TEXT: 	
   
  CCC-FAD-01 
  	
  	
  	
  Out The Back 
  	
  	
  	
  	
  The	town	of	Phlan	has	had	a	lot	of	trouble,	but	at	least	today	there	aren’t	any	dragons	in	the	sky.		
  You’ve	received	a	mysterious	summons	from	a	citizen	of	Phlan	asking	for	your	help,	with	the	
  promise	of	a	chance	to	do	some	good,	what	are	you	waiting	for?!	
  	
  	
  	A	Four-Hour	Adventure	for	Tier	2	Characters.	Optimized	for	APL	8.		
   
   
  
  	
  CREDITS 
  	
  Lead	Designer:	Erik	Tukey	
  Designer:		Trevor	Campbell	
  	
  Editing:	Erik	Tukey	
  D&D	Adventurers	League	Guildmaster:	Chris	Lindsay	
  	
  Art	Director	&	Graphic	Design:	Cartography	Stock	Art	
  ©	Derek	Ruiz	/	Elven	Tower	Cartography	
  Additional	art	by	Ryan	Johnsen	
  	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	
  Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  	
  D&D	Adventurers	League	Administrators:	Amy	Lynn	
  Dzura,	Alan	Patrick,	Travis	Woodall,	Claire	Hoffman,	
  Greg	Marks,	Ma’at	Crook,	LaTia	Bryant	
  	
  Playtesters:	Bryce	Clifton,	Kristy	Dalangini,	Nicole	
  Farnum,	Violet	F.,	Timothy	Hanson,	Hal	Kim,	Jon	
  Klucharits,	David	Newman,	Ryan	Johnsen	
  	
  Special	Thanks:	Fire	&	Dice	Games	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  3 
  Adventure Primer 
  “The	truth	is	rarely	pure	and	simple.”	
  	 -Oscar	Wilde		
  Background 
  PHLAN	has	enjoyed	relative	peace	recently.	Between	
  the	occupation	and	reclamation,	the	town	has	faced	
  it’s	share	of	turmoil,	but	is	now	in	the	process	of	
  rebuilding.	
  	 The	adventures	have	received	a	mysterious	
  summons,	asking	for	help	on	a	secret	mission	that	
  concerns	the	town.	IYRIA,	posing	as	a	common	
  worker,	claims	to	have	witnessed	a	town	guard	being	
  bribed	by	a	noble.	The	reality	is	that	she	is	in	fact	a	
  criminal	herself,	wanted	by	the	guards	for	theft	and	
  targeted	by	THE	WELCOMERS,	the	local	thieves’	
  guild	for	poaching	on	their	territory.	
  	 Having	been	duped	by	IYRIA,	the	adventurers	must	
  devise	a	means	to	extract	her	from	the	town,	and	
  make	their	way	to	the	hidden	SAFE	HOUSE	in	the	
  countryside.	
  Episodes 
  The	adventure’s	story	is	spread	over	three	story	
  episodes	that	take	approximately	4	hours	to	play.	
  These	episodes	are	introduced	by	a	Call	to	Action	
  Episode.		
  	 If	you’re	planning	to	play	the	entire	adventure	at	
  once,	you	only	need	to	introduce	the	Call	to	Action	
  once.	However,	if	you	plan	to	play	them	over	several	
  sessions,	you’ll	want	to	revisit	the	Call	to	Action	each	
  time	you	play.	
  • Episode	1:	Mount	Up!	The	adventurers	are	
  recruited	to	help	secretly	transport	an	important	
  witness	out	of	the	town.	This	is	the	Call	to	Action.	
  • Episode	2:	My	Way	or	the	Highway.	The	
  adventurers	contend	with	obstacles	both	inside	
  and	outside	the	town	as	they	attempt	to	complete	
  their	mission.	Along	the	way	they	have	the	
  opportunity	to	learn	more	information	about	Iyria.	
  This	is	Story	Objective	A.	
  • Episode	3:	Oh,	So	It’s	Like	That?!	Upon	reaching	
  the	safe	house,	the	party	is	ambushed	by	the	
  Welcomers	and	then	confronted	with	Iyria’s	truth.	
  What	they	choose	to	do	with	her	is	up	to	them.	This	
  is	Story	Objective	B.	
  Episode Sequence 
  Depending	on	your	time	constraints,	play	style	and	
  environment,	this	adventure	takes	approximately	
  four	hours	to	play.	
  How Will You Play? 
  The	duration	of	your	session	depends	on	how	much	
  of	this	adventure	you	utilize.	At	the	very	least,	your	
  session	will	last	approximately	4	hours.		
  	 Story	Objectives	Only.	To	complete	both	of	the	
  adventure’s	story	objectives,	the	characters	play	in	
  Episodes	1	through	3	in	order.	
  	 	
  The Jig Is Up! 
  Iyria is a bad guy but she’s not a BAD guy. She’s robbed a few 
  nobles who probably won’t even notice the stuff she took. She 
  has no motivation to fight or kill anyone. Although she would 
  never admit it, she feels way in over her head and just wants 
  to escape. Any camaraderie or affection she might develop for 
  the party is genuine, but it doesn’t mean she will lose sight of 
  her main goal, getting away! 
   
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  4 
  Episode Flowchart 
  This	section	provides	a	basic	understanding	of	not	only	the	flow	of	the	adventure,	but	also	the	outline	of	the	
  different	paths	that	your	players	may	take	in	reaching	their	stated	objective.		
  	
  	
  		
