TEXT: CCC-DWB-CW-01 
   
   
   
   
   
  The Clockwork Caravan 
  A Moonsea Adventure 
   
   
   
   
   
   
   
   
   
   
   
  Caravans of goods are being stolen and their occupants slaughtered, so a trap must be laid to stop 
  these bandits. The bandits are clever however, so we must be careful… 
  A Two Hour Adventure for Tier 1 Characters, Optimized for APL 3. 
   
   
   
  
  Credits 
   
  Designer:​ Oracle1of7 (Robby Jones) 
   
  Editing:​ Adam Gruber 
  D&D Adventurers League Guildmaster:​ Chris Lindsay 
   
  Art Director & Graphic Design:​ Robby Jones 
   
  D&D Adventurers League Wizards Team:​ Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators:​ Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Ma'at 
  Crooks, LaTia Bryant, Claire Hoffman, Greg Marks 
   
  Playtesters:​ Philippe Poirier, Nick Hammett, John 
  Capstick, nrolls4, Dylan Cole, hamc, karterfone, Oinkz, 
  Spencer Stevens, Lex Winter, and Blindman9000 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
   
  
   
  Adventure Primer 
   
  This adventure is designed for ​three to seven 
  1​st​ to 4​th​ level characters​ and is optimized for 
  five characters with an average party level 
  (APL) of 3​. Characters outside this level range 
  cannot participate in this adventure. 
  This adventure occurs around the city of Phlan. 
  Background 
  Travel and trade is the lifeblood of any city. One 
  of the more notable merchants in the city of 
  Phlan, Silvara Steeljaw, has been having her 
  caravans destroyed over the past three months. 
  She smells a rat and needs some help to solve 
  her problem.  
  Overview 
  The adventure’s story is spread over ​three parts 
  and takes approximately ​2 hours​ to play. The 
  adventure begins with a Call to Action scene. 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. 
  ● Part 1: Meeting in the Library (Call to 
  Action).​ The players meet at Mantor’s Library 
  in the city of Phlan. The adventurers are 
  greeted by Slivara Steeljaw, a local merchant. 
  She lays out that she is sending the adventures 
  to a pass north of the city as part of a fake 
  caravan in order to lure out a group of raiders 
  who have been terrorizing the local caravans. 
  This is the call to action. 
   
  ● Part 2: Blazing the Trail.​  The adventurers 
  travel with this false caravan towards the 
  location of the previous attacks. The caravan is 
  set upon by a group of mechanical raiders 
  intent on killing the caravan’s occupants and 
  stealing their wares. After the raiders are 
  destroyed, the adventures must track the 
  raiders to their lair.  
   
  ● Part 3 The Scrapper’s Lair. ​ Upon tracking the 
  bandits back to their lair, the adventures must 
  navigate their way through the raider’s 
  defenses and locate both the leader and the 
  evidence needed to discover who orchestrated 
  these attacks.   
   
   
  Adventure Hooks 
  Adventure Hook 1.​ One of the adventures 
  could have had loved ones on one of the previous 
  caravans that were attacked. 
   
  Adventure Hook 2.​ Slivara Steeljaw is a high 
  ranking member in the Lord’s Alliance, and 
  aiding her could curry favor with the Lord’s 
  Alliance later. 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  3 
  
   
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also an 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-DWB-CW-01 ​Clockwork Caravan (V4)
  4 
  
  Part 1: Meeting at the Library  
   
  Estimated Duration:​ 15 minutes 
  Call to Action 
  The adventurers have been contact through 
  various channels and are invited to speak with a 
  Slivara Steeljaw about a mission of great 
  importance. 
  As you enter Manton’s Library in the city of Phlan, 
  the musty smell of old book overwhelms the 
  senses as you are lead into a back room and are 
  greeted by a thin and beardless female dwarf who 
  scans each of you with a calculating eye.  “Ah good 
  you were able to find the location.” She chuckles as 
  she gestures to a table behind her “Please have a 
  seat, we have business to discuss.” 
  Despite summoning them, Slivara Steeljaw does 
  not completely trust the characters when she 
  first meets them.  Slivara Steeljaw shares the 
  following information about the mission: 
   
