 
   
  Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
   
  Glaive. Melee Weapon Attack: +7 to hit, range 10 ft., 
  one target. Hit: 15 (2d10 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage in Small or Medium form. 
   
  Change Shape. The oni magically polymorphs into a 
  Small or Medium humanoid, into a Large giant, or back 
  into its true form. Other than its size, its statistics are 
  the same in each form. The only equipment that is 
  transformed is its glaive, which shrinks so that it can be 
  wielded in humanoid form. If the oni dies, it reverts to 
  its rue form, and the glaive reverts to its normal size. 
   
  
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  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  20 
  Appendix	#1	The	Great	Detective	(Bonus	Objective	
  A)	
  Estimated	Duration:	60	minutes	
  	
  The	adventurers’	investigation	crosses	paths	
  with	that	of	another	detective.	The	detective	
  agrees	to	assist	them	in	return	for	their	help	on	
  his	search	for	a	renowned	gentleman	thief.		
  	
  Another	Investigation	
  This	can	be	placed	at	any	point	during	the	
  investigation;	when	the	players	find	a	henchman,	
  the	detective	will	have	already	beaten	them	to	it.	
  You head towards where you were told you could 
  find Carmille’s henchman, only to find someone 
  has beaten you to the punch. A tall man in a long 
  brown coat is interrogating the henchman, rather 
  aggressively at that. 
   
  “I know you’re connected!” the tall man shouts. 
  “Tell me everything you know about Arson Wolf!” 
   
  “I don’t know anything!” the henchman insists. “I 
  was working for Carmille Santiago, not Arson!” 
  The	man	is	Inspector	Zenivert,	a	detective	
  who’s	been	tracking	the	gentleman	thief	Arson	
  Wolf.	His	investigation	has	correctly	led	him	to	
  this	city,	but	the	wrong	crime,	as	he	began	
  following	the	clues	to	Carmille’s	heist	and	
  henchmen	by	mistake.	Once	the	characters	
  explain	the	situation,	Inspector	Zenivert	agrees	
  to	talk.	
  	
  Local	Tavern	
  	
  The	adventurers	and	Inspector	Zenivert	head	to	
  the	nearest	tavern	to	talk	business.	Zenivert	
  explains	that	he’s	been	on	the	trail	of	Arson	Wolf,	
  but	the	thief	appears	to	take	pleasure	in	toying	
  with	him	throughout	the	chase.	If	the	
  adventurers	are	willing	to	help	his	case,	he’ll	
  assist	in	their	investigation.	
  	
  As	he	stands	up	to	shake	hands	in	agreement,	
  Zenivert	trips	and	falls	onto	the	table.	Somehow,	
  at	some	point,	someone	used	Zenivert’s	own	
  manacles	to	lock	him	to	his	chair.	The	
  adventurers	also	discover	that	half	of	their	magic	
  items	have	disappeared.	
  	
  The	tavern	worker	who	delivered	the	party’s	
  drinks	reveals	himself	to	be	Arson	Wolf	(use	the	
  stats	of	an	assassin).	Sitting	at	a	nearby	table	are	
  his	partners:	Fujine,	a	lady	master	thief,	and	
  Gi’jen,	a	male	drow	gunslinger.	
  	
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   Combat. If combat breaks out, Arson and his allies will 
  aim to incapacitate the party and escape first, only 
  trying to kill them if it’s clearly necessary. 
   Exploration. The tavern is empty, aside from the party 
  and Arson’s group. A large cask behind the counter is 
  filled with Dwarven Firewater. 
   Social. Arson is a gentleman, and will try to engage in 
  friendly conversation before combat breaks out. If the 
  adventurers amuse him, he returns their items and 
  makes his getaway as they break Zenivert’s manacles 
  (DC 13 Thieves Tools check to unlock them or Athletics 
  to break them). 
  If	the	party	can	capture	Arson	Wolf	and	his	
  companions,	Zenivert	helps	with	the	
  investigation;	give	the	players	advantage	on	any	
  skill	checks	used	to	help	find	Carmille’s	next	
  destination	in	this	city.	If	Arson	escapes,	Zenivert	
  shouts	“Curse	you!”	and	chases	after	him.	Either	
  way,	he	gives	the	party	his	lucky	pocket	watch	in	
  thanks.	
  	
  Treasure	
  Zenivert’s	lucky	pocket	watch	is,	in	fact,	a	
  clockwork	amulet	(Appendix	11).
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  21 
  Appendix	2:	Paup	Quizzem’s	Greatest	Game	Show	
  (Bonus	Objective	B)	
  Estimated	Duration:	60	minutes	
  	
  At	any	point	during	the	adventure,	the	players	
  can	be	directed	to	the	henchman	Paup	Quizzem	
  and	his	magical	workshop.	This	can	substitute	
  any	of	the	other	henchmen	in	a	given	city.	When	
  the	players	enter	Paup’s	workshop,	they	trigger	
  a	powerful	illusion	that	places	them	in	a	most	
  peculiar	quiz	show.	
  The	Game	Begins	
  As you open the door, a bright light floods your 
  eyes. The next thing you know, you’re standing on 
  an illuminated stage behind a podium. Before you 
  is an audience filled with familiar faces. Friends, 
  family, fellow adventurers, and oddly generic 
  people appear in the audience, all cheering wildly. 
  A light shines down on the stage, and a brightly 
  dressed man appears. 
   
