TEXT:  
   
  
   
   
   
  Border Kingdoms Lore: Ed Greenwood 
  Editing: “Zombie” Joe Alfano 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Lysa Chen 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
  League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their 
  distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized 
  use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  V 1.1 
  THE HUNT FOR CUTTER JACK 
   
  Rumor has it the brigand Cutter Jack is holed up with his latest score in one of the haunted keeps 
  outside Arnglar. There's a tidy bounty on Cutter Jack's head too, so it might be worth checking out. 
   
  A Two-Hour Adventure for Tier 1 Characters 
   
   
   
   
  BILL BENHAM 
  Adventure Designer 
   
  Adventure Code: CCC-GHC-BK1-08 
  Optimized For: APL 3
  
   
   
   
   
  3 
  Additional Credits 
  Cover art Jason Braun 
  Border Kingdoms map Wizards of the Coast 
  Diamond images public domain from 
  openclipart.org 
  Bandit images Matthew Richmond 
  Village image public domain from openclipart.org 
  Black & white cartography Dyson Logos 
  Singing bard image Wizards of the Coast 
  Ghoul image Matthew Richmond 
  Playtesters Carlo Von Sexron, Crash McLarson, 
  Ricky Fitness, Brock Sampson, Ignatius Loyola 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A SPECIAL NOTE ABOUT ENCOUNTER SCALING 
  The Hunt for Cutter Jack is optimized for a party of five 
  characters. When running an adventure at a large convention 
  such as Gamehole, it is common to have seven players at a 
  table, which has the potential to affect encounter balance. 
  The “Adjusting the Encounter” sidebars within the adventure 
  are developed for an average party, but just like real life, one 
  size doesn’t necessarily fit all. 
   
  Players have a tendency to bring their best and brightest 
  to shows like Gamehole, and a group of seven optimized 
  characters can easily overpower the recommended party 
  strength you determine at the adventure’s start. As a DM, 
  you can—and should—adjust each encounter’s difficulty to 
  present a challenge for your players. 
   
  If the characters are overcoming combats too easily, 
  increase the recommended strength level of the encounters 
  by a step (from average to strong, for example). If needed, 
  you can also increase the number of monsters or maximize 
  their hit points to make things a little harder. In some cases, 
  you may even need to increase the difficulty by two steps, 
  just be careful not to make things unwinnable. 
   
  Remember, adjusting or improvising is encouraged, so long 
  as you maintain the adventure’s spirit! 
   
   
  
   
   
   
   
  4 
  Adventure Primer 
  Background 
  Three days ago, a caravan bearing a 
  shipment of uncut diamonds was stolen 
  outside the village of IRL (EE-rill) 
  otherwise known as “The Jewelers’ 
  Paradise” by a gang of highwaymen led 
  by the bandit, CUTTER JACK. The stolen stones were 
  destined for the steady hands of the FENDOUN (fen-
  DOON) clan, rock gnome owners of the Handful of 
  Diamonds jewelry emporium in Irl. 
   The clan lost a fortune in uncut diamonds, enough 
  to threaten the solvency of the business. Thus, the 
  clan committed their resources to recover the stolen 
  diamonds. BRINI FENDOUN (BREE-nee FEN-doon), 
  a gem broker with many contacts in the region, was 
  chosen to recover the diamonds.  
   CUTTER JACK, so known because he’s fond of 
  carving patterns on the faces of uncooperative 
  victims, is holed up with a few members of his crew 
  in a ruined keep outside ARNGLAR, a windswept 
  village home to naught more than shepherds. Jack is 
  sitting on a fortune in uncut diamonds waiting for 
  his fence to arrive. Brini, good as his word, tracked 
  down several bandits of Jack’s at a roadside tavern 
  south of Irl. Our heroes enter as accusations are 
  thrown alongside a fist or two. 
   
