TEXT: DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  1 
  DC-PoA-SH03 
   
   
   
   
  Talk of a snipe, a legendary creature with magical feathers, comes to Lonelywood. It 
  seems like nothing more than an interesting rumor, but it gives the people of Sunlit a 
  great idea: a race to “hunt down” a snipe across the Lonelywood Forest. The game is on, 
  all of Sunlit is excited, and you’re in on the fun. Let’s see what contests and circus acts 
  pop up in this new solstice tradition. 
   
  A 4-hour adventure for 1st-4th level characters, Recommended APL 3. 
  Adventurer’s League Season 10, Plague of Ancients. Seed: Snipe Hunt 
   
   
   
   
  Credits 
  Writer / Designer: Michael Valdez 
  Version: 1.1 
   
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  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 
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  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  2 
  Table of Contents 
  Module Guide .................................................... 3 
  Adventurer’s League ...................................... 3 
  Markers and Organization ............................. 3 
  Named Subhead ............................................. 3 
  Combat ........................................................... 3 
  Appendices ..................................................... 3 
  Separate Files ................................................. 3 
  Party Level Guidance ..................................... 3 
  Adventure Preview ............................................ 4 
  Important People ........................................... 4 
  Important Places ............................................ 4 
  Part 1: Inaugural ................................................. 5 
  Combat: Clown Bears ..................................... 5 
  6 Days Ago: Sunlit .......................................... 6 
  Snipe Hunt Prepping ...................................... 6 
  Back to the Hunt ............................................ 8 
  Part 2: Snipe Hunt Events .................................. 9 
  Slip and Slide .................................................. 9 
  Animal Taming ............................................... 9 
  Devil to Smoke ............................................. 10 
  Blood Money ................................................ 12 
  Snipe Hunt Combat Sets .............................. 13 
  Part 3: Intruders ............................................... 14 
  New Hunters ................................................ 14 
  3 Days Ago: Sunlit ........................................ 14 
  More Shopping ............................................. 15 
  Othid Again .................................................. 15 
  The Triangle Circle ............................................ 16 
  Planning Ahead ............................................ 16 
  Optional: Wild Dangers ................................ 16 
  The Magic Triangle ....................................... 17 
  Post Ambush ................................................ 18 
  Combat: Velsharoon Cult ............................. 18 
  Part 4: The Hunt is Over................................... 19 
  Back To Safety .............................................. 19 
  Conclusions .................................................. 19 
  Part 1 Appendix ............................................... 20 
  Creatures, Part 1 .......................................... 20 
  Handouts, Part 1 .......................................... 21 
  Part 2 Appendix ............................................... 22 
  Creatures, Part 2 .......................................... 22 
  Maps, Part 2 ................................................. 23 
  Part 4 Appendix ............................................... 27 
  Creatures, Part 4 .......................................... 27 
  Maps, Part 4 ................................................. 29 
  Module Appendix 1: Magic Item Rewards ...... 31 
  Module Appendix 2: Story Rewards ................ 31 
  Sunlit Hands Auxiliary .................................. 31 
  Module Appendix 3: Attributions .................... 32 
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  3 
  This is a Dungeons and Dragons Adventurer’s 
  League adventure. It adheres to Season 10 and 
  Plague of Ancients rules. Explanations of those 
  rulesets, limitations, and reward structures are 
  available from Wizards of the Coast: 
  https://dnd.wizards.com/ddal_general  
  The adventure itself is aimed at around 4 hours 
  in length and is Tier 1, meaning it is meant for 
  players levels 1-4. 
  Sections of this module are organized with a 
  (hopefully) sensible pattern, section by section. 
  “Parts” are larger sections, possibly with 
  multiple scenarios for players to roll dice and 
  play their characters. 
  The named subheads (if viewing this in color, 
  the headings are light blue with red letters) are 
  parts within a Part. They represent different 
  challenges, location changes, or combat 
  scenarios. 
  “Combat” headers (tan background with black 
  lettering) will start by explaining the combat 
  scenario’s enemies. Further explanation of 
  mechanics will follow. Stat blocks or maps with 
  be relegated to the Appendix sections for ease 
  of use. 
  The Appendix section will be separated by Part, 
  and will contain creature stat blocks and maps. 
  At the end of the module, further appendices 
  will also contain the rewards, necessary legal 
  attributions, and credits. 
  If this module is part of a downloaded folder, 
  there will be separate maps and notes for ease 
  of printing. 
   
  This module is APL 3. 
  • 
  APL 1 is a Very Weak Party 
  • 
  APL 2 is a Weak Party 
  • 
  APL 3 is a Standard Party 
  • 
  APL 4+ is a Strong Party 
   
   
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  4 
  Eight 
  Female human, Eldritch Knight, around 60 years 
  old.  
  Smart, capable and respected, she is the only 
  member of the Sunlit Hands currently stationed 
  in the town of Sunlit, and is the town’s attuned 
  handler. While she is tight-lipped about her 
  fellow Hands, she wears her badge openly. 
  Eight is genuine about her simple desire to help 
  as she can around Ten Towns, her nature 
  clearly selfless. Though she is 60 years of age, 
  she carries herself with the vigor and strength 
  of someone much younger. 
  Ash, Dash, and Mash 
  Icewind Kobolds, gender open to interpretation.  
  These three Icewind Kobolds are working with 
  Eight Tides and Sunlit. While their origin is 
  unclear, they are obviously deeply respectful of 
  Eight. 
  The three of them helped find the piece of the 
  Bad-Bad Rock stolen a week ago, then helped 
  return other goods stolen they found alongside 
  it. 
  Starry-Eyed 
  Male dwarf, age unknown but at least 120, 
  artificer / wizard 
  Starry-Eyed is a clever student of the arcane 
  and proud member of Clan Battlehammer. He 
  comes from another timeline, brought here by 
  strange magic, and has been accepted into 
  Sunlit for the time being.  
  Suavtavious 
  Male imp, age unknown, entrepreneur 
  Owner of the eponymous Suavtavious Circus, 
  this imp dresses to impress, is well-respected 
  by his employees, and knows full-well how to 
  run a successful business. 
   