  “Ladies, gentlemen, and everyone else!” the man 
  declares. “Welcome, one and all, to Paup 
  Quizzem’s Greatest Gameshow! If our brave 
  contestants can clear our challenges, they’ll win 
  the grand prize: the clue to Carmille Santiago’s 
  location!” 
  The	man	is	Paup	Quizzem,	an	archmage	
  working	for	Carmille	Santiago.	The	stage	and	
  everyone	in	the	audience	are	illusions,	including	
  people	based	off	of	the	adventurers’	memories.	
  Paup	is	aware	of	the	adventurers	and	their	quest,	
  and	is	willing	to	give	them	his	clue	if	they	can	
  complete	his	game	show.	The	show	has	three	
  challenges;	each	player	can	choose	what	
  challenge	to	take,	but	the	majority	of	the	players	
  must	succeed	to	win.	
  	
  If	and	only	if	they	lose	the	game	show,	Paup	will	
  quickly	surrender	to	a	threat	of	violence.	
  Name	That	Hero	
  	
  Rules:	Paup	Quizzem	provides	a	description	of	a	
  hero,	villain,	or	other	noteworthy	character	from	
  Dungeons	&	Dragons	history.	The	player	must	
  identify	that	character.	(Using	out-of-character	
  knowledge	is	acceptable.)	A	player	must	get	
  three	out	of	five	correct	to	succeed.	
  	
  See	Appendix	3	for	the	questions.	You	do	not	
  need	to	use	them	all.	Answering	in	the	form	of	a	
  question	is	encouraged	but	not	required.	
  Adventurers	Arguing	
  	
  This	game	is	done	in	the	style	of	“Family	Feud.”	
  The	player	is	given	questions	from	a	poll	
  answered	by	over	200	Adventurers	League	
  players.	If	the	answer	they	give	is	in	the	top	five,	
  they	earn	points	equal	to	the	number	of	players	
  who	provided	that	answer.	
  	
  After	three	correct	answers,	a	player	can	choose	
  to	move	to	another	question.	After	three	wrong	
  answers,	they’re	out	and	another	player	rotates	
  in	to	try	the	next	question,	pass	to	the	next	
  player,	or	continue.	The	team	must	score	at	least	
  300	points	to	succeed.	
  	
  See	Appendix	4a	and	4b	for	the	questions	and	
  answers.	You	do	not	need	to	use	them	all.	Close	
  or	similar	answers	still	count.	
  	
  Dungeon	Run	
  	
  The	Dungeon	Run	is	a	physical	challenge	is	for	
  players	who	would	rather	roll	dice.	The	players	
  must	face	a	number	of	obstacles	requiring	skill	
  checks	to	succeed.	If	they	fail	a	skill	check	or	
  save,	they	can	spend	inspiration	to	succeed	once.	
  	
  If	one	player	fails,	the	next	one	has	advantage	on	
  any	skill	checks	up	to	the	point	where	they	failed,	
  as	they’re	forewarned	of	the	obstacles.	
  	
  See	Appendix	5	for	the	challenges.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  22 
  Appendix	3:	Name	That	Hero
  	
  Q:	This	famous	wizard,	known	as	the	Sage	of	
  Shadowdale,	is	also	the	last	prince	of	Athalantar	
  and	a	chosen	of	Mystra.	
  A:	Elminster	Aumar	
  	
  Q:	This	drow	ranger	is	a	renegade	from	his	kind	
  and	can	typically	be	seen	with	his	magical	
  panther	companion.	
  A:	Drizzt	Do’Urden	
  	
  Q:	This	Waterdavian	noble	was	once	known	as	
  “The	Wolf”	or	“The	Merciless,”	but	is	now	
  commonly	known	as	“The	Moneylender.”	
  A:	Mirt	
  	
  Q:	This	former	adventurer	now	spends	his	days	
  running	his	tavern	in	Waterdeep,	best	known	for	
  its	entryway	into	the	Undermountain.	
  A:	Durnan	
  	
  Q:	This	infamous	lich	loves	making	deadly	
  tombs,	best	known	for	those	of	horror	and	
  annihilation.	
  A:	Acererak	
  	
  Q:	This	draconic	warrior	is	an	Oathbreaker	
  paladin	who	loyally	serves	Tiamat.	
  A:	Arkhan	the	Cruel	
  	
  Q:	This	well-traveled	adventurer	and	storyteller	
  is	perhaps	best	known	for	his	many	books	on	the	
  Realms,	most	recently	his	Guide	to	Monsters.	
  A:	Volothamp	“Volo”	Geddarm	
  	
  Q:	This	wizard	does	not	come	from	Faerun,	but	
  is	a	planar	traveler	from	Greyhawk	known	for	
  his	Tome	of	Foes.	
  A:	Mordenkainen	
  	
  Q:	This	hero	is	the	beloved	ranger	of	Baldur’s	
  Gate,	and	is	never	seen	without	his	loyal	
  companion,	a	miniature	giant	space	hamster.	
  A:	Minsc	
  	
  Q:	This	wizard	lurks	at	the	bottom	of	the	
  Undermountain,	and	is	nicknamed	“The	Mad	
  Mage.”	
  A:	Halaster	Blackcloak	
  	
  Q:	This	roguish	drow	is	the	leader	of	the	Bregan	
  D’aerthe	band	of	mercenaries.	
  A:	Jarlaxle	
  	
  Q:	This	elf	mage	has	created	many	popular	
  spells,	including	his	acid	arrow	and	minute	
  meteors.	
  A:	Melf	
  	
  Q:	This	wizard	is	best	known	for	spells	
  specializing	in	hands.	
  A:	Bigby	
  	
  Q:	This	dwarf	warrior	was	the	eighth,	tenth,	and	
  thirteenth	king	of	Mithral	Hall.	
  A:	Bruenor	Battlehammer	
  	