  ●
  For 3 months now, caravans that have 
  been leaving the city have been 
  attacked and destroyed. 
  ●
  The assailants have killed every person 
  in the caravan. There have been no 
  survivors.  
  ●
  Slivara Steeljaw is looking to set up an 
  ambush for the assailants. To that end 
  she wishes to hire the characters to go 
  along with a fake caravan to catch the 
  assailants in the act and finding their 
  base of operations. 
  ●
  Once the adventurers have located 
  both the assailants and their base she 
  wants the players to eliminate the 
  raiders and recover any goods from the 
  previous caravans. 
  ●
  She reveals that the ambushes have 
  been happening about two days travel 
  from the city. 
  ●
  To assist with the ruse, two drivers and 
  two additional guards will travel with 
  the adventurers. “Please keep them in 
  one piece” she says coyly.  
  ●
  She also asks that the adventurers 
  secure any information about how the 
  assailants knew about the caravans 
  and their routes and asks them to find 
  the leader of the assaults. If pushed on 
  which she would prefer if only one of 
  those things can be secured she 
  reluctantly says that finding what they 
  know is most important.  
  ●
  If confronted with her mistrust (DC: 15 
  Insight check), she admits that she 
  doesn’t know whom to trust since very 
  few people knew about all of the 
  caravans that went missing. 
  ●
  She offers her gratitude and her favor 
  in exchange for their help in this 
  matter. She offers the party two ​potions 
  of healing​ for completing the quest.  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  5 
  
  Part 2: Blazing The Trail 
   
  After the adventurers accept the offer, Slivara 
  Steeljaw quickly starts setting up the caravan. 
  She says she needs a day to gather the supplies 
  and personnel to make the target tempting. She 
  has secured lodging for the adventures rooms at 
  the local inn. She gives the adventures the 
  location of where the caravan will gather before 
  setting out. 
  The next day, the players gather at the agreed 
  upon location and are introduced to both of the 
  drivers as well as the additional guards. 
   Creature Information 
   The guards are two dwarven ​guards ​named 
  Spoot And Shoot Ringmelter. The drivers are two 
  Commoners​ named Mark and Sam. 
  Objectives & Goals.​ All four of these NPCs are 
  here doing their job. They want to make it to the 
  other end of this trip intact. Mark brags about his 
  new baby girl if engaged in conversation. Sam 
  (an older gentleman of mid to late 50’s) doesn’t 
  talk and ignores attempts at conversation. The 
  two dwarves will engage in idle conversation but 
  ignore any attempts to dig into their pasts.  
  What Do They Know?​ None of the NPCs know 
  anything about the fact that this caravan was 
  being used as bait.  
  Scene A: The Ambush  
  As the players proceed on the trail, they enter a 
  narrow valley with 20ft high cliffs. As they pass 
  through they find a trap meant to seal them into 
  the valley so that a group of mechanical raiders 
  can attack from above.  
   
  Area Information 
  The area has the following features. 
  Terrain.​ The ambush site is located in a 
  narrow v-shaped valley with 20ft between cliff 
  faces.  The cliffs are 20ft high and require a 
  DC:12 Athletics check in order to climb. 
  Lighting.​ The sky is overcast. As this 
  encounter takes place in the last evening on the 
  second day.  
  Hidden Trap (Area T on Ambush Valley 
  Map). ​There is a trip rope set half way through 
  the valley which sets off a triggered avalanche 
  (DC:15 Perception Check to spot).  Any player 
  that is in a 10ft  radius from the tripwire, must 
  make a DC:13 DEX Save or take 1d8 Bludgeoning 
  damage and be knocked prone. (no damage on a 
  save) after the trap goes off the area around in 
  becomes difficult terrain. After the trap goes off, 
  two ​Bronze Scouts​ burrow out of the sides of 
  the cliff on opposite sides of the caravan and a 
  Nimblewright​ appears on top of the cliff. All 
  three Attack immediately. 
  Battle Tactics 
  The ​Bronze Scouts​ focus on attacking the 
  caravan carts first then moving onto the 
  passengers. The ​Nimblewright​ attacks the 
  passengers 
   
  If both of the ​Bronze Scouts​ are destroyed, the 
  Nimblewright​ attempts to flee.  
   
  Adjusting The Scene: 
  Very Weak:​ Change the ​Bronze Scouts 
  immunities to resistances (except Poison) and 
  replace the ​Nimblewright​ with an ​Animated 
  Armor 
  Weak:​ Replace the ​Nimblewright​ with an 
  Animated Armor 
  Strong:​ Add 1 ​Bronze Scout 
  Very Strong:​ Add 1 ​Bronze Scout​ and replace 
  The ​Nimblewright​ with a ​Helmed Horror​. 
   