   
  Sunlit 
  Sunlit is a town that is also a demi-plane and 
  able to travel all over the world, taken to places 
  its currently attuned handler is familiar with. 
  The strange town is made invisible by a magical 
  border, and anyone who enters seems to 
  disappear. 
  No matter where it is in the world, the 
  temperature is comfortable, and at least one of 
  its elite guard, the Sunlit Hands, keeps it safe. 
  The Lonelywood Forest 
  Located on the northeastern shore of Maer 
  Dualdon, this forest not only supplies lumber, 
  but keeps the town safe by providing a barrier 
  against raids. 
   
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  5 
  There’s a brown bear with a clown nose. 
  Another one with a torn-up sequined 
  jacket. You’re in the forest, 
  Lonelywood you would gather, running 
  fast, parallel to the oddly-
  accessorized bears. The creatures are 
  maybe 60 feet away, with trees between 
  you and them. 
   
  “Stop running!” you hear a tiny voice 
  say from somewhere behind you. “Get 
  back here, you furry fool. Quit it!” 
   
  Ah! You’re an adventurer, you can tell 
  by your gear and inner strength. 
  Someone is telling the bear to stop, so 
  you must be chasing it. That’s it! 
  Okay, let’s get to work and catch this… 
   
  …Then the bears veer in at you with a 
  powerful growl and increase their 
  speed. Nope, you were wrong, the bears 
  are chasing you. That might be a 
  problem. 
  Roll Initiative! 
  Encounter: Brown Bears 
  Very Weak Party: 1 Brown Bear 
  Weak Party: 2 Brown Bears. Each 
  bear will try to run away when 
  down to 10 hit points 
  Standard Party: One bear will run 
  away when down to 10 hit points, 
  the other will stay and fight  
  Strong Party: Neither bear runs 
  away 
  DM Discretion: At least one more Brown Bear 
  may show up in this combat scenario if the fight 
  went by extremely quickly. 
   
   
   
   
  The fight starts with a skill check. 
   
   
   
  • 
  DC 13 Intelligence saving throw 
  o 
  A success results in a surprise round that 
  only includes the players that passed. 
  o 
  This is interpreted as the player quickly 
  reasserting their sense of reality. 
  o 
  Failure only means a normal first 
  combat round for those characters. 
   
  The bears, no matter how many of them there 
  are, cannot be killed.  
  • 
  At 1 HP, the bears calm down as if trained 
  to do so and immediately move away from 
  any remaining combatants. 
  • 
  Opportunity Attacks can be taken, but the 
  hits glance off as if the was made of the 
  hardest material imaginable, making it 
  impossible to kill the bears. 
  • 
  Any enemy bears will huddle together and 
  take a nap after all of them are at 1 HP. 
   
  Other than the surprise round shenanigans and 
  the possible addition of more enemy bears in 
  circus paraphernalia, this combat is standard 
  and ends when the bears are down to 1 HP. 
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  6 
  Immediately after the combat scenario, the 
  adventurers flash back three days. 
  The adventurers are in Sunlit, the travelling 
  demi-plane town that has been hanging around 
  Ten Towns for a while. 
  In the recently built Trade Hall, the town’s 
  thirty-ish residents sit at tables with an air of 
  joy all around. There are winter solstice 
  decorations all over, marking the convergence 
  of several holidays representing the incredible 
  variety of humanoid races living in Sunlit. 
  The adventurers sit at their own table and can 
  introduce themselves here. 
  A female knight and a dwarf are at the front of 
  the room, explaining something to the happy 
  crowd. No matter who they are, all the 
  adventurers somehow know that these people 
  are Eight (the knight) and Starry-Eyed (the 
  dwarf). 
  At this point, the Eight is explaining the rules to 
  the first ever Sunlit Snipe Hunt. 
  • 
  There will be two teams: 
  o 
  1: The adventurers 
  o 
  2: The Sunlit Hands, repped by Eight and 
  Starry-Eyed 
  • 
  The hunt will take place over a full day 
  • 
  At the other side of the forest is the “snipe,” 
  and whichever team gets to the rendezvous 
  first will win. 
   
  The dwarf, Starry-Eyed, now goes to the 
  adventurer’s table places a stack of a few sheets 
  of paper. He explains that as part of the snipe 
  hunt, and to get the whole of Sunlit involved, 
  artisans and experts will make supplies that the 
  teams can use. 
  While the hunt is happening, a large scrying 
  pool will be watching the teams and cheering 
  them on. 
   
   
   
  Once Starry-Eyed is finished, time skips ahead 
  about an hour, enough time for the suppliers 
  on the shopping list to set up temporary booths 
  and start taking orders. The list is also in the 
  Appendix as a Handout. 
  Shopping 
  The adventurers can now walk around the 
  improvised pavilion space and check out the 
  vendor booths. 
  • 
  The adventurers have 5 workdays worth of 
  currency to spend for now. 
  o 
  DM is allowed to reveal that the players 
  will do more shopping later in the 
  module 
  • 
  Purchased tools can be used in or out of 
  combat as a free action by anyone. 
  o 
  The tool does not have to be in that 
  player’s inventory, just in the party 
  inventory. 
  • 
  Numbers 5 through 10 are not described in 
  the module intro and their personalities 
  and genders can be improvised by the DM 
   
  Starry-Eyed’s Wares 
  Note: This section is separated for 
  organizational reasons and to keep the 
  “shopping list” a single page as a handout. 
  d6 
  Effect 
  1 
  Healing. The drinker regains a number of hit points 
  equal to 2d4 + your Intelligence modifier. 
  2 
  Swiftness. The drinker’s walking speed increases by 10 
  feet for 1 hour. 
  3 
  Resilience. The drinker gains a +1 bonus to AC for 10 
  minutes. 
  4 
  Boldness. The drinker can roll a d4 and add the number 
  rolled to every attack roll and saving throw they make 
  for the next minute. 
  5 
  Flight. The drinker gains a flying speed of 10 feet for 10 
  minutes. 
  6 
  Transformation. The drinker’s body is transformed as if 
  by the alter self spell. The drinker determines the 
  transformation caused by the spell, the effects of which 
  last for 10 minutes. 
   