  Q:	This	wizard	is	High	Lady	of	the	League	of	
  Silver	Marches,	ruler	of	Silverymoon,	and	one	of	
  the	Seven	Sisters.	
  A:	Alustriel	Silverhand	
  	
  Q:	This	orc	warlord	assembled	a	great	horde,	
  became	a	chosen	of	Gruumsh,	and	assembled	a	
  proper	orcish	nation.	
  A:	Obould	Many-Arrows	
  	
  Q:	This	evil	mage	is	one	of	the	founders	of	the	
  Zhentarim,	and	learned	the	hard	way	why	
  wizards	do	not	make	more	than	one	clone	at	a	
  time.	
  A:	Manshoon	
  	
  Q:	This	vampire	lord	rules	over	the	land	of	
  Barovia,	located	in	the	Demiplane	of	Dread.	
  (Don’t	ask	how	I	know	this.)	
  A:	Strahd	Von	Zarovich	
  	
  Q:	She	is	the	previous	Lady	Mage	of	Waterdeep,	
  now	its	Open	Lord.	
  A:	Laeral	Silverhand		
  	
  Q:	This	frost	giant	is	a	member	of	Force	Grey,	
  AKA	The	Gray	Hands,	and	is	nicknamed	“The	
  Grim.”	
  A:	Harshnag
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  23 
  Appendix	4a:	Adventurers	Arguing	(1)
  Name	something	you	always	take	on	an	
  adventure.	
  1.	Rope	(57)	
  2.	Healing	potions	(25)	
  3.	Weapons	(21)	
  4.	A	bag	(15)		
  5.	A	10-foot	pole	(11)	
  	
  What's	the	most	useful	spell	for	getting	out	of	
  an	awkward	social	situation?	
  1.	Fireball	(48)	
  2.	Dimension	door	(24)	
  3.	Invisibility	(21)	
  4.	Misty	step	(21)	
  5.	Charm	person	(16)	
  	
  Name	something	you're	most	likely	to	find	in	
  a	rogue's	backpack.	
  1.	Lockpicks/Thieves	Tools	(90)	
  2.	My	stuff	(54)	
  3.	Stolen	goods	(14)	
  4.	Daggers	(9)	
  5.	Ball	Bearings	(7)	
  	
  Name	something	you're	likely	to	find	in	a	
  dragon's	hoard.	
  1.	Gold	(129)	
  2.	Gems/Jewelry/Art	(24)	
  3.	Magic	items	(19)	
  4.	Dead	adventurers	(11)	
  5.	A	dragon	(7)	
  	
  What's	the	last	thing	you	want	to	find	behind	
  a	dungeon	door?	
  1.	A	wall	(22)	
  2.	Oozes	(21)	
  3.	A	Beholder	(20)	
  4.	A	Mimic	(14)	
  5.	A	trap	(12)	
  	
  Which	party	member	do	you	always	want	
  first	in	the	marching	order?	
  1.	Barbarian	(58)	
  2.	Rogue	(45)	
  3.	Paladin	(30)	
  4.	Fighter	(18)	
  5.	Anyone	but	me	(6)	
  	
  What's	your	favorite	school	of	magic?	
  1.	Evocation	(64)	
  2.	Abjuration	(24)	
  3.	Illusion	(23)	
  4.	Divination	(22)	
  5.	Necromancy	(21)	
  	
  What's	the	best	location	for	a	villain's	evil	
  lair?	
  1.	Volcano	(36)	
  2.	Castle/Tower	(28)	
  3.	Demiplane/Pocket	Dimension	(16)	
  4.	On/under	a	mountain	(15)	
  5.	Cave	(13)	
  	
  Name	a	monster	you'd	like	to	fight	the	most.	
  1.	Dragon	(47)	
  2.	Beholder	(16)		
  3.	Tarrasque	(13)	
  4.	Lich	(8)	
  5.	Flumph	(7)	
  	
  Name	a	monster	you'd	like	to	fight	the	least.	
  1.	Tarrasque	(29)	
  2.	Beholder	(26)	
  3.	Ooze	(18)	
  4.	Mind	Flayer/Illithid	(17)	
  5.	Dragon	(13)	
  	
  Name	something	you'll	want	to	bring	when	
  fighting	a	lich.		
  1.	A	cleric	(33)	
  2.	A	paladin	(29)	
  3.	Its	phylactery	(11)	
  4.	Holy	avenger	(10)	
  5.	Counterspells	(10)	
  	
  Name	a	famous	adventurer	you'd	like	to	
  travel	with.	
  1.	Volothamp	Geddarm	(22)	
  2.	Drizzt	Do’Urden	(20)	
  3.	Elminster	(18)	
  4.	Minsc	&	Boo	(17)	
  5.	Mordenkainen	(15)	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  24 
  Appendix	4b:	Adventurers	Arguing	(2)
  Name	a	spell	you'll	want	to	counterspell	
  every	time	it's	cast.	
  1.	Counterspell	(45)	
  2.	Fireball	(24)	
  3.	Disintegrate	(18)	
  4.	Power	word	kill	(13)	
  5.	Feeblemind	(11)	
  	
  What's	the	most	annoying	trap	to	encounter	
  in	a	dungeon?	
  1.	Pit	Trap	(58)	
  2.	Explosive	Runes/Glyph	of	Warding	(17)	
  3.	Poison	(10)	
  4.	Gravity	traps	(7)	
  5.	Mimics	(6)	
  	