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  5 
  Episode 1: Mount Up! 
  Estimated	Duration:	30	minutes	
  Scene 1.  
  Early	evening	in	Phlan	still	sees	quite	a	bit	of	activity	
  in	the	town.	Our	adventurers,	having	found	a	
  mysterious	note	slipped	into	their	packs,	have	
  arrived	at	the	location	detailed	in	the	note	(Player	
  Handout	1),	a	non-descript	building	in	the	heart	of	
  the	town.	Here	they	have	a	chance	to	meet	their	
  employer,	Iyria,	and	learn	the	job	(as	she	presents	it)	
  as	well	as	get	acquainted	with	each	other	as	they	
  plan	their	next	move.	
  • Curiosity	killed	the	cat.	Adventurers	are	
  generally	a	curious	lot	by	nature,	the	mysterious	
  note	has	peaked	your	interest.		
  • For	even	more	justice!	If	some	sort	of	crime	is	
  afoot	good	citizens	would	be	compelled	to	assist.		
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	The	basement	of	an	
  abandoned	building.	This	25-by-40	foot	room	has	a	
  creaky	but	sturdy	set	of	stairs	leading	up	to	the	long	
  out	of	use	café.	The	basement	has	the	faint	smell	of	
  mold	and	damp.	A	few	shelves	line	the	walls	of	the	
  basement,	containing	nothing	more	than	a	couple	of	
  moth	eaten	empty	sacks.	A	single	round	table	sits	in	
  the	center	of	the	table	with	a	collection	of	
  mismatched	chairs	surrounding	it.		
  	 Lighting.	The	main	floor	is	unlit,	while	the	
  basement	itself	is	dimly	lit	by	Iyria’s	candle	and	
  hooded	lantern.	Both	are	set	upon	a	table	in	the	
  center	of	the	room.	
  Creatures/NPCs 
  Iyria,	a	moon	elf	Master	Thief,	is	sitting	at	the	table	
  when	the	party	arrives,	waiting.		
  	 Objectives/Goals.	Iyria	very	much	needs	to	enlist	
  the	unwitting	help	of	the	adventurers.	Between	
  being	hunted	by	both	the	town	guard	and	the	
  Welcomers,	she	knows	that	if	she	does	not	make	it	
  out	of	Phlan	soon	she	will	certainly	be	captured	or	
  worse.	
  	 What	Does	She	Know?	Iyria	knows	that	she	
  cannot	reveal	the	truth	to	the	adventurers	or	they	
  are	more	likely	to	turn	her	over	to	the	authorities.	
  Instead,	she	spins	them	a	tale.	She	has	stolen	from	
  nobles	of	the	town	and	the	Welcomers	(her	gloves	of	
  thievery)	
  	 Iyria	tells	the	party	that	she	observed	a	guard	
  captain	receiving	a	bribe	from	a	nobleman.	However,	
  after	reporting	it,	she	fears	for	her	life	and	wants	the	
  help	of	the	adventurers	to	sneak	out	of	town	to	an	
  abandoned	cabin	(really	an	abandoned	Welcomer	
  safe	house).	The	cabin	is	to	the	northeast	of	Phlan,	in	
  between	Torath’s	March	and	the	Quivering	Forest.	
  	 Iyria	has	only	had	a	little	bit	of	time	to	construct	
  her	cover	story,	if	the	adventurer’s	ask	more	about	
  her,	Iyria	reveals	the	following:	
  • 
  She	lives	alone	in	the	town	
  • 
  She	works	as	a	weaver	
  • 
  She	found	the	cabin	while	visiting	friends	
  Treasure & Rewards 
  Iyria	carries	the	following	items	on	her	person:	
  • Magic	Item.	Iyria’s	gloves	are,	in	reality,	a	pair	of	
  the	Welcomers	Gloves	(gloves	of	thievery),	she	
  keeps	them	hidden	in	a	pouch	when	not	using	
  them.	
  • Magic	Item.	Iyria’s	boots	are	Boots	of	False	Tracks	
  (not	currently	activated).	
  Call to Action 
  The	objective	of	this	adventure	is	to	escort	Iyria	
  safely	out	of	Phlan	without	drawing	any	unwanted	
  attention.	Once	outside,	the	adventurers	must	
  continue	escorting	Iyria	to	the	safehouse	near	the	
  Quivering	Forest.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  6 
  Episode 2: My Way or the Highway (Story Objective A) 
  Estimated	Duration:	120	minutes	
  Setting Description 
  Trade	and	tourism	have	been	encouraged	and	rising	
  as	a	means	of	helping	the	town’s	restoration.	The	
  streets	are	filled	with	merchants,	travelers,	
  tradesmen,	sailors,	and	entertainers.	It’s	early	
  evening	and	the	bustling	urban	streets	provide	the	
  best	cover	to	smuggle	out	Iyria.		
  Prerequisites 
  The	characters	have	completed	Mount	Up!	And	
  accepted	the	Call	to	Action	
  Story Objective A 
  Throughout	this	objective,	the	characters	must	
  handle	the	various	hurdles	that	block	or	slow	their	
  journey	to	Iyria’s	safe	house.	
  Area Information 
  This	area	features:	
  Dimensions	&	Terrain.	The	streets	are	25	foot	wide	
  and	head	southward	and	northward.		
  	 Lighting.	Early	evening,	the	sun	still	shines	above	
  the	horizon,	casting	long	shadows.		
  DM Notes 
  The	party	should	have	at	least	a	general	idea	how	
  they	want	to	leave	the	town.		Whether	it	is	by	
  walking	out	the	gate,	stowing	away	on	a	barge	or	
  some	other	clever	ruse.	Allow	your	party	to	come	up	
  with	whatever	idea	they	think	will	work	best.	For	
  any	relevant	knowledge	checks	(such	as	History	or	
  Insight)	use	a	base	DC	14	and	grant	advantage	for	
  good	roleplaying.	
  Scene 2A: City Slickers  
  As	they	move	through	the	town	with	Iyria,	she	talks	
  about	how	the	town’s	getting	better	for	tradesmen,	
  noblemen,	and	tourists	yet	things	are	still	incredibly	
  hard	on	those	who’ve	never	left	Phlan	during	the	
  years	of	turmoil,	those	who	couldn’t:	the	poor.	She	
  expresses	genuine	regret	at	her	ability	to	leave	the	
  town,	and	her	sense	of	abandoning	it.		
  	
  Characters	with	Passive	Perception	of	16,	notice	a	
  person	with	a	missing	ear,	stealing	from	a	tourist.	
  Iyria	notices	if	a	character	sees	them,	and	tells	them	
  that	they	are	the	Welcomers	and	that	they	are	to	be	
  avoided	at	all	costs.	She	lies	and	says	the	thieves’	
  guild	preferred	targets	are	adventurers.	She	tells	
  them	she	will	alert	them	if	she	sees	them.	
  	
  A	DC	21	Wisdom	(Perception)	check	will	notice	
  that	Iyria	is	trying	to	hide	her	face	from	the	
  Welcomer	specifically.	Iyria	tells	the	character	that	
  she	does	not	want	to	be	robbed	herself,	this	is	a	lie	of	
  course. 
  	
  As	the	players	move	through	the	town	with	Iyria,	a	
  bar	fight	suddenly	breaks	out.	Two	Bandit	Captains	
  and	two	Martial	Arts	Adepts	drunkenly	engage	in	a	
  bar	fight	that	spills	out	into	the	street.	Some	town	
  folk	flee,	but	others	stand	back	and	cheer.	
  	