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  7 
  1: Suavtavious  
  • 
  Suavtavious is a smooth-talking imp 
  dressed in a thick, tailored fur coat  
  • 
  Offer: a borrowed imp that can turn 
  invisible and be used once for 5 minutes of 
  scouting or secretly setting traps 
  • 
  Price: 2 workdays 
   
  2: Eight Tides 
  • 
  Eight is an Eldritch Knight, intelligent, soft-
  spoken, and confident in her command of 
  the town 
  • 
  Offer: A magical dog-shaped earring that 
  will immediately summon her to take one 
  of following actions 
  o 
  1: Use her shield to cause disadvantage 
  to a single attack, which can be used 
  after the enemy roll 
  o 
  2: Aid any single Athletics, Investigation, 
  Arcana, or History roll 
  • 
  The item can be used once 
  • 
  Price: 3 workdays 
   
  3: Starry-Eyed 
  • 
  Starry-Eyed is a dwarven artificer alchemist 
  • 
  Offer: Standard alchemist potions as shown 
  in Tasha’s Cauldron of Everything (listed a 
  page above). The adventurer will roll the d6  
  • 
  Price: 1 workday per potion 
   
  4: Ash, Dash, and Mash 
  • 
  This trio is made up of happy-go-lucky 
  Icewind Kobolds 
  • 
  Offer: The kobolds will appear out of 
  nowhere to scout 3 different directions at 
  once 
  • 
  Price: 2 workdays 
   
  5: Sineeklee 
  • 
  Task: Woodworker 
  • 
  Offer: 15-foot foldable ladder for quick 
  climbing 
  • 
  Price: 2 workdays 
   
   
   
  6: Raja 
  • 
  Task: Metalworker 
  • 
  Offer: Special coins that make noise and are 
  guaranteed to distract anything and 
  everything within 30ft. for 6 seconds 
  • 
  Price: 2 workdays 
   
  7: Adranz 
  • 
  Task: Botanist 
  • 
  Offer: Non-toxic plants whose scent is 
  irresistible to most animals. The scent can 
  be wafted no more than 10ft. in a line, and 
  any creature in that line has disadvantage 
  on Charisma or Intelligence checks and 
  saving throws for 6 seconds.  
  • 
  Price: 2 workdays 
   
  8: Lot 
  • 
  Task: Masonry 
  • 
  Offer: Pack of five sturdy stone spikes that 
  can be used as travel markers, heavyweight 
  pitons, or trap spikes 
  • 
  Price: 2 workdays 
   
  9: Lourentin 
  • 
  Task: Hunter 
  • 
  Offer: An automatic-release snare that can 
  be instantly placed and still be fully 
  effective, forcing a saving throw 
  o 
  DC 15 Dexterity saving throw or a 
  creature cannot move for 1 turn 
  • 
  The snare works on any creature sizes Tiny 
  to Large 
  • 
  Price: 1 workday each 
   
  10: Harpinder 
  • 
  Task: Chef 
  • 
  Offer: Savory or Spicy jerky 
  o 
  Savory: advantage to Charisma and 
  Wisdom checks and saving throws for 
  five minutes 
  o 
  Spicy: additional 10 feet of movement 
  speed for one minute 
  • 
  Price: 1 workday each 
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  8 
  Scouting Tools / Creatures Note 
  When used, anything that allows for scouting 
  will allow the player to roll the event 
  randomizer dice BEFORE moving along. This 
  allows players to decide on which path to take, 
  possibly even avoiding combat. 
  When the scouts return, the players may be 
  shown the rules for the section they pre-rolled 
  to see if they still want to go in that direction. 
  Finished Shopping 
  Once the adventurers make their choices, the 
  flashback ends and they are back in the forest. 
  When the adventurers are back to the present, 
  they realize that they had forgotten what they 
  were doing and all had the flashback at the 
  same time. Now, they remember what they 
  were up to. 
  In addition, they now have in their inventories 
  all the items they ordered from the Sunlit 
  vendors as part of the hunt, and a map of the 
  Snipe Hunt’s laid-out paths. 
  The players can decide if they are at position B 
  or D on the map, where to go next, and 
  whether to use any of the scouting tools. 
  Snipe Hunt Dice Roll 
  When the players decide where to go, one of 
  them must roll 1d12 to determine the event 
  they must participate in. 
  • 
  1-2: Slip and Slide 
  • 
  2-3: Animal Taming 
  • 
  3-4: Devil to Smoke 
  • 
  5-6: Blood Money 
  • 
  7-10: Random Combat 
  • 
  11-12: Nothing happens 
   
   
   
   
   
  • 
  Events cannot be skipped. 
  • 
  Events previous completed can be rerolled 
  at will. 
  o 
  They may be participated in again if the 
  party wishes. 
   
  The Map 
  • 
  The Snipe Hunt map has 12 event locations, 
  labeled A-K, followed by Z at the top 
  • 
  Location A is where the party ostensibly 
  started. 
  o 
  All players will remember this after the 
  flashback. 
  • 
  Location Z is the end of the hunt. 
   
  The Fourth Event 
  After three events, a special fourth event 
  happens to continue the narrative before the 
  party can finish the Snipe Hunt. 
  This special event and the flashback that follows 
  it are explained in Part 3 of the module below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  9 
  The adventurers end up of a part of the path 
  that is covered in hard ice over the forest floor. 
  To make it further in any direction, the party 
  must tread carefully and pass numerous 
  checks.  
  Past the icy floor in all directions of the snipe 
  hunt paths are trees with ropes tied around 
  them that can be used to assist others that have 
  yet to arrive with a +10 to their scores. 
  • 
  AC 14 Athletics 
  o 
  Using any object in a manner requiring 
  strength to stabilize themselves on the 
  ice 
  • 
  AC 14 Acrobatics 
  o 
  Walking carefully on the ice 
  • 
  AC 14 Perception 
  o 
  Spotting snow on the ice that would 
  make it easier to walk on 
  • 
  Props: +5 to any check 
  o 
  Using props from the snipe hunt 
  shopping segments gives a +5 to 
  whatever standard skill check the DM 
  decides would fit in the situation 
   