  Monsters	whom	the	bard	will	seduce	every	
  time.	
  1.	Succubus/Incubus	(41)	
  2.	Dragon	(38)	
  3.	Everything	(22)	
  4.	Hags	(10)	
  5.	Orcs	(9)	
  	
  Monsters	who	will	seduce	the	bard	every	
  time.	
  1.	Succubus/Incubus	(93)	
  2.	Dragon	(18)	
  3.	Vampire	(11)	
  4.	All	of	them	(9)	
  5.	Siren	(4)	
  	
  Things	you're	likely	to	find	in	a	dragon's	
  stomach.	
  1.	Other	adventurers	(91)	
  2.	Bones	(8)	
  3.	Me	(7)	
  4.	Goats/Sheep	(6)	
  5.	Armor	(3)	
  	
  Things	you	can't	go	dungeon	diving	without.	
  1.	Rope	(50)	
  2.	Light/Torches	(42)	
  3.	A	10-foot	pole	(29)	
  4.	Friends	(11)	
  5.	Healing	Potions	(9)	
  	
  Which	beholder	eye	ray	do	you	want	to	get	
  hit	with	the	least?	
  1.	Disintegration	(113)	
  2.	Death	(22)	
  3.	Petrification	(15)	
  4.	Paralysis	(10)	
  5.	Antimagic	(9)	
  	
  If	you	could	fight	one	legendary	hero,	who	
  would	it	be?	
  1.	Drizzt	Do’Urden	(44)	
  2.	Elminster	(14)	
  3.	Minsc	(12)	
  4.	Jarlaxle	(6)	
  5.	Mordenkainen	(6)	
  	
  If	you	could	fight	one	legendary	villain,	who	
  would	it	be?	
  1.	Acererak	(27)		
  2.	Strahd	Von	Zarovich	(25)	
  3.	Vecna	(16)	
  4.	Szass	Tam	(12)	
  5.	Halaster	Blackcloak	(10)	
  	
  Name	your	favorite	class.	
  1.	Wizard	(42)	
  2.	Paladin	(26)	
  3.	Bard	(21)	
  4.	Rogue	(21)	
  5.	Warlock	(18)
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  25 
  Appendix	5:	Dungeon	Run	
  	
  Hero	in	the	Hole:	To	enter	the	Dungeon	Run,	
  the	adventurer	must	fit	through	an	oddly	shaped	
  hole	in	the	wall.	They	must	succeed	on	a	DC	10	
  Dexterity	save	to	adjust	their	body	to	match	the	
  cutout	and	fit	through.	
  	
  Corridor:	The	adventurer	runs	down	a	trapped	
  hallway.	A	DC	17	Wisdom	(Perception)	check	
  identifies	the	off-colored	panels	in	the	hallway.	
  Otherwise	they	must	succeed	on	a	DC	12	
  Dexterity	save	to	avoid	falling	into	a	pit	trap	and	
  failing	the	challenge.	
  	
  Climb	The	Wall:	The	corridor	ends	at	a	rock	
  wall,	with	a	small	hole	at	the	top.	A	DC	13	
  Strength	(Athletics)	check	will	let	them	climb	the	
  wall	and	fit	through	the	hole.	Allow	players	two	
  tries	before	time	runs	out	and	they	fail	the	
  challenge.	
  	
  Avoid	the	Spikes:	The	next	hallway	wall	has	
  spikes	shooting	out	of	the	ground	at	timed	
  intervals.	A	character	can	move	through	the	
  spikes	with	a	DC	15	Dexterity	(Acrobatics)	check.	
  They	can	gain	advantage	on	this	check	by	
  learning	the	timing	with	a	DC	16	Wisdom	
  (Perception)	check.	
  	
  Dodge	the	Guards:	Three	skeleton	guards	
  patrol	the	hallway.	A	character	can	sneak	past	
  them	with	a	DC	13	Dexterity	(Stealth)	check.	The	
  character	loses	if	the	skeletons	spot	them.		
  	
  Assemble	the	Idol:	A	golden	idol	at	the	end	of	
  the	dungeon	is	broken	into	three	parts.	First	the	
  player	must	succeed	on	a	DC	12	Intelligence	
  (Investigation)	check	to	see	how	the	three	parts	
  fit	together,	then	a	DC	16	Dexterity	(Sleight	of	
  Hand)	check	to	assemble	them.	
  	
  Once	the	golden	idol	is	assembled,	the	task	is	
  cleared.	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  26 
  Appendix	6:	Phlan	
  	
  The	City:	Phlan	was	founded	in	367	DR	as	a	trading	outpost,	which	grew	over	time	into	a	large	town.	
  Recently	it	had	to	deal	with	the	threat	of	the	Cult	of	the	Dragon,	which	resulted	in	the	city	being	
  conquered	by	the	green	dragon	Vorgansharax,	the	Maimed	Virulence.	The	city	was	saved	when	
  adventurers	defeated	the	dragon,	after	which	a	tiefling	named	Calypso	was	elected	regent.	
  	
  Notable	locations	include:	The	Laughing	Goblin,	Sokol	Keep,	the	Quivering	Forest,	and	Mantor’s	Library.	
  	
  The	Clues:	
  • 
  “The	city	she’s	going	to	had	a	dragon	problem	recently,	but	the	poison	should	be	mostly	gone	by	
  now.”	
  • 
  “She	said	she’s	not	a	fan	of	the	city’s	new	regent,	but	it	was	a	fair	election.”	
  • 
  “She	said	she	might	go	for	a	hike	through	the	Quivering	Forest.”	
  • 
  “She	was	thinking	about	sightseeing	at	Sokol	Keep.”	
  • 
  “She	mentioned	the	name	of	the	city,	but	I	honestly	thought	she	was	talking	about	some	kind	of	
  caramel	dessert.”	
  	