  Iyria	stresses	to	the	party	that	the	bar	fight	is	
  drawing	too	much	attention,	and	they	must	act	
  quickly.	
  DM Notes 
  This	scene	has	a	lot	of	potential	for	variability.	If	
  your	party	likes	to	fight,	feel	free	to	roll	initiative,	
  however	other	parties	may	prefer	to	look	for	a	non-
  violent	way	out	such	as	sneaking	or	talking,	all	of	
  these	options	should	be	viable.	
  Creatures/NPCs 
  No	notable	features.	
  	 Objectives/Goals.	The	people	in	the	street	have	
  simply	had	too	much	to	drink,	they	know	nothing	of	
  value	to	the	characters.	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak/Weak: The brawlers are quite far into their 
  cups, giving them disadvantage on attack rolls 
  • Strong/Very Strong: Add an additional Bandit Captain and 
  Martial Arts Adept 
  Scene 2B: Extree! Extree!  
  The	streets	narrow	and	the	players	hear	the	call	of	a	
  newsie.	A	young	human	boy	steps	in	the	way	of	the	
  group	and	offers	the	party	a	broadsheet	for	the	price	
  of	one	copper,	(Player	Handout	2).	If	none	of	the	
  players	wish	to	pay	for	it,	Iyria	offers	to	pay	the	boy	
  the	single	copper.	Iyria	passes	a	homeless	man	with	
  a	mangy	dog	and	hands	him	a	silver	piece,	and	then	
  the	dog	a	piece	of	her	rations.		
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  7 
  Allow	the	players	time	to	read	over	the	broadsheet.	
  Having	made	a	sale,	the	newsie	scampers	off	down	
  the	back	alleys	and	twisting	streets.	Iyria	will	feign	
  casual	interest	in	all	of	the	stories,	hoping	to	avoid	
  any	specific	discussions	about	the	story	of	recent	
  robberies	in	the	area.	
  	
  Objectives/Goals.	The	newsie	is	just	trying	to	earn	
  some	coin,	he	will	definitely	say	whatever	it	takes	to	
  convince	the	party	to	buy	his	paper.	
  DM Notes 
  This	is	meant	as	an	opportunity	to	allow	the	players	
  to	discuss	their	course	of	action	and	provide	some	
  setting	information	to	them.	Consider	printing	
  multiple	copies	of	the	handout	for	larger	party	sizes.	
  Creatures/NPCs 
  The	newsie	is	an	adorable	child	of	ten	or	so	years	of	
  age.	
  Scene 2C: Halt! Who Goes There?  
  As	their	travels	through	the	town	continue,	the	party	
  comes	across	a	crime	in	progress.	A	pair	of	street	
  toughs	(Commoners)	have	knocked	over	a	fruit	
  merchants	cart	and	are	attempting	to	steal	several	
  melons	and	apples.	
  	
  Iyria	encourages	the	party	to	leave	it	alone,	stating	
  it’s	none	of	their	business,	or	perhaps	stating	that	
  their	mission	is	too	important	to	be	delayed.		
  	
  Should	the	party	choose	to	intervene,	the	teenagers	
  hold	no	threat,	which	should	be	made	clear	to	the	
  party.		The	teenagers	use	the	commoner	stat	block	
  and	can	easily	be	grappled	and	held	until	guards	can	
  arrive.	If	the	party	chooses	to	ignore	the	hooligans,	
  describe	how	they	grab	the	fruit	and	laugh	and	run	
  off,	calling	insults	to	the	merchant.	
  	
  If	the	party	does	wait	for	the	guards,	two	Guards	
  arrive,	use	this	as	an	opportunity	to	roleplay	
  deception.	Iyria	is	frantic	and	hates	the	idea	of	being	
  caught.	She	goes	along	with	whatever	the	party	says	
  providing	Advantage	on	Charisma	(Deception)	
  checks.	Luckily,	these	guards	are	a	bit	lazy	and	all	
  too	happy	to	believe	whatever	the	adventurers	say,	
  especially	since	they	just	helped	do	the	guards	job	by	
  stopping	these	thieves.		
  DM Notes 
  Although	there	is	no	real	risk	of	exposure,	play	up	
  the	tension	and	Iyria’s	concern	and	fear	at	being	
  caught	by	‘corrupt’	guards.	
  Creatures/NPCs 
  Guards,	commoners	and	other	townsfolk.	The	town	
  is	heading	to	sleep	soon,	but	there	are	still	a	few	
  shops	closing	up	and	people	walking.	
  	
  	
  Scene 2D: Here Kitty, Kitty  
  Moving	through	the	town,	the	group	will	inevitably	
  pass	through	a	poorer	area,	one	that	has	been	
  deemed	least	important	to	rebuild.	More	buildings	
  than	in	any	other	area	lay	in	ruins	with	very	few	
  signs	of	reconstruction	occurring.		
  	
  The	sounds	of	sniffling	and	crying	reach	the	ears	of	
  the	group,	drawing	their	attention	to	a	young	half-elf	
  girl,	around	seven	years	old.	Despite	her	urgency,	
  Iyria	immediately	moves	towards	the	girl	to	see	
  what	is	wrong.	The	child	immediately	explains	that	
  her	cat,	Mr.	Whiskers,	has	gone	missing.	She	begs	the	
  adventurers	to	assist	her	in	finding	Mr.	Whiskers,	a	
  task	that	Iyria	strongly	supports.	
  	
  The	child	can	tell	the	party	a	few	things	about	Mr.	
  Whiskers,	some	of	which	will	help	them	in	their	
  search:	
  • 
  Mr.	Whiskers	is	a	very	smart	kitty	
  • 
  He	loves	fish	
  • 
  He	is	an	extremely	good	cuddler	
  • 
  He	likes	to	hide	in	small	spaces	
  • 
  He	doesn’t	like	loud	noises	
  	
  Mr.	Whiskers,	has	in	fact,	hidden	in	a	small	space,	he	
  is	tucked	under	a	small	bush	on	the	other	side	of	the	
  road.	He	is	within	earshot,	but	of	course	he	is	a	cat	
  and	won’t	come	just	because	he	is	called.	To	find	his	
  hiding	spot,	the	players	must	succeed	on	a	DC	14	
  Survival	check.	Mr.	Whiskers	doesn’t	know	the	
  adventurers	however	and	is	unlikely	to	come	out.	
  The	players	can	try	to	coax	him	out	of	the	bush	by	
  succeeding	on	a	DC	14	Animal	Handling	Check.	
  Clever	players	who	offer	up	some	fish	or	think	to	ask	
  the	little	girl	to	help	can	gain	advantage	on	the	roll.	
  	