   
  Episodes 
  The adventure is spread over three episodes that 
  take approximately two hours to play. These 
  episodes are initially introduced by a Call to Action 
  Episode. 
   Episode 1: Chaos in a Small Town. Brini Fendoun 
  and his sellsword found four hired thugs 
  employed by Cutter Jack at a roadside tavern 
  south of Irl. A fight breaks out that Brini is clearly 
  unprepared for and the party learns of the stolen 
  diamonds. This is the Call to Action. 
   Episode 2: The Brawl. A barroom brawl erupts in 
  earnest, the party learns more about Cutter Jack 
  and his possible whereabouts.  
   Episode 3: Subterranean Blues. If Episode 2 is 
  successful, the party finds the ruined keep where 
  Cutter Jack is holding the diamonds. They can now 
  attempt a recovery operation. This is the Main 
  Objective. 
  Episode Sequence 
  Depending on your time constraints, and play style 
  and environment, this adventure will take 
  approximately two hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours.  
   Main Objective Only. To complete the adventure’s 
  main objective, the characters participate in 
  Episodes 1 through 3. 
  CUTTER JACK AND THE FENDOUN DIAMONDS 
  Jackrum Jakobs (JAK-rum Yak-obs), AKA Cutter Jack, is a male 
  chondathan human of middle years with a penchant larceny. 
  A former mercenary who fought Shaar raiders at the behest 
  of the city of Emrys, Jack keeps a core group of five bandits 
  on hand with additional muscle recruited as needed for jobs. 
  Jack learned of the Fendoun diamonds from a customs agent 
  he bribed in Emrys, thinking the diamonds to be cut and 
  ready for immediate sale. Because the diamonds are uncut, 
  he’s opted to hole up and wait for his fence at a ruined fort 
  outside Arnglar he calls “Broke Pick” as he’s unable to move 
  the stolen stones on his own. 
   
  T 
  
   
   
   
   
  5 
  Episode Flowchart 
  This adventure does not have side quests and thus proceeds in a linear fashion. Be aware, however, that there are 
  many ways to get from Episode 2 to Episode 3. This will be covered in Episode 2. 
   
   
   
   
   
  Episode 1: 
  Chaos in a Small Town 
  (Call to Action) 
  Episode 2: The Brawl 
  Episode 3:  
  Subterranean Blues 
  (Main Objective) 
  
   
   
   
   
  6 
  Episode 1:  
  Chaos in a Small Town 
  (Call to Action) 
  Estimated Duration: 30 minutes 
   
  Scene A. Always be Polite 
  Three days ago a courier in the employ of Clan 
  Fendoun, a wealthy family of gnomish gem cutters 
  and jewelers, lost a fortune in uncut diamonds when 
  the caravan he was accompanying was robbed. The 
  courier took a lively beating, several members of the 
  caravan were killed, and the bandits managed to 
  escape with an ample haul of gold, gems, and other 
  goods. The Fendoun Clan dispatched one of their 
  brokers with extensive local contacts, Brini Fendoun, 
  to gather information about the attack and track 
  down the diamonds. Brini succeeded in finding four 
  of the suspected bandits at trading post, the Swollen 
  Goat, a day’s ride south of Irl carousing and making 
  merry.  
  Area Information 
  This area features: 
   Terrain & Setting. The Swollen Goat is an inn and 
  trading post situated along the trade road south 
  from Irl. It has an area for caravans to hawk wares, a 
  blacksmith, tavern, small granary, community well, 
  and paddocks for draft animals. The tavern is decent 
  sized, relatively clean, and capable of holding about a 
  hundred patrons. The crowd is mostly teamsters, 
  merchants, and other workers. The party is just 
  taking all this in when an altercation erupts. A male 
  gnome in nice traveling clothes and two burly 
  humans with banded clubs are arguing with a 
  quartet of rough looking folk seated at a round-top 
  table. 
  Creatures/NPCs 
  Brini Fendoun, diamond broker and social gadfly, is 
  flush with excitement over finding some of the 
  bandits responsible for robbing his clan. As a 
  precautionary measure, he has hired a local caravan 
  guard to assist him in confronting the bandits he 
  tracked to the Swollen Goat.   
   Objectives/Goals. Brini’s goal is finding and 
  returning his family’s stolen diamonds. He is also 
  keen to avoid injury and/or death. 
   What Does He Know? Brini readily shares the 
  following information with the party: 
   Three days ago, a merchant caravan headed to Irl 
  was attacked by masked bandits. A fortune in 
  diamonds was stolen from their courier along with 
  a goodly sum of gold belonging to other merchants 
  and families. Rumor has it the robbery was 
  orchestrated by a bandit named Cutter Jack. 
   Brini is accompanied by two guards, local men 
  named Boris Brokebrook and Liam Tallstag. Both 
  men can swing a club and often work as caravan 
  guards or laborers in the area. 
   His contacts in Irl pointed him south, saying that a 
  quartet of toughs were throwing money around 
  and bragging about a job they just did with a fella 
  named “Cutter Jack”. A DC 12 Intelligence 
  (History) check or having the criminal or bounty 
  hunter backgrounds reveals that Cutter Jack is a 
  violent criminal who preys upon merchants in the 
  Border Kingdoms. 
   He is prepared to offer a generous reward for the 
  arrest/proof of demise of Cutter Jack, and the 
  return of the stolen diamonds. 
  ROLEPLAYING BRINI 
  A sinewy, jovial rock gnome of just over 100 years, Brini 
  possesses a curious, inventive, and calculating mind. He is 
  eager to recover the diamonds as quickly and efficiently as 
  possible. 
   Ideal: Most people can be made to see reason, it’s all a 
  matter of finding the right emotional buttons to push. 
   Bond: I must preserve what my family has built, it is my 
  legacy. 
   Flaw: I assume most people are as reasonable as I am deep 
  down inside. 
  Call to Action 
   The objective of this adventure is to recover the 
  Fendoun diamonds. Bringing Cutter Jack and his 
  crew to justice is optional but highly encouraged. 
   Return to Irl with Brini and the diamonds for 
  payment of services rendered. 
  Getting Started! 
  The adventure begins with the party entering the 
  Swollen Goat tavern after a day or so of travel. Have 
  the players introduce their characters and read the 
  following before proceeding to Episode 2:  
  The Swollen Goat tavern hums with lively conversation and 
  the clatter of dinnerware. All seems pleasantly mundane 
  aside from an unusual argument brewing at a table nearby. A 
  well-dressed gnome standing atop a stool, flanked by two 
  beefy young human men, is loudly declaiming a group of four 
  hard-bitten looking Tethyrian humans as brigands. The 
  gnome further demands, with vigorous hand gestures, that 
  they accompany him forthwith to the nearest magistrate. The 
  brigands mutter amongst themselves, spit at the gnome in 
  unison, and place their hands on their weapons. 
  