  Scene B: Backtracking  
  In the aftermath of the battle, the players still 
  need to locate the home base that these 
  mechanical raiders came from. It is a DC: 13 
  Survival check in order to follow the trail left by 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  6 
  
  these mechanical creatures. They must make 
  two successful checks in order to make it to the 
  location. 
  As they are tracking apply the following 
  modifiers to the rolls: 
  ●
  If they allowed the Nimblewright to 
  escape add +5 to all survival checks 
  made to track it. 
  ●
  If they took any kind of rest, the survival 
  check will be with disadvantage. 
   
  As you come to the end of the trail, you find a cave 
  surrounded by debris of mechanical beings. 
  If the ​Nimblewright​ escaped, it is waiting in 
  ambush in this area. As the players enter this 
  area the ​Nimblewright​ (have the ​Nimblewright 
  make a stealth check with a DC: equal to the 
  highest passive perception of the character) 
  starts hidden and attempts to surprise the 
  characters. With its HP that it had at the end of 
  the last fight, it will fight till it is destroyed. 
  Otherwise proceed to part 3. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  7 
  
   
   
   
   
   
  Part 3: The Scrapper Lair 
    
   
  Location A: The Trapped 
  Passageway 
   After entering the cave, the characters pass 
  through a winding trail towards the workshop of 
  the creator of the mechanical nightmares. 
   
  Area Information 
  The area has the following features. 
  Terrain.​ The passageway is 5ft across with a 
  ceiling about 7ft tall.  
  Lighting.​ The passageway has dim light until 
  after you pass through the first turn after which 
  the only light is what the characters bring with 
  them. 
  Fire Spray Trap:​ Located at point A on map B. 
  DC: 13 Perception/Investigation to notice the 
  trap trigger (a pressure plate). If tripped 
  everyone in the room must make a DC: 13 DEX 
  save or Take 10(3d6) Fire damage. Once noticed 
  players can either avoid it or make a thieves’ 
  Tools check (DC:13) to disable.  
   
  After bypassing or facing the fire trap, the 
  players enter into the workshop of Scrapper the 
  Insane Kobold Inventor. 
  Location B: The Workshop 
  After braving the tunnel, the players are greeted 
  by an insane Kobold and his latest creations.  
   
  Creature Information 
  The mad kobold is named Scrapper and will fight 
  to protect his work but will not die for them. 
  Objectives & Goals.​ Scrapper is more focused 
  on testing the strength of his creations. He cares 
  little for the spoils from the caravan attacks and 
  often melts down what he gains to build his 
  creations. He sees the deal with the wizard as a 
  means to the end of perfecting his creations. 
  What Do They Know?​ Scrapper knows that he 
  was hired to use his creations to disrupt trade on 
  this side of the town at the behest of a local 
  wizard named Starthrax who is posing as a 
  quartermaster working for Slivara Steeljaw. 
   
  As you exit the tunnel, you come to an elaborate 
  workshop of clockwork gadgets and gizmos. Setting 
  at the workbench, is a small kobold busily working 
  on a small device. He whorls around at your 
  approach and shrieks, “You come for Scrapper, you 
  can’t make my beauties” With that he whistles, you 
  watch as a large mechanical Snake rises up and a 
  clockwork warrior springs up out of a pile of junk. 
  Both approach menacingly as the Kobold cackles 
  with glee.  
  Area Information 
  The area has the following features. 
  Terrain.​ The areas has junk scattered 
  everywhere making it difficult terrain for 
  everyone except Scrapper. 
  Lighting.​ The area is dimly lit 
   
  Battle Tactics 
  Scrapper (a ​Kobold Inventor​) stands in the 
  back of the room using his weapon inventions 
  and sling to attack from ranged. His two other 
  creations (another ​Nimblewright​ and an ​Iron 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  8 
  
  Cobra​) move in to attack until destroyed. Once 
  both are destroyed, Scrapper surrenders.  
   
  Adjusting The Scene: 
  Very Weak:​ Replace the Nimblewright with an 
  Animated Armor, Change Iron Cobra’s 
  Immunities to resistances (except poison) 
  Weak:​ Replace the Nimblewright with an 
  Animated Armor 
  Strong:​ Add 1 Kobold Inventor 
  Very Strong:​ Add 1 Kobold Inventor and Replace 
  The Nimblewright with a Helmed Horror. 
   