  The	Heist:	The	Hammer	of	Tyr,	stolen	from	Phlan’s	temple	of	Tyr.	Carmille	left	a	note	in	advance	saying:	
  “After	I	take	what	I	came	for,	perhaps	everything	will	look	like	a	nail.”	
  	
  The	Scene	of	the	Crime:		The	hammer	was	placed	on	a	display	pedestal,	but	was	protected	with	several	
  wards	and	is	locked	away	safely	at	night.	Searching	the	scene	of	the	crime,	the	players	can	find	a	gambling	
  chip,	small-sized	footprints	that	occasionally	seem	to	double	up,	and	a	wall	that	has	been	vandalized	with	
  paint.	
  	
  The	Henchmen:		
  • 
  Hyrisk	Loriturn,	a	human	male	with	a	gambling	problem.	He	can	be	found	in	the	Laughing	Goblin,	
  looking	for	someone	to	play	a	game	of	cards	or	dice	(He	has	+3	to	any	rolls	to	gamble	or	cheat).	
  He’ll	offer	up	the	clue	to	Carmille’s	location	if	he	loses.	
  • 
  Norm	Alman,	a	seemingly	tall	man	in	long	robes	who	can	be	found	skulking	around	Podol	Plaza.	
  He	is,	in	fact,	two	halflings	in	disguise,	with	one	standing	on	the	other’s	shoulders.	A	DC	17	
  Wisdom	(Insight)	check	can	tip	the	players	off.	The	halflings	(Norm	and	Alman)	will	give	the	clue	
  to	Carmille’s	location	in	exchange	for	keeping	their	secret.	
  • 
  Vann	DeLism,	a	human	woman	and	self-proclaimed	“outlaw	artist.”	She	can	be	found	behind	any	
  governmental	building	or	noble’s	home,	tagging	it	with	an	anti-authority	message.	She’ll	give	the	
  clue	to	Carmille’s	location	to	anyone	who	compliments	her	artwork	enthusiastically.	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  27 
  Appendix	7:	Hillsfar	
  	
  The	City:	Hillsfar,	located	on	the	southern	coast	of	the	Moonsea,	is	a	city-state	with	a	dark	history.	Until	
  recently,	Hillsfar	was	ruled	by	First	Lord	Torin	Nomerthal.	The	Great	Law	of	Humanity	forced	all	non-
  humans	out	of	the	city,	while	the	military	force	of	the	Red	Plumes	upheld	the	First	Lord’s	rule	with	an	iron	
  fist.	Torin	Nomerthal	was	slain	by	a	group	of	adventurers	in	a	faction-backed	attack,	so	the	new	First	Lord,	
  Vuhm	Yestral,	is	working	to	repair	Hillsfar’s	reputation	and	undo	the	wrongs	of	its	past.	
  	
  Notable	locations	include:	the	Hillsfar	arena,	the	Tower	of	the	First	Lord,	and	the	city	market.	
  	
  The	Clues:	
  • 
  “She	said	it’s	a	good	thing	they	had	a	regime	change,	otherwise	a	half-elf	like	her	wouldn’t	be	
  allowed	in.”	
  • 
  “She	wasn’t	too	fond	of	their	military	force,	but	she	did	respect	their	style	-	those	red	uniforms	
  were	very	fashionable.”	
  • 
  “She	said	she	was	going	to	take	a	shortcut	there	through	a	waydown	in	the	Underdark.”	
  • 
  “The	place	she	left	for	is	a	lot	calmer	now	that	there’s	no	more	demon	lords	spreading	madness	
  there.”	
  • 
  “She	was	thinking	of	taking	a	detour	to	Cormanthor	to	visit	the	ruins	of	Myth	Drannor	afterwards.”	
  	
  The	Heist:	The	First	Lord’s	ceremonial	golden	armor,	stolen	right	out	from	his	cabinet.	She	left	a	note	in	
  advance	claiming,	“I	could	steal	the	shirt	off	your	back,	but	what	I’m	after	is	a	fair	bit	shinier.”	
  	
  The	Scene	of	the	Crime:	The	First	Lord’s	chamber	is	kept	tidy	and	spotless.	The	lock	on	the	cabinet	is	
  unlocked	and	the	magical	wards	protecting	it	were	all	circumvented.	Searching	the	scene	reveals	a	strand	
  of	silver	drow	hair,	a	marking	in	Thieves	Cant	that	marks	the	crime	as	“approved	by	the	Rogue’s	Guild,”	
  and	a	set	of	footprints	that	grow	inexplicably	large	for	just	two	steps.	
  	