  Curious	players	may	question	Iyria’s	interest	in	the	
  child.	In	truth,	she	just	has	a	soft	spot	for	kids.	She	
  did	not	know	that	little	girl	but	would	have	sought	to	
  help	any	child	in	distress.			
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  8 
  	
  Objectives/Goals.	The	young	girl	knows	how	much	
  she	misses	Mr.	Whiskers!	
  Scene 2E: Over, Under or Around  
  Eventually,	the	party	must	make	an	effort	to	exit	the	
  town.	If	they	reviewed	the	broadsheet,	they	are	
  likely	to	head	towards	the	site	of	the	wall	
  reconstruction.	The	site	is	has	a	pair	of	guards	who	
  are	only	casually	attending	to	their	duty.	The	
  adventurers	can	attempt	to	a	DC	14	Dexterity	
  (Stealth)	check	to	sneak	past	the	guards	and	leave	
  the	town.	They	can	also	attempt	to	subdue	the	
  guards	or	deceive	them,	the	DM	is	encouraged	to	let	
  the	players	steer	their	own	course	during	this	
  encounter.	Award	inspiration	for	clever	ideas	and	
  good	roleplaying.	
  	
  The	party	may	wish	to	explore	other	options	to	
  escape	the	town.	Remember	that	it	is	late	at	night,	
  hiring	a	ship	is	not	a	possibility	(especially	with	the	
  rumors	of	a	sea	monster)	and	doesn’t	send	them	in	
  the	direction	of	the	safe	house.	Leaving	through	the	
  main	gate	is	an	unlikely	possibility.	The	town	closes	
  the	gates	at	night	for	security	and	won’t	open	them	
  for	the	party.	If	the	adventurers	try	to	press	the	
  issue,	they	call	out	for	assistance	and	a	roaming	
  patrol	joins,	making	it	clear	the	adventurers	will	
  need	to	find	another	way	out	(the	construction	site).	
  Scene 2F: On the Road Again  
  Having	successfully	escaped	Phlan,	the	party	now	
  proceeds	overland	to	Iyria’s	safe	house.	Along	the	
  way,	they	are	set	upon	by	monsters	from	the	
  Quivering	Forest	that	have	been	stirred	up	by	the	
  recent	bandit	activity	in	the	area.	While	the	party	
  may	be	on	the	lookout	for	bandits,	it	is	the	Fey	
  creatures	that	will	actually	pose	a	threat	to	them.	
  	
  After	an	hour	or	so	on	the	road,	the	party	is	
  approached	by	a	group	of	evil	Fey	in	disguise,	who	
  have	left	the	safety	and	secrecy	of	the	Quivering	
  Forest	to	hunt	humanoids.	Just	recently,	they	
  ambushed	several	of	the	bandits	that	had	been	
  plaguing	the	area.		
  	
  An	Annis	Hag	and	her	six	Redcaps	call	out	to	the	
  party,	hoping	to	lure	them	in	and	then	attack.	Using	
  illusion	magic,	the	hag	is	disguised	as	a	woman	and	
  the	Redcaps	as	her	children.	The	Fey	are	clustered	
  around	a	broken	down	wagon	and	tell	the	
  adventurers	that	they	were	set	upon	by	bandits	who	
  broke	their	wagon,	took	their	valuables	and	killed	
  their	father,	the	Fey	point	to	the	corpse	of	a	dead	
  bandit	left	on	the	ground	near	the	wagon	(the	
  remaining	three	bandit	corpses	are	stashed	inside	
  the	broken	wagon).	
  	
  The	hag	and	her	‘children’	beg	the	party	to	aid	them	
  in	repairing	their	wagon	and	take	them	to	the	safety	
  of	Phlan,	using	this	opportunity	to	mix	in	amongst	
  the	party	in	the	hopes	of	getting	the	drop	on	them.		
  	
  The	Fey	do	not	want	the	adventurers	to	look	inside	
  the	wagon	and	ruin	their	ruse.	If	the	party	begins	to	
  question	the	Fey,	they	are	only	able	to	provide	flimsy	
  excuses	to	why	they	would	be	traveling	at	night.	
  Once	it	becomes	clear	that	the	party	no	longer	
  believes	their	story,	they	drop	their	illusion	and	
  attack.	
  	
  The	Fey	are	nasty	creatures	whose	only	goal	is	to	
  hurt	the	party,	laughing	madly	each	time	they	strike	
  a	blow.		
  	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak/Weak: The bandits took a couple down before 
  falling, remove two Redcaps 
  • Strong/Very Strong: Add an additional Annis Hag disguised 
  as an older daughter 
  	
  If	the	players	question	the	presence	of	Fey	in	the	
  area,	Iyria	can	explain	to	them	that	the	many	Fey	live	
  in	the	Quivering	Forest,	making	it	a	dangerous	place	
  and	often	avoided.	She	will	add	that	this	is	why	she	
  believes	the	cabin	she	is	traveling	towards	will	be	a	
  good	hiding	place.	
  	
  Following	the	battle,	the	party	might	be	inclined	to	
  take	a	short	rest.	Iyria	urges	them	on	saying	there	is	
  no	time	for	stopping,	the	‘evil	noble’	and	his	agents	
  could	find	her	at	any	moment.	In	truth,	there	is	no	
  noble	and	the	Welcomers	are	already	preparing	
  their	trap.	Should	the	party	choose	to	take	a	short	
  rest	they	do	so	successfully.	If	they	attempt	to	spend	
  more	than	the	hour,	consider	sending	more	Fey	from	
  the	forest	to	drive	them	on.		
  Area Information 
  This	area	features:	
  	 Dimensions	&	Terrain.	The	road	is	well	
  maintained,	the	forest	at	their	side	is	thick	and	
  dense,	hiding	the	movements	of	the	beasts	and	
  creatures	within,	and	the	grasslands	are	gentle	and	
  easily	navigated.		
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  9 
  	 Lighting.	Night	has	fallen;	a	full	moon	provides	
  dim	light	to	our	adventurers	without	darkvision.		
  Treasure & Rewards 
  One	of	the	bandits	in	the	wagon	was	carrying	a	
  Potion	of	Heroism.	
  Scene 2G: Finally, Bandits… Sort Of  
  One	of	the	bandits,	Ricket	(Bandit	Captain),	the	Fey	
  attacked	managed	to	escape,	although	he	was	
  injured.	Upon	hearing	the	approach	of	the	
  adventurers,	he	calls	out	for	help.	He	has	a	gash	in	
  his	side	that	is	infected	and	knows	that	if	he	does	not	
  receive	assistance	it	is	unlikely	that	he	will	live	much	
  longer.	
  	