  Treasure 
  After Scrapper is captured or killed, a search of 
  his workshop (DC: 10 Perception/Investigation) 
  discovers a list of upcoming caravans and their 
  supposed contents from the quartermaster’s 
  office as well as half the goods from the caravans 
  that had been attacked The players also find a 
  well worn ​Immovable Rod​ made of dragonscales 
  (See Treasure Section) as well as a potion of 
  healing and a potion of fire breath. 
  Wrap-Up 
  Once the players recover what they can of the 
  stolen merchandise and have the evidence. The 
  return trip is uneventful. Slivara Steeljaw is 
  pleased that the players succeeded but angry at 
  her Quartermaster. She thanks the characters 
  and promises to keep them in mind for future 
  assignments. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  9 
  
  Rewards 
  At the ​end of the session​, the characters receive rewards based upon their accomplishments. 
   
   
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully ​completing​ this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind your players that the amount of gold 
  that their characters can earn per level is 
  limited; declining advancement means that they 
  may reach a point where they earn no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in ​Appendix B​: 
  ● Immovable Rod. ​This well-worn rod is made 
  of dragon talons and scales. While active you 
  can hear the tiny whir of a small motor.  
   
   
   
   
  Dungeon Master Rewards 
  For running this adventure, one of your 
  character gains a level. That character receives 
  gold based on their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  10 
  
   
  Dramatis Personae 
   
  The following NPCs and locations feature 
  prominently in this adventure.  
  ● Slivara Steeljaw (Seel vara).​ A cutthroat 
  dwarven business woman of the highest order  
  Personality: Business is my life 
  Ideal:  
  Bond: I treat those in my employ like 
  family. 
  Flaw: I view betrayal as a deadly 
  insult  
  ● Sam.​ An elderly and crotchety driver who 
  doesn’t care for the niceties of his job.  
  Personality: I just want to get paid and go 
  home. 
  Ideal: I prefer to do my job in silence. 
  Bond: Just doing my job 
  Flaw: I get sick of hearing other people talk 
  ● Mark.​ A talkative and friendly driver who 
  constantly brags about his family and new 
  baby.  
  Personality: I perform dangerous work for 
  my family 
  Ideal: My family is my life. 
  Bond: I live for my loved ones 
  Flaw: I will save myself before helping 
  others. 
     Spoot and Shoot Ringmelter. ​A pair of 
  dwarven twins that fancy themselves as 
  terrifying warriors. 
  Personality: We fight for honor and glory 
  Ideal: We must defend our charges with our 
  lives. 
  Bond: In battle we will be tested  
  Flaw: We are overeager for battle 
   
     Scrapper. ​A mad kobold inventor who relishes 
  in designing engines of destruction. 
  Personality: Destruction is the mother of 
  Creation. 
  Ideal: Mayhem is the can vice on which I paint 
  Bond: I love seeing my creation’s handiwork.  
  Flaw: My creations are not worth my life. 
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  11 
  
   
  Creature Statistics 
   
   
  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 (+10) 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 10 ft., one 
  target. ​Hit: ​2 (1d4) bludgeoning damage. 
   
   
  GUARD 
  M​edium ​humanoid ​(any ​race), any alignment 
  Armor Class​ 16 (chain shirt, shield) 
  Hit Points​ 11 (2d8 + 2) 
  Speed​ 30ft. 
  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 20f/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage. 
   
  BRONZE SCOUT 
  Medium construct​, ​unaligned 
   
  Armor Class 13 
  Hit Points 18 (4d8) 
  Speed 30 ft., burrow 30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0)
  16 (+3)
  11 (+0)
  3 (-4)
  14 (+2)
  1 (-5) 
  Skills​ Perception +6 Stealth +7 
  Damage Immunities​ ​poison; ​bludgeoning, ​piercing, ​and 
  slashing from nonmagical ​attacks that ​aren't 
  adamantine 
  Condition ​Immunities​ ​charmed, exhaustion, ​frightened​, 
  paralyzed, ​petrified, poisoned 
  Senses​ ​darkvision ​60 ​ft., ​passive ​Percept​io​n 16 
  Languages​ ​understands common​ ​but ​can​'t ​speak 
  Challenge​ ​l ​(200 ​XP) 
  Earth Armor. ​The bronze scout doesn't provoke 
  opportunity attacks when it burrows. 
  Magic Resistance. ​The bronze scout has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Bite.​ Melee Weapon Attack: +S to hit, reach 5 ft., one 
  target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) 
  lightning damage. 
   