   
   
   
   
   
   
   
   
   
   
   
  In a grove, a handful of very annoyed raccoons 
  in clown makeup block the party’s paths. The 
  adventurers must pick a path then subdue, 
  tame, confuse, or convince 5 Raccoon Clowns to 
  get them out of the way 
  • 
  Subdue 
  o 
  Knock out or otherwise incapacitate a 
  raccoon through non-violent means 
  • 
  Tame 
  o 
  Calm a raccoon to make it utterly 
  harmless and accept simple commands 
  • 
  Confuse 
  o 
  Force a raccoon to lost its mental 
  capacity to block the path and possibly 
  move away entirely 
  • 
  Convince 
  o 
  Convince a raccoon to become your 
  buddy or friendly to your cause or just 
  step aside  
  o 
  The Raccoon Clown will not stay with the 
  party with this method and must stay to 
  keep playing along with the snipe hunt 
   
  • 
  All checks are at AC 15 against the Raccoon 
  Clowns 
  • 
  The specially-trained circus critters have a 
  +3 to all saving throws. 
   
  Example: A player uses one of Laurentin’s 
  automatic-release snares on a raccoon, that 
  creature has been dealt with despite the snare’s 
  “one-turn” description. 
   
   
   
   
   
   
   
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  10 
  DM Note: This is the most complex of the 
  events, requiring a longer explanation. 
  The party finds several imps in t-shirts and tight 
  pants around a 10 ft. diameter circle bordered 
  with small stones. Waiting in the circle is a 
  female tiefling who is busy stretching. 
  The tiefling approaches the party as the imps 
  watch on. She introduces herself as Fiendish 
  Fiona, a dancer with Suavtavious Circus. She 
  welcomes them to “Devil to Smoke,” a dance 
  competition. They’ll have to beat Fiendish Fiona 
  in order to continue their snipe hunt. 
  She gives the adventurers handouts with the 
  rules (if they do not already have one) and 
  allows them five minutes to prepare. 
  The Adventurers 
  • 
  Each round, a single dancer heads into the 
  circle to perform. 
  • 
  Using the accompanying chart, the dancer 
  rolls 4d4, assigning each dice to a category. 
  o 
  Optional: a player can also choose their 
  move without rolling to save time 
  • 
  The dancer then performs the set of four 
  moves from top to bottom of the chart, 
  choosing associated skills for each move 
  and rolling against the AC. 
  • 
  Each successful roll that beats the AC for a 
  move earns points, as indicated in the chart 
  below. 
  • 
  Any other player can assist the dancer on a 
  failed skill check if they are proficient in one 
  of the associated skills. 
  • 
  The party must score higher than Fiendish 
  Fiona three rounds non-consecutively to 
  win the contest. 
  • 
  There is one “Hype Up” or “Smack Talk” 
  maneuver allowed per round. 
   
   
   
   
   
  The Dungeon Master 
  • 
  The DM will play Fiendish Fiona in the battle 
  • 
  She follows the same rolling rules for AC, 
  but all her skills roll with +3 
  • 
  She cannot give herself advantage 
   
  Skills Explanation 
  Pose: Performance to show off and brag, 
  Intimidation to confront and frighten, Insight to 
  read the judges and impress 
  Flow: Acrobatics to transition, Sleight of Hand 
  to “thread” hands and feet into the next move, 
  Nature to use the body as smoothly as possible, 
  Survival to avoid the circle’s edge like a hazard 
  Power: Athletics to perform a feat of power, 
  Sleight of Hand to sway the body with hand 
  positions, Stealth to surprise and shock the 
  judges 
  Freeze: Athletics to hold a complex pose, 
  Perception to spot the perfect place toyou’re 
  your set, Nature to safely use the body, 
  Acrobatics to stick the landing 
   
   
   
   
   
   
   
   
   
   
   
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  11 
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  12 
  Map is available in the Appendix for Part 2. 
  A small section of artificial hedges and 
  doorways has been set up in the forest. The 
  players can see imps in generic security guard 
  uniforms flying around. One of the imps sees 
  the party and immediately rushes to tell them 
  that this place is off limits to the likes of them, 
  and the party must turn around or face the 
  consequences. 
  In a whisper, that same imp tells the party that 
  he wishes them luck getting through before 
  going back to his guard station. 
  The party must now get past the area by 
  sneaking around or distracting guards. 
  This section is done in standard 6 second 
  rounds, but outside of initiative so that the 
  adventurers can act according to their own 
  plans, strengths, and gear sets. 
  The Guard Imps 
  • 
  There are eight guard imps total. 
  • 
  Guard positions are random and chosen by 
  the DM at the start. 
  • 
  The guards will move / fly toward any 
  sound they hear as a reaction at a speed of 
  30ft per round. 
  • 
  They stop at the exact point they heard the 
  sound for 1 round. 
  • 
  If forcefully subdued, they will remain 
  incapacitated for 2 rounds. 
  • 
  If they catch sight of a player and stay in 
  sight of that player for one full round, they 
  will call for help and all guards within 30ft 
  move at 30ft per round directly to whoever 
  called for help. 
  • 
  Any player they make contact with while 
  giving chase must move back toward the 
  start of the section at their normal walking 
  speed for 2 rounds. 
  • 
  After which they may go back to trying to 
  get to the other side 
   
   
   
   
   
  Checks 
  • 
  Checks against the imp guards must be 
  made at AC 14. 
  • 
  The imps have +3 to all saving throws. 
  • 
  The imps have advantage on Perception 
  checks for things they can see. 
   
  Sound Radius 
  • 
  The imps can hear anything in a 30ft. 
  radius. 
  • 
  Stealth checks below a 10 can be heard by 
  the imps at a range of 60 feet. 
   
  Vision Cone 
  • 
  The imps only have a cone of vision equal 
  to a 15ft. cone directly where they are 
  facing. 
  • 
  Stealth checks automatically in the first 
  10ft. of this cone 
  • 
  In the farthest 5ft. of the cone, stealth 
  checks are possibly. 
  o 
  If the check passes, the player must 
  immediately hide behind a wall or object 
  or they will be spotted. 
   