  The	Henchmen:	
  • 
  Asalt	N’Batery,	a	male	drow.	He’s	been	arrested	for	an	unrelated	crime	and	is	locked	in	the	local	
  jail.	He’s	willing	to	talk	in	exchange	for	a	bottle	of	good	wine,	which	the	players	will	have	to	sneak	
  in	to	get	to	him	(roll	against	the	guard’s	Perception	of	+3)	or	bribe	the	guard	at	least	5	gp.		
  • 
  Connor	Mann,	known	as	“Con”	to	his	friends,	a	member	of	Hillsfar’s	Rogue’s	Guild.	Players	who	
  have	previously	interacted	with	the	Rogue’s	Guild	(such	as	in	DDEX3-12	Hillsfar	Reclaimed)	can	
  persuade	him	to	offer	the	clue	to	Carmille’s	next	destination	out	of	respect	with	a	DC	13	Charisma	
  (Persuasion)	check.	Otherwise,	he’ll	provide	it	in	return	for	the	promise	of	an	unspecified	favor	or	
  a	100	gp	bribe.	He	knows	Carmille	let	the	clue	slip	so	he	could	give	it	away.	
  • 
  Lars	Oni,	who	is,	in	fact,	an	oni	disguised	as	a	red-haired	human	male.	He	can	be	found	lurking	
  behind	the	city,	and	promises	the	adventurers	information	if	they	just	follow	him	a	little	bit	
  deeper	into	the	woods.	Once	the	city	is	out	of	sight,	he	transforms	and	attacks.	He’ll	surrender	the	
  clue	to	Carmille’s	next	destination	in	exchange	for	his	life.	(Note	that	killing	him	does	not	have	a	
  revival	penalty,	since	he’s	an	oni	and	therefore	won’t	be	revived,	but	players	typically	can’t	get	a	
  clue	from	a	dead	man.)	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  28 
  Appendix	8:	Hulburg	
  	
  The	City:	Hulburg	is	a	harbor	city	located	between	Keldon	Head	and	Eastland.	After	its	founding	by	the	
  Hulmaster	clan	in	940	DR,	it’s	been	destroyed	and	rebuilt	so	many	times	that	the	city	is	built	over	the	
  ruins	of	its	previous	incarnations.	The	city’s	main	income	comes	from	mining	and	the	docks,	although	
  recently	it’s	rebuilt	enough	that	new	merchants	have	begun	setting	up	shop.	Of	course,	several	gangs	and	
  organizations	(such	as	the	Scarlet	Fangs,	Clan	Stoneringer,	and	the	Tyrant	Lizard	Gang)	have	grown	with	
  and	within	the	city.	
  	
  Notable	locations	include:	Tent	City,	the	Harbor	District,	the	Hulmaster	manor,	and	the	new	Merchant	
  District.	
  	
  The	Clues:	
  • 
  “I	think	the	city	she’s	going	to	is	always	rebuilding…	or	was	it	burning?	Maybe	rising…	I	can	never	
  remember.”	(CCC-HULB1	series)	
  • 
  “She	has	an	ally	in	the	Scarlet	Fangs	who	can	sneak	her	into	the	city.”	(CCC-HULB1-1	Hulburg	
  Rebuilding)	
  • 
  “She	said	one	of	her	contacts	is	a	former	Tyrant	Lizard,	whatever	that	means.”	(CCC-NBDD01-01	
  Clever)	
  • 
  “Apparently	she’s	tangled	with	the	Hulmaster	clan	before,	so	she	likes	stealing	from	the	city	
  named	after	them.”	
  • 
  “I	tried	sailing	to	that	city	once.	Some	jerk	set	up	a	fake	lighthouse	that	nearly	caused	us	to	sink.”	
  (CCC-KUMORI-01-01	Wreckers)	
  	
  The	Heist:	Lord	Eorl	Hulmaster’s	lucky	gem-studded	brooch	was	stolen	off	his	nightstand	overnight.	
  Carmille	left	a	note	in	advance,	saying:	“I’ll	broach	your	defenses	and	take	something	you	hold	close.”	Lord	
  Hulmaster	thought	she	simply	misspelled	“breach.”	
  	
  The	Scene	of	the	Crime:	The	lord’s	manor	is	in	better	condition	than	most	of	the	town,	although	it’s	still	
  modest	compared	to	the	noble	dwellings	in	bigger	cities.	The	bedroom	of	the	wooden	manor	features	a	
  large	velvet	bed	and	well-carved	wooden	dressers	and	nightstands.	Investigating	the	scene	of	the	crime	
  reveals	two	small	sets	of	footprints	(kobold	and	gnome)	and	a	recently	spilled	beer	stain.	
  	
  The	Henchmen:	
  • 
  Stitches	Fersnitches,	a	kobold	male	who	was	formerly	a	member	of	the	Tyrant	Lizard	Gang	(from	
  CCC-NBDD01-01	Clever).	He	can	be	found	in	the	back	alleys	of	the	city.	Stitches	refuses	to	tell	the	
  adventurers	anything	about	Carmille	or	his	fellow	henchmen,	because	it’s	his	job	to	cut	anyone	
  who	talks.	If,	however,	he	gets	cut,	then	by	his	logic	he	has	one	free	chance	to	snitch,	since	he’s	
  already	paid	for	it.	
  • 
  Dui	(pronounced	“Dewey”),	a	human	male	carriage	driver	with	a	drinking	problem.	He	can	be	
  found	in	the	Sleepy	Gryphon	Inn,	and	will	give	the	clue	to	anyone	who	can	beat	him	in	a	drinking	
  contest.	Each	character	competing	must	make	Constitution	saving	throws,	starting	the	DC	at	11	
  and	increasing	by	2	with	each	drink.	Dui	has	+3	to	his	Constitution	saves.	
  • 
  Shaupe	Lifter,	a	female	gnome	kleptomaniac.	When	the	adventurers	find	her,	she’s	getting	chased	
  out	of	Serenity’s	general	store	for	stealing.	She	can	be	convinced	to	provide	the	clue	to	Carmille’s	
  next	destination	in	exchange	for	someone	buying	the	goods	she	was	trying	to	steal	(10	gp).	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  29 
  Appendix	9:	Melvaunt	
  	
  The	City:	Melvaunt,	the	City	of	a	Thousand	Forges,	is	a	city	on	the	northern	coast	of	the	Moonsea,	adjacent	
  to	Thar.	The	city	is	primarily	known	for	two	things:	its	smithing	and	its	mercantile	services.	In	fact,	the	
  Council	of	Lords	that	rules	over	the	city	is	composed	entirely	of	merchants,	all	of	whom	purchased	their	
  seats.	Melvaunt	typically	trades	goods	with	Mulmaster	and	Hillsfar,	and	its	primary	export	is	worked	
  metal	goods	such	as	weapons	and	armor.	
  	