  Lightning Flare (Recharges after a Short or Long Rest). 
  Each creature in contact with the ground within 15 feet 
  of the bronze scout must make a DC 13 Dexterity saving 
  throw, taking 14 (4d6) lightning damage on a failed 
  save, or half as much damage on a successful one 
   
  IRON COBRA 
  Medium construct​, ​unaligned 
  Armor ​Class ​13 
  Hit Points ​45 (7d8 ​+ ​14) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  16 (+3)
  14 (+2)
  3 (-4)
  10 (+0)
  1 (-5) 
  Skills. ​Stealth +7 
  Damage ​Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't 
  adamantine 
  Condition Immunities ​charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses ​darkvision 60 ft., passive Perception 10 
  Languages ​understands common but can't speak 
  Challenge 4 ​{l,100 XP). 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
  12 
  
  Magic Resistance. ​The iron cobra has advantage on 
  saving throws against spells and other magical effects. 
   
  Actions 
  Bite​. ​Melee Weapon Attack: ​+​5 to hit, reach 5 ft., ​one 
  target​. ​Hit: ​6 (ld6 ​+ ​3) piercing damage. If the target is a 
  creature, ​it​ ​must ​succeed ​on a DC ​13 ​Constitution saving 
  throw ​or ​suffer​ ​one random poison effect​: 
  ●
  Poison Damage: ​The target ​takes ​13 (3d8) 
  poison damage.  
  ●
  Confusion: On ​its next turn​, ​the target must ​use 
  its action ​to ​make one weapon attack against a 
  random creature it can see within 30 feet of ​it, 
  using whatever weapon it has in hand and 
  moving beforehand if necessary to get in range. 
  I​f ​it​'s ​holding no weapon​, ​i​t ​makes ​an unarmed 
  strike​. ​If ​no creature is vis​ible ​within 30 feet​, ​it 
  takes ​the Dash action​, ​moving toward the 
  nearest creature. 
  ●
  Paralysis: ​The target ​i​s paralyzed until the end 
  of its next ​turn  
   
  NIMBLEWRIGHT 
  Medium construct, unaligned 
  Armor ​Class 18 (natural armor) 
  Hit Points​ 45 (6d8 + 18) 
  Speed​ 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  18 (+4)
  17 (+3)
  8 (-1)
  10 (+0)
  6 (-2) 
  Saving Throws​ Dex +6 
  Skills​ Acrobatics +8, Perception +2 
  Damage Resistances​ bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities​ exhaustion, frightened, petrified, 
  poisoned 
  Senses​ darkvision 60 ft., passive Perception 12 
  Languages​ understands common but can't speak 
  Challenge​ 4 (l ,100 XP) 
  Magic Resistance​. ​The Nimblewright has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons​. ​The Nimblewright's weapon attacks 
  are magical. 
  Repairable​. ​As long as it has at least l hit point 
  remaining, the Nimblewright regains l hit point when a 
  mending ​spell is cast on it. 
  Sure-Footed​. ​The Nimblewright has advantage on 
  Strength and Dexterity saving throws made against 
  effects that would knock it prone. 
   
  Actions 
  Multiattack​. ​The Nimblewright makes three attacks: 
  two with its rapier and one with its dagger. 
  Rapier​. Melee Weapon Attack: ​+6 to hiti reach S ft., one 
  target. ​Hit: ​8 (ld8 + 4) piercing damage. 
  Dagger​. Melee or Ranged Weapon ​Attack~ +6 to hit, 
  reach S ft. or range 20/60 ft., one target. ​Hit: ​6 (1d4 + 4) 
  piercing damage. 
  Reaction 
  Parry​. ​The Nimblewright adds 2 to Its AC against one 
  melee attack that would hit it. To do so, the 
  Nimblewright must see the attacker and be wielding a 
  melee weapon. 
   
  HELMED HORROR 
  Medium construct, neutral 
  Armor Class​ 20 (plate, shield) 
  Hit Points​ 60 (8d8 + 24) 
  Speed​ 30ft., fly 30ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4)
  13 (+1)
  16 (+3)
  10 (+0) 10 (+0)
  10 (+0) 
  Skills​: Perception +4 
  Damage ​Resistances bludgeoning, piercing, and slashing 
  from non magical weapons that aren't adamantine 
  Damage Immunities​ force, necrotic, poison 
  Condition Immunities​ blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned, stunned 
  Senses ​blind sight 60ft. (blind beyond this radius), 
  Passive Perception 14 
  Languages​ understands common but can't speak 
  Challenge​ 4 (1 ,100 XP) 
  Magic Resistance​. ​The helmed horror has advantage on 
  saving throws against spells and other magical effects. 
  Spell Immunity​. ​The helmed horror is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal, ​and ​lightning bolt. 
   