   
   
   
   
  7 
  Episode 2: The Brawl  
  Estimated Duration: 30 minutes 
   
  A Gnome Just Picked a Fight 
  In this episode, the party has an opportunity to 
  intervene in a tavern brawl. The scene begins as an 
  earnest gnome just accused four alleged ne’er-do-
  wells of theft and murder. The accused now rise, 
  hurl invective at the gnomes, whoop with glee, and 
  move to pummel their accuser. 
  Area Information 
  This area features: 
   Terrain & Setting. The interior of the Swollen 
  Goat tavern is lively and raucous, with 20 patrons 
  and five staff working and taking their meals.  None 
  of the staff nor the patrons wish to intervene in a 
  fight and give any violence a wide berth. The inn is 
  sturdily constructed with stout tables and benches 
  suitable for cover or standing upon.  
   Lighting. Normal illumination, but the day is 
  overcast and gloomy.  
  Objectives 
  Prevent the brigands from injuring patrons, learn 
  about the heist and opportunity to help recover 
  Brini’s family diamonds. 
  BRINI’S “GUARDS” 
  Boris Brokebranch and Liam Tallstag are sturdy local boys 
  who hire out to caravans as guards and laborers. They were 
  approached earlier today by Brini about hiring on as his 
  guards for the next three days. Brini offered a generous 
  payment and the work sounded easy enough, so they signed 
  on. Aside from having to club a few disorderly drunks, they 
  have no real experience in combat. Thus, if steel is drawn, 
  the boys’ ardor fades rapidly and they run away. They will 
  stick by Brini in a bar brawl, however. 
  Scene A. Violence is 
  Sometimes the Answer  
  The scene begins as Brini finishes accusing the four 
  brigands of theft and murder. Feeling rather full of 
  themselves, the brigands move to beat Brini and his 
  two hirelings unconscious before departing.  
  Brini, Boris, and Liam 
  Brini is a charismatic fellow with a quick wit. His two 
  guards, Boris and Liam, are not.  The three make an 
  odd group 
   Objectives/Goals. Brini wants the brigands to 
  cough up the location of Cutter Jack so he can 
  recover his family’s lost diamonds. The guards, Boris 
  and Liam, want to honor their terms of service with 
  as little personal injury as possible. Fisticuffs are 
  acceptable, once steel is drawn they surrender and 
  flee. 
   What Do They Know? Boris and Liam know that 
  their new boss told them the four brigands he’s 
  yelling at are robbers who stole diamonds or some 
  such. They’re mostly flexing and trying to look tough. 
  Brini was tipped off that these four hooligans were 
  extra muscle hired by Cutter Jack. Brini is further 
  convinced that he can persuade the brigands to 
  cough up the location of Cutter Jack with a bit of 
  bluster and his newly hired guards. Surely, they’ll do 
  the sensible thing when confronted and shamed in 
  front of good, country folk. 
  The Brigands 
  Grimma, Shae, Nortun, and Brillia (use bandit 
  statistics) are young, reckless, and living well off 
  their cut from the caravan raid. The quartet have 
  known each other for almost two years and are good 
  friends who look out for one another. They have no 
  diamonds, Cutter Jack paid them in coin.  
   Objectives/Goals. Eat, drink, be merry! Until a 
  gnome on a stool yells at you, then it’s probably time 
  to punch that gnome in his face. They have a 
  collectively short temper and will move to deadly 
  force quickly if pressed. Shae and Brillia are sisters 
  who react with invectives and violence if one or the 
  other is threatened. Grimma and Nortun just enjoy 
  hitting people, but if things turn against them they 
  flee or surrender and grovel.  
   What Do They Know? The quartet overheard 
  Cutter Jack talking with his regular crew about 
  holing up in a ruin outside Arnglar, a decrepit fort he 
  kept calling “Broke Pick”. They also know that 
  Jack’s regular crew consists of Jack and four other 
  folks. A portly priest of Bane, an angry lady with a 
  crossbow, a loud guy with a maul, and a squirrely 
  looking fella who loved playing the game pinfinger, 
  badly. They hold no loyalty to Cutter Jack but are 
  afraid of reprisal if they give him up. They respond 
  readily to a DC 14 Charisma (Intimidation) check 
  backed up by physical force. They respect brute 
  strength, they can always beat money out of people. 
  Like this gnome for instance. 
  Developments 
  If the party intervenes, Brini thanks them profusely 
  and attempts to enlist their aid in tracking down 
  Cutter Jack. If the party throws in with the bandits, 
  they suggest going to Cutter Jack’s hideout, taking 
  him down, and stealing the diamonds. Either way, 
  the party learns about Cutter Jack’s hideout. 
   