  Doors 
  • 
  There are 10 doors on the map. 
  • 
  5 of the doors are locked. 
  • 
  The locked doors are random and decided 
  by the DM at the start. 
  • 
  DC 13 Sleight of Hand check to unlock. 
  • 
  DC 14 Athletics to force open. 
  • 
  Unlocking is silent. 
  • 
  Forcing open a door open makes a sound 
  that can be heard in a 30ft radius and is 
  immediately investigated by any imp close 
  enough to hear. 
   
  This section is complete when all players have 
  reached a marked Exit on the map. 
   
  
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  There are three combat scenarios available 
  during the Snipe Hunt. All of them are run 
  expertly by Suavtavious Circus barkers that will 
  be mentioned in each separate creature listing 
  but will not actively participate in the battle. 
  These scenarios are simple, and all creatures 
  are protected by a magical barrier that prevents 
  them from falling below 1 HP. When all 
  enemies reach that point, the barkers call their 
  creatures back to their sides and congratulate 
  the party. 
   
  Combat Encounter: Clown Bears 
  Side Barker: Imps in mime makeup 
  Weak Party: 1x Brown Bear in clown 
  makeup 
  Standard or Strong Party: 2x Brown 
  Bears 
   
  Combat Encounter: Jester Mephits 
  Side Barker: Imps that are 
  constantly juggling knives 
  Weak Party: 2x Ice Mephits with 
  jester caps 
  Standard or Strong Party: 3x Ice 
  Mephits 
   
  Combat Encounter: Contortionist Tribal 
  Warriors 
  Side Barker: Imps with 
  ventriloquist puppets 
  Weak Party: 2x Tribal Warriors in 
  tights under their hide armor 
  Standard Party: 3x Tribal Warriors 
  Strong Party: 4x Tribal Warriors 
   
   
   
   
   
   
   
   
   
   
  
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  After 3 events in the Sunlit Snipe 
  Hunt, the adventurers are just a 
  location or two away from the goal and 
  hoping to beat Starry-Eyed and Eight. 
   
  However, on the path to their next 
  destination, a strange, thick, blue-
  green smoke is in the air. With the 
  crack of breaking ceramic, a sudden 
  wave of the same smoke closes in on the 
  party. 
   
  “Got ‘em!” a man yells from one 
  direction. 
  All characters must make a saving throw. 
  • 
  DC 17 Constitution saving throw 
  o 
  10 or less on the thrown and the 
  character is knocked out. 
  o 
  11-16 and the character is physically 
  incapacitated but conscious and aware. 
  o 
  Success means a character is able to stay 
  alert and act as normal. 
   
  After the saving throw, two scouts wearing 
  winter travel gear show up, followed by four 
  people in thick robes. 
  The scouts tie up everyone if the entire party 
  failed the saving throws. 
  If people are awake, the scouts aim arrows at 
  them while one of the cultists approaches. 
  What The Invaders Want 
  If anyone is awake: the cultist leader, a man, 
  demands that the adventurer give up the 
  snipe’s location. 
  He will not listen to anyone telling them that 
  the creature is not real. If compelled or 
  convinced to say more, the leader tells him 
  those feathers will be used in service of their 
  lord, Velhsaroon. 
  If all adventurers are knocked out: once the 
  party is tied up and bound to nearby trees, the 
  group’s leader demands that the adventurers 
  give up the snipe’s location. 
  If the party refuses outright as a whole, the 
  changes tact and introduces himself. 
  His name is Othid, and he’s been in Icewind 
  Dale for five years serving his lord. 
  • 
  DC 13 Insight check 
  o 
  He is telling the truth about his time in 
  the Dale. 
  • 
  DC 14 Religion check 
  o 
  The cultists are wearing scarab beetle 
  pendants, marking them as followers of 
  Velsharoon, the god of necromancy. 
   
  Othid wants snipe feathers and is willing to pay 
  very handsomely in gold and gems if the 
  adventurers help him get it rather than get in 
  his way. 
  However, before anyone can deign to answer, 
  all the adventurers, no matter their roll on the 
  previous CON save, become nauseated to the 
  point of unconsciousness, and the scene 
  changes. 
  The adventurers find themselves in Sunlit again, 
  in the open courtyard. The vendors of Sunlit are 
  hard at work on the requests from the two 
  teams, and the sounds of all types of crafting fill 
  the air. 
  However, and strangely enough, the 
  adventurers actually remember what happened 
  three days into the future, including Othid’s 
  trap in the Lonelywood. If the adventurers ask 
  most people from Sunlit, they don’t have a clue 
  about it. 
  Starry-Eyed, Eight, and Suavtavious, however, 
  remember the exact same things as the party, 
  including the next three days of time. None of 
  them have an answer as to why they seem to be 
  back in a previous timeframe. 
   
   
   
  
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  Starry-Eyed’s Advice 
  The artificer dwarf is taken aback by a familiar 
  feeling, and recognizes it as the amalgam of 
  energy from Hardright Mine, the magic of the 
  Bad-Bad Rock (referenced in the Important 
  People section at the start of the module). 
  It has been seen that the Bad-Bad Rock can 
  manipulate timelines, perhaps it can 
  manipulate time, as well? Starry-Eyed isn’t sure, 
  but the energy he senses can’t be a coincidence. 
  He suggests using this time they are given 
  outside of time to plan ahead. 
  Eight’s Advice 
  Eight suggests taking the opportunity to 
  prepare. The vendors are still at work and are 
  ahead of schedule thanks to their enthusiasm 
  and skills. She will restructure the rules of the 
  Snipe Hunt and give party 3 more workdays 
  worth of “currency” to use. 
  If Eight is not sought after by the party, she will 
  come talk to them on her own. 
  Suavtavious’ Advice 
  The circus-owning imp doesn’t have much to 
  offer the adventurers as far as advice, but he 
  does have a surprise: the snipe is real. 
  He’s had it in the circus for many years and 
  uses or sells the molted feathers occasionally. 
  It’s his biggest secret, and it needs to stay that 
  way – who knows what commoners and cults 
  could do with its magical feathers. 
  Suavtavious will prepare himself for the future 
  3 days and see if he can help the adventurers. 
  If the party wishes to use the extra 3 workdays 
  of currency given to them by Eight, they can do 
  so at any time during this flashback. 
  When they have made their choices, the 
  adventurers are returned to the present. 
  When the party returns to the present, the 
  players are in the same position they were 
  before. 
  As soon as the adventurers are back in their 
  own heads, one of Othid’s hired scouts claims 
  to hear a strange warble nearby.  
  The warble grows louder and the snipe, an 
  ostrich-like land bird with a magnificent crown 
  of violet and red feathers on its head walks out 
  from some trees. The bird is calm and warbles 
  as it walks right to the cultist leader like a pet. 
  Othid can sense the magic the bird is 
  emanating and is ecstatic. He secures the bird 
  with a rope and takes it with him. 
  The cultist leader warns the adventurers about 
  following him, telling them there are more gar 
  traps where the first came from, and leaves 
  with his prized bird. 
   