  Ricket	is	used	to	lying	about	his	activities	to	people	
  he	encounters	and	plans	to	do	so	when	the	
  adventurers	approach.	Ricket	often	tells	people	he	is	
  a	traveling	messenger,	which	explains	his	rough	
  appearance	and	why	he	is	often	on	the	road	at	
  strange	times.	This	well	practiced	story	gives	Ricket	
  advantage	on	Charisma	(Deception)	rolls	to	
  convince	the	party	that	he	is	a	simple	courier.	
  	
  Ricket	is	able	to	lie	fluently	about	his	work.	He	says	
  that	he	is	delivering	a	message	to	a	merchant	in	
  Phlan	(he	refuses	to	give	a	name,	stating	that	he’s	
  paid	well	for	his	discretion).	He	claims	ignorance	of	
  the	message	as	it	is	sealed.	Adventurers	that	think	to	
  ask	to	see	the	letter	find	Ricket	waving	a	folded	
  parchment	with	a	wax	seal	on	it.	Ricket	refuses	to	
  allow	the	party	to	examine	the	letter	more	closely.	If	
  asked	where	he	was	traveling	from,	Ricket	claims	to	
  be	coming	from	Hulburg.	
  	
  In	this	particular	instance,	Ricket	also	expands	on	his	
  story,	stating	that	he	was	attack	by	a	pair	of	bandits	
  that	he	managed	to	fend	off,	but	not	before	taking	a	
  nasty	wound	to	the	side.	Ricket	will	ask	the	party	for	
  assistance	in	tending	his	wound.	A	DC	16	Medicine	
  check	reveals	that	the	wound	looks	a	little	too	
  irregular	to	have	been	made	by	a	sword	(it	was	in	
  fact	made	by	the	Hag’s	claws).		
  	
  The	party	may	or	may	not	discover	Ricket’s	lie.	If	
  they	do,	they	can	do	with	him	as	they	please,	he’s	in	
  no	position	to	stop	them.	Some	players	might	wish	
  to	restrain	him	and	bring	him	along	to	face	justice	
  later.	Iyria	will	argue	in	favor	of	letting	him	go	(who	
  is	she	to	judge?!),	stating	that	he	will	slow	the	group	
  down	and	that	it	would	also	compromise	her	secrecy	
  and	safety.	
  	
  In	the	event	that	the	party	is	adamant	about	bringing	
  him	along,	Iyria	eventually	gives	up	her	arguments	
  with	the	party,	not	wishing	to	waste	more	time	
  talking	when	it	could	be	spent	moving.	
  	
  Ricket	poses	no	threat	to	the	party	in	his	injured	
  state,	should	they	choose	to	cut	him	down	they	can	
  do	so	with	ease.	
  Creatures/NPCs 
  Ricket	is	a	human	bandit	who	is	seriously	
  reconsidering	his	life	choices.	His	friends	are	dead	
  and	he	himself	is	badly	injured.	
  	
  	
  	
  	
  	
  	
   
  Playing the Pillars 
  COMBAT 
  The Fey are nasty creatures that 
  delight in violence and pain, 
  even each others. They cackle 
  each time a creature is brought 
  down. 
  EXPLORATION 
  The town of Phlan is under 
  reconstruction. Piles of 
  construction supplies abound. 
  Characters may be able to use 
  this to hide or slip around 
  encounters. 
  SOCIAL 
  Ricket might be hurt, but he’s 
  still a smooth operator. His cover 
  story is solid and he’s got a bit of 
  charm to help sell it. 
   
  	
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  10 
  Episode 3: Oh, So It’s Like That?! (Story Objective B) 
  Estimated	Duration:	90	minutes	
  Scene 3.  
  The	characters	have	reached	the	safe	house	only	to	
  be	confronted	by	the	Welcomers	and	the	truth	about	
  Iyria.	
  Prerequisites 
  Having	navigated	the	town	of	Phlan	and	survived	the	
  overland	route	to	the	safe	house	allows	the	
  characters	to	advance	to	episode	3.	
  Story Objective B 
  In	this	portion	of	the	adventure,	the	characters	are	
  attacked	by	a	group	of	Welcomers	intent	on	getting	
  revenge	on	Iyria	and	her	allies	(the	party).	Having	
  her	true	identity	revealed,	the	characters	must	
  decide	what	to	do	with	her.	
  Area Information 
  This	area	features	ample	places	for	people	to	hide	or	
  take	cover.	It’s	a	natural	area	mostly	untouched	by	
  humanoid	hands.	
  	
  	 Dimensions	&	Terrain.	The	safe	house	is	a	small	
  rundown	cottage,	25-by-40	feet,	in	a	clearing	just	
  outside	the	Quivering	Forest.	The	house	is	built	very	
  close	to	the	trees	without	breaking	the	boundary.	
  Surrounding	the	area	are	tall	grasses	and	a	few	small	
  boulders	and	rocks	
  	
  	 Lighting.	Regardless	of	how	long	the	group	spent	
  in	the	previous	section,	it	should	still	be	night	time.	
  The	night	sky	is	dimly	lit	by	a	full	moon.		
  Scene 3A. Ninja Attack! 
  Having	tracked	Iyria	and	the	characters	out	of	Phlan,	
  the	Welcomers	wait	in	ambush.	Seeing	Iyria,	the	
  Welcomers	break	cover	and	attack.	They	are	not	shy	
  about	letting	her	know	why	they	have	come,	
  shouting	things	like	‘no	one	steals	from	us	and	lives’	
  or	‘you	thought	you	could	get	away	with	it?!’.	
  	
  The	Welcomers’	ambush	squad	consists	of	two	
  Master	Thieves,	a	Mage	(with	mage	armor	and	
  greater	invisibility	pre-cast),	and	two	
  Swashbucklers.	The	Welcomers	are	clever	enough	
  to	play	to	their	strengths	and	wait	in	hiding,	at	the	
  start	of	combat,	player’s	with	a	Passive	Perception	of	
  15	or	lower	have	the	surprised	condition.	
  	
  Iyria	does	what	she	does	best	during	this	fight,	looks	
  out	for	herself.	She	uses	her	action	to	hide	and	dodge	
  and	only	joins	combat	if	it	looks	like	the	party	is	in	
  dire	straits.		
  	
  Adjusting the Scene	 
  Here are some suggestions for adjusting this scene: 
  • Very Weak/Weak: The Welcomers rushed to get here and 
  didn’t have time to assemble their entire force, remove 
  one Master Thief 
  • Strong/Very Strong: The Welcomers are not taking any 
  chances, add an additional Master Thief
   
   
  Playing the Pillars 
  COMBAT 
  The Welcomers are clever rogues 
  and will use their bonus actions 
  to hide, giving them advantage 
  and Sneak Attack as frequently 
  as possible. 
  EXPLORATION 
  If playing on a mat, be mindful to 
  draw in the boulders and rocks 
  that the Welcomers (and 
  players) can use to hide. If using 
  theatre of the mind, be sure to 
  include them in the area 
  description. 
   