  
  
  
   
   
   
   
  8 
   
   
  Playing the Pillars 
   
  COMBAT 
  This is not meant to be a deadly 
  combat for the party, rather the 
  combat should punctuate and 
  enliven the interaction between the 
  brigands, Brini and his guards, and 
  the party. Feel free to make liberal 
  use of improvised weapons and 
  sarcastic one-liners for all involved. If 
  the party prefers a gridded 
  experience, situate the NPCs at any 
  table on the tavern map area A 
  (Appendix 3). 
  EXPLORATION 
  The intent of this scene is to provide 
  an immediate, compelling hook for 
  the party to seek out Cutter Jack and 
  explore the ruin he’s hiding in. The 
  focus should then ben on the social 
  and combat aspects of the scene. If, 
  somehow, all the NPCs who might 
  know of Cutter Jack die or are 
  unable to share their knowledge, a 
  helpful bar patron recounts what she 
  saw and overheard-Cutter Jack, 
  diamonds, Broke Pick, Arnglar. 
  SOCIAL 
  Brini is flush with purpose and 
  righteous indignation. He also 
  overestimates his ability to get 
  information out of the brigands. For 
  their part the brigands are bemused 
  by the gnome and want to pummel 
  him, steal his money, and go back to 
  drinking. They are overconfident in 
  their martial abilities and readily 
  mock party members who attempt 
  to intervene on Brini’s behalf. Be as 
  obnoxious as you like. The party 
  might also decide to take up with the 
  brigands. Should that happen, the 
  brigands suggest that together they 
  could take down Cutter Jack and 
  split the diamonds.  
   
   
   
   
   
  
   
   
   