  Actions 
  Multiattack​. ​The helmed horror makes two longsword 
  attacks. 
  Longsword​. Melee Weapon Attack: ​+6 to hit, reach 5 ft., 
  one target. ​Hit: ​8 (1d8 + 4) slashing damage, or 9 (1d10 
  + 4) slashing damage if used with two hands​. 
   
  ANIMATED ARMOR 
  Medium construct, unaligned 
  Armor Class​ 18 (natural armor) 
  Hit Points​ 33 (6d8 + 6) 
  Speed​ 25ft. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  STR
  DEX
  CON
  INT
  WIS
  CHA 
  14 (+2)
  11 (+0)
  13 (+1)
  1 (-5)
  3 (-4)
  1 (-5) 
  Damage Immunities​ Poison, Psychic 
  Condition Immunities​ blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned 
  Senses ​blindsight 60ft. (blind beyond this radius), 
  Passive Perception 6 
  Languages​ - 
  Challenge​ 1 (200 XP) 
   
  Antimagic Susceptibility​. ​The armor is incapacitated 
  while in the area of an ​anti magic field. ​If targeted by 
  dispel magic, ​the armor must succeed on a Constitution 
  saving throw against the caster's spell save DC or fall 
  unconscious for 1 minute. 
  False Appearance​. ​While the armor remains motionless, 
  it is indistinguishable from a normal suit of armor. 
   
  Action 
  Multiattack​. ​The armor makes two melee attacks. 
  Slam​. Melee Weapon Attack: ​+4 to hit, reach 5 ft ., one 
  target. ​Hit: ​5 (ld6 + 2) bludgeoning damage​. 
   
  KOBOLD INVENTOR 
  Small humanoid (kobold), lawful evil 
  Armor Class ​12 
  Hit Points ​13 (3d6 + 3) 
  Speed ​30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  7 (-2)
  15 (+2)
  12 (+1)
  8 (-1)
  7 (-1)
  8 (-1) 
  Skills Perception +0 
  Senses ​darkvision 60 ft., passive Perception 10 
  Languages ​Common, Draconic 
  Challenge ​1/4 (50 XP) 
  Pack Tactics. ​The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
  Sunlight Sensitivity. ​While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Dagger. ​Melee or Ranged Weapon Attack: ​+4 ​to hit, 
  reach 5 ft. or range 20/60 ft., one target. ​Hit: ​4 (ld4 + 2) 
  piercing damage. 
  Sling. ​Ranged Weapon Attack: ​+4 to hit, range 30/120 
  ft., one target. ​Hit: ​4 (ld4 + 2) bludgeoning damage. 
  Weapon Invention. ​The kobold uses one of the 
  following options (roll a d8 or choose one); the kobold 
  can use each one no more than once per day: 
  1.
  Acid. ​The kobold hurls a flask of acid. ​Ranged 
  Weapon Attack: ​+4 to hit, range 5/20 ft., one 
  target. ​Hit: ​7 (2d6) acid damage. 
  2.
  Alchemist's Fire. ​The kobold throws a flask of 
  alchemist's fire. ​Ranged Weapon Attack: ​+4 to 
  hit, range 5/20 ft., one target. ​Hit: ​2 (1 d4) fire 
  damage at the start of each of the target's 
  turns. A creature can end this damage by using 
  its action to make a DC 10 Dexterity check to 
  extinguish the flames. 
  3.
  Basket of Centipedes. ​The kobold throws a 
  small basket into a 5-foot-square space within 
  20 feet of it. A​ swarm of insects (centipedes) 
  with 11 hit points emerges from the basket and 
  rolls initiative. At the end of each of the 
  swarm's turns, there's a 50 percent chance that 
  the swarm disperses. 
  4.
  Green Slime Pot. ​The kobold throws a clay pot 
  full of green slime at the target, and it breaks 
  open on impact. ​Ranged Weapon Attack: ​+4 to 
  hit, range 5/20 ft., one target. ​Hit: ​The target is 
  covered in a patch of green slime (see chapter 
  5 of the ​Dungeon Master's Guide). Miss: ​A 
  patch of green slime covers a randomly 
  determined 5-foot-square section of wall or 
  floor within 5 feet of the target. 
  5.
  Rot Grub Pot. ​The kobold throws a clay pot into 
  a 5-foot square space within 20 feet of it, and it 
  breaks open on impact. A ​swarm of rot grubs 
  (see appendix A) emerges from the shattered 
  pot and remains a hazard in that square. 
  6.
  Scorpion on a Stick. ​The kobold makes a melee 
  attack with a scorpion tied to the end of a 
  5-foot-long pole. ​Melee Weapon Attack: ​+4 to 
  hit, reach 5 ft., one target. ​Hit: ​1 piercing 
  damage, and the target must make a DC 9 
  Constitution saving throw, taking 4 (ld8) poison 
  damage on a failed save, or half as much 
  damage on a successful one. 
  7.
  Skunk in a Cage. ​The kobold releases a skunk 
  into an unoccupied space within 5 feet of it. 
  The skunk has a walking speed of 20 feet, AC 
  10, 1 hit point, and no effective attacks. It rolls 
  initiative and, on its turn, uses its action to 
  spray musk at a random creature within 5 feet 
  of it. The target must make a DC 9 Constitution 
  saving throw. On a failed save, the target 
  retches and can't take actions for 1 minute. The 
  target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself 
  on a success. A creature that doesn't need to 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  breathe or is immune to poison automatically 
  succeeds on the saving throw. Once the skunk 
  has sprayed its musk, it can't do so again until it 
  finishes a short or long rest. 
  8.
  Wasp Nest in a Bag. ​The kobold throws a small 
  bag into a 5-foot-square space within 20 feet of 
  it. ​A swarm of insects (wasps) ​with 11 hit 
  points emerges from the bag and rolls 
  initiative. At the end of each of the swarm's 
  turns, there's a 50 percent chance that the 
  swarm disperses. 
   
