TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – SQC – 002 – 01 None the Wiser 
   
   
  1 
   
   
  None the Wiser 
   
  A lot has changed in Hillsfar since the assault of the Dark Feys from the Cormanthor Forest.  Due to 
  limited options, First Lord Vuhm Yestral accepted an offer for aid from the Red Wizards of Thay, who now 
  work to rebuild the city.  A Senate has been elected to ensure fair rule in Hillsfar, and a new Guard 
  Captain has also been selected to replace the traitor, Jandra Gragdowel.   
  Adventurers receive a job offer from the new Guard Captain. What could he need?  
   
  Part One of the Devil in Hillsfar   
    
  A 4-Hour Adventure for 5-10 Level Characters 
   
  Jia Jian Tin 
  Author 
   
   
   
  Adventure Code: CCC – SQC – 002 – 01 
  Optimized For: APL 8 
  Version:  PREMIERE (Version 1.0) 
   
  Written by: Jia Jian Tin  
  Editing and Haikus Written By: Christine Weidenbach 
  Cartography by: Jay Africa 
  Playtested by: Jawsh Murdock, The Seer, Nico Escabar, Willow Carson, Cindy Barton, Rose Bell, Shiva Bozarth, Max Bozarth, 
  Christine Weidenbach, Erik Sandal, James Stotlar, Donnie Golden 
  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 
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  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. 
   
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  CCC – SQC – 002 – 01 None the Wiser 
   
   
  2 
  Introduction 
  Welcome to None the Wiser, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and 
  a module written for Squirrel Con 2018 in Fresno, 
  California. 
   This adventure is designed for three to seven 
  5-10 level characters and is optimized for five 
  characters with an average party level (APL) of 
  8. Characters outside this level range cannot 
  participate in this adventure. 
   This adventure is set in the Moonsea region of 
  the Forgotten Realms, in and around the city of 
  Hillsfar. This is part one of two of the Devil in 
  Hillsfar.  
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, 
  characters of higher or lower levels, and 
  characters that are otherwise a bit more powerful 
  than the adventure is optimized for. You’re not 
  bound to these adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself 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 battle maps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. 
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  3 
  Adventure Primer 
  Adventure Background 
  After the fall of the brutal regime of Hillsfar’s First 
  Lord Torin Nomerthal, First Lord Vuhm Yestral 
  has been struggling to keep the peace.  Tensions 
  between races have been high and the attack by 
  the Dark Feys from the Cormanthor Forest did not 
  help.  The First Lord decided to elect a Senate to 
  help him govern the city without so much turmoil.  
   The First Lord has also accepted the aid of the 
  Red Wizards of Thay to assist with the rebuilding 
  of the city.  The gold and manpower they offer 
  were hard to turn down after the previous First 
  Lord spent all the city’s gold on walls around the 
  Waydown.  Guard Captain Scott uncovers intel on 
  an assassination plot that targets the life of one of 
  the Senate members, so he has asked for the 
  factions’ help.   
  Adventure Overview 
  As the adventure begins in the Introduction, the 
  characters arrive at the castle in Hillsfar.  Guard 
  Captain Scott introduces them to the new faction 
  contacts in the region and the Senate members 
  while the Senate members are having a meeting 
  with a couple of Red Wizards.  Suddenly an 
  assassin jumps out and shoots one of the Red 
  Wizards, causing an explosion.  
   In Part One, characters are asked to investigate 
  the murder.  Characters can interact with the 
  Senate members and travel around Hillsfar to talk 
  to people of interest during the investigation.  
   In Part Two, characters find a lead that brings 
  them to a meeting spot outside the city.  Whether 
  through good roleplaying or slaughtering, the 
  characters find information about an abandoned 
  temple where the “Devil” is supposed to be 
  located.  
   In Part Three, characters travel to the 
  abandoned temple and meets a tortle.  The tortle 
  wants the characters to answer some questions 
  before allowing them to enter.  Inside, characters 
  find a demon, a muted young woman, and 
  important evidence of the crime.  
   In the Conclusion, characters present their 
  findings and make their decision on who to accuse 
  for the crime.  Their decision here affects the 
  outcome of the second module (CCC – SQC – 002-
  02).  
  Adventure Hooks 
  None the Wiser is part one of the two part series, 
  The Devil in Hillsfar, but there will also be other 
  adventures building on NPCs that appear in this 
  module, though it is not necessary to play all the 
  modules to enjoy each of them individually.   
   Story Hooks. There are multiple story hooks for 
  None the Wiser. 
   
  Savior of Hillsfar. Earned in HILL 1-3 Resurgence. 
  Guard Captain Scott learns about your heroic 
  deeds in the city in the past and invites you to lend 
  your courage and abilities to the city once again.  
   
  In Yestral’s Service. Earned in HILL 1-1 Arrival. 
  Knowing your previous commitment to the 
  betterment of Hillsfar, Guard Captain Scott calls 
  for you to once again trust in the First Lord and 
  aid the city.  
   
  Faction Members. The Factions are attempting to 
  maintain some control in Hillsfar.  After the arrival 
  of the Red Wizards, the presence of the factions 
  has been challenged on multiple occasions.  The 
  faction leaders send their best adventurers to try 
  to remind the people of Hillsfar that faction 
  members are some of the people who protected 
  them from the demonic armies.  
   
  Order of Gauntlet Members. The Righteous Hand, 
  Karl Davion sends a personal letter informing 
  members of a possible assassination plot.  He 
  believes someone is going to be killed, but does 
  not have time to investigate himself.  He requests 
  Order of Gauntlet members investigate the matter 
  with caution.   
   
  **Knights of the Plume. Earned from HILL 1-S 
  Onslaught, this story reward is not recognized in 
  this module.  The module introduces Captain 
  Wyatt Ferris as a Cavalier and Captain of the 
  Riders of Hillsfar as part of the #Play4Wyatt 
  #WyattNPC campaign.  There will be multiple 
  future adventures involving Captain Ferris.  
  Because his role clashes with the role of Knights of 
  the Plume, this series of module does not 
  recognize the story reward.   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  4 
  Introduction: The 
  Assassination 
  Estimated Duration: 45 minutes 
   
  Hillsfar has experienced one tragedy after another.  
  Since the removal of First Lord Torin Nomerthal, 
  First Lord Vuhm Yestral has not had an easy time.  
  He and the Red Plumes joined the factions in the 
  assault on Maerimydra, where the Red Plumes 
  suffered heavy casualties.  
   After the events of the Rage of Demons, Hillsfar 
  recovered slowly.  Trading business was slow, 
  which resulted in a growth of racial tension.  The 
  abolishment of the Great Law of Humanity was not 
  well received by some.  Those humans were quick 
  to blame the arrival of the non-humans for all their 
  troubles.  
   Soon after that, the Dark Feys from the 
  Cormanthor Forest attempted to invade Hillsfar.  
  Brave adventurers rallied and defeated the 
  invaders ,but Hillsfar once again suffered heavy 
  damage.  Most of the reserves were spent building 
  walls around the Waydown, First Lord Vuhm 
  Yestral was forced to accept help from Zulkir 
  Dar’lon Ma.  The Red Wizards offered gold, 
  resources, and magic to rebuild Hillsfar, and 
  demanded nothing in return.  
   The characters arrive about a month since the 
  Red Wizards’ arrival in Hillsfar.  
  Arrival in Hillsfar 
  When the party is ready, read or paraphrase: 
  You and your party arrive in Hillsfar.  For those familiar 
  with the city, it is hard to miss the significant upgrades 
  provided by the Red Wizards.  The wall looks studier than 
  ever, Red Plumes are more well-equipped, and the roads 
  are paved with stones from the finest quarries.  
   Even the castle is reconstructed with expensive 
  materials.  Yet, there is little hint of Red Wizards’ influence 
  on the government.  Hillsfar’s banners still fly high on the 
  castle.  The Red Wizard’s embassy has seen minimal 
  upgrades.  Beyond an increased presence of Red Wizards, 
  you do not see the overreaching the factions have feared.  
   You are quickly escorted into the Senate Hall to meet 
  with the new Guard Captain.    
  As the characters enter the room, they spot four 
  individuals.   
   
   The standing man in plate armor is Guard 
  Captain Jason Lee Scott.  He appears to be on edge, 
  scanning the room methodically, his hand resting 
  on the hilt of his sword.  Tensions have been 
  heightened in Hillsfar for several weeks following 
  the death of Tick Tary Taylor, a gnomish wizard 
  held in high repute within the Emerald Enclave.  
  Nothing has come of the investigation, and now the 
  Market District is eerily quiet.  Once Captain Scott 
  finishes his scan of the room, he hurries over to 
  greet them and introduce himself, answering any 
  questions the characters might have, if not in a 
  somewhat distracted manner.   
  This are the information he provides: 
   My name is Jason Lee Scott 
   I was a former member of the Emerald of Enclave, 
  but left when I was offered this position. 
   The previous Guard Captain? You haven’t  heard?  
  Jandra Gragdowel betrayed the First Lord and 
  killed herself before the adventurers could arrest 
  her.  
   I’m in charge of protecting the First Lord, the 
  Senate members and enforcing the laws of the city 
  within its walls.  
  Roleplaying Guard Captain Scott 
  Jason Lee Scott is in his early thirties.  While he enjoys his 
  status as Guard Captain, he is often annoyed by the 
  workload.  He is reasonably carefree and pushes as much 
  responsibility onto his subordinates as possible.  However, 
  Karl and Captain Tanheel keep him in check.  
   
  He was instrumental in the death of the previous First 
  Lord and contributed significantly to the factions’ goals 
  during the Rage of Demons.  However, most around him 
  attribute his success to pure luck.  
   
  Guard Captain Scott is a voice of reason and often voices 
  his concerns if character do things that are “less than 
  intelligent,” though he presents those concerns in an 
  indirect manner.  
   
  Guard Captain Scott uses the stat block of a Champion. 
  However, he has the Lucky feat.  He does not consciously 
  use this potent roll, it just happens at the right moment all 
  the time.  
    
  Once the characters are done talking with Guard 
  Captain Scott, read or paraphrase: 
   
  “Oh yes!” Captain Scott quickly turns around, “I almost 
  forgot.” 
   
  He walks towards the three individuals who are seated 
  observing the meeting.  “This is Karl Davion, Captain 
  Tanheel, and our Zhent associate.” The captain pauses for a 
  bit and adds, “Watch out for that one, he’s a bit odd.” 
   
  The three individuals introduce themselves. 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  5 
   Karl Davion (Human Male, Level 20 Fighter – 
  Champion).   
   My name is Karl Davion, Righteous Hand of the 
  Order of the Gauntlet (Rank 5).  
   I will be your point of contact in Hillfar (to Order 
  of Gauntlet members) 
   I was born in Hillsfar and I will spend the rest of 
  my life working to help this city. 
  His true purpose is to protect the First Lord from 
  manipulation, HE DOES NOT REVEAL THIS TO THE 
  CHARACTERS. 
   