   
  9 
  Episode 3:  
  Subterranean Blues  
  (Main Objective) 
  Estimated Duration: 45 minutes 
   
  Scene A.  
  It Could Use New Curtains 
  This Episode takes place on the Cutter Jack’s Hideout 
  maps in Appendix 4 & 5. After the altercation at the 
  Swollen Goat the party learned that Cutter Jack, 
  notorious brigand, is holed up with a fortune in 
  diamonds at ruined fort outside the windswept farm 
  town of Arnglar. It is approximately a day and a 
  half’s ride from the Swollen Goat to Broke Pick.  
   While Cutter Jack was off robbing caravans, a pack 
  of ghouls burrowed up in to the basement of his 
  hideout and ate a pair of Jack’s followers who had 
  remained behind. When Jack returned, the ghouls 
  killed another of his gang before they were able to 
  barricade themselves in a corner of the basement.   
  Prerequisites 
  As long as the party tried to learn about Cutter Jack 
  and the diamonds, they’re able to navigate through 
  Arnglar and find the fort.  
  Area Information 
  This area features: 
   Dimensions & Terrain. Broke Pick sits atop a 
  small knoll outside Arnglar. It is perpetually windy 
  and chilly with an overcast sky. The knoll is dotted 
  with crumbling, mossy stone walls and does not 
  appear to be inhabited. Because of the constant wind 
  all Wisdom (Perception) checks that require hearing 
  are made with Disadvantage. A small spring situated 
  in the center of the knoll, roughly 20 feet deep and 
  ice cold. The doors marked in interior areas are 
  badly rotted and give way with a DC 10 Strength 
  (Athletics) check. 
   Lighting. Dim and overcast, but normal 
  illumination up top. The lower level is completely 
  dark unless otherwise stated. 
  Objectives 
  Find the diamonds, dealing with Cutter Jack and/or 
  the ghouls is optional. 
  Creatures/NPCs 
  Until recently Cutter Jack (NE male Chondathan 
  human bandit captain) and his crew of brigands 
  had a comfortable lair free from prying eyes. While 
  Jack was out on the raid that netted him the Fendoun 
  diamonds, a pack of ghouls tunneled in to the 
  basement and ate a pair of Jack’s crewmembers. 
  Upon his return, Jack lost another pair of followers, 
  leaving him with three brigands in fighting shape. 
  They are: 
   Brother Burt (LE male Illuskan human priest of 
  Bane). Burt is stocky, ill-tempered, and goes out of 
  his way to injure anyone he identifies as a follower 
  of Sune. He honors reasonable agreements but will 
  not go out of his way to assist others. 
   Evil-Eye Osha (NE female Chondathan human spy). 
  Osha has a dark sense of humor, a case of 
  strabismus, also known as divergent gaze, and is a 
  crack shot with a crossbow. She reacts with 
  calculated fury towards jibes at her eyes. 
   Torval Three-Thumbs (NE Illuskan human thug). 
  Torval, called Three-Thumbs for his inability to 
  master pinfinger, is a lazy, fidgety opportunist that 
  puts out the minimum amount of effort necessary 
  at any given time. He does, however, love the two 
  trained wolves in area A, Misha and Pavel, and 
  frets about their condition constantly. He will risk 
  life and limb to save them if he’s able to escape 
  area E. 
  Objectives/Goals. Jack and his remaining crew 
  do not want to be eaten. If the party projects 
  strength, Jack attempts to ally with them to defeat 
  the ghouls and escape. If the party looks weak, he 
  will wait until an opportunity presents itself and 
  murder them. Cutter Jack, Osha, and Torval are 
  loyal to themselves alone and will do anything to 
  survive, including giving up the diamonds. Brother 
  Burt will honor a reasonable agreement to escape, 
  turning on the party if he feels he’s being betrayed 
  first. He will not risk his life to save anyone, but 
  neither will he betray a comrade without cause. 
  What Do They Know? Cutter Jack is carrying the 
  diamonds and will part with them to save his life 
  and the lives of his crew if it’s not going to 
  jeopardize him. The rest of the crew offers up the 
  diamonds should Jack die and that’s the best way 
  to escape alive.  
  The Ghouls. Four ghouls and a ghast haunt the 
  basement and would very much like to eat Cutter 
  Jack or any other living creatures. They stay 
  underground unless drawn upstairs by loud 
  noises or the scent of cooking food. 
  Brini. Brini grows increasingly excited as the 
  party approaches the hideout. He avoids melee 
  combat, shouting encouragement and assisting the 
  party only if things get dire.  
  The Hired Thugs. It’s possible the party chose 
  to betray Brini and work with the brigands from 
  the tavern. They allow the party to face the ghouls, 
  only assisting from a distance or with the Help 
  action. Once Cutter Jack’s located they side with 
  
   
   
   
   