  Notable	locations	include	Asberyth	(the	meeting	chamber	for	the	Council	of	Lords),	a	lighthouse	called	
  The	Finger	of	the	Gods,	the	Center	Market,	and	Blackalbuck’s	Swap	Shop.	
  	
  The	Clues:	
  • 
  “She	heard	great	things	about	the	smiths	there,	I	guess	the	city	is	known	for	its	swords.”	
  • 
  “With	all	the	merchants	ruling	the	council,	it’s	no	wonder	she’d	want	to	steal	something	from	
  there.”	
  • 
  “The	city	she’s	going	to	is	known	for	its	merchants	and	marketplaces.	She	said	she	loves	shopping	
  around	before	stealing	what	she	wants	from	the	Center	Market.”	
  • 
  “She	said	she’s	never	stolen	from	Mechanus	before,	but	with	a	planar	portal	appearing	near	the	
  city,	she	might	visit	there.”	(CCC-CORE	series)	
  • 
  “The	city	she’s	going	to	has	a	lot	of	forges.	A	thousand	forges,	from	the	sound	of	it.”	
  	
  The	Heist:	Carmille	stole	the	Lord	Chancellor’s	adamantine	gavel	from	Asberyth.	The	note	she	left	in	
  advance	of	the	heist	reads	“Bang	and	shout	all	you	want,	I’ll	still	steal	your	authority.”	
  	
  The	Scene	of	the	Crime:	Asberyth	is	a	large	meeting	chamber,	with	over	30	seats	set	up	for	the	council	
  and	a	large	podium	up	front	for	the	Lord	Chancellor.	It’s	kept	exceptionally	clean,	and	unfortunately,	it	
  was	recently	tidied	up	before	anyone	realized	the	adamantine	gavel	was	stolen.	As	such,	the	only	clue	the	
  adventurers	can	find	while	searching	the	scene	is	an	unusually	water-damaged	floor	near	the	door	
  outside.	
  	
  The	Henchmen:	
  • 
  Misty	Meanor,	a	water	genasi	from	a	merchant	family	who	prefers	taking	things	than	trading	for	
  them.	It	was	her	connections	that	allowed	Carmille	to	enter	the	city	undetected.	She’ll	give	the	
  clue	to	Carmille’s	next	destination	in	exchange	for	the	adventurers	telling	her	about	their	journeys.	
  • 
  “Smug”	Ellen,	a	merchant	who’s	very	proud	of	the	quality	of	her	products	and	isn’t	afraid	to	boast	
  about	it.	Her	shop	is	used	as	a	front	for	money	laundering	and	smuggling	stolen	goods.	If	the	
  players	figure	this	out	-	by	investigating	her	wares	with	a	DC	16	Intelligence	(Investigation)	check	
  or	by	sneaking	into	her	back	room	to	find	the	contraband	there	with	a	DC	17	Dexterity	(Stealth)	
  check	-	she’ll	offer	the	clue	to	Carmille’s	next	destination	in	return	for	their	silence.	
  • 
  Grizz	Eldvet,	an	aging	human	male	who	joined	Carmille’s	heist	as	his	“one	last	job	before	
  retirement.”	He’s	dealt	with	enough	adventurers	that	threats	don’t	phase	him,	but	he	will	give	the	
  clue	to	Carmille’s	next	heist	to	anyone	who	shows	proper	respect	for	his	long	history	of	thieving.	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  30 
  Appendix	10:	Mulmaster	
  	
  The	City:	Mulmaster,	the	City	of	Danger,	is	a	city	west	of	the	Earthspur	and	Galena	Mountains.	A	
  governing	council	called	the	Blades	rules	the	city,	which	is	in	turn	commanded	by	High	Blade	Selfaril	
  Uoumdolphin.		All	arcane	magic	is	restricted	in	the	city,	with	exceptions	made	for	members	of	the	Cloaks.	
  The	city	has	also	suffered	greatly	from	a	number	of	conflicts,	starting	with	attacks	from	four	elemental-
  worshipping	cults,	which	in	turn	opened	the	doors	for	the	Thayans	to	swoop	in.	
  	
  Notable	locations	include:	the	Theater	of	the	Stars,	the	Tower	of	Arcane	Might,	the	Tower	of	the	Blades,	
  and	the	Thayvian	Embassy.	
  	
  The	Clues:	
  • 
  “She	said	it’s	hard	to	hire	a	good	wizard	there,	since	all	the	mages	work	for	the	city.”	
  • 
  “Apparently	the	city	had	a	lot	of	trouble	with	cults	recently.”	
  • 
  “She	said	her	red	outfit	always	gets	her	weird	looks	there,	even	though	she’s	clearly	not	a	Thayan.”	
  • 
  “She’s	hoping	to	do	some	reading	at	the	Tower	of	Arcane	Might”	
  • 
  “She	said	she’s	good	friends	with	a	Zor	and	Zora	who	can	help	sneak	her	in.”	
  	