   
  SOCIAL 
  The Welcomers are incensed 
  with Iyria and are out for blood. 
  They are unwilling to negotiate.
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  11 
  Wrap-Up: Concluding the Adventure 
  At	this	point	the	party	is	likely	to	question	Iyria	
  about	her	true	nature	and	then	must	decide	what	to	
  do	with	her.	The	truth	about	her	thefts	are	revealed,	
  Iyria	stole	her	gloves	of	thievery	from	the	guild	and	
  has	been	burglarizing	the	nobles	of	Phlan.	She	also	
  confesses	that	it	was	all	a	con	to	get	the	party	to	
  assist	her	escape	from	the	Welcomers.	Depending	on	
  your	adventuring	party,	you	may	find	radically	
  different	responses	to	Iyria’s	deception.	Here	are	
  some	of	the	general	responses	you	are	likely	to	
  encounter	from	a	party.	If	none	of	these	fits	exactly,	
  remember	that	Iyria	does	not	wish	to	fight	and	
  doesn’t	mind	giving	up	her	gear	as	she	already	had	
  the	gold	and	jewels	she	stole	smuggled	out	aboard	a	
  ship.	
  No harm, no foul 
  The	party	might	choose	to	allow	her	to	go	free	
  without	much	convincing.	In	this	case,	she	gives	
  them	her	Welcomers	Gloves	(gloves	of	thievery)	and	
  Boots	of	False	Tracks	as	a	thank	you	gift	for	assisting	
  her	and	an	apology	for	her	deception.	If	pressed	
  about	her	next	destination	she	is	vague	and	
  mentions	that	she	has	heard	Ylraphon	is	nice	this	
  time	of	year.		
  Talk me into it 
  Iyria	is	charismatic	and	will	try	hard	to	convince	the	
  party	that	she	has	seen	the	error	of	her	ways.	
  Explaining	that	she	has	learned	that	a	life	of	crime	is	
  not	for	her	and	she	is	just	happy	to	have	made	it	out	
  alive.	Iyria	is,	in	fact,	a	career	thief	and	this	is	all	a	lie,	
  but	she	feels	she	owes	the	adventurers	a	bit	of	a	debt	
  at	this	point.	To	help	sell	her	lie,	she	will	happily	give	
  up	her	magic	items.	
  Do the crime, do the time 
  If	the	party	decides	that	Iyria	should	be	returned	to	
  Phlan	to	stand	trial	for	her	crimes,	she	puts	up	no	
  fight,	she’s	too	tired	at	this	point.	In	that	case,	the	
  town	officials	thank	the	party	and	allow	them	to	
  keep	her	nefarious	gear	for	themselves	(Welcomers	
  Gloves	(gloves	of	thievery)	and	Boots	of	False),	better	
  these	items	get	put	to	good	use	in	the	hands	of	
  honest	adventurers!	Luckily	for	Iyria,	a	few	days	
  later	she	is	able	to	escape	her	cell	and	slip	out	of	
  Phlan	in	the	hold	of	a	cargo	ship.	
   
   
  How dare you! 
  In	the	event	that	the	party	attacks	Iyria,	she	uses	her	
  Cunning	Action	to	Disengage	and/or	Dash	into	the	
  Quivering	Forest	where	she	is	able	to	quickly	lose	
  the	party.	In	this	case	the	party	does	not	acquire	any	
  of	Iyria’s	valuables.	Deciding	to	cut	down	Iyria	just	
  for	lying	makes	the	adventurers	arguably	worse	
  criminals	than	she	is!	
  Treasure & Rewards 
  At	the	conclusion	of	this	adventure,	the	adventurers	
  have	the	chance	to	obtain	the	following	magic	items:	
  • Magic	Items.	Welcomers	Gloves	(gloves	of	thievery)	
  and	boots	of	false	tracks	
  • Consumables.	potion	of	heroism	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  12 
  Adventure Rewards 
  The	characters	receive	rewards	based	upon	their	
  accomplishments.	Aside	from	advancement,	these	
  rewards	are	earned	during	the	session:	
  Character Rewards 
  Upon	completing	this	adventure,	each	character	
  gains	a	level.	At	their	discretion,	they	may	choose	to	
  decline	advancement.	Remind	those	that	express	an	
  interest	in	this	that	they	have	a	limit	to	how	much	
  gold	they	can	earn	per	level;	declining	advancement	
  means	that	they	may	reach	a	point	where	they	earn	
  no	gold.		
  	
  The	characters	earn	the	following	player	rewards	for	
  completing	the	adventure:	
  	
  Advancement 
  Upon	completing	this	adventure,	each	character	
  gains	a	level.	At	their	discretion,	they	may	choose	to	
  decline	advancement.	Remind	those	that	express	an	
  interest	in	this	that	they	have	a	limit	to	how	much	
  gold	they	can	earn	per	level;	declining	advancement	
  means	that	they	may	reach	a	point	where	they	earn	
  no	gold.	
  	
  Gold 
  Award	each	character	gold	for	each	hour	of	the	
  session.	Adventures	typically	feature	cues	for	this,	
  but	you	can	add	it	where	you	see	fit.	The	maximum	
  gold	that	you	can	award	a	character	per	hour	is	
  determined	by	their	tier,	as	follows:	
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
  Magic Item  
  Characters	completing	the	adventure	have	a	chance	
  to	obtain:	
  	 Welcomers’	Gloves	(gloves	of	thievery).		
  These	soft,	black	leather	gloves	have	a	small	W	
  embroidered	in	silver	thread	on	the	back.	
  	
  This	item	can	be	found	in	Appendix	5.	
  	
  	 boots	of	false	tracks.		
  Only	humanoids	can	wear	these	boots.	While	
  wearing	the	boots,	you	can	choose	to	have	them	
  leave	tracks	like	those	of	another	kind	of	humanoid	
  your	size.	
  	
  This	item	can	be	found	in	Appendix	6.	
  	
  	 potion	of	heroism	
  For	1	hour	after	drinking	it,	you	gain	10	temporary	
  hit	points	that	last	for	1	hour.	For	the	same	duration,	
  you	are	under	the	effect	of	the	bless	spell	(no	
  concentration	required).	This	blue	potion	bubbles	
  and	steams	as	if	boiling.	
  	