  10 
  whichever group looks the strongest, betraying 
  that group if things go south. They are bad people 
  and should be played as such. 
  Area A. West Wall 
  The largest section of freestanding masonry, this 
  section of the fort is badly weather-beaten and lacks 
  a roof. A pair of wolves belonging to Torval Three-
  Fingers named Misha and Pavel are chained in this 
  area as guards. They appear poorly fed and are 
  trained to stand near the stairwell and howl upon 
  spotting intruders. They will attack if a party 
  member approaches within 20 feet, otherwise they 
  bark and howl furiously. Both can move and attack 
  anywhere in Area A but cannot leave. 
   The stairs in this area lead directly to Area C. 
  Should the dogs bark for longer than a round, one 
  ghoul comes to investigate the noise from Area C. 
  The ghoul terrifies the dogs, causing them to flee 
  until they hit the end of their chains. Should the 
  party join in, the dogs attempt to bite whoever 
  attacks them first. The ghoul prefers to eat people 
  and acts accordingly, fighting until destroyed. If 
  fighting continues for more than two rounds, the 
  other two ghouls in Area C come up to join the fun. 
  Area B. East Wall 
  This section of fort is similarly crumbling, lacking 
  even rotted doors. A DC 15 Intelligence 
  (Investigation) or Wisdom (Perception) check 
  reveals the section of floor marked “f” is a secret 
  door, a locked hatch opening to a shaft filled with 20 
  feet of rocks and packed earth. Moving the earth by 
  hand would take 5 people 10 hours of strenuous 
  labor but is entirely possible. Anyone excavating the 
  shaft must make a DC 12 Constitution saving throw 
  every hour of work due to the strain and terrible 
  weather. Failing the save causes a level of 
  Exhaustion.   
  Area C. Cutter’s Camp 
  The basement reeks of mold, dank water, feces, and 
  death. Living creatures that enter here must make a 
  DC 10 Constitution (Athletics) check to avoid 
  becoming nauseated by the horrid smell. A trio of 
  ghouls normally inhabits this area, departing to 
  investigate should circumstances warrant. This 
  chamber was once a living area, but the rickety cots 
  and tables have been smashed. The chewed, 
  scattered remains of two humans are smeared 
  around the floor of the room. Furthermore, 
  unnerving symbols are drawn on the walls in a 
  pungent mélange of dried feces, blood, and entrails. 
  A DC 10 Intelligence (Nature) or (Investigation) 
  check reveals the ghouls most likely did this. Combat 
  or other loud activities draw the attention of the 
  ghast in Area F two rounds after the activity starts. 
  Area D. Cistern. 
  This room holds a cistern, marked “S” in the lower 
  right corner. A stout, oak door with deep furrows 
  along its surface occupies the northeastern wall and 
  a mangled corpse is stretched out like a fleshy 
  tapestry along the western wall. The door is 
  barricaded from Area E and requires two non-
  consecutive DC 20 Strength (Athletics) checks to 
  break down. Cutter Jack and his three surviving 
  henchmen are listening intently at the door. If they 
  hear talking versus ghoulish howling, Cutter Jack 
  immediately attempts to parley. Likewise, if one 
  successful Strength check is made to break down the 
  door, shouting, swearing, and prayers to multiple 
  deities are heard through the door. 
  Area E. Cutter Jack’s Last Stand 
  When Jack and his crew returned they were greeted 
  by the flesh-eating undead swarming up from 
  freshly dug passages in area F. After a desperate 
  fight, the brigands managed to use the furniture and 
  supplies in this makeshift larder to blockade the 
  southern exit to area F and reinforce the western 
  door to area D. If the party attempts to force either 
  entry point, Jack and his followers start shouting 
  expletives and oaths aplenty. If the party attempts to 
  communicate, Jack offers the diamonds in exchange 
  for helping them escape. If the party looks 
  vulnerable or is ambushed by the ghouls with Jack, 
  he and his crew double-cross the party and flee.   
  Area F. The Tunnel 
  Two fresh openings in the midpoint of the tunnel 
  wall mark where the ghouls entered the basement. 
  The ghast lurks here unless activity draws it away to 
  areas A or D. This area is part of an incomplete 
  planned expansion for the fort. The north exit to 
  area E is blocked by hastily stacked debris—
  furniture, masonry, and sacks of flour. The barricade 
  is badly battered and falls with a DC 15 Strength 
  (Athletics) check. There is nothing of value in this 
  area. 
  ADJUSTING THE SCENE 
  Here are some suggestions for adjusting this scene, according 
  to your group. 
   Very Weak or Weak: Remove a ghoul. 
   Strong: Add a ghoul. 
   Very Strong: Add two ghouls. 
  Developments 
  This could play out a variety of ways. If the party 
  retrieves the diamonds and Brini lives, he hires a 
  coach to take everyone back to Irl for a reward and 
  celebration. If Brini is dead or the party betrayed 
  him, they get a load of uncut diamonds and possible 
  
   
   
   
   
  11 
  survivor’s guilt. If the party took longer than three 
  days to arrive, the ghouls ate Cutter Jack and his 
  crew with the diamonds nowhere to be found. The 
  ghouls still lurk about, however, so there’s still 
  something for the party to do.  
   If Cutter Jack or any of his associates survive and 
  Brini is still alive, he insists Jack and his crew be 
  returned to Irl for judgement. Once there, they are 
  tried, convicted, and hung by the neck until dead. An 
  impassioned plea for mercy instead gets the 
  brigands sentenced to life at hard labor in the 
  nearby mines. 
  Treasure & Rewards 
  If Brini and the diamonds return to Irl, the Fendoun 
  Clan offers the party a beautiful amulet with potent 
  magical properties along with 150 gp each in uncut 
  diamonds suitable for spell components. If Brini died 
  or did not return with the party, they receive the 
  diamonds but no magic item. If they betray Brini 
  and/or never ally with him in the first place they 
  receive 300 gp in diamonds suitable for spell 
  components. 
   Magic Items. Periapt of Wound Closure 
   Special Rewards. 150 or 300 gp in diamonds that 
  may be used as consumable spell components. See 
  above. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Playing the Pillars 
   