  The	Heist:	This	is	her	final	destination.	Go	to	Part	2:	The	Chase.	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  31 
  	
  	
  Appendix	11:	Character	Rewards	(Magic	Item)	
  If	found	during	the	adventure,	the	characters	can	keep	the	following	magic	items;	it’s	suggested	that	you	
  print	off	enough	copies	of	this	page	to	be	able	to	give	one	to	each	of	your	players	(crossing	out	rewards	
  they	didn’t	receive	during	the	session):	
  	
  Hat	of	Disguise	
  Wondrous	Item,	Uncommon	(requires	
  attunement)	
  While	wearing	this	hat,	you	can	use	an	action	to	
  cast	the	disguise	self	spell	from	it	at	will.	The	
  spell	ends	if	the	hat	is	removed.	
  This	item	is	found	in	the	Dungeon	Master’s	Guide.	
  	 This	hat	of	disguise,	in	its	normal	appearance,	
  looks	like	a	large	red	hat	with	a	long	brim	that	
  seems	to	be	constantly	flowing	in	a	breeze.	It's	
  activated	by	pulling	the	brim	down	to	cover	at	
  least	one	eye	and	smirking	confidently.	
  	
  Clockwork	Amulet	
  Wondrous	Item,	Common	
  This	copper	amulet	contains	tiny	interlocking	
  gears	and	is	powered	by	magic	from	Mechanus,	a	
  plane	of	clockwork	predictability.	A	creature	that	
  puts	an	ear	to	the	amulet	can	hear	faint	ticking	
  and	whirring	noises	coming	from	within.	
  	 When	you	make	an	attack	roll	while	wearing	
  the	amulet,	you	can	forego	rolling	a	d20	to	get	a	
  10	on	the	die.	Once	used,	this	property	can’t	be	
  used	again	until	the	next	dawn.	
  	 This	item	is	found	in	Xanathar’s	Guide	to	
  Everything.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  32 
  	
  Appendix	12:	Character	Rewards	(Story	Award)	
  	
  Story	Award	
  The	characters	may	earn	the	following:	
  	 Do	It	A	Capella:	You	have	performed	with	the	
  traveling	a	capella	kenku	bard	troupe,	Roc	
  Capella.	Should	you	encounter	them	again,	you	
  will	be	welcome	to	join	in	their	performance	and	
  are	treated	as	part	of	the	band.
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-NBDD01-02 Where Can She Be? (Version 1.0) 
   
   
  33 
  Appendix	13:	Dungeon	Master	Tips	
  To	DM	an	adventure,	you	must	have	3	to	7	
  players—each	with	their	own	character	within	
  the	adventure’s	level	range	(see	Adventure	
  Primer).	Characters	playing	in	a	hardcover	
  adventure	may	continue	to	play	to	but	if	they	
  play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	if	outside	its	level	range.	
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  Preparing	the	Adventure	
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	
  yourself	of	while	running	the	adventure,	such	
  as	a	way	you’d	like	to	portray	an	NPC	or	a	
  tactic	you’d	like	to	use	in	a	combat.	Familiar	
  yourself	with	the	adventure’s	appendices	and	
  handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	
  you	in	running	this	adventure--such	as	
  notecards,	a	DM	screen,	miniatures,	and	
  battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	
  class,	and	level;	passive	Perception	score,	and	
  anything	the	adventures	specifies	as	notable	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master	but	may	
  only	play	it	once	with	a	given	character.	Ensure	
  each	player	has	their	character’s	adventure	
  logsheet	(if	not,	get	one	from	the	organizer)	with	
  their	starting	values	for	level,	magic	items,	gold	
  and	downtime	days.	These	are	updated	at	the	
  conclusion	of	the	session.	The	adventure	
  information	and	your	information	are	added	at	
  the	end	of	the	adventure	session—whether	the	
  completed	the	adventure	or	not.	
  	 Each	player	is	responsible	for	maintaining	an	
  accurate	logsheet.	If	you	have	time,	you	can	do	a	
  quick	scan	of	a	player’s	character	sheet	to	ensure	
  that	nothing	looks	out	of	order.	If	you	see	magic	
  items	of	very	high	rarities	or	strange	arrays	of	
  ability	scores,	you	can	ask	players	to	provide	
  documentation	for	the	irregularities.	If	they	
  cannot,	feel	free	to	restrict	item	use	or	ask	them	
  to	use	a	standard	ability	score	array.		
  	 Point	players	to	the	D&D	Adventurers	League	
  Players	Guide	for	reference.	If	players	wish	to	
  spend	downtime	days	and	it’s	the	beginning	of	
  an	adventure	or	episode,	they	can	declare	their	
  activity	and	spend	the	days	now,	or	they	can	do	
  so	at	the	end	of	the	adventure	or	episode.	
  Players	should	select	their	characters’	spells	and	
  other	daily	options	prior	to	the	start	of	the	
  adventure,	unless	the	adventure	specifies	
  otherwise.	Feel	free	to	reread	the	adventure	
  description	to	help	give	players	hints	about	what	
  they	might	face.	
  Adjusting	This	Adventure	
  To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	
  of	all	the	characters	and	divide	the	result	by	the	
  number	of	characters	(rounding	.5	or	greater	
  up;	.4	or	less	down).	This	is	the	group’s	average	
  party	level	(APL).	To	approximate	the	party	
  strength	for	the	adventure,	consult	the	table	
  below.	
  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 
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/North Bay Dungeon Day (NBDD)/CCC-NBDD01-02 - Where Can She Be.pdf