   
   
   
   
   
   
   
   
  
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  With the cultists gone, an invisible imp turns 
  visible. He tells the party that Suavtavious had 
  the snipe left here to lure the cultists away. 
  The adventurers will have to follow the enemy’s 
  trail, but first they can rest while the circus folks 
  make it a little harder for the enemy to reach 
  their apparent destination. 
  Sunlit’s residents are still watching via the 
  scrying pools and might be of some help later. 
  The party can choose to take a Short Rest at this 
  point. 
  After the rest, it is easy enough for the party to 
  follow the cultists to the their ceremonial 
  location. 
  This section is optional, and dependent on how 
  long the adventure has taken thus far. If short 
  on time, this section can be skipped entirely 
  without consequence and involves the party 
  following the enemy trail but having to veer into 
  more dangerous terrain off the safer Snipe 
  Hunt path. 
  • 
  There will be 4 total checks against 
  dangerous situations 
  • 
  An adventurer rolls a 1d6 and uses the 
  chart below to figure out what danger is 
  nearest 
  o 
  If a danger has already been used, move 
  down the list to the next one 
  • 
  The party can use any means at their 
  disposal, especially the checks in the chart 
  • 
  The checks are team-based and must 
  average DC 13 
  • 
  If all four checks are passed in a row, the 
  party gets one additional ambush 
  preparation chance, which will come into 
  play in the next section. 
   
   
   
   
   
   
   
  Trail Dangers 
  1 
  Orc 
  Checks (DC 13) 
   
  Not Intelligent, easily 
  angered, moves 
  extremely fast toward 
  visible threat. 
  Deception                    
  Persuasion                
  Intimidation 
  2 
  Wolf 
   
   
  Fast, good hearing and 
  smell, travels in packs, 
  not intelligent, will go for 
  easiest prey. 
  Stealth                                   
  Animal 
  Handling         
  Perception                
  Intimidation 
  3 
  Bear 
   
   
  Good smell sense, strong, 
  not agile, not intelligent, 
  lumbering 
  Stealth                                   
  Animal 
  Handling                
  Nature 
  4 
  Rough Terrain 
   
   
  Rough ground. 
  Survival                              
  Athletics                        
  Perception 
  5 
  Icy Ground 
   
   
  Slippery ground. 
  Acrobatics                    
  Perception                           
  Nature 
  6 
  Crevace / Sink Hole 
   
   
  A wide space or hole in 
  the ground. 
  Athletics                                 
  Nature                                   
  Acrobatics                     
  Perception                           
  Survival 
   
  When four danger checks are passed, move 
  onto the next section. 
   
   
   
   
   
   
   
   
   
   
  
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  17 
  The adventurers have tracked the 
  cultists to a section of forest thick 
  with dead or dying trees. Sickly green 
  light and verdant fog fill the air, and 
  the feeling of unlife permeates the 
  area. Lights from small fires are about 
  120ft away if anyone can see that far, 
  but the party has not been noticed yet. 
   
  The snipe? It stands calm, tied to a 
  sickly tree, and with a a few tail 
  feathers missing? 
   
  The flap of small wings comes to the 
  adventurers and Suavtavious, the 
  circus-owning imp, turns visible in 
  front of them. The imp tells the 
  adventurers that the area ahead is 
  where Othid is preparing a ritual, but 
  it is well guarded. When the 
  adventurers take care of the backup, 
  they can go in and see about the 
  cultists. 
  Our Own Backup 
  Suavtavious says that Othid’s backup consists 
  of: 
  • 
   3 cultists and 3 scouts spread around the 
  immediate area 
  • 
  2 cultists helping prepare a ritual 
   
  But the adventurers are not alone. Eight has 
  also arrived and is holding Sunlit suspended in 
  mid-air above them, but it is taking her whole 
  concentration to do so and keep it invisible as it 
  usually is. The party has the support of Sunlit to 
  stop the cult from whatever they are planning. 
  He also tells them not to worry about the snipe 
  if they don’t feel like it, it’ll be safe for now. 
  Ambush Planning 
  At this point, the adventures can prepare an 
  ambush against the Velsharoon cultists and 
  their scouts. 
  If they choose to ambush the scouts and 
  cultists at the perimeter of the magic triangle, 
  they can use the Ambush List chart for a total of 
  five uses of Sunlit’s residents against the 
  enemies. 
  If the party uses Raja’s bell, all enemies in the 
  immediate area are alerted and begin to run 
  toward the magic triangle. This still allows two 
  full turns for the party to use their own skills or 
  Sunlit’s residents to capture, distract, or 
  incapacitate those running in to help. 
  Ambush Helpers 
  Any help given will be from above, where Sunlit 
  is being held aloft by Eight Tides. 
  Ambush List (5 Uses) 
  Unit 
  Offer 
  Fiendish Fiona 
  1 Enemy charmed to be an ally for 5 
  minutes, then returns to being an enemy 
  Starry-Eyed 
  2 Acid bottles or 2 Artificer Flight Potions 
  for use 
  Ash, Dash, Mash 
  1 Enemy surprised, hogtied, and removed 
  from scene 
  Harpinder 
  1 Enemy finds sack of maddeningly enticing 
  food and is distracted for 10 minutes 
  Suavtavious 
  1 Enemy leaves scene to chase invisible imp 
  foe 
  Sineeklee 
  1 Enemy knocked out of tree and 
  unconscious for 10 minutes 
  Raja 
  1 Massive bell that can deafen 2 enemies 
  but alerts ALL others 
  Adranz 
  1 Bag of poisonous leaves dropped on 1 
  enemy: severe itching for 10 minutes 
  Lot 
  1 Gallon of masonry glue dropped on 
  enemy: Slow on 1 creature for 10 minutes 
  Lourentin 
  1 Snare for medium creatures that can 
  unfold mid-air and incapacitate an enemy 
   