  COMBAT 
  The undead attempt to use 
  darkness, stealth, and surprise to 
  quickly kill and eat their prey. Cutter 
  Jack and his crew introduce a 
  random element as they are 
  mercurial and may either help or 
  hinder the party based on the 
  circumstances. They respond to the 
  appearance of strength or the lack 
  thereof. This adventure gets very 
  dangerous very quickly when the 
  party attempts to make deals with 
  brigands. Actions have 
  consequences. 
  EXPLORATION 
  Remember that the wind makes 
  hearing trouble difficult in the upper 
  level. Also, play up the macabre 
  aspects of the basement. You may 
  choose to have the ghouls hide 
  instead of responding to the guard 
  dogs, allowing the party to see the 
  grisly scene downstairs and 
  ambushing them in close quarters. 
  SOCIAL 
  When roleplaying Cutter Jack and his 
  minions, remember they are 
  conniving, sarcastic, and amoral. 
  Only Burt has a shred of integrity 
  and he’s a foul-mouthed bully. If 
  Brini encounters Cutter Jack, he 
  puffs up with righteous indignation 
  and reacts with stuttering incredulity 
  at any attempts to strike a bargain 
  with the criminals. 
   
  
   
   
   
   
  12 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement, treasure, and 
  faction recognition; and may include new downtime 
  activities and story rewards, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 2 advancement checkpoints 
  and 2 treasure checkpoints for completing the main 
  objective below  
   Main Objective: Recover the stolen diamonds. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the main objective: 
  Magic Item Unlock 
  Characters completing adventure’s main objective 
  unlock this magic item. 
   Ilmater’s Bleeding Heart (periapt of wound 
  closure). While you wear this pendant, you stabilize 
  whenever you are dying at the start of your turn. In 
  addition, whenever you roll a Hit Die to regain hit 
  points, double the number of hit points it restores. 
   This item can be found in Appendix 6: Adventure 
  rewards. 
  Downtime Activities 
  During this adventure, the characters may earn 
  access to the following downtime activity: 
   It’s a Princess Cut. Should you successfully return 
  the diamonds to Irl with Brini Fendoun, the owners 
  and operators of A Handful of Diamonds gem 
  emporium offer to teach you how to inspect and cut 
  gems. You spend 180 downtime days in Irl learning 
  apprentice gem cutting, at the end of which you are 
  proficient with jeweler’s tools and are given a set of 
  the same. See Appendix 6: Adventure rewards. 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the adventure’s player rewards. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests. 
   
   
  Appendix 1: NPCs 
  The following NPCs and locations feature 
  prominently in this adventure.  
   Brini Fendoun (Bree NEE Fen DOON). A smart, 
  well-spoken gem broker committed to helping his 
  family during this crisis. 
  Personality: I love the satisfaction of an honest 
  deal and a job well done. 
  Ideal: My word is my bond 
  Bond: I treasure my reputation above money 
  Flaw: I assume most folk are as reasonable as I am 
   
   Cutter Jack. A pale man with lank, brown hair, a 
  well-trimmed moustache, and dead eyes. 
  Personality: How much you figure this gold tooth 
  is worth? 
  Ideal: I serve my interests at all times 
  Bond: Money is the cause and solution of all life’s 
  problems 
  Flaw: I will not allow people to treat me as lesser, 
  even in the face of danger 
   
   
   
  
   
   
   
   
  13 
  Appendix 2: Creature Statistics 
  BANDIT 
  Medium humanoid (any), any non-lawful alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
   
  BORIS & LIAM (GUARDS) 
  Medium humanoid (human), neutral 
   
  Armor Class 12 (leather) 
  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 Common 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage. 
   
  BROTHER BURT (PRIEST) 
  Medium humanoid (human), lawful evil 
   
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
   
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to 
  a target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): bless, guiding bolt, inflict wounds 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  ACTIONS 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
  CUTTER JACK (BANDIT CAPTAIN) 
  Medium humanoid (human), neutral evil 
   
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 2 (450 XP) 
   
  ACTIONS 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage. 
  REACTIONS 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  
   
   
   
   
  14 
  BRINI FENDOUN 
  Medium humanoid (any race), any alignment 
   
  Armor Class 15 (chain shirt) 
  Hit Points 44 (8d8 + 8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 
   
  Saving Throws Dex +4, Wis +3 
  Skills Acrobatics +4, Perception +5, Performance +6 
  Senses passive Perception 15 
  Languages any two languages 
  Challenge 2 (450 XP) 
   