  Captain Tanheel (Wood Elf Male, Level 18 
  Rogue 2 Fighter – Assassin).   
   My name is Captain Tanheel. 
   I’m a Winterstalker of the Emerald of Enclave 
  (Rank 4). 
   I was born in Elventree, but I’ve travelled on the 
  Moonsea for faction business for a long time. 
   Now I own my own ship and enjoy travelling the 
  Moonsea doing… legitimate business.  
   Hillsfar is the only major port city left in the 
  Moonsea, so naturally I chose to settle here.  
   I will be your point of contact in Hillsfar (to 
  Emerald of Enclave members). 
   
  ‘Zhent’ (Human Male, Level 20 Druid – Moon). 
  “Zhent” does not disclose anything.  In fact, he uses 
  Alter Self to look just like one randomly selected 
  character in the party before they enter the room 
  and introduces himself/herself as the character.  
  He or she does inform the characters he is an 
  Ardragon of the Zhentraim (Rank 4). ‘Zhent’ will be 
  the faction contact for members of the Zhentarim 
  in Hillsfar.  
  Roleplaying Guide 
  Each NPC here is documented in the NPCs in Hillsfar to help 
  you roleplay them.  
   
  After the characters are introduced to the local 
  faction contacts, Guard Captain Scott points out the 
  Senate members to the characters from the balcony 
  of the hall.  The Senate is currently having a 
  meeting, so Captain Scott uses hushed tones.  The 
  Senate is currently deciding whether to give the 
  Red Wizards access to the Hillsfar Castle.  The Red 
  Wizards have offered to build a magical device that 
  could protect the city.  The representative from 
  Zulkir Dar’lon Ma is in attendance.  Guard Captain 
  Scott points out the overweight middle age man in 
  Red Wizards robe.  His name is Norre, and the lady 
  in red beside him is his apprentice.  
  Guard Captain Scott briefly introduces each of the 
  Senate member: 
   
  First Lord Vuhm Yestral (Human Male): The First 
  Lord is in his sixties.  Yet he looks older than he is, 
  his face is one that has been plagued with trouble.  
  As part of his attempt to keep the citizens happy, he 
  held an election to elect seven members of the 
  Senate to help govern the city.  
    
  Master Torsha Ladron (Human Female): Master 
  Torsha Ladron is the representative from the 
  Mage’s Guild.  She serves as Chancellor to the First 
  Lord and her divination magic makes her a 
  valuable asset to the Senate. 
   
  Istana Ro (Human Female): Leader of the 
  Rogue’s Guild in Hillsfar.  She is a significant 
  source of information.  She is self-serving and 
  often prioritizes the profit of the Guild before the 
  people of Hillsfar.  
   
  Elanil Elassidil (Half Elf Female): Famous Bard 
  from Elventree.  She is the local contact for Harpers 
  and played a major role in the rebellion against the 
  previous First Lord and the rallying of the people 
  against the demons during the Rage of Demons.  
   
  Battleguard Lorhanna (Human Female): She is 
  the Military Strategic Advisor on the Senate.  She is 
  a Cleric of Tempus and a member of the Order of 
  Gauntlet.  
   
  Captain Wyatt Ferris (Human Male, Cavalier): A 
  young man in his late twenties.  Captain Ferris was 
  appointed as the Captain of the Riders of Hillsfar.  
  The Riders protect the city from dangers beyond 
  the walls of Hillsfar.  Captain Ferris is highly caught 
  up in his work and is rarely found in the city during 
  the day.  He is often out with the Riders training and 
  scouting.  
   
  Sir Rexx Aaron III (Human Male, Warlord): Sir 
  Aaron III is in his sixties.  He was a former 
  adventurer that fought alongside the likes of Karl 
  and Captain Tanheel during the Rage of Demons.  
  Now,he is retired and uses his wealth and influence 
  to represent the disenfranchised, which consists 
  mainly the farmers outside the walls of Hillsfar. He 
  is loved and respected by everyone in Hillsfar.  Sir 
  Rexx Aaron III also commands a militia of around 
  fifty 
  men 
  and 
  women 
  of 
  all 
  races.  
   
  Lady Aliam Eckmann (Human Female, Bard): A 
  young lady in her early twenties, Lady Eckmann’s 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  6 
  parents were murdered when she was a young 
  girl.  Since then, she has been under the care of 
  Madame Evenwood who served Lady Eckmann’s 
  parents.  Lady Eckmann enjoys singing and 
  playing the flute, she if often found in the local 
  orphanage spending time with the children there.  
  Like all the Eckmanns, she is an expert baker and 
  brews some of the best tea in the city.  Her family 
  controls the sales of tea in the city and owns the 
  largest bakery in Hillsfar.    
   
  Sir Omar Rakesh (Human Male, Gladiator): Sir 
  Omar Rakesh is a middle-aged man who controls 
  the trade of farming goods.  He exports farming 
  goods out of the city and imports other valuables 
  into the city.  He is well respected by both humans 
  and non-humans.  
   
  Sir Ardem Rohan (Human Male, Champion): A 
  young man in his late twenties.  Sir Ardem’s father 
  was slain during the rebellion.  His father was a 
  major supporter of the previous First Lord and 
  fought against the factions.  Sir Ardem is no 
  different, he is a racist at heart and will jump on any 
  opportunity to blame non-humans for crimes and 
  trouble in Hillsfar.  He controls the trade of 
  weapons in the city and has continuously tried to 
  ban the sales of weapons to non-humans and tried 
  to shut down non-human blacksmiths too.  
   
  Bert (Goblin Male, Transmuter): Bert is a 
  playfully mischievous  figure.  He wrote himself in 
  during the elections, hardly campaigned, and 
  managed to win a seat on the Senate.  He controls 
  the trade of potions within the city, though Sir 
  Ardem claims his potions do not work.  Bert is also 
  accused of smuggling weapons into the city.  He 
  often just laughs off accusations from Ardem, 
  feigning ignorance as to why Ardem dislikes him so 
  much.  
   
  Lux Feraelnes (Half Elf Female, Paladin of the 
  Ancients): Lux is a young half elf Joydancer of 
  Llirra whose lineage stems back to Myth Drannor.  
  She controls the trade of mead and alcohol.  She is 
  well loved by humans and non-humans… for 
  obvious reasons.   
   
  Kiga (Half Orc Female, Barbarian): Kiga… is an 
  interesting one.  She is infamous for beating up 
  bullies and racists in town, but managed to put up 
  a professional campaign when running for Senate.  
  She owns a large shop selling… trinkets… various 
  souvenirs from her adventuring time. 
  Roleplaying the Senate 
  The information here is provided in NPCs in Hillsfar and 
  Player Handout #3 to help players keep up with the flood of 
  information.  
   
  The DM handout for each NPC is designed to help you 
  roleplay the NPCs and provide characters with information 
  each of the NPCs have when the investigation happens in 
  the later part of the adventure.  To simplify and not over 
  complicate the module, the characters can interact with 
  whoever stays in the Senate Hall after the assassination, 
  the members of the Senate can not be found again until 
  the characters are ready to accuse someone.  
   
  Once the characters are done talking with Guard 
  Captain Scott, read or paraphrase: 
   
  Suddenly you hear someone from the other side of the 
  balcony shout, “Death to the Red Wizards!”  
   
  A figure materializes and fires a bolt into the Senate 
  meeting below before you, hitting the Red Wizard 
  apprentice.  You hear an explosion at the impact.   
  Guard Captain Scott turns to you, “Seize him! I’ll ensure 
  the safety of the Senate members.”  He and the others 
  jump off the balcony disappearing into the meeting hall 
  below.   
   
  An Assassin has sneaked into the hall to 
  assassinate one of the Red Wizards.  The Assassin 
  came in with the spells Invisibility and Pass without 
  Trace making it nearly impossible to spot him.  
  Only a Passive Perception of DC 40 has a chance to 
  detect the Assassin.  He kills the female Red Wizard 
  apprentice.  
   The Assassin should not be hard to deal with for 
  the characters.  The characters are free to kill or 
  capture the Assassin.  Upon being captured or 
  before his death, the Assassin yells about an 
  incoming demon army that would purge Hillsfar of 
  its racism and oppression for once and for all.  
  Culprit and his Plan 
  Red Wizard Norre is the mastermind behind all this.  Zulkir 
  Dar’lon Mar sent Norre here as an ambassador, but Norre 
  has his own plans to make a name for himself.  Norre is full 
  of himself, always thinks he knows more than others, and 
  spends way too much time explaining things to others to 
  prove that knowledge.  He brags about his chivalrous 
  nature and does superficial things to appear to be a  
  gentleman in order to disguise that he is at his heart a 
  misogynist and bigot. He looks down on his apprentice 
  solely because she is a woman. He is narcissistic to say the 
  least, but he does have some intelligence to back up this 
  attitude.  
   
  He does a good job covering up his trail and so is not 
  worried about the characters investigating the incident.  In 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  7 
  fact, he gets excited about it, because he truly believes he 
  will get away with it. He summoned some demons at the 
  abandon temple to deal with Qiao, but he has severely 
  underestimated the lady and her adoptive father. Norre 
  does not know the tortle lives at the temple, he 
  encountered the tortle on his way there.  
   
  If during the investigation portion of this adventure the 
  characters wish to question him, he will be at the Red 
  Wizard Embassy.   
  When characters arrive, he is loudly discussing his role in 
  fixing the “Enclave situation in the Market District,” though 
  he stops discussing it as soon as he notices the party.   
  He is longwinded in his speech, often explaining why he 
  knows something, because while he is intelligent, he also 
  NEEDS others to recognize that intelligence.   
  He does not reveal his plan, and is overly confident in his 
  position within the Red Wizards, claiming that they would 
  be nothing without him. 
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  8 
  Part 1: The Investigation 
  Estimated Duration: 60 minutes 
  For My Family! 
  Whether killed or arrested, characters who 
  investigate the Assassin discover the following 
  information: 
   The Assassin’s name is Ash (only if asked alive or 
  through magic). 
   The Assassin is a young human male, but he has 
  fiendish features.  Part of his face and his left eye 
  look fiendish. A DC 13 Intelligence (History) or 
  (Arcana) check reveals these features are a result 
  of Graz’zt corruption of the water source in Hillsfar 
  during the Rage of Demon incident.  
   
  If alive, the Assassin is surprisingly cooperative, as 
  he thinks his mission has been successful. When 
  questioned he provides the following information: 
   
  Why did you do this? 
  “The Devil promised me he can cleanse my 
  daughter of this fate,” he says, gesturing to his 
  deformity  
   
  What’s your problem with the Red Wizards? 
  They are the only one capable of stopping the Devil. 
  I must make sure the Devil succeeds. 
   
  Demon Army? 
  Yes, the Devil promised to cleanse Hillsfar with a 
  demonic army that he will summon here with a 
  magical ritual! 
   
  Ritual? Where? 
  I don’t know anything about the ritual… I don’t 
  know where it is either.  My role was to stop the 
  Red Wizards at the meeting, nothing more. 
   
  Wait? Wouldn’t that... kill your family too? 
  The Devil promised to spare my wife and daughter.  
  Us tainted humans will be spared too, so only the 
  rich and self-righteous people will perish!  
   
  Where is your family now? 
  We live where all tainted humans live.  
   
  Characters who make a DC 15 Wisdom (Insight) 
  check realize it is clear Ash has been manipulated 
  and it is likely his family could be in danger.   
   
  After the characters have asked sufficient 
  questions, an argument breaks out between the 
  Senate 
  members. 
  Read 
  or 
  paraphrase 
  the 
  following: 
  You hear a loud slam on the table.  “You let this scum stay 
  in our city. Now look at the consequences of your 
  foolishness,” Sir Ardem snarls as he stares at other Senate 
  members, his eyes narrowing on the First Lord.  
   
  “I’m sure this is an isolated incident, are we to blame all 
  tainted humans because of the deeds of this one?  Or 
  should we have you executed for your father’s crime, 
  Arden?” Lady Eckmann is quick to respond.  
   
  “That’s a great idea,” Bert the Goblin adds.  
   
  Sir Aaron clears his throat. “This is not the time for you 
  kids to bicker! If the demon army is real, we must get to the 
  bottom of this immediately.  The farmers outside the wall 
  will be the first to suffer!” 
   
  “You shouldn’t be worried about lowly farmers now,”  
  Red Wizard Norre says.  “Zulkir Dar’lon Ma will have all of 
  your souls for this crime!” 
   
  “Alright you all! Calm down! Maybe we should hire 
  independent investigators to look into this matter?” Guard 
  Captain Scott looks at the group of adventurers. 
   
  Sir Aaron locks eyes with Captain Ferris, “Ride out and 
  meet them.”  
  Captain Ferris nods, “First Lord, Sir Aaron is right. The 
  farmers outside will be the first to suffer.  It is impossible 
  for a ritual to bring in an army too big for my men to 
  handle. In the meantime, these adventurers can look into 
  matters here.” 
   
   First Lord Vuhm Yestral ponders on his options and 
  agrees. “Captain Ferris, ride out and scout the outskirts of 
  Hillsfar.  Take on the army if you are able otherwise retreat 
  and signal an evacuation.” 
  The Captain rushes out of the hall. 
   
  The First Lord turns to the adventurers, “I have trusted 
  adventurers on multiple occasions, and they have never 
  failed to deliver results.  This is a pressing matter, and I 
  need answers by tomorrow. Provide me with sufficient 
  evidence, and find out who is behind all of this. I believe 
  500 gold pieces for each of you is more than fair 
  compensation.” 
   
  The First Lord signals to his advisors and they leave the 
  room.  
   
  The characters can now freely interact with any 
  Senate members left in the Senate Hall.  What each 
  senate knows, or thinks is documented in a 
  separate document titled NPCs in Hillsfar provided 
  with this module.   
   
  Remember to provide Karl Davion’s warning to 
  characters.  
   
   
  The Ghetto 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  9 
  The Ghetto is where all the tainted humans are 
  forced to live.  Most of the humans here have been 
  fiendishly tainted and are around the age of 18 – 25.  
   
  The people here are friendly and generally 
  cooperative unless insulted.  From the other 
  tainted living here, the characters can learn the 
  following information: 
   
  Where is Ash’s home? 
  Ash lives over there (they point to one of the larger 
  buildings in the ghetto).  Why are you looking for 
  him? 
   
  He assassinated a Red Wizard. Do you know 
  why he would do that? 
  I can’t imagine why.  Why would he risk everything 
  he has to help that ‘Devil’ person? He is a lucky guy.  
  I don’t see why he would leave all that just to kill 
  some Red Wizard. 
   
  Everything he has?  
  He is a tainted just like us, but Raven, his wife, is 
  untainted and so is their daughter, Lucy.  He’s got a 
  paying job, a good home.  He would have to be crazy 
  to give all that up. 
   
  You’ve met the Devil? 
  Well yeah, everyone who lives over here’s met the 
  Devil.  He came here about a tenday ago to tell us 
  about his plans to “cleanse Hillsfar.” Promised to 
  cure us from our deformities.  Most of us thought it 
  was just too good to be true.  
   
  Who else besides Ash believed him? 
  A few former Arena fighters.  I saw them leaving 
  early today before sun-up.  They had all their 
  adventure gear with them.  Probably went out to 
  look for work.  
   
  Tell me more about this Devil. 
  He was quite a tall man, wearing a black robe and 
  metal mask to cover his face.  He sounded like he 
  was old.  Wore armor.  A fighter of some kind, I 
  think.   
  The Assassin’s Home 
  Ash’s home only has one main entrance which is 
  locked.  A DC 17 Dexterity check using Thieves’ 
  Tools can open the door.  Characters can try to look 
  around the house find all the windows shut and the 
  curtains covering them preventing sight into the 
  house.  
   Upon entering, the characters find a small living 
  area and kitchen. A written note rests on a table 
  and some simple food lays on the kitchen counter.  
  The characters spot three rooms.  One is shut close 
  and the other two appear to be bedrooms.  
   
  Raven,  
   
   What I do, I do for you and Lucy.  I need you to 
  know that I love you, both of you.  Please take care of 
  Lucy.  Tell her how much I love her every day.  Don’t 
  let her forget me. 
   
  -Ash 
   
   In one room, characters find a human girl 
  sleeping in a small bed, hugging a teddy bear.  The 
  girl appears the age of two and is sound asleep.  If 
  characters wake her up, the little girl is skeptical at 
  first.  “Who are you?  Are you Daddy’s friends?  I’m 
  Lucy. What’s your name?” She speaks in 3-4 word 
  sentences and follows the characters around her 
  home asking questions about what they do for a 
  living, how they know her parents and so on. She is 
  curious and excited at the sight of strangers, 
  although somewhat hesitant initially.  
   
   In the other bedroom, the large bed is made and 
  there is no sign of anyone here.  However, a DC 17 
  Intelligence (Investigation) check reveals there has 
  been a struggle here as they find a torn piece of 
  cloth likely from a dress.  
   A DC 15 Wisdom (Perception) or (Survival) 
  check identify the person adducted from the 
  bedroom was dragged into the room with a locked 
  door.  
   The locked door can be picked with a DC 15 
  Dexterity check using Thieves’ Tools, however “the 
  Devil” has set a glyph on the door to destroy 
  necessary evidence just in case he had no time to 
  return 
  for 
  them. 
   
  A 
  DC17 
  Intelligence 
  (Investigation) check identifies the glyph.  The level 
  4 Dispel Magic will suppress the magic and allow 
  the characters to safely open the door.  Otherwise, 
  the glyph is triggers and an explosion occurs.  
  Characters within a 15 ft radius must make a DC 15 
  Constitution saving throw or suffer 35 (10d6) force 
  damage.  Character within 10 ft of the girl, if she is 
  awake and with the characters can use their 
  reaction to provide full cover for her.  Any 
  character that does this automatically fails their 
  Constitution saving throw, but shields the girl from 
  any damage. 
  If the Glyph was NOT triggered: 
  Read or paraphrase the following: 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  10 
  Opening the door, you see what appears to be a small 
  study.  Papers are all over this room and a trap door is quite 
  apparent here.  
  Searching the room, characters find the following: 
   Detailed schedule of Senate meetings for the next 
  tenday.  The schedule also notes which meetings 
  the Red Wizards would be in attendance.  Today’s 
  date is circled.  
   
   An unopened letter to Ash reading: 
  Ash, 
   
  The Devil says to meet at Chuck’s camp tonight.  Not 
  sure why, but I’m getting a little tired with all this 
  waiting.  
   
  -Dominic 
   
   An opened letter to Ash reading: 
  Ash, 
   
  You have dedicated your life to an important cause.  
  This package contains two scrolls and a bolt that 
  will help you with your task.  I will take care of your 
  family once the job is done.  Remember, only the 
  Red Wizards can stop us now.  They must be dealt 
  with. 
   
  -The Devil 
   
  Opening the trap door, characters find the mangled 
  body of an adult human female laying in a pool of 
  blood.  There is a magic circle around the body and 
  some lit candles.   
   
  As this happens, a Slithering Tracker jumps out of 
  the pool of blood to attack the characters.  A 
  Shadow Demon (potentially) appears at the front 
  door as well.  Characters are considered surprised 
  unless they have items or feats that prevent the 
  Surprised condition.   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
   Very Weak: Remove one Shadow Demon, Slithering 
  Tracker has 15 more hitpoints and DC increases to 16. 
   Weak: Shadow Demon has 10 less hitpoints 
   Strong: No change 
   Very Strong: The Slithering Tracker has 10 more 
  hitpoints and DC increases to 16.  
   
  If characters collect the letters written by the Devil 
  and show them to the Senate, they find out the 
  handwriting looks like Sir Rexx Aaron the III’s 
  handwriting. No one recognizes the handwriting 
  from the other letter.  
   
  If the Glyph WAS Triggered: 
  Read or paraphrase the following: 
  As you open the door, magic runes that were not there 
  before glow brightly.  There is a large 15 ft radius explosion, 
  and the force pushes all of you back.  As the dust settles, 
  what remains appears to be a study, or at least it was once 
  a study. 
   
  Suddenly, you see blood flowing out of the debris.  Did 
  someone die in the room? Before you could get up to 
  investigate, a worm like creature jumps out of the blood 
  and attacks you.   
  After the characters are dealt the damage from the 
  glyph as indicated previously, a Slithering Tracker 
  jumps out of the pool of blood to attack the 
  characters.  A Shadow Demon appears at the front 
  door.  Characters are considered surprised unless 
  they have items or feats to prevent the Surprised 
  condition. Characters who fail the save begin the 
  combat prone. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
   Very Weak: Remove one Shadow Demon, Slithering 
  Tracker has 15 more hitpoints and DC increases to 16. 
   Weak: Shadow Demon has 10 less hitpoints 
   Strong: No change 
   Very Strong: the Slithering Tracker has 10 more 
  hitpoints and DC increases to 16.  
   
  Upon defeating the creatures, characters can now 
  search the debris. Characters who make a DC 16 
  Intelligence 
  (Investigation) 
  check 
  findsthe 
  following information: 
   
   Some pieces of a letter: 
  … only the Red Wizards can stop us! 
   
  -The Devil 
   Another piece of a letter: 
  Ash, 
   
  The Devil wants to meet us… 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  11 
   
  The hand writing makes it clear they are written by 
  two different individuals.  
   
  Characters do not have sufficient information or 
  leads to pursue.  Characters who are familiar with 
  Hillsfar may remember the Rogue’s Guild is an 
  excellent place to acquire information, though it is 
  likely the information comes at a price.  Allow 
  players to make a DC 17 Intelligence (History) 
  check to remember this.  
   
  Otherwise, characters could visit the prison where 
  Ash is held to question him further.  A Rogue’s Guild 
  member will be there to offer ‘assistance’ as well.  
   
  If characters do not think of this by themselves, 
  used Guard Captain Scott to point them to the right 
  direction.  Run the proper section based on where 
  the characters choose to go.  
  The Prison 
  If the characters did not kill Ash, they can pay him 
  a visit in the Hillsfar prison. Read or paraphrase the 
  following: 
  You arrive here at the prison;, and the Red Plume guards 
  do not hinder your investigation.  On your way in, you see a 
  member from the Rogues’ Guild waiting here as well.  He 
  nods at you with smirk, watching you closely as you walk 
  towards the cells.  
  Ash is in his prison cell. He isn’t happy to see the 
  characters and isn’t cooperative.  Ash is annoyed 
  that the characters are trying hard to ‘ruin his life.’ 
  It is quite hard to convince him to assist the 
  characters unless the characters provide evidence 
  that the Devil is not taking care of his family.  
   
  Ash will not easily believe the characters if they tell 
  him about Raven’s death.  Without a convincing 
  argument or good roleplaying, no roll is possible to 
  convince him to assist the characters. If characters 
  put forward a good argument, they can make a DC 
  25 Charisma (Persuasion) check with disadvantage.  
  Attempts to Intimidate automatically fail and Ash 
  will no longer speak to that specific character. 
  Further attempts to intimidate or causing trouble 
  in the prison will lead to that specific character 
  being thrown out of the prison. 
  Bringing Raven’s head or dead body and casting 
  Speak with the Dead causes Ash to break down.  He 
  is no longer helpful to the characters if this happens.  
   
  If characters bring Lucy to the prison, characters 
  only need to make a DC 15 Charisma (Persuasion) 
  check and have advantage.  The rules for 
  intimidation still apply.  Threatening Lucy’s life 
  leads to the specific character being arrested and is 
  required to a fine of 500gp or be thrown into prison 
  for a day.  If the whole party gets thrown into 
  prison and no one can afford or is willing to pay 
  their fine, the characters fail to complete their 
  mission, if this happens, the module is over. 
  Award whatever experience they have earned so 
  far, they have FAILED their mission and do not earn 
  minimal experience.  
   
  If characters successfully convince Ash to help, he 
  discloses this information: 
   He is a tainted, and believed his daughter is 
  tainted as well. He was convinced that some 
  conditions developed later in life. [This is not true] 
   The Devil told him bringing Graz’zt back can cure 
  Lucy of her condition, because Graz’zt can remove 
  the taint.  (No clerics have been able to remove this 
  taint, thus he is resorting to more desperate 
  means.) 
   If the full unopened letter is available, Ash can 
  inform characters where Chuck’s camp is. 
  Otherwise, Ash is reasonably certain the meeting is 
  at Chuck’s camp.   
   The Devil has always come to him rather than 
  having a meeting someplace else, so he doesn’t 
  really know where the Devil is.  
   The Devil wears a beautiful metal mask made of 
  mithril (Ash knows this because he works at the 
  forge), black robes, has a rather large build, and 
  sounded like an older man in his 60s.    
   
  As the characters are about to leave the prison, the 
  Rogues’ Guild member signals them over. Read or 
  paraphrase the following: 
  An elven man dressed in leather armor is standing by the 
  entrance of the prison.  As you prepare to leave, he waves 
  you down. “I heard you guys were trying to investigate the 
  assassination. I have some information, if you have the 
  gold.” 
   
  The Rogues’ Guild member is Ajahad and he is a 
  wood elf Assassin who has access to level 1 and 2 
  spells. He will offer valuable information to 
  characters who have failed to acquire it elsewhere.  
  However, this information comes at a price. He also 
  doesn’t offer information that the characters 
  already have. 
  Roleplaying Ajahad 
  Ajahad is a wood elf Assassin working for the Rogues’ Guild.  
  He is an Arcane Trickster and has access to level 1 and level 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  12 
  2 spellslots. In the unlikely situation that combat happens, 
  Ajahad casts Invisibility on himself and goes to get 
  reinforcements.  
   
  Ajahad does not fear death and claims to be married to a 
  Goddess of Death. He is confident in his ability to talk his 
  way out of most troublesome situations, and is equal parts 
  mischievous and fun.  While talking his way out of 
  problems normally works, his elusiveness gets him out of 
  more sticky situations.  
  A DC 15 Charisma (Persuasion) check with a 
  compelling argument will reduce the price to the 
  prices listed in parenthesis as seen below.  If the 
  character does not provide any argument, this roll 
  does not work.  If the characters have previously 
  helped the Rogues’ Guild, give them advantage for 
  this roll.  
   
  If Ajahad is intimidated, he laughs it off, reminding 
  characters he works for the Rogues’ Guild, and that 
  words are cheap.  
   
  If Ajahad is attacked, the Red Plumes nearby 
  defend him.  Both parties will signal for help. The 
  Red Plume guards consists of four Gladiators.  
   
  Red Plume guard reinforcements: 
  At the end of every round for the next 10 
  rounds: 
  1 Champion 
  2 Archer 
  1 Mages 
   
  Rogues’ Guild reinforcements: 
  At the end of every other rounds for the next 10 
  rounds: 
  1 Champions 
  1 Assassins 
  2 Archers 
   
  If the characters decide it is a great idea to attack a 
  Rogues’ Guild member, a prisoner, or the Red 
  Plumes publicly, they die. It is that simple.  
   
  For 100 (50) gp: 
  Someone performed a magical ritual in the 
  basement of Ash’s home.  The ritual was no normal 
  ritual, it allows the person performing the ritual to 
  turn an unwilling humanoid into a mindless 
  Slithering Tracker. 
   
   
   
  For another 150 (100) gp: 
  The group was told to meet at Chuck’s camp 
  outside the city.  It is by the beach and easy to spot.  
  Chuck is a junior member of the Emerald of Enclave. 
   
  For another 500 (400) gp: 
  The “cult,” if you want to call it a cult, is performing 
  a ritual.  Yet, none of its members are magic users.  
  They were Arena fighters during the reign of the 
  previous First Lord.  Most of them are too dumb to 
  even read a book.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  13 
  Part 2: The Meeting 
  Estimated Duration: 30 minutes 
  Chuck’s Camp 
  The party has to wait till night time for the meeting, 
  thus they are afforded a short rest. When the 
  characters are ready, read or paraphrase: 
  As you arrived near the meeting area, you spot four 
  humanoids around a camp fire.  There is something cooking 
  that smells great, and the humanoids appear to be enjoying 
  a meal together. Among the four humanoids, the cook 
  looks larger than the others, but they are interacting with 
  one another like close friends.   
   
  There are multiple ways the characters can 
  approach this camp.  The humanoids are all 
  humans, consisting of one Champion and three 
  Knights.  
   
  Option A: Murderhobo-Fest 
  There is no balancing for this fight because it is not 
  intended to be a fight. After killing everyone, 
  characters can find the following: 
   All four persons are humans with fiendish 
  features. 
   They all have six fingers. 
   A map of an abandoned temple marked with a 
  large red X and written beside it, “The Devil.” 
   A messkit and some food. The Potion of Greater 
  Healing breaks during combat.  
   If the characters kill all the humans here, they 
  earn the Murderers story reward immediately.  
   
  Option B: Sneaking Up And Eavesdropping 
  Characters must make a DC 13 Dexterity (Stealth) 
  check with advantage to hide in the darkness: 
    All four people are recovering from a fight 
  earlier with the “stone tortoise.” 
   They are discussing different ways to get past the 
  “stone tortoise.” 
   After a short discussion they decide to give up 
  and stop trying to find the Devil, as it is too 
  dangerous.  
   If characters wait for another 30 minutes, the 
  three Knights finish their meal, pack up, and return 
  to Hillsfar.  The cook stays behind.  
   
  Options C: Interacting With The Humans Or 
  Disguising Themselves And Approaching The 
  Camp 
  The group of humans is not too intelligent, as long 
  as the characters use some method to disguise 
  themselves, they are fine. If the characters claim 
  their non-human features are due to the taint and 
  roleplay well, give them advantage on their 
  Charisma (Deception) checks.  
  If the characters interact with the humans, they 
  learn the following: 
   They are all fiendishly tainted humans who 
  fought in the Arena when the previous First Lord 
  was still ruling.  
   They are resting after trying to reach the 
  Abandoned Temple to meet the Devil.  They were 
  told the ritual to summon Graz’zt will be performed 
  there and they would receive a blessing if they 
  attended.  
   There is a “stone tortoise” stationed outside the 
  temple, saying weird things, asking strange 
  questions, and he didn’t let them go in.  
   When they tried to force their way in, they got 
  beated up by the “stone tortoise.”  
   DC 13 Wisdom (Insight) check reveals the 
  humans are tough fighters so it is likely their party 
  will struggle with this “stone tortoise” as well. 
   They are starting to doubt whether it is worth it 
  to bring Graz’zt back just to cure themselves.  
   The Devil showed up a tenday ago, that was the 
  only time they met him.  He wore a metal mask and 
  black robes.  The Devil had a big frame, sounded 
  like an older man in his 60s. 
   They have a map that shows where the 
  Abandoned Temple is located.  
   Chuck has a Potion of Greater Healing that he is 
  willing to give to the characters if they ask for it.  It 
  is laying with his pile of food and adventuring gear.  
   The players can convince the humans to return 
  to Hillsfar, they haven’t committed any crime.  
  Chuck will continue to stay here as this is his home.  
   
  Roleplaying Chuck 
  Chuck was a gladiator in the arena when the previous First 
  Lord was in power.  
  Now he just lives his life in freedom.  He travels around the 
  Hillsfar region helping people in need to make some 
  money.  He loves cooking and especially enjoys cooking for 
  others.  Due to head injuries suffered during arena fights, 
  he struggles to communicate properly and stutters. But 
  Chuck is a nice person with compassion and love for tiny 
  animals.  He has a pet Wolf which avoids combat.  The Wolf 
  runs away if Chuck is killed.  
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  14 
  Part 3: The Devil  
  Estimated Duration: 75 minutes 
  The Stone Tortoise 
  It is late at night, the characters do not have time 
  for another short rest.  When the characters are 
  ready, read or paraphrase the following: 
  The abandoned temple is not hard to find, especially since 
  you have the map.  After about a one hour’s walk from 
  Chuck’s camp you see the old temple ahead of you.  
   
  As you approach it, you notice a stone tortoise sitting on 
  top of a stone triceratops with a squirrel on his shoulder.  If 
  you haven’t heard tales of the stone tortoise beating 
  people up, you would have thought it was just a statute.   
   
  Without moving, the tortoise speaks: 
  “So many today 
  Have graced me with their presence. 
  They did not listen. 
   
  If you wish to pass 
  Prove you can pay attention; 
  Succeed where they failed. 
   
  Three questions for you. 
  Answer correctly all three 
  And find what you seek. 
   
  But if you should fail, 
  These temple doors remain shut 
  And your journey ends.” 
  Fighting this tortle leads to painful defeat. The 
  tortle will beat the characters up, but does not 
  chase them and he does not kill anyone.  You can 
  find his modified statblock in Appendix B.  
  Roleplaying Tortle 
  This tortle is old and enjoys intellectual discussions.  The 
  bracers he is wearing cause him to speak in a strange 
  manner.  He speaks only in the form of Haikus and will 
  strike characters in the head with his wooden stick if they 
  interrupt him or break the flow of his lines.  
       Tortle has three questions for the characters.  
  Anyone can answer the questions, but only the 
  character that answers it correctly gains the 
  benefits or present the benefits to another 
  character.  
  Question 1: 
  “There sits a large bowl 
  Filled with writhing little snakes. 
  What would you name this?” 
  Correct Answer: Noodles 
   If answered correctly, the Tortle  says the 
  following: 
  “A bowl of noodles, 
  Isn’t that a grand idea? 
  Come sit down and eat.” 
  He then presents the character who answered with 
  one bowl of noodle soup.  The noodles are plain yet 
  filling.  This character gains the benefit of Heroes’ 
  Feast. 
   If any other character attempts to take the bowl 
  of noodle soup, the tortle strikes them, but does not 
  say anything.  If they try again, he strikes them 
  again. Only the character that answers correctly 
  may pick the bowl up and present it to another 
  character if they choose. 
   The characters have three chances to answer the 
  question correctly.  If they provide a wrong answer, 
  the tortle simply stares at them without reacting.  
   After three attempts, snakes start crawling out 
  from underneath the triceratops.  There are 
  Swarms of Poisonous Snakes equal to the number 
  of players in the party.  
   
  Question 2: 
  “I begin with ‘T,’ 
  There is ‘T’ inside of me, 
  And I end with ‘T.’” 
  Correct Answer: Teapot 
   If answered correctly, the tortle says the 
  following: 
  “You two look thirsty. 
  Here, come drink a cup of tea. 
  You will feel refreshed.” 
  He then presents the characters with a teapot filled 
  with hot tea. The tortle gives two characters each a 
  tea cup. Characters who drink the tea gains the 
  benefit of a short rest.  
   If any other character attempts to take a tea cup, 
  the tortle strikes them and does not say anything.  
  If they try again, the tortle strikes them again. Only 
  the character that answers correctly, and the one 
  the tortle designates may pick the tea cups. 
   The characters have three chances to answer the 
  question correctly.  If they provide a wrong answer, 
  the tortle simply stares at them without reacting.  
   After 
  three 
  attempts, 
  water 
  flows 
  from 
  underneath the triceratops and forms the shape of 
  a teapot and two teacups.  A moment later, the 
  water turns into two Water Elemental that attack 
  the characters.  
    
  Question 3: 
  “I have three faces. 
  I have two eyes for each face, 
  And I have eight legs.” 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  15 
  Correct Answer: A Tortle, sitting on a Triceratops, 
  with a Squirrel on his shoulder, as depicted in the 
  nearby statue.  
  Accept any other answer that includes a four-
  legged mount, with a humanoid, and a tiny creature 
  with two legs.  
   If characters successfully answer this question 
  the tortle says the following: 
  “Congratulations, 
  You have answered correctly. 
  You are enlightened.” 
  Then the whole party gains inspiration as they all 
  feel enlightened.  
   The characters have three chances to answer the 
  question correctly.  If they provide a wrong answer, 
  the tortle simply stares at them without reacting.  
   If characters ask for a hint, the tortle replies, “The 
  answers we seek 
  Are sometimes right before us. 
  We need only look.” 
   After three attempts, a Nightmare appears with 
  a Blackguard riding it, and a bird stands on the 
  blackguard’s shoulder.  The Blackguard has the 
  Mounted Combatant Feat.  
   
  Even if the characters fail to answer any questions 
  correctly, the tortle will still let them pass.  But he 
  does not warn them about the traps on the 
  stairway.  
   
  If the characters get two out of three questions 
  correctly, the tortle asks: 
  “Quick death or slow death: 
  Both lie before you inside. 
  Which would you prefer?” 
   
  If they prefer a quick death: 
  “The thirty fourth step 
  Poisons the heart and the body. 
  Your death will be slow.” 
   
  If they prefer a slow death: 
  “At seventeen steps 
  The walls will fall around you. 
  Your death will be swift.” 
   
  If the characters get all three questions correctly.  
  Tortle tells them about both traps.  
   
  Regardless of whether or not they answered 
  correctly, the tortle leaves them with this message: 
  “Finding what you seek 
  Seldom brings you new answers. 
  We can blind ourselves. 
   
  The water reflects. 
  Who is your real enemy? 
  Who is the villain?” 
  Traps 
  There are two traps on the stairway, both require a DC 25 
  Wisdom (Perception) check to spot and can not be 
  disabled. Tortle tells them the specific step to avoid. If 
  stepped on the trap triggers and all creatures on the stairs 
  has to make the saving throw.    
  Fast Death (17th Step) 
   
  The first traps causes rocks to fall on the party. All the 
  characters must make a DC 20 Dexterity saving throw or 
  take 35 (10d6) damage. This is the quick death the Tortle 
  was talking about. If the character chose a quick death, the 
  Tortle does not tell them about this trap.  
  Slow Death (34th Step) 
   
  The second trap is poisonous gas. All the characters must 
  make a DC 20 Constitution saving throw become poisoned 
  and take 3 (1d6) poison damage every turn for the next 
  minute. This is the slow death the Tortle was talking about.  
  Behind the tortle are stairs descending into the 
  temple.  There is a total of 50 steps and the 17th and 
  34th steps are triggers to the traps indicated above. At 
  the end of the stairs is a pair of stone doors with 
  carvings depicting humans gathered around a tortle 
  carrying a simple wooden stick and wearing a pair of 
  bracers. They appear to be listening intently, having 
  great reverence for the figure. 
  The Inner Temple 
  The inner temple is protected by permanent magic 
  that cannot be dispelled.  The protection does two 
  things.  Firstly, when an Evil aligned creature 
  touches any doors to this area it takes 7 (2d6) 
  Radiant damage and is knocked back 5 feet.  The 
  doors can be opened normally by other creatures. 
  Secondly, any form of teleportation into or out of 
  this area is blocked.  
   
  Norre has summoned some demons into this room 
  when he was here earlier.  However, all of the 
  minor demons has already died after taking too 
  much damage trying to break out through the 
  enchanted doors. The Glabrezu, however, hears 
  the characters coming, and is waiting to surprise 
  whoever opens the door with his Power Word Stun.  
  Because the magic over the inner temple prevents 
  detection of the creature, items like Weapon of 
  Warning will not prevent a surprise round. Feats 
  like the Alert feat still function normally.  
   
  When the characters decide to open the door, read 
  or paraphrase: 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  16 
  As you push the stone double door open, you see a large 
  demon hulking over you in the rather small room. 
   
  The Glabrezu immediately uses its Power Word 
  Stun on the first person that opens the door. The 
  room is only 7 ft. tall and thus, the Glabrezu has 
  disadvantage on all its attack, because of this.  
       The stairs are at an angle where it is impossible 
  to see into the room unless you are at the door.  
  This fight will force characters to manage their 
  positioning around the room and the stairs.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   
   Very Weak or Weak: Reduce Glabrezu’s AC to 15 
  and bonus to hit is reduced to +7. 
   Strong or Very Strong: Increase the hit points of the 
  Glabrezu by 15 and its spell save DC to 18.   
  Once the Glabrezu is defeated, the characters can 
  now inspect the room.  The room is small, has a 
  pool with a stone bed in it, and some shelves with 
  clean white towels on them.  There is another door 
  in this room.  It is made from purple-wood, isn’t 
  locked, and it can be broken down with a DC 17 
  Strength (Athletics) check if characters choose to 
  do so. 
   
       When the characters open the door, read and 
  paraphrase: 
  You open the wooden door and hear absolutely nothing.  
  The room is strangely silent.  In the room you find a young 
  Shou woman sleeping in a small bed with two children 
  curled close to her.  Beside the bed, a black robe and a 
  metal mask hang from a hook. 
       On the other side of the room is a small desk with some 
  books and papers on it. There is a wooden stick resting on 
  the desk and a strange wooden frame made to look like a 
  rather large human body.  
        
  If the characters smash the door down, read and 
  paraphrase: 
  As you crash through the door.  Your companions and 
  pieces of the door hit the ground, yet you hear nothing.  
  The room is strangely silent.  In the room you find a young 
  Shou woman sleeping in a small bed with two children 
  curled up beside her.  Beside the bed, a black robe and a 
  metal mask hanging from a hook. 
       The other side of the room houses a small desk with 
  some books and papers on it. There is a wooden stick 
  resting on the desk and a strange wooden frame made to 
  look like a rather large human body.  
   
  If the characters, for whatever reason, decides to 
  attack the sleeping woman, she is a Warlord but 
  doesn’t have any weapons now. Her attacks are 
  replaced with 7 (1d4 + 5) bludgeoning damage 
  instead.  She focuses on shoving characters away so 
  she can get to her stick by the desk in which would 
  make her damage output be 12 (2d6 +5) 
  bludgeoning damage. However, she will never 
  abandon the children. She does not have armor, but 
  benefits from the Unarmored Defense (AC + 
  Dexterity modifier + Constitution modifier) and is 
  under the Blessing of Protection effect thus she 
  still has an AC of 18.  
       Aggression against a harmless target should be 
  punished.  The woman will not spare these 
  senseless intruders, on the second round of combat 
  the tortle arrives.  The tortle will not show mercy 
  to the intruders either.  
       It quickly becomes clear the characters have 
  severely underestimated the woman. Unless the 
  characters drop their weapons, surrender, and 
  plead for forgiveness, the tortle and his daughter 
  will fight until all the characters are dead, striking 
  downed opponents. 
   
  If the characters investigate the desk, they find a 
  spellbook, other books, and similar letters to those 
  the characters have found earlier.  The books have 
  notes and writing that is unfamiliar to the 
  characters unless they speak Thayan. The alphabet 
  used is Thorass so it may appear as Common, but 
  the writing is impossible to understand since it 
  isn’t common. A DC 17 Intelligence (History) check 
  identifies the language as Thayan.  Characters with 
  the Linguist feat automatically succeed on this 
  check.  
       If the characters can read Thayan, they discover 
  the other books are magical ritual books about 
  summoning demons and a modified ritual to turn 
  unwilling humanoids into Slithering Crawlers. 
   
  There are multiple ways this encounter can play 
  out. If they choose a peaceful approach, the tortle 
  tells them the following: 
   
  About the woman: 
  “This is the young Qiao. 
  She lives here at the temple. 
  Do no harm to her. 
   
  She has lost so much 
  To the monsters and demons: 
  Her whole family. 
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  17 
  She has been outcast 
  Because of her yellow eyes. 
  So few understand. 
   
  Hillsfar is blinded. 
  They cannot see past those eyes, 
  Despite her beauty. 
   
  The monstrous red plumes 
  Attacked her, cut out her tongue, 
  Threw her in the road. 
   
  I couldn’t ignore. 
  I took her in and trained her 
  To protect herself.” 
   
  About “the Devil:” 
  “I am enlightened. 
  I perceive reality, 
  See things as they are. 
   
  The Devil you seek 
  Walks through his life pretending 
  To be another. 
   
  There is no “Devil.” 
  Just a fat man filled with greed. 
  He is the culprit. 
   
   
   
  Here are his trinkets: 
  His mask, his books, and his notes, 
  Things he left behind. 
   
  The man pretended 
  To be old, despite his youth 
  To deceive the poor. 
   
  Though he is a mage 
  He calls himself a soldier 
  To conceal his fear. 
   
  He thinks himself wise 
  But you will prove him a fool. 
  The man must be stopped.” 
   
  About being a witness for the Senate: 
  “If you heal my friend 
  I will speak out against him 
  So he sees justice. 
   
  If you cannot help. 
  Maybe you have some allies 
  That are more able.” 
   
  Here is the information out of haiku form as well:  
   The woman’s name is Qiao.  Her parents were 
  killed during the Rage of Demons and tortle 
  adopted her and trained her to fight.  Qiao is tainted, 
  but it isn’t obvious.  Her only fiendish feature are 
  her bright yellow demonic eyes.  
   Qiao is a beautiful woman, but her beauty paired 
  with her demonic eyes and lack of wealth make her 
  a perfect target for the recovering racists of Hillsfar.  
  She was bullied and mistreated on a daily basis 
  when she lived there, and a group of Red Plume 
  guards cut her tongue out; she cannot speak. They 
  threw her by the road side expecting her to die, but 
  the tortle saved her. 
   The tortle knew there were demons here. The 
  “fat man” brought the demons here. But the room’s 
  wards kept the demons caged.  
   The tortle explains the books, robe, mask, notes, 
  and wooden frame all belong to the “fat man.”  
  However, the tortle was able to see through his 
  magic tricks (due to his True Sight).  
   The tortle and Qiao will not leave the temple 
  without the other present as well.  However, Qiao 
  refuses to return to Hillsfar.  The tortle will only 
  help identify the culprit if the characters heal Qiao’s 
  tongue.  This requires a Regenerate spell which the 
  characters does not have but two members of the 
  Senate would (‘Zhent’ and Battleguard Lorhanna). 
  Allow a simple DC 10 Intelligent (History) check to 
  remember this.   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  18 
  Conclusion 
  Estimated Duration: 30 minutes 
  Guilty as charged! 
  Read or paraphrase the following. 
  You return to Hillsfar and are immediately summoned to 
  the castle.  As you enter, you find all the Senate members 
  here. You also spot Zulkir Dar’lon Ma among them, he does 
  not look pleased. Norre stands beside him with a smirk on 
  his face. 
   
  If the characters have the tortle with them, read or 
  paraphrase the following. 
  The moment Norre sees the tortle, his calm demeanor 
  fades.  You can see the panic in his face.  
   
  If characters request for a Regenerate spell, 
  Battleguard Lorhanna does it without much 
  question.  If the person “Zhent” is masquerading as 
  is a healer of any kind, then “Zhent” regenerates the 
  girl’s tongue saying with a smirk, “There’s no 
  denying it now; you’re just a worse version of me.” 
   
  Once the characters have accused Norre, and 
  before the tortle even starts his testimony, read or 
  paraphrase the following. 
  “This is outrageous! This isn’t even legal anymore! Surely 
  we’re not going to just believe some random tortle?” Sweat 
  brims on Norre’s forehead, his breaths labored as he 
  continues, “This is a set up Zulkir! The factions are trying to 
  discredit us, and get us out of Hillsfar.”  
       “Enough!” The Zulkir slaps Norre to the ground, stands 
  up, and towers over the groveling man. “I have heard 
  enough from you today! Your behavior has brought shame 
  upon all of Thay.  It will not be tolerated.” Zulkir points his 
  finger at Norre, and the fat man’s body twists for a 
  moment before his lifeless form tumbles to the ground.  
       The Zulkir takes a deep breath, “I must apologize for 
  this.. coward’s behavior.  I will arrange for a new 
  ambassador from the Thayans. One that isn’t such a 
  disgrace.  As for you adventurers, you have done well in 
  protecting this city, and exposing weakness within my 
  ranks.  I thank you for that.” Zulkir Dar’lon Ma turns to the 
  First Lord.  “I would like to personally pay the expense of 
  this investigation. It is only right for me to do so.” 
   
  Award the characters the Thwarted the Devil’s 
  Plot story award.  Read and paraphrase the 
  following. 
   Bert jumps to his feet, “This calls for a celebration! Let me 
  get to planning immediately! But first, prizes worthy of 
  great adventurers!” Bert pulls out multiple capes from his 
  bag and gives each one to each of you. “These capes are 
  the only item a true adventurer will ever need!” 
   
  Each character receives a regular cape from Bert 
  the Goblin.  The only catch is the cloak has a large 
  badge with Bert’s logo showing Bert smiling 
  holding his thumb up with the slogan, ‘Bert’s Potion 
  Shop! We don’t sell weapons!’ 
   
  The tortle approaches your group after everyone has 
  settled.  
  “The time has come now 
  I will no longer need these,” 
   
  He removes his bracers and holds them out to your 
  group before he continues, “I hope they serve you well.”  
  The squirrel on his shoulder runs along his arms onto one 
  of your shoulders.  
  The tortle and Qiao bow deeply to you once you’ve 
  taken the bracers, a sign of thanks for bringing justice to 
  such a foul man.   
       The bracers from the tortle are a pair of Bracers 
  of Defense.  The Zulkir pays the 500gp as promised 
  by the First Lord, then raises Norre as an undead 
  thrall, stating that he will be more useful this way.  
  The squirrel is a Crazy Squirrel.  
   
   
   
   
   
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  19 
  Oops! My bad… 
  If the characters do not accuse Norre, read or 
  paraphrase the following. 
  Norre addresses Dar’lon Ma, pointing the accused.  “Zulkir! 
  We must do something about this disrespectful fool.”    
       The Zulkir looks at him sideways, rises his hands and 
  claps twice. The doors to the hall open as four Red Wizard 
  Knights escort the tortle into the room. Norre’s smirk turns 
  to shock, you can see the panic in his face. The tortle 
  testifies to the Senate about Norre’s deed.  [Read the 
  haikus from the previous section that incriminate Norre.] 
  When the tortle’s words end, there is complete quiet in the 
  hall outside of Norre’s heavy breathing.   
       “You will tell me no more lies, Norre.”  The Zulkir points 
  his finger at the groveling figure. “And you will repay me for 
  the shame you have brought onto us this day.”  Norre’s 
  body twists for a moment and his lifeless form tumbles to 
  the ground.  
       The Zulkir turns towards the Senate and the 
  adventurers, “Today, we’ve lost someone insignificant due 
  to his own selfishness and greed. I think it is clear, Hillsfar 
  will recover… with the help of the Thayans of course.  I will 
  be sure to send you someone more trustworthy. ” He 
  smiles as Norre’s body reanimates.  The Red Wizard 
  contingent exits the hall, Norre’s undead corpse shambling 
  close behind.   
   
  Award the characters the Fallen for the Devil’s 
  Plot story award.  The tortle does not award his 
  Bracers of Defense to them. 
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  20 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for 
  defeated foes and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Archer  
   
   
  700 
  Assassin  
   
   
  3900 
  Blackguard 
   
   
  3900 
  Champion 
   
   
  5000 
  Glabrezu  
   
   
  5000 
  Knights  
   
   
  700 
  Nightmare 
   
   
  700 
  Shadow Demon  
   
  1100 
  Slithering Trackers 
   
  700 
  Swarm of Poisonous Snakes 
  450 
  Water Elementals  
   
  1800 
  Warlord  
   
   
  8400 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP Per Character 
  Disarm the glyph in Ash home 
  250 
  Correctly answer all the riddles 
  250 
  Accuse the Red Wizard Norre 
  500 
  The adventures minimum and maximum XP 
  awards are located on the Adventure Rewards 
  document. Note that DDAL adventures award a 
  maximum of the “target XP” award. Only epics 
  may grant the “maximum” amount. 
   The minimum total award for each character 
  participating in this adventure is 4,500 
  experience points. 
   The maximum total award for each character 
  participating in this adventure is 7,500 
  experience points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
  Treasure Awards 
  Item Name 
   
  GP Value 
  First Lord’s Payment 
  500 per character 
  Ritual Books 
   
  200 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according 
  to a system detailed in the D&D Adventurers 
  League Dungeon Master’s Guide. 
  Potion of Greater Healing 
  Potion, Rare 
  You regain hit points when you drink this potion. 
  The number of hit points depends on the potion’s 
  rarity, as shown in the Potions of Healing table. 
  Whatever its potency, the potion’s red liquid 
  glimmers when agitated.  
  Bracers of Defense 
  Wondrous item, rare (requires attunement) 
   
  While wearing these bracers, you gain a +2 bonus 
  to AC if you are wearing no armor and using no 
  shield.  
   
  While in possession of the item, the bearer feels 
  enlightened and speaks only in Haikus instead of 
  regular sentences.  
  Story Awards 
  Characters have the opportunity to earn the 
  following alternate downtime activities during 
  this adventure: 
   
       The Crazy Squirrel. Clad in shinny plate armor, 
  this adorable squirrel is often seen holding what 
  appears to be an acorn.  However, upon closer 
  inspection, one will notice it is holding a 20-sided-
  die. 
   If killed or reduced to 0 hit points, The Crazy 
  Squirrel can be recalled via find familiar, and uses 
  the statistics of a cat from the Monster Manual.  It 
  has proficiency in all gaming sets.  The shinny 
  plate armor has no effect on the Squirrel’s AC.   
   
   Murderers. This story award is earned if the 
  group murders the innocent humans outside 
  Hillsfar. News of their deed spreads throughout 
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  21 
  Hillsfar.  There will be consequences for their 
  actions in the future.  
   
   Fallen for or Thwarted the Devil’s Plot. This 
  story award is used to record the outcome of this 
  adventure.  “Fallen for” is recorded if the group 
  accuses the wrong person and allows the Red 
  Wizard Norre to shame them in front of the Senate 
  for their mistake.  “Thwarted” is recorded if the 
  group accuses Norre.  This story award denotes 
  the outcome of the module and affects certain 
  encounters in CCC – SQC – 002-02: Last Gasp.  
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Order of Gauntlet Members earn an additional 
  renown if they successfully uncover Red Wizard 
  Norre’s plan.  
  DM Reward 
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  22 
  Appendix A. Monster/NPC 
  Statistics 
  The Assassination 
  Assassin 
  Medium humanoid (any race), any non-good alignment 
    
  Armor Class 15 (studded leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Dex +7, Int +5 
  Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11 
  Damage Resistances poison 
  Senses passive Perception 14 
  Languages Thieves’ cant plus any two languages 
  Challenge 8 (3,900 XP) 
    
  Assassinate. During its first turn, the assassin has advantage 
  on attack rolls against any creature that hasn’t taken a turn. 
  Any hit the assassin scores against a surprised creature is a 
  critical hit. 
  Evasion. If the assassin is subjected to an effect that allows it 
  to make a Dexterity saving throw to take only half damage, 
  the assassin instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 
  feet of an ally of the assassin that isn’t incapacitated and the 
  assassin doesn’t have disadvantage on the attack roll. 
  Actions 
  Multiattack. The assassin makes two shortsword attacks. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage, and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half as 
  much damage on a successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  23 
  The Investigation 
  Shadow Demon 
  Medium fiend (demon), chaotic evil 
    
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
    
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 
  5 (1d10) force damage if it ends its turn inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the demon 
  can take the Hide action as a bonus action. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon 
  had advantage on the attack roll, 17 (4d6 + 3) psychic damage. 
  Slithering Tracker 
  Medium ooze, chaotic evil 
    
  Armor Class 14 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft., climb 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  19 (+4) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  11 (+0) 
   
  Skills Stealth +8 
  Damage Vulnerabilities cold, fire 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Condition Immunities blinded, deafened, exhaustion, 
  grappled, paralyzed, petrified, prone, restrained, 
  unconscious 
  Senses blindsight 120 ft., passive Perception 12 
  Languages understands languages it knew in its previous form 
  but can’t speak 
  Challenge 3 (700 XP) 
    
  Ambusher. In the first round of a combat, the slithering 
  tracker has advantage on attack rolls against any creature it 
  surprised. 
  Damage Transfer. While grappling a creature, the slithering 
  tracker takes only half the damage dealt to it, and the 
  creature it is grappling takes the other half.  
   
  False Appearance. While the slithering tracker remains 
  motionless, it is indistinguishable from a puddle, unless an 
  observer succeeds on a DC 18 intelligence (Investigation) 
  check. 
   
  Keen Tracker. The slithering tracker has advantage on 
  Wisdom checks to track prey.  
   
  Liquid Form. The slithering tracker can enter an enemy’s 
  space and stop there. It can also move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  Spider Climb. The slithering tracker can climb difficult 
  surfaces, including upside down on ceilings, without needing 
  to make an ability check.  
   
  Watery Stealth. While underwater, the slithering tracker has 
  advantage on Dexterity (Stealth) checks made to hide, and it 
  can take the Hide action as a bonus action.   
  Actions 
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d10 + 3) bludgeoning damage. 
  Life Leech.  One large or smaller creature that the slithering 
  tracker can see within 5 feet of it must succeed on a DC 13 
  Dexterity saving throw or be grappled (escape DC 13). Until 
  this grapple ends, the target is restrained and unable to 
  breathe unless it can breathe water.  In addition, the grappled 
  target takes 16 (3d10) necrotic damage at the start of each of 
  its turns.  The slithering tracker can grapple only one target at 
  a time.  
  Archer  
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
    
  Skills Acrobatics +6, Perception +5 
  Senses passive Perception 15 
  Languages Common, Primordial 
  Challenge 3 (700 XP) 
    
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  24 
  Archer’s Eye (3/Day). As a bonus action, the archer can add 
  1d10 to its next attack or damage roll with a longbow or 
  shortbow.  
  Actions 
  Multiattack. The archer makes two attacks with its longbow. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 
  ft., one target. Hit 8 (1d8 + 4) piercing damage. 
  Champion 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (Plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
    
  Saving Throw Str +9, Con +8 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
   
  Indomitable (2/day). The warlord can reroll a saving throw it 
  fails.  It must use the new roll. 
  Second Wind (Recharges after a Short or Long Rest). As a 
  bonus action, the champion can regain 20 hit points.   
  Actions 
  Multiattack. The warlord makes three weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing 
  damage if the champion has more than half of its total hit 
  points remaining. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 it, 
  one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half of its 
  total hit points remaining. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  25 
  The Meeting 
  Gladiator 
  Medium humanoid (any race), any alignment 
    
  Armor Class 16 (studded leather, shield) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
   
  Saving Throws Str +7, Dex +5, Con +6 
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 5 (1,800 XP) 
    
  Brave. The gladiator has advantage on saving throws against 
  being frightened. 
  Brute. A melee weapon deals one extra die of its damage when 
  the gladiator hits with it (included in the attack). 
  Actions 
  Multiattack. The gladiator makes three melee attacks or two 
  ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 
  and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, or 13 (2d8 + 4) piercing damage if used with two 
  hands to make a melee attack. 
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone. 
  Reactions 
  Parry. The gladiator adds 3 to its AC against one melee attack 
  that would hit it. To do so, the gladiator must see the attacker 
  and be wielding a melee weapon. 
  Knight 
  Medium humanoid (any race), any alignment 
    
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws against 
  being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 1 
  minute, the knight can utter a special command or warning 
  whenever a nonhostile creature that it can see within 30 feet 
  of it makes an attack roll or a saving throw. The creature can 
  add a d4 to its roll provided it can hear and understand the 
  knight. A creature can benefit from only one Leadership die at 
  a time. This effect ends if the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee attack 
  that would hit it. To do so, the knight must see the attacker 
  and be wielding a melee weapon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  26 
  The Devil 
  Swarm of Poisonous Snakes 
  Medium swarm of Tiny beasts, unaligned 
    
  Armor Class 14 
  Hit Points 36 (8d8) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  18 (+4) 
  11 (+0) 
  1 (−5) 
  10 (+0) 
  3 (−4) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft,, passive Perception 10 
  Languages - 
   
  Challenge 2 (450 XP) 
    
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening 
  large enough for Tiny snake. The swarm can’t regain hit points 
  or gain temporary hit points.  
  Actions 
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 7 (2d6) piercing damage 
  or, 3 (1d6) piercing damage if the swarm has half of its hit 
  points or fewer.  The target must make a DC 10 Constitution 
  saving throw, taking 14 (4d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  Water Elemental 
  Large elemental, neutral 
    
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., swim 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  5 (−3) 
  10 (+0) 
  8 (−1) 
    
  Damage Resistances acid; bludgeoning, piercing, and slashing 
  from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan 
  Challenge 5 (1,800 XP) 
    
  Water Form. The elemental can enter a hostile creature’s 
  space and stop there. It can move through a space as narrow 
  as 1 inch wide without squeezing. 
  Freeze. If the elemental takes cold damage, it partially 
  freezes; its speed is reduced by 20 feet until the end of its 
  next turn. 
  Actions 
  Multiattack. The elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage. 
  Whelm (Recharge 4–6). Each creature in the elemental’s 
  space must make a DC 15 Strength saving throw. On a failure, 
  a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large 
  or smaller, it is also grappled (escape DC 14). Until this grapple 
  ends, the target is restrained and unable to breathe unless it 
  can breathe water. If the saving throw is successful, the target 
  is pushed out of the elemental’s space. 
   The elemental can grapple one Large creature or up to two 
  Medium or smaller creatures at one time. At the start of each 
  of the elemental’s turns, each target grappled by it takes 13 
  (2d8 + 4) bludgeoning damage. A creature within 5 feet of the 
  elemental can pull a creature or object out of it by taking an 
  action to make a DC 14 Strength and succeeding. 
  Nightmare 
  Large fiend, neutral evil 
    
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 60 ft., fly 90 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Damage Immunities fire 
  Senses passive Perception 11 
  Languages understands Abyssal, Common, and Infernal but 
  can’t speak 
  Challenge 3 (700 XP) 
   
  Confer Fire Resistance. The nightmare can grant resistance to 
  fire damage to anyone riding it. 
  Illumination. The nightmare sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet. 
  Actions 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire 
  damage. 
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the Ethereal Plane 
  from the Material Plane, or vice versa. 
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  27 
  Blackguard 
  Medium humanoid (any race), neutral 
    
  Armor Class 18 (Plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
    
  Saving Throw Wis +5, Cha +5 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Senses passive Perception 12 
  Languages Common, Undead 
  Challenge 8 (3,900 XP) 
    
  Spellcasting. The blackguard is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). The blackguard has the following paladin spells 
  prepared: 
   
  1st level (4 slots): command, protection from evil and good, 
  thunderous emite 
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic 
  Actions 
  Multiattack. The blackguard makes three attacks with its 
  glaive or its shortbow. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10+4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6+2) piercing damage. 
  Dreadful Aspect (Recharges after a Short or Long Rest). The 
  blackguard exudes magical menace. Each enemy within 30 
  feet of the blackguard must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. If a frightened 
  target ends its turn more than 30 feet away from the 
  blackguard, the target can repeat the saving throw, ending 
  the effect on itself on a success. 
   