   
   
  
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  18 
  Once the ambushes are over, the adventurers 
  can take on the cultists at the magic triangle. 
  Arriving at the circle, the stench of 
  undead energy is almost palpable, 
  almost a physical weight. The ground is 
  sickly green, and all plants have been 
  siphoned of vigor. Three huge dead 
  trees make up the points of a triangle, 
  a single snipe feather on each trunk. 
   
  Othid and two other cultists of 
  Velsharoon are here, preparing, and 
  they’re dark ritual is close to 
  starting. 
  When they approach, Othid immediately calls 
  for help from his allies, and from his god, 
  Velsharoon. 
  • 
  If the perimeter enemies have been taken 
  care of, the only ones that come are those 
  the adventurers left alone. 
  • 
  If the ambushes were ignored, the party 
  may still take free actions in the first two 
  rounds of combat to call for Sunlit’s help to 
  stop them. 
   
  In any case, once Othid has called for help, 
  there is an excited, three-pronged scream from 
  above. Ash, Dash, and Mash drop from ropes 
  out of the invisible Sunlit above the tree tops. 
  They attach a harness to the snipe and 
  suddenly get yanked back into the sky along 
  with the bird. 
  Roll Initiative! 
   
   
   
   
   
   
   
   
  Combat: Velsharoon Cultists and Skeletons 
  Any Party: 1x Cult Fanatic, 2x 
  Acolytes 
  Weak Party: The Acolytes run away 
  at half health. 
  Standard Party: The Cult Fanatic 
  and Acolytes fight to the death. 
  Strong Party: 1 round after an 
  Acolyte dies, the body’s clothes, 
  skin, and muscle shatter like ice, 
  revealing a Skeleton that attacks 
  the party. This happens 1 round 
  after any Acolyte dies. 
  This combat moves along completely standard 
  outside of the changes mentioned in the 
  combatants list above. 
  The fight ends in one of two ways: 
  • 
  If the backup was taken care ofnce all 
  combatants are killed or incapacitated. The 
  perimeter enemies will run away at that 
  point and not start another fight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Optional boxed text: 
  When the fight ends, several ropes 
  appear from the sky, where Sunlit is, 
  and Starry-Eyed’s voice tells the 
  heroes to hurry up and get inside. 
   
  In Sunlit, they can see Eight Tides 
  sitting in the middle of a stone 
  circle, a thick black and blue aura of 
  magic wafting from her. She sees the 
  adventurers, nods, and concentrates 
  fully. 
   
  In seconds, the town feels like it 
  shifts in gravity, growing heavy then 
  back to normal. 
   
  Starry-Eyed walks to the town’s edge, 
  sticks his head out, then comes back in 
  with a sigh of relief.  
   
  “At least we’re on the ground again,” 
  the dwarf says with a smile. 
  With the party safe and the Velsharoon cultists 
  handled, things seem to be back to normal. 
  If the adventurers ask Eight or Starry-Eyed 
  about the flashbacks, they both can reveal their 
  assumption that this may have something to do 
  with the Bad-Bad Rock again. 
  Previous, the artifact was able to manipulate 
  timelines to keep itself from the hands of a 
  dangerous aberration. Heck, it even pulled 
  Starry-Eyed to an alternate timeline, though 
  he’s enjoying his time at least. This time, the 
  artifact manipulated time itself to help the 
  adventurers prepare. 
  Whatever the Bad-Bad Rock really is, it’s able to 
  protect itself with only a little outside help, so 
  neither Starry-Eyed nor Eight wish to interfere 
  with it. 
  Meanwhile, as this turned out to be much more 
  than a simple festival, Eight owes the 
  adventurers more than just the standard 
  League payment. Time to give away more of her 
  stash of magic items, it seems. 
  All rewards are in the appropriate Appendix 
  below. 
   
   
  
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  Brown Bear 
   
  Large beast , unaligned 
  Armor Class 11 (Natural Armor) 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2) 
  Skills Perception +3 
   
  Senses Passive Perception 13 
   
  Languages -- 
   
  Challenge 1 Proficiency Bonus +2 
  Keen Smell. The bear has advantage on 
  Wisdom (Perception) checks that rely on 
  smell. 
  Actions 
  Multiattack. The bear makes two attacks: 
  one with its bite and one with its claws. 
   
  Bite. 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. 
  
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  Snipe Hunt Vendors 
   
   
   
  
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  22 
   
  Brown Bear is available in Appendix 
  Ice Mephit 
   
  Small elemental , neutral evil 
  Armor Class 11 
  Hit Points 21 (2d6) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  13 (+1) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  12 (+1) 
  Skills Perception +2, Stealth +3 
   
  Damage Vulnerabilities Bludgeoning, Fire 
   
  Damage Immunities Cold, Poison 
   
  Condition Immunities Poisoned 
   
  Senses Darkvision 60 ft., Passive Perception 
  12 
   
  Languages Aquan, Auran 
   
  Challenge 1/2 Proficiency Bonus +2 
  Death Burst. When the mephit dies, it 
  explodes in a burst of jagged ice. Each 
  creature within 5 feet of it must make a DC 
  10 Dexterity saving throw, taking 4 (1d8) 
  slashing damage on a failed save, or half as 
  much damage on a successful one. 
   
  False Appearance. While the mephit 
  remains motionless, it is indistinguishable 
  from an ordinary shard of ice. 
   