  Spellcasting. The bard is a 4th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). The bard has the following 
  spells prepared: 
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): charm person, healing word, heroism, 
  sleep, thunderwave 
  2nd level (3 slots): invisibility, shatter 
  Song of Rest. The bard can perform a song while taking 
  a short rest. Any ally who hears the song regains an 
  extra 1d6 hit points if it spends any Hit Dice to regain 
  hit points at the end of that rest. The bard can confer 
  this benefit on itself as well. 
  Taunt (2/Day). The bard can use a bonus action on its 
  turn to target one creature within 30 feet of it. If the 
  target can hear the bard, the target must succeed on a 
  DC 12 Charisma saving throw or have disadvantage on 
  ability checks, attack rolls, and saving throws until the 
  start of the bard’s next turn. 
  ACTIONS 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  EVIL EYE OSHA (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. 
   
  GHAST 
  Medium undead, chaotic evil 
   
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 
  8 (−1) 
   
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
   
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. 
  On a successful saving throw, the creature is immune 
  to the ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that turn undead. 
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target 
  is a creature other than an undead, it must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
   
  
   
   
   
   
  15 
  GHOUL 
  Medium undead, chaotic evil 
   
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 15 (+2) 10 (+0) 
  7 (−2) 10 (+0) 
  6 (−2) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is 
  a creature other than an elf or undead, it must 
  succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
   
  TORVAL THREE-THUMBS (THUG) 
  Medium humanoid (any race), any non-good alignment 
   
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  ACTIONS 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  WOLF 
  Medium beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 40 ft. 
   
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 15 (+2) 12 (+1) 
  3 (–4) 12 (+1) 
  6 (–2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 11 Strength saving 
  throw or be knocked prone. 
   
   
  
   
   
   
   
  16 
  Appendix 3: The Swollen Goat Tavern 
  SCALE: 1 SQUARE = 5 FEET 
   
   
   
   
  
   
   
   
   
  17 
  Appendix 4: Broke Pick, Cutter Jack’s Hideout (Upper) 
  SCALE: 1 SQUARE = 5 FEET 
   
   
   
   
   
  
   
   
   
   
  18 
  Appendix 5: Broke Pick, Cutter Jack’s Hideout (Lower) 
  SCALE: 1 SQUARE = 5 FEET 
   
   
   
   
  
   
   
   
   
  19 
  Appendix 6: Adventure Rewards 
  Magic Item Unlock 
  Characters completing this adventure’s objective 
  unlock this magic item. 
  Ilmater’s Bleeding Heart  
  (Periapt of Wound Closure) 
  Tier 1, Table F 
  Wondrous Item, uncommon (requires attunement) 
  This pendant holds a silver sphere worked in the 
  likeness of a heart pierced by nails. Whenever its 
  magic is activated, the wearer feels a deep, throbbing 
  ache in their chest. 
   While you wear this pendant, you stabilize 
  whenever you are dying at the start of your turn. In 
  addition, whenever you roll a Hit Die to regain hit 
  points, double the number of hit points it restores. 
   This item is found in the Dungeon Master’s Guide. 
  Downtime Activity 
  It’s a Princess Cut. 
  Should you successfully return the diamonds to Irl 
  with Brini Fendoun, the owners and operators of A 
  Handful of Diamonds gem emporium offer to teach 
  you how to inspect and cut gems. You spend 180 
  downtime days in Irl learning apprentice gem 
  cutting, at the end of which you are proficient with 
  jeweler’s tools and are given a set of the same. 
   
   
   
   
  
   
   
   
   
  20 
  Appendix 7: Dungeon Master Tips 
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
   To DM an adventure, you must have 3 to 7 
  players—each with their own character whose level 
  is within the adventure’s level range. Characters 
  playing in a hardcover adventure may continue to 
  play to but if they play a different hardcover 
  adventure, they can’t return to the first one if 
  they’re outside its level range. 
  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 Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  to create an appropriate challenge. While you’re not 
  bound to these adjustments; they’re here for your 
  convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  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 
  NEW TO D&D ADVENTURERS LEAGUE? 
  Welcome to the D&D Adventurers League! You can learn 
  more about this global organized play campaign on our 
  website. 
  NEW TO BEING THE DUNGEON MASTER? 
  A plethora of great Dungeon Master advice can be found all 
  across the internet. New DMs are urged to purchase a copy 
  of the Dungeon Master’s Guide and join our Facebook (player 
  group and DM group) and Twitter discussions. 
   
   
  
   
   
   
   
  21 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gamehole Con (GHC)/CCC-GHC-BK1-08 - The Hunt for Cutter Jack v1.1.pdf