  SWARM OF CENTIPEDES 
  Medium ​swarm ​of Tiny beasts​, ​unaligned 
  Armor Class​ 12 (natural ​armor) 
  Hit Points​ ​22 ​(5d8) 
  Speed​ ​20ft., ​climb 20ft 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  3 (-4)
  13 (+1)
  10 (+0)
  1 (-5)
  7 (-2)
  1 (-5) 
  Damage Resistances​ bludgeoning​, ​piercing, ​s​l​ashing 
  Condition Immunities​ ​charmed, frightened, ​paralyzed, 
  petrified, prone, restrained, ​stunned 
  Senses​ blindsight 10ft​.​, passive Perception ​8 
  Languages​- 
  Challenge​ 1/2 (100 ​XP)​. 
  Swarm​. ​The ​swarm ​can ​occupy another creature's space 
  and ​vice versa​, ​and the ​swarm can ​move through any 
  opening large ​enough ​for a ​tiny ​insect. The ​swarm ​can't 
  regain hit points ​or gain ​temporary hit points 
  Actions 
  Bites​. ​Melee Weapon Attack​: ​+3 ​to hit, reach 0 ft., ​one 
  target in the ​swarm's space. ​Hit: ​10 (4d4) piercing 
  damage, ​or ​5 (2d4) piercing damage if the ​swarm ​has 
  half ​of its ​hit points or ​fewer.​ ​A ​creature ​reduced to 0 hit 
  points by a ​swarm ​of centipedes i​s ​stable​ ​but poisoned 
  for 1 hour, ​even after ​regaining hit points​, ​and paralyzed 
  while poisoned in this way 
   
  SWARM OF WASPS 
  Medium ​swarm ​of Tiny beasts​, ​unaligned 
  Armor Class​ 12 (natural ​armor) 
  Hit Points​ ​22 ​(5d8) 
  Speed​ ​5ft., ​Fly 30ft 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  3 (-4)
  13 (+1)
  10 (+0)
  1 (-5)
  7 (-2)
  1 (-5) 
  Damage Resistances​ bludgeoning​, ​piercing, ​s​l​ashing 
  Condition Immunities​ ​charmed, frightened, ​paralyzed, 
  petrified, prone, restrained, ​stunned 
  Senses​ blindsight 10ft​.​, passive Perception ​8 
  Languages​- 
  Challenge​ 1/2 (100 ​XP)​. 
  Swarm​. ​The ​swarm ​can ​occupy another creature's space 
  and ​vice versa​, ​and the ​swarm can ​move through any 
  opening large ​enough ​for a ​Tiny ​insect. The ​swarm ​can't 
  regain hit points ​or gain ​temporary hit points 
  Actions 
  Bites​. ​Melee Weapon Attack​: ​+3 ​to hit, reach 0 ft., ​one 
  target in the ​swarm's space. ​Hit: ​10 (4d4) piercing 
  damage, ​or ​5 (2d4) piercing damage if the ​swarm ​has 
  half ​of its ​hit points or ​fewer 
   