  This	item	can	be	found	in	Appendix	7.	
  Downtime Activities 
  This	adventure	does	not	contain	any	Downtime	
  Activities.	
  Story Awards 
  This	adventure	does	not	contain	any	Story	Awards.	
  Dungeon Master Rewards 
  For	running	this	adventure,	you	gain	a	DM	Reward.	
  This	reward	can	be	redeemed	for	levels,	magic	items,	
  and	other	season-themed	things.	See	the	
  Adventurers	League	DM	Rewards	document	for	
  more	info.	 
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  13 
  Appendix 1: Locations & NPCs 
  	
  The	following	NPCs	and	locations	feature	
  prominently	in	this	adventure.		
  Iyria	(Ear	ee	uh).	A	thief	who	is	sympathetic	to	the	
  common	person.	She	has	a	soft	spot	for	kids	and	
  animals.	She	must	leave	the	town	even	though	she’s	
  grown	attached	to	it.	She	can’t	be	convinced	to	stay,	
  but	she	can	be	convinced	to	help	others.	Deceptive	
  as	she	is	perceptive,	she’s	not	above	lying	to	protect	
  her	own	interests.	 
  • Personality:	I	would	rather	make	a	new	friend	
  than	a	new	enemy	
  	 Ideal:	You	can	only	trust	yourself	in	this	world	
  	 Bond:	I	hate	seeing	children	go	without	
  	 Flaw:	At	the	end	of	the	day,	I’m	quite	selfish	
  Iyria the Thief	 
   Iyria uses the Master Thief stat block with the following 
  modifications: 
  • Iyria has 60 ft. darkvision  
  • Iyria can read and write Common as well as Elvish 
  • Iyria cannot be put to sleep by magic 
  • Iyria has advantage on saves vs. being charmed 
   
  	
  • Phlan.	A	bustling	town	in	the	midst	of	
  reconstruction.	The	damage	done	to	the	town	has	
  impacted	the	poor	the	most.	The	first	half	of	the	
  adventure	takes	place	within	the	town	itself.		
  	
  • Old	Cottage.	Unassuming,	remote,	and	small.	This	
  location	does	not	change	during	the	adventure.	
  This	is	the	setting	for	the	final	confrontation	
  between	Iyria	and	the	Welcomers.	
  	
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  14 
  Appendix 2: Creature Statistics 
  	
  Annis Hag 
  Large fey, chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 75 (10d10 + 20) 
  Speed 40 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 21	(+5)	
  12	(+1)	
  14	(+2)	
  13	(+1)	
  14	(+2)	
  15	(+2)	
  	
  Saving Throws Con +5 
  Skills Deception +5, Perception +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses darkvision 60ft., passive Perception 15 
  Languages Common, Giant, Sylvan 
  Challenge 6 (2,300 XP) 
  Actions 
  Multiattack. The annis makes three attacks: one with 
  her bite and two with her claws. 
   
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) piercing damage. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) slashing damage. 
   
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, 
  and the target is grappled (escape DC 15) if it is a Large 
  or smaller creature. Until the grapple ends, the target 
  takes 36 (9d6 + 5) bludgeoning damage at the start of 
  each of the hag’s turns. The hag can’t make attacks 
  while grappling a creature in this way. 
   
  Bandit Captain 
  Medium humanoid (any race), any non-lawful 
  alignment 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 15	(+2)	
  16	(+3)	
  14	(+2)	
  14	(+2)	
  11	(+0)	
  14	(+2)	
  	
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses passive Perception 10 
  Languages any two language 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers 
   
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
   
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  10	(+0)	
  	
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
   
   
   
   
  
  	
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  15 
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	
  12	(+1)	
  12	(+1)	
  10	(+0)	
  11	(+0)	
  10	(+0)	
  	
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage. 
   
  Martial Arts Adept 
  Medium humanoid (any race), any alignment 
  Armor Class 16 
  Hit Points 60 (11d8 + 11) 
  Speed 40 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  17	(+3)	
  13	(+1)	
  11	(+0)	
  16	(+3)	
  10	(+0)	
  	
  Skills Acrobatics +5, Insight +5, Stealth +5 
  Senses passive Perception 13 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Unarmored Defense. While the adept is wearing no 
  armor and wielding no shield, its AC includes its 
  Wisdom modifier. 
  Actions 
  Multiattack. The adept makes three unarmed strikes 
  or three dart attacks. 
  Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8+3) bludgeoning damage. If the 
  target is a creature, the adept can choose one of the 
  following additional effects: 
   The target must succeed on a DC 13 Strength saving 
  throw or drop one item it is holding (adept's choice). 
   The target must succeed on a DC 13 Dexterity saving 
  throw or be knocked prone. 
   The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the adept's 
  next turn. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4+3) piercing damage. 
  Reactions 
  Deflect Missile. In response to being hit by a ranged 
  weapon attack, the adept deflects the missile. The 
  damage it takes from the attack is reduced by 1d10 + 3. 
  If the damage is reduced to 0, the adept catches the 
  missile if it's small enough to hold in one hand and the 
  adept has a hand free. 
   
  Mage 
  Medium humanoid, any alignment 
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 9	(-1)	
  14	(+2)	
  11	(+0)	
  17	(+3)	
  12	(+1)	
  11	(+0)	
  	
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any four languages 
  Challenge 6 (2,300 XP) 
   
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). The mage has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (2 slots): greater invisibility*, ice storm 
  5th level (2 slots): cone of cold 
  Actions 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  16 
  It’s a trap! 
  • The mage is part of the Welcomers ambush and as such has 
  pre-cast both Mage Armor and Greater Invisibility before 
  the party arrives. 
   
  Master Thief 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (studded leather) 
  Hit Points 84 (13d8+26) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  18	(+4)	
  14	(+2)	
  11	(+0)	
  11	(+0)	
  12	(+1)	
  	
  Saving Throws Dex +7, Int +3 
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight 
  of Hand +7, Stealth +7 
  Senses passive Perception 13 
  Languages any one language (usually Common) plus 
  thieves’ cant 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of it’s turns, the thief can use 
  a bonus action to take the Dash, Disengage or Hide 
  action. 
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails. 
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the thief that 
  isn’t incapacitated and the thief doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The thief makes three attacks with his 
  shortsword. 
   
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
   
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage. 
   
  Reactions 
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker. 
   
  Redcap 
  Small fey, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 45 (6d6 + 24) 
  Speed 25 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	
  13	(+1)	
  18	(+4)	
  10	(+0)	
  12	(+1)	
  9	(-1)	
  	
  Skills Athletics +6, Persuasion +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Sylvan 
  Challenge 3 (700 XP) 
   
  Iron Boots. While moving, the redcap has disadvantage 
  on Dexterity (Stealth) checks. 
  Outsize Strength. While grappling, the redcap is 
  considered to be Medium. Also, wielding a heavy 
  weapon doesn’t impose disadvantage on its attack 
  rolls. 
  Actions 
  Multiattack. The redcap makes three attacks with its 
  wicked sickle. 
  Wicked Sickle. Melee Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d4+4) slashing damage. 
  Ironbound Pursuit. The redcap moves up to its speed 
  to a creature it can see and kicks with its iron boots. 
  The target must succeed on a DC 14 Dexterity saving 
  throw or take 20 (3d10 + 4) bludgeoning damage and 
  be knocked prone. 
   