  Innate Spellcasting.(1/Day). The mephit can 
  innately cast fog cloud, requiring no material 
  components. Its innate spellcasting ability is 
  Charisma. 
   
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one creature. Hit: 3 (1d4 + 1) slashing 
  damage plus 2 (1d4) cold damage. 
   
  Frost Breath (Recharge 6). The mephit 
  exhales a 15- foot cone of cold air. Each 
  creature in that area must succeed on a DC 
  10 Dexterity saving throw, taking 5 (2d4) cold 
  damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
  Tribal Warrior 
   
  Medium human, neutral good 
  Armor Class 12 (Hide Armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  8 (-1) 
  11 (+0) 
  8 (-1) 
  Senses Passive Perception 10 
   
  Languages Common 
   
  Challenge 1/8 Proficiency Bonus +2 
  Pack Tactics. The warrior has advantage on 
  an attack roll against a creature if at least 
  one of the warrior's allies is within 5 feet of 
  the creature and the ally isn't incapacitated. 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 
  to hit, reach 5 ft. or range 20/60 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage, or 5 
  (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack. 
  
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  Snipe Hunt Map - Color 
   
   
   
   
   
   
   
   
  
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  Snipe Hunt Map - Monochrome 
   
   
   
   
  
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  Blood Money Map – Color 
   
   
   
   
   
   
   
  
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  Blood Money Map - Monochrome 
   
   
   
   
   
  
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  27 
  Acolyte 
   
  Medium human, neutral evil 
  Armor Class 10 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
  Skills Medicine +4, Religion +2 
   
  Senses Passive Perception 12 
   
  Languages Common 
   
  Challenge 1/4 Proficiency Bonus +2 
  Spellcasting. The acolyte is a 1st-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 12, +4 to hit with spell attacks). 
  The acolyte has following cleric spells 
  prepared: 
   
  Cantrips (at will): light, sacred flame, 
  thaumaturgy 
   
  1st level (3 slots): bless, cure wounds, 
  sanctuary 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 
  5 ft., one target. Hit: 2 (1d4) bludgeoning 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
  Cult Fanatic 
   
  Medium human , neutral evil 
  Armor Class 13 (Leather Armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  Skills Deception +4, Persuasion +4, Religion 
  +2 
   
  Senses Passive Perception 11 
   
  Languages Common 
   
  Challenge 2 Proficiency Bonus +2 
  Dark Devotion. The fanatic has advantage 
  on saving throws against being charmed or 
  frightened. 
   
  Spellcasting. The fanatic is a 4th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 11, +3 to hit with spell attacks). 
  The fanatic has the following cleric spells 
  prepared: 
   
  Cantrips (at will): light, sacred flame, 
  thaumaturgy 
   
  1st level (4 slots): command, inflict wounds, 
  shield of faith 
   
  2nd level (3 slots): hold person, spiritual 
  weapon 
  Actions 
  Multiattack. The fanatic makes two melee 
  attacks. 
   
  Dagger. Melee or Ranged Weapon Attack: +4 
  to hit, reach 5 ft. or range 20/60 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage. 
   
   
   
  
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  Skeleton 
   
  Medium undead, lawful evil 
  Armor Class 13 (Armor Scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
  Damage Vulnerabilities Bludgeoning 
   
  Damage Immunities Poison 
   
  Condition Immunities Exhaustion, 
  Poisoned 
   
  Senses Darkvision 60 ft., Passive Perception 
  9 
   
  Languages Common, but can't speak 
   
  Challenge 1/4 
   
  Proficiency Bonus +2 
  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. 
   
   
  
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  Cult Summoning – Color 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Cult Summoning – Monochrome 
   
   
   
   
   
   
   
   
   
   
   
  
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  31 
  Potion of Animal Friendship 
  Potion, uncommon 
  Rewarded to one player per table 
  When you drink this potion, you can cast the 
  animal friendship spell (save DC 13) for 1 hour 
  at will. Agitating this muddy liquid brings little 
  bits into view: a fish scale, a hummingbird 
  tongue, a cat claw, or a squirrel hair.  
  Basic Rules , pg. 187 
  Shield of Expression 
  Armor (shield), common 
  Rewarded to one player per table 
  The front of this shield is shaped in the likeness 
  of a face. While bearing the shield, you can use 
  a bonus action to alter the face’s expression. 
  A shield is made from wood or metal and is 
  carried in one hand. Wielding a shield increases 
  your Armor Class by 2. You can benefit from 
  only one shield at a time. 
  Xanathar's Guide to Everything , pg. 139 
  Ring of Truth Telling 
  Ring, uncommon (requires attunement) 
  Rewarded to all players 
  While wearing this ring, you have advantage on 
  Wisdom (Insight) checks to determine whether 
  someone is lying to you. 
  Waterdeep: Dragon Heist, pg. 192 
   
   
   
   
   
   
   
   
                    
   
   
  After a job well done, Eight Tides is happy to let 
  the adventurers use Sunlit as a camp of sorts if 
  any of them wish to be auxiliaries of the Sunlit 
  Hands. The reward comes with two boons. 
  • 
  A small steel badge of the Sunlit Hands 
  symbol (seen above) is given as a gift. 
  • 
  A Crag Cat can be borrowed once for a total 
  of 30 minutes for Plague of Ancients 
  adventures. 
  o 
  The DM has the right to refuse this gift’s 
  use if it would be detrimental to an 
  adventure. 
  o 
  The cat must be borrowed at the 
  beginning of an adventure. 
   
  This reward can be collected up to three times, 
  once for each Tier 1 Sunlit Hands module. 
   
  
  DC-PoA-SH03 A Solstice Tradition © Michael Valdez, 2021 
  32 
  Maps 
   
  Software:  
  • 
  “Other World Mapper” from Three Minds 
  Software 
  • 
  “Tiled” from Thorbjørn Lindeijer 
  • 
  RPG Map Editor 2 from Deepnight Games 
   
  Art / Assets:  
  • 
  Pipoya (pipoya.itch.io) 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Plague of the Ancients (PoA)/DC-PoA-SH03 Sunlit Hands 03.pdf