  SWARM OF ROT GRUBS 
  Medium ​swarm ​of Tiny beasts​, ​unaligned 
  Armor Class​ 8 (natural ​armor) 
  Hit Points​ ​22 ​(5d8) 
  Speed​ ​5ft., ​climb 5ft 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  2 (-4)
  7 (-2)
  10 (+0)
  1 (-5)
  2 (-4)
  1 (-5) 
  Damage Resistances​ piercing, ​s​l​ashing 
  Condition Immunities​ ​charmed, frightened, ​paralyzed, 
  petrified, prone, restrained, ​stunned 
  Senses​ blindsight 10ft​.​, passive Perception ​8 
  Languages​- 
  Challenge​ 1/2 (100 ​XP)​. 
  Swarm​. ​The ​swarm ​can ​occupy another creature's space 
  and ​vice versa​, ​and the ​swarm can ​move through any 
  opening large ​enough ​for a ​Tiny ​insect. The ​swarm ​can't 
  regain hit points ​or gain ​temporary hit points. 
  Actions 
  Bites. ​Melee Weapon Attack: ​+0 to hit, reach 0ft., one 
  creature in the swarm's space. ​Hit: ​The target is infested 
  by 1d4 rot grubs. At the start of each of the target's 
  turn, the target takes 1d6 piercing damage per rot grub 
  infesting it. Applying fire to the bite wound before the 
  end of the target's next turn deals 1 fire damage to the 
  target and kills these rot grubs. After this time, these rot 
  grubs are too far under the skin to be burned. If a target 
  infested by rot grubs ends its turn with 0 hit points, it 
  dies as the rot grubs burrow into its heart and kill it. Any 
  effect that cures disease kills all rot grubs infesting the 
  target. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  Appendix A: Maps, Player Handouts, Etc. 
   
  This appendix includes various handouts and 
  resources for running the adventure. 
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
  CCC-DWB-CW-01 ​Clockwork Caravan (V4)
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  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  Appendix B: Character Rewards 
   
   
  Immovable Rod 
  (Wonderous  Item, Uncommon) 
  This flat iron rod has a button on one end​. ​You can 
  use an action to press the button, which causes the 
  rod to become magically fixed in place​. ​Until you 
  or another cr​e​ature uses an action to push the button 
  again​, ​the rod doesn​'​t mov​e, ​even if it is defying 
  gravity. The rod can hold up to 8,000 pounds of 
  weight​. ​More weight causes the rod to deactivate 
  and fall. A creature can use an action to make a DC 
  30 Strength check​, ​moving the fixed rod up to 10 
  feet on a success. 
  This well-worn rod is made of dragon talons and 
  scales. While active you can hear the tiny whir of 
  a small motor. 
  This item can be found on Magic Item Table B 
   
   
   
   
   
   
   
   
   
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
   
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  Appendix C: Dungeon Master Tips 
   
  To DM an adventure, you ​must​ have 3 to 7 players—each 
  with their own character within the adventure’s level 
  range (see Adventure Primer). Characters playing in a 
  hardcover​ adventure may continue to play but if they 
  play a different hardcover​ ​adventure, they ​can’t return​ to 
  the first if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
   
  New to the Annual Storyline? 
  http://dnd.wizards.com/story/waterdeep 
   
  http://dndadventurersleague.org/storyline-seasons/waterde
  ep-adventures/ 
  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. 
  Familiarize 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) 
  with their starting values for advancement and treasure 
  checkpoints, downtime days, and renown. These are 
  updated at the conclusion of the session. The adventure 
  information and your information is added at the end of 
  the adventure session—whether the completed the 
  adventure or not. 
  Each player is responsible for maintaining an accurate 
  log sheet. 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 Player's 
  Guide for reference. If players wish to spend downtime 
  days and it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days now, or 
  they can do so at the end of the adventure or episode. 
  Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting This Adventure 
  To determine whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the result by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the ​party strength​ for 
  the adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party 
  Strength 
  3-4 characters, APL less than 
  Very weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very strong 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-DWB-CW-01 The Clockwork Caravan v5.pdf