   
   
   
   
   
   
   
   
   
  Warlord 
  Medium humanoid (any race), lawful good 
    
  Armor Class 18 (Plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
    
  Saving Throw Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, Persuasion 
  +8 
  Senses passive Perception 15 
  Languages Common, Undead 
  Challenge 12 (8,400 XP) 
   
  Indomitable (3/day). The warlord can reroll a saving throw it 
  fails.  It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start of its 
  turn if it has at least 1 hit point but fewer hit point than half 
  its hit point maximum.  
  Actions 
  Multiattack. The warlord makes two weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6+5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 it, 
  one target. Hit: 6 (1d6+3) piercing damage. 
  Legendary Actions 
  Legendary Actions (3/Turn). The warlord can take 3 legendary 
  actions, choosing from the options below. Only one legendary 
  action option can be used at a time and only at the end of 
  another creature’s turn. The warlord regains spent legendary 
  actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack.  
  Command Ally. The warlord targets one ally it can see within 
  30 feet of it. if the target can see and hear the warlord, the 
  target can make one weapon attack as a reaction and gains 
  advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can see and 
  hear it, the target must succeed on a DC 16 Wisdom saving 
  throw or be frightened until the end of warlord’s next turn. 
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  28 
  Glabrezu 
  Large fiend (demon), chaotic evil 
    
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  17 (+3) 
  16 (+3) 
    
  Saving Throw Str +9, Con +9, Wis +7, Cha +7 
  Damage Resistances cold, fire, lightning; bluedgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
   
  Innate Spellcasting. The glabrezu’s spellcasting ability is 
  Intelligence (spell save DC 16). The glabrezu can innately cast 
  the following spells, requiring no material components: 
  At will: darkness, detect magic, dispel magic 
  1/day each: confusion, fly, power word stun 
  Magic Resistance. The glabrezu has advantage on saving 
  throws against spells and other magical effects.   
  Actions 
  Multiattack. The glabrezu makes four attacks: tow with its 
  pincers and two with its fists.  Alternatively, its makes two 
  attacks with its pincers and cast one spell.  
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a 
  Medium or smaller creature, it is grappled (escape DC 15).  
  The glabrezu has two pincers, each of which can grapple only 
  one target.  
  Fist. Melee Weapon Attack: +9 to hit, reach 5 f., one target. 
  Hit: 7 (2d4 + 2) bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  29 
  Apendix B. Tortle Statblock 
  with modification side bars 
  Warlord 
  Medium humanoid (any race), lawful good 
    
  Armor Class 18 (Plate) 
  Hit Points 229 (27d8 + 108) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  16 (+3) 
  18 (+4) 
  12 (+1) 
  12 (+1) 
  18 (+4) 
    
  Saving Throw Str +9, Dex +7, Con +8 
  Skills Athletics +9, Intimidation +8, Perception +5, Persuasion 
  +8 
  Senses passive Perception 15 
  Languages Common, Undead 
  Challenge 12 (8,400 XP) 
   
  Indomitable (3/day). The warlord can reroll a saving throw it 
  fails.  It must use the new roll. 
  Survivor. The warlord regains 10 hit points at the start of its 
  turn if it has at least 1 hit point but fewer hit point than half 
  its hit point maximum.  
  Actions 
  Multiattack. The warlord makes two weapon attacks. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6+5) slashing damage. 
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 it, 
  one target. Hit: 6 (1d6+3) piercing damage. 
  Legendary Actions 
  Legendary Actions (3/Turn). The warlord can take 3 legendary 
  actions, choosing from the options below. Only one legendary 
  action option can be used at a time and only at the end of 
  another creature’s turn. The warlord regains spent legendary 
  actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack.  
  Command Ally. The warlord targets one ally it can see within 
  30 feet of it. if the target can see and hear the warlord, the 
  target can make one weapon attack as a reaction and gains 
  advantage on the attack roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one 
  enemy it can see within 30 feet of it. If the target can see and 
  hear it, the target must succeed on a DC 16 Wisdom saving 
  throw or be frightened until the end of warlord’s next turn. 
  Modifications to Tortle 
   The Tortle has an AC of 19 instead. 
   Tortle only has one Legendary Action: 
  Weapon attack.  
   Tortle has a Sentinel ability: When the 
  Tortle hit a creature with an attack, the 
  creature’s speed becomes 0 until the 
  end of the Tortle’s next turn. Creatures 
  provoke opportunity attacks from Tortle 
  even if they take the Disengage action 
  before leaving the Tortle’s reach. 
   The Tortle has a +3 Wooden Greatstff, 
  changing his attacks to: +3 Wooden 
  Greatstaff. Melee Weapon Attack: +12 
  to hit, reach 10 ft., one target. Hit: 15 
  (2d6+8) slashing damage. 
   The Tortle has True Sight 
   
  Modifications to Qiao 
   Qiao has a Dexterity of 20 and a 
  Wisdom of 16 
   Qiao has AC of 18 (10 + Dex + Wis) 
   When unarmed, Qiao can make two 
  unarmed attacks with her bonus action 
  (+9 to hit; 1d4+4 damage) 
   Qiao has expertise in Athletics (+13) 
   Each turn, Qiao can replace one attack 
  with a choke attack making a grapple 
  attack to choke a medium or 
  smallercreature.  The character begins 
  to suffocate.  
   
   
  
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  CCC – SQC – 002 – 01 None the Wiser 
   
   
  30 
  Map #1. Hillsfar Castle Senate Hall 
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  31 
  Map #2. Ash’s Home 
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  32 
  Map #3. Chuck’s Camp 
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  33 
  Map #4. Inner Temple 
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  34 
  Player Handout #1. Letter from Ash 
   
  Raven,  
   
   What I do, I do for you and Lucy.  I need you to 
  know that I love you, both of you.  Please take care 
  of Lucy.  Tell her how much I love her every day.  
  Don’t let her forget me. 
   
  -Ash 
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  35 
  Player Handout #2. Letter to Ash 
   
  Ash, 
   
  The Devil says to meet at Chuck’s camp tonight.  
  Not sure why, but I’m getting a little tired with 
  all this waiting.  
   
  -Dominic 
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  36 
  Player Handout #3. Letter from Devil 
   
  Ash, 
   
  You have dedicated your life to an important cause.  
  This package contains two scrolls and a bolt that will 
  help you with your task.  I will take care of your 
  family once the job is done.  Remember, only the Red 
  Wizards can stop us now.  They must be dealt with. 
   
  -The Devil 
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  37 
  Player Handout #4. NPC List for Players  
  First Lord Vuhm Yestral (Human Male) 
  - 
  First Lord of Hillsfar.   
  - 
  Previously a member of the Lord’s Alliance. 
  - 
  Early sixties, in full plate, and carries a longsword. 
   
  Master Torsha Ladron (Human Female) 
  - 
  Representative from the Mage’s Guild. 
  - 
  Chancellor to the First Lord. 
  - 
  Early forties, in wizards robe. 
   
  Isthana Ro (Human Female) 
  - 
  Representative from the Rogue’s Guild. 
  - 
  Has underground network and provide valuable information to the Senate. 
  - 
  Early thirties, in leather armor, carrying a rapier. 
   
  Elanil Elassidil (Half-Elf Female) 
  - 
  Bard extraordinaire from Elventree. 
  - 
  Member of the Harpers, and Harpers contact in the region. 
   
  Battleguard Lorhanna (Human Female) 
  - 
  Cleric of Tempus. 
  - 
  Military advisor on the Senate. 
  - 
  Late fifties, in breastplate, and carries a Morningstar. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  38 
  Guard Captain Jason Lee Scott (Human Male) 
  - 
  Former member of the Emerald of Enclave. 
  - 
  Seems a little too laid back with everyone. 
  - 
  Mid-twenties, in full plate and carries a longsword, seems uncomfortable in his equipment. 
   
   
  Karl Davion (Human Male) 
  - 
  Righteous Hand of the Order of Gauntlet (Rank 5), local contact for members of the Order. 
  - 
  Leader of the Order’s Inquisitors. 
  - 
  Late twenties, Shou, in studded leather, and carries a halberd, fiery red hair. 
   
   
  Captain Tanheel (Wood Elf Male) 
  - 
  Winterstalker of the Emerald of Enclave (Rank 4), local contact for members of the Enclave. 
  - 
  Captain of Tymora’s Luck (Ship). 
  - 
  Early thirties, in studded leather, wearers a robe with eyes on it, and a pirate hat. 
   
   
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  39 
  Our “Zhent” friend… 
  - 
  Looks just like one of the members of your party… just… really weird.   
   
  Captain Wyatt Ferris (Human Male) 
  - 
  Captain of the Riders. 
  - 
  Protects Hillsfar from external threats. 
  - 
  Early thirties, in full plate, and carries a great sword. 
   
   
  Sir Rexx Aaron the III (Human Male) 
  - 
  Elected member of the Senate, top 3 in vote count. 
  - 
  Adventurer from Tyranny of Dragons to Rage of Demons era, retired after the reclamation of Phlan. 
  - 
  Represents the disenfranchised and neglected farmers outside the wall. 
  - 
  Has a militia of around 70 men and women strong. 
  - 
  Late sixties, in plate armor, and carries a longsword. 
   
   
  Lady Aliam Eckmann (Human Female) 
  - 
  Elected member of the Senate, top 3 in vote count. 
  - 
  Parents were murdered by non-human cultists when she was young. 
  - 
  Controls most of the market share for bake goods and tea in Hillsfar. 
  - 
  Her head servant is Madame Ravenwood, and always has two bodyguards with her. 
  - 
  In noble clothing, is not carrying a weapon. 
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  40 
  Sir Omar Rakesh (Human Male) 
  - 
  Elected member of the Senate. 
  - 
  Not from Hillsfar, but owns many ships and controls the business of importing and exporting 
  - 
  Seen with a Sea Elf (Elama Rakesh, daughter) and a Gold Dragonborn (Kriv, bodyguard and friend) 
  - 
  Late forties, wearing noble clothing, and does not carry a weapon.  
   
   
  Sir Ardem Rohan (Human Male) 
  - 
  Elected member of the Senate. 
  - 
  Father worked under the previous First Lord, and was killed when the regime was overthrown. 
  - 
  Mother was later killed by the Dark Fey. 
  - 
  Hates non-humans and tainted humans alike. 
  - 
  Has a militia, around 100 men and women strong, and has four bodyguards with him. 
  - 
  In the business of weapons and armor. 
  - 
  Mid-thirties, wearing noble robes and full plate, and carries a longsword.  
   
   
  Bert the Goblin (Goblin Male) 
  - 
  Elected member of the Senate, top 3 vote count despite being a write-in candidate. 
  - 
  Campaigned on the basis of messing with Sir Ardem. 
  - 
  Dresses in noble clothing that seems a little too big for him, does not carry a weapon. 
   
  
   
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  CCC – ZAPP – 002:  None the Wiser 
   
   
  41 
  Lux Feraelnes (Half-Elf Female) 
  - 
  Appointed member of the Senate. 
  - 
  Joydancer of Lliira, and controls the alcohol business in Hillsfar, so most people love her… 
  - 
  Wears the elven noble clothing of her heritage, and carries a Flametongue great sword. 
   
   
  Kiga the Half Orc (Half-Orc Female) 
  - 
  Appointed member of the Senate. 
  - 
  Sells weird trinkets from her adventuring days that she calls ‘souvenirs.’ 
  - 
  Strongly connected with certain orc tribes in the area. 
   
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC – ZAPP – 002:  None the Wiser 
   
   
  42 
  Player Handout #6. Bert’s Logo on Cape on Billowing 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Crazy Squirrel (SQC)/CCC-SQC0201 - None the Wiser.pdf