   
   
   
   
   
   
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  17 
  Swashbuckler 
  Medium humanoid, any non-lawful alignment 
  Armor Class 17 (leather armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
  	
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 12	(+1)	
  18	(+4)	
  12	(+1)	
  14	(+2)	
  11	(+0)	
  15	(+2)	
  	
  Skills Acrobatics +8, Athletics +5, Persuasion +6 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its turns. 
  Suave Defense. While the swashbuckler is wearing 
  light or no armor and wielding no shield, its AC includes 
  its Charisma modifier. 
  Actions 
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier. 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) 
  piercing damage. 
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8+4) piercing damage. 
   
   
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  18 
  Appendix 3: Map of Phlan (Player Handout 1)
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  19 
  Appendix 4: The Phlan Tribune (Player Handout 2)
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  20 
  Appendix 5: Magic Item 
  	
  Characters	completing	this	adventure’s	objective	
  unlock	this	magic	item.		
  Welcomers’ Gloves (Gloves of 
  Thievery) 
  Wondrous	item,	uncommon	
  These	gloves	are	invisible	while	worn.	While	
  wearing	them,	you	gain	a	+5	bonus	to	Dexterity	
  (Sleight	of	Hand)	checks	and	Dexterity	checks	to	pick	
  locks.	
  	 	This	item	is	found	in	the	Dungeon	Master’s	Guide.	
  	
  	 These	soft,	black	leather	gloves	have	a	small	W	
  embroidered	in	silver	thread	on	their	back.	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  21 
  Appendix 6: Magic Item 
  	
  Characters	completing	this	adventure’s	objective	
  unlock	this	magic	item.		
  Boots of False Tracks 
  Wondrous	item,	common	
  Only	humanoids	can	wear	these	boots.	While	
  wearing	the	boots,	you	can	choose	to	have	them	
  leave	tracks	like	those	of	another	kind	of	humanoid	
  your	size.	
  	 	This	item	is	found	in	Xanathar’s	Guide	to	
  Everything.	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  22 
  Appendix 7: Magic Item 
  	
  Characters	completing	this	adventure’s	objective	
  unlock	this	magic	item.		
  Potion of Heroism 
  Potion,	rare	
  For	1	hour	after	drinking	it,	you	gain	10	temporary	
  hit	points	that	last	for	1	hour.	For	the	same	duration,	
  you	are	under	the	effect	of	the	bless	spell	(no	
  concentration	required).	This	blue	potion	bubbles	
  and	steams	as	if	boiling.	
  	 	This	item	is	found	in	the	Dungeon	Master’s	Guide.	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-FAD-01 Out the Back (v.1.7) 
   
   
  23 
  Appendix 8: Dungeon Master Tips 
  	
  This	adventure	is	designed	for	three	to	seven	5th-
  10th	level	characters	and	is	optimized	for	five	
  characters	with	an	average	party	level	(APL)	of	8.	
  Characters	outside	this	level	range	cannot	
  participate	in	this	adventure.	
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  To	DM	an	adventure,	you	must	have	3	to	7	players—
  each	with	their	own	character	whose	level	is	within	
  the	adventure’s	level	range.	Characters	playing	in	a	
  hardcover	adventure	may	continue	to	play	to	but	if	
  they	play	a	different	hardcover	adventure,	they	can’t	
  return	to	the	first	one	if	they’re	outside	its	level	
  range.	
  Preparing the Adventure 
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	
  you’d	like	to	portray	an	NPC	or	a	tactic	you’d	like	
  to	use	in	a	combat.	Familiar	yourself	with	the	
  adventure’s	appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	
  in	running	this	adventure--such	as	notecards,	a	
  DM	screen,	miniatures,	and	battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Players	can	play	an	adventure	they	previously	
  played	as	a	Player	or	Dungeon	Master,	but	may	only	
  play	it	once	with	a	given	character.	Ensure	each	
  player	has	their	character’s	adventure	logsheet	(if	
  not,	get	one	from	the	organizer).	The	players	fill	out	
  the	adventure	name,	session	number,	date,	and	your	
  name	and	DCI	number.	In	addition,	the	player	also	
  fills	in	the	starting	values	for	advancement	and	
  treasure	checkpoints,	downtime	days,	and	renown.	
  These	values	are	updated	at	the	conclusion	of	the	
  session.		
  	 Each	player	is	responsible	for	maintaining	an	
  accurate	logsheet.	If	you	have	time,	you	can	do	a	
  quick	scan	of	a	player’s	character	sheet	to	ensure	
  that	nothing	looks	out	of	order.	If	you	see	magic	
  items	of	very	high	rarities	or	strange	arrays	of	ability	
  scores,	you	can	ask	players	to	provide	
  documentation	for	the	irregularities.	If	they	cannot,	
  feel	free	to	restrict	item	use	or	ask	them	to	use	a	
  standard	ability	score	array.		
  	 Point	players	to	the	D&D	Adventurers	League	
  Players	Guide	for	reference.	If	players	wish	to	spend	
  downtime	days	and	it’s	the	beginning	of	an	
  adventure	or	episode,	they	can	declare	their	activity	
  and	spend	the	days	now,	or	they	can	do	so	at	the	end	
  of	the	adventure	or	episode.	Players	should	select	
  their	characters’	spells	and	other	daily	options	prior	
  to	the	start	of	the	adventure,	unless	the	adventure	
  specifies	otherwise.	Feel	free	to	reread	the	
  adventure	description	to	help	give	players	hints	
  about	what	they	might	face.	
  Adjusting This Adventure 
  When	combat	is	a	possibility,	the	adventure	will	
  provide	a	sidebar	that	helps	you	to	determine	the	
  best	mix/number	of	opponents	to	provide	them	with	
  to	create	an	appropriate	challenge.	While	you’re	not	
  bound	to	these	adjustments;	they’re	here	for	your	
  convenience	and	consideration.	
  	 To	determine	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	result	by	the	number	
  of	characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	average	party	level	(APL).	
  To	approximate	the	party	strength	for	the	
  adventure,	consult	the	table	below.	
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-FAD-01 - Out the Back (5-